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Alpha Chronicles

Core Rules
J. Keith Wykowski

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Charles Weston (order #2827343) 6


Dedication
This book is dedicated to Maria, the love of my life. Thank you for allowing me to
follow all of my passions, and never giving up on helping the creativity flow. It is also
dedicated to all of you who helped create, refine, and enjoy the game. Thank you. Without
all of you this project would never have been completed.

Credits
Author & Kingpin: J. Keith Wykowski
Authors of Alpha Arkana: J. Keith Wykowski and Trey Coonrod
Supplemental Ideas: Christian Conkle, Trey Coonrod, Keith Doughty, Nick Graves, Dan Greenberg, Jeremy
Heins, Joe Hofman, David Loulis, Jack Schafer, Adam Tate, Jason Valenzuela, and Deirdre Whitford.
Introductory Story: Jason Valenzuela.
Interior Artists: Duane Barbour, Rachael Bright, Christian Conkle, Matt Conti, Jenna Guffogg, Jeremy Heins,
Allison Lukehart, Matthew McGinn, Andre Wallin, and J. Keith Wykowski.
Editor & System Breaker: Jason Valenzuela
Title Logo: Daniel Greenberg
Cover Design: Daniel Greenberg
Character Sheet Design: Jason Valenzuela
Playtesters: Jared Athay, Kortney Brooks, Douglas Broud, Trey Coonrod, Keith Doughty, Ian Gordon, Nick
Graves, Daniel Greenberg, June Heidemann, Jeremy Heins, Joe Hofman, Erik Lerfald, David Loulis, George
Lyons, Dan Mahoney, Mason Murray, Charles Perez, John Rust, Adam Tate, Jason Valenzuela, Ingvar Vining,
Deirdre Whitford, and Maria Wykowski.

Based upon the First Printing of Alpha Chronicles Core Rules

Alpha Chronicles Core Rules are Copyright 2009 James Keith Wykowski.

No part of this publication may be scanned, OCRed, photocopied, or reproduced in any way without the express
written permission of the copyright holders. No portion of the document may be published in any physical or electronic
form, except short excerpts for use in reviews, without the express written permission of the copyright holders. All rights
reserved, worldwide, under the Universal Copyright Convention.
All incidents, situations, people, places, institutions, and organizations are fictitious. Any similarity to persons
living or dead, without satirical intent, is entirely coincidental.
This document is entirely fictional and is not intended literally. All of the monsters, demons, and other planar
creatures are not real. The spells and unnatural abilities are likewise completely bogus. If you are nave enough to believe in
any of this we recommend that you put down the book and send a money order for at least one dollar to the address below.
We will not send you anything in return, and we will promptly laugh as we open and receive the letter. We are all very
boring people here and do not recommend the use of drugs, violence, mimes, or the practice of the occult. We especially
mean the part about mimes.

Alpha Chronicles is online at www.AlphaChronicles.com or email us at GM@alphachronicles.com


All other correspondence should be sent to:
Alpha Chronicles
14758 Delta Court
Woodbridge VA 22193

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Table of Contents

Authors Note -
Alpha Chronicles is a stand-alone role-playing decide what equipment is available. Voila! Bored of your
game of modern adventuring. If you have never played a current campaign but tired of switching systems or
role-playing game before, welcome. You are about to playing in some other game? Build new characters and
enjoy something that is part improvisation, part strategy, keep our system. Alpha Chronicles can handle any
and all fun. Your blood will sing as your character lurks setting or chronicle you want to play with.
through darkened streets following a villain. You will feel
the immense satisfaction as you finally discover the last More ideas, options, and other equipment will
clue that will end the super-villains reign of terror. You be forthcoming in expansions and on our website. In fact
will immerse yourself in the ideas and personality of there is already a fantasy game utilizing a similar system
someone that is not your own. All you need is an that is available for downloading at AlphaChronicles.com.
imagination, pencils, paper, and a few ten sided dice that The system created in Alpha Arkana and expanded upon
you can purchase from most comic or game stores. Look here is a percentile-based system that utilizes skills and a
for anyone playing with those funny card games or those balance of realism and playability. We hope you fully
odd plastic toys with the clicking bases. Theyll be more enjoy the freedom to be creative and unpredictable while
than happy to direct you to the right place. still having just enough rules and structure to give that
creativity wings, jet-packs, or even matter transmission.
For those of you who are well accustomed to
gaming, welcome friends. This system is designed with If you create something that is just plain cool,
balance in mind. This system of rules is easily adapted send it along. Most likely we will like it too and put it on
towards the power-gamer or the avid amateur actor. the website or in a later supplement with your name in
With a good GM both will survive and prosper with this the credits. We love all the help we can get. Options,
set of mechanics and background material. The option NPCs, pictures, cities, vehicles, magical relics, new
point system for powers and abilities will assist the GM gadgets, spells, monsters, optional rules, or anything else
in giving enough power and abilities to the players for the you can dream up is all right by us. I only ask that you do
desired flavor of the campaign. We fully expect every not use the intellectual properties of others in your
GM to tweak the points given, tinker with the options, creations. Not only will we not post such items, we think
create new options, and even pick and choose the level of that you have a lot more creativity than that. Use your
combat realism. If you dont like something, throw it inspiration to create something wholly new that screams
outlike you need my permission, right? you.

We have included a wealth of rules, ideas, and You will notice a heck of a lot of names besides
descriptions to aid you in creating any modern or near- mine in the credits and in the rules. We had a great
modern campaign you may desire. While focusing on the melding of ideas, concepts, and viewpoints for this book
present day, with only minor tweaking any campaign and I look forward to it continuing for a long time to
could be enjoyed from the same set of rules. Supernatural come. Over the years a great number of very creative
stalkings, comic book heroes, near-future paranoia, and people helped shoulder the burden, and created some very
even pulp adventures are all possible with this book. memorable worlds. We would love for you to join our
Cross genre gaming? A snap. Open up the campaign to community of players and game masters.
allow everything! Have a great idea for a campaign I hope that Alpha Chronicles is as much fun for
world? Focus on a single storyline, specific powers, and you as it is for us.
J. Keith Wykowski

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Charles Weston (order #2827343) 6


Table of Contents

Table of Contents
Introduction......................................................................................................................................Pg. 005
Character Creation.....................................................................................................................Pg. 010
Step 1 Conception........................................................................................................Pg. 010
Step 2 Hero Type............................................................................................................Pg. 011
Step 3 Personality......................................................................................................Pg. 013
Step 4 Determining Attributes......................................................................Pg. 015
Step 5 Select a Race.................................................................................................Pg. 017
Angel..........................................................................................................................Pg. 017
Demon, Chaosspawn.......................................................................................Pg. 018
Demon, Gehennan.............................................................................................Pg. 018
Human, Common................................................................................................Pg. 019
Human, Engineered.........................................................................................Pg. 019
Mutant Animal.................................................................................................Pg. 019
Spirit..........................................................................................................................Pg. 020
Vampire, Modern...............................................................................................Pg. 021
Werewolf...............................................................................................................Pg. 022
Step 6 Options & Powers....................................................................................Pg. 023
Weaknesses & Flaws........................................................................................Pg. 91
Step 7 Purchase Resources....................................................................................Pg. 94
Step 8 Purchase Skills.............................................................................................Pg. 103
List of Skill Groups......................................................................................Pg. 104
Alphabetical List of Skills......................................................................Pg. 111
Step 9 Purchase Equipment.................................................................................Pg. 126
List of Modern Body Armor.................................................................Pg. 129
List of Modern Weapons..........................................................................Pg. 130
List of Modern Vehicles...........................................................................Pg. 134
List of Pets, Animals, and Livestock.............................................Pg. 134
Step 10 Final Calculations.................................................................................Pg. 136
Advancement........................................................................................................................................Pg. 139
Skill Systems.........................................................................................................................................Pg. 141
Skill Basics.............................................................................................................................Pg. 141
Combat.......................................................................................................................................Pg. 143
Optional Systems............................................................................................................Pg. 148
Thaumaturgy.........................................................................................................................................Pg. 171
Spellcasting Basics........................................................................................................Pg. 172
Optional Spellcraft Systems................................................................................Pg. 176
List of Magical Disciplines..................................................................................Pg. 209
Alphabetical List of Spell Effects.................................................................Pg. 222
Character Sheets...........................................................................................................................Pg. 327

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Introduction

Introduction
Pain flashed through half closed eyes as another Its not yours Josh my boy... Alistair was
blow landed against his face, causing his head to snap back smiling now his long hair hanging around his face,
violently then loll forward. The blow almost made him clumped by his own drying blood. Never was, never will
forget the broken glass and shards of metal that covered be.
the abandoned factorys floor.
You... Joshua stopped half way. I will find
Im losing my patience Mr. Raynard, and most the pendant. All I have to do is trace your path
often I am a man of great patience. came the cool backward... I found you didnt I? He grinned
collected voice of his tormentor. confidently. Besides did you really think I wouldnt send
men into that orphanage for you... Really Alistair, hiding
Raynard raised his head slowly and blinked behind children? Have you sunk so low?
back tears and blood that clouded his vision. The haze
began to clear and in the dim light that came from the few Alistair just grinned and licked some blood
unbroken bulbs he looked at the man in the immaculate from his lips. Youll never find it... so go to hell.
Armani suit with hate and burning anger. If it wasnt for
the two men holding him back he would have torn the Joshua's face flushed with rage once more and
heart from the mans breast. He coughed. he motioned to the two holding Raynard. Without a
word they dragged him to the door and kicked it open
You know what I want. the man continued, I tossing him a good fifteen feet out into the dying night.
suggest, for your own safety and well being that you give He landed heavily, and ungracefully in the dirt. As he
it to me. He moved closer, crouching down to look into lifted himself first to his knees then to his feet he looked
Raynards face. Alistair, we are both men of culture, so around, for the first time seeing where he really was. The
very similar in so many ways. factory was surrounded by... nothing.
Raynard coughed and shook his head to clear The old factory, whatever it had once been used
some of the cloudiness he was experiencing. His lips for was in the middle of endless fields, with one dirt road
moved and for a moment he smiled. Then before anyone stretching off into the hills, the pale growing light of
else could act, he spit, staining the front of the Armani in dawn revealing the barren landscape to eyes accustom to
thick blood from his own bleeding mouth. The man the night.
recoiled and his associates proceeded to batter and bash
Raynards body. So... this is the end I guess. Came Joshuas
cool voice from behind him. Joshua was standing
Alistair... he growled, dabbing at the front of between the two bodyguards looking out with a smirk
his suit. That wasnt very nice. You know what I want, plastered on his face. A brief thought flickered through
and that eventually I will get it. Why wont you Alistairs mind, when he smirked like that Joshua did look
cooperate? My father and grandfather enjoyed a very so much like his grandfather, ah well.
good relationship with you, in fact my family has only
ever been nice to you. I guess it is then... Alistair looked around one
more time. I suppose Im not to be let back in the
Your family... Came the broken reply. Has building am I?
been abusing and using other people for centuries
Joshua. No. It was a simple reply curt, business like,
exactly what Alistair expected from Joshua. Alistair
Perhaps. But as the saying goes, might makes turned to the east, looking down the road to watch the
right. Joshua sneered, tucking his kerchief in a pocket sunrise.
once more the blood stain dabbed but still evident. Now
tell me where the Key is... or I will have to end my So this is how I die... He laughed. In the
familys relations with you in a most unpleasant fashion. middle of nowhere... at the hands of an upstart bastard
with delusions of grandeur. Grinning now he fell to his
So get it over with... I dont even know what knees once more and stretched his arms out to his sides.
youre talking about. Alistair muttered, which earned At least I get to see a sunrise...
him another blow, this one fierce to his stomach, making
him grunt and wince in pain, but more surprising was As if the mere mention could make it true the
that Joshua himself delivered the blow, face full of rage. sun rose over the horizon, breaking free with golden light,
shining on Alistair's prostrate form. He grimaced,
The pendant you bastard! Joshua screamed, smiled, smoldered, laughed, and finally burst into flames
kicking Alistair again. I want it and you know that it that consumed his body in moments leaving only a pile of
belongs to me! He stepped back after his outburst, blackened ash on a dirt road.
closing his eyes a moment to regain his composure. I
need the pendant so that I can take what is mine... Six hundred years of evil and he has to pick

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Introduction

this century to grow a conscience... Joshua swore. He wall as well the arch above the door long collapsed.
stared at the remains of the vampire that had supported
and worked with his family for centuries. Bring the car Gibson scanned the floor as the others looked
around. around. From the layer of dust and how their own
footprints appeared he judged that nothing had been in
One of the bodyguards nodded and began to this chamber in a long, long time. He looked up to see
walk around the building. Yes Mr. Larselles. Lieutenant Dobbs walking to one of the walls, running
her fingers across some writing, muttering something
Joshua continued to stare at the ash as a light under her breath. Cybernetic ears picked up what she
country breeze picked it up and began to scatter it to the said, even if no one else could hear. And lo... the gate
winds. He would find the pendant, he would find the opened. And as it opened it revealed unto the chosen the
Key. land of paradise and the powers of the gods, the secrets
* * * * * and answers man has sought...
Is that an exact translation Lieutenant?
TAG YOURE IT! Childish laughter filled Gibson spoke up.
the air as a little boy tagged a little girl and sent everyone Dobbs jumped, fumbling with her flashlight to
scattering away in every direction. Other children hung avoid dropping it and looked up flushed and flustered.
from bars or swung on swings. Recess at the Mary Ummm... no... I mean no, sir. It loses a lot of its
Clarence Orphanage was everyones favorite time. But in dramatic effect in translation though... it is much more
the corner of the playground, settled against the worn red inspiring in the original language.
brick of the building one child sat alone, his knees pulled
up and eyes intent on something in his hands. I see. Gibson turned toward far wall. And... I
suppose that is the gate? He pointed. A great arched
Were anyone to ever pay him more than a doorway stood there, easily thirty feet tall. All lights
passing glance they might wonder why he was alone, but shown on it and reflect off the seemingly unblemished
as it was he merely stared at the bauble in his hand. It silver of the twin doors. Engraved into the door were
wasnt too much to look at, a leather thong holding a scenes of indescribable beauty, but what caught everyones
tarnished piece of jewelry, but if one looked closer it attention were the seven bare circles. They were
seemed utterly impossible a child should have it. It was a positioned symmetrically three down the center where the
circular piece of silver, with a large jewel that was easily doors met and then about half-way between the top and
mistaken for a piece of plastic or glass until one inspected middle one, in the middle of each door was another. This
it closely enough to realize it was a diamond. With pattern repeated with two circles on the bottom.
enough cleaning the dirt would come free of the runes
that ran along its edge, mysterious yet beautiful engraved
script. But, as it was, no one paid attention to a small boy
among a crowd of children, and no one not even the boy Seems almost like the Tree of Life symbol...
noticed as when he stood to join the others, and tucked Dobbs volunteered with a shrug.
the pendant away, the white glow that flashed briefly. Any reason why there would be indentations in
them? Was the only response as Gibson walked towards
* * * * * the door.

Descending down into the chamber. Gibson Indentations sir? What do you mean? Then as
spoke into the headset mic. He held to a cable with one she followed Gibson and the light was better, she saw
hand as he was lowered down. There was a click and a them. In each of the circles was an indentation... as if for
whir as his bionic eyes readjusted, amplifying the low another circle. Ummm no sir... but... no...
light and scanning the room slowly for movement. His Gibson glanced over at Dobbs. Lieutenant... if
arm would have tired by now if it had really been his own. you have something to say... spit it out.
They had been climbing around and over so many things
in this place an organic arm would have been cramped and Dobbs jumped again flustered. Well Captain...
exhausted, but as it was he had never felt better. He sir... perhaps they are there for well.. A Key?
reached the bottom and landed on both feet lightly. Im
at the bottom... everything is clear. Come on down. * * * * *
Moments later one person after another slid Excuse me but have you seen some strange
down the cable, until four of the six-man team stood in men pass through here lately? James hooked one finger
the chamber. Each looked around, flashlights searching under his collar lifting it and pulling to try and get some
the room. Ancient script and paintings covered the walls air under it, he hated Africa, he really did.
behind them and to either side. Statues holding spears
were stationed evenly along either wall of the hall. A What? The tribesmen blinked. The foreigner
door, blocked by rubble, rock, and debris was on the back had just spoken to him in perfect Swahili. Oh yes... of

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Introduction

course. Yes four men like you came through the village a James pooled and collected blood and smeared it over
few days ago and wanted guides to head into the jungle. himself. After he was covered enough he pushed the head
No one wished to travel into the forbidden places through away and listened intently, lying as quiet as possible. The
and they left quite upset. screaming died, gunfire faded into pleas for mercy, and
then a gurgle as a claw ripped out a final throat.
My thanks friend. James turned back to his
associates and without even thinking about it spoke in Glancing out, James could see furry legs, four
perfect Italian. We are only a few days behind them... it sets... four werewolves. Jesus Christ... Werewolves for
seems that they are headed to the ruins to beat us there. Gods Sake! He held his breath as they sniffed testing the
air, ears perked for signs of life. He prayed to all things
Hmmmm it seems quite unfortunate that they holy they would not find him, and the smeared blood
managed to get ahead of us. replied Tobias, the leader of would mask his scent. Moments later the beasts bounded
the expedition. We must press on though and hope to off into the jungle and James let out a sigh and a thanks to
catch them. Grab the gear, were moving out. God in heaven.
James swore in English. I wasnt hired to chase It wasnt until an hour later that he crawled out
monsters through the jungle... Im a translator. He had from under the rover, coated in blood and dirt. Standing
been hired for just that. There wasnt a language yet that up on shaky legs he surveyed the team, dead to a man,
James couldnt speak to someone in. As long as someone ripped apart, half eaten in some cases. All this... death
in the room or nearby knew the language James could get and carnage. All this... for something Tobias had only
along fine. It was a unique gift. Fairly useless when it half hinted at, with all the reverence of the Holy Grail
came to reading and writing but in areas such as this, itself, for something he simply called the Key.
where writing was minimal anyway and dialects and
language varied, he was an invaluable asset. * * * * *
Moments later the land rovers had been packed Monica swore and ducked a flying book as she
up and everyone settled in and they pulled out, headed in entered the room. It struck the wall behind her and she
the direction that Tobias map told them the ruins were glanced at the cover. The title was written in Latin,
in. It was amazing how far they could actually get in the Beginning Elementalism. She smirked, Idiots Guide to
rovers they stopped only when the jungle began to Energy Control. She had read it cover to cover many
become too dense and tangled for them to continue any times. There was a tingling in the back of her mind. She
further. ducked. Another book sailed past. Looking into the
room she saw her Mentor searching through shelves and
Everybody, out! Shouted Tobias as he hopped through stacks of dust covered books. Scrolls went flying
from his own seat and started to grab his gear. Were on haphazardly all over the room as she walking in robe
foot from here. rustling lightly as she took a seat on one of the
Grumbling and complaining was lost in the comfortable chairs.
noise of unpacking and shoulder gear. There was little Is there something I could help you find? she
else to do but do as told, it was what they were being paid offered politely.
for. In the flurry of motion and activity no one heard the
rustling of the leaves and trees, and it wasnt until the Well if I cant find it and Im two thousand
screams pierced the jungle and the huge furry forms leapt years old what makes you think you can find it, eh
from the underbrush that anyone knew the opposition youngster? His eyes twinkled as he said it. Monica had
was upon them. always loved the old mans eyes. They could be warm and
friendly or any other range of emotion, but there was
The quiet was broken by the screams of men always mystery and ancient truths hidden in them.
dying, torn apart savagely by tooth and claw, and then
moments later by the erupting gunfire as clip after clip Well perhaps I moved it on accident, then how
was emptied into their attackers, often with disappointing would you know where it was? She laughed and then
effects. ducked as another book flew by.
James dropped... rolling under one of the rovers Id scry. He grunted. Dont you remember
he crawled towards the back and shot between it and the simple spells? Locating is easy. He muttered something
next. There was a sickening thump to his left and he under his breath and gestured sending a dozen scrolls
glanced only to recoil as Tobias severed head and lifeless toward the far wall, but this time they landed neatly in a
eyes stared back at him. All this for a couple measly rack.
bucks. If he thought it would have been safe he would
have sworn... instead he grabbed for Tobias head pulling Then why are you still searching Master? She
it under with him. smiled, and began to gesture calling forth energy as she
had learned so early in her training. Her invocation was
James might have been a coward, but he did precise, melodic and finally with a wave of her hand she
what needed to be done. Touching the severed neck, stopped. A moment later, as if invisible hands

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Introduction

straightened the books, put away in their proper place. been arguing she had opened the book and started
The room was dusted, scrolls retrieved and everything set reading. If Maeven had paid more attention to the
in its place. Master, he wouldnt have needed a spell to read it. Even
though she knew her Mentor was usually right, the story
Hrumph. He frowned. Wasnt Maeven here...
supposed to clean here anyway?
... and what if I told you it was all true! The
Monica shrugged. Prolly. Hes most likely Master laughed again, a deep belly laugh.
pouring over the exact tome youre looking for trying to
learn some ancient spell.
Im not looking for a tome. He waved his It cant be... Maeven retorted but there was
arms and sighed. If that boy worried half as much about doubt in his mind.
his control as what spells he knows hed be better than...
better than... well... better than me. He looked flustered Oh yes it can... He grinned. What would you
and glanced around the room. say if I told you that I did indeed tear apart the worlds and
create multiple dimensions within our own so I could
Monica giggled, she had a tendency to do that scatter the Keys to different Earths, that two of those
around the old man. I doubt that. If you havent learned Keys are in this very house... And that I did so to prevent
more than that upstart in two thousand years what good the dark forces of our worlds from entering the Gate...
are you. She grinned as it was a line her Mentor used
often himself. Maeven and Monica glanced at the book and
then stared at the Master... but neither said a word.
He just glared.
As if on cue, Maeven came sauntering into the * * * * *
room and tossed a book lightly on the table.
Cedric Andrews, by the power invested in me
Ah ha! The master glanced at the book. You by the United States Government, You are under arrest.
did have it! The tone was commanding and steady, no hesitation and
doubt. And the line was delivered by a man in a black
What about it? Maeven grumbled. No bodysuit with a badge emblazoned across the left breast.
spells in it anyway... dont see why you keep it locked up.
Vigilance... The second voice came from
And if I kept it locked up how did you get it, inside the museum. I was wondering if they would send
eh? The master looked at his pupil with an appraising you or some other comic zero. A sinister laugh, followed
eye. the comment and Vigilance could almost hear the smirk
Unlock spells... what else... Maeven waved a behind the tone. You know, you will have to come and
hand dismissively. Had to use a spell to even read the get me... I wont give up so easily.
book too and all it is, is some dumb story. I didnt expect you would but youre still under
Ah yes... I remember now. Maeven the arrest. Vigilance strode up the steps of the museum and
disbeliever, who even though he himself practices magic barely ducked out of the way as a rapid barrage of energy
in a world where all others dont believe in it, cant believe blasts shattered the glass of the front door and impacted
a tiny story. He wasnt angry, he never got angry. where he had just been standing... a stray blast hitting one
Patience was a virtue, and in two thousand years one of the police cars and putting a fist sized hole through it.
learned it took too much energy to be angry, it was never Nice try Cedric, but youre getting slow.
worth the bother. Please, please... Came the sinister taunting
Master, that book is pure fiction... the things voice. Am I calling you by your given name? Least you
that it speaks of are impossible! Impossible even for can do is give me a little respect.
magic. Maeven sat up staring at his mentor as he spoke, As you wish Catalyst... Vigilance smirked;
running his fingers through short black hair. Tearing hed never thought Catalyst was the best name for a
apart worlds, creating new dimensions? Not even... super-villain anyway. He approached the door one more
even... Merlin could do that. time, cautiously, waiting for that familiar sense of danger
Hrumph. The master laughed. So now you to tingle in his mind. It wasnt forthcoming. He kicked
are Maeven, he who judges what Merlin can do and not out the last bit of glass, not that it could really hurt him,
do. Or do you fancy yourself Maeven, judge of all magic. but the noise it caused might make Cedric fire a blast if he
You seem utterly convinced that magic need be limited to was waiting. Nothing happened. Glancing in he saw that
what you yourself can grasp. the museum was well-lit, vast skylights made sure of that.
Vigilance muttered to himself. So much for the element
Maeven just fumed, his face turned red and of surprise...
Monica just glanced between the two, while they had
Having decided the direct approach was in

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Introduction

order he concentrated a moment and blue flames began to a moment, then with a mighty blow punched a hole
lick around his hands, dancing blue light that had no heat through the wall beside the door. Blasts erupted through
or true flame. Similarly his eyes pulsed with glowing blue the plywood door sending it to shreds, and Vigilance
light. spotting his opportunity extended a hand toward the
stunned Catalyst.
Im giving you one last chance to surrender
Catalyst... Ill give you till three... 1 Vigilance tensed Blue light shot out and encompassed Catalyst,
standing to one side of the door. 2... He balled his and the blasts stopped. Vigilance stood in the doorway.
hands into fists. 3... Catalyst, you know its over. Without your powers,
youre no match for me. Even the cops could arrest you
Vigilance dove and rolled into the building, even now.
as another barrage of energy blasts flew past, barely
missing his head. He was on his feet before you could Catalyst looked at Vigilance, whose physique
blink, and had spotted the villain on the second floor would put most Olympic athletes to shame. He was a
balcony. He reached out with a hand and blue light licked villain, but not stupid...He dropped the bag he was
towards Catalyst, who ducked. holding and swore. Why did it have to be Vigilance?
It wasnt that the blast needed to hit, but he did As the police hauled Catalyst off to jail,
need to see his target. The light drew back and he ducked Vigilance looked through the bag with the loot, inside was
down a hallway, glad to be out of the open like a sitting a small circular silver pendant with a diamond in the
duck. He moved quickly checking doors as he went, center. It was being researched when Catalyst broke in to
finding a stairwell he headed up. Peering out of the door steal it... all that effort over such a measly trinket.
on the second floor there was no danger warning, and no Vigilance shrugged, hed never understood why anyone
sign of Cedric. He began a search reaching toward each would break just laws... maybe that was what made him a
door to open it; it wasnt till the fourth door that he felt hero.
the familiar dangerous tingle. He backed off and thought

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Charles Weston (order #2827343) 6


Step 1 - Conception

Step 1 - Conception Now is time for the individual character


concept. This is more important that you may think.
The first step of creating any character is Even a bare-bones idea of the powers, strengths,
understanding the world in which the character will live weaknesses, skills, history, or personality will assist you in
and interact. Ask your Game Master about the later steps. A concept of a dilettante goth club-bunny may
chronicles setting. Is it a dark mirror world of our own? develop into a memorable character. Any ideas that may
Is it a Four-Color Golden Age city in which the heroes give you a handle on later decisions are important. The
will do battle with villainous scum? Is it a bleak near concept may change slightly or even become radically
future world with little hope for mankind other than to different during creation, but at least you have an initial
make a few quick bucks and eat another day? Alpha impetus.
Chronicles has been designed to be very setting neutral, Certain professions and occupations may also
and is very easily modified to a multitude of settings. greatly define a character. The inquisitive journalist, the
However, the setting the GM has selected is charismatic public relations official, or the drugged out
extremely important to every other step of creation. school janitor will predefine many facets of the
Does the world have true super powers? Do supernatural developing character. Physical age may also play a part.
terrors stalk darkened streets? These limits will help A teenage skater hooligan will have a drastically different
shape the player characters and the world they live in. set of characteristics than the aging mafia hit-man. Or
Nothing is worse than having a great concept for a will they? Do they have the same skills and options? If
Magister supreme, and turn out to be playing in a non- so, how did each develop them?
magical world of the future. When creating a concept for the character
Many GMs may wish to allow a kitchen-sink always remember the journalistic 5 Ws: Who, What,
setting that incorporates the entire game system. If When, Where, and Why. Try to apply these questions as
combined with a simulacrum of our real world, it will often as possible during the creation process. Dont
eliminate many unnecessary misconceptions between simply select High-Tech Electronics because its cool.
players and the Game Master. Even in our real world the Why does your character possess a level of genius and
number of settings are endless. A chronicle set in technology well beyond that of normal society? Who
Washington D.C. will have an entirely different feeling taught him such impressive skills? When did he learn
from one in Atlanta GA. These smaller location them? Where does he practice and improve them? What
questions should affect the development of the character does he hope to accomplish with them? The answer to
as well. Would a Hollywood producer come to Seattle each of these questions will most likely lead to more
Washington? Not likely, unless they had a good reason. questions, and a greater understanding of who your
creation really is.
Once the bare-bones concept is decided stop for
a moment and think about the possible personalities that
your character could have. Certain occupations,
vocations, and hobbies will lend themselves to very
differing personalities. The shy kid in school probably
learns more knowledge than the all-star football
quarterback, but he would have a great set of physical
attributes and sports skills. Not to mention some social
skills, contacts, and fame. Or you could reverse the
situation. The shy kid who forces herself into the
limelight and becomes everybodys confidant is just as
likely to share those skills. The football star may lapse
into despair after school is over and hide away doing
nothing but reading and plotting for a return to fame.
Does the character have any religious beliefs or
ideals that shape his life? Is the character an atheist or just
plain uncommitted? Does he switch from one religion to
the next with surprising frequency trying to find a kernel
of truth in each? Is there any other strong, non-religious,
philosophies that the character aspires to?
Dont just half step. Secret and mysterious
backgrounds can be fun, but try to give the GM at least a
minimum of back-story to weave the campaign into. The

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Step 1 - Conception

GM has enough work creating the campaign and the Your Game Master will tell the players the
villains you are about to tromp over. On the flip side, the chronicles level of realism and Option Points (OP)
GM needs help creating your cast of supporting non- available. Option Points are the extra little freebies that
player characters. The friends, family, co-workers, and help you to tweak your character and make him that much
associates of your vibrant life-like character. Sometimes more special. They also are required for certain
nothing says more about a person than the friends she occupations, innate powers, and non-human races. If you
keeps, or the enemies she acquires. Parents and siblings run out of Option Points during the creation process you
are great for explaining why the character chose a specific may gain more by selecting weaknesses and flaws. Each
life-path or feels a certain way about a topic. Even the weakness or flaw will give you more Option Points, but
most peaceful person could become enraged by a sore will give your character enemies, a raging temper, poor
subject that has been plucked just one time too many. skills or attributes, or other significant problems. While a
character may choose any number of weaknesses, they
Does the character belong to any organizations, will only receive credit for up to the value allowed by the
clubs, groups, unions, or fandoms? Does she believe in campaign maximum.
the effort or simply trying to please someone in her life?
Does she work part time or volunteer her time to assist The amount of Option Points given during
the cause? Is it a hobby that occupies her attention and creation will have a dramatic impact upon the feel of a
time? Who does she know because of her associations? campaign. The greater the number of Option Points, the
Does the organization pertain to her adventuring life? Is more superhuman and powerful the chronicle will be.
it a religious based organization? Is it medical or For a more gritty setting with mostly human characters,
psychological in nature? Does the character occasionally limit them appropriately. Characters will be able to
suffer from insomnia or migraines? What benefits; expand their starting level of power with additional
social, financial, spiritual; does she receive from it? experience later on during the chronicle.
The last and most important element in any
concept: Why is this character working with the other
player characters? This crucial piece of information will Option Max/Single Max
easily assist the GM in sliding the character into the Level of Realism
Points Option Flaws
group and make your life easier when the other players
want to atomize, molest, imprison, or harass your Gritty 100 75 25
character. Do they share a common enemy? Are they Low Powered 200 125 50
drawn together by common need? Do they share a
specific event that binds them in some way? Why are Average 300 175 100
they together and why will they stay together? What are High Powered 500 300 125
the group dynamics going to be like? How will your
character fit into these relationships with very diverse and Titans & Champions 700 350 150
strong willed individuals? Some GMs may prefer to link
the player characters after the chronicle has already begun,
but many will appreciate the assistance. Ask her. During character creation it is important to
remember that Option Points can be spent at any time
from here on out. Therefore it is important to keep an
accurate account of how these points are spent. Do not
calculate anything based on attributes until the very end of
the purchasing segment. There is nothing more
aggravating than having to re-calculate all of a characters
Step 2 Hero Type skills and modifiers because of an increased attribute or
After you have your characters concept, it is some other trait.
time to begin fleshing her out with statistics, rules, and The first step of spending points is to
game mechanics. Try to keep your nascent character true determine what Hero Type the character will be. Hero
to concept as you select your options, attributes, and Types are broad categories that limit and steer the player
skills. You may choose to alter or modify your initial into a more consistent spending pattern. Each Hero Type
concept, but try to make it a more interesting character will have a differing cost for the specific options that can
and concept rather than simply min-maxing out some be purchased. Some options will not be allowed for that
aspect of the rules. Some of the best characters have Hero Type. If the GM wishes, he might limit the Hero
serious weaknesses, some subtle and some rather obvious. Types available to the players or even ignore the concept
Try not to gimp your character as you make him, not entirely. The latter option is generally only recommended
everyone is as interested in playing in the same group as for beginning players, very mature role-players, or anyone
the blind and deaf gunslinger with multiple personalities who wishes a truly unique chronicle.
as you are. Disruptive characters will lessen the fun for
everyone involved, and make cause inter-player conflicts.

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Charles Weston (order #2827343) 6


Step 2 Hero Type

The best way to structure a campaign is by These characters are some of the few with the
using the Hero Type and limiting what the GM doesnt drive, knowledge, and talent to spin spells and cast
desire in her campaign world. Experienced GMs should enchantments. They have spent most of their lives
create additional Hero Types to tailor their campaign searching for the true magic in dusty tomes, arcane
worlds. Additional Hero Types will be created as we trances, and distant locales. Many have items of wonder
create additional campaign universes and genres. Hero and power that they bring to their incantations while
types should not be confused with occupations or classes others rely upon their own wits and indomitable wills.
or anything similar. They are extremely broad and should Their options include Spellcraft, magical weapons and
be used to give structure to a chronicle not cookie-cutter items, unnatural skills, knowledge of other worlds and
one. supernatural creatures.
Another excellent way for a Game Master to
fine tune a campaign is to require each player to select a
specific race or set of powers. Additional options can be
used to specialize and diversify each character from the Psychic
others. It helps provide structure and easy links between They are the masters of the mind. They have
characters. It also allows the players to be balanced opened their minds to the truth of reality and now can
between themselves and still have a nice set of abilities perceive the deeper level of truth that binds the universe
and powers. together. They are often self taught, developing their
powers in secret, fearful of the repercussions of those less
gifted. Those scared that they see too much and know
too many buried secrets. These gifted people are a varied
breed. While many share common powers of ESP,
Cybernetics & Robotics telepathy, and other mind opening disciplines, others have
Created by the most state of the art scientific gained mastery over the elements or the physical body.
knowledge and tools, this Hero Type is a marvel of Most of their options include mental mastery, physical
modern or post modern technology. Seamlessly, or not so mastery, and a smattering of other more unusual powers.
in some cases, combining the physical body with high
technology. Examples include 50 Billion dollar people,
alien cyborgs from other worlds, or even heroes from a
possible future. Most of their options include powers
and abilities that can be duplicated by technology. Natural & Skill Based
They are normal people with an edge.
Whether that edge is a great devotion to a cause, a great
Characters that select this should be able to talent for certain skills, gimmick weapons or equipment,
assume that if they want to be robots, cyborgs, or have or even an almost unnatural mastery of their own body
high-tech power armor that is absolutely allowed. Any they are still not unearthly powers. Most
powers that they select should be built into the anthropomorphic animals, martial artists, monster
appropriate device. These powers generally operate hunters, vigilantes, pulp action heroes, and secret agents
identically to the standard powers, and anything selected fall into this category. Many action movie characters fall
with option points should be generally safely presumed into this category as well as most characters from any
not to be stolen, destroyed, or otherwise altered without modern novels. Chronicles that desire a greater level of
some recourse in the story to restore the device. Stuff realism may wish to select this hero type.
bought with cash however should always be assumed to
be fair game.

Comic Book Heroes


Magical Four color; full of life heroes that have amazing
powers, unnatural abilities, and horrendous weaknesses.
Magic has been an integral part in almost every
This Hero Type is the most associated with the comics of
human culture throughout history. It has often been
the 50ies and 60ies. Their powers tend towards the
shrouded in mystery, superstition and spurned as the
amazing, but leave the more mundane abilities, skills, and
devils work. Those who study its intricacies are said to
options nearly untouched. More modern comic books
know more than they should, see past the barriers of the
with astounding abilities also fit into this mold, but
mortal world, and conjure beings from beyond. It is
everyone will always remember the Big 3 comic book
sometimes mingled with the various faiths and religions
heroes. This is for chronicles that desire costumed
of the Earth, becoming stronger or weaker as the flow of
heroes, truly evil villains, and world spanning adventure.
history eroded our knowledge of the specifics. What if it
They players need not be paragons of virtue or right, but
was real? What if some in our world stumbled upon the
their powers are similar to those in another era who were.
truth and have the will to manipulate reality?

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Charles Weston (order #2827343) 6


Step 2 Hero Type

Unnatural & Supernatural Caregiver Judge Star


If magic and psychics are real, what about those Comedian Junkie Scientist
creatures that slink through the darkness of night? The Conniver Know-it-all Trickster
animalistic beasts that roam in the full moon, hungry for Conservative Lawyer Victim
mortal flesh? Demons from beyond the veil of worlds Cold Blooded Leader Visionary
that reach into our homes to torment us? If this Hero
Type is allowed, then they too are real. Some of these After the player has selected his nature, he then
creatures were once human, others simply a mockery of must determine other factors that will shade the nature of
humanity and its urges. Of all of the Hero Types, they the character. These traits are given a value of 0 to 10 and
are the most likely to select another race at creation. players can assign any number they desire to any trait. A
Those that do not select another race are simply presumed trait of zero means that the character has absolutely none
to be some sort of otherworldly demon like creature with of the applicable trait. A trait with a rating of ten denotes
strange and dark abilities. These creatures of legend are an individual with an obsession with the trait. Very few
often immune to normal weapons, but fall to silver, individuals will have a 0 or 10 in any trait, most balancing
magic, or holy works. out between 4 and 7. Very high or low values will likely
cause the character problems during the game. These
extremists are often unbalanced and may require
psychiatric assistance.
Players who have trouble deciding what a
Step 3 Personality character will do in any given situation may select the
most applicable trait and roll a d10. While this should not
This step is absolutely integral to your be used as a crutch for role-playing out the scene, it can be
character, but also entirely optional. Every character used to give an idea based strictly on the personality of the
needs a well-defined personality, history, and view on life. character. Traits can also change during a chronicle. If a
Without one your character is simply a stack of integers player has not been playing a rating on the trait correctly,
on a slab of processed tree. With a full personality your the Game Master should mention that they should change
character will seem alive to you and your fellow players. the rating.
Acting is important, but the basis of the character must be
completed to understand what you are acting. The reason
this step is optional is the manner of how the personality Compassion The amount of love, caring, and
is created and described. If you feel more comfortable concern for those around the character.
simply describing your character in words and phrases, by Characters with a high compassion are often
all means do so. This step of creation is simply a way of the healers, doctors, teachers, psychiatrists,
assisting others to create well rounded and thought out social workers, and clergy of the world. They
living characters. feel sympathy for others and often try to help
or aid those in need. They will often volunteer
Alpha Chronicles breaks up a personality into their time or money to assist worthy causes or
several sections. The first is the characters nature. This just help the stranger next to them. Characters
is the strongest trait that defines the personality of your with a low compassion are more self-centered.
character. All of the other traits should complement or They are consumed with their own problems,
illustrate some deviance from this primary trait. If a their own worries and concerns. They often
player wishes he can select a dual nature. The first will be make excuses or explanations for why they
the strongest of the pair, but the second should highlight deign not to assist those in need, but some are
another strong trait that may be at odds or complement simply uncaring and dont care who knows it.
the first. One may be how the character truly thinks,
Courage The sheer physical bravery of a
while the other is what the character wishes to be.
character. Those with a high Courage are often
Exactly what the relationship is must be determined by
in the middle of dangerous situations that could
the player. A list of suggested natures follow, but players
kill them. Obvious examples of courageous
should feel free to select any nature that feels most
characters are soldiers and police officers, but
appropriate.
less obvious examples include race-car drivers,
fire fighters, Red Cross officials in war-zones,
Activist Curmudgeon Liberal gang members, and rescue workers. A low
Adventurer Curious Martyr courage usually denotes a coward. Cowards
Analyst Critic Pacifist often flee from dangerous situations and will
Beast Deviant Perfectionist rarely put themselves at risk even if the benefit
Brat Dilettante Rebel is great.
Builder Follower Rogue
Bully Hedonist Searcher

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Charles Weston (order #2827343) 6


Step 3 Personality

Curiosity How inquisitive is your character? Loyalty This trait measures the personal
Does she always poke into new rooms, open devotion to important people, event, ideals,
any box, learn all about the latest news, and nations, and organizations. Characters with a
follow interesting people? Is she content to sit high loyalty will give their all to help the cause
at home with what she knows and ignore or people they believe in. Similar to Piety and
everything else around her? Curiosity is the Drive, it measures the amount of effort and
trait that denotes how willing your character is sacrifice the character is willing to make.
to discover new people, places, or things. Characters with a high Loyalty are not stupid,
Those with a high Curiosity will be forever and should research any such group before
learning new skills, experimenting with new giving them the full loyalty that the character
gadgets, and moving from discipline to possesses. Characters with a low loyalty are
discipline with very little consistency. Those often very ego-centric and care only for their
with a low Curiosity will have certain interests, own needs and interests.
and will learn more about those interests and be Morality This trait should not be confused
unconcerned with newness. with Piety. Morality is the measure of the
Drive The day to day impetus of a character belief in the social strictures, concepts, morals,
to do what is necessary and the amount of and conventions. It shows how in step with the
energy that the character exerts on most daily rest of society the character stays. Since every
activities. Characters with a high drive often culture is different this trait can be numerically
have a high willpower, but it is not necessary. A identical, but with wildly different results.
high willpower shows that the character can Characters with a high morality often have
choose the right action over the simpler or good etiquette skills, embarrass easily, and
easier one. A high Drive keeps that decision know what is right and wrong without a
constant day after day or is willing to sacrifice shadow of a doubt. Characters with a low
more of the little things to accomplish her goals. morality are often shunned or outcast if their
Characters with a high Drive are also more beliefs are discovered. Those unconventional
focused and consumed by what they do. individuals in society are often ridiculed or
Workaholics often have a high drive. reviled by those with a high morality, until the
Fury How much rage and anger bubbles society at large swings closer to their beliefs and
inside the character? That inner turmoil is conventions.
measured by this trait. Characters with a high Passion This trait measures the sexual and
Fury are often consumed by rage or thoughts of romantic drive of a character. Characters with a
vengeance. Perceived slights or insults will high Passion are often skilled lovers and spend
often be responded to with violence or harsh much of their time focused upon romance and
actions. They often have a high courage and match making. This trait is not at odds with
express themselves accordingly. Those with a the Morality trait. It is an indicator of how
low courage sit there and stew becoming more important an impetus it is within the characters
incased in hate and rage. Those with a low life, not what he is willing to do to get or
Fury are often more peace loving and express it. Characters with a low passion are
compassionate. They tend to forgive bygones typically asexual, unconcerned by the myriad
instead of letting them bubble and fester deep problems and benefits of romance. They may
with the recesses of their minds. simply wish to wait until a more appropriate
Greed The lust of money and worldly power. time in their lives, obsessed with their
This is the only trait that is mostly negative in education, new career, or loyalties to a cause.
nature and is in some ways the opposite of Piety The amount of spiritual belief that a
Compassion. Characters with a high Greed are character possesses. This may not transfer into
often consumed with the acquisition of wealth, any organized religion, but it most often does.
worldly power, and influence. Characters with Characters with a high piety truly believe in a
a low greed arent too concerned about having greater power or pantheon of deities. Those
more than enough to survive. While they are with a low piety often dont believe in any
competing traits, Greed and Compassion are greater powers or are unsure of their beliefs.
not always diametrically opposed. Characters Those with a high Piety will often join the
can have a high level of both and simply believe clergy or become very involved in the affairs of
that they are gathering the power and wealth to their local church.
better everyone around him. The quickest way
to corruption.

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Charles Weston (order #2827343) 6


Step 3 Personality

Other items are also based on the personality Since beauty is based on the culture and species
traits of the character. A character with an average or of the viewer, the GM should use modifiers
high Faith trait should choose a religious affiliation that liberally when applying or judging Beauty.
they believe in. Characters with lower Faith could also Charisma A measure of the natural
choose a church, but they will just not be as sure of their leadership, friendliness, and personal presence a
devotion. Another wonderful item to detail a character is character exudes. Characters with a high
their political affiliations. While not directly tied to any Charisma often get along with everyone,
specific trait, it does play a factor in which ones are making friends easily and impressing those in
selected with certain ratings. It may also detail the authority. The dark side of charisma includes
motivations of a character. A Liberal Democrat will often the emotional and mental manipulation of those
have a high compassion, but a self serving one may only around the character. Changing the minds of
have a low one. These traits and ratings are wonderful others, poisoning relationships, and turning
for showing how a character is duplicitous. As the saying friends against each other are all possible for
goes Everybody lies about something. such a character. It is also the attribute that
most acting, singing, and stage skills are based
on.
Dexterity Details the fine motor skills and
hand-eye coordination of a character. A
Step 4. Determine Attributes character with a high dexterity is excellent with
using their hands for everything from shooting
Some of the most important and descriptive of a a gun, to driving a car, to building a model. A
characters traits are his Attributes. Attributes are steady hand is a reflection of a high dexterity.
physical, mental and social descriptions of a character that This is the most common attribute that applies
detail his physical prowess, intelligence, and other basic to weapon skills.
quantifiable aspects. Each attribute is important to Health The natural health, endurance,
understanding your character. The reason why your hardiness, and constitution of the character. A
character has spent part of his life either loving or hating character with a high health resists disease far
some activity may be a direct result of one. They may easier, can withstand more physical pain, and
explain some of your characters personality. One may can suffer more injury than most others. They
explain the occupational life-path your character has tend to be well built and in good shape. This
chosen. Beyond all consideration of character concept, attribute is used for determining the starting
attributes are important because they are used to tell how number of Injury Points. A character with a
good a character is at each basic fundamental. The low health may be in poor shape, sickly, or
following are the ten attributes. simply infirm.
Agility Details the physical prowess of a Intellect A measure of the intelligence,
character. A character with a high agility is far memory, and problem solving skills of the
better at sports, gymnastics, jumping, climbing character. A character with a high intellect will
and running. It includes the whole body and its be able to think faster, remember more, and
movements. It does not include hand-eye analyze more accurately than others.
coordination or fine motor skills; that is the Characters that seem to think slowly may be
bailiwick of dexterity. A characters movement thinking about more consequences than others
ratings are based upon Agility. and simply speaking less. Most knowledge and
science skills are based upon intellect.
Awareness The natural observational ability
of the character. A character with a high Luck A rating of how fortunate and charmed
awareness tends to notice little details that the character is when misfortune falls. Not
others overlook. They tend to be more curious used in any skills, this attribute should be used
and attentive to detail. This attribute includes when a completely random event occurs or the
all five senses: Vision, Hearing, Tactile, Smell, GM is mystified on what trait to use. Do not
and Taste. A character with a low awareness rely too much on this attribute, for lady luck is a
may be impaired in some way, extremely truly fickle spirit. Characters with a high luck
focused, or simply naturally oblivious. are often gamblers: whether they bet their lives
in risky stunts or just money is up to the
Beauty A rating of how physically attractive
character.
the character is to others of their species. A
character with a high beauty is often noticed Strength Details the physical ability to lift and
and receives preferential treatment from the move heavy objects. A character with a high
opposite sex. Characters with a more average strength can lift and move heavier loads, hit
beauty are usually overlooked and less observed. harder, pull more, and have bigger muscles.

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Step 4. Determine Attributes

The carrying weight of a character, extra bonus There are three systems that can be used to
to injury dealt, and lifting maximum are based determine starting attributes. The Game Master will
upon this attribute. A character with a high determine which are available to players to choose from.
strength often weighs more than those with a Each system has its own benefits and detriments. Once a
low strength. system is selected that system must be used for all
Willpower The sheer mental endurance and attributes.
resistance of the character. This attribute is the
ability to ignore temptation, fight the cravings,
and resist the wishes of others. While it does Random Generation This system of attribute
not describe the characters long term ability to generation is the most random of all of the
remain mentally strong, it is used in a pinch to possible systems. It is used best when trying to
withstand mental stress, anxiety, fear, determine a concept randomly. Players who are
temptation, and strong emotions. This unsure of exactly which way they wish to take a
attribute is used for determining the starting character can use this system and play with the
number of Sanity Points of a character. results generated. Roll 9d10 and add the results
Characters with a high willpower are often very together. This is the characters Agility rating.
individualistic, stubborn, or pig-headed. Repeat this method for all of the other
attributes, placing each result in alphabetical
order. The only exception to this rule is Beauty,
which is always a 10d10 roll.

Semi-Random Generation This system is a


hybrid between a dice-less attribute generation
and a point based system. This system is good
for those players who feel lucky, and Game
Masters who wish a little variety in the
characters attributes. Players may allocate 400
+ 9d10 attribute points amongst the nine
attributes. No less than 10 points can be
allocated to any one attribute. No more than
90 points can be allocated to any attribute.
Beauty is always a 10d10 die roll but may have
points spent to increase the rating.

Point-Based Generation This system is a


strictly point based system of allocating
attributes. It is best for players who do not feel
lucky and Game Masters who desire an even
distribution of points amongst players. Each
character has an automatic 450 points to spend
amongst the nine attributes. No less than 10
points can be allocated to any one attribute. No
more than 90 points can be allocated to any
attribute. Beauty is always a 10d10 die roll but
may have points spent to increase the rating.

Once all of the points or dice totals are


distributed amongst the ten attributes the character may
elect to purchase options that modify the attribute ratings.
The most common such options include: Exceptional
Attribute and Supernatural Attribute. These options are
listed in the master option list and described later in this
book.

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Charles Weston (order #2827343) 6


Step 5. Select a Race

Step 5. Select a Race through the darkness, and were His voice. They should
have virtuous natures, good personalities, and must
A characters race in Alpha Chronicles does not continually do good deeds. Why have these beings
refer to the color of his skin or national heritage. It is returned to the world, and why have they decided to act
more akin to the characters species than any mere on our behalf? The answers to this question may be the
cosmetic difference. Characters of differing races cannot core of a chronicle that features Christian angels and
successfully mate and produce viable offspring without demons.
high technology or significant magic. Therefore Elysian Angles are a truly different breed.
characters can only have one race, and there are extremely While physically identical to Christian Angels, they hail
few hybrid races. There are more races in the Alpha from a dimension called Elysium. Elysium is a world of
Chronicles continuum that will be presented in the Alpha law, order, and righteousness. They have been at war
Arkana and other setting guides. While these races can be with the demons of Gehenna for all of Eternity. Both
used in any Alpha Chronicles campaign, they are better sides have traveled far and will offer much to sway those
suited for their individual environments. The Game neutral parties of strength and power to their faction.
Master should inform the players which races are Neither has gotten the upper hand in all of the millennia
available in the current setting. Many races should use that they have fought. They serve any of the neutral and
the Common Human race type and simply use options good aligned deities of Selan and other worlds in the hope
and flaws to create the differences between the two races. that their efforts will garner more sympathy and support.
This system will lead to the greatest diversity and They do not belong to the Christian world view and do
strongest game balance between player characters. not fit into a chronicle that uses the Christian religion as
the correct or true history. They are generally good and
noble, but they are fighting a bloody and seemingly
endless war.
Fallen Angels are also known as Christian
Demons. They are also physically identical to Christian
Angels, but sided against God in the wars for heaven.
They have been banished to hell to dwell in torment, pain,
and hatred. Having escaped they may still be filled with
rage and wrath, or they may be looking for forgiveness
and redemption. Fallen angels do not have the standard
Holy Aura option common to the other angels, nor do
they have the Faith Option. Instead they have a tainted
aura of supernatural evil that permeates their very being.
Each demon has personal goals, desires, and philosophy
of eternity. Any demon, especially Christian demons,
should not be stereotyped into a ravening creature bent on
destruction and mayhem. While those types of demons
are out there, having lived for an eternity grants a measure
of patience and wisdom. Christian Demons only cost 140
Angel 250 pts. Option Points.
Angels are holy, blessed, and divine creatures.
They are creatures of law, order, goodness, and light. AGL: + 10 AWA: + 10 CHA: + 10
There is however different forms of angels based upon DEX: + 10 HEA: + 10 INT: + 10
the religion or mythos used for the campaign. The LUC: + 10 STR: + 10 WIL: + 10
primary types of angels include: Christian, Elysian and
Fallen. Each has similar powers and abilities, but a very Racial Summary
different viewpoint on life and their place in the grand Alter Ego from Angel to Human
plan. Angels should always be of a Supernatural Hero Angelic Aura (Tainted for Fallen)
Type and rarely ever have cybernetics. Angels in their Detection: Angels and Demons
natural forms often stand well over 6ft tall and are always Faith (N/A for Fallen)
in good shape. Their hair color tends towards lighter Immortal
colors, often blond or white but any color of hair is Winged Flight (Mounted on Back)
possible. Eyes are often a vibrant color that resonates
strongly with the angels purpose in creation. Upgrades:
Christian Angels are followers of Gods plan. +60pts Empathic Healing
They strive to sound his name, carry his messages, fulfill +70pts ESP
his works, and defeat Evil. They stood with Him +100pts Supernatural Attribute
throughout eternity, shaped the world, shepherded man +125pts Magical Knowledge - Apprentice

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Charles Weston (order #2827343) 6


Step 5. Select a Race

Horrible and disgusting deformities


Must select one insanity or derangement
Tainted

Demon, Chaospawn 280 pts.


These demons were often once human or
human-like creatures that have been corrupted by the
powerful effects of the ancient lords of chaos. The lords
of chaos are immense writhing creatures of anger, hatred,
and evil that dwell in a dark other dimension that has
trapped them there for eternity. While they have been
unable to escape their torment they have sent smaller
minions and portions of their essence into other
dimension to seek ways of escaping their prison.
These minions and shards of their essence
possess local beings and slowly warp their body, mind and Demon, Gehennan 80 pts.
soul into hideously deformed but powerful creatures of Demons from Gehenna have been in brutal
darkness. These warped creatures are not recommended conflict with the Elysian angels for many millennia.
for use as player characters since their very souls are While their immortal enemies respect love, law, order and
puppets to inhuman masters with agendas of purest evil. life they are consumed with death, chaos, and strength.
Even most other demons avoid or even occasionally act They are not insane nor suicidal, but they are extremely
against Chaospawn, in the name of enlightened self- determined to destroy the angelic host of Elysian. To this
interest. Chaospawn are always of the Supernatural Hero end they tempt and recruit powerful warriors, magicians,
Type. and others from amongst the dimensions. They work as
enforcers and assassins for many of the pantheons to gain
favor with evil and neutrally aligned deities. They have
AGL: + 10 AWA: + 10 CHA: + 10
recruited many sleeper agents and are fighting their
DEX: + 10 HEA: + 10 INT: + 10 eternal war across the multi-verse.
LUC: + 10 STR: + 10 WIL: + 10
When they make an agreement with a mortal
Chaospawn Age Groups they have recruited, they are required by the more
Infant Child Adolescent Y. Adult powerful demonic rulers to fulfill their contract to the
0-2 3 - 10 11 - 18 19 - 30 letter. Failure to comply with this usually results in
Adult Middle Age Mature Elder excruciating torture and eventual destruction.
31 - 47 48 - 64 65 - 81 82 - 100 Their true physical form varies upon the
expectations and beliefs of the mortals viewing them.
Most mortals have been conditioned by their religious
Racial Summary beliefs to view them a certain way and their minds
Supernatural Dexterity, Health, and Strength. convert them into that appearance. They also have the
Hardened ability to change their shape into the dominant race of

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Charles Weston (order #2827343) 6


Step 5. Select a Race

their current location. This ability allows them to hide normal intercourse of parents who were created in
their presence and seem innocuous to most. While they scientific situations.
may look like a specific race, they do not gain any of the
inherent powers of that race and do retain all of their Players may choose to distribute up to 20
supernatural powers. additional points to the racial attribute modifiers. The
final racial modifiers are what should be used to
determine the racial maximum for each engineered
AGL: + 10 AWA: + 10 CHA: + 10 human. Since genetically engineered humans are created
DEX: + 10 HEA: + 10 INT: + 10 in a very carefully screened and monitored process, very
LUC: + 10 STR: + 10 WIL: + 10 few have mental or physical defects that their creators do
not wish to include. This is not to say that mistakes are
Racial Summary never made and that unforeseen complications do not
Alter Ego from Demon to Human arise, but they are far less common than those of common
humans.
Demonic Aura
Detection: Angels and Demons
Immortal AGL: + 10 AWA: + 10 CHA: + 10
DEX: + 10 HEA: + 10 INT: + 10
Upgrades: LUC: + 10 STR: + 10 WIL: + 10
+60pts Winged Flight (On Back)
+70pts ESP Engineered Human Age Groups
+100pts Supernatural Attribute Infant Child Adolescent Y. Adult
+125pts Magical Knowledge - Apprentice 0-2 3 - 10 11 - 18 19 - 30
Adult Middle Age Mature Elder
31 - 47 48 - 64 65 - 81 82 - 100

Human, Common 0 pts.


Humans are the most common and plentiful of
the player races. They come in a bewildering range of
sizes, shapes, colors, and cultures. Most characters should
be human as they are the easiest to relate with and role-
play well. Humans do not have any special abilities,
bonuses, or modifiers. Players who wish to play human-
like races should select this race and modify the character
with Options and Weaknesses that properly shape the
desired results.

AGL: + 10 AWA: + 10 CHA: + 10


DEX: + 10 HEA: + 10 INT: + 10
LUC: + 10 STR: + 10 WIL: + 10

Human Age Groups


Infant Child Adolescent Y. Adult
0-2 3 - 10 11 - 18 19 - 30
Adult Middle Age Mature Elder
31 - 47 48 - 64 65 - 81 82 - 100

Mutant Animal - 15 pts.


This race may be more appropriately called
Anthropomorphic Animals. Anthropomorphic animals
Human, Engineered 30 pts. are those that have human characteristics such as a
Engineered Humans are the product of high generally human stance, generally understood voice, and
tech bio-genetic research. Far more than simple clones, hands with opposable thumbs. They are roughly human
these people have been genetically tweaked by their size and weight. They still look entirely inhuman and like
creators to produce better than average human specimens. others of their species. Characters of this race must select
They are generally created in labs, or are the product of a type of animal, but it can be a mammal, reptile, bird,

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Charles Weston (order #2827343) 6


Step 5. Select a Race

insect, or marsupial. This animal should be used as the Spirit 60pts.


basic template for the rest of this race. Characters in Not everyone who passes on travels to the next
chronicles that look upon mutant animals as common and stage of consciousness. Some cling to this existence with
equal should increase the cost of this race by 20 points. an iron will seeking what they had in life: loved ones,
The player may select up to three attributes to wealth, power, and meaning. They refuse to step beyond
increase the racial modifier by five. Each such increase in and continue here in a strange half life that often taunts
racial modifiers will incur a five option point increase in their passing. They lurk in the unseen corners of our
cost. Players who wish to decrease their racial modifiers world trying to regain their lost time, lost loves, lost jobs,
may select up to three attributes to decrease by five. Each and lost lives. Spirit characters should select another race
such decrease in racial modifiers counts as a three point from life and create a character as normal before being
weakness. Selections should be based upon the chosen killed. Many resources and skills will no longer apply
animal template. Otters will tend to be more agile and unless the character selects certain options or abilities, but
dexterous, but have less willpower. Elephants may be in a chronicle one never knows what may come in handy.
stronger than humans and have excellent memory but not Spirits must select the Tethers resource. A tether is one
be as agile. Attributes may be selected more than once for of the few things in this world that a spirit can focus his
modification. will upon to remain here even partially. If a character
loses all of his tethers then he is sent on to his final
Most animals also have natural abilities such as destination.
tunneling, flying, night vision, and heightened senses.
Rather than present a huge list of upgrades and options, Spirits are completely non-corporeal and usually
simply review the master list of options. Select those that invisible to the lands of the living. Spirits and ghosts can
seem appropriate for the lowest cost between Comic, inflict injury upon one another as if they were still living:
Skill Based, and Unnatural. These options should ONLY as well as demons, angels, astral travelers, djinni, and
be those that simulate abilities that are possessed by the other non-corporeal creatures. Spirits can also be injured
normal template animal. by Silver / Iron mix magical weapons as well as spells and
some options. If a spirit ever loses all of her Injury
AGL: + 10 AWA: + 10 CHA: + 10 points, she is teetering upon the edge of oblivion. While
DEX: + 10 HEA: + 10 INT: + 10 she will never bleed as will a living creature, she will cease
LUC: + 10 STR: + 10 WIL: + 10 to exist if she receives enough additional injury to drop
below Health.
Mutant Animal Age Groups
They can also be banished by those with the
Infant Child Adolescent Y. Adult
appropriate powers, options, or abilities. They receive a
0-2 3 - 10 11 - 18 19 - 30
bonus that is equal to their quarter willpower to resist the
Adult Middle Age Mature Elder
effectiveness of the attempt. If a spirit is successfully
31 - 47 48 - 64 65 - 81 82 - 100
banished they are irrevocably sent into the great abyss that
is oblivion or to whatever realm of afterlife exists in the
campaign world. Spirits can still watch the outside
universe and many are still very interested in what
transpires there. They never need sleep, rest, food, water,
or any of the other trappings of life and can provide very
effective sentries and observers.

Upgrades:
-30pts Trapped and bound to a specific person, place,
or thing. The spirit may never travel more than
mile from the edge of the binding focus.
Often this is the location where the character
died, a loved one, or a beloved possession.

+30pts Manifestation. The character can appear to


living creatures as they were in life. They may
speak and be seen, but still cannot touch or
interact with the living. If attempting to
manifest during the day the character must roll
Willpower. Any exposure to sunlight will deal
at least 1d10 injury per round for a slightly
overcast day all the way to 5d10 per round for a

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Charles Weston (order #2827343) 6


Step 5. Select a Race

bright and beautiful sunny summer day. damnation. It is a delicate balance that some strive to
+30pts Prestidigitation maintain while others simply dive into their damnation
+45pts Astral flying. Character may move in any with a vengeance. Game Masters should feel free to
direction at their maximum run. manipulate the strengths and weakness of the modern
+45pts Horrific Visage vampire to create a version that best reflects their favorite
+60pts Life Drain movie, book, or game.
+95pts Telekinesis
+100pts Materialization. The character can use his Modern vampires are stronger, faster, and
strength of will to gather enough ectoplasmic tougher than humans. The darkness that flows through
substance to create a temporary body. This their veins grants them immortality and a huge physical
body has all of a characters original attributes, advantage. They are predators, although the more
skills, and abilities. This option will only humane try to resist their baser urges and subsist on the
remain in effect for the rest of a scene, after that blood of animals. Some relate them to addicts, only these
the ectoplasm will disintegrate. addicts crave the life essence of living sentient creatures.
+140pts Possession All vampires must drink blood or begin to starve. Every
+150pts Direct Neural Interface vampire requires the equivalent of 10 Health Points of
blood from a victim every night. This is an amount of
fresh blood from a living victim. Fresh blood that was
stored outside of a living vessel may be imbibed, but will
only have half its normal potency and taste less appealing.
Any blood taken from a corpse or not kept fresh will only
provide 1/3rd the normal potency and may sicken the
vampire. A Health roll is required for the vampire to
avoid vomiting the tainted blood and 3d10 points of other
blood.
Those that do not receive their meal will feel
hungry but can resist at first. The remaining needed
blood is simply added to the next nights total. Every
twenty points of missed blood will require a willpower
roll with a penalty equal to the needed vitality to resist the
hunger. A failed roll will send the vampire towards the
closest and easiest victim. In their ravenous state most
vampires will not notice as they suck their victim dry.
First the vampire should roll Awareness with a penalty
equal to the level of hunger that sent them feeding.
Assuming they are successful they may then roll full
willpower for every ten points of blood (health) they
ingest. A failed awareness roll means that the feasting
vampire does not realize what he is doing until it is far too
late. Remember that victims will begin to suffer health
penalties at 30 Health.
Vampires should take the Human Resources
resource to acquire a group of humans willing to give
their life to the vampires kiss and share the burden. The
humans that experience the kiss of a vampire feel pleasure
and ecstasy during the act, often comparing the sensation
to that of sexual relations. A vampire may draw no more
than five points of Health from a victim each phase.
Vampires use their stolen blood for a variety of
uses. Vampires also do not recover their Drain Pool as do
Vampire, Modern 115pts. most races. They can only replenish their Drain Pool by
When it comes to vampires, Modern Vampires imbibing blood of creatures beyond their normal hunger
have become the norm in popular culture today. From level. Vampires will heal normally, but may also quickly
novels by Anne Rice to the more serious vampire movies, regenerate their wounds. As they imbibe blood they may
they have become the current standard. Modern choose to regenerate Injury Points rather than
Vampires have most of their original personality, replenishing their drain pool or feeding for sustenance.
rationality, and skills intact from their previous life. They Every point of Health drawn from a living source will
are however undead with all of the drawbacks and instantly heal one Injury Point.
penalties that come from being an unholy creature of

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Charles Weston (order #2827343) 6


Step 5. Select a Race

Vampires cannot store blood in their system.


When blood is ingested it is used to feed, replenish drain,
or heal the creature of the night. Certain upgrades may
be purchased to alter this fact and allow a small reservoir
of blood to be stored. Blood stored in this way will never
sicken the vampire or those who feed upon it.

AGL: + 30 AWA: + 10 CHA: + 10


DEX: + 30 HEA: + 30 INT: + 10
LUC: + 10 STR: + 30 WIL: + 10

Racial Summary:
Night Vision
Fangs deal 1d10/2 Injury.
Special Regeneration (See above)
Requires blood for sustenance.
Undead and Immortal. They can be banished.
Major weakness from silver, wood, and
sunlight. These items will deal injury to the
vampire. Such injury does not regenerate.

Upgrades:
-25pts Major weakness to holy items and garlic.
-25pts Addicted to the drinking of fresh human blood. While in human form, werewolves have no
special abilities. Silver will hamper the werewolfs ability
+30pts Immune to the effects of silver as a weakness. to shift forms, requiring a Body Modification skill roll at
+30pts Able to morph into a bat or a wolf. (Choose
-10 for every ounce of silver carried. While in wolf form
one) the character benefits from the claws and jaw of the wolf,
+30pts Small (7 point) reservoir of blood.
but not any of the regenerative abilities or enhanced
+60pts Medium (14 point) reservoir of blood. attributes. The wolf form also grants their enhanced
+75pts Able to morph into a mist form.
senses of night vision, hearing, smell, and taste. While in
+90pts Immune to the injury dealing effects of their mixed form they gain all of the abilities of their race.
sunlight, but all options, powers, and unnatural
They also suffer fully from their silver weakness and can
abilities are negated in sunlight. easily become enraged.
+90pts Large (21 point) reservoir of blood.
+95pts Supernatural Attribute. Lycanthropy is different that being born a were-
+100pts Supernatural Quickness. wolf. While werewolves do not generally experience
+120pts Huge (28 point) reservoir of blood. their first change until adolescence, they are still born
+200pts Character is immune to sunlight and retains all with the genetic markers of being a werewolf.
options, powers, and abilities. Lycanthropy is a disease that can be contracted by
humans and wolves. Most humans and wolves are
immune to the disease, and only 0.1% of those bitten by a
werewolf will contract lycanthropy.
Those suffering Lycanthropy will gain all of the
Werewolf 330pts. abilities and weaknesses of a werewolf if they are exposed
Werewolves are a savage race of predators to the light of a full moon. They will automatically
crossbred from humans and wolves. They have become enraged, striking out and killing anyone who
mankinds intellect and viciousness combined with the threaten or restrains them. They will stalk, hunt, and
instincts and pure physical ability of the wolf. They are feed upon anyone they encounter especially those with
often bitter loners who travel from one small town to the strong emotional ties to the character. They will lose
next, keeping ahead of hunters and the law. Anger and most of their memories from their evenings spent as a
rage seethe inside their hearts, desperately seeking to werewolf and will only remember if they make a
spring forth and slaughter. Born of either wolves or man successful Memory resource roll. There is no known
they can shift between forms at will, along with a horrific cure for lycanthropy.
mixture of the two. It is in this partial shape that they
gain the greatest benefit from their unnatural powers.

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Charles Weston (order #2827343) 6


Step 5. Select a Race

the option or the applicable upgrade. Not every option


will be available in every campaign, check with your GM
AGL: + 10 AWA: + 10 CHA: + 10 to see which options are not available. Some options will
DEX: + 10 HEA: + 10 INT: + 10 have point costs which are too high for a player in your
LUC: + 10 STR: + 10 WIL: + 10 campaign style to ever purchase. These options are
reserved for other campaigns with less realism and more
character power.
Werewolf Age Groups
Infant Child Adolescent Y. Adult Most options may only be purchased once. The
0-2 3 - 10 11 - 18 19 - 30 only way to increase the abilities granted or the effects of
Adult Middle Age Mature Elder the option is with one or more of the listed upgrades.
31 - 47 48 - 64 65 - 81 82 - 100 Upgrades can be positive or negative and will modify the
cost, powers, and description of the option accordingly.
An upgrade cannot be purchased without the
Racial Summary: corresponding option. Negative option upgrades do not
Regenerate. 1d10 + 1/10th HEA every round. count towards a characters maximum amount of
Natural Weapon Claws. Deal 1d10 Injury. Weaknesses, which are described at the end of this step.
Natural Weapon Bite. Deals 1d10 Injury. Certain characters or cross-genre chronicles may require a
Alter Ego. Half man / half beast of legend. change in the point costs of an option. GMs should
change the available Hero Types or change the costs of
Shape change into a wolf.
certain options for a specific character. Once the option is
Night vision purchased then the character may select any available
Heightened Hearing. upgrades for additional points. Other powers may be
Heightened Sense of Smell & Taste. created as the GM and players choose. Simply write
Supernatural Attributes of Strength, Health, down the base cost for each of the general hero types and
Dexterity, and Agility of +50. a brief description of the abilities involved.
Silver will restrict shifting by -10 per ounce.
This system of Options was designed to be
Silver weapons will inflict injury that cannot be versatile and allow the creation of nearly any possible
regenerated. protagonist. Think of your character. Read through all
Rage Rules. of the options. Chances are that there is an option that
Immune to Vampirism. mimics or comes close to the desired ability. Some
characters require special gimmicks, items, or have other
Upgrades: elements that define their abilities. If the desired element
+15pts Animal Empathy with Canines. is thematic in nature and has no real game effect: what is
+30pts Animal Telepathy with Canines. stopping you? If the element weakens or limits the
character in some way then there is a good chance that it
will qualify as a weakness. If the desired option is vital to
the character, but you just cant scrape up enough points
to purchase it, save a few. Characters will be able to
spend experience points later to purchase additional
options later. Most beginning characters are just that:
novices. They are just entering the world of adventuring,
Step 6. Options & Powers and have yet to accrue all of their destined powers, wealth,
Throughout the previous steps you have had skill, and abilities. If they have everything now, what will
few opportunities to spend your option points. This step they acquire later?
is where most of these points will probably be spent. Depending upon the campaigns level of power,
This section lists the costs of every power for the Hero the maximum number of option points to be spent on
Type chosen. Try to think thematically as you choose the each option should change as well. Try to keep the
powers, abilities and options for your hero. A well- players and antagonists well balanced in the number of
rounded and cohesive character will often be more fun to option points given. Never forget that players often have
play for the long term than the simple unstoppable additional bonuses, items, and other abilities not given by
combat monster. Most options can be purchased by any options and try to prepare the villains appropriately. The
character, presuming they have enough points to pay for following chart is a list of suggested option point totals
it. Some options require specific attribute minimums, for various campaigns and the additional points accrued at
skills to be known, or other pre-requisite options. All of certain levels.
these requirements will be listed with the description of

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Base Cost of Option for Specific Hero Type


Name of Option Cyber Magic Psychic Skill Comic Unnatural
Action Hero NA NA NA 160pts NA NA
Adhesion 50pts NA 100pts NA 50pts 50pts
Age Manipulation 450pts NA NA NA 200pts 200pts
Alter Ego 30pts 60pts NA NA 30pts 30pts
Ambidexterity 30pts 50pts 30pts 30pts 30pts 30pts
Ammunition 45pts NA NA 30pts 60pts NA
Angelic Aura 75pts 50pts 30pts 75pts 50pts 30pts
Animal Communication 100pts 75pts 50pts 100pts 50pts 50pts
Animal Companion 90pts 30pts 30pts 90pts 30pts 30pts
Anti-Magic 50pts 100pts 50pts 50pts 50pts 75pts
Astronaut 20pts 40pts 30pts 20pts 30pts 40pts
Atlas 30pts NA 60pts NA 30pts 30pts
Attribute Boost 30pts 30pts 30pts 60pts 30pts 30pts
Beguile 100pts 100pts 50pts 100pts 75pts 50pts
Brachiation 40pts 80pts 80pts 40pts 40pts 40pts
Cannon Fodder 50pts 50pts 50pts 50pts 50pts 50pts
Clairvoyance 200pts 150pts 80pts 150pts 100pts 80pts
Cloak of Night 180pts NA NA NA 60pts 60pts
Combat Trained 75pts 100pts 75pts 50pts 100pts 50pts
Command 200pts NA 100pts 250pts 200pts 100pts
Control Animals 195pts NA 65pts 195pts 65pts 65pts
Control Element 300pts NA 200pts NA 100pts 100pts
Control Emotions 160pts NA 80pts 240pts 160pts 80pts
Control Machines 100pts 200pts 100pts 200pts 100pts 100pts
Control Plants NA NA NA NA 50pts 50pts
Crystal Creation NA NA NA NA 125pts NA
Cybernetic Implants 30pts 60pts 45pts 30pts 40pts 60pts
Danger Sense 100pts 75pts 50pts 75pts 100pts 100pts
Darkness 270pts NA NA NA 90pts 90pts
Death 200pts 300pts 250pts 300pts 200pts 200pts
Death Tell 100pts 75pts 50pts 75pts 60pts 50pts
Deflection 50pts NA 100pts 150pts 50pts 100pts
Destroy Undead 150pts 100pts 75pts 100pts 100pts 50pts
Detection 30pts 90pts 30pts 90pts 30pts 30pts
Devoted Student 50pts 50pts 50pts 50pts 75pts 75pts
Dimensional Travel 450pts NA NA NA 150pts 150pts
Diplomatic Immunity 30pts 30pts 30pts 30pts 30pts 30pts
Direct Neural Interface (DNI) 100pts NA 125pts NA 150pts NA
Disbelief NA NA 150pts 300pts 200pts NA
Disease 150pts 200pts 200pts 200pts 100pts 100pts
Disguise 100pts NA 100pts 150pts 50pts 50pts
Distance Vision 5pts NA NA 120pts 30pts 30pts
Dream Weaver 150pts 150pts 150pts 200pts 100pts 100pts
Duplication 450pts NA NA NA 150pts 300pts
Eidetic Memory 160pts 160pts 80pts 80pts 160pts 240pts
Empathic Healing 240pts NA 60pts 180pts 120pts 60pts
Empathy 100pts NA 50pts 150pts 100pts 50pts
Energy Absorption 100pts 150pts 150pts 150pts 75pts 100pts
Energy Strike 50pts NA 100pts 200pts 50pts 50pts

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Base Cost of Option for Specific Hero Type


Name of Option Cyber Magic Psychic Skill Comic Unnatural
ESP (Extra Sensory Perception) NA NA 70pts 140pts 140pts 70pts
Everyman 300pts NA 100pts 200pts 200pts 100pts
Exceptional Attribute 10pts 10pts 10pts 10pts 10pts 10pts
Exceptional Resource 20pts 20pts 20pts 20pts 30pts 20pts
Extensive Resources 50pts 50pts 50pts 50pts 75pts 75pts
Faith NA 100pts 100pts 50pts 100pts 50pts
Flight Anti-gravity Floating 30pts NA 60pts NA 30pts 30pts
Flight Arms into Wings NA NA NA NA 40pts 40pts
Flight Wings Mounted on Back NA NA NA NA 60pts 60pts
Flight - Wingless 120pts NA 160pts NA 80pts 120pts
Force Field 200pts NA NA NA 100pts NA
Force Pulse 80pts NA 80pts 120pts 40pts 40pts
Gadget 30pts 90pts 60pts 30pts 60pts 120pts
Genius 50pts 150pts 50pts 50pts 150pts 150pts
Giant Growth 300pts NA NA NA 100pts 100pts
Gifted Skill 30pts 45pts 30pts 30pts 60pts 60pts
Gifted Skill Group 100pts 125pts 100pts 100pts 180pts 180pts
Gravity Manipulation 200pts NA NA NA 100pts NA
Hardened 60pts NA NA 120pts 60pts 60pts
Headquarters 0pts 0pts 0pts 0pts 0pts 0pts
Heal Another 150pts 200pts 200pts 200pts 100pts 150pts
Heroic Visage 50pts 60pts 30pts 50pts 30pts 50pts
Heightened Sense of Hearing 5pts 60pts 30pts 60pts 30pts 30pts
Heightened Sense of Smell & Taste 5pts 60pts 30pts 60pts 30pts 30pts
Heightened Vision 15pts 60pts 30pts 60pts 30pts 30pts
Higher Education 50pts 50pts 50pts 50pts 75pts 75pts
High Tech Background 100pts NA 200pts 100pts 200pts NA
Hologram 20pts NA NA NA 50pts 100pts
Horrific Visage 100pts NA 100pts NA 50pts 50pts
Hypnosis 150pts NA 100pts 200pts 100pts 100pts
Ignored NA NA 50pts 150pts 100pts 50pts
Illuminate 5pts NA NA NA 30pts 30pts
Illusion 250pts NA 100pts 300pts 200pts 100pts
Immobilize 50pts NA 100pts NA 50pts 50pts
Immortal 250pts 75pts 150pts 100pts 50pts 50pts
Improvisational Weapon Master 90pts 90pts 60pts 30pts 60pts 60pts
Inspire 200pts 150pts 100pts 150pts 150pts 100pts
Invisibility 225pts NA NA NA 75pts 100pts
Invulnerable 400pts NA NA NA 200pts 300pts
Jumping 30pts NA 45pts 60pts 30pts 30pts
Kinetic Force Reduction 150pts NA 100pts NA 50pts 100pts
Knack 40pts 40pts 30pts 20pts 40pts 40pts
Life Drain 180pts NA 180pts NA 60pts 60pts
Longevity 150pts 45pts 90pts 60pts 30pts 30pts
Luminous Form NA NA NA NA 100pts 125pts
Magical Device 90pts 30pts 60pts 30pts 60pts 30pts
Magical Sight 100pts 60pts 60pts 75pts 100pts 50pts
Magic Knowledge - Apprentice NA 100pts NA NA NA 125pts
Magic Knowledge - Dabbler NA 50pts 150pts 100pts NA 75pts
Magnetic Manipulation 150pts NA NA NA 100pts NA
Magnification 5pts NA NA NA 30pts 90pts
Martial Artist 40pts 50pts 30pts 30pts 40pts 50pts
Mastery 50pts 50pts 50pts 60pts 50pts 50pts
Matter Sculpting 250pts 200pts 150pts 200pts 100pts 120pts
Medium 400pts 100pts 50pts 150pts 150pts 50pts
Mental Stun 75pts 100pts 50pts 100pts 50pts 50pts
Metabolic Control 30pts 60pts 30pts 60pts 30pts 30pts

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Base Cost of Option for Specific Hero Type


Name of Option Cyber Magic Psychic Skill Comic Unnatural
Metal Form 100pts NA NA NA 100pts NA
Military Training 20pts 40pts 30pts 20pts 30pts 40pts
Mimic Power 300pts NA NA NA 100pts 200pts
Mind Skimming 150pts 100pts 50pts 100pts 75pts 50pts
Morphing NA 60pts 120pts 120pts 30pts 30pts
Mutation 125pts 90pts 90pts 30pts 30pts NA
Mystic NA 100pts 50pts 150pts 150pts 50pts
Natural Camouflage 60pts 160pts 160pts 160pts 40pts 40pts
Natural Weaponry - Antlers 30pts NA NA NA 30pts 30pts
Natural Weaponry Body Spikes 30pts NA NA NA 30pts 30pts
Natural Weaponry Claws & Talons 30pts NA NA NA 30pts 30pts
Natural Weaponry - Fangs 15pts NA NA NA 15pts 15pts
Natural Weaponry Melee Weapons 30pts 90pts 90pts 90pts 30pts 30pts
Natural Weaponry Power Fist & Kick 30pts 60pts 45pts 60pts 30pts 30pts
Networked 50pts 50pts 50pts 50pts 100pts 75pts
Night Vision 5pts 60pts 60pts 60pts 30pts 30pts
Obfuscation 200pts 150pts 100pts 150pts 100pts 100pts
Object Creation 300pts 200pts 200pts 300pts 100pts 100pts
Observation 75pts 100pts 75pts 150pts 75pts 75pts
Off Screen Escape 30pts 30pts 30pts 15pts 30pts 30pts
Omni-Vision 20pts NA 45pts NA 30pts 45pts
Organization 0pts 0pts 0pts 0pts 0pts 0pts
Path-walking 250pts 100pts 150pts NA 50pts 50pts
Phasing 250pts NA 300pts NA 100pts 150pts
Poison Touch 100pts 200pts 200pts 200pts 100pts 100pts
Possession 300pts NA 150pts NA 150pts 150pts
Power Negation 300pts NA 200pts 300pts 150pts 300pts
Prestidigitation 160pts 120pts 40pts 120pts 40pts 40pts
Presence of Self 75pts 75pts 50pts 50pts 75pts 75pts
Probability 300pts 200pts 150pts 200pts 100pts 150pts
Protection 50pts 50pts 30pts 30pts 30pts 30pts
Psychic Amplifier 30pts 90pts 30pts 60pts 60pts 120pts
Psychic Translator 150pts NA 50pts 150pts 100pts 75pts
Radar 10pts NA NA NA 50pts NA
Regeneration 75pts 200pts 100pts 200pts 50pts 50pts
Reserves 50pts NA 50pts 60pts 50pts 50pts
Resistance 100pts NA 100pts 200pts 50pts 50pts
See Invisible 100pts 75pts 500pts 75pts 50pts 50pts
See Other Worlds 150pts 75pts 50pts 75pts 50pts 50pts
Sensory Shield 30pts 75pts 75pts 75pts 50pts 50pts
Sexual Magnetism 90pts 60pts 30pts 60pts 60pts 30pts
Shape-shifting 300pts 200pts 200pts NA 100pts 100pts
Sharpshooter 50pts 90pts 50pts 50pts 65pts 90pts
Shrink 240pts NA NA NA 80pts 80pts
Sidekick 50pts 50pts 50pts 50pts 50pts 50pts
Sonar 10pts 100pts 60pts 100pts 60pts 60pts
Sonic Manipulation 50pts NA 150pts NA 100pts 150pts
Soul Projection 200pts 100pts 50pts 100pts 150pts 50pts
Specialist 45pts 45pts 45pts 30pts 60pts 60pts
Stalking 75pts 100pts 75pts 100pts 50pts 50pts
Stasis 300pts NA NA NA 150pts 300pts
Stone Form NA NA NA NA 275pts 275pts
Stretching 150pts NA NA NA 100pts 100pts
Supernatural Attribute 100pts 150pts 100pts 150pts 100pts 100pts
Supernatural Quickness 100pts 300pts 200pts 300pts 100pts 100pts
Super Running Speed 50pts 150pts 100pts 150pts 50pts 50pts
Survivor 50pts NA 150pts NA 50pts 50pts

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Base Cost of Option for Specific Hero Type


Name of Option Cyber Magic Psychic Skill Comic Unnatural
Telekinesis 300pts NA 100pts NA 100pts 125pts
Telepathy 300pts NA 100pts NA 200pts 125pts
Teleportation 200pts NA NA NA 50pts 75pts
Time Freeze 450pts NA NA NA 150pts 300pts
Time Travel 900pts NA NA NA 300pts 600pts
Tireless 30pts 60pts 50pts 50pts 30pts 30pts
Tolerance 30pts 30pts 30pts 30pts 30pts 30pts
True Sight 150pts 75pts 50pts 75pts 60pts 50pts
Truth Tell 20pts 100pts 50pts 100pts 75pts 50pts
Ultra Vision 5pts 120pts 90pts 120pts 30pts 30pts
Unnatural Armor 30pts NA 60pts NA 40pts 40pts
Unnatural Limb 30pts NA NA NA 30pts 30pts
Unremarkable 50pts 50pts 50pts 50pts 50pts 50pts
Vehicle 0pts 10pts 10pts 0pts 10pts 10pts
Water-born 20pts 150pts 100pts 150pts 50pts 50pts
Wealthy 50pts 50pts 50pts 50pts 75pts 50pts
Weather Control 300pts NA NA NA 100pts 200pts
Well Connected 75pts 75pts 50pts 50pts 75pts 75pts
Will Working 800pts 250pts 250pts NA 250pts 400pts
Wyrd Magic NA 50pts NA 150pts NA 50pts

Action Hero
So ya wanna play rough, do ya tough guy? +12pts Off Screen Escape
This option creates a stereotypical hero from 1980s and +27pts Improvisational Weapons Master
1990s action/adventure flicks. The most common +45pts Ammunition
examples of this option were portrayed by actors such as +45pts Combat Trained
Arnold Schwarzenegger, Sylvester Stallone, Mel Gibson, +45pts Presence of Self
and Kurt Russell. Each of these actors played characters +45pts Sidekick
that were tougher, faster, and took a beating before +50pts Danger Sense
busting heads at the finale. +60pts Gives the character one re-roll per session. It
can be used on any roll made by any player or
Their only weakness was a reliance on tag lines even the GM. The hero may even choose
and cheap one-liners while fighting for their lives. which results to follow between the two rolls.
Characters with this option must create an appropriate
one-liner during every battle or suffer from Bad Karma
(see weaknesses) during the next battle. If a character
creates a tag line such as Ill be back they must repeat it
during every session or else they suffer Bad Karma during
the next session.
Adhesion
Option Summary This option allows the character to stick to
Choose any 3 physical attributes. They become nearly any surface by their hands or feet regardless of the
exceptional attributes at +10. material. In order to be effective, each appendage can not
Hardened. be covered by a glove or shoe. The character has a 100%
Power Fists & Kicks. chance to move along any surface with at least two
appendages adhering. The character may move along at
One-liners & Tag lines Weakness.
full applicable movement. The character will never drop a
weapon in combat if being held in a hand with adhesion.
Upgrades:
If the character gains additional organic limbs through
-30pts PG13 Rating. Both the character and the player
another racial feature or option they can also adhere to
must remain within the guidelines for a PG-13
solid surfaces. The player must determine the mechanism
rating. This means little swearing, very little
of the power that allows the adhesion. This option
nudity & sexual content, and a few other
requires the Body Modification skill.
limitations as determined by the Game Master
and Player.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Upgrades: object, and composite materials. Likely occurrences


-15pts Only two of the characters limbs have include Breakage Point loss, filled Damage Boxes, and
adhesion. The player must choose which two. loss of utility. Spoilage may also be an issue.
-15pts Can only move at a jog or slower while using
this option, regardless of the weight carried.
Upgrades:
+10pts The character may adhere even if wearing thin -50pts Character must maintain contact for one full
clothes or a costume. Characters with Alter phase. The victim will receive a contested
Ego receive this upgrade free. willpower roll to attempt to escape or defend
+30pts The character may adhere even if wearing full from the character. Failure will paralyze the
body combat armor and steel toed boots. victim. Only an outside force can separate the
victim from the character.

+25pts Character will inflict an additional +1d10 injury


even if the victim resists.
+30pts One additional year may be altered with a single
use.
+50pts The option has a base range of ten feet.
Additional range may be purchased at a rate of
ten feet for twenty option points.
+100pts An additional 1d10 years may be altered with a
single use.

Alter Ego
Allows the Character to change their physical
form into a Hero Form. If this power is taken then the
other powers taken by this character will only activate in
the hero form. This power is great for super identities,
when a quick change is required to save the day with only
moments to spare. The base appearance of the Hero
Form is of a well designed and tailored costume made of
spandex, latex, or other normal materials. Coloration,
styling, and general appearance are up to the player at
creation.
In order to change the appearance of the Hero
Form after creation, the character must somehow create
the new costume from scratch. This costume should be
time consuming to manufacture and very personal to the
character. Once the costume is made the hero simply
wears the new costume and exerts his will to bond to the
Age Manipulation new outfit.
This option requires the Control Skill. The age
manipulation option will allow the character to physically
age or youthen one subject. The subject must be touched, Upgrades:
and unwilling subjects may resist with a contested Health +5pts The character is able to use one option in either
versus Control roll. Each use of this option will require the Hero form or their natural form.
the expenditure of one point from the Drama Pool. +20pts The character is able to use all of their super
Successful uses will alter the age of the subject by 1d10 + abilities, powers, and options in either the Hero
1/10th Control Skill rating in years. If the subject Form or their normal form.
successfully resists, they will still suffer 1d10 + 1/10th +20pts Regardless of the costume or disguise, while it
Control Skill injury. This injury cannot be reduced by is donned the character cannot be identified as
any armor. anyone other than the characters persona. This
upgrade protects the voice, face, and any other
Inanimate objects that are the subject of this identifying marks.
option will also be affected. The exact results will depend +20pts Total Transformation. The character no longer
upon the nature of the object, the likely longevity of the resembles their true self. The player with only

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

a few limitations determines the exact form. rounds.


The Hero Form does not gain any bonuses, +100pts This option will support Heavy or military
abilities, or powers that a form may appear to grade weapons. This includes machine guns,
grant without previously possessing the flame throwers, rocket launchers, and grenades.
applicable option. E.g. a dragon form does not
give flight unless the flight option is purchased.
The form can only change the body mass of the
character by +/- 50%, without the GMs
approval. Remember, this form is permanent
Angelic Aura
once chosen, unless there is a reasonable way Characters with this option seem to be loving,
for the character to alter the form during game- open, and caring individuals. They seem to exude love
play. and compassion from every pore, regardless of their true
nature. This option may require the Mentalism skill
depending upon the nature of the character. Characters
that truly are warm loving people do not require any rolls
to activate this option. These are the Mother Theresa and
Mahatma Gandhi of the world: those that dedicated their
Ambidexterity entire lives to the assistance of the less fortunate.
This option removes the off hand penalty for
one handed actions. Actions that require both hands are Most characters, especially player characters,
still fully penalized if one hand is unable to assist in the will not fall into this category. Those characters that are
action. Dual firearm combat against multiple opponents even slightly more selfish and mercenary must have the
will only suffer a penalty of -15 to each strike. Mentalism skill. The character must roll a contested
Mentalism versus Human Perception skill roll to fool the
victim into believing that they truly are what they seem.
Upgrades: Victims that want or need to believe in the aura will
+10pts. Reduces the dual firearm penalty against automatically fail this roll.
multiple targets by -5. This upgrade can be
selected multiple times, but can never be used
to grant a bonus to strike.

Animal Communication
Ammunition This option allows the character to speak with
The character with this option will never run any animal, insect, or other semi-sentient creature. This
out of ammunition during most firefights. The character does not include intelligent animals that have a language
is presumed to have a near infinite amount of other than their normal animal counterparts. The
ammunition on him, picking up fallen weapons, or has character must actually bark, whine, wheeze, or otherwise
some form of energy weapon. On a critical failure using mimic the animal to communicate.
the weapon, the GM may determine that the character has This option does not grant any control over the
expended his current ammunition capacity. The GM may actions of the animal, and the animal will always act in the
also choose to do this at any dramatically appropriate time manner of its nature. Predators hunt, small fluffy
during a confrontation with a major villain. Without any creatures hide. Getting an army of killer rabbits by
upgrades this option can support one weapon with a stoking their fear and rage is not within the power of this
Standard rate of fire. option. Characters with this option may increase their
Menagerie resource above 6. This option requires the
Upgrades: Translation skill.
+20pts Character can dual wield firearms using
Ammunition. Upgrades:
+30pts Character will not run out of ammunition on a -20pts Allows communication with only one species of
critical failure. animal.
+30pts This option will support a Semi Automatic
Firearm. +15pts Empathetically knows the emotions and general
+50pts This option will support a Fully Automatic motivations of animals and groups of animals.
weapon. +20pts Control the emotions of animals.
+50pts Ammunition is a special formula or design. +30pts Allows silent, telepathic communion with
Silver bullets, exploding rounds, dum-dums, animals.
and hollow point bullets are all examples. The +50pts Control Animals
GM must determine the effects of any special

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

+50pts Large sized animals may be chosen. Bears,


Elephants, and Rhinos are all good examples.
+50pts Spells and certain other ranged powers may be
used through the companion. Limitations are
up to the GM.

Anti-Magic
This option grants the character a bonus to save
against a multitude of magical and supernatural effects.
Against any harmful spell, ritual, enchanted device, or
supernatural power the character gains a bonus of +10 to
resist. Game Masters must be careful with Supernatural
Powers; most options do not fall into this category. This
is a final catch-all for magically based abilities that are not
easily classified. Mentalism and psychic powers do not
qualify as magic or supernatural for this option.
If a spell or ability does not normally give any
attempt to save, the character will still receive a chance to
ignore the effect. This is a percentage chance identical to
the normal bonus to resist.
Upgrades:
-15pts Character must roll to save against all magic:
helpful or harmful. Every saving check will
receive the normal bonus.
Animal Companion +5pts Increase the bonus against magic and
The character has bonded with one pet that is enchantment by +1.
extremely loyal and well trained to protect its +30pts Increase the bonus against magic and
owner/companion. Animals should be small and not enchantment by +10.
powerful in combat. Cats, dogs, rats, weasels, raven, and
bats are all good examples. The two share a telepathic
bond not unlike that of a Summon Familiar spell. Deeply
committed to the well being of the other they will often
give their lives to save each other.
Animal Companions are not fully sentient Astronaut
creatures, they are still animals. Players may transfer The character has had the ability to learn space-
option points into their companions as if they were an faring skills earlier in his life. The player may select any
unnatural or cybernetic Hero Type. Once selected for the of the following skills assuming the character has any
companion, this may not change. prerequisites: Astrogation, Micro-gravity Training,
Maneuvering Packs, Space Shuttle, and Space Vessel.
Upgrades: Characters have most likely had some flight time and
-20pts The pair does not have a telepathic bonding. experience in low gravity environments. Some science
The pet is extremely well trained and obedient, fiction campaigns may allow this option free to the
but is still only a normal animal. players.

+15pts May speak through the animal companion. The


voice will be that of the character.
+30pts Medium sized animals may be chosen. Large
Dogs, Horses, Wolves, and Eagles are good Atlas
examples.
Like the classical titan Atlas, this character can
+40pts The animal is fully sentient. Intellect,
carry far more upon his frame than normal men. The
Willpower, and Charisma may be increased up
encumbrance allowances for walk doubles for the atlas.
to 100. The player and Game Master must
The maximum amount that can be lifted also doubles.
decide how many and what skills are known, if
The character does not gain in strength nor does he inflict
the animal can speak on its own, and its
additional injury. The character must have the
personality.
Supernatural Strength option to purchase this option.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Upgrades: Quickness - Grants the character one additional


-15pts Character can only lift additional weight for a floating action per round. The character also
number of rounds equal to the 1/10th Health will receive a bonus of +10% to their movement
Attribute. and a bonus of +10 to their Full Defensive
Tactics. This will only remain in effect for a
+10pts Character can lift 3 times the normal amount. number of rounds equal to the characters
+20pts Character can lift 4 times the normal amount. normal 1/10th Health.
+30pts Character can lift 5 times the normal amount. Strength - Increases Strength by 50. Remains
+70pts Character can lift 10 times the normal amount. in effect for a number of rounds equal to the
+100pts Character can lift 100 times the normal amount. characters normal 1/10th Health. Grants a
+300pts Character can lift 1000 times the normal bonus of +10 to all Strength based skills
amount. Willpower - Increases Willpower by 50.
Remains in effect until the end of the scene.
Grants a bonus of +10 to all Willpower based
skills. Does not grant access to spells with a
Attribute Boost higher skill minimum.
This option gives the character a temporary
boost to a single attribute making it far more potent than Upgrades:
normal. The player must select one of the potential +1pt An additional 4 points are added to the boosted
attributes to be boosted at creation, and this attribute may attribute. For every additional 40 that the
never be changed during game-play. The character may attribute is increased, the skill bonuses also
boost the attribute only once per hour. After the duration increase by +10.
expires the character will feel very exhausted, drained, and +15pts One additional boost per hour is possible. It
weary. They will experience a penalty of -10 to all skills will temporarily ignore any accumulated
until they have rested for at least 15 minutes. The penalties due to attribute boosts for the
character will also be ravenous and must eat and drink duration. After the effects are finished the
twice as much for the next 24 hours. character will suffer an additional -10 to all
The attribute chosen will be considered skills until rested for an additional 15 minutes.
supernatural for the duration. Other options that require +30pts The effects of the boost will remain in effect for
supernatural attributes may be taken with this option but the rest of the scene.
are only usable while the boost is in effect. This option +30pts There are no ill after effects for using this
may be purchased once for each attribute to be enhanced. option. Characters do not suffer the -10 penalty
This option requires the Body Modification skill. to all actions.

Awareness Increases Awareness by 50.


Remains in effect until the end of the scene.
Grants a bonus of +10 to all hearing, smell &
taste, and Awareness based skills. Beguile
Charm Increases Charisma by 50. Remains Characters with this option may attempt to
in effect until the end of the scene. Grants a sway the emotions and desires of others. Victims that
bonus of +10 to all Charisma based skills. have been beguiled will be attracted to the character, will
Coordination Increases Agility and Dexterity fawn over the character, and will attempt to please their
by 50. Remains in effect for a number of controller. They will laugh at every joke, nod in
rounds equal to the characters normal 1/10th agreement with most statements, and will seem captivated
Health. Grants a bonus of +10 to all Agility by his every action. Even those who are not controlled
and Dexterity based skills. Will never grant a will still notice the character. They will never act contrary
bonus to the number of actions per round. to their beliefs or personal self-interest. This option is
Health - Increases Health by 50. Remains in one of the subtler of the mind control options available,
effect for a number of rounds equal to the and most victims will not even realize that it has been
characters normal 1/10th Health. Grants a attempted.
bonus of +10 to all Health based skills. All
Players must choose the actual target(s) to be
injuries are deducted from this temporary
affected. Without additional upgrades the character can
Health first.
affect up to three individuals within a range of fifteen
Intellect - Increases Intellect by 50. Remains in feet. Once ensnared by this option the victim may not be
effect until the end of the scene. Grants a altered until the end of the scene. The victims may
bonus of +10 to all Intellect based skills. Does attempt to resist initially with a contested Willpower
not grant access to spells with a higher skill check versus the Mentalism skill of the character.
minimum. Victims that succeed in resisting may roll a contested

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Awareness versus the Mentalism skill of the character to a top speed equal to their running movement. Special
notice the intrusion. Those who succumbed to the option stunts or dangerous actions should require an Agility roll.
will either not notice the change or will explain it away. Most characters should have a built in system of
This option will remain in effect for the rest of the scene. brachiation and do not require a system of well-placed
ropes to accomplish this movement. Locations without
large buildings, trees, telephone poles, stalactites, and
Upgrades: some other locations cannot be traveled through using
+5pts Additional 10 feet of range. brachiation.
+10pts One additional person may be affected.
+20pts Remains in effect for one full day per level of Upgrades:
experience. Characters may not unselect and +30pts Move a top speed of 15 miles per hour. This
reselect a new victim until the effect wears off. upgrade may be selected additional times to
Victims may roll a new willpower check each increase the top speed of the character. Players
day to resist. must keep in mind the mechanism used when
+30pts May attempt to sway up to five individuals plus determining their maximum top speed.
one per additional level of experience.
+50pts May attempt to sway an entire small group or
crowd simultaneously. Maximum of ten
individuals plus one per additional level of
experience.
+90pts Command. Cannon Fodder
+90pts Hypnosis. This option allows the character to have a small
+100pts May attempt to sway a large crowd following of retainers that follow the party throughout
simultaneously. Maximum of fifty their adventures. Unlike most NPCs they should not be
individuals plus five per additional level of given a name, much description, or even a personality.
experience. They have no skills of note, no exceptional attributes, and
never have any options. They are there to accomplish
very simple and mundane tasks that very few heroes
would try. Torch bearing, personal assistant, and
investigating creepy hallways wearing red shirts is about
the limit of their abilities.
The character rolls their Extras Resource at the
beginning of every session. A failed roll denotes that no
one was stupid enough to join the character this session.
A successful roll denotes that one follower is willing to
join the character for that session. The character can
choose to recruit an additional extra for the session if the
roll succeeded by more than three. If the session ends
during the middle of a scene, or a place where the extras
cannot be easily explained away, retain them until they
can. There is a penalty of one to the die roll for every
extra that is killed during the current story. This option is
best suited for starship officers, police lieutenants, and
others with a large source of cheap lives that can be
explained away.

Clairvoyance
Characters with this option can sense far
beyond their normal range of sight. They can sense
distant happenings as if they were physically present. It
Brachiation does not grant night vision or any enhanced senses, but
The character can swing across chains, tentacles, any enhanced senses that the character already has may be
vines, ropes, webbing, or whips with ease. The character present with the proper upgrades. This option requires
never needs to roll during most maneuvers and can reach the Mentalism skill.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

While most often used in conjunction with strikes suffer double the normal penalties to
sight any one of the five senses may be selected: Sight, strike.
Sound, Smell, Taste, or Tactile. This selection is +70pts Darkness
permanent and cannot be changed after creation. The +100pts Shadow Form. Character transforms into a
character can use the selected sense as if they were at any living shadow. While in this form the character
location with one mile per experience level. The greater cannot interact with any physical matter.
the range of projected sensation the larger the penalty to
the skill roll when trying to sense. The character cannot
interact with anything at the target scene and cannot use
options or abilities through the Clairvoyance.
Combat Trained
Upgrades: This character has survived the rigors of actual
-30pts Characters only have a range of 20 plus five combat along with real pain, sudden attacks, ambushes,
feet per additional level of experience. and the horror of death up close. These characters have
Additional range may be purchased for five feet been trained to act no matter what carnage is actually
base per option point. occurring around them. With this option the character
will gain additional actions at levels 2, 4, and 5. In
+10pts Increase total range of clairvoyance by one addition the character receives a bonus of +20 to any
increment. Characters will have the range as if willpower roll to act in desperate or shocking combat
they were one level of experience greater than situations. This bonus only applies if the character would
they actually are. normally freeze in utter terror.
+20pts Senses ten miles per level.
+30pts The character may select one additional sense to
use with Clairvoyance. Sight, Sound, Smell,
Taste, or Tactile. Upgrades:
+50pts Senses one hundred miles per level. +5pts Character may select the Unarmed Combat
+100pts Senses one thousand miles per level. skill.
+150pts Senses ten thousand miles per level. +30pts Character never freezes in combat. Cannot fail
+250pts Senses anywhere on the planet. appropriate Willpower rolls.
+350pts Senses anywhere in the solar system. +30pts Will gain additional actions at levels 2, 3, 4, and
5.

Cloak of Night Command


This option cloaks the character in shadows and This option forces one victim within fifteen feet
darkness. His features become obscured by the dark to complete any single action. The victim must be able to
grays and inky black that covers his skin. When seen in hear and understand the instructions being imparted.
bright light the target appears to be a creature of Shadow. Telepathy can negate this requirement. This action
When in dark and shadowy areas the character gains a cannot be to commit suicide, but any other commands
95% chance of hiding. The brighter the surrounding light that break a code of ethics may be accomplished. This
the greater the penalty to this roll. This option does not option may be used to instill a long term command, and
grant any bonuses to stealth and moving quietly, nor does will remain in effect for one day per level of the character.
it prevent thermal radiation from the character. The victim may continue to act normally until the
conditions of the command are met. The character will
If the cloaked character is attacked then the then act upon the command to his full ability.
assailant suffers a penalty equal to the ambient lighting.
Near total darkness or moonless nights grant a penalty of This option requires the Mentalism skill. All
50 to hit. Most nights or very poorly lit areas grant an rolls for initial control use a contested Willpower check
attack penalty of 25. Most other shadowy areas grant versus the Mentalism skill of the character. Victims that
only a 10 to strike. This skill requires either the Body suffer repeated commands by the same controller suffer
Modification or Control skill to use. an additional penalty of -5 for every previous failure.
Eventually a character that is repeatedly controlled will
become the mental puppet of their master. Characters
Upgrades: that successfully resist the command automatically
+50pts Additional penalty to hit of -25, -10, -5 while in recognize the attempted mental attack and the
shadow. perpetrator. Victims that fail to resist will not remember
+60pts Character is cloaked in darkness that draws the command after it concludes unless the character
ambient light into the darkness. Ranged desires.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Upgrades thumb is a 1 cubic foot volume per phase. The maximum


- 30pts The command must be executed during the base range of elemental creation and manipulation is
current scene. twenty feet. The elements created will remain until
destroyed or eliminated normally.
+5pts Additional 10 feet of range.
+30pts The command may be delayed by up to one Moderate control over an element can be used
week per level of experience. to shape the direction a fire burns, create waves in water,
+50pts The command may be delayed by up to one move earth around to suit, and other minor effects. An
month per level of experience. effect that requires manipulating a large area, with great
+60pts Victims must roll Awareness to notice the force, or is especially unnatural to the element requires
attempted command. Major control, which is an upgrade available to all of the
+100pts The command may include any action desired Control Element options.
by the character. The available elements that can be purchased are
+100pts The command may be delayed by up to one Air, Cold, Earth, Electricity, Fire, Metal, and Water.
year per level of experience. Each has a specific attack form, additional upgrades, and
+100pts The victim must roll Awareness to notice the unique abilities available. All ranged attack forms have an
attempted command. effective range of thirty feet, a maximum range of fifty
feet, and a penalty of -20. Each elemental controller is
immune to the effects that he creates.

Common Upgrades:
Control Animal -30pts Character cannot create the element but can
The character can control any one animal within control it.
a 50-foot range until the end of the scene. Normal
animals have no chance to resist. Animals being +5pts Increase maximum range of attacks, creation,
controlled by another or familiars may resist with a and manipulation by ten feet.
contested Willpower of the current controller versus a +30pts PC gains Resistance to the specific element
Mentalism skill check. Intelligent animals may use their chosen.
own willpower to resist such a mental violation. The +50pts Only requires one action to control or create
character may also increase the Menagerie resource above element instead of a full phase.
six if so desired. The Mentalism skill is required for this +75pts Major Elemental Control.
option.

Upgrades:
-30pts. Can only control one chosen species. Specific Forms:

+5pts Increase range by 10 feet. Air


+30pts Remains in effect for 1 day per level of The controllers of the element of Air control
experience. one of the most basic requirements to human life. They
+45pts Can control a small pack of animals up to five. can create pure oxygen, control the movements of wind
+50pts Remains in effect for 1 week per level of patterns, and even alter the pressure of gases within
experience. range. They also have control over mists, fogs, and
+90pts Can control any number of animals within certain other weather phenomenon. They can attack with
range. concentrated bursts of air designed to topple or injure
+100pts Extended range of one mile per level of their opponents. This ability requires the skill Ranged
experience. Strike and deals 2d10 + 1/10th skill in injury. If designed
to topple, the injury done is subtracted from an Agility
roll required by the victim. Suffocation attacks may be
resisted by a Health roll with a penalty equal to the
amount of injury that would normally be inflicted.
Control Element
Each of the various elements is a separate Air Upgrades:
option and must be purchased individually. This option +30pts Concealment Mist. Creates enough mist to fill
also requires the Control skill. Each option allows the a 10x10 area. The character is completely
character to create a small portion of the element each concealed and can only be detected by non-
phase and have a moderate control over any amount visual means or Heat detection. The character
currently in the area. The exact amount that can be can have the mist move with them at a Walk.
created is entirely in the GMs hands but a good rule of

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

+30pts Create a 10x10 area of compressed air that will weaponry, and has an automatic immunity to
lessen the impact of all missile weapons. Acts cold-based attacks. Fire and heat based
as a PV 15 wall that can absorb any amount of weapons automatically deal critical hits. Attack
injury before breaking. Characters attempting forms that do not use the critical hit table deal
to pass through must roll a contested Strength double injury.
check against the characters Control skill.
+60pts Wingless Flight
+90pts Control Element - Cold
+90pts Transform into a creature of mist. Character is Earth
effectively phased and cannot harm or be The element of Earth is a very strong and stable
harmed by normal means. Creatures of mist form. The ability to cause very local earthquakes, create
cannot suffocate a victim. tunnels through the earth, and modify stone shapes may
+90pts Weather Control take more time to accomplish than the other elements.
Unlike the other elements, all such results are permanent
and may outlive the creator. Those with this option may
create a small earthquake within 50 feet that will affect a
Cold 20 foot area. Everyone within the range of this mini-
Very similar to that of Air and Water, Cold quake must roll a contested Agility versus Control skill
deals mostly with temperatures and ice. The character roll. Failure will drop the victim to the ground.
can manipulate the forms of ice and snow within his
immediate area, shaping the area, burrowing out tunnels Earth Upgrades:
or collapsing snowdrifts onto others. They can also create +25pts Attribute Boost of Supernatural Strength.
chunks of hard ice to injure their opponents. This ability +30pts Tracking. As long as the terrain remains earth
requires the skill Ranged Strike and deals 2d10 + 1/10th and rock the character can track someone
skill in injury. without difficulty. If the trail is broken by
asphalt, concrete, or water then there is a
Cold Upgrades: cumulative 5% chance per five feet of distance
+30pts Freezing Aura. Creator can affect a 10-foot that the trail will be lost.
radius around himself. Everyone within this +30pts The character has an uncanny feel for the shape
area must roll Health or suffer a penalty of five and nature of the land. They will instinctively
times the creators level of experience to all rolls know the physical terrain for one mile per level
and suffers 1 IP per round. A successful Health of experience.
roll, resistance to cold, or warm clothes will +30pts Create Stone weapon. The weapon can be of
negate this effect. any shape the creator desires. The weapon
+30pts Create Ice weapon. The weapon can be of any requires the appropriate weapon skill to use and
shape the creator desires. The weapon requires will always inflict 3 / 6 / 9 / 11 / 13 / 16 / 19 /
the appropriate weapon skill to use and will 21 / 23 / 26. It may be further upgraded using
always inflict 3 / 6 / 9 / 11 / 13 / 16 / 19 / 21 / the Natural Weaponry upgrades.
23 / 26. It may be further upgraded using the +30pts Stone Meld. Character can meld into stone and
Natural Weaponry upgrades. The weapon travel through it at a rate of 30 miles per hour.
will melt in 1d10 + level rounds if away from This must be natural earth or stone not
the creator. concrete, asphalt, or other man-made materials.
+45pts Ice Board. Creates a pathway of ice underneath The maximum speed can be increased by 10
the character that will allow travel up to 30 miles per hour for every additional 20 option
miles per hour. Only the creator can ride it points.
with impunity, all others must roll Agility or fall +250pts Stone Form
from the board. The ice left behind as the
character travels will melt in 1d10 rounds. The
maximum speed can be increased by 10 miles
per hour for every additional 20 option points.
+50pts Create ice wall. 10 by 10 wall that can absorb Fire
100 points of injury before it shatters. The It is Mankinds constant threat and companion.
creator may choose its exact shape. If used to The character can create small amounts of flame, fan
encircle a larger target, multiple ice walls may be small flames into larger flames, and direct the course of
required or multiple actions to create larger ice the burn as it travels about. The character can create
walls. mini-fireballs that fly from his mouth, hands, or eyes.
+90pts Control Element Air. This ability requires the skill Ranged Strike and deals
+90pts Control Element Water. 2d10 + 1/10th skill in injury.
+90pts Transform into Ice Form. This form will grant
a natural PV of 15, is immune to all light based

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Fire Upgrades: through another person both individuals suffer


+15pts Allows the Immolate upgrade to be used one 5d10 + 10 injury.
additional time per scene. +90pts Magnetic Manipulation
+25pts Ultra Vision.
+50pts Immolate. Deals 3d10 + level Injury to
everything within 5 feet. Can only be used once
per scene.
+50pts Unnatural Flame. The character can create Metal
flame in normally impossible environments. This element is more of an ability to shape and
The character can create or maintain flame in form metals of all kinds. While unable to alter the atomic
airless void or even underwater. level of the substance, the controller can pull different
+90pts Transform into Fire Form. This form will metals out of an alloy and then remix them into the
inflict 1d10 injury to everything it touches each original form. The shaper has nearly complete control
round. In addition the character can fly at 15 over the eventual form of the metals and can even use
mph, and becomes immune to all injury from them to create a small amount of any normal metal.
Fire or heat based sources. Cold and ice based Radioactive metals cannot be created with this option.
injury will automatically deal critical injury. Complex devices are not possible unless it is entirely
The character requires a supply of free oxygen fashioned from metals and the character successfully rolls
in order to enter this form. in each appropriate Knowledge or Technical skill
+150pts Gift of the Phoenix. Character becomes required.
Immortal with the ability to come back from
the dead after one week. The player must Metal Upgrades:
choose one way that the character can be +90pts Metal Form
permanently killed. This method may not be
too uncommon or rare.

Water
Electricity & Lighting Water is the element of life. Without water
Electricity control is not the subtle nothing on the planet Earth would continue to survive.
manipulation of electronics and high technology. It is the In the appropriate circumstances this elemental control
harnessing of lightning, the manipulation of one of form can be the most powerful. Water can destroy rocks
natures most potent and beautiful forces. Characters or metal. Water can wash away even the strongest of
with this option can create a large jolt of electricity that opponents. Controllers of this element can create a cubic
can be used to deal 2d10 + 1/10th skill in injury to foot of pure water out of nothing each phase. With a
another person. This ability requires the ranged strike plentiful supply of water: a pool, lake, or even ocean they
skill and will inflict additional injury based upon the may be unstoppable. The character can create a stream of
amount of metal currently being worn or carried by the high-powered water that can injure or push a victim
victim. backwards.
See the section on Specialty Attacks in the rules This ability requires the skill Ranged Strike and
chapter. The strike also has a percentage chance equal to deals 2d10 + 1/10th skill in injury. If the knock-back
the amount of injury dealt to short out any non-hardened option, from Energy Strike, is selected then the victim
electrical equipment. Characters can sense the presence must roll Strength with a penalty equal to the amount of
of large amounts of electrical energies, electromagnetic Injury that would have been inflicted. The victim is
fields, and other crude forms of electricity. knocked back one foot for every 2 points of failure.
Water Upgrades:
+15pts Can walk upon water. Fighting or faster
Electricity Upgrades: movements require an Agility roll each phase to
+90pts Transform into Electrical Form. This form is avoid slipping into the water below.
immune to all normal attacks. It also cannot +30pts Can move normally upon water.
stand still for more than one phase without a +45pts Water-born.
Willpower roll. It can move extremely fast, +90pts Transform into Water Form. This form is
approximately one 1000 feet per phase, or even entirely indistinguishable from normal water
faster if traveling by power cables. and can alter its shape into any form. Normal
Unfortunately traveling this way through weapons will inflict no injury to the Water
conduits is a one-way trip as the character burns Form. Fire and heat will inflict automatic
out the cabling as he goes. Traveling above critical injuries or double normal injury. The
ground can be dangerous; if the character travels water form will also receive 2d10 injury for

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

every round spent outside of water. The Water Upgrades:


form does not require any oxygen and is +5pts The range of this option is increased by 10 feet.
immune to all depth pressure. +15pts One additional machine in range may be
manipulated simultaneously. Each machine
action still requires one action of thought and
control by the character.
+30pts Machines can be made to move and act
simultaneously. A cart could be made to roll
Control Emotions down a corridor or a stapler could move along a
This option allows the character to manipulate table stapling all the while. This upgrade
and control the emotions of one victim. They may requires the Telekinetic Control skill.
engender love, hatred, lust, friendship, tenderness, fear, or +30pts Character can use machines with more
even disgust. This option is one of the subtler of the complicated mechanisms and controls. An
mind control options available, and most victims will not automobile or plane could be driven or flown by
even realize that it has been attempted. They will never the use of this upgrade. The character must still
act contrary to their beliefs or personal self-interest. The understand the machine and how it operates.
victims may attempt to resist initially with a contested +30pts The character instinctively understands the use
Willpower check versus the Mentalism skill of the and repair of any machine in range. The
character. Victims that succeed in resisting may roll a character understands any required skills to use
contested Awareness versus the Mentalism skill of the the machine. Character uses the Control skill
character to notice the intrusion. Those who succumbed rating instead of any applicable skills.
to the option will either not notice the change or will +100pts Character can possess any machine. Upgrades
explain it away. This option will remain in effect for the for the Possession option may be purchased for
rest of the scene, and has a base range of 20 feet. this upgrade. Sentient computers, robots, and
similar devices may attempt to resist using a
Upgrades: contested Control versus Willpower roll.
+5pts Additional 10 feet of range.
+10pts One additional person may be affected.
+20pts Remains in effect for one full day per level of
experience. Characters may not unselect and
reselect a new victim until the effect wears off. Control Plants
Victims may roll a new willpower check each This option gives the character the ability to
day to resist. control plants and grant them the ability to move in ways
+30pts May attempt to sway up to five individuals plus not normally possible. When under the control of this
one per additional level of experience. option, plants can attack, entangle, and otherwise harass
+50pts May attempt to sway an entire small group or other characters. If the plant is not rooted into the
crowd simultaneously. Maximum of ten ground then they may even move 15 per round.
individuals plus one per additional level of
experience. Small plants and shrubberies have physical
+90pts Command. attributes of 30 each. Medium sized plants have physical
+90pts Hypnosis. attributes of 60 each. Large plants have physical
+100pts May attempt to sway a large crowd attributes of 90 each. Plants larger than that will be
simultaneously. Maximum of fifty individuals determined by the GM on an individual basis. Plants will
plus five per additional level of experience. have a skill of 10 for the purposes of attacking for every
limb, root, or vine that can be used to attack. The
controller may animate a number of plants equal to 1/10th
his Control skill.

Control Machines Upgrades:


A character with this option can mentally +5pts Each plant has an additional 5 points in physical
control and manipulate any one simple device in range. attributes.
Requiring the Control skill the character has a range of 20 +10pts One additional plant may be animated
feet. Machines that incorporate simple mechanisms such simultaneously.
as levers, dials, switches are easily manipulated. The GM
must determine what counts as a machine and those
devices such as hammers and wheels that are too simple to
be manipulated. The machines do not move nor act in
any way they are not designed.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Crystal Creation Cybernetic Implants


This is the ability to create small gems that This option allows other technological devices
contain differing powers. Each crystal can contain one and options to be surgically implanted into the character.
individual ability or power. Select up to 80 option points This option is very similar to the Gadget option but only
of abilities that can be imbued into the crystals. grants 35 Option Points for purchasing additional
Additional option points may be spent to increase the options. These options fall under the Cyber cost listing
abilities of these crystals. These powers should be bought for options. These options should have technological
at the lowest available cost according to Hero Type. explanations for how they work, and their appearance
Crystals will remain in effect for the rest of the scene should match. Characters with the Cyber Hero Type
unless the option normally has a longer duration. The may choose to purchase options without the potential for
character can create and concurrently maintain two destruction and simply describe them as cybernetics. This
crystals plus one for every additional level of experience. option may never have a cost under one after all of the
The crystals cannot harm their creator or other crystals options and upgrades are purchased. Brain affecting
fashioned by the same person. One crystal can be erected implants that increase skills and allow access to machines
in a single action. Requires the Control Skill. are listed under the Direct Neural Interface option.
Cybernetic Implants cannot be lost, but they do
Upgrades: have the potential of being destroyed. Whenever a
+15pts One additional crystal that can be created character suffers a called shot to an area with a cybernetic
simultaneously. implant there is a 10% base chance of temporarily
+15pts Light crystal / flashing (up to 35 by 35 in disabling the implant. The total amount of injury
illumination) suffered by the location increases the chance of
+30pts Tracking crystal set. malfunction by an equal chance. I.e. 15 points of injury
+30pts Create unbreakable crystal weapon. Injury suffered after armor and options are applied increases the
dealt is equal to the weapon created, but larger base 10% chance to a 25% chance. If the implant is
weapons require 2 crystals. disabled then there is an equal chance of the item being
+30pts Audio / Video crystal set. destroyed.
+45pts Immobilize
+50pts Options remain in effect for the characters level Supernatural creatures, masters of magic, and
of experience in hours. psychics may not desire selecting this option. Most
+50pts Create defensive screen. 5 by 5 wall that can cybernetic implants reduce the effectiveness of
absorb 100 points of injury before it shatters. supernatural powers, spells, and psychic abilities. Some
The creator may choose its exact shape. If used GMs may choose to ignore this rule and allow these
to encircle a larger target, multiple crystals may characters to select cybernetic implants freely, but players
be required or multiple actions to create larger should ask the GM about his campaign setting. See the
crystals. section on cybernetics under the Optional Spellcraft
+100pts Options remain in effect for the characters level Rules for more information.
of experience in days.
Upgrades:
-15pts All implants are visibly artificial in nature.
Limbs are metallic and have visible hydraulics,
sections of the body are dotted in metal and
technological devices.

-10pts All implants are covered in synthetic skin. An


Awareness roll or touching the location will
reveal the truth.
-5pts All implants have a life-like covering that
appears to be normal skin. Only a close
inspection (Awareness 30) of the location will
reveal the truth.
-1pt All implants have a 1% greater base chance for
the purposes of disabling and destruction.

+1pt All implants have a 1% lower base chance for the


purposes of disabling and destruction. This
upgrade may reduce the base chance below zero
to assist in resisting inflicted injury.
+1pt Character may incorporate a simple and

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

common device that is available for purchase Darkness


into his body. Examples of such devices include In the comic universe, darkness is far more than
radio transceivers, common tools, cell phones, the simple absence of light. It carries a negative energy,
mp3 players, video monitors, DVD players, and an ability to suck the light and life from a room. This
PDAs. option follows that philosophy and abandons basic
+1pt Tiny Storage Compartment. This can be physics at the door. The character with this option may
located anywhere on the character and has 1 drain the light from any 20 x 20 foot area. Any normal
cubic inch of storage. light source introduced into the darkness will be absorbed.
Any magical or unnatural light source may penetrate the
+2pts Character may incorporate more complicated or darkness with a contested willpower roll. The GM may
less common devices that are available for wish to modify this roll due to time of day, ambient
purchase into his body. Examples of such outside light, or supernatural presences. The character
devices include laptop computers, Geiger can always see within their own sphere of darkness.
counters, seismic monitors, chemical analyzers, Requires the Control Skill.
and lock picks.
+2pts Small Storage Compartment. This can be
located on any limb and has twelve cubic inches Upgrades:
of storage. +25pts Night Vision
+3pts Medium Storage Compartment. This can be +30pts Impenetrable Dark. No light source can
located in larger limbs and the torso only. This penetrate this darkness.
area has up to 20 cubic inches of storage. +30pts 50 x 50 area.
+4pts Large Storage Compartment. This can be +55pts Cloak of Night
located only in the torso and has up to 30 cubic +60pts Life Drain
inches of space. The GM may allow larger +60pts 100 x 100 area.
compartments for this same cost, but keep the
size of the character in mind when removing
body mass for storage space.
+5pts Cybernetic options are actually biological in
nature. Short of a medical exam there is no
possibility of detecting the bio-modifications.
Death
This option allows the character to kill with a
This upgrade should not be selected if
touch. The exact manner of death will vary wildly based
technological devices are implanted in this
upon the theme of the character and the other options
option.
possessed. Some common methods and their required
+5pts Implants are more attractive and stylish. They
skills include: telekinetically stopping a persons heart or
may have been chromed, have pretty blinking
severing an artery (Telekinetic Control); scaring someone
lights, neon, shift colors at random, or may just
into a cardiac arrest or increasing the activity of the brain
be made by the latest designer.
until their brain hemorrhages (Mentalism); draining their
+10pts Cybernetic Implants are shielded against
life essence or projecting pure death into their mind
Electromagnetic fields and attacks.
(Control). All of these possibilities are indirect, non-
injury inflicting ways of killing a victim. The manner of
murder cannot change after creation and all manners
require the character to touch the intended victim.

Danger Sense Victims may resist their demise with a


contested Health or Willpower roll (as appropriate to the
This is the inborn ability to know a dangerous
method of murder) against the appropriate skill of the
situation is about to occur a split second before it does.
character. Depending upon the manner of murder, the
While not able to entirely prevent it from occurring the
Game Master may require both a contested Willpower
character responds much faster to the current crisis. The
and Health rolls. This should be done with illusionary or
character can never be surprised in combat, always counts
fear induced methods. If the victim resists, they will still
as having the potential to have Full Defensive Tactics, and
suffer 1d10 points of injury. If the victim fails then they
may generally use a full attribute roll in a reflex situation.
will slip into a short lived coma. This coma will last one
Upgrades: full round. Unless medical attention is applied
+15pts Character must roll initiative individually from immediately the victim will expire.
the party. He gains a bonus of +1 to initiative
rolls.
Upgrades:
+30pts May include one additional person in this
-50pts Character must maintain contact for one full
awareness.
phase. The victim will receive a contested
+150pts May include the entire party in this awareness.
willpower roll to attempt to escape or defend

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

from the character. Failure will paralyze the 10 feet for 5 option points.
victim. Only an outside force can separate the +30pts The character has up to one day to activate this
victim from the murderer. ability.
-30pts Coma will last for 1/10th the victims Health in +50pts The character has up to one day per experience
rounds. level to activate this ability.
+50pts The character only needs a small portion of the
+25pts Character will inflict an additional +1d10 injury victims body at the time of death to attempt a
even if the victim resists. reading.
+30pts Coma will last for only one phase after the +80pts The character has up to one week per
attack. experience level to activate this ability.
+50pts The option has a base range of ten feet. +100pts The character has up to one month per
Additional range may be purchased at a rate of experience level to activate this ability.
ten feet for twenty option points.
+50pts Dim Mak. Character may choose to halt all
natural and supernatural healing in the victim.
This must be announced before the murder
attempt. The victim resists identically to the
standard murder attempt. If the victim fails to
Deflection
resist they cannot be healed by any means: This option enables the character to ward off
spells, options, natural, or even divine. Only ranged attacks. The exact method of deflection should be
the character or someone else with this ability based upon the characters other options. For example
can reverse the effects. The Game Master may mystical knights may use a sword to parry and deflect
allow additional methods of reversing this dire bullets, while a telekinetic would use their psychic powers
condition, but they should be perilous and very to defend themselves. Each characters version of this
rare. Character may opt to select this upgrade ability should be unique to them. The character may roll
in place of the standard death ability. In this contested Full Defensive Tactics versus the strike roll for
case the upgrade costs no additional points, but each ranged strike or burst that has the potential to strike
the character cannot instantly kill his foes. him. Attacks with areas of effect can never be deflected.
Each attempted deflection requires one normal or
reflexive action.

Upgrades:
Death Tell - 30pts Requires a specific item to use this option.
Characters with this option can see the last few Without this specific item the option is useless.
moments of a victims life by touching the head of the The GM may allow the PC to bond with
corpse. In addition the character automatically knows the another item if the focus is ever permanently
cause of death. There is a limited window of opportunity lost.
for the character to use this ability. Once the characters
experience level in hours has passed then the soul has +30pts The character may attempt to deflect ranged
been departed for too long and this ability is useless. This strikes back at the attacker or another target.
option requires the Death Tell skill. Base range for this The character must successfully deflect the
option is touch and the victims head must be present. strike before rolling a Ranged Strike against the
This option is commonly taken by criminal investigators new target. If the method used for deflection
and priests of death. uses a weapon or other skill, then that skill may
be substituted. The maximum range for the
weapon or attack cannot be exceeded for the
Upgrades: entire attack. This redirected attack will always
-20pts The character cannot witness the last few require one action, even if the deflections do
moments of life, but still automatically knows not.
the cause of death. +50pts May deflect any number of attacks per round
-15pts The character must arrive during the same scene without the use of additional actions.
as the death occurred to use this ability.

+15pts The character may include one additional sense


to the playback of the victim: Sound, Smell,
Taste, or Tactile. This must be selected at
creation and cannot be changed.
Destroy Undead
+30pts This option now has a base range of 20 feet. This option is a very powerful weapon against
Additional range can be purchased at a rate of the walking dead and requires the Destroy Undead skill.
Often taken by priests of death and those who are

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

constantly besieged by undead, this option stokes the Upgrades:


characters rage into a searing blast of energy. This blast +4pts Character receives a bonus of +5 Education
of energy requires a contested Destroy Undead skill Points.
versus the Willpower of the target undead. A successful +45pts Higher Education.
blast will inflict 1d10 for every experience level of the user
plus 1d10 plus 1/10th the characters Destroy Undead
skill. The base range on this ability is 20 feet. This
option only affects undead creatures such as zombies,
wraiths, and vampires. Extra-planar creatures such as
demons and angels are immune to its effects.
Dimensional Travel
Be very careful before allowing this option.
While very pricey to purchase, it can be a campaign buster
if not monitored. The GM must approve this option
Upgrades: before it is taken. Very simply it allows the character to
+5pts Increases the base range by ten feet. travel through the dimensional barriers. Since there are
+20pts Bonus of +5 to the contested Destroy Undead an infinite number of alternate universes the character has
roll. an extreme amount of knowledge, technology, magic, and
+25pts Increases the base injury inflicted by 1d10. resources at his fingertips. Escape from pursuit is simple,
+30pts One additional undead creature can be affected travel to another dimension, and wait a bit. Once the
simultaneously. pursuit is ended, the character can return and continue
about his business. The character may only transport
himself and the amount he is able to carry. Travel
between dimensions is on a point-by-point basis: start in
New York; end in New York. This option requires the
Detection Translocation skill.
This option allows the character to sense one
specific type of item, material, creature, event, or person. Upgrades:
The character must generally focus his concentration to -30pts May only travel between known dimensions.
activate this power but the GM may determine that a -30pts May only be activated once per day.
large enough quantity is available for the character to
sense without asking. The base range of this option is 50 +30pts Transport any number of people that are
feet, but will not require a line of sight with the target in touching each other.
most cases. Some creatures or items may be able to mask +50pts Create a 5 x 7 dimensional gateway that lasts
their auras. The exact mechanism and the difficulty while the character concentrates.
applied to an Awareness roll, to overcome the masking, +60pts Can create, control, and enter an extra-
must be determined by the GM. This option requires the dimensional space. This space is outside all
Extra Sensory Perception (ESP) skill. dimensions and is under the complete control
of the character. The size of this space is
Upgrades: immaterial and anything created within will
-15pts The target realizes and can sense the character only exist inside this space.
as well. Only available for sentient targets. +90pts Create a 15 x 10 dimensional gateway that lasts
while the character concentrates.
+15pts Increases range to 100 feet. +150pts Select Landing Coordinates anywhere in the
+30pts Range is increased to 150 feet. target dimension.
+50pts Range is increased to 500 feet.

Diplomatic Immunity
Devoted Student The character is a diplomat, aide, or other
Characters with this option have either spent notable working for another government. In friendly
more years in school or had more classes per semester. countries the character will be immune from prosecution
This option requires the College Education level and for minor offenses, and will suffer only extradition for
grants an additional 60 Education Points. This option major crimes. This option requires an Influence:
does not allow characters to spend more than 50 Diplomatic resource of three or higher.
Education Points on a single skill; the Higher Education
option is required for that intention.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Direct Neural Interface (DNI) This option requires that the character follow the primary
This option is the direct connection between a beliefs of the majority. If most people do not believe in
human and a computer. Most characters use an external magic, then the character may attempt to disbelieve spells
DNI, but some psychics, comic book heroes, and cast in his presence. If superpowers arent known by the
unnatural creatures send their consciousness directly into general populace then the character may attempt to
the computer. People who directly jack into weapons, disrupt those superpowers.
vehicles, or other technological devices will also require The primary viewpoints for this option include
this option. Most modern day chronicles will require a Technology, High Technology, Ultra Technology, Low
minimum Information Technology resource rating of six Magic (under 100 skill), High Magic (over 99 skill),
or higher. Superpowers, and Psychic Powers. Most skeptics will
In addition to the benefits of instantly have multiple items that they do not believe in. If the
communicating with a computer, the DNI will give character ever fails a contested roll for disbelief the player
bonuses to all of the linked devices. Further benefits of must attempt to create a semi-plausible rationale for the
the DNI will be explained in later source books on event or item in question. If the player cannot then the
computer science. All forms of this option require direct character permanently loses 1d10 points of sanity.
physical contact with the device.

Upgrades:
+15pts EMP shielded. Disease
+15pts Cybernetic Computer. Purchase Information This option can inflict a non-magical disease
Technology resource separately for this upon a victim once per scene. The victim must be within
computer. touch of the creator. The victim may roll a contested
+30pts +1 bonus to initiative with DNI. Health versus Control skill of the creator to resist
+30pts Wireless. Can access a linkable device within infection. Retain the roll of the creator if successful.
10. This is the virulity of the disease. The disease will require
+30pts Skill-ware. Character may select one skill to one day for incubation in the afflicted character: only then
store inside the DNI. Such skills use either the will the effects be felt. Most diseases are debilitative, and
Computer Science skill of the character or the will reduce the skills and attribute rolls of the victim by
level of proficiency programmed into the chip. ten times the experience level of the creator. In addition
the character will suffer temporary health losses equal to
1/10th the creators Control skill for every week of
sickness. This health loss will recover once the disease
has been eliminated from the characters system at the
normal rate of healing. Should the character ever reach
zero health then they will perish.
The effects will remain for three days per
experience level of the attacker. Every week of sickness
will allow the character one additional attempt to resist
the disease. Critical failures on this roll will result in an
additional week of sickness. Re-roll the initial contested
Health versus the virulity of the disease. Other characters
that come into contact with this character must roll to
save against the disease. Medical skills and options may
be able to aid the character in resisting or eliminating the
disease. This option requires the Control skill.

Upgrades:
-30pts Disease can only be transmitted via bodily fluids
and excretions. Physical contact cannot
transmit the disease.

+30pts Character can attempt to infect any number of


Disbelief individuals per scene, but each individual can
This character is the ultimate skeptic. The only be infected once per scene.
character has the ability to eliminate the effects of +30pts Effects will remain for 1 week per level of
anything that does not fit their particular world- view experience.
with a contested Willpower versus Control skill roll.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

+30pts This ability now has a range of 20 feet. Dream Weaver


Additional range can be purchased at a rate of Characters with this option have the ability to
ten feet for five option points. mentally project themselves into the dreams of others.
+30pts Disease does not require a live host. Objects The sleeping individual must be within 20 feet of the
and foodstuffs can be diseased. The disease will character, but does not have to be in REM sleep this
remain active for one hour per experience level option will induce that state. This option requires the
of the creator. Any who touch the object must Mentalism skill and the subject gets an automatic
roll to resist disease. contested Awareness versus Mentalism to notice the
+50pts Disease is airborne and does not require intruding character. If the subject subconsciously realizes
physical contact to infect others. that the intruder is present, they may force a contested
+50pts Effects will remain for 1 month per level of Willpower versus Mentalism skill check. A failed roll
experience. will eject the intruding character.
+50pts Disease is immune to magical or supernatural
healing. Once safely inside, the character can alter the
+50pts Disease requires modern or better medical skills dreams of the subject with Mentalism skill checks. Less
to treat. intrusive changes will only require a simple roll. More
+50pts Character is immune to all diseases. complicated or involved changes may require a penalty to
+100pts Effects will remain for 1 year per level of the skill, a contested skill check versus the subjects
experience. willpower, or both. Anyone inside the dream can attempt
+100pts Disease requires high-tech or better medical a Willpower check to alter the current dream
skills to treat. environment.
+150pts Disease is permanent once contracted. Health
All individuals can suffer injury while inside the
rolls will simply negate its effects for one week.
dream, but such injuries are actually inflicted to the Sanity
+200pts Disease requires ultra-tech or better medical
Points of the victim. They will still seem to the victim as
skills to treat.
actual wounds and will impair the character identically to
loss of normal injury points. Characters that lose all of
their Sanity Points are ejected from the dream and are left
temporarily insane until they heal normally. If the
Disguise dreamer loses all of his Sanity Points, all other
While anyone can use make-up, latex, and wigs participants lose 2d10 Sanity points as they are forcibly
to alter their appearance this character does not require ejected from his mind. Anyone ejected may attempt a
any superficial accouterments. This option cannot change Willpower roll to avoid the Sanity loss.
the height, sex, or the species-race of the character, but
can change facial features, skin tones, hair color, eye
Upgrades:
pigmentation, and other superficial features. Moles,
-15pts Character with this ability must also be sleeping
rashes, and other blemishes are easily within the power of
or unconscious to activate the option.
this option. To create a new persona rarely requires a
skill roll, but mimicking a specific person does. This
+5pts Range is increased by 10 feet.
option requires the Body Modification skill for broad
+5pts Character can instantly fall asleep with a
manipulation and Disguise for mimicking others.
successful Mentalism skill roll.
+15pts One additional sleeper within range may be
drawn into the dream realm.
+30pts Character draws victims into a separate dream
realm of his choosing. This option is required
to affect more than one individual. Victims still
Distance Vision receive the contested Willpower roll to resist
Allows the character to see twice the distance of transference, but do not receive the Awareness
normal day vision with perfect clarity. The character can roll nor the ability to halt complicated changes
apply all applicable visual powers and abilities to this new to the environment.
range. +30pts An awake victim may be lulled to sleep by a
contested Willpower versus Mentalism skill
check. Drugs, options, and other stimulants
Upgrades: may prevent this ability or grant a bonus to
+15pts 3 times normal vision. resist.
+30pts 5 times normal vision. +30pts Sleeping characters with this upgrade may astral
+45pts 10 times normal vision. travel from dreamer to dreamer. Dreamers can
+60pts See 1 mile with good clarity. not be separated by more than one mile from
each other. Dreamers that are simply used as a

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

travel path cannot resist this. Those that the -30pts Unable to control duplication. Creating or
character stops to observe may resist normally. absorbing a duplicate requires a full WIL roll.
Each hop requires one minute of seeming travel Times of stress may require a WIL roll not to
as the character passes through various duplicate themselves accidentally.
mindscapes.
+30pts Sleeping characters with this upgrade may +30pts Duplicates remain for one day per level of
physically enter the dream realm. All injury experience.
suffered by such a character is treated as normal +30pts Can absorb duplicate up to 1000 feet away.
injury points, and any loss of Sanity Points due +50pts Duplicates remain for one week per level of
to ejection is treated as Injury Points. experience.
+50pts Any number of sleepers within range may be +50pts Can absorb duplicate up to one mile away.
drawn into the dream realm. +50pts Up to ten duplicates may exist at any one time.
+50pts Characters may astral teleport directly to a +60pts Cumulative penalty of only 5 per duplicate.
known sleeping individual. The sleeping +100pts No time duration of duplicates.
individual must be within one hundred miles +100pts Can absorb duplicate at any distance.
per level of the character. +150pts Any number of duplicates may exist at any one
time.
+150pts No cumulative penalty on skills or attributes.
+200pts Retains all of the equipment and powers of the
original.

Duplication
This option gives the ability to form duplicates
of themselves who possess any clothes and basic
equipment the character has on him at the time. This Eidetic Memory
option requires the Body Modification skill. Each This option gives the character the ability to
duplication requires the full concentration of the character remember anything they have ever seen. Be it a picture, a
for one entire round. A duplicate within 100 feet may be document, or even a scene from their own past they have
recalled back into the original body at will, otherwise the amazing powers of recall. If the character could
duplicate will return at any range after 24 hours have remember a fact or detail from a previous game session
passed. then they simply remember it. All Intellect based skills
gain a bonus of +10. If the piece of knowledge is a major
When a duplicate is returned to the original, all part of the characters background then they simply
injury and other ailments will be transferred to the remember it. Characters must purchase the Memory
original. If the duplicate had 10 points of injury and the resource to remember things that may or may not be part
flu, then the original will also suffer the injury and the flu of the characters background or game experience.
once reabsorbed. This absorption will never lower a
character below one injury point. If a duplicate is ever Upgrades:
killed, the original must successfully roll Willpower or +20pts. Eidetic Memory includes anything heard as
be catatonic for one full hour. well.
+20pts. Eidetic Memory includes the sense of smell and
Characters may create up to four duplicates of taste.
themselves. Each duplicate will have the identical +20pts. Eidetic Memory includes tactile sensation.
appearance and personality of their creator. Every
duplicate will have a cumulative penalty of 10 to all of
their attributes and skills as the creator tires and is less
precise in the duplication. Every duplicate is a sentient
being that can react and adapt to changing situations, as
would any normal person. They are all exact
psychological replicas of their creator and have identical Empathic Healing
values, beliefs, and motivations. Players may never use This option allows the character to take the
the duplicate to gain additional unwarranted experience injuries of others onto themselves. With a single touch,
for the original. and a successful skill roll, the character can absorb up to
2d10 + 1/10th Empathic Healing skill in injury per
action. Injuries absorbed in this way regenerate at 1/10th
Upgrades: HEA each round. It does however add to the
-15pts The duplicates have different personalities than accumulated injury total, which does NOT heal at the
their creator. While most are exaggerations of accelerated speed. The character must take the Empathic
certain qualities possessed by the original, some Healing skill.
may be extremely different.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Upgrades: Energy Absorption


+15pts Able to absorb poisons and toxins. Lower the This option allows the character to absorb any
effect level by one, but the healer automatically form of non-living energy from machines, energy based
suffers type one effect for the normal options, weather effects, and other sources. Characters
duration. Injury dealt from injury dealing can never draw upon life energy using this option.
poisons regenerate at the accelerated speed. Requiring the Control skill, this option has a range of 20
+15pts Able to add an additional 1d10 to the amount feet. Drawing from an inert source requires a normal
absorbed if desired. skill roll. Drawing energy from an option being directed
+30pts Character can absorb injury at a range of 15 feet. near the character will require a contested Control skill
Additional range can be purchased at a rate of 5 versus the applicable skill of the other option.
feet for every ten option points. Character
must always be able to clearly see the wounds to With a successful skill roll the character can
be absorbed. absorb up to 2d10 + 1/10th the Control skill of the
+30pts Injury points taken by the healer are NOT character in injury. Other storage mediums and devices
added to the injury point total for accumulated can also be drained. Small batteries and machines can
injuries. hold a maximum of 5 IP worth of energy. Medium
+30pts The healer can make one last minute attempt to devices such as laptops and car batteries can hold up to 10
save a victim from death. This can only be IP worth of energy. Energy weapons have 5 IP worth of
attempted once per minute and will return the energy per use or blast. Larger devices must be
victim to 10 injury points. The victim will determined on a case by case basis by the Game Master.
remain comatose for 1d10 hours and cannot be Characters can hold a maximum charge equal to
healed further by any unnatural means. Time is their Health attribute. Characters can use the absorbed
the only thing that can return the victim to good energy to power energy based options, bleed off
health. The healer absorbs all of the remaining harmlessly at 1/10th the Control skill per action, or heal
injury in one sudden burst. If this would personal injury at a rate of two per point of healing.
normally drop the healer to less than 1 injury
Upgrades:
point, leave the healer at 1 but all additional
+5pts Range increases by 10 feet.
injury is doubled and added to the accumulated
+15pts Character can absorb an additional 1d10 IP
injury total.
worth of energy each activation.
+45pts Able to absorb recently sprained or broken
+15pts Character can recharge energy storage cells with
limbs and other critical injuries. Only wounds
stored energy.
that are recent may be absorbed. If a wound
+30pts Character can use two stored points of energy
was inflicted within the characters level in days
to refresh one point of any personal drain.
then they may be absorbed. The empathic
+30pts Character can boost the effects of Energy Strike
healer suffers all of the normal effects for 1 day
with stored energy. Every five points of stored
while the wound heals.
energy that is included into such an attack
+45pts Able to absorb normal diseases from victims.
increases the inflicted injury by one.
Healer will suffer the effects for 1 week. Some
+30pts Characters self-healing rate is increased to one
diseases at the GMs discretion may be non-
point of healing for every five points of stored
transferable and will simply infect the healer.
energy.
+50pts Storage capacity of the character is now equal to
twice the characters Health attribute.

Empathy
The psychic can sense the emotions and feelings
of a target sentient being within line of sight. The
stronger the emotions the easier the character can sense
Energy Strike
A very basic short-range energy based attack.
them. The psychic cannot control emotions with this
However, the same basic attack can be increased with
option. This option requires the Mentalism skill and is
quite a few upgrades to create a very powerful weapon.
tested against the Willpower of the target.
This power requires the Ranged Strike Skill to
successfully hit the target. Base injury dealt by this power
is 2d10 + 1/10th Ranged Strike skill. All injury done is
Upgrades: by a blast of telekinetic force or some similar
+50pts Mind-skimming phenomenon. The effective range of this option is thirty
+75pts Control Emotions feet, with a maximum range of fifty feet, and a penalty of
+100pts Telepathy -20.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Upgrades: +100pts Disintegration. See Specialty Attacks in the


- 15pts Range is touch and will affect 1 target or 6 rules section for more information.
diameter. +100pts Armor Piercing. Armor Piercing to soft and
- 15pts Requires a physical object to be thrown to deal hard armors with less than 50 PV.
the injury. The player may choose the item, but +150pts Armor Piercing. Armor Piercing to soft and
once the item is chosen it cannot be changed. hard armors with less than 100 PV.
Instead of Ranged Strike use the Thrown
Weapons skill instead. Range varies by the
weight of the chosen object and the strength of Range
the character. +5pts Add five feet to the maximum range of this
+5pts Adds one additional point of injury to the total option.
amount inflicted. +25pts Add thirty feet to the maximum range of this
+25pts Adds one d10 to injury inflicted. option.
+60pts Add eighty feet to the maximum range of this
option.
+100pts Add two hundred feet to the maximum range of
Specialty Attack Forms this option.
+15pts Air, Electricity, Fire, Ice or Water Form. See
Specialty Attacks in the rules section for more
information. Area of Effect
+15pts Stunning. See Specialty Attacks in the rules +15pts 5ft by 5ft area
section for more information. +15pts Cone. Creates a cone of energy that explodes
+15pts Pain. The attack deals injury as normally. In outwards away from the caster. The cone has a
addition, 1/10th of the injury is treated as a maximum range of 10ft and will hit a 10ft
penalty to all additional rolls attempted by the spacing at maximum range.
victim. Further strikes are not cumulative, but +30pts Darts. Creates 1 Dart for every experience level
the highest level of pain will be retained. The of the caster. Each dart deals the base injury.
pain will last for 1d10 rounds plus the level of +30pts 10ft by 10ft area
the character. +45pts 15ft by 15ft area
+15pts Knock-back. Deals injury normally. The +60pts Explosive. The blast point and the surrounding
character will be knocked back five feet for five feet suffer full injury. Reduce the injury
every twenty points of the total injury inflicted taken by for every five feet thereafter.
unless a successful Strength or Agility check is
rolled. There is a penalty equal to the amount
of injury actually received by the victim to this
roll. The character gains a bonus of +10 for
every two hundred pounds of personal character
ESP (Extra Sensory Perception)
weight. Small characters such as goblins or Grants the character unnatural abilities to sense
faeries suffer a further penalty of 20. If the beyond the natural range of the five senses. This option
check fails critically then the victim is knocked requires the ESP skill and allows the psychic to select the
back and thrown to the ground. sense aura skill. In addition the character will suffer
+30pts Laser Form. See Specialty Attacks in the rules prophetic dreams at the GMs whim, and be able to sense
section for more information. strong memories and emotions from items and places.
+30pts Blindness. The strike deals no injury to the They can sense the presence of hidden and astral creatures
victim. Instead the victim must roll Health with as well as relying upon flashes of intuition about people,
a penalty equal to the amount of injury inflicted. their motives, and abilities. Some psychics can even sense
If unsuccessful the victim will be blinded for possessing entities, life forces, and inter-dimensional
1d10 rounds plus the level of the character. chaos. It largely depends upon the character concept, the
Critical failures will double this duration. current situation and the mood of the GM. This is a very
+30pts Armor Piercing. Armor Piercing to soft flexible power, and is entirely determined by the GMs
armors. whim.
+30pts Can fire short bursts.
+50pts Temporal Injury. See Specialty Attacks in the
rules section for more information.
+50pts Death Energy. See Specialty Attacks in the
rules section for more information. Everyman
+60pts Armor Piercing. Armor Piercing to soft and This option requires the Mentalism skill.
hard armors with less than 25 PV. Characters with this option can mimic a skill possessed by
+60pts Can fire short or medium bursts. anyone within 50 feet. The character may use the skill
+90pts Can fire short, medium, or long bursts. percentage of the target, up to their own level of skill in

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Mentalism. They cannot use more skill than the target Wealthy, or Well Connected options are required for that
has, nor can they use more than one skill at any one time. intention.
Victims of the slight psychic intrusion will only
notice with a Awareness check. Aware victims may Upgrades:
attempt to resist with a contested Willpower check. +7pts Character receives one additional point to
While unnatural skills may be borrowed with this power, allocate between resources.
it does not grant the option required to use the power, +50pts Character receives eight additional points to
any spells possessed by the target, or any additional allocate between resources.
talents. This option is extremely useful when attempting
to infiltrate a very skillful circle of professionals.

Upgrades:
+30pts Increases range to 100 feet. Faith
+30pts Borrowed skill may last up to 1 hour after This option is the rock solid belief in a greater
leaving the targets range. power to watch over mankind. Grants the character the
+60pts Increases range to 500 feet. ability to learn the skill Banishment. The character also
+90pts The character may borrow one additional skill develops a feeling of unease around evil extra-planar
simultaneously. creatures. The character must be generally good in intent
and action or the power will not work until the character
atones. The character will be immune to all possession
attempts, unless the character willingly accepts the spirit.
Exceptional Attribute
Adds +10 to any single attribute. This attribute Upgrades:
cannot be raised beyond the racial maximum limit. This +15pts The ability to detect supernatural evil with an
is determined by the racial attribute bonus + 90. awareness roll.
Standard humans cannot go above a 100 in any attribute. +30pts Grants an effective 100% Banishment skill.
Characters cannot combine Exceptional and Supernatural +30pts Bonus of +10 to all strike rolls and injury
Attribute options with the same attribute. They can be inflicted against supernatural evil.
purchased separately for different attributes (Strength + +50pts Character can bless holy objects and create holy
Dexterity). water. These items will help keep supernatural
evil creatures and characters at bay. They will
not have any effect on most evil characters
Upgrades: without supernatural powers.
+1pts Adds an additional +1 to the selected attribute. +60pts Gives the character one divine re-roll per
+10pts May exceed the racial maximum of this one session. It can be used on any roll made by any
attribute by 5. This upgrade can only be player or even the GM. The faithful player may
purchased once per character. even choose which results to follow between the
two rolls.

Exceptional Resource
This option allows the player to choose any one
resource and increase it past the normal ceiling of six.
Resources increased past six cost 20 Option Points per Flight
rating point. Players may wish to consider the Well
Connected or Wealthy options for social resources and
financial resources respectively. Anti-gravity floating
This form of floating is more like swimming
through space. While not truly anti-gravity, the character
can project a small pocket of micro-gravity around his
body. While not very graceful, the character can carry up
Extensive Resources to their full STR + HEA in pounds. The only method of
Characters with this option have spent a great propulsion is by contacting another object, using
effort acquiring Resources. This option grants an propellant, or swimming at 5ft per round. Inertia is also a
additional 7 points to allocate amongst any number of problem for the character: the only way to stop is via a
resources. This option does not allow characters to propellant, hitting another object, or canceling the power
increase any Resource above 6; the Exceptional Resource, and falling to the ground. This form of flight cannot use
any speed upgrades.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Arms Transform into Wings Upgrades:


The arms of this character transform into fully +15pts Allows Medium encumbrance while flying.
functioning wings. While in winged form the character +45pts Allows Heavy encumbrance while flying.
cannot hold, manipulate, or even gesture with his arms or +15pts Character now flies twice their maximum
hands. These wings can resemble anything the character running speed.
desires at creation; bat wings, butterfly wings, bird wings, +30pts Allows a maximum flight speed of 60 mph.
or even small pop-out winglets like a flying squirrel. The +45pts Allows a maximum flight speed of 120 mph.
flying character cannot be wearing anything more than +75pts Allows a maximum flight speed of 300 mph.
their STR + HEA attributes. Anything greater becomes +100pts Allows a maximum flight speed of Mach 1.
more of a controlled fall. The GM must determine any +150pts Allows a maximum flight speed of Mach 2.
slowing and cushioning granted by the wings in these +200pts Allows a maximum flight speed of Mach 5.
circumstances. The character may fly up to their +300pts Allows a maximum flight speed of Interstellar 1.
maximum running speed. +400pts Allows a maximum flight speed of Interstellar 2.

+15pts The character is able to maneuver in the micro-


gravities of space. Cannot breathe or survive
the lack of pressure however.
+45pts The spacefarer is able to maneuver and survive
in space with or without added protections.
Food, water, and actually achieving escape
velocity will still limit the character.
+75pts This character can start in London, fly to the
moon, and land in Tokyo later that day without
the need for any external equipment or devices
aside from a packed lunch. The in-flight movie
will require a few other options though.

Force Field
The character can create and concurrently
Wings mounted on back maintain two force fields plus one additional for every
This power permanently places wings on the additional level of experience. Each force field is a 5 by 5
back of the character. These wings can cosmetically wall that can absorb 100 points of injury before it
resemble anything wing-like the character wishes: bat disintegrates. The creator may choose its exact shape. If
wings, bird wings, insect wings, or mechanical wings. used to encircle a larger target, multiple force fields may
The character may fly up to their maximum running be required or multiple actions to create larger force
speed, and may only carry their STR + HEA fields. Force fields remain until the end of the scene or
attributes. Any amount of weight in excess of this causes until destroyed. Gases and other minute particles will
the flight to become a controlled fall. Characters may use pass through the force field. A force field may be erected
their arms and hands normally with this form of flight within 20 feet of the creator.
and may engage in combat.
Upgrades:
+5pts Increase the range of the force field by five feet.
+15pts Allows creation of one additional force field
Wingless
concurrently.
Wingless flight is an unnatural form of
+30pts 10 x 10 Shield
propulsion through the air. The character may have some
+30pts The force field will last 1 hour per level of the
visible and rational contrivance such as a jetpack or they
creator or until destroyed.
may simply fly through the air like most comic book
+45pts Extra Strong. Additional 50 BP per force field.
heroes. This is cosmetic and entirely up to the players
+60pts The creator may choose to restrict the flow of
design. This form of flight enables the character to fly up
air and other gases through the field.
to their maximum running speed, and may only carry
their STR + HEA attributes in pounds. This form may
not purchase encumbrance upgrades.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Force Pulse well as options and special options. Mundane


This option allows a character to create a features that are common to the base item
sudden pulse of invisible force that can knock a character should not cost extra, but giving that watch a
off their feet. Anyone struck by a force pulse must secret lock pick might cost an additional point.
immediately roll Agility. A failed roll will knock a These points should be kept extremely low: 1-3
character back five feet + two feet for every additional points on average.
level of experience. If the agility check failed by more +5pts The gadget is a light or medium weapon (pistols
than 20, or was a critical failure, then the victim has lost through rifles) or a suit of armor (no more than
their footing and has fallen to the ground. Surprised and 20 PV).
unsuspecting characters only receive Agility rolls. This +10pts The gadget is a heavy weapon (assault rifles, sub
option has a base range of 30ft. This option requires the machine guns, flame throwers) or a suit of
Ranged Strike skill. armor (over 20 PV).
+15pts Specifically designed for an individual non-
skilled user.
+15pts Gadget will not work for any unauthorized
individuals. Players must determine the manner
Upgrades: of testing (pass-code, retinal scan, DNA,
+5pts Range is increased by 10 feet. fingerprints, etc) and those who are
+30pts 10ft by 10ft area considered authorized. It may be possible to
+45pts Shockwave. The pulse radiates along a five-foot hack into the processor and bypass this security.
path up to twenty feet away. Everyone in the +30pts The gadget may be operated by characters other
path of the shockwave must roll agility or be than those with the skills to build the gadget.
affected. +30pts Any unauthorized person who attempts to use
+50pts 15ft by 15ft area or hold the gadget will suffer 1d10 injury each
round. Injury dealt can be increased by
additional purchases of this upgrade to a
maximum of 3d10. Players must determine the
manner of testing (pass-code, retinal scan,
Gadget DNA, fingerprints, etc) and those who are
A gadget is an item that has option-like abilities considered authorized. It may be possible to
and powers. Normal devices such as night vision goggles, hack into the processor and bypass this security.
jet packs, and binoculars are easily obtainable by those +50pts The gadget is indestructible by normal means.
with resources and are not considered gadgets. Gadgets Suits of armor with this upgrade will still only
are often disguised as harmless or common everyday tools protect by the PV of the armor. The GM will
and items. Pens, watches, PDAs, jewelry, lighters, and determine what attacks have sufficient strength
clothing pieces are all good examples of base items. The to damage or destroy the gadget.
item may not be a weapon or suit of armor, and cannot be
cybernetic in origin. For those interested in cybernetics,
please see the Cybernetics option. Gadgets are extremely Power Source
temperamental and require the operator to be skilled in A gadget is assumed to have an infinite power
the appropriate skills that created it. These skills are source, though if it is a weapon it may still require
often High Tech or Ultra Tech in nature. mundane ammunition. However a gadget may have a
Purchasing a gadget grants 40 points to spend different power source to help defray the costs of
on purchasing upgrades and other options for the gadget. additional upgrades and options. The character may
These points must be spent on the gadget and any unused spend option points later in the campaign to negate the
points are lost. Options may be purchased at the Cyber flaws purchased in this section, presuming they have
hero type cost. Gadgets are presumed to be able to be access to someone with High Tech or Ultra Tech skills.
lost, removed, or destroyed through normal means. Gadgets requiring recharging may not be recharged at a
Game Masters should limit the destruction of any gadgets normal electrical outlet. These options require that the
or items obtained through the use of Option Points. Such character have a special recharging station at a house,
losses should be balanced with a redistribution of Option headquarters, or hideout.
Points unless the player was extremely careless or stupid.

-5pts Gadget must be recharged every week and


Upgrades: requires one uninterrupted hour.
-1pt Gadget has one fewer option point with which -5pts Minor Burns. The gadget draws power from
to purchase installed options. No gadget may the users life force. Each phase of use inflicts 1
cost less than ten option points. point of injury to the operator. This injury
heals at a rate of 1/10th Health per hour and
Varies Gadget has an additional mundane function as

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

cannot be healed by any other means. Genius


-5pts Minor Drain. The gadget draws power from This option requires that the character have at
the users physical or mental energy. Choose minimum Intellect of 80. This option allows the
either Mental or Physical drain. The device character to select any single High Tech skill. This uses
increases the appropriate drain pool by one one of the characters unselected skills. This option does
every phase of use. Mental drain affects mental not allow the purchase of any Ultra Tech skills without
skills, spell magic, and willpower checks. the proper upgrades.
Physical drain affects physical skills.
-10pts Major Burns. The gadget draws power from Upgrades:
the users life force. Each round of use inflicts 1 +5pts Increase the Intellect attribute of the character
point of injury to the operator. This injury by +20. The character may not exceed the
heals at a rate of 1/10th Health per day and racial maximums and this upgrade should be
cannot be healed by any other means. considered an Exceptional Attribute. The
-10pts Major Drain. The gadget draws power from character may select the Genius option with this
the users physical or mental energy. Choose upgrade regardless of the adjusted Intellect
either Mental or Physical drain. The device attribute. The player must also select several
increases the appropriate drain pool by five serious mental aberrations and should be
every phase of use. Mental drain affects mental considered a mad scientist. Their gadgets and
skills, spell magic, and willpower checks. inventions should have a specific theme and
Physical drain affects physical skills. oddity surrounding them.
-10pts Gadget must be recharged every week. +15pts One additional Knowledge skill with a rating of
Recharge requires six uninterrupted hours. 35.
-15pts Gadget must be recharged every day. Recharge +45pts Higher Education
requires six uninterrupted hours. +30pts May select one additional High Tech skill to fill
-30pts Requires Energy Clip. This clip contains an empty skill slot.
enough energy to power ten uses of the gadget +50pts May select a single Ultra Tech skill instead of
before recharging. For every five option points the High Tech skill. This upgrade requires the
spent, the clip may have one additional use or GMs approval and should not be allowed for
activation. Two points of cost may be reduced most campaigns.
for every use or activation removed from the +100pts May select one additional Ultra Tech skill to fill
maximum clip capacity. an empty skill slot. This upgrade requires the
-30pts Massive Burns. The gadget draws power from GMs approval and should not be allowed for
the users life force. Each phase of use inflicts 5 most campaigns.
points of injury to the operator. This injury
heals at a rate of 1/10th Health per day and
cannot be healed by any other means.
-30pts Massive Drain. The gadget draws power from
the users physical or mental energy. Choose
either Mental or Physical drain. The device
Giant Growth
The character can grow in size up to twice
increases the appropriate drain pool by ten
normal in height. The weight of the character is also
every phase of use. Mental drain affects mental
greatly increased. This growth grants a bonus to strength
skills, spell magic, and willpower checks.
and health equal to the size increase. While this does not
Physical drain affects physical skills.
affect skills, the character does have a bonus to injury
-30pts Gadget has enough power for one hour of use.
dealt and a temporary bonus to injury points. Any injury
Recharge requires 12 uninterrupted hours.
dealt to the character while larger will be dealt to the
-45pts Gadget is a single use item. The power in the
temporary ones first. Hardening will not multiply the
gadget allows the item to be used one time and
current Health only the base possessed by the character.
must then be recharged for 24 uninterrupted
This option requires the Body Modification skill.
hours.
Example: A character with this skill grows to twice their
Varies May be plugged into a standard outlet or solar normal height. The character normally has a 65 Strength
cell for recharging. Reduces Weaknesses from and a 70 Health. The character now has a 130 Strength
recharging by 1/3. and a 140 Health. If the character only increased his size
Varies Power Collector. It has an internal generator by half then the current strength would be 98 and the
that must be recharged. Reduces Weaknesses Health 105.
from recharging by 2/3.
Upgrades:
+50pts Maximum size is now 3 times original size.
+100pts Maximum size is now 4 times original size.

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Step 6. Options & Powers

+150pts Maximum size is now 5 times original size. experience point cost to improve by three.
+300pts Maximum size is now 10 times original size. +300pts The gifted skill group reduces the total
experience point cost to improve by four.

Gifted Skill
While some people have the exceptional talent
in their field, others just seem to have a knack for that one
special thing. Talented beyond measure, these people
excel beyond all others at their one special talent. The
player chooses a single skill and that skill gains a +10
additional bonus to its rating. Bonuses gained from
Gifted Skill do not stack with those from Gifted Skill
Group; the higher of the two is used when determining
the bonus for the gifted skill. The gifted skill also costs
one experience point less to improve per point of skill
rating. All skills require at least one experience point to
increase the rating by one. This option may be purchased
more than once for separate skills.

Upgrades:
+4pts The gifted skill has an additional bonus of +5 to
the skill rating at creation.
+30pts The gifted skill reduces the total experience
point cost to improve by two.
+60pts The gifted skill reduces the total experience
point cost to improve by three.
+90pts The gifted skill reduces the total experience
point cost to improve by four.
Gravity Manipulation
This option allows the character to increase or
decrease the amount to gravitational pull between objects.
The character begins with the ability to apply levels of
concentration to a target. The target must be
Gifted Skill Group approximately man-sized to require only one level of
The player chooses one type of skill group. The concentration. Smaller targets may require less, while
skill groups are Combat, Covert, Innate Powers, Modern larger targets and areas of effect will always require more.
Knowledges, Post Modern Knowledges, Physical, Up to three levels of concentration may be divided
Piloting/Drive, Social, Modern Technical, Post Modern amongst targets.
Technical, Thaumaturgical Disciplines, Thaumaturgical
Related, and Wilderness. Additional thematic groupings One level of concentration can reduce the
of skills are possible, but discuss this with the GM during effective weight of an object by . Two levels will reduce
character creation. The player chooses a single group and the weight to 1/10th the original weight, while three
every skill in that group gains a +5 bonus to its rating. levels will result in weightlessness. Characters that are
weightless act as if they had the Flight - Anti-gravity
Bonuses gained from Gifted Skill do not stack Floating option.
with those from Gifted Skill Group; the higher of the two
is used when determining the bonus for the gifted skill. The flip side of increasing weightlessness is the
The gifted skill also costs one experience point less to enhancement of gravity. One level of concentration will
improve per point of skill rating. All skills require at least increase gravity and the weight of objects by two.
one experience point to increase the rating by one. This Characters must begin rolling Strength or Health as
option may be purchased more than once to obtain appropriate to accomplish any strenuous tasks while
different Gifted Skill Groups. affected. Two levels of concentration will increase the
weight by 10 times and will force 1/10th Strength or
Health rolls to continue normal activities. Three levels of
Upgrades: concentration will immobilize almost anyone. A 1/10th
+100pts The gifted skill group reduces the total Strength roll is required to simply stand or accomplish
experience point cost to improve by two. actions while on the ground.
+200pts The gifted skill group reduces the total

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Step 6. Options & Powers

These characters can also spend concentration Other resources besides just the Property and
to link any two objects together. A 1/10th Strength roll is Lifestyles resource may be invaluable in creating the
required to separate these items once bonded. The ranges Headquarters. Several other resources may be combined
of all of these manipulations are 100 feet maximum and with this option to improve the Headquarters. Thaumic
must be within line of sight. The only duration is the sites and natural resources can be coupled to give a
length of time that the character stays within range and strategic locale for the characters. Workshops and
continues to concentrate. This option requires the Libraries are excellent for doing late night research from
Control skill. the comfort of home. Menagerie and Arsenal can be a
significant boost when defending any headquarters.
Allies, Extras, and Friends who actually live and work on
Upgrades: the premises can simplify a busy adventurers lifestyle
+5pts Additional 10 feet to range of ability. when trying to prevent the end of the world and also buy
+15pts One additional area / level of concentration. the right groceries on sale. Players may define any
+30pts Effect has a duration of 1d10 minutes after number of resources as being located or tied to this
character has left the normal range of the effect. option, but if the Headquarters is ever lost, destroyed, or
+60pts Force Field. The character can focus the invaded the resource may be lost or temporarily
gravitational forces around her to protect her unavailable.
from injury.
+90pts Wingless Flight as the character uses the forces
of gravity to propel herself through the air with Upgrades:
ease. -10pts Squatters. The character does not have any
legal right to the Headquarters. Often placed in
sewers or subway tunnels, these Headquarters
are part of some long forgotten section of the
area. Characters may have to deal with other
potential squatters, legal authorities, and simple
decrepitude of their Headquarters. These
Hardened Headquarters can be as large as the characters
The characters injury points are equal to 1.5 desire, but larger Headquarters will have more
times the characters Health. The character enjoys an intrusions and legal headaches.
additional bonus of (1/10th HEA x1.5) + 1d10 Injury +2pts Automated Security System. Keeps track of the
Points at all levels instead of the usual amount. Character entry points of the building. Unauthorized
can also ignore the first level of pain due to injury. access will activate an alarm, call the police, or
activate some other system as the players desire.
Upgrades: +2pts Hidden Storage Area. This area is a portion of
+30pts The IP modifier is now two times the Health the headquarters that is hidden or concealed
for creation and level advancement. from the rest of the grounds. Access to this
+30pts Ignore all pain modifiers due to Injury point locale is generally restricted and is often tied to
loss. the other security measures in place.
+60pts The IP modifier is now three times the Health +2pts Secret Escape route.
for creation and level advancement.
+90pts The IP modifier is now four times the Health +5pts Minor Technological Generator. This low-tech
for creation and level advancement. energy generator is designed to keep very
+120pts The IP modifier is now five times the Health simple systems working in the event of outside
for creation and level advancement. power loss. It can power lights, electronic
doors, security systems, and other electric
systems. If the headquarters is too large or has
features that require too much power then this
generator will only power the smaller systems.
+5pts Computer Networking. A large scale Local
Headquarters Area Network is spread throughout the entire
This option usually requires the character to complex. Access terminals are available in most
have a Property or Lifestyle resource. Adventurous locations, some even housing multiple units. A
players may choose to spend points to upgrade the free large mainframe monitors activity and stores
rental property as a headquarters, but all upgrades belong information.
to the actual owner. Players may pool option points and +5pts Maze & Tunnels. The entryway is protected by
Property ratings to purchase this option for the group. a series of long twisty tunnels forming a
Characters can improve their headquarters through game labyrinth. If the character desires there may
play, gaining some of the upgrades or even base be a series of secret doors or other passages that
headquarters free of point cost. shorten the time needed to enter for those who

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

know of them. come. The players may dictate how they want
+5pts Impenetrable Security. This upgrade checks the their headquarters to exterminate itself: what
identity of the entrant based upon finger-prints, method, how long of a timer, how messy to the
retinal scans, voice authorization, or even DNA. outside, and how to cancel the order.
Checking with a central database allows the +10pts Jail Cells / Brig. A secure system of cells,
system to respond as necessary. interrogation chambers, locked hallways, and
+5pts Servants / Self-cleaning machines. Someone to observation equipment to restrain most normal
carry out basic repairs, maintenance, and humans. Non-humans and characters with
cleaning up around the house. These servants some options may not be restrained without
may be anything the players desire including additional option points and options.
Domovoi, humans, robots, or devices built into +15pts Observationally Shielded. This upgrade
the building itself. prevents any form of magical, technological, or
+5pts Airfield. The characters have cleared a small superhuman observation into the headquarters.
area of the surrounding grounds, or dug enough This includes all forms of astral projection and
of a tunnel to act as a runway. This runway has sensory based options. Players should decide
landing lights, observation towers, radar, and upon the mechanism or ability that protects the
other airport necessities. Headquarters.
+10pts Snares & Traps. The entryway or even the +15pts Skilled Workers. The character has hired and
building itself houses small mechanical traps supports enough skilled workers to support
throughout. From simple snares, pit traps, and other resources and upgrades present in the
poison needles all the way up to machine and Headquarters. This upgrade should not be used
hidden explosives. Damage varies by the type to supplant important Allies, Contacts, or other
of trap. Players should detail and determine the important NPCs. They are simply those
manner of operation for all of the traps and workers who are a cut above unskilled servants
snare inside the Headquarters. who make everything run smoothly.
+10pts Automated Defense System. This system
constitutes a non-lethal response to invasion
such as tear-gas, sleeping agents, or entrapment
measures. For more lethal defenses the point +30pts Translocation Shielded. This upgrade prevents
cost should be based upon the potential injury any form of magical, technological, or
dealt and the coverage of the defenses. superhuman translocation into the
+10pts Communication Arrays / Sat System. The Headquarters. Characters may choose to limit
headquarters has a built-in communication the manner of translocation to specific locations
system including a modern satellite transmitter/ and specific methods. This upgrade will also
receiver array, land phones, cellular phones, all protect against all forms of astral projection,
band radio, laser communications, and other phasing, and dimensional shifting.
state of the art communication devices. +30pts Multi-dimensional Area. The outside of the
+10pts Underground. The entire complex is headquarters is much smaller than the inside.
underground. There may be an entrance above The creators of the headquarters have used
ground that appears to be another multi-dimensional physics to alter the
structure, but the important locations are topography of the interior. The size of the
underground. Underground locales are safer interior can be anything desired by the players
from most attacks, resist temperature changes, and GM. Depending upon the nature of the
and are excellent for staying hidden or campaign and the manner of creating the multi-
unknown. dimensional area, the owner may be allowed to
+10pts Magical Guardians. These simple spirits act as purchase Will Working at a reduced cost.
immortal watchdogs that are always on duty. +30pts Transformable. The entire complex can shift its
Prowling around the grounds they will detect layout to several preset configurations. Some
most intrusions and will follow orders from GMs may allow the players more freedom to
there. More powerful guardians or monsters manipulate the layout on the fly. The method
can be purchased for additional points as and manner of the transformation should be
determined by the GM. determined by the players beforehand.
+10pts Human Guards. 1st level guards that monitor +30pts Gate / Travel portal. A gate that must be
the security systems, walk the grounds, and activated by an appropriate spell or device that
defend special locations. These guards do not will transport the characters to another location.
have options or many skills, but will include What that location is, and the method of
basic firearms and the skills to use them. activation should be determined by the GM.
+10pts Self-Destruct System. If all of the other +50pts Major Technological Generator. These
security measures fail there is only one last generators are large-scale power plants in one
remaining option. Blow the place to kingdom form or another. Depending on the technology

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Step 6. Options & Powers

level of the campaign they could include Heightened Sense of Hearing


hydroelectric dams, traditional power plants, The character can hear far more than the
thermal plants, nuclear fusion or fission, or even average human. Any Awareness attribute roll or skill
large solar & wind farms. The output of this check that depends upon hearing gains a bonus of +10.
system could easily power the most draining
of high tech systems such as force fields,
automated defenses, holographic camouflage Upgrades:
and manufacturing over a large scale. +5pts Additional bonus of +5 to Hearing.
+50pts Factory / Manufacturing Center. The +15pts Additional bonus of +20 to Hearing.
headquarters houses enough automated and +30pts Additional bonus of +50 to Hearing.
assembly line machines to act as a factory. It +30pts Character can hear sub-sonic and ultra-sonic
can be used to create a multitude of items with sound.
several qualifications. The designs to be built +50pts Additional bonus of +100 to Hearing.
must be known and understood by someone +50pts Sonar
monitoring the process. Each different type of
item to be built requires a costly re-tooling of
the machines. One beginning factory could
manufacture several smaller items or one large
complicated item. 5 additional points may be
spent to purchase additional machine dyes for
Heightened Sense of Smell & Taste
The character can smell and taste far more than
other products.
the average human. Any Awareness attribute roll or skill
+60pts Force Field. Whether magical or technological
check that depends upon smell or taste gains a bonus of
in origin the force field will surround the entire
+10.
base preventing all access while active. This
upgrade may be some other method of
preventing access other than the standard force Upgrades:
field. A headquarters inside a multi- +5pts Additional bonus of +5 to smell and taste.
dimensional pocket that restricts access is just as +15pts Additional bonus of +20 to smell and taste.
effective as the standard force field. When Can easily identify fine wines and other
combined with a Impenetrable Security upgrade olfactory tasks. Character may begin to track
this makes the headquarters nearly impossible using scent to assist him.
to destroy or invade. +30pts Additional bonus of +50 to smell and taste.
+50pts Additional bonus of +100 to Hearing.

Heal Another
Characters with this option can heal others Heightened Vision
within 20 feet. Requiring the Control skill, each The character notices more things that he sees
activation will heal the target 2d10 + 1/10th the than the average human. Any Awareness attribute roll or
characters Control skill. This option cannot heal critical skill check that depends upon vision gains a bonus of +10.
wounds, cure disease, or assist with any ailment beyond This option should not be confused with Distance Vision
physical wounds. Such ailments are only able to be cured which increases the distance that a character can see.
through magic, medical technology, or the Empathic
Healing option.
Upgrades:
+5pts Additional bonus of +5 to Vision.
Upgrades: +15pts Additional bonus of +20 to Vision.
-15pts Range is reduced to Touch only. +30pts Additional bonus of +50 to Vision.
+50pts Additional bonus of +100 to Vision.
+5pts Range increases by 10 feet.
+25pts Base Injury that can be healed is increased by
1d10.
Heroic Visage
Characters with this option seem to be strong,
honest, and heroic individuals. They seem to exude
honor and righteousness from every pore, regardless of
their true nature. This option may require the Mentalism
skill depending upon the nature of the character.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Characters that truly are honorable dutiful heroes do not Hologram


require any rolls to activate this option. These are the This option enables the character to create a two
King Arthurs and Supermen of the world: those that or three-dimensional object that the character can
dedicated their entire lives to fighting villainy, oppression, manipulate in any way they desire. The hologram can be
and evil in every form. a flat 10 x 10 image or a 6-foot human sized moving 3D
Most characters, especially player characters, image. When creating the image a disguise, artistic, or
will not fall into this category. Those characters that are knowledge skill should be used to determine its realism
even slightly more selfish and mercenary must have the and believability. Manipulating the Hologram requires
Mentalism skill. The character must roll a contested the Control skill. Characters who are given a reason to
Mentalism versus Human Perception skill roll to fool the disbelieve the hologram may attempt an awareness roll to
victim into believing that they truly are what they seem. discover the deceit. This will not allow them not to see
Victims that want or need to believe in the aura will the hologram; they just realize that it isnt real. The
automatically fail this roll. hologram will remain even if the creator leaves or stops
concentrating, but will remain motionless and static. A
hologram can remain until the end of the scene.
Holograms can never interact with physical objects.

Upgrades:
Higher Education +6pts Additional five minutes of post-duration.
This option requires the College / Technical +30pts The hologram can seem to emit sounds and
Training level of education. Characters with this option speech.
may spend no more than 60 Education Points on any +30pts The hologram can be pre-programmed to react
individual skill. This option does not grant any additional in a certain manner. In this way the hologram
Education Points, simply raises the limit allowed. will retain its believability far longer than
normally.
Upgrades: +45pts Can emit a burst of laser light to simulate other
+4pts Character gains five Education points to spend. attacks. Counts as having the Energy Strike
+10pts Maximum Limit of Education Points is raised option only when using a hologram.
by two. +50pts The hologram is semi-sentient, will follow
+20pts Maximum Limit of Education Points is raised orders, and will continue to exist until its
by five. commands are completed.
+50pts Maximum Limit of Education Points is raised
by fifteen.

Horrific Visage
The character is not just ugly; his entire
High-Tech Background appearance creates terror in anyone who encounters him.
Characters with this option must have Anyone who wishes to come within five feet of such a
originated from a very technical society with mass media, character must roll a contested willpower check versus the
high technology, and impressive schooling. Campaign monsters beauty. Failure will cause the victim to lose one
settings such as cyberpunk, far future, alien worlds, and action from absolute terror. This applies to friends and
even some post apocalyptic will qualify. Some GMs may foes alike. If the initial resistance fails, the victim may not
even allow this option free to the players in such settings advance upon the horrific character. They are not forced
if High-Tech skills are to be commonly known. to flee and may attempt to resist again once per phase. If
Characters may select any of the high tech skills that are the monster advances on the victim, they are allowed a
normally Not Commonly Available. This includes second contested Willpower roll to resist. If successful
piloting skills and Astrogation. The Genius option is not they may stand their ground, otherwise they will flee. If
required for this option. Ultra Tech skills are still not pressed into a corner, the victim may defend and will fight
available unless the Genius option is selected. with a terrified vigor.
For all other events and encounters, apply the
Upgrades: characters beauty attribute as a reversed beauty. Some
+300pts The characters home is so advanced that the people may eventually come to understand and like the
character can learn any of the Ultra-Tech skills character if their willpower allows them, but the average
as if they were commonly available. stranger will never accept, never tolerate, such a hideous
creature.

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Step 6. Options & Powers

Upgrades: Ignored
+10pts Increase range by five feet. This simple sounding option is deceptively
+50pts Supernatural Ugly. +100 to reversed beauty. effective. The character can walk into a room and no one
+100pts Increase range of fear to line of sight. will even notice they are there. They socially blend into a
mental blind spot and can move about freely. Only those
individuals actively guarding an area, item, or person that
is being approached by the character will have a full
awareness check to notice the character. All others will
only have a awareness roll. If combat breaks out then
the character may attempt to focus their full willpower to
notice the ignored character.
If asked about an ignored character later on the
victim may roll an Intellect check to remember the
character, but won't remember much detail. Only a
critical success on the Intellect check will allow the victim
to remember specific details. Video cameras and other
surveillance devices are never fooled; neither are those
outside of the immediate area of the character. This
option requires the Mentalism skill.
Upgrades:
+30pts Victims will create new details about the event
and the character.
+30pts Victims may only roll Willpower in combat
Hypnosis unless they are actually attacked or injured.
This option forces one victim within fifteen feet +45pts Victims attempting to remember the character
to complete all commands given to him or her by the must roll a Intellect instead.
character. The victim must be able to hear and +50pts The ability causes anyone viewing from outside
understand the instructions being imparted. Telepathy the immediate area of the character the same
can negate this requirement. The commands cannot effects as those within.
break the victims personal code or morality. Once the +60pts Character may include others, which are within
victim has left the area of effect they may attempt an physical contact, in this aura of ignorance.
additional willpower roll to free themselves of any
previous commands. If failed, the character will act upon
those commands until completed. A critical failure for
the victim at any juncture will create a permanently bound
servant. They may act as they desire until their master Illuminate
has need of them. This option grants the character some power
This skill requires the Mentalism skill. All rolls over light. The character can create a small ball of floating
for initial control use a contested Willpower check versus witch-light, can shoot light from his hand or other body
the Mentalism skill of the character. Victims that suffer parts, or even illuminate an entire area. The light is
repeated hypnosis by the same controller suffer an incandescent and cannot be used to harm undead. The
additional penalty of -5 for every previous failure. maximum area of illumination by whichever means is 20
Eventually a character that is repeatedly controlled will feet by 20 feet. The area cannot begin more than 20 feet
become the mental puppet of their master. Characters away from the character. This option requires the
that successfully resist the hypnosis automatically Control skill.
recognize the attempted mental attack and the
perpetrator. Victims that fail to resist will not remember Upgrades:
the hypnosis after it concludes unless the character +5pts Range of effect is increased by 10 feet.
desires. +30pts 50 x 50 area.
Upgrades: +30pts Range of effect is increased by 100 feet.
+5pts Additional 10 feet of range. +45pts Energy Strike (Laser).
+60pts Victims must roll Awareness to notice the +50pts Bend light as desired. Character may choose to
attempted hypnosis. use the Control skill instead of the Defensive
+100pts The victim must roll Awareness to notice the Tactics skill to deflect lasers and light based
attempted hypnosis. weaponry. Requires one reflexive action per
deflection. Character may also attempt to
disrupt Holograms or other light patterns.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

+60pts 100 x 100 area. Immobilize


+60pts Creates actual sunlight. This option will freeze or otherwise immobilize
a victim harmlessly. The character must determine the
nature of the immobilization at creation. Examples
include frost, sticky goo, webbing, stun rays, magical nets,
Illusion and even tentacles. This option requires both the Control
Illusions are very similar to holograms in that and Ranged Strike skills.
they disguise reality. Illusions directly affect the mind and This option can be initially defended against by
will only affect one person at any one time. This option using defensive tactics. Once actually hit, the character
requires the Mentalism skill, and allows the character to may attempt to gain freedom once per phase with a
select the Concentration skill. When attempting to create resisted Control skill roll. The GM may choose the skill
an illusion, both characters roll a contested Mentalism vs. or attribute applies best to the method of immobilization
Willpower check. If successful the character may create for this roll. The character may choose how much of the
an illusion of anything within the victims mind. If the target is immobilized, but can never fully encapsulate the
illusion is too unrealistic or radical the victim will receive victim to the point of asphyxiation. While incapacitated
additional contested checks to resist. The victim must be the victim may only speak, attempt to break free, or use
no farther than 20 feet from the target and in line of sight. mental powers. The base range on this option is 20 feet.
The creator must concentrate upon illusions; they cannot
fight, defend fully, or move faster than a walk. If the
creator is injured then they must roll Concentration to Upgrades:
continue focusing on the illusion. While only a critical +5pts Range is increased by an additional 10 feet.
failure will result in a dispelling of the illusion, a failure +30pts The immobilization can asphyxiate the victim.
will leave the illusion momentarily frozen. This will
often be a reason for another resist check.
Illusions can hurt or even possibly kill a victim.
Injury is inflicted normally to either Injury or Sanity
points (players choice at creation) and will accrue
normally except for a lack of accumulated injury. Once Immortal
the victim reaches 0 injury points then they are This option will halt all aging of the character
unconscious and must roll willpower. If the willpower by normal, technological, or supernatural means. The
roll is successful then the character does not bleed or have player must choose the apparent age of the character
any additional adverse affects. If the willpower roll is a when all aging ceased. The character that possesses this
failure they will slip into a coma for 1d10 hours. A critical option will never age, suffer from disease, or die from
failure means instant death as the character had a heart natural causes. The character is immune to all effects
attack, unless the other party members can save him in such as vampirism. Death by violence is quite possible
time. A critical success will not only allow a character to and sometimes desirable by supremely venerable
keep fighting but will reduce the illusionary injury by characters.
50%.
Upgrades:
Upgrades: -15pts Character will continue to age until some point
+5pts Range is increased by an additional 10 feet. nearing old age, and will then simply stop aging.
+15pts One additional victim can share in the illusion.
+30pts Range is increased by an additional 100 feet. +30pts Resistant to poisons and toxins. Will affect the
+30pts Illusion can continue to act even if the creator is character and may incapacitate, but the character
incapacitated. It will only change or act in will never die from them directly.
simple ways and will only last for 1d10 + level +100pts Cannot be killed. If a character with this option
rounds. is killed, then after a 24 hour period he will
+75pts Anyone within line of sight can be affected. awaken completely healed. This option must
+100pts Everyone within range can be affected. have an accompanying weakness that will
+100pts The illusion can be self-supporting and anchors prevent this. The character will still continue to
onto a portion of the victims mind. These feel pain, suffer injury, and react otherwise
illusions are semi-sentient and will perform as normally.
their creators desire. These phantoms are
permanent and may grow and develop the
longer they are within the victim.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Improvisational Weapon Master The subject must be within 20 feet of the


The character has been trained to use anything character, and must be able to hear the characters words
as a weapon. Kitchen knives, forks, crowbars, ladders, of inspiration. A character can never inspire himself.
telephones, broken chairs, stop signs, and anything else Secondary skill rolls, such as inflicting injury, do not gain
within reach suddenly become deadly instruments in his any bonuses from inspiration. The inspiring character
hands. The character can pick up anything and use his can instill a base bonus of 1/10th the characters Charisma
Brawling, Unarmed Combat, or Martial Arts skill to attribute. This bonus does affect the chance of gaining
strike his opponent. Such items deal at least 1d10 injury, critical successes. This option requires the Mentalism
but the exact amount is up to the GM, the item, and the skill.
situation. All skill bonuses from strength and skill may be Some upgrades allow the character to inspire
added to the injury. additional individuals or even complete groups. Each
GMs may even allow the character to use the subject in the group must be attempting a similar action
hand-to-hand skill with weapons that are unknown to the or be contributing to some group action. Inspirational
character. If the character abuses this option by repeatedly characters with Small Unit Tactics will also receive an
using a particular weapon, and does not purchase the identical inspiration bonus if he is currently directing the
appropriate skills, it should be disallowed. This option actions of the party.
may be used with any thrown objects, but will use the
Thrown Weapons skill of the character.
Upgrades:
+5pts Range increases by 10 feet.
Upgrades: +15pts Characters can inspire one additional subject
+30pts Injury increases to 2 / 4 / 6 / 8 / 10 / 12 / 14 / simultaneously.
16 / 18 / 20. +25pts Increases the bonus to the inspired by +5.
+30pts Character can inspire a subject one additional
time per scene. The additional times must be
properly dramatic and meaningful to the subject
being inspired. The character inspiring the
other must expend a point from his Drama
Pool.
+50pts Character can inspire small groups of up to 4 +
the characters experience level in subjects.
+100pts Characters can inspire large groups of up to five
times the characters current experience level.

Invisibility
This option warps light around the character so
that he is complete unseen. Unfortunately this warping
of light also makes it impossible to see outside the field.
This field does warp all forms of light including infrared
and thermal vision. This field does not impede sound and
the character can still be heard. This option requires the
Control skill.
Inspire
Characters with this option can inspire his Upgrades:
friends into great feats of skill and endurance. With a -30pts Canceled if the character attempts a harmful
few encouraging words of inspiration the character can action.
give a bonus to any skill or attribute check. This can only
be done to each individual once per scene, and the +30pts Character can see other invisible creatures.
individual must be willing to be inspired. The words +30pts Character can see outside the range of the
must relate to the intended action of the subject. If the warping.
subject changes his mind on course of action, then the +30pts Character can include one additional person
benefit is lostbut does not count as the once per scene within the warping field.
limit. If the subject hesitates for more than one round +50pts Character cannot be heard unless desired
then the benefit is lost. If the subject resists in the outside the warping field.
slightest then the attempt is ruined.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Invulnerable defensive tactics. Character uses the full


The character begins the game with Health x3 Control skill instead of the Defensive Tactics
injury points. Every additional level of experience will skill.
give (1/10th HEA x 3) + 1d10 IP. The character is +30pts Charge carried items with stored kinetic energy
immune to all attacks from normal weapons and firearms. to explode on contact for 2d10 injury.
Magic, fire, cold, electricity, and other forms as Additional charges on a stored item will
determined by the GM will still inflict full injury. The increase the injury dealt by 1d10 for every round
character must choose a major weakness to affect the of concentration. The maximum amount of
character. The weakness must be able to remove the injury is equal to the level of the character in
invulnerability and will likely kill the character if exposed d10 + 2d10.
to the weakness for very long. +60pts Reduces injury taken by .
+100pts Total control of kinetic energies around the
character. Does not include the other upgrades
above. This simply allows the character to
manipulate fine levels of energies and attempt
more esoteric actions. This includes the effect
Jumping of floating in mid-air unaffected by gravity and
Characters with this option can long jump an other actions with a very limited real-world
additional ten feet from a standing position. Calculate the capability.
running long jump and high jump accordingly. No agility +120pts Reduces injury taken by 100%.
roll is required to jump or land safely. They can fall a
number of feet equal to their standing jump distance and
receive no injury. No actions or Defensive Tactics are
possible while leaping. Each leap requires one action to
accomplish and may be done on actions after the first.
Knack
The character simply has a knack for a certain
Upgrades: skill in a certain set of circumstances. These
+1pt Standing jump is increased by one foot.
circumstances should be fairly unusual and uncommon
+5pts Standing jump is increased by five feet. events. When the circumstance applies to the
+18pts Standing jump is increased by twenty feet.
appropriate skill, then the skill is an automatic success.
+30pts Can use appropriate Defensive Tactics and one Contested actions may roll normally or automatically
action while in mid-air.
assume a roll of 80. If the check is rolled normally then
+50pts Can use appropriate Defensive Tactics and full that roll stands.
appropriate actions while in mid-air.
Knacks can be dangerous if not monitored
closely. A good example of a knack is a thief who just has
a certain way with scaling concrete walls. Or the
stuntman who drove a 85 mustang in so many race scenes
he doesnt drive them: he becomes them. Knacks can be
Kinetic Force Reduction considered to be uber-specialties.
This option requires the Control skill and
reduces the kinetic energy of any one attack by injury.
Attacks must have a kinetic component (kicks, bullets,
knives, falling anvils, claws, etc.) This will have no effect
upon gas attacks, certain spells, lasers, and other energy
based attacks. Requires one reflexive action and a
Control roll to stop each attack. Character may also stop
Life Drain
attacks and the movement of others within twenty feet. This option requires the Ranged Strike and
Control skills. The option has a base range of twenty
feet. On a successful strike a contested Control skill
Upgrades: versus the victims Health must be rolled. If the victim
+5pts Range of effect is increased by ten feet. fails then this option steals from the victims injury point
+15pts Charge carried items with stored kinetic energy total. 1d10 + 1/10th the Control skill of the character is
to deal an additional 1d10+level injury per taken. Every point taken can heal the character for one
melee strike. injury or sanity point if necessary. The remaining points
+15pts Allows one additional simultaneous application refresh the drain pool. Every two points of injury
per phase. inflicted are worth one point of drain pool refreshment.
+30pts Multiple Defenses. Allows the character to
defend against any number of kinetic attacks by
simply concentrating and declaring full Upgrades:
+5pts The effective range increases by ten feet.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

+30pts Drains the victim for 2d10 base injury. Magical Device
+30pts Character has a life battery that he can store A magical device is an item that has option-like
drained life energy within. The character may abilities and powers. They use the powers of magic and
then allocate points to healing or drain enchantments to work their miracles. Magical items are
refreshment at his whim. often disguised as harmless or common everyday tools
+50pts Drains the victim for 1d10 base injury per and items but often have symbolic meanings or occult
experience level of the character. significance. The item may not be a weapon or suit of
armor. This should not be the only method of creating
magical devices or heroes to use them. Later volumes will
include pre-made enchanted objects available for random
rolls, but also use the option point systems flexibility to
Longevity create all sorts of wondrous objects dmagick.
The character will live far longer than the Purchasing a Magical Device grants 40 points
average human. After the age of 18, the character will age to spend on purchasing upgrades and other options for
one year for every three that passes. The character is still the device. These points must be spent on the item and
mortal and suffers from disease, violence, and other any unused points are lost. Options may be purchased at
dangers normally. the Unnatural or Magic hero type cost. Devices are
presumed to be able to be lost, removed, or destroyed
Upgrades: through normal means. Game Masters should limit the
+5pts Character ages one year for every five that destruction of any enchanted items obtained through the
passes. use of Option Points. Such losses should be balanced
+15pts Character ages one year for every ten that with a redistribution of Option Points unless the player
passes. was extremely careless or stupid.
+15pts Character is immune to normal and non-
magical diseases.
Upgrades:
-1pt Device has one fewer option point with which
to purchase installed options. No device may
cost less than ten option points.

Luminous Form +5pts The device is a light or medium weapon (pistols


This option allows the character to transform through rifles) or a suit of armor (no more than
into a being of light. The character is still mostly solid 20 PV).
and interacts with all solid objects. The character glows +10pts The device is a heavy weapon (assault rifles, sub
brightly and those close enough to the character can even machine guns, flame throwers) or a suit of
read using his illumination. Characters with this ability armor (over 20 PV).
can alter the shapes of their body to fit through smaller +15pts Device will not work for any unauthorized
openings and travel through translucent materials. individuals. Players must determine the manner
Finally, characters with this ability are unaffected by a lack of testing (magic words or gestures, aura
of oxygen, pressure, or most environmental conditions. signature, heritage sensing, mental focus, etc)
Poisons, toxins, drugs, and gases still affect the character. and those who are considered authorized. It
This option requires the Body Modification skill. may be possible to magically hack into the
encryption spell and bypass this security.
+30pts Any unauthorized person who attempts to use
Upgrades: or hold the device will suffer 1d10 injury each
+15pts Illuminate round. Injury dealt can be increased by
+40pts Light-speed travel. Character transforms into a additional purchases of this upgrade to a
beam of light that mimics the Teleportation maximum of 3d10. Players must determine the
option. The line of travel must be either clear manner of testing (magic words or gestures,
or have only translucent materials blocking. aura signature, heritage sensing, mental focus,
+45pts Energy Strike etc) and those who are considered authorized.
+90pts Phasing It may be possible to magically hack into the
encryption spell and bypass this security.
+50pts The device is indestructible by normal means.
Suits of armor with this upgrade will still only
protect by the PV of the armor. The GM will
determine what attacks have sufficient strength
to damage or destroy the device.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Power Source skills, spell magic, and willpower checks.


A device is assumed to have an infinite power Physical drain affects physical skills.
source, though if it is a weapon it may still require -30pts Device has enough power for one hour of use.
mundane ammunition. However a device may have a Recharge requires 12 uninterrupted hours of
different power source to help defray the costs of meditation and spellcraft by a spell caster.
additional upgrades and options. Devices that simply -45pts Device is a single use item. The power in the
mention recharging require one uninterrupted hour of device allows the item to be used one time and
meditation and spellcraft. must then be recharged for 24 uninterrupted
hours.
-5pts Device must be recharged every week by a spell Varies May be left at a Thaumic Site for recharging.
caster and requires one uninterrupted hour of Reduces Weaknesses from recharging by 1/3.
meditation and spellcraft. Varies Power Collector. The device must be
-5pts Minor Burns. The device draws power from recharged, but has an internal magical generator.
the users life force. Each phase of use inflicts 1 Reduces Weaknesses from recharging by 2/3.
point of injury to the operator. This injury
heals at a rate of 1/10th Health per hour and
cannot be healed by any other means.
-5pts Minor Drain. The device draws power from
the users physical or mental energy. Choose
either Mental or Physical drain. The device Magical Sight
increases the appropriate drain pool by one The character can see the emanations of magic
every phase of use. Mental drain affects mental as if they had a permanent See Magic cast upon them.
skills, spell magic, and willpower checks. This sight is selective and must be consciously
Physical drain affects physical skills. concentrated upon to become active. The magical
-10pts Major Burns. The device draws power from energies will appear to have vibrant colors and textures.
the users life force. Each round of use inflicts 1 Enchanted items will glow a deep blue color, while spells
point of injury to the operator. This injury in effect will seem to glow a reddish orange. Spells being
heals at a rate of 1/10th Health per day and cast will seem to be an almost too bright yellow. Spell
cannot be healed by any other means. casters will seem to have a light blue tinge. This spell will
-10pts Major Drain. The device draws power from not give any more information on the effects, abilities, or
the users physical or mental energy. Choose powers of the magic.
either Mental or Physical drain. The device
increases the appropriate drain pool by five
every phase of use. Mental drain affects mental
skills, spell magic, and willpower checks.
Physical drain affects physical skills. Magic Knowledge
-10pts Device must be recharged every week by a spell
caster and requires six uninterrupted hours of
Dabbler / Latent
meditation and spellcraft.
The character knows magic and enchantment
-15pts Device must be recharged every day by a spell
exists. While unable to memorize spells or rituals, the
caster and requires six uninterrupted hours of
character can use tomes of magical power to cast spells.
meditation and spellcraft.
The character may use their Spellcraft skill to attempt a
-30pts Requires Charges. This device contains enough
spell or ritual. These spells will always take the longest
energy to power ten uses of the device before
time possible and are always considered rituals. The
recharging. For every five option points spent,
character may learn the following skills: Banishment,
the device may have one additional use or
Counter-magic, Scrying, and Sense Aura. The character
activation. Two points of cost may be reduced
must possess the appropriate attributes for the skill to be
for every use or activation removed from the
learned. The dabbler may only purchase one upgrade for
maximum device capacity.
50pts. Purchasing this upgrade allows the dabbler to
-30pts Massive Burns. The device draws power from
become a very rough and untutored Apprentice.
the users life force. Each phase of use inflicts 5
points of injury to the operator. This injury
heals at a rate of 1/10th Health per day and Apprentice
cannot be healed by any other means.
The character holds the realms of magic and
-30pts Massive Drain. The device draws power from
creativity in the palms of his hands. All apprentices start
the users physical or mental energy. Choose
as Hedge Wizards. They can memorize spells, but not as
either Mental or Physical drain. The device
well as the higher levels of magical mastery. The
increases the appropriate drain pool by ten
character is able to select any Thaumaturgical skill. Be
every phase of use. Mental drain affects mental

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

sure that the character has at least the minimum total of The mass that a character can lift depends on
131 between Willpower and Intellect. Other skills that are sheer talent and force of will. The character can also
selected may have additional pre-requisites. Read the levitate an object into the air and have it strike another
section on Thaumaturgy before continuing to select skills, person or object as if it were a short ranged thrown
spells, and upgrades. weapon. A Willpower check can enable a character to lift
1.5 times normal for one round. Characters begin play
The Discipline of Hedge Wizardry must be with the ability to lift 100lbs mentally plus a bonus of
learned by all apprentices. The character may learn up to 10lbs for every additional level of experience. Base range
three additional Disciplines of magic. None of the of magnetic telekinesis is 20 feet from the character. All
Disciplines may have spell effects whose Minimum objects lifted must be metallic in nature.
Ratings exceed 50, or a skill rating that exceeds their
Intellect score. Hedge wizards may attempt to cast The mass a character can lift is reduced by a
written spells and rituals that they have not learned. factor of ten when throwing an object hard enough to
Characters begin the game having memorized three spells inflict injury. For example: A character that can lift 1000
of each known discipline. These spells may be learned lbs could only throw objects weighing up to 100lbs with
without modifiers automatically, or rolled normally to any force. The attacker must roll to attack using the
learn with modifiers. Additional spells may be purchased Ranged Strike skill. The defender retains all applicable
for the Experience Cost in option points at creation. Defensive Tactics.
Spells in written form that are owned, but not
memorized, can be purchased at half price at creation.
Upgrades:
+1pt Additional 1 lb lifting ability.
Upgrades: +5pts Additional 10 lbs lifting ability.
- 25pts Character cannot ever cast a spell or ritual from +5pts Base range is increased by ten feet.
an unknown Discipline. +15pts Additional 50 lbs lifting ability.
+15pts Character can lift one additional object. The
+50pts The wizards resistance penalty is increased by total mass of all the objects being controlled
+5 with all spells. This upgrade may be selected must be equal to or less than the character's
more than once. maximum.
+50pts Character is considered a Professional and +30pts Base range is increased by one hundred feet.
requires a combined Intellect and Willpower of +50pts Additional 250 lbs lifting ability.
151 or greater. Professional wizards may learn +50pts Magnetic Defensive Bubble. No metal objects
up to seven magical disciplines beyond Hedge will pass through this unseen bubble. Any that
Wizardry. None of the Disciplines may have are caught by it will continue to spin around the
spell effects whose Minimum Ratings exceed character until he chooses otherwise. The
120, or a skill rating that exceeds one and a half character can choose to use the Ranged Strike
times (1.5x) their Intellect score. skill to send a spinning object at another target.
+80pts Character regenerates drain at twice the normal +70pts Wingless Flight
rate. +100pts Additional 500 lbs lifting ability.
+100pts Character is considered a Magister and requires
a combined Intellect and Willpower of 151 or
greater. They have no upper limit to the
maximum spell effect or skill rating that any of
their Disciplines may attain. They may learn up
to fifteen separate Disciplines to master.
Magnification
The character is able to see fine details and
grants a bonus of +5 to all fine motor-based skills. These
skills must have time and a calm environment to enjoy the
bonus. This does not include combat.

Magnetic Manipulation Upgrades:


This option grants the character complete +15pts Total bonus of +10.
control over the forces of magnetism and requires the +30pts Total bonus of +20.
Control, Ranged Strike, and Telekinetic Control skills. +45pts Total bonus of +30, and is able to see near
The character can feel magnetic forces as they interact microscopic items.
with him, each other, and the world outside. In the +75pts Total bonus of +30, and is able to see truly
modern world this enables the character to sense almost microscopic items and organisms.
every electronic device and have a basic idea of what it
might do. With the appropriate technical skills this
character could be extremely dangerous.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Martial Artist +100pts Characters drain for that specific ability is


This character has spent many years learning a reduced by 75% of the normal cost.
specific martial arts style. The player must select Martial +150pts Characters drain for that specific ability is
Arts as one of the available skills. The Martial Arts skill reduced by 90% of the normal cost.
has three categories for game mechanics that most real
world martial arts styles will fall within: Balanced,
Defensive, and Offensive. The player must select one
and only one style.
Matter Sculpting
Upgrades This option allows the character to reshape
+20pts The player may select one additional style of matter into any desired appearance. The change is only
martial arts to be selected as an available skill. cosmetic and cannot alter the composition and materials
+50pts Wire Stunts. The character may attempt of the original object. The character can sculpt one cubic
actions that resemble wire stunts from Hong foot of matter per attempt. This option requires the
Kong movies. Short wall walking, running up Control skill, but the Art skill will determine the
pillars, and amazing air duels are all possible. appearance of the final piece. The character may desire to
The Jumping option is extremely useful with learn the Art: Matter Sculpting specialty. The range of
this upgrade. this option is 20 feet from the character. Common
weaknesses for this option are various limitations on the
materials that can be sculpted.
The resulting sculpture is permanent until
destroyed. Some materials will not have the structural
capacity to remain in the final form. All structures will
remain stable and resist gravity or other physical
limitations until the end of the scene. Unless the sculptor
expends a Drama Point the final form will break apart
naturally.

Upgrades:
+5pts Range is increased by 10 feet.
+5pts One additional cubic foot of material can be
sculpted. 1 x 1 x 1
+30pts Eight additional cubic feet of material can be
sculpted. 2 x 2 x 2
+50pts 125 additional cubic feet of material can be
sculpted. 5 x 5 x 5
+100pts 1000 additional cubic feet of material can be
sculpted. 10 x 10 x 10

Medium
The character can see and speak to the spirits of
the departed. They can see, hear, and smell any spirit
Mastery within the normal range for those senses. They still
This option can only be purchased in chronicles cannot touch or be touched by the ghost without special
that utilize the optional rule of drain for all supernatural upgrades or magical assistance.
abilities. This option cannot be purchased for spell Upgrades:
casting options, nor for any option that doesnt incur +30pts The character can physically interact with spirits
drain. This option may be selected once per allowable and other non-corporeal beings. This does not
ability. This option allows the character to reduce the include phased characters. This does mean that
drain cost of that specific ability by 25% rounded up. the character can be hurt or killed by any spirit
Upgrades: that desires to inflict harm.
+50pts Characters drain for that specific ability is +60pts Extra Sensory Perception
reduced by 50% of the normal cost. +90pts Sance. The character can try to summon a
spirit who has departed this plane to their final

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

rest. This upgrade requires a focal point for the Metal Form
spirit. This focal point could be a beloved Creates a metal sheen around the characters
individual, a favorite item, or a familiar locale. body protecting him from most attacks. Character is able
This upgrade requires the ESP skill, and allows to survive without oxygen, underwater, in space, and is
the character to select it as a background skill. immune to gas attacks. The character also gains a PV of
The difficulty of the roll should increase the 10. This option requires the Body Modification skill.
longer the spirit has been dead, the less
emotionally bound the focus is, and how
interested the spirit would be in appearing. Upgrades:
-15pts Armor is artificial in nature and may be
removed, lost, or destroyed.
-15pts Armor is bulky and prevents any other armor
from being worn.
-15pts PV is only 5 and cannot be increased.
Mental Stun
Characters with this ability can overload one +5pts Increase PV by one.
aspect of a victim and stun them temporarily. Players +15pts Increase PV by five.
must choose if the character can attempt to overload the +30pts Increase PV by ten.
characters physical body or the victims mind. Once +30pts Resistant to cold, electricity, or fire. Choose 1.
chosen this form cannot be changed. Either form will +45pts Resistant. Protected against armor piercing
cause the victim to remain motionless and defenseless for attacks.
one phase. Victims may attempt to resist by using either
their Willpower for mental attacks or Health for physical
attacks. The roll is contested against the characters
Mentalism skill. Stunned characters are completely aware
of their surroundings but are simply unable to interact.
The victim must be within 20 feet of the character to be Military Training
affected. This option requires the Mentalism skill. This option allows the character to select the
Pilot Military Vehicles skill. The character gains the
Unarmed Combat skill without any additional
Upgrades: expenditure of option points, but must still select the skill
+5pts The range of this option is increased by 10 feet. normally. All military characters must choose a MOS
+30pts Character may select both forms of stun: (Military Occupation Specialty) and purchase the
Mental & Physical. They can choose to appropriate skills.
alternate their attacks as desired.
+30pts Victims that fail to resist are stunned for two Characters with this skill must decide if they are
phases. retired or active military. Active military personnel must
+60pts Victims that fail to resist are stunned for one have the Influence Military resource of one or higher.
full round. Others may still be part of mercenary groups or the
+90pts Victims that fail to resist are stunned for a National Guard and have other required resources.
number of rounds equal to the characters
experience level.
+120pts Victims that fail to resist are stunned until the
end of the scene.

Mimic Power
This option allows the character to mimic any
Metabolic Control one option that any other character possesses, with a total
This option allows the character to control their OP cost of no more than 100, until the end of the scene.
metabolic processes such as heart rate, breathing, eye The target must be touched for this borrowing to occur,
dilation, and various consumptions. Characters with this and this option does not transfer the skills needed to use
option only require six hours of sleep every three days, a the borrowed options. However, this option does grant
meal every week, and water every two days. This is to access to all innate skills for purchasing. Without the
maintain optimum condition. The character will be able appropriate option however the skills are useless. The
to last three times as long as a normal human before character may only borrow one power at any one time,
fatigue, thirst, or hunger kill the character. The character but may release that option to mimic another. Spell
can hold his breath for his Health in minutes. If the casting may never be mimicked. Gadgets, cybernetics,
character is ever wounded and bleeding the characters robotics, and other technological options may never be
body will staunch the wound in one action. This option duplicated. This option requires the Control skill.
requires the Body Modification skill.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Upgrades: Mutation
+30pts Character may mimic one additional power This option gives the character 45 points of
simultaneously. options that can be spent in the Unnatural hero type for
+50pts Total OP range to mimic is increased by 100. external and physical options only. In addition the
+50pts The mimicked option remains in effect for one character must choose one non-compensated physical
additional hour after the scene ends. deformity or obviously strange physical trait as a side
+50pts The character actually steals the option for the effect of their mutation. Additional points may be spent
duration. The original character can resist with in this way, but an additional deformity is required for
a contested Control skill versus Willpower every additional 100 points spent.
check. Options that are permanent and
inherent to the character may not be stolen.

Mystic
Mind Skimming Requires the Extra Sensory Perception (ESP)
This option requires Mentalism and is a lesser skill. The character is able to open herself to the living
version of telepathy. The mind skimmer can read only world around her. The character can extend her senses to
the surface thoughts of the victim within line of sight at a sense the general physical, spiritual, and mental condition
range of 20 feet. A contested Willpower vs. Mentalism of any creature within 20 feet. Mystics can feel the same
check is required to read the victims mind. The mind information from other Mystics within a range of mile.
skimmer must continue to concentrate upon the victim in Mystics can close themselves at will from the life essences
order to maintain the connection. Any combat or around them and hide from the searches of other mystics.
movement faster than a walk will shatter the link.
Upgrades:
Upgrades: +5pts Range is increased by ten feet.
+5pts Additional 10 feet of range. +30pts Additional 100 feet of range.
+20pts Additional 100 feet of range. +35pts Prestidigitation.
+40pts Range is now unlimited line of sight. +45pts Empathy
+50pts Telepathy +60pts ESP
+55pts Empathic Healing

Morphing
This is the ability to transform the body
between two specific, living, and natural forms. The
player may choose one additional form that the character Natural Camouflage
may change into. This form can never change; it always This option causes the skin and clothing of the
looks exactly the same. The form must be equal to or less recipient to mimic the coloration of the surrounding area.
than the characters mass and may not have any unnatural This option does not extend to metallic armors, Kevlar, or
abilities, although the character may be able to use others other man made materials but will change padded and
he possesses. Any claws, night vision, flight, or other leather varieties. This color change will give a natural skill
natural abilities are available; although they may require rating of 95 in hiding to a stationary character. Missile
some practice to understand fully. This option requires weapons, options, and spells receive a penalty of 10 to
the Body Modification skill. hit even if the character is moving.

Upgrades: Upgrades:
+30pts Morph between 3 creatures. Natural, form 1, +5pts Additional penalty of 1 to be hit while moving.
and form 2. +30pts Additional penalty of 5 to be hit while moving.
+30pts Morphing the body into alternate versions of +50pts Additional penalty of 10 to be hit while moving.
target forms. This will allow the character to
have a great disguise.
+45pts Morph between 4 creatures. Natural, form 1,
form 2, and form 3.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Natural Weaponry +30pts Hidden/Retractable. Weapon appears and


This option can be selected more than once if disappears instantly at characters desire.
desired. The injury dealt is never cumulative, but having +30pts Indestructible. The weapon is unable to be
multiple attack forms can be useful. The specific cost of destroyed or broken by normal means, attacks,
the option is based upon the form selected. Injury dealt is or abilities. GM needs to determine if a specific
also based upon the specific weapon form. All of these attack has the potential to damage or destroy
forms are used in conjunction with Brawling, Unarmed the natural weaponry.
Combat, or Martial Arts. +30pts Armor Piercing. Armor Piercing to soft
armors.
+50pts Increases the injury dealt by the natural
Antlers - Deals 1d10 Injury. weaponry to 3/6/9/11/13/16/19/21/23/26.
Body Spikes Adds +2 points to most hand to +60pts Armor Piercing. Armor Piercing to soft and
hand combat injury. Grapples, Wrestling, etc hard armors with less than 25 PV.
deal 1d10+5 Injury to opponent. +100pts Increases the injury dealt by the natural
Claws & Talons Deals 1d10 Injury. weaponry to 8/11/14/17/20/23/26/29/32/35.
+100pts Armor Piercing. Armor Piercing to soft and
Bite & Fangs Deals 1d10/2 Injury. Can only
hard armors with less than 50 PV.
be upgraded to 1d10 maximum.
+150pts Increases the injury dealt by the natural
Melee Weapon Deals 1d10 Injury.
weaponry to 17/21/25/29/33/37/41/45/49/53.
Power Fist & Kicks Deals 1d10 Injury. This +150pts Armor Piercing. Armor Piercing to soft and
supercedes all normal injury tables for punches hard armors with less than 100 PV.
and kicks unless the character wishes to soften
their blow and only deal normal injury. Further
increases in injury require supernatural
strength.
Networked
The character knows just the right people. If
something needs to get done he knows just the person to
do it. This translates into a special skill called Procuring
that the character must select. If something special is
needed for purchase or hire that is currently out of the
range of the PCs contacts, roll this skill. Characters using
this skill can find rare, unique, or illegal services and
goods far easier than someone with just the Streetwise
skill. In many cases the contacts speak with other
contacts who meet with still others in a chain that may
stretch across the globe.
A successful roll will give one of the current
contacts a lead on finding the goods or service desired.
The more unusual, rare, dangerous, or illegal the service
or goods the greater the penalty to the skill roll. A roll
can only be attempted once per transaction per month of
game-time. The goods or service will be available, but
usually at inflated prices. In many cases the price will not
be money but goods or service in exchange. Characters
with this option may increase their Contacts resource
above six.

Night Vision
Upgrades: Allows the character to see perfectly in very low
-15pts Hand Held or worn weapon. Can be removed, light level conditions. Absolute darkness will blind the
hidden, lost, or destroyed. May require another character. The darkness of night or darkened rooms with
melee skill to use. little light will seem as if in normal daylight to the
+15pts Increase injury dealt by fangs to 1d10. character. This option will not assist in fog enshrouded
+15pts Increase injury bonus dealt by body spikes to areas or if the character is blinded.
+5.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Upgrades: Creation may be chosen as a specialization of the Art skill


-15pts Character only has exceptional night vision. if desired. Objects with more valuable compositions may
Character can see well, but not perfectly in dark be created, but the penalties to the Control roll should
locations. Character only suffers half the increase with the value desired. Objects created will
normal penalties due to poor lighting. Absolute materialize within the characters hand and will remain
darkness will still grant full penalties. until the end of the scene.

+30pts Character can see in fog or smoke clouded More complex creations may be attempted, but
locations with perfect clarity. the character must have the appropriate skills to
+50pts Character can see in absolute darkness with understand the workings of the devices. For this reason,
perfect clarity. many characters with Object Creation will have several
technical skills and knowledge skills. Attempting to
create such a device will require a skill roll using the
appropriate technical skill or knowledge with a penalty
based upon the complexity of the device. The ability to
create complex devices requires the appropriate upgrade.

Obfuscation
Characters with this ability can cloud the ability Upgrades:
of spells, supernatural abilities, and certain options to +1pt Weight Maximum is increased by one pound.
view a character. Abilities such as clairvoyance, scrying, +5pts Range of creation is increased by 10 feet. This
death tell, and the like cannot view the character without only applies if the character has purchased the
being resisted. The character is not invisible to those Ranged Creation upgrade.
physically present. This ability is not invisibility and +15pts Object will exist for creators experience level in
should not be treated as such. He can still be detected by hours.
sound, touch, smell, or taste. The character can also resist +30pts Object will exist for creators experience level in
spells or abilities that will force the character to tell the days.
truth or reveal his true emotions or motivations. +30pts Ranged Creation. Objects can be created
anywhere within 20 feet of the character.
This option requires the Mentalism skill. The +30pts Object can be made permanent by the creator.
character can always force a contested roll with the Requires spending one Drama Point and the
Mentalism skill against applicable options. Powers or object must have some dramatic tie to the plot
abilities that usually allow a specific skill or attribute to or some significant meaning to the character.
resist may roll using either the Mentalism skill or the Objects made permanent in this way will
standard roll with a bonus of +1/10th the Mentalism skill remain in existence until destroyed normally.
of the character. This ability will only shroud the +50pts Characters can create complex devices. These
character from the observation of others. devices cannot require any High Tech or Ultra
Tech skills.
+100pts Characters can create complex devices,
Upgrades: including High Tech devices but no Ultra-Tech
+30pts Casts no reflection. Characters with this devices.
upgrade can resist being seen in reflective +150pts Characters can create any complex devices.
surfaces. The character will not be seen in any
technology that utilizes mirrors or electronic
recordings.
+30pts Character may choose to include one additional
sensation from observation. These may include
sound, smell, touch, or taste.

Observation
This option allows the character to observe a
wide area discretely and unobtrusively. The character
must choose a method of observation, and once selected it
Object Creation may not be changed. The three most common methods
This option allows the character to create of observation are psychic, familiar, and technological.
objects out of nothing. This option requires the Control Each uses a different required skill and has different ways
skill. Simple items such as bowls, forks, crayons, and for others to notice the observation. All require the
paper can be created up to a weight limit of 5 lbs. These Informants: Observation resource. This option can
objects are neither especially pretty nor valuable. A observe up to the area of a large town or small city.
successful Art skill check with an appropriate penalty will Characters must roll their Informants: Observation
improve the appearance of the created object. Object resource to determine if they currently have the ability to

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

view the selected area. Assuming they have the ability to to the game with only minor scratches during the next
view the area, they may then roll their required skill. The scene. This option may be purchased more than once, but
quality of visual information is relatively poor and all each time it is used the character scratches off one life
awareness rolls have a penalty of -20. Searching amongst and loses one purchase. No character may ever purchase
many viewpoints for a specific event or individual is this option more than eight times in their lifetime.
difficult, tiring, and time consuming.
Psychic observation uses the group mind gestalt Upgrades:
of the city to allow the character to view communal +60pts The character may be in a less than life
outdoor locations. Requiring the Mentalism skill, this threatening situation and need to escape. As
version of the option can be detected by anything that long as the character is alone and cannot be seen
notices psychic, magical, or supernatural energies. by anyone (including electronic surveillance)
Familiar observation utilizes the animal population of the they may attempt a luck check. If successful the
area to view outdoor areas. Requiring the Mentalism, character has found the secret door, the
ESP or Control skills, this form of the option can control ubiquitous airshaft or some other means of
the animals enough to change the viewpoint of the scene escape.
to be witnessed. This form can also be sensed by any
ability that notices psychic, magical, or supernatural
energies or abilities. Technological observation uses
security and traffic cameras in communal and outdoor
locations to observe the city. This option can only be
detected by options that notice electromagnetic and
Omni-Vision
technological monitoring devices. Omni-Vision gives the characters the ability to
see in all directions (360 degrees) at the same time. The
character must still focus only at one specific spot, but
Upgrades: that spot could be directly behind them. Characters with
+30pts Character has a sharp view of the scene. this option are extremely difficult to surprise and sneak
Character may roll Awareness without normal past.
penalties.
+30pts Character can observe an area equal to the size
of a large city such as New York or Las
Angeles.
+30pts Character can access one specific locale, chosen
at creation, to observe. This locale may be Organization
secret, secure, and indoors. The method of This option gives the character a membership to
observation must be present to attune to the an organization that in theory will protect, train, and arm
chosen locale. This upgrade may be selected them. Every organization will have different resources
multiple times: once for each desired location. available, different motivations, and different acceptable
+50pts Character can observe an area equal to the size forms of behavior. Government agencies, magical guilds,
of a small state such as Rhode Island or criminal families, and even mercenary companies can all
Vermont. be created using this option. Characters may pool option
+75pts Character can observe an area equal to the size points to create an organization, but each character must
of a large state such as Texas or Alaska. purchase their membership level separately. Every
+100pts Character can observe an area equal to the size member of an organization must have the Influence
of the United States. Specific Organization resource. Low ratings may mean
+150pts Character can observe an area equal to the size distrusted or probationary members while high ratings
of a large continent. will denote voting members and leaders. This list of
+200pts Character can observe an entire planet. upgrades should not be considered complete. It is only
designed to be a loose set of rules that will allow the GM
and player to easily create new organizations for the
campaign.

Upgrades:
Off-Screen Escape
A traditional favorite of old time serials and bad
Motivations
television shows. You have just watched the hero shot by
-15pts Criminal. Criminal organizations are out to
the villain in the chest, or the hero just plummeted of the
make money. In most cases they arent
German Airship, or the Astronaut was just expelled into
concerned with who they hurt or injure, just as
space. No chance of survival. This option allows the
long as the cash keeps flowing. Drug running,
dead character to create a semi plausible excuse and return

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

prostitution, theft, smuggling, money +5pts Local Secured Networks. The players may
laundering, protection scams, and even safely communicate over scrambled networks
assassination may be fully licensed by the over a small area. Depending upon the
organization. The down side is that the campaign this may include just a single town, or
organization may insist that the character in others up to a planet.
participate in some of these less than legal +5pts Tiny Budget. The organization barely has
activities. And most law enforcement agencies enough to make ends meet. They can however
dont particularly care for criminals or those come up with a hefty amount of cash in a pinch
who consort with known criminals. and can afford to pay their employees.
-15pts Unknown. The characters just dont know Members should not select too high of a
what the motivations of this organization really Wealth, Income, or Lifestyle for characters that
are. They are given assignments and are depend upon the organization for their
expected to have them completed on schedule. livelihood.
Characters with this upgrade cannot also be on +10pts Forged Documents. The organization has
the executive board. GMs should keep the access to either legal documents that have been
players guessing. falsified or a skilled forger to make documents.
+10pts Light Armor. Suits of armor up to Class III
+0pts Known Government Agency. These agencies Kevlar are available for members only. Battle
are most often local law enforcement, FBI, suits and other military armor are not available.
CIA, NSA, or some other regulated agency. +15pts Special Weapons Permit. Members have the
The members enjoy decent public relations, right and legal permission to carry specialty
have some authority, but must have strict firearms and weapons.
guidelines for behavior out in the field. +15pts Moderate Budget. While budget cutbacks and
+0pts Mercenary Company. They have a job to do cost savings are endlessly discussed at home
and want to get paid. They will give orders for office, this organization is actually in the black.
something to get done and it had better be done Able to squeeze a considerable amount of
by then. Within their own ranks they rarely capital if needed, this organization pays its
care about local laws and statutes but the employees well. Characters with this upgrade
member had better follow orders or expect can justify up to a five in the Income resource.
swift retribution. +15pts Tight Security. The organization has enough
+15pts Secret Government Agency. These agencies are internal security personnel to maintain frequent
similar to the known agencies except that they checks on all of its members loyalty, mission
have far less over-sight by other regulators. status, and contacts.
They often have strict orders not to come in +15pts Light Weapons. Characters may be issued light
conflict with local law enforcement, but need to small arms. These weapons may include
get the assignment completed. military issue pistols, sub machine-guns, rifles,
and other firearms. Characters may also
justify an Arsenal resource with this upgrade.
Available Resources / Supplies
+5pts Disguises. The organization can supply the +15pts Long Range Secured Systems. The
character with different costumes, uniforms, organization has enough power and clout to
clothing, fancy dress, and various accessories. create large-scale communication networks
+5pts Basic Equipment. Any basic equipment that the that are reasonably secure from intrusion.
character may require to accomplish the Depending upon the campaign this may
assigned mission assigned will be given. Other encompass an entire country or even an entire
common items such as communication gear and solar system.
laptops may be standard issue. +15pts Technical Electronics. Expensive surveillance
+5pts Background Checks. The organization has items, satellite relays, video equipment, and
enough internal security resources to investigate other high-tech goodies are more likely to be
every potential member fully and competently. standard issue or available when needed.
+5pts Company Car. Characters are issued a normal +15pts Low Magic. Items such as runes, scrolls,
vehicle by their organization for daily use. potions, and other minor magical items may be
Characters have 6 additional points to purchase standard issue or given on an as-needed basis.
or improve a vehicle. The power of these items should generally not
+5pts Sidearm. Characters are issued small pistols, exceed a minimum skill requirement of 50.
knives, blunt weapons, and other less-lethal +15pts Specialty Vehicles. The character is issued a
weapons. Other small arms may be issued, but vehicle by the organization and may be given
the organization will rarely provide expensive or more powerful vehicles on an as-needed basis.
illegal weapons. The GM should decide how many freebie
points to grant to improve the Vehicle option.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

+30pts License to Kill. Characters with this upgrade purchase a small country if the need ever arises.
are legally allowed to use deadly force when All of the members or employees of this
they deem it necessary. There are still strict organization are well-paid professionals. All
guidelines and oversight when these events members of this organization should have at
occur, but the character is shielded from most least a moderate Lifestyle and Income rating.
public scrutiny. Players can use this resource to justify any
desired Lifestyle or Income desired, and may
+30pts Heavy Armor. Any campaign-appropriate suit increase them past six. Any resource increased
of armor is available on an as-needed basis. past six will cost twenty option points per
Most organizations will not give heavy armor rating level.
to members for general use.
+30pts Paranoid Security. The internal security of this +30pts Espionage Units. This organization utilizes a
organization expects its member to be moles, system of spies and intelligence operatives to
traitors, and double agents. It constantly obtain essential information. The organization
monitors and tracks all of its agents and quickly then gives only the required information to
deals with any suspicious behavior. those it feels needs it.
+30pts Heavy Weapons. The organization will keep its +30pts Technicians & Mechanics. The organization
members well stocked in needed small arms and has several garages, electronic shops, fix-it
ammunition. In addition, several military grade places, and weapon smiths who are contracted
explosives and heavy weapons may be or hired full-time to assist their members.
provided on an as-needed basis. These highly skilled mechanics can fix most
+30pts Medium Magic. Items such as runes, scrolls, modern weapons, armor, and vehicles.
potions, and other minor magical items may be Depending upon the campaign they may have
standard issue or given on an as-needed basis. additional High-Tech skills that the
More powerful artifacts such as magical organization may rely upon.
weapons, wands, or armor may be loaned if the
need is great enough to warrant the extra +30pts Criminal Services. This organization has
expense. The power of these items should several freelance and career criminals on
generally not exceed a minimum skill retainer. They may rent out their services or
requirement of 100. provide them free of charge to certain members
+30pts Military Vehicles. The character may be or clients. Prostitution, drug dealers,
assigned an advanced vehicle such as a fighter pickpockets, forgers, smugglers, cat burglars,
jet, helicopter, or tank in the line of duty. safe crackers, thugs, and confidence men are all
While expected to minimize loss of property, available.
not every vehicle is expected back in perfect +30pts Scientists. The organization maintains
condition. contracts with various laboratories, academies,
universities, and other scientific institutions.
+30pts Extensive Secured Channels. The organization These scientists may be relied upon for
utilizes the finest in communication technology research, analysis, or even some investigations.
and security procedures. The character can +30pts Task Force. The organization has a small group
easily expect a clean and secure signal anywhere of irregulars that are skilled in combat,
in the world, and in some campaigns this may investigation, breaking and entering, technical
extend throughout several solar systems or even skills, and not getting caught. These teams
the galaxy. often defend the interests of the organization
+30pts Extensive Budget. Organizations with this and maintain security. Build this group like any
budget make several government agencies drool. other PC party.
Able to siphon a vast amount of currency to +30pts Medical Services. The organization has medical
meet its needs, this organization can easily personnel in safe houses and hidden clinics that
afford to pay its members well. All members of members may use when injured in the line of
this organization should have at least a moderate duty. These doctors are often paid well
Lifestyle and Income rating. Players can use not to ask questions or report to local law
this resource to justify any desired Lifestyle or enforcement.
Income desired, and may increase them past six. +45pts Skilled Assassins. Usually only employed by
Any resource increased past six will cost twenty criminal organizations, black-ops agencies, and
option points per rating level. the truly devoted. Snipers, assassins, and other
+60pts High Magic. The organization likes to keep its for hire killers are kept in the organizations
members well stocked in minor magical items membership and on retainer.
and has a few more powerful items tucked away +45pts Magicians & Psychics. The organization keeps
in case of member need. several powerful magicians and/or psychics on
+60pts Fabulous Budget. This organization can retainer at their major locations. These mages

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Step 6. Options & Powers

have special duties and responsibilities +30pts May seal a path so another path walker cannot
depending upon the other aspects of the travel along it.
organization. +30pts Innate ability to activate any magical gates and
+60pts Mercenaries. The organization has contracts patterns.
with various companies and third world armies +30pts Allows the character to activate any path or
that it can utilize throughout its sphere of dimensional instability that was used within one
interest. Depending upon the size and power day.
of the organization these contracts may be on +50pts May attempt to determine the end point of the
individual basis, or full-time propositions. path with a successful ESP skill roll.
+60pts Allow others to travel along if in physical
contact.
Location
+0pts Strictly Local. This organization is based out of
one city and only has one headquarters. With
all of its operations out of one locale there will Phasing
be fewer if any branch offices. GMs need to Phasing is the ability to phase out of this world
create the individual headquarters used by the and be unaffected by most normal means. The character
organization. cannot interact with anyone or anything while phased,
+15pts Regional. The organization has one primary nor can he be hurt. The character appears to be ghostly,
headquarters but has large branch offices in translucent, and cannot speak or use any equipment
several towns and cities within the region. carried. The character can phase himself and up to his full
Depending upon the campaign this could mean encumbrance allowance. The character cannot unphase
a single state, country, or even planet. something carried and remain phased. The character
+30pts National. This large organization can assist its cannot unphase while inside another object. If attempted,
members all throughout the country. With the character will suffer 20+3d10 injury and be thrown
large branch offices in most major cities, this clear of the object. This option requires the Body
organization often has the muscle and political Modification skill.
savvy to be a major player. Larger scale
campaigns may include entire solar systems in
this category. Upgrades:
+50pts International. This extensive upgrade allows +15pts Completely invisible while phased.
the organization to have a headquarters in every +30pts Can communicate telepathically with non-
country, large offices in every town, and smaller phased creatures in close proximity (5 ft). This
branch offices everywhere. Need help? Well telepathy is limited and only includes directed
be there in less than five. sub-vocalized speech.
+30pts Character can phase only a portion of his body
if desired.
+30pts Character can move as if swimming, climbing,
or walking through a solid material while
Path-walking phased.
Path walking is the ability to travel magical and +50pts Character can move through a gaseous
unnatural paths wherever they may lead. This option substance as normal. This will enable a
requires the Translocation and ESP skills. The character character to walk or run through mid air
may detect any appropriate path within 50 feet and
determine when it was used last. Dimensional travel,
time travel, teleportation, dimensional gates, and other
translocation abilities leave a lingering trace within the
space-time continuum. Path walkers can follow this trail
during the same scene or soon thereafter. Roll the
Translocation skill to follow the created path. Once there,
they can only return if another translocation effect occurs
near them. For this reason Path walkers tend to be
solitary wanderers, well versed in many languages and
often unconcerned with anything but their own interests.

Upgrades:
+5pts Increases sensory range by 10 feet.
+15pts Can actually see dimensional rifts, instabilities,
paths, and translocation effects.

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Step 6. Options & Powers

Poison Touch +50pts Character may use other non-physical powers


This option allows the character to generate possessed by the victim.
poison. The form of poison generated must be selected at +50pts The character has access to the hosts memories.
creation and can be any of the following options: It still requires contested Mentalism vs
Sleeping, Paralytic, Debilitative, or Injury Dealing. See Willpower to access each memory if the victim
the rules concerning poisons and toxins for more is actively resisting.
information. The character can generate a poison type +50pts The victim will have no memory of the duration
equal to his current level of experience. The character of the possession unless the character chooses
must be able to touch the victim or have a method of otherwise.
administering the poison. This option requires the
Control skill to create any poisons.

Upgrades:
+30pts Character is immune to all poisons and toxins.
Power Negation
+30pts Characters may select an additional form of This option is the bane of all of the others. A
poison. The character may choose which character with this ability may attempt to nullify the
poison to generate. options of any one victim within 20 feet. Only
+50pts Character can generate toxins and drugs as well supernatural options can be negated: skills, wealth,
as poisons. The difficulty to the Control skill contacts, exceptional attributes, and the like are immune.
roll will vary upon the nature and kind of drug The character must continue to concentrate upon the
or toxin. victim to negate the options and the victim may attempt a
+50pts Character may generate a poison as if he was contested Control vs. Willpower or required skill check
one level of experience greater than normal. to resist. Any combat, difficult actions, or movement
greater than a walk may disrupt the concentration and
allow an additional contested check to resist. This option
requires the Control skill.

Possession
Possession requires the Mentalism skill. This Upgrades:
option allows the character to mentally control the +5pts Additional 10 feet of range.
movements and actions of another. Victims must be +30pts One additional victim may be targeted.
within 20 feet and may attempt a Willpower vs. +50pts May fight or otherwise act and retain
Mentalism contested action to resist. Failure means that concentration.
the character now has complete control of the victims +100pts An area 20 feet by 20 feet may be targeted.
body. Any physical options are now available to the
possessor. Most supernatural, magical, mental, or social
options are unavailable to the character. The possessor
has no set duration for occupation, but the possessed
character may attempt an additional resist check every 24- Presence of Self
hour period. While the characters mind is in the victims I know who I am, who the hell do you think
body, that characters body is completely immobile and YOU are? Many very stubborn people possess this
defenseless. Steps should be taken to safeguard the option. They know what they want, where they want it
comatose body. from, whom they want with it, and how they want to get
The victim will remain fully conscious and will it. The character must possess a Willpower rating of 60
remember feeling a loss of control during the possession. or greater to purchase this option. The presence of self
Victims may attempt to realize they were possessed with grants a bonus of +20 to resist any mind controlling,
a successful Awareness roll. Those that succeed may mind altering, possession, or mind deceiving effects
attempt to work secretly within their own mind to (including illusions, but not holograms). These people are
subvert or expel the intruder if they have the proper great at saying No to anybody, including him or herself.
options or powers.
Upgrades:
Upgrades: +10pts Increases the resistance bonus by +10. The
-15pts Possession only lasts until the end of the scene. resistance bonus may be a maximum of the
characters Willpower.
+5pts Additional 10 feet to the range of the possessor. +15pts The character is immune to any one of the
+30pts The characters body is temporarily placed above mental influences.
inside the victims. Although dormant, the body +30pts The character can attempt to shield the minds
is safe and cannot be injured. of others. Requires the Mentalism skill. The

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

defending character must spend one action and +30pts Increases effectiveness by 5.
roll a contested Mentalism versus the +50pts Effect remains for one full day.
appropriate skill. If successful, then the +100pts Effect remains for one full week.
character grants their level of Presence of Self to +150pts Character is able to apply this bonus an entire
the subject for one round. Subject still must roll group of people instead of a single individual.
to resist the effects.
+50pts The character is immune to all of the above
mental influences.

Protection
This option grants the character a bonus to save
against any one specific option. This must be an option
that is external and not inherent or social in nature. This
Prestidigitation option may be chosen more than once to help protect
This option is a very minor version of against multiple options. The character will receive a
telekinesis. Requiring the Telekinesis skill, the character bonus of +10 to any save or resist roll against the selected
can move a maximum of five pounds at a range of ten option. If the option does not normally allow any save
feet. A Willpower check will enable the character to lift (even Defensive Tactics) then the character will receive a
1.5 times the normal weight for one round. The character chance at immunity. This percentage chance is identical
can never gain enough momentum to inflict injury with to the bonus normally enjoyed.
this power. A successful Telekinesis roll is required to
activate this option. Upgrades:
+3pts Increases the bonus to the chosen option by +1.
+30pts Increases the bonus to the chosen option by
Upgrades: +10.
+1pt Can lift one additional pound of weight. This
can be increased to a maximum of twenty lbs.
+15pts Has a range of 10ft.
+20pts Has a range of 20ft.
+60pts Telekinesis.
Psychic Amplifier
A Psychic Amplifier is an item that grants the
wearer psychic abilities and options. Only characters that
have some latent psychic potential can utilize these
amplifiers. Such amplifiers are often designed to
Probability resemble helmets, crowns, or other headgear. Players
The character controls, tweaks, and cajoles the may choose to embed the amplifier inside the characters
powers of Murphy, chaos, and probability into his favor. brain for five option points. Such implants are considered
The character may choose one target and wish him good cybernetic in origin and follow all of the rules for
or ill. Until another target is chosen, the target will either Cybernetic Implants. The player may select some of the
gain or lose 5 times the characters experience level to all upgrades from the Cybernetic Implants option to
rolls for the rest of the scene. In addition, the target will improve these mental simulators.
have twice the normal critical success or failure, as
determined by the character influencing his luck. Base Purchasing an amplifier grants 40 points to
range of 20'. spend on purchasing upgrades and other options for the
amplifier. These points must be spent on the amplifier
and any unused points are lost. Options may be
Upgrades: purchased at the Psychic hero type cost. Amplifiers are
-10pts Karma. The effects of probability can only be presumed to be able to be lost, removed, or destroyed
applied to the character that has this option. If through normal means. Game Masters should limit the
the character is heroic in deed and outlook then destruction of any amplifiers or items obtained through
they will gain the appropriate bonus. If the the use of Option Points. Such losses should be balanced
character is evil or villainous then they will with a redistribution of Option Points unless the player
suffer the penalty as if it was focused upon was extremely careless or stupid.
themselves. If the character is neither heroic
nor villainous then they receive no modifiers.
Upgrades:
+5pts Additional 10' to range. -1pt Amplifier has one fewer option point with
+20pts Character is able to include one additional target which to purchase installed options. No
in his effects. amplifier may cost less than ten option points.

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Step 6. Options & Powers

+15pts Amplifier will not work for any unauthorized every phase of use. Mental drain affects mental
individuals. Players must determine the manner skills, spell magic, and willpower checks.
of testing (pass-code, retinal scan, DNA, Physical drain affects physical skills.
fingerprints, etc) and those who are considered -10pts Amplifier must be recharged every week.
authorized. It may be possible to hack into the Recharge requires six uninterrupted hours.
processor and bypass this security. -15pts Amplifier must be recharged every day.
+30pts This amplifier can be used by anyone, Recharge requires six uninterrupted hours.
regardless of latent psychic potential. -30pts Requires Energy Clip. This clip contains
+30pts Any unauthorized person who attempts to use enough energy to power ten uses of the
or hold the amplifier will suffer 1d10 injury each amplifier before recharging. For every five
round. Injury dealt can be increased by option points spent, the clip may have one
additional purchases of this upgrade to a additional use or activation. Two points of cost
maximum of 3d10. Players must determine the may be reduced for every use or activation
manner of testing (pass-code, retinal scan, removed from the maximum clip capacity.
DNA, fingerprints, etc) and those who are -30pts Massive Burns. The amplifier draws power
considered authorized. It may be possible to from the users life force. Each phase of use
hack into the processor and bypass this security. inflicts 5 points of injury to the operator. This
+50pts The amplifier is indestructible by normal injury heals at a rate of 1/10th Health per day
means. The GM will determine what attacks and cannot be healed by any other means.
have sufficient strength to damage or destroy -30pts Massive Drain. The amplifier draws power
the amplifier. from the users physical or mental energy.
Choose either Mental or Physical drain. The
amplifier increases the appropriate drain pool
Power Source by ten every phase of use. Mental drain affects
An amplifier is assumed to have an infinite mental skills, spell magic, and willpower checks.
power source. However a amplifier may have a different Physical drain affects physical skills.
power source to help defray the costs of additional -30pts Amplifier has enough power for one hour of
upgrades and options. The character may spend option use. Recharge requires 12 uninterrupted hours.
points later in the campaign to negate the flaws purchased -45pts Amplifier is a single use item. The power in the
in this section, presuming they have access to someone amplifier allows the item to be used one time
with High Tech or Ultra Tech skills. Amplifiers and must then be recharged for 24
requiring recharging may not be recharged at the normal uninterrupted hours.
electrical outlet. These options require that the character
have a special recharging station at a house, headquarters, Varies May be plugged into a standard outlet or solar
or hideout. cell for recharging. Reduces Weaknesses from
recharging by 1/3.
Varies Power Collector. It has an internal generator
-5pts Amplifier must be recharged every week and that must be recharged. Reduces Weaknesses
requires one uninterrupted hour. from recharging by 2/3.
-5pts Minor Burns. The amplifier draws power from
the users life force. Each phase of use inflicts 1
point of injury to the operator. This injury
heals at a rate of 1/10th Health per hour and
cannot be healed by any other means.
-5pts Minor Drain. The amplifier draws power from
the users physical or mental energy. Choose Psychic Translator
either Mental or Physical drain. The amplifier This option requires the Translation skill. The
increases the appropriate drain pool by one character may attempt once per conversation to
every phase of use. Mental drain affects mental comprehend the speech of anyone within 50ft. With a
skills, spell magic, and willpower checks. successful skill roll the character understands and may
Physical drain affects physical skills. speak the language spoken. As long as the character stays
-10pts Major Burns. The amplifier draws power from within range of a native speaker of that language and
the users life force. Each round of use inflicts 1 continues to speak with others, the ability to comprehend
point of injury to the operator. This injury the language is retained. The longer native speakers
heals at a rate of 1/10th Health per day and surround the character the more her accent, dialect, and
cannot be healed by any other means. slang will begin to mirror that community. If the
-10pts Major Drain. The amplifier draws power from character does not converse with anyone for a 24-hour
the users physical or mental energy. Choose period in that language, then the language is lost and must
either Mental or Physical drain. The amplifier be re-focused upon.
increases the appropriate drain pool by five

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Step 6. Options & Powers

A character can retain knowledge of a number Regeneration


of languages equal to 1/10th her Intellect. This option The character heals much faster than a normal
does not grant the ability to read the language, only speak person. The character will regenerate 1d10 + 1/10th
it. The character generally misses the first few sentences HEA worth of injury points every hour.
of the first conversation as she tries to focus upon the
language and master it. A critical success means that the Upgrades:
language will be instantly recognized and will be retained +15pts Increases frequency to every minute (10
for a period of one week after leaving native speakers. A rounds).
critical fumble will temporarily bar the character from +15pts Can suddenly heal 2d10+1/10th Health in injury
understanding the language for 24 hours. points. This can be done once per day. This
upgrade can be purchased more than once.
Upgrades: +30pts Will keep the character alive and regenerating
+5pts Increases range by 10 feet. well beyond terminal injury. Instead of dying at
+10pts Can retain one additional language. negative HEA injury points, the character
+30pts Increases range by 100 feet. will survive until the wounds push the character
+30pts Can retain languages for one additional day. below full negative HEA.
+45pts Increases range to mile. +50pts Increases frequency to every other round.
+50pts Can retain languages for one week. +50pts Vital Regeneration. The character will
regenerate lost limbs and lost attribute points.
Limbs require one week of bed rest per limb.
Heads will never regenerate. Attribute points
require 2 days of bed rest per point. No other
healing is done while this is occurring. Player
Radar may choose which is occurring normal
This option allows the character to broadcast regeneration or vital regeneration.
high frequency radio waves and instinctively sense the +75pts Will keep the character alive and regenerating
reflections. Radar waves require open space to work best. well beyond terminal injury. Instead of dying at
Small objects, dust, rain, snow, deep forests, and other negative HEA injury points, the character
obstructions will obscure the precision of the radar waves. will survive until the wounds push the character
On the ground in normal terrain, city neighborhoods, below twice their negative HEA.
light forests, and other loosely cluttered areas the range of +100pts Increases frequency to every round.
the radar is 100 feet. Wide-open spaces and clear plains +150pts Increases frequency to every phase.
will extend this range to 500-1000 feet. Sky borne
characters have a maximum extended range of up to a
mile.
Characters can sense and differentiate most
objects if they are within the appropriate range. Smaller Reserves
objects or more precise shapes may require an Awareness This option can only be selected if the chronicle
roll. This detection does not give color, fine details, or will be using the optional rule requiring drain to utilize
allow the character to read objects. It simply gives general options and powers. This option cannot be utilized with
shapes, movements, and assists in hand-eye coordination. any spell casting options or abilities. Selecting this option
The character will receive a bonus of +10 to any roll than will give the character an internal drain battery that can be
involves striking, dodging, catching or otherwise drawn from before the drain pool accumulates to penalize
interacting with larger objects. Fine motor skills never the character. The base size of the internal reserves is 25.
receive this bonus. In addition the character can never be
surprised by anyone inside the range of the radar unless Upgrades:
they do not recognize the attacker as dangerous. +10pts Increases the base size of the internal drain
reserves of the character by five.
Upgrades: +30pts Characters that have selected the Channeling
+15pts Additional 10ft / 50ft / mile to range of upgrade now have a base range of 20 feet. This
radar. range can be increased by ten feet for every five
+15pts Bonus to rolls is now +15. option points spent.
+30pts Bonus to rolls is now +20. +50pts Channeling. Character may select the
+30pts Character can see more refined details with Channeling skill. Characters with this upgrade
radar. may transfer energy to replenish the drain pool
+50pts Bonus to rolls is now +30. of another character. The other character must
be touched for this ability to be attempted.

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Step 6. Options & Powers

Resistance +150pts Character can witness any available worlds in


Grants the character with this option a the GMs universal system. Only one additional
resistance to one specific form of energy-based attacks. world can be view safely simultaneously.
The character will receive Injury from this one specific Otherwise the character risks injury to his
element or attack form. This power may be purchased Sanity Points at the GMs discretion.
multiple times if desired. Some of the available forms of
energy include: cold, fire, high-energy, electricity,
radiation, light / lasers, plasma, and magic.

Upgrades:
Sensory Shield
+40pts Choose an additional form to resist. Characters with this option have an innate
+75pts Receives only Injury from the chosen ability to resist attacks or discomfort to any one sense.
form(s). This sense must be chosen at creation from the following:
+100pts Immune to chosen form(s). Receives absolutely Sight, Sound, Smell, Taste, or Tactile. The chosen
no injury from that source. If chosen in sensation cannot be changed. Characters with special
conjunction with the all forms upgrade, then the options that grant additional senses may choose one of
character must select a major weakness. those senses instead. The character will automatically
+150pts Resists all energy based attacks. All of the resist any discomfort related to the chosen sensation. Any
above energy forms may be resisted by the direct attack against the sense or other rolls inhibiting the
character. sensation by attempting an overload or deprivation can be
resisted. The character will gain a bonus of +20 to defend
against any such attack.

See Invisible Upgrades:


The character can see invisible or hidden objects +1pt Increases the Sensory Shield bonus by +1.
and characters. Requiring the Sense Aura skill, this +15pts The character may select one additional
option has a range of 20 feet. Characters can see such sensation at creation.
characters as if they were completely visible. +45pts Increases the Sensory Shield bonus by +50.

Upgrades:
-15pts Character only sees the outline and faint
suggestions of features of invisible objects.
Sexual Magnetism
+5pts Range is increased by 10 feet. This option allows the character to subtly
+30pts Range is increased to line of sight. inflame the sexual desire of a victim. This ability will give
the character some control over the victim, and will
reduce their chances of resisting any further seduction
rolls. Requiring the Mentalism skill, this option allows
the character to select the skill as part of the characters
background. This option is one of the subtler of the mind
See Other Worlds control options available, and most victims will not even
The character can see alternate realities, realms, realize that it has been attempted. They will never act
and planes that are adjacent to their own. At creation the contrary to their beliefs or personal self-interest. They
player must select one other world to be able to view. may attempt to resist initially with a contested Willpower
Once selected this world cannot change. When this check versus the Mentalism skill of the character.
ability is active the character sees both worlds super- Victims that succeed in resisting may roll a contested
imposed upon one another. The character may attempt Awareness versus the Mentalism skill of the character to
an Extra Sensory Perception (ESP) skill check to separate notice the intrusion. Those who succumbed to the option
one world from the other, even to the point of completely will either not notice the change or will explain it away.
ignoring one world entirely. Even though the character This option will remain in effect for the rest of the scene.
can view that other world, they cannot interact without
the use of other abilities or options.
Upgrades:
+30pts Character can select one additional other realm Shape-shifting
to witness. The character can change into any living form
+50pts Character can interact normally with any visible he wishes. The mass of the character may only change by
world. +/- 25%. This means that the character could change into

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Step 6. Options & Powers

a very large bird or a very small elephant. Any natural


ability the new form possesses is transferred to the
character, but unnatural forms like dragons do not gain
fire breathing or other specialty abilities. This option
requires the Body Modification skill.

Upgrades:
+50pts Shape-shift into a form +/- 50% of normal body
mass.
+100pts Shape-shift into a form +/- 100% of normal
body mass.
+150pts Shape-shift into almost any form regardless of
body mass. GMs should use discretion.

Sharpshooter
This option allows the character to choose one
ranged weapon skill and never have penalties due to called
shots. This effect only applies for single shots. Bursts
cannot be given this ability, nor can it be used at point
blank range. All other penalties still apply to the
character. Thrown, Heavy, and Tactical weapon skills Shrink
may not be selected. The character can shrink from their current
height to 1/10th their full height in one action. The
Upgrades: character may stop shrinking at any height desired up to
+10pts. Reduces the dual firearm penalty against their maximum shrinkage. This shrinkage includes all of
multiple targets by -5. This upgrade can be their equipment and clothing. Characters shrunk in this
selected multiple times, but can never be used manner gain a bonus of +50 to hiding and stealth rolls,
to grant a bonus to strike. but also suffer from a reduced strength, movement, and
+15pts. May utilize Short Bursts with a revolver if that other physical attributes. Requires the Body
is the chosen weapon. Modification skill.
+15pts. May utilize Semi-auto with a pump action rifle
if that is the chosen weapon.
+15pts. May utilize Semi-auto with a lever action rifle if Upgrades:
that is the chosen weapon. -15pts Clothing and equipment remain full sized.
+20pts. Choose an additional weapon skill.
+20pts. Characters suffers penalties for firing at +30pts May retain full mass. This includes full weight,
maximum range. strength, and movement.
+20pts. May ignore penalties when using a chosen +60pts Characters may shrink down to one inch.
Burst weapon. Character has an effective hide and stealth skills
+25pts. Off-hand attacks use the same skill percentage of 100%.
with the chosen weapon. +100pts Characters may shrink down to near
+30pts. Character may ignore movement penalties. microscopic. GMs and players must decide
+30pts. Ammunition. how far is too far, and how much they actually
+30pts. Characters suffers penalties for firing at want to play in this micro-world.
maximum range.
+30pts. Character knows just where to hit: double skill
bonus to injury dealt for the chosen weapon
skill. This may not be stacked with other Sidekick
options or upgrades that increase the ratio of This option grants the character a lifelong and
injury based upon skill rating. devoted sidekick. They could be a robot companion, a
+50pts. Characters may ignore maximum range devoted apprentice, an adopted ward, or even just a
penalties. servant. This sidekick may be created by the player and
should be run as an extension of the player. While
sidekicks are devoted and extremely loyal they are not

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

stupid and will not leap headlong into danger unless their penalty of 5 times level to all skills for 1d10 + level rounds
good friend is leaping too. In some cases the GM may after the sonic attack has ended. Three concurrent
need to use them as NPCs, especially when they go on failures or a critical failure on the Health roll will result in
side missions that the PC would not be able to monitor. the victim falling unconscious. This option requires the
Mimicry, Ranged Strike, and Control skills.
Sidekicks begin the game with no option points,
450 Attribute Points, and the Self Taught education level.
Players may funnel option points into their sidekicks in Upgrades:
order to make them more powerful. In this case a Hero +5pts Grants an additional 10 feet to the range of the
Type should be determined for the sidekick. Sidekicks silence field or supersonic attack.
may never take weaknesses. Sidekicks never earn +10pts Heightened Hearing
experience points and only increase their skills when the +50pts Sonar
primary character advances. When this occurs, increase
all of the sidekicks skills by five.

Soul Projection
This option allows the character to astral project
her consciousness out into the ether. The recipient will
Sonar slip into a coma-like state for the duration of the
Sonar is the ability to use sonic and supersonic projection. Once in this state the recipients soul can
waves to determine the locations of objects. This option leave the body and travel independently. This soul is
gives the character the ability to know, without sight, the invisible to all senses. Some spells and abilities, including
general locations of objects and Heightened Hearing. See Magic and Identify Magic, may be able to detect the
These waves are emitted by the character and can be heard soul. Spells or options that detect heat, invisibility, or
by others with the appropriate technology or options. night vision will have no chance for success. Creatures
The character can choose to run silently and only guess at such as ghosts, spirits, or other non-corporeal undead will
the locations of other noise making objects. The character see the soul without difficulty. Souls cannot affect living
may use their full Awareness while running silent to tissue, and have an effective strength attribute of 1. Souls
pinpoint these objects. The range of sonar is only 100 can affect other non-corporeal creatures without penalty
feet above water but 1000 feet under water. Sonar will or restriction. They may only travel in a normal fashion:
not work in outer space. walking, running, and climbing. They may step through
Upgrades: walls and other non-living materials. This option requires
-15pts The sonic waves used by the character can be the Mentalism skill.
heard by anyone. Characters may safely remain in an astral state
until the end of the scene. For every hour past this
+10pts The Sonar range is extended by 10 / 100. deadline the character will have a 5% cumulative chance to
+30pts The sonar is so precise that the character can lose their way home. Lost characters must find someway
see using the sonic waves. Does not give to return to their bodies within one hour or the body will
colors, just shapes and depths of the objects in die. Souls trapped in this way may begin to develop the
range. properties of normal spirits and ghosts.
+90pts Sonic Manipulation

Upgrades:
-20pts Requires cryogenics or near death experiences
to trigger ability. Unless the character is near
death or suspended in a death like state the
option cannot activate.
Sonic Manipulation
This option is the ability to focus and alter +50pts Magical Sight
sound waves. This ability can be used to mimic the voice +30pts Characters may physically project their bodies
or sound of any object that has been heard by the into the Astral realm. They suffer the same
character. This requires the Mimicry skill to be done on limitations on interacting with the corporeal
the fly. Otherwise the character must spend a full minute world as does any other character, but their
practicing the sound to get it just right. The character can bodies will not wither and die without their
also create complete and total silence within a 10 area up soul being present. They can still become lost
to 100 feet away. Finally the character can choose to and disoriented in the Astral Realm.
attack a victim up to 30 feet away with a supersonic attack +35pts Astral flying. Character may move in any
that deals 1d10 injury but requires a Health roll. If this direction at their maximum run.
roll is failed then the character is disoriented and suffers a

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

+75pts Astral teleportation. Astral creatures may unaffected but cannot breach the stasis field. The
teleport to any location that is known to them, character can place an area 20 by 20 into stasis. The
or has a living person who is personally character cannot move or interact as she is also frozen in
important to them. This upgrade requires the time. A stasis field can remain for no more than the
Translocation skill. characters Willpower in minutes every three hours,
although she can dispel the effect at any time before the
duration elapses. Any unused time may be saved and
used later on before the character replenishes her time.
This option requires the Control skill.
Specialist
The specialist option allows a character to fully Upgrades:
exploit and develop a specialization. The character gains a +30pts Character can move about the stasis area, but
bonus specialization at a +10. This specialization may cannot affect or interact with any objects or
now be developed normally and may be increased up to a people.
total specialization bonus of +30. Characters that choose +50pts Character replenishes used stasis time after only
this option are usually very devoted to their specialization two hours.
and continue to train and practice during most of their +90pts Character can create a 50 x 50 stasis field.
spare time. +100pts Character replenishes used stasis time after only
one hour.
Upgrades: +100pts Characters can move and interact normally with
+15pts Increase specialization to +16 and the maximum those frozen within the stasis field.
level of specialization to +35. +150pts Character can create a 100 x 100 stasis field.
+30pts Increase specialization to +20 and the
maximum level of specialization to +40.
+45pts Increase specialization to +26 and the
maximum level of specialization to +45.
Stone Form
The character becomes a creature of living
stone. The character does not need oxygen, food, or any
other substance to survive. They are not affected by air or
Stalking water pressures and can survive quite well almost
This option allows a character to move anywhere. While in Stone Form the character triples in
completely silently. There is no roll allowed for normal weight. The character also becomes incredibly tough,
humans and most characters in the vicinity have no chance ignoring most attacks and obstacles. This option requires
to hear the character. This option does not make the the Body Modification skill.
character invisible, but does mask the scent of a character
as well. Characters with heightened senses may be able to
overcome this option with a contested Awareness roll Option Summary
versus Stealth. The character with Stalking receives a Alter Ego into stone form.
bonus of +20 to this roll. Characters with this option Unnatural Armor. PV of 25.
may not be more than lightly encumbered, and may only Hardened
move at a maximum of a jog. This option requires the
Power Fist & Kicks.
Stealth skill.
Immune to gases, drugs, toxins, poisons, cold,
and electricity.
Upgrades: Fire deals Injury.
-15pts Does not mask the characters scent.
Upgrades:
+20pts Adds +5 to Camouflage, Hiding, Stealth, and +90pts Supernatural Strength or Health.
Tracking while active. +90pts Control Element - Earth
+20pts May be at Medium Encumbrance. +112pts Crystal Creation
+30pts May move at a trot and remain silent.
+40pts May be at Heavy Encumbrance.
+50pts May move at a run and remain silent.
Stretching
This option allows the character to stretch and
contort their bodies in strange and unnatural ways. The
Stasis character can stretch their main torso up to of their
The character can place an entire room or area Health in feet. Large limbs and the neck can be stretched
of effect into a frozen moment in time for a short up to 1/10th the characters Health in feet. Smaller
duration. Those outside of the area of effect are

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

extremities can be elongated up to the the characters Supernatural Quickness


Health in inches. This option requires the Body Adds one additional action per round. In
Modification skill. addition, the character always reacts first in a round
regardless of the rest of the groups initiative. The
character only has to roll initiative if there is another with
Upgrades: supernatural quickness, or similar abilities, in the combat
+30pts Complete Control. Character can flatten his on the opposing side.
entire body to no less than one inch. This
significantly widens or lengthens the character.
The character may have the general shape of Upgrades:
many objects but still looks like a misshapen +15pts +1 to Initiative even against others with
version of the character. Supernatural Quickness.
+50pts Kinetic Force Reduction. The character can +30pts Character moves so fast she blurs in combat.
transform his body into a much more malleable +20 to Full Defensive Tactics.
and resilient material. Can only purchase +30pts Character can complete mundane actions far
defensive upgrades. Total control, and charging faster than the average human. Characters can
cannot be purchased from this upgrade. complete simple tasks five times faster than
+50pts Increases the stretching limit of the character by normal. Tasks that requires thought, or skill
an additional Health. use, will only be completed in half the normal
time required. Characters can purchase this
upgrade more than once to increase the speed of
simple tasks.
+50pts Character gains the Martial Arts maneuver:
Rapid Strike.
+50pts Character moves so fast she blurs in combat.
Supernatural Attribute +40 to Full Defensive Tactics.
Adds a bonus of +100 to any single attribute. +100pts One additional action per round.
Supernatural Attributes can exceed racial maximums +100pts Character gains the Martial Arts maneuver:
easily and without constraint. If the character possesses Advanced Rapid Strike.
any weaknesses, then the effect is gone while within
range of the harmful substance or event. Upgrades that
increase groups of attributes will supersede any initial
attribute bonus from this option.

Super Running Speed


Upgrades: This veritable speed demon runs at twice the
-10pts Supernatural Social Attributes. The character normal movement rate. Other movement rates remain as
gains a bonus of +50 to Beauty and Charisma. standard for the character's agility and health attributes.
They count as Minor Supernatural Attributes
and may not be increased further using this
option. Upgrades:
-50pts Minor Supernatural Attribute. Character only +10pts Character can run at triple normal speed.
gains a bonus of +50 to any single attribute. +20pts Character can run at quadruple normal speed.
No additional upgrades may be purchased for +30pts Character can run at Light Encumbrance.
this attribute. +30pts Character runs at 60 mph.
+30pts All movement rates are adjusted by the
+5pts Increases the Supernatural Attribute by +10. multiplier. At speeds above 60 mph, multiply
+35pts Supernatural Mental Attributes. The character the other rates by five.
gains a bonus of +50 to Awareness, Intellect, +45pts Character can run at Medium Encumbrance.
and Willpower. They count as Minor +50pts Character runs at a blinding 120 mph.
Supernatural Attributes and may not be +60pts Character can run at Heavy Encumbrance.
increased further using this option. +100pts Character runs at a dizzying 300 mph.
+40pts Increases the Supernatural Attribute by +100. +150pts Character runs at a stupefying Mach 1.
+80pts Supernatural Physical Attributes. The character
gains a bonus of +50 to Agility, Dexterity,
Health, and Strength. They count as Minor
Supernatural Attributes and may not be Survivor
increased further using this option. This option allows the character to survive in
most environments that he may travel to. The character
does not need to breath oxygen, and will not depressurize

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

in space or underwater. The character can survive any within range. This option negates the
amount of heat and cold without penalty. Fire and cold requirement for line of sight, but does not
injury is still inflicted, but weather conditions no longer confer full tactile sensation. Any Awareness
injure the character. rolls utilizing tactile sensations will have a
penalty of -20.
+50pts Full Tactile Bio-feedback. As above without
Upgrades: penalties.
+25pts Metabolic Control
+45pts Regeneration +60pts Mental Force shield of PV 10
+45pts Resistance +75pts Mental Force shield of PV 12
+55pts Hardened +90pts Mental Force shield of PV 15
+90pts Supernatural Health +105pts Mental Force shield of PV 17
+120pts Mental Force shield of PV 20
+135pts Mental Force shield of PV 22
+150pts Mental Force shield of PV 25

Telekinesis
This is the ability to concentrate on an object
and move it with the force of their mind. This option
requires the Telekinetic Control and Ranged Strike skills.
They can lift an object or group of objects and move it at
walking speed or manipulate it with the dexterity of a
human hand. The mass that a character can lift depends
on sheer talent and force of will. The character can also
levitate an object into the air and have it strike another
person or object as if it were a short ranged thrown
weapon. A Willpower check can enable a character to lift
1.5 times normal for one round. Characters begin play
with the ability to lift 50lbs mentally plus a bonus of 10lbs
for every additional level of experience. Base range of
telekinesis is 20 feet from the character.
The mass a character can lift is reduced by a
factor of ten when throwing an object hard enough to
inflict injury. For example: A character that can lift 1000
lbs could only throw objects weighing up to 100lbs with
any force. The attacker must roll to attack using the
Telekinesis skill. The defender retains all applicable
Defensive Tactics. The mental force shield ability can be
purchased as an upgrade for the character. Only one
shield can be activated at any time, and can cover only one
individual. Telepathy
Telepathy is one of the most powerful psychic
Upgrades: abilities known to man. The ability to read the minds of
+1pt Additional 1 lb lifting ability. others, project thoughts and emotions, and instantly react
+5pts Additional 10 lbs lifting ability. to the actions of others is nearly unbeatable. Telepathy
+5pts Base range is increased by ten feet. requires the Mentalism skill. A telepath may read the
+15pts Additional 50 lbs lifting ability. surface thoughts of any victim within a true line of sight.
+15pts Character can lift one additional object Binoculars, video equipment, or other devices cannot
simultaneously. The total weight for the objects augment this line of sight. This requires one action and a
to be manipulated may not exceed the new victim may be chosen every action. A deeper probe
character's total lifting maximum. can be attempted into the victims memories, but it
+30pts Base range is increased by one hundred feet. requires one full round for every year that has passed
+50pts Additional 250 lbs lifting ability. since the event occurred.
+100pts Additional 500 lbs lifting ability. Victims may attempt to resist the examination
with a contested Willpower vs. Mentalism check.
+30pts Tactile Bio-feedback. The character can use the Telepathy can also be used for two way silent
TK as a hand to grasp and grope blindly while communications, and to project images and words into

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

the minds of others. If the character is using this ability character must be able to see or have been to
to distract a victim they may receive a Willpower or that location some time in the recent past. Any
Concentration skill roll to ignore the effects during other modifiers or conditions may be placed, as
combat. Failing this roll may cause the victim to lose the GM desires.
actions or initiative depending upon the situation. +50pts Teleports one mile per level. The character
must be able to see or have been to that location
some time in the recent past. Any other
Upgrades: modifiers or conditions may be placed, as the
+15pts Combat Teeps have an additional bonus of +5 GM desires.
to all combat rolls versus applicable targets. +100pts Teleports ten miles per level. The character
+20pts Combat Teeps may include one additional must be able to see or have been to that location
target to include within their focus. some time in the recent past. Any other
+45pts Beguile modifiers or conditions may be placed, as the
+45pts Truth Tell GM desires.
+45pts Psychic Translator +150pts Teleports one hundred miles per level. The
+75pts Combat Teep. The character can tap into the character must be able to see or have been to
subconscious of those around him to help avoid that location some time in the recent past. Any
injury, predict their next moves, and slide past other modifiers or conditions may be placed, as
their guard. Unless fully defensive, the combat the GM desires.
teep can only focus upon one victim per round. +200pts Teleports one thousand miles per level. The
With a successful contested Mentalism vs. character must be able to see or have been to
Willpower check the character gains a bonus of that location some time in the recent past. Any
+20 to all combat strike and defensive skills. other modifiers or conditions may be placed, as
+90pts Command the GM desires.
+95pts Everyman +250pts Teleports ten thousand miles per level. The
+95pts Illusion character must be able to see or have been to
+120pts Memory Alteration. A character with this that location some time in the recent past. Any
upgrade can remove or alter a victims memory. other modifiers or conditions may be placed, as
Each memory to be changed requires at least the GM desires.
one hour of constant, delicate work. Victims
will always receive a full Willpower vs.
Mentalism check to resist the manipulation.
With enough dedication, time, and a bit of luck
a victim could be reprogrammed to attempt
certain actions or even given a new personality.
The time and penalties are up to the GMs Time Freeze
discretion. This option allows the character to step outside
+145pts Possession of the normal flow of time. Everyone else in the world is
frozen in time, unable to move, act, or even able to know
what is going on. The active character may move freely
around, but cannot interact with anyone or anything
around them. It requires time to open a door, move a
chair, or shoot someone. The character may un-stick time
at any point they desire, but their own personal time and
aging continues while everyone else is frozen. This
Teleportation option requires the Control skill.
Allows the character to teleport 20 feet for
every experience level of the character. The maximum
amount that can be carried and teleported with is equal to Upgrades:
the STR + HEA of the teleporting character. Characters -30pts Characters may only remain outside of time for
must have line of sight to the target location. This option 1 minute. After ten rounds the normal flow of
requires the Translocation skill. time resumes. The character can only freeze
time once per hour.
-50pts Characters may remain frozen for one round (6
Upgrades: seconds) every thirty minutes.
+5pts Add 5 to the total teleportation range.
+15pts Increase total range of teleport by one +30pts Character has developed this ability into their
increment. Characters will have the range as if form of personal combat. All combat actions
they were one level of experience greater than gain a bonus of +20 as the character seems to
they actually are. flicker in and out of reality.
+30pts Teleports one mile instead of feet. The

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Step 6. Options & Powers

+50pts May include others that are within personal Health and Willpower rolls, even if this sleep is
contact. Breaking of the physical contact will broken into smaller segments.
freeze the others back in time. +30pts Cumulative penalty is reduced to -5 per twelve
+50pts The character may interact with inanimate hour period.
objects normally. Some complex devices that +30pts Character can ignore wound penalties for a
include combustion, electrical impulses, or other number of rounds equal to their experience
technological systems cannot be operated while level. Characters must successfully roll Health
time is frozen. or Willpower to activate this upgrade.
+90pts Supernatural Quickness +30pts Character enjoys an additional 24 hours before
+200pts The character may interact with living creatures any rolls are required. This may be purchased
normally. This upgrade is extremely dangerous multiple times.
and GMs must approve the selection of this
option.

Tolerance
This option grants a bonus of +20 to resist the
Time Travel effect of any single poison, toxin, or drug. The particular
This option requires the explicit permission of poison, drug, or toxin must be selected at creation and
the GM. This option allows the character to travel cannot be changed.
through time. How exactly time travel mechanics
operate, what eras the character can travel to, the range of
the temporal dislocation, the level of manipulation, and Upgrades:
the effects of paradox should be discussed between the +5pts. Additional bonus of +10 to chosen poison,
players and the GM before this option is allowed. I cant drug, or toxin.
stress this enough: THIS OPTION IS DANGEROUS. +5pts. One additional poison, drug, or toxin enjoys the
Time travel can be one of the greatest campaign killers resistance bonus.
and is included only for completeness. That said, a +20pts. The bonus to resistance applies to all normal
campaign built around time travel could be exhilarating poisons, drugs, and toxins.
and kept fresh if done well. This option requires the +50pts. The character is immune to the effects of the
Control skill. chosen poison, drug, or toxin.

True Sight
Tireless True Sight allows a character to see the truth
The character with this option can easily resist that has been hidden from the eyes of most. It peels back
fatigue and sleep deprivation for long periods of time. the veil of lies and illusion that covers some creatures and
This option requires the character to have a minimum objects. Once activated, this option will allow the
Willpower or Health of 80. The character can stay active character to have a strange double vision effect as he sees
for 48 hours without any roll required. After this period both the illusion and the truth superimposed upon one
has elapsed a Willpower or Health roll is required for another. It allows characters to see the true form of shape
every 12 additional hours of consciousness. There is a shifted creatures and individuals, ignore illusions, and
cumulative -10 penalty to every roll after the first. Failure penetrate visual deceptions. The Game Master is the
will cause the character to become tired and listless. final arbitrator of what can and cannot be seen by the
gifted individual.
The character will suffer a penalty to all skills
equal to the cumulative Health / Willpower penalty. This
penalty will remain in effect until the character sleeps for Upgrades:
three hours per 24 hours of avoided sleep. Characters +30pts Character can see through non-magical
that continue to avoid sleep at this point must make disguises.
resistance rolls every hour to remain awake. The +30pts Characters can innately sense supernatural
cumulative penalty increases to an hourly rate. Characters creatures that are not hidden or disguised. They
that receive at least three continuous hours of sleep per often sense a feeling of wrongness from the
day will avoid requiring this roll. individual. Players may choose the exact
sensation or warning they receive from this
upgrade. This upgrade does not inform the
Upgrades: character about the powers or race of the
+15pts Character only needs catnaps. Three hours of subject.
sleep per day will allow the character to avoid

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Truth Tell +40pts Increase PV by ten.


This option allows the character to know when +50pts Resistant. Protected against armor piercing
anyone is lying to them. Requiring the Mentalism skill, attacks.
the victim may resist the detection by using any applicable
social skill vs. Mentalism in a contested action.

Upgrades:
Unnatural Limb
+50pts The character can force the victim to speak This option allows the character one additional
truthfully. The victim may resist normally, and arm and hand combination. A set of extra arms (or odd
does not have to say anything. Anything said numbered additional arms) can be used to perform a
however must be the truth if they fail to resist. second task without penalty. However the task must be
similar to the first task. Thus the character cannot disarm
a bomb while sword fighting a Vartith or anything else as
complex. Also attacks must be ranged or close, not both!
Despite having extra arms, the character only
Ultra Vision has two eyes and must concentrate on a target if they are
This character can see in every known spectrum close. Most often the extra arms will come into play for
of light: Visible, Infrared, and Ultraviolet. In addition the holding different weapons to keep them at ready, or to
character can see heat emanations in the air and off fire more times at a single target at range, or engage a
bodies. This does not allow characters to see through single target in hand to hand.
solid objects.
Upgrades:
Upgrades: -15pts Limb is a tentacle instead. Tentacles have only
+50pts Characters can see through solid objects. The of the characters dexterity. Skill use by
range of this ability is dependent upon the tentacles has a penalty of 25 for complicated
density of the material being viewed through. actions. This option can be repurchased for
Denser elements such as lead or gold may each arm and hand combination.
prevent this ability.
+10pts Character has a full pair of extra arms and hands
instead of a single additional arm and hand
combination. This applies only to the first
additional pair.
+30pts One additional arm and hand combination.
Unnatural Armor +50pts Two additional arm and hand combinations.
The character has a self-repairing form of armor
that protects her entire body. The base PV of the
unnatural armor is 10. The form and description of the
unnatural armor can be anything from cybernetic body
armor, lizard scales, fur, toughened hide, metal, stone, or
even energy fields. The more durable and resistant the
unnatural armor, the more obvious it should be to Unremarkable
observers. The character has a knack for staying in the
background of every situation. The character generally
Critical hits may lower the PV of unnatural stays unnoticed and is quickly forgotten by those who do
armor temporarily. While healing normal or accumulated notice the character. The characters Beauty must fall
injuries, 10 points of healing may be diverted into between 45 and 55 and cannot be raised or lowered
regenerating one PV or armor. If the character prefers, without damaging this option. Unremarkable characters
two days of healing can heal 1 PV. cannot choose any options or weaknesses that would
automatically destroy this appearance of normalcy and
Upgrades: mundanity. Alter Ego and options with a marked change
-15pts Armor is artificial in nature and may be to the characters appearance could be used to retain this
removed, lost, or destroyed. ability and purchase options that would normally hamper
-15pts Armor is bulky and prevents any other armor or destroy this illusion. Characters may attempt
from being worn. contested Mentalism vs. Willpower rolls to return to the
-15pts PV is only 5 and cannot be increased. background if noticed. Characters with this option tend
towards average height, average build, brown hair, brown
+5pts Increase PV by one. eyes, and no distinguishing characteristics. This option
+20pts Increase PV by five. requires the Mentalism skill.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Upgrades: +5pts Balloon


+15pts Character has no background. The character +10pts Blimp
does not exist, was never born, and has no +15pts Plane
records of any kind. +30pts Jet Plane
+30pts The character has a complete set of legitimate +30pts Helicopter
records and papers for a false identity. While +30pts Small Hover Vehicle
the identity is false the documents are not and +50pts Large Hover Vehicle
will pass any scrutiny. This upgrade may be
purchased more than one time for an additional +100pts Small Space Shuttle
identity. +150pts Large Space Shuttle
+200pts Space Vessel

Vehicle +30pts Power Armor / Exoskeleton. This vehicle type


Most characters will begin the game with a is more of a suit of armor with mechanical
vehicle unless they did not select a lifestyle resource level lifting servos than a true vehicle. Grants the
for their character. If they did select a lifestyle level they operator the effect of Exceptional Strength of
do not need to purchase this option to have a regular car, +30 that may not exceed 110.. Cargo capacity is
truck, or mini-van. This option allows the players and 6 and the power armor only travels as fast as the
GM greater latitude to modify and build super-vehicles. operator can walk, trot, or run. Has one
The following list gives the number of freebie points that damage box and a PV of 0. Power armor can
a character receives if they trade in their normal Lifestyle also be created using the cybernetic hero type
resource vehicle to improve it. and simply selecting the options desired. This
Characters may also pool their option points to way the character will use their own statistics
purchase larger and more powerful vehicles. Upgrades and will generally be more powerful. Cannot
that are not appropriate for certain campaigns may have an auto-pilot system.
require additional points or be unavailable. Other options +50pts Small Humanoid Robot. This oversized suit of
may be purchased for the vehicle at the Cybernetic hero power armor is approximately 12-15 feet tall.
type cost. Some vehicle upgrades may require additional Having 18 cargo units, this robot grants the
space be taken from the vehicle. If the vehicle does not operator the effect of a Supernatural Strength of
have sufficient cargo capacity remaining then the option 120. Has three damage boxes and a PV of 10 to
cannot be installed. Passenger seating can be exchanged both locations.
for 10 cargo for every one passenger removed. Some +100pts Large Humanoid Robot. This gargantuan
systems can be miniaturized for double the point cost. humanoid robot stands between 20 and 30 feet
This allows the system to be installed for half the required tall. With a cargo capacity of 36 this robot can
cargo. be mounted with a wide variety of armaments.
The robot has the effective supernatural
Freebie Points by Lifestyle strength of 280 and will move at twice the
Lifestyle rating of 1 or 2 2pts characters base run. This vehicle frame also has
Lifestyle rating of 3 or 4 5pts five damage boxes and a PV of 20 to both
Lifestyle rating of 5 or 6 10pts locations.
Lifestyle rating of 7 or 8 15pts
Lifestyle rating of 9 or above 25pts

Basic Vehicle Chassis


+1pt ATV, 4 wheeler, or golf cart.
+3pts Motorcycle
+5pts Normal car, truck, SUV, or van.
+6pts Sports car or luxury car.
+10pts Motor-home
+10pts Tractor Trailer

+3pts Personal Watercraft (Jet-ski)


+5pts Sailboat
+8pts Motorboat
+13pts Speedboat
+18pts Yacht

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Vehicle Quality rocket ordinance racks. Requires one additional


-5pts Complete P.O.S. The vehicle is in extremely unit of cargo.
sorry shape. The vehicle loses two damage +20pts Quad Mounted Weapon. Four weapons may
boxes permanently and must roll twice on the be mounted on the same turret. These weapons
equipment failure chart for every effect roll. fire at the same target and count as two fisted
Vehicle also begins the game with one chronic weapon combat w/ three levels of
problem. Roll on the equipment effect table. improvement. This option cannot be used for
-2pts Past its Prime. The vehicle loses one missiles or rocket ordinance racks. Requires
permanent damage box and begins the game one additional unit of cargo.
with one chronic problem. Roll on the
equipment damage effects to determine this +1pt Mounted Sub Machine-gun. Any sub
problem. machine-gun may be installed. This requires a
-1pt Looks like hell, but works. While the vehicle turret to mount. The specific sub machine-gun
has one permanent point of cosmetic damage, may be determined by the GM or player but
the vehicle runs perfectly well. must be technologically available. Has a 100
round drum of ammunition. Additional ammo
storage may be purchased for 1 cargo for every
100 rounds.
Weapon Upgrades
+5pts Mounted Rifle Weapon. Any rifle weapon may
+1pt Gun-port. The character may stick a weapon
be installed. This requires a turret to mount.
outside of the vehicle and fire. This location
The specific rifle may be determined by the
counts as part of the passenger PV. Mounted
GM or player but must be technologically
weapons may not be attached to this turret.
available. Has a 100 round drum of
+1pt Directional Turret. This weapon is mounted in
ammunition. Additional ammo storage may be
a single direction and cannot be moved or
purchased for 1 cargo for every 100 rounds.
altered without special tools and time. These
+10pts Mounted Machine-gun. Any machine-gun may
turrets are frequently front mounted and
be installed. This requires a turret to mount.
operated by the pilot. Requires 1 cargo for
The specific machine-gun may be determined
ammunition storage.
by the GM or player but must be
+2pts External Direct Turret. This large turret is
technologically available. Has a 100 round
mounted on the outside of the vehicle and
drum of ammunition. Additional ammo storage
requires the direct operation of the weapon
may be purchased for 1 cargo for every 100
controller at the turret. This upgrade requires 2
rounds.
cargo. While purchased unarmored, this turret
may be further upgraded as an additional
+15pts Mounted Heavy Weapon. Any heavy weapon
location. Counts as a passenger location.
may be installed. This requires a turret to
+4pt Internal Turret. Similar to the external direct
mount. The specific heavy weapon may be
turret, this turret has only the weapon
determined by the GM or player but must be
mounted outside, and the operator sits inside
technologically available. Heavy weapons may
with direct control of the weapon. Requires 12
not be dual, tri, or quad mounted. Has a 20
cargo. Counts as a passenger location.
round drum of ammunition. Additional ammo
storage may be purchased for 1 cargo for every
+6pts External Remote Turret. This turret is
20 rounds.
mounted on the outside of the vehicle and is
+30pts Mounted Cannon. Has a single round chamber
operated by electronics or wires from inside the
of ammunition. Additional ammo storage may
vehicle. Requires 1 cargo for the weapon and
be purchased for 1 cargo for every 3 rounds.
ammunition. While purchased unarmored, this
+50pts Vehicle Mounted Weapon.
turret may be further upgraded as an additional
+300pts Mounted BFG. This weapon is the biggest,
location.
baddest weapon on the block. It requires 30
cargo and its effects are entirely at the GMs
+5pts Dual Mounted Weapon. Two weapons may be
discretion.
mounted on the same turret. These weapons
fire at the same target and count as two fisted
+30pts Rocket Ordinance Rack. A large system of
weapon combat This option cannot be used for
rockets may be installed onto the vehicle. This
missile or rocket ordinance racks.
rack may be mounted without a turret in a
+10pts Tri-Mounted Weapon. Three weapons may be
single direct fire system. Each rocket mounted
mounted on the same turret. These weapons
in this way requires 1 cargo. Racks attached to
fire at the same target and count as two fisted
turrets only require one cargo for every two
weapon combat w/ two levels of improvement.
rockets in storage and one for each
This option cannot be used for missiles or
simultaneous launcher. Each additional

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

simultaneous launcher require ten additional +50pts Ambient Shields. Grants an additional PV of 10
option points. to all locations. Further shield improvements
+50pts Missile Ordinance Rack. A large system of can be purchased at a rate of 3 PV for every 5
missiles may be installed onto the vehicle. This option points spent. Requires 25 cargo.
rack may be mounted without a turret in a +50pts Pinpoint Shields. This shield system requires a
single direct fire system. Each missile mounted tactical officer. Shield emitters create a small
in this way requires 10 cargo. Racks attached to 5x5 force field that can be projected and
turrets only require 18 cargo for every two maneuvered around the ship. The shield can
rockets in storage and ten for each simultaneous deflect one attack per action and uses the
launcher. Additional simultaneous launchers operators tactical weapons skill in the same way
require twenty option points each. as defensive tactics is used normally. Requires
15 cargo per shield unit.
+1pt Reinforced Grille / Nose. The vehicle has a
percentage chance equal to three times the body
PV of the vehicle not to take any damage from Performance Upgrades
head on collisions. If the vehicle does take +3pt An additional 2% bonus to maximum speed.
equipment damage from such a crash the first +3pt Electric Powered / Hybrid Engine. The vehicle
damage box will automatically be this piece of is either purely electric or a Gas / Electric
equipment. No other effect must be rolled for Hybrid engine.
that damage box. +5pts Additional 20% to maximum range before
refueling. Requires 1/10th total cargo space.
+5pt Computer Assisted Laser Targeting. Grants a +6pts Remote Control Operation. Allows a remote
bonus of +5 to tactical weapon strikes. An operator to pilot, check operational status,
additional bonus of +1 may be purchased for utilize weapon systems, and access vehicle
every two option points spent. computer systems. There is a 10% penalty to
+10pts Auto-Targeting. Computer has a 25% skill in piloting skills when using this system.
tactical weapons and one action per round. A +10pts An additional bonus of +2 to piloting rolls.
bonus of +5 to the skill costs ten additional +10pts Vehicle has a bonus of +5 to handling rolls for
points. An additional action costs fifteen option speeding and exceeding the recommend cruising
points (Max 3). speed only.
+10pts Auto-pilot. 25% piloting skill and an additional
5 skill for every ten additional points spent.
Armor & Body Upgrades +10pts Vehicle has a bonus of +5 to piloting rolls when
+5pts One additional point of PV added to either sudden braking is required.
Passenger or Body PV. Every three points of +10pts Additional Petroleum Engine. Secondary
PV added to the passenger compartment will engine with appropriate linkages in case the
reduce the cargo by 1. primary malfunctions.
+5pts Oversized. Grants a bonus of 10% to available +10pts Solar Powered. Photocells store energy that can
cargo, but grants a penalty of 5 to all piloting be used to power electric or energy using
rolls. vehicles. Requires 3 cargo for storage cells and
+5pts Fireproof. No flame or heat weapons can photoelectric cells.
damage the vehicle. Vehicles without a proper +15pts Fuel efficient. Allows a doubling of maximum
air-recycling or cooling system may cook its range before refueling.
occupants. +30pts Nuclear Powered. Requires 1,000 cargo.
+10pts One additional Damage Box. Each Damage +50pts Mini-Fusion reactor. Requires only 125 cargo.
Box requires 5 cargo. No vehicle may have +100pts Micro-Fusion reactor. Requires 8 cargo.
more than a 50% increase in Damage Boxes.
+10pts Vehicle Separation. The vehicle can split into
several smaller units, be they ejection pods, Special Upgrades
scout ships, or other mobile units. Each +1pt One additional unit of passenger seating.
separation point requires 3 cargo and the Requires 10 cargo.
additional option points to purchase the new +1pt Remote Ignition System. Start the vehicle from
vehicle. 500 feet away.
+15pts Hardened. Vehicle now has full PV against +1pt Winch & Cable System.
armor piercing attacks. +1pt Entertainment System. Television, VCR,
+15pts Radiation Shielded. DVD, console games, and other fine systems to
+30pts EMP shielded. Counts as being EMP shielded shut up the kids. Requires 2 cargo.
for electrical attacks, EM Pulses, or other +1pt Vehicle Tracking System. Allows the owner to
electronic counter-measures. Requires 1 cargo. monitor the position of the vehicle remotely.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Range of up to 10 miles. Requires 3 cargo.


+1pt Searchlight. Requires 1 cargo. +1pt. Bomb Bay. This upgrade creates a small
+1pt Loudspeaker. Requires 1 cargo. chamber that can be used to drop bombs, food,
+1pt Food Storage. Keeps one week worth of or people from the underside of the vehicle.
provisions (food & water) fresh and cool. Requires 5 cargo.
Requires 5 cargo for each individuals week of +1pt. Ejection Seat. Requires 10 cargo.
food and water.
+1pt Extra parachutes or life vests. Requires 1 cargo
each. +2pts Deluxe Accommodations. This includes a small
+1pt. Anti-Theft Systems. This system includes an kitchen complete with utensils and appliances,
alarm, electronically coded keys, a transmitter a full bathroom, small sleeping area and other
remote, and other modern anti-theft systems. living accommodations. This upgrade requires
+1pt Heads-Up-Display. This system is tied to all of 1,300 cargo.
the available computer and sensory systems. +2pts Docking Bay. Requires anywhere from 10
Displays can be set up as the players desire, in a cargo to 100+ cargo depending upon the size of
single unit or several smaller ones. the docking bay.
+1pt 4x4 / Off-road. This allows a vehicle to travel +2pts Changing License Plate (holographic, digital,
on rough terrain without the normal penalties. physical)
+1pt Personal computer network. Small LAN +5pts Turbo Boost. A sudden increase of speed. This
network inside the vehicle allows limited basic sudden acceleration will immediately double the
programming, data storage, and simple current speed of the vehicle for one round.
programs. Requires 1 cargo. May require a piloting control check. Requires
+1pt Food Preparation Devices. The vehicle is 3 cargo.
equipped with small stoves, microwaves, sinks, +5pts Above-water Propulsion. Concealed units
and other kitchen items. Requires 5 cargo. inflate or engage to allow the vehicle to travel
+1pt Oil / Liquid Dispensers. Requires 3 cargo for above the waves. Requiring only 10 cargo this
dispensers and five gallons of liquid storage. option allows the vehicle to travel at 45 MPH.
+1pt Smoke / Gas Dispensers. Requires 3 cargo for +5pts Anti Missile Chaff. Small device that mimics a
dispensers and gas canisters. vehicle in flight to distract heat seeking or other
+1pt Jettison. Small device that can jettison an item targeted missiles. Requires 3 cargo per chaff.
or items placed within. Smaller devices may +10pts Radar. Requires 3 cargo.
require only 1 cargo while larger items could +10pts Sonar. Requires 3 cargo.
requires 5, 10, or 20 cargo. +10pts Surveillance Equipment. Full complement of
+1pt Pontoons. Large inflatable or retractable visual, IR, UV, Night vision, thermal, and audio
devices that allow the vehicle to land on rivers, systems. Depending upon the tech level of the
oceans, and other bodies of water. Requires 3 campaign other devices may be included.
cargo per 20 total cargo. Requires 3 cargo.
+1pt Air Recycling & Climate System +10pts Pressure Resistant. Allows the vehicle to
+1pt Accommodations. These basic sleepers include remain undamaged in outer space, underwater,
a bed, a sink, toilet, kitchenette, and basic living or other high or low pressure areas.
requirements. The emphasis is on small and +15pts Stealth. This system electronically conceals the
only requires 175 cargo. vehicle from scanners, radar, sonar, and other
+1pt. Extra EVA Suit. These space suits require 1 detection units. Visual methods will still notice
cargo each, and the vehicle receives as many as the vehicle. Requires 1 cargo.
the passenger allocation warrants. +15pts Artificial Intelligence. This A.I. has access to all
+1pt Satellite Uplink. This upgrade requires 1 cargo of the electronic and computer systems installed
and includes a small satellite transmitter / into the vehicle. Certain operational systems
receiver. Capable of basic satellite services such such as Auto-pilot and Auto-targeting may be
as location finding, maps, and telephone service required to allow the A.I. to perform certain
this system is fully upgradeable and capable of tasks.
more complex tasks. +15pts VTOL Capable. This upgrade is only available
+1pt. Loading Lift. Includes a lifting arm or other lift on vehicles currently capable of flight. This
system that can raise up to 1000 lbs and only upgrade allows the vehicle to take off and land
costs 4 cargo. An additional 1000lbs. lifting from a stopped position. No runway is
capability is available for 1 option point and 2 required. 5 cargo is required.
cargo units. +15pts Repair Bots / Nanites
+1pt. Retractable Ramp. This retractable ramp +15pts Magnetic Grappler. Magnetically attracts
allows another vehicle to mount or dismount metals to the vehicle. Initial range is 20 feet but
while moving. Also useful for troop transport each additional point will increase the range by
or easily loading heavy objects into storage. one foot. Requires 3 cargo.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Water-born
+15pts Underwater Propulsion. Allows a vehicle to The water-born are a loose grouping of those
maneuver while underwater. Requires 7 cargo. creatures that have adapted to an aquatic environment.
Maximum speed is 20 MPH. They can all breathe normally underwater as well as
+30pts Space Propulsion. Requires a vehicle that can above, but are limited to either salt water or fresh water.
withstand the rigors of space and 10 cargo. They can all move at their normal movement rates while
These small concealed jets spray bursts of gases in water, and can fight without penalty there as well.
to maneuver the vehicle. Maximum speed is 45
MPH.
+30pts Helicopter Capable. Requires 150 cargo but Upgrades:
will allow another form of vehicle to extend a +15pts Not limited to only fresh water or salt water.
set of helicopter rotors. This will allow the +45pts Animal Communication
vehicle to fly and hover like a helicopter at a +45pts Supernatural swimming speed. This upgrade is
maximum speed of 45 MPH. identical to Supernatural Running Speed but
+30pts Hover Capable. This allows the vehicle to only applies while swimming.
hover up to 15' above the ground, and mimic +55pts Sonar
Anti-gravity vehicles. Maximum speed is 45 +90pts Control Element Water
MPH and requires 10 cargo.
+45pts Flight Capable. Requires 150 cargo to conceal a
set of wings and either a jet or propeller engine.
Maximum speed is 45 MPH.
+50pts Cryo-pods. Stasis / Freezing pods that prevent
aging and other effects. Requires 10 cargo per
Wealthy
The character has a tremendous financial
pod.
portfolio and has attained much wealth during his life.
+50pts Escape Velocity Rockets. Requires 100 cargo
The character has an additional two points of resources to
and a vehicle already capable of flight and is
spend in any of the following categories: Income, Junk,
sealed for space travel. These large rockets
Lifestyle, Natural Resources, Property, or Savings.
ignite and sent the vehicle racing at an
Characters may increase any of these resources above six.
astounding MACH 5.
+100pts Interplanetary Travel. The vehicle moves
extremely fast and can easily travel between Upgrades:
planets in a solar system. This upgrade requires +10pts One additional point of resources to be spent on
150 cargo and may not be available for all a resource with a rating of six or less.
campaigns. +20pts One additional point of resources to be spent on
+300pts Faster than Light Travel. This vehicle utilizes a a resource with a rating of six or more.
system that allows it to travel via hyperspace,
slip-space, or warp faster than the speed of
light. Requires 1,000 cargo.
+450pts Jump Engines. Near instant teleportation
across vast space. Requires 1,000 cargo.
Weather Control
This option allows the character to control the
weather within a 1-mile radius. The character has
complete control over the temperature, wind speed,
precipitation, humidity, cloud cover, and even barometric
pressure of his domain. Major changes require several
minutes to complete and will incur penalties to the
control roll. Any diametric seasonal events or conditions
will always require a Willpower roll to complete and may
have a penalty as determined by the GM.
Unique events such as tornadoes, hurricanes,
immense lightning storms, and monsoons will require a
Special Maneuver and five minutes to summon. The
weather control will last as long as the creator desires, but
repeated attempts will begin to tax the character. This is
entirely at the GMs whim and discretion. This option
requires the Control skill.

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Charles Weston (order #2827343) 6


Step 6. Options & Powers

Upgrades: arcane tomes to know how to wield magic, they just call
+15pts Grants one additional mile radius of control. on it and it is there. When purchased, this option grants
+30pts Requires half normal time for weather change. its user three spell effects with a minimum skill of 30 or
less.
Every additional experience level will give the
character a bonus of +30 to the range of allowed
minimum skill for spell effects. The character will
Well-Connected automatically learn one spell effect from this new range of
The character knows a lot of people in many spells. Characters must choose to spend option or
walks of life. The character has an additional two points experience points to gain additional spells effects. All
of resources to spend in any of the following categories: spells cast are cast using the Cast Wyrd Magic skill, and
Allies, Contacts, Extras, Fame, Friends, Human may be selected from any Discipline. There is always a
Resources, Influence, Informants, Mentor, or Patron. penalty equal to the normal spell casting penalty of the
Characters may increase any of these resources above six. spell effect. It should be noted that due to the unusual
channeling of magical energy, a Wyrd Mage can not have
any of the more common magical disciplines.
Upgrades:
+10pts One additional point of resources to be spent on Wyrd magicians are not drained like standard
a resource with a rating of six or less. magicians. Instead the drain is applied as lost temporary
+20pts One additional point of resources to be spent on health. These wounds are unable to be healed by any
a resource with a rating of six or more. means, but return at the rate a mage would recover from
drain. A wyrd mage that drops below thirty Health will
begin to suffer penalties as if their injury points had fallen
to an identical level. If a wyrd mage should ever drop
below one point of Health they will perish unless
immediate medical attention is applied.
Will-working
This very potent option allows the character to
warp reality to suit their desires, perceptions, and whims.
This option can only be selected by characters with a Upgrades:
-30pts Character takes twice normal health drain for
Willpower rating of at least 80 and requires the Control
skill. In general practice the character must roll their spells.
Control skill to gain the desired effect for simple changes.
Changes that involve technology, life sciences, or other +50pts Character only takes half of the normal health
drain for spells. Rounded up.
complex areas of knowledge may require a skill roll in
that field of study rather than a general Control roll. +50pts Character recovers health drain at twice normal
rate.
More complicated changes may have a penalty to this roll.
For example: A character wants to fix their car by just
willing it done. Simple things like basic maintenance or
fixing a flat could be done with a simple Control roll.
Fixing the alternator or suspension system will require a
more detailed knowledge of the car and its components.
Spell-like effects require a spell casting skill in
the appropriate Discipline. Characters with this option
may purchase these skills to implement this ability but can
never learn true spell magic. There is always a penalty
equal to the normal spell casting penalty of the spell
effect.

Wyrd Magic
Wyrd magic is natural magic that flows through
the magician. The flow of magical energy in the mage is
such that magic is natural and easy for him or her. A user
of Wyrd Magic does not need to study books or scrolls or

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Weaknesses & Flaws

Weaknesses & Flaws 3 - 10pts Trivial


15pts Minor Weakness
Weaknesses are any aspect of a character that 30pts Flaw
hampers, injures, or self-defeats. Weaknesses should be 50pts Major Weakness
constantly affecting the character or have great potential
90pts Crippling Weakness
to harm or restrain the characters actions. Weak flaws
such as mental quirks, allergies, phobias, or social
reactions are mostly role-playing in nature and should be
The following list of weaknesses should not be
considered trivial at best. Strong personal enemies,
considered complete by anyone. This listing of common
weaknesses to certain substances, and being hunted by
weaknesses and the previous broad guidelines should
large organizations are far better weaknesses and grant
allow the GM and player to compromise on the effects
more points. Players should be given a maximum level of
and values of the weaknesses they create. Half of the fun
weakness points, and the chart at the beginning of the
of a character is in their flaws. The more interesting and
Option Point step gives a level of suggested point values.
unique flaws the character possesses the more fun they
Some GMs may wish to extend this amount, while others
will be to play. And the best flaws are tailor made to the
may allow the player to select as many as desired. Sicker
interests, abilities, and options of the character.
GMs may allow open-ended purchasing, but choose all of
the weaknesses after the first 30 points.
Addiction Minor addictions to mostly
Trivial weaknesses are rarely encountered or do harmless substances such as caffeine or food are
not affect the character greatly in game-play. They trivial at best. Give 3 points to the player crass
include phobias, mental afflictions such as paranoia, enough to ask for this pathetic gain of points.
minor addictions, and allergies. Most trivial weaknesses Cigarettes are worth 15 points and have a
should only be worth 3 points, but some of the more specific effect. After 10 rounds of physical
interesting or harmful ones could be worth up to 10 activity the character must roll Health or be
points. forced to rest and catch their breath. Legal drug
Minor Weaknesses are just a stage above trivial and alcohol addiction are far more fun and
ones and begin to really hamper the character. While worth 30 points. While legal and not especially
rarely able to kill a character, these weaknesses will difficult to obtain, the aftereffects of a drunken
usually only humiliate, disgrace, injure, or weaken. These character brawling with everyone around could
weaknesses are usually worth 15 points, but some may be be very interesting. For the same reasons Illegal
worth up to 30 points. drug addiction is worth 45 points: since they are
illegal, characters are breaking the law, and if
Flaws are the basic level of weaknesses. If a caught they may be out of the campaign.
weakness is solid, affects the character at least once a Advanced Age The character begins the game
session, affects the way he acts, and doesnt seem to be some point during or after middle age.
able to out-right kill or maim the character it may qualify. Characters can choose to be older without
Examples include no sense of smell or taste, no depth taking this weakness; this simply means that
perception, and dependents. Flaws are worth 30 points, those characters are still in good shape and not
but some more creative flaws may extend up to 45 points. feeling the effects of age. Middle Age grants 15
Major weaknesses will probably get a character points and reduces all physical attributes by 5
killed eventually. Perhaps the character has lost a hand, permanently. Those Mature characters will
cant hear a word, or reacts extremely badly to some have a penalty of 10 to all attributes but will
uncommon substance. Some options require that a gain 30 points to spend on options. Elder
character take a major weakness. These weaknesses characters will receive a permanent penalty of 15
should be to a common substance that will limit or to all physical attributes and receive 45 points to
temporarily eliminate their powers. Silver is a common spend. All attribute penalties also apply to the
weakness against were-wolves, and so is the example of max attribute column.
the man from space and that icky green rock. Each is Alien The character is not from around here.
worth a base 50 points but may be worth up to 75. He does not know the local landmarks, culture,
Crippling weaknesses are so bad that personalities, and may have difficulty with the
most players will have to compensate in some way or lose language. This character is required to roll Lore
the character. These weaknesses include permanent Current Location for any related knowledge.
blindness, paraplegia, or powerful world-class villains. As Whether the character is from outer space,
long as the character survives, they receive the benefits of another dimension, or just across the border
a 90-point weakness. they gain 15 points.

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Weaknesses & Flaws

Dependants The character has a sick mother mediation, hard work, and tears.
at home, a crippled wife, or a young child. Hunted An organization wants that character
These poor NPCs need the characters love and dead or under their control. This dark
attention and often become the favorite target organization provides 45pts, should be created
of GMs and villains alike. Dependants are by the GM and should have at least 120 points.
worth 30 points for the first and 5 points for Larger organizations are worth 60 points and
every additional. have at least 250 points to spend on
Depth Perception Perhaps the character has organizational upgrades. These organizations
lost an eye, or his vision just doesnt work should follow the same factors as enemies:
correctly. Either way the character has a Frequency; Power; and Motive.
penalty of -20 to all ranged skills and gains 30 Illiterate This weakness is worth 30 points
points of weakness. and is only available in chronicles that grants
Distinctive Features Another trivial free language skills and literacy to characters.
weakness. These features should be impossible Chronicles that do not assume literacy cannot
to remove or permanently disguise. The more benefit from this weakness. The character
odd, unusual, or unique the more they will be cannot select any literacy skill, but can choose to
remembered and the more points they will be purchase additional languages to speak.
worth. 3 10 points maximum. Characters can spend option points to pay off
this weakness later during the chronicle for the
Enemies Ah, personal enemies. What better
full 30 points.
way to introduce NPCs who want to beat the
crap out of the players? The point values on Inept The character just cant seem to
enemies are based upon two things: how understand one category of skills. The
powerful they are; how often they show up to character must choose one skill group (or create
hurt the characters; and how badly they want to a new large related skill grouping) that their
hurt or kill the character. Rivals are mostly character has trouble grasping. The character
those who want to humiliate the character or must have access to the skills within the group,
prove their superiority, but dont wish any and have selected at least one of the skills.
permanent harm. They may even team up with Every skill in that skill group has a penalty of
the players later on to accomplish a shared goal. -10 to all rolls. In addition, increasing the skill
Most enemies are worth 30 points. They are with experience points is more costly by one
equal in power to the character and have experience point per skill rating. The base
resources and abilities that rival the groups value for this weakness is 30pts, but smaller
abilities. The more common the enemy, the groupings may reduce this to 15pts or fewer.
less they should want to hurt the players. The Instability - A certain amount of basic leniency
more powerful the enemy, the less frequently is assumed with most powers. For purposes of
they should appear in the campaign. Enemies convenience, form shifts keep your basic
that have more than one of these factors maxed equipment and apparel intact, auras don't
should be worth 45 or 60 points. disrupt other sensitive equipment, et cetera.
Extra Injury Taken - The character is simply This weakness changes that. The minor
susceptible to some form of attack. The player version (10pts) makes it such that the power it
should choose a fairly common attack form and is applied to causes all sorts of harmless, but
receives 30 points for double injury inflicted. meddlesome, effects. For example, a force field
Every additional multiplier will grant an power might really hamper your cell reception,
additional 15 points to the weakness. a stone form might get all your clothes covered
in rock dust when you shift out, and high
Honor Codes While most beliefs and
gravity might ruin all the elastic in your
personality quirks should not be considered
waistband. There are times where this will
weaknesses there are some codes of honor that
clearly hamper the character, but it should never
do hamstring the character. A knightly code of
be truly dangerous. The major version (30pts)
honor will constrain and control a character
and is far more troublesome. Most form shifts
when they may be dead set against it. A pacifist
utterly destroy your clothing and any items
will never kill even if they want to save
being held. Auras would damage sensitive
anothers life. Stringent codes of honor count
equipment and possibly interfere with nearby
as 30 point flaws. Less stringent codes may
fields. These effects should be truly hampering
only quality for a 10 or 15 point weakness. The
for the character, as well as those around him.
GM may allow a Willpower roll with a hefty
penalty to combat the code, but the character
must atone for this digression with prayer,

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Weaknesses & Flaws

Karma Karma is the universes way of Obsessed The character has one thing in their
balancing everything out. Good deeds are life that comes before all others. Whether this
rewarded, but foul and evil actions are is an object, person, or place the character gains
punished. The character or GM should keep 15 points. Every time this obsession comes into
track of major actions that the character play the character must roll Willpower to resist
attempts. Each good act should give the falling into the obsession. The GM should
character one positive point. Each selfish, apply penalties to this roll depending upon the
uncharitable, or rotten act should give a nature and severity of any threat or large benefit
negative point. And yes hurting someones associated with the obsession.
feelings does count as a negative point. Out of Shape The character is either
Attacking a guard counts as a negative point. overweight or just plain lazy. Dont be
Any combat that is not in purely self-defense offended I have this weakness myself. Every
counts as a negative point. Once the karma minute of strenuous activity requires a Health
goes negative, then the character suffers a roll or the character must rest for one minute.
penalty of 5 times the characters experience This weakness is worth 15 points.
level to all rolls. This counts as a 30-point flaw.
Poor Eye-sight This affects both normal and
Major Debt The character owes someone a any other forms of vision. The character
lot of money. 4d10 + 10 times $1,000 actually. suffers a penalty of -10 to all Awareness rolls
This loan source wants their money back now, concerning vision. The character gains a
and the character had better not think about number of option points equal to the vision
bankruptcy laws unless they want to swap this penalty. Characters with distance vision cannot
30pt weakness over for hunted. take this weakness, but those who wear glasses
Mental Bitch Someone owns the characters or contacts may. Blindness grants 90 points of
mind. This person is usually a rival or a villain, weakness.
and the character will always fail a willpower Power Limitations These weaknesses apply
check against them. The character receives directly to the power just like negative
15pts for this humiliating weakness. upgrades. An option that cannot affect roughly
Monster The character looks to be 10% of possible targets is worth a 5 point
completely alien, monstrous, or unearthly. weakness. A 50% loss of possible targets is
Characters such as bug-eyed space aliens, worth 15 points of weakness. A 75% loss is
mutant animals, and other monsters may take worth 30 points of weaknesses, while an option
this 15-point flaw. Standard races such as that can only affect a select few individuals is
Secotah and Vartith already have this flaw worth a whopping 50 points of weakness.
factored into their point cost. Rage Rules The character is overrun and
ruled by his rage. Certain options or races may
have this weakness mentioned in their
description. The character cannot control their
emotions and will lash out at the slightest
provocation, at least verbally. If the character is
injured, slighted, or greatly annoyed the GM
may require a Willpower roll. If this roll is
unsuccessful then the character flies into an
uncontrollable rage attacking the instigator. If
the roll is successful the character had better get
out of that situation quick, before additional
jibes and aggravation require a second
Willpower roll, this time at -20. The third roll,
if required, should be made with a penalty of
-40. Once the character rages, very little should
allow an additional willpower roll to regain
control. Major events such as killing a good
friend or loved one may allow such a roll. The
character can instantly change victims if a new
victim appears that is more aggravating than the
previous target. Once a victim is on the ground
unconscious (under 0 IP) the character may
attempt an additional willpower roll at the same
level as they failed. If successful the regain

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Charles Weston (order #2827343) 6


Weaknesses & Flaws

control. If failed then they choose the next


closest target to maim. This is a 30-point
Step 7. Purchase Resources
weakness. Resources are usually a reusable or renewable
Slow The character can never run. Whether resource that affects the characters wealth, standing, or
from an old war wound, a misshapen body, or provides a bonus to other traits. They are rarely inherent
other physical defect the character can only to the character, more often being reflections of the
walk, jog, or trot. This weakness is worth success or failures that a character has had previously in
15pts. If the character desires additional steps his life. Resources should not be manipulated often by
are also worth 15pts and will reduce the the Game Master without plentiful warnings and chances
movement by one level (Trot, jog, walk). to restore a temporarily lost Resource. Resources may be
Characters who cannot walk can only hobble at purchased after creation if the character has a logical
5 feet per round. reason to acquire or improve it. In the same way,
Resources may be transferred from one to another if
Stench The character stinks to high heaven. certain life changes occur to the character. Not every
The precise nature of the odor is left to the resource will be applicable to every chronicle, setting, or
player, but the character will receive a 10 character. Nor will every Game Master feel comfortable
penalty to all social rolls and may cause those in allowing characters to have certain levels of resources.
close quarters to roll Health checks. This
weakness is only worth 10pts. Resources are traits that are rated from zero to
ten. A character with a rating of zero will not have any of
Tainted The character can be detected as if
that resource available to him. A rating of one or two
they were demonic or supernaturally evil, even
means that the character has very little of the specific
if they arent. This is often taken by characters
resource. Most characters will have an average resource
that want a little bit of demon in their heritage,
of three to five. Any resource with a rating higher than
but can never be taken by full demons. 15pts.
five is significant. A rating of ten denotes that the
Weak-willed This character is in far greater character has a fabulous amount or availability of the
danger of the other player characters than the resource. Resources can theoretically be increased past
enemies. After all, the enemies will just use ten, but this should be limited to major corporations,
him for their evil deeds over and over again. governments, and powerful organizations. All characters
This 30pt flaw reduces any Willpower roll by - begin the game with 10 points that may be allocated
20 against illusions, mind control, Mentalism, between any chosen resources. No character may have a
or obsessions. resource rating higher than six without a specific option.
Wimp This character cannot stand physical Additional points of resources may be purchased at a rate
pain and will react badly earlier than most. At of 10 Option Points per point of resource.
36 to 45 injury points remaining the character Resources are used during a session either as a
will suffer from the first injury level (winded & bonus, as the rating, or as a skill. When used as a bonus,
sore) effect. From 26 to 35 injury points the the resource rating should be squared and added to the
character will suffer the hurting effect level. applicable attribute or skill. E.g. A resource of 3 will
From 16 to 25 injury points remaining the grant a bonus of +9 to the applicable trait, while a
character will suffer as if they were in the third resource of 5 will grant a heftier bonus of +25. For
effect level (Lot of Pain). Wimps encounter simpler rolls that only involve the specific resource, roll a
the final effect level from 1 to 15 injury points d10 and compare the result. Any result equal to or less
remaining. They will still only pass out at 0 than the rating is successful, otherwise the resource is not
injury points. This flaw is worth 30 points. enough to accomplish the task. Some actions may require
Youth These characters have not yet fully that the resource be the equivalent of a skill or attribute,
developed mentally, physically, or emotionally. often for resisted actions. GMs who wish to have the
They are considered minors and cannot enter potential for critical success or failures in the resource roll
into legal contracts. Many adults do not fully may choose to use this for more common resource rolls.
respect kids and the NPCs should reflect this In such a case multiply the resource rating by ten to
attitude. In addition the character may not determine the equivalent rating. E.g. A resource of two
begin the game with any education level better used in a resisted action will have an effective rating of 20,
than self taught, nor any attribute greater than while a resource of 5 will have an effective rating of 50.
60, unless supernaturally enhanced. This
weakness is worth 30 points but can be cured
with age. Every campaign year after the
character begins the game they will gain 5
points to all of their attributes until they reach
their actual attributes. At that point this yearly
increase will cease.

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Charles Weston (order #2827343) 6


Step 7. Purchase Resources

Allies Arsenal
Allies are non-player characters that assist the This resource describes how many weapons,
character with important or dangerous tasks. An ally is guns, and ammunition the character can acquire with
someone who believes in similar causes, ideals, or beliefs. regularity. Characters will have a steady supply of
As long as you are working for the same goals or pursuits equipment based upon the Arsenal Rating. These
then they will sell nearly any goods, information, or weapons should be considered untraceable: serial
services that they can acquire. Special, dangerous, or numbers shaved off, multiple blind drop points, or
unusual services can often be had for the right price. Easy minimal decoration. Players should decide where the
services, cheap items, or simple services may be given free arsenal is located, and why the character has access to it.
of charge. Some allies will fight or place themselves in The character should never be presumed to have the
danger for the common goal or ideal. Some allies are arsenal on his person.
more mercenary in nature and the only cause they will
strive for is cold hard cash.
Arsenal Ratings
For every two points of rating in this resource 12 Characters can obtain only standard
the character has one ally. Allies begin with 1/3rd the ammunition or simple weapons such as knives
normal option points allowed for player characters. and throwing stars.
Additional option points may be allowed by the Game
Master to flesh out an ally. Allies should be a joint 34 Characters have access to cheaper handguns and
creation between the player and Game Master, and should melee weapons such as swords, clubs, or axes.
be used to balance and further develop the character.
Every ally should be treated as a player character with a 56 Characters are now able to acquire less common
background, concept, history, and personality: not simply ammunition, such as silver or wooden bullets,
as a list of stats and ratings. for firearms. All melee and ancient missile
weapons are available to the character. The
character can now obtain hunting rifles,
shotguns, most handguns, and a variety of
common weaponry. Police style body armor
and some specialty surveillance equipment are
also available.

78 These characters have built a substantial arsenal


of common weaponry. The character will have
a wide variety of handguns, rifles, shotguns, and
melee weapons. Military style body armor is
available as well as various illegal ammunition
types. The character may also have access to a
few pieces of military hardware and weapons.

9 10 These characters give a bad name to survivalists


and NRA members. Characters with this level
of arsenal have a plentiful supply of small arms,
ammunition, body armor, military weapons,
surveillance equipment, and melee weapons.
They also have access to heavy weapons such as
machine-guns, flamethrowers, and mortars.
Alternate Selves
Characters with this resource have alternate
versions of themselves across other realms of reality. The Contacts
greater the rating the more other selves are strewn Contacts can be anyone that the character
amongst the plenum. These alternate selves are generally knows who is trustworthy enough to sell or trade
separate and distinct from the character, often having services. These services will vary wildly based upon the
wildly different histories and personalities. This resource skills, occupation, interests, and knowledge of the contact.
will often have more impact in trans-dimensional Contacts will generally only peddle information and safe
chronicles, but the GM may choose to use this as a services: dont expect one to put his neck out for a player
resource to draw upon other skills, knowledge, and character. Each rating point of contacts is equivalent to
abilities from across the boundary. one primary contact person. As the rating increases the
number of minor contacts should increase appropriately.

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Charles Weston (order #2827343) 6


Step 7. Purchase Resources

This resource should be further defined by the from the players, but it should become known during the
specific occupation, sub-culture, or faction. Common chronicle.
examples of such groupings include Criminals,
Politicians, Police Officers, Professionals, Academics, Lower levels of this resource generally give no
Mafia, Vampires, Bureaucrats, and even Gamers. This bonus in terms of game mechanics. However, non-player
resource can be selected more than once if multiple characters will often act differently around a character
groupings are desired. The player and Game master with destiny as they unconsciously try to assist or hinder.
should discuss how the character gained the contacts and Those with the gift or ability to read the fabric of fate
how he maintains their relationship. may be more adamant and obvious about helping,
obstructing, or remaining neutral. Characters with a
While generally trustworthy, contacts can higher level of Destiny are fated to change the face of
betray or inconvenience a character if sufficient reason nations, alter the course of history, and often become
exists. Game Masters should be generally helpful with legend. Any character with a Destiny greater than six
contacts that are purchased as a resource versus those that adds one to his Drama Pool.
are acquired during play. This is the largest difference
between contacts gained using resources, the streetwise
skill, and good role-playing. The Game Master and
player should describe and create important contacts.
Very few contacts will have any options, abilities, or Extras
powers. Extras are the servants, followers, and
subordinates of the character. They may like and respect
the character, but they either do not have the same
rapport or ability as a friend or ally. They are intended to
be the butler, the chauffer, and the personal assistant.
Each extra should be a full and complete individual with a
Database concept, personality, desires, and goals. As long as the
The character has access to an online database supervisor assists them in garnering their desires they will
or information archival system. This access may or may serve faithfully and well. They may not just be working
not be legal, authorized, or morally correct but the for the character out of a desire for money; many extras
character has experience with the system and a history of are looking for power or prestige. The character has one
accessing it. Reasons for the access could be as simple as extra for every point of rating in this resource. Players
having a girlfriend who works with the database and gives and Game Masters should create any extras together, but
up the pass-codes to as complex as the character extras often do not have any option points.
continually hacking the system. Whichever the situation
the character should have free access to the information
contained within. Every database requires a separate
resource.
The rating of this resource describes how large,
how complete, and how private the information contained Fame
within. Low ratings may only give access to small This resource is a measure of the popularity and
governmental databases that keep track of fishing licenses prestige the character has attained. Famous characters
or school grades. Higher levels of database include state- may benefit from enhanced social modifiers, perks from
wide departments of motor vehicles, FBI criminal fans, and adoration by others. Corporations and
databases, or even NSA systems. Most databases fall organizations may ask the character to endorse products,
somewhere in the middle and require consensus between services, or public messages. Characters may also find
the player and Game Master. others who loathe their personal views and take
opportunities to make it known. The character will
suffer a loss of privacy as everyone wants to know where
they are, what they are doing, and what they had for
breakfast.
Destiny Low levels of fame denote that the character is
Characters with this resource have been blessed only known locally or in a small sub-culture: local football
or cursed by fate to accomplish some action or goal. Any star or web-comic artist. Higher levels of fame should be
aura reading, long term fortune-telling, psychic senses balanced by the target group and the level of renown.
used upon the character will reveal this. The exact fate The smaller the target audience or sub-culture the greater
for the destined character should be decided by the player the fame in that particular group, but a much smaller level
and game master, but the more important or large the of fame in the mass market. Starting with a Fame of
destiny the higher the Destiny rating must be. Some eight characters will begin to become a household name in
GMs may wish to keep the characters Destiny secret national or even international media.

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Charles Weston (order #2827343) 6


Step 7. Purchase Resources

Friends returned, simply taken. Options or races that require this


Friends are important non-player characters resource will describe the mechanism for use in the
that are extremely loyal, dedicated, and intimate with the description, but often each rating of Human Resources is
character. They are intricate parts of the characters life the equivalent of one individual person.
and know much about the characters flaws, weaknesses,
and strengths. They will stand by and assist their friend
in times of need and strife without much thought to their
own interests or goals. For this reason, many friends are Income
truly only allies in the mechanics of this game. This is one of the more common resources and
For every three points of rating in this resource most characters should purchase some rating in it. It is a
the character has one friend. Friends begin with 1/3rd the measure of the total income that the character receives per
normal option points allowed for player characters. month from an occupation, endorsements, royalties,
Additional option points may be allowed by the Game criminal activities, or any other non-investment source.
Master to flesh out an friend. Friends should be a joint This is the amount remaining after taxes and after any
creation between the player and Game Master, and should expenses. Characters that make a good living may have a
be used to balance and further develop the character. low income if they have a large house, fancy vehicle, or
Every friend should be treated as a player character with a spend much of their income on gadgets and weapons.
background, concept, history, and personality: not simply Players must declare the activity that garners the income,
as a list of stats and ratings. and must maintain that activity or else the Income
resource may wither. Players who wish to declare that the
income is in some way independent of any regular activity
may spend double the points for the privilege. The
source of the income must still be declared, and it must be
reasonable for the characters concept.
Income Ratings
0 The character does not have any steady income.
The character must keep track of all expenses
and micro-manage all fiscal gains and losses.
1 Character has a very small amount of income.
The character only receives an extra $200 a
month after expenses.
2 Character has a very small amount of income.
The character only receives an extra $400 a
month after expenses.
3 Character has a small amount of income. The
character receives an extra $800 a month after
expenses.
4 Character has a comfortable amount of income.
The character receives an extra $1,200 a month
after expenses.
5 Character has a comfortable amount of income.
Human Resources The character receives an extra $2,000 a month
This resource is a bit of a misnomer in that it after expenses.
does not refer to employees or subordinates: that is the
purview of Extras. Human Resources are used by several 6 Character has a sizable amount of income. The
supernatural creatures or callous super-beings to extract character receives an extra $3,000 a month
some essence or substance from a victim. This essence or after expenses.
substance should be a renewable resource and regained by
the victim after a period of time. The exact nature of the 7 Character has a sizable amount of income. The
resource is very specific to the individual character. For character receives an extra $5,000 a month
example: vampires use Human Resources as a measure of after expenses.
their human blood donors, psychic leeches use it as a 8 Character has a huge income. The character
measure of the emotions they can drain from a victim, receives an extra $10,000 a month after
while some demons use it as a measure of sexual partners expenses.
they have acquired. This resource is never shared, never

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Charles Weston (order #2827343) 6


Step 7. Purchase Resources

9 Character has a fabulous income. The character should select which criminal group they are allying
receives an extra $20,000 a month after themselves with and their approximate level of power.
expenses. Being a lieutenant for a gang of thugs is much different
from being a lieutenant for a New Jersey Mafia family.
10 Character has a fabulous income. The character In addition, criminal organizations are often not known
receives an extra $30,000 a month after to each other outside of a certain radius. A New York
expenses. mobster would have a much harder time attempting to
influence anyone out in Washington State, but a few
phone calls might at least get a meeting with a local leader
or two.
Influence The Media in this country today has a huge
Influence is the resource that reflects the level of influence on most Americans. A character with
political muscle that the character has garnered. Influence some level of this resource can dictate what is shown or
includes the political connections, favors owed to the printed, when it is distributed, and how it is distributed.
character by those with power, governmental authority, Those with this resource do not have to be famous to
blackmail information, and other elements that could exercise their power. It is the people behind the scenes
influence the way another person acts. This is entirely a that determine most of what we see everyday: the field
social resource and does not rely on any options, brute reporters, the directors, and the corporate executives.
force, military power, or mind control to have sway. And this resource is not limited to television: radio,
Characters with a low level of influence may only affect a newspapers, internet blogs, magazines, web-zines, and
small number of people greatly, or a great number of recording labels are all possible spheres of influence.
people minutely. Players and GMs should decide on While not as instantly effective as political influence, even
which rating is appropriate for the amount of influence politicians take notice when their constituents seem to
desired. really care about something.
Players must select the sphere of influence that Religious influence has been a great source of
the character possesses. Each sphere of influence is a power in human history. This sphere of influence deals
separate resource and must be purchased separately. solely with the internal politics of the specific church.
Most influence is based upon allies and friends in Characters that desire direct political power should select
government. Political influence is divided into the three one of the other spheres of influence. In some ways this
branches of government: Judicial, Executive, and sphere is similar to both legislative and media influence.
Legislative. Each branch has its own political players, Those in power can alter existing doctrine, enforce edicts,
advantages and drawbacks. A character with a great deal and control church law. They can also instruct priests on
of legislative influence may be able to dictate the way a what to tell their worshippers about certain issues. They
certain law is written and who votes for it, but may not be may also be able, with enough time and influence, to
able to stop the governor from applying his veto. Most change the basic tenets of what is held as good and evil of
executive influence is obtained by actively being a part of the larger culture.
government. Most executive agents from police officers
to IRS agents have lower levels of executive influence: the Academic influence is similar to religious
influence is granted by their governmental authority. influence. Both have a hierarchy that tells those within
Without that authority they are just a guy in a cheap suit what to teach, how to teach, and when to teach. It also
waving a piece of paper. With it they may have control spreads ideas to students and the greater outside culture.
over a situation or the edge to accomplish their goals. While it often isnt as powerful as the other spheres of
influence it often has the longest effect upon the
Politics is not the only form of influence. Every population. Teachers and administrators are shaping the
culture in human history usually has a hierarchy or set of next generation of students, and shaping the next
leaders, rules, and regulations. While some of these sub- generation of teachers and administrators.
cultures may not have power outside of their fiefdoms,
they may control life and death situations within. If the
campaign offers other races, hidden cultures may have
developed with their own unique power circles and
political systems. Each is a possible source of influence.
The more common spheres of influence beyond political Informants
include: Criminal, Media, Religious, and Academic. Characters with this resource have a network of
Criminal influence is a very broad and complex informants, stoolies, and spies that gather information.
sphere of influence. In most societies there are groups of Unlike Contacts, this resource denotes the total size of
competing criminals and organizations. While they may the information network, not the number of individual
occasionally work in unison to further some joint project, people within. Every informant expects to be paid for
most criminal groups do not interact peacefully. Players information, although this payment may not be financial
in nature. Drugs, information, services, freedom, and

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Charles Weston (order #2827343) 6


Step 7. Purchase Resources

resources are all possible methods of payment. The larger Laboratory


the resource rating, the larger the area occupied by the Laboratories are locations that the character has
informants and the density within the sphere of influence. access to which will assist his ability to experiment or
Informants will never act on the behalf of the character, study new knowledge. Laboratories are either scientific
they simply observe and expect to be well paid for their or magical in nature, depending upon the methods and
troubles. The player and Game Master should design the abilities of the character. Laboratories that are dual use
personality and desires of several informants for scenes should be twice the cost per rating point. Low rated
when the information changes hands. laboratories are little more than spare rooms with a few
basic tools. Mid-level laboratories have enough tools,
sensory equipment, and research equipment. High level
laboratories are a scientists dream. Often filled with
labor saving devices, they often incorporate cutting edge
Information Technology sensory tools, chemicals, and hazmat protections. Some
This resource is a reflection on the availability laboratories require test subjects that are included in this
and expenditures on computers and hardware of a resource: whether sentient or otherwise.
character. The IT of a character is an ever changing set of
PCs and mainframes which must be upgraded and
patched regularly. The resource is only applicable for the
Technology Level of the chronicle, higher or lower TLs
will have a rating relative to the mean.
Very simple systems and older computers will Library
have a low IT rating. An old computer that has been in Libraries are collections of knowledge. While
production for over six years may have a resource rating the Database resource may have a great deal of accurate,
of 1. This rating may also apply to tiny devices, current, and pertinent information it is far more limited
equipment from other locales brought into the main than the Library resource. Libraries can have a mix of
chronicle, or simply poorly built machines. Less powerful computer databases, books, audio discs, magazines, and
models than the average computer or those between two other media sources. There are three distinct types of
or three years may have a resource rating of 2. Libraries: General, Technical, and Occult. Each should be
purchased separately. Libraries should be used to
A brand new store bought computer will have a facilitate research skill rolls, grant bonuses to knowledge
resource rating of 3. This is a very average new computer rolls, and allow for the learning of new skills. Low rated
and will be continually upgraded via this resource to stay libraries are often small rooms with large bookshelves or a
current. Cutting edge prosumer models, small networks, few very detailed and well researched tomes. Higher
and more advanced miniaturized systems will have a rated libraries are often huge sprawling affairs with
resource rating between 4 and 6. Supercomputers, large multiple floors, dedicated librarians, and excellent
networks, and highly advanced technology will have a research potential.
rating above 7.
General Libraries are best typified by the public
library system. They have a mlange of topics in a wildly
diverse set of media. A character can find information on
cooking, auto repair, computer programming, ghost
Junk stories, and even fine art. While not as specialized or as
This resource is best suited to mad scientists, detailed as the other types of libraries, the general library
tinkerers, and post apocalyptic traders. The character has will have something for everyone. General libraries also
a sizable selection of used parts, junked vehicles, broken benefit as being technical and occult libraries with a rating
devices, and scrap metal. Characters with a low level of three less than their normal rating. Keep in mind the
this resource may have a workroom cluttered with spare general technology and enchantment levels of the
parts and bits. Higher levels of this resource may mean chronicle setting before allowing specific levels of
that the character has much more scrap, or that the junk is technical and occult books in even the largest libraries.
of a higher quality. Broken high tech pieces, military
surplus, solid armor sheeting, and cybernetic discards are Technical Libraries are also known as specialty
all examples of high quality junk. Anything that is usable libraries. They have a great amount of books of a
without repair, installation, or modification does not scientific, technical, or detailed nature. Characters may
qualify as junk. wish to specify a specific technology, field of interest, or
skill in which to dedicate the technical library. Technical
libraries do not benefit from having any media outside of
their primary focus. Technical libraries are often taken by
inventors, scientists, technicians, and those obsessed with
a specific hobby.

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Charles Weston (order #2827343) 6


Step 7. Purchase Resources

Occult Libraries are very similar to technical Those with a high level of lifestyle often live
libraries except they always deal exclusively with the pampered and luxurious lives in splendor. They own the
occult, supernatural, and magic. They often contain spells finest cars, jewelry, and electronics. They can afford most
and rituals, descriptions of otherworldly realms, services they desire and often travel or entertain regularly.
illustrations of monstrous creatures, and verses of While most characters with this level of lifestyle also have
prophesies. This resource may not be appropriate for all the Property resource, those who do not often have
chronicle settings, although nothing in the rules demands penthouse apartments in metropolitan areas. A night of
that the information contained in any library to be true, the theatre followed by dinner, dancing, and a flight to
factual, or accurate. Aruba may not be out of the question.

Lifestyle Memory
This is not eidetic memory or total recall. This
This resource represents the manner and resource is designed for characters that are immortal, very
expense in which a character lives his day to day life. This long lived, amnesiac, or otherwise missing a portion of
resource is very important and should be selected at some their memory. Often immortals begin to forget details as
level by every character. This resource represents many the years pass by, decade after decade passing into
of a characters expenses and the opulence of his oblivion. The greater this resource the more of the true
possessions. If the character does not own a home, either past they remember. Characters without this resource can
through the Property resource or the Headquarters remember with decent detail the last ten to twenty years,
option, then this resource represents a rented apartment, more with successful intellect rolls. Beyond that and the
townhouse, or single family home. This resource also memory gets hazy. Details are more easily forgotten.
reflects the type of vehicle the character drives. It People and places merge with strange results. The mind
incorporates services such as phones, mass transit, begins to rewrite history. Lower ratings of this resource
internet, recreational pharmaceuticals, lodge fees, are good for those who dont wish to remember, or who
occasional lodgings, food, alcohol, cable, hobbies, gas, have some mental block. Average ratings of this resource
electric, water, vehicle maintenance, nights out on the remember all of the important events and broad histories,
town, timeshares, club fees, satellite radio, incidental but cant remember the details. Those with a high rating
purchases, and any other miscellaneous expenses. of Memory can often remember the smallest details about
Characters without a Lifestyle resource have no events that occurred hundreds of years in the past.
prepaid services and must track every dollar spent or Depending upon the setting and chronicle, this resource
earned. Unless they own property in some way, they live may also be used for ancestral or race memories.
on the street in a deluxe cardboard box or crash at friends'
houses. Those with a low rating may have a cheap
apartment or rent a room from someone. They can
afford fast food occasionally, but eat most of their meals
at home. They may have a ten or fifteen year old car, or
they may just take mass transit everywhere. While they Menagerie
may have the basic expenses and utilities covered, luxuries This resource reflects how many animals a
such as cable, timeshares, and internet are simply too character can use during a chronicle. Most menageries
costly. Clothing and possessions are often secondhand, are well trained animals that are often used for defense,
worn, or threadbare. companionship, or specialized tasks. Others can include
hunting preserves, packs of hungry dinosaurs, or even a
Characters with an average level of lifestyle live dolphin show at an aquarium. The lowest levels of this
in nicer apartments or cheaper townhouses. They often resource are designed for small groups of small harmless
drive used vehicles with low mileage or splurge on a animals, or trained medium sized animals. Average levels
cheaper new car. They can afford to eat out at mid priced may include a small kennel of guard dogs, individual large
restaurants and have an active social life. Some of the animals, or large groups of harmless animals. The highest
cheaper expenses such as cable, internet, and hobbies are levels of this resource may include trained war elephants,
covered while more extravagant services and expenditures dinosaurs, or a jungle full of wild beasts. Keep in mind
must still be purchased a la carte. that this resource does not feed or shelter any animals
acquired unless other resources are selected.

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Charles Weston (order #2827343) 6


Step 7. Purchase Resources

Mentor Past lives can be used by the Game Master to link


Mentors are the teachers, advisors, and elders to characters by the common thread of a life long past and a
a character. Mentors are NPCs that are created in a joint destiny yet to be fulfilled. It is a very versatile and
effort between the player and game master and are similar thematic resource if handled correctly.
to allies and friends. Each mentor must have his own
resource rating. Mentors often have great fondness for
the character and will attempt to advise, assist, and protect
whenever possible. Low rated mentors are simple
advisors to a character. They have experienced life and Patron
wish to expound its lessons to the character. Mentors Patrons are individuals that supply, support, or
with ratings of three and four should begin the game with finance a character. While some patrons are unknown to
1/3rd the normal starting option points available. A the character they assist, most characters know at least
Mentor with a rating of five starts with the same something about their benefactor. Patrons are similar to
beginning option points as the character. Mentors with allies in that they share a common belief, goal, or debt to
higher ratings should have greater knowledge, power, or the character. They choose to return this with indirect
influence. Mentors should not be used to constantly assistance and generosity. Players and Game Masters
extricate the players from harm, but instead assist and should work together to design the personality, abilities,
guide them through their most difficult times. and resources of a Patron. Each Patron should be selected
as a separate resource. For every rating point in this
resource, the patron enjoys a personal five points that can
be distributed amongst the available resources. Patrons
will rarely give more than a portion of their own personal
resources to the character, but if used sparingly may be
that extra edge a character needs to solve a problem.
Natural Resources
This resource is a bit of a catch-all for natural
resources. Often used in conjunction with the Property
resource, Natural Resources can represent any naturally
occurring material or energy giving process. It can Property
include a beautiful stream, fish filled lake, forest, wind- Characters with this resource own a piece of
powered electrical generators, precious metals, or even real estate. Each piece of real estate is a separate resource
oxygen in some settings. Each specific Natural Resource and must be purchased independently. Players must
requires a separate resource. The amount of the natural choose whether a property is undeveloped or developed
resource is directly tied to the resource rating. Low rating and where the site is located. Characters with
resources have enough to sustain an individual or small undeveloped property have more land per rating point but
family. Average levels of resources could support several only have land. Each rating point represents
families or a small village. Higher levels of resources approximately the rating cubed in square acres. Other
could support a town or city. natural resources may be present on the property if the
character selects the Natural Resource as an additional
resource. Developed property is far more costly and each
rating point is far less efficient. The cost should be
modified for the propertys location, size, quality, and
neighborhood. Condos are often one or two points of
Past Lives resources. Townhouses often begin at two or three
Many people and religions believe that the soul points. Single family homes are between three and five
is eternal, that we travel through the universe points. Mansions begin at six points of resources.
experiencing life in new and different ways. Assuming Residences are not the only form of property that a player
that it fits into the setting, characters with this resource can choose to purchase. Office space, stand alone
have had past lives that linger on in their subconscious. nightclubs, warehouses, and even secret lairs are all
With the appropriate options, characters may be able to possible with this resource. GMs and players will have to
dredge up skills, knowledge, and abilities they did not determine the cost of any such non-standard real estate.
realize they possessed. Players may also wish to select the Headquarters option
to further tweak and modify the property.
Every two points of ratings is a separate past
life that the character can attempt to draw upon. GMs
and players should work together on creating these past
lives to fit within the setting and chronicle theme. Past
lives do not have to have been all in one family line, but
they may have been. Past lives are also not bound by
personality, history, destiny, or even the same dimension.

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Charles Weston (order #2827343) 6


Step 7. Purchase Resources

Savings and extra-planar creatures, they bind the character to this


This resource represents any financial savings plane of existence.
or investments the character may have acquired. While When such a creature is freed of all Tethers
this resource may have real estate as investment they will return to their plane of origin, their next life, or
properties, it does not include the potential sales of any their final rest. This is entirely dependent upon the
Property resources. This is one of the easiest resources to chronicle setting, religious belief of the character, and the
lose as once the money is removed it will begin to lower race of the character. Characters that are banished before
unless points of income or supplemental income is used all of their Tethers are eliminated have a bonus to resist
to bolster the rating. Keep in mind that this resource is the banishment.
designed to aid game-play; not to send a session spiraling
into a morass of accounting, finances, and higher Every point of rating in Tethers is often a
mathematics. Assuming that a character does not dip too separate Tether that binds the character. Players may
far into his savings or too often, the character should choose to select one or two tethers that are absolutely
always be able to spend less and return the savings to the pivotal to the character and expend points as separate
original total in a few months of game time. The Game resources. Such Tethers are very precious to the
Master may allow other resources to be temporarily character, but if removed significantly hurt the characters
lowered to ease this effect as the character redirects funds chances of remaining here.
from one resource to the other.
Characters with savings may also choose to
receive a stipend from the interest accrued. Such stipends Thaumic Sites
should be considered a level of Income that is five points Thaumic Sites are places of magical power and
less than the level of Savings. E.g. A character with enchantment. The character either owns the site or has
Savings rating of seven could receive an effective income easy access to the location. Every Thaumic site must be
level of two ($400 a month after expenses). Using the purchased and rated separately. Each Thaumic site is
Savings resource in this way weakens the effectiveness dedicated to one of the Thaumic links described in the
when using it for larger purchases and then replenishing section describing Thaumaturgy. Geomancy, Theomancy,
the fund. Game Masters may allow characters who do Necromancy, and Naturalism are all examples of Thaumic
not receive stipends to increase the Savings resource with dedications. Depending upon the setting of the chronicle
experience as interest accumulates. there may be additional possibilities. Mages that desire a
Savings Ratings stronghold or safe haven should consider purchasing this
0 Character has no savings. resource.

1 $1,000
2 $2,500
3 $5,000 Workshop
Workshops are places that a character can
4 $25,000 design, build, and repair all manner of devices. In
5 $50,000 addition to granting adequate space, this resource
provides the tools, equipment, some basic supplies, and
6 $250,000 pays the operating expenses. The tools and equipment
should be in keeping with the technological skills of the
7 $500,000
character as well as the chronicle setting. Characters who
8 $1,000,000 wish to use the workshop for enchanting magical devices
may choose to label this resource as such. Any skill that
9 $3,000,000 requires tools and a place to use them could benefit from
10 $5,000,000 this resource.
Workshops with a low rating are often small
rooms, sheds, or garages with a modicum of basic tools
and equipment. Average rated workshops have a plethora
of basic tools as well as specialty tools based on the
Tethers characters skills. They were often empty warehouses or
Tethers are people, places, goals, or items that old gas stations. Higher rated workshops often have
have great significance to the character. They must be better security, any necessary tool or device, and may
emotionally charged with memories that define the encompass several warehouses for testing different
character and his life. Treasured teddy bears, wedding aspects of devices. The highest level of workshop may
rings, loved ones, and the need for revenge are all even include an entire wing of rooms, workshops, and
examples of tethers. Most often used by ghosts, spirits, testing facilities the size of an industrial complex.

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Charles Weston (order #2827343) 6


Step 8. Purchase Skills

Step 8. Purchase Skills College / Tech Training 100 pts


2 Skill Selections at a Base skill rating of 35
The characters skills are the most used facets of
2 Skill Selections at a Base skill rating of 30
a characters traits. While characters will use their
attributes on occasion, and have options and powers they 3 Skill Selections at a Base skill rating of 25
will use frequently: their skills will often keep them from 7 Skill Selections at a Base skill rating of 20
having to rely on their super powers. The skills that are Native Language at a Base skill rating of 35
selected for a character must reflect the background, 50 Education Points
schooling, training, and outside interests of a character. No more than 50 Education Points may be
You should not select a skill that the character would not spent on any one skill selection.
possibly have been able to acquire. Have an explanation
of where a character learned all of his skills ready. Know
that your sales clerk moonlights occasionally as a truck Every character should purchase
driver in order to get those skills. Perhaps the college the Defensive Tactics Skill
student worked as a summer intern at a hospital and
knows some basic paramedic skills. The characters skill
set should reflect the concept and design of the character. The skill description will detail any
A few oddball skills are always good to round out the specializations, prerequisite skills, or prerequisite options
character as hobbies, interests, and failed jobs. the individual skill requires. Any skill that is Not
All characters start with a basic bare minimum Commonly Available may not be selected without the
number of skill selections and education points to raise prerequisite option. Depending upon the level of
them. Players may elect to spend option points to technology in the setting, the Game Master may choose
increase the basic level of instruction and schooling. to declare certain such skills as commonly available. All
These levels of education are not cumulative and only one characters begin with skill in speaking and reading their
may be selected. Choose the best representation of your native language. Each skill selected will have a Base Skill
characters education. The names of the various education Rating. In addition to this Base Skill Rating, the
levels are meant to be vague, feel free to rename the level character may have a modifier due to applicable attributes.
closer to that which the character experienced. In the skill lists, each skill has an applicable attribute
listed. Choose the highest attribute among the applicable
attributes. Only one attribute will modify the skill. In
real life we tend to focus on our strengths when we do
actions to balance our weaknesses. This system reflects
Self Taught 0 pts that reality and simplifies the process. The chart below
1 Skill Selection at a Base skill rating of 25 details the bonus to skill due to attribute. Players may
7 Skill Selections at a Base skill rating of 20 wish to skip this step until all of the attribute modifying
Native Language at a Base skill rating of 35 options are selected and spent. Attributes do not only
modify the skill when it is purchased, further changes are
20 Education Points
allowed.
No more than 20 Education Points may be
spent on any one skill selection. Skills that are not purchased can still be used in
game by a character that does not possess them. These
default rolls use a base skill rating of 15 with any
modifiers based on the highest attribute. These do not
count as skills known by the character, and can never be
improved until the character learns the skill. Any practice
High School / Basic Ed. 40 pts attempted during a session should be considered when
1 Skill Selection at a Base skill rating of 30 purchasing the skill. Some skills may not be defaulted:
3 Skill Selections at a Base skill rating of 25 which skills fall into this category is determined by the
7 Skill Selections at a Base skill rating of 20 Game Master and should reflect the chronicle setting and
Native Language at a Base skill rating of 35 technology level.
30 Education Points Players may also increase their Base Skill Rating
No more than 30 Education Points may be by allocating Education Points to a specific skill. Each
spent on any one skill selection. skill has a maximum number of points that can be
allocated to it based upon the chosen Education Level.
Each Education Point will raise the Skill Rating by one.

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Charles Weston (order #2827343) 6


Step 8. Purchase Skills

Additional skills can be purchased with Attribute Skill Modifier


Education Points at a rate of one new skill per five Applicable Attribute Modifier
Education Points. The new skill has a Base Skill Rating 01 20 - 10
of 20 plus any attribute modifiers.
21 40 -5
Characters may also specialize in a facet of a 41 60 +0
skill. This specialization reflects a professional or 61 70 +5
educational career in which the character focused heavily 71 80 +7
on one smaller subset of a skill. The list of specializations
81 90 + 10
is included in the individual skill description. A
specialization is added to the skill roll only when that 91 100 + 12
aspect of the skill is applicable. Specializations can be 101 120 + 17
purchased at a rate of +2 Specialization for every 121 140 + 22
Education point spent. No specialization may be 141 180 + 35
increased past +20 unless an option that allows it is 181 230 + 40
purchased. Additional Education Points may be 231 280 + 45
purchased at a rate of 1 Education Point per Option 281 400 + 50
Point. Certain Options will also grant additional
Additional 100 above 400 +5
Education Points.

Combat Skills
Skill Name Attributes Prerequisites and Miscellaneous Notes
Armor Training AGL, STR
Assault Weapons DEX
Axe Weapons DEX Can learn Left Handed or Right Handed
Blunt Weapons DEX Can learn Left Handed or Right Handed
Bow Weapons DEX
Brawling AGL, DEX
Chains & Whips AGL, DEX Can learn Left Handed or Right Handed
Defensive Tactics AGL, DEX
Heavy Weapons DEX Minimum strength of 65
Knife Weapons DEX Can learn Left Handed or Right Handed
Martial Arts AGL, DEX Not Commonly Available
Notice Ambush AWA
Pistol Weapons DEX Can learn Left Handed or Right Handed
Pole Arms DEX
Power Tools DEX Minimum strength of 50
Quick Draw DEX Requires one Quick Draw skill per weapon skill to be used.
Ranged Strike DEX Not Commonly Available
Rifle Weapons DEX
Slings DEX
Sub Machine Gun DEX
Sword Weapons DEX Can learn Left Handed or Right Handed
Thrown Weapons DEX, STR Can learn Left Handed or Right Handed
Two Handed Miscellaneous DEX Minimum strength of 65
Two Handed Swords DEX Minimum strength of 65
Unarmed Combat AGL, DEX Costs 10 Option Points
Wrestling AGL, DEX Costs 5 Option Points

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Charles Weston (order #2827343) 6


Step 8. Purchase Skills

Covert Skills
Skill Name Attributes Prerequisites and Miscellaneous Notes
Camouflage AGL, INT
Computer Hacking INT Requires Computer Science
Concealment INT
Cryptography & Ciphers INT
Disguise CHA, DEX, INT
Escape Artist AGL, DEX
Forgery DEX, INT
Hide AGL, INT
Interrogate CHA, INT
Interview CHA, INT
Mimicry CHA, INT
Notice Concealment AWA, INT
Notice Traps AWA, INT
Palming DEX
Pick Locks DEX
Pick Pockets DEX
Security AWA, INT
Stealth AGL, INT
Streetwise CHA, INT, WIL

Innate Power Skills


Skill Name Attributes Prerequisites and Miscellaneous Notes
Banishment WIL Minimum WIL of 60. Not Commonly Available.
Body Modification HEA, WIL Not Commonly Available
Cast Wyrd Magic WIL Requires Wyrd Magic Option. Not Commonly Available
Control AWA, INT, WIL Not Commonly Available
Death Tell AWA, INT Not Commonly Available
Destroy Undead WIL Not Commonly Available
Empathic Healing AWA, HEA, WIL Not Commonly Available
ESP AWA, INT Not Commonly Available
Flight AGL Not Commonly Available
Mentalism CHA, INT, WIL Not Commonly Available
Ranged Strike DEX Not Commonly Available
Sense Aura AWA, WIL Not Commonly Available
Telekinetic Control INT, WIL Not Commonly Available
Translation INT Not Commonly Available
Translocation AWA, INT Not Commonly Available

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Charles Weston (order #2827343) 6


Step 8. Purchase Skills

Knowledges, Modern
Skill Name Attributes Prerequisites and Miscellaneous Notes
Agriculture INT
Animal Training CHA, INT, WIL
Architecture INT
Astrogation INT Requires Astronomy. Not Commonly Available
Astrology AWA, INT
Astronomy INT
Brewing INT
Cartography INT Requires Mathematics and Architecture, Astrogation, or Navigation
Chemistry INT Requires Mathematics
Computer Hacking INT Requires Computer Science
Computer Science INT
Cooking INT
Cryptography & Ciphers INT
Concentration WIL
Demolitions & Disposal INT
Early Chemistry INT
Early Engineering DEX, INT
Economics INT Requires Mathematics
Engineering INT Requires Mathematics
First Aid AWA, DEX, INT
Forensics INT
Fortune Telling AWA, INT
Geology INT
Herbalism INT
History INT Each subject is a separate skill
Humanities INT
Investigation AWA, INT
Language INT Each language is a separate skill
Legislation INT
Life Sciences INT
Logistics INT
Lore INT Each subject is a separate skill
Mathematics INT
Medicine INT Requires Life Sciences
Meditation WIL
Military History & Tactics INT
Mining DEX, INT
Navigation AWA, INT
Occultism INT
Physics INT Requires Mathematics
Poisons & Toxins INT
Psychology INT
Realize Worth AWA, INT
Religion INT
Research AWA, INT
Sense Disease AWA, INT
Sense Injury AWA, INT
Small Unit Tactics AWA, INT, WIL
Spellcraft INT

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Step 8. Purchase Skills

Knowledges, Post-Modern
Skill Name Attributes Prerequisites and Miscellaneous Notes
High Tech Computer Science INT Not Commonly Available
High Tech Engineering INT Not Commonly Available
High Tech Medicine INT Not Commonly Available
High Tech Multi-Dimensional Physics INT Not Commonly Available
Ultra Tech Engineering INT Not Commonly Available
Ultra Tech - Medicine INT Not Commonly Available

Physical Skills
Skill Name Attributes Prerequisites and Miscellaneous Notes
Boating AGL, HEA, STR
Climbing AGL, STR
Cycling AGL, HEA
Dancing AGL, HEA
Drinking Games HEA
Endurance HEA, WIL
Gymnastics AGL
Juggling AGL, DEX
Hang-gliding AGL
Micro-Gravity Training AGL, AWA Not Commonly Available
Parachuting AGL, HEA
Ride Conveyance AGL, HEA Not Commonly Available
Ride Equine AGL, HEA
Ride Flying Mount AGL, HEA
Ride Lizard AGL, HEA
Ride Swimming Mount AGL, HEA
S.C.U.B.A. AGL, HEA, INT
Skiing AGL
Sports AGL, DEX, HEA Each sport is a separate skill
Swimming HEA, STR
Teamster INT, STR

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Charles Weston (order #2827343) 6


Step 8. Purchase Skills

Pilot & Drive Skills


Skill Name Attributes Prerequisites and Miscellaneous Notes
Airplane DEX
Balloons & Dirigibles AWA, INT
Car / Automobile DEX
Construction Vehicle DEX
Gliders DEX
Helicopter DEX, INT Requires Pilot: Airplane
Hover Vehicle DEX Not Commonly Available
Hydrofoil DEX Requires Motorboat
Jet Plane DEX, INT Requires Pilot: Airplane
Locomotives & Trains INT
Maneuvering Packs AGL, INT Not Commonly Available
Military Vehicle DEX Not Commonly Available
Motorboat DEX, INT
Motorcycle & ATV DEX
Personal Watercraft DEX
Powered Armor AGL, DEX Not Commonly Available
Race Cars DEX Requires Drive: Car / Automobile
Remote Operation DEX
Sailing AGL, STR
Space Shuttle DEX, INT Requires Pilot: Jet Plane. Not Commonly Available
Space Vessel DEX, INT Requires Pilot: Space Shuttle. Not Commonly Available
Submersibles DEX, INT
Tactical Weapons DEX
Tractor Trailer DEX Requires Drive: Car / Automobile

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Charles Weston (order #2827343) 6


Step 8. Purchase Skills

Social Skills
Skill Name Attributes Prerequisites and Miscellaneous Notes
Art DEX, INT
Bureaucracy CHA, INT
Composition CHA, INT Requires Literacy.
Dancing AGL, HEA
Deceit CHA, INT
Etiquette CHA, INT
Fortune Telling AWA, INT
Gambling AWA, CHA, INT, WIL
Human Perception AWA, INT
Interrogate CHA, INT
Interview CHA, INT
Leadership CHA, INT
Mimicry CHA, INT
Negotiation CHA, INT
Oration CHA, INT
Performance CHA, INT
Play Instrument DEX Each musical instrument is a separate skill
Procuring BEA, CHA, INT Not Commonly Available
Rapport CHA, INT
Seduction BEA, CHA, WIL
Singing CHA, HEA, INT
Streetwise CHA, INT, WIL
Style & Fashion BEA, CHA, INT
Teaching CHA, INT, WIL

Technical Skills, Modern


Skill Name Attributes Prerequisites and Miscellaneous Notes
Armorer DEX, INT Requires Gun-smith
Carpentry DEX, INT
Computer Hardware DEX, INT
Communications INT
Construction DEX, INT
Early Engineering DEX, INT
Electronics DEX, INT Requires Mathematics
Fortifications DEX, INT
Gun-smith DEX, INT Requires Mechanics
Jeweler DEX, INT
Leather Working DEX, INT
Masonry DEX, INT
Mechanics DEX, INT
Metal Working DEX, INT
Mining DEX, INT
Security AWA, INT
Sewing DEX, INT
Shipwright DEX, INT
Wheelwright DEX, INT Requires Carpentry

Technical Skills, Post-Modern


Skill Name Attributes Prerequisites and Miscellaneous Notes
High Tech Electronics DEX, INT Not Commonly Available
High Tech Mechanics DEX, INT Not Commonly Available
Ultra Tech Electronics DEX, INT Not Commonly Available
Ultra Tech Mechanics DEX, INT Not Commonly Available

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Charles Weston (order #2827343) 6


Step 8. Purchase Skills

Thaumaturgical Disciplines
Skill Name Attributes Prerequisites and Miscellaneous Notes
Aeromancy Discipline WIL Not Commonly Available
Alchemy WIL Not Commonly Available
Alteration Discipline WIL Not Commonly Available
Aquamancy Discipline WIL Not Commonly Available
Binding Discipline WIL Not Commonly Available
Communication Discipline WIL Not Commonly Available
Conjuration Discipline WIL Not Commonly Available
Curses Discipline WIL Not Commonly Available
Divination Discipline WIL Not Commonly Available
Enchantment Discipline WIL Not Commonly Available
Flight Discipline WIL Not Commonly Available
Geomancy Discipline WIL Not Commonly Available
Healing Discipline WIL Not Commonly Available
Hedge Wizardry WIL Not Commonly Available
Illusions Discipline WIL Not Commonly Available
Learn Spells INT Not Commonly Available
Mechanical Discipline WIL Not Commonly Available
Nature Discipline WIL Not Commonly Available
Necromancy Discipline WIL Not Commonly Available
Observation Discipline WIL Not Commonly Available
Protections Discipline WIL Not Commonly Available
Pyromancy Discipline WIL Not Commonly Available
Runic Knowledge WIL Not Commonly Available
Sorcery Discipline WIL Not Commonly Available
Summoning Discipline WIL Not Commonly Available
Telekinesis Discipline WIL Not Commonly Available
Temporal Discipline WIL Not Commonly Available
Terramancy Discipline WIL Not Commonly Available
Transformation Discipline WIL Not Commonly Available
Translocation Discipline WIL Not Commonly Available
Vitalism Discipline WIL Not Commonly Available
Wards Discipline WIL Not Commonly Available
Weather Discipline WIL Not Commonly Available

Thaumaturgical Related Skills


Skill Name Attributes Prerequisites and Miscellaneous Notes
Channeling HEA, WIL Not Commonly Available
Concentration WIL
Counter-magic WIL Not Commonly Available
Flight AGL Not Commonly Available
Learn Spells INT Not Commonly Available
Meditation WIL
Ranged Strike DEX Not Commonly Available
Ride Conveyance AGL, HEA Not Commonly Available
Scrying AWA, WIL Not Commonly Available
Sense Aura AWA, WIL Not Commonly Available
Spell Masking INT, WIL Not Commonly Available
Tantric Magic AWA, WIL Not Commonly Available
Theomancy AWA, INT, WIL Not Commonly Available

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Charles Weston (order #2827343) 6


Step 8. Purchase Skills

Wilderness Skills
Skill Name Attributes Prerequisites and Miscellaneous Notes
Arctic Survival INT
Camouflage AGL, INT
Camping INT
Desert Survival INT
Fishing AWA, INT, WIL
Foraging AWA, INT
Hunting AGL, DEX, INT
Orienteering AWA, INT
Predict Weather AWA, INT
Set Snares DEX, INT
Tracking AWA, INT

The following is a brief description of each skill, Aquamancy Discipline - (WIL) This Discipline focuses
in alphabetical order, and any prerequisite skills or upon the classical element of water. Aquamancers can
attribute requirements. A list of possible specializations control water and liquids in a variety of forms. They can
will follow each skill in italics. summon elemental beings to serve them, create turbulent
or high-pressure streams of water to harm their enemies,
Aeromancy Discipline (WIL) This Discipline focuses and they can even become elemental beings of water.
upon the classical element of Air. Aeromancy is used to Aquamancers are often very devoted to their chosen
cleanse the surrounding air, create winds, injure element, and in the modern world often very disgusted
opponents, and even use the wind to fly. All attack spell and angered by the pollution of our seas and waterways.
effects use strong winds and airborne particles to inflict Each spell effect is a separate specialization.
injury. For those of a more scientific mind, consider this Architecture - (INT) This skill is the knowledge of
discipline able to control and harness most gaseous planning and appreciating buildings, structures, and
matter. Each spell effect is a separate specialization. edifices. The character knows the correct terms for
Agriculture - (INT) This is the skill of farming and buildings, the various styles of different cultures and time
tending of fields. It includes a vast array of farming periods, and can design the blueprints for a building.
techniques, animal husbandry, growing requirements for Each culture or time period is a separate specialization.
various plants, and a complete knowledge of all the tools Arctic Survival (INT) Most characters live their lives in
used. Animal husbandry, individual crops, farming tools, a city or a temperate environment. Those who live in the
and individual techniques are all possible specializations. far northern reaches or other very cold climates should
Airplane - (DEX) The skill of piloting a propeller based select this skill. Those with this skill know how to find
airplane. This skill is required to learn the Pilot: shelter, stay warm, find food, and generally survive in the
Helicopter and Pilot: Jet Plane skills. Each airplane has a arctic or any sub-zero climate.
different specialization. Armorer (DEX, INT) This is the knowledge and hands
Alchemy - (WIL) This discipline is the knowledge of on training in outfitting military vehicles with weapons
distilling spell effects and options into liquids, dusts, and and armor. The character is proficient in the repair,
oils. This discipline is very similar to Enchantment and installation, maintenance, and specifications of offensive
Runic Knowledge in that many of the spell effects are systems. This skill requires previous knowledge of the
methods of creating potions and other projects. Each Gun-smith skill. Certain weapons and defensive systems
spell effect or project recipe is a separate specialization. may require electronics or specific High Tech skills. Each
Alteration Discipline - (WIL) This Discipline focuses weapon system or armor repair is a separate
upon changing the material world of the inanimate. specialization.
Alteration effects are most commonly ones that alter the Armor Training (AGL, STR) This skill is the level of
shape, structure, or effectiveness of normal non-magical proficiency that the character has in wearing armor. A
items. Clothing, weapons, and armor are all possible high level of this skill shows that the character is
targets for the alteration discipline. Each spell effect is a comfortable, accustomed, and maneuverable in all forms
separate specialization. of personal armor. The character may reduce the armor
Animal Training (CHA, INT, WIL) This is the penalty of any armor worn by 1/10th the Armor Training
knowledge of the methods and psychology of training skill rating. Each individual suit of armor is a separate
animals. Animals can be trained to a wide variety of tasks specialization. E.g. Cuir-bouilli Lamellar and Banded
and tricks limited only by the type of animal and the Mail are two separate specializations.
characters imagination. Every animal to be trained is a
separate specialization.

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Charles Weston (order #2827343) 6


Step 8. Purchase Skills

Art (DEX, INT) The character's ability at creating


various forms of artwork. This includes drawing, painting
and sculpting. Each art form or discipline is a
specialization.
Assault Weapons - (DEX) This is the skill in using and
providing basic maintenance to various fully automatic
weapons. Most often used with fully automatic military
rifles, this skill is also required to operate certain high tech
energy weapons with a rifle outline and a high rate of fire.
Each individual weapon is a separate specialization.
Astrogation - (INT) The ability to navigate and chart
between stars in the vastness of space. Also used on a
more local level by astronauts to determine landing areas,
correct trajectories, and other flight paths. This skill also
includes navigation via hyperspace, light speed
calculations, and interstellar hops if applicable to the
setting. Requires skill in astronomy. Specializations
include: FTL Travel, Orbital Maneuvers, Interplanetary
Maneuvers, and Jump Maneuvers. Blunt Weapons - (DEX) Characters with this skill can
effectively use weapons that are designed to inflict injury
Astrology (AWA, INT) This skill allows the character
by using a crushing force. Such weapons include clubs,
to "predict" future events by using the sun, stars, planets,
hammers, maces, and flails. Each individual weapon is a
and other celestial bodies, and their movements, as
separate specialization. E.g. Mace and Hammer are two
references. This skill rarely works more often than every
separate specializations.
once in a while.
Boating (AGL, HEA, STR) This is skill with rowboats,
Astronomy - (INT) This skill is the science of the night
rafts, canoes, kayaks and other small oared watercraft.
sky, stellar phenomenon, and celestial bodies. This skill
This skill does not include any self-propelled watercraft
studies the celestial bodies, and can be used to predict
such as motorboats or sailboats. Each method of
certain phenomenon. When used with mathematics this
transportation is a separate specialization.
skill can be very dangerous to the status quo in the wrong
hands. Body Modification This skill is the learned control the
character has using any option or power that alters the
Axe Weapons - (DEX) This combat skill allows the
shape, composition, or appearance of her physical body.
character to effectively use weapons that have a short,
Each individual option that requires Body Modification is
heavy cutting edge. Each individual weapon is a separate
a separate specialization. E.g. Disguise, Giant Growth,
specialization. E.g. Battle Axe & Hatchet are two
and Metal Form are all separate specializations.
separate specializations.
Bow Weapons - (DEX) This combat skill includes all
Banishment (WIL) This skill is used to cause
varieties of bows, slingshots, and crossbows. Each
otherworldly creatures and undead to either halt, run
individual weapon is a separate specialization. E.g. Long
away in fear, or be returned to their plane of origin. The
Bows & Light Crossbows are two separate
creature being banished may subtract a penalty to the skill
specializations.
roll based on their experience and species. Requires a
minimum WIL of 60. Each creature type is its own Brawling - (AGL, DEX) This skill is used in hand to hand
specialization. E.g. Vampires, Skeletons, and Demons are fighting. It is the most basic and simple of the three
all separate specializations, but 1st Level Skeletons and weaponless fighting skills. Each major attack form or
Liches are both considered to be the same specialization. brawling style weapon is considered a separate
specialization. Brass Knuckles, Head Butts, Gauntlets,
Balloons & Dirigibles (AWA, INT) The ability to pilot,
Kicks, and Punches are all specializations. In addition
repair, and maintain balloons, zeppelins, and other
every known unarmed special ability is a separate
dirigibles. All of these craft are lighter than air and must
specialization. E.g. Choke & Tackle are both separate
use hot air, helium, or some other buoyancy method to
specializations.
stay aloft.
Brewing - (INT) This skill is the knowledge of crafting
Binding Discipline - (WIL) This Discipline focuses upon
fine beers, ales, and other alcoholic beverages. It includes
the links and tethers between people and objects. Binding
knowledge of distillation techniques used in creating
is part mind control and part sorcery. Binding magic can
whisky and other fine liquors. Each alcoholic beverage is
compel people to be friendly, tell the truth, or even be
a separate and distinct specialization. E.g. Ale and
enslaved to the magister. It can also bind the soul or an
Whisky are two separate and very different
enchantment into an object. Each spell effect is a separate
specializations.
specialization.

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Step 8. Purchase Skills

Bureaucracy (CHA, INT) This is the skill in can control any form of communication: verbal, written,
successfully negotiating any institution or governmental magical, or even electronic. Some modern forms of
agency. The character knows what to expect from communication may not be possible based upon the
bureaucrats, how to avoid additional red tape, and where setting of the chronicle or the available equipment. Each
to apply any political pressure needed. Every institution, spell effect is a separate specialization.
government agency, corporate entity, and large Communications (INT) This is the knowledge and
organization is a separate specialization. hands on training in various electronic methods of
Camouflage (AGL, INT) This skill allows the character communication. It includes knowledge of the operation
to hide in an outdoor environment. The character must of radio, sonar, laser, fiber-optic, and other
remain stationary for this skill to be effective. Each locale communication mediums. A skilled character can operate
and environment is a separate specialization. E.g. Forests any modern form of communication, but does not receive
& Deserts are separate specializations. more than basic maintenance in the repair of these
Camping (INT) This is the knowledge of camping out devices. Skilled characters can also use encryption /
in the wilderness. Food storage, good camp sites, decryption machines, jamming technology, and similar
campfires, camping tools, setting up tents and lean-tos are communication based technology. Each medium or
all facets of this skill. device is a separate specialization.
Car / Automobile - (DEX) Characters with this skill can Composition - (CHA, INT) Composition is the art of
drive a car or automobile. The character is familiar with writing and expressing ones feelings and thoughts on
Manual and Automatic transmissions. Each model of car paper. It includes non-fiction, fiction, poetry, and even
has a separate specialization. E.g. Ford Escort, Dodge playwriting. A separate composition skill is required for
Durango, Kia Sephia, or a Jeep. every language known. Composition also requires
literacy in the specific language: at least a 20% skill. Each
Carpentry - (DEX, INT) This skill is required to design
medium of composition is a separate specialization. E.g.
and create wooden furniture and other items made of Poetry and RPG writing are two very different
wood. Structures & Buildings, Artistic Designs, and
specializations.
Furniture are all specializations of carpentry.
Computer Hacking - (INT) The art of infiltrating remote
Cartography - (INT) This skill requires the skills of
computer networks, breaking copy protections and
Mathematics and either Architecture, Astrogation, or programs, and using the Internet to gather private or
Navigation. This skill allows the cartographer to use
confidential information. This skill requires knowledge
navigational aides to create accurate and detailed maps of of Computer Science, which must be greater than this
an area. The prerequisite skills will determine what areas
skills rating. Each program is a separate specialization.
the character can successfully map with accurate detail.
Each prerequisite navigation skill is a separate Computer Hardware - (DEX, INT) This skill governs
specialization. the basic physical aspects of computing, from plugging in
cords and installing a modem to re-wiring an entire
Chains & Whips (AGL, DEX) Characters with this
system. Specializations include PC Assembly,
skill can effectively use weapons that incorporate long or Troubleshooting, and Upgrading.
segmented chains in their general design and whips of all
types. Such weapons include Kusari-Gama, Manriki- Computer Science - (INT) The general knowledge of
Gusari, flails, and Bullwhips. Each individual weapon is a computers, their operation, software usage, and even
separate specialization. programming. A higher level of programming difficulty
requires the skill Mathematics, but simple programs do
Channeling (HEA, WIL) This skill allows the character
not. Gaming, Debugging, Typing, Digital Art, Music,
to transfer a small amount of their personal life energy to Netiquette are all specializations of this skill. Each
another. The character can replenish another casters
program is also a separate specialization.
drain but will cause the character to spend drain. This
occupies all of the actions of the character for the duration Concealment (INT) While Hiding or Camouflage
of the transfer, but the recipient is free to act normally. allow the character to hide himself, this skill allows the
Each recipient is a separate specialization. character to conceal an object such as a chest, door, or
other items. Smugglers, architects, and security experts
Chemistry - (INT) The knowledge of modern all use this skill to build or design secret rooms, hidden
compounds, chemicals, and how to create them. The
compartments, and other concealed items or devices.
descendant of alchemy, a chemist could turn lead into gold
with enough equipment and a heck of a large expense Concentration (WIL) This skill is important for magic
budget. This skill requires Mathematics. users who find themselves in combat situations. Because
it often takes a minimum of one full round to cast a spell,
Climbing (AGL, STR) This skill allows the character to
there is a chance that the spell caster will be harmed. With
climb all forms of surfaces and vertical areas. Walls and a successful use of this skill, the caster will be able to
Buildings, Trees & Plants, Rappelling, Sailing Riggings, ignore what is happening around him or her, and be able
and Mountaineering are all separate specializations. to also ignore any harm that is inflicted upon their person,
Communication Discipline - (WIL) This magical allowing them to cast their spell. This skill may be
discipline focuses upon methods of communication. It selected by anyone who needs solid concentration for

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Charles Weston (order #2827343) 6


Step 8. Purchase Skills

their occupation. Ignoring Injury dealt is a common directly inflict injury to their victims, but may have a far
specialization as well as Ignoring Loud Noises & Other greater reaching effect upon their life. Each spell effect is
Distractions. a separate specialization.
Conjuration Discipline - (WIL) This Discipline focuses Cycling (AGL, HEA) This skill is the sport of pedaling
upon the creation or summoning of inanimate objects a bicycle. It includes racing, stunts, distance, and off-road
from other locations. Conjurers are often thought of as cycling. Characters can also ride a unicycle, tricycle, or
charlatans or fakirs. Many who claim to be conjurers are other pedal powered land vehicle. Each type of cycle and
often entertainers with a good skill with slight of hand. each style of cycling is a separate specialization.
True conjurers can seemingly create needful items from Dancing (AGL, HEA) The character's skill at dancing
nowhere. Many conjured items are taken from another in an eye-catching way. Failed rolls will make the
locale; they are not truly created by the conjurer. Each character appear to be clumsy or awkward. Every dance
spell effect is a separate specialization. form is a separate specialization. E.g. the Fox Trot and
Construction - (DEX, INT) This skill requires both Jitterbug are separate specializations.
Masonry and Carpentry. This skill utilizes them both to Death Tell (AWA, INT) This skill is possessed only by
create large scale civilian structures and buildings. This certain priests of death and those with appropriate
skill just enables the character to build the structure, direct options. It enables the minister to determine the
small groups of specialized craftsmen, and instruct others approximate time and manner of the victims demise.
in the creation. It does not include the design of the Not Commonly Available.
building, nor does it include military aspects of
Deceit - (CHA, INT) Characters with this skill are very
fortifications. Each type of building is a separate
adept in the arts of lying, subterfuge, misdirection, and
specialization. E.g. A tower and an inn are two distinct
deception. Anyone who wishes to try and lie
specializations.
convincingly to another should know this skill. Anyone
Construction Vehicle (DEX) This skill is the who wishes to try and determine if someone is lying to
knowledge and ability to handle large construction them should make a contested Deceit vs. Human
vehicles. This skill includes dump trucks, cranes, Perception skill check. This skill is not simply verbal: it
wrecking balls, steamrollers, earthmovers, and other includes all of the small tells, clues, and other body
similar vehicles. Each vehicle is a separate specialization. language that convinces another.
Control (AWA, INT, WIL) This skill is required for Defensive Tactics (AGL, DEX) This is the character's
many options that control or command outside forces. ability to defend themselves. This is an important skill to
Not to be confused with the mental control brought by have if the character is a warrior-type, because it makes
Mentalism, this skill specializes in elemental, the character harder to strike. Each injury dealing combat
gravitational, and scientific forces. Every option that skill has a specialization of avoidance. In addition, each
requires this skill is a separate specialization. E.g. weapon specialized for offense is also usable when
Control Fire and Magnetic Manipulation are separate defending with that same weapon. E.g. Dodging arrows
specializations. and Avoiding Sword Weapons are both separate
Cooking (INT) The character's ability to prepare and specializations. Each type of shield may also be
serve food. This skill includes baking, spice knowledge, specialized with.
techniques, and a wide variety of recipes. Each cuisine or Demolitions & Disposal - (INT) The knowledge of how
specific dish is a separate specialization. to arm and disarm explosives. Knows how they operate,
Counter-magic (WIL) Characters may attempt to pro- and how to build them if chemistry and electronics or
actively interfere with another wizard as he weaves a mechanics is also selected. They also know where to
magical spell. The person attempting to disrupt the spell place them for maximum effect. Each form of explosive
must also be a spell caster and must be proactively device is a separate specialization.
weaving magics against the other mage. Each spell to be Desert Survival (INT) Most characters live their lives in
countered or halted is a separate specialization. E.g. Tell a city or a temperate environment. Those who live in the
Truth and Earthquake are two distinct specializations. Sahara Desert or very dry climates should select this skill.
Cryptography & Ciphers - (INT) This is the knowledge Those with this skill know how to find shelter, stay cool,
and skill in deciphering secret codes, messages, and other find food and water, and generally survive in the desert or
ciphers. While not especially common in the traditional wastelands. Every location is a separate specialization.
middle ages, some of the more advanced cultures, such as Destroy Undead (WIL) This is a far more powerful
the elves and dwarves, are beginning to use them more and specialized version of the banishment skill that is
frequently. They may also be used when trying to solve possessed by priests of death and certain options. When
certain puzzles or mind games. used, this skill focuses some of the rage of both the
Curses Discipline - (WIL) This Discipline focuses upon character and their god to inflict injury upon the unholy
curses, poxes, and other detrimental effects. Often undead. It can not be used against any other extra-planar
studied by witches and evil warlocks, these effects are creatures. Not Commonly Available. Every form of
designed to weaken and demoralize a victim. They rarely undead creature is a separate specialization.

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Step 8. Purchase Skills

Disguise (CHA, DEX, INT) This skill measures a Enchantment Discipline - (WIL) This Discipline focuses
character's ability to temporarily alter his or her upon magically enhancing mundane items and imbuing
appearance to a variety of characters or known them with magical powers and abilities. These
individuals. Each separate "personality" or character is a enchantments can be kept temporary or be bound into
separate specialization. items to be made permanent. Enchanted items often
Divination Discipline - (WIL) This Discipline focuses fetch great prices if ever auctioned, and are often the
upon the gleaning of knowledge and information. central point of many a tale. Each spell effect is a
Divination includes magical vision, the ability to discern separate specialization.
truth from lies, and methods of detecting magic other Endurance (HEA, WIL) This skill is used to ignore and
than divination. Each effect is a separate specialization. suppress bodily functions such as food, water, and rest
Drinking Games (HEA) There are very few in-game until later. Characters with this skill can go longer than
benefits for this skill except the character can resist the most others without these essential things, but they
debilitating effects of continuous imbibing. The character cannot survive forever. Each necessity is a separate
will still get inebriated and have penalties to skills, but specialization. E.g. Water, food, and rest are all distinct
may not accrue them as quickly or fall unconscious as and separate specializations.
early as his companions. Specializations include Wine Engineering - (INT) Allows the design and planning of
and fruit beverages, Beer and grain beverages, and Hard electrical appliances, mechanical devices, buildings, and
Liquor. even traffic patterns. This does not include the technical
Early Chemistry - (INT) This is a very primitive and skill to build the device once it is created unless the
early form of chemistry that is closer to the science character also has the appropriate Technical skills.
studied by the ancient Earth Greeks than the modern Requires the skill Mathematics before this skill may be
variety. It is based on the five elements: fire, earth, air, purchased. Specializations include Electrical, Mechanical,
water, and spirit. Everything that is matter contains these Weapons, Vehicular, and Civil.
five elements in different amounts. They study how Escape Artist (AGL, DEX) A favorite of criminals, con-
some compounds interact with other compounds, and try artists, spies, and stage magicians everywhere. This skill
to map a similarity of matter. allows the character to contort their bodies and wiggle
Early Engineering - (DEX, INT) This skill is required to enough to slip free from bonds, handcuffs and other
create, build, and operate large primitive equipment, such restraints.
as catapults. Thieves use this skill to disarm traps that Etiquette - (CHA, INT) This skill is the character's
they find. This skill is a pre-cursor to Mechanics. Siege knowledge of the proper way things are done. It includes
Equipment, Non-magical Traps, and Finding Secret courtly manners, speech, attitudes, and protocol. Every
Openings are all specializations of Early Engineering. culture has a separate specialization. Culture could refer
Economics - (INT) Knowledge of all forms of business, to the city, county, or kingdom or could even refer to the
coinage, trading, and economics. Stock trading, probates, culture of a sub-group such as a guild or order. The exact
mergers, and fine print are all well known by the distinction of the culture is determined by the GM.
character. This skill requires mathematics before Extra Sensory Perceptions (AWA, INT) Grants the
purchasing. character unnatural abilities to sense beyond the natural
Electronics - (DEX, INT) This skill measures the range of the five senses. In addition the character will
knowledge and technical expertise in fixing, repairing, suffer prophetic dreams at the GMs whim, and be able to
and building electrical appliances. Televisions, computers, sense strong memories and emotions from items and
and security cameras are all within the purview of the places. They can sense the presence of hidden and astral
electronics tech. This skill does not include any creatures as well as relying upon flashes of intuition about
knowledge of mechanical devices or the design of people, their motives, and abilities. Some psychics can
electrical appliances. These are separate skills of even sense possessing entities, life forces, and inter-
Mechanics and Engineering. This skill requires dimensional chaos. This skill is only available from
knowledge of Mathematics before it may be selected. certain options, including Extra Sensory Perceptions.
Empathic Healing (AWA, HEA, WIL) Allows the First Aid (AWA, DEX, INT) This is a character's skill
character to take the injuries of others onto themselves. at healing themselves and others. It includes binding,
The character can absorb up to 2d10 + level of experience stitching, and setting broken bones. Each race or species
in injury per action. Injuries taken in this way regenerate has a separate specialization. E.g. Humans, Motuls, and
at 1/10th HEA each round. It does however add to the Wolves all have a different specialization. Fishing
accumulated injury total, which does NOT heal at the (AWA, INT, WIL) This skill allows the character to
accelerated speed. This skill is only available if the catch, and knowledge of the basic cleaning of fish for
Empathic Healing option is selected. Specializations meals. Specializations include Salt-water fishing, Fresh
include species/race of the victim, specific injury location, water fishing, Net fishing, Crabbing, and other methods
and individual subjects. of catching fish.

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Step 8. Purchase Skills

Flight (AGL) This skill is required for characters who Geology - (INT) This skill measures a character's
wish to perform high-speed aerial maneuvers without the knowledge of rocks, minerals, and soil. It can be used to
aid of a vehicle. This includes most forms of self help determine where to erect a building, or where to sink
propelled methods of flight including Winged, Wingless, mines for various purposes. Specializations include every
magical, and high tech devices. This skill is not Local Area, each type of rock or mineral, and various real
commonly available. Every method of propulsion is a world applications for geology.
separate specialization. Geomancy Discipline - (WIL) This Discipline is the
Flight Discipline - (WIL) This Discipline focuses knowledge and mastery of ley lines and geomantic places
upon mans eternal dream of flight. Flight is a very of power. This is not the discipline that deals with the
narrow and focused discipline that incorporates personal classical element of Earth; that is Terramancy. Students
flight and the ability to engender flight in other people of Geomancy learn to recognize, attune, and create
and objects. While in some ways related to Telekinesis, thaumic links with places of power. Each spell effect is a
the discipline of flight is more a method of conveyance separate specialization.
and travel. Enchanters often learn this discipline in order Gliders (DEX) This skill is the knowledge and basic
to make flying carpets, cloaks, and other enchanted items. operation of non-motorized winged vehicles. Some
Each spell effect is a separate specialization. gliders will have a very small engine or source of motive
Foraging (AWA, INT) This skill allows the character to power. This skill may also include magical forms of
find edible plants, roots, and herbs in the wild. Each gliders including wing boards. Flying carpets, and other
locale and environment is a separate specialization. E.g. non-traditional flying devices, should use the Ride
Foraging in a Forest versus the plains. Conveyance skill. This skill does not include the ability
Forensics - (INT) This skill includes many facets of crime to use hang-gliders. Each flying device is a separate
scene investigation. Includes ballistics, fingerprinting, specialization.
DNA matching, and other investigative techniques. Gun-smith (DEX, INT) This is the knowledge and
Forgery - (DEX, INT) This is the character's skill at hands on ability to manufacture, repair, modify, and
creating false documents. It is also used to recognize maintain a variety of modern firearms. The skilled
documents that have been falsified. Detection of Forgery, character can attempt to modify any modern weapon that
individual styles of documents, and every individual's is familiar. This skill requires Mechanics. Certain energy
handwriting are all separate specializations. E.g. Forging weapons may require the character to possess electronics
fake travel passes is different from mimicking Count or other High Tech skills. Weapons and armor installed
Varley's script. onto a vehicle requires the Armorer skill. Each individual
type of firearm or weapon is a separate specialization.
Fortifications - (DEX, INT) This skill is the knowledge
and the skill in constructing military fortifications.
Murder holes, palisades, and other defensive structures
are all part of the characters expertise. This skill is often
used with the Construction skill, but it can be used
separately out in the field or to find a weakness in a
castles fortifications.
Fortune Telling (AWA, INT) This skill is most often
the correct reading of a situation or person and trying to
determine what will most likely occur or what they
should do. Charlatans tell their customers what they
want to hear, truly insightful people use it to steer and
control possibly harmful events. Every so often a
powerful force may choose to give aid or wisdom using
the chosen method. Possible methods of fortune telling
include non-magical rune stones, tarot cards, palm
reading, tea leaves, crystal viewing, or I Ching. Each
method may be a specialization.
Gambling (AWA, CHA, INT, WIL) This skill allows
the character to effectively bet money on games of chance,
and win. This is simply the knowledge of when to hold
and when to fold. Unless the player actually states that
they are cheating they are playing it legit. Each form of
gambling such as Cards, Dice, Races and Gladiator bouts
are all separate specializations.

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Step 8. Purchase Skills

Gymnastics (AGL) This is the character's ability to are all High Technology. The GM may determine that a
perform feats of agility, such as flips, cartwheels, rolls, etc. discovery is too far beyond High Technology and deem it
This skill also includes acrobatic feats as well. If done instead Ultra Technology. Specializations are based on
during combat, the character will gain a bonus of 1/10 th the standard tech level skill of the same name.
the gymnastic skill to their Full Defensive Tactics. This High Tech Multi-dimensional Physics - (INT) This
requires enough room to maneuver and constant branch of physics deals strictly with the hypothetical and
movement from the character. Walking on a rope, Rolls, hands-on research into time and dimensional travel. Each
Summersaults, Cartwheels, Back flips, and other GM and campaign should have a rough system of the
maneuvers are all separate specializations. temporal mechanics that the characters may have to deal
Hang-gliding (AGL) This is the skill is using a hang- with.
glider or similar personal flying apparatus. Flying History - (INT) History skills are very similar to Lore
characters that use hang-gliders can often carry greater skills. Each must be a very specific and defined area of
weight while flying than normally allowed. knowledge. The broader the area of knowledge, the less
Healing Discipline - (WIL) This Discipline focuses upon detailed the known facts, dates, people, and figures. The
healing the body and mind of living creatures. Most more specific the subject of the skill, the greater the
healing spells will work upon all living creatures including details that are known to the character. There are no
living stone, earth, and rock. Non-living creatures such as specializations, as every subject is a separate History skill.
undead, spirits, robots, golems, and other animated Hover Vehicle - (DEX) These vehicles have an anti-
creatures do not gain any benefits from Healing magic. gravity system built into their basic frame. This skill is
They do not suffer any ill effects should any be cast upon not required to pilot modern hovercraft, this is for the
them. Each spell effect is a separate specialization. futuristic speeders, A-grav cars, and hover cycles. This
Heavy Weapons - (DEX) The skill in using, aiming, and skill does not require a special option, simply the
destroying large targets with heavy weapons including familiarity with a culture that has them.
rocket launchers, machine guns, mortars, flame throwers, Humanities (INT) The knowledge of literature,
anti-tank weapons, grenade launchers, and other military philosophy, and poetry. Those skilled in this knowledge
grade hardware. Every weapon is a separate have often studied the humanities of other cultures as well
specialization. E.g. 40mm Grenade Launcher, 90mm as their own. This skill also gives a smattering of
Recoilless Rifle, and .50 Caliber Browning. historical knowledge and other academic disciplines.
Hedge Wizardry - (WIL) This Discipline is the most Each culture of learning and each discipline is a separate
common and easy of any to learn. Every wizard must specialization. E.g. Literature and German Culture are
learn this discipline. It helps to train the apprentice to two separate specializations.
focus and channel his energies safely and effectively. This Human Perception (AWA, INT) This skill is used in
discipline is used by mages when they attempt to invoke a social interaction to notice if someone is lying, trying to
spell effect outside of a known discipline. Each spell hide an emotion, or acting strangely. Someone skilled in
effect is a separate specialization. human perception has the empathy to become an
Helicopter - (DEX, INT) Knowledge dealing with the excellent city guard, con artist, politician, fortune teller, or
piloting and basic maintenance of helicopters. Each salesman. While the skill is called Human Perception it
helicopter model is a separate specialization. applies to any sentient being. Each sentient race or
Herbalism - (INT) This skill was used before modern culture is a separate specialization.
medicines were used. It allows the character to create and Hunting (AGL, DEX, INT) This is the knowledge of,
use medicines and poultices from herbs and other natural and hands on training in, killing an animal in the wild.
substances. It is also a general knowledge of the various This skill should only be used when hunting relatively
herbs and plant life. Healing Herbs, Dangerous Plants, defenseless animals such as deer, rabbits, or other
and Agricultural Plants are all separate specializations. herbivores. Hunting more dangerous game may be more
Hide (AGL, INT) This skill is the character's ability to appropriate to be role-played out. Each type of terrain
hide in an urban or indoor environment. The character and animal to be hunted is a separate specialization.
must remain stationary. If the character wishes to move Hydrofoil (DEX) This is the skill in operating a high-
about without drawing attention, then he must have the speed water vehicle. Most hydrofoils can sustain lower
Stealth skill. Building Interiors, Crowds, and Streets are speeds and can be used by anyone with the Motorboat
all specializations. skill as such. When the vehicle begins to rise out of the
High Tech Skills - (Varies) These skills are identical to water, this skill is required. The Pilot: Motorboat skill is
their namesakes without the High Tech appellation. required to learn this skill.
Those with these skills are beyond the cutting edge of the Illusions Discipline - (WIL) This Discipline focuses upon
modern day and are actually breaking the boundaries into holograms, mental illusions, and other sensory
science fiction. Cybernetics, nano-technology, light speed deceptions. Illusions affect the mind of the targeted
travel, advanced robotics, thinking computers, perfect victims while holograms bend light and sound to create a
cloning, DNA manipulation, and other scientific advances visual or auditory effect. Some illusions may seem to

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Step 8. Purchase Skills

inflict injury. This can either be a hologram concealing a Leadership - (CHA, INT) This skill is the characters
source of physical injury or an illusion dealing mental ability to lead and direct others. It is often a difficult skill
injury in the form of sanity loss. Each spell effect is a to role-play. Those with a high level of skill will find
separate specialization. interacting with NPCs who follow the party easier, they
Interrogate - (CHA, INT) This is the ability to extract will be more productive and often very loyal. Other
information from a person who does not wish to give it. player characters will often begin following the
Beating, berating, and psychological torture are often suggestions and orders of the leader.
involved. Good Guard / Bad Guard, Physical Torture, Learn Spells (INT) This thaumaturgical skill is used to
and Mental Intimidation are all separate specializations of assist the character in learning a spell effect well enough
Interrogate. to cast in only a few seconds. This skill is exceptionally
Interview - (CHA, INT) This skill is similar to the important to any wizard who wishes to be useful in a
interrogate skill except that it is far softer and more fight or an emergency. See the section on Thaumaturgy
pleasant for the subject. Instead of beating and berating for more details.
the subject, they are asked questions in a relaxed situation Leather Working - (DEX, INT) This skill is required to
often with their approval or in a casual social situation. make items out of leather, such as pouches, clothing, and
Investigation (AWA, INT) This skill is a mixture of leather armor. Clothing, Armor, and Artistic Designs are
basic forensics, notice, clues and other detective all specializations of Leather Working.
knowledge. While not a sure thing, a good investigation Legislation - (INT) Includes a basic history on the
roll may turn up a clue or two missed by a ham fisted concept of law, theories of law and governments, and a
combat monster. broad knowledge of laws around the planet. The
Jet Plane - (DEX, INT) The knowledge on the piloting character also knows proper apprehension procedures and
and basic maintenance of jet powered aircraft and requires loopholes. Specializations include detailed knowledge of
the Pilot: Airplanes skill. This skill does not include any local statutes, and broader groups of arcane information
built-in weapon systems that may be present. That such as Tax law.
requires the Tactical Weapons skill. Each individual jet Life Sciences - (INT) A detailed knowledge of how the
plane is a separate specialization. various forms of life exist and interact with each other.
Jeweler - (DEX, INT) This is the craft used to cut, polish, This skill includes knowledge of Botany, Biology, and
and ready gems and precious stones. It also includes other life sciences. Each discipline is a separate
knowledge of working with precious metals such as specialization. E.g. Botany & Biology.
copper, bronze, silver, and gold in a very fine medium. Locomotives & Trains (INT) This is the skill in
Those who wish a more broad skill in working with operating a full-sized train, locomotive, mono-rail, or
metals should choose Metal Working or Art. Each subway system. The character has intimate knowledge of
precious metal, gem, each style of jewelry, each type of switching systems, fuel requirements, and procedures for
jewelry, and each method of crafting is a separate operation. Each type of vehicle is a separate
specialization. specialization. E.g. Monorails, Coal burning trains, and
Juggling (AGL, DEX) This skill is the art of keeping Diesel Trains are all separate specializations.
multiple objects in the air simultaneously with one's Logistics - (INT) The science of distribution of goods,
hands. A skilled juggler can keep a number of sharp, shipping costs and methods, and who will need what
fiery, or dangerous objects aloft even if the shape and when. Most often used with larger organizations and big
weight are vastly different. The number of objects that business. Merchants, army quartermasters, and sailing
can be juggled is equal to 1/10th the skill rating + 1. While captains all use this skill extensively.
juggling the character has no Defensive Tactics, unless an Lore - (INT) This skill is a general knowledge of a certain
action is spent to increase this to normal. Only subject. The more specific the skill, the more detail the
movement at a walk, speech, and throwing the readied character will have in the subject matter. This skill cannot
objects can be done while juggling. duplicate any spell effects, such as identifying specific
Knife Weapons - (DEX) This skill allows the character to magical items. Such a Lore skill could however give
use small bladed weapons in combat. Each individual general information on the styles and powers of wands,
weapon is a separate specialization. E.g. Daggers & potions, and other miscellaneous items. The higher the
Stilettos are two separate specializations. skill, the more the character knows of the subject. There
Language - (INT) This is the character's ability to speak a are no specializations for this skill as every Lore skill is a
language and must be taken for each language to be knowledge specialization.
known. Literacy is assumed in most settings. Every A few sample lore skills follow: Fine Wines,
character begins the game with a basic knowledge of their Ales & Liquors, Pleasures of the Flesh, Siege Warfare &
native tongue. For settings that do not include Tactics, Personas of a location, Personas of a specific
widespread literacy, each language requires a separate group, General Monster Rumors, Abilities of a specific
Literacy skill to be selected. The literacy skill is identical creature, History of a specific place, History of a specific
to the language skill and is Intellect based. group, Chess, Geomantic locations of power, History of a

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Step 8. Purchase Skills

specific person, Sailing Vessels, Laws of a specific place,


Heraldry, Stagecraft, Theatrical Combat, Storytelling,
Jokes & Riddles, Gardening, Specific Games, Specific
Occupations, Gems & Precious Metals, Magical Circles
& Runes, New York Restaurants, Celebrity News,
Movies & Television, or even Role-playing Games.
Maneuvering Packs (AGL, INT) This skill includes the
ability to operate a wide variety of small maneuvering
packs for atmosphere and space environments. Jet packs,
space packs, and even Antigravity packs are included in
this skill. Each type of maneuvering pack is a separate
specialization.
Martial Arts (AGL, DEX) This skill is not commonly
available. This is a highly specialized form of Hand to
Hand fighting that offers several special abilities that are
not available normally. Each major attack form is
considered a separate specialization. Brass Knuckles,
Head Butts, Gauntlets, Kicks, and Punches are all
specializations. In addition every known unarmed special
ability is a separate specialization. E.g. Sweep Kick &
Tackle are both separate specializations.
Meditation (WIL) Characters with this skill can relax
Masonry - (DEX, INT) This skill is required to work
and enter a state of inner calm and tranquility. Characters
with stone and other earthen materials. This skill includes that are in a state of meditation are far more difficult to
building with, and carving, stones of various shapes and
affect with mind controlling or altering magics. In
sizes. Stone Carving, Sculpture, Buildings, Bridges, and addition, spell casters who meditate, but not sleeping, will
roads are all possible specializations. regain an additional bonus of 1/10th their skill in drain
Mathematics - (INT) This skill allows the character to recovery per hour.
perform various mathematics functions, beyond 2+2=4.
Mentalism (CHA, INT, WIL) The skill in reading,
It includes knowledge of calculus, trigonometry, searching, and altering the mind of another. This skill
geometry, and how to apply those functions in everyday
does not give the ability to do any of these actions without
life. This skill is mandatory for many of the electronics the appropriate options. The character has learned focus,
and technology skills.
defenses, attacks, and other disciplines. Specializations
Mechanical Discipline - (WIL) This Discipline focuses include each action the character may attempt with their
upon the world of mechanical and electronic devices. mental powers. E.g. Resisting Mind Control, Telepathic
Also occasionally known as technomancy, this discipline Communication, and Domination are all examples of
is primarily found in technological societies. While different possible specializations.
possible to learn in low-tech settings, without the Metal Working - (DEX, INT) Working with metal. This
required scientific or technical knowledge, many of the
skill allows the character to create ancient armor,
spell effects are useless. Each spell effect is a separate weapons, and other equipment made out of metal.
specialization. Weaponsmithy, Armorsmithy, Ironsmithy, Goldsmithy,
Mechanics - (DEX, INT) This skill allows a character to and Silversmithy are all separate specializations.
build and repair a whole host of mechanical devices.
Micro-Gravity Training (AGL, AWA) The character
Toasters, automobiles, jet airplanes, and even firearms are has had some hands-on extra-vehicular training for outer
all fixable with this skill. Devices that incorporate
space or in other micro-gravity environments. Repairing
electronics require the Electronic skill as well to repair. minor hull breaches, space suit maneuvers, and even some
Every device has its own specialization. E.g. Toasters & zero gravity combat has been learned. While this skill is
Motorcycles. not commonly available, certain campaigns that heavily
Medicine - (INT) The detailed knowledge of the feature space travel may allow this skill to become
workings of the human body. This includes all modern commonly available. This skill should also be known by
medicines, surgery techniques, and paramedics. Skilled every astronaut and space-faring character.
doctors will increase a patients chance of surviving great Military History & Tactics - (INT) The knowledge of the
trauma, and recovering quicker. Every medical specialty
general history of the military; from the ancient battles of
is a separate specialization. E.g. Optometry, Hannibal to the shores of Vietnam. From this knowledge
Cardiovascular, Proctology, and other far less of History also comes the knowledge of tactics and
pronounceable names are all separate specializations. stratagems of real warfare. Every culture or historical
period is a separate specialization.

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Step 8. Purchase Skills

Military Vehicle - (DEX) The control and operation of Notice Ambush (AWA) This skill allows the character
large military vehicles including Tanks, APCs, and to be aware of any potential ambushes, or excellent sites
Hummers. This skill does not give knowledge or skill in of possible ambushes. Such a character wont notice any
the weapons mounted within military vehicles. Using individuals as often as they will notice really great places
these weapons requires the Tactical Weapons skill. Each to attack someone from.
vehicle is a separate specialization. Notice Concealment (AWA, INT) Characters with this
Mimicry - (CHA, INT) This is the skill of making ones skill have been trained to notice things that are hidden.
voice not sound like it should. Characters with this skill Hidden people, hidden doors, hidden compartments, or
can project their voice to another location in a room, hidden puzzles may all be noticed by a trained character.
mimic other people or animals, or disguise their voice. Notice Traps (AWA, INT) This skill allows the
Each person or animal to be mimicked, Ventriloquism, character to be aware of any traps that he or she may
Sound Effect, and Distortion are all possible come across. This skill cannot be used to disarm traps.
specializations. Specializations include Rune or Magically Inscribed
Mining - (DEX, INT) This is the skill in tunneling Traps, Pit Traps, Needle Traps, Blade Traps, Dropping
underground in the search for wealth and resources. It Traps, Rope Snares, and other various means of capturing
includes proper safety methods and procedures, or injuring someone.
knowledge of underground conditions, how to identify Observation Discipline - (WIL) This Discipline focuses
various precious metals and stones in ore forms, and how upon scrying, clairvoyance, clairaudience, and other forms
to transport it above ground. of magical observation. Any effect that allows the
Motorboat (DEX, INT) This skill allows the character magician to focus a physical sense upon a distant location
to operate most motorized water-based craft. Trolling is part of this discipline. Skilled practitioners can even
boats, yachts, speed boats, and motorboats are all enhance the abilities of scrying devices to see into other
controlled by this skill. Jet skis, submersibles, and dimensions or into the past. Each spell effect is a
Hydrofoils do not use this skill. Each type of motorboat separate specialization.
is a separate specialization. Occultism (INT) The study of the supernatural,
Motorcycle & ATV - (DEX) The control and operation unseen, and often un-believed. This skill is similar to
of small motorized two and three wheeled vehicles. Each Spellcraft in that it gives a basic knowledge of the forms
vehicle is a separate specialization. and resonances of rituals and spell casting. Most of this
Nature Discipline - (WIL) This Discipline focuses upon skill is the knowledge of mystical sites, unnatural
the natural world of plants and animals. Naturists are monsters, and the secret history of the world. This skill is
often called druids and venerate Mother Nature or some often incorrect, vague, and misleading as are many occult
god of nature. Their effects deal with controlling, tomes or research materials. Characters must often sift
summoning, and speaking with animals or plants. They through page after page to find even one true fact. Each
often attune themselves to deep wilderness and beautiful mystical location, supernatural monster, or culture has its
glens pristine of man. Each spell effect is a separate own specialization.
specialization. Oration - (CHA, INT) Speeches, storytelling, and verbal
Navigation (AWA, INT) This skill allows the character incitement are all part of oration. A good orator can work
to be able to find his or her way by using simple a crowd like magic, calming fears or rallying the mob for a
instruments, such as a compass or astrolabe. last stand. Each form of oration is a separate
Specializations include Land Navigation, Ocean specialization.
Navigation, and Air Navigation for flying creatures, Orienteering (AWA, INT) This skill measures a
items, and spells. character's ability to find his or her way in the wilderness,
Necromancy Discipline - (WIL) This Discipline focuses without the use of instruments. Each locale and
upon death and the undead. Practitioners are often evil, environment is a separate specialization.
jaded individuals with little regard for any other sentient Palming (DEX) This is the ability to pick up and
life. They routinely summon the souls of the dead to conceal small items upon one's person without being
torment and force to inhabit crumbling and decaying noticed. The character can also transfer a palmed item
corpses. The most skilled can even devour the experience from one body location to another.
and knowledge of the souls they steal. Each spell effect is Parachuting (AGL, HEA) The art of falling from an
a separate specialization. incredibly great height, pulling open a chute, and landing
Negotiation - (CHA, INT) This is the character's ability without a scratch. Requires a parachute. Specializations
to make compromises, especially in business. It can also include HALO, LALO, HAHO, water landings, jungle
be used to try to talk a person into some action. & forest landings, snow-covered landings, night landings,
Specializations include the Hard Sell, the Guilt Trip, and mid-air maneuvering, and city landings.
Fast Talking. Performance - (CHA, INT) Characters with this skill are
competent actors or other performers with a great deal of
stage presence. They are entertaining or compelling to

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Step 8. Purchase Skills

watch, can twist the emotions of the audience, and know Power Tools - (DEX) This skill allows the character to
exactly what their audience wants to see or hear. Stage use drills, chainsaws and other power tools in combat.
Magicians, street performers, carnival showmen, and Characters do not need this skill to use power tools in
actors of all kinds have this skill. Each type of show or normal activities such as lawn work or carpentry. Each
performance is a separate specialization. power tool used for combat is a separate specialization.
Personal Watercraft (DEX) This skill allows the Predict Weather (AWA, INT) This skill is the
operation of all types of jet skis. Characters with this skill character's ability to accurately predict the weather in the
are well versed in stunts, maneuvers, and basic traveling. near future. Every locale and environment is a separate
Each type of personal watercraft is a separate specialization.
specialization. Procuring (BEA, CHA, INT) The art of the deal &
Physics - (INT) The science of matter, energy, and the knowing the right people. If something special is needed
interactions between the two. Physics is extremely for purchase or hire that is currently out of the range of
technical and complicated. While basic physics only the PCs contacts, roll this skill. A successful roll will give
requires simple math skills, any knowledge above 20% one of the current contacts a lead on finding the good or
requires the skill mathematics as a pre-requisite. service desired. A roll can only be attempted once per
Pick Locks (DEX) This is a character's ability to open service per month of game-time. The good or service will
any sort of mechanical lock with out using the key. be available, but usually at inflated prices.
Specializations include Built-in locks, Padlocks, and Protections Discipline - (WIL) This Discipline focuses
Dwarven Locks. upon magical resistances, protections, and beneficial
Pick Pockets (DEX) This is a character's ability to take enchantments. They are entirely non-violent and
small items out of another person's pocket or pouch defensive in nature. Dedicated healers often learn this
without attracting attention. discipline to better protect those in their guardianship. It
can also be used to resist curses and a wide variety of
Pistol Weapons - (DEX) The knowledge of small, one detrimental effects. Each spell effect is a separate
handed single shot or semi-auto firearms. This skill
specialization.
allows the combat use, aiming, loading, and general
maintenance of many different styles of pistols, revolvers, Psychology - (INT) The knowledge and skill of the
and pistol shaped weapons. Each individual weapon is a human mind. Psychologists are trained to notice the
separate specialization. E.g. 9mm Beretta, .45 Colt subtle nuances between people, identify mental
Peacemaker, and Laser Pistols are all examples of separate conditions, and how to assist those suffering from mental
specializations. trauma.
Play Instrument (DEX) This skill allows a character to Pyromancy Discipline - (WIL) This Discipline focuses
play a musical instrument. This skill must be acquired for upon the classical element of Fire. Pyromancy is used to
each instrument that the character wishes to learn to play. create light, heat, cooking fires, and even summon
Every style of music is a separate specialization. elemental beings. Pyromancy is often a very offensive
and dangerous discipline that draws angry and vengeful
Poisons & Toxins - (INT) This is the knowledge of the practitioners. Each spell effect is a separate
properties, methods of application, symptoms, antidotes,
specialization.
remaining evidence, and descriptions of all sorts of
poisons and toxins. This information is vital for healers, Quick Draw - (DEX) Allows the character to draw a
assassins, city guard, and investigators of all sorts. Many weapon and strike in a single action. A failed skill roll
countries and realms ban any knowledge or sale of means that the weapon is drawn, but was too slow for an
poisons, and are often considered contraband. Each additional strike that action. If the roll was successful, the
specific type of poison, each individual poison, and each character may roll a separate strike check. The victim
method of administration is a separate specialization. In may or may not be surprised by the action giving a
addition the character may choose to specialize in penalty to his Defensive Tactics. Each weapon must have
resisting an individual poison or toxin. a separate skill in quick draw.
Pole Arms - (DEX) This skill allows a character to Race Cars (DEX) This skill grants the knowledge and
effectively use any sort of pole arm in combat. Such hands on training required to drive a race car such as a
weapons include staffs, spears and halberds. Each NASCAR or Formula One racer. The character is
individual weapon is a separate specialization. E.g. comfortable in racing at high speeds, knows specific
Halberds & Spears are two separate specializations. techniques, and is conversant in the modifications
required for racing. This skill requires the Drive:
Powered Armor (AGL, DEX) The knowledge of the Car/Automobile skill. Specializations include NASCAR,
operation of small robots and power armor. Most
Formula One, Street Racing, Drag Racing, Truck Racing,
powered armor are simple exoskeletons that enhance and Stunt Driving.
physical abilities and combat capabilities. Each suit or
small robot design is a separate specialization. Ranged Strike (DEX) This is an option or spell based
skill that requires some sort of self-contained ranged
attack. This skill is used to target and shoot some sort of

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energy or projectile from the character at a moving target. dragon or giant bird. This skill is extremely uncommon
Specializations include each individual attack form, as there are very few flying mounts to be purchased in
option, and ability. most lands. Each specific animal is a separate
Rapport (CHA, INT) The skill in making friends, specialization.
schmoozing people, and ingratiating into the company of Ride Lizard - (AGL, HEA) This skill is the characters
others. This skill should not be used if the subjects are in ability to ride a giant lizard. Giant lizards are most
an adversarial position, nor does it apply to detecting common in non-Earth settings, and this skill is extremely
when others are applying it themselves. This skill is also rare elsewhere. Each specific animal is a separate
often used to calm and relax subjects who feel threatened, specialization.
or are wary of the intentions of the character. The Ride Swimming Mount - (AGL, HEA) This skill is the
Rapport skill is often used with Etiquette in social characters ability to ride a swimming mount under or
situations. Each culture and subculture is a separate above the water. Such swimming mounts are very
specialization. Carousing and Calming are also possible uncommon in most lands, and very prized. Some
specializations. underwater cultures specialize in the taming and training
Realize Worth (AWA, INT) This skill is useful to of swimming mounts such as dolphins, giant fish, and
merchants, and other people who deal in merchandise. giant eels. Each specific animal is a separate
With this skill, the character will be able to accurately specialization.
estimate the monetary value of an item. Jewelry, Rifle Weapons - (DEX) The knowledge of large, single
Weapons, Armor, Statues & Sculptures, Livestock, Real shot or semi-auto, high caliber firearms that are
Estate, Paintings, Fine Wines, and Clothing are all traditionally two handed. This skill allows the combat
examples of available specializations. use, aiming, loading, and general maintenance of many
Religion - (INT) This skill must be taken for each different styles of rifles, shotguns, and rifle shaped
separate religion or system of faith. Pantheistic religions weapons. Each individual weapon is a separate
will always have a specific religion of each god or goddess specialization.
but each will incorporate the larger religious pantheon. Runic Knowledge - (WIL) This Discipline is the
Those who wish to generalize their religious knowledge knowledge of runes, glyphs, and circle magic. The
into a Pantheon level skill will know far less details about students of this discipline know how to channel, activate,
any one specific deity, but will have a large base of and maintain runic magic. Runes are permanently
information about all the rest. inscribed into objects. Anyone who is not a spell caster
Remote Operation (DEX) This skill is the ability to should instead select Lore- Runes & Circles to learn
operate a vehicle remotely. Most often used by hobbyists about the many different types of runes and circles that
for miniature cars and planes, this skill can be used to exist. Each spell effect is a separate specialization.
pilot any remote vehicle system. Vehicles that are full Sailing (AGL, STR) This is the character's ability to
sized may also require the normal piloting skill to operate pilot a sailing vessel. Specializations include Small craft,
depending upon the level of automation involved. Some Large craft, River Sailing, Ocean Sailing, and Multiple
high-tech systems that use Virtual Reality or direct Oared Vessels.
Mental Control may use the Agility or Willpower
Scrying (AWA, WIL) Scrying is the ability to project a
attributes respectively. Each type of remote vehicle is a
characters senses beyond their normal reach. Scrying is
separate specialization.
most often used to see and hear what is happening in
Research (AWA, INT) Characters with this skill are another location. All scrying requires a spell effect or a
proficient in the various organizational systems used by magical object to be successful. Attempting to use the
libraries in their culture. They can find pertinent Scrying skill without such a mechanism will provide no
information in large dusty tomes far faster than their less possible effect. Most scrying spell effects also requires a
skilled companions. This skill requires literacy in the scrying device, although a handful of Charms do not.
material being researched.
S.C.U.B.A. (AGL, HEA, INT) This is the skill in
Ride Conveyance (AGL, HEA) This skill allows the using a Self Contained Underwater Breathing Apparatus.
character to ride enchanted objects that have been imbued The character can prepare, recharge, wear, remove, and
with flight. Such objects include broomsticks, saddles, operate these units. Characters also know the limitations
baskets, and magic carpets. Each specific object is a of these units and themselves. They understand depth
separate specialization. limitations and proper procedures. It also includes more
Ride Equine (AGL, HEA) This skill is the character's high tech re-breathers, personal oxygen recyclers,
ability to ride an equine animal. Equines include horses, snorkels, and other devices that are similar to the modern
mules, donkeys, and ponies. Other animals similar in SCUBA. This skill does not include suits or systems
shape to a horse such as a unicorn may use this skill. designed for space. Each type of activity and type of unit
Each specific animal is a separate specialization. is a separate specialization.
Ride Flying Mount - (AGL, HEA) This skill is the Security (AWA, INT) This skill includes knowledge
characters ability to ride a flying mount such as a pegasus, and hands on training with various forms of electronic

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security. The character knows how to operate various immobilize them, but can possibly inflict injury or even
surveillance cameras, sensor suites, monitor radio traffic, cause death. Setting snares, Finding snare, and
and use various technologies to protect a location. Disarming Snares are all separate specializations.
Intruders with this skill may receive a bonus of 1/10 th the Sewing (DEX, INT) This skill is used when a person
skill rating to any applicable skill when attempting to wants to make an article of clothing. This skill also
defeat a security system. Each form of electronic includes knitting, cross stitch, tapestry weaving, and the
surveillance system is a separate specialization. proper use of a loom. This skill can also be used to repair
Seduction (BEA, CHA, WIL) This social skill allows clothing, sew patches onto uniforms, make nets, and
the tempter to try and sway a victims beliefs, loyalties, weave other crafts.
and actions to benefit himself. Seducers with a High Shipwright - (DEX, INT) Requires the Carpentry skill to
CHA or BEA may add a bonus of 10 for each of those learn. This skill is similar to that of Construction, but
attributes that exceed 70. Only one seduction roll may be deals with boats and other large sailing vessels. A
attempted per scene, but repeated seductions may receive shipwright can design, build, and instruct others in the
bonuses as the resolve of the victim slowly evaporates. proper creation of a sailing vessel. Each type of boat or
sailing vessel is a separate specialization.
Singing (CHA, HEA, INT) This skill is the character's
skill at singing, chanting, and other pleasing vocalizations.
Every form of song or chant is a separate specialization.
Skiing (AGL) The art of falling down a snow-covered
mountain with sticks strapped to the feet. A skilled
character can get to the bottom unhurt; a very skilled
character can do it in style.
Slings (DEX) This skill allows the character to be
proficient in the art of hurling a rock from a sock. This
skill is rare and uncommon in modern society.
Small Unit Tactics (AWA, INT, WIL) A successful use
of this skill allows the user and his unit to add a bonus of
1/10th the users skill to the 1st action of the following
round. The action must be a coordinated team effort.
This skill is utilized as the last action during a round and
allows a brief discussion to plan the next round.
Remember that the combat rounds are only six seconds
long this should be a very short discussion. A unit
consists of a number of people equal to 1/10th the value of
this skill rounding up. The leader using Small Unit
tactics should never count herself in this total. If there are
fewer individuals in the unit than the total allotment, then
Sense Aura (AWA, WIL) This skill allows the character the unit may have a bonus of +1 for each missing unit
to sense the presence of magic and supernatural energies. member.
Skilled characters can sense and locate magical energies
Sorcery Discipline - (WIL) This Discipline focuses upon
within items, on people, in locations, and spell effects as
meta-magic and the methods of spells affecting or altering
they are being cast. This skill cannot identify
other incantations. Sorcery can enhance, degrade, or
supernatural creatures or magicians. Requires a
channel other magical energies. Sorcery can also duplicate
minimum Magical Aptitude of 101 or greater. Each Spell
supernatural abilities, skills, and other meta-game options.
Effect and Discipline are separate specializations.
Each spell effect is a separate specialization.
Sense Disease (AWA, INT) This skill is used to
Space Shuttles - (DEX, INT) The crme of the piloting
determine if a person is sick in some physical way, such as
crop becomes astronauts. This skill allows the piloting of
having a cold or the plague. In addition this skill grants
all shuttles: modern and futuristic. It does not give any
basic knowledge of non-magical diseases and symptoms
navigational ability (Astrogation), nor does it allow the
of such diseases. Each disease is a separate specialization.
operation of any available weapon systems (Tactical
Sense Injury (AWA, INT) This skill is used to Weapons). Each shuttle is a separate specialization.
determine the extent of a person's injuries, and what
Space Vessels - (DEX, INT) The piloting of long range,
would be the best course of action to heal him or her.
deep space vessels. These vessels are extremely rare even
Each race or species is a separate specialization.
in a modern Heroic universe. Most pilots would not even
Set Snares (DEX, INT) This skill allows the character know of their existence. Such vessels may use a FTL
to set, or disarm, snares in the wilderness. Snares are a (faster than light) drive or may simply putter along at sub-
form of trap used to capture animals. They usually light velocities. Each vessel is a separate specialization.

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Spellcraft - (INT) Non-mages can never use this skill to all separate specializations.
cast a spell or ritual. This skill is a broad knowledge of Submersibles (DEX, INT) This skill includes all
the various styles, forms, incantations, gestures, and submersible watercraft from personal dive spheres to
resonant crutches that are used to cast magical spells. military submarines. Characters know the basics of
This skill will help identify the effects of a spell that was underwater maneuvering, sonar use, depth allowances,
previously cast or a potential spell that is currently being and other important information. The character should
conjured. This skill also helps to identify what ritual is also know SCUBA in case something goes wrong. Each
being performed by the resonant items, chants, words of type of vehicle is a different specialization.
power, gestures, symbols, and intonations. It also grants a
Summoning Discipline - (WIL) This Discipline focuses
broad knowledge of many different rituals: their
upon the conjuration and materialization of living
purposes, powers, and who practices them. This skill can
creatures. These living creatures arrive by their best and
be used for both secular magical rituals and religious
fastest mode of travel from their current location to the
ceremonies. Each Arkana, School, and Faith is
caster. Most summoning effects are exclusively rituals
considered a separate specialization
and may require specific items, true names, or pieces of
Spell Masking (INT, WIL) All spells have an inherent the creature to be summoned. Keep in mind that many
energy signature that is resonant with the specific caster summoned creatures are not bound or controlled without
that creates the effect. This magical signature can help other means or magic. Each spell effect is a separate
identify the original caster of a spell effect, unless the specialization.
character wishes to attempt to alter the energy signature.
Swimming (HEA, STR) This skill allows a character to
Characters with enough skill may choose to alter the
swim, float, dive, and attempt other aquatic maneuvers.
power, nature, and even which spell was cast from later
investigators. Each spell effect has a separate Specializations include Swimming while encumbered,
specialization. Diving, Underwater swimming, Speed swimming, and
Survival Swimming.
Sports (AGL, DEX, HEA) Similar to a lore skill, each
Sword Weapons - (DEX) This skill is required to
Sport is a separate skill. The character knows all of the
effectively use all single-handed weapons that use a long
rules, the maneuvers, and tricks of that sport. Detailed
edge to inflict injury. Each individual weapon is a
knowledge of the statistics, events, players, and other
minutiae is only known with a companion Lore skill. separate specialization. E.g. Bastard Swords & Long
Swords are two separate specializations.
Stealth (AGL, INT) This is the ability to move about
Tactical Weapons - (DEX) This skill incorporates the
without attracting attention to oneself. Best when used in
built in weapon systems of vehicles, tanks, military
conjunction with Hiding or Camouflage, this skill has
vehicles, space ships, and ground based weapon platforms.
saved many a character's life. Specializations include each
Anything that uses radar or visual targeting as part of a
individual type of armor, each locale or environment,
larger weapon system may use this skill. Every vehicle
Crowds, Moving in shadows, and Moving Silently. E.g.
Stealth while wearing Cuir-bouilli Lamellar, City Streets, and weapon system counts as a separate specialization.
and Forests are all separate specializations. E.g. Artillery Units, M-1 Abrams, F-16 Fighter Jets are all
separate specializations.
Streetwise (CHA, INT, WIL) This skill allows a
Tantric Magic (AWA, WIL) Tantric magic is a
character to know where to go in a town to find
derivation and corruption of Buddhist teachings and
information, or equipment, that is not available on the
beliefs. Without going into undue description, Tantric
open market. Every criminal underground has its own set
magic uses sexual intercourse to channel and provide the
of tags, customs, style of dress, and slang. While it is not
spellcaster with magical energy. The donor grants a value
possible to know each and every major citys culture, a
of their life energy as drain to the caster based upon their
character skilled in streetwise should be able to discern
age and purity. The donor will feel tired, sluggish, and
the differences and apply them convincingly. Every city
worn after the experience and will suffer penalties equal
or town has a separate specialization.
to the Drain until it replenishes normally. This skill
Style & Fashion (BEA, CHA, INT) The knowledge of should only be used in mature campaigns and is only
what to wear in any situation. What the wealthy gangsta available with the GMs permission.
is wearing will generally differ from the cream of the
Teaching (CHA, INT, WIL) This skill is required to be
Armani crop. Dress, make-up, accessories, and other
able to impart one's knowledge onto another person.
sundries are all known by the character with this skill.
Specialties include various sub-cultures. E.g. Blue Bloods, Each subject matter known to the teacher is a separate
Lawyers, European, Costumed Heroes, and LA Street. specialization.
Teamster (INT, STR) This skill is the level of expertise
Sub-machine Guns - (DEX) The knowledge of small,
that a character has when driving a wagon, chariot, or
high-velocity firearms that are traditionally one or two
other animal drawn wheeled vehicle. Such characters
handed. This skill allows the combat use, aiming, loading,
know about the different forms of such vehicles, what
and general maintenance of many different styles of sub-
terrain they can traverse, and what tack is required for
machine guns. Each individual weapon is a separate
their animals. It does not give the knowledge of riding
specialization. E.g. Mac-10, Uzi, and .45 Thompson are

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any of the animals without the wagon. Each form of Transformation Discipline - (WIL) This Discipline
wheeled vehicle is a separate specialization. E.g. focuses upon the physical body. Transformation is one of
Chariots, Wagons, and Carriages. the largest and varied of the disciplines. It incorporates all
Telekinesis Discipline - (WIL) This Discipline focuses of the spell effects that can change the physical body of
upon the physical manipulation of objects. Telekinesis the caster or another. Every spell effect of the
only uses the power of the mind to lift, carry, use, and transformation discipline noticeably changes the targets
operate items and devices. Telekinesis as a magical body. Spell effects often create animal-like appendages or
discipline is very similar to the psychic ability of the same features that mimic abilities of other creatures. Each spell
name; the only difference is where the power comes from effect is a separate specialization.
and how it is channeled. Each spell effect is a separate Translation (INT) This is an option-based skill. This
specialization. skill allows the character to understand any verbal
Telekinetic Control (INT, WIL) This skill requires an communication or language within the range of the
option that grants a version of telekinesis. Any form of option. Every spoken language is a separate
telekinetic manipulation may require a skill roll. specialization.
Specializations include Combat, Defense, Lifting, and Translocation (AWA, INT) This skill allows movement
Precision Movements. from any two points without traversing the intervening
Temporal Discipline - (WIL) This Discipline focuses space. Options that require this skill include
upon the manipulation of time. This is a very rare and Teleportation, Dimensional Travel, and Time Travel.
specialized field of study that has very few practitioners. Each option that requires this skill is a separate
With enough training, temporal casters can even travel specialization. E.g. Teleportation and Dimensional
through to different eras of history. Each spell effect is a Travel are two separate specializations. Each spell effect
separate specialization. is a separate specialization.
Terramancy Discipline - (WIL) This Discipline focuses Translocation Discipline - (WIL) This Discipline focuses
upon the classical element of Earth. This discipline upon moving a physical object from one location to
should not be confused with Geomancy; which is the another without traversing the intermediate points.
manipulation of ley lines and places of power. Teleportation, dimensional gateways, and pocket
Terramancers can easily shape stone, travel through earth, dimensions are all within the purview of this discipline.
and even summon elemental beings. Each spell effect is a Each spell effect is a different specialization.
separate specialization. Two Handed Miscellaneous Weapons - (DEX) These
Theomancy (AWA, INT, WIL) Theomancy is the skill weapons include two-handed versions of smaller crushing
of drawing mystical energy from divine or infernal or axe weapons. Requires a minimum strength of 65.
sources. Depending upon the chronicle, this may be Each individual weapon is a separate specialization. E.g.
simply tapping into the resonance and belief of true Great Axe & Scorpion Flail are two separate and distinct
believers or an actual drawing upon the chosen deity. specializations.
Theomancers must be true and devout believers of the Two Handed Sword Weapons - (DEX) This skill is
deity for this skill to be effective. A lack of belief or a needed to use large swords that require two hands to use.
disdain for the chosen deity will automatically fail any Requires a minimum strength of 65. Each individual
attempt at drawing energy. Specializations include Direct weapon is a separate specialization. E.g. Claymore &
Channeling, Holy Shrines, and Holy Relics. No-Dachi are two separate specializations.
Thrown Weapons (DEX, STR) These weapons are Ultra Tech Skills (Varies) These skills are identical to
used by throwing them over a distance, inflicting injury their namesakes without the Ultra Tech appellation.
before the target can come close to the thrower. This skill Ultra Technology skills are so advanced that scientists
includes throwing spears, daggers, and javelins. Each barely have theories for them. Strictly the purview of
individual weapon is a separate specialization. E.g. science fiction writers, ultra tech skills should only rarely
Throwing Knives & javelins are two separate come into play. Jump space engines, matter transmission,
specializations. time travel, limitless energy sources, planet killer bombs,
Tracking (AWA, INT) This skill allows a person to and other extremely powerful technologies should remain
follow the trail made by another person or animal in the Ultra Tech. Those devices that could be possible in a few
wilderness. It also includes hiding one's own trail, decades or centuries may fit better as High Tech skills.
making it harder to be followed. In addition to every The distinction is up to the individual GM.
locale and environment (including Urban) having a Specializations are based on the standard tech level skill of
separate specialization, every type of animal or creature the same name.
has its own as well. Unarmed Combat - (AGL, DEX) This skill is the training
Tractor Trailer - (DEX) The character knows how to and ability to fight without a weapon, although it is not as
drive large cargo vans, 18 wheeled monstrosities, dump powerful as Martial Arts. It is often possessed by
trucks, or other large truck. Each vehicle is a separate soldiers, commandos, and others trained in a hybrid
specialization. martial art. While not commonly available, it can be
purchased by any character for 10 option points. Each

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major attack form or brawling style weapon is considered


a separate specialization. Brass Knuckles, Head Butts,
Step 9. Purchase Equipment
Gauntlets, Kicks, and Punches are all specializations. In This step of character creation is the most
addition every known unarmed maneuver is a separate subjective of all. Characters may begin with any
specialization. E.g. Body Throw & Tackle are both equipment that the player and game master agree is
separate specializations. logical for the character to own. This judgment should be
based upon the Income, Lifestyle, Savings, and other
resource ratings of the character. Characters with a high
level of resources should own more and better equipment
than those living in the streets. The other major deciding
factor for equipment is the setting of the chronicle.
A Wild West setting will have a far different
level of technology and gear than one set in the year 2020
with cybernetics and hover-cycles. Certain options and
weaknesses may also play a role in deciding which
equipment seems right for the character. Dont forget
that characters can only carry so much gear, and the more
they carry the slower they move and fight. If the player
and Game Master cannot agree on what the character
should be able to purchase, assuming the item is available
Vitalism Discipline - (WIL) This Discipline focuses upon in the chronicle setting, the player should be allowed to
life energies and the invisible tethers of life and death. spend their Savings upon the item. Temporarily reduce
Vitalism is equally studied by healer and necromancer the Savings resource accordingly.
alike. Each spell effect is a separate specialization. On the following equipment charts there are
Wards Discipline - (WIL) This Discipline focuses upon included a number of codes used for item size and
the protection and defense of a location or item. Wards availability. Availability is limited by how common an
are commonly visible to the naked eye as glowing glyphs item would be to find available for purchase. Just because
or runes that are either layered upon or impressed upon someone has an item, doesnt mean they are willing to sell
an item. While Wards can be hidden from sight, they are it. While the price list reflects the principles of supply
often not to give the additional warning to would be and demand on the large scale, many locations will
intruders and thieves. Wards can sound an alarm, inflict experience fluctuations in price based on importation
injury, or even negate an effect within the proscribed area. distances, shortages in raw materials, or a lack of skilled
Protection circles are common forms of wards and this tradesmen.
discipline is often learned in conjunction with Runic
Knowledge. Each spell effect is a separate specialization. Each level of Availability also has a percentage
chance of actual availability based on the current locale.
Weather Discipline - (WIL) This Discipline focuses upon This percentage should be modified as the GM sees fit for
the control of the natural forces of weather. This their personal campaign world or setting. This check may
discipline harnesses control of atmospheric pressures, be rolled for each appropriate shop or retailer who may
winds, humidity, and lightning. This discipline is often have the desired item or service.
learned by wizards of agricultural communities and
ministers of weather gods. Each spell effect is a separate If an item is illegal in the current location, then
specialization. the percentage availability will automatically be zero for
Wheelwright (DEX, INT) This skill requires the anyone who does not have streetwise. Most legitimate
Carpentry skill. Characters with this skill are skilled in shopkeepers do not sell or trade in contraband goods or
the building and repair of wagons, chariots, carriages, and services. The percentage availability for those that do
other animal drawn wheeled vehicles. Driving the trade in illegal goods will be equal to the normal
creations requires the Teamster skill. Each form of availability for the locale minus a penalty of 30. Special
wheeled vehicle is a separate specialization. E.g. technologies possessed by high-tech or ultra-tech
Chariots, Wagons, and Carriage. craftsmen will be far less likely to be found in lower tech
level locations. All availability levels are based upon the
Wrestling - (AGL, DEX) This hand to hand combat skill standard level of technology within the modern United
is designed to subdue and restrain an opponent. Unlike States.
martial arts, wrestling has only the simplest of strikes and
excels in holds and grappling. Wrestling requires five
option points to purchase. Each wrestling maneuver is a
separate specialization. E.g. Holds, Sweep Kicks, Body
Throw, etc.

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Availability Code Village Town City Mega Future technologies may become available
VC Very Common 75% 95% 99% 100% during your campaign either from alien intervention or
C Common 30% 50% 75% 99% time travel. While taking caution not to unbalance the
UC Uncommon 10% 30% 50% 70% available equipment for the setting, the Technology
R Rare 1% 5% 10% 15% Levels chart may become invaluable.
VR Very Rare 0% 1% 3% 5% High Tech skills will be found during Tech
Levels 12 (Near Future) and 13 (Interplanetary). Ultra
The various size codes should be used to match Tech skills will be found in Tech Levels 14 (Sub-light
the various sized weapons and equipment with the Interstellar) through 20 (Meta-technology). These levels
different sized races and creatures that populate the game. are for chronicles based on TL-11. For those playing in an
A goblin cannot realistically use a tower shield and a archaic setting, consider a sliding scale of High Tech skills
bastard sword. A creature that is the same size code as an being two above the current TL, with Ultra Tech skills
object can carry it easily in one hand. A creature that is beyond that.
one size code smaller than an object can use the item in
both hands. A person that is two or more size codes Even in a single society, there may be variations
smaller than an object can still carry it, but cannot use or in Technology Level for each of the various technological
wield the item. Characters that are one size larger than and scientific disciplines. Where does a society excel, and
the object may use the object normally in one hand. Any where does it lag behind?
greater difference in size makes the item unusable for
When determining the TL of your chronicle
anything other than very fine detail work (such as a small
setting, keep in mind the following scientific disciplines:
paintbrush or toothpick).
Transportation, Physics, Communication, Information
Some size codes have a + sign after the initial Technologies, Medicine, Energy Production, Military,
code. These items can be used as if they were that size Construction, Psychology, Mathematics, Chemistry,
code, but cannot be used by any creature smaller. Also Biotechnology, and Engineering.
included in this category are bows and other items that
can be held one handed but must be used at least partially
in two. In addition these items are designed for larger
creatures or to be used two handed. Any attempt to use
such an item one handed will incur a -10 penalty; firearms Technology Levels
that are designed to be fired two-handed will have a
penalty of -30 instead. Tech
Technology Description
Level
0 No Tool Use
Size Code Races or Creatures 1 Stone Age
T Tiny Faeries 2 Copper & Bronze Age
S Small Goblins, Pecks 3 Iron Age
M Medium Humans, Most Other Races 4 Middle Ages
L Large Gruzzo, Ogres 5 Renaissance
H Huge Giants 6 Age of Reason
G Giant Ships, Kraken, & Titans 7 Industrial Revolution
8 Steam Age
9 Electric Age
These charts are only a representative sample of 10 Atomic Age
the equipment that players are most likely to wish to 11 Electronic / Digital Age (Now)
purchase for their characters. Statistics for less common 12 Near Future
items should be determined by the players and game 13 Interplanetary
master as the need arises. Further lists of equipment will 14 Sub-light Interstellar
be forthcoming in chronicle settings, equipment guides, 15 Light Speed
and weapon guides. 16 Faster Than Light
17 Jump Gates / Intergalactic
The Technology Levels chart will not generally 18 Personal Mechanism
be needed for most modern chronicle settings. However, 19 Universal Mechanism
since the system has been designed to be universal in 20 Meta-technology
nature, your personal chronicle may utilize a specialized
level of technology. Modern chronicles should be set at
TL-11, and any references to TL-11 technology in other
guides should be appropriate for your setting. Poor
locales and undeveloped nations will likely have a lower
Technology Level.

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Basic Equipment
Name of Item Cost Avail. Weight Lbs. Size Notes
Ammunition, Arrow $6 C 0.15 S
Ammunition, Light Pistol $50 C 5.00 S Box of 50
Ammunition, Heavy Pistol $50 UC 5.00 S Box of 20
Ammunition, Rifle $75 C 5.00 S Box of 50
Ammunition, Shotgun $60 C 5.00 S Box of 50
Backpack, Medium Nylon $50 VC 2.00 M 1 x 1 x 2
Backpack, Large Nylon $100 C 6.00 M 1 x 2 x 3
Binoculars, 8x $30 C 0.50 S
Binoculars, 10x $100 C 1.50 S
Binoculars, 16x $200 UC 2.25 S
Bolt-cutters $70 C 8.00 M
Bug Detector $500 UC 2.00 S 15 foot radius
Camera, Digital $200 C 0.50 S
Camera, Digital SLR $900 UC 1.00 S
Camera, 35mm Film SLR $250 C 1.00 S
Camera, Video $500 C 2.00 S+
Camouflage Suit $100 UC 3.00 M +15 to Camouflage
Canteen, Medium Plastic $15 VC 2.00 Full S 2 Pints of Liquid
Climbing Gear $500 UC 20.00 M+
Compass $20 C 0.50 S
Computer, Laptop $1,200 C 4.00 M Equivalent to IT Resource of 3
Computer, UMC $1,000 UC 1.50 S+ Equivalent to IT Resource of 2
Computer, PDA $200 C 0.25 S Equivalent to IT Resource of 1
Flashlight $15 VC 1.00 S
Flash Suppressor $350 UC 0.50 S
Goggles, Low Light Amplification $600 UC 1.25 S
Goggles, Thermo-Imaging $10,000 UC 1.25 S
Holster $40 C 0.50 S Ankle, Shoulder, Belt, etc
Lock Picks, Single $20 UC 0.10 T
Lock Picks, Set $100 UC 3.00 S
Lock Picks, Automatic Gun $200 UC 5.00 S
Magazine, Weapon Clips $2 C 0.25 S
Metal Acids $100 UC 0.25 T 1 Ounce
Outfit, Evening Wear $400 + C 7.00 M
Outfit, Casual $150 C 4.00 M
Outfit, Superhero Spandex $100 UC 2.00 M
Outfit, Uniform $200 + UC 4.00 M
Outfit, Work $150 C 5.00 M
Phone, Cellular $50 VC 0.30 S
Phone, Satellite $1,800 UC 0.80 S+
Radio, Citizen Band Handset $160 C 0.50 S 4 mile range
Radio, Headset $75 C 0.10 T Requires Handheld Radio
Radio, Handheld Amateur $350 UC 0.60 S+ 15 Miles
Rations, MRE $5 UC 1.00 S Enough for 1 meal
Rope, 20ft Nylon $25 C 4.00 M
Silencer $400 UC 0.50 S
Sleeping Bag $70 C 7.00 M+
Tactical Vest $100 UC 1.75 M

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Charles Weston (order #2827343) 6


Step 9. Purchase Equipment

Basic Equipment, continued


Name of Item Cost Avail. Weight Lbs. Size Notes
Tent, Small 2 Person $80 C 6.00 M
Tent, Medium 4 Person $180 C 10.00 M
Tent, Large 6-10 Person $300 C 20.00 M+
Weapon Sight, Telescopic 3x - 9x $120 C 0.75 S +1 Aiming
Weapon Sight, Telescopic 6x 24x $200 C 1.25 S +2 Aiming
Weapon Sight, Low Light Amplification $1,200 UC 1.75 S 4x Telescopic. +1 Aiming

Modern Armor: Suits & Piecemeal


Weight Protection Agility
Name of Item Cost Avail. Size Type
(lbs) Value (PV) Penalty
Aramid Type I, Suit $500 UC 5.00 M Soft 11 -9
- Breastplate (Torso) $300 UC 3.00 M Soft 11 -5
- Vambrace (Arms) $25 UC 0.25 M Soft 11 -1
- Greaves (Legs) $75 UC 0.50 M Soft 11 -1
Aramid Type II, Suit $700 UC 7.00 M Soft 24 - 29
- Breastplate (Torso) $400 UC 4.00 M Soft 24 - 17
- Vambrace (Arms) $50 UC 0.50 M Soft 24 -3
- Greaves (Legs) $100 UC 1.00 M Soft 24 -3
Aramid Type III, Suit $1,200 UC 12.00 M Hard 28 - 40
- Breastplate (Torso) $700 UC 7.00 M Hard 28 - 24
- Vambrace (Arms) $100 UC 1.00 M Hard 28 -4
- Greaves (Legs) $150 UC 1.50 M Hard 28 -4
Aramid Type IV, Suit $1,400 UC 14.00 M Hard 34 - 51
- Breastplate (Torso) $800 UC 8.00 M Hard 34 - 31
- Vambrace (Arms) $125 UC 1.25 M Hard 34 -5
- Greaves (Legs) $175 UC 1.75 M Hard 34 -5
Reinforced Clothes, Aramid $250 UC 2.50 M Soft 6 -2
- Breastplate (Torso) $100 UC 1.00 M Soft 6 -1
- Vambrace (Arms) $25 UC 0.25 M Soft 6 - 0.25
- Greaves (Legs) $50 UC 0.50 M Soft 6 - 0.25

Modern Shields
Weight
Name of Item Cost Avail. Size PV BP DT Bonus Hands
(lbs)
Riot Shield, Polycarbonate $150 UC 6.00 M 11 125 + 10 One
Ballistic Shield, Medium $2,000 UC 14.00 M 28 150 + 10 One
Ballistic Shield, Large $2,500 UC 18.00 M 28 200 + 15 One

Modern Helmets
Weight Protection Hearing Vision
Name of Item Cost Avail. Type
(lbs) Value Penalty Penalty
Aramid Type II, Open Face $200 UC 2.70 Hard 24 - 10 -0
Aramid Type III, Open Face $500 UC 3.00 Hard 28 - 10 -0
Ballistic Face Shield $370 UC 2.20 Hard 24 -0 -5
Tactical Goggles $90 UC 0.50 Hard 11 -0 -5

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Charles Weston (order #2827343) 6


Step 9. Purchase Equipment

Modern Weapons
Weight Ammo Ranges
Name of Weapon Cost Avail. Size
(lbs) Capacity Eff. Max. Penalty
Arrow $6 C 0.15 S --- --- --- ---
Assault Rifle, 4.70mm $1,500 R 8.00 M+ 50c + 1 125 ft 980 ft - 20
Assault Rifle, 5.45mm $1,750 UC 8.00 M+ 30c + 1 200 ft 1,640 ft - 20
Assault Rifle, 5.56mm $1,500 R 7.00 M+ 30c + 1 160 ft 1,315 ft - 20
Assault Rifle, 7.62mm $1,750 R 9.50 M+ 30c + 1 125 ft 985 ft - 20
Auto-gun, 30mm Military R 300 H 400 200 ft 9,980 ft - 20
Bola $60 UC 3.00 M --- 15 ft 60 ft - 20
Bow, Compound $250 C 5.00 M+ 1 60 ft 225 ft - 20
Bowie Knife $100 C 1.50 S --- 10 ft STR - 30
Brass Knuckles $15 C 0.50 S --- --- --- ---
Broadsword $500 UC 3.50 M --- 5 ft STR - 30
Cannon, 76mm Military R 800 G 1 200 ft 8,905 ft - 20
Cannon, 90mm Military R 1000 G 1 200 ft 13,120 ft - 20
Chainsaw, Small $150 VC 10.00 M+ 20 Min 5 ft STR - 40
Chainsaw, Medium $180 C 12.50 M+ 30 Min 5 ft STR - 50
Chainsaw, Large $300 C 15.00 M+ 30 Min 5 ft STR - 60
Claymore $760 UC 7.00 L --- 5 ft STR - 40
Club $15 C 2.00 S --- 5 ft STR - 30
Dart Pistol, CO2 $880 UC 5.00 S+ 1 (100) 15 ft 150 ft - 20
Dart Rifle, CO2 $1,250 UC 7.00 M+ 1 (100) 60 ft 500 ft - 20
Drill $150 VC 8.00 S+ 1 Hour 5 ft STR - 40
Fists & Punches --- --- --- --- --- --- --- ---
Flame Thrower $1,150 R 50.00 M+ 16 10 ft 50 ft - 20
Grenade, Flash-bang $40 UC 0.50 S --- 20 ft 80 ft - 20
Grenade, Fragmentation $50 R 0.50 S --- 20 ft 80 ft - 20
Grenade, Phosphorous $70 R 0.50 S --- 20 ft 80 ft - 20
Grenade, Smoke $30 UC 0.50 S --- 20 ft 80 ft - 20
Grenade Launcher $1,200 R 11.00 M+ 1 150 ft 1,200 ft - 20
Hatchet $25 VC 1.00 S --- 15' STR - 20
Head Butt --- --- --- --- --- --- --- ---
Katana $650+ R 3.00 M --- 5 ft STR - 30
Kicks --- --- --- --- --- --- --- ---
Knife, Throwing $50 C 0.50 S --- 15 ft 1.5 x STR - 20
Machinegun, .30 Caliber $3,400 R 31.00 L Belt 200 ft 3,280 ft - 20
Machinegun, .50 Caliber $6,500 R 86.00 L Belt 200 ft 19,690 ft - 20
Machinegun, 7.62mm $5,200 R 23.00 L Belt 200 ft 3,280 ft - 20
Mini-gun, 5.56mm $4,500 R 85.00 L 500d 200 ft 13,120 ft - 20
Missile, High Explosive Military R 1000 G Varies 200 ft 3 Miles - 20
Mortar $5,500 R 10.00 L 1 1,625 ft 6,500 ft - 20
Net, Small $25 C 10.00 M --- 10 ft 20 ft - 20
Net, Medium $100 C 20.00 M+ --- 10 ft 20 ft - 20
Net, Large $200 C 30.00 L --- 10 ft 15 ft - 20
Nightstick $30 UC 1.50 S+ --- 5 ft STR - 30
Pistol, .22 Caliber Revolver $280 C 2.00 S+ 6 15 ft 130 ft - 20
Pistol, .38 Caliber Revolver $600 C 2.00 S+ 6 25 ft 165 ft - 20

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Charles Weston (order #2827343) 6


Step 9. Purchase Equipment

Modern Weapons
Round Injury Inflicted
Skill Used ROF STR?
Size 1 2 3 4 5 6 7 8 9 10
Bow / Knife --- Varies by Bow Weapon --- ---
Assault 4.70 mm 4 7 10 13 16 19 22 25 28 31 FA No
Assault 5.45 mm 4 7 12 15 18 22 26 29 32 36 FA No
Assault 5.56 mm 4 7 12 15 18 22 26 29 32 36 FA No
Assault 7.62 mm 4 7 12 15 18 22 26 29 32 36 FA No
Tactical 30 mm 6 12 18 24 30 36 42 48 54 60 BO No
Thrown --- E1 E2 E3 E4 E5 E6 E7 E8 E9 E10 STD No
Bow Arrow 3 6 9 12 15 18 21 24 27 30 STD Yes
Knife --- 1 2 3 5 6 7 8 10 11 12 STD Yes
H-t-H --- 3 4 4 5 5 6 6 7 7 8 STD Yes
Sword --- 2 5 8 10 12 15 18 20 22 25 STD Yes
Tactical 76 mm 8 16 24 32 40 48 56 64 72 80 1/3P No
Tactical 90 mm 10 20 30 40 50 60 70 80 90 100 1/3P No
Power Tools --- 4 8 12 16 20 24 28 32 36 40 STD Yes
Power Tools --- 5 10 15 20 25 30 35 40 45 50 STD Yes
Power Tools --- 6 12 18 24 30 36 42 48 54 60 STD Yes
2H Sword --- 4 8 12 16 20 24 28 32 36 40 STD Yes
Blunt --- 1 2 3 4 5 6 7 8 9 10 STD Yes
Pistol 1 5 cc By Poison, Toxin, or Drug Type & Effect STD No
Rifle 1 5 cc By Poison, Toxin, or Drug Type & Effect STD No
Power Tools --- 2 4 6 8 10 12 14 16 18 20 STD Yes
H-t-H --- 1 1 2 2 3 3 4 4 5 5 STD Yes
Heavy Gallon 6 11 15 20 24 29 34 38 42 47 BO No
Thrown --- BD2 BD4 BD6 BD8 BD10 BD12 BD14 BD16 BD18 BD20 STD No
Thrown --- 10d10 + 30 total Injury, - Injury every 5 feet from impact STD No
Thrown --- 10d10 + 50 total Injury, - Injury every 2.5 feet from impact. Fire Injury STD No
Thrown --- Fills a 125 cu. ft. volume with colored smoke each phase. 2,800 cu. ft. max. STD No
Heavy 40 mm By Type of Grenade Used 1/3P No
Axe --- 1 2 3 4 5 6 7 8 9 10 STD Yes
H-t-H --- 1 1 1 1 1 1 2 2 2 3 STD Yes
Sword --- 2 5 8 10 12 15 18 20 22 25 STD Yes
H-t-H --- 1 2 2 3 3 4 4 5 5 6 STD Yes
Thrown --- 1 2 2 3 4 4 5 6 7 8 STD Yes
Heavy .30 Caliber 4 9 13 18 22 27 32 36 40 45 BO No
Heavy .50 Caliber 6 11 17 22 28 33 39 44 50 56 BO No
Heavy 7.62 mm 6 11 15 20 24 29 34 38 42 47 BO No
Heavy 5.56 mm 4 9 13 18 22 27 32 36 40 45 BO No
Tactical Varies 10d10 + 200 total injury, - injury every 50 feet from impact Varies No
Heavy 60 mm 10d10 + 60 total Injury, - Injury every 7.5 feet from impact 1/6P No
Thrown --- E2 E4 E6 E8 E10 E12 E14 E16 E18 E20 STD No
Thrown --- E3 E5 E8 E10 E13 E15 E18 E20 E23 E25 STD No
Thrown --- E3 E6 E9 E12 E15 E18 E21 E24 E27 E30 STD No
Blunt --- 1 2 3 4 5 6 7 8 9 10 STD Yes
Pistol .22 Caliber 1 3 4 6 7 9 10 12 13 15 STD No
Pistol .38 Caliber 3 6 9 12 15 18 21 24 27 30 STD No

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Charles Weston (order #2827343) 6


Step 9. Purchase Equipment

Modern Weapons, continued


Weight Ammo Ranges
Name of Item Cost Avail. Size
(lbs) Capacity Eff. Max. Penalty
Pistol, .357 Magnum Revolver $750 UC 2.25 S+ 6 15 ft 130 ft - 20
Pistol, .44 Magnum Revolver $950 UC 3.25 M 6 25 ft 165 ft - 20
Pistol, .45 Caliber $900 UC 3.25 M 7c + 1 25 ft 165 ft - 20
Pistol, .50 Caliber $1,200 UC 5.25 M 7c + 1 25 ft 180 ft - 20
Pistol, 9mm $550 C 2.25 S+ 9c + 1 25 ft 165 ft - 20
Pistol, 10mm $600 UC 2.25 S+ 9c +1 25 ft 200 ft - 20
Rapier $450 UC 1.50 M --- 5 ft STR - 30
Rifle, Hunting $630 C 7.50 M+ 5 200 ft 1,640 ft - 20
Rifle, Net Gun $1,500 UC 8.00 M+ 1 10 ft 50 ft - 20
Rifle, Sniping $3,350 UC 12.50 M+ 5c + 1 200 ft 4,265 ft - 20
Rocket, High Explosive Military R 500 L Varies 200 ft 4,000 ft - 20
Rocket Launcher $1,500 R 21.00 L 1 200 ft 4,000 ft - 20
Short Sword $350 UC 2.00 S+ --- 5 ft STR - 30
Shotgun, Double Barrel $300 C 6.50 M+ 2 --- --- ---
Shotgun, Pump Action $550 C 6.50 M+ 6 --- --- ---
Shotgun, Buckshot $60/box C 5.00/box --- --- 15 ft 100 ft - 20
Shotgun, Solid Slug $60/box C 5.00/box --- --- 35 ft 300 ft - 20
Shuriken $10 C 0.25 S --- 15 ft 1.5 x STR - 20
Staff $95 VC 5.00 L --- 10 ft STR - 30
Submachine Gun, 9mm $1,300 UC 7.75 M+ 30c +1 85 ft 650 ft - 20
Submachine Gun, 10mm $1,400 UC 8.00 M+ 30c + 1 85 ft 650 ft - 20
Submachine Gun, .45 ACP $1,500 UC 8.25 M+ 30c + 1 85 ft 650 ft - 20
Taser, Hand $110 C 1.00 S 5 --- --- ---
Taser, Ranged $500 UC 1.25 S 5 10 ft 15 ft - 20
Wakizashi $400+ R 2.00 S+ --- 5 ft STR - 30
Water Cannon $120,000 UC 390 H 40 25 ft 200 ft - 20
Whip $85 C 3.50 M --- --- --- ---

Ammo Capacity
C = Clip +1 = one in chamber D= Drum Min = Minutes (XXX) = Charges of Propellant

Injury Inflicted
B = Blindness D = Deafness E = Entangle
K = Knockdown S = Stun

Rate of Fire (ROF)


STD = Standard SA = Semi Automatic FA = Fully Automatic
BO = Burst Only NA = Single Shot Only 1 / x P = Once every X Phases

Strength Bonus Allowed (STR?)


Most melee weapons and thrown missile weapons will allow the strength bonus. Most firearms will not.

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Charles Weston (order #2827343) 6


Step 9. Purchase Equipment

Modern Weapons, continued


Injury Inflicted
Skill Used Round Size ROF STR?
1 2 3 4 5 6 7 8 9 10
Pistol .357 Caliber 3 7 11 14 17 21 25 28 31 35 STD No
Pistol .44 Caliber 5 9 13 16 19 23 27 29 33 37 STD No
Pistol .45 Caliber 3 7 11 14 17 21 25 28 31 35 SA No
Pistol .50 Caliber 4 8 12 16 20 24 28 32 36 40 SA No
Pistol 9 mm 3 6 9 12 15 18 21 24 27 30 SA No
Pistol 10 mm 4 7 10 13 16 19 22 25 28 31 SA No
Sword --- 2 4 6 8 10 12 14 16 18 20 STD Yes
Rifle .30 Caliber 4 7 10 13 16 19 22 25 28 31 STD No
Rifle --- By the size of the net. See appropriate entry. STD No
Rifle 7.62 mm 4 7 12 15 18 22 26 29 32 36 STD No
Tactical Varies 10d10 + 80 total Injury, - Injury every 10 feet from impact Varies No
Heavy 90 mm 10d10 + 80 total Injury, - Injury every 10 feet from impact 1/9P No
Sword --- 1 3 4 6 7 9 10 12 13 15 STD Yes
Rifle 20 Gauge Varies by Ammunition Type STD No
Rifle 20 Gauge Varies by Ammunition Type STD No
--- --- 3 6 9 12 15 18 21 24 27 30 --- ---
--- --- 3 7 11 14 17 21 25 28 31 35 --- ---
Thrown --- 1 1 1 1 2 2 2 3 3 3 STD Yes
Pole Arm --- 3 4 5 6 7 8 9 10 11 12 STD Yes
SMG 9 mm 3 6 9 12 15 18 21 24 27 30 FA No
SMG 10 mm 4 7 10 13 16 19 22 25 28 31 FA No
SMG .45 Cal ACP 3 7 11 14 17 21 25 28 31 35 FA No
H-t-H 500k Volts S2 S4 S6 S8 S10 S12 S14 S16 S18 S20 STD No
Pistol 50k Volts S2 S4 S6 S8 S10 S12 S14 S16 S18 S20 NA No
Sword --- 1 3 5 6 7 9 10 12 13 15 STD Yes
Tactical 1 Gallon K3 K6 K9 K12 K15 K18 K21 K24 K27 K30 BO No
Whips --- 1 1 2 3 4 5 6 7 8 8 STD Yes

- 133 -

Charles Weston (order #2827343) 6


Step 9. Purchase Equipment

Modern Vehicles
Psgr Body Damage Max
Name of Item Cost Seats Cargo
PV PV Boxes Speed
ATV, 4 wheeler, golf cart $5,000 0 0 1 40mph 2 8
Automobile, Compact $15,000 5 10 3 120mph 5 18
Automobile, Economy $9,500 5 10 2 110mph 4 12
Automobile, Luxury Sedan $30,000 + 5 10 4 120mph 6 30
Automobile, Sedan $20,000 5 10 3 120pmh 5 22
Automobile, Sports Car $24,000 + 5 10 3 160mph 2 6
Bicycle $500 + 0 0 1 20mph 1 1
Boat, Motor $30,000 5 5 3 40mph 6 36
Boat, Sail $15,000 0 3 3 40mph 6 30
Boat, Speed $50,000 0 5 3 70mph 4 15
Boat, Yacht $350,000 + 10 15 6 80mph LOTS 1000
Helicopter, Civilian $800,000 5 10 3 130mph 8 36
Helicopter, Military $30 Million 10 10 4 200mph 15 50
Hover Vehicle, Small High Tech 5 10 3 90mph 4 12
Hover Vehicle, Large High Tech 5 15 4 180mph 4 30
Motorcycle, Street $8,500 0 0 1 90mph 2 3
Motorcycle, Touring $18,000 0 5 2 90mph 2 5
Motor-home $90,000 10 25 6 80mph 2 100
Plane, Small $100,000 5 5 2 200mph 4 12
Plane, Medium $2 Million 10 10 4 300mph 8 24
Plane, Civilian Jet $4 Million 10 10 5 550mph 10 24
Plane, Military Jet $200 Million 10 10 5 1400mph 2 36
Space Shuttle, Small High Tech 15 15 4 Varies 2 1000
Space Shuttle, Large High Tech 25 25 8 Varies 8 2000
Space Vessel, Small High Tech 25 25 10 Varies LOTS 3000
Space Vessel, Large High Tech 40 50 20 Varies LOTS 5000
SUV, Economy $25,000 5 10 3 110mph 5 18
SUV, Mid-sized $35,000 5 10 3 120mph 5 24
SUV, Luxury $50,000 7 15 4 120mph 7 24
Tractor Trailer, cab $120,000 10 25 5 100mph 3 12
Tractor Trailer, Trailer $10,000 25 25 6 NA 2 3000
Truck, Compact $18,000 5 10 3 110mph 2 72
Truck, Full Sized $26,000 5 15 4 120mph 3 96
Truck, Crew Cab $40,000 5 15 4 120mph 4 100
Van, Full Sized $24,000 5 15 4 110mph 2 120
Van, Mini $20,000 5 10 3 120mph 7 10
Van, Passenger $30,000 10 10 4 100mph 9 10
Watercraft, Personal $6,000 0 0 1 60mph 2 2

Riding Animals & Mounts


Maximum Movement by Encumbrance (Ft / lbs)
Name of Item Cost Avail. STR + HEA
Walk Jog Trot Run
Horse, Light $2,000 C 60 + 1d10 7.5 / 375 15 / 281 22.5 / 188 30 / 94
Horse, Medium $4,000 UC 80 + 1d10 7.5 / 450 15 / 337 22.5 / 225 32.5 / 112
Horse, Heavy $6,000 UC 100 + 1d10 10 / 500 17.5 / 375 25 / 250 35 / 125
Mule $1,500 C 50 + 1d10 5 / 400 10 / 300 15 / 200 20 / 100
Pony $1,000 C 50 + 1d10 7.5 / 340 15 / 255 22.5 / 170 30 / 85
Warhorse, Light $6,000 UC 70 + 1d10 7.5 / 410 15 / 307 22.5 / 205 32.5 / 102
Warhorse, Medium $10,000 UC 90 +1d10 10 / 460 17.5 / 345 25 / 230 35 / 115
Warhorse, Heavy $15,000 R 110 + 1d10 10 / 550 20 / 412 30 / 275 40 / 137

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Charles Weston (order #2827343) 6


Step 9. Purchase Equipment

Familiars & Pets


Name of Item Cost Avail. HEA STR AGL DEX MOVE INJ.
Bird, Small $50 C 10 + 1d10 5 + 1d10 45 + 1d10 5 + 1d10 Fly 60ft 0
Bird, Large $100 UC 20 + 1d10 10 + 1d10 45 + 1d10 10 + 1d10 Fly 60ft 0
Bird, Hunting $1,000 UC 25 + 1d10 15 + 1d10 50 + 1d10 25 + 1d10 Fly 60ft 1d10
Dog, Small $50 C 20 + 1d10 10 + 1d10 45 + 1d10 25 + 1d10 Run 37ft 0
Dog, Large $200 UC 30 + 1d10 20 + 1d10 45 + 1d10 30 + 1d10 Run 42ft 1d10
Dog, Hunting $800 UC 35 + 1d10 30 + 1d10 50 + 1d10 30 + 1d10 Run 45ft 1d10
Cat, Small $50 C 15 + 1d10 10 + 1d10 50 + 1d10 30 + 1d10 Run 37ft 0
Cat, Hunting $5,000 UC 35 + 1d10 30 + 1d10 55 + 1d10 30 + 1d10 Run 50ft 1d10
Rodent, Small $5 R 5 + 1d10 5 + 1d10 45 + 1d10 25 + 1d10 Run 30ft 0
Rodent, Large $20 R 15 + 1d10 15 + 1d10 45 + 1d10 25 + 1d10 Run 35ft 0
Toad $5 R 1d10 1d10 20 + 1d10 5 + 1d10 Hop 5ft NA
Snake, Small $15 R 10 + 1d10 10 + 1d10 20 + 1d10 10 + 1d10 20ft 1d10
Snake, Large $65 R 30 + 1d10 20 + 1d10 30 + 1d10 20 + 1d10 35ft 1d10

The charts above detail the most commonly All animals have Defensive Tactics. Most
available riding animals, mounts, familiars and pets. Each animals are skilled in Swimming, Combat (Natural
species has a separate Health, Strength, Agility, Dexterity, Weapon Brawling), Camouflage and Hiding. Hunting
and movement rate. All animals have the same animals have been trained in Hunting/Tracking.
Awareness, Intellect and Willpower however. Animal
Intellect is always rolled on a 1d10, while animal
Awareness and Willpower is rolled with 4d10. All of the Battle Trained Won't spook in Combat
listed beasts of burden will have an Agility of 45 + 1d10. Camouflage Hides in Natural Surroundings
Animals that use their mouths, paws, or other extremity Climbing Climb trees, rocks, etc.
will have a Dexterity score. Since horses do not have Combat Kicks, biting, clawing, etc.
hands, they will instead use their Agility score instead of Defensive Tactics Avoiding being injured.
Dexterity when determining Defensive Tactics and General Sit, stay, etc. Riding for horses.
strikes. Guard Staying alert and barking when
All animals have one floating action per round. threatened.
Pets and Familiars will inflict a different amount of Hiding Hiding in houses, towns, etc.
injury, listed in the chart above. Always add the 1/10 th
House Trained Doesnt make a mess indoors.
Strength to the total, except when a listing has NA as the
Stealth Quiet and a good stalker.
amount of injury inflicted. If the Injury inflicted is listed
as 0 then only the Strength bonus will apply. Horses and Swimming Able to swim or at least wade.
most riding animals will inflict 1d10 + 1/10th Strength per Trick Individual skill similar to a lore skill.
kick. Trampling injury is always 4d10 + 1/10th Strength
+ 1/20th Weight Carried. To determine if a trampling has
occurred, roll a Riding Control roll with a penalty equal Ponies and most other riding horses will have
to the victims effective Defensive Tactics without any the following skills: Defensive Tactics 16%, Kick 13%, and
bonuses. General Training at 13%. Warhorses have a Defensive
Tactics of 23%, Kick 23%, Battle Trained 23%, and a
Animals can learn certain skills and tricks as a General Training of 13%. Mules have a Defensive
skill with a rating of 20 with the standard attribute Training of 16%, Kick of 18%, and a General Training of
modifiers. Animals will increase their skills or add new only 10%.
skills when their owner does. When the owner advances
to a new level of experience, the pet will gain ten Only horses and other animals which are Battle
experience points to improve or learn new skills. Trained will not spook during battle. Only roll for their
Characters may also expend their experience points to Battle Training when absolutely nasty creatures, spells, or
improve their pets and companions. Animals cannot strange effects occur on the battle field. If they fail their
increase their attributes or select new options using skill roll then the rider must make a Riding skill control
experience. Unlike characters, only the skills increased roll. Failure will dump the rider on the ground with the
though experience will increase. mount running for dear life. Non-trained mounts must
make a control roll every five rounds of combat.

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Charles Weston (order #2827343) 6


Step 10. Final Calculations

Step 10. Final Calculations Sanity Points (SP)


This is the amount of mental abuse and psychic
This is the most complicated step in character injury a character can withstand before succumbing into
creation as it deals with all of the number crunching insanity. It is equal to a characters Willpower attribute,
details. You may wish to get a calculator, although we plus 1d10 + 1/10th Willpower at every additional
have endeavored to make this step as painless as possible. experience level. When a player characters Willpower
Check over your character and make sure that everything attribute permanently increases or decreases their Sanity
is how you want it. As this step continues it will become Points should also be modified.
more and more difficult to change something. Read over
this step to determine if you want to spend Option Points
on anything during this step. If not, then take this Healing Injury
opportunity to go back through the previous steps and When characters become injured, they must
spend those points. Characters can retain unused Option spend time healing and recuperating. Healing spells and
Points and spend them later during advancement. They potions only heal injury. They do nothing for fatigue,
are not experience points and should not be treated as soreness, and stiffness. During an adventure, all of the
experience points, but they can often be used in injury taken should be added together for each character.
conjunction with experience points. This is called Accumulated Injury. At the end of the
adventure subtract the characters Health from this total.
Add all of the attribute bonuses together if you The remainder is the total accumulated injury that must
havent already. These are your Full attribute totals. be healed before the adventurer is in top physical
Most attribute rolls that the GM requires you to make condition. Characters only get this reduction of
will use this total. Go ahead and multiply the Full accumulated injury when they actually spend at least one
attribute by 0.25 to determine the Attribute. Always full day of rest in a safe and comfortable location.
round to the nearest integer. Multiply the Full by 0.10
for the 1/10th. Record these values on the character sheet. For each day of complete and total rest, the
These ratings will not often be used, but will apply to character will heal 1D10 + 1/10th Health injury points.
certain characteristics, options, and very difficult attribute Actual current injury is healed first, accumulated is healed
rolls. The 1/10th is used for healing, sanity restoration, second. Medical attention and first aid treatments will
and even injury bonuses. increase this recovery rate per day. More information is
available in the section on Skills & Combat Systems.
The maximum that any attribute can be is 90 +
the racial modifier + any supernatural attribute bonus Sanity Points will recover at a rate of 1d10 +
any critical wounds. The average human maximum for 1/10th Willpower per day of relaxation and stress-free life.
any attribute is 100. This is before applying any Attribute Loss is recovered at a rate of 1d10 + 1/10 th the
permanent wounds caused by critical hits to certain body applicable Attribute per day of rest and relaxation. These
locations. After creation every character has a personal other losses can be healed simultaneously with each other
maximum as well. Take the starting attribute and add 30, and Injury Points.
with this personal maximum unable to exceed the racial
maximum. Besides this rule there is no upper limit for
attributes or skills. Number of Actions
Some characters will be able to perform more
The rest of this section is base calculations for actions in a round than others. To determine the number
weight allowances, movement rates, and other secondary of actions that a character can make in one round, add
characteristics. Some, such as senses, are based upon the together the characters AGL+DEX. Then consult the
race chosen earlier in creation. Others are strictly off the table below. More actions will be gained as the character
full attributes, unless otherwise specified. Not every grows in experience. For most characters this is levels 2
calculation is required for every character. Some deal only and 5. For a faster accumulation of actions read the
with spell casters, while others deal exclusively with Combat Trained option. Once the total number of
weaponless combat such as martial arts or unarmed actions has been determined for your character, consult
combat. the section on actions in the combat section if your
character has more than two actions per round.
Otherwise write the total number into the column of
Injury Points (IP) floating actions.
This is the amount of physical abuse and injury
a character can withstand before falling into a coma and
dying. It is equal to a characters Health attribute, plus AGL + DEX Initial Actions
1d10 + 1/10th Health at every additional experience level. 02 150 1
When a player characters Health attribute permanently 151 - 210 2
increases or decreases their IP should also be modified. 211+ 3

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Charles Weston (order #2827343) 6


Step 10. Final Calculations

Movement (MOV) Encumbrance


This determines how far a character can move This is the number of pounds a character can
in one round. It is measured in feet per phase (FPP). carry. The more a character carries, the slower he or she
Each value should be rounded to the nearest 2.5 ft. For can move and the slower he is to act in a dangerous
those using 5 ft squares in miniature combat, consider a situation. The chart below shows the amount that can be
diagonal move to be 7.5 feet. For those of you using inch carried, the maximum the character can move while
based movement in miniature combat consider every five carrying that much encumbrance, and a penalty to the
feet to be 1 and every 2.5 to be one half of an inch. number of actions that the character can make.
Characters with Supernatural Strength have a maximum
To determine the Movement of a character Lift Level of (STR + HEA) x 5.
consult the chart below. Characters that have N/A as a
movement value may not move at that speed. They tend
to be very uncoordinated and suffer penalties for moving
in combat. In non-stressful situations they do not suffer Carry Weight in Lbs. Max. Action AGL
penalties, but still walk extremely slowly. Level Carried Move Pen. Pen.
No (STR + HEA) 4 Run -0 -0
Light (STR + HEA) 2 Trot -0 -10
AGL + HEA Run Trot Jog Walk
Medium (STR + HEA) x .75 Jog -1 -25
0 36 5 N/A 2.5 N/A Heavy STR + HEA Walk -2 -50
37 51 7.5 N/A 5 2.5 Max (STR + HEA) x 1.5 5 ft -3 -75
52 66 10 7.5 5 2.5 Lift (STR + HEA) x 3 None -4 -100
67 81 12.5 10 7.5 5
82 96 15 12.5 7.5 5
97 111 17.5 12.5 10 5
112 126 20 15 10 5
127 141 22.5 17.5 12.5 7.5 Drama Pool
142 156 25 20 12.5 7.5 This is a pool of points that a character may
157 171 27.5 20 15 7.5 choose to spend at any time during the story. These
172 186 30 22.5 15 7.5 points should only be used during dramatic scenes when
187 201 32.5 25 17.5 10 it is very critical to the story, or to the character, that
202 216 35 27.5 17.5 10 certain rolls go well. It may be during a critical fight with
217 231 37.5 27.5 20 10 the villain; it may be to save the life of a loved one; it may
232 246 40 30 20 10 even be to cast a spell at just the right time to change the
balance of power in the story. The Drama Pool will
refresh after each story arc has concluded. Most
For characters that have a total AGL + HEA
characters begin with three points in their Drama Pool.
greater than 246, take the total and divide by six to
Other bonuses for the character may apply, see the
determine the Running feet per phase of the character.
following chart.
Multiply that by .75 to determine the Trotting FPP. The
Jogging FPP is determined by dividing the Running FPP
by two, and the walking FPP is determined by dividing Reason Bonus
the Running FPP by four. Always round to the nearest All Characters 3
2.5 feet. Willpower 80+ +1
Luck 80+ +1
Each Additional Level +1
Destiny 7+ +1

Select Weaponless Maneuvers


This only applies to those character that have
purchased either the Unarmed Combat or Martial Arts
skill. All character that begin the game with those skills
may select up to three special maneuvers that have a
required skill rating no greater than the character's. These
maneuvers are available free of cost. Additional
maneuvers may be purchased for the normal option
point / experience point cost.

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Charles Weston (order #2827343) 6


Step 10. Final Calculations

Magical Aptitude HEA + WIL


Drain Refreshment Per Hour
This is the characters current aptitude to learn Active Rest Sleep
various magical skills including those to cast spells and 02 40 0 2 5
rituals. This rating determines how many different 41 90 1 3 5
magical Disciplines, or Schools, of magic a character can 91 110 2 4 10
learn at this moment in time. It is based upon the current 111 130 3 5 10
INT + WIL of a character and may increase during the 131 170 4 6 15
campaign. This is only applicable to characters with the 171 190 5 7 15
Magical Knowledge option. 191 210 6 8 15
211 230 7 9 20
231 250 8 10 20
INT + WIL Magical Potential 251 + 9 11 25
02 120 None
121 140 Apprentice. No Spell Channeling.
141 150 Apprentice. May Spell Channel.
151+ Professional or Magister
Select Magical Spell Effects
This only applies to characters that have taken
the Magical Knowledge Option. Once the Disciplines are
selected, and their skill ratings purchased, the player is
ready to select the learned spell effects. Every character
Drain Refreshing begins with up to three learned spell effects per known
When a mage casts a spell, he incurs something discipline. These known spell effects may not exceed the
called drain which is placed into his Drain Pool. The skill rating required to learn based upon the discipline.
more drain in the mages Drain Pool, the more tired and Players may choose to automatically learn these three
exhausted the mage. This is reflected in a penalty equal to spell effects, or they may attempt to learn with modifiers.
the current drain pool to the spell casters further spell These modifiers are detailed later in the section on
casting skill rolls. Drain also affects those who use Thaumaturgy and spellcraft. Most modifiers are designed
Banishment and some other Willpower based skills. to improve the chances of learning the spell effect, but
Every mage recovers from drain at a different rate based accrue a required focus to channel the power.
on their Health + Willpower scores. A night of restful
sleep will refresh the mage far more than sleepless rest. Some spell effects require knowledge of other
The Meditation skill will increase the total regained by lesser spell effects from the same Discipline, so be careful
rest by 1/10th the skill rating while meditating. as to which are selected. Additional spell effects may be
purchased at creation for a number of Option Points
equal to the Experience Cost of the spell. Any unlearned
spell effects are lost; they may not be transferred between
Disciplines.

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Charles Weston (order #2827343) 6


Advancement

Advancement may ruin his political ambitions. One point of


experience should be awarded to any player that
Characters are not static creations. As they evinced heroism during the session.
experience life in the chronicle they will learn and grow. Development. The player has spent time out of
This expanding level of experience is awarded after every session to develop the characters background,
session of game-play. The Game Master awards everyone belief system, friends, allies, history, or current
present a certain number of Experience Points (XP) based plans. This could be a prop for the game, a
on their creativity, participation, and ideas. The more the written treatise, short story, or any other form
player contributed to a fun and enjoyable game session, of development. One point of experience
the more points his character should earn. There is an should be awarded for out of session character
additional bonus of experience points at the end of every development.
story arc. A story arc is a portion of the chronicle that has Experience. Character learned something
a beginning, middle, and climax. It often includes a villain important during the session. The player
or significant difficulty for one of the characters. Story should tell the group what the character learned,
arcs can include the entire party or simply a few. Game and the group can vote on the significance of
Masters should attempt to include as many people into a the knowledge. The same piece of knowledge
story arc as possible using plausible story hooks and or experience cannot be reused for any one
devices. One Experience Point can be awarded for any of character. If the experience does not impress
the following reasons: the group, then skip that person and give him
time to think longer upon it. One point of
experience should be awarded for learning
during any session.
Session Awards Exceptional Game-play. Players that exceed
any of these categories may be awarded an extra
Participation. The player was at the table and
point for exceptional game-play. This should
had fun. Everyone should receive this point of
be a rare occurrence. Only one extra point for
experience every session. If not then the player
exceptional game-play may be awarded per
should talk with the Game Master about the
session.
reasons for them not having a good time. If the
reason was another player, perhaps a small chat Dante Award. This is not an award any player
between the two players is in order. Everyone wishes to receive. If the character or player
should be having fun, otherwise why play? does an action that is incredibly stupid,
ignorant, or cataclysmically bad to the situation
Good Role-playing. The player knows his
they may be eligible for a Dante Award. The
character well and was believable in portraying
group should vote on the Dante Award before it
her. The characters personality should have
is granted. Such a recipient LOSES one
been noticeable to the other players and the
experience point for the session.
Game Master. In many cases a good role-player
will ignore or will work against possible
solutions to the problems in the session because
they do not mesh with the character. One point
of experience should be awarded for every Story Arc Awards
session of good role-playing. Completion. The characters have survived a
Problem Solving. The players were able to story arc. This award can only be given if the
solve important problems, puzzles, traps, or character has been involved in the story arc
conundrums. This is the players solving the since the beginning. Characters that are
problems, not the players throwing dice using brought into the story arc after the initial
the characters skills to simply disarm a trap or session or two will not receive this particular
solve a wicked cipher. One point of experience bonus of one experience point.
should be awarded to everyone who helped Successful. The characters involved in this
solve at least one difficult problem during the story arc have successfully accomplished the
session. task they wished to complete. This award can
Heroism. The character risked his life, his only be given if the story arc ended positively.
fortune, or his reputation to accomplish Some endings that are simply pyrrhic victories
something worth doing. A character may have may not deserve this award of one experience
leapt into a burning building to save a friend; a point. The GM must determine if the ending
character standing his ground in front of the was successful enough to warrant this bonus.
large bulldozer that is going to destroy his Leadership. The character has accepted the
home; backing an unpopular piece of legislation burdens of leading, driving, and focusing the
because its the right thing to do, even though it group of player characters. Sometimes the

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Charles Weston (order #2827343) 6


Advancement

character desires this obligation, but often it Spending Experience


simply happens. Some groups may have several
leaders. Assuming that each keeps the game Once the character has earned experience points
going and the player characters acting in unison from a session they may choose to immediately spend
there is no reason not to award one point to those points or horde them until later. Any expenditure
each leader per story arc. of experience must be approved by the Game Master and
seem appropriate to the character and the actions the
Communication. The characters have
character has taken. Skills may be practiced during off
communicated their plans, knowledge, and
hours, or classes taken to learn new knowledge skills.
secret information well amongst each other.
Study and practice are common ways of improving skills,
Characters or players that remain secretive to
attributes, and options. This practice should be done in
their fellows run a very strong risk of
character during the session or during campaign down
endangering the entire party. Characters that
time.
communicate well for the entire story arc will
receive one experience point. As experience points are accumulated, tally the
Teamwork. If the characters worked well as a total received since the characters creation under the total
team during the entire story arc, the GM may earned experience column on the character sheet. As the
allow this award. Groups that splinter, fracture, character spends these points do not subtract them from
work at cross purposes, hide important the total earned column, instead record this total in the
information, or otherwise do not work well total spent column. This is important for the character to
together cannot receive this award. This award advance in experience level.
of one experience point must be given to the
When a character has earned enough experience
entire party or none of the party.
points, they will increase to the next level of experience.
Exceptional Odds. This award is generally This is a reflection on the general aptitude, skill, and
awarded during story arcs that are pivotal to the experience of a character. The more experienced a
campaign. Climaxes are common story arcs to character; the greater their skills and abilities. In addition
receive this bonus. The players succeeded in to the amount of experience already spent on various
obtaining the current story arcs goal against skills, attributes, and options they receive several bonuses
great difficulty and adversity. The villains were for reaching this new plateau. All of a characters skill
ready and waiting with their full complement of ratings receive a bonus of +10. All characters also receive
troops; the player characters successfully saved a bonus to their Injury Points, Sanity Points, and Drama
an entire city or country from a gargantuan Pool. They may also gain a bonus to their number of
tsunami; the political might of an extremely actions per round based upon their combat training.
large and powerful organization was trounced. Other options may also increase as the level of experience
If the odds defeated were long and difficult the increases.
players involved deserve a bonus point of
experience.
Non-participant. This is actually a penalty for a Current Level Experience Needed
lack of interest and participation in the game. 1 0 79
Players that simply sit and watch as the story 2 80 289
arc progresses with very limited interaction or 3 290 739
feedback should suffer a one experience point 4 740 1249
loss. Players that sit quietly during the session 5 1250 +
when their characters are not involved should
not be punished. This is for the quiet one who
simply sits and watches and NEVER says
anything. Should the player actually generate a Experience may be spent to increase a variety of
few good ideas, or ninja mail the GM, or assist character aspects. The most common experience
other players in the background they should not expenditure is for skill improvements. Every additional
receive this penalty. point of skill rating will cost a variable number of
experience points based upon the desired rating. For
example: A character with a 67 skill rating wants to
improve it to a 68 skill rating. This increase will cost 2
experience points to increase the skill rating by one.
Normal and exceptional Attributes can also be increased
in this way. Supernatural attributes can be increased as if
they were simply purchasing additional upgrades. The
following chart lists the necessary experience points per
skill rating and attributes.

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Charles Weston (order #2827343) 6


Advancement

New Skill Rating Experience Cost above a six rating requires 20 experience each. Characters
01 20 Point do not require any special options to increase a resource
21 60 1 above six after creation, but they do need a plausible
61 100 2 reason for the high level of resource in the campaign.
101 140 3
Sometimes a character needs a few more
141 180 4
experience points to purchase a desired improvement.
181 + 5
Players may borrow experience points from the Game
Master to fill these needs. This is commonly used if a
character only needs a few more experience points to
Characters may also purchase new skills with purchase the skill or option that they should have due to
five experience points. Any skill to be learned must be in-chronicle reasons. Characters can borrow up to 25
learned in an appropriate way. Characters may be able to points of experience from the Game Master if they so
assume some previous knowledge with skills that reflect desire. Game Masters may choose to alter the minimums
their concept and background. Other skills must be and maximums to fit their chronicle and its settings.
learned from a tutor, a class, a textbook, or from This ability does come with a price: like most
observation. The more complex the skill; the longer the loans there is an interest accrued and a minimum
time required to learn. This requirement is entirely payment. At the end of every session until the character
subjective and requires an agreement with the player and pays back the borrowed experience in full, a certain
Game Master. The new skill has a Base Skill Rating of number of experience points that are earned are simply
20 plus any attribute modifiers. In addition, the character lost. They are not added to the earned experience, they
may receive a bonus to the skill based upon how they do not repay the loan, and they do not count as spent.
learned the skill. Self taught skills will grant no bonuses The amount lost per session is based upon the total
to the skill rating, but those taught by teachers will receive amount borrowed from the Game Master. Characters
a bonus of 1/10th the teachers skill in teaching. may also not advance to the next level of experience until
Specializations can also be learned or improved. they have repaid any borrowed experience.
A new specialization of +2 costs only five points of
experience. Every additional two points of experience
will increase the rating of the specialization by +1. The XP Borrowed XP Lost
standard upper limit for most characters is +20 for any 15 1
specific specialization. The Specialist option can be 6 10 2
purchased to increase this upper limit. The list of 11 15 3
possible specializations is included with the skill 16 20 4
descriptions. 21 25 5
Options and upgrades can also be purchased or
increased with experience points. Every experience point
is worth one equivalent option point for purchasing and
upgrading options. Options that deal with skills or
attributes cannot be increased using experience points.
The only exceptions to this rule are Supernatural Skill Basics
Attributes. Upgrades that incorporate a similar, but
cheaper, upgrade that the character already possesses may The use of skills is the backbone of any role-
be purchased for the difference in cost. The Game playing game. Alpha Chronicles uses a universal system
Master may have to determine which upgrades may be for skill use, combat, and most other dice systems. This
increased in this manner. The cost for a spell effect is shared system is based upon percentile dice and d10s.
listed under the description of each spell. Most players will only require a set of percentile dice to
play our game. Additional d10s may be useful for some
Experience can also be used to purchase or spells, options, or equipment. The reason for percentiles
refresh other characteristics. Foremost of these secondary is simple: people think in percentages. You have a 50%
characteristics is the characters Drama Pool. While the chance of hitting your target. I have a very slim chance
player cannot purchase additional Drama Pool with (5%) of surviving this dive. I am 99% sure I am right.
experience points, they can choose to spend one With this in mind, we designed our system for ease of use
Experience point to replenish one spent Drama point. and yet tried to keep it realistic.
Since the Drama Pool does not normally refresh until the
end of a story arc, this can become very important.
Resources are also less commonly purchased or increased, The basic skill roll formula is simple as well:
but are sometimes required as the chronicle progresses.
Each point of a resource rating from 1 to 6 only costs 10 Skill Rating + / - Modifiers
experience points per resource rating. Any purchase = Roll or Less Required on D100

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Charles Weston (order #2827343) 6


Skill Basics

If the roll was less than 1/10th of the characters


For example: A character wants to fire his crossbow at skill total, then the character rolled a Critical Success.
the charging mercenary. The character's skill percent with Always round to the nearest appropriate number when
Bow Weapons is 45%. The player must roll percentile, rounding. Most numbers should be rounded to the
and score less than or equal to 45 to successfully hit the nearest whole number. Some numbers such as Weight
mercenary. Allowances should be kept as precise as possible. If the
character requires a roll of 01-05 to succeed then there can
It is just the modifiers that may confuse people. be no possibility of a critical success.
Any modifier in this game can be used or ignored, as the
GM believes is appropriate. In an effort to keep it simple If the roll was between 96-100 then the die roll
we have compiled a set of die roll modifiers with broad automatically failed, no matter the skill total. Unless the
categories to assist in adjudicating difficult or easy actions. character has a skill total equal to or greater than the
For most easy actions we recommend not even requiring resulting roll, the failure is a Critical Failure. This is not
a skill roll. Walking down the street obviously should not an ordinary failure at using a skill. This is a major
be difficult. Driving a car in normal traffic should not catastrophe. A weapon broke, a person lost their grip and
require a skill roll. Driving through rush hour traffic at fell off the 50 foot wall that he or she was climbing, or a
high speeds while dodging gunfire and weaving through spell caster miscast a spell. Whatever happens is not
other cars should require a skill roll, maybe even with pretty, nice, or helpful to the character or those around
some hefty negative modifiers. Sometimes more than one him.
modifier will be applied. Luck is one of the few attributes that should be
For example: A character with a Pick Locks skill of 60% used very carefully. Luck rolls may be used in a variety of
is trying to pick a very simple lock. The trick is that she is situations where no other attribute or skill could apply.
hanging upside down. The GM would give her a bonus This is strictly a GM call and should be tightly monitored.
of +15 to her skill for a total of 75%, due to the simplicity The most common use of Luck rolls is Dynamic Scenery.
of the lock. However, since she is hanging upside down, In most games the GM states the scene, the
the GM would give her a penalty of -25% to the skill, for contents of the area, and who is there. The players are
a total of 50% (60+15-25=50). She would need to roll 50 forced to ask questions to prompt the GM for something
or less on percentile dice to successfully pick the lock. they need or simply make due with what was described.
The problem with this is that the GM is only human. She
will assume that certain items are there, or not even
Die Roll Modifiers consider a logical possibility. Thats where Dynamic
Modifier Subjective Rating Scenery comes in. If the player wants something that
should be in the room, then they should just say that their
+50 Nearly impossible to mess up character uses it. If the GM objects, then a Luck roll is in
+25 Extremely easy order. Depending upon the likelihood of the players
+15 Easy or simple to accomplish request a Full, Quarter, or even 1/10th Luck roll may be
+5 A little easier than normal required. If the element is absolutely not in keeping with
-5 A little harder than normal the GMs plot, scene, or puzzle then the GM will simply
-15 Complicated say no and move on. Do not use this rule as an open-
-25 Difficult to perform ended grab bag. It is there simply to move the game along
-40 Extremely difficult and make it more exciting for everyone.
-50 Almost impossible Example: The player characters are in a hotel that is
-60 Nearly impossible being invaded by vampires. After several rounds of
-85 Inhumanly impossible combat and flight they try to escape out the back through
the restaurant parking lot. On the other side of the
parking lot is a sniper who begins to take pot shots at
No matter how difficult the task there is always them. One player dives under the cars that are parked in
a chance to succeed. Even if the modified skill roll is a the lot. Another shoves someone who was getting out of
negative 15 percent chance, there will still be a 5% chance their car to the side and steals it. While illegal and
of success. A roll of 01-05 will always save a characters immoral it is still a good example of using Dynamic
bacon, unless the task is simply beyond the characters Scenery to survive a bad encounter. The final character,
ability. Normal humans cant fly. They cant lift two tons seeing this entire scene happening steals the large and
of solid rock without aid. They cant cast spells without well-armored bread truck that was delivering a load to the
any knowledge or talent. They cant use knowledge that restaurant. The GM never mentioned the Bread truck or
they could never have learned. Once we add in options the patron leaving his car in the initial description, but
and abilities these restrictions suddenly change. Logic, seeing the opportunity for an interesting car chase, or just
Common Sense, and verisimilitude still remain and a neat idea, allows it.
should always be used.

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Charles Weston (order #2827343) 6


Skill Basics

Characters also have the benefit of a Drama Sometimes two characters are in direct
Pool to aid them in difficult times. The Drama Pool is a competition using skills or attributes. This could be a
number of points that can be spent to improve a tug-of-war, arm-wrestling, or even a battle of wills. This
characters chance of succeeding on a skill or attribute roll. is one of the few times when the players don't need to roll
Once a Drama Point has been spent, it will remain under their character's attributes. Higher is better. When
missing from the pool until the story arc ends or the characters are resisting each other, their players must take
player spends experience points to refresh it. the appropriate attribute, roll percentile, and add the two
numbers together. The character with the greatest total
Each point from the Drama Pool can be used as wins the competition.
a bonus of +20 to any skill or attribute roll. More than
one can be spent on any single action. Spending a point
will allow the character to ignore wound penalties for one
full round (3 phases) in combat or the entire scene of non-
combat. Characters may also spend one point to add a
bonus of one to the die roll for injury on weapon charts.
Special Maneuvers also require the expenditure of a
Drama Point.
Some options allow the character to spend
Drama Points to access certain abilities. The Game
Master may allow other expenditures of Drama Points in
the game on a case by case basis.

Drama Point Expenditures


+20 Bonus to a single Skill /Attribute roll.
+1 to D10 Injury die roll.
Ignore Wound Penalties for 1 Round.
Activate Special Maneuver

It is sometimes possible for characters to help


each other. Some examples include lifting heavy objects,
trying to hold on to someone (to keep him or her from
plummeting to his or her doom), or just a simple game of
tug-of-war. This is often done with using attributes
although skills can be used also.
When two characters help each other, they need
to pool their abilities. One character uses his or her full
attribute, and the second character needs to use one
quarter of his or her attribute or skill, rounding all
fractions up. The two values are added together. The
result is the number needed to be rolled less than or equal
to on percentile. Every additional character that can
logically assist may add one tenth their attribute to this
roll.
Example: Two big, strong warrior type characters are
trying to lift a portcullis. Drak has a STR of 80, and Tog
has a STR of 72. The players decide to use all of Drak's Combat
STR, and one quarter of Tog's. This gives them a 98%
chance to lift the portcullis (72 / 4 = 18. 18 + 80 = 98). If Most games would be pretty dull if there was
they had decided to use all of Tog's STR and one quarter never any conflict. While intrigue, negotiation, and
of Drak's, then they would have a 92% chance of lifting it. diplomacy are always good to try first, some situations
Of course, this is just the base chance. There would be just require an old fashioned ass whooping. Even in these
penalties due to the weight of the portcullis. For each situations the combat system in Alpha Chronicles is
additional character that helps, they can add one tenth of deadly enough to kill just about any character. Treachery,
their attribute or skill to the total. good planning, and liberal use of a strategic mind will save
many a party of heroes from an untimely death. That
saidon with the carnage.

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Charles Weston (order #2827343) 6


Combat

There are two basic units of time during A group that wins initiative may choose to wait
combat: Rounds and Phases. A round is six seconds long for a certain event to occur to or by the opposing faction.
and is divided into three phases of two seconds each. They allow the other faction to act first in the round. At
Each character has a certain number of actions of which any time during the phase the winning party may choose
he can spend during each phase. to suddenly act. They insert the entire faction in any
order that the players desire. Other individuals may
Unless the two sides just happen to stumble choose to continue waiting until other events occur. Once
upon each other or start with a simple argument, most all of the acting characters have finished, the other faction
likely someone will have the surprise attack. The first continues its actions.
step in combat is to determine who, if anyone, has that
surprise. If one side is laying in wait then that side has During each phase of combat the characters
surprise. If one side is distracted and the other attacks make choose to complete certain activities that are called
from behind or out of sight, again surprised. If someone Actions. There are several different types of Actions
unexpectedly draws a knife and stabs another in plain depending upon how they are attempted. Movement and
sight, while surprising, the victim does not count as Verbal actions are spent separately from Primary,
surprised. The only requirement is that one party is Floating, and Reflexive Actions.
surprised. If the other group is expecting the attack, then
they are not surprised. A successful Notice Ambush or
similar power will negate all surprise or even allow the Primary Actions Those that must be spent
group to set their own trap. every phase or they are lost. For every three
total actions the character possesses, one
The faction that surprised the other group has Primary action is converted.
one phase in which to move, strike, aim, or otherwise act.
Any activity that requires more than one phase to Floating Actions Those that may be spent
complete will not be completed until the appropriate time during any phase. Only one floating action
next round. Certain characters from the surprised party may be spent per phase. Floating actions are
may be immune to surprise. In this case they are also the remainder after the number of Primary
allowed a single phase that occurs after the ambushing actions is determined.
group has finished. Extended Actions These actions require
longer than one action to complete. They
Once the surprise phase, if any, has been spent range in time required from one full phase,
it is time for initiative. One individual for each faction in past one full round, and may require several
the combat rolls a d10. The faction with the highest total, minutes at least.
after modifiers, goes first. All ties benefit the player
characters. If two factions of player characters roll equal Reflexive Actions Those that are used for
initiative then a roll off between those factions continues. defensive purposes only. It is usually spent
This roll off enjoys no benefits from modifiers. If the during another factions portion of the combat
faction won the initiative last round, or had surprise, they phase, and will require an unspent floating
receive a +1 cumulative bonus to their initiative. This action. If no floating actions are un-spent then
continues until the faction has an initiative bonus of +3. it will drain a Primary action from the next
phase. If no primary actions remain for the
The next round initiative is not rolled; instead it round then an Agility roll is required to
is given to that faction. This continues until a drastic successfully act.
change of situation occurs in the combat. Massive
reinforcements, multiple friendly deaths, a leader falling, Free Actions These actions are often done in
or a routing of friendly troops could all lead to a resetting conjunction with other actions. They require
of initiative. very little time to complete.
Movement Actions Everyone always has one
Some characters have an option that allows per phase. These include climbing, walking,
them to bend the initiative rules. Such a character follows crawling, swimming, etc. The character may
the specific rules for that option or ability, and may be choose to move up to their fastest movement
considered a separate faction for purposes of initiative. If rate as allowable per encumbrance. They may
more individuals in a certain faction all use similar also be used simultaneously with other actions.
initiative benefits then they should be considered one They may also be spent during another
faction. Each combat round is only 6 seconds long. As factions portion of a phase to stay near a
each character acts a minuscule amount of time passes. moving opponent or target.
The players for each group may choose the order in which
the characters act. If the players do not choose the order Verbal Actions Always one per phase. 2
then the GM chooses an end of the table to begin, and seconds of speech. May be used for talking or
then oscillates back and forth as all actions are completed. casting a spell. They may also be used
simultaneously with other actions.

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Reloading a long bow or short bow


Primary Actions Drawing a sword or sheathed item
Total Floating
1st 2nd 3rd Sheathing an item or weapon
Actions Actions
Phase Phase Phase Readying a prepared item
1 0 0 0 1 Using a readied magical item
2 0 0 0 2 Quick Extended Actions (1 Phase)
3 1 1 1 0
Readying an item in a belt or shoulder pouch
4 1 1 1 1
5 1 1 1 2 Readying an item tied to a backpack
6 2 2 2 0 Casting a Quick length spell
7 2 2 2 1 Quickly binding a wound to stop blood loss
8 2 2 2 2 Short Extended Actions (2 Phases)
Readying an item in a backpack
Medium Extended Actions (1 Round)
Primary and Floating actions are the most Reloading a Light or Pistol crossbow
common type of actions. Most combat activities can be Casting a Normal length spell
completed in this period of time. Hitting a person, First attempt at picking a lock
drawing a sword from a sheath, ducking behind a pillar
Concentrated Defense (Full DT)
are all common examples of primary and floating actions.
The only difference between the two action forms is how Long Extended Actions (2 Rounds)
they may be spent. Primary actions are the mainstay of Casting a Long length spell
combat; how well the warrior has trained and how fast Second attempt at picking a lock
they can strike during a round. Floating actions are Reloading a Medium or Heavy Crossbow
intended for those who are just a little better trained in Very Long Extended Actions (1 Minute or Longer)
combat. They have that last bit of speed to act when it is Casting a non-memorized spell or ritual
absolutely necessary. Third or additional attempts at picking a lock
Extended actions require more than a split
second to complete. There are different types of If a Movement Action is spent during a phase
extended actions dependent upon how long they take to then there is a penalty to all other actions performed.
complete. Some extended actions only require a single This penalty is also applied to anyone attempting to strike
phase or two before they are successful. Others may need or physically interact with the moving character.
an entire six second combat round to complete. Still Movement actions that also require the use of hands or
others may demand an entire minute or two before they arms, such as swimming, climbing, or crawling, will
are completed. The character attempting an extended inflict an additional penalty of -20. This additional
action may not roll until the allotted time is spent. If they penalty applies only to those moving or attempting to
are distracted, halted, or otherwise interfered with then assist the person moving. Those striking or shooting at
the GM must determine the results. Some instances may the moving character will incur no additional penalty.
simply offer a success with a penalty to the skill roll.
Others may completely destroy any chance of success. Movement Speed Penalty
Others may allow the character to continue at a later time,
Walking -0
with the previous time recorded and deducted from the
total. Jogging -5
Trotting - 10
Running - 20

Free Actions Reflexive actions are used for defensive


See Verbal and Movement Actions purposes only. It is usually spent during another factions
Dropping an item held in a hand portion of the combat phase, and will require an unspent
Some Defense ( DT) floating action. If no floating actions are un-spent then it
Quick Drawn Weapon will drain a Primary action from the next phase. If no
Activating some continual spells primary actions remain for the round then an Agility roll
Primary & Floating Actions is required to successfully act. No more than one free
Striking with a Melee Weapon reflexive action may ever be spent by a character during
any one phase. Most reflexive actions include such things
Shooting with a Missile Weapon
as jumping for cover from an explosion or spell, using an
Throwing a Missile Weapon
option as a defensive measure such as teleporting or shape
Better Defense ( DT) shifting, and anything else that requires time that the
Hiding behind cover character usually does not have.
Readying a prepared Thrown Weapon

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The Strike roll is the most common of all Besides total defense there are other ways to
actions taken during combat. The strike roll uses avoid being hurt in combat. Firing a missile weapon or
whatever weapon skill is appropriate for the weapon other distance-based projectile from behind cover will
being used. If the attacker does not have an appropriate grant the full defensive bonus as they pop up, shoot, and
weapon skill, then use the appropriate default instead. dive for cover. However certain options or effects can
Any applicable Specialization and the Defensive Tactics of negate this bonus. Partial cover may provide the character
the victim always modifies this skill. Depending upon with an inherent or DT, based upon the situation.
how fast they are moving, there may be an additional Shooting through the cover negates any defensive tactics,
penalty to strike. but grants a large bonus to the PV of the character based
upon the composition of the cover. Other reasons for
Once all of the modifiers have been determined: applying Full Defensive Tactics may be determined by the
roll percentile. If the strike roll is equal to or less than the GM as game play continues. Anything that keeps the
modified skill percentage then the strike was successful, character mostly hidden from the attacker is a good
otherwise the strike missed or was deflected in someway. prospect for the Full DT usage.
Try to be creative in your descriptions of combat, as the
most exciting brawls are those that arent just: I missed, I Characters that have been well trained in the
hit, I missed, I hit. Yawn. Snore. Critical successes and arts of war usually have more than one action during a
failures in combat require additional rolls. Each has its combat round. These characters may choose to enjoy a
own chart and resulting events listed later in this chapter. Half Defensive Tactics rating applied against their
aggressor. This level of defense requires one Floating or
Only a very stupid or suicidal character would Primary action per combat phase to be spent. Take the
stand still in the middle of a fight. Boxers dance around Full modified DT of the character and divide by two.
their opponents, archers shoot from behind cover, and This level will remain until the start of the characters
martial artists weave nearly imperceptible patterns with next phase.
their bodies as they fight. These are all forms of
Defensive Tactics. Defensive Tactics applies equally to all In most cases where the victim may not apply
directions around the character. In a fight everyone tries the Full DT, they still enjoy a partial Quarter Defensive
to keep his or her back to a wall, object, or even keep it Tactics. Take the full-modified DT and divide by 4.
twisting in place. Fighters twist, dodge, weave, twirl, and When the victim is attempting most actions, wary but
spin in combat as they fight opponents. surprised, or simply pre-occupied during combat they
only receive this DT value. Only in extreme cases
When a character does little else but avoid where the victim is caught flat-footed, held un-resisting at
injury in an entire six second combat round, this is called gunpoint, or otherwise unmoving does the character
using Full Defensive Tactics. It must be declared during receive No Defensive Tactics. A character may choose at
the initiative roll for each round of combat. A character any time not to defend and surrender any possible
focused upon only defending may subtract the full- defense. Characters that are unconscious, bound, or
modified Defensive Tactics value from every strike they otherwise fully immobilized are hit automatically.
are aware of. The character may still use Free, Verbal, Attackers should roll only to determine if a critical hit was
Reflexive, and Movement actions. If they choose to made. Critical failures are not possible. The GM may
change their mind and attempt any other action, there is further rule that called shots, critical hits, knockout blows,
an additional penalty of -60 to all subsequent actions for or death strikes are instant and automatic.
the round. In addition, all remaining primary actions for
the round are lost. If the assailant rolls equal to or under their skill,
modified with the appropriate DT, then they successfully
The full-modified Defensive tactics value is strike. Once a strike has been determined, the attacker
equal to the Defensive Tactics skill of a character, minus rolls a d10. All weapons use a single d10 to determine
any armor penalties, plus any shield bonuses, and with injury dealt. Consult the injury table for the applicable
any other modifiers such as magic, options, or weapon to find the actual base injury dealt.
specializations. Most melee weapon specializations can
be used as a bonus to the characters Full Defensive All strikes gain a bonus to injury based upon
Tactics. Specializations with bows, crossbows, thrown 1/10th the assailants skill with the weapon. Most Hand-
weapons, or other projectiles cannot be used. This total to-Hand (Melee) weapons, thrown weapons, and bows
should be recorded, as it doesnt often change. have an additional bonus equal to 1/10th the characters
Strength. Check the weapon table under the specific
Shields will provide a base bonus determined by weapon to determine if it does grant a bonus to injury
the size of the shield. Specializations for Defensive inflicted.
Tactics may be purchased for each type of shield (buckler,
round, kite, tower, etc). This specialization and the base For example: A brawny warrior with a 50% two-handed
shield modifier should be added to the full defensive sword skill, a strength of 70, and a flamberge strikes an
tactics of the character. opponent. The warrior rolls a d10 and gets a 7. The
injury total is 30 + 5 + 7 or 42 points.

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Combat

Once injury has been determined, only one certain options. Natural armor is considered weightless
thing can prevent it: armor. There are two primary forms for the purposes of encumbrance, and has no penalty to
of armor: natural and standard. Both types of armor agility or agility based skills. Natural armor can only be
grant a Protection Value or PV. The PV is subtracted damaged through the use of certain magics, options, or
from any injury dealt to the area of the strike. Unless the critical hits. It will heal at a rate of 1 PV for every 2 days
attack was a called shot or critical hit the PV of body of normal rest.
armor is always used. In such cases use only the
appropriate armor and PV for the location struck. Even characters that are super fast, ultra tough,
highly skilled, and heavily armored get injured eventually.
When the PV of any standard armor is Whenever injury is inflicted it should be subtracted from
exceeded, the integrity of the armor is damaged. Holes, the characters current Injury Point (IP) total. When the
rips, tears, and other damage will lessen the PV in the character drops below thirty injury points they begin to
appropriate area by one point. Some special weapons feel the effects of their injuries. See the Injury Effects
may damage the PV by a different amount. Non-called chart for more details. If a character has zero or fewer
shots will reduce the PV of the Torso. Area attacks, injury points remaining they are in grave danger. Falling
barrages of gunfire, or other wide focus attacks will lower unconscious, they will soon be dead unless they receive
the PV in all affected locations. Indestructible magical medical attention immediately. They will stay in a coma
armor will ignore this loss of PV. for no more than their Health in rounds. If they have
not received sufficient magical healing or medical
Most forms of armor are either Hard or Soft. attention before this time elapses then they are dead. If
Soft armor is less restrictive, easier to move in, and is they suffer more than their Health in injury below zero
made from softer materials such as leather, Kevlar, or then they are also dead.
other supple materials. While it does protect the victim
from wounds, it does not stop much of the kinetic force Injury is healed at a rate of 1d10 + 1/10th the
behind the blow. characters Health attribute per day of complete and total
bed rest. After all of the normal injury is healed, the
Hard armor is more restrictive to movement character must then recover all of the accumulated injury
and is formed of hard resilient plates. Hard armor that has accrued since the last period of rest.
includes most ancient metal armor, Kevlar armor with
ceramic plates, or high-tech military armor. Hard armor Characters who continue to adventure with
may prevent all kinetic energy from being transferred to accumulated wounds will begin to feel the weight of the
the victim. If the PV of the armor is greater than the muscle soreness, small cuts, bruises, and other freshly
injury inflicted, then the protected character suffers no healed wounds. If the character does not rest after the
injury. adventure has been completed, then the character will
suffer the effects as if currently only having 21 30 injury
Soft armor is far less efficient at distributing points remaining. If they continue to adventure without
kinetic force. Any strike upon soft armor will inflict a recovering, after a week they will begin suffering the
minimum of 1/10th the injury total before PV was applied. effects of only having 11 20 injury points remaining.
If the actual injury inflicted is equal or greater than this
amount, do not add them together simply use the greater Certain magic spells, regenerative options, or
amount. This is an optional rule that Game Masters may prayers can reduce the wounds present on a character.
choose not to incorporate into their chronicles. This only applies to actual injury (i.e. loss of injury
points) and can rarely affect accumulated injury. The only
Every suit of Standard armor has a PV, agility way to accelerate the healing of accumulated wounds is to
penalty, and weight. The agility penalty also applies to have a physician, or other characters skilled in medicine,
any attempt at spellcasting which requires somatic tend to the patient. The physician does not have to make
components. Most ancient body armors are designed to the patient his only concern, and may tend to other
cover all body areas except the head. patients during the same day.
All of the weights and agility penalties must be Patients healing with the aid of a medic receive
added together and totaled for piecemeal armor. The PV a bonus of 1/10th the First Aid skill of the medic in injury
of mismatched armor is averaged together. Quadruple points recovered each day. Doctors and surgeons with the
(x4) the PV of the breastplate, then add each Vambrace Medicine skill and access to all needed tools, devices, and
and Greave worn. Divide the resulting total by eight to pharmaceuticals may apply that bonus every twelve hours.
determine the average PV of the character. For a strike Physicians who attempt to heal themselves only receive
on a specific location, use only the applicable armor for their applicable bonus. When more than one physician is
that location. aiding a patient, only the highest skill should be used to
Natural armor is that which the character has as determine healing.
part of their skin or natural bodies. It covers the entire
body and grants its protection to every location. The only
way for a player character to gain natural armor is through

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Combat

Injury Effects The Save from Death spell is one of the most
IP Total Results & Penalties useful emergency spells in the book. It is a low skill spell
effect that can restore a pulped character from negative
31+ IP No problems 250 injury points to positive 1d10. When cast during the
next phase it will save any victim from death. The only
The character is sore. A HEA or WIL
unfortunate point is that it will place the recipient of the
roll is needed to perform any strenuous
spell in a coma for 1d10 hours and is unable to heal by
activity with no penalties. If the roll is
ANY means other than natural rest. No empathic healing
not made, then the character will not be
, regeneration, or magical healing: anything short of direct
30 21 IP able to perform at his or her best. There
divine aid will be unable to improve their condition.
will be a penalty of 5 to all skills, and
the character can only run for a number
of rounds equal to his or her HEA, but
can trot indefinitely.
The character is hurting. He or she will Optional Systems
automatically have a penalty of 20 to
all skills. However, a successful HEA or Aiming
WIL roll will reduce the penalty to 10 Automatic Weapons
for 1 action. The character can only run
20 - 11 IP
for up to a number of rounds equal to Breakage Points
1/10 his or her HEA, and can only trot Called Shots
for a number of rounds equal to his or Concealment
her HEA. The character can still jog Critical Hits & Failures
normally. Dual Weapon Combat
The character is in a lot of pain. He or
she has a penalty of 40 to all skills and Falling
10 6 IP the fastest that he or she can move is a Guarding
jog, but for no more than HEA in Jumping
rounds. Mind Control
The character can only walk for a
Miscellaneous Injuries
maximum number of rounds equal to his
1/10th HEA. Any skill that is attempted Movement
5 1 IP will have a penalty of 60, and will take Mounted Combat
at least 4 times as long as normal. Point Blank Attacks
Strenuous activities are not an option for Poisons, Drugs, & Toxins
this character.
The character is comatose, and will die Ranged Weapons and Reloading
in a number of rounds equal to HEA Sanity
0 IP or unless he receives medical, magical, or Special Maneuvers
less divine help. Also, he or she requires Specialty Weapons & Attacks
three times as long to recover to his full
Supernatural Speed & Quickness
IP.
Unarmed Combat
Weapon Breakage

The empathic healing skill possessed by some


characters will reduce the current actual injury by While the basic rules cover the standards of skill
transferring that injury to the healer. While the injury use and combat in Alpha Chronicles there are quite a few
absorbed heals extremely quickly, the accumulated injury additional rules, modifiers, and systems. While we
remains until the healer rests and recovers as normal. recommend the use of these systems as a balance between
Empathic healing can be used to absorb poison or toxin realism and cinematics the final decision is in the hands of
from a victim. When used in this way the effect is the GM. Some of the systems may not be immediately
lessened by one level, but no other healing is done. The necessary for all chronicle settings. We have included
empathic healer will receive the full effect of the them for those who wish mixed genre chronicles. Please
appropriate poison for the normal duration. Disease feel free to modify, ignore, or implement as many or as
and critical wounds can never be healed, with Empathic few of these systems as you desire. As if we could stop
Healing, without the appropriate upgrades. you.

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Optional Systems

Aiming Entire Round, and Burst Only. While some weapons


may have odd variations of these rates, we have created
This optional system is designed for missile simple groupings for the ease of playability.
weapons, effects that use the ranged strike skill, and
thrown weapons. Each phase spent aiming will grant a Standard weapons, such as swords, bows, or
bonus of 1/10th of the character's weapon skill. The axes receive one strike roll and deal injury normally.
character can spend up to 1/10th of the skill rating in Aimed shots are possible if using an appropriate ranged
phases aiming. Any additional time spent aiming will not weapon. Semi-Automatic weapons may attempt aiming,
improve the chance to strike the target. This is perfect single shots, and fire short bursts. Fully Automatic
for assassins, snipers, and other spell casters or archers weapons may allow aiming, single shots, and all bursts.
who need to make a single shot count. This is in addition These weapons usually have a selector switch between
to the standard bonus of +10 for being in a ready single shot, short bursts, and longer bursts. It takes one
position. Only single shots may be aimed; bursts cannot action to switch between rates. Characters specialized in
be aimed in this way. the weapon may toggle between modes as a free action.
Burst Only weapons are those weapons that can only be
The aiming character may not use any fired as a burst. These weapons include weapons such as
movement, primary, floating, free, or reflexive actions and machine guns, flamethrowers, and even energy streams.
retain any earned bonuses. Their effective Defensive Entire round weapons require a full 6-second round to
Tactics drops to zero, unless the sniper is enjoying a ready, aim, fire, and cool down the weapon.
bonus from cover. Most snipers rely on stealth and a
good ambush position to avoid return fire. Single shots roll one strike attempt and deal
injury normally. Bursts require additional rounds of
Weapon scopes will provide an additional bonus ammunition, grant a bonus to strike, and will inflict more
to strike while aiming. Telescopic sights will provide that injury. The additional injury is based upon the weapon
bonus each phase spent aiming. The bonus is usually chart at the tenth value (as if the attacker rolled a 10 for
equal to 1/10th the maximum magnification. Non- injury) and is a percentage of that total without any other
telescopic sights that incorporate red dots or other target bonuses. Each burst is considered a single attack for the
assistance will grant a static bonus of +5 when aiming. purposes of PV and other armors.
Short bursts require three rounds, have a bonus
of +5 to strike, and deals +30% injury to the target. Short
bursts only require one action but they may only be done
Armor Piercing & Hardened Armor once per phase. Medium bursts require 10 rounds, have a
Most attacks will deal injury normally and will bonus of +10 to hit, and deals +50% injury to the target.
be prevented normally by the applicable PV of any armor. They require all of the primary actions for two entire
Unfortunately not all weapons and armor are created phases. Long bursts require 20 rounds have a bonus of
equally. Some attacks are considered armor piercing and +20 to hit and deals an additional +100% to injury
will only be affected by the armors PV. These attacks inflicted. The use all of the primary actions for the entire
include lasers, Teflon bullets, some energy strikes, and in round. Floating actions may only be used as reflexive
some cases magical weapons. The description of the actions during medium or long bursts.
weapon or option will specify if an attack is armor Critical hits or failures with bursts can change
piercing. Look under Specialty Attacks for more the entire flow of a battle. Short bursts add a bonus of
information on more futuristic or esoteric weapons. +15 when rolling on the critical hit extra injury chart. A
Any armor piercing attack will list a maximum Medium burst grants a bonus of +30, while a Long burst
PV, composition, and armor type that can be penetrated. increases the effect by a bonus of +60. Any additional
Hard armors are far more difficult to penetrate than soft injury is added on top of the additional injury just for
armor. Armor with greater PV will be more resistant to being a burst.
even armor piercing attacks than those with less PV. In addition to the bonuses to strike and injure,
Some attacks will have an inherent ability to penetrate bursts may also be used to spray an area. Each type of
specific weaves and compositions of armor such as knives burst has a percentage chance to injure every victim in the
and Kevlar armor. chosen area of effect based upon size and length of burst.
The victim gets their current Defensive Tactics as a
penalty to this percentage. The attacker may choose to
raise or lower the percentage on a victim-by-victim basis
Automatic Weapons by 1/10th the characters weapon skill. This gives the
attacker a slight edge on trying to hurt their enemies and
While most attacks are considered standard and not their friends. Not that spray firing is at all safe or a
require one action for a single strike, firearms are much good way to keep friends and allies.
quicker. There are five Rates of Fire in Alpha
Chronicles: Standard, Semi-Automatic, Fully Automatic,

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Optional Systems

Burst Type injury, most injury is dealt to the Injury point total of the
Area of Effect entire body. These represent small cuts, bruises, and
Short Burst Med. Burst Long Burst
or Spray
(3 rounds) (10 rounds) (20 rounds) punctures that cover the body. Called shots, while
5ft by 5ft 30% 60% 90% targeting a specific area, deal their injury to the full IP of
10ft corridor 20% 50% 80% the victim. They also have a greater chance for a
Small room 20% 40% 60% secondary effect similar to a critical hit.
Medium room N/A 20% 40% To perform a called shot the location must be
Large room N/A 10% 20% determined beforehand. The body locations that may be
Small Crowd 10% 30% 50% targeted are: back, chest, head, arm, leg, hand, groin, eye,
Large Crowd N/A 15% 30% ear, nose, and foot. Depending upon the location
targeted, there is a penalty to strike cumulative with any
other modifiers for that strike (DT, lighting, movement,
Breakage Points etc). Small targets that do not fit any of the following
examples should have a penalty to hit between -10 and
Only living creatures have Injury points and
-40. This is especially common for non-human targets
sustain wounds and other injuries. Inanimate objects are
such as animals and machinery. Characters who would
dealt damage and have breakage points. Breakage points
have under a 05% chance to hit may not attempt a called
are identical to injury points, except only non-living
shot.
objects possess them. If an item is ever reduced to zero
breakage points it is irretrievably destroyed. Most
mechanical and electronic devices can only sustain 50% Back - 10% Hand - 30%
damage before having technical difficulties. The PV of Lower Torso - 10% Groin - 30%
objects is the amount of damage that is reduced from Upper Torso - 10% Eye - 40%
every strike and how much protection is given if that item Head - 20% Ear - 40%
is used as cover. Arm - 20% Heart - 40%
Leg - 20% Lung - 40%
Object or Item BP PV If the strike is successful then roll for injury
Handcuffs 40 15 normally. Characters that fail by less than 10% are
Standard Door 30 20 considered to have hit normally unless circumstances
inch steel 5 x 5 100 25 dictate otherwise. In many cases there will not be any
Brick Wall 5 x 5 200 30 secondary effects to the target location. If the die roll for
injury is a 6 9 then the secondary effect is applied. The
Concrete Wall 5 x 5 400 50
victim may roll Health with a penalty equal to the injury
Wooden Wall 5 x 5 50 10
inflicted to resist the secondary effect. The secondary
Miscellaneous Gadget 20 5
effect is always temporary and will only continue until
injury points are healed. If the injury roll is 10, or if a
critical strike was rolled, then instead apply the
Called Shots appropriate effects as if a critical was rolled for that area.
All attribute rolls have a penalty equal to the injury
When targeting a specific place on a humanoid
inflicted.
creature, the attacker attempts a called shot. Since these
rules do not normally use hit-locations for determining

Called Shot Effect Chart


Body Location Secondary Effects Use Critical Results
Back AGL or fall down. 1 action to stand. 70 72
Lower Torso Wind knocked out. HEA or lose 1 round. 64 66
Chest Add one effect level to the injury dealt. 67 69
Head Stunned for 1 round. 5% to all skills for 1d10 rounds. 91 93
Left Arm - 5 to skills w/ arm. 1 Injury Done 73 75
Right Arm - 5 to skills w/ arm. 1 Injury Done 76 78
Leg - 5% to DT and all AGL based skills 79 81 or 82 84
Hand - 10% to all skills with hand. 85 87
Groin Stunned for 1 round. 10 to DT, and all AGL based skills. 99
Eye Vision clouded. 10 to skills w/ depth perception 94
Ear Hearing 95
Heart or Lung 2 Point bleeding injury until healed. 100

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Optional Systems

Chases group may choose to automatically lose advantage to


hinder one other group with the same or less advantage.
This system can be used for all sorts of chases This should be treated as an event and rolled accordingly.
between two groups or individuals. These chases can
involve foot races or high speed pursuits in vehicles.
While the mechanics of a chase are simple, the Game
Master should add other dice rolls and events to
complicate the chase. Concealment
The chase participants roll contested skill rolls Very few adventurers wander down a busy
with the applicable skill rating. The difference in street armed to the teeth. Those who do are soon noticed,
movement rate will give the faster group a bonus to this arrested, or killed. Smart characters try to hide their
roll equal to the difference. The chaser begins with no weaponry and armor in voluminous clothes and
advantage while the group being chased begins with one outerwear. Large two handed weapons, suits of banded
advantage. Game Masters may choose to give a distant mail, or obvious magical items often intimidate or entice
quarry two advantage or reduce the advantage to even if the wrong element of a township. While sanctioned local
the groups began very close. The winner of the first knights are often welcomed with their war-gear in plain
contested skill roll will gain one advantage. Roll another sight, mercenaries will rarely receive the same warm
contested skill check. If the winner is the same, then that hospitality.
participant gains one more advantage. Should the other So how does someone conceal an item or
participant win the contested roll, there is a loss of one weapon? Items that are two or more size levels smaller
advantage. Once one group reaches three advantage they than the owner can be easily hidden in a hand, pocket, or
will win. Each roll will require at least one phase of any item of clothing. Items that are only one size level
activity. smaller than the owner must be hidden in larger clothing
Characters may attempt to fight during the items such as boots, shirts, jackets or pants. Items of the
chase, but anyone fighting will suffer a penalty of 20 to same size level as the owner could only be hidden or
the chase roll. Melee combat may only be attempted concealed in larger jackets, robes, or voluminous cloaks.
while the two groups are within the same level of Many items of the same size as the owner cannot be
advantage. Ranged combat may be attempted depending hidden or concealed by any amount of clothing.
upon the style of chase and the surroundings. A running Common sense needs to be final arbitrator
firefight may be possible on a relatively straight run, but when it comes to concealing these items. Even if the item
will quickly end in a twisting set of tunnels. itself can be hidden, does it leave a visible bulge? Does it
Special events during chases could be almost make a scratching, brushing, sloshing or squeaking noise
anything imagined by the Game Master. Spilling oil, when the owner moves about? Does it generate some
collapsing bridges, and swinging ropes across buildings sort of magical effect or light?
can all add to the dramatic tension of the chase. Events Armor in the medieval world is a bit more
may require another skill roll or simply a moral choice: do common, especially for anyone who leaves the relative
I stop for a moment to save the child that just was pushed safety of a town or city. Lighter leather armors and chain
into danger or continue after the villain? Dice rolls may mail is common and will rarely cause a stir. Even some of
involve contested actions or a standard attribute or skill the heavier metal armors can be explained away with a
roll to accomplish. Those that successfully accomplish the clever cover story or even some early consideration.
event will gain a bonus of +20 to the contested chase roll.
There are several different forms of chases: On
Foot, Vehicular, and Animal Riding. Each will use a
contested action with the appropriate skills. Chases on
foot will use either the Agility attribute or Sport:
Running skill rating. Vehicular chases involve piloting
control rolls between the two drivers. Other occupants
may attempt combat without penalizing the driver. Craftwork Skills
Animal riding chases will involve the appropriate animal Craftwork actions are extended actions that are
riding skills. Any passenger may attempt combat without used to learn, create, or analyze over an extended period
penalty. of time. The results should be limited in nature such as
analyzing an economy, forging a sword, or enchanting a
Chases between more than two groups can get magical device. While some craftwork actions may create
very complicated as the chasers jockey for position. Each a larger quantity of items such as potions, they will still
group still requires three advantage to win, but they may create the same item in multiple doses or uses. This same
begin with differing advantage. Keep in mind the system is used for many craftwork applications with a
changing advantage of each group as they may enter into few variations.
combat. If any group begins to have advantage, another

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All craftwork projects require Man-hours of A critical success rolled during any work block
planning and effort. The Game Master must determine can overcome two failed rolls, but the project does not
the likely time required to adequately finish a task. This gain any quality bonuses. A critical success and a normal
will produce an average and adequate product. Characters success can overcome a critical failure, and the character
intentionally creating quality items or exceptional projects does not have any bonuses or penalties to the project.
will require more time and should have a far greater skill
penalty.
The total number of man-hours must be
separated into three equal blocks of work. The man- Critical Hits & Failures
hours in each of these blocks do not have to be sequential
These tables should only be consulted on a
if the project is one that may be halted and restarted.
critical success in combat. If this occurs, roll a percentile
Characters may try to squeeze time in for labor when
set of d10s. The weapon used does not matter to this
possible; these blocks are simply abstractions to ease in
table, but should be considered when describing the blow.
the skill rolling process. Keep track of the total time
Clubs crush and break bones while swords and axes slash
spent working on the project. Dont let the player forget
and cut. The penalty to an attribute in the next column is
about sleeping and eating. Characters that spend all of
permanent and can only be cured with powerful magic or
their leisure time working may find their contacts and
modern-day medical care. The final column is the
relationships suffer.
additional effects column. These effects occur in addition
After each block the character must roll the to whatever total injury is inflicted to the victim. They
appropriate skill with all applicable modifiers. Success reflect the actual injuries sustained to the appropriate
means that the character was successful in this block and body location.
the time expended for the project may be applied towards
The Extra Injury Effect table is based upon the
the total required man-hours. Failure means that the
maximum possible on the 1d10 injury roll. No bonuses
work was flawed, and is only worth the normal work
may be included in calculating the extra injury. Spells that
block. The character must spend the extra time required
may be saved against with defensive tactics should use this
to finish the work block if he intends to continue the
chart for critical successes. Limbs and other extremities
project. Once the additional time has been completed the
have the dire potential to be chopped off or mangled
character must roll again. A second failure means that the
during combat. Any strike that inflicts in excess of the
project is flawed beyond repair. Some projects that are
Health attribute of the victim in injury means that the
partially completed may still garner some benefit to the
locale has been destroyed. This is the total amount
character depending upon the nature of the project.
inflicted, after all armor and protective measures have
Characters may continue working after failing the first
reduced the total injury amount. This has the potential to
roll without consequences, beyond lost time, as long as
be a death blow in some cases.
the second skill roll is successful.
A critical success denotes that the character
instinctively understood the project and was able to Extra Injury Dealt Chart
improve upon the initial design or plan. The player must Die Roll Effects
roll on their Luck attribute at the end of a critically 001 030 +25% Injury
successful work block. If any work block has a critical 031 060 +50% Injury
success and a successful luck roll, then the character has a 061 090 +100% Injury
quality product. Quality products must have any
091 110 +200% Injury
additional effects, benefits, or bonuses assigned by the
Game Master. These quality bonuses should not 111 140 +250% Injury
unbalance the game or create too powerful a project. 141 + +300% Injury
Additional critical successes and luck rolls should improve
the quality of the project.
Critical Failures should always be considered
A critical failure for a project work block bad and will not aid the character even accidentally.
requires that the character roll Luck. An unsuccessful Melee fumbles are very straightforward and usually
Luck roll means that the project is severely flawed and involve minor self-injuries, dropped weapons, or over
will break or fail at a time of the Game Masters choosing. balancing. Missile fumbles deal with line of fire rules.
The character will believe that the project was normally Similar to sprays, anyone between the attacker and the
successful. If the luck roll is successful, then the project is victim count as a Line of Fire target. The first individual,
simply too flawed to continue. Anyone unlucky enough friend or foe in this line is the first line of fire target.
to roll three critical failures along with three failed Luck Line of Fire starts with a direct line between combatants,
rolls will have a project that will fail horrifically at a time but may be expanded in both directions if there are no
of the Game Masters choosing. applicable targets.

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Die Roll Location Penalty Description


01 05 Misc. NA Knocked Over. Roll for knockdown.
06 10 Misc. NA Disarm Opponent. Contested Weapon Skill, DEX or STR. No inj. dealt.
Second Strike. One additional strike this phase. If using an off-hand weapon this
11 15 Misc. NA
weapon should be used, otherwise use the standard weapon.
Chink in armor. No PV this strike. Once discovered a called shot at additional
16 20 Misc. NA
-30 penalty will hit the same location.
21 25 Misc. NA Break opponents weapon. Percentage chance = 30% + Injury dealt.
26 30 Misc. NA Armor Shredded. Opponents PV drops by 1 per 10 points of injury before PV.
Helmet Removed. Any helmet worn is sent 2d10 feet in random direction. If
31 35 Misc. NA
they arent, then it counts as an automatic head location.
Pushed around. Contested STR or AGL roll with a penalty equal to the injury. If
36 40 Misc. NA the attacker wins, the victim is shoved 5 feet in the direction of attackers choice.
Every 40pts difference results in an additional 5 feet.
HEA roll injury sustained or victim is stunned for the next two phases of
41 45 Misc. NA
combat. Victim may not defend, attack, or move.
46 50 Misc. NA Nasty wound. No special effect other than additional injury as normal.
51 55 Misc. NA Light Bleeder. Additional 2 points of injury per phase until healed.
56 58 Misc. - 2 HEA Heavy Bleeder. Additional 5 points of injury per phase until healed.
59 63 Random -10 BEA Scarred. Roll 1d10. 1-2 Chest. 3-4 Back. 5-6 Arm. 7-8 Leg. 9-10 Face.
Gut wound. 5 point bleeder per phase until healed. HEA or WIL to act with
64 66 Lower Torso - 5 HEA
penalty equal to injury sustained.
67 69 Chest - 5 HEA Nasty chest wound. 5 point bleeder per phase until healed.
70 72 Back - 5 HEA Spinal damage. 20 penalty to all physical actions until healed.
73 75 Left Arm - 5 DEX - 10 to all rolls using this arm. Weapons using this arm deal 5 less injury.
76 78 Right Arm - 5 DEX - 10 to all rolls using this arm. Weapons using this arm deal 5 less injury.
79 81 Left Leg - 5 AGL - 20 penalty to AGL based rolls and skills. Victim can only walk until healed.
82 84 Right Leg - 5 AGL - 20 penalty to AGL based rolls and skills. Victim can only walk until healed.
85 87 Hand - 10 DEX - 30 penalty to all rolls using this hand. Roll Hi/Lo to determine which hand.
88 90 Ankle - 10 AGL - 30 penalty to AGL based rolls and skills. Victim can not walk until healed.
KO opponent. Roll for Stun. Either way victim suffers a penalty of -5 to all INT
91 93 Head NA
+ AWA based rolls and skills. Scar.
94 Eye - 10 AWA - 20 penalty to all rolls requiring sight. Scar.
95 Ear - 10 AWA Hearing is halved. -20 Penalty to AGL based rolls and skills until healed. Scar.
96 98 Nose - 5 AWA No sense of smell until healed. Scar.
99 Groin - 5 HEA HEA injury or incapacitated for 1d10 + 3 rounds.
100 Vital Areas - 10 HEA Hit a lung, heart, or other vital organ. 10 injury per phase until healed.

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Critical Melee Fumbles


Die Roll Effects Critical Missile Fumbles
Hit nearest friend or innocent for normal
01 Die Roll Effects
injury +10
Hit nearest friend or innocent for normal
02 04 01 05 First Line of Fire target hit for critical injury.
injury.
Hit nearest friend or innocent for normal First Line of Fire target hit for normal injury
05 09 06 10
injury +10.
Hit nearest friend or innocent for minimum
10 16
injury 11 20 First Line of Fire target hit for normal injury.
17 19 Wound self for normal injury.
20 24 Wound self for normal injury
First Line of Fire target hit for base injury.
25 29 Wound self for minimum injury 21 30
(No bonuses.)
30 36 Break Weapon. 30% chance + 1/10th STR
37 41 Break Weapon. 50% chance + 1/10th STR First Line of Fire target hit for minimum
42 44 Break Weapon. 70% chance + 1/10th STR 31 40
injury.
Footgear damaged. -5 DT until removed or
45 47 Weapon becomes unusable, jammed, or
repaired. Cannot move faster than a walk 41 75
Backpack or pouch damaged. 15% chance irretrievable.
48 50
every sudden action that one item falls out Injured self. Skill used in this attack and all
Armor damaged. 1.5 Normal Armor 76 90 related skills gain a penalty of -20 until end of
51 53
Penalty until removed or repaired scene.
Shield Damaged. Shield only grants
54 56 Ricochet. Random target within the
normal bonus to DT until repaired
57 61 Lose footing. Agility roll or fall 91 00 weapons short range from the intended
62 64 Lose footing. Agility roll - 20 or fall target is hit for normal injury.
65 Lose footing. Agility roll - 40 or fall
Lose grip on weapon. Dexterity roll or
66 70
drop weapon 1d10 feet away
Lose grip on weapon. Dexterity roll - 20 or
71 73
drop weapon 1d10 feet away
Lose grip on weapon. Dexterity roll - 40 or
74
drop weapon 1d10 feet away
Twist ankle. Agility roll or attacker can
75 79
only walk for 1d10 2 days
Sprain muscle / wrist. Health roll or suffers
80 84
a -20 to all DEX and STR skills.
Sprain muscle / wrist. Health roll - 20 or
85 87
suffers a -20 to all DEX and STR skills
Vision obscured. All actions until the end
88 92
of the next phase suffer a penalty of -10
Blinded. All actions until the end of the
93
next phase suffer a penalty of -80
Off-balanced. All strikes against this
94 96
attacker next phase do not suffer any DT
Off-balanced. All strikes against this Dual Weapon Combat
attacker next phase do not suffer any The warrior must have a weapon skill for each
97
Defensive Tactics and gain a bonus of +10 hand. For example: Sword Right Hand, and Sword Left
to strike. Hand. The character can then make one of three specialty
Opened to strike. Victim of strike gains a actions.
98 00 free strike against the aggressor. Aggressor
has an effective DT of zero
Feint - If the target is defending against the
character, then a feint will reduce the level of
Defensive Tactics by one. This lowering of
defensive tactics is only applicable by one
immediate strike at the lower defense. The
Feint requires a successful contested skill roll
with the weapon used for feinting.

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Optional Systems

Extra Strike - Gains one additional strike with injury to each. Intentional landings onto a victim will
alternate weapon once per round with a require a successful hand to hand tackle maneuver. The
successful Dexterity Check. This counts as a character may add the additional falling injury as a bonus
floating action that may be spent during any of to the normal injury inflicted.
the three phases.
Defending - If defending, the character gains a
bonus of 1/10 the alternate weapon's skill. Under 10 Feet
This is applied to the characters Full Defensive If the character is ready and braced for the drop,
Tactics. such as a jump from a high branch or wall, then the
character needs only roll AGL. Failure results in the
Characters that use firearms or unarmed combat character landing off-balance and on the ground for
deal with two-weapon combat slightly differently. Those 1d10/2 injury. A critical failure deals 1d10 injury plus the
who use firearms must still learn the Left Hand and height of the fall and a HEA roll. If the HEA roll is failed
Right Hand versions of the weapon skill. They may not then the character has a sprained ankle and can only walk
use the other weapon to feint or defend, but may fire both for the next 2d10 hours. A critical failure on a HEA roll
weapons at the same target as one action. For weapons will result in a broken leg. No movement greater than 5
with a standard Rate of Fire this allows the weapon to hobbles per round is possible for the wounded character.
fire a Short Burst. Burst weapons count as if the burst If the character is surprised and plummets due
was one level higher than normal. to the results of a trap or sudden shove from behind, then
If the shooter prefers to select two separate the character is only allowed a 1/4 AGL check. All other
targets, then they may attempt an extra strike as normal. results are identical.
A successful Dexterity check is still required. There is a
penalty to strike for each of the weapons. The weapon in
the characters primary hand (normally right if the 11 20 Feet
character is right handed) has an additional penalty of -15 If the character is ready and braced for the drop,
to strike. The secondary firearm has a penalty of -30 to then the character may roll a full AGL roll to avoid injury
strike the target. The Awareness skill modifier may be with a penalty equal to the height of the drop. Failure
applied to reduce this penalty. This penalty may never results in the character off-balance and on the ground for
become a bonus to strike. 1d10 injury and a HEA roll. A critical failure will deal
1d10 injury plus the height of the fall and require a HEA
The various skills of hand to hand combat can roll with a penalty equal to the height dropped. If the
never be learned as Left or Right Handed. The skills HEA roll is failed then the character has a sprained ankle
already presume that the character is learning to fight and can only walk for the next 2d10 hours. A critical
with the entire body, not just a single limb. At certain failure on a HEA roll will result in a broken leg. No
skill levels the character gains the ability to attempt movement greater than 5' hobbles per round are possible
simultaneous maneuvers. These maneuvers are the for the wounded character.
benefit of years of study and practice.
If the character is surprised and plummets due
to the results of a trap or sudden shove from behind, then
the character is allowed only a 1/4 AGL check with a
penalty equal to the height fallen. The victim will receive
1d10 injury plus the distance fallen in feet, and a HEA roll
Falling with a penalty equal to the height of the drop.
Oops...that trap door just opened under your
hero, or your scout just missed his climbing roll on the
highest treetops. What happens next? Does your
character plummet to her death, or just break a leg?
The first step in determining the effects of any
fall is simple; just refer to the table below for the correct
height of the fall. All armor worn will reduce the injury
of any fall by 3 points due to the layer of padding
underneath. No other bonuses due to PV are applicable.
In addition there is a penalty to all AGL rolls based on the
current weight being carried by the character. Consult the
table of penalties at the very end of this section. Spells or
options that will slow falls of a certain distance or trans-
locate a specific range will reduce the effective distance
fallen by the appropriate amount. Characters that fall on
top of another character will inflict an equal amount of

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Optional Systems

21 35 Feet Falling Modifiers


At this height the character will have enough Modifier Cause of Modifier
time to try and anticipate the landing, so everyone +5 No Encumbrance (Able to Run)
receives their full AGL roll with a penalty equal to the -0 Light Encumbrance (Able to Trot)
distance fallen. - 10 Medium Encumbrance (Able to Jog)
- 20 Heavy Encumbrance (Able to Walk)
On the way down the GM may allow a DEX - 50 Bound, or other leg restraints.
roll to catch onto a protruding object near the falling Varies by Spells, enchantments, or other modifiers
character, while characters that are surprised should only Spell to AGL. (E.g. Sticky Goo or Mage Bind)
receive a 1/4 DEX check. A successful DEX roll will - 10 Handcuffs or other wrist restraints
prevent any injury from falling, as they grasp on for dear - 15 Each item in hand.
life. Only a critical failure on the DEX roll will distract Armor worn while falling. This is in
the falling character, requiring a 1/4 AGL roll instead of a Armor
addition to any penalties due to weight
full AGL check. Instead if a DEX roll, some GMs may Penalty
carried.
allow a Concentration roll for a spell-caster to cast one Water Landing. Not diving but landing in
Quick spell. + 20
water or another liquid.
Regardless of whether the AGL roll is Nice cushiony pillows, hay, or other soft
+ 50
successful or not, everyone will lose their balance and take material.
injury from a fall of this height. A failed check will inflict Ingenious idea on how to slow decent.
Varies
1d10 injury plus the height fallen, while successful AGL Varies by situation and dice rolls.
rolls will reduce that by half. A failed AGL roll will also
require a HEA check with a penalty equal to the distance
fallen. A critical failure on the AGL roll will require a roll
on the Critical Combat Success chart. Treat the 1d10 as Gadgeteering
the base for the additional injury dealt. Ignore impossible Gadgeteering is the creation of technological
effects. machines, advanced medicine, cybernetics, and amazing
If the HEA roll is failed then the character has a bio-tech wonders. Characters who intend to create
sprained ankle and can only walk for the next 2d10 gadgets must possess the appropriate high tech or ultra
hours. A critical failure on a HEA roll will result in a tech skills that would be required to create the gadget.
broken leg. No movement greater than 5' hobbles per Some simpler gadgets may be created by characters
round are possible for the wounded character. without high-tech skills, but they must be approved by
the Game Master and be appropriate for the current
Technology Level. Any single option of a gadget with a
35 50 Feet total cost greater than 350 Option Points will require
Same as above, only the chance of critical failure Ultra Tech skills.
is 91 - 100 for both AGL & HEA. The required skills must be averaged together
to get your skill rating for creating the device. I.E. High-
Tech Electronics 55 and High-Tech Mechanics 43
51 100 Feet becomes a 49 skill rating. Permanent gadgets such as
Same as above, only the chance of critical failure
cybernetics and biotechnology are much more difficult
is 86 - 100 for both AGL & HEA. Due to the time spent than the simpler creation of temporary gadgets. These
falling, the GM may allow two DEX rolls, spells or other
permanent gadgets must have an effective skill rating of
attempts to slow the decent. A Normal spell could be cast zero averaged into the formula.
in this span of time.
The creator must decide which options the
gadget will incorporate. Most gadgets should use the
101 200 Feet Cyber Hero Type to determine the required option point
Same as above, only the chance of critical failure costs for the rest of gadget creation. These gadgets may
is 80 - 100 for both AGL & HEA. select upgrades from the Gadget option. Pharmaceuticals,
biotechnology, and gene therapy use the Unnatural Hero
Type, leaving out the more esoteric options that deal with
201+ Feet magic and souls. Psionic enhancement gadgets should use
Same as above, only the chance of critical failure is 75 - the Psychic Hero type but may only be used on true or
100 for both AGL & HEA. latent psychics. Tally all of the costs for any options and
upgrades to be included into the gadget to determine the
construction cost of the gadget.
All prototype gadgets will have a penalty of -10
to the skill rolls for every 250 points of construction cost.

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Optional Systems

This penalty represents the complexity and the difficulty Guarding


in placing so many effects in one device. This only
applies to the first successfully created prototype. Further The guard must state that she is guarding a
identical gadgets will not suffer from this penalty unless specific person, close group, or item. The recipient will
upgrades and modifications were made. In this case only receive the Full Defensive Tactics of the guard. The guard
the upgrades and modifications will incur the penalty. must spend the entire action guarding and cannot attempt
any other actions. If the guard herself is targeted while
Gadget creation incorporates multiple defending, then the guard only receives her Defensive
craftwork actions. The first step is researching the Tactics. If the target is missed while being guarded there
scientific principles to be incorporated into a gadget. is a chance that the guard will take injury. The guard must
Scientific research requires a modern laboratory. High- make a successful Agility or Dexterity roll (whichever is
tech research requires a Laboratory resource rating of four appropriate) to avoid injury. A guard may also choose to
or higher. intercept a strike intended for another with a contested
agility versus combat skill roll. This may be done as a
Modern scientific principles will not increase
reflexive action. They will suffer full injury, and a roll of
the time required for the design process. High tech
10 will inflict critical injury to the guard.
research will require 1,000 man-hours to accomplish,
while ultra-tech research will require 10,000 man-hours.
This may be ignored for characters with a successful high-
tech or ultra-tech skill roll. The successful character will
have already have completed enough basic research on the
topic to design such a gadget. This is only intended to be
a time-saver to allow PCs and important NPCs to Jumping
adventure and create gadgets during the chronicle. The distance a character can jump is based upon
The actual design process, once the research is her agility, skills, and current speed. This section ignores
completed, will use the Engineering skill averaged with the availability of magical or supernatural jumping
the skills required to construct the gadget. The total man- options. First the jumper must determine their base long
hours required for design is equal to 1/10th the jump using their Agility attribute. Then add any bonus
construction cost. This process is also a craftwork action due to the highest skill rating in either Gymnastics or
and should be treated as such. This step may be skipped Sport: Jumping. Small characters will have their total
if the character already has a set of working plans or a reduced by half. Large creatures will have an additional
prototype. bonus equal to the height of the character minus six in
feet. Characters that have a running start may double
Construction of the gadget is also a craftwork their normal jumping distance. Characters that are
action. Gadgets require a number of man-hours equal to leaping to catch an object in mid air will require an Agility
the construction cost multiplied by three. Any duplicate or skill roll with appropriate penalties based upon the
gadgets made by the same creator will only require a action attempted. In many cases these rolls are make or
number of man-hours equal to the construction cost break and failure will result in a nasty fall.
multiplied by two. Critical successes may grant free
option points for upgrades. Critical failures may create a Standing high jumps are very difficult to gain
hidden time bomb or prepare a later catastrophic failure. any height without assistance. Characters may jump a
The Game Master should decide upon the exact effects number of feet in the air equal to one half normal.
and their triggers now, but may or may not inform the Characters may attempt to use skills or agility rolls to
player of the decision. improve this height assuming there is a logical
environmental reason. Boxes, crates, walls and other
Unless the character has a Workshop items may assist the attempt.
Scientific resource the character must spend money to
build gadgets. The financial cost of a high-tech gadget is
equal to the construction cost multiplied by $100. Ultra- Agility Jumping Distance
tech gadgets will require $1,000 multiplied by the 0 30 5 ft
construction cost of the gadget. This is the bare 31 40 6 ft
minimum cost and may be increased by the Game Master. 41 60 7 ft
Those characters who have the resource do not have to 61 80 8 ft
pay these costs as they are incorporated into the resource. 81 110 9 ft
The minimum Workshop resource rating for High-tech 111 + 1/10th Agility in ft
gadgets is five. Ultra-tech gadgets will require a resource
rating of seven or higher. Those with insufficient Skill Rating Bonus
workshops will only have to pay 10% of the normal cost 01 40 + 1 ft
for each point of insufficient rating. Junk resource 41 60 + 2 ft
ratings may be used to lessen the extra costs depending 61 120 + 3 ft
upon the gadget and the chronicle. 121 + + 4 ft

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Optional Systems

Mind Control Physical Injuries


Most of the time people use weapons to hurt
Dealing with supernatural creatures, skilled others, but sometimes you just have to beat down that
enchanters, or powerful psychics will eventually lead the goblin thief with a crowbar, candlestick, or anything else
party up against mind control. Unless the mind control is handy. Small lighter items deal 1d10 points of injury.
spell based in origin the character will resist using a Heavier items should deal 2d10, and very heavy items
contested Willpower or Mentalism check versus the 3d10 points of injury. Oversized weapons such as those
Mentalism skill of the assailant. Spell based mind control used by ogres and giants may even inflict as much as 4d10
allows a standard Willpower roll modified by any applied to 6d10. It should be a judgment call based on the size,
spell perks. Both types will have a cumulative penalty of weight and composition of the item.
5 to any victim to fails to resist against the same
controller at another time.

Mounted Combat
When in combat, the mounted warrior is the
Miscellaneous Injuries medieval equivalent to a tank: able to be heavily armored,
Burns & Fire Injury (Non-magical) very strong, and able to deal incredible injury to other
opponents. A mounted warrior will have all of the normal
Torch 1d10 Injury per strike. 3d10 per phase combat rules apply, except for skill modifiers, against
of direct contact. other mounted opponents. Against footmen, the mounted
Branding Iron 1d10/2 Injury per strike. 2d10 per full warrior will deal an additional level of injury. For
phase. example: A knight charges into the fray attacking a
Campfire 2d10 per strike/action. 3d10 per full footman with a bastard sword. The knight rolls an eight
phase. for injury and would normally deal 24 points of injury.
Bonfire 3d10 per strike/action. 6d10 per full Due to the greater gravity and length of swing, the actual
phase injury dealt will be increased as if he rolled a nine. The
footman will be hit for 27 points of injury plus the
knights bonuses. If the initial injury roll is a 10 then
Drowning & Suffocation count that strike as a critical roll, re-rolling to determine
Every character can hold their breath for a the effects and additional injury.
number of rounds equal to their 1/10th Health attribute if
they are prepared. Those that are unprepared or caught Mounted warriors cannot use small weapons
unaware may only hold their breath for a number of such as knives, hatchets, or clubs while mounted. Two
phases equal to their 1/10th Health attribute. After this handed weapons may only be used while the horse is
period of time has elapsed the character must begin stationary, and if the horse bolts or is spooked the rider
making Health rolls every phase or lose temporary points will have a penalty of 20 to a riding control roll. Normal
of Health. bows, and most crossbows, use the same rules as two
handed weapons, but light and pistol crossbows can be
Every failed Health roll will inflict 1d10 points fired one handed from horseback. They cannot be
of temporary loss. Critical failures will inflict 2d10 points reloaded until the horse becomes still however.
and will require an additional Health roll to remain
conscious. Unconscious characters will automatically Lances can only be used effectively during
suffer 3d10 temporary Health loss each phase. Every mounted charges. In additional to the normal injury dealt
round that passes after the initial safe rounds will incur a by weapon, strength, and skill bonuses, lances will inflict
cumulative -10 penalty to these rolls. If a character ever a bonus equal to the rate of travel per phase (FPP). Any
reaches 0 temporary health then they will automatically struck opponent will be unhorsed unless they resist with a
fall unconscious. They will expire when they reach their Strength roll with a penalty equal to the injury inflicted.
normal negative quarter health. Any unhorsed character will suffer a short fall as per the
Falling rules. Every charge will require the knight to roll
weapon breakage for the lance.
Extreme Weather Conditions
Heat & Cold will deal 1d10 injury per hour of Mounted warriors also have very little defense
direct exposure. Indirect exposure will deal 1d10 injury from footmen when stationary. At full defense they can
daily. Certain precautions may limit or negate any injury only use 1/4 of their modified Defensive Tactics. When
dealt. No injury acquired from extreme weather striking or otherwise occupied they have no defensive
conditions may be healed with options or magic. It must tactics. They do however retain any bonus from a shield
be healed naturally. Certain locales such as deep space or or weapon specialization at full value. While moving they
ice planets may deal injury every round or minute. use all of the above rules, but also enjoy the movement
penalties to strike from both missile weapons and melee
weapons.

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Optional Systems

Striking or attempting any other actions while Movement is measured in feet per phase (FPP).
trying to control a horse is not the easiest thing in the Each value should be rounded to the nearest 2.5 feet.
world. In addition to any movement penalties for the Those using 5 foot squares in miniature combat should
rider to strike, they suffer an additional penalty based consider a diagonal move to be 7.5 feet. For those of you
inversely on their riding score. The chart below will show using inch based movement in miniature combat consider
the additional penalty for unskilled riders. every five feet to be 1 and every two and a half feet to be
one half of an inch. To determine the Movement of a
character consult the chart below. Characters that have
Ride Animal Skill Skill Modifiers while riding N/A as a movement value may not move at that speed.
01 20 - 25 to most skills They tend to be exceptionally uncoordinated and suffer
21 30 - 20 to most skills penalties for moving in combat. In non-stressful
31 40 - 10 to most skills situations they do not suffer penalties, but still walk
41 50 - 5 to most skills extremely slowly.
51 80 - 0 to most skills
81 + +5 to most skills For characters that have a total AGL + HEA
greater than 246, take the total and divide by six to
determine the Running feet per phase of the character.
Multiply that by .75 to determine the Trotting FPP. The
Jogging FPP is determined by dividing the Running FPP
by two, and the walking FPP is determined by dividing
the Running FPP by four. Always round to the nearest
Movement 2.5 feet.
This is an expanded section that describes The maximum rate a character may attempt to
movement in greater detail than what was listed in the travel is based upon his encumbrance. Those characters
combat section. Any character may attempt to move that are carrying more gear will be unable to travel their
during any phase. It counts as their movement action and full movement rate as they overexert themselves. This
does not require a primary or floating action unless used applies to all forms of movement; upright, crawling, and
as a reflexive action. Reflexive actions that involve swimming.
movement are often short dodges and jumps and are
covered elsewhere. A character may begin from a
stationary position and begin any form of movement Encumbrance Upright Crawling Swimming
desired with only a few exceptions. Prone characters No Run Fast Race
must spend a phase getting up before they may walk, jog, Light Trot Fast Sprint
trot, or run. Kneeling and readied characters will require Medium Jog Fast Steady
one phase, one primary, or one floating action to walk, Heavy Walk Slow N/A
jog, trot, or run. Readied characters are those who have Maximum 5 feet N/A N/A
spent one action to ready their weapon and are not Lift N/A N/A N/A
immediately prepared to move.
A steady swimming pace for a character is equal
AGL + HEA Run Trot Jog Walk to the walking speed of the character. This is the
0 36 5 N/A 2.5 N/A maximum swimming speed of a character with Medium
37 51 7.5 N/A 5 2.5 encumbrance. Characters may increase their swimming
52 66 10 7.5 5 2.5 speed in a similar method to their running land speed.
67 81 12.5 10 7.5 5 Sprint swimming has the same pace as the characters
82 96 15 12.5 7.5 5 trotting speed. Only characters that have a Light or
97 111 17.5 12.5 10 5 lighter encumbrance may swim at a sprint. Race
112 126 20 15 10 5 swimming is the fastest rate of swimming allowed in the
127 141 22.5 17.5 12.5 7.5 game and is equal to the running speed of the character.
142 156 25 20 12.5 7.5 Characters may not be encumbered if they intend to swim
157 171 27.5 20 15 7.5 at this speed.
172 186 30 22.5 15 7.5 Characters may slow crawl or fast crawl. A
187 201 32.5 25 17.5 10 slow crawl is equal to one half the walking speed of the
202 216 35 27.5 17.5 10 character. This allows the character to be stealthy and
217 231 37.5 27.5 20 10 prowl without penalty. A slow crawl can be accomplished
232 246 40 30 20 10 with a Heavy encumbrance. A fast crawl is far more
noticeable and will grant a penalty of -20 to any stealth
based skills. A fast crawl will enable the character to
crawl his full walking rate but is only possible with a

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Medium or lighter encumbrance. Crawling characters roll. The results from this point depend upon the missile
have no Defensive Tactics against point blank and melee weapon used in the attack.
attacks. Ranged attacks will have the full Defensive
Tactics applied to crawls. Bows and other weapons that require more than
a simple clicking of a trigger are the easiest to resist. If
If a Movement Action is spent during a phase the target tries to wrestle the bow away then the winner
then there is a penalty to all other actions performed. will retain the weapon, but either way the attack is
This penalty is also applied to anyone attempting to strike negated. If the attacker avoids a tackle then he may attack
or physically interact with the moving character. with only a - 30 penalty and double the normal chance for
Movement actions that also require the use of hands or critical fumbles.
arms, such as swimming, climbing, or crawling, will
inflict an additional penalty of -20. This additional Handguns, small crossbows, and other simply
penalty applies only to those moving or attempting to activated items are far harder to resist. Striking a man
assist the person moving. Those striking or shooting at with a handgun is fairly suicidal. All normal rules apply
the moving character will incur no additional penalty. for simultaneous attacks. Wrestling a pistol from a
gunman is much harder to do. In this event the gunman
has a bonus of +10 to the contested roll because of the
Movement Speed Penalty size of the weapon and the relative ease of pulling the
Walking -0 trigger. If the gunman wins the contested roll by more
Jogging -5 than 40, then the attack is automatically successful. If the
gunman wins by less than 40, then the shot may still be
Trotting - 10
successful but a skill roll must be made. No defensive
Running - 20 tactics of the victim may be applied. If the gunman loses
by more than 40, the gun is wrestled away and is now in
the possession of the target. If the attacker avoids a tackle
then he may attack with only a - 30 penalty and double
the normal chance for critical fumbles.
Point Blank Attacks
Point blank attacks only apply to missile and Poisons, Drugs and Toxins
thrown weapons; a melee weapon can never qualify. An
attacker must close to under 10 feet from his target to be These substances have the potential to do grave
considered point blank. Weapons that have their shortest injury or inconvenience to most characters. There are
range as less than 10 feet cannot qualify. All injury at several forms of these substances: Sleeping, Paralytic,
point blank range is considered a critical hit and has a Debilitative and Injury Dealing. Each form has a
bonus of +20 to strike if uncontested. Bows, crossbows, differing effect. Sleeping agents will cause a character to
handguns, and thrown weapons all have different events become comatose or drift to sleep. Paralytic poisons will
that occur at point blank range if the victim is resisting. allow a victim to remain conscious but be unable to move
The victim just needs to spend a reflexive action and portions of the body. Debilitative drugs will create
announce they are interfering with the attack. This penalties to all skills, attribute rolls, and will impair basic
interference counts for the entire round, but they may not motor functions. The most deadly of all are the Injury
attempt any other non-verbal actions while interfering. Dealing poisons. These poisons will inflict a certain
amount of injury either to the Injury point total or the
Once the victim has begun interfering with the Health of the victim.
attacker, the attacker and victim must roll contested
Agility. Any speed increasing options, magic, or other Each of these forms has a general grouping of
abilities should give a significant bonus to this roll. If the ability called a type. Type 0 substances will always only
attacker wins then he may make the shot with a penalty of impair a victim by 10 to all skills. Types 1 through 5 all
-10 to strike. If the defender wins, he has a choice: attack have differing penalties to the Health roll required when
first, grab the weapon, or tackle the attacker. Attacking first exposed to the substance. The effect upon the
first enables the victim to strike with the reflexive action. character is always based upon this HEA roll.
The attacker may choose to cancel the attack and gain the
appropriate DT (normally ) or continue with the strike. Poison Type Penalty to HEA roll
If the attack continues neither participant has any Type 0 No Penalty
effective DT, but they strike simultaneously. Both may Type 1 - 5%
very well be injured or killed. Grabbing the weapon will Type 2 - 10%
result in a contested STR, DEX, or Hand to Hand Type 3 - 20%
Combat skill as each participant desires. The final option Type 4 - 40%
is to tackle the attacker. Roll a contested Athletics, Hand Type 5 - 80%
to Hand Combat skill, Gymnastics, or other such skill

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Poison Effect Chart


Effect Level Debilitative Injury Inflicting Paralytic Sleeping
Under 0 No Effect No Effect No Effect No Effect
Type 0 -10 1d10 + Type / hour As Debilitative As Debilitative
Type 1 -15 1d10 + Type / minute One Location Unconscious in 1d10 minutes
Type 2 -25 1d10 + Type / round Two Locations Unconscious in 1d10 rounds
Type 3 -40 2d10 + Type / round Half Body Unconscious in 1d10 phases
Type 4 -50 1d10 + Type / phase Entire Body Unconscious
Type 5 -75 2d10 + Type / phase Entire Body Unconscious
Type 6 -100 Instant Death Entire Body Roll Full HEA vs Death

Roll Health for every exposed character. Some occur in daylight it will generally be a reasonable distance.
characters that are immune to poisons, diseases, and other Only through the use of magic or technology can most
toxins may not have to roll. Characters that succeed have humans hit targets at the extreme range of certain
reduced the type by one level for their effects. Characters weapons.
that succeed at HEA reduce the effect by two. Critical
HEA successes reduce the level by three. If the effect Weapon scopes will provide an additional bonus
becomes less than zero there is no effect upon the victim. to strike while aiming. Telescopic sights will provide that
Those that fail their HEA roll will suffer the full effect of bonus each phase spent aiming. The bonus is usually
the toxin. Any character that critically fails a HEA check equal to 1/10th the maximum magnification. Non-
will suffer one greater level of effect. The GM must telescopic sights that incorporate red dots or other target
determine which effects are applicable for the poison or assistance will grant a static bonus of +5 when aiming.
toxin in question. Reloading is exactly that: reloading the weapon.
Characters that are continually the unwilling Bows take one action to reload. Light and pistol
subject of toxins can increase their chance to resist. This crossbows require one round to reload. Medium and
is done by purchasing a Resistance Specialization. This heavy crossbows require two rounds to reload. Repeating
specialization is purchased and improved identically to a crossbows requires 10 rounds to fully reload. Firearms
skill specialization. Each drug, poison, or toxin is a have clips, magazines, drums, or chambers. Loading any
separate resistance specialization and must be purchased of these items with a fresh container requires one action.
and improved separately. GMs may allow players to If a clip or magazine must be reloaded it requires one
purchase resistance specializations for other effects and action for every round of ammunition. For single,
abilities. double, or six chambered weapons this requires one
action for every cartridge. Thrown weapons cannot be
reloaded, although others can be readied.

Ranged Weapons & Reloading


Ranged weapons, while having the advantage of
being able to inflict injury at a distance, have two
drawbacks: range penalties and reloading. Each weapon
that may be fired or thrown has two ranges. The ranges of
most missile weapons are predetermined. Assailants
using most ranged weapons may also enter a readied
position. Those in a readied position will forfeit all
Defensive Tactics as they brace their weapon to strike.
Readied assailants will gain a bonus of +10 to strike.
The farther away a target is, the harder it will be
to hit it. At a weapon's Effective Range, there is no
penalty to strike. Beyond this effective range there is
always a penalty to hit, but injury may still be inflicted up Sanity
to the Maximum Range of the weapon. This penalty will
vary by the weapon used, but the most common penalty is Everyone has an emotional breaking point. A
20. No weapon may be fired at a target outside of the characters threshold for mental distress is measured in
characters current vision. Since most gaming firefights Sanity Points. They are equal to a characters Willpower

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attribute, plus 1d10 + 1/10th Willpower at every additional Chaos magic. Sanity Points will recover at a rate of 1d10
experience level. When a player characters Willpower + 1/10th Willpower per day of relaxation and stress-free
attribute permanently increases or decreases their Sanity life.
Points should also be modified. Sanity points may be lost
during psychic attacks, moments of extreme metal duress,
failed willpower rolls, horrific sights, or illusionary injury.
Special Maneuvers
SP Total Results & Penalties This is a catch-all category for any special stunts
or wild actions that a character may attempt. A special
31+ SP No problems maneuver can utilize any skill, option, or ability that the
character possesses. The effect of a special maneuver is
The character is emotionally bruised. A
determined by the nature of the skill or option being used
WIL roll is needed to perform any skill
and the level of complexity of the action. Special
30 21 SP that requires concentration with no
maneuvers should be individually tailored to the character
penalties. If this roll fails, there is a
in question. Their style and subconscious preferences
penalty of -5 to all INT or WIL skills.
will change the appearance and effects of the maneuver.
The character is hurting. The character
may experience minor hallucinations. Examples of special maneuvers include: a Zen
20 - 11 SP These hallucinations will inflict a penalty swordsman concentrating and striking with exceptional
to INT and WIL based skills of -10. A precision and deadly accuracy; a mother lifting a car to
WIL roll will reduce the penalty to -5. save her child; a flying superhero trying to turbo-charge
The character is in emotional distress. his speed to reach the endangered people in time; a
The victim will suffer a temporary mechanic trying to fix the cars engine as fast as possible
10 6 SP mental affliction based upon the cause of before the gunmen find him and his daughter. Each
sanity loss. This will continue for 1d10 example has a different effect that must be determined by
days. the player and game master on an individual basis. There
The character is in a dire mental state. are some basic guidelines for the effects and difficulties
The victim will suffer a temporary involved with special maneuvers.
5 1 SP mental affliction based upon the cause of
sanity loss. This will continue for 1d10 Every special maneuver using this optional rule
weeks or more. requires the expenditure of a Drama Point. This point is
The character is likely catatonic. lost from the Drama Pool whether the special maneuver is
Characters must roll WIL to remain successful or not. The player must then decide on the
active, but will always suffer a penalty of level of complexity for the special maneuver. All special
-30 to all skills. In addition the victim maneuvers require a skill or attribute roll depending upon
will suffer a temporary mental affliction the action attempted. Options that do not require skills
0 SP or less or specific attribute rolls will always require a Willpower
based upon the cause of sanity loss. This
will continue for 3d10 weeks. If the check. Options that normally incur drain will incur
sanity loss continues beyond of the double normal drain. Any action, spell, ritual, ability, or
victims WIL, there is a 15% chance that other special maneuver cannot be enhanced more than
the affliction will be permanent. once for the current duration of that action. If the action
is reused or restarted for any reason the character may
As the characters sanity points are lost, they attempt another special maneuver.
will begin to succumb to mild hallucinations and develop Minimal special maneuvers have an additional
strange quirks. These afflictions are temporary and will penalty of -50 to the applicable skill roll. Players must
cease as the sanity points are restored normally. choose one aspect to change: Injury Inflicted, Range,
Whenever a character has less than 31 Sanity Points Duration, Area of Effect, Targets, Required Time, or
remaining they will begin to suffer from these maladies. Effect. If the maneuver is successful, then the chosen
The chart below details the effects of each level of sanity aspect is increased appropriately. These special
loss, and the common duration for each. Players and maneuvers will receive a bonus of 25% to the effect. If the
Game Masters should feel free to modify some of the effect is determined randomly, then a bonus of 25% of the
results based upon the events of the chronicle. Those maximum RANDOM results is used. No additional
players who wish a mental affliction for their characters bonuses should modify this 25% bonus. If an additional
may use any Sanity loss as a good in-character reason. target is desired then the bonus is at least one additional
Game Masters may determine that continual person. Ranges that are normally self become touch,
and repetitive sanity loss to the lower end of the spectrum those that are touch become five feet.
may result in permanent mental aberrations. This is often Moderate special maneuvers have an additional
the case for those who indulge in strange occult sights and penalty of -100 to the applicable skill roll. Players must

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choose one aspect to change: Injury Inflicted, Range, EMP Weapons These attacks do no actual injury.
Duration, Area of Effect, Targets, Required Time, or Instead the injury dealt is a percentage chance to disrupt
Effect. If the maneuver is successful, then the chosen protected electrical systems. If the system is not
aspect is increased appropriately. These special protected the percentage doubles.
maneuvers will receive a bonus of 50% to the effect. If
the effect is determined randomly, then a bonus of 50% of Entanglement - These attacks deal no injury, but instead
the maximum RANDOM results is used. No additional force the victim to roll agility or be entangled. Some
bonuses should modify this 50% bonus. If an additional weapons are strictly entangling weapons and are marked
target is desired then the bonus is at least one additional by an E before an injury amount. Other weapons such
person. Ranges that are normally self become touch, as chains and whips can be used to entangle. These
those that are touch become ten feet. weapons deal normal injury and have an effective
entangling rating of normal injury. This amount is
Impossible special maneuvers have an additional subtracted from the initial Agility roll and all subsequent
penalty of -150 to the applicable skill roll. Players must actions until the victim is freed. The victim is unable to
choose one aspect to change: Injury Inflicted, Range, move unless an additional agility roll is successful, and
Duration, Area of Effect, Targets, Required Time, or even then only five feet can be traveled each round.
Effect. If the maneuver is successful, then the chosen Victims can free themselves with successful Agility,
aspect is increased appropriately. These special Strength, or Dexterity rolls and one action. Victims
maneuvers will receive a bonus of 75% to the effect. If the cannot move during the same action as they freed
effect is determined randomly, then a bonus of 75% of the themselves.
maximum RANDOM results is used. No additional
bonuses should modify this 75% bonus. If an additional Fire & Heat The injury dealt is a percentage chance that
target is desired then the bonus is at least one additional other objects may ignite within the area of effect. This is
person. Ranges that are normally self become touch, only applicable to flammable or combustible objects.
those that are touch become fifteen feet. Humans are not flammable.
Grenades & Explosives All explosives will deal full
injury at the point of contact. This means that if someone
is holding or clutching a grenade they take the full
possible injury it can inflict. In most combat situations
Specialty Attacks the five-foot area surrounding the explosive will take the
Cold & Frost These sources of extreme cold will numb full blast, roll the amount of injury. From that point
the affected area. The victim may roll health with a reduce the amount of injury by a set amount at a set
penalty equal to the injury inflicted to resist. Numb areas distance. If someone or something is blocking the
will be paralyzed for one phase. Shots without a hit explosion then they receive the full injury, but unless all
location will cause the victim a penalty to all actions equal of the injury is absorbed by the item or object the
to the injury inflicted for one phase. remaining force will continue outwards. Any remaining
injury should be considered the total for the purpose of
Death Energy Victims struck with death energy have a
force reduction. Use logic when determining if any
chance to lose a portion of their Health attribute. The
portion of the anatomy is no longer remaining with the
victim may roll Health with a penalty equal to the injury
victim, or if death was instant.
inflicted to resist. If the victim fails, she will lose 1/10th
the inflicted injury permanently from her Health For example: All Fragmentation grenades will deal a
attribute. maximum of 130 points of injury. Those within 5 of the
explosion will receive 10d10 +30 injury. Roll only once.
Disintegration Translocation injury and other forms of
Every five feet past that initial radius will suffer less of
disintegration will strip portions of the victims body into
the total rolled for injury. Anyone brave or stupid enough
random particles. These attacks may only be healed
to jump onto a live grenade will take all 130 points. At
naturally and cannot be assisted with options, spells, or
that point everyone within five feet will receive only the
high technology.
amount of injury that the victim could not sustain.
Electricity Attacks - These attacks have a percentage
Knock back These weapons will knock the victim back
chance to disrupt non-protected electrical systems. The
unless a successful agility or strength roll is made. Failure
percentage is equal to the amount of injury dealt. EMP
will knock the victim back 5 feet for every 10 points that
shielded systems will only be neutralized upon a critical
the roll failed. If the roll is failed by more than 20, or was
hit. Characters holding or wearing a large amount of
a critical failure, the victim is knocked to the ground.
metal will suffer additional injury. Those carrying small
Knock back weapons deal no actual injury and grant an
amounts of metal will suffer an additional +2 injury
additional penalty equal to the number followed by a K
points. Those carrying or wearing a significant amount of
on the weapons chart.
metal such as studded leather will suffer +5 injury. Heavy
metal armors with a PV above 20 will suffer an additional Laser Weapons Automatically armor piercing with all
+10 injury per strike. Soft armors. Reflective surfaces will reduce the injury

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dealt by half. Lasers will not lower the PV of armor that fully defensive while in combat and moving at the faster
they penetrate. rate.
Modern Cannons All modern cannons have an The character may also attempt a Swoop attack
explosive radius and act like all other explosives. A upon one or more victims. It requires one action to
standard cannon will lose injury dealt every 15 feet out execute and may only be attempted once per phase. The
from the point of impact. Most energy based sci-fi character flies past the victim, strikes, and continues out
cannons do not have this effect. of harms way. Only one strike may be attempted on a
victim, but the character may continue rolling strike rolls
Mono-filament Edge These hand to hand weapons against other victims in a line until he runs out of actions.
have an edge that comes to a single molecule in width. The swooping character cannot be struck back by the
These unnaturally sharp weapons automatically count as victim unless they have supernatural quickness, more than
armor piercing to Soft Armor. They are extremely fragile four actions, or have some other form of reaction
and have a greater chance to snap than regular weapons. boosting ability.
All critical hits and maximum injury rolls will require a
weapon breakage roll. Base breakage chance is 30% and If a speeding character crashes into another
actual breakage critical fumbles will have an additional character, vehicle, or even a wall they will deal normal
30% chance to snap the blade. injury plus a bonus based upon speed. This does not
apply in a swoop attack against multiple targets, only one
Power Tools These weapons usually cannot be parried that reduces the speed of the attacker dramatically. Both
normally. They will require a Strength roll each round to the attacker and the defender take an amount of injury
prevent the parrying item from being thrown 2d10 feet in equal to the current MPH before impact subtracted by
a random direction. Power tools also require batteries, or the MPH after the impact (usually 0) and divided by two.
gasoline motors, that will expire if not monitored.
For example: Captain Glory rams the hideous misshapen
Sensory Impairment Any attacks that impair one of the monster at a full 120 MPH. At the end of his attack he is
five senses should use this damage type. This type will no longer moving. Both Captain Glory and the beast
inflict no physical injury. Roll Health with a penalty both take 60 points of injury in addition to the Captains
equal to the amount of injury inflicted. If the roll fails, 1d10 Power Fists. Luckily our hero has Invulnerability
the damage dealt is a penalty to all appropriate Awareness and therefore receives no injury.
rolls. This penalty is healed at the rate of 1/10th Health
per phase. Ignores PV, but some options and equipment
may provide a bonus to resist.
Shadow Attacks that deal maximum injury or a critical
hit may reduce the victims Health attribute. The victim
Unarmed Combat
may resist with a Health roll that suffers a penalty equal There are four distinct styles of hand-to-hand
to the injury inflicted. Failure will reduce the victims fighting that can be found in this game. The most
Health attribute by 1/10th the injury inflicted. common is known as Brawling. This skill can be learned
without a character having to be taught by another. It is
Stun Weapons Deals no physical injury. The injury simple and straightforward. It offers only a very few
columns are a penalty to a Health roll that must be basic abilities such as bites, punches, kicks and other less
successful to remain conscious. Multiple strikes will add refined methods of hurting another. Wrestling is also
a cumulative penalty during the round. Certain options available for only five option points. It is designed to
may ignore stun weaponry. Stun weapons are denoted by safely subdue and restrain an opponent.
a S followed by the HEA penalty on the weapons chart.
The third combat skill is known as Unarmed
Temporal Injury Spells and effects that deal temporal Combat. This is a more disciplined skill, which requires
injury will have a chance to age the victim by one year. 10 option points to purchase. Another person must
The victim may attempt to resist with a Health roll that initially teach this skill to the character. However, after a
suffers a penalty equal to the injury inflicted. Machinery certain point, the character can increase this skill on his
and equipment that suffer this effect will often become own, without the need of an instructor.
inoperable due to a years lack of maintenance.
Finally, there is the skill called Martial Arts.
This is the most costly and deadly of the three hand-to-
hand fighting skills. It requires the player to select certain
training and options to purchase. Every form of Martial
Supernatural Speed and Quickness Arts is a separate skill and each has its own peculiar
In addition to any bonuses to movement and advantages and disadvantages. Game Masters and players
actions that these characters receive, they also gain should select the general style that best represents the
additional maneuvers. Anyone who can run or fly faster character. From there they should feel free to create kata,
than five times normal movement automatically stays maneuvers, forms, and other details to the form. The
three basic forms of martial arts include balanced,

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offensive, and defensive. While this is a significant Some maneuvers refer to levels of defensive
simplification, players and game masters should feel free tactics. The four levels of Defensive Tactics are: Full,
to create new martial arts styles and philosophies. Half, Quarter, and None. Each is a fraction of the
modified Effective DT that a character possesses. Except
Each of the four skills allows the character to when using a maneuver, the normal rules for defensive
perform different abilities at different levels of skill. The tactics levels apply. Maneuvers that utilize combinations
charts below list the skill percents, and the special abilities of other maneuvers may never utilize a third special
that come with them. While most of the abilities granted maneuver. Hold maneuvers may attempt to use the
by the three styles of hand to hand combat are grounded victim as human shield. Characters with human shields
in realism, higher levels begin to gain abilities that are less will generally use their Defensive Tactics to defend
so. In a world of super heroics and unnatural creatures with unless the attacker chooses to strike through the held
the focus of a lifetime of dedication and training can allow victim. In that case only DT is applicable, but the PV
such maneuvers. Most martial arts maneuvers require of the held victim, 1/10th their Health, and the normal PV
experience points to learn. All of the base maneuvers are of the attacked character are all totaled together. The
free of cost. Characters learning unarmed combat or victim is automatically considered to be critically hit.
martial arts at creation may select up to three additional This can only be done with long thrusting weapons
special maneuvers without cost. The character must meet otherwise the injury is dealt to the held victim.
or exceed the minimum skill requirements for the specific
maneuver.

Unarmed Maneuver List


M.A. M.A. M.A.
Brawling Wrestling Unarmed Cost Special Abilities
Bal. Off. Def.
Choke, Crush, Disarm, Knock Out, Tackle,
Base Base Base Base Base Base 0
Grab/Hold, Feint
50 + --- 40 + 30 + 30 + 30 + 6 Roll with Punch
--- --- --- 30 + 30 + 30 + 6 Break Fall
--- 40 + 40 + 35 + 35 + 35 + 7 Sweep Kick
--- --- 40 + 40 + 40 + 40 + 8 Instant Stand
--- --- 60 + 40 + 40 + --- 8 Weapon Kata
--- --- 50 + 45 + 45 + 45 + 9 Lesser Combination Strike/Defend
--- 45 + 55 + 45 + 45 + 45 + 9 Body Throw
--- --- 60 + 50 + 60 + 50 + 10 Hard Parry
--- 50 + --- 50 + 50 + 50 + 10 Combination Hold/Attack
70 + 70 + --- 50 + 50 + 50 + 10 Stun Attack
--- --- --- 55 + 55 + 75 + 11 First Strike
--- --- 70 + 55 + 55 + --- 11 Jump Kick
--- --- 80 + 60 + --- 55 + 12 Concentrated Defense
--- --- --- 65 + --- 55 + 13 Back Flip Evasion
--- 65 + 70 + 65 + --- 65 + 13 Joint Lock
--- --- 90 + 70 + 60 + --- 14 Hard Strike
--- --- --- 75 + 75 + 75 + 15 Break Weapon
--- --- --- 80 + 80 + 70 + 16 Parry Arrows
--- --- --- 85 + 75 + --- 17 Rapid Strike
--- --- --- 90 + 110 + 80 + 18 Advanced Hard Parry
--- --- --- 95 + 95 + 95 + 19 Combination Strike/Defend
--- --- --- 100 + 90 + 100 + 20 Nerve Strike
--- --- --- 105 + 105 + --- 21 Advanced First Strike
--- --- 110 + 110 + --- 100 + 22 Advanced Concentrated Defense
--- --- --- 115 + 100 + --- 23 Advanced Hard Strike
--- --- --- 125 + 125 + --- 25 Advanced Rapid Strike
--- --- --- 130 + --- 110 + 26 Mental Fortress
--- --- --- 135 + 135 + 135 + 27 Advanced Combination Strike/Defend
--- --- --- 140+ 130 + --- 28 Death Blow

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All hand to hand combat styles except brawling any desired direction and will take 1D10 injury regardless
require the character to enter an appropriate stance. The of armor. He or she must also spend 1 action to stand.
player may choose either to spend one action, or one Costs 9 XP.
phase to enter a proper stance. Characters may exit a
stance instantly if they so choose. These stances are first Break-Fall - With this ability, the character will
learned without any training in mixing in melee weapons automatically take injury from any fall up to the
into the stance. Until an appropriate weapon Kata is current rating of the hand to hand skill in feet. With a
learned, all weapon rolls while in a hand to hand stance successful skill roll, the injury is quartered. On a critical
suffer a penalty of - 40. If a special maneuver beyond success, the injury taken is only 1/10th. Costs 6 XP.
those listed in brawling is attempted outside the proper Break Weapon - When an attacker fails to hit a martial
stance, the character suffers a penalty of - 40. Spell artist with this ability, the martial artist may attempt to
casting counts as a Kata, and will suffer a similar penalty catch and break the weapon. A hand to hand skill roll is
if not learned in conjunction with the martial art. required, with a penalty of 20. Then a weapon breakage
roll is needed, with a bonus of 1/10th the Strength of the
attacker. If both rolls are successful, then the weapon is
broken. This ability can also be used against arms and
legs. Limbs require a contested Strength vs. Health roll:
do not roll weapon breakage. Costs 15 XP.
Choke - This requires a contested hand to hand or
athletics skill roll, or a sneak attack upon an unsuspecting
victim. The attacker puts his or her hands around the
throat of the victim and begins to squeeze. The victim
must roll a contested hand to hand combat skill, athletics,
or Strength to break free. The victim may attempt to
break free once every phase, and requires one action. The
attacker may not do anything else while choking his
victim unless he is significantly larger than man-sized. In
the case of these giants, they must devote at least one
primary action each phase to choking. This attack will
inflict 1D10 + 1/10th the attackers Strength directly to the
victims Health attribute per round. When the victim
reaches 0 Health, he or she will be unconscious for the
next 5D10 rounds. Should the victim reach 20 Health,
then he or she is dead. Health points will recover at a rate
of 10 per round (assuming that the victim hasnt died).
Costs no XP.
Combination Hold/Attack - Once a Hold maneuver is
successful, this martial artist may retain his victim and
strike at the same time. If selecting the held victim, they
have no effective Defensive Tactics. If striking at another
within range there is no additional penalty for the
struggling victim in their arms. This maneuver will
require one primary action per phase, but all other actions
may be spent normally. Costs 10 XP.
Combination Strike/Defend - With this ability, the
character may use his or her full Defensive Tactics skill,
and still have one floating action per round. Those with
Advanced Combination Strike/Defend may have two
The descriptions of the maneuvers:
floating actions per round. Those with Lesser
Back Flip Evasion: With a dramatic back flip, the Combination Strike/Defend may only use their
character can move up to ten feet away from where he or Defensive Tactics and have one floating action to spend
she is. This grants an increase of one level of Defensive per round. Costs 19 XP.
Tactics for the current phase. Costs 13 XP.
Concentrated Defense - This ability allows the character
Body Throw - This maneuver will allow a martial artist to to defend him or herself better than normal. Whenever
grab a person, and throw him or her to the ground. A the character chooses to use his or her Full Defensive
successful contested skill roll is required using the hand to Tactics skill, he or she will receive a bonus of +20 plus
hand skill or athletics. The person is thrown five feet in any specialization in this ability. Advanced Concentrated

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Defense will grant a bonus of +40 plus any specialization Athletics. Each attempt will require one action from the
available. Costs 12 XP. victim. Any other strikes or actions made while held have
a penalty of -40. Costs no XP.
Crush - Counts as a Hold maneuver. In this maneuver,
the attacker grabs the target in a bear hug, and starts to Hard Parry - This ability can only be used when the
squeeze. This requires a successful skill roll with a martial artist is using his or her Full Defensive Tactics
penalty of 15. If successful, then the targets arms are skill. When an attacker misses the martial artist, the
pinned, and he is very limited on what actions may be character may choose to roll a hand to hand combat skill
attempted. The target will suffer injury equal to 1/10 the check. If successful the character has injured the attacker
attackers Strength per round. The person being crushed for normal punching injury. This may be done only once
may spend an action and attempt to get out of the hold by per phase. Advanced Hard Parry may be repeated any
rolling a contested hand to hand combat skill, Athletics, number of times during a phase. Costs 10 XP.
Gymnastics, Escape Artist, or Strength. The attacker
may not make any actions without releasing his victim. Hard Strike - This is a lesser form of the Death Blow.
Costs no XP. With a successful strike, the martial artist will
automatically inflict maximum injury (including bonuses
Death Blow - This ability is one of the most feared of the from Strength and skill). There is a double normal
martial arts abilities. The character must make a skill roll percentage chance for a critical success. This strike may
with a penalty of -85. If successful, the victim must only be attempted once per round, and spends all of the
immediately roll Health. If failed, their Injury Points current phases actions. Advanced Hard Strike works
will fall to 1D10 BELOW 0. The victim will continue to identically to Hard Strike, except there is a triple normal
lose 3 injury points every round from internal bleeding chance of inflicting critical injury. Costs 14 XP.
any other internal injuries. If the victim does not receive
medical attention immediately, he or she will die. If the Instant Stand - If the martial artist has fallen, then he or
skill roll was unsuccessful, then normal injury was she may instantly come to his or her feet without using an
inflicted. This ability can only be attempted once per action. A hand to hand combat roll is necessary to
round, and uses all of the characters actions for the accomplish this. Costs 8 XP.
current phase. Costs 28 XP. Joint Lock - Counts as a Hold maneuver. The martial
Disarm - A combatant may attempt to knock an artist may attempt to grab a joint on the victim and
opponents weapon out of his or her hand. This is done immobilize them. Fingers, wrists, and elbows can be
so with a contested weapon or hand to hand combat skill affected. A called shot to the specific joint is required
check. If the strike is successful, then the opponent must with an additional penalty of -10. The victim may
make a Dexterity or Strength roll to retain the attempt to free themselves from a lock only by allowing
weapon. Costs no XP. the joint to be broken and 5 points of injury inflicted.
Broken fingers will incur a penalty of -10 to all actions
Feint - With a successful contested skill roll, the attacker using that hand. Broken wrists cannot be used and will
makes an aggressive move, and then suddenly changes incur a penalty of -20 to all actions based on agility, and
direction when the defender attempts to defend him or -50 to all actions that normally require two hands. Elbow
her self. This will lower the Defensive Tactics level of the locks cannot be escaped but require both hands of the
defender by one level for this attack from the attacker. aggressor. A victim in a joint lock cannot attack, defend,
The attacker may immediately make a strike roll to or otherwise act until released. The attacker cannot do
actually hit his victim. Costs no XP. anything except continue to hold the victim, move them
around, or use them as a human shield. Costs 13 XP.
First Strike - This skill is used at the beginning of a phase.
With a successful skill roll, the martial artist may make all Jump Kick - The martial artist leaps into the air, and kicks
of his or her attacks for that phase before any other a target. The target is knocked back 5 feet, and must
person, regardless of initiative. This ability should be make an Agility roll with a penalty equal to the total
considered as fast as supernatural quickness for injury inflicted to avoid falling to the ground. There must
determining initiative. Advanced First Strike will allow a be at least 5 feet between the martial artist and the target,
martial artist to spend all of their actions during this and the martial artist will land in the 5-foot area that the
initial attack. Costs 11 XP. target was in. This maneuver requires a skill roll with a
penalty of -10. Costs 11 XP.
Grab/Hold - Counts as a Hold maneuver. This ability
allows the attacker to attempt to grab and hold onto an Knock Out - To knock a person out requires a successful
opponent. The grab attack is made with a penalty of 10. skill roll with a penalty of 35. The victim will receive
This penalty only applies to the initial grabbing strike. If full normal injury, and must roll Health. An unsuccessful
successful, the opponent is pinned to the aggressor and Health roll means that the victim is unconscious for 5d10
cannot move or attempt any actions except kick strikes rounds. This maneuver may only be done with hand to
and escape attempts. An escape attempt can be made hand combat skills and blunt weapons. Helmets do
once every phase and can rely on a contested martial arts provide PV to the head and will lessen the penalty to the
skill, Gymnastics skill, Escape Artist, Strength, or Health roll. Costs no XP.

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Mental Fortress - This maneuver reflects a life-long Tackle - This maneuver requires either an Athletics,
dedication to balance, harmony, and internal peace. The Gymnastics, hand to hand combat, or an applicable Sports
character with this maneuver, and a successful Willpower skill roll. Whichever skill is used, there will be a penalty
roll, may spend one phase to calm and center his mind. equal to the targets Defensive Tactics skill (assuming that
For the rest of the scene he gains a bonus of +20 to all the person knows that he or she is about to be tackled). If
further Willpower rolls, resistances against illusions and the defender is aware of the attempt, then he or she may
holograms, and cannot berserk in combat. Costs 26 XP. make a contested Strength or Agility roll with a penalty of
20 to stay on his or her feet. If not, then he or she is
Nerve Strike - A successful called shot with an additional knocked down, and back 5 feet, with the tackler on top of
penalty of -20 to the shoulder, elbow, wrist, hip, or knee him or her. The target will suffer 1D10 injury. Costs no
will make the limb totally useless for the next 2D10 XP.
rounds. The victim may resist the effects of a nerve strike
with a successful Health roll. The target will suffer Weapon Kata - This maneuver allows a character to use a
only normal injury. Costs 20 XP. melee weapon while in a specific weaponless combat
stance. The character may attempt to use maneuvers that
Parry Arrows - The martial artist can attempt to block use any free hands, feet, or movement. Each specific
and deflect arrows away from his person. This maneuver weapon, like a specialization, must have a weapon kata.
may only be attempted while the character is fully Spell casting is also considered a separate kata. Weapons
defensive. This maneuver may be combined with other cannot be used to inflict injury with most maneuvers. For
defensive maneuvers. The character must roll a contested example, Hard Strike and Rapid Strike can never utilize
hand to hand combat check against the weapon skill of the the injury dealt by a weapon. Costs 8 XP.
attacker. Multiple shots may be deflected, but every shot
after the first will add a cumulative penalty of -10 to the
victim. A missile may be caught instead of deflected with
an additional penalty of -20. Missiles that can be
deflected or caught include sling stones, arrows, quarrels,
and thrown objects. Missiles such as bullets, fletchettes,
and most spells cannot be deflected by this maneuver.
Costs 16 XP.
Rapid Strike - On a successful skill roll, the martial artist
may make 1 additional attack. After that attack, he or she
may make additional rolls for additional attacks.
However, each additional roll during the same round will
incur a cumulative penalty of -20. No more than one
additional action may be gained in this way per phase.
Advanced Rapid Strike may gain no more than two
additional actions per phase. Costs 17 XP.
Roll with punch - Allows the character to minimize the
injury received from blunt weapons and hand to hand
combat. A successful skill roll will allow the character to
subtract 1/10th their hand to hand combat skill from the
total injury inflicted. Costs 6 XP.
Stun Attack - This maneuver will knock the breath out of
an opponent for one round. Requires a successful strike
with a penalty of -20. The victim may attempt a Health
roll with a penalty equal to the injury inflicted to avoid the
effects. Stunned characters may not move, defend, or Vehicular Combat
attack. Costs 10 XP.
Car chases, dogfights between fighter planes,
Sweep Kick - This is a low kick, meant to make an and motorcycle duels are all part of our modern heroic
opponent fall to the ground. It requires a skill roll with a landscape. During normal operation there is no need to
penalty of 20. If successful, then the defender will be roll a vehicle skill check. The lives of most adventurers
knocked to the ground, and must spend his or her next are rarely normal. Any excessive speeding, unusual
action getting up (unless he or she has the Instant Stand maneuvers, combat, or sudden braking may require a
ability). The defender will suffer the normal injury control roll. The penalties to the skill roll are the same
rolled. Costs 7 XP. generic difficulties that are in the beginning of this
chapter. Remember to consider the weather, visibility,
road conditions, sobriety, and traffic when factoring the
current difficulty.

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Vehicles do not have Injury Points or even Equipment Damage hits the power-train,
Breakage Points. Instead they have something similar wheels, emissions, and other vital elements of the vehicle.
called Damage Boxes. Damage Boxes are a completely Too much damage to these locales and you might as well
esoteric and subjective status of the vehicle. Whenever a junk it. Roll on the table below for the location and the
vehicle is damaged consult the Damage Effects chart to effect of the damage. This chart is for land-based vehicles
determine the extent of the damage. Always subtract any only; other vehicles may require some interpretation and
applicable Vehicle PV before assessing the damage. Any improvisation. Any effect that gives a penalty to the
rolls of 1 or 2 on the Injury chart for the weapon are control roll, requires an immediate control roll at the new
always considered Cosmetic Damage. Critical Hits or skill rating.
rolls of 10 on the Injury table are always at least Major
Cosmetic Damage. Vehicles can receive either Cosmetic Equipment Damage is denoted by an X
or Equipment damage in these boxes. through the entire box. If the entire set of Damage Boxes
have equipment damage then the vehicle is disabled and
requires repairs. If the vehicle receives further damage
Vehicle Damage Effect Chart equal to an identical set of Damage Boxes then the vehicle
Damage Effects & Damage Box Type is irreparably destroyed. When dealing with both
01 10 Minor Cosmetic Damage. cosmetic damage and equipment damage, always fill from
11 20 Major Cosmetic Damage. left to right on the set on boxes. Once all of the boxes are
21 50 Equipment Damage. filled, then any additional equipment damage supersedes
51 100 Two DB of Equipment Damage. any existing cosmetic damage. Cosmetic damage will
101 150 Three DB of Equipment Damage. never stack to become equipment damage.
151 200 Four DB of Equipment Damage.
201 250 Five DB of Equipment Damage.
251+ Six DB of Equipment Damage.
Land Based Equipment Damage Effects
Roll Location
Wheels & Tires. Lower Max speed by .
Cosmetic Damage is minor and easily repairable 01 10 Any speeding over previous maximum
damage to fenders, hoods, glass, and other body locations. speed requires a control roll.
It may look like hell but it should still be able to drive Front Axles. Front wheel drive vehicles will
normally. Cosmetic Damage should be marked with a roll to a stop. Four wheel and rear wheel drive
11 20
slash on the Vehicle sheet. Major cosmetic damage is still vehicles will lose maximum speed. All
cosmetic damage but may instill a small penalty to control control rolls have a penalty of 40.
rolls or may destroy a non-vital system. Roll on the Brakes. Deceleration requires three times
21 25
following chart to determine the effects of Major previous distance.
Cosmetic Damage. Front Suspension. Control rolls have a
26 30 penalty of - 20. All passengers have a - 40
penalty to any skills requiring DEX or AGL.
Major Cosmetic Effects Rear Axles. Rear wheel vehicles will roll to a
Die Roll Location 31 40 stop. All other vehicles will have a penalty of
01 05 Major Body Work. 2 Cosmetic DB. - 40 to all control rolls.
Radio / Communications Array. No 41 45 Rear Drive-shaft. Loses Maximum speed.
06 20 communications are possible from this Rear Suspension Control rolls have a penalty
system. 46 55 of - 20. All passengers have a - 40 penalty to
Front Windshield / View-screen. any skills requiring DEX or AGL.
21 35 Penalties on all control rolls requiring Engine. Vehicle loses Maximum speed, and
56 60
frontal vision. has a 10% chance / round to stop dead.
Rear Windshield / View-screen / Transmission. Vehicle loses Maximum
36 50 Mirrors. Penalties on all control rolls Speed and has a penalty of 10 to all control
61 65
requiring rear vision. rolls. There is a 5% chance per round of being
51 65 Radar / GPS Navigation. disabled.
Passenger Armor Shredded. 1 PV for Transfer Case. 4x4 vehicles lose Max speed
66 72 66 70
every 10 points of damage received. and are - 60 over rough terrain.
73 - 80 One Entrance jammed / disabled. Radiator & Cooling System. 1% chance per
71 80
Weapon system disabled. No attacks round of additional Engine damage.
81 90
are possible from this system. Emissions & Fuel System. Vehicles lose
Headlamps / Illumination. Lower 81 85 Maximum speed. 25% chance of fuel loss at a
91 - 95 visibility and greater potential for rate of 5% per two rounds.
accidents. Electrical System. Choose one system tied to
96 00 Other non-vital system (GM Choice) 86 - 00 electrical system. Every round there is a 50%
chance that it will fail for 1d10 rounds.

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Vehicles usually have two forms of Protective Dexterity based skills on a 91 100. Individual vehicles
Value: Passenger & Vehicle. Passenger PV is that which may have additional penalties based upon the size and
is directly protecting the passenger compartment. Bullet shape of their windows and gun turrets.
resistant glass, armored plates sides of a van, and
reinforced roofs are all examples of extra Passenger PV.
Some vehicles may have multiple passenger areas and have
different Passenger PV. Some vehicles such as
motorcycles may have no protection for passengers. Weapon Breakage
Most of the time in Alpha Chronicles a weapon
Vehicle Protective Value is what protects the
will never break. The game assumes that each character
important vitals of the engine, axles, and other drive
will sharpen, polish, repair, and keep her weapons in good
systems. Even normal automobiles tend to have a greater
physical condition. Except for very unusual
Vehicle PV than passenger PV due to the amounts of
circumstances, only critical fumbles will have the potential
sheet metal and large slabs of iron and steel frameworks.
to break a weapon. On the Melee Critical Fumbles table
This armor protects the Vehicles Damage Boxes and will
there are several entries that require a weapon breakage
rarely provide any protection to the passengers.
roll. If the GM desires, the following modifiers based on
When two vehicles are attacking each other, the the material used and the quality of the weapon may be
first consideration is always their Relative Speed. used. Some weapons are made from two different
Subtract the slower vehicles speed by the faster vehicle to materials that have been fused or joined in some way.
determine this. If the difference is less than 10 mph there Use the modifier that closely describes the endangered
is no penalty to attack rolls for speed. Otherwise consult weapon.
the table below. In addition, there is a modifier based on
the general direction that each vehicle is moving. Vehicles
moving in the same direction have no additional penalty
or bonus. Vehicles driving head on have a bonus of +10 Material Used / Quality Modifier
to hit with front mounted weapons. Vehicles chasing Leather + 20
another vehicle will have no additional penalties, or Bone + 15
bonuses, for either vehicle. All other patterns have an
additional penalty of 10 to strike. Wood + 15
Wood & Bronze + 25
Relative Speed Penalty to Attack Rolls Bronze + 10
0 10 MPH -0 Wood & Iron + 15
11 20 MPH - 10 Iron +0
21 30 MPH - 25 Wood & Steel -5
31 50 MPH - 40
Steel, Early - 20
51+ MPH GMs discretion
- 15 Steel, Modern - 40
Fluctuates Wildly
Steel, High Tech - 60
All attack rolls between two fast moving Steel, Ultra-tech - 80
vehicles are contested actions. Both pilots may roll Bows (Line snaps) + 30
control checks to attempt to gain the best position for
combat. Any gunners or passengers may then roll for Special Materials (Stone, ivory) Varies
strike against the other pilots control roll. The winner of Pathetic Craftsmanship + 25
the piloting maneuvers may choose to give their gunners a Poor Craftsmanship + 10
bonus of 20 or a penalty to the other gunners of 20.
Good Craftsmanship -2
Anyone striking someone or something outside
Exceptional Craftsmanship -5
a moving vehicle with a non-vehicle weapon has
additional restraints. No Aimed shots are possible, Superlative Craftsmanship - 10
Agility rolls are required unless secured to the vehicle Indestructible Magical Item NEVER
during all control checks, and will fumble all Agility and

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Thaumaturgy
Spellcraft in Alpha Chronicles is very different is the most common of the forms of magic it still requires a
from most other game systems. Magic is not static, and solid belief, skill, and a talent for magic.
skilled mages can tweak and personalize their spells to fit the
individual situation. Mages may also cast spells that they Innate abilities are those that are born with the
have never learned if they have an ancient tome that details individual or magical creature. While they may gain skill in
the process. Even those untrained in magic, but who have the use of their powers, they cannot teach an ungifted
the talent, can attempt to cast spells and rituals. student to suddenly generate the effect. They must be born
with the talent to use the magic. Innate abilities include
Many scholars have classified magic into several some shape-shifting creatures, psychics, wyrd magic, and
primary groupings: Traditional Spellcraft, Innate Abilities, telepaths.
and Heteroclite Magic. These groupings tend to deal with
the mechanism for generating the supernatural abilities, Heteroclite Magic is an odd grouping of
rather than the abilities themselves. Each of these groupings everything else. The only distinguishing rule of Heteroclite
has their own benefits and drawbacks for the character that Magic is that it does not follow the traditional forms and
possesses them. rules of spellcraft. Some heteroclite magic is a gift by
greater powers to an individual, while other forms are
Traditional Spellcraft consists of a magician simply very rare and utilize other mechanisms for creating
chanting a spell, creating arm and hand movements, while the unnatural effects. Banishment is one of the more
focusing his mind upon the desired effect. Traditional common forms of heteroclite magic.
spellcraft has branched off into several smaller groupings
including spell singers, battle mages, and ritualists. While Most of this chapter deals with Traditional
each of these smaller groups has different crutches, Spellcraft and how such mages exercise their powers.
weaknesses, and advantages; each generally follow the same Anyone who wishes an innate ability must go back and
rules of traditional spell-casting. While traditional spellcraft purchase the appropriate option with their available option

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points. Traditional spellcraft itself requires the Magical offer. Try to link the characters concept with the best
Knowledge option. Heteroclite magicians must read about disciplines available. Remember that each Discipline is a
their specific chosen field of spellcraft. While very few are separate skill and must be purchased as such. In addition,
detailed in this book, more will become available in later any character that wishes to cast spells must also select the
source-books and on our website. Learn Spells skill. Other skills may be required by the
individual spell effect such as Scrying or Ranged Strike.
Depending upon the level of the Magical Players should read the text of a desired spell effect to
Knowledge selected, the character may have a smattering of determine if there are any such required skills.
magical ability or a vast repertoire of spell effects and rituals.
The Dabbler has barely begun to delve into the mysteries of Once the Disciplines are selected, and their skill
thaumaturgy, but they still have the required raw talent. ratings purchased, the player is ready to select the learned
These characters know that magic is a real force, but they spell effects. Every character begins with up to three learned
lack the skill of true magicians. Dabblers with a combined spell effects per known discipline. These known spell
Intellect and Willpower attribute ratings of 131 or greater effects may not exceed the skill rating required to learn
can attempt to cast written spells and rituals. Dabblers can based upon the discipline. Players may choose to
also learn the following skills: Banishment, Counter-magic, automatically learn these three spell effects, or they may
Scrying, Sense Aura, and Single Spells. They must still have attempt to learn with modifiers. These modifiers are
all of the standard required attributes for learning these detailed in the section entitled Learning Spells later on in
skills. Dabblers may attempt to cast spells and rituals that this chapter. Most modifiers are designed to improve the
they discover, but cannot learn any disciplines. chances of learning the spell effect, but accrue a required
focus to channel the power. Some spell effects require
Apprentices have several tiers of magical talent and knowledge of other lesser spell effects from the same
aptitude: Hedge Wizards, Professionals, and Magisters. Discipline, so be careful as to which are selected. Additional
Hedge Wizards have begun the long dedication that is spell effects may be purchased at creation for a number of
required to master spellcraft. They must have a combined Option Points equal to the Experience Cost of the spell.
Intellect and Willpower attribute rating of 131 or greater to Any unlearned spell effects are lost; they may not be
select this option. This option grants the character the very transferred between Disciplines.
basic talent for the learning and casting of magical spells.
The character must learn the discipline of Hedge Wizardry.
The character may learn up to three additional Disciplines of
magic. None of the Disciplines may have spell effects
whose Minimum Ratings exceed 50, or a skill rating that
exceeds their Intellect score. Hedge wizards may attempt to
cast written spells and rituals that they have not learned. Spellcasting Basics
Professional wizards are far more common than Spellcasting characters may attempt to cast any spell effect
Magisters and have enough magical talent to learn a wide they know at any time they desire. If the spell effect is not
variety of magical disciplines and knowledge. A combined known to the character they must locate a written version
Intellect and Willpower of 151 or greater is required to select with instructions of the spell or ritual. These spells and
this upgrade. Professional wizards may learn up to seven rituals take far longer to cast than a known spell effect. The
magical disciplines beyond Hedge Wizardry. None of the basic rules for casting spells do not include this ritualistic
Disciplines may have spell effects whose Minimum Ratings casting process, but is similar in several regards. For greater
exceed 120, or a skill rating that exceeds one and a half times details on casting unknown spells see the section on rituals
(1.5x) their Intellect score. Professional wizards may later on in this chapter.
attempt to cast written spells and rituals that they have not The first step is to determine which spell effect is
learned. actually being used. While some spell effects are similar in
final effect; many have different methods of reaching that
Magisters have the most potential to learn a goal. For example: Flight and Winged flight both propel
staggering array of magical disciplines. A combined Intellect the subject into the air, but one causes wings to grow from
and Willpower of 151 or greater is required to select this the character while the other simply allows flight.
option. They have no upper limit to the maximum spell Depending upon the situation the character may wish to
effect or skill rating that any of their Disciplines may attain. cause fear by screaming down upon hapless villagers with
They may learn up to fifteen separate Disciplines to master. huge bat wings or simply fly out of trouble quietly.
This level of talent and mastery is exceedingly rare; those
that have it are often the stuff of legend. Once the desired spell effect has been chosen, the
magician must determine if any modifications to the spell
Once the limits of the selected Magical are required. Most spells have the possibility of increased
Knowledge option is known, the player is ready to select range, effect, number of targets, or other enhancements.
which Disciplines are known to the character. All spell The description of the spell effect will detail if the caster can
casting characters MUST learn the Hedge Wizardry select from a variety of Spell Perks. Spell Perks are a bonus
discipline first and improve past a skill rating of 21. Peruse to mages who surpass the basic knowledge required in their
the lists of Disciplines and the spell effects that each can

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chosen discipline to cast a spell. Magicians who exceed the allocated spell perk. The shortest amount of time
minimum skill rating for a spell effect may choose to in which a spell can be cast is a single phase. This
increase aspects of a spell (injury, effect, range, area of effect, spell perk does not increase the Drain of the spell.
etc.) by a set amount. Often this change is in the form of a Range A spells range can be increased in
multiple of the original stat. Most spell perks will increase multiples of the original range. One additional
the spells drain by 5 for every additional spell perk. Not all spell perk doubles the range, two allocated perks
common spell perks are available for every spell effect. The will triple the range, etc. Spells with a range of
specific spell effect description will mention any alterations Self can be changed into a Touch spell with the
to the common perks. allocation of two spell perks. A spell with a range
Spell perks are granted for every full 20 skill rating of Touch can have a range of 10 per level of
above the minimum required for a spell effect. These are experience with the allocation of two spell perks.
free, and represent the exceptional skill that a character has Allocations of spell perks can be cumulative, so
within that specific spell effect. Additional spell perks can four spell perks will transform a self spell into a
be purchased or acquired in various ways. Critical successes spell with a 10 per level range. GMs should be
in spell casting or spell learning may grant free spell perks aware that some self spells may require additional
for certain success rolls. 1 Drama Pool Point can be spent to resistance rolls that were not considered with the
acquire a single additional spell perk for a single casting. Self spell range.
Players may also spend 10 option or experience points to Reduced Resistance The target often receives a
purchase a permanent additional spell perk for a single spell resistance save to avoid or reduce the effect of a
effect. spell effect. Each allocated spell perks will reduce
Characters that take additional time to cast a spell the resistance with a penalty of -10 to save with
may also earn additional spell perks. One additional spell attribute rolls. Spells that have irregular resistance
perk can be earned for every three extra phases of casting rolls will lower the resistance percentage by 10%
time. A character may earn one additional spell perk at level of the standard save. Examples of irregular saves
two, and up to two at level 4. Any additional time is wasted. include the Alter series of spell effects under
Enchantment that give items a certain chance to
resist.
Common Spell Perks Spell Strength Most spells are vulnerable to
Drain Drain can be lessened for the spell by 5 others that will negate or dispel them. In most
points per allocated spell perk. No spell can be cases, the spells will roll contested skill checks
reduced to less than five using this method. This using the casters skill rating in the appropriate
modified drain applies to both standard and discipline. This spell perk will grant a bonus of
continual drain. +10 for each spell perk allocated to this contested
roll. This can be applied to any spell of negation
Easier Casting Spell perks can be used to grant a or to any spell that may be negated.
bonus to the caster when casting a spell effect they
know very well. This can be extremely helpful Targets Most spells have a single target that is
when Spell Drain has taken its toll upon the caster affected. Each additional spell perk can be used to
and the unmodified chance is too low for comfort. increase the number of individuals affected by
Each spell perk allocated towards easier casting one. Self spells cannot be increased in this way
will grant a bonus of +10 to the skill roll. This until they have at least a range of touch. Spells
perk does not increase the Drain of the spell. that already have an Area of Effect can be
increased by an equal area or volume for an
Masking The spells resonance signature can be additional spell perk.
altered by a talented mage. Each spell perk
allocated to the masking of a spell will incur a
cumulative penalty of -10 to anyone attempting to Another common modification of a spell effect is
identify the resonance of the obscured spell. known as a Charm. Charms are very quick spells that have
a very short duration, limited effect, and are often used in
Alternatively the caster may choose to
combat or as reflexive actions. If a spell effect has a Charm
alter the power level of the signature, changing a
variant it will be listed in the description. Charms always
simple spells resonance into seemingly a spell of
have a casting time of one phase which can never be
legend. Each spell perk allocated to this form of
modified. Charms also have a maximum duration of one
masking will increase or decrease the minimum
phase for each level of experience the wizard has attained.
skill required by 20. The penalty of anyone trying
The Drain of a Charm is always five. Charms should not be
to untangle this form of masking will suffer a
confused with Quick Casting of a normal length spell.
penalty of -20 per spell perk.
There are no additional skill requirements for casting a
Quicker Casting Spell perks can be used to Charm; instead it is a reduced version of the normal spell
shorten the required time to quick cast a spell. effect.
The casting time is reduced by one for every In addition to modifiers of the wizards choosing,

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there may be situations where the caster is unwillingly rating of the discipline used to cast the spell. Roll the skill
hampered. The following chart details some of the most normally. Failed spells may generally be re-cast up to three
common penalties. Some of these penalties can be negated times total on the same target per day. Spells in combat that
by learning a spell effect with certain modifications. This is directly injure an opponent are exempt from this limitation.
detailed later in this chapter under the section on learning
spells. During spellcasting, the character may roll a
critical success or failure. A critical success for a spell is
1/10th the required roll after all penalties and bonuses have
Condition Modifier
been applied. This includes the penalty for the current drain
- 50 (Additional +5 chance to
Only one hand free on the caster. A critical success grants the character one
fumble)
bonus Spell Perk to be applied for the spell effect. This spell
- 100 (Additional +10 chance
No hands free perk can never be used to reduce the casting time of the
to fumble)
spell, but may otherwise be spent on all Spell Perks available
Arms Restrained - 20
for the effect.
- 80 (Additional +10 chance
Gagged
to fumble) Unless the caster has over a 95 chance to cast the
- 100 (Additional +10 chance spell effect, including all temporary modifiers, they can
Completely Silenced
to fumble) critically fumble the spell. Those with a modified chance of
- 100 (Additional +10 chance success over 95 will only fumble if the roll exceeds their
Lacking a spell-crutch
to fumble) current chances or on a roll of 100. This is a special rule for
Movement (Walking) -0 spellcasting designed to keep magic slightly unpredictable.
Movement (Jogging) -5 Any applicable rolls above 95 will automatically fail; this is
Movement (Trotting) - 10 simply not a critical fumble.
Movement (Running) - 20
Movement (Swimming) - 50 The Game Master must determine the events of
Movement (Climbing) - 100 the fumble. Effects that are harmful in combat should only
Movement (Crawling) - 50 stay in effect for a number of phases equal to the Drain of
Lying Prone (on stomach) -10 the spell. Annoying and socially hazardous results should
Lying Supine (on back) No Penalty last a number of hours equal to the Drain of the spell. We
Drain Pool - Current Drain Pool hope this gives you enough ideas to keep spell casting
Using Resonant Item + 10 per item up to three unpredictable and mysterious.
A few sample outcomes include: Drain loss
All spells and rituals have a limit based upon the without benefit, unable to cast spells, strikes a random
range of the spell. The range of the spell is commonly a target, casts a reversed version of the spell effect, casts a
touch or a distance in feet that reflects the maximum random spell effect instead, caster suffers injury equal to the
distance the spell can travel from caster to target. Most Drain, falls unconscious unless a Health roll with the
spells also require a direct line of sight between the caster minimum skill requirement as a penalty, stunned,
and the target. This line of sight must remain unbroken. personality reversal, deafened, develops a temporary phobia,
Spells that enhance the vision of the caster may be used to amnesia, unable to resist illusions, unable to resist mind
increase the line of sight distance, to the maximum range of control effects, loss of vision, loss of smell or taste, easily
the spell. enraged, develops a temporary mental illness, forgets how to
Spells, effects, options, or technology that grants a cast that particular spell, stutters, spoonerisms, strange
view of a target is rarely considered direct line of sight. smells, changes race, changes sex, paralysis, permanent
Some scrying and observational effects may allow spells to minor appearance change, permanent aging (for more
be cast as if they were a new point of contact. Area effect powerful effects), draining of enchanted items on or near
spells do not require a direct line of sight to affect an entire caster, clothing and gear changes appearance, random spell
area, but does require the mage to have a solid grasp of the effect unknown to caster, activates random runes around the
targeted area. Someone locked into a windowless cell would caster, extra-dimensional rift, accidental summoning, or a
not be able to target anything outside. In addition, severing of thaumic links.
sympathetic magic can be used to target a specific individual Some spells require additional skills to successfully
regardless of line of sight. Sympathetic magic requires a generate the desired results. Scrying and Ranged Strike are
portion of the target or a true name to be effective. good examples of additional skill rolls for certain spells. All
Once all of the modifications to the spell are spells with a range of touch must actually touch the target.
determined, then the spell can be cast. Total up all This requires a hand to hand skill or a Dexterity default roll.
applicable penalties and bonuses that may apply to the Subjects may always choose to defend normally against such
wizard. Unless the character is completely refreshed, attacks, or opt to negate any applicable Defensive Tactics. If
subtract the current drain pool of the wizard. Dont forget the touch attempt fails, the magic will remain in a potential
the base Skill Penalty of the spell effect and any bonuses state for one additional phase per experience level of the
gained from Spell Perks. Use this total to modify the skill caster. This will give the caster a few moments to re-
attempt a touch.

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During the combat round there is an excellent Continual spells have Continual Drain. While the spell is
chance that the caster may be struck for injury. If this active the wizard will continue to experience the Drain of
occurs, then the caster must make a Concentration skill roll the spell. This drain is applied once for the casting of the
or else the spell fizzles with no Drain cost to the caster. The Continual spell, and cannot be refreshed in any way until
amount of injury is the penalty to the skill roll. However if the spell is canceled. Casters can spend one action to cancel
the Concentration skill roll is a critical failure, then the spell one of their own Continual or Short spells at any time they
is considered a fumble, which immediately occurs. A critical desire.
success with the Concentration roll will give a bonus of
1/10th the casters Concentration skill to the Spell Casting E.g. A spell with a drain of 5 is cast upon a target. The spell
skill roll. caster will have a drain of 5 until the spell is canceled. This
is regardless of the amount of sleep, rest, or other means
If the Cast Spells skill roll was successful, add the normally used to reduce drain. Should the same wizard
required Drain of the spell into the Drain Pool. Even if the continue to cast spells, the drain will continue to increase
results were ineffective due to a later skill roll or successful normally.
save, the drain still accumulates. The more drain in the
mages Drain Pool, the more tired and exhausted the mage. Instant spells are in effect for about one action.
This is reflected in a penalty equal to the current drain pool These spells are usually injury inflicting spells, instant
to all of the spell casters further spell casting skill rolls. healing effects, and other spells that are instantly effective.
Drain also affects those who use Banishment, Destroy They cannot be canceled or negated because the effect has
Undead, and some other WIL based skills. The drain pool already ended. Short durations are most often used in
is reduced by rest, relaxation, meditation, and sleep. The Charms but some are used in other spells as well. A spell
exact amount recovered varies by the health of the individual with a Short duration will remain in effect for one phase per
and is listed in Step 10 of character creation. experience level of the caster. The caster can choose to
spend one action at any time to cancel the spell.
Once the spell has been successfully cast, it is very
important to know how long the effect will remain in place. Permanent spells will always remain in effect.
There are four levels of duration in Alpha Chronicles: They are sometimes also called Eternal effects. They can be
Instant, Short, Continual, and Permanent. Most spells are negated or dispelled, but can never be canceled by their
Continual; unless otherwise specified. Continual spells will creator. These effects are not very common and are often
remain in effect until the caster decides to cancel the spell or only able to be cast with powerful rituals. Permanent spells
some outside means of spell disruption is applied. do not have Continual Drain, but may suffer other
permanent losses or costs.

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Optional Spellcraft Systems Characters with alchemy should invest in the Workshop
resource. Dedicated Alchemical workshops will enable the
alchemist to create one concurrent project for every rating of
Alchemy
resource. Workshops that are more general will only allow
Banishment the alchemist to create one concurrent project for every two
Canceling Spells ratings of resource rounded down.
Channeling There are four basic projects that an alchemist can
Circle Magic create: Potions, Salves, Oils, and Dust. Each of these
projects requires the applicable craftwork spell effect to be
Counter-magic learned. A craftwork spell effect represents training in
Cybernetics creating a specific type of potion, rune, or similar enchanted
Death of the Spellcaster item. All projects, once used, will remain in effect for the
normal duration or the rest of the scene.
Discontinuing Spells & Rituals
Enchantment The first is a Potion. Potions are liquids that have
had the spell effect or option distilled within. Potions must
Learning New Spells be ingested to become effective, and will apply the spell
Resisting Spells effect to the person imbibing. Other potions will grant the
Resonance ability to cast the spell or effect to the drinker. The effects
usually take 1d10 minutes to manifest. Potions may be foul
Rituals tasting or delicious depending upon the ingredients used.
Rune Crafting Anything which is harmful or poisonous to the recipient will
Scrying not usually go into a potion, oil, or salve. Potions have
ingredients that expire far quicker than any other alchemical
Sense Aura project. Potions will go bad after 3 months in a sealed
Spell Creation container. More quickly if left exposed to air.
Spell Holding Salves are thick concoctions that are slathered over
Spell Masking a body location that is usually wounded or broken. Salves
cover and protect the area while also providing the effect
Spell Stacking directly into the blood system of the recipient. Salves only
Tantric Magic require 1d10 rounds to become effective. Salves will also
Thaumic Sites expire, but will remain fresh for up to six months. Salves
are most often used for healing, restorative, or physical
Theomancy effects.
Utilizing Magical Objects
Oils are rubbed onto unbroken skin. Oils must be
rubbed onto every area that will experience the effect. That
means that a potion of strength rubbed onto an arm will
only grant the extra injury bonus to strikes with that arm.
They require 3d10 minutes to react. Oils will remain fresh
for up to five years.
Alchemy Dust is a powdered version of a spell that has been
distilled and then heated into the powdery form. This dust
Alchemy is the skill that is part enchantment, part
can then be inhaled, ingested, or injected into a recipient.
pre-chemistry, and part Herbalism. While it can be used to
Effects begin within d10 phases of use. Dusts do not spoil
create potions, oils, and salves it cannot be used to create any
or expire, but it can be hard to subject an unwilling recipient
of the more permanent magical items. While it requires and
to the effects without their knowledge. Dusts can also be
grants a basic knowledge of chemical properties, methods,
mixed into candles or incense burners to spread their effects.
and principles it is far too basic to begin charting the
periodic table of elements. While it grants the character The ingredients of a project are imperative to the
knowledge of what herbs, plants, and other organic success or failure of alchemy. Each of the active ingredients
materials would work well in potions; it does not inform must resonate with the effect desired. The GM and player
where and how to collect them, nor their medicinal must determine which ingredients will be necessary for what
properties, nor how to even identify them. It is specifically spells or effects. The alchemist must know the spell effect
designed to instill spell effects and options into a liquid to be distilled into the project as a learned spell. Options
form. may be placed into potions, but the required ingredients
should be extremely rare, very costly, or supernatural in
An alchemist must have a workshop. The
origin.
alchemist must have clay or glass tubes and beakers, flames
and heat, distillation methods, and other fragile equipment.

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Once the list of ingredients is gathered the Additional mages who are sufficiently skilled in
alchemy can begin. Alchemy uses distillation, evaporation, alchemy can assist in the creation of a project. Each
sublimation, absorption into other ingredients, and alchemist can assist in imbuing the project. They may share
calcinations to render the results. Determine the required drain while working together or they may work in shifts.
spell effects to accomplish the desired project. The available Mages that work together, sharing the drain requirements,
spell perks may only be drawn from craftwork spell effects will suffer a skill penalty based on the total number of mages
such as Enchant Potion and Enchant Dust. These available involved. Alchemists that work in shifts will have no
spell perks may be divided amongst the craftwork spell penalties to their skill rolls, but must each be successful for
effect and the spell effect to be imbued. Multiple spell the work block to be successful.
effects to be imbued into a single potion are possible but still
divide the same available number of spell perks. Resonant Materials are required ingredients in
any alchemical process. Resonant Tools are containers and
Projects require a number of consecutive man- apparatus made of special materials (or inscribed with runes
hours equal to the drain of the spell effects being instilled. or prayers) that are conducive to the desired effect, or used
In addition to the base time, every additional dose will many times in the past to make a particular type and variety
require one additional hour. The Continual Drain required of alchemical substance. A Resonant Workplace is a setting
to imbue the project is the total Drain of all imbued spell that is conducive to the desired effect of an alchemical
effects plus the craftwork spell effect plus five drain for each substance, such as a cave (for Earth spells) or a grove (for
additional dose. Multiple alchemists can share the required Nature spells) or a hospital (for Healing spells).
drain or set up a relay system to share time during a work
block. Projects that incorporate options are similar, but
require 1 hour per five option points per dose. The Event Modifier
Continual Drain is equal to one per option point required
Mild Distraction - 10 per instance
rounded up to the nearest five and an additional five per
Persistent Distraction - 30
dose. Alchemy cannot be stopped without destroying the
Constant Distraction - 50
project once a project has begun.
Partnered Creation - 20
The mechanism for alchemy is similar to that for Partner w/ Experience - 5 per Partner
enchantment and learning additional spell effects after Small Group (3-4) - 40
creation. Each project requires a certain number of man- Large Group (5+) - 60
hours to complete. Divide the total man-hours by three to Instructional Tome + 10
determine the size per work block. Alchemy is both Previous Experience + 20
mentally and physically tiring. Characters will fatigue while Skill Penalty of Effect As Effect
creating alchemical projects. Larger Batch per dose -5
Resonant Workplace + 20
After each block the character must roll a skill Resonant Tools + 10
check using Alchemy. Success means that the character No Workshop - 50
correctly infused and distilled the magical energies into the Workshop Rating 1-2 - 10
project and may move to the next work block. The work Workshop Rating 3 - 5 +0
block is worth the full time expended. Failure means that Workshop Rating 6 7 + 10
there was a small flaw in the process and is only worth Workshop Rating 8 - 9 + 20
the normal work block as the enchanter must fix his Workshop Rating 10 + 30
mistakes. Once the remaining time has been completed for
that work block the alchemist may roll again. A second
failure for that work block will ruin the current project.
Successful alchemists have a choice at the end of
the project. They may continue to suffer Continual drain
for the alchemical substances to keep them imbued if the use
of the project is imminent. Otherwise, they may choose to
Banishment
divest themselves of the Continual drain by spending 1 point Banishment is used to cause otherworldly
of experience per dose. creatures and undead to halt, run away in fear, or be
Critical successes in the alchemical process results returned to their plane of origin. Otherworldly creatures
in a high quality job of an alchemical project. The exact include, but are not limited to, Angels, Demons, Djinni,
specifics should be determined by the GM but are usually a Elementals, Undead, and Shadows. The extra-planar
bonus available spell perk. A critical failure during any work creature must be visible to the person attempting the
block means that the project is fundamentally flawed. Give banishment. The creature cannot be any further away than
the character a final Sense Aura roll to detect the flaws. If it the characters experience level times ten feet. A banishment
fails the GM needs to determine what the effects are. Some attempt requires at least a full phase, and may become an
truly cursed potions and oils were the result of good Extended Action. Any Reflexive Actions by the Focal
intentions and an inept mind. character will instantly halt any banishment attempt.

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To attempt to banish such a creature a banishment energy. This thread of energy requires an amount of drain
skill roll must be successful. There is a penalty equal to the equal to five times the total experience levels of the creatures
current Drain Pool of the character to this skill roll. Other being banished per phase. Most characters will focus upon
penalties such as movement, distractions, and range may also one or two creatures to minimize this cost. The character
be applicable. More than one person may attempt to banish may choose to sever this thread at any time at the cost of one
the same target(s) simultaneously. Choose a focal character action.
to roll with their full skill. The first assistant will grant a
bonus of + their Banishment skill. Each additional Roll on the following table to determine the initial
character who assists will add 1/10th their skill to the Focal results of the banishment attempt. There is a bonus of
character. 1/10th the total skill of the banishing group. There is also
always a penalty based on the creature being banished. In
Critical successes will double the normal bonus most cases this is equal to five times the level of experience
due to skill to establish the effect of the banishment. A of the target, but certain creatures are more resistant to
critical failure will inflict a Backlash of energy; roll a 1d10 being banished. Any additional penalties will be listed with
and add the effect penalty of the target creature. That total the particular creature. The focal character may choose to
subtracted from zero will give the effect of the Backlash on accept this result and sever the thread. If this occurs there is
the Focal character and the assistant who failed the roll. All no additional drain, and the effects of the banishment stand.
other assistants will take half of the Backlash effect.
Many banishment attempts will have no or little
Characters with holy items gain a bonus to their effect on the target creature. The focal character may choose
banishment skill roll, assuming they truly believe in the to remain in direct magical contact with the target. This will
deity. The bonus is +5 for the average worshiper, +10 for a cost an additional amount of drain from the focal character
Devotee and +20 for Ministers. Those without the skill, and allow a contested Banishment vs. Willpower roll. The
but who possess a holy item, may use their Willpower target does not have to expend actions to resist the
default instead of receiving a bonus. banishment, but will suffer a penalty equal to 1/10th the focal
characters total Banishment skill as a distraction.
A successful Banishment roll will connect the focal
character with the intended victim by an invisible thread of

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If the focal character wins then the effect level is spell. A failure on this roll means that the spell continues
increased by one. If the target wins, the effect level is normally. A critical failure on this check has the same
reduced by one row on the effect chart. A success by over results as a newly cast spell that fumbles. A critical success
40 will result in a movement of two on the effect chart. A will restore the characters drain by the spells Drain.
success by over 100 will result in a movement of three on
the effect chart. If this should ever result in a backlash, then Only Short and Continual spell effects may be
the link is immediately severed. canceled. Instant spells cannot be canceled; they will have
been completed by the time the caster could possibly begin
to cancel it. Permanent spells or rituals may never be
Banishment Effects canceled by the original caster without an additional effect or
Die Roll Results of Banishment spell. Spell effects generated by alchemy, runes, or
enchanted items cannot be canceled.
Backlash. Character suffers 3d10 Injury
Under -10
points and 5d10 additional Drain.
Backlash. Character suffers 2d10 Injury
-10 to - 6
points and 3d10 additional Drain.
Backlash. Character suffers 1d10 Injury
- 5 to 0
Points and 2d10 additional Drain.
Channeling
01 50 No Result.
This skill allows the character to transfer a small
Held at bay. Creatures held at 5 radius amount of their personal life energy to another. The
51 60
from caster. character can replenish 5 points of another casters drain for
Held at bay. Creatures held at 10 radius every 10 points of skill. This will cause the character to
61 70
from caster. spend twice the amount of Drain as was transferred until
Terror. Creatures forced to run in fear for the character reaches a skill rating of 60. After that, the
71 80 1d10 2 phases. Only a successful WIL character must only spend an additional 5 drain per
check will allow them to return. channeling, not double the transferred amount. Channeling
Terror. Creatures forced to run in fear for can only be done at a range equal to the character's skill
81 90 1d10 2 phases. Only a successful WIL rating minus one hundred feet; negative ranges require the
check at - 15 will allow them to return. caster to touch the energy's recipient. Channeling requires
Banished. Creatures are forced back to one phase to transfer as much drain as the caster can recover
91 100 place of origin or destroyed. Cannot in an hour of sleep. This occupies all of the actions of the
return for 1d10 hours. character for the duration of the transfer, but the recipient is
Banished. Creatures are forced back to free to act normally.
101 110 place of origin or destroyed. Cannot return
for 1d10 days. Characters that roll critical successes when
Banished. Creatures are forced back to channeling only expend the amount of drain channeled.
111 120 place of origin or destroyed. Cannot return They do not have any loss of energy for that phase.
for 1d10 months. Characters that fail during channeling must re-roll their skill
Banished. Creatures are forced back to check. Should this second attempt also fail, then the
121 130 place of origin or destroyed. Cannot return character loses the drain normally with no benefit received
for 1d10 years. by the target. If this second roll is successful then no drain
Banished. Creatures are forced back to was channeled. Characters that critically fail during
131 - 140 place of origin or destroyed. Cannot return channeling will automatically lose the standard drain
for 1d10 decades. expenditure as if the action was successful, but without
Banished. Creatures are forced back to benefit to the intended recipient. In addition, the GM may
141 - 150 place of origin or destroyed. Cannot return determine other events that occur, especially if the recipient
for 1d10 centuries. was in the process of casting a spell or was the target of a
Banished. Creatures are forced back to spell. Spell channeling has a way of creating a magical tether
151 + place of origin or destroyed. Can never between the participants.
return.
If channeling causes the characters drain level to
increase past their Health Attribute, they do not incur any
additional drain. Instead they must roll Health to remain
conscious, and will suffer 1 point of injury for every
additional point of drain. Magical or unnatural healing
Canceling Spells cannot heal this injury.
Canceling an active spell may be done at any time,
by the original caster, before the duration normally expires.
This requires one action worth of concentration and the
appropriate discipline skill roll to control and contain the

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Optional Spellcraft Systems

Circle Magic Temporary magical circles may be inscribed with


dust, ink, chalk or any other powdery substance. These
The creation of Magical Circles requires skill in circles are extremely fragile and the enchantment will end if
the Runic Knowledge discipline. Magical circles are any portion of the circle is broken, marred, or disrupted.
normally written in chalk, ink, or dust on a floor, and are Anything that is not the proscribed entity or a direct result
often used with spells of protection and defense. These of the proscribed element can negate the circle. Temporary
circles are also known as Runic Barriers, and do not have to circles cannot be formed using pre-made runes written on
be perfectly circular in nature. They must however be parchment, or cut into wood blocks, or etched onto metal
continuous and unbroken. The more permanent forms of plates.
magical circles can include other spells of greater power or
influence. These circles that are designed to channel non- For example: A circle of protection from demons is
defensive spells are commonly referred to as Nodes. inscribed upon the ground around the party. The mage
manages to activate it just before the demon and his
Circles are inert until the appropriate spell is cast henchmen arrive. The demon cannot enter the circle, or
at the circle. This can include the specific spell effect bound touch the elements that create the circle. Any weapon or
into the circle or an Activate Circle spell effect. The spell item he is carrying, touching, or causes to move cannot enter
used to activate the circle automatically has an Instant or break the circle. His mind controlled henchmen cannot
duration regardless of the normal duration. Once that break the circle. His spells cannot enter the circle. The
occurs, the circle is activated and will remain so for a very greedy mercenary warrior he hired CAN enter or disrupt
long time. Temporary circles will only remain active for a the circle. The clumsy adventurer who falls over can leave
few hours to a few days. There is a cumulative 1% chance or break the circle. A strong random gust of wind can break
per hour that the circle will deactivate. If the caster leaves the circle. A splatter of blood can break the circle.
the circle it increases to 5% each hour. Permanent circles
have the same chance of deactivation, but the timetable Since these circles are so very fragile, many mages
expands to every day. have inscribed permanent runic barriers on the floors of safe
locations. These are commonly carved wood or stone, metal
All Runic Barriers require a minimum of three inlaid into wood, or some other very strong material.
runes per linear foot. Assuming the Runic Barrier is Unlike common runes, circles can absorb and channel far
actually circular in nature, the number of total runes more magical energy and will very rarely disintegrate after
required is 18.84 times the radius of the circle. PI (3.14) x 2 use. They also take far longer to create, but can be much
x Radius x # of Runes per foot . Always round up when sturdier. It is a big difference to scuff a small bit of dust or
determining the number of runes per magical circle. Circles powder than it is to pry out a portion of an iron rune inlaid
may be combined and their runes intertwined. This requires on a wooden board. If an active permanent runic barrier is
the same amount of runes per foot, but the runes may be broken or disrupted by physical means then there is also a
interspersed to give a sort of bulk rate. They still require large backlash of energy. Consult the section on fumbling
separate spells to activate each aspect of the circle. when casting spells for some ideas on possible outcomes.
Additional runes can be added per linear foot, but Increase the potential damage, severity, or duration for every
the number must be consistent. A circle with mostly three ten runes incorporated into the runic barrier.
runes per foot will not gain any additional benefit from the All circles have the potential to be broken even by
occasional four per linear foot. Circles with additional runes the things it keeps out. This is another reason why
per linear foot will gain a bonus of +5 to the strength of the permanent circles are better than temporary circles or even
runic barrier. This is cumulative for every additional rune the spell versions. When a proscribed being attempts to
per linear foot. enter a circle there is a contested action between the
Willpower of the creature and the Base Strength of the
circle. The circle may also receive a bonus due to the caster
Base who cast the spell that charged the circle. If the caster
Material Time Per Rune
Strength desires, they may spend the phase concentrating on boosting
Ink, Chalk, Powder 2 Minutes 100 the defense of the circle. This will grant an additional bonus
Wood Varies by Rune 150 equal to the Channeling skill of the caster. Other casters
Metal Varies by Rune 175 may also give aid to the circle if they are within it. They
Stone Varies by Rune 200 may each grant an additional bonus equal to of their
Metal inlaid Wood Varies by Rune 160 Channeling skill. Everyone who helps to bolster the runic
Metal inlaid Stone Varies by Rune 250 barrier will suffer an amount of Drain per phase equal to the
Stone inlaid Metal Varies by Rune 200 base drain of the spell that charged the circle; additional
Resonant Materials Varies by Rune + 50 spells and/or circles incur additional Drain.
Circles, like most other forms of magic, responds
very well to resonance. Items of resonance within a runic
barrier will increase the base strength by at least five per
item. More powerful or symbolic items can give up to

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twenty additional points each. If a resonant item is mage. If they stop while the spell is being cast, or they
incorporated into the actual circle or runic portion of the started too late, the penalty is only 1/10 th the skill. Use of
circle it gains a bonus of 50 points of base strength. this skill drains the counter-mage by the base Drain of the
spell being opposed. Additional mages may apply their skill
Circles can be concealed, so long as the concealing in counter-spelling normally.
item or material does not provide any sort of protection to
the circle (a thin carpet is about the heaviest material A critical success on a Counter-magic roll incurs
allowed). A character must make a successful Concealment no Drain, and the character may choose to be affected by the
roll to hide a Temporary Circle without damaging it; a spell that was being opposed (if the effects are beneficial). A
critical failure indicates that no one notices the damage. If critical failure results in the character being affected (in
there is several inches between the method of concealment addition to the original target/recipient) by the spell being
and the circle there is no constraint to concealment. opposed (if the effects are harmful), with no additional drain
to the opposed caster.
Other forms of runic barriers include
Containment Circles and Spell Nodes. Circles of
Containment are very similar to Circles of Protection. The
only difference is that Circles of Protection keep things out
while Circles of Containment keep things within. The Cybernetics
caster may utilize all of the normal bolstering and other
Mages and wizards can use cybernetics and
benefits only if he remains within ten feet of the
bionics, albeit with significant penalties and drawbacks. All
containment circle. Containment circles are often used in
cybernetic systems interfere with the gathering and
conjunction with spells of summoning and are very useful in
distribution of supernatural forces. This applies to all
negotiating with the summoned creature.
foreign objects within the characters body; from
Spell Nodes can incorporate almost any spell pacemakers all the way to cybernetic nervous systems.
effect that the Game Master will allow. Teleportation spells, Organic replacements do not impair the mage. Any
ranged strike spells, translation spells, and even healing cybernetic system installed into a spellcaster will incur a
spells. Anyone with Hedge Wizardry, or the proper Continual Drain equal to the Option Point cost of the
discipline may divert and use the ability of the node to create system. This is permanent until the system is removed,
the effect without any personal Drain. In this case the Base although the Mechanical Discipline has a ritual to negate
Strength of the Circle represents the additional drain pool this effect. Base cybernetic limbs and large body locations
that the caster can utilize. Once the circles drain pool will have a Continual Drain of fifteen each. Smaller
reaches this maximum the circle will become inert. While replacement parts will only have a Continual Drain of five
the circle has drain remaining other characters can attempt each.
to channel magical energy into the circle normally.
The secondary effect is far more subtle. Magic
cannot target through artificial means. This means that
touch spells cannot be cast through a mechanical or artificial
limb. Spells requiring line of sight cannot be used though
cybernetic eyes. While this can be avoided in most
situations by using other original body parts, it may mean a
Counter-magic partially cybernetic character will be placed into a situation
Characters may attempt to pro-actively interfere where their spellcasting is impossible.
with another wizard as he weaves a magical spell. The
character must have knowledge of the discipline that
contains the spell effect being cast, or his Counter-magic
skill is reduced by half. The character must also have
sufficient knowledge (skill rating) to be able to cast the spell
if he so desires. A character may attempt to disrupt a spell
Death of the Spellcaster
more powerful than his skill rating will allow, but his In most cases, the death of the spellcaster will
Counter-magic skill is reduced by half. A character cancel or disrupt all of his spells. All short duration effects
attempting to disrupt a spell more powerful than his skill will instantly cease. Permanent effects, circles, and
rating will allow AND from an unfamiliar discipline must enchanted items will remain in effect as normal. Continual
roll against one quarter of his Counter-magic skill. If the effects have a small chance to become permanent. The
character is unsure which spell is being cast, he may attempt chance for each spell to become permanent is equal to the
a Spellcraft skill roll to determine the correct discipline and experience level of the caster multiplied by seven. These
skill requirements. effects will remain in effect until dispelled. They may be
dispelled normally, unlike most permanent spell effects.
If the character begins the same phase as the spell
caster begins his spell, and continues disrupting during the
entire casting process, they may apply their Counter-
magic skill as a penalty to the casting roll of the opposing

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Discontinuing Spells & Rituals circles the character must use Runic Knowledge.
Enchanting magical devices requires the Enchantment
Characters who wish to discontinue a spell or Discipline and the learning of specific craftwork spell effects
ritual before the casting time is complete must roll a skill within the Discipline.
check in the appropriate Discipline to do so. A successful
roll allows the caster to discontinue the spell without
incurring Drain, while a failure results in half Drain without Steps to Enchantment of Magical Devices
any spell effect. Critical failures result in full base Drain of
the effect, and a Luck roll is required. Failure on the Luck 1. Create or purchase the item to be created.
roll denotes that the caster suffers from a critical spell 2. What type of Bond with the item?
casting failure. Critical successes allow the caster to refresh 3. Create or impose the storage medium.
their Drain as if an hour of activity has passed. 4. Create the trigger for the storage medium.
5. Place spell / ability / effect into the storage medium.
6. Repeat for each desired ability.

The first step of enchanting is to acquire the item.


Items that are simply purchased prove the easiest way to
Enchantment complete this step, but may be a serious detriment later on
Enchantment is the art and science of creating during the enchantment process. The quality of the
magical devices including scrolls, wands, swords, and other workmanship, the materials used to create the item, any
items; but not potions or runes. While the Enchantment focal items included, resonant designs, and artwork are all
Discipline may be used to imbue items with temporary important to the final product. A loose rule of thumb: the
powers and abilities, these rules must be followed to create nicer the item, the easier to enchant. All of the following
permanent enchanted items. To create potions, dusts, oils, modifiers apply throughout the enchantment process.
or salves the character must use Alchemy. To create runes or

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Modifiers based on Material Quality and Craftsmanship The Continual Drain must be determined for each
Superlative Quality Materials + 20 craftwork step separately. Total the accumulated Drain
Exceptional Quality Materials + 10 from the craftwork spell effect, the spell effect to be imbued
Good Quality Materials +0 including any from additional spell perks, and any
Average Quality Materials - 10 supplemental effects. Some spell effects such as Enchant
Poor Quality Materials - 30 Gateway only have the one applicable spell effect to
Pathetic Quality Materials - 60 consider. These rare exceptions often have fewer
enchantment steps than normally required. The Drain from
Superlative Craftsmanship + 20 one step does not continue into the next step of
Exceptional Craftsmanship + 10 enchantment. Any Drain from Continual spells cast before
Good Craftsmanship +0 enchantment still apply and do reduce from the
Average Craftsmanship - 10 Enchantment skill.
Poor Quality Craftsmanship - 30
Pathetic Quality Craftsmanship - 60 Each step requires a certain number of man-hours
to complete. Divide the total man-hours by three to
The second step is bonding with the item. Items determine the size per work block. Enchantment is both
do not have to be bonded with to be enchanted. Enchanters mentally and physically tiring; characters will fatigue while
often bond with items that they have personal history with creating enchanted items. Also keep in mind that characters
because it lends a greater resonance with the object. This must eat, sleep, and rest. Failure to take care of the mental
resonance to the character helps them entwine the energies or physical health of a character should cause penalties to
required to bind the effects. This step is the most subjective accrue. After each block the character must roll a skill check
for the GM and player to decide. Players should create using Enchantment. Success means that the character
attachments during game-play, although an over looked item correctly infused and enchanted the magical energies into
that was vital to several adventures or great deeds could be the project and may move to the next work block. The
brought to the fore-front and determined to be bonded. work block is worth the full time expended. Failure means
This bonding is a two way process; bonded items are often that there was a small flaw in the process and is only worth
very useful for use in sympathetic magic. the normal work block as the enchanter must fix his
mistakes. Once the remaining time has been completed for
that work block the enchanter may roll again. A second
Modifiers for Personal Bonding failure for that work block will ruin the current project.
Purchased the Item to Enchant - 10
Found / given the Item as a gift +0 Critical successes in the enchanting process results
Stolen / Spoils of War / Treasure +5 in a high quality job of an enchanted item. The exact
Helped to create the item +5 specifics should be determined by the GM but are usually a
Exclusive creator of the item + 10 bonus available spell perk. A critical failure during any work
No special events / emotions w/ item +0 block means that the project is fundamentally flawed. Give
Minor events / emotional bond +5 the character a final Sense Aura roll to detect the flaws. If it
Significant events / emotional bond + 10 fails the GM needs to determine what the effects are. Some
Life changing events / emotional bond + 15 truly cursed items and staves were the result of good
Central item to the characters life. + 20 intentions and an inept mind.
At the end of a project the enchanter must spend
experience points to seal the enchantments. The experience
Enchantment Basics required depends upon the components of each step.
The mechanism for enchantment is similar to that Scrolls, gems, and single use items only require one
for learning additional skills, alchemy, creating runes, and experience point to create each. All other enchanted items
other craftwork skills. This process will be repeated for will require an experience cost equal to the total man-hours
each of the craftwork steps of enchanting. The craftwork of the project divided by fifty. Once the enchantment
steps include creating the Storage Medium, creating the process is completed, and experience spent to seal the
Trigger for the effect, and placing the desired spell effect project, no additional enchantment can be added to the
into the storage medium. For each step, determine the magical item.
required spell effects to accomplish the desired project. Additional mages who are sufficiently skilled in
Rituals may never be imbued into an enchanted object enchantment can assist in the creation of a project. Each
unless the Enchant Legendary Artifact spell effect is used. enchanter can assist in imbuing the project. They may share
The available spell perks may only be drawn from craftwork drain while working together or they may work in shifts.
spell effects such as Enchant Battery and Puzzle Trigger. Mages that work together, sharing the drain requirements,
These available spell perks may be divided amongst the will suffer a skill penalty based on the total number of mages
craftwork spell effect and any spell effect to be imbued. involved. Enchanters that work in shifts will have no
Any spell effects used in enchanting must be memorized by penalties to their skill rolls, but must each be successful for
the enchanter. the work block to be successful.

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Event Modifier medium. Batteries can never share an item with any other
Mild Distraction - 10 per instance enchanted storage device other than one that creates an
Persistent Distraction - 30 Eternal Effect.
Constant Distraction - 50
Partnered Creation - 20
Partner w/ Experience - 5 per Partner
Charged Items
Small Group (3-4) - 40
Charged items are enchanted items that have a
Large Group (5+) - 60
specific number of uses until that item is spent. The
Instructional Tome + 10
number of uses an item contains is decided by the caster, and
Previous Experience + 20
the size of the object selected. The larger the item, the more
Skill Penalty of Effect As Effect
Drain that can be placed within to power the magical device.
Resonant Workplace + 20
This Drain cannot be drawn from the item without
Resonant Tools + 10
additional spell effects. Since the spell effect placed within
the item will cost the same amount of Drain for the effect,
enchant an even amount of Drain into the charged item. If
multiple spell effects are placed into the same object, they
must share the available Drain of a single storage medium.
Storage Mediums
In step three, the storage medium for the effect Tiny items such as rings can carry a maximum of
must be woven onto the items aura. Think of this storage 15 Drain, small items such as knives, wands, and arrows can
medium as the container for the effect. It is both the power carry up to 25 Drain. Medium items such as bucklers,
source and the container for the spell. A revolver has six swords, rods, axes, helms, and boots can carry up to 50
cylinders that hold the bullets; a wand has a reservoir of Drain. Large items such as armor, two handed weapons,
energy that both contains the energy for the spell and the staffs, and shields can carry up to 75 Drain. The capacity for
actual spell itself. This medium must be impressed upon the larger items must be determined by the Game Master. The
item. It is more difficult to create storage mediums with only way to surpass this maximum is by using the Enchant
larger capacities that can contain more powerful spells. A Legendary Artifact spell effect.
charged item is far easier and quicker to prepare than a
constantly active magical blade. Charged items will require 120 base man-hours
plus a number of man-hours equal to the Drain being
Some mediums such as single use or charged items imbued. The base Continual Drain in preparing a charged
can be placed in nearly any object, while others such as item is 20 before spell perks. There is a skill penalty of -30
scrolls and gems are specific to those objects. All of the for creating the storage medium of a charged item. Charged
following information deals with the Drain and man-hour items can never also contain any other storage medium
requirements for the Storage Medium only and does not except Eternal Effects. Recharging spent Drain within
include the imbued spell effect, options, or eternal effects. charged items requires the Recharge Enchantment spell
effect.

Batteries
Batteries are storage wells of pure, raw magical
energy. A battery is often created from gems, stones, and Eternal Effects
crystal but can be enchanted from nearly any item. Every Eternal Effects are effects that may be continually
battery has a Drain Pool that can be filled to a certain point on and have no set duration. Indestructible weapons, cloaks
by a spell caster skilled in Channeling. Any individual of invisibility, and crowns of charisma are all examples of
skilled in Channeling may draw upon the drain pool to these items. The creator decides if the item always exhibits
replenish their own Drain pool. A character may draw a the property, or if it must be worn or used in some way.
maximum of 1/10th their Channeling skill in drain Some items must inherently be used in some way to gain the
replenishment every phase, up to the maximum storage bonus. For example, the cloak of invisibility may be
amount of the Battery. determined to be worn and then turn itself and its wearer
invisible or it can always be invisible with no way of
In order to create a magical Battery, the enchanter shutting it off. These fine points must be decided by the
must have memorized the Enchant Battery craftwork spell GM and player during this step. Effects such as
effect. It requires 200 man-hours plus the Drain pool of the Indestructibility, Attribute Bonuses, Skill Bonuses, and
battery to enchant. The base Continual Drain in preparing a innate abilities all fall into this category. Each Eternal
battery is 20 before spell perks are applied. There is a skill storage medium can only apply to one effect.
penalty of -30 for creating the magical battery. Magical
batteries do not require triggers or effects and those steps Eternal Effect items will require 50 man-hours
may be skipped. While triggers may be added to a magical multiplied by the maximum spell effect Drain that can be
battery, effects may never be added to the battery storage imbued later. The base Continual Drain in preparing an

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Eternal Effect item is 25 before spell perks. There is a skill attributes of Willpower and Intellect have a base of 20, but
penalty of -60 for creating the first storage medium of an golems are immune to most mind affecting spells. The
Eternal Effect. Additional Eternal Effect storage mediums golem will start with a skill rating in brawling and basic
on the same item will impose a cumulative -10 penalty. labor of 50. Man-sized golems will inflict 1d10 base injury.
Eternal Effect items can also contain any other storage Golems cannot speak or grunt.
medium except Scrolls, Gems, and Single Use Items.
Part of the enchantment process is the
programming of the golem. While ancient priests and
enchanters used holy writ, modern enchanters often use
computer like programming languages and detailed lists of
Gems protocols. A golem without a written command base cannot
Gems are very similar to scrolls in that they are ever be enchanted.
simple items that have a single use. Once a magical gem has
been enchanted, it becomes extremely fragile. Any
significant pressure or impact will crush the gem to dust and
release the spell inside. It takes only once action to use a
gem. The gemstone to be enchanted must be at least a semi- Legendary Artifacts
precious stone and larger than a single karat. Once These are the enchanted items of vast power,
enchanted, gems often swell up to be about the size of a renown, and require legendary skill to create. Only gods,
marble. Options and rituals cannot be placed within gems. devils, and the most powerful of enchanters can create a
Gems may never have any additional triggers. Legendary Artifact. While rules for their creation do exist,
GMs and players should instead come to an agreement
about their desired powers and game balance issues for the
Preparing gems will require a number of man- item in question. This craftwork skill is the one used to
hours equal to the minimum skill of a spell effect divided by create unique items of legend that break the regular
ten. Only spell effects with that minimum skill or less may enchanting rules.
be placed into the gem later. The base Drain in preparing a The most basic form of Enchant Legendary
gem to be imbued is 10 before spell perks. There is no skill Artifacts is similar to that of a ritual in spell casting: the
penalty for creating the storage medium of a gemstone. enchanter will receive an additional five spell perks with
another Enchantment craftwork spell effect. Single Use
Items, Gems, Scrolls, Runes, and other one shot devices are
rarely good Legendary Artifacts. This craftwork skill does
Golems require all of the other required craftwork skills in order to
Golems are robot-like enchanted workers and create an artifact. If a desired spell effect does not exist, or
guards. They are often created by priests and holy men to requires a ritual, or just cannot be powerful enough to
guard shrines and temples. The body of a golem must be power the effect; the GM and player can simply describe the
created before the enchantment process may begin. The item and its effects instead. Some of the most powerful
time required to create is based upon the material of the items in the game are Legendary Artifacts, and they can
golem. The material will also determine the base protection easily damage game balance.
value and breakage points. The creator must have the Legendary Artifacts will require at least an
correct craftwork skill to fashion the golem for the material additional 1000 man-hours to enchant. They will incur at
used. Golems require 1,750 man-hours to imbue with life. the least a penalty of -150 rather than that of the spell effects
The base Drain of enchanting a golem is 30 and has a involved. They will have at least an additional 50 Continual
penalty of -80. This includes the effect step of Drain incurred by the enchanter. An enchanter may only
enchantment, but enchanters may add triggers to activate the ever successfully create one single Legendary Artifact; this
golem if desired. Only Eternal Effects may be added to a item is their legacy.
Golem. Once enchanted, a golem will require the Animate
Golem spell effect to temporarily activate and command.
Many golems are further enchanted with an Eternal Effect
of Activate Golem.
Limited Use Items
Limited use items can create an effect a certain
Type Man-hours PV BP number of times until it must recharge. These are the items
Clay 250 0 50 that can cast a spell x times a day, week, or month. Unlike
Metal 500 25 100 simple Charged Items, these items will recharge themselves
Stone 1,000 25 200 from the ambient magical energies around them. The time
required to recharge varies from item to item, and cannot be
increased by channeling or spells. All limited use items
All golems have a strength and equivalent health
requires the craftwork spell effect Enchant Limited Use to
attribute equal to their base Breakage Points. The mental
create.

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The base cost in man-hours is determined by how never rituals nor options. Scrolls cannot ever have an
often the device will recharge itself. Devices that recharge in Eternal Effect. Scrolls cannot have any additional triggers
a month will only cost a base of 200 man-hours. Recharge and will skip that step of enchantment. Some scrolls may
in a week will cost a base 300 man-hours. Recharge in a day have been bound into large tomes or books. Unless
will require a base of 400 man-hours. In addition, the enchanted into a different storage medium with a trigger,
storage medium can only hold enough power for a certain they must be created and treated as scrolls.
level of spell effect. Divide the skill minimum of allowable
spell effects by ten and add this to the base number of man- Scrolls will require a number of man-hours equal
hours. The device can be created to store enough energy for to the minimum skill of a spell effect divided by ten plus any
up to three uses before it must recharge. Multiply the required for the spell effect. Only spell effects with that
number of uses by the current total time required to minimum skill or less may be placed into the scroll later.
determine the final total of man-hours. The base Drain in preparing a scroll to be imbued is 10
before spell perks. There is no skill penalty for creating the
The base Continual Drain in preparing a limited storage medium of a scroll.
use item is 20 before spell perks are applied. There is a skill
penalty of -30 for creating the limited use item. Additional
effects on the same object will incur a cumulative -10 penalty
for each additional limited use storage medium. Limited
Use items can never contain a Single Use, Charged Item,
Battery, or Spell Vault storage medium. They may share an
item with Eternal Effects.

Patterns & Gateways


Patterns and gateways are permanent structures
that often resemble gates, portcullises, ovals, or tile work.
They are permanently enchanted using the Enchant
Gateway or Enchant Pattern craftwork spell effect. Each
has different abilities, but both allow long range travel for Single Use Items
their users. Once created, Patterns and Gateways will Single use items are the easiest true magical items
require the Activate Gateway spell effect to trigger the that can be created. They are similar to Gems and Scroll in
effect. Neither will require any additional Trigger that the enchantment will remain for only a single activation.
mechanisms, although they may be added as desired. There Unlike those items, the item itself is unharmed and can be
will be additional enchanting required for the effects of the re-enchanted following these steps a second time.
Pattern or Gateway. These items can be have any of the available
Creating the Storage Medium for a pattern or triggers and can hold spell effects or options. Single use
gateway is identical. Both require 2,000 man-hours to items can be any household item, weapon, shields, or
enchant and will incur a penalty of -100 to the enchantment jewelry. Living creatures, elementals, undead, and other
skill of the creator. Both Patterns and Gateways require 35 specialty forms of life can never be enchanted in this way.
Continual Drain to enchant. Single use items that incorporate options and upgrades use
the Unnatural hero type. The GM and player should
determine which options are good ones for the campaign,
and magical items in general. Most options placed into
objects will remain in effect for one scene per use. If an
Scrolls option duplicates the results of a spell effect, then that spell
Scrolls are paper, papyrus, or other writing should be used instead. Unless an enchanter personally has
mediums that have been especially enchanted to hold a spell a specific option to be placed into the magical device, they
indefinitely until read aloud. They are similar to paper must find focal items that resonate with the option to be
runes, but these specially treated magical objects never suffer selected. These objects should be rare, mystical when
from spell fizzle. They require the full normal casting time possible, and very difficult to obtain.
to read aloud, and only by reading the scroll aloud will the
scroll activate. Activating a scroll requires a successful Single use items that utilize spell effects require a
Language skill roll to pronounce the words carefully and number of man-hours equal to the minimum skill of a spell
accurately. Failure will cause the scroll to remain inert. effect divided by ten. Only spell effects with that
minimum skill or less may be placed into the item later. The
A successfully used scroll can either self destruct base Drain in preparing an item to be imbued is 10 before
or become blank paper. This must be determined by the spell perks. There is a skill penalty of -15 for creating the
creator during this step. Scrolls may only hold spell effects, storage medium of a single use item.

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Single use items that will include options will The enchanter may choose to incorporate a simple
require the Option Point cost divided by five to determine invocation into a Talisman. Invocations are the supernatural
the number of man-hours required. Only options with that calling of powerful entities using a name or phrase when the
cost or less may be placed into the item later. The base item is held. When the invocation is spoken, the wizard will
Drain for such an item is equal to 10 before spell perks. The feel a sudden urge to check upon the Talisman used.
standard skill penalty of -15 for single use items also applies Invocations require additional spell perks to enchant.
for those that incorporate options.

Wyrd Magic
Spell Vaults Wyrd magic devices are devices that drain life
Spell Vaults are enchanted items that are spelled to energy from the caster to power the effect. The amount of
hold one spell effect of up to a maximum spell effect skill injury inflicted to the user of the device is equal to the drain
minimum, similar to an advanced form of Spell Store. The required to cast the spell effect placed into the magical
spell is cast into the item where it is held until the item is object. Options based devices will inflict 1 point of injury
activated. At which point, the current holder of the Spell for every five option points invested into the device. This
Vault directs the effect as if they cast the spell themselves. injury cannot be healed by magic or any unnatural source.
They can be recharged instantly simply by recasting another The injury will heal itself at the same rate as Drain
spell into the Spell Vault. Any spell desired by the owner refreshment based on the users Health and Willpower
can be cast into the Spell Vault based upon the current need ratings.
at the time. The owner can choose to dissipate the spell, Wyrd Magic items will require 120 base man-
currently being held by the Spell Vault, harmlessly at any hours plus a number of man-hours equal to the maximum
time. Empty spell vaults can attempt to intercept spells Drain that can be drawn from the user. The base Continual
being cast at the owner with a successful contested Drain in preparing a wyrd magic item is 20 before spell
Channeling vs. Discipline skill roll. Spell Vaults can never perks. There is a skill penalty of -30 for creating the storage
also contain a Charged Item, Battery, or Limited Use medium of a wyrd magic item. Wyrd magic items can never
storage medium. They may share an item with Eternal also contain any other storage medium except Eternal
Effects. Effects.
A Spell Vault will require 300 man-hours plus the
maximum skill minimum allowable for the effect to be
captured. The base Continual Drain in preparing a spell
vault is 20 before spell perks are applied. There is a skill Trigger Mechanisms
penalty of -30 for creating the spell vault. Spell Vaults can The fourth step is creating the method of
never share an item with any storage mediums other than activation, or trigger. The trigger should be individual for
Eternal Effects. every effect that the device can generate. Triggers can
include Spoken words, Mental commands, Gestures, Tactile
manipulation, Key Items, Puzzles, Bloodlines, and Catalyst
Effects. Each has a specific amount of man-hours, degree of
difficulty, and drain required to complete. The skill rolls are
Talismans
done exactly as they were to create the storage medium.
Talismans are permanent conduits of resonance
Combination of triggers is possible, with all of the pertinent
and sympathetic magic. Enchanters create them to give as
Continual Drain, penalties, and man-hours simply being
gifts, or traps, to friends and enemies alike. Once
combined. Scrolls, gems and runes cannot incorporate
enchanted, these items act as permanent links of
trigger mechanisms. Batteries and spell vaults do not
sympathetic magic. The creator can always use them as
require trigger mechanisms, but may incorporate them if
extensions of themselves for the purposes of spells and
desired by the creator. All trigger mechanisms may only be
scrying techniques. Keep in mind, the mage must still be
enchanted onto an item with an appropriate Storage
able to see any other potential spell target. They are also
Medium already prepared.
useful to other mages who wish to hurt or observe the
creator. While they still require spells to create a link back
to the caster, they have a very strong resonance and will act
as excellent conduits back to their creator. Bloodline Trigger
Bloodline triggers are not self sufficient triggers;
These items require an item that is already highly they require another trigger to activate. A bloodline trigger
bonded to the enchanter. Once the appropriate item is acts like an additional lock to prevent unauthorized users
chosen, the enchanter has 200 man-hours of work ahead of from activating the magical effects of enchanted items. The
him. The enchanting process will impose 20 Continual bloodline trigger requires that the user of the item share the
Drain upon the wizard. There is a -30 skill penalty for the bloodline (DNA) programmed at creation. This spell
creation of a Talisman. Talismans may share a storage requires a sample of fresh blood during enchantment. In
medium with only Eternal Effects. anyone elses hands, the item is simply a fancy paperweight.

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Bloodline triggers will require knowledge of the are required to enchant a Key Item trigger. The
Bloodline Trigger craftwork spell effect. An additional enchantment process will incur a base Continual Drain of 15
twenty man-hours are required to enchant a Bloodline upon the creator. A penalty of -20 is applied when creating
trigger. The enchantment process will incur an additional a key item trigger.
Continual Drain of 25 upon the creator. An additional
penalty of -50 is applied when creating a bloodline trigger.

Mental Trigger
Mental commands are those that are thought by
Catalyst Trigger the holder of the device. The command could be a word,
Catalyst Triggers will activate when a certain idea, concept, image, memory, emotions, or combination of
present condition or event occurs. The event or condition thoughts. A mental command requires at least one action of
cannot be beyond 10 feet for every experience level of the concentration to activate. It is imperative that the trigger
caster. The event or condition can be almost anything thought be one that is uncommon or at least very pertinent
desired by the enchanter with the GMs discretion. They to the activation of the item. It may activate with a similar
may involve portions of the item being manipulated, the sex thought by the wielder of the device. These items can be
of the owner, the proximity of a group or person to the unpredictable to those with a low willpower or a habit of
object, or any other event. Catalyst can even be used to daydreaming.
mimic all of the other triggers except the bloodline trigger.
Mental triggers will require knowledge of the
Catalyst triggers will require knowledge of the Mental Trigger craftwork spell effect. Thirty man-hours
Catalyst Trigger craftwork spell effect. Thirty man-hours are required to enchant a Mental trigger. The enchantment
are required to enchant a Catalyst trigger. The enchantment process will incur a base Continual Drain of 15 upon the
process will incur a base Continual Drain of 25 upon the creator. A penalty of -20 is applied when creating a mental
creator. A penalty of -50 is applied when creating a catalyst trigger.
trigger.

Puzzle Trigger
Gesture Trigger Puzzle triggers are commonly added to other
Gestures can incorporate arm, leg, body, head, or triggers. A certain sequence of runes that must be
finger movements of the holder to generate an effect. A depressed, an answer to a riddle, a specific sequence of
gesture requires at least one action, but longer gestures are mental images, or anything else an enchanter might envision
common. Be very cautious when determining the causal can be woven into the magical device. Each aspect of a
gesture; any identical gesture made while holding the device physical puzzle must also be incorporated into the same
will activate the trigger. Some races create gestures with trigger, but puzzle items can be as difficult and mysterious
tails, ears, or other body parts that are simply impossible for as the creator can devise. The required time to activate the
other races. item will vary with the complexity of the puzzle, but at least
one action is required for any puzzle triggers.
Gesture triggers will require knowledge of the
Common Trigger craftwork spell effect. Ten man-hours are Puzzle triggers will require knowledge of the
required to enchant a Gesture trigger. The enchantment Puzzle Trigger craftwork spell effect. An additional ten
process will incur a base Continual Drain of 15 upon the man-hours are required to enchant a Puzzle trigger. The
creator. A penalty of -15 is applied when creating a gesture enchantment process will incur an additional Continual
trigger. Drain of 20 upon the creator. An additional penalty of -30
is applied when creating a puzzle trigger.

Key Item Trigger


Key Items have a depression or hole into which a Spoken Trigger
smaller second item is placed. The device is inert and cannot Spoken words are those words that must be
activate the effect without the proper key. Once the spoken loud enough for someone else to hear. Sub-
properly spelled key is placed into the lock, the device will vocalization is not allowable using this trigger method.
activate immediately. Both items will radiate a magical aura, These triggers can be as short as one word, or as long as
and even when separated will resonate to each other when several sentences. A spoken word command requires at
the device is analyzed. least one phase of verbal actions. Be careful. Whenever that
word or phrase is spoken by the holder, the device will
Key Item triggers will require knowledge of the activate. Choose an uncommon phrase, or an arcane
Key Item Trigger craftwork spell effect. Fifteen man-hours

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language known only by a few individuals. options that have a range of Self or Touch and cannot be
Instant effects. In the case of touch options, the creator can
Spoken triggers will require knowledge of the determine if the effect will target the wearer or another
Common Trigger craftwork spell effect. Ten man-hours are individual touched. Game Masters must determine if an
required to enchant a Spoken trigger. The enchantment eternal effect will unbalance their chronicle.
process will incur a base Continual Drain of 15 upon the
creator. A penalty of -15 is applied when creating a spoken Imbuing an eternal option into a magical item will
trigger. require the craftwork spell effect Enchant Option. The
man-hours required to imbue the option are equal to the
option point cost multiplied by five. The skill penalty to
imbue is -60. The Continual Drain to imbue the eternal
option is 25. The number of spell perks available to improve
Tactile Trigger the imbued spell effect is determined by the Enchantment
Tactile manipulation is the moving or touching of skill rating of the creator above 110.
an object built into the device. Runes carved onto the
device, studs, buttons, switches, slides, pins, clasps, levers,
and knobs are all examples. These objects must be built into
the device to be utilized in such a way. The device is
activated when the trigger is manipulated in a specific way: Eternal Spell
runes touched, studs depressed, switches thrown, and knobs These are the most common eternal effects placed
turned. Be careful. Since anything or anyone can within magical items. An Eternal Effect will remain in
theoretically manipulate the trigger, be sure to make it such effect while the item is held or worn. Eternal Spells may
that wont activate accidentally. At least one action is only be spell effects that have a range of Self or Touch. In
required to activate a tactile trigger, but more complex the case of touch spells, the creator can determine if the
designs will require additional time. effect will target the wearer or another individual touched.
Tactile triggers will require knowledge of the Game Masters must determine if an eternal effect will
Common Trigger craftwork spell effect. Ten man-hours are unbalance their chronicle. Most permanent spells and
required to enchant a Tactile trigger. The enchantment rituals may not be included in a magical object without the
process will incur a base Continual Drain of 15 upon the Enchant Legendary Artifact craftwork spell effect.
creator. A penalty of -15 is applied when creating a Tactile Imbuing an eternal spell into a magical item will
trigger. require the craftwork spell effect Enchant Spell. The man-
hours required to imbue the effect are equal to the minimum
skill of the spell multiplied by ten. The skill penalty to
imbue is equal to the spell effect being imbued plus twenty.
The Continual Drain to imbue the eternal spell is equal to
Imbuing Effects the base drain of the spell plus any additional spell perks
Once the storage medium and the trigger method allocated. The number of spell perks available to improve
have been placed into the item, the effect itself must be the imbued spell effect is determined by the Enchantment
woven and bound into the object. This is done using the skill rating of the creator above 110.
same system as creating the storage medium and trigger
mechanism. Most of the powers and abilities placed into
enchanted items will be based upon spell effects. Some few
will be based upon options, and fewer still will be powerful
items such as permanent gates. Batteries and Spell Vault Option Effects
storage mediums cannot have effects imbued within them. Items that incorporate options should only be used
if an appropriate spell effect is not available. The option
Many imbued effects will require a variety of must be possessed by the creator of the item or have
skills from the owner. If the owner does not possess the incorporated valuable resonant items into the storage
appropriate skill, then use the skill default for the highest medium. Options will generally remain in effect for the rest
applicable attribute instead. Items will also use the skill of the scene. Options with a single instant effect will have a
rating, attributes, experience level, and other statistic of the duration of Instant. Game Masters must determine if the
user not the enchanter. If a spell effect or option mentions option to be imbued will disrupt the chronicle. Some
the level of experience of the caster, read it instead as level of options may require the Enchant Legendary Artifact spell
experience of the user. effect.
Imbuing an option into a magical item will require
the craftwork spell effect Enchant Option. The man-hours
Eternal Option required to imbue the effect are equal to the option point
These eternal effects are rarely placed within cost divided by five. The skill penalty to imbue is -30. The
magical items. An Eternal Effect will remain in effect while Continual Drain to imbue the option is 20. The number of
the item is held or worn. Eternal Options may only be

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spell perks available to improve the imbued option is Learning New Spells
determined by the Enchantment skill rating of the creator
above 80. Learning a new spell effect after creation is very
similar to other craftwork skills. It allows the character to
cast the memorized spell effect far faster than if he had to
read it slowly out of a book while gesturing and gathering
the needed energies. All spells have an experience cost to
Spell Effects learn, but the character can learn as many as desired.
These are the most common effects placed within
All spell effects require many man-hours of study
magical items. An imbued spell effect will be cast when the
and practice to master. The character will learn small tips
item is triggered. Items with a continual duration spell will
and tricks to reduce the needed casting time significantly.
only remain in effect for a single scene before the spell effect
The spell effect is usually cast over and over again while
ends. Other durations will remain in effect for their
practicing: perfecting the gestures, the inflection of the
standard duration. Most permanent spells and rituals may
intonations, and mastering the mental focus required. It is
not be included in a magical object without the Enchant
possible to learn a spell effect without ever casting it, but
Legendary Artifact craftwork spell effect.
there is a significant increase in difficulty. In such a case, the
Imbuing a spell effect into a magical item will student memorizes portions of the spell and learns how to
require the craftwork spell effect Enchant Spell. The man- combine the fragments into the desired whole. Even after
hours required to imbue the effect are equal to the minimum the character has finished memorizing a spell in this way
skill of the spell divided by ten. The skill penalty to imbue there is still a great chance for the spell to fail miserably.
is equal to the spell effect being imbued or -15, whichever is
The number of study man-hours required to learn
greater. The Continual Drain to imbue the spell effect is
a spell effect is equal to the minimum skill required for the
equal to the base drain of the spell plus any additional spell
spell effect. This value is listed under every spell effect
perks allocated. The number of spell perks available to
description. Should a character wish to relearn a spell effect
improve the imbued spell effect is determined by the
it will still require the same amount of man-hours. Rituals
Enchantment skill rating of the creator above 65.
can also be learned, but they are far more static than spell
When used to imbue Gems and Scrolls the penalty effects. A specific ritual deals a specific amount of effect
and Continual Drain are changed. Gems & Scrolls only and that cannot be changed without a new form of the ritual.
have a skill penalty of -0 to imbue with a spell effect. The See the section on rituals for more information on
Continual Drain of imbuing such single use items is 10. memorizing rituals. Spell effects are not the only things that
a magician can choose to memorize. Travel Patterns must
also be memorized before they can be activated. They
require only ten man-hours of study. See the section on
Spell Creation later in this chapter for more information on
creating new spell effects and spells.
Travel Patterns & Gateways
Travel patterns and gateways require a final The total number of man-hours must be separated
imbuing based upon the capabilities of the item. The into three equal blocks of study time. The man-hours in
Enchant Gateway or Enchant Pattern craftwork spell effects each of these blocks do not have to be sequential.
are required for enchantment. Travel gateways are the Characters should try to squeeze time in for study when
easiest to enchant requiring only another 250 man-hours per possible; these blocks are simply abstractions to ease in the
linked gateway, but they can only travel to certain preset skill rolling process. Keep track of the total time spent
gateways. In addition, gateways require a gateway at both studying each spell. Dont let the player forget about
the starting point and the destination. Gateways that cross a sleeping and eating. Spells may be learned concurrently:
dimensional barrier require an additional 1,600 man-hours with mornings devoted to Ice Bolt, afternoons devoted to
to enchant. Sticky Goo, and evenings spent studying Create Light. The
only limitation to this is the amount of Drain that the
Patterns require an additional 500 man hours to student accumulates while studying. Assume that the
enchant and can never cross dimensional borders. Patterns student incurs a Continual Drain equal to twice the base for
can travel to any other pattern that has been memorized by the spell being learned while studying. Patterns do not incur
the user. The skill penalty for travel gateways and patterns Drain while being memorized.
is -100 and will incur 35 Continual Drain. Inter-
dimensional Gateways will have a penalty of -120 to create After each block the character must roll a Learn
and requires a Continual Drain of 40. Spells skill check. Success means that the character
understood and learned a portion of the spell. Failure means
that the material was not fully grasped, and is only worth
the normal study block. The character must spend the extra
time required to finish the study block if he intends to
continue learning the spell. Once the additional time has

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been completed the character must roll again. A second Crutches are available to help focus the mind and
failure means that the character cannot master the spell. The ease the gathering of magical energy. Spells can be learned
character may attempt to re-learn the spell during the next with extra casting time, or with additional crutches. A
level of experience. Characters may continue learning a second crutch is only worth 1/2 the learning bonus, and a
spell after failing the first roll without consequences, beyond third crutch is only worth 1/5th the learning bonus.
lost time, as long as the second skill roll is successful.
A critical success denotes that the character
instinctively understood the material. The player must roll Blood Magic
on their Luck attribute at the end of a critically successful Blood Magic requires the caster to cut or injure
study block. If any study block has a critical success and a himself in some way to aid in powering the spell. At least
successful luck roll, then the character learns the spell effect one point of injury or blood loss is required for every 5
and gains a free spell perk when casting that effect. The points of drain required by the spell, always round up. This
choice of what the spell perk does must be determined at injury cannot be healed by magic, it must heal naturally.
this time and cannot be altered later. If the character rolls This crutch resonates strongly with necromancy spells and
three critical successes and three successful Luck rolls, then curses, but can still be used in healing and life giving spells
he has two spell perks to select at this time. by someone who believes strongly in a circular path of life.
A critical failure for spell learning requires that the This crutch is not the sacrifice spell effect found in
character roll Luck. An unsuccessful Luck roll means that necromancy. The injury may only be taken personally from
the character can never learn the spell effect. If the luck roll the caster.
is successful, then the character learns the spell effect very
poorly. The GM and player must choose one aspect of the
spell and halve the benefits or double the Drain cost.
Anyone unlucky enough to roll three critical failures along Chaos Magic
with three successful Luck rolls must select two aspects to Chaos Magic is the more psychological version of
impair. Blood Magic. Instead of inflicting physical injury upon
A critical success rolled during any study block can oneself, the caster drains away a portion of their sanity. One
overcome two failed rolls, but the character does not gain a sanity point is required for every five points of drain for the
bonus spell perk. A critical success and a normal success can spell effect, always rounded up. This sanity loss cannot be
overcome a critical failure, and the character does not have healed with magic or other abilities. Only natural rest and
any bonus or penalty to the spell effect. relaxation will restore this loss. Practitioners of chaos magic
often have a tinge of insanity to their personalities, as the
There are quite a few modifiers that may be draining and slow recovery keeps them in a state of altered
applied when attempting to learn a spell. The most perception much of the time.
important modifier is determined by the skill penalty of the
learned spell effect. The more powerful the incantation, the
more difficult it is to learn. Other modifiers are available to
learning spells. They include crutches to ease the learning
process by helping to focus the students mind, the available Charm Version of Spell
study materials and teachers, quality of study times, and any The Charm version of a spell effect can be learned
extras that the character wishes to learn. exclusively from the bulk of a spell effect. A charm will only
require 1/10th the normal required study time to learn. In
addition the Learn Spell skill roll will receive a bonus of +25.
Modifier Learning Crutch To learn the normal spell effect later; the entire spell effect
+ 20 Blood Magic must be relearned, with a bonus of +10, but at the full
+ 20 Chaos Magic normal time requirements. A caster who fails to learn a
+ 25 Charm Only charm may still attempt to learn the full version of the spell
+ 10 Condition occurs the time effect later, but must spend the full time required to learn
+ 15 Condition occurs the time the spell, and receives no bonus for having experience with
+ 20 Condition occurs only rarely the spell.
+ 25* Extra Casting Time
+ 20 Familiar Assistance
+ 20* Focus Item
+ 20 Infernal Pact Divine or Infernal Invocation
+ 20 Invocation Invocation of a god or goddess requires a deep
+ 40* Material Component faith and some religious skill. This crutch is not the same as
+ 20 Runic Air Tracing the skill Theomancy, nor is it required to be selected. The
+ 20 Spell Dancing character uses their deep abiding faith in the chosen deity to
+ 20 Spell Singing help focus their mind and spell effect. In many ways the
+ 20 Spell Weaving spell's verbal portion becomes a prayer of supplication to the

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appropriate god or goddess. The spell is not in any way Extra Casting Time
powered by the deity, nor does the deity have to actually Extra Casting Time can be added to a spell to
exist for the character to select this option. The important assist in the learning of a spell. For every cumulative bonus
part is that the character believes completely in the deity. of +25 to the Learn Spell skill roll there is a cumulative
The character's belief focuses the energy and skill required. lengthening of the casting time by one phase. This can be
done no more than three times per spell effect; for a
Characters must have a devout belief in their maximum bonus of +75 and a +3 increase to the casting
chosen religion. They must have the appropriate Religion time.
skill with a rating of at least 20. They must believe that
their chosen deity wants the spell effect to be cast in their
name. If any of these requirements are not applicable, when
the spell is cast, then the spell will automatically fail.
Familiars
Familiars are very common for magicians to share
their lives with. Some familiars even assist their pet
humans work, spells, and magical powers by lending aid and
focus. A caster may learn spells using his familiar as a focus,
but like focal items the familiar must be touching or carried
by the wizard. The familiar must also be awake and
conscious to assist the magus in the spellcraft. Most spell
effects can be learned in this way, as the familiar link
between mage and animal is a very strong resonance for all
sorts of magic. The GM has final call on what spells should
and should not be applicable with this crutch. Very strongly
resonant effects such as flight spells with winged familiars
may even be granted an additional bonus to learn of +5 or
+10. Any spells that seem to clash should either be non-
applicable or given less of a bonus.

Focus Items
Environmental Conditions Focus items and components are material things
that assist the caster in focusing magical energies. They are
Environmental Conditions can also be used as a considered crutches, and most experienced wizards look
crutch for learning spells. These environmental conditions down on those who use them. If a wizard who uses one
can be any of a whole myriad of local resonant events. They desires to relearn the spell later, with no crutch, they may do
should be at best uncommon, although having too rare a so; casters who relearn a spell effect in this way receive a
condition will make the spell far too difficult to perform bonus of +20 to their Learn Spells skill roll. Always
regularly which may negate any benefit from this crutch. consider the resonance of an item to the spell before it
The GM should determine whether an environmental becomes a focus item or component. Death shrouds may be
condition occurs about half the time, about a quarter of the very applicable for a fear effect, but the same cloak would be
time, or only rarely remember to consider the a horrible choice for an amiability or healing effect. The
circumstances in which a spell will likely be cast when GM has final arbitration on whether or not an item has
determining how often the environmental conditions will enough resonance to the desired effect.
apply (a spell that allows the recipient to breathe underwater
does not receive a bonus for only being available when the Focus items vary depending upon the spell. Spells
recipient is in water). that inflict direct injury may require a staff or wand as a
focus item, while an illusion may require a mirror or a piece
Examples include: being covered in darkness, of glass. Many spell-swords learn to use their weapon in
night, day, deep in a forest or water, hearing music, enraged, spell casting for two reasons. Primarily so they can fight
sorrowful, out in a snowfall, in a church, or deep and cast certain spells without a penalty. Secondly, so they
underground. GMs should be very careful of what the can gain the bonus to learn the spell in the first place.
condition will be and where the campaign will be centered. However, keep in mind the 80 penalty to casting a spell if
A crutch that is never available will be as frustrating for the a required crutch is lost, stolen, or out of reach. The focus
player as one that is always around will be for the GM. This item must be very applicable to the spell. Additional focus
crutch is intended to provide a sort of catch-all that may help items required for the same spell will grant an additional
thematically shape a character. bonus of +5 each. Characters who select this option will

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never gain the bonus using a resonant item in casting a spell; Spell Dancing
the bonus is negated and placed in this learning step instead. Spell Dancing is similar to Spell Singing, and the
two are occasionally combined. Spell Dancing incorporates
the entire body; every limb and movement is part of a
coordinated whole designed to evoke a more powerful
Infernal Pacts resonance with the spell. Spell Dancing requires a minimum
Infernal Pacts are yet another way to ease the of 5 feet clearance in every direction for movement
burden upon a sorcerer that wishes to more easily learn a purposes. A caster who is Spell Dancing does not benefit
spell. This is very similar to the Invocation of a deity during from any Defensive Tactics unless one action is spent to
a spell effect, only in this case the infernal powers that be are increase the effective DT to for that phase. A second
actually in control of the spell. Spells that have infernal action may be devoted to increase the effective DT to .
pacts as crutches are often spells of a violent nature or curses Spell Dancers must have a minimum Dancing skill of 20.
on others. Infernal Pacts will rarely assist in learning a The caster must roll for their skill in Dancing during every
healing spell or one with divine resonance. Should the casting phase. Failure will require one additional phase of
sorcerer ever lose favor with the demonic masters that help dancing before the spell will take effect. A critical failure on
focus the spell, then the spell will fizzle and fail a Dancing roll results in a critical spell failure; a critical
automatically. If the campaign is one that never sees direct success on a Dancing roll allows the caster to add 1/10th of
intervention with infernal or divine powers, this crutch his Dancing skill to his casting skill for that spell.
should be ignored for one of Invocation. Invocation can be
used by those serving evil gods or powerful devils. A spell dancer may use musical accompaniment
(with a minimum Play Instrument skill of 20) to improve
his dancing. Failing a Play Instrument roll incurs no
penalty, but a critical failure incurs a penalty of 1/10 th the
Play Instrument skill to the Dancing roll for that phase. A
Material Components successful roll allows the caster to add 1/10 th the Play
Material components are much like focus items Instrument skill to the Dancing roll for that phase, while a
except that they are absorbed to power and focus the spell. critical success allows the caster to add 1/2 of the skill. A
All material components can only be used once. If a spell dancer may not play an instrument while dancing.
character wishes to learn a spell that requires multiple
material components, they will receive half of the standard
bonus for the second component, and one-fifth for the third.
These items can also be mixed with focus items; in this case
the primary bonus would be for the component, while the
focus items would grant only half the standard bonus.
Because of their very nature, components are harder to
create resonance with. The exact item to be used should be
agreed upon by both the GM and the player at the time of
learning. Small gems, herbs, drugs, plants, stones, foods,
trinkets, powders, ash, liquids, scraps of cloth or leather can
all be good examples of components. Regardless of the
exact component, the character needs it for every casting of
the spell. Depending upon what the component is, that
could get expensive.

Runic Air Tracing


Runic Air Tracing draws with glowing magical
energies in the air in front of the caster when casting the
spell. The big glowing runes set in mid air are very obvious.
It says to anyone watching that this is a magus, that they are
casting a spell effect, and their exact position. This crutch
also requires five additional Drain to create and maintain the
brightly colored runes. The appearance and color of the
runes is a personal choice for every wizard. Many will
subconsciously choose one specific appearance as a
signature, but some will vary the appearance by the spell
effect.

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Spell Singing spell effect. Having that will provide no penalties nor any
Spell singing is a common crutch with mages who bonuses to the spell learning skill roll.
have a bent towards entertainment. The wizard supersedes
the somatic and verbal requirements of the spell with the Having additional written versions of the same
playing of a musical instrument and singing along. This spell effect will assist the student in learning various aspects
handicap requires that the character have minimum skills of and forms with less trial and error. This will grant an
20 in Singing and Play Instrument. Characters may select a additional bonus of +2 to the learn spells skill roll for each
woodwind instrument instead of singing. The caster must additional version studied. Inscribed spells from the same
roll for their skill in the appropriate skill during every wizard that have different effects (such as variants of the
musical phase. Failure will require one additional phase of same spell) will grant a bonus of +5 instead for each
singing or playing before the spell will take effect. A critical additional version. No more than a bonus of +20 can be
failure on a Singing roll results in a critical spell failure; a accumulated in this way. If the student has additional study
critical success on a Singing roll allows the caster to add aids available that describe observations of spell casting or
1/10th of his Singing skill to his casting skill for that spell. research notes, they may receive an additional bonus
between +10 and +25 depending upon the nature and
quantity of the research materials.
Since characters can choose to cast spells from
tomes without memorizing them, many may have cast the
Spell Weaving spell at least once before. In this case, the character who is
A Spell Weaver learns to weave the component now learning the spell receives a bonus of +10. If the
magical energies together as he is combining and weaving character has extensive previous experience with the same
them together. These threads of magical energy are visible spell (as determined by the GM), the bonus may be
as glowing threads between the casters fingers. Each spell increased to +15, +20, or even +30. Practice makes perfect.
has a very different magical thread pattern and other spell In addition, the character may have already memorized spell
weavers may be able to determine what sort of spell is being effects that are similar in nature to the spell effect being
created. Spell weaving cannot be used for any spell effects learned. These Associated spells must be from the same
with a single phase casting time (always increases to at least discipline as the new effect. Having an associated spell will
3), and their casting time can never be improved with spell grant a bonus of +5 to learn the similar effect. Additional
perks. It takes time to literally weave a spell into existence. associated spells will earn additional +5 bonuses. No more
Spell weavers often craft spell books of tapestries from the than +20 can be earned through associated spells. The GM
visual appearance of their spells. This handicap requires a must agree that the effect is similar enough to warrant the
skill in Sewing of at least 20, which must be rolled every bonus. Keep in mind that all spells from a single discipline
phase during casting. will have at minimum a common theme and nature. It
requires more than a simple similarity to earn this bonus.
Teachers that already have mastered and
memorized the spell effect are a great assistance to learning.
They can demonstrate the spell effect, and describe how
Instructional Methods they are altering their mental focus to adapt and modify the
Wizards who are attempting to memorize spell results. The downside to a teacher is they can be costly in
effects must have something to learn from. Most spell time, money, and special requests to the student mage.
effects are learned by reading, researching, observation, and Many an apprentice will spend many hours working and
diligent practice. Every magician has a personal style, cleaning, rather than studying, in order to hire a mentor.
magical tastes, and preferences to learning spells. When Teachers must have the desired spell effect memorized and
they write a spell into a book for others to learn, or cast, have the Teaching skill. In order to determine how well the
they are describing how they best focus their minds and cast teacher can instill knowledge into the student they must
the spell effect. This differs with every wizard. Remember attempt a Teaching skill roll. There is a base penalty equal
as well that a spell is a static version of a spell effect that to the skill penalty of the spell effect being learned. In
creates a specific and unchangeable effect. When a wizard addition, several spell effects are contained in multiple
studies a spell effect to memorize they are learning how to disciplines. If the teacher is not skilled in the same
mold and shape that spell effect to their desired ends on a discipline as the student there is an additional penalty of -20
moments notice. to this skill check. A successful skill roll will grant a bonus
to the student equal to the roll itself. A critical success for
Study materials and teachers are invaluable to a
this roll will automatically grant the maximum possible skill
student wizard. It is possible for a magician to master a
bonus +5. This bonus will have deducted any penalties to
spell effect without any previous experience with the spell,
the skill roll. A failed skill roll will result in no bonus to the
but it is very difficult. Most students simply have a single
student. A critical failure will result in a penalty of -10 for
version of a spell that they practice with, and then learn to
this study block. Bonuses can never carry over from one
tweak and modify through trial and error. This is the
study block to another.
baseline for study materials: A single written version of the

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For example: A teacher with a Teaching skill rating of 57 the character must determine which is most appropriate for
(teaching a spell effect with a penalty of 0) who rolls a 34 the student mage.
will grant a bonus of +34 to the student for that study block.
The next study block the teacher rolls a 52 and will grant a The quality of the students study time is also
bonus of +52 to the student. The previous +34 is ignored greatly affected by the other duties and activities the
for the current study block. If the teacher rolls a 05 on the character must focus away from when study time begins.
dice and gets a critical success the bonus will be a hefty +62 Wizards who spend most of their days poring over old
for the student. tomes, practicing their craft, and devoting themselves to
wizardry will gain a bonus of +10 to their skill roll. This
Not every teacher will be willing to devote that assumes a reasonable amount of sleep, regular meals
much time to a single student. Teachers will have a penalty (preferably made by someone else), and a comfortable place
to their teaching skill roll based upon the size of the class to to study.
whom they are teaching the spell effect. Small classes with
less than five members will suffer no penalty. Medium Most player character wizards do not fit this mold.
sized classes that have between five and ten members will Instead they are constantly traveling, investigating, and
inflict a penalty of -5 to the teacher. Classes larger than that having amazing adventures. Characters that study in the
will cause a penalty equal to the number of students taught evenings after a day of light adventuring or travel will
in the same class. receive no bonus or penalty to their skill roll. This also
applies to those characters that work a non-stressful full-
Most teachers with classes will also divide that time job or an average part-time job.
class into smaller study groups. These groups can work
together and discuss various personal forms to better shape Characters that have normal full-time jobs, do a lot
and alter the spell effect. Assuming that the study group of physically or mentally taxing adventuring, harsh travel, or
actively works together during the study block they will perform other demanding activities will suffer a penalty of
receive a bonus based upon the average Learn Spells skill -10. Characters that actively attempt to study while
rating of the members. Add all of the Learn Spells skill traveling on a boat, carriage, or other conveyance will suffer
ratings for the members. Divide this sum by the number of a penalty of -20. Dungeon delving, strenuous activities,
students in the study group. Subtract the skill penalty of the dangerous conditions, and other taxing situations will also
spell effect being learned from this skill average. All active suffer this -20 penalty. Remember that this is an average of
members gain a bonus of +1/10th the skill average of the the characters situation for the entire study block. The GM
group. Those who are passively involved will only receive and player should feel free to have modifiers of +5, -5, -15, or
half of this bonus; less if the GM determines that the -25 if they feel it necessary.
student has been excessively lax in participating. This bonus Characters that must rush a spell learning attempt
is to the Learn Spell skill roll of the student, not any may choose to reduce the number of hours for that study
Teaching roll for the mentor. block by up to the required time. For every hour rushed
Study time is often extremely valuable to student in this way there is a penalty of -2 with the Learn Spell skill
wizards. They often have to earn a living at their trade, or roll. If a rushed study block is failed, then the whole study
adventuring, while still trying to find time to learn their spell block must be completed and no further rushing is possible.
effects. Many wizards eventually become hermits, leaving Students may conversely attempt to extend the
their homes only occasionally to earn commissions, purchase required hours per study block to gain a bonus to the Learn
new study materials, or acquire basic necessities. The study Spell skill. Every additional hour spent studying the spell
time required only increases as the wizard ages and gains in will grant a bonus of +2 for that study block. No more than
skill. Enchantment time and skill study often crowd into a 1/10th the normal time required to learn the spell may be
wizards schedule, leaving precious little time for anything used to increase this chance. Rushing and extra study can
else. Unfortunately, adventuring wizards dont often receive never be done during the same study block, even if the initial
this luxury. They are expected to travel with their friends, skill roll indicated failure.
defend against brigands and monsters, heal from their
wounds, and still have time for learning new tricks. The final set of modifications is for any extras that
the player wishes to impose upon the spell effect. These are
Wizards who can devote large blocks of larger usually beneficial to the wizard and will create a penalty to
than four hours of sequential time to studying will receive a learn the spell effect. These are entirely voluntary for the
bonus of +10. This bonus only applies if this is the caster and may be ignored if desired.
students normal practice. A student wizard that is often
rushed or taking in study at several hours only at a time will Characters can choose to learn a spell without
not receive this bonus. Most wizards dont. Most students either the verbal or somatic requirements. For each
work between two to four hours at a time and do not receive requirement that is negated during spell-casting there is an
any bonuses or penalties. Students that can only spare less additional penalty of -40 during spell learning. Learning a
than an hour at a time are often too rushed and bothered, spell effect without the verbal requirement means that the
when they are able to study, and receive a penalty of -10. character does not need to chant or intone anything during
Since this is applicable to the entire work block, the GM and the casting; instead, the character may speak normally

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during casting. Learning a spell effect without the somatic Modifier Condition
requirement means that the caster does not need to gyrate or + 2* Additional Spell Versions
gesture while casting a spell; they can remain still or + 5* Additional Spell Versions (Same Author)
perform other actions during the phase while they are + 10* Good Study Materials
casting. Or both may be negated for a total penalty of -80 + 15* Excellent Study Materials
requiring only an intense concentration during spell casting. + 25* Superlative Study Materials
This option requires a minimum Willpower of 80 or + 10* Previous Spell Experience
greater. + 5* Associated Spells
Spells learned without a requirement still require
Varies Teacher / Mentor
concentration and mental focus. They require the same
Varies Study Group
number of phases normally required to cast. Other skills or
+ 10 Large Study Blocks
actions may be attempted, but at least one action per phase is
required to cast the spell and all other actions will suffer a
+0 Average Study Blocks
penalty of -20. A successful concentration skill roll will
- 10 Sparse Study Blocks
negate this penalty, but the required action per phase is
+ 10 Exclusive Student Life
ALWAYS mandatory.
+0 Average Part Time Student
Spell effects can also be learned to be cast faster - 10 Heavy Work Load
than the normal number of required phases. One casting - 20 Study during Travel
phase may be eliminated for a penalty of -50 to the Learn - 2* Rushed Study Block
Spell skill roll. This can be done as many times as the player
desires to a minimum of one phase for any spell. + 2* Extra Study Time
- 40 No Verbal Requirement
Characters can learn to channel magical energies - 40 No Somatic Requirement
better to reduce the drain of the spell effect. Drain can be - 80 Concentration Only
reduced by five points for a penalty of -25. This can be done - 50* Reduce Casting Time by 1 phase
as often as the player desires, but no spell can have less than - 25* Reduce Drain by 5 (Min 5)
a drain of five from this method. The penalty is cumulative - 100* Increased Spell Effect
along with the reduction of drain. - 25* Decreased Target Resistance
Characters may choose to have a deep resonance
and ability with a specific spell effect. The spell effect is
always cast as if the caster was one level of experience
greater than he actually is. The character has a penalty of Resisting Spells
-100 to learn the spell effect. This extra may be selected
more than once, but the penalty is cumulative and extremely Any spell that is considered harmful to the target
steep. requires that the victim receive a chance to resist the spell.
In many cases this is simply moving out of harms way
Characters that desire less of a chance for the before the spell can fully target the victim. Other spells
victim to resist a spell effect may incur a penalty of -25 allow the target to mentally repel their dark enchantments.
instead. This will grant an additional penalty of -5 to the Characters may choose to attempt to resist any spell,
target to resist that spell effect. whether the spell is normally considered benign or malign.
However, the more skilled and experienced the wizard; the
more difficult it may be to resist his spell effects.
Defensive Tactics: The most common form of
save against simple combat spells is called
Defensive Tactics and is used with touch or
ranged strike spells. This save works identically
to the skill of the same name. Simply subtract the
applicable value from the casters skill.
Dodge: The dodge roll is actually an Agility Roll.
This save requires a Reflexive Action. A
successful dodge moves the character up to five
feet away in any direction desired. This may or
may not actually save the character from injury.
Everyone who successfully dodges should
announce where they are dodging to before the
GM or spell caster announces where the spell hits.
This should be done fairly and GMs should decide
where the spell would hit before any rolls or

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declarations are made. Other reflexive rolls may Resonance


be used instead of a dodge, assuming the action
may save the character from harm. Resonance is a very subjective concept that is not
always agreed upon by every magus. Spell casting is all
Willpower: Mind altering or affecting spells often about focusing the mind to harness magical energies inside
require a Willpower check. A mind control save and outside of the mage. Spell casters speak words to focus
should be rolled as a Willpower check. A the mind. Ancient words or languages often resonate with
successful one will negate any effects unless the magic because they create a sense of the unknown or
description says otherwise. A failed result will uncommon. That is why most mages learn spells in dead or
have full effect. Most spells will allow further rare languages. When spoken they have a sense of weight,
willpower checks based upon events that history, and power.
transpire.
Gestures are common enough even in everyday
Perception: This save is used against illusions,
conversation. People use them to emphasize key phrases
holograms, and disguise spells. The first segment
and concepts as they speak. That same emphasis applies in
is an awareness roll to notice the flaw in the
the focusing of belief and concentration.
illusion, hologram, or disguise. If that is
successful, or someone points out the flaw, then These simple tricks are very common to most
the character may roll an Intellect check. The wizards when they cast spells. Resonance uses this same
Intellect check is simply to determine if the idea and expands upon it by utilizing other symbols and
character realizes the significance of the detail. In concepts. The symbols and concepts used must have
some cases this step may be skipped if the meaning to the spell caster first, to the target and other
characters are already watching for illusions or observers second. If a symbol has little or no meaning to the
other tricks. This does not allow a character to caster, then the deep focus and belief will not be present in
pierce the illusion, it is still visible and may be the spell. It is always best if the symbols have deep import
covering something else, but the character and significance to all present. The victim may even
understands that there is an illusion. True undermine his own resistance if he truly believes that the
illusions that affect the mind of the victim also spell will affect him regardless.
require a Willpower roll to ignore any potential
harmful effects. Resonance is strongest with symbols that have
been culturally significant for millennia. The color red
Luck: Some spells have no obvious chance to symbolizes danger, skulls represent death, 7 is a lucky
save. Some spells are ranged but do not require number, and darkness is evil. These symbols are almost
the Ranged Strike skill. The same spell effect may universally accepted at a subconscious level in our culture.
not affect the mind or senses of the target. If the Other cultures may not share these symbols, and will not
spell description does not seem to allow any have the same resonance that we do. Other symbols are less
chance for the target to resist, then the victim common, such as which herbs are good for healing, what
should roll their Luck attribute. This is a last wood has magical significance, and what stones have which
ditch chance for the character to avoid the effect. inherent properties. These symbols have meaning for those
If there is any other chance for the character to who understand them, and wizards are often taught a wide
resist, this save does not apply. variety of symbols and symbolism. Music, odors, tastes, and
sensations are all powerful symbols as they draw out
Characters that are continually the unwilling memories and subconscious reactions.
subject of spells can learn to increase their chance to resist.
This is done by purchasing a Resistance Specialization. This Resonance can also be much more personal to the
specialization is purchased and improved identically to a skill spell caster. As we live our lives we often have mementos
specialization. Each spell effect is a separate resistance and other objects that remind us of specific feelings, events,
specialization and must be purchased and improved and occasions. A lovers medallion may be a powerful
separately. Resistance against an entire Discipline may be symbol for love, compassion, or even revenge depending
purchased for ten times the normal experience cost for upon the situation. These items are often referred to as
specializations. GMs may allow players to purchase bonded items, having personal meaning for a select few.
resistance specializations for other effects and abilities. They make excellent items for enchantment and imbuing.

Game Masters may also choose to have all Some objects may have resonance unto
resistance rolls based upon a contested action between the themselves, even without the knowledge or understanding
appropriate attribute and the Discipline skill rating of the of the spell caster. Such objects might have been involved in
sorcerer. Game Masters should use caution with this great deeds (like a weapon that was used to kill a giant king,
choice; while at lower levels the victim's chances will be that is now resonant for Growth spells, or for enhanced
even, at higher levels with skill ratings above 100, the wizard damage to giants), or they might have become associated
may have a significant edge. with certain places or people (like a mirror that hung in a
particular person's bedchamber for ten years, that is now
resonant for scrying against that room and/or that person).

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Rituals ritual, they should read the section on Spell Creation.


Rituals are a very specific form of spell casting All rituals require a magical circle to retain the
that utilizes a long gathering of magical energies and gathering energies as the ritual continues. These circles are
resonance to create a spell effect. Rituals often take not the same as runic barriers; they are far simpler and less
significant preparation, very resonant symbols, and large ornate. Ritual magic does not require any runic knowledge,
pools of magical energy. Most spell effects are recorded in although runes often have great symbolic resonance. This
ritual form, complete with required symbolism and script, circle can either be made of chalk, charcoal, or a line of
and is the form that must be used by those who have not yet powder upon the floor. They must have at least twenty five
mastered and memorized a spell effect. square feet of space for every ritual participant. While not
critical to the ritual once it begins; a destroyed circle will
Every ritual is different, even if they share a spell increase the drain required by 10 and will incur a penalty of
effect. Few rituals are identical in effect, resonant -30 to the skill roll of the primary caster.
symbolism, language, word selection, gestures, or other
thematic elements. All rituals require a primary spell caster Total preparation time required is 1/10th the total
who directs the others in the proceedings. Rituals can vary drain of the ritual in minutes. This can be shared amongst
wildly in theme from very austere and somber affairs to wild various participants of the ritual. It cannot be shared with
and frenetic orgies of power. This entirely depends upon anyone not actively participating in the actual casting of the
the magus who created the ritual and the current ritual. This preparation includes the inscription of the
participants. magical circle, placement of resonant items, sprinkling of
oils, herbs, dusts and other cleansing materials. This time
All rituals require at least three powerful sources can be rushed by participants, but requires a Spellcraft skill
of resonance. These are often symbolic items, but resonant roll of the primary caster. For every minute that is
music, incense, people, and places may all be applicable. attempted to be reduced from the normal required time
Additional sources of resonance written into the ritual will there is a penalty of five from a spellcraft skill roll. No more
grant a bonus of +5 to the skill roll of the primary caster for than half of the normal required time can be eliminated in
each source. No more than four additional sources may be this way. If the spellcraft roll is successful, then the ritual
included in this way and have any effect. may proceed normally. If the roll fails, then there is a flaw
in the preparations that will incur a penalty of -20 from the
later ritual skill roll. A critical failure will result in a skill
penalty of 50, and an increased chance of critical failure
for the entire ritual of +5.
Rituals are very powerful versions of the various
spell effects listed. Rituals can bend some of the normal
rules that restrict spells and enchantments. Some spell
effects or spell perks can only be cast as rituals. Others
enjoy an increase in the power, effect, or range. Unless the
spell effect requires the casting speed to be ritual, rituals
grant five bonus spell perks. These spell perks may not be
allocated to reducing the casting time of the ritual. Rituals
also cost an additional +25 Drain, but this is already
calculated for spell effects that are automatically rituals.
Some spell effects require the spell to be cast as a
ritual. These effects, or specialty modifiers, will
automatically absorb the five spell perk bonus that is
normally provided to rituals. A ritual cannot encompass
more than one of these special magical effects.
Wizards can attempt to cast many of the spells in
the game regardless of their skill in a specific discipline.
This is done in the form of a ritual, although it is extremely
difficult. If a wizard does not have skill in the appropriate
The primary spell caster must have either a ritual discipline they may choose instead to utilize their Hedge
codex to read from, or the ritual memorized. Someone Wizardry discipline instead. This brings about a hefty
trying to memorize a ritual must have memorized the spell penalty to the ritual skill roll however. Wizards must have a
effect that the ritual is based upon. After that, it simply minimum Hedge Wizardry equal to the minimum required
requires a second spell learning roll after 10 hours of skill of the ritual. Using this discipline in this way will incur
studying the ritual. The student must have a copy of the an additional penalty of 30. Wizards that have the
ritual to be performed. If a character needs to create a new needed discipline at too low of a skill rating, but have an
appropriate rating in Hedge Wizardry only have a penalty of

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10. Dabblers may also attempt to cast rituals but use penalties apply. Once the bonuses to the primary caster
their Spellcraft skill instead. They must have the minimum have been determined, the actual ritual skill check should be
skill requirement in their spellcraft skill rating. Using rolled. This is always the applicable Discipline for the ritual
spellcraft in this way will incur a penalty of - 50. Magi may to be cast. If the skill roll is successful, then the ritual has
also use this option but with equal penalty. If the spell effect been cast successfully. Failure will have no effect other than
is being cast must be a ritual, or the magus wishes the extra stealing the full normal drain from every participant. A
power available from a full ritual, there is an additional critical success for a ritual will give an additional spell perk.
penalty of -25.
Critical failures will drain the participants as if
A ritual does not need to be cast by a single they simply failed. In addition, something catastrophic
wizard. While the primary caster must have enough skill to occurred. The GM may determine exactly what occurred.
cast the spell, they can share the task with others. Up to Remember a ritual is a very powerful version of the spell
three other wizards can assist in the ritual process. Some effect and channels a tremendous amount of magical energy.
rituals call them by various names based upon the culture Some rituals or spell effects may bring a potential
and theme of the ritual. The effect and requirements are the consequence to mind. If it seems to resonate with the ritual,
same regardless. The primary caster must be able to provide then it should be used. The GM may also simply elect to
at least the required drain of the ritual. use the potential guidelines used with spell casting critical
failures instead.
The secondary caster need not have memorized
the ritual, as the primary caster will direct them as needed.
Certain phrases and gestures must be memorized
beforehand, but this only requires a simple Intellect or
Learn Spells skill roll and a few minutes. They must have
the minimum required skill to cast the ritual themselves. At
least of the required drain for the ritual must come from a Rune Crafting
secondary caster, if any. At the time of the ritual skill roll Runes are symbols that are carved into wood or
they may roll their own skill with appropriate penalties or stone that create a magical effect when activated. Runes are
bonuses. If successful, they grant the primary caster a bonus similar to wards, but runes are far more permanent in
equal to their discipline skill rating. If unsuccessful, they nature. The symbolism of runes will vary from culture to
provide no additional bonuses. Critical successes will allow culture; runes are often the ancient writing or pictograms of
the primary caster an increased chance of critical success of previous cultures. While a wizard can learn to identify any
+5. A critical failure will reduce the primary casters roll by number of sets of runes, only a rare few can learn more than
the skill rating of the discipline. In addition there will be one or two styles. The craftwork spell effect Enchant Rune
a greater chance of critical failure of +5. must be memorized before someone can begin enchanting a
rune.
Up to two tertiary casters may be involved in the
ritual. Tertiary casters may be involved even if there is no Rune crafting has two steps similar to the
secondary caster. They are often students or apprentices to enchantment process. The first step in crafting a rune is the
the primary and secondary caster. They do not have to have physical carving of the rune itself; this can be done by
anywhere near enough skill to cast the ritual. At the time of anyone with the requisite Art or Craft skill. Most runes are
the ritual skill roll they may roll the applicable discipline made into wood, metal or stone. Paper can be used, but is
without penalties. If successful they may provide the very weak and cannot channel the raw magical power of
primary caster a bonus of 1/10 th their skill rating. They many runes. They are easier to make than scrolls, but have a
must share at least 5 points of the drain towards the ritual. significant chance to fizzle and fail without any effect.
Critical successes and failures will have no effect upon the Wood also has a chance of failure, but is far less likely as the
primary caster. The tertiary casters must roll normally for wood can absorb more of the magical charge. Both wooden
spell casting critical failure. and paper runes will always destroy themselves as they are
activated. Metal and stone runes have a chance of self-
The actual casting of the ritual is a long process.
destruction but will never fizzle beforehand. If the rune is
The time required is equal to the minimum skill
destroyed or smeared after charging the energy, but before
requirement (after all of the modifiers have been applied) of
activation, it will release inflicting 1d10 injury to a one foot
the ritual in minutes divided by five, rounded up. Rituals
diameter. Runes that self destruct after activation do not
are easily disrupted. For every distraction, during the actual
explode, instead they disintegrate harmlessly. Resonant
casting period, every participant must roll a Concentration
materials may drop the chance of failure or of destruction
skill check. Failure distracts the wizard and eliminates him
based upon the discretion of the Game Master.
from the ritual process. If the primary caster fails then the
ritual is broken. Any wizard eliminated from the ritual will Paper runes are actually ink, paint, or charcoal on
lose of the expected drain donation. A critical failure will some medium. This medium can include paper, parchment,
steal the full expected drain donation. stone, leather, skin, plastic, cardboard, wood, metal, or
canvas. Any medium that can be drawn, or written, upon
All of the secondary and tertiary casters should
can be used to make a paper rune. It requires 2 minutes to
now roll the applicable discipline skill. All normal skill

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draw a paper rune, and a successful Art skill roll. Paper they always have a 100% chance of self destruction that can
runes have a chance of failure equal to the minimum skill never be improved with additional mass.
requirement of the spell effect being implemented. A failure
will result in the destruction of the rune. No paper rune Metal runes are forged into any available metals.
may use any spell effect that has greater than a 50 skill Usually they are crafted into cheaper metals as they will
minimum. Paper runes have a 100% chance of destruction often self destruct after use. Metal runes require 2 hours of
after activation. work to create with a successful Metalworking or Jeweler
skill roll. Another common use of metal runes is as a
Paper runes that are placed upon a living being resonant craftsmanship when creating metal objects.
will inflict injury both when the rune is charged, and when Swords and armor often utilize runes when enchanting.
the rune is activated. Injury is equal to 1/10th the minimum Instead of using these rules for single-use runes, follow the
skill required for the spell effect. Runes placed upon cloth, normal Enchanting rules found earlier in this chapter.
or other light materials, in direct contact with skin will
inflict similar injury. Metal runes have no chance of failure or fizzle
before activation. They have a 100% chance of destruction
Wooden runes are carved into a piece of wood. after activation for a standard rune the size of a coin or
Wooden runes have a far greater durability over simple medallion. This chance of self-destruction drops by 10% for
paper runes. Wooden runes require 30 minutes to carve and every cubic foot of metal in the object. Some skilled
a successful Carpentry skill roll. Wooden runes have a enchanters can also create items and weapons that will allow
chance of failure equal to one half the minimum skill the rune to destruct leaving the rest of the item whole and
requirement of the spell effect being implemented. No unharmed by inserting a rune into a prepared slot or
wooden rune may use any spell effect that has a greater than receptacle in the item.
100 skill minimum. Wooden runes have a 100% chance of
destruction after activation for a standard 1 inch by 1 inch by Stone runes are the least common form of small
inch block of wood. This chance of self-destruction rune. They are often inscribed into huge pillars and walls of
drops by 5% for every cubic foot of wood in the object. ancient buildings and temples. They can be made from any
Certain woods, such as ironwood, can withstand the magical building stone, gem, or precious stone. They require two
energies better than others and will have a reduced chance of hours of carving and a successful Masonry or Jeweler skill
destruction. Some skilled enchanters can also create staves roll. Certain stones may have resonant properties which
that will allow the rune to destruct leaving the rest of the assist in reducing the chance of destruction or increasing the
staff whole and unharmed. Living wood such as trees can effectiveness. Stone runes have no chance of failure or
withstand the energies very well, but still suffer injury from fizzle.
runes when charged and activated. Stone runes have a 100% chance of destruction
after activation for a standard 1 inch by 1 inch by inch
block of stone. This chance of self-destruction drops by
10% for every cubic foot of stone in the object. Stone runes
may have metal inlaid into the crevasses of the stone. These
runes have a 20% reduction in the chance of self destruction
per cubic foot of stone. They require a Metalworking skill
roll and one additional hour.
Once the rune is physically created it is still simply
a work of art. It does not yet have any magical energy,
abilities, powers, or inherent power. Skilled craftsmen can
create perfect runes that will do nothing. Once the form has
been fashioned, the enchantment by a wizard skilled in
Wooden runes can also have metal inlaid into the Runic Knowledge can begin. The wizard must have enough
runes. This process adds one hour to the normal carving skill and have memorized the Enchant Rune spell effect.
time and requires a successful Metalworking skill roll. The enchanter must know or have access to the spell effect
Penalties will apply if the crafter does not have the proper being imbued and have enough skill to cast. The spells
tools and equipment. Metal inlaid runes have no chance of perks available during rune crafting may only be drawn from
fizzle or failure. They do suffer the normal chance of the Enchant Rune craftwork spell effect. They must be
destruction. divided amongst both the Enchant Rune spell effect and the
Pottery and ceramic runes are also possible, but effect to be imbued.
not very common. They must be sculpted and fired into Runic enchanters will receive the same modifiers
their final shape. This takes one hour and a successful Art for materials and bonding that normal enchanters enjoy.
skill roll. Pottery and ceramic runes are very fragile and Any skill penalties from the craftwork effect and the effect
easily broken. Unlike wooden runes, they have no chance of to be imbued should also be calculated. These charts are
failure before activation. No ceramic rune may use any spell listed in the section on Enchantment in this chapter.
effect that has a greater than 100 skill minimum. However

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Time requirements to enchant runes are based mechanism will provide no possible effect. Most scrying
upon the skill minimum of the spell effect being imbued. A spell effects also requires a scrying device, although a
rune requires the minimum skill requirement divided by ten handful of Charms do not. Scrying devices are usually non-
in hours, rounded up, to imbue and enchant. The amount of magical focus items that resonate with the sense being
Continual Drain incurred is equal to the total of the base observed.
spell drain, the craftwork spell effect, and any spell perks.
Once the time has elapsed the creator must roll Visual Scrying Examples include mirrors,
their Runic Knowledge skill. A successful skill roll means crystal balls, pools of ink, pools of crystal clear
that the caster has successfully enchanted the rune. A failure water, ice, glass or crystal objects, video screens,
means that the rune did not fully hold the enchantment. If televisions, obsidian and reflective gems. Almost
the rune is used within the next hour the rune will act anything reflective may be used as such a device
normally, otherwise the rune will become completely inert with the GMs discretion.
and non-magical. If the partially enchanted rune is used
there will always be a 100% chance of self-destruction. A Audio Scrying Examples include crystal balls,
critical failure means that the rune immediately goes off and severed ears, listening horns, speakers, musical
the GM must determine what occurs. In most cases the instruments, telephones, or tuning forks. Almost
creator is the primary target if one is required. A critical anything that records, projects, or transmits sound
success denotes a highly successful enchanting of the rune. may be used as such a device with the GMs
The base chance of fizzle and self destruction will be discretion.
reduced by 1/10th the enchanters Runic Knowledge skill Others There are very few spell effects or
rating. All runes will cost their creators one experience devices that project other sensations that require a
point per rune created. scrying device. The few that do exist, or that are
created by players, should use a device that
Using a rune once it is enchanted is very easy. resonates with the sensation. Full body AR suits
The bearer of the rune must cast the Charge Rune spell may transmit tactile sensation. Fine quality food
effect. At this point the caster must decide how the rune is or alcohol may transmit a momentary sensation of
to be used. Runes can either activate by touch and taste. Burning candles may provide a scent from a
automatically target the touching individual, or allow the targeted location.
touching individual to act as a surrogate spell caster. If the
touching individual acts as a surrogate spell caster then they
must roll either a Runic Knowledge, Hedge Wizardry with
a penalty of -10, or a Spellcraft skill roll with a penalty of -30
to control the effects. A charged rune will always activate if
the rune itself (not the medium on which it is inscribed) is
touched in any way. It is safe to hold the medium the rune
is inscribed within without fear of activation. See the
Charge Rune spell effect for more information of length of
charge, drain requirements, and other factors. All runes,
once activated, will remain in effect for the normal duration
or the rest of the scene.
Some runes may also be tied to thaumic links or
other sources of power to keep them continually charged
with energy. These are always large runes inscribed within
significant amounts of mass, and are often stonework.
These permanent runes are often tied to trigger mechanisms
or runic pathways that are hidden within floors, walls, and
often-touched structures.

Scrying
Scrying is the ability to project the senses beyond
their normal reach. Scrying is most often used to see and
Attempting to see beyond sight is a difficult task
hear what is happening in another location. All scrying
even for those with the appropriate item or spell effect. The
requires a spell effect, or a magical object, to be successful.
farther in space or time the focal subject is from the viewer,
Attempting to use the Scrying skill without such a
the more difficult it is to observe. The subject can be a

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person, place, or thing. Some ephemeral subjects may also spell effect or the magical resonant signature of the magician
be possible with the GMs discretion. If nothing is known who cast it. Determining the strength of the spell effect is
about the subject, scrying is impossible. identical to the normal use of the sense aura skill and can be
done all as one action. A successful skill roll will give an
The following penalties and bonuses relate to the approximate spell strength based upon the Drain
distance or resonant link between the subject and the viewer. requirement for the spell, including any additional Drain
If the Scrying skill roll succeeds by less than 10, then the required for added spell perks.
observation will seem cloudy, murky, or otherwise
indistinct. Identifying the creator of a spell effect can be a
very tricky proposition. There is a skill penalty of - 30 to
the sense aura skill roll. If successful, then the character will
Modifier Relationship with Subject have a strong sense of the resonance and feel for their
+ 30 Has a sympathetic link magical signature. This does not immediately identify who
+ 20 Well known subject. cast the spell, but with further research and investigation
+0 Known subject. this can be determined. Failure means that the effect is too
+0 In line of sight with subject. degraded and muddy to successfully identify.
+0 Less than 1,000 away. Spell Masking can be a real headache for those
- 10 Just out of line of sight. who identify magic. Spell Masking can either be done with
- 10 1,000 feet to 1 mile the use of spell perks or the Spell Masking skill. Every spell
- 10 Unknown subject w/ photo. perk allocated for Spell Masking will incur a cumulative
- 10 Seen subject once briefly. penalty of -20 to any Sense Aura skill roll. The other
- 20 1 mile to 10 miles. possible form of Spell Masking is the use of the Spell
- 30 11 miles to 100 miles. Masking skill. A contested roll using the Sense Aura skill of
- 40 101 miles to 1,000 miles. the character and the Spell Masking skill of the wizard is
- 40 (-10) 1,000 miles + (Each 1,000). required to detect or identify spell effects.
- 50 Name only.
- 50 Alternate reality
- 100 Past event Condition Modifier
- 100 Pushing effects abilities 10% Spell Strength (Drain Used) + Drain
- 150 Possible future event. Each spell perk allocated +5
Each Masking spell perk - 20
Range of Touch + 10
Range of 1 to 5 +0
Range of 6 to 10 -5
Range of 11 to 20 - 10
Range of 21 to 30 - 20
Range of 31 to 50 - 30
Sense Aura Range of 51 to 100 - 40
This skill allows the character to sense the Range of 100 + - Feet
presence of magic and supernatural energies. Skilled Identify Signature - 30
characters can sense and locate magical energies within Alien / Unknown Magic - 50
items, on people, in locations, and spell effects as they are
being cast. This skill cannot identify supernatural creatures
or magicians. Without the appropriate spell effect, the The Sense Aura skill can be extended using the
sense aura skill cannot identify the Discipline of the magical Sense Effect spell effect. This spell effect allows the
energies. character to identify the discipline used to cast the spell. It
cannot pinpoint the exact spell that was cast; this requires
Using the skill requires five Drain to concentrate
the Analyze Magic spell effect.
and open oneself to the supernatural energies of the world.
Characters with any level of skill can attempt to sense The Drain for using the spell effect is identical to
magical auras emanating from objects, people, and places. that of the Sense Aura skill. The Sense Effect spell effect
This is a sensation similar to temperature, and is not a visual can only be used for the disciplines in which the character
effect unless an appropriate spell is utilized. The effect and has knowledge and skill. The discipline of Divination is the
drain of Sense Aura are Continual, but the character remains only exception to this rule, granting the ability to sense the
open to supernatural energies of all kinds. The character effects of all other disciplines. This effect uses all of the
will have a reduced resistance to illusions and supernatural modifiers for normal Sense Aura rolls; except those for spell
mental, emotional, or spiritual effects of -20. strength and additional spell perks. Additional penalties of
50 accrue for alien magic and spell effects that are too
All characters with this skill can sense magical
advanced for the observer to memorize. All spell masking
energies with any skill rating. Those with a skill rating of
techniques are applicable to Sense Effect.
fifty or higher can attempt to determine the strength of a

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Spell Creation skill of the spell effect. Critical successes will increase this
bonus by 1/10th the writer's Composition skill. Critical
There are several forms of Spell Creation: fumble effects must be determined by the Game Master.
inscribing a memorized spell effect into a single spell or
ritual for others to follow; creating a ritual with a non-
memorized spell effect with adequate resources; creating a
treatise teaching a spell effect; creating a spell effect Creating an Unknown Spell
unknown to the wizard; and creating a brand new spell If a wizard desires a spell effect and does not have
effect. Each form has important differences and a role to any materials on which to study such as a spell, ritual, or
play within the chronicle. The caster must have the treatise they must attempt to create the spell themselves.
Composition skill to be effective in this craftwork process. This is an exhausting process that many wizards simply
choose not to attempt, relying on guilds, schools, and other
friendly working wizards. If the spell is one already
described in this system of rules, then the mechanisms are
Inscribing a Spell or Ritual fairly easy. If the spell is brand new, please refer to the next
The simplest form of spell creation is creating a topic on creating new spells for ideas and guidelines.
specific spell or ritual from a known spell effect. This spell
will have a set cost, minimum skill, duration, and other This craftwork process is similar to the one
effects that cannot be altered by the final caster. The spell or described under inscribing a spell or ritual. Instead of using
ritual will require a number of man-hours to write equal to a Composition skill rating, the researcher must use their
the Drain cost of the final spell. The penalty to the appropriate Discipline skill rating instead. The time
Composition skill roll is equal to the skill penalty of the required for creating a spell effect is equal to the minimum
spell effect being codified. skill required multiplied by ten in man-hours. The penalty
to each skill roll is equal to the skill penalty of the spell
Each project requires a certain number of man- effect being researched.
hours to complete. Divide the total man-hours by three to
determine the size per work block. Writing is mentally Since this process involves testing and refining of a
exhausting; characters will fatigue while creating spells and spell effect, there is a Continual Drain incurred equal to
rituals. Also keep in mind that characters must eat, sleep, twice that of the spell effect being researched. Once the
and rest. Failure to take care of the mental or physical spell effect has been researched, the researcher is considered
health of a character should cause penalties to accrue. After to have already memorized the unknown spell effect without
each block the character must roll a skill check using any modifications. Spell Learning modifications may be
Composition. Success means that the character correctly applied to the research as the Game Master and players
described the complex and intricate manner of spellcasting decide.
of the project and may move to the next work block. The
work block is worth the full time expended.
Failure means that the there was a small flaw in Creating a New Spell
the process and is only worth the normal work block as If a spell effect is already described within the
the writer must fix his mistakes. Once the remaining time game system, please refer to the previous topic on creating
has been completed for that work block the writer may roll an unknown spell. This topic is only for spells that are not
again. A second failure for that work block will ruin the currently in the game system and are being added by players
current project and will require a rewrite. A critical success and Game Masters. The mechanics for creating a brand
will give a bonus equal to 1/10th of the Composition skill new spell for a character are identical to those under creating
rating used to anyone attempting to cast or learn the spell an unknown spell. This section is to assist the players and
later. A critical failure will always result in a spell that will Game Master outside of the chronicle.
have disastrous consequences to those learning or casting it
later. Every attempt will be a critical failure. There tend to be two kinds of new spell effects
that people wish to create: hybrid spells and something we
forgot. Of the two, hybrid spells are much easier to detail as
they pull information from already created effects. Those
Spell Effect Treatise that are creating a hybrid spell effect should refer to the spell
Writing a treatise on a single spell effect is a much effects being drawn upon.
longer task to accomplish. While the mechanisms for this The key information for any spell effect includes:
craftwork action are identical to those for writing spells and Disciplines it is available to, Minimum skill required,
rituals, the detail involved makes this more of a teaching Experience Cost, Skill Penalty, Drain Cost, Casting Time,
guide than a simple spell. Spell effect treatises will require a Range, Duration, and Effect. Each must be determined
number of man-hours to write equal to twice the minimum before a spell effect is complete. The flavor text such as a
skill required for the spell effect. The penalty is equal to the name and description of how it works are important for
skill penalty of the spell effect being described. Spell game-play but less important from a game design viewpoint.
Treatises will grant a bonus of the appropriate Discipline

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Hybrid spell effects will have two or more spell the caster begging to flow out. A mage may hold a spell
effects already listed. The minimum skill requirement effect from being cast for one phase for each of her levels of
should be based upon this formula: 20 + (Spell A 20) + experience. Beyond that short time, there are penalties and
(Spell B 20). If more than two effects are being combined, skill checks required. Mages may not attempt any other
continue the formula as appropriate. If the spell effects are actions while holding a spell.
not from the same Discipline but work well together in a
contextual sense feel free to allow it, but require the full If the caster only wishes to hold a spell for a few
minimum skill from all original Disciplines. extra phases they must roll Concentration with a penalty
equal to the skill penalty of the spell effect being held. The
Once the minimum skill has been determined number of phases they may hold the spell for is equal to the
several other stats will fall into place. The Experience cost casters level of experience. Each additional holding period
of a spell effect is equal to 1/5th the Minimum skill rounded will incur no additional penalties and may be repeated as
down. The Drain of a spell is equal to of the Minimum often as desired. A critical failure with this roll will instantly
skill rounded down to the nearest five. Skill penalty is equal cast the spell as a fumbled spell attempt.
to the skill minimum 50, or zero if it goes negative.
If the caster wishes to hold the spell for a few
The casting time required is also based upon the extra minutes, they must roll Concentration with a penalty
minimum skill. Most spells that have less than a 100 equal to the skill penalty of the spell effect being held.
minimum skill requirement will only require 3 phases to There is an extra five Continual Drain incurred per minute
cast. Some quick combat spells may only require 1 or 2 during this period of time as the magician constantly lets a
phases. Spells with a minimum skill between 100 and 124 little energy vent off and rebuilds the charge. The number
will require 4 phases to cast. Spells between 125 and 149 of minutes that a spell can be held in this way is equal to the
minimum skill may be cast in 5 phases. Spell effects with a casters level of experience. Each additional set of minutes
minimum skill requirement of 150 or higher will take a long will incur an additional penalty of -10 to the Concentration
6 phase casting time. Some effects are so powerful that they check. A critical failure will instantly release the spell as a
should only be allowed in a ritual form. massive critically fumbled spell.
The duration of a spell is an important aspect to
consider. Effects that should only apply once and are over
quickly should be Instant. Spells that only last a very limited
duration should be listed as Short. Some combat spells or
powerful effects that dont require a long duration may fit
this description. Most spells should be Continual. This Spell Masking
allows the caster to determine the exact duration desired for All spells have an inherent energy signature that is
their plans and activities. Very few effects should be resonant with the specific caster that creates the effect. This
permanent. Those that are should use ritual casting times, magical signature can help identify the original caster of a
and have additional experience point costs to balance the spell effect, unless the character wishes to attempt to alter
long term benefits. the energy signature. Characters that wish to mask their
spell signatures must purchase the skill Spell Masking.
Determining the effects for a completely new spell
Many sentient magical devices learn this skill in order to
can be particularly difficult. Since magic can be used to
hide their abilities and nature. This skill is far more useful
create or alter almost everything, there are very few
than simply shrouding the responsible wizard. Characters
boundaries to the potential new spell. Try to keep the level
with enough skill may choose to alter the power, nature, and
of power roughly equal to the spells already in the system.
even which spell was cast from later investigators. These
Earth shattering spells such as the Alpha Arkana which
masking techniques will be applicable against all form of
created the fantasy milieu should be left restricted to only
divination that specifically sees or senses the magical
the gods. Glance at the minimum skill ratings and the
energies. Scrying or other abilities that provide sensory
effects of the other spells to help determine a range for your
information will reveal the truth.
new spell. Many of the skill bonuses, injury inflicted,
amounts of PV, and other aspects are often identical or very All spell masking attempts require the caster to
similar in methodology. successfully cast a spell effect or ritual. In both cases the
drain of the effect or ritual will increase by five. Other
techniques using Spell Masking may require more than five
additional drain. This additional drain can not be reduced
by any means, options, or upgrades. After the spell roll is
successful the caster then rolls a Spell Masking check as if
Spell Holding the roll was contested. This result should be recorded in the
event that someone attempts to determine the magical
Spells and rituals may be almost cast and held at signature. Compare the Spell Masking result with the
the final word of power, that will seal the magic and shape contested Sense Aura skill roll. Only if the sense aura skill
the world. This is not an easy thing for a mage to attempt, roll is higher will the shrouded signature become known.
as the energies summoned during spell casting rage inside

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Alternatively, spell perks can be used to mask may alter the spell into any discipline that the caster knows.
spells. This does not require any skill in Spell Masking, but Thus a curse may feel like a healing spell to those not skilled
it is far less effective. Every spell perk allocated in this way enough to pierce the magical veil. This technique requires
will incur a cumulative penalty of - 20 to anyone attempting an additional +20 drain and applies a penalty of -100 to the
to identify the resonance of the obscured spell. The caster Spell Masking skill roll.
may choose instead to alter the power level of the signature,
changing a simple spells resonance into seemingly a spell of
legend. Each spell perk allocated to this form of masking
will increase or decrease the minimum skill required by 20.
The penalty of anyone trying to untangle this form of
masking will suffer a penalty of -20 per spell perk. These Spell Stacking
methods of Spell Masking may not be combined with the
use of the skill Spell Masking. Spell Stacking is not possible with most spell
effects. Spell stacking is the attempted multiple castings of a
Characters with a skill rating of 50 or higher in single spell on a single target, or the combining of several
Spell Masking may attempt to change the power level of different spell effects with similar results. The option or
the effect. The caster may choose to have the spell seem to spell effect with the greatest successful game effect will be
have been more or less powerful than it actually was. The the only one that applies to a single target. If the options or
results of this form of masking are best described using spell effects are opposing (one grants a bonus while the
simple descriptions, but mechanically the signature appears other imposes a penalty), then the effects of each spell are
to require a higher minimum skill or additional spell perks. totaled together to find the adjusted results. The only
This form of masking requires +10 additional drain to the exceptions to this rule are Short duration spell effects. Such
normal spell cost, and has a penalty to the Spell Masking effects can have the durations stacked together, to increase
skill roll of half the difference between the Minimum the total duration of the effect. Permanent, Instant, and
Ratings of the spell effect they are masking and the spell Continual spell effects may never be stacked.
effect they wish to simulate.
At a skill rating of 100, the caster gains the ability
to alter the specific spell that was cast. Those who try to
identify which spell was cast will believe that a different
spell, in the same discipline, was actually cast instead. The
original caster may choose the apparent spell, but the spell Tantric Magic
must be known by the caster. This technique requires an
Tantric magic is a derivation and corruption of
additional +15 drain and applies a penalty of -50 to the spell
Buddhist teachings and beliefs. Without going into undue
masking skill roll.
description, Tantric magic uses sexual intercourse to channel
Another technique that may be attempted with a and provide the spellcaster with magical energy. The donor
100 skill rating is disguising the signature. Wizards that grants a portion of their life energy as Drain to the caster
attempt this must either create a new spell signature, or based upon their age and purity. The donor will feel tired,
become intimately knowledgeable of the signature of sluggish, and worn after the experience and will suffer
another. Many wizards try to have to spell signatures that penalties equal to the Drain until it replenishes normally.
they utilize for less wholesome activities. Some go as far as Mages who participate as a donor are far more accustomed
to create an entirely new persona utilizing Spell Masking, to regulating Drain and may treat it normally. This option
disguises, and vocal affectations. Others actively frame is intended for mature gamers and should not be abused by
innocent wizards for their evil deeds and designs. This salacious game-play or used to make others present
technique requires an additional +15 drain and applies a uncomfortable.
penalty of -50 to the spell masking skill roll.
The final technique that can be attempted with a Drain Description
100 skill rating is to make a spell invisible to magical 10 Average Adult
perceptions. This is most often attempted with continual +5 Donor HEA above 70
spells to hide the existence from prying eyes. Such a spell +5 Donor APP above 70
has so little magical energy remaining that most diviners will +5 Donor WIL above 70
not even feel that a spell was cast. A masked spell that is +5 Relative Innocent
ready, but invisible to others, may give the caster an + 10 Virgin
excellent edge in an emergency. This technique requires an
additional +15 drain and applies a penalty of -50 to the Spell
Masking skill roll.
Characters with a skill rating of 150 or greater in
Spell Masking may attempt to alter the spell that was cast.
Unlike the technique at a 100 skill rating, this technique

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Thaumic Sites Conjunctions are periods when other planets in


the solar system are aligned with the earth. These
Thaumic sites are locations of great magical astronomical phenomenons will always increase the
energies and geomantic power. Ley lines, nexus points, normally available drain. Depending upon the astrological
cairns, and other locations where mystical energy wells up alignment of the bodies involved, the Game Master may
from the planet itself. Sometimes they are called force lines, determine that some disciplines will enjoy a larger bonus
elemental rivers, or dragon lines they all may provide Drain while others may suffer a loss. Common conjunctions will
to a spellcaster. Thaumic sites may also include places of increase the available drain by 200%. In addition, all rituals
great resonance with a certain element or discipline that may that are completed during this period will enjoy two
be used by a knowledgeable wizard. The use of any thaumic additional spell perks without additional drain or skill
site requires an applicable spell effect such as Attunement or requirement.
Create Thaumic Link.
The frequency and length of all conjunctions must
They may be selected as a resource if the character be determined by the Game Master. Grand conjunctions,
has easy access or owns the land upon which they rest. All greatest conjunctions, and syzygy are all conjunctions with
thaumic sites have ratings similar to resources and may be large numbers of significant planets. These large
used by anyone present. A thaumic site may provide a conjunctions will provide 300% of the drain normally
maximum Drain equal to its resource rating multiplied by available and will improve any completed ritual by three
ten. This is the maximum total for both linked spell effects spell perks.
and extra Drain that may be replenished every hour.
Geomantic thaumic sites are greatly affected by
astrological and astronomical events. Elemental sites, and
those that resonate with other disciplines, may experience
similar ebbs and flows, but will have differing causes and
reasons. Game Masters and players should create calendars, Theomancy
holy days, and resonant events to enhance their chronicle. Many of the magical disciplines have methods of
The phases of the moon are common resonant attuning to places and events to gather in greater power.
modifiers for geomantic sites. New moons will draw away Theomancy is the skill of drawing mystical energy from
from the magical energies coursing through the site. During divine or infernal sources. Depending upon the chronicle,
the three days of every new moon, the available energy will this may be simply tapping into the resonance and belief of
diminish by half for the creation of new thaumic links or true believers or an actual drawing upon the chosen deity.
drain replenishment. Existing thaumic links will not be Theomancers must be true and devout believers of the deity
affected, but may possibly lower the available energies for for this skill to be effective. A lack of belief or a disdain for
drain replenishment to nothing. Gibbous and crescent the chosen deity will automatically fail any attempt at
moons have no affect upon thaumic sites. Full moons will drawing energy.
increase the available drain of the site by an additional 50%. Theomancy works in many ways like an additional
This will remain during the full three day period of the full discipline with a very limited number of spell effects. Game
moon. Masters may choose to expand upon this discipline for
Lunar eclipses will provide a bonus of 100% to the various religions and cults to populate their world. The spell
drain normally available. Thaumic links that exceed the effects placed within the new discipline should reflect the
normal drain available will only remain active until the end core goals, beliefs, and practices of the religion. With a
of the eclipse. In addition, all rituals that are completed minimum skill rating of 30 the character may begin to
during a total lunar eclipse will enjoy one additional spell attune to places of religious significance as per the spell
perk without additional drain or skill requirement. Total effect of Attunement. Use the Theomancy skill to
lunar eclipses usually only last between a half hour to an determine any additional spell perks that may be applied for
hour. Partial lunar eclipses may last several hours. extended mastery.

Solar eclipses will provide a bonus of 200% to the Game Masters may also allow players to create
drain normally available. Thaumic links that exceed the thaumic links, as per the spell effect, with a skill rating of 60
normal drain available will only remain active until the end or above. All of the normal rules, conditions, and benefits
of the eclipse. In addition, all rituals that are completed apply to these spell effects. If the Game Master does
during a total solar eclipse will enjoy two additional spell increase the number of available spell effects for the religion;
perks without additional drain or skill requirement. Total the player must purchase these spell effects with experience
solar eclipses usually only last between six and eight points. Otherwise these spell effects are free with the
minutes. Partial solar eclipses may last several hours. Theomancy skill.

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Utilizing Magical Objects Dusts


Dust is a powdered version of a spell that has been
These rules describe the use and activation of the distilled and then heated into a powdery form. This dust
many various enchanted items and magical objects used in can then be inhaled, ingested, or injected into a recipient.
this system. For more information in creating and Effects begin within 1d10 phases of use. Dusts do not spoil
enchanting each object, please refer to the appropriate topic or expire, but it can be hard to subject an unwilling recipient
within this enchantment section. The following list of items to the effects without their knowledge.
is not meant to be exhaustive; it is simply an aid to game-
play.
All magical items will use the statistics and skill Eternal Effect Items
ratings of the user, not the creator. This includes the level of Eternal use items will always be effective.
experience and skill ratings such as sense aura, ranged strike, Activation only requires the owner to wear or hold the item.
or scrying. If the user does not have the appropriate skill The effect will remain in effect until the item is taken off or
they must roll using their skill default. dropped. These powerful items may be protected with
triggers, curses, or other precautions.

Batteries
Batteries are storage wells of pure, raw magical Gateways & Patterns
energy. A battery is often created from gems, stones, and Patterns and gateways are permanent structures
crystal but can be enchanted from nearly any item. Every that often resemble gates, portcullises, ovals, or tile work.
battery has a Drain Pool that can be filled to a certain point Patterns and Gateways will require the Activate Gateway
by a spell caster skilled in Channeling. Any individual spell effect to trigger the effect. Both types of items will
skilled in Channeling may draw upon the drain pool to allow long range travel between points. Gateways will have
replenish their own Drain pool. A character may draw a only one or a handful of destinations. Any pattern may be
maximum of 1/10th their Channeling skill in drain used to travel to any other pattern. Both the destination and
replenishment every phase, up to the maximum storage starting pattern must have been memorized by the user.
capacity of the Battery.

Gems
Candles & Incense Gems are very simple items that have a single use.
Candles are dusts that have been mixed and Once a magical gem has been enchanted, it becomes
readied to burn. Candles must be lit and the smoke allowed extremely fragile. Any significant pressure or impact will
to permeate an enclosed area. The effects will only remain crush the gem to dust and release the spell inside. It takes
while the candle continues to burn, and will have half the only once action to use a gem. The effect is always centered
normal effect. One dose will burn for thirty minutes. upon the character touching the gem or targeted at the point
Concentrated doses may burn for only fifteen minutes but of impact. If multiple characters are touching the gem when
will have the full effect. Poorly ventilated areas may it shatters, a random roll will determine who is affected.
concentrate the smoke and the effects for a longer period.

Golems
Charged Items Golems are very similar to magical robots. They
Charged items have a certain amount of Drain that require the Activate Golem spell effect to activate, and will
may be used to create a predetermined number of spell follow any commands given by the person who activated
effects. The user does not cast the spell; the item is the them. They will remain active until the spell effect ceases.
creator of the effect and suffers the Drain. The item will Some golems will have an eternal effect to remain constantly
always successfully cast the effect and does not normally roll active. These golems will only follow the directives of their
any skill rolls. creator or those within their holy writ.
Each use will reduce the stored Drain by the
required Drain for the spell. The Drain inside the item may Limited & Single Use Items
only be recharged using the Recharge Enchantment spell Single use items are those items that can only be
effect. The method of activation will be determined by the used once. Once activated, they lose all enchantment and are
trigger mechanism imbued into the item. This category also once again normal items. The activation method varies from
applies to most wands, staves, and rods. item to item based upon its trigger mechanism, but all items
will generally require one action to activate. Limited use
items are similar to single use items except they will
eventually recharge by themselves.

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Oils Salves
Oils are rubbed onto unbroken skin. Oils must be Salves are thick concoctions that are slathered over
rubbed onto every area that will experience the effect. That a body location that is usually wounded or broken. Salves
means that a potion of strength rubbed onto an arm will cover and protect the area while also providing the effect
only grant the extra injury bonus to strikes with that arm. directly into the blood system of the recipient. Salves only
They require 3d10 minutes to react. Oils will remain fresh require 1d10 rounds to become effective. Salves will also
for up to five years. expire, but will remain fresh for up to six months. Salves
are most often used for healing, restorative, or physical
effects.

Potions
Potions are liquids that have had a spell effect or
option distilled within. Potions must be ingested to become Scrolls
effective, and will apply the spell effect to the person Scrolls are paper, papyrus, or other writing
imbibing. Other potions will grant the ability to cast the mediums that have been especially enchanted to hold a spell
spell or effect to the drinker. The effects usually take 1d10 indefinitely until read aloud. They are similar to paper
minutes to manifest. Potions may be foul tasting or runes, but these specially treated magical objects never suffer
delicious depending upon the ingredients used. Potions will from spell fizzle. They require the full normal casting time
go bad after 3 months in a sealed container; more quickly if to read aloud, and only by reading the scroll aloud will the
left exposed to air. scroll activate. Activating a scroll requires a successful
Language skill roll to pronounce the words carefully and
accurately. Failure will cause the scroll to remain inert.

Spell Vaults
Spell Vaults are enchanted items that are spelled to
hold one spell effect of up to a maximum spell effect skill
minimum, similar to an advanced form of Spell Store. The
spell is cast into the item where it is held until the item is
activated. At which point, the current holder of the Spell
Vault directs the effect as if they cast the spell themselves.
They can be recharged instantly simply by recasting another
spell into the Spell Vault. Any spell desired by the owner
can be cast into the Spell Vault based upon the current need
at the time. The owner can choose to dissipate the spell
currently being held by the Spell Vault harmlessly at any
time. Empty spell vaults can attempt to intercept spells
being cast at the owner with a successful contested
Channeling vs. Discipline skill roll.
Runes
The bearer of the rune must cast the Charge Rune
spell effect. At this point the caster must decide how the
rune is to be used. Runes can either activate by touch, and Talismans
automatically target the touching individual, or allow the Talismans are permanent conduits of resonance
touching individual to act as a surrogate spell caster. If the and sympathetic magic. Enchanters create them to give as
touching individual acts as a surrogate spell caster then they gifts or traps to friends and enemies alike. Once enchanted,
must roll either a Runic Knowledge, Hedge Wizardry with these items act as permanent links of sympathetic magic.
a penalty of -10, or a Spellcraft skill roll with a penalty of -30 The creator can always use them as extensions of themselves
to control the effects. A charged rune will always activate if for the purposes of spells and scrying techniques. Keep in
the rune itself (not the medium on which it is inscribed) is mind the mage must still be able to see any potential spell
touched in any way. It is safe to hold the medium the rune target. They are also useful to other mages who wish to
is inscribed within without fear of activation. All runes, hurt or observe the creator. While they still require spells to
once activated, will remain in effect for the normal duration create a link back to the caster, they have a very strong
or the rest of the scene. resonance and will act as excellent conduits back to their
creator.

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Optional Spellcraft Systems

Some Talismans will have the ability to invoke the required to cast the spell effect placed into the magical
creator. Invocations are the supernatural calling of powerful object. Options based devices will inflict 1 point of injury
entities using a name or phrase when the item is held. for every five option points invested into the device. This
When the invocation is spoken, the wizard will feel a injury cannot be healed by magic or any unnatural source.
sudden urge to check upon the Talisman used. Invocations The injury will heal itself at the same rate as Drain
require additional spell perks to enchant. refreshment based on the users Health and Willpower
ratings.

Wyrd Magic
Wyrd magic devices are devices that drain life
energy from the caster to power the effect. The amount of
injury inflicted to the user of the device is equal to the drain

List of Magical Disciplines


Aeromancy Alchemy Alteration
Aquamancy Binding Communication
Conjuration Curses Divination
Enchantment Flight Geomancy
Healing Hedge Wizardry Illusions
Mechanical Nature Necromancy
Observation Protections Pyromancy
Runic Knowledge Sorcery Summoning
Telekinesis Temporal Terramancy
Transformation Translocation Vitalism
Wards Weather

Aeromancy
This Discipline focuses upon the classical element of Air. Aeromancy is used to cleanse the surrounding air, create
winds, injure opponents, and even use the wind to fly. All attack spell effects use strong winds and airborne particles to
inflict injury. For those of a more scientific mind, consider this discipline able to control and harness most gaseous matter.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Elemental)
21 + 4 Adhesion, Shout, Slow Fall, Whirlwind
30 + 6 Attunement (Elemental Air), Continual Frost, Create Wind, Elemental Edging
(Sandstorm),Increase Pressure, Injury Touch (Air), Push
35 + 7 Extinguish
40 + 8 Cleanse Air, Garble, Resist Cold, Resist Heat
50 + 10 Condense, Elemental Flaring (Air), Elemental Resistance (Air), Evaporate, Injury Bolt
(Air), Obscure Vision, Smoke Walk, Summon Domovoi (Air), Unnatural Element
60 + 12 Energy Missile (Air)
70 + 14 Breathe w/o Air, Flight (Wind)
75 + 15 Cloak of Injury (Sandstorm), Elemental Shield (Air)
80 + 16 Injury Darts (Air), Pass Wall (Air), Silence
100 + 20 Smoke Form
110 + 22 Injury Stream (Air)
115 + 23 Summon Elemental (Air)
135 + 27 Elemental Form (Air), Injury Pulse (Air)
140 + 28 Wall of Injury, Wall of Resistance
150 + 30 Injury Storm (Air)

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List of Magical Disciplines

Alchemy
This discipline is the knowledge of distilling spell effects and options into liquids, dusts, and oils. This discipline is
very similar to Enchantment and Runic Knowledge in that many of the spell effects are methods of creating potions and
other projects.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Recognize Alchemy
21 + 4 Analyze Alchemy
30 + 6 Distill Dust, Distill Oil, Distill Potion, Distill Salve

Alteration
This Discipline focuses upon changing the material world of the inanimate. Alteration effects are most commonly
ones that alter the shape, structure, or effectiveness of normal non-magical items. Clothing, weapons, and armor are all
possible targets for the alteration discipline.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Alteration)
21 + 4 Alter Color, Cleanse, Purify Food, Purify Liquid, Shape Stone, Spoil, Write
30 + 6 Alter Armor, Alter Balance, Alter Durability, Alter Encumbrance, Alter Impact
Resistance, Alter Injury, Alter Range, Buoyancy, Open Lock, Sink, Warp Wood
40 + 8 Dragons Tooth, Editing
50 + 10 Alter Value, Condense, Enhance Item, Evaporate, Hinder Item, Repair Item,
Solidify, Wizards Touch
60 + 12 Entangle
70 + 14 Item Alteration, Mage Bind (Item), Material Alteration, Resize Item
75 + 15 Stronghold, Tattoo
80 + 16 Pass Wall (Material), Sublimate
90 + 18 Mud to Stone, Stone to Mud
100 + 20 Indestructible Object
140 + 28 Wall of Material

Aquamancy
This Discipline focuses upon the classical element of water. Aquamancers can control water and liquids in a variety
of forms. They can summon elemental beings to serve them, create turbulent or high-pressure streams of water to harm their
enemies, and they can even become elemental beings of water. Aquamancers are often very devoted to their chosen element,
and in the modern world often very disgusted and angered by the pollution of our seas and waterways.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Elemental)
21 + 4 Divining, Injury Touch (Water), Purify Liquid
30 + 6 Attunement (Water), Buoyancy, Create Water, Elemental Edging (Surf), Push, Sink,
Speak Underwater, Water Walk
35 + 7 Extinguish
40 + 8 Create Shield (Water), Create Weapon (Water), Drown, Resist Cold, Resist Heat
50 + 10 Condense, Elemental Flaring (Water), Elemental Resistance (Water), Evaporate, Gills,
Injury Bolt (Water), Obscure Vision, Solidify, Summon Domovoi (Water), Unnatural
Element
60 + 12 Energy Missile (Water), Entangle
70 + 14 Breathe w/o Air, Create Armor (Water), Mage Bind (Water)
75 + 15 Cloak of Injury (Water), Elemental Shield (Water)
80 + 16 Injury Darts (Water), Pass Wall (Water)
110 + 22 Injury Stream (Water)
115 + 23 Summon Elemental (Water)
135 + 27 Elemental Form (Water), Injury Pulse (Wave)
140 + 28 Wall of Injury, Wall of Resistance
150 + 30 Injury Storm (Water)

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List of Magical Disciplines

Binding
This Discipline focuses upon the links and tethers between people and objects. Binding is part mind control and
part sorcery. Binding magic can compel people to be friendly, tell the truth, or even be enslaved to the magister. It can also
bind the soul or an enchantment into an object.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Binding)
21 + 4 Divining, Hesitation
25 + 5 Control Animal
30 + 6 Bind Familiar, Bind Rune
35 + 7 Brand, Calm, Scare
40 + 8 Amiability, Distrust, Mental Shield, Oath Bound, Resist Fear, Resist Magic, Sigil
50 + 10 Bind Item, Bind Supernatural, Command, Exorcism, Infatuation
60 + 12 Fear, Message, Sympathetic Link
70 + 14 Ignore, Mage Bind (Energy), Sleep
75 + 15 Barrier, Lust
80 + 16 Bonds of Friendship, Proscribe, Psychic Ward, Silence, Truth Bound
100 + 20 Conduit, Enslave Sentient, Health Bind
110 + 22 Bind Enchantment
130 + 26 Soul Bind
135 + 27 Layered Permanent, Possession

Communication
This Discipline focuses upon methods of communication. It can control any form of communication: verbal,
written, magical, or even electronic. Some modern forms of communication may not be possible based upon the setting of
the chronicle, or the available equipment.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Communication)
21 + 4 Shout, Write
30 + 6 Speak Underwater
35 + 7 Animal Speak
40 + 8 Editing, Garble
45 + 9 Tongues
60 + 12 Message, Scramble
65 + 13 Crawling Text, Encryption, Understand Writings
80 + 16 Correspondence, Silence
90 + 18 Mental Radio
100 + 20 Mirror Speak

Conjuration
This Discipline focuses upon the creation or summoning of inanimate objects from other locations. Conjurers are
often thought of as charlatans or fakirs. Many who claim to be conjurers are often entertainers with a good skill with slight
of hand. True conjurers can seemingly create needful items from nowhere. Most conjured items are taken from another
locale; they are not truly created by the conjurer.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Conjuration)
30 + 6 Create Water
40 + 8 Conjure Food, Conjure Object
60 + 12 Conjure Armor, Conjure Weapon
75 + 15 Tattoo
80 + 16 Pass Wall (Conjured), Summon Object
100 + 20 Daylight, Moonlight
140 + 28 Wall of Material

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List of Magical Disciplines

Curses
This Discipline focuses upon curses, poxes, and other detrimental effects. Often studied by witches and evil
warlocks, these effects are designed to weaken and demoralize a victim. They rarely directly inflict injury to their victims, but
may have a far greater reaching effect upon their life.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Curses)
21 + 4 Hesitation, Spoil
35 + 7 Brand, Negate Curse, Scare
40 + 8 Confusion, Distrust, Garble, Pain, Resist Curse, Slow, Vertigo, Weaken
45 + 9 Slow Sense of Time, Speed Sense of Time
50 + 10 Atrophy Body, Atrophy Mind, Fertility, Illusionary Beauty, Infatuation, Jinx, Mind
Surge, Obscure Vision, Spell Surge, Wizards Touch
60 + 12 Deaden Sense, Diseased Touch, Fear
70 + 14 Berserk, Delusions of Grandeur, Paralysis, Shrinkage, Sleep
75 + 15 Forget, Lust
80 + 16 Impulsive Speech, Inflict Insanity, Silence
90 + 18 Blindness
100 + 20 Cloak of Disease, Spell Surge

Divination
This Discipline focuses upon the gleaning of knowledge and information. Divination also includes magical vision,
the ability to discern truth from lies, and methods of detecting magic other than divination.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Recognize Alchemy, Sense Effects (All)
21 + 4 Direction Sense, Divining, Know Local Weather, Sense Scrying, Sense Thaumic
Site, Sense Undead, Sense Weather Changes
30 + 6 See Wards
45 + 9 Empathy
50 + 10 See Heat, See Magic, See Spirits, Sense Truth
70 + 14 Analyze Magic
80 + 16 See Invisible
100 + 20 Third Eye, True Vision

Enchantment
This Discipline focuses upon magically enhancing mundane items, and imbuing them with magical powers and
abilities. These enchantments can be kept temporary or be bound into items to be made permanent. Enchanted items often
fetch great prices if ever auctioned, and are often the central point in many a tale.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Enchantment)
30 + 6 Activate Gateway, Alter Armor, Alter Balance, Alter Durability, Alter Encumbrance, Alter Impact
Resistance, Alter Injury, Alter Range, Animate Golem, Memorize Pattern, Recharge Enchantment
40 + 8 Close Gateway, Dragons Tooth
50 + 10 Bind Item, Disenchant, Enchant Gem, Enchant Scroll
65 + 13 Common Trigger, Enchant Item, Enchant Spell
70 + 14 Analyze Magic, Catalyst, Key Item Trigger, Mental Trigger, Shadows Edge
80 + 16 Enchant Battery, Enchant Charges, Enchant Limited Use, Enchant Option, Enchant Spell Vault,
Enchant Talisman, Enchant Wyrd Magic
100 + 20 Bloodline Trigger, Catalyst Trigger, Indestructible Object, Puzzle Trigger, Transfer Enchantment
110 + 22 Bind Enchantment, Enchant Eternal Effect
130 + 26 Enchant Golem
150 + 30 Enchant Gateway, Enchant Pattern
200 + 40 Enchant Legendary Artifact

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List of Magical Disciplines

Flight
This Discipline focuses upon mans eternal dream of flight. Flight is a very narrow and focused discipline that
incorporates personal flight and the ability to engender flight in others people and objects. While in some ways related to
Telekinesis, the discipline of flight is more a method of conveyance and travel. Enchanters often learn this discipline in order
to make flying carpets, cloaks, and other enchanted items.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Flight)
21 + 4 Direction Sense, Slow Fall
30 + 6 Float, Jump, Water Walk
40 + 8 Resist Cold
50 + 10 Flying Item, Levitation, Smoke Walk
70 + 14 Breathe w/o Air, Flight, Telescopic Vision
100 + 20 Flying Mount
130 + 26 Flying Vessel

Geomancy
This Discipline is the knowledge and mastery of ley lines and geomantic places of power. This is not the discipline
that deals with the classical element of Earth; that is Terramancy. Students of Geomancy learn to recognize, attune, and
create thaumic links with places of power.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Geomancy)
21 + 4 Sense Thaumic Site
30 + 6 Attunement (Thaumic Sites)
60 + 12 Create Thaumic Link, Sever Thaumic Link

Healing
This Discipline focuses upon healing the body and mind of living creatures. Most healing spells will work upon all
living creatures including living stone, earth, and rock. Non-living creatures such as undead, spirits, robots, golems, and
other animated creatures do not gain any benefits from Healing magic. They do not suffer any ill effects should any be cast
upon them.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Healing)
21 + 4 Accelerated Healing
30 + 6 Ignore Injury
35 + 7 Clear Thoughts
40 + 8 Resist Poison
50 + 10 Fertility, Save From Death
55 + 11 Heal, Restore Sanity
60 + 12 Negate Poison
70 + 14 Cure Disease, Remove Paralysis, Sleep
80 + 16 Endurance, Regeneration,
90 + 18 Graft Limb
95 + 19 Cloak of Health, Cloak of Sanity
110 + 22 Life Ward, Restoration, Restore Attribute
135 + 27 Cure Blindness, Cure Insanity, Phoenix Cloak, Restore Limb, Vitality Pulse

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List of Magical Disciplines

Hedge Wizardry
This Discipline is the most common and easy to learn. Every wizard that progresses beyond dabbling in the mystic
arts must learn this discipline. It helps to train the apprentice to focus and channel his energies safely and effectively. This
discipline is used by mages when they attempt to invoke a spell effect outside of a known discipline.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Hedge Wizardry)
05 + 1 Hedge Wizardry
20 + 4 Craftwork
50 + 10 Bountiful Harvest, Dueling

Illusions
This Discipline focuses upon holograms, mental illusions, and other sensory deceptions. Illusions affect the mind
of the targeted victims while holograms bend light and sound to create a visual or auditory effect. Some illusions may seem
to inflict injury. This can either be a hologram concealing a source of physical injury or an illusion dealing mental injury in
the form of sanity loss.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Illusions)
21 + 4 Alter Color, Create Light, Distraction, Shout
30 + 6 Blur, Camouflage, Flare, Pyrotechnics, Shades
35 + 7 Destroy Holograms & Illusions, Scare, Trickery
40 + 8 Illusionary Shield, Illusionary Weapon, Mystic Disguise, Obscure Vision, Pain,
Reflective Shield, Resist Illusions
45 + 9 Cloak of Light, Cloak of Night,
50 + 10 Hologram, Illusionary Beauty, Illusionary Bolt, Mimic Sound, Sanity Shield
60 + 12 Entangle, Fear
65 + 13 Cacophony
70 + 14 Dark of Night, Mage Bind (Illusion)
75 + 15 Illusion
80 + 16 Illusionary Darts, Invisibility, Multiplicity, Pass Wall (Illusionary), See Invisible
90 + 18 Blindness
100 + 20 Hallucination
135 + 27 Illusionary Pulse
140 + 28 Wall of Injury, Wall of Material, Wall of Resistance
155 + 31 Phantasm

Mechanical
This Discipline focuses upon the world of mechanical and electronic devices. Also occasionally known as
technomancy, this discipline is primarily found in technological societies. While possible to learn in low-tech settings,
without the required scientific or technical knowledge many of the spell effects are useless.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Mechanical)
21 + 4 Adhesion (Magnetic)
30 + 6 Analyze Device, Open Lock, Recharge Technology
50 + 10 Enhance Item, Hinder Item, Magic Bullet, Operate Device, Repair Item, Wizards Touch
60 + 12 Enhance Device, Entangle, Hinder Device
70 + 14 Mage Bind (Tech)
80 + 16 Overclock, Propulsion
90 + 18 Graft Limb, Mental Radio
110 + 22 Negate Tech Ward
135 + 27 Cybernetic Assimilation
140 + 28 Wall of Material

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List of Magical Disciplines

Nature
This Discipline focuses upon the natural world of plants and animals. Naturists are often called druids and
venerate Mother Nature or some god of nature. Their effects deal with controlling, summoning, and speaking with animals
or plants. They often attune themselves to deep wilderness and beautiful glens pristine of man.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Nature)
21 + 4 Adhesion (Plant Life), Purify Liquid, Purify Food, Spoil
25 + 5 Control Animal
30 + 6 Attunement (Naturalism), Camouflage, Hard Skin, Warp Wood
35 + 7 Animal Speak, Summon Animal
40 + 8 Animal Weaponry, Create Shield (Nature), Create Weapon (Nature), Pain, Sticky Goo
50 + 10 Bountiful Harvest, Gills, Obscure Vision, Summon Nature Spirit
60 + 12 Enhance Sense, Entangle, Poison Touch, Tree Speak
70 + 14 Create Armor (Nature), Mage Bind (Plants), Night Vision, Telescopic Vision
80 + 16 Pass Wall (Nature), Summon Faerie, Summon Horde
90 + 18 Poisoned Slivers
100 + 20 Beast Vision
140 + 28 Wall of Material, Wall of Resistance
155 + 31 Vegemorph

Necromancy
This Discipline focuses upon death and the undead. Practitioners are often evil, jaded individuals with little regard
for any other sentient life. They routinely summon the souls of the dead to torment and force to inhabit crumbling and
decaying corpses. The most skilled can even devour the experience and knowledge of the souls they steal.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Necromancy)
21 + 4 Sense Undead
25 + 5 Animate Undead
30 + 6 Attunement (Death), Cloak of Deathly Shadows, Sacrifice
40 + 8 Control Undead, Speak with Echoes
50 + 10 Maschalismos, See Spirits
75 + 15 Cloak of Injury (Death)
80 + 16 Summon Spirit
90 + 18 Consume Blood, Graft Limb
110 + 22 Soul Projection
130 + 26 Vampiric Transformation
140 + 28 Wall of Material
150 + 30 Devour Soul
155 + 31 Undead Transformation

Observation
This Discipline focuses upon scrying, clairvoyance, clairaudience, and other forms of magical observation. Any
effect that allows the magician to focus a physical sense upon a distant location is part of this discipline. Skilled practitioners
can even enhance the abilities of scrying devices to see into other dimensions or into the past.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Observation)
21 + 4 Sense Scrying
30 + 6 Clairaudience
40 + 8 Counter Scrying, Magnify

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List of Magical Disciplines

60 + 12 Observation Ward
70 + 14 Clairvoyance, Telescopic Vision
100 + 20 Beast Vision, Mirror Sight, Mirror Speak, Observation
120 + 24 Dimensional Scrying
135 + 27 Omnipresence, Tele-presence
155 + 31 Past Scrying

Protections
This Discipline focuses upon magical resistances, protections, and beneficial enchantments. They are entirely non-
violent and defensive in nature. Dedicated healers often learn this discipline to better protect those in their guardianship. It
can also be used to resist curses and a wide variety of detrimental effects.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Protections)
30 + 6 Bravery, Cloak of the Damned, Cloak of Deathly Shadows, Ignore Injury, Shades
35 + 7 Brand, Clear Thoughts, Negate Curse
40 + 8 Counter Scrying, Create Shield (Energy), Mental Shield, Reflective Shield, Resist Cold,
Resist Curse, Resist Fear, Resist Heat, Resist Illusions, Resist Magic, Resist Poison
50 + 10 Elemental Resistance (All), Exorcism, Luck, Maschalismos, Sanity Shield
60 + 12 Deflect Ranged Strike
70 + 14 Breathe w/o Air, Create Armor (Energy), Remove Paralysis,
75 + 15 Elemental Shield (All), Stronghold
80 + 16 Endurance, Psychic Ward
95 + 19 Cloak of Sanity
110 + 22 Life Ward

Pyromancy
This Discipline focuses upon the classical element of Fire. Pyromancy is used to create light, heat, cooking fires,
and even summon elemental beings. Pyromancy is often a very offensive, and dangerous, discipline that draws angry and
vengeful practitioners.

Min. Skill XP Cost Allowed Spell Effects


01 + 1 Sense Effects (Elemental)
21 + 4 Flame Growth, Heat Object, Ignite Fire, Injury Touch (Fire)
30 + 6 Attunement (Fire), Continual Flame, Elemental Edging (Fire), Flare, Pyrotechnics
35 + 7 Extinguish
40 + 8 Create Weapon (Fire), Pain, Resist Cold, Resist Heat
50 + 10 Adjust Temperature, Elemental Flaring (Fire), Elemental Resistance (Fire), Injury Bolt
(Fire), Obscure Vision, See Heat, Summon Domovoi (Fire), Unnatural Element
60 + 12 Energy Missile (Fire)
70 + 14 Breathe w/o Air
75 + 15 Cloak of Injury (Fire), Elemental Shield (Fire)
80 + 16 Injury Darts (Fire), Pass Wall (Fire)
110 + 22 Injury Stream (Fire)
115 + 23 Summon Elemental (Fire)
120 + 24 Napalm
135 + 27 Elemental Form (Fire), Injury Pulse (Fire)
140 + 28 Wall of Injury
150 + 30 Injury Storm (Fire)

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List of Magical Disciplines

Runic Knowledge
This Discipline is the knowledge of runes, glyphs, and circle magic. The students of this discipline know how to
channel, activate, and maintain runic magic. Runes are permanently inscribed into objects.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Runes)
21 + 4 Activate Circle, Charge Rune
30 + 6 Activate Gateway, Bind Rune, Drain Rune, Enchant Rune , Memorize Pattern
40 + 8 Close Gateway, Strengthen Circle, Weaken Circle
50 + 10 Activate Rune
100 + 20 Rune Storm

Sorcery
This Discipline focuses upon meta-magic, and the methods of spells affecting or altering other incantations.
Sorcery can enhance, degrade, or channel other magical energies. Sorcery can also duplicate supernatural abilities, skills, and
other meta-game options.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Sorcery)
30 + 6 Sever Control, Spell-store
40 + 8 Create Shield (Energy), Resist Magic
50 + 10 Atrophy Mind, Bind Item, Improve Mind, Jinx, Luck, Mind Surge, Spell Surge, See Magic
70 + 14 Boost Spells Area of Effect, Boost Spells Effect, Boost Spells Injury, Boost Spells Range,
Catalyst, Create Armor (Energy), Create Weapon (Energy), Reduce Spell, Share Drain
80 + 16 Activate Continual, Dispel Magic, Proscribe, Steal skill
100 + 20 Emissary, Spell Surge
110 + 22 Bind Enchantment, Duplicate Skill, Negate Magic Ward
115 + 23 Steal Option
140 + 28 Duplicate Option
155 + 31 Energy Avatar

Summoning
This Discipline focuses upon the conjuration and materialization of living creatures. These living creatures arrive
by their best and fastest mode of travel from their current location to the caster. Most summoning effects are exclusively
rituals and may require specific items, true names, or pieces of the creature to be summoned. Keep in mind, that many
summoned creatures are not bound, or controlled, without other means or magic.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Summoning)
30 + 6 Cloak of the Damned
35 + 7 Summon Animal
50 + 10 Bind Supernatural, Summon Domovoi (All), Summon Nature Spirit
75 + 15 Summon Shadow Animal
80 + 16 Summon Faerie, Summon Horde, Summon Spirit
100 + 20 Summon Angel, Summon Demon, Summon Djinni, Summon Shadow
110 + 22 Summon Person
115 + 23 Summon Elemental (All)
130 + 26 Summon Dragon

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List of Magical Disciplines

Telekinesis
This Discipline focuses upon the physical manipulation of objects. Telekinesis uses only the power of the mind to
lift, carry, use, and operate items and devices. Telekinesis as a magical discipline is very similar to the psychic ability of the
same name; the only difference is where the power comes from, and how it is channeled.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Telekinesis)
21 + 4 Adhesion, Injury Touch (TK)
30 + 6 Float, Open Lock, Push, Telekinesis, Water Walk
40 + 8 Create Shield (TK), Create Weapon (TK), Seal, Tunnel
50 + 10 Elemental Resistance (TK), Floating Disk, Flying Item, Injury Bolt (TK), Levitation,
Magic Bullet, Obscure Vision, Operate Device, Solidify
60 + 12 Entangle
70 + 14 Create Armor (TK), Flight (TK), Mage Bind (TK)
75 + 15 Cloak of Injury (TK), Elemental Shield (TK), Stronghold
80 + 16 Injury Darts (TK), Pass Wall (TK)
100 + 20 Elevator
110 + 22 Injury Stream (TK)
135 + 27 Injury Pulse (TK)
140 + 28 Wall of Injury, Wall of Material, Wall of Resistance
150 + 30 Injury Storm (TK)

Temporal
This Discipline focuses upon the manipulation of time. This is a very rare and specialized field of study that has
very few practitioners. With enough training temporal casters can even travel through to different eras of history. These
mages often fall into two categories. The first strongly believe that history is fated to proceed in a certain way, while the
other has no qualms about changing what has been.

Min. Skill XP Cost Allowed Spell Effects


01 + 1 Sense Effects (Temporal)
21 + 4 Hesitation, Injury Touch (Temporal), Meditation
40 + 8 Slow, Speed, Temporal Shield
45 + 9 Slow Sense of Time, Speed Sense of Time
50 + 10 Elemental Resistance (Temporal), Injury Bolt (Temporal), Obscure Vision, Solidify
70 + 14 Paralysis, Remove Paralysis
75 + 15 Cloak of Injury (Temporal), Elemental Shield (Temporal)
80 + 16 Injury Darts (Temporal), Pass Wall (Temporal)
95 + 19 Undo
100 + 20 Compress Time, Longevity
110 + 22 Injury Stream (Temporal)
120 + 24 Stasis
130 + 26 Mature, Youthen
135 + 27 Injury Pulse (Temporal)
140 + 28 Wall of Injury, Wall of Resistance
150 + 30 Injury Storm (Temporal)
180 + 36 Temporal Shift

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List of Magical Disciplines

Terramancy
This Discipline focuses upon the classical element of Earth. This discipline should not be confused with
Geomancy, which is the manipulation of ley lines and places of power. Terramancers can easily shape stone, travel through
earth, and even summon elemental beings.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Elemental)
21 + 4 Adhesion (Stone & Earth), Injury Touch (Stone), Shape Stone
30 + 6 Attunement (Earth), Camouflage, Elemental Edging (Diamond)
40 + 8 Create Shield (Stone), Create Weapon (Stone), Tunnel
50 + 10 Elemental Flaring (Stone), Elemental Resistance (Earth), Injury Bolt (Stone), Obscure Vision,
Summon Domovoi (Earth), Tremors, Unnatural Element
60 + 12 Energy Missile (Stone), Entangle
70 + 14 Breathe w/o Air, Create Armor (Stone), Mage Bind (Stone)
75 + 15 Cloak of Injury (Stone), Elemental Shield (Earth), Stronghold
80 + 16 Injury Darts (Stone), Pass Wall (Mineral)
90 + 18 Mud to Stone, Stone to Mud
110 + 22 Injury Stream (Stone)
115 + 23 Summon Elemental (Earth)
130 + 26 Earthquake
135 + 27 Elemental Form (Earth), Injury Pulse (Stone)
140 + 28 Mineral-morph, Wall of Injury, Wall of Material
150 + 30 Injury Storm (Stone)

Transformation
This Discipline focuses upon the physical body. Transformation is one of the largest and varied of the disciplines.
It incorporates all of the spell effects that can change the physical body of the caster or another. Every spell effect of the
transformation discipline noticeably changes the targets body. Spell effects often create animal-like appendages or features
that mimic abilities of other creatures.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Transformation)
21 + 4 Adhesion, Shout, Slow Fall
30 + 6 Camouflage, Hard Skin, Ignore Injury, Jump
40 + 8 Animal Weaponry, Create Shield (Bone, Chitin), Garble, Magnify, Mystic Disguise, Pain, Resist
Cold, Resist Fear, Resist Heat, Resist Poison, Slow, Speed, Sticky Goo, Strength, Tunnel,
Weaken
50 + 10 Atrophy Body, Fertility, Gills, Improve Body, Obscure Vision, See Heat
60 + 12 Deaden Sense, Enhance Sense, Entangle, Poison Touch
70 + 14 Create Armor (Bone, Chitin), Forced Change, Growth, Mage Bind (Bone/Flesh), Night Vision,
Paralysis, Shape-change, Shrinkage, Telescopic Vision, Winged Flight
80 + 16 Endurance, Pass Wall (Organic), Regeneration, Silence
90 + 18 Blindness, Graft Limb, Poisoned Slivers
100 + 20 Flying Mount, Metal Form, Smoke Form
130 + 26 Mature, Youthen
135 + 27 Lycanthropic Transformation
140 + 28 Mineral-morph, Wall of Material
145 + 29 Genetic Compatibility
155 + 31 Vegemorph

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List of Magical Disciplines

Translocation
This Discipline focuses upon moving a physical object from one location to another without traversing the
intermediate points. Teleportation, dimensional gateways, and pocket dimensions are all within the purview of this
discipline.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Translocation)
21 + 4 Direction Sense, Shout
30 + 6 Activate Gateway, Memorize Pattern
40 + 8 Close Gateway, Tunnel
50 + 10 Blink, Elemental Resistance (Disintegration), Reload
75 + 15 Elemental Shield (Disintegration), Location Shift, Object Shift
80 + 16 Correspondence, Disintegration, Pass Wall (All)
90 + 18 Path-walking
95 + 19 Pocket
100 + 20 Distance Transport
110 + 22 Object Teleportation, Restrict Translocation, Teleportation
130 + 26 Gateway,
135 + 27 Annihilation
150 + 30 Sanctuary
155 + 31 Dimensional Shift

Vitalism
This Discipline focuses upon life energies and the invisible tethers of life and death. This transfer of life energy is
often treated with a great deal of superstition and religious distrust when encountered by those unfamiliar with the
techniques. Vitalism is equally studied by healer and necromancer alike.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Vitalism)
21 + 4 Injury Touch (Death)
40 + 8 Pain
50 + 10 Elemental Resistance (Death), Fertility, Injury Bolt (Death), Obscure Vision, Save from Death
60 + 12 Drain Life
70 + 14 Feign Death, Paralysis, Remove Paralysis, Shadows Edge
75 + 15 Cloak of Injury (Death), Elemental Shield (Death)
80 + 16 Endurance, Injury Darts (Death), Regeneration
95 + 19 Cloak of Health
100 + 20 Health Bind, Longevity
110 + 22 Injury Stream (Death), Life Ward, Soul Projection
120 + 24 Shadowy Transformation
130 + 26 Mature, Youthen
135 + 27 Injury Pulse (Death), Phoenix Cloak, Vitality Pulse
140 + 28 Wall of Injury
145 + 29 Genetic Compatibility
150 + 30 Injury Storm (Death)
155 + 31 Death Touch
160 + 32 Resurrection

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List of Magical Disciplines

Wards
This Discipline focuses upon the protection and defense of a location or item. Wards are commonly visible to the
naked eye as glowing glyphs or runes that are either layered upon or impressed upon an item. While Wards can be hidden
from sight, they are often not to give the additional warning to would be intruders and thieves. Wards can sound an alarm,
inflict injury, or even negate an effect within the proscribed area. Protection circles are common forms of wards and this
discipline is often learned in conjunction with Runic Knowledge.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Wards)
21 + 4 Alarm
25 + 5 Weather Shield
30 + 6 See Wards
35 + 7 Brand, Destroy Ward
40 + 8 Seal
50 + 10 Conceal Ward, Injury Ward, Maschalismos
60 + 12 Force Ward, Observation Ward, Suppress Ward
65 + 13 Protection Ward
70 + 14 Layer Wards
75 + 15 Stronghold
80 + 16 Effect Ward, Psychic Ward
110 + 22 Negate Magic Ward, Negate Powers Ward, Negate Tech Ward, Restrict Translocation

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List of Magical Disciplines

Weather
This Discipline focuses upon the control of the natural forces of weather. This discipline harnesses control of
atmospheric pressures, winds, humidity, and lightning. This discipline is often learned by wizards of agricultural
communities and ministers of weather gods.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Weather)
21 + 4 Injury Touch (Electricity), Know Local Weather, Sense Weather Changes, Whirlwind
25 + 5 Weather Shield
30 + 6 Continual Frost, Create Wind, Elemental Edging (Electricity), Increase Pressure, Warp Wood
40 + 8 Create Weapon (Electricity)
50 + 10 Adjust Temperature, Elemental Flaring (Electricity), Elemental Resistance (Electricity), Injury
Bolt (Electricity), Obscure Vision
60 + 12 Energy Missile (Electricity), Focus Lightning
75 + 15 Cloak of Injury (Electricity), Elemental Shield (Electricity)
80 + 16 Injury Darts (Electricity), Pass Wall (Electricity)
110 + 22 Injury Stream (Electricity)
135 + 27 Control Weather, Injury Pulse (Electricity)
140 + 28 Wall if Injury, Wall of Resistance
150 + 30 Injury Storm (Electricity)

Spell Descriptions

Accelerated Healing This effect allows the wizard to charge, and


Discipline: Healing activate, a series of runes inscribed into a magical circle. The
Minimum Skill: 21 Exp. Cost: 4 XP circle must be whole and complete for this spell to be
Skill Penalty: - 0 Drain: 5 effective. The drain for this effect is five plus five for every
Casting Time: 3 Range: Touch ten linear feet or part thereof.
Duration: Continual

This spell effect supplements the targets normal


daily healing with magic. The caster may apply an Activate Continual
additional 1/10th of the appropriate discipline skill rating. Discipline: Sorcery
This bonus may be applied every twenty four hours, but Minimum Skill: 80 Exp. Cost: 16 XP
cannot be stacked with any other form of regeneration, Skill Penalty: - 30 Drain: 20
medical skill, or first aid. Only the greatest modifier will be Casting Time: 3 Range: Touch
applicable. The caster must be able to tend to the patient Duration: Instant
while he is recuperating.
Healers who expend Spell Perks can choose to This spell effect will activate any one continual
decrease the frequency of the healing by three hours per effect that is waiting for a trigger event, or situation. This
spell perk. I.e. One spell perk will heal the additional 1/10th spell will have no effect upon instant, short, or permanent
every twenty-one hours. The minimum frequency using spells. The activated continual will have its normal effect;
this method is every hour. centered upon the individual carrying the continual, the
nearest individual, or an appropriate target within 5. The
spell will resist with a contested discipline skill check of the
two spellcasters.

Activate Circle Activate Gateway


Discipline: Runic Knowledge Discipline:Enchantment,Runic Knowledge,Translocation
Minimum Skill: 21 Exp. Cost: 4 XP Minimum Skill: 30 Exp. Cost: 5 XP
Skill Penalty: - 0 Drain: Varies Skill Penalty: - 0 Drain: 5
Casting Time: 1 Range: Touch Casting Time: 3 Range: Touch
Duration: Instant Duration: Continual

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Spell Descriptions

This spell effect will activate any enchanted Activate Rune


magical gateway or magical pattern. The gateway will
remain open and active as long as the caster desires. Discipline: Runic Knowledge
Patterns will remain open for only a Short duration (1 phase Minimum Skill: 50 Exp. Cost: 10 XP
per level of the caster). Skill Penalty: - 0 Drain: 10
Casting Time: 3 Duration: Instant
In order to safely activate a pattern, both the Range: 10 per level of caster
starting and destination pattern must have been previously
memorized using the Memorize Pattern spell effect. This spell effect will activate any one currently
Unlike an enchanted gateway, a pattern does not have a charged rune, within range, that the caster desires. This
single line of travel. Any pattern can link to any other spell will have no effect upon runes that are not yet charged.
pattern on the same world. The activated rune will have its normal effect, centered upon
the individual carrying the rune, the nearest individual, or an
If a destination pattern is not selected by the appropriate target within 5. The rune must be at least
wizard, the Game Master may select a pattern. Some GMs partially visible to activate.
may choose to roll randomly to determine the destination.
This will also occur if the wizard does not have any Two spell perks may be used to charge and
additional patterns memorized. activate a rune simultaneously. This will only work on
standard runes, circles and other runic items are not affected
by this spell.

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Spell Descriptions

Adhesion This spell will create a mystical alarm that alerts


the caster when the ward is touched, moved, or otherwise
Discipline: Aeromancy, Mechanical, Nature, Telekinesis, affected. This alarm is silent and will alert the caster
Terramancy, Transformation anywhere that the caster may currently be, regardless of
Minimum Skill: 21 Exp. Cost: 4 XP range. The spell will even awaken the caster from a sound
Skill Penalty: - 0 Drain: 5 sleep and will allow an additional save if the caster is
Casting Time: 3 Range: Self drugged, magically unconscious, or otherwise incapacitated.
Duration: Continual
Spell perks may be used to increase the area of
This spell effect allows the caster to stick his effect from touch to a protective range. Every spell perk
hands and feet to any surface. Various disciplines may use will increase the protected area by 6,250 cubic feet (25 x 25 x
differing methodology, and requirements, to achieve similar 10). Anyone inside the protected area will not activate the
effects with specific materials. This spell effect will not alarm unless they try to leave. The caster will never set off
grant a full bonus unless both palms and soles of the feet are the alarm regardless of his movements. The caster can tailor
open and exposed. The recipient will receive a bonus of the size and shape of the protected area as desired.
+40 to any skill or attribute roll that would benefit from Should the caster desire, the volume area of effect
adhesion. Every missing limb will reduce the bonus by , may become a perimeter defense instead. Any translocation
while every additional limb above 4 will increase the bonus effect will avoid the perimeter, but the perimeter is greatly
by . increased to an area of 10,000 square feet (100 x 100) per
Skill perks may be used to increase the total bonus spell perk.
received. Each spell perk will increase the base bonus by A spell perk may also be used to allow one
+20. Additional perks may be used to transfer the adhesion additional individual to walk freely across the protected area.
to clothing or armor. One spell perk is required to use Additional people require additional spell perks. These
adhesion while wearing gloves and shoes, while two spell individuals may also be granted the awareness of the alarm,
perks are needed to activate this spell in light armor. along with all of the benefits of the caster. Spellcasters with
Additional perks as determined by the GM may be required knowledge of illusions, or phantasms, may choose to spend
for heavier armors, hazmat suits, and other impediments. one spell perk to create an audible alarm. This alarm will
continue for one full melee round (6 seconds). This alarm
can be heard by everyone within range and has a maximum
volume of 60 decibels. The alarm can be increased by 20
decibels for every additional spell perk. The duration of the
alarm can also be increased by 1 melee round per spell perk.
Adjust Temperature
Discipline: Cryomancy, Pyromancy, Weather
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Special Alter Armor
Duration: Continual Discipline: Alteration, Enchantment
Minimum Skill: 30 Exp. Cost: 6 XP
This spell effect allows a character to raise or Skill Penalty: - 0 Drain: 5
lower the temperature in the affected area by five degrees Casting Time: 3 Range: Touch
Fahrenheit per level of experience. This spell will affect a Duration: Continual
volume of 6,250 cubic feet (25 x 25 x 10). Some disciplines
can only adjust the temperature in one direction; Pyromancy This spell will alter the Protective Value of any
can only raise the temperature while Cryomancy will only armor touched by 3. The caster may choose to increase or
reduce the temperature. The volume may be increased by decrease the PV as desired. All armor has a resistance to this
6,250 cubic feet per spell perk. Additional spell perks may spell based upon the base PV of the armor. The PV should
increase the adjustment by +/- five degrees Fahrenheit each. be used as a percentage chance to resist the alteration. This
spell cannot be stacked, only the greatest modification will
apply, except in the cases of positive and negative alterations.
In that case, the greatest of each form should be taken
together to create a modified total. Enchanted armor is
Alarm immune from this spell unless it increases it past its Base PV
Discipline: Wards + current modification. All enchanted armor is immune to
Minimum Skill: 21 Exp. Cost: 4 XP the negative effects of this spell.
Skill Penalty: - 0 Drain: 5
Spell perks may be used to modify the PV of the
Casting Time: 3 Range: Touch
armor by a further +/- 3. Other spell perks may be allocated
Duration: Continual
to reduce the resistance of the armor by 5 per spell perk.

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Charles Weston (order #2827343) 6


Spell Descriptions

Alter Balance reduce the durability of durable items by 10%, or cause


fragile items to have a 25% chance to break with even light
Discipline: Alteration, Enchantment and careful handling. Items that are enchanted to be
Minimum Skill: 30 Exp. Cost: 6 XP unbreakable are immune from this spell.
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch Spell perks can be used to increase the durability
Duration: Continual or fragility of the target object. Each spell perk will increase
the modification by 10 or 25 as appropriate.
This spell will modify the balance and ease of use
of any weapon by +/- 5. The caster may choose to increase
or decrease the balance as desired. All weapons will have a
20% chance to resist this spell. Enchanted, and quality,
weapons are immune from this spell unless the permanent
modification is less than the spell effect being imbued. Alter Encumbrance
Magical weapons are always immune to negative effects. Discipline: Alteration, Enchantment
This spell cannot be stacked, only the greatest Minimum Skill: 30 Exp. Cost: 6 XP
modification will apply except in the cases of positive and Skill Penalty: - 0 Drain: 5
negative alterations. In that case, the greatest of each form Casting Time: 3 Range: Touch
should be taken together to create a modified total. Duration: Continual

Spell perks can be allocated to modify the balance This spell effect will alter the weight and bulkiness
of the weapon an additional 1d102 per spell perk. of objects. Any item can have its weight modified by +/-
10%. Armor, and other worn equipment with an
encumbrance modifier, will have it raised or lowered by 5 in
addition to the weight change. All armor has a resistance to
this spell based upon the base PV of the armor. The PV
should be used as a percentage chance to resist the alteration.
Alter Color
This spell cannot be stacked, only the greatest
Discipline: Alteration, Illusions modification will apply except in the cases of positive and
Minimum Skill: 21 Exp. Cost: 4 XP negative alterations. In that case, the greatest of each form
Skill Penalty: - 0 Drain: 5 should be taken together to create a modified total.
Casting Time: 3 Range: Touch Enchanted armor is immune from this spell unless it lowers
Duration: Continual it past its current enchanted modification. All enchanted
armor is immune to the negative effects of this spell.
This spell effect will change the color, hue, tint,
and reflectivity of an item. Three spell perks will make the
change permanent. One spell perk is required for a mirror- Spell perks may be allocated to increase the
like surface. Additional perks may be required for modified weight and encumbrance. Any spell perks
complicated color schemes, patterns, or alternative portions allocated in this way will increase the modifier by +/- 10 for
of the visible light spectrum. weight and +/- 5 for Encumbrance.

Alter Durability Alter Impact Resistance


Discipline: Alteration, Enchantment Discipline: Alteration, Enchantment
Minimum Skill: 30 Exp. Cost: 6 XP Minimum Skill: 30 Exp. Cost: 6 XP
Skill Penalty: - 0 Drain: 5 Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch Casting Time: 3 Range: Touch
Duration: Continual Duration: Continual

This spell effect will modify the durability of any This spell effect will increase or decrease the
non-living, non-sentient, in-organic item. Fragile items can impact resistance of armor. The caster may determine
be protected with a 25% chance to resist any shock, or whether to increase a soft armor to hard armor or soften a
jarring, that would normally break, damage, or shatter such hard armor to soft armor. Soft armor with a PV of 20 or
items. More durable items will enjoy a 10% increase in greater may be increased to hard armor. Hard armor with a
Breakage Points. In converse, the spell effect can also PV of less than 35 may be softened instead.

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Spell Descriptions

Spell perks will improve this range by an Alter Value


additional 10 PV each. Two spell perks may be used to
harden the armor against Armor Piercing attacks. The Discipline: Alchemy, Alteration
reverse is also possible. This may only be done in place of Minimum Skill: 50 Exp. Cost: 10 XP
the standard effect. Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Duration: Continual

This spell effect will increase, or decrease, the


Alter Injury value of an item touched by 20%. This alteration of value
Discipline: Alteration, Enchantment may come from an increase in the artistic beauty, the
Minimum Skill: 30 Exp. Cost: 6 XP material composition, or any other factor the wizard desires
Skill Penalty: - 0 Drain: 5 that does not alter another aspect of the item. The
Casting Time: 3 Range: Touch alchemical version of this spell requires ten man-hours and
Duration: Continual is considered a craftwork spell effect.
Spell perks may be allocated to further change the
This spell effect will modify the injury inflicted by value of the object by 10% of the original value each.
1d102 for any weapon. The caster may choose to increase Permanent alterations are possible with one spell perk.
or decrease the injury inflicted as desired. All weapons will
have a 20% chance to resist this spell. Enchanted, and
quality, weapons are immune from this spell unless the
permanent modification is less than the spell effect being
imbued. Magical weapons are always immune to negative
effects.
Amiability
This spell cannot be stacked, only the greatest Discipline: Binding
modification will apply, except in the cases of positive and Minimum Skill: 40 Exp. Cost: 8 XP
negative alterations. In that case, the greatest of each form Skill Penalty: - 0 Drain: 10
should be taken together to create a modified total. Casting Time: 3 Range: Self
Spell perks can be allocated to modify the injury Duration: Continual
inflicted by an additional 1d102 per spell perk.
This spell effect creates an air of likability and
charisma around the recipient. All charisma based skills and
abilities will enjoy a bonus of +10. The character will be
generally liked by strangers and will seem more simpatico to
associates and acquaintances.
Alter Range This spell effect has no effect upon friends and
Discipline: Alteration, Enchantment enemies, although any negotiations or social skill rolls will
Minimum Skill: 30 Exp. Cost: 6 XP still enjoy the bonus. Everyone who interacts with the
Skill Penalty: - 0 Drain: 5 recipient may choose to roll Willpower to resist the effects
Casting Time: 3 Range: Touch of this spell. This spell can only affect those in close
Duration: Continual personal conversation and social situations. It is not
effective over radio, video, written, or magical
This spell effect will alter the range of any firearm communication methods.
or missile weapon by 5% for the effective and maximum Spell perks may be allocated to increase the bonus
ranges. All weapons will have a 20% chance to resist this applied by +5 per spell perk. Two spell perks may be
spell. Enchanted, and quality, weapons are immune from allocated to allow the ability to work over audible real-time
this spell unless the permanent modification is less than the communication methods. Three spell perks are required to
spell effect being imbued. Magical weapons are always use any form of written, or delayed, media such as letters,
immune to negative effects. correspondence, audio recordings, editorials, or
This spell cannot be stacked, only the greatest advertisements. While using such methods, the caster must
modification will apply, except in the cases of positive and keep the spell active for long periods of time or risk the
negative alterations. In that case, the greatest of each form possibility of the spell having faded before the recipient has
should be taken together to create a modified total. a chance to receive it.

Each spell perk will increase the modification to


the weapons range by an additional 5% for the effective and
maximum ranges.

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Spell Descriptions

Analyze Alchemy This spell effect will allow the caster to attempt to
identify and analyze any continual spell or enchanted item.
Discipline: Alchemy, Divination Identifying spell effects requires a number of minutes equal
Minimum Skill: 21 Exp. Cost: 4 XP to 1/10th the required skill (including any spell perks) of the
Skill Penalty: - 0 Drain: 5 effect. The drain during this research is considered
Casting Time: Craftwork Range: Touch continual. At the end of the research period, the character
Duration: Special must roll Sense Aura to determine the success or failure of
the research. Apply any appropriate Spell Masking as a
This spell effect will allow the caster to attempt to penalty to this roll. If the skill roll is successful, then the
identify and analyze any alchemical project. This requires character will know what was the exact spell effect cast and
several man-hours and is based upon the effect stored all spell perks included. Failure results in a muddy analysis
within. Spell effects will require a number of man-hours that can be reattempted the next day.
equal to 1/20th the minimum skill. A successful skill roll will
determine one effect, or property, of the project. Additional This spell effect can also attempt to divine the
time will be required for more complicated and powerful powers and abilities of enchanted items. This requires a
projects. significantly longer time to attempt and is based upon the
effect stored within. Golems, patterns, and gateways are
Spell perks may be allocated towards granting a easily recognizable for what they are but analysis may reveal
bonus to the Sense Aura skill roll. For every allocated spell their programming.
perk the mage will enjoy a bonus of +5 to the roll. The
common spell perks of reduced casting time, additional
targets, and easier casting may not be selected. Magical Effect Man-hours
Spell Effect Minimum skill 10
Option Effect Option cost 15
Battery, Talisman, Spell Vault 5
Golems, Patterns, Gateways 10
Tricky or Hidden Trigger + 10
Analyze Device
A successful skill roll will determine one effect,
Discipline: Mechanical trigger, or property of the enchanted item. Additional time
Minimum Skill: 30 Exp. Cost: 6 XP will be required for more complicated and powerful items.
Skill Penalty: - 0 Drain: 5 Sentient and intelligent items may attempt to obscure their
Casting Time: 3 Range: Touch abilities. A contested spell discipline skill roll of the analyst
Duration: Continual versus the Willpower of the item is required. If the analyst
fails, they may realize that they were misled with a
This spell effect grants the character an inherent successful Sense Aura roll. Any further attempts by a failed
knowledge of the basic use and operation of any mechanical analyst will give the item a cumulative bonus of +10.
or electronic device. The caster will automatically have an
effective skill rating of 20 while the spell is in effect. This Spell perks may be allocated towards granting a
does not grant any knowledge to apply towards any other bonus to the Sense Aura skill roll. For every allocated spell
skill that may utilize the tool, simply the operation of the perk the mage will enjoy a bonus of +5 to the roll. The
tool itself. common spell perks of reduced casting time, additional
targets, and easier casting may not be selected.
Additional allocated skill perks may be used to
increase this basic knowledge and understanding of the
device. A bonus of +5 to the skill rating may be applied per
allocated spell perk.

Animal Speak
Discipline: Communication, Nature
Minimum Skill: 35 Exp. Cost: 7 XP
Skill Penalty: - 0 Drain: 5
Analyze Magic Casting Time: 3 Range: Self
Duration: Continual
Discipline: Divination, Enchantment
Minimum Skill: 70 Exp. Cost: 14 XP This spell effect allows the recipient to speak with
Skill Penalty: - 0 Drain: 15 any one species of animal. The GM must determine how
Casting Time: Craftwork Range: Touch narrow their definition of species will be for use with this
Duration: Special spell. Certain concepts may not be directly translatable
between two species if the context for understanding is

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Spell Descriptions

lacking. The simpler or more basic the concepts, the easier Animate Undead
it will be for an animal to understand.
Discipline: Necromancy
This spell does not enhance the memory or Minimum Skill: 25 Exp. Cost: 5 XP
intelligence of any animals being spoken with; it simply Skill Penalty: - 0 Drain: 5
translates the spoken word. This spell will not work with Casting Time: 3 Range: Touch
any sentient creatures that have their own language. This Duration: Continual
spell does not compel the animal to follow the commands of
the caster. The animal does not even have to tell the truth, This spell effect allows a caster to temporarily
but lies are rarely common in the animal world. raise and control the corporeal dead. This spell requires the
corpse of the individual to be animated. The resulting
monstrosity is barely sentient, but can follow simple
commands well. While the two most common forms of
corporeal undead are the zombie and skeleton, there is little
real difference between the two with the exception of
Animal Weaponry cosmetic appearance.
Discipline: Nature, Transformation
Minimum Skill: 40 Exp. Cost: 8 XP
Undead Zombie or Skeleton
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Self
Duration: Continual AGL 50 IP 40 PV 0
AWA 20 SP NA
This spell effect will grow one set of bestial BEA 0
weapons on the recipients body. The caster may choose CHA 0
from claws, fangs, spikes, antlers, or stingers. Regardless of DEX 50 Injury Inflicted 1d10
the form chosen, the weaponry created will inflict the same HEA 40
amount of injury based upon the number of perks allocated INT 20 Choose 3 skills @ 25
towards injury. All rolls to strike will utilize the hand to LUC 30
hand skill of the recipient along with any specializations STR 50 Immune to cold, heat, electricity,
they may have acquired with the appropriate form. fear, mind-altering spells and
WIL 20
paralysis.

Perks 1 2 3 4 5 6 7 8 9 0
Base 3 6 9 11 13 16 19 21 23 26 Additional spell perks may be allocated to increase
the memories and reinforce the personality of the raised
2 8 11 14 17 20 23 26 29 32 35
soul. For every spell perk allocated towards increasing the
4 13 16 19 22 25 29 33 36 39 42 intelligence of the undead, they will remember 25 experience
6 17 21 25 29 33 37 41 45 49 53 points of skills and abilities they knew in life. This cannot
be used to increase any undead beyond what they knew in
life.
In addition, every spell perk allocated in this way
will grant a cumulative 5% chance of rebelling against the
necromancer. The victim must still decide to rebel, knowing
that the necromancer can choose to extinguish their second
Animate Golem life in but a moment. Those that do choose to rebel have a
Discipline: Enchantment 5% chance per level of experience to continue in their
Minimum Skill: 30 Exp. Cost: 6 XP current undead existence without the will of their animator.
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch
Duration: Continual

This spell effect will activate a pre-enchanted


golem. The golem will follow the commands and Annihilation
instructions of the spell caster. Golems will not follow
Discipline: Translocation
orders that disagree or contradict their holy writ.
Minimum Skill: 135 Exp. Cost: 27 XP
Skill Penalty: - 85 Drain: 30
Casting Time: 5 Duration: Instant
Range: 10 feet per experience level of the caster

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Spell Descriptions

This spell will inflict 2d10 Injury to every target Attunement


within a 6,250 cubic foot volume (25 x 25 x 10). The volume
cannot be shaped at this level of mastery. The injury Discipline: Aeromancy, Aquamancy, Geomancy, Nature,
inflicted will be a random sampling of locations from the Necromancy, Pyromancy, Terramancy
victim. Disintegration injury cannot be healed using any Minimum Skill: 30 Exp. Cost: 6 XP
magical or supernatural means, it must be healed naturally. Skill Penalty: - 0 Drain: None
Casting Time: 3 Range: Self
The spell will inflict an amount of injury based Duration: Special
upon the number of spell perks allocated to increase the
potential. Every allocated spell perk will increase the injury This spell effect allows the caster to attune with
by an additional 1d10. Spell perks may not be used to places of great magical energy and power such as ley-lines,
increase the number of potential targets. One spell perk will and resonant locales. This spell effect has no cost to activate
allow the caster to shape the volume as desired. The and will remain in force as long as the character is within the
expenditure of two spell perks will create an extra 6,250 area of the thaumic site.
cubic feet of volume to be affected.
Once linked, the character can draw upon the
reserves of the thaumic site to recharge and refresh his
personal drain. The rate of drain refresh increases by 1/10th
the casters skill in the appropriate discipline. This is
applied every 6 hours.
Atrophy Body Spell perks may be allocated to increase the
Discipline: Curses, Transformation frequency of the refresh bonus. The first spell perk will
Minimum Skill: 50 Exp. Cost: 10 XP increase the frequency to every 3 hours. The second will
Skill Penalty: - 0 Drain: 10 improve it to refreshing every hour. The third will improve
Casting Time: 3 Range: Touch the frequency to every minute. The fourth will increase the
Duration: Continual frequency to every combat round. It cannot be improved
beyond this point.
This spell effect will wither and atrophy the
physical body of a victim. The caster may choose which of
the following attributes they wish to reduce: Agility, Beauty,
Dexterity, Health, or Strength. A total of 10 points may be
temporarily reduced from any of the chosen attributes. The Barrier
caster may choose how to split the total points amongst the Discipline: Binding
victims attributes. Every additional spell perk will increase Minimum Skill: 75 Exp. Cost: 15 XP
the total attribute points by +5 which may be split normally. Skill Penalty: - 25 Drain: 15
Casting Time: 3 Range: Touch
Duration: Continual

This spell creates a barrier of mystic force that


repels and resists the target individual from willingly moving
in that cardinal direction. Thus this spell will not prevent
the normal working of physics, such as gravity, from
Atrophy Mind affecting the target. Subjects may attempt to resist with a
Discipline: Curses, Sorcery contested Strength roll. The spell has an effective Strength
Minimum Skill: 50 Exp. Cost: 10 XP rating of 50. A successful roll will allow the victim to move
Skill Penalty: - 0 Drain: 10 at their walk movement rate for one phase. Additional
Casting Time: 3 Range: Touch movement will require additional contested rolls.
Duration: Continual
Some disciplines use this same spell only with a
psionic nature. These disciplines should roll contested
This spell effect will wither and atrophy the mind Willpower rather than Strength. All other ratings and spell
of a victim. The caster may choose which of the following perks apply.
attributes they wish to reduce: Awareness, Charisma,
Intellect, or Willpower. A total of 10 points may be Spell perks may be allocated to increase the
temporarily reduced from any of the chosen attributes. The effective strength of the spell. Each spell perk allocated in
caster may choose how to split the total points amongst the this manner will increase the effective strength by +10.
victims attributes. Every additional spell perk will increase Perks that decrease the chance to resist the spell cannot be
the total attribute points by +5 which may be split normally. applied to this spell effect. Two additional spell perks may
be allocated to exclude another cardinal direction from the
targets range of movement.

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Spell Descriptions

Beast Vision Berserk


Discipline: Nature, Observation Discipline: Curses
Minimum Skill: 100 Exp. Cost: 20 XP Minimum Skill: 70 Exp. Cost: 14 XP
Skill Penalty: - 50 Drain: 25 Skill Penalty: - 20 Drain: 15
Casting Time: 4 Range: Special Casting Time: 3 Range: Touch
Duration: Continual Duration: Continual
This spell causes the subject to become enraged,
This spell allows the caster to see and hear through striking out at any provocation. When confronted with any
the minds of non-sentient animals. The caster must have aggravating, annoying, or irritating situation the character
the Scrying skill and a scrying device. In addition, the caster must roll Willpower to resist. The GM should determine
must physically touch each animal while the spell is in effect. any modifiers to this roll due to the situation and insults
There is no limit to the numbers of animals that can be being offered. Any injury suffered by the victim will also
affected by this spell. Familiars and animals with similar require him to roll Willpower to resist the temptation to
enchantments can never be utilized in this way except by the smite the offender. This roll will have a penalty equal to
individual bonded. twice the injury lost. The player always has the option to
give in to the rage.
While the spell is active, the animals can travel any
distance and still transmit their senses back to the caster. Once in a berserk state, the character will continue
Once the spell is initiated, the caster can choose to observe to attack and smash everything in sight. They will remain
any one animal at a single time through the scrying device. focused upon the offending person or object until it is
Activating or switching between sentries requires a unconscious or destroyed. Once that occurs the character
successful Scrying skill check. A critical failure will may attempt an Awareness roll to notice another nearby
temporarily sever the link between the animal and the caster. target. Should this fail, or should there not be another
target, the character will continue destroying the remnants
Five spell perks can be allocated to allow the caster of the original target until they pass out from exhaustion or
to automatically link with any animal of one specific species utterly destroy it. If anyone attempts to restrain, or attack,
within a range of miles equal to the casters level. From the enraged character, the berserker may choose to change
there the animals can continue to travel as normal. targets if he desires.
Those within a berserker rage are immune to pain,
and will suffer no penalties from wound levels or pain
inducing spells. They may also never exceed Defensive
Tactics, nor use any complicated weapons such as bows,
crossbows, or heavy weapons. Firearms, and other simple
ranged weapons, are possible until the berserker runs out of
ammunition. All berserkers enjoy a bonus of +2 injury to all
melee weapons.

Bind Enchantment
Discipline: Binding, Enchantment, Sorcery
Minimum Skill: 110 Exp. Cost: 22 XP
Skill Penalty: - 60 Drain: Varies
Casting Time: Ritual Range: Touch
Duration: Permanent

This spell effect allows a caster to permanently


imbue a character with another known spell with a
minimum skill of no greater than 30. This spell effect can
only be cast as a ritual, never as a spell. It does not gain the
normal bonus of spell perks gained by most rituals. A
character may only have one permanent effect using this
ritual at any one time.
This ritual has a dual cost involved. Beyond the
normal drain of the spell to be imbued plus 50 for the ritual,
there is an Experience Point cost for the caster equal to
twice the normal XP cost of the imbued spell to learn. All

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Spell Descriptions

of these costs may be shared amongst any of the casting impossible to break. All forms of magical negation and
mages. Once cast, permanent spells do not have any dispelling will only temporarily mute the bond, not destroy
continual drain. Subjects may choose to resist the it.
permanent imbuing of magic upon their soul if they wish.
All victims may resist with both a Willpower roll and a Luck
roll. It is incredibly difficult to permanently imbue a spell
onto the unwilling.
Spell perks may not be used to increase range,
targets, or speed of casting. This ritual may increase the
Bind Item
range of skill minimums that can be imbued. Each spell Discipline: Binding, Enchantment, Sorcery
perk allocated in this way will improve the minimum skill Minimum Skill: 50 Exp. Cost: 10 XP
range by 20. Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Duration: Continual

This spell effect will bind an enchanted or magical


item to a specific person. The magical item will only
Bind Familiar activate or grant its benefits to the bound individual.
Anyone else that attempts to use the item will only have
Discipline: Binding access to the mundane properties and abilities of the item.
Minimum Skill: 30 Exp. Cost: 6 XP Sentient items will receive a Willpower roll to resist the
Skill Penalty: - 0 Drain: 5 effects of this spell.
Casting Time: 3 Range: Touch
Duration: Continual While this spell is in effect, the item also resonates
with the bound character via the magical link. This item can
This spell effect will enchant one small normal be used as a strong focus for sympathetic magic, but the
animal into a familiar for the caster. Familiars have a strong caster can choose to discontinue the spell as normal.
bond between themselves and the caster. While not able to
speak with the animal, mages can express their desires and
simple commands to the familiar. Well treated familiars will
follow any reasonable requests given by the mage, while
those that are mistreated may prove mulish or even flee.
A mage can only have one familiar at any one
Bind Rune
time. The animal may not be sentient, enchanted, or Discipline: Binding, Runic Knowledge
otherwise unnatural. The animal may not weigh more than Minimum Skill: 30 Exp. Cost: 6 XP
30 lbs. Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch
In addition to the mystical bond, familiars enjoy Duration: Permanent
an extended lifespan equal to that of the magician. Once the
normal lifespan of the animal has passed, the death of the This spell effect will bind a rune to a specific
mage will cause the animal to perish 1d10 days later. If the individual. Only that individual may charge the rune for
familiar is injured while the spell is in effect, the mage will activation. Anyone attempting to bypass this binding must
suffer a similar injury. This may lead to a small wound, a roll a contested action using the two applicable spell
critical injury, or even a period of suffocation. This has the discipline skill ratings. The rune will have a strong
potential to kill the wizard if the situation is dire enough, resonance with the bound characters. Spell perks may be
unless he is able to discontinue the spell in time. used to increase the number of authorized individuals by one
Familiars are also immune to further spells such as each.
Beast Sight and Bind Familiar. Any mentally affecting spells
will resist using the attributes of the mage. Mages using
scrying devices and spells may attempt to cast spells through
the familiar as if they were present. Familiars can also be
used in sympathetic magic to target the wizard as if he was
also present.
Bind Supernatural
Discipline: Binding, Summoning
Spell perks can be used to increase the size of the Minimum Skill: 50 Exp. Cost: 10 XP
animal. Every spell perk allocated to this end will increase Skill Penalty: - 0 Drain: 10
the maximum weight of the animal by 20 pounds. Casting Time: 3 Range: Touch
Five spell perks are required to permanently bond Duration: Continual
with a familiar. Once this bond occurs it is nearly

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Spell Descriptions

This spell effect allows a wizard to force demons, will resist using Perception; Mind altering illusions and
angels, and other supernatural entities to do his bidding. curses will resist using Willpower; and other forms resist
This spell effect requires a strong resonant item, the assent using Luck. Keep in mind that all touch spells can also
of the supernatural creature, or a true name to be effective. attempt to avoid the necessary touch using Defensive
This binding will apply to those with the Unnatural hero Tactics or Dodge.
type and includes: faeries, spirits, vampires, djinni,
werewolves, demons, angels, and shadows.
Assuming that the supernatural creature does not
give its assent, they may resist the binding attempt.
Wizards that attempt to bind supernatural creatures with
Blink
only resonant items must roll a contested action with their Discipline: Translocation
appropriate spell discipline skill rating. The creature may Minimum Skill: 50 Exp. Cost: 10 XP
resist with either Willpower or their own appropriate Skill Penalty: - 0 Drain: 10
discipline skill rating. Any binding attempt using the Casting Time: 2 Range: Self
creatures true name will only be able to be resisted with a Duration: Instant
Willpower roll, as the very basic fabric of its essence fights
to bind them. This spell effect allows the recipient to instantly
travel up to five feet per level of experience. This requires a
Bound creatures will not commit suicide or line of sight to the target destination. While the destination
attempt actions that are against their very nature. The may be partially obscured by bars, glass, ice, or other
nature of the creature is very subjective and should be used translucent materials it can not be blocked by large opaque
sparingly. Angels will not kill innocents, but they may objects such as walls or non-windowed doors. The caster
slaughter thousands of sinners or those who have strayed may only have a medium encumbrance.
from their path. Their nature is less about their personality
and relates more to the creatures origins and purpose. Any Casters cannot teleport into solid objects.
such commands will allow the victim another full Willpower Attempts to travel into solid objects will result in the caster
roll to resist. appearing in the nearest non-obstructed location along the
casters line of sight. The impact and shock of early
A ritual version of this effect exists. Requiring 35 materialization will cause 3d10 injury to the caster.
drain and three experience points, this ritual will
permanently bind a supernatural creature. The wizard may
demand three actions, duties, or promises from the bound
Spell perks can be used to increase the distance
creature. The more complicated the instructions, the more
traveled by five feet per spell perk allocation. A spell perk
likely they are to find a deadly loophole. Game Masters
can be used to increase the maximum allowed encumbrance
should allow simple instructions to be relatively free of
by one level. Two spell perks can also be allocated to allow
double crosses.
the caster to blink another individual to the casters desired
location. Beyond the customary Dodge or Defensive Tactics
to avoid touch spells, any unwilling recipient can attempt to
resist using Luck.

Blindness
Discipline: Curses, Illusion, Transformation
Minimum Skill: 90 Exp. Cost: 18 XP Bloodline Trigger
Skill Penalty: - 40 Drain: 20 Discipline: Enchantment
Casting Time: 3 Range: Touch Minimum Skill: 100 Exp. Cost: 20 XP
Duration: Continual Skill Penalty: - 50 Drain: 25
Casting Time: Craftwork Range: Touch
This spell effect will cause the target to go Duration: Permanent
completely blind for the duration. The exact mechanism can
vary from spell to spell and discipline to discipline. The This craftwork spell effect allows the enchanter to
curses version of this effect will cause the targets eyes to create a Bloodline Trigger. A bloodline trigger acts like an
become milky and white, very similar to cataracts. The additional lock to prevent unauthorized users from
transformation version will often create a second solid eyelid activating the magical effects of enchanted items. The
that covers the eye. The illusion form of this effect may bloodline trigger requires that the user of the item share the
project a black hologram over each eye or simply confuse the bloodline (DNA) programmed at creation. This spell
victim into believing that the vision is lost. requires a sample of fresh blood during enchantment. A
minimum skill rating of 30 in the discipline of Binding is
Due to the various methods of causing blindness,
required to use this spell effect.
the ways of resisting the spell are equally varied. Holograms

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Spell Descriptions

Blur This spell effect will increase the area of effect of


another magicians spell. The spell must be cast
Discipline: Illusion simultaneously with the spell to be enhanced. The caster
Minimum Skill: 30 Exp. Cost: 6 XP can increase the area of effect by the equivalent of one spell
Skill Penalty: - 0 Drain: 5 perk. Spells that do not have an area of effect cannot be
Casting Time: 3 Range: Self improved, nor can rituals. Two additional spell perks can be
Duration: Continual allocated to improve the other spell by one spell perk. This
spell can never modify more than one spell at any one time.
This spell effect uses holograms and illusions to
mask the targets body in a shifting blur. All actions that
require precise targeting directed upon the character will
suffer a penalty equal to five times the casters level of
experience. This bonus does not apply towards any burst
fire, area of effect spells, or other wide area actions. People Boost Spells Effect
who wish to affect the character may attempt to negate the
penalty with a Perception save. The perception save will Discipline: Sorcery
allow the attacker to strike without penalty for one full Minimum Skill: 70 Exp. Cost: 14 XP
phase. Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Touch
Spell perks may be spent to increase the penalty to Duration: Instant
those viewing the character. Each spell perk allocated in this
way will increase the penalty by 5. This spell effect will increase the effect of another
magicians spell. The basic effect is for non-injury inflicting
spells that have an improvable effect. Examples include the
penalty to strike on the Blur spell and the speed of flight for
the Flight spell. The spell must be cast simultaneously with
Bonds of Friendship the spell to be enhanced. The caster can increase the basic
Discipline: Binding effect by the equivalent of one spell perk. Rituals cannot be
Minimum Skill: 80 Exp. Cost: 16 XP improved. Two additional spell perks can be allocated to
Skill Penalty: - 30 Drain: 35 improve the other spell by one spell perk. This spell can
Casting Time: Ritual Range: Touch never modify more than one spell at any one time.
Duration: Permanent

This ritual takes the goodwill and amity between


two individuals and creates a permanent bond of friendship.
Both individuals to be bound must be knowing and willing
participants. The caster does not need to be one of the Boost Spells Injury
individuals. This spell will prevent either party from acting
against the best interests of the other party, but the best Discipline: Sorcery
interests are often subject to personal viewpoint. Minimum Skill: 70 Exp. Cost: 14 XP
Skill Penalty: - 20 Drain: 15
This ritual is often used in political marriages and Casting Time: 3 Range: Touch
those of wealthy individuals. The security of truly knowing Duration: Instant
that someone else has your best interests at heart can be a
welcome respite from the political machinations of the This spell effect will increase the injury inflicted
nobility and elite. by another magicians spell. The spell must be cast
simultaneously with the spell to be enhanced. The caster
The ritual requires the expenditure of thirty-five
can increase the injury inflicted by the equivalent of one
points of drain and five experience points. These costs can
spell perk. Spells that do not intentionally inflict injury
be divided amongst all of the mages present.
cannot be improved, nor can rituals. Two additional spell
perks can be allocated to improve the other spell by one spell
perk. This spell can never modify more than one spell at
any one time.
Boost Spells Area of Effect
Discipline: Sorcery
Minimum Skill: 70 Exp. Cost: 14 XP
Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Touch
Duration: Instant

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Spell Descriptions

Boost Spells Range in the area or temporarily grow new plant life. The bower
will keep away most animals with thorns and nettles; create
Discipline: Sorcery edible fruit enough for a single meal for one person per level
Minimum Skill: 70 Exp. Cost: 14 XP of experience; shelter those within from direct sun and
Skill Penalty: - 20 Drain: 15 weather; and hide them from view. Any creature that
Casting Time: 3 Range: Touch attempts to enter the bower will suffer 3d10 injury.
Duration: Instant
The bower may have a volume no greater than
500 cubic feet (10 x 10 x 5) for every experience level of the
This spell effect will increase the range of another caster. Additional volume is available at a rate of one spell
magicians spell. The spell must be cast simultaneously with perk per 500 cubic feet. Spell perks may also be used to
the spell to be enhanced. The caster can increase the range increase the number of meals by one each.
by the equivalent of one spell perk. Rituals cannot be
enhanced. Two additional spell perks can be allocated to
improve the other spell by one spell perk. This spell can
never modify more than one spell at any one time.

Brand
Discipline: Binding, Curses, Protections, Wards
Minimum Skill: 35 Exp. Cost: 7 XP
Skill Penalty: - 0 Drain: 5
Bountiful Harvest Casting Time: 3 Range: Touch
Discipline: Hedge Wizardry, Nature Duration: Continual
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10 This spell effect creates a mystical brand that will
Casting Time: 3 Range: Special generate a magical aura and a feeling into some observers.
Duration: Continual Noticing the brand is possible with the Sense Aura skill or a
Awareness roll. Without a successful roll the brand will
simply appear as a normal brand or tattoo. The emotion
This spell effect will magically improve and generated by the Brand may be determined by the spellcaster
protect the land and crops on one acre of land. While but is commonly tied to how the wizard feels about the
usually cast to aid farmers in their labors, it can be used to subject. One spell perk and one point of experience will
protect forests and other verdant locales. The spell effect allow the Brand to become permanent. Other spell perks
will protect all plant life on one acre of land from disease, may be allocated to increase the required Sense Aura roll by
pests, and pollution. Once the spell is cast, the magician +5 each.
may leave the area and continue its protection.
A ritual version of this spell may be used to change
the duration from Continual to the end of the harvest
season. This ritual has a total drain cost of 35, but will incur
no Continual Drain and has no experience cost. A spell Bravery
caster may only cast this ritual a number of times equal to Discipline: Protection
their level of experience per growing season. Additional Minimum Skill: 30 Exp. Cost: 6 XP
acreage may be protected by the allocation of one spell perk Skill Penalty: - 0 Drain: 5
per acre of land. Casting Time: 3 Range: Touch
Duration: Continual

This spell effect will grant a magical fearlessness


and bravery to the recipient. Under normal circumstances
the subject will never flee unless it is tactically sound. The
Bower target is immune to normal fear and can choose his actions.
This spell will grant a bonus of +25 to any roll to resist
Discipline: Nature
supernatural fear.
Minimum Skill: 25 Exp. Cost: 5 XP
Skill Penalty: - 0 Drain: 5 Additional spell perks may be allocated to increase
Casting Time: 3 Range: Touch the protection from supernatural fear. Every spell perk
Duration: Continual allocated in this way will provide an additional bonus of +10
to resistance rolls.
This spell effect will create a simple natural shelter
from the elements. The spell will use any available plant life

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Spell Descriptions

Breathe Without Air Everyone within the area of effect will have a penalty equal
to five times the casters level to all skills. Skills that require
Discipline: Aeromancy, Aquamancy, Flight, Protection, communication, concentration, or hearing will have an
Pyromancy, Terramancy additional penalty of 10. Deaf characters are immune to the
Minimum Skill: 70 Exp. Cost: 14 XP effects of this spell.
Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Touch Spell perks can be used to improve the penalty
Duration: Continual applied to all listeners within the area of effect. For every
additional spell perk, the penalty to all skills will increase by
This spell effect will allow the recipient to breath five. Two allocated spell perks can immunize the caster to
without air for the duration of the spell. This spell does not the effects of this spell.
protect against changes in pressure, so deep sea diving and
space travel are still impossible using this spell. Additional
spell perks may be spent for pressure protection. The Game
Master must determine the number of required spell perks
for the intended depth or areas of low pressure.
Calm
Discipline: Binding
Minimum Skill: 35 Exp. Cost: 7 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch
Buoyancy Duration: Continual
Discipline: Alteration, Aquamancy
Minimum Skill: 30 Exp. Cost: 6 XP This spell effect will calm and relax the subject for
Skill Penalty: - 0 Drain: 5 the duration. The target may choose to resist using
Casting Time: 3 Range: Touch Willpower if they desire. Otherwise a warm sense of
Duration: Continual serenity and well being will wash over their emotions. This
This spell effect allows the caster to improve the inner peace will prevent them from beginning hostilities or
buoyancy of his clothing and carried gear. While under the arguments. They are able to respond to physical violence
effects of this spell, the recipient cannot be drawn under with lethal force if necessary, but will remain calm while
water for long periods of time and will continue to bob and doing what has to be done.
float in water. This spell is not effective with recipients
wearing armor of any kind or with more than medium This spell effect can also be used as a counter-spell
encumbrance. to those curses and effects that enrage or anger the subject.
When any two such spells or effects interact, the casters
Spell perks can be allocated to improve the armor must roll a contested check against their two applicable
worn and still allow this spell to be effective. One additional skills. The winners effect remains in play while the other is
spell perk allocated will enable the recipient to float wearing dispelled. The caster cannot attempt another contested
soft armors. Two allocated spell perks are required to allow check with the same spell combination for at least 24 hours.
the wearing of hard armors with up to a PV of 25. Hard
armor with more than 25 PV will require three additional
spell perks. Each allocated spell perk will increase the
maximum encumbrance by one level.

Camouflage
Discipline: Illusion, Nature, Terramancy, Transformation
Minimum Skill: 30 Exp. Cost: 6 XP
Skill Penalty: - 0 Drain: 5
Cacophony Casting Time: 3 Range: Self
Discipline: Illusion Duration: Continual
Minimum Skill: 65 Exp. Cost: 13 XP
Skill Penalty: - 15 Drain: 15 This spell effect will cover the characters body,
Casting Time: 3 Range: Special equipment, and clothing in a blotchy pattern of colors that
Duration: Continual resemble the surrounding terrain. This spell will also affect
soft armor, but will not affect any hard armor. The
This spell effect will fill the air with loud and character will enjoy a bonus of +10 to the skills of
noxious sounds of bells, shrieks, clangs, crashes, screams, Camouflage, Hiding, and Stealth.
drills, thunder, and nails on chalkboards. The swirling mass
of noise will fill a volume of 6,250 cubic feet (25 x 25 x 10). Spell perks can be allocated to improve the bonus
to stealth related skills. Every spell perk allocated in this

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Spell Descriptions

way will increase the bonus by five. Spell perks can also be Charge Rune
used to allow heavier armor to be affected. One additional
allocated spell perk is required to allow the wearing of hard Discipline: Runic Knowledge
armors with up to a PV of 25. Hard armor with more than Minimum Skill: 21 Exp. Cost: 4 XP
25 PV will require two additional spell perks. Skill Penalty: - 0 Drain: 5
Casting Time: 1 Range: Touch
Duration: Special

This spell will allow the caster to charge a


previously enchanted magical rune. Charging a rune will
Catalyst allow the activation of the rune by anyone who touches the
rune itself, not simply the medium in which it is crafted.
Discipline: Enchantment, Sorcery Once cast, a rune will remain charged for 1 day per level of
Minimum Skill: 70 Exp. Cost: 14 XP the caster. After the duration elapses, the rune must be re-
Skill Penalty: - 20 Drain: Special charged using a second spell.
Casting Time: 3 Range: Touch
Duration: Continual Runes can either activate by touch and
automatically target the touching individual, or allow the
This spell effect allows a sorcerer to embed touching individual to act as a surrogate spell caster. If the
another spell effect into an object temporarily. When a touching individual acts as a surrogate spell caster then they
specific event occurs, the catalyst will trigger the second must roll either a Runic Knowledge, Hedge Wizardry with
spell effect. Trigger events can be nearly anything the caster a penalty of -10, or a Spellcraft skill roll with a penalty of -30
can imagine. The event or condition cannot be beyond 10 to control the effects.
feet for every experience level of the caster. Once the event
has occurred, and the catalyst activates the stored spell, the
catalyst effect ends.
A catalyst spell effect can store any spell with no Clairaudience
greater than a minimum skill of 30. When cast, the drain
for both the catalyst (15) and the spell to be stored must be Discipline: Observation
expended. Minimum Skill: 30 Exp. Cost: 6 XP
Skill Penalty: - 0 Drain: 5
Spell perks may be allocated to increase the Casting Time: 3 Range: Special
minimum skill availability for spell effects to be stored. Duration: Continual
Each allocated spell effect will increase the available This spell allows the caster to hear sounds from a
minimum skill by +20. Spell perks can not be used to specific point as if they were standing there. This spell
increase the number of targets for this spell. effect requires a scrying device and the Scrying skill. Once
the spell is cast, the caster can choose to focus upon one
location within 100 feet per level of experience. The
character must still attempt Hearing rolls to hear soft or
quiet sounds. See the section on scrying for more
information.
Catalyst Trigger Spell perks can increase the range of this spell
Discipline: Enchantment effect incredibly. Five spell perks will alter the range to 1
Minimum Skill: 100 Exp. Cost: 20 XP mile per level of experience. Seven spell perks will alter the
Skill Penalty: - 50 Drain: 25 range to 10 miles per level of experience. Ten spell perks
Casting Time: Craftwork Range: Touch will increase the range to 100 miles per level of experience.
Duration: Permanent
Spell perks can also be used to increase the
This spell creates a permanent trigger on an sensitivity of the spell. Each spell perk allocated in this way
enchanted object that will activate when a certain present will increase any Hearing rolls by +5.
condition or event occurs. The event or condition cannot be Clairaudience also has a charm version called
beyond 10 feet for every experience level of the caster. The Eavesdropping. This charm has a single casting time, five
event or condition can be almost anything desired by the drain, and will remain in effect for one round. The range of
enchanter with the GMs discretion. this version is only 10 feet per level of experience, but does
not require a scrying device. No spell perks may be used to
increase this charm.

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Spell Descriptions

Clairvoyance Cleanse Air


Discipline: Observation Discipline: Aeromancy
Minimum Skill: 70 Exp. Cost: 14 XP Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 20 Drain: 15 Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Special Casting Time: 3 Range: Self
Duration: Continual Duration: Continual

This spell allows the caster to see images from a This spell effect creates a small bubble (3
specific point as if they were standing there. This spell diameter) of clean air around the head of the caster. It will
effect requires a scrying device and the Scrying skill. Once continue to clean and refresh the air in any environment
the spell is cast, the caster can choose to focus upon one with fouled or contaminated air. It will not operate within a
location within 100 feet per level of experience. The vacuum, underwater, or in any environment completely
character must still attempt awareness or skill rolls to see devoid of oxygen.
fine details or hidden features. The rolls required are based
upon the actions attempted. See the section on scrying for Spell perks may be allocated to increase the size of
more information. the bubble. The first allocated spell perk will increase the
bubble to a volume of 125 cubic feet (5 x 5 x 5). Each
Spell perks can increase the range of this spell additional spell perk will increase the volume by 125 cubic
effect incredibly. Five spell perks will alter the range to 1 feet (5 x 5 x 5).
mile per level of experience. Seven spell perks will alter the
range to 10 miles per level of experience. Ten spell perks
will increase the range to 100 miles per level of experience.
Spell perks can also be used to increase the Clear Thoughts
sensitivity of the spell. Each spell perk allocated in this way
Discipline: Healing, Protection
will increase any awareness or skill rolls by +5.
Minimum Skill: 35 Exp. Cost: 7 XP
Clairvoyance also has a charm version called Skill Penalty: - 0 Drain: 5
Second-sight. This charm has a single casting time, five Casting Time: 3 Range: Touch
drain, and will remain in effect for one round. The range of Duration: Instant
this version is only 10 feet per level of experience, but does
not require a scrying device. No spell perks may be used to This spell effect will negate any spell that affects
increase this charm. the mind of the subject. The spell to be affected must have a
minimum skill requirement of no more than 35. This spell
can disrupt both positive and negative spells, but only one
spell may be affected at any time.
To determine if the dispel attempt was successful;
both spellcasters must roll contested using the appropriate
spell disciplines. If the person casting Clear Thoughts is the
Cleanse winner, then the offending spell is negated. Otherwise the
Discipline: Alteration offending spell resists the negation attempt. Further
Minimum Skill: 21 Exp. Cost: 4 XP attempts to negate the same spell will grant a bonus of +10
Skill Penalty: - 0 Drain: 5 to the spell strength of the original spell.
Casting Time: 3 Range: Touch Spell perks may be allocated to increase the range
Duration: Instant of spells available to be negated. Each allocated spell perk
will increase the available minimum skill by +20. Spell
This spell effect will instantly clean any inanimate perks can also be allocated to increase the number of spells
object of dirt, grime, or other impure materials. Any shiny that are negated on the same target. Each spell perk
or reflective surfaces will be shined and gleaming. Worn allocated in this way will increase the number of possibly
objects will not be repaired, but will be as clean as possible. negated spells by one. Spell perks that reduce the resistance
This spell effect may cleanse up to a nine square foot (3 x 3) of the target cannot be purchased for this spell effect.
surface area. An additional nine square foot area may be
purchased with each spell perk.

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Spell Descriptions

Cloak of the Damned Cloak of Disease


Discipline: Protection, Summoning Discipline: Curses
Minimum Skill: 30 Exp. Cost: 6 XP Minimum Skill: 100 Exp. Cost: 20 XP
Skill Penalty: - 0 Drain: 5 Skill Penalty: - 50 Drain: 25
Casting Time: 3 Range: Self Casting Time: 4 Range: Self
Duration: Continual Duration: Continual

This spell effect shrouds the recipient with an aura This spell effect shrouds the character in a miasma
of evil and corruption. While it does not give any bonuses of disease and sickness. While invisible to normal sight, the
against demonic powers, it will mask the character as one of effect can still be sensed with supernatural methods.
them. The spell does not have any illusionary component; it Everyone who comes within fifteen feet has a 3% chance per
simply creates a resonance with demons. Cloaks of the level of experience to contract a Type 1 disease. Those who
damned cannot be stacked with any other cloak spell. physically touch the character, or an object carried, will have
a 5% chance per level to contract the disease. Any exchange
Demons may attempt to see past the mystical of bodily fluids will increase this chance to 10% per level of
disguise with a successful Willpower roll. Actions that are experience. Once the disease is contracted the victim may
decidedly not common to demons may allow an Intelligence attempt to resist with a Health roll. The recipient is
roll to notice the fake. immune to his own diseases. Cloaks of disease cannot be
Interactions with supernatural creatures that abhor stacked with any other cloak spell.
demons will have a penalty of -10 to all skill or attribute Spell perks may be allocated to increase the
rolls. They will identify the character as one of their potency and virulence of the disease. For every two spell
enemies unless time is taken to actually examine the perks allocated towards potency, the Type of the disease will
shrouded character. Regular humans will feel uneasy when increase by one. Those that wish to increase the virulence
they near the character. may allocate one spell perk to increase the chance to contract
the disease by +3 / +5 / or +10 as appropriate for the level
of contact.
Spell casters normally do not have any control over
Cloak of Deathly Shadows the specific disease created by this effect. The allocation of
one spell perk will allow them to choose which disease, of
Discipline: Necromancy, Protection
the applicable types, is created.
Minimum Skill: 30 Exp. Cost: 6 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Self
Duration: Continual

This spell effect shrouds the recipient in a seeming Cloak of Health


of death. While it does not give any bonuses against
necromantic magic or protections against the undead, it will Discipline: Healing, Vitalism
mask the character as one of them. The spell does not have Minimum Skill: 95 Exp. Cost: 19 XP
any illusionary component; it simply creates a resonance Skill Penalty: - 45 Drain: 20
with the dark arts. Cloaks of deathly shadows cannot be Casting Time: 3 Range: Self
stacked with any other cloak spell. Duration: Continual

Undead may attempt to see past the mystical This spell effect creates an aura of healing around
disguise with a successful Willpower roll. Any blood spilt the character. Everyone within five feet of the recipient will
from the shrouded character will send the undead into a heal 1d10 injury points every phase, including the character.
frenzy. They will attack with inhuman glee and will The cloak appears to be a slight heat shimmer around the
instantly be able to detect the fraud. Actions that are character with fragrant blossoms and warm soothing
decidedly not common to the undead may allow an breezes. Cloaks of health cannot be stacked with any other
Intelligence roll to notice the fake. Necromancers are not cloak spell.
affected in any way.
Additional spell perks can be used to increase the
Interactions with supernatural creatures that abhor radius of the effect and the rate of healing. One spell perk
the undead will have a penalty of -10 to all skill or attribute can be used to increase the diameter of the healing aura by
rolls. They will identify the character as one of their five feet. Alternatively, one spell perk can be allocated to
enemies unless time is taken to actually examine the increase the rate of healing by 1d10 injury points per phase.
shrouded character. Regular humans will feel a cold creepy
feeling when they near the character.

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Spell Descriptions

Cloak of Injury Cloak of Night


Discipline: Aeromancy, Aquamancy, Necromancy, Discipline: Illusion
Pyromancy, Telekinesis, Temporal, Terramancy, Vitalism, Minimum Skill: 45 Exp. Cost: 9 XP
Weather Skill Penalty: - 0 Drain: 10
Minimum Skill: 75 Exp. Cost: 15 XP Casting Time: 3 Range: Self
Skill Penalty: - 25 Drain: 15 Duration: Continual
Casting Time: 3 Range: Self
Duration: Continual This spell effect bends shadow around the
recipient. This causes the character to be far more difficult
This spell effect will create a whirling mass of to perceive, especially when they are motionless. The
harm. While the recipient is immune to the effects of this appearance of the effect is a darkened figure hidden within a
spell, anyone else who comes within five feet will suffer deep well of shadow. In normal light, the character still
2d10 injury per phase. The exact appearance and other draws shadows and darkness which eliminates the benefits
elemental effects are determined by the disciplines form. of the effect.
Some disciplines may allow more than one form of injury,
but only one can be selected. Cloaks of injury cannot be This spell effect allows the character to see, fight,
stacked with any other cloak spell. and cast spells as normal. If the character stands motionless
in darkness there is a bonus of +10 to camouflage, hiding,
Examples of available forms include: Fire, Frost, and stealth skill rolls as well as an equal penalty to be struck.
Life Draining, Lightning, Sandstorm, Stone, Telekinetic If the character moves, anyone can see an indistinct figure,
Force, Temporal Energy, and Water. Other forms may be but there is a penalty to strike the cloaked character. Every
available to creative players and GMs. foot of movement traveled during a phase equates to an
equal reduction of modifiers. Cloaks of night cannot be
Additional spell perks can be used to increase the stacked with any other cloak spell.
radius of the effect and the injury inflicted. One spell perk
can be used to increase the diameter of the harmful aura by Spell perks can be allocated to increase the
five feet. Alternatively, one spell perk can be allocated to modifiers to skills. Each allocated spell perk will increase
increase the injury inflicted by 1d10 injury points per phase. the modifiers by five.

Cloak of Light Cloak of Sanity


Discipline: Illusion Discipline: Healing, Protections
Minimum Skill: 45 Exp. Cost: 9 XP Minimum Skill: 95 Exp. Cost: 19 XP
Skill Penalty: - 0 Drain: 10 Skill Penalty: - 45 Drain: 20
Casting Time: 3 Range: Self Casting Time: 3 Range: Self
Duration: Continual Duration: Continual
This spell effect bends most light around the
recipient. This causes the character to be far more difficult This spell effect creates an aura of sanity around
to perceive, especially when they are motionless. The the character. Everyone within five feet of the recipient will
appearance of the effect is a shimmering outline with a recover 1d10 sanity points every phase, including the
fuzzy interior. At night the character has a faint glowing character. The cloak appears to be a slight heat shimmer
nimbus which eliminates the benefits of the effect. around the character with pleasant childhood memories and
This spell effect allows the character to see, fight, motherly attention.
and cast spells as normal. This spell effect is a precursor to Additional spell perks can be used to increase the
the invisibility spell effect. If the character stands radius of the effect and the rate of restoration. One spell
motionless there is a bonus of +10 to camouflage, hiding, perk can be used to increase the diameter of the restoring
and stealth skill rolls as well as an equal penalty to be struck. aura by five feet. Alternatively, one spell perk can be
If the character moves, anyone can see an indistinct figure, allocated to increase the rate of restoration by 1d10 sanity
but there is a penalty to strike the cloaked character. Every points per phase.
foot of movement traveled during a phase equates to an
equal reduction of modifiers. Cloaks of light cannot be
stacked with any other cloak spell.
Spell perks can be allocated to increase the
modifiers to skills. Each allocated spell perk will increase
the modifiers by five.

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Spell Descriptions

Close Gateway can they affect the memory of the victim. Commands that
contravene the basic nature and moral compass of a victim
Discipline:Enchantment,Runic Knowledge,Translocation will be automatically resisted. Examples of good commands
Minimum Skill: 40 Exp. Cost: 8 XP include freeing a prisoner, repairing an object, opening a
Skill Penalty: - 0 Drain: 10 door, saying false information over a radio, and closing ones
Casting Time: 3 Range: Touch eyes. Long term projects with multiple goals and stages may
Duration: Instant be completed with multiple spell effects. These may not be
stacked and each must be cast after the previous duration has
This spell effect will attempt to close any expired.
permanently enchanted gateway, pattern, or gateway effects.
The spell used to activate the gateway to be affected must Spell perks may be used to increase the numbers
have a minimum skill requirement of no more than 35. This of simple commands issued to a victim. Each allocated spell
effect can only close one gateway at any one time. This spell perk can be used to issue one additional command. Each
effect only closes one end of a gateway, so effects that create command may be resisted individually, and each has the
tunnels or other corridor-like environments are sealed - not same restrictions and conditions as normal.
collapsed. Additional spell perks may be allocated to increase
the numbers of targets that may follow the same command.
Every two allocated spell perks may affect one additional
To determine if the dispel attempt was successful; victim. Each will receive a separate Willpower resistance
both spellcasters must roll contested using the appropriate roll.
spell disciplines. If the person casting Close Gateway is the
winner, then the gateway will begin to close. Anyone near Spell perks may also be allocated to increase the
the gateway may attempt a Dodge roll to exit or enter the power of the command. Three allocated spell effects will
gateway before it closes. There is only time enough for one enable the command a minor violation of the victims moral
attempt before it will finish closing. Otherwise the gateway code. Five spell perks are required for major violations of
resists the negation attempt. Further attempts to negate the the victims morality. These major transgressions can leave
same gateway will grant a bonus of +10 to the spell strength mental scarring and repressed issues long afterwards. The
of the original effect. victim will receive a bonus of +20 to resist all violations of
her morality and ethics.
Spell perks may be allocated to increase the range
of spells available to be negated. Each allocated spell perk Suggest is a charm version of this spell effect. The
will increase the available minimum skill by +20. Each spell Drain of the charm is 5 and has a casting time of 1 phase.
perk allocated in this way will increase the number of The command may not take more than a number of phases
possibly negated effects by one. Spell perks that reduce the equal to the casters level of experience. These suggestions
resistance of the target cannot be purchased for this spell must be very simple in nature.
effect.

Common Trigger
Discipline: Enchantment
Command Minimum Skill: 65 Exp. Cost: 13 XP
Skill Penalty: - 15 Drain: 15
Discipline: Binding Casting Time: Craftwork Range: Touch
Minimum Skill: 50 Exp. Cost: 10 XP Duration: Permanent
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch This craftwork spell effect will allow an enchanter
Duration: Continual to create several magical trigger for an enchanted device.
The triggers that can be created with this effect include
This spell effect allows the caster to give a single Spoken Trigger, Gesture Triggers, and Tactile Triggers.
command of relative simplicity to a victim. This spell effect Each of the triggers has a specific purpose and mechanism.
will continue to be in effect until the duration ends or the
command is completed, whichever occurs first. Once the Spoken triggers will activate the item when a
duration elapses, the victim is free to act normally. The certain phrase, command, or code word is uttered by the
victim will remember everything that occurs during the holder of the item. The commands spoken by anyone else
period under command, but will be unable to act in any way will not have any effect on the item. Gesture triggers are
other than to follow the command. Victims will always be those triggers that activate with a specific movement of the
able to resist this spell effect with Willpower. body or item. These can be as elaborate as the enchanter
desires, but beware: holding the item and making the same
The command must be simple and direct. gesture will always activate the item.
Commands cannot have detailed multiple components, nor

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Spell Descriptions

The final common trigger is the tactile trigger. is 15, requires one phase to cast, and has a skill penalty of
Tactile triggers require some touching of the object to -25.
activate the enchantment. This can include depressing
studs, twisting shafts, flipping switches, tracing runes, or A ritual version of this spell effect can be used to
something more complex. The entire mechanism must be increase the duration to a full day outside and five days
part of the device for it to be considered a Tactile Trigger. inside the temporal bubble. This ritual will not grant the
Items with removable parts that are required for activation customary additional spell perks and will cost 50 Drain to
are considered Key Triggers. cast. Allocated spell perks will increase the duration by
one / five days. The atmosphere within the anomaly will
continue to refresh, but anyone inside will still require a
supply of food and water.

Compress Time
Discipline: Temporal Conceal Ward
Minimum Skill: 100 Exp. Cost: 20 XP Discipline: Wards
Skill Penalty: - 50 Drain: 25 Minimum Skill: 50 Exp. Cost: 10 XP
Casting Time: 4 Range: Centered on Self Skill Penalty: - 0 Drain: 10
Duration: Special Casting Time: 3 Range: Touch
Duration: Continual
This powerful spell effect will compress time in a
very small volume of space. When cast, the outside world This spell will shroud a previously cast ward from
will experience one minute passing as normal. Those inside all senses, including those that detect supernatural energies.
the bubble of slow time will experience five minutes that Any attempt to detect the concealed ward will require a
seems to progress as normal. The maximum volume of slow contested action between the Wards skill of the caster and
time is 1,000 cubic feet. The exact shape may be the appropriate detection skill of the observer.
determined by the caster.
The outer edge of the bubble will have a severe
discoloration due to the effects of the two temporal zones
interacting and grinding together. The discoloration is made
from a wide shifting of visible light spectrum as they cross
the temporal barriers. This discoloration is easily noticeable Condense
from both inside and outside the bubble and fully obscures
Discipline:Aeromancy,Alteration,Aquamancy,Cryomancy
vision both ways. Radio and all other forms of
Minimum Skill: 50 Exp. Cost: 10 XP
electromagnetic radiation are also blocked by the temporal
Skill Penalty: - 0 Drain: 10
barrier.
Casting Time: 3 Range: Touch
Anyone attempting to enter or leave the area of Duration: Continual
compressed time will suffer 3d10 points of injury. Only This spell effect will transform a reasonably pure
temporal shields or resistances can prevent this injury. gaseous volume into a liquid state. A 125 cubic foot volume
Equipment and gear may suffer damage as well. Armor will (5 x 5 x 5) of gas will be condensed into a liter of liquid.
suffer loss of PV by a number equal to the injury inflicted. While this is not scientifically accurate, this should be used
Items with Breakage Points will suffer an identical amount for ease of game-play. Those of a more scientific bent may
of damage. Items without Breakage Points will have a calculate the exact gas to liquid ratio for each altered
percentage chance to shatter or disintegrate equal to the compound. Additional spell perks will increase the
injury inflicted. maximum volume by 125 cubic feet (5 x 5 x 5).
Additional spell perks can be allocated to increase
the area and the length of time affected by the slow time
bubble. Each allocated spell perk will increase the volume
affected by 1,000 cubic feet. If the caster prefers, one spell
perk may be allocated to increase the duration by one
additional minute in the outside world and five minutes
Conduit
within the temporal anomaly. Discipline: Binding
Minimum Skill: 100 Exp. Cost: 20 XP
This spell has a Charm version called Solace which Skill Penalty: - 50 Drain: 25
will remain in effect for one phase in the real world. Three Casting Time: 4 Range: Special
phases will pass in the area of temporal compression. The Duration: Continual
area of effect is identical to the normal spell, but can never
be modified by spell perks. The Drain for the Solace charm

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Spell Descriptions

This spell effect allows the caster to create a strong Each additional spell perk will increase the
sympathetic link through a person or sentient creature. This maximum allowed PV for the armor by 10. Two allocated
link can be used in a way similar to a familiar bond. With a spell perks will allow the caster to conjure large sized armor
scrying device, this spell can observe through the eyes of the while three allocated spell perks are required for huge armor.
subject. The caster can even choose to cast spells through Five spell perks and one experience point will change the
the link as if they were standing in place of the subject. duration to permanent.
The caster must touch the recipient to begin the
spell effect. The subject may choose to resist using
Willpower. Once the spell is active, the subject may travel
any distance on the same world and still be linked to the
caster.
Spell perks may be allocated in most common
Conjure Food
ways except to increase the number of targets. Spell perks Discipline: Conjuration
can never increase the number of targets that this spell will Minimum Skill: 40 Exp. Cost: 8 XP
affect. Three spell perks may be used to extend the range to Skill Penalty: - 0 Drain: 10
another alternate reality. Casting Time: 3 Range: Self
Duration: Permanent

This spell effect will conjure one pound of


unprepared food for every experience level of the caster.
The food may be simple meats or vegetables; spices cannot
Confusion be conjured. This food is entirely non-magical in nature and
will be fresh. Additional spell perks may be used to increase
Discipline: Curses the quantity of food by an additional pound each.
Minimum Skill: 40 Exp. Cost: 8 XP Alternatively, one spell perk may be used to create a
Skill Penalty: - 0 Drain: 10 prepared meal of simple foods. Two spell perks will conjure
Casting Time: 3 Range: Touch a fine and tasty meal already prepared. Ritual forms are
Duration: Continual often used to create banquets of fine foods.
This spell effect distracts and confuses the victim.
All Intellect and Willpower based skills suffer a penalty of
-10 unless the victim resists using Willpower. All other
skills will suffer a penalty of -5. Unusual events have a
greater chance to confuse or distract the victim. For any
loud noise, strange light, curious animal, or other interesting Conjure Object
event the victim must roll Willpower or be distracted from Discipline: Conjuration
their task at hand. Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10
Spell perks may be allocated to increase the
Casting Time: 3 Range: Self
penalty applied by -5 per spell perk. This modifier will only
Duration: Continual
apply to all Intellect or Willpower based skills.
This spell effect will conjure a small item into one
of the wizards hands. This item may only weigh up to one
pound. Tools and devices with moving parts cannot be
conjured. All conjured items are very plain and
unornamented.
Conjure Armor
Spell perks may be used to increase the weight, the
Discipline: Conjuration value, and the complexity of summoned objects. Each
Minimum Skill: 60 Exp. Cost: 12 XP additional spell perk will increase the maximum weight of
Skill Penalty: - 10 Drain: 15 the object by ten pounds. Items may have their maximum
Casting Time: 3 Range: Self value increased by 10% per spell perk. This added value
Duration: Continual should come from increases in base materials, artistic value,
quality bonuses, and other intrinsic properties.
This spell effect will conjure a suit of light armor
onto the conjuring character or into his hands. The suit of One spell perk will conjure items with mechanical
armor will be medium sized, tailored appropriately for the moving parts. Five spell perks are required to summon
conjurer, and will be plain and unadorned. The maximum complex objects such as firearms, electronics, and modern
PV of the conjured armor is 10 and the armor conjured must machinery. Game Masters should be very cautious with the
be appropriate for the local area. objects that may be summoned to keep the chronicle

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Spell Descriptions

balanced. Five spell perks and one experience point will This spell effect will create an ever-burning flame.
change the duration to permanent. The flame is the size of a candle flame in the palm of the
wizard and can be transferred to any flammable surface.
The fire will continue to burn without consuming any fuel
for the duration of the spell. The flame has all of the
standard properties for a flame of that size: injury, heat, and
Conjure Weapon light.
Discipline: Conjuration
An ever-burning flame can be transferred from
Minimum Skill: 60 Exp. Cost: 10 XP
one fuel source to another simply by placing the new source
Skill Penalty: - 10 Drain: 15
into the flame. While the creator can touch and manipulate
Casting Time: 3 Range: Self
the flame without injury, most people cannot be considered
Duration: Continual
the source of fuel for the spell. Should the duration of the
flame expire, the fire will begin consuming the fuel
This spell will conjure a small or medium one-
normally.
handed melee weapon or arrow into the conjurers hand.
This weapon is completely normal, un-enchanted, and of Spell perks can be used to increase the size of the
regular quality. Spell perks can be used to increase the size flame. One spell perks will increase the size to that of a
of the weapon. Two allocated spell perks will allow the torch. Three spell perks will increase the size to that of a
caster to conjure an oversized medium (M+) weapon while campfire. Five spell perks will increase the flame to that of a
three allocated spell perks are required for a large weapon. small bonfire.
Huge weapons will require four allocated spell perks. Five
spell perks and one experience point will change the
duration to permanent.

Continual Frost
Discipline: Aeromancy, Cryomancy, Weather
Consume Blood Minimum Skill: 30 Exp. Cost: 6 XP
Discipline: Necromancy Skill Penalty: - 0 Drain: 5
Minimum Skill: 90 Exp. Cost: 18 XP Casting Time: 3 Range: Touch
Skill Penalty: - 40 Drain: 20 Duration: Continual
Casting Time: 3 Range: Self
Duration: Continual This spell effect will create an ever-chilled volume.
The frost has a maximum volume of one cubic foot. The
This spell effect is one of the originations of the frost will continue to cool for the duration of the spell. This
vampire legend. Once cast, the necromancer can draw frost will keep food preserved as if in a freezer or icebox.
sustenance and power by drinking the fresh blood of his Spell perks can be used to increase the volume of frost.
victims. The recipient may restore their drain in an equal Every allocated spell perk will add one more cubic foot to
rate to the health drawn from others sentient creatures. the maximum volume.
Animals and other non-sentient creatures often only restore
half the normal health value from blood. This can be done
to replenish even continual drain.
Spell perks will allow the recipient to create a
small reservoir of blood that they may draw upon. This Control Animal
reservoir can be created with a maximum storage potential
of five health per allocated spell perk. Any unused blood Discipline: Binding, Nature
will be vomited by the recipient at the end of the duration. Minimum Skill: 25 Exp. Cost: 5 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch
Duration: Continual

This spell effect allows the caster to control one


Continual Flame normal animal that weighs less than 30 lbs. The animal will
Discipline: Pyromancy follow the commands of the wizard, but will not risk its life
Minimum Skill: 30 Exp. Cost: 6 XP stupidly. All animals may roll Willpower to resist the
Skill Penalty: - 0 Drain: 5 effects of this spell, but very few animals have a very high
Casting Time: 3 Range: Touch Willpower. Spell perks may be allocated to increase the
Duration: Continual maximum weight by 20 lbs for each spent.

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Spell Descriptions

Control Undead This ritual allows the caster to determine the


nature and effects of the weather in a wide-spread area. The
Discipline: Necromancy character can alter the weather in a radius of one mile per
Minimum Skill: 40 Exp. Cost: 8 XP level of experience. The character can raise or lower the
Skill Penalty: - 0 Drain: 10 temperature in the affected area by five degrees Fahrenheit
Casting Time: 3 Range: Touch per level of experience. Wind speed can be increased or
Duration: Continual decreased by 20 miles per hour per level of the caster. The
character can cause the creation of precipitation of various
This spell effect will take control of any corporeal degrees, increase or decrease the barometric pressure, alter
undead. Sentient undead and those with a master may the humidity, and affect other weather factors. It requires
attempt to resist, but all others will follow the commands time for the weather to change; GMs must use their best
issued by the necromancer. Sentient undead may resist with judgment.
Willpower. Undead controlled by another necromancer will
require a contested necromancy skill check to seize control. While this ritual is in effect, the primary spell
Sentient undead cannot be forced to destroy themselves. caster may choose to strike a target down with a bolt of
lightning from any overhanging storm clouds. This strike
will cost the caster five points of Drain and will inflict 3d10
Injury per level of experience. The victim may attempt to
dodge as normal.
Control Weather Spell effects may be used to increase the radius of
Discipline: Weather the ritual. For every spell perk allocated in this manner the
Minimum Skill: 135 Exp. Cost: 27 XP radius will increase by one mile. Other components of this
Skill Penalty: - 85 Drain: 55 ritual may also be modified by spell perks. The exact
Casting Time: Ritual Range: Special number required will vary on the component increased and
Duration: Continual must be determined by the Game Master. This ritual may
only be cast as a ritual and will never receive the customary
five bonus spell perks normally granted.

Correspondence
Discipline: Communication, Translocation
Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 30 Drain: 20
Casting Time: 3 Range: Touch
Duration: Instant

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Spell Descriptions

This spell effect allows the target letter to instantly the casters personal rating in the skill, whichever is lower.
travel up to five miles per level of experience. The The task must be mundane in nature; this spell cannot cast
destination may be any that the caster can either see, scry, or other spells, banish, scry, or enchant objects. The quality of
knows well. Unknown locations will impose an additional the product, or task, will be equivalent with the skill rating
penalty of -20. The letter may have no more than three applied.
pages per wizards level of experience.
Spell perks can be allocated to improve the skill
Spell perks can be used to increase the distance rating of the Craftwork spell. Each additional spell perk
traveled by five miles per spell perk allocation. A spell perk will increase the maximum allowable skill by 10. The caster
can be used to increase the maximum allowed weight by five must have an equal or greater skill than the available rating.
pages. Spell perks may not be used to increase the number Spell perks can also be used to reduce the required man-
of targets. hours of the task by 10% each.

Counter Scrying Crawling Text


Discipline: Observation, Protection Discipline: Communication
Minimum Skill: 40 Exp. Cost: 8 XP Minimum Skill: 65 Exp. Cost: 13 XP
Skill Penalty: - 0 Drain: 10 Skill Penalty: - 15 Drain: 15
Casting Time: Special Range: Special Casting Time: 3 Range: Touch
Duration: Special Duration: Continual

This spell effect will allow the caster to attempt to This spell effect will cause printed text to squirm
block any attempt at scrying upon the caster. Any attempts and crawl on the written page. Up to twenty pages, or
to scry upon the caster, or anyone within a five foot radius, twenty-five square feet (5 x 5), of text can be obscured in this
must roll a contested action against the Observation skill way. Any attempt to read the obscured writing will require
using the appropriate Discipline. Success means that the a successful Awareness roll. Success will allow the character
caster may be observed by that spell effect. The caster does to read one page every two minutes. Failure will give the
not receive confirmation that the counter scrying is effective, reader a blinding headache and a penalty of -5 to all skills for
although he will notice additional attempts to break the ten minutes. Additional spell perks can be used to increase
protection. the volume of obscured text by twenty pages or an
additional twenty-five (5 x 5) square feet.
The caster must continue to counter scry as long
as he wishes the effect to remain. The effect is immediately
applicable once the caster begins. The Drain will be
considered Continual for this duration. Additional spell
perks will increase the radius of protection by five feet.
Create Armor
Discipline: Aquamancy, Nature, Protection, Sorcery,
Telekinesis, Terramancy, Transformation
Minimum Skill: 70 Exp. Cost: 14 XP
Craftwork Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Self
Discipline: Hedge Wizardry Duration: Continual
Minimum Skill: 20 Exp. Cost: 4 XP
Skill Penalty: - 0 Drain: 5 This spell effect creates a layer of armor around
Casting Time: 3 Range: Touch the caster. The nature and composition of the armor is
Duration: Continual dependent upon the discipline used to create the armor, and
the desires of the caster. The armor will provide a
This spell effect is a more powerful version of the Protection Value of 10 and is considered Hard for purposes
Hedge Wizardry spell effect. While the Hedge Wizardry of armor penetration. The caster will suffer an
spell will only complete menial tasks, the Craftwork spell encumbrance penalty of -5 while wearing the magical armor.
will attempt skilled labor. The spell requires the normal If the armor loses all PV, the spell will instantly end.
time in man-hours to accomplish the task, but the wizard is
freed from the drudgery of the labor. Spell perks can be used to increase the available
PV, reduce the encumbrance, or create a small injury dealing
The spell will have an effective skill rating of 25 or surface of the armor. Each spell perk allocated may increase

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Spell Descriptions

the PV of the armor by +10. One spell perk may be Create Thaumic Link
allocated to reduce the encumbrance penalty of the armor to
-0. One spell perk will create spikes, spines, sharp ridges, or Discipline: Geomancy
some other form that will deal 1d10 Injury with body slams, Minimum Skill: 60 Exp. Cost: 12 XP
tackles, or similar hand to hand combat techniques. Skill Penalty: - 10 Drain: 50
Casting Time: Ritual Range: Touch
Duration: Special

This ritual is an advanced version of the


Attunement spell effect. It allows a geomancer to create a
Create Light Thaumic Link with a geomantic place of power, or Thaumic
Discipline: Illusion Site. A geomancer may have a maximum of Thaumic Links
Minimum Skill: 21 Exp. Cost: 4 XP equal to his current level of experience. Wizards should be
Skill Penalty: - 0 Drain: 5 cautious in creating Thaumic Links as they provide excellent
Casting Time: 3 Range: Touch resonance for sympathetic magic.
Duration: Continual Once the link is created, the caster can channel
that energy into a continual spell or keep it as Drain
The object, or individual, touched by this spell refreshment. The caster can travel any distance away from
effect will begin to glow with a soft white light. This light the Thaumic Site while keeping the link intact. Game
will illuminate a fifteen foot radius around the object. Masters may allow the thaumic linking of other Disciplines
Spell perks can be used to increase the radius of places of attunement.
illumination, change the appearance of the light, and even Once linked, the geomancer has 5 Drain with
create an ambulatory ball of illumination. Every spell perk which to either replenish Drain or use to power a spell
allocated towards illumination will increase the radius by effect with a Continual Drain cost of five. If the choice of
five feet. One spell perk may be spent to change the color of drain replenishment is selected, then the geomancer will
the light to any portion of the visible spectrum. Two spell recover an additional five drain every 6 hours. Geomancers
perks will create a globe of light that will hover and move at cannot draw more from a Thaumic Site than the sites
a maximum rate of five feet per phase. The globe cannot resource rating times ten.
travel beyond ten feet per experience level of the caster.
Every allocated spell perk may be used to increase
available energy by an additional +5 Drain. Spell perks may
never be used to increase the number of targets that this
spell can affect. Spell perks may also be allocated to increase
Create Shield the frequency of the refresh bonus. The first spell perk will
increase the frequency to every 3 hours. The second will
Discipline: Aquamancy, Nature, Protection, Sorcery, improve it to refreshing every hour. The third will improve
Telekinesis, Terramancy, Transformation the frequency to every minute. The fourth will increase the
Minimum Skill: 40 Exp. Cost: 8 XP frequency to every combat round. It cannot be improved
Skill Penalty: - 0 Drain: 10 beyond this point.
Casting Time: 3 Range: Self
Duration: Continual

This spell effect will create a small shield, the size


of a buckler, upon the arm of the caster. This shield cannot
be removed without canceling the spell. The nature and Create Water
composition of the shield is dependent upon the discipline Discipline: Aquamancy, Conjuration
used to create the shield, and the desires of the caster. The Minimum Skill: 30 Exp. Cost: 6 XP
created shield will grant a bonus of +5 to the Defensive Skill Penalty: - 0 Drain: 5
Tactics of the wearer. The shield will have a total of 50 Casting Time: 3 Range: Special
Breakage Points. The buckler will not require a hand to Duration: Permanent
control, but will incur a penalty of -5 to any actions using
that arm. This spell will permanently create one gallon of
Spell perks can be used to increase the size of the water per level of experience. This water is pure, clean, cool,
shield. One additional spell perk will increase the size to and refreshing. Unless the caster has enough jugs, buckets,
that of a medium round shield. This shield will grant a or other containers the water will spill upon the ground.
bonus of +10 to Defensive Tactics and will have 100 The caster can create the water directly into the containers,
Breakage Points. Three allocated spell perks will increase in a large splash of water within 5, or from a stone or fist
the size to that of a tower shield; with a bonus of +15 to DT like a faucet. Spell perks may be allocated to increase the
and 150 BP. output of this spell by one additional gallon of water.

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Spell Descriptions

Create Weapon the affliction was chosen as a weakness. Weaknesses will


require a full expenditure equal to the original benefit.
Discipline: Aquamancy, Nature, Pyromancy, Sorcery,
Telekinesis, Terramancy, Weather
Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Self
Duration: Continual Cure Disease
Discipline: Healing
This spell effect creates a weapon out of the Minimum Skill: 70 Exp. Cost: 14 XP
appropriate element for the Discipline used. The weapon Skill Penalty: - 20 Drain: 15
created can resemble any melee weapon with which the Casting Time: 3 Range: Touch
recipient has a skill to use. The amount of injury inflicted is Duration: Permanent
based not upon the design of the weapon, but the number of
perks allocated towards injury. This spell will cure a Type 1 or lower disease that
infects a subject. The cure is permanent until the subject re-
Perks 1 2 3 4 5 6 7 8 9 0 infects themselves. Spell perks can be used to increase the
Type of disease that can be cured by one.
Base 3 6 9 11 13 16 19 21 23 26
2 8 11 14 17 20 23 26 29 32 35
4 13 16 19 22 25 29 33 36 39 42
6 17 21 25 29 33 37 41 45 49 53
Cure Insanity
Discipline: Healing
Minimum Skill: 135 Exp. Cost: 27 XP
Skill Penalty: - 85 Drain: 55
Create Wind Casting Time: Ritual Range: Touch
Duration: Permanent
Discipline: Aeromancy, Weather
Minimum Skill: 30 Exp. Cost: 6 XP This ritual will cure any single insanity from the
Skill Penalty: - 0 Drain: 10 subject. This is a permanent cure and will require 5
Casting Time: 3 Duration: Continual experience points from the caster. Any insanities that are
Range: 10 feet per level of experience purchased as Weaknesses can only be cured with an
expenditure equal to the original benefit.
This spell effect will create a 20 mph wind or will
increase the ambient wind by 20 mph. The wind will
continue to travel up to 100 feet per level of the caster until
it weakens to normal. Spell perks will increase the wind
speed by 10mph each. Additional spell perks will increase
the distance traveled by 100 ft each.
Cybernetic Assimilation
Discipline: Mechanical
Minimum Skill: 135 Exp. Cost: 27 XP
Skill Penalty: - 85 Drain: 55
Casting Time: Ritual Range: Touch
Cure Blindness Duration: Permanent
Discipline: Healing
Minimum Skill: 135 Exp. Cost: 27 XP This ritual will allow a techno-wizard to ease the
Skill Penalty: - 85 Drain: 55 disruption between the cybernetics in a subject mages body
Casting Time: Ritual Range: Touch and their flow of magical essences. This ritual will affect
Duration: Permanent every cybernetic system within the body and cannot be used
to pinpoint a single system. The caster must pay an
This ritual will permanently heal all forms of experience cost equal to the Continual Drain imposed by
blindness or vision impairment. This sight can be either the cybernetic systems rounded up. Further systems added
night vision, normal vision, or both as required. The to a wizard will impose the normal Continual Drain, until
blindness to be cured can be natural, magical, but not divine further castings of this ritual are performed.
in nature. Only a miracle can cure a curse from a god. The
ritual will cost five experience points from the caster, unless

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Spell Descriptions

Dark of Night Death Touch


Discipline: Illusions Discipline: Vitalism
Minimum Skill: 70 Exp. Cost: 14 XP Minimum Skill: 155 Exp. Cost: 31 XP
Skill Penalty: - 20 Drain: 15 Skill Penalty: - 105 Drain: 35
Casting Time: 3 Duration: Continual Casting Time: 6 Range: Touch
Range: 10 feet per experience level of the caster Duration: Instant

This spell effect will allow the wizard to darken an This spell will instantly kill one victim with but a
area with unnatural shadows. The volume that can be momentary touch. The victim may roll Health to resist the
affected is 6,250 cubic feet (25 x 25 x 10). Non-magical light effects of this spell. If successful, the victim merely suffers
will abruptly end at the edge of this effect. Magical light 3d10 injury per level of experience of the caster. Spell perks
may attempt a contested Discipline skill check with this may never be used to increase the number of targets.
effect in order to brighten even half its normal effect.
Additional spell perks may increase the volume by an
additional 6,250 cubic feet (25 x 25 x 10).

Daylight
Discipline: Conjuration
Minimum Skill: 100 Exp. Cost: 20 XP
Skill Penalty: - 50 Drain: 25
Casting Time: 4 Duration: Continual
Range: 10 feet per experience level of the caster

This spell effect will conjure true daylight into the


area of effect. The volume that be filled with sunlight is
6,250 cubic feet (25 x 25 x 10). This daylight will affect all
creatures and plants as if it was normal, non-magical
sunlight. Additional spell perks may increase the volume by
an additional 6,250 cubic feet (25 x 25 x 10).
Deflect Ranged Strike
Discipline: Protections
Minimum Skill: 60 Exp. Cost: 12 XP
Skill Penalty: - 10 Drain: 15
Casting Time: 1 action Range: Self
Duration: Instant
Deaden Sense This spell will allow the caster to deflect any one
Discipline: Curses, Transformation spell effect, that utilizes the ranged strike skill. This will
Minimum Skill: 60 Exp. Cost: 12 XP replace any other attempt to save or resist the spell. Once
Skill Penalty: - 10 Drain: 15 cast, the wizard may roll a contested action using his
Casting Time: 3 Range: Touch Protections skill rating against the Ranged Strike skill rating
Duration: Continual of the attacker. If the attacker received a critical success on
the casting skill roll, they will enjoy a bonus of +50 to this
This spell effect will deaden one of the victims roll.
senses. The caster must choose one of the following senses:
Vision, Hearing, Smell, Taste, and Tactile sensations when A deflected spell may not be re-directed unless
casting this spell. All awareness rolls using the deadened two skill perks are allocated in this way. A deflected spell
sense, and skills using the appropriate sense, will suffer a will require a Ranged Strike skill roll from the defender
penalty of -10. If tactile sensation is deadened, all skills with a penalty of -30. A re-directed spell will cost an
requiring a delicate sense of touch will also suffer the same available floating, primary, or reflexive action. Spell perks
penalty. may never be used to increase the range of this spell or the
number of targets.
Spell perks may be allocated to increase the
penalty applied to the victim by 5 each. Two additional spell
perks are required to deaden one additional sense.

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Charles Weston (order #2827343) 6


Spell Descriptions

Delusions of Grandeur Destroy Ward


Discipline: Curses Discipline: Wards
Minimum Skill: 70 Exp. Cost: 14 XP Minimum Skill: 35 Exp. Cost: 7 XP
Skill Penalty: - 20 Drain: 15 Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch Casting Time: 3 Range: Touch
Duration: Continual Duration: Instant

The victim may attempt to resist with Willpower This spell effect will destroy any previously placed
to avoid the effects of this spell. If the victim fails, he thinks ward with a touch. The ward to be affected must have a
he is a god or an unstoppable hero of legend. He fully minimum skill requirement of no more than 35. Only one
believes that he is omniscient, omnipotent, and ward may be affected at any time.
omnipresent. He will attempt actions that would be suicidal
or insane for any mere mortal to attempt. To determine if the dispel attempt was successful;
both spellcasters must roll contested using the appropriate
The victim also sees his actions as if they were spell disciplines. If the person casting Destroy Ward is the
successful, and will not believe any statements to the winner, then the offending ward is destroyed and there are
contrary. The character will be full of bombast, arrogance, no consequences to the caster from the negated ward. Any
and condescension for his lesser minions. Have fun with it; additional wards placed upon the same target will react as
the victim should ham it up as much as possible. normal. Otherwise the offending spell resists the negation
attempt and the caster is affected normally. Further
attempts to negate the same ward will grant a bonus of +10
to the spell strength of the original ward.
Spell perks may be allocated to increase the range
of wards available to be destroyed. Each allocated spell perk
Destroy Holograms & Illusions will increase the available minimum skill by +20. Spell
Discipline: Illusions perks can also be allocated to increase the number of wards
Minimum Skill: 35 Exp. Cost: 7 XP that are negated on the same target. Each spell perk
Skill Penalty: - 0 Drain: 5 allocated in this way will increase the number of possibly
Casting Time: 3 Range: Touch negated wards by one. Spell perks that reduce the resistance
Duration: Instant of the target cannot be purchased for this spell effect.

This spell effect will negate any spell that creates


an illusion or hologram. Most spell effects in the Illusions
Discipline may be negated with this spell, but the GM has
the final discretion of which may be affected. The spell to Devour Soul
be affected must have a minimum skill requirement of no Discipline: Necromancy
more than 35. Only one spell may be affected at any time. Minimum Skill: 150 Exp. Cost: 30 XP
To determine if the dispel attempt was successful; Skill Penalty: - 100 Drain: 60
both spellcasters must roll contested using the appropriate Casting Time: Ritual Range: Touch
spell disciplines. If the person casting Destroy Holograms Duration: Permanent
& Illusions is the winner, then the offending spell is
negated. Otherwise the offending spell resists the negation This horrifying ritual will allow a necromancer to
attempt. Further attempts to negate the same spell will devour the soul of a victim. The soul of the victim is
grant a bonus of +10 to the spell strength of the original completely absorbed into the necromancer, and will stain his
spell. soul and aura as one of the worst kinds of murderers. The
soul of the victim is permanently destroyed and can never be
Spell perks may be allocated to increase the range resurrected. This ritual is nearly always considered to be the
of spells available to be negated. Each allocated spell perk blackest of the dark arts.
will increase the available minimum skill by +20. Spell
perks can also be allocated to increase the number of spells The sacrifice of the victim is a required portion of
that are negated on the same target. Each spell perk the ritual and will never grant a bonus or additional drain to
allocated in this way will increase the number of possibly the casters. The victim will always receive a contested
negated spells by one. Spell perks that reduce the resistance Willpower roll to resist this ritual. If the ritual is successful,
of the target cannot be purchased for this spell effect. the casters may divide 20 experience points of the
characters skills, knowledge, spells, options, and abilities.
No rating may ever be raised to a point beyond that
possessed by the devoured soul. This experience does not
count towards level advancement. One piece of information
can be used in place of experience points. Game Masters

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Charles Weston (order #2827343) 6


Spell Descriptions

must determine if the information desired is available and Direction Sense


how many experience points it will require.
Discipline: Divination, Flight, Translocation
Spell perks may never be used to increase the Minimum Skill: 21 Exp. Cost: 4 XP
number of targets this ritual can devour. Spell perks may be Skill Penalty: - 0 Drain: 5
used to increase the amount of experience drawn from the Casting Time: 3 Range: Self
caster by five points. No one can draw more experience Duration: Continual
from a victim than they had accumulated, but even
beginning characters are worth 20 XP for this ritual. This spell will grant the character a perfect sense
of direction. The character will always know the cardinal
directions; including the current depth, altitude, and
attitude. If this spell is kept active while traveling the party
cannot become lost.
Dimensional Scrying
Discipline: Observation
Minimum Skill: 120 Exp. Cost: 24 XP
Skill Penalty: - 70 Drain: 30
Casting Time: 4 Range: Touch Diseased Touch
Duration: Continual
This spell allows the caster to see images from a Discipline: Curses
specific point in an alternate reality as if they were standing Minimum Skill: 60 Exp. Cost: 12 XP
there. This spell effect requires a scrying device and the Skill Penalty: - 10 Drain: 15
Scrying skill. Once the spell is cast, the caster can choose to Casting Time: 3 Range: Touch
focus upon one location in another dimension. The Duration: Instant
character must still attempt awareness or skill rolls to see
fine details or hidden features. The rolls required are based This spell effect will create a weak Type 1 disease
upon the actions attempted. See the section on scrying for that will attempt to infect the victim touched. The victim
more information. will be able to resist the infection as normal. Spell perks can
be used to increase the virulence of the disease. For every
Spell perks can be used to increase the sensitivity two spell perks allocated towards potency, the Type of the
of the spell. Each spell perk allocated in this way will disease will increase by one.
increase any awareness or skill rolls by +5.
Spell casters normally do not have any control over
the specific disease created by this effect. The allocation of
one spell perk will allow them to choose which disease, of
the available types, is created.

Dimensional Shift
Discipline: Translocation
Minimum Skill: 155 Exp. Cost: 31 XP
Skill Penalty: - 105 Drain: 35 Disenchant
Casting Time: 6 Range: Self
Duration: Instant Discipline: Enchantment
Minimum Skill: 50 Exp. Cost: 10 XP
This spell effect will teleport the caster to an Skill Penalty: - 0 Drain: 10
alternate dimension or reality. The caster must have had Casting Time: Craftwork Range: Touch
previous experience with an alternate reality or else the Duration: Permanent
teleportation will result in a random destination. The caster
may only have a medium encumbrance. This craftwork spell effect may be used to destroy
a permanent enchantment on an object. The enchanter must
A spell perk can be used to increase the maximum have knowledge of the storage medium effect to be
allowed encumbrance by one level. Two spell perks will disenchanted. The effect will require a number of man-
enable the caster to create a gateway between worlds. This hours based upon the storage medium to be destroyed.
gateway will remain open for only a number of phases equal Once the storage medium is destroyed, all effects generated
to the casters level of experience. The gateway is two way, and stored by the medium are also disenchanted.
and things can come out as well.

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Spell Descriptions

Storage Medium Man-hours This spell effect will negate and dispel the magical
Single Use, Gems, Scrolls, etc 10 energies of any other spell effect with a continual or short
Charged Item, Wyrd Magic 60 duration. This spell effect will not negate magical items or
Battery, Limited Use, Talisman 100 permanent enchantments. Spell effects with a permanent
Spell Vault 150 duration will be temporarily disrupted.
Eternal Effect, Golems 200
The spell to be affected must have a minimum
Gateway, Pattern 500
skill requirement of no more than 60. Only one spell effect
Legendary Artifact + 500
may be affected at any time. To determine if the dispel
attempt was successful; both spellcasters must roll contested
The craftwork skill roll is similar to that used in using the appropriate spell disciplines skills. If the person
creating the enchanted item. At each of the three work casting Dispel Magic is the winner, then the offending spell
blocks, a skill roll must be successful to proceed further. effect is negated. Otherwise the offending spell resists the
This effect requires a contested action using the negation attempt. Further attempts to negate the same spell
Enchantment Discipline skill ratings of the creator and effect will grant a bonus of +10 to the spell strength of the
destroyer instead of a standard skill roll. original spell.
Spell perks may be allocated to increase the range
of spell effects available to be destroyed. Each allocated spell
perk will increase the available minimum skill by +20. Spell
perks can also be allocated to increase the number of spell
effects that are negated on the same target. Each spell perk
Disintegration allocated in this way will increase the number of possibly
Discipline: Translocation negated spell effects by one. Spell perks that reduce the
Minimum Skill: 80 Exp. Cost: 16 XP resistance of the target cannot be purchased for this spell
Skill Penalty: - 30 Drain: 20 effect.
Casting Time: 2 Duration: Instant
Range: 10 feet per experience level of the caster

This Ranged Strike spell effect will trans-locate a


portion of the targets body to a random location. The
injury inflicted will usually be a random sampling of Distance Transport
locations from the victim, although a called shot or critical Discipline: Translocation
success will focus the destructive energies upon one location. Minimum Skill: 100 Exp. Cost: 20 XP
Disintegration injury cannot be healed using any magical or Skill Penalty: - 50 Drain: 25
supernatural means, it must be healed naturally. Casting Time: 4 Duration: Instant
Range: 10 feet per level of experience

1 2 3 4 5 6 7 8 9 0 This spell effect will teleport one character within


3 5 8 10 13 15 18 20 23 25 range to within five feet of the caster. The character to be
teleported may not exceed their medium encumbrance level.
The spell will inflict an amount of injury based Those that do not wish to be teleported may roll Luck to
upon the number of spell perks allocated to increase the resist. Unconscious characters cannot choose to resist this
potential. Every allocated spell perk will increase the injury spell. If used to transport inanimate objects, two hundred
by +5. Spell perks may not be used to increase the number pounds plus one hundred times the casters level of
of potential targets. experience is the maximum weight allowed.
Additional spell perks may be used to increase the
maximum weight by one encumbrance level or 100 pounds
for inanimate objects. Two spell perks may be allocated to
allow an additional character to be transported. This cannot
be done for inanimate objects.
Dispel Magic
Discipline: Sorcery
Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 30 Drain: 20
Casting Time: 3 Range: Touch
Duration: Instant or Continual for permanent spells

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Spell Descriptions

Distill Dust This craftwork spell effect will enable the


enchanter to distill magical properties into salves. The
Discipline: Alchemy maximum spell that can be prepared to be cast by such an
Minimum Skill: 30 Exp. Cost: 6 XP item may have a minimum skill of 30 or less. Additional
Skill Penalty: - 0 Drain: 5 spell perks may be allocated to increase this maximum by
Casting Time: Craftwork Range: Touch +20 each.
Duration: Permanent

This craftwork spell effect will enable the


enchanter to distill magical properties into dusts. The
maximum spell that can be prepared to be cast by such an Distraction
item may have a minimum skill of 30 or less. Additional
spell perks may be allocated to increase this maximum by Discipline: Illusions
+20 each. Minimum Skill: 21 Exp. Cost: 4 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 1 Duration: 1 Phase
Range: 10 feet per experience level of caster

Distill Oil This spell will create a minor distraction to one


victim. The victim must resist with Willpower or their
Discipline: Alchemy attention will be turned away from the casters intended
Minimum Skill: 30 Exp. Cost: 6 XP focus. This distraction will only last for one phase.
Skill Penalty: - 0 Drain: 5 Additional spell perks may be allocated to increase the
Casting Time: Craftwork Range: Touch duration by an additional phase.
Duration: Permanent

This craftwork spell effect will enable the


enchanter to distill magical properties into oils. The
maximum spell that can be prepared to be cast by such an
item may have a minimum skill of 30 or less. Additional Distrust
spell perks may be allocated to increase this maximum by
+20 each. Discipline: Binding, Curses
Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Self
Duration: Continual
Distill Potion
This spell effect creates an air of distrust and
Discipline: Alchemy suspicion around the recipient. All charisma based skills and
Minimum Skill: 30 Exp. Cost: 6 XP abilities will suffer a penalty of -10. The character will be
Skill Penalty: - 0 Drain: 5 generally disliked by strangers and will seem more alien to
Casting Time: Craftwork Range: Touch associates and acquaintances.
Duration: Permanent
This spell effect has no effect upon friends and
This craftwork spell effect will enable the enemies, although any negotiations or social skill rolls will
enchanter to distill magical properties into potions and still suffer the penalty. Everyone who interacts with the
elixirs. The maximum spell that can be prepared to be cast recipient must roll Willpower to resist the effects of this
by such an item may have a minimum skill of 30 or less. spell. This spell can only affect those in close personal
Additional spell perks may be allocated to increase this conversation and social situations. It is not effective over
maximum by +20 each. radio, video, written, or magical communication methods.
Spell perks may be allocated to increase the
penalty applied by -5 per spell perk. Two spell perks may be
allocated to allow the curse to work over audible real-time
communication methods. Three spell perks are required to
Distill Salve affect any form of delayed, or written, media such as letters,
Discipline: Alchemy audio tape, correspondence, editorials, or advertisements.
Minimum Skill: 30 Exp. Cost: 6 XP While using such methods the caster must keep the spell
Skill Penalty: - 0 Drain: 5 active for long periods of time or risk the possibility of the
Casting Time: Craftwork Range: Touch spell having faded before the recipient has a chance to
Duration: Permanent receive it.

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Spell Descriptions

Divining energy can be used to immediately refresh the Drain pool.


Discipline: Aquamancy, Binding, Divination Spell perks may be spent to increase the amount of
Minimum Skill: 21 Exp. Cost: 4 XP life transferred. Every spell perk allocated in this way will
Skill Penalty: - 0 Drain: 5 increase the injury inflicted and energy stolen by an
Casting Time: 3 Range: Self additional 1d10.
Duration: Continual

This spell effect will allow the character to create a


link between themselves and the nearest body of water.
This spell effect can be used to locate underground water as
well as ponds, lakes, and streams. The character must roll
Drain Rune
Sense Aura periodically to remain on the correct path. A Discipline: Runic Knowledge
failure means that the caster will fumble around for a few Minimum Skill: 30 Exp. Cost: 6 XP
minutes before allowing another attempt with Sense Aura. Skill Penalty: - 0 Drain: 5
Three failures in a row will cancel the spell. Casting Time: 2 Range: Touch
Duration: Instant
Spell perks can be allocated to search for other
objects or people with an appropriate resonant item. Two This spell effect will discharge the magical
additional spell perks are required to search for an object energies stored in a charged rune harmlessly. The
besides water. Five allocated spell perks are needed to divine discharged rune may be re-charged with a second spell later.
for a living creature or individual. When this spell effect is cast, both the caster and the
character that charged the rune must roll a contested Runic
Knowledge skill check.

Dragons Tooth
Discipline: Alteration, Enchantment
Drown
Minimum Skill: 40 Exp. Cost: 8 XP Discipline: Aquamancy
Skill Penalty: - 0 Drain: 10 Minimum Skill: 60 Exp. Cost: 12 XP
Casting Time: 3 Range: Touch Skill Penalty: - 10 Drain: 15
Duration: Continual Casting Time: 3 Range: Touch
Duration: Continual
This spell effect will improve the armor piercing
capability of a melee weapon. Such imbued weapons will be This spell effect will create, or direct, liquid into a
armor piercing to soft armors. Weapons with this ability victims nose and mouth causing them to drown. Victims
will ignore the normal PV of the armor. may attempt an Agility roll to have enough time to prepare
by taking a good breath. The victim will then begin
Two spell perks may be allocated to pierce Hard suffering drowning as detailed in the rules section. Those
armor with a maximum PV of 25. Additional spell perks who failed their Agility roll will be considered unaware and
will increase this PV range by +10 each. One spell perk is unprepared. Victims of this spell cannot speak more than a
required to imbue this effect onto most missile weapons. gurgle and will have normal penalties to spellcasting.
Heavy weapons, artillery, or other military weapons may
require more of spell perks as determined by the GM.

Dueling
Drain Life Discipline: Hedge Wizardry
Minimum Skill: 50 Exp. Cost: 10 XP
Discipline: Vitalism Skill Penalty: - 0 Drain: 10
Minimum Skill: 60 Exp. Cost: 12 XP Casting Time: 3 Duration: Special
Skill Penalty: - 10 Drain: 15 Range: 10 feet per experience level of the caster
Casting Time: 1 Range: Touch
Duration: Instant This spell effect will enable two or more wizards
to engage in a duel of wizardly abilities. The dueling spell
This spell effect will transfer life energy from one may be cast by either magician, but the other must respond
victim into the caster. 2d10 Injury points can be stolen from by expending an equal amount of Drain into the spell effect.
the victim with a successful touch. The character will heal Once the duel has begun either may choose to surrender. It
an identical amount of injury, if previously injured, or the

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Spell Descriptions

is very dangerous to interrupt a wizardly duel; any treated as a bonus to the recipient; it replaces the single
individual who attempts to intercede will suffer a backlash option possessed. The donor or recipient may resist this
of 1d10 for every level of experience of each participating spell with Willpower.
mage.
Spell perks can never be used to increase the
For duels between paired mages the mechanics are number of options duplicated by this spell. Spell perks can
simple, the mages roll contested skill rolls with their highest be used to increase the option point cost borrowed by 20
Discipline skill rating. Each begins with no advantage. The each.
winner of the first contested skill roll will gain one
advantage. Roll another contested skill check. If the winner
is the same, then that mage is the overall victor. Should the
other mage win the contested roll, there is again no
advantage. Each roll will require at least one phase of Duplicate Skill
activity.
Discipline: Sorcery
The final victor of the duel will transfer one Minimum Skill: 110 Exp. Cost: 22 XP
hundred to the Drain pool of the loser. The victor may Skill Penalty: - 60 Drain: 25
choose to instantly replenish his own Drain pool or save the Casting Time: 4 Range: Touch
extra Drain. The extra Drain can be stored for one round Duration: Continual
per level of the caster, before it will dissipate at a rate of 25
points per phase. This spell effect will allow the caster to borrow a
skill from a target and duplicate the knowledge within the
The appearance of a magical duel can vary wildly mind of another. This spell can only borrow a maximum
with the personal tastes, desires, resonances, and disciplines skill rating of 50 in any one skill possessed by the donor.
known by the pair. The symbolism and description of each The caster cannot duplicate a higher skill rating than the one
duel should vary and be an amalgam of the dueling pair. In possessed by the donor. The skill rating is not treated as a
many occasions, duels will change appearance with each bonus to the recipient, it replaces the skill possessed. The
change of advantage as one mage attempts to focus upon the donor or recipient may resist this spell with Willpower.
weaknesses of the other.
Specializations can also be borrowed by this spell
Duels between multiple mages are similar in effect. The entire specialization bonus can be duplicated by
nature to standard duels, but there is more record keeping the use of this spell. Memorized spells can also be borrowed
required. The layout of a duel can be any agreed to by the by this spell with a limit of 15 experience points. Should the
wizards involved. All contested actions are considered caster choose, they may borrow a large list of information
simultaneous even though the numbers involved will require from a donor instead of a skill. The GM must determine
additional time to calculate. the amount of information that can be gathered by this spell.
Once one wizard is eliminated, the wizard that Spell perks can never be used to increase the
was the victor will receive a bonus of +10 on all further rolls number of skills duplicated by this spell. Spell perks can be
with every dueling wizard. In the case of multiple used to increase the maximum skill rating borrowed by 20
simultaneous ties, every victorious wizard will enjoy the each. Additional memorized spells may be borrowed at a
same bonus of +10. These bonuses are cumulative, and the rate of 5 extra experience points per spell perk allocated.
wizards that defeat others quickly will have a significant
advantage.

Duplicate Option
Discipline: Sorcery
Minimum Skill: 140 Exp. Cost: 28 XP
Skill Penalty: - 90 Drain: 35
Casting Time: 5 Range: Touch
Duration: Continual

This spell effect will allow the caster to borrow an


option from a target and duplicate the ability within the
body of another. This spell can only borrow a maximum of
50 option points in any one option possessed by the donor.
The caster cannot duplicate an option with more extras than
the one possessed by the donor. The option points are not

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Spell Descriptions

Earthquake Effect Ward


Discipline: Terramancy Discipline: Wards
Minimum Skill: 130 Exp. Cost: 26 XP Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 80 Drain: 55 Skill Penalty: - 30 Drain: Special
Casting Time: Ritual Range: Special Casting Time: 3 Range: Touch
Duration: Short Duration: Continual

This spell will create an earthquake over a sizable This spell effect will place any general spell effect,
area that will crack the earth and rend buildings. A 1,000 memorized by the caster, into a ward. The spell effect
foot radius from the epicenter, per experience level of the cannot include any effects covered by injury inflicting,
wizard, will be affected. The caster can target any epicenter observation, protection, force, translocation, or negation
within his direct line of sight. The spell effect will create the wards. No effect that requires a minimum skill of 30 or
equivalent of a 6.0 on the Richter scale. higher may be placed into a ward.
Everyone in the area may attempt to resist falling The Drain for the ward is 20 + the Drain required
over with an Agility check with a penalty of -50. While the for the imbued spell effect. Once the ward is activated, only
specific effects must be determined by the Game Master, the Continual Drain for the spell will still apply. The caster
this spell will always create widespread death, destruction, will always know when a ward has activated. The ward
and mayhem. The caster cannot control the effects after the created will be visible and can be no smaller than one square
spell has begun, but may cancel the spell normally. Areas inch.
that are prone to earthquakes may start a larger earthquake
with the use of this spell. Spell perks may be allocated to increase the
minimum skill required for the spell to be imbued. Every
Spell perks can be used to increase the intensity spell perk used in this way will increase the available
and duration of this quake. Every spell perk allocated will minimum skill by +20. Additional spell perks may be
increase the earthquakes intensity by +0.5 on the Richter allocated to improve the effects of the embedded spell. The
scale. Every increase of the Richter scale will triple the spell effect with the higher minimum skill should be used to
radius of effect. One spell perk will increase the duration to determine the available number of spell perks.
one minute for every experience level of the caster. Two
spell perks will increase the duration to five minutes for
every experience level of the caster. Three additional spell
perks will allow the duration to be Continual.
Elemental Edging
Discipline: Aeromancy, Aquamancy, Pyromancy,
Terramancy, Weather
Minimum Skill: 30 Exp. Cost: 6 XP
Skill Penalty: - 0 Drain: 5
Editing Casting Time: 3 Range: Touch
Duration: Continual
Discipline: Alteration, Communication
Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10 This spell effect will create a fine aura of elemental
Casting Time: 3 Range: Touch energy around a chosen weapon. It will increase the injury
Duration: Instant inflicted by 1d102. Other effects may be applicable based
upon the elemental form chosen, see the combat section for
This spell allows the caster to rewrite any more details. A weapon can only have one elemental form
document that she holds in her hands or touches. The active at any time.
document remains in the handwriting of the original author,
but reads however the mage wishes. One page of text can be Enchanted, and quality, weapons are immune
altered for every level of the caster. Every page to be edited from this spell unless the permanent modification is less
requires one phase. than the spell effect being imbued. This spell cannot be
stacked, only the greatest modification will apply except in
Spell perks can be used to increase the number of the cases of positive and negative alterations. In that case,
pages that are altered. One spell perk can alter five the greatest of each form should be taken together to create
additional pages. Alternatively, one spell perk may be used a modified total.
to completely copy a text into a blank tome of equal or
greater size. Spell perks can be allocated to modify the injury
inflicted by an additional 1d102 per spell perk. Three spell
perks will allow additional concurrent elemental forms to be
applied.

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Spell Descriptions

Elemental Flaring normal rate of speed for a character and will take no injury
from normal weapons.
Discipline: Aeromancy, Aquamancy, Pyromancy,
Terramancy, Weather The caster may only transform an amount of gear
Minimum Skill: 50 Exp. Cost: 10 XP equal to the Medium encumbrance level of the recipient.
Skill Penalty: - 0 Drain: 10 This gear is unusable to the character in an elemental form.
Casting Time: 3 Range: Touch Additional spell perks will enable the caster to transform an
Duration: Continual additional level of encumbrance each.

This spell will create a faint aura of elemental


energy around the weapon imbued. Unlike the Elemental
Edging spell effect, this spell will not always increase the
injury inflicted. Instead the spell will continue to build and
Elemental Resistance
charge until the spell releases a burst of its energy upon the Discipline: Aeromancy, Aquamancy, Protections,
victim. Pyromancy, Telekinesis, Temporal, Terramancy,
Translocation, Vitalism, Weather
The caster must roll a d10 when this spell is cast. Minimum Skill: 50 Exp. Cost: 10 XP
That number corresponds with the Injury Die Roll on the Skill Penalty: - 0 Drain: 10
weapons chart when injury is inflicted. When this number Casting Time: 3 Range: Self
is rolled for injury, the victim suffers an additional amount Duration: Continual
of 30% of maximum base injury (3 on the weapon injury
table). Other effects may be applicable based upon the This spell effect will enable the recipient to suffer
elemental form chosen, see the combat section for more less injury from attacks from one specific element. The
details. A weapon can only have one elemental form active discipline used in casting will determine which attack forms
at any time. may be resisted. Only one available element may be resisted
Spell perks can increase the frequency of the with any spell.
activation by one additional random number each. Re-roll The total resistance to the element is equal to the
duplicate numbers. No more than nine spell perks can be casters level of experience multiplied by five. This is treated
allocated in this way. as a bonus to the PV of the recipient against the chosen
element. Spell perks may be allocated to improve this
protection; each will increase the PV by +10.

Elemental Form
Discipline: Aeromancy, Aquamancy, Pyromancy,
Terramancy Elemental Shield
Minimum Skill: 135 Exp. Cost: 27 XP Discipline: Aeromancy, Aquamancy, Protections,
Skill Penalty: - 85 Drain: 30 Pyromancy, Telekinesis, Temporal, Terramancy,
Casting Time: 5 Range: Self Translocation, Vitalism, Weather
Duration: Continual Minimum Skill: 75 Exp. Cost: 15 XP
Skill Penalty: - 25 Drain: 15
This spell effect will transform the elementalist Casting Time: 3 Range: Self
into the element of his chosen Discipline. The elemental Duration: Continual
form is always immune to the base element (fire, earth, air,
water) that it is formed from. The caster may exist This spell effect will create a translucent shield of
indefinitely within the chosen element without need of food elemental energy that will protect everyone within. The
or water. Prolonged transformation may result in mental shield will not prevent any movement through its border.
conditions or insanities. In addition, the elementalist will The shield can be configured as a planar shield with a
gain the ability to mentally communicate with other surface area of 100 square feet (10 x 10) or as a hemisphere
elementals. The caster may also move at a normal rate with a diameter of five feet.
through any form of the base element.
This spell effect will enable those protected to
Those in an elemental form may have other suffer less injury from any attacks from one specific element
powers as well based upon the element chosen. Fire forms that cross the border. The discipline used in casting will
will inflict 2d10 injury per phase to anyone touching the determine which attack forms may be resisted. Only one
character. Earth and stone forms will grant a natural PV of available element may be resisted with any spell.
25 that acts as natural armor. Water forms will allow the
caster to flow like water through obstacles and suffers The total resistance to the element is equal to the
injury from normal weapons. Air forms can fly at the casters level of experience multiplied by five. This is treated

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Spell Descriptions

as a bonus to the PV against the chosen element. Spell perks Emissary


may be allocated to improve this protection; each will
increase the PV by +10. Other spell perks may be used to Discipline: Sorcery
increase the area protected by either an additional 100 Minimum Skill: 100 Exp. Cost: 20 XP
square feet (10 x 10) or five foot diameter. Skill Penalty: - 50 Drain: Special
Casting Time: Ritual Range: Touch
Duration: Continual
This ritual will allow the caster to imbue upon any
individual, or sentient creature, the ability to cast a single
Elemental Transformation spell effect once. The magical energy and the skill are
transferred to the recipient for the duration of the ritual.
Discipline: Aeromancy, Aquamancy, Pyromancy, The Continual Drain for this ritual is equal to 50 + the
Terramancy Drain cost of the granted spell effect. The imbued spell
Minimum Skill: 155 Exp. Cost: 31 XP effect will require the normal time to cast, but the recipient
Skill Penalty: - 105 Drain: 60 will roll using the skill rating of the original donor. The
Casting Time: Ritual Range: Self spell effect may only be cast once by the recipient.
Duration: Permanent

This ritual will permanently transform the


recipient into an elemental creature of the appropriate type.
The elemental will have the same true name as the original
character and some of the memories. However, once drawn Empathy
into the greater elemental essence the characters personality
will be greatly changed. They have a vastly different Discipline: Divination
viewpoint, sense of time, and a myriad of other elemental Minimum Skill: 45 Exp. Cost: 9 XP
beings in a mental bonding. Such characters will gain all of Skill Penalty: - 0 Drain: 10
the benefits and disadvantages of an elemental being. Casting Time: 3 Range: Self
Duration: Continual
The ritual will cost the spellcaster five points of
experience and the life energy of the recipient. Player This spell effect will allow the caster to feel the
characters that use this ritual should be removed from active emotions and feelings of those within ten feet. This spell
participation in a chronicle. Some Game Masters may allow will not give the reader any visual images or thoughts; only
a rewriting of the character with reallocated experience strong feelings will be transmitted. The wizard may only
points, newly appropriate options, and other modifications. attempt to sense the emotions of one person per phase, and
it will require the entire phase to attempt. If the subject is
aware of the attempt they may calm and focus themselves to
resist with Willpower.
Additional spell perks may be allocated to increase
Elevator the numbers of individuals who may be scanned per phase,
Discipline: Telekinesis but the attempt will still require the full phase. The range
Minimum Skill: 100 Exp. Cost: 20 XP can be extended by ten feet for every spell perk expended.
Skill Penalty: - 50 Drain: 25
Casting Time: 4 Duration: Continual
Range: 10 feet per experience level of the caster

This spell effect creates a disk of magical energy in


front of the caster. This disk can carry up to 250 lbs for Enchant Battery
every experience level of the caster. The elevator will be a Discipline: Enchantment
maximum of 5 feet in diameter for every level of the caster. Minimum Skill: 80 Exp. Cost: 16 XP
The elevator can climb or lower up to 20 feet per round. Skill Penalty: - 30 Drain: 20
The disk can never travel horizontally, only vertically. At Casting Time: Craftwork Range: Touch
the end of the duration, the elevator will descend to the Duration: Permanent
nearest flat location before disappearing.
This craftwork spell effect will create a mystical
Spell perks can be used to increase the diameter of
storage medium that can house and redirect magical energy.
the disk, the carrying capacity of the disk, or the rate of
The enchanter may create a battery that holds a maximum of
speed. Spell perks used to improve the carrying capacity
15 Drain. Spell perks may be allocated to increase the size of
will allow an additional 250 lbs each. One spell perk may be
the Battery by an additional +10 Drain each.
used to increase the size of the disk by five feet in diameter.

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Spell Descriptions

Enchant Charges This craftwork spell effect will allow an enchanter


to create a permanently enchanted doorway through space
Discipline: Enchantment and time. A gateway must be created at both the starting
Minimum Skill: 80 Exp. Cost: 16 XP location and the destination for the enchantment to be
Skill Penalty: - 30 Drain: 20 effective. A gateway may only have one destination.
Casting Time: Craftwork Range: Touch
Duration: Permanent Spell perks will allow the enchanter to program
additional destinations for a single gateway. These
This craftwork spell effect will create a mystical destinations must have another gateway also programmed to
storage medium that can retain Drain and use it to cast spell receive this gateway before any translocation may occur.
effects. The caster can create an item that will hold 15 One skill perk will allow the addition of one destination.
Drain. Spell perks may be allocated to increase the size of Three spell perks are required to create a single route
the Charged Item by an additional +10 Drain each. The gateway to a gateway that is not programmed to return.
maximum spell that can be prepared to be cast by such an Three spell perks may alternatively allow travel between
item may have a minimum skill of 30 or less. Additional gateways on separate alternate universes.
spell perks may be allocated to increase this maximum by
+20 each.
Tiny items such as rings can carry a maximum of
15 Drain, small items such as knives, wands, and arrows can Enchant Gem
carry up to 25 Drain. Medium items such as bucklers,
swords, rods, axes, helms, and boots can carry up to 50 Discipline: Enchantment
Drain. Large items such as armor, two handed weapons, Minimum Skill: 50 Exp. Cost: 10 XP
staffs, and shields can carry up to 75 Drain. The capacity for Skill Penalty: - 0 Drain: 10
larger items must be determined by the Game Master. The Casting Time: Craftwork Range: Touch
only way to surpass this maximum is by using the Enchant Duration: Permanent
Legendary Artifact spell effect.
This craftwork spell effect will enable the
enchanter to imbue gems and precious stones with magical
properties. The maximum spell that can be prepared to be
cast by such an item may have a minimum skill of 30 or less.
Additional spell perks may be allocated to increase this
Enchant Eternal Effect maximum by +20 each.
Discipline: Enchantment
Minimum Skill: 110 Exp. Cost: 22 XP
Skill Penalty: - 60 Drain: 25
Casting Time: Craftwork Range: Touch
Duration: Permanent

This craftwork spell effect will be used when


preparing the storage medium and later when enchanting
the effect for the item. Eternal effects are effects which will
always be active while the item is worn or held. The
maximum spell that can be prepared to be imbued into such
an item may have a minimum skill of 30 or less. Additional
spell perks may be allocated to increase this maximum by
+20 each. The maximum number of option points that can
be implanted is 25 from a single option. Additional spell Enchant Golem
perks will increase this by +20 each. Discipline: Enchantment
Minimum Skill: 130 Exp. Cost: 26 XP
Skill Penalty: - 80 Drain: 30
Casting Time: Craftwork Range: Touch
Duration: Permanent
Enchant Gateway This craftwork spell effect will allow the
Discipline: Enchantment enchanter to create a golem. Golems require significant
Minimum Skill: 150 Exp. Cost: 30 XP time to imbue with life. Once enchanted, a golem will
Skill Penalty: - 100 Drain: 35 require the Animate Golem spell effect to temporarily
Casting Time: Craftwork Range: Touch activate and command. Many golems are further enchanted
Duration: Permanent with an Eternal Effect of Activate Golem.

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Spell Descriptions

The body of a golem must be created before the Enchant Legendary Artifact
enchantment process may begin. The time required to
create is based upon the material of the golem. The material Discipline: Enchantment
will also determine the base protection value and breakage Minimum Skill: 200 Exp. Cost: 40 XP
points. The creator must have the correct craftwork skill to Skill Penalty: - 150 Drain: +50
fashion the golem for the material used. Casting Time: Craftwork Range: Touch
Duration: Permanent

Type Man-hours PV BP This is a very special craftwork spell effect; it


Clay 250 0 50 allows the enchanter to break the regular rules involved and
create unique items of power. This is a very powerful spell
Metal 500 25 100
effect and must be tightly regulated by the Game Master.
Stone 1,000 25 200 See the section on Enchantment for more details.

All golems have a strength and equivalent health


attribute equal to their base Breakage Points. The mental
attributes of Willpower and Intellect have a base of 20, but
golems are immune to most mind affecting spells. The
golem will start with a skill rating in brawling and basic Enchant Limited Use
labor of 50. Man-sized golems will inflict 1d10 base injury.
Golems cannot speak or grunt. Discipline: Enchantment
Minimum Skill: 80 Exp. Cost: 16 XP
Part of the enchantment process is the Skill Penalty: - 30 Drain: 20
programming of the golem. While ancient priests and Casting Time: Craftwork Range: Touch
enchanters used holy writ, modern enchanters often use Duration: Permanent
computer like programming languages and detailed lists of
protocols. A golem without a written command base cannot This craftwork spell effect will allow the
ever be enchanted. enchanter to create a limited use enchanted item. Limited
use enchanted items may only be used once every month.
Spell perks may be used to increase the skills and
The maximum spell that can be prepared to be cast by such
ratings known by the golem. The caster must have an equal
an item may have a minimum skill of 30 or less.
or higher skill rating than that to be imbued into the golem.
Each allocated spell perk will allow the improvement of one Additional spell perks may be allocated to increase
skill by +20. Additional skills may be imbued for one spell the minimum skill available by +20 each. The recharge time
perk each. The base rating of any additional skill is 20. of one month may be reduced to every week for two spell
perks. Only the expenditure of five spell perks will increase
One spell perk may be used to grant the golem the
this rate to daily. Two spell perks may also be used to
gift of speech. Additional spell perks may be used to
increase the frequency of use by one activation. Four spell
increase the golems attributes by +20 each. The Game
perks will increase the frequency by two activations. This is
Master and players must determine the required number of
the maximum frequency of the limited use item.
spell perks, additional crafting time, and other statistics for
larger golems.

Enchant Option
Enchant Item Discipline: Enchantment
Discipline: Enchantment Minimum Skill: 80 Exp. Cost: 16 XP
Minimum Skill: 65 Exp. Cost: 13 XP Skill Penalty: - 30 Drain: 20
Skill Penalty: - 15 Drain: 15 Casting Time: Craftwork Range: Touch
Casting Time: Craftwork Range: Touch Duration: Permanent
Duration: Permanent
This craftwork spell effect will allow the
This craftwork spell effect will allow the creation enchanter to imbue an option as an effect into a magical
of a single use enchanted item. The maximum spell that can item. The maximum number of option points that can be
be prepared to be cast by such an item may have a minimum implanted is 25 from a single option. Additional spell perks
skill of 30 or less. Additional spell perks may be allocated to will increase this by +20 each.
increase this maximum by +20 each.

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Spell Descriptions

Enchant Pattern This craftwork spell effect will enable the


enchanter to enchant spell effects into mystical storage
Discipline: Enchantment devices. The maximum spell that can be prepared to be cast
Minimum Skill: 80 Exp. Cost: 16 XP by such an item may have a minimum skill of 30 or less.
Skill Penalty: - 30 Drain: 20 Additional spell perks may be allocated to increase this
Casting Time: Craftwork Range: Touch maximum by +20 each.
Duration: Permanent

This craftwork spell effect will allow the


enchanter to create a permanent magical travel pattern.
Travel patterns do not require an additional pattern keyed to Enchant Spell Vault
the starting pattern. Instead patterns rely on memorization Discipline: Enchantment
of both patterns by the user. Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 30 Drain: 20
Casting Time: Craftwork Range: Touch
Duration: Permanent

Enchant Rune This craftwork spell effect will enable the


enchanter to enchant a spell vault as a mystical storage
Discipline: Runic Knowledge device. The maximum spell that can be trapped and cast by
Minimum Skill: 30 Exp. Cost: 6 XP such an item may have a minimum skill of 30 or less.
Skill Penalty: - 0 Drain: 5 Additional spell perks may be allocated to increase this
Casting Time: Craftwork Range: Touch maximum by +20 each.
Duration: Permanent

This craftwork spell effect will allow the rune-


crafter to create a single rune or runic circle. The maximum
spell that can be prepared to be cast by such an item may Enchant Talisman
have a minimum skill of 30 or less. Additional spell perks
may be allocated to increase this maximum by +20 each. Discipline: Enchantment
Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 30 Drain: 20
Casting Time: Craftwork Range: Touch
Duration: Permanent

This craftwork spell effect will enable the


Enchant Scroll enchanter to enchant a Talisman as a mystical storage device.
Discipline: Enchantment This device is always available to the creator as a
Minimum Skill: 50 Exp. Cost: 10 XP sympathetic link for his other magical effects. One spell
Skill Penalty: - 0 Drain: 10 perk may be allocated to allow the invocation of the creator
Casting Time: Craftwork Range: Touch via the device. Such invocations can reach any distance and
Duration: Permanent through most magical barriers. Invocations only alert the
creator and do not allow communication without additional
This craftwork spell effect will enable the spell effects.
enchanter to enchant scrolls. The maximum spell that can
be prepared to be cast by such an item may have a minimum
skill of 30 or less. Additional spell perks may be allocated to
increase this maximum by +20 each.

Enchant Wyrd Magic


Discipline: Enchantment
Minimum Skill: 80 Exp. Cost: 16 XP
Enchant Spell Skill Penalty: - 30 Drain: 20
Discipline: Enchantment Casting Time: Craftwork Range: Touch
Minimum Skill: 65 Exp. Cost: 13 XP Duration: Permanent
Skill Penalty: - 15 Drain: 15
Casting Time: Craftwork Range: Touch This craftwork spell effect will allow the
Duration: Permanent enchanter to create a Wyrd magic storage device. A wyrd
magic storage device will drain the health of the user when

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Spell Descriptions

the item is activated. The maximum spell that can be Energy Avatar
prepared to be imbued into such an item may have a
minimum skill of 30 or less. Discipline: Sorcery
Minimum Skill: 155 Exp. Cost: 31 XP
Additional spell perks may be allocated to increase Skill Penalty: - 105 Drain: 35
this maximum by +20 each. The maximum number of Casting Time: 6 Range: Self
option points that can be implanted is 25 from a single Duration: Continual
option. Additional spell perks will increase this by +20
each. This spell effect will create an embodiment of
magical resonance from the casters soul. The appearance of
the avatar will strongly represent the desires, fears, beliefs,
and yearnings of the casters personality. The caster may
concentrate and transfer his consciousness into and out of
Encryption the avatar. While in traction with the avatar the casters
Discipline: Communication body will be defenseless unless other measures are taken. It
Minimum Skill: 65 Exp. Cost: 13 XP requires one action to transfer the consciousness between
Skill Penalty: - 15 Drain: 15 the avatar and the living body.
Casting Time: 3 Range: Touch The avatar is a creation of pure magical energy.
Duration: Continual The avatar will have twice the normal injury points of the
caster. Non-magical weapons that strike the avatar will
This spell effect will magically alter the words on inflict minimum injury. The avatar has a natural protection
any page touched into gibberish. When the intended value of 5. The avatar does not require oxygen, food, or
recipient touches the page the duration will end, allowing water. The avatar will have the same number of actions as
anyone to read the information. While the encryption is the caster and will move at the same rate of speed. Avatars
still in effect, anyone attempting to read the page must use a will have the same base attributes, skill ratings, and other
method of cryptography. The contested action is based aspects of the creator. Mages may cast spells through the
upon the Communication Discipline skill rating of the avatar without difficulty. Hand to hand combat will inflict
caster. Images cannot be encrypted in this way. the injury table below.
Spell perks may be allocated to increase the
number of pages to be encrypted. Each additional spell perk 1 2 3 4 5 6 7 8 9 0
will encrypt five pages of text. Images may be encrypted
8 11 14 17 20 23 26 29 32 35
with one additional spell perk, but anyone may attempt to
resist this form of encryption with a successful Willpower
roll. Spell perks may be used to increase the physical
attributes of the avatar. Each spell perk allocated in this way
will increase one of the following attributes by +20 (Agility,
Dexterity, Health, or Strength). Applicable skills will also
increase by +5.
Endurance Injury points may be increased by +20 per
Discipline: Healing, Protection, Transformation, Vitalism allocated spell perk. Spell perks may be used to increase the
Minimum Skill: 80 Exp. Cost: 16 XP PV by 10 each. Injury inflicted may be increased by
Skill Penalty: - 30 Drain: 20 +1d102 per spell perk. One spell perk will allow the caster
Casting Time: 3 Range: Touch to remain in suspended animation for the duration of the
Duration: Continual spell effect. Five spell perks will prevent any injury from
occurring to the caster's comatose body.
This spell effect will allow the recipient to resist
fatigue and continue heavy labor without the need for rest.
Those affected by this spell can continue to travel, work, or
fight at maximum effort without fear of exhaustion.
Anyone under the effects of this spell will still require 6
hours of sleep each night. This spell will not affect the need Energy Missile
for air, food, or water. Discipline: Aeromancy, Aquamancy, Pyromancy,
Terramancy, Weather
Additional spell perks may be used to decrease the Minimum Skill: 60 Exp. Cost: 12 XP
amount of sleep required for a recipient. Every spell perk Skill Penalty: - 10 Drain: 15
allocated will reduce the needed sleep two hours. Characters Casting Time: 3 Range: Touch
that continue under the effects of this spell for long Duration: Continual
durations will suffer from mental afflictions or psychological
dependency.

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Spell Descriptions

This spell effect will enchant a single missile Enhance Sense


weapon. The enchanted weapon will create magical
ammunition of the appropriate element per discipline. The Discipline: Nature, Transformation
magical ammunition must be reloaded and will appear at Minimum Skill: 60 Exp. Cost: 12 XP
the appropriate stage of reloading. The range of the weapon Skill Penalty: - 10 Drain: 15
will be unchanged, and the weapon will react normally in all Casting Time: 3 Range: Touch
other regards. The injury inflicted by the ammunition will Duration: Continual
always inflict the same injury as per the spell effect and not
the weapon being imbued. This spell effect will enhance one of the victims
senses. The caster must choose one of the following senses:
Vision, Hearing, Smell, Taste, and Tactile sensations when
1 2 3 4 5 6 7 8 9 0 casting this spell. All awareness rolls using the enhanced
2 4 6 8 10 12 14 16 18 20 sense, and skills using the appropriate sense, will enjoy a
bonus of +10. If tactile sensation is enhanced, all skills
The spell will inflict an amount of injury based requiring a delicate sense of touch will also enjoy the same
upon the number of spell perks allocated to increase the bonus.
potential. Every allocated spell perk will increase the injury Spell perks may be allocated to increase the bonus
by +5. Spell perks may not be used to increase the number applied to the recipient by +5 each. Two additional spell
of potential targets. Casters who desire the effect to perks are required to enhance one additional sense.
continue to inflict injury on the target may allocate three
spell perks to continue the infliction for a Short duration.

Enslave Sentient
Discipline: Binding
Enhance Device Minimum Skill: 100 Exp. Cost: 20 XP
Discipline: Mechanical Skill Penalty: - 50 Drain: 50
Minimum Skill: 60 Exp. Cost: 12 XP Casting Time: Ritual Range: Touch
Skill Penalty: - 10 Drain: 15 Duration: Continual
Casting Time: 3 Range: Touch
Duration: Continual This ritual will enslave any sentient creature or
individual. The slave will follow any and all commands by
the Master, including those that violate the slaves moral
This spell effect will improve the effectiveness of code of conduct. The victim may attempt to resist with
electrical, or mechanical, tools and equipment. Weapons Willpower at casting. Once per month the victim may
and armor cannot be improved with this spell effect. The attempt to resist with an additional Willpower check. If the
imbued item will enjoy a bonus of +5 to all skill or attribute first months resistance fails, there will be a cumulative -10
based actions. Spell perks may be used to increase the bonus penalty to the next months roll. Eventually the slave will
by an additional +5 each. have no chance to resist; a slave that reaches this point
cannot resist any mental controlling spells by the caster.

Enhance Item Entangle


Discipline: Alteration, Mechanical Discipline: Alteration, Aquamancy, Illusions, Mechanical,
Minimum Skill: 50 Exp. Cost: 10 XP Nature, Telekinesis, Terramancy, Transformation
Skill Penalty: - 0 Drain: 10 Minimum Skill: 60 Exp. Cost: 12 XP
Casting Time: 3 Range: Touch Skill Penalty: - 10 Drain: 15
Duration: Continual Casting Time: 3 Range: Touch
Duration: Continual
This spell effect will improve the effectiveness of
mechanical tools and equipment. Electrical items, weapons, This spell effect will create a wrapping of
and armor cannot be improved with this spell effect. The elemental energy or matter around the victims limbs in a 25
imbued item will enjoy a bonus of +5 to all skill or attribute square foot area (5 x 5). The entangling tentacles will
based actions. Spell perks may be used to increase the bonus impede all physical actions performed by the victim by 20
by an additional +5 each. per experience level of the caster. The method and form of

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Spell Descriptions

the entangling will be determined by the discipline used to may not re-attempt to exorcise a failed victim until their
cast the spell. The material for the entanglement must be next level of experience. Those that succeed will drive the
present and near the victim. demon out of the victim and into the world at large. Those
that succeed by more than 25 will drive the creature back to
If the victim dodges or pulls away from the area of its extra-planar home or into the world for creatures that
entanglement they will no longer be affected. Victims that belong there.
attempt to pull away must roll a contested strength roll
against an equivalent strength of 50. Attacks that deal more Spell perks may be used to trap the possessing
than twenty points of injury will lower the penalty by five entity within the ritual circle. Two additional spell perks are
for one phase. required to trap the entity, but they may attempt a contested
Willpower roll with the primary caster only to escape. In
Spell perks may be used to improve the penalty this case the Drain is Continual until the spirit is released,
against the victim by an additional -10 each. The area of escapes, or is transferred to another storage device.
entanglement may be increased by 25 square feet for one Additional spell perks may be used to increase the exorcist's
additional spell perk. The strength of the tentacles may be contested roll by five each.
increased by +10 per allocated spell perk.

Evaporate Extinguish
Discipline:Aeromancy,Alteration,Aquamancy,Cryomancy Discipline: Aeromancy, Aquamancy, Pyromancy
Minimum Skill: 50 Exp. Cost: 10 XP Minimum Skill: 35 Exp. Cost: 7 XP
Skill Penalty: - 0 Drain: 10 Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch Casting Time: 3 Duration: Instant
Duration: Continual Range: One foot per experience level of the caster

This spell effect will transform a reasonably pure This spell effect will extinguish a small fire. This
liquid volume into a gaseous state. A liter of liquid will be spell will reduce any normal fire by a quantity equal to 1d10
evaporated into a 125 cubic foot volume (5 x 5 x 5) of gas. injury inflicted per round. Torches and small campfires have
While this is not scientifically accurate, this should be used the equivalent of 3d10 per round, large campfires have
for ease of game-play. Those of a more scientific bent may between 4d10 and 5d10, while bonfires have 6d10 or more.
calculate the exact liquid to gas ratio for each altered Magical fires will also be reduced by a similar amount with a
compound. Additional spell perks will increase the successful contested Discipline versus Discipline skill roll.
maximum volume by one liter.
Additional spell effects will increase the reduction
of the fire by a 2d10 quantity each. One spell effect will
increase the range to ten feet per experience level of the
caster. After this increase, all other range increases will also
be an additional ten feet per level of experience.
Exorcism
Discipline: Binding, Protections
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 35
Casting Time: Ritual Range: Touch Fear
Duration: Instant
Discipline: Binding, Curses, Illusions
This ritual will attempt to drive out a ghost, Minimum Skill: 60 Exp. Cost: 12 XP
demon, or possessing entity from a victim. The ritual is Skill Penalty: - 10 Drain: 15
performed in three stages; each identical mechanically. The Casting Time: 3 Range: Self
Banishment skill rating of the primary caster is rolled in a Duration: Continual
contested action with the full Willpower of the possessing
entity. Only additional casters involved with the ritual may This spell effect will fill all those who look upon
apply their Banishment skill rating to this attempt. the character with fear and trepidation. It draws out the
hidden fears and phobias of the viewer. Everyone within a
Compare the results of the contested roll and keep five foot radius must resist with Willpower or else lose one
the difference for the first stage. Total the final difference action from absolute terror. This applies to friends and foes
of all three stages to determine the victor of the exorcism. If alike.
the demon wins, it retains control of the victim. Exorcists

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Spell Descriptions

If the initial resistance fails, the victim may not Flame Growth
advance upon the horrific character. They are not forced to
flee and may attempt to resist again once per phase. If the Discipline: Pyromancy
character advances on the victim, they are allowed a second Minimum Skill: 21 Exp. Cost: 4 XP
Willpower roll to resist. If successful they may stand their Skill Penalty: - 0 Drain: 5
ground, otherwise they will flee. If pressed into a corner, the Casting Time: 3 Duration: Instant
victim may defend and will fight with a terrified vigor. Range: One foot per experience level of the caster

Spell perks may be used to increase the radius of This spell effect will expand a small fire. This
the effect. Each will increase the radius by five additional spell will increase any normal fire by a quantity equal to
feet. Two spell perks will allow the caster to negate the 1d10 injury inflicted per round. Torches and small
effect on those he considers allies. Alternatively, two spell campfires have the equivalent of 3d10 per round, large
perks will allow an additional save once per round instead of campfires have between 4d10 and 5d10, while bonfires have
once per phase. 6d10 or more. Continual magical fires may also be increased
by a similar amount. This spell has no effect upon Cloaks
of Injury spell effects or instant fire attacks.
Additional spell effects will increase the growth of
the fire by a 2d10 quantity each. One spell effect will
Feign Death increase the range to ten feet per experience level of the
caster. After this increase, all other range increases will also
Discipline: Vitalism be an additional ten feet per level of experience.
Minimum Skill: 70 Exp. Cost: 14 XP
Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Touch
Duration: Continual

This spell effect will cause the targets metabolism


to slow to a near death-like rate. All processes including
Flare
breathing, healing, and blood circulation will seem to cease. Discipline: Illusions, Pyromancy
Those who wish to resist may attempt a Willpower check. Minimum Skill: 30 Exp. Cost: 6 XP
The body can survive an extra ten times normal period with Skill Penalty: - 0 Drain: 5
a limited, or missing, supply of food, water, or oxygen. Casting Time: 3 Duration: Short
Poisons, toxins, and healing will also take ten times as long Range: 10 feet per level of experience
as normal. A successful Awareness roll versus the casters
Vitalism skill rating is required to notice the effect. This spell effect will create a giant blaze of flame
that will shoot into the sky and explode for a short duration.
Spell perks may be used to increase the reduction The flare will never inflict any injury, but may be very
of the subjects metabolism. Every spell perk allocated in effective for surprising an enemy. One spell perk will allow
this way will increase the reduction by an extra five times the caster to choose the appearance of the flare.
(15x, 20x, 25x, etc).

Flight
Fertility
Discipline: Aeromancy, Flight, Telekinesis
Discipline: Curses, Healing, Transformation, Vitalism Minimum Skill: 70 Exp. Cost: 14 XP
Minimum Skill: 50 Exp. Cost: 10 XP Skill Penalty: - 20 Drain: 15
Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Self
Casting Time: 3 Range: Touch Duration: Continual
Duration: Continual
This spell effect will allow the recipient to fly at
their normal rate of movement. This spell effect cannot
This spell effect will increase or decrease the effect anyone with a higher than Medium encumbrance.
fertility of the individual touched. The specific results of The flight will tire and fatigue the recipient as if they were
this spell must be determined by the Game Master. A ritual moving normally.
form of this spell will allow a permanent result with the The recipient can rise a maximum of 2,000 feet
expenditure of 35 total Drain and one experience point. above ground for every level of the caster. This spell does

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Spell Descriptions

not protect against changes in pressure or lack of air. The Floating Disk
character may not hover using this spell effect, but may land
and take off as many times as desired. Discipline: Telekinesis
Minimum Skill: 50 Exp. Cost: 10 XP
Simple movements are allowed without any Skill Penalty: - 0 Drain: 10
additional skills. Complicated actions will require either the Casting Time: 3 Duration: Continual
Flight skill or the Agility default. The Defensive Tactics of Range: 10 feet per experience level of the caster
the flier cannot exceed this rating.
This spell effect will create a floating disk of
Spell perks may be allocated to improve the rate of
telekinetic power. The disk can support up to 20 pounds
movement, potential altitude, and maximum encumbrance.
per experience level of the caster. Any additional weight
One spell perk will increase the maximum movement to 15
will cause the disk to sink to the floor. The disc has a
miles per hour outside of close quarters or combat.
maximum diameter of three feet. The maximum altitude is
Additional speed may be acquired at a rate of +15 mph per
five feet above the ground. The disk can be moved
spell perk. The rate will only increase by ten feet per phase
anywhere within the range of the spell, but can only move at
in close quarters, or combat, per spell perk.
a rate of five feet every phase. The controller may either
The potential altitude may be increased by 2,000 allow the disk to follow on autopilot, or expend one action
feet per spell perk allocated. A spell perk can be used to per phase to control its movements.
increase the maximum allowed encumbrance by one level.
Spell perks may be allocated to increase the rate of
One spell perk will allow the character to hover as desired.
movement by five additional feet per phase. Spell perks may
be used to increase the maximum carry weight of the disk by
twenty pounds each. An additional five feet of altitude is
available for one allocated spell perk. Spell perks will
increase the diameter of the disc by an additional one foot
each.
Float
Discipline: Flight, Telekinesis
Minimum Skill: 30 Exp. Cost: 6 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Self
Duration: Continual Flying Item
This spell effect will allow the recipient to bob and Discipline: Flight, Telekinesis
float in midair as if they were in a micro-gravity Minimum Skill: 50 Exp. Cost: 10 XP
environment. Characters may swim through the air at a rate Skill Penalty: - 0 Drain: 10
of five feet per phase. With a good solid kick-off, the Casting Time: 3 Range: Touch
character may travel up to their full running movement per Duration: Continual
phase, but will require a Gymnastics or Micro-gravity
Training skill roll to avoid injury at the destination. This spell effect will imbue a non-magical item
with the gift of limited flight. Anyone may climb onto the
This spell effect cannot effect anyone with a item and control the direction, speed, and altitude of the
higher than Medium encumbrance. There is a maximum travel. Simple maneuvers and actions require no skills, but
altitude of 100 feet per level of the caster. This spell will not complex maneuvers will use the Ride Conveyance physical
protect the recipient from a environmental hazards such as a skill.
lack of pressure or oxygen.
Common myths and folklore will provide ample
Floating characters have no Defensive Tactics ideas for items and objects to be used with this spell.
unless actions are expended. Characters that are struck will Broomsticks, cauldrons, carpets, and saddles are all good
reduce the injury roll by two and will be shoved in the examples. Vehicles and very large items cannot be imbued
opposite direction by the attack. Every 20 points of injury by this spell; the Game Master will determine how big is too
will send the character five feet in the opposite direction. big.
Spell perks may be allocated to increase the This spell effect will allow the item to fly at the
maximum altitude by an additional 100 feet. A spell perk operators normal rate of movement. This spell effect
can be used to increase the maximum allowed encumbrance cannot lift anyone with more than Medium encumbrance.
by one level. The recipient can rise a maximum of 2,000 feet above
ground for every level of the caster. This spell does not
protect against changes in pressure or lack of air. The
character may not hover using this spell effect, but may land
and take off as many times as desired.

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Charles Weston (order #2827343) 6


Spell Descriptions

Spell perks may be allocated to improve the rate of Flying Vessel


movement, potential altitude, and maximum encumbrance.
One spell perk will increase the maximum movement to 15 Discipline: Flight
miles per hour outside of close quarters or combat. Minimum Skill: 130 Exp. Cost: 26 XP
Additional speed may be acquired at a rate of +15 mph per Skill Penalty: - 80 Drain: 55
spell perk. The rate will only increase by ten feet per phase Casting Time: Ritual Range: Touch
in close quarters or combat per spell perk. Duration: Continual

The potential altitude may be increased by 2,000 This ritual will allow a large vehicle or boat the
feet per spell perk allocated. A spell perk can be used to gift of flight. A maximum of 5,000 pounds can be lifted by
increase the maximum allowed encumbrance by one level. the caster. The vehicle will fly in the same manner as it is
One spell perk will allow the object to hover as desired. normally operated, the only difference being the casters
ability to alter the attitude and pitch of the vehicle. The
Five spell perks will allow the caster to imbue
normal skill to pilot the vessel is required.
larger items or small vehicles; again with the Game Masters
discretion. Boats, sailing vessels, and other gargantuan The vessel may not hover using this ritual, but
items should not use this spell effect. Read the Flying may land and take off as many times as desired. The vessel
Vessel spell effect for the creation of airships and similar can travel up to 25 miles per hour in the air. The vehicle can
vessels. rise a maximum of 2,000 feet above ground for every level
of the caster. This ritual does not protect against changes in
pressure or lack of air.
Additional speed may be acquired at a rate of +10
mph per spell perk. The potential altitude may be increased
by 2,000 feet per spell perk allocated. A spell perk can be
Flying Mount used to increase the maximum weight by 2,000 lbs. One
Discipline: Flight, Transformation spell perk will allow the character to hover as desired.
Minimum Skill: 100 Exp. Cost: 20 XP
Skill Penalty: - 50 Drain: 25
Casting Time: 4 Range: Touch
Duration: Continual
Focus Lightning
This spell effect will imbue the gift of flight onto a Discipline: Weather
single animal such as a horse or mule. The animal can fly at Minimum Skill: 60 Exp. Cost: 12 XP
a rate equal to its normal movement. The animal may only Skill Penalty: - 10 Drain: 15
be cast upon a mount laden with no more than Medium Casting Time: 3
encumbrance. The recipient can rise a maximum of 2,000 Duration: Continual
feet above ground for every level of the caster. This spell Range: 10 feet per experience level of the caster
does not protect against changes in pressure or lack of air.
The mount may not hover using this spell effect, but may This spell effect can only be successfully cast
land and take off as many times as desired. Simple outdoors during a thunderstorm, or in a highly ionized area.
movements are allowed without any additional skills. The spell draws upon the storm to channel lightning down
Complicated actions will require the skill Ride Flying upon one victim. The victim may attempt to dodge out of
Mount. the way. Victims will suffer 3d10 points of electrical injury
for every experience level of the caster. One additional spell
Spell perks may be allocated to improve the rate of
perk may be spent to improve the injury inflicted by 1d10.
movement, potential altitude, and maximum encumbrance.
One spell perk will increase the maximum movement to 15
miles per hour outside of close quarters or combat.
Additional speed may be acquired at a rate of +15 mph per
spell perk. The rate will only increase by ten feet per phase
in close quarters or combat per spell perk.
Force Ward
The potential altitude may be increased by 2,000
Discipline: Wards
feet per spell perk allocated. A spell perk can be used to
Minimum Skill: 60 Exp. Cost: 12 XP
increase the maximum allowed encumbrance by one level.
Skill Penalty: - 10 Drain: 15
One spell perk will allow the mount to hover as desired.
Casting Time: 3 Range: Touch
Larger animals may be enchanted with this spell effect; the
Duration: Continual
Game Master must determine the required number of
additional spell perks.

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Spell Descriptions

This spell effect will create a protective ward of This spell effect will force any creature to return
force around the item selected. This ward will prevent to its original true form. This spell effect will negate and
anyone, including the caster, from touching or damaging the dispel the magical energies of any other transformation
object. The ward will keep everyone one inch away from effect with a continual or short duration. This spell effect
the object. The force ward has an effective PV of 25 and 50 will not negate magical items or permanent enchantments.
BP. The breakage points will regenerate 1/10 th the casters Spell effects with a permanent duration will be temporarily
Ward Discipline per hour. Destroying this ward will alert disrupted for a Short duration.
the creator.
The spell to be affected must have a minimum
Spell perks may be used to increase the area of skill requirement of no more than 50. Only one spell effect
effect from touch to a perimeter defense instead. Any may be affected at any time. To determine if the forced
translocation effect will avoid the perimeter, but the change attempt was successful; both spellcasters must roll
perimeter is greatly increased to an area of 625 square feet contested using the appropriate spell disciplines skills. If the
(25 x 25) per spell perk. person casting Forced Change is the winner, then the
offending spell effect is negated. Otherwise the offending
Spell effects may also increase the Protection spell resists the negation attempt. Further attempts to
Value and Breakage Points of the ward. Every additional negate the same spell effect will grant a bonus of +15 to the
spell perk will increase the PV of the ward by +10. An spell strength of the original spell.
increase of +20 BP may be applied for every allocated spell
perk. Spell perks may be allocated to increase the range
of spell effects available to be destroyed. Each allocated spell
perk will increase the available minimum skill by +10. Spell
perks can also be allocated to increase the number of spell
effects that are negated on the same target. Each spell perk
allocated in this way will increase the number of possibly
Forced Change negated spell effects by one. Spell perks that reduce the
resistance of the target cannot be purchased for this spell
Discipline: Transformation effect.
Minimum Skill: 70 Exp. Cost: 14 XP
Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Touch
Duration: Instant

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Spell Descriptions

Forget Gateway
Discipline: Curses Discipline: Translocation
Minimum Skill: 75 Exp. Cost: 15 XP Minimum Skill: 130 Exp. Cost: 26 XP
Skill Penalty: - 25 Drain: 15 Skill Penalty: - 80 Drain: 30
Casting Time: 3 Range: Touch Casting Time: 5 Duration: Short
Duration: Permanent Range: 10 feet per experience level of the caster

This spell will cause the victim to forget one event This spell effect will create a two-way opening in
or small piece of information. It cannot cause the victim to space. This opening has no true depth, and may be moved
forget people, relationships, skills, or other long term through without difficulty. When looked upon from the
subjects. Victims may choose to resist with Willpower. side there is a visible shimmer in the air, but from the front
Events that are affected by the forgotten event will become it appears as a doorway to the other location. The gateway
clouded in the memory and may change to reflect the can link any two points that are not separated by more than
forgotten memory. one mile per experience level of the caster. The gateway will
remain open for a Short duration.
This spell will not create a drastic change in
personality regardless of the memory removed. Small Spell perks may be used to increase the range of
quirks, prejudices, and shades of personality may become the translocation effect. Each allocated spell perk will add
more moderate. Players who desire to use this spell as a one mile to the effect. One spell perk allocated to increase
reason to alter their character's personality may perform any the duration of the gateway will allow the spell effect to
changes they desire. become Continual.
The more important the memory, the more spell
perks must be allocated to eradicate it. Game Masters must
use their discretion in determining the exact number
required. Significant subjects or events may require five
spell perks. Relationships may require ten spell perks.
Genetic Compatibility
Discipline: Transformation, Vitalism
Minimum Skill: 145 Exp. Cost: 29 XP
Skill Penalty: - 95 Drain: 60
Casting Time: Ritual Range: Touch
Garble Duration: Continual
Discipline: Aeromancy, Communication, Curses, This ritual will allow two individuals from
Transformation different species to mate and procreate. This powerful
Minimum Skill: 40 Exp. Cost: 8 XP ritual is the mystical only mystical way to create half-breeds
Skill Penalty: - 0 Drain: 10 and partial races. The effects of this spell, and any
Casting Time: 3 Range: Touch additional spell perks required, must be determined by the
Duration: Continual Game Master. Races that are similar on a genetic level
should not require additional spell perks. Wildly differing
This spell effect garbles the victim and causes races should require more spell perks. Undead races, such as
difficulties in speaking. All verbal based skills including spirits and vampires, will require the Game Master's
spellcraft suffer a penalty of -10 unless the victim resists discretion to utilize this ritual.
using Willpower. Victims may attempt to communicate
complex ideas and plans with a successful contested The new child will have traits from both races, and
Language skill roll. will be able to procreate with both races without further
rituals. This ritual must be kept in effect for the entire
Spell perks may be allocated to increase the period of conception, gestation, and birth or the ritual will
penalty applied by 10 per spell perk. This modifier will fail and cause a miscarriage.
apply to all verbal and language skills.

Gills
Discipline: Aquamancy, Nature, Transformation
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Self
Duration: Continual

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Spell Descriptions

This spell effect will grow gills onto the recipients dealt to the temporary ones first.
body. These gills are a fully functional secondary method of
breathing and will not adversely affect the character outside Any armor worn during the transformation will
of water. The water to be breathed must be relatively clean inflict an amount of injury to the giant equal to its PV. The
and oxygenated, but may be either fresh or salt water. This armor is now ruined and shredded. Indestructible armor
spell will not grant the recipient any additional resistance to will simply inflict the injury and hang loosely upon the
pressure. Characters will be unable to speak or cast spells giant. The recipient may choose to resist this spell effect
normally. using Willpower.

Two spell perks are required to allow the character Additional spell perks may be used to increase the
to resist the pressures of deep water such as oceans and very size even further. Every two spell perks allocated will
deep lakes. One spell perk may be used to create webbing increase the multiplier by one (3x, 4x, 5x, etc). One spell
on the hands and feet of the recipient allowing normal perk may be allocated to avoid the injury inflicted by any
movement underwater. One spell perk will allow the armor as it is absorbed into the larger form.
recipient to speak and cast spells normally.

Graft Limb
Discipline: Healing, Mechanical, Necromancy,
Transformation
Minimum Skill: 90 Exp. Cost: 18 XP
Skill Penalty: - 40 Drain: 20
Casting Time: 3 Range: Self
Duration: Continual

This spell effect will graft an appropriate limb, or


other body part, onto the recipient and allow her to operate
the limb normally. The strength and other attributes of the
limb are identical to the original limb. The IP of a limb is
equal to 1/5th the full IP of the donor creature or character.
The applicable sort of limbs that may be grafted is
determined by the Discipline used to cast the effect.
Healing and transformation disciplines will allow freshly
severed limbs to be temporarily attached. The necromantic
form of this effect will allow putrid, decayed, and skeletal
limbs to be attached. The mechanical version will allow the Hallucination
caster to graft mechanical, cybernetic, or robotic replacement
parts. Discipline: Illusions
Minimum Skill: 100 Exp. Cost: 20 XP
Skill Penalty: - 50 Drain: 25
Casting Time: 4 Range: Special
Duration: Continual

Growth This spell effect allows the illusionist to create a


Discipline: Transformation large scale environmental illusion. Most people, places, and
Minimum Skill: 70 Exp. Cost: 14 XP things within the area of effect may be altered to the casters
Skill Penalty: - 20 Drain: 15 whim. The illusion will affect every sense of the victims.
Casting Time: 3 Range: Self The caster may shroud an area equal to one acre per
Duration: Continual experience level with their vision of reality. Additional
spell perks will increase the area affected by the
This spell effect will double the size and hallucination by one acre each.
significantly increase the weight of the recipient. The Everyone who enters the area may attempt to
growth doubles the strength and health attributes of the resist with a Willpower save. Those that are successful may
giant. While this does not affect skills, the character does concentrate with one action to see the world as it truly is for
have a bonus to injury dealt and a temporary bonus to injury a moment. Otherwise they are completely in thrall to the
points. Any injury dealt to the character while larger will be imaginary world.

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Spell Descriptions

The original caster may alter or adapt their world Health Bind
in any way they desire during the course of the spell. Minor
changes will require one action to accomplish. Significant Discipline: Binding, Vitalism
changes will require one or two phases of concentration. A Minimum Skill: 100 Exp. Cost: 20 XP
full revamping of the illusion will require a mere three Skill Penalty: - 50 Drain: 25
phases. Casting Time: 3 Range: Touch
Duration: Continual
Any illusionary injury will inflict sanity loss to
those who believe they were hurt. Those who successfully This spell effect will bind the life energies of the
resisted the initial spell will automatically receive half caster and the individual touched. The touched individual
normal sanity loss. They may also roll Willpower for each will receive a Luck roll to resist. Once the two energies are
strike to resist any sanity loss. linked, each will suffer an identical amount of injury as the
other. Armor and protective spells cannot prevent or re-
direct this injury.
Should one recipient fall unconscious, become
drugged, or perish during the duration; the other must roll
Health or instantly fall victim to the same state. Spells that
Hard Skin target a sympathetic link with one of the pair will affect the
Discipline: Nature, Transformation other equally. Other effects may apply as the Game Master
Minimum Skill: 30 Exp. Cost: 6 XP decrees.
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Self
Duration: Continual

This spell effect will harden the skin of the Heat Object
recipient to the equivalent of rough leather. The skins Discipline: Pyromancy
appearance will be identical, but will be easily noticeable to Minimum Skill: 21 Exp. Cost: 4 XP
the touch. The armor will have 5 PV and counts as natural Skill Penalty: - 0 Drain: 5
armor. Two additional spell perks will increase the PV of Casting Time: 3 Range: Touch
the armor by five. Duration: Continual

This spell effect will heat any metal, glass, or


plastic object to painful levels. The heated object will inflict
one point of injury for every experience level of the caster,
during each phase of contact. This spell effect cannot be
Heal cast upon objects that do not conduct heat. This spell will
not damage or weaken a heated object.
Discipline: Healing
Minimum Skill: 55 Exp. Cost: 11 XP
Skill Penalty: - 5 Drain: 10
Casting Time: 1 Range: Touch
Duration: Instant

This spell will heal the physical wounds of a Hedge Wizardry


character with only a momentary touch. The recipient will Discipline: Hedge Wizardry
instantly heal 2d10 injury points. Comatose characters who Minimum Skill: 5 Exp. Cost: Free
are brought above 0 Injury points may attempt to regain Skill Penalty: - 0 Drain: 5
consciousness by rolling a Health check. The rate of healing Casting Time: 3 Range: Touch
may be increased by 1d10 per allocated spell perk. Duration: Short
This spell cannot heal Accumulated Injuries or the
This spell effect is used for animating simple labor
effects of most Critical Injuries. This spell cannot cure
and other very small effects. The caster may choose a task
diseases, neutralize poisons, remove parasites, or perform
to be completed without his direct intervention, assuming
medical diagnosis. This spell cannot restore Sanity Points.
that any tools required are present. Cleaning, mopping, and
There is a charm version of this spell effect called personal hygiene are all good examples of this form of hedge
Seal Wound. This charm will only require one action to wizardry. Skill based tasks are not possible for this spell and
cast, five Drain, and will heal one point of injury for every will require the spell effect of Craftwork.
experience level of the caster. The wound will cease any
Hedge Wizardry can also be used to do a single
bleeding until re-opened.
point of elemental based injury. Finger matches, frosty

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Spell Descriptions

fingers, static shocks, and similar effects are possible. Any This spell effect will reduce the effectiveness of
armor will prevent this injury. Tiny single sensory illusions mechanical tools and equipment. Electrical items, weapons,
may be created with this effect. A soft hum, a quick waft of and armor cannot be hindered with this spell effect. The
odor, or a tiny image can be created. Other simple effects imbued item will suffer a penalty of 5 to all skill or attribute
may be attempted with this spell, but the results never last based actions. Spell perks may be used to increase the
long. penalty by an additional 5 each.
Spell perks are very important to this training spell
effect. Every additional spell perk will increase the injury
inflicted by one, or increase the effectiveness of any minor
task. One spell perk will allow the caster to maintain the
effect as a Continual spell. The Game Master may allow
spell perks to be used to create other unique actions, but Hologram
each spell casting can only have a singular effect. Discipline: Illusions
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Duration: Continual
Range: 10 feet for every experience level of the caster
Hesitation
Discipline: Binding, Curses, Temporal This spell effect will create a realistic three
Minimum Skill: 21 Exp. Cost: 4 XP dimensional visual image of any subject the caster can
Skill Penalty: - 0 Drain: 5 imagine. The image can be seen by everyone within line of
Casting Time: 3 Range: Special sight. The hologram may fill a volume of 125 cubic feet (5 x
Duration: Instant 5 x 5). The image can move or remain stationary. The
image can react as the caster desires with the expenditure of
This spell effect will cause an opposing force of one action of concentration.
characters, or monsters, to hesitate in combat. The effect of The image has no substance, is completely silent,
this spell is to force an unmodified initiative roll at the and has no odor. Those who see the hologram may attempt
beginning of the next combat round. The opposing force to resist with Perception. Those who fail will believe the
may resist this spell effect with a contested Discipline versus hologram until something occurs to shatter the belief. Even
Small Unit Tactics skill roll. after belief has been shattered, the hologram will still be
visible. Holograms can never inflict real injury or sanity
loss. Spells, options, and technology that affect light may be
able to disrupt or modify the hologram.

Hinder Device Spell perks may increase the volume of the


hologram by an additional 125 cubic feet (5 x 5 x 5). Two
Discipline: Mechanical spell perks may be allocated to give the hologram auditory
Minimum Skill: 60 Exp. Cost: 12 XP features. The auditory portion of this spell must be simple
Skill Penalty: - 10 Drain: 15 noises and cannot mimic a creature or individual. No other
Casting Time: 3 Range: Touch senses may ever be granted to a hologram.
Duration: Continual

This spell effect will reduce the effectiveness of


electrical, or mechanical, tools and equipment. Weapons
and armor cannot be hindered with this spell effect. The
imbued item will suffer a penalty of 5 to all skill or attribute
based actions. Spell perks may be used to increase the
penalty by an additional 5 each.
Ignite Fire
Discipline: Pyromancy
Minimum Skill: 21 Exp. Cost: 4 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Duration: Instant
Range: 10 feet per experience level of caster
Hinder Item
Discipline: Alteration, Mechanical This spell effect will allow the character to ignite
Minimum Skill: 50 Exp. Cost: 10 XP any flammable object within range. The initial fire will have
Skill Penalty: - 0 Drain: 10 a maximum injury and size equivalent of 1d10. The fire is
Casting Time: 3 Range: Touch completely normal and will continue to burn, or falter, based
Duration: Continual upon the wind and available fuel.

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Spell Descriptions

Ignore This spell effect will allow the caster to create a


vibrant illusion with any desired senses to everyone within
Discipline: Binding range. Those outside the range of the illusion will see
Minimum Skill: 70 Exp. Cost: 14 XP nothing except the real actions of those present. The
Skill Penalty: - 20 Drain: 15 illusion can be no larger than 1,000 cubic feet (10 x 10 x 10).
Casting Time: 3 Range: Self
Duration: Continual The illusion can be anything that the caster can
imagine. It may overlay or shroud real objects or hang in the
This spell effect will allow the recipient to fade air without support. The illusion may incorporate
into the background and be ignored by everyone in the area. movement, but any complex actions will require the caster
While dressed and acting like someone who belongs there to spend one of their own actions to control and manipulate.
and is not important, there is no chance to resist. Noticeable Illusions cannot deal injury points, but may inflict 2d10
or unusual actions will allow those present to roll Willpower points of sanity loss to those that fail their initial Perception
to resist. Non-sentient creatures and technological sensors resistance.
will always follow their programming, or commands, and Spell perks may increase the loss of sanity inflicted
will interact normally. Any combat will automatically cancel by this spell effect. Every additional spell perk will increase
this effect. Those referring to any recordings or surveillance the sanity loss potential by 1d10. Additional spell perks
equipment will not be affected. allocated to improving the size of the illusion will increase
Spell perks will improve the effectiveness of the the volume by 1,000 cubic feet (10 x 10 x 10) each.
masking. Two spell perks will allow the recipient to impose
the effect upon anyone watching or listening through real-
time observation methods such as security cameras or spells.
Five spell perks are required to allow the effect to work via
later playback of recorded media, but the effect must still be Illusionary Beauty
in effect during the playback to be effective. Discipline: Curses, Illusions
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Self
Duration: Continual
Ignore Injury
Discipline: Healing, Protections, Transformation This spell effect will grant a bonus of +20 to the
Minimum Skill: 30 Exp. Cost: 6 XP Beauty attribute of the recipient. This illusion may be
Skill Penalty: - 0 Drain: 5 resisted with Perception. Those that fail the resistance will
Casting Time: 3 Range: Touch see the character as a more idealized version of their true
Duration: Continual form. This spell will not drastically alter the appearance of
the caster, but may add highlights, smooth blemishes,
This spell effect will numb the pain receptors of reshape noses slightly, and other minor cosmetic
the recipient. The character will feel less pain and enhancements. This spell will not affect any sense other
discomfort but will retain full sensation and tactile control. than sight. Viciously petty spellcasters may choose to
This will allow the recipient to ignore all penalties for the reduce a characters beauty by an equal amount.
first wound level of injuries. This effect may also be used as Spell perks may be allocated to increase the Beauty
anesthesia during surgery for one wound or body location. by an additional +10 each. Soon even the most hideous of
Spell perks will increase the numbness that a beasts will become a raving beauty. One additional spell
recipient will receive. Every allocated spell perk will perk will allow the effect to include touch, smell, or even
increase the injury level that the character may ignore by taste.
one. Use during surgery will allow an additional body
location or more comprehensive surgical procedures to
proceed without pain.

Illusionary Bolt
Illusion Discipline: Illusions
Minimum Skill: 50 Exp. Cost: 10 XP
Discipline: Illusions Skill Penalty: - 0 Drain: 10
Minimum Skill: 75 Exp. Cost: 15 XP Casting Time: 3 Duration: Instant
Skill Penalty: - 25 Drain: 15 Range: 10 feet per experience level of the caster
Casting Time: 3 Duration: Continual
Range: 10 feet per experience level of caster

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Spell Descriptions

This spell effect will create an illusionary ranged Illusionary Pulse


strike that will seem to injure one individual. This spell
requires the Ranged Strike skill. The victim may roll Discipline: Illusions
Willpower to resist the sanity loss while all others may Minimum Skill: 135 Exp. Cost: 27 XP
attempt Perception rolls. Victims who fail their willpower Skill Penalty: - 85 Drain: 30
rolls will suffer loss of sanity. The victim and those who fail Casting Time: 5 Duration: Instant
their Perception rolls will see wounds, damaged equipment, Range: 10 feet per experience level of the caster
and other tell tale signs of injury. Armor will reduce the loss
of sanity. This spell effect will create an illusionary
explosion outwards from the target location. This explosion
1 2 3 4 5 6 7 8 9 0 will use the explosion rules in the combat section. The
2 4 6 8 10 12 14 16 18 20 initial blast point will seem to inflict 3d10 sanity loss per
level of experience. The rate of diffusion is in five foot
The spell will inflict an amount of sanity loss increments. Those within the potential blast radius may
based upon the number of spell perks allocated to increase attempt to Dodge to a safer location.
the potential. Every allocated spell perk will increase the The victim may roll Willpower to resist the sanity
sanity loss by +5. Spell perks may not be used to increase loss while all others may attempt Perception rolls. Victims
the number of potential targets. who fail their willpower rolls will suffer loss of sanity. The
victim and those who fail their Perception rolls will see
wounds, damaged equipment, and other tell tale signs of
injury. Armor will reduce the loss of sanity.
Spell perks may be used to increase the rate of
diffusion, amount of sanity loss inflicted at the blast point,
and blast directions. Two spell perks will allow ten feet
Illusionary Darts between sanity reductions instead of only five feet.
Additional sanity loss of 1d10 is available for the allocation
Discipline: Illusions
of one spell perk each. Additional targets may never be
Minimum Skill: 80 Exp. Cost: 16 XP
selected using this spell effect.
Skill Penalty: - 30 Drain: 20
Casting Time: 3 Duration: Instant The blast direction may be controlled by 180
Range: 10 feet per experience level of the caster degree margins for a single spell perk. Directional
modifications of 90 degrees are possible with two spell
This spell creates a series of many light attacks perks. No more than three spell perks may be allocated to
that inflict sanity loss but appear to injure the targets acquire a fine 45 degree control over the blast direction.
normally. This spell requires the Ranged Strike skill. The
attack is the equivalent of a short burst. The victim may roll
Willpower to resist the sanity loss while all others may
attempt Perception rolls. Victims who fail their willpower
rolls will suffer loss of sanity. The victim and those who fail
their Perception rolls will see wounds, damaged equipment, Illusionary Shield
and other tell tale signs of injury. Armor will reduce the loss
of sanity. Discipline: Illusions
Minimum Skill: 40 Exp. Cost: 8 XP
1 2 3 4 5 6 7 8 9 0 Skill Penalty: - 0 Drain: 10
2 4 6 8 10 12 14 16 18 20 Casting Time: 3 Range: Self
Duration: Continual
The spell will inflict an amount of sanity loss
based upon the number of spell perks allocated to increase This spell effect will create an illusionary shield on
the potential. Every allocated spell perk will increase the the arm of the caster. The shield will not actually stop a real
sanity loss by +5. Spell perks may not be used to increase weapon from inflicting injury but will cause attackers strikes
the number of potential targets. to go wide. Attackers will receive a Perception roll to resist
the effects of this spell. The shield will appear to be a
Additional spell perks may be allocated to increase buckler, and grants the illusionist a bonus of +5 to his Full
the rate of fire for the stream of darts. One spell perk spent Defensive Tactics. There is no penalty for using an
in this way will increase the rate of fire to a medium burst. illusionary buckler.
Two spell perks will allow long bursts.
Spell perks can be used to increase the size of the
shield. One additional spell perk will increase the size to
that of a medium round shield. This shield will grant a
bonus of +10 to Defensive Tactics. Three allocated spell

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Spell Descriptions

perks will increase the size to that of a tower shield; with a Improved Mind
bonus of +15 to DT.
Discipline: Sorcery
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Duration: Continual
Illusionary Weapon This spell effect will improve and enhance the
Discipline: Illusions mind of a victim. The caster may choose which of the
Minimum Skill: 40 Exp. Cost: 8 XP following attributes they wish to improve: Awareness,
Skill Penalty: - 0 Drain: 10 Charisma, Intellect, or Willpower. A total of 10 points may
Casting Time: 3 Range: Self be temporarily added to any of the chosen attributes. The
Duration: Continual caster may choose how to split the total points amongst the
recipients attributes. Every additional spell perk will
This spell effect will create an illusionary weapon increase the total attribute points by +5 which may be split
that will seem to inflict normal injury. Only sanity points normally.
are lost for successful strikes. Victims are allowed
Perceptions saves to attempt to resist this illusion. Those
that succeed are not affected by the loss of sanity points.
Regardless of the form chosen, the weaponry created will
inflict the same amount of sanity loss based upon the Impulsive Speech
number of perks allocated towards sanity loss. Armor will Discipline: Curses
reduce the loss of sanity. All rolls to strike will utilize the Minimum Skill: 80 Exp. Cost: 16 XP
weapon skill of the recipient along with any specializations Skill Penalty: - 30 Drain: 20
they may have acquired with the appropriate form. Casting Time: 3 Range: Touch
Duration: Continual
Perks 1 2 3 4 5 6 7 8 9 0
Base 3 6 9 11 13 16 19 21 23 26 This curse will weaken the internal monitor of a
2 8 11 14 17 20 23 26 29 32 35 victims speech. Things that the character would never say
in a situation, but only think, may come pouring out of his
4 13 16 19 22 25 29 33 36 39 42 mouth. Victims in normal situations will be far less
6 17 21 25 29 33 37 41 45 49 53 considerate and polite, instead speaking their mind. Players
should have fun with this curse, enjoying the excuse to vent
at other characters especially NPCs! Please remember to
be kind to the other players, this spell should not be the
cause of player hostility or anger.
Important events, and scenes in which the
Improved Body character specifically tries to remain quiet, will allow a
Willpower roll to resist. Failure means that the victim will
Discipline: Transformation embarrass and demean those around him. A critical fumble
Minimum Skill: 50 Exp. Cost: 10 XP may reduce the victim to a uncontrollable scene of vile
Skill Penalty: - 0 Drain: 10 imprecations, twitches, magnified resentments, and streams
Casting Time: 3 Range: Touch of malign consciousness.
Duration: Continual

This spell effect will improve and enhance the


physical body of a recipient. The caster may choose which
of the following attributes they wish to improve: Agility,
Beauty, Dexterity, Health, or Strength. A total of 10 points Increase Pressure
may be temporarily added to any of the chosen attributes. Discipline: Aeromancy, Weather
The caster may choose how to split the total points amongst Minimum Skill: 30 Exp. Cost: 6 XP
the recipients attributes. Every additional spell perk will Skill Penalty: - 0 Drain: 5
increase the total attribute points by +5 which may be split Casting Time: 3 Duration: Instant
normally. Range: 10 feet per experience level of caster

This spell effect will suddenly increase the


pressure around a 125 cubic foot volume (5 x 5 x 5).
Glassware, magical gems, and other brittle objects have a

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Charles Weston (order #2827343) 6


Spell Descriptions

20% chance to shatter. The spellcaster may choose to attempt to resist with Willpower, but any failure will
allocate spell perks to increase this base chance by 10%. engender puppy love and a slavish desire to please their
paramour.
One spell perk may be used to increase the volume
affected by an additional 125 cubic feet (5 x 5 x 5). This spell This spell will not force the victim to commit any
effect may also be used to increase the pressure for longer actions they find morally reprehensible, although any
periods of time. One spell perk will convert the duration to further mind-controlling spells from the beloved will inflict
Continual with the accompanying Continual Drain. a penalty of -30 to resist. Victims may be blind to the faults
of their paramour, will often react badly to anyone who
besmirches or threatens their intended.
Spell perks may be allocated to narrow down the
available subjects. One spell perk will enable the caster to
choose one particular of the subject that the victim will react
Indestructible Object to: sex, race, height, skin color, hair color, age, etc. Two
Discipline: Alteration, Enchantment spell perks will enable the spellcaster to choose a specific
Minimum Skill: 100 Exp. Cost: 20 XP subject.
Skill Penalty: - 50 Drain: 25
Casting Time: 4 Range: Touch
Duration: Continual

This spell effect will cause the item touched to


become indestructible and unbreakable. The object may Inflict Insanity
only be items made from durable materials such as metal, Discipline: Curses
hard wood, or hard plastics. Cloth, leathers, soft wood, and Minimum Skill: 80 Exp. Cost: 16 XP
other soft material cannot be affected by this spell effect. Skill Penalty: - 30 Drain: 20
The object cannot weigh more than ten pounds per level of Casting Time: 3 Range: Touch
the caster. Duration: Continual
Indestructible items cannot be destroyed by This spell effect will temporarily inflict one
normal means. Regular use of items, even attempts to break mental illness, of the casters choice, upon the victim. The
or destroy the item will result in no visible damage. insanity will not cause direct bodily harm or result in a
Indestructible shields and armor will provide the same suicide. The victim may attempt to resist with Willpower.
amount of protection, but will not degrade in combat. The Game Master must determine if any specific mental
Game Masters must determine what will count as illnesses require additional spell perks. A ritual version of
extraordinary means in her chronicle. Nuclear weapons, this spell effect will cause the mental illness to become
lava, singularities, and other similar damage may be good permanent with the expenditure of five experience points.
possibilities.
Spell perks may be used to increase the
composition of items that may be altered. One spell perk
will allow softer items to become indestructible. Additional
spell perks will allow the item to weigh ten more pounds
each.
Injury Bolt
Discipline: Aeromancy, Aquamancy, Pyromancy,
Telekinesis, Temporal, Terramancy, Vitalism, Weather
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 1 Duration: Instant
Infatuation Range: 10 feet per experience level of caster

Discipline: Binding, Curses This spell perk will create a sudden bolt of
Minimum Skill: 50 Exp. Cost: 10 XP elemental force to strike a target. This spell requires the
Skill Penalty: - 0 Drain: 10 Ranged Strike skill. The exact form selected for this strike
Casting Time: 3 Range: Touch may only be chosen from the Discipline used to cast the
Duration: Continual spell effect. Different forms of this spell may have
additional abilities, concerns, or consequences. The base
This spell effect is one of the most common used injury never changes based upon the form selected.
to create so-called love potions and love spells. This spell
creates a serious infatuation in the mind of the victim for the 1 2 3 4 5 6 7 8 9 0
first person of the appropriate sex they see. Victims may 2 4 6 8 10 12 14 16 18 20

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Spell Descriptions

The spell will inflict an amount of injury based This spell effect will create an explosion of
upon the number of spell perks allocated to increase the elemental energy outwards from the target location. This
potential. Every allocated spell perk will increase the injury explosion will use the explosion rules in the combat section.
by +5. Spell perks may not be used to increase the number The initial blast point will inflict 3d10 injury per level of
of potential targets. experience. The rate of diffusion is in five foot increments.
Those within the potential blast radius may attempt to
One spell perk may be allocated to convert the Dodge to a safer location.
duration from Instant to Short. The caster may shoot with
injury bolts once per action without additional Drain. Three The exact form selected for this strike may only be
spell perks are required to allow the conversion to a chosen from the Discipline used to cast the spell effect.
Continual duration and a Continual Drain. Casters who Different forms of this spell may have additional abilities,
desire the effect to continue to inflict injury on the target concerns, or consequences. The base injury never changes
may allocate two spell perks to continue the infliction for a based upon the form selected.
Short duration.
Spell perks may be used to increase the rate of
diffusion, amount of injury inflicted at the blast point, and
blast directions. Two spell perks will allow ten feet between
injury reductions instead of only five feet. Additional injury
is available for the allocation of one spell perk per 1d10.
Additional targets may never be selected using this spell
Injury Darts effect.
Discipline: Aeromancy, Aquamancy, Pyromancy,
Telekinesis, Temporal, Terramancy, Vitalism, Weather The blast direction may be controlled by 180
Minimum Skill: 80 Exp. Cost: 16 XP degree margins for a single spell perk. Directional
Skill Penalty: - 30 Drain: 20 modifications of 90 degrees are possible with two spell
Casting Time: 2 Duration: Instant perks. No more than three spell perks may be allocated to
Range: 10 feet per experience level of caster acquire a fine 45 degree control over the blast direction.

This spell effect will create a sudden stream of


small elemental darts to strike a target. This spell requires
the Ranged Strike skill. The attack is the equivalent of a
short burst. The exact form selected for this strike may only
be chosen from the Discipline used to cast the spell effect.
Different forms of this spell may have additional abilities, Injury Storm
concerns, or consequences. The base injury never changes Discipline: Aeromancy, Aquamancy, Pyromancy,
based upon the form selected. Telekinesis, Temporal, Terramancy, Vitalism, Weather
Minimum Skill: 150 Exp. Cost: 30 XP
1 2 3 4 5 6 7 8 9 0 Skill Penalty: - 100 Drain: 35
Casting Time: 6 Duration: Short
2 4 6 8 10 12 14 16 18 20 Range: 10 feet per experience level of caster

Additional spell perks may be allocated to increase This spell effect will create a storm of elemental
the rate of fire for the stream of darts. One spell perk spent rage within a volume of 6,250 cubic feet (25 x 25 x 10). The
in this way will increase the rate of fire to a medium burst. caster may determine the shape of the storm. Those nearest
Two spell perks will allow long bursts. Alternatively, every the edge of the effect may attempt to Dodge out, otherwise
allocated spell perk will increase the injury by +5. Spell everyone within the effect will suffer injury. The effect will
perks may not be used to increase the number of potential inflict 2d10 injury every phase to those caught within.
targets.
The exact form selected for this strike may only be
chosen from the Discipline used to cast the spell effect.
Different forms of this spell may have additional abilities,
concerns, or consequences. The base injury never changes
based upon the form selected.
Injury Pulse
Spell perks may be allocated to increase the
Discipline: Aeromancy, Aquamancy, Pyromancy, volume by an additional 6,250 cubic feet (25 x 25 x 10) each.
Telekinesis, Temporal, Terramancy, Vitalism, Weather Two spell perks may be allocated to convert the Short
Minimum Skill: 135 Exp. Cost: 37 XP duration into a Continual duration that will incur a
Skill Penalty: - 85 Drain: 30 Continual Drain. One additional spell perk will increase the
Casting Time: 5 Duration: Instant injury inflicted per phase by an additional 1d10.
Range: 10 feet per experience level of the caster

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Spell Descriptions

Injury Touch
Discipline: Aeromancy, Aquamancy, Pyromancy,
Telekinesis, Temporal, Terramancy, Vitalism, Weather
Minimum Skill: 21 Exp. Cost: 4 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 1 Range: Touch
Duration: Instant

This spell effect will injure a single person by


placing a small charge of elemental energy around the
casters hand. The exact form selected for this strike may
only be chosen from the Discipline used to cast the spell
effect. Different forms of this spell may have additional
abilities, concerns, or consequences. The base injury never
changes based upon the form selected.
1 2 3 4 5 6 7 8 9 0
2 4 6 8 10 12 14 16 18 20

The spell will inflict an amount of injury based


upon the number of spell perks allocated to increase the
potential. Every allocated spell perk will increase the injury
by +5. Spell perks may not be used to increase the number
of potential targets, the duration, or increase the range.

Injury Stream Injury Ward


Discipline: Aeromancy, Aquamancy, Pyromancy, Discipline: Wards
Telekinesis, Temporal, Terramancy, Vitalism, Weather Minimum Skill: 50 Exp. Cost: 10 XP
Minimum Skill: 110 Exp. Cost: 22 XP Skill Penalty: - 0 Drain: Special
Skill Penalty: - 60 Drain: 25 Casting Time: 3 Range: Touch
Casting Time: 4 Duration: Instant Duration: Continual
Range: 10 feet per experience level of the caster.
This spell effect will place any injury inflicting
This spell effect will create a giant steam of spell effect memorized by the caster into a ward. The spell
elemental force directed in one direction. The three to four effect cannot include any effects covered by effect,
inch diameter elemental stream may only be dodged by the observation, protection, force, translocation, or negation
target. If the target dodges, everyone else within a direct wards. No effect that requires a minimum skill of 30 or
line of fire will also have to resist with a dodge or be struck higher may be placed into a ward.
instead. Once someone has been struck, they will suffer
2d10 Injury for every experience level of the caster. Unless The Drain for the ward is 10 + the Drain required
all of the injury is absorbed by the victim, the remaining for the imbued spell effect. Once the ward is activated, only
injury will continue to stream along the line of fire. the Continual Drain for the spell will still apply. The caster
will always know when a ward has activated. The ward
The exact form selected for this strike may only be created will be visible and can be no smaller than one square
chosen from the Discipline used to cast the spell effect. inch.
Different forms of this spell may have additional abilities,
concerns, or consequences. The base injury never changes Spell perks may be allocated to increase the
based upon the form selected. minimum skill required for the spell to be imbued. Every
spell perk used in this way will increase the available
The spell will inflict an amount of injury based minimum skill by +20. Additional spell perks may be
upon the number of spell perks allocated to increase the allocated to improve the effects of the embedded spell. The
potential. Every allocated spell perk will increase the injury spell effect with the higher minimum skill should be used to
by 1d10. Spell perks may not be used to increase the determine the available number of spell perks.
number of potential targets.

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Charles Weston (order #2827343) 6


Spell Descriptions

Invisibility requisite skill. A skill roll may be allowed to determine the


quality of craftsmanship. Items cannot be altered into
Discipline: Illusions mechanical or electrical devices. Such devices that are
Minimum Skill: 80 Exp. Cost: 16 XP changed temporarily lose their function, but will regain all
Skill Penalty: -30 Drain: 20 memory and function when the spell ends.
Casting Time: 3 Range: Self
Duration: Continual Spell perks may be used to widen the items that
may be altered. One spell perk allocated will allow the
This spell effect will bend light completely around caster to alter weapons or armor. Each additional spell perk
the recipient. There is no possibility to notice the recipient will allow the caster to modify items that are one size class
until there is a reason to suspect her presence. Once that larger than medium; with the largest items requiring a
reason occurs, every suspicious individual will receive a number determined by the Game Master.
Perception resistance roll to notice the recipient. Successful
resistance rolls will still not allow the hidden character to be
seen, but they may be detected using other senses. Any
attempt to physically interact with the invisible character
will suffer a penalty of -25 per experience level of the
spellcaster. Interface
The invisible character cannot see outside the layer Discipline: Mechanical
of invisibility, without some additional technique, as no light Minimum Skill: 70 Exp. Cost: 14 XP
will pass through to grant vision. This spell will bend most Skill Penalty: - 20 Drain: 15
portions of the electromagnetic spectrum including heat and Casting Time: 3 Range: Touch
all forms of light. Radioactivity and radio wavelengths will Duration: Continual
still pass through unimpeded.
This spell effect allows the character to interface
Spell perks may be allocated to increase the directly with computers and electronic equipment. The
penalties to being struck, allow limited vision, or cast upon character may be considered to have a Direct Neural
inanimate objects. One spell perk will increase the penalty Interface for the purposes of computer operation.
to being stuck by an additional +25. One spell perk will
allow enough mastery of the spell effect to allow some
vision outside. Any visual awareness rolls or skills will have
a penalty of 20. Two spell perks will allow normal vision
out of the layer of invisibility.
Spellcasters may choose to imbue an object with Jinx
invisibility. This may be done without any additional spell Discipline: Curses, Sorcery
perks to be spent but may only be done on Medium or Minimum Skill: 50 Exp. Cost: 10 XP
smaller objects. Larger objects will require additional spell Skill Penalty: - 0 Drain: 10
perks as determined by the Game Master. Casting Time: 3 Range: Touch
Duration: Continual

This spell effect will cause all sorts of minor chaos


and unlucky events to occur to the victim. All attribute and
skill rolls will receive a penalty of -5. The Game Master
Item Alteration may allow this penalty to be applied to other rolls as well.
Discipline: Alteration Annoying coincidences may occur to the character such as a
Minimum Skill: 70 Exp. Cost: 14 XP waitress dropping food in his lap, a marathon running by as
Skill Penalty: - 20 Drain: 15 he is trying to chase someone, or even getting pulled over by
Casting Time: 3 Range: Touch a cop who just got divorce papers that morning.
Duration: Continual Spell perks may be allocated to increase the
penalty to the victim. Every spell perk will increase the
This spell effect will temporarily change one penalty by 5. With the increase in the penalty there is an
Medium or small object into a different shape. The increase in the coincidental and annoying events that plague
materials and composition of the original object will not the victim. Two spell perks may be used to double the
change, only the shape. The mass of the object will not chance of critical failure.
change. Weapons and armor cannot be altered with this
spell.
Altered objects will have a very simple
craftsmanship unless the spellcaster has a skill rating in the

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Spell Descriptions

Spell perks will increase the range of knowledge


by ten miles each. One spell perk will allow the character to
sense the most likely forecast of weather events within the
next twelve hours. Additional spell perks will enable the
wizard to increase the forecast potential by an additional
twelve hours each.

Layered Permanent
Discipline: Binding
Minimum Skill: 135 Exp. Cost: 27 XP
Jump Skill Penalty: - 85 Drain: 55
Discipline: Flight, Transformation Casting Time: Ritual Range: Touch
Minimum Skill: 30 Exp. Cost: 6 XP Duration: Permanent
Skill Penalty: - 0 Drain: 5
Casting Time: 1 Range: Self This ritual is used in conjunction with the Bind
Duration: Instant Enchantment ritual and must be completed beforehand.
This ritual will allow one additional permanent enchantment
This spell effect will significantly increase the on an individual. It may not be stacked with other castings
recipients jumping distance. The spell improves the of the same effect. It enables the character to either layer a
standing long jump by +5 feet. Calculate the running long new permanent spell or provide a spare in case one is
jump and high jump accordingly. Spell perks may be removed.
allocated to improve the standing long jump by +5 feet each. Spell perks may be used to increase the total
number of permanent spells that may be bound to a single
character. Two additional spell perks will allow another
spell effect to be permanently imbued. While this ritual
does not cost experience points to cast, all of the Bind
Enchantment rituals do cost additional experience and must
Key Item Trigger be recast for every additional permanent spell.
Discipline: Enchantment
Minimum Skill: 70 Exp. Cost: 14 XP
Skill Penalty: - 20 Drain: 15
Casting Time: Craftwork Range: Touch
Duration: Permanent
Layer Wards
This spell creates a permanent trigger on an Discipline: Wards
enchanted object that will activate when a specific item is Minimum Skill: 70 Exp. Cost: 14 XP
placed with the item. Key items can be almost any Skill Penalty: - 20 Drain: 15
combination of normal items. Casting Time: 3 Range: Touch
Duration: Special

This spell effect will allow the caster to layer a


second ward upon a previously warded object or location.
The Drain of this effect is not Continual, but any Continual
Know Local Weather Drain from the second ward should be applied. Only the
Discipline: Divination, Weather caster of this spell may add a second ward; it cannot be cast
Minimum Skill: 21 Exp. Cost: 4 XP for another. Wards may be layered upon one originally cast
Skill Penalty: - 0 Drain: 5 by another wizard; only this spell and the new ward must be
Casting Time: 3 Range: Special cast by the same individual.
Duration: Instant
Spell perks may be allocated to increase the total
This spell effect allows the spellcaster to become number of wards that may be layered upon an item or
the ultimate weatherman. The caster will instinctively know location. Every two spell perks will allow one additional
all weather patterns within a range of miles equal to ten ward to be layered upon the same object.
times his current level of experience.

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Charles Weston (order #2827343) 6


Spell Descriptions

Levitation Location Shift


Discipline: Flight, Telekinesis Discipline: Translocation
Minimum Skill: 50 Exp. Cost: 10 XP Minimum Skill: 75 Exp. Cost: 15 XP
Skill Penalty: - 0 Drain: 10 Skill Penalty: - 25 Drain: 15
Casting Time: 3 Range: Self Casting Time: 3 Range: Self
Duration: Continual Duration: Instant

This spell effect will allow the recipient to levitate This spell effect allows the recipient to instantly
vertically at a rate of ten feet per phase, but not horizontally. travel up to one hundred feet per level of experience. This
The levitating character will retain their normal leverage and requires a line of sight to the target destination. While the
may act as if they were standing well planted on the ground. destination may be partially obscured by bars or translucent
This spell effect may only affect characters with Medium materials, it can not be blocked by large opaque objects such
encumbrance or less. The levitation will tire and fatigue the as walls or non-windowed doors. The recipient may only
recipient as if they were moving normally. The recipient can have a medium encumbrance.
rise a maximum of 50 feet above ground for every level of
the caster. This spell does not protect against changes in Casters cannot teleport into solid objects.
pressure or lack of air. Attempts to travel into solid objects will result in the caster
appearing in the nearest non-obstructed location along the
Spell perks may be allocated to improve the rate of casters line of sight. The impact and shock of early
movement, potential altitude, and maximum encumbrance. materialization will cause 3d10 injury to the caster.
One spell perk will increase the maximum movement by ten
feet per phase. The potential altitude may be increased by Spell perks can be used to increase the distance
50 feet per spell perk allocated. A spell perk can be used to traveled by one hundred feet per spell perk allocation. A
increase the maximum allowed encumbrance by one level. spell perk can be used to increase the maximum allowed
encumbrance by one level. Two spell perks can also be
One spell perk will allow horizontal movement of allocated to allow the caster to shift another individual to the
five feet per round. Two spell perks will increase this rate casters desired location. Beyond the customary Dodge or
to five feet per phase. The rate of horizontal movement Defensive Tactics to avoid touch spells, any unwilling
may never be increased beyond this point. recipient can attempt to resist using Luck.

Life Ward Longevity


Discipline: Temporal, Vitalism
Discipline: Healing, Protections, Vitalism Minimum Skill: 100 Exp. Cost: 20 XP
Minimum Skill: 110 Exp. Cost: 22 XP Skill Penalty: - 50 Drain: 50
Skill Penalty: - 60 Drain: 25 Casting Time: Ritual Range: Self
Casting Time: 4 Range: Touch Duration: Continual
Duration: Continual
This ritual will slow the aging of the recipient
This spell effect will protect the recipient from during the duration of the effect. Characters under this
many nasty attacks and life threatening situations. The spell effect will only age one year for every two chronological
effect will lie dormant until one of the following events years. Additional spell perks may be allocated to decrease
occurs: receives more than 50 points of injury from a single the rate of personal aging by one chronological year.
source, any fall which would kill the character, or a critical
hit. Other sources of instant death may also trigger the These characters are not immortal and can be
effect as determined by the Game Master. When the spell killed with all normal means. The disruption of this spell
activates, it will prevent that event from occurring to the effect will only cause the character to begin aging normally
ensorcelled individual. once again. Recipients may choose to purchase the
Longevity option for 30 Option Points while this ritual is in
effect.

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Spell Descriptions

Luck This spell effect will temporarily transform the


recipient into a lycanthrope or were-creature. Use the base
Discipline: Protections, Sorcery statistics in the section on character creation for more
Minimum Skill: 50 Exp. Cost: 10 XP information on werewolves. Other forms of lycanthropes
Skill Penalty: - 0 Drain: 10 are possible based upon the desires of the caster and the
Casting Time: 3 Range: Touch personality of the recipient. These alternate forms of
Duration: Continual lycanthropy must be determined and created by the player
and Game Master.
This spell effect will smooth and facilitate events
that occur around the recipient. All attribute and skill rolls The ritual version of this spell effect requires 55
will receive a bonus of +5. The Game Master may allow points of Drain and 30 experience points. This very costly
this bonus to be applied to other rolls as well. Beneficial ritual is permanent and cannot be undone. Victims that
events and coincidences will start occurring to those choose to resist may attempt a Willpower roll to save.
affected: character finds a few extra bucks lying around; the
traffic lights are all green for a few miles of city travel; or
even that cute waitress gives him a phone number.
Spell perks may be allocated to increase the bonus
to the recipient. Every spell perk will increase the bonus by
+5. With the increase in the bonus there is a similar
Mage Bind
increase in the coincidental and beneficial events that please Discipline: Alteration, Aquamancy, Binding, Illusions,
the recipient. Two spell perks may be used to double the Mechanical, Nature, Telekinesis, Terramancy,
chance of critical success. Transformation
Minimum Skill: 70 Exp. Cost: 14 XP
Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Touch
Duration: Continual
Lust
This spell effect will create a wrapping of
Discipline: Binding, Curses elemental energy, or matter, around the victims wrists. The
Minimum Skill: 75 Exp. Cost: 15 XP cuffs will impede all arm and hand based actions performed
Skill Penalty: - 25 Drain: 15 by the victim by - 20 per experience level of the caster. The
Casting Time: 3 Range: Touch method and form of the binding will be determined by the
Duration: Continual discipline used to cast the spell.
This spell inflames the victim with an immediate Spell perks may be used to improve the penalty
and nearly irresistible craving for sex. The victim may against the victim by an additional penalty of 20 each. Every
choose to resist with Willpower to ignore the unnatural additional target will require two spell perks to bind.
urges. Those that fail will succumb to the building need Alternatively, spell perks may be spent to impose 5
with the closest sexually appropriate, and willing, partner. temporary Drain onto the victim. This Drain is treated like
Victims will not often break their personal morality, sexual Continual Drain, but will instantly refresh once the spell
preferences, or codes of honor. This could be disastrous for effect ends.
politicians, celebrities, and those with a sterling public
persona.
Spell perks may be allocated to narrow down the
available subjects. One spell perk will enable the caster to
choose one particular of the subject that the victim will react
to: sex, race, height, skin color, hair color, age, etc. Two Magic Bullet
spell perks will enable the spellcaster to choose a specific Discipline: Mechanical, Telekinesis
subject. Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Duration: Continual
Lycanthropic Transformation This spell effect will enable the caster to alter the
Discipline: Transformation flight path of missile weapons. A caster may imbue up to
Minimum Skill: 135 Exp. Cost: 27 XP three single rounds of ammunition (arrows, bolts, bullets,
Skill Penalty: - 85 Drain: 30 etc.) per level of experience. This spell can not be used on
Casting Time: 5 Range: Touch energy weapons.
Duration: Continual

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Spell Descriptions

The weapon must be fired and the shooter may to break this spell by casting any appropriate spell that will
then direct the projectile up to its effective range. The bullet raise the dead. The necromancer must roll a contested skill
may go around corners, angle behind cover, or ricochet to check with his Necromancy discipline versus the skill rating
attempt another strike on one additional target. There is no of the discipline used to cast Maschalismos. Once the
penalty to the shooter for attempting these trick-shots. protection has been violated and broken the spell is
automatically canceled.
Spell perks may be used to increase the number of
imbued ammunition. Every additional spell perk will imbue This spell may affect an area equal to 125 square
three additional rounds. Two spell perks may also be used feet (25 x 25) per experience level of the caster. The caster
to increase the number of possible ricochets by one. may choose to shape the area in any way desired. The earth
Alternatively, the wizard may expend one spell perk to underneath the warded section is also protected. Spell perks
retain control of the bullet once it is fired. The caster, and may be allocated to increase the area by an additional 125
not the shooter, will direct the bullet to whatever target the square feet (25 x 25) each.
wizard desires. Use the Ranged Strike skill of the wizard to
determine strike success. A ritual version of this effect will require 35 Drain
and one experience point to cast. It will permanently
protect one acre for every experience level of the caster.
This ritual is often known by priests who protect the souls
of the dead, or anyone who likes to anger necromancers.

Magnify
Discipline: Observation, Transformation
Minimum Skill: 40 Exp. Cost: 8 XP Material Alteration
Skill Penalty: - 0 Drain: 10 Discipline: Alterations
Casting Time: 3 Range: Self Minimum Skill: 70 Exp. Cost: 14 XP
Duration: Continual Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Touch
This spell effect enhances the vision of the Duration: Continual
recipient by making close items seem far larger and closer.
All fine motor skills and fine detail craftwork will enjoy a This spell effect will alter the material
bonus of +10. If used for long periods of time the character composition of any non-magical item. The overall group of
will begin suffering from headaches and nausea. This will compositions may not change. A metal could be changed
not assist those in combat, and will instead inflict a penalty into another metal. Wood may be changed into another
equal to the normal bonus. The recipient may choose to type of wood. Stone may be changed into another form of
swap between their normal vision and the magnified vision stone. The final form may not increase the intrinsic value of
as an action. Spell perks may be allocated to increase the the item nor other properties such as durability, PV, or
bonus applied by +5 per spell perk. injury done. Two spell perks will allow the caster to
transform the composition of one item into any other
material.

Maschalismos
Discipline: Necromancy, Protections, Wards
Minimum Skill: 50 Exp. Cost: 10 XP Mature
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Special Discipline: Temporal, Transformation, Vitalism
Duration: Continual Minimum Skill: 130 Exp. Cost: 26 XP
Skill Penalty: - 80 Drain: 30
This spell effect will shelter the souls of the dead Casting Time: 5 Range: Touch
who reside within the imbued area. This spell will prevent Duration: Permanent
any necromancer from animating the dead or using other
spells to corrupt the graves of others. It will have no effect This spell effect will age the victim 1d10 years.
on undead that are already animated. This spell is unusual; The victim may attempt to roll Luck to avoid this effect.
it is a ward that is also able to be learned by other Those that successfully resist the aging effect will still suffer
Disciplines. It acts and counts as a ward for all normal 2d10 injury for every experience level of the caster. The
purposes. caster must also expend 1 experience point to cast this effect.
One additional spell perk will increase the aging by 1d10
Any attempt to animate the dead may fail within years.
the boundaries of this effect. The necromancer may attempt

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Charles Weston (order #2827343) 6


Spell Descriptions

Meditation Mental Shield


Discipline: Temporal Discipline: Binding, Protections
Minimum Skill: 21 Exp. Cost: 4 XP Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 5 Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Self Casting Time: 3 Range: Touch
Duration: Special Duration: Continual

By use of this spell effect, the caster can cause time Recipients with mental shields will enjoy a bonus
to freeze around him. She is also frozen and cannot act. of +10 to any resistance rolls against any form of mental
This spell will grant the player time to think, argue, and plan control, confusions, or other non-injury based attacks. It
with the other players (not characters) for one real-time will not protect against sanity loss. Additional spell perks
minute. will allow the protected individual a further bonus of +5.
Any decisions or plans that are the result of this
meditation can only be known or implemented by the caster.
Information that the character does not know may not be
used in the deliberations between the players. Most mental
effects cannot be combined with this spell as time is frozen
for everyone but the caster. Mental Trigger
Discipline: Enchantment
Minimum Skill: 70 Exp. Cost: 14 XP
Skill Penalty: - 20 Drain: 15
Casting Time: Craftwork Range: Touch
Duration: Permanent
Memorize Pattern
This spell creates a permanent trigger on an
Discipline:Enchantment,Runic Knowledge,Translocation enchanted object that will activate with a mental command
Minimum Skill: 30 Exp. Cost: 6 XP by the holder of the device. The command could be a word,
Skill Penalty: - 0 Drain: 5 idea, concept, image, memory, emotions, or combination of
Casting Time: Craftwork Range: Self thoughts. A mental command requires at least one action of
Duration: Permanent concentration to activate.
This spell effect allows the character to memorize It is imperative that the trigger thought be one that
travel patterns for later use. This spell effect must be is uncommon or at least very pertinent to the activation of
learned in order to utilize; magicians may not attempt to use the item. It may activate with a similar thought by the
Hedge Wizardry instead. Every pattern will require one wielder of the device. These items can be unpredictable to
experience point and ten man-hours to memorize. those with a low willpower or a habit of daydreaming.

Mental Radio Message


Discipline: Binding, Communication
Discipline: Communication, Mechanical Minimum Skill: 60 Exp. Cost: 12 XP
Minimum Skill: 90 Exp. Cost: 18 XP Skill Penalty: - 10 Drain: 15
Skill Penalty: - 40 Drain: 20 Casting Time: 3 Duration: Continual
Casting Time: 3 Range: Self Range: 10 feet per experience level of the caster.
Duration: Continual
Message will allow the caster to transmit a one-
This spell effect will allow the recipient to way telepathic message to a single recipient within line of
transform his thoughts into radio waves. These radio waves sight. This message will be transmitted and received
can be along any civilian or military frequency and will be simultaneously but will require an amount of time equal to
heard by anyone with an appropriate receiver. The character the time needed to speak. Images and sounds, other than
cannot jam or encrypt his thoughts, but he may attempt to speech, may not be transmitted.
shout over other communications along that channel. Any
such attempts will roll a contested action with Willpower Spell perks may be used to increase the number of
versus the appropriate radio skill of the speaker. recipients. One additional recipient may be added for every
allocated spell perk. Sounds, other than speech, may be
transmitted with one allocated spell perk. Images require

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Charles Weston (order #2827343) 6


Spell Descriptions

one allocated spell perk for still images and two for video- Mind Surge
like moving images. Increased transmission speed is
possible; one spell perk is required for every additional two Discipline: Curses, Sorcery
seconds of compressed information per phase. Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Duration: Continual

Metal Form Mind surge creates interference in the victims


Discipline: Transformation brain. Any Intellect based skills will have an increased
Minimum Skill: 100 Exp. Cost: 20 XP chance of critical failure. Victims may attempt to resist the
Skill Penalty: - 50 Drain: 25 effect with Willpower. The caster must roll a d10 when this
Casting Time: 4 Range: Self spell is cast. Whenever that number is rolled as the ones
Duration: Continual digit for an Intellect based skill, the action is an automatic
critical failure. This spell will not affect spellcasting or
This spell effect will create a metal encasement thaumaturgical skills. An additional fumble number may be
around the recipients body. This metal sheen will provide rolled with the allocation of two spell perks.
the character with a natural PV of 15. The character is able
to survive without oxygen, and is immune to gas attacks.
Changes, or loss, of pressure will not harm the character.
Spell perks can be used to increase the available
PV or create a small injury dealing surface of the armor. Mimic Sound
Each spell perk allocated may increase the PV of the armor
by an additional +10. One spell perk will create spikes, Discipline: Illusions
spines, sharp ridges, or some other form that will deal 1d10 Minimum Skill: 50 Exp. Cost: 10 XP
Injury with body slams, tackles, or similar hand to hand Skill Penalty: - 0 Drain: 10
combat techniques. Casting Time: 3 Duration: Continual
Range: 10 feet per experience level of the caster.

Mimic will allow the illusionist to recreate any


sound they have previously heard. This sound is duplicated
at 60 decibels. Understandable speech is not possible
without expending one spell perk. A modification of +/- 10
decibels is possible with each additional spell perk.

Mineral-morph
Discipline: Terramancy, Transformation
Minimum Skill: 140 Exp. Cost: 28 XP
Skill Penalty: - 90 Drain: 35
Casting Time: 5 Range: Touch
Duration: Continual

This spell effect will allow the wizard to transform


a victim into unmoving stone, or mineral. The spellcaster
may also morph a previously transformed victim back into
flesh. The victim may attempt to resist the transformation
with Luck. The altered character will have a natural PV of
30 and a number of breakage points equal to the characters
normal injury point total.

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Charles Weston (order #2827343) 6


Spell Descriptions

Mirror Speak Moonlight


Discipline: Communication, Observation Discipline: Conjuration
Minimum Skill: 100 Exp. Cost: 20 XP Minimum Skill: 100 Exp. Cost: 20 XP
Skill Penalty: - 50 Drain: 25 Skill Penalty: - 50 Drain: 25
Casting Time: 4 Range: Special Casting Time: 4 Duration: Continual
Duration: Continual Range: 10 feet per experience level of the caster

This spell allows the caster to communicate with a This spell effect will conjure true moonlight into
target character through any mirror, within range, as if they the area of effect. The volume that be filled with moonlight
were standing there. This spell effect requires a scrying is 6,250 cubic feet (25 x 25 x 10). This moonlight will affect
device and the Scrying skill. Once the spell is cast, the caster all creatures as if it was normal, non-magical moonlight
can choose to focus upon one location with a mirror within from a full moon. Additional spell perks may increase the
one mile per level of experience. See the section on scrying volume by an additional 6,250 cubic feet (25 x 25 x 10).
for more information.
Spell perks can increase the range of this spell
effect. One allocated spell perk will expand the range by
one additional mile. Three spell perks will alter the range to
five miles per level of experience. Five spell perks will alter
the range to 25 miles per level of experience. Seven spell
perks will increase the range to 100 miles per level of
experience. Spell perks can also be used to increase the
sensitivity of the spell.

Mirror Sight
Discipline: Observation
Minimum Skill: 100 Exp. Cost: 20 XP
Skill Penalty: - 50 Drain: 25
Casting Time: 4 Range: Special
Duration: Continual Mud to Stone
Discipline: Alteration, Terramancy
This spell allows the caster to see images through Minimum Skill: 90 Exp. Cost: 18 XP
any mirror within range as if they were standing there. This Skill Penalty: - 40 Drain: 20
spell effect requires a scrying device and the Scrying skill. Casting Time: 3 Range: Touch
Once the spell is cast, the caster can choose to focus upon Duration: Continual
one location with a mirror within one mile per level of
experience. The character must still attempt awareness or This spell effect will solidify a volume of mud
skill rolls to see fine details or hidden features. The rolls equal to 125 cubic feet (5 x 5 x 5) into hard stone. This stone
required are based upon the actions attempted. See the will have a PV of 25 and 200 BP. The mud must be shaped
section on scrying for more information. into the desired form before this spell is used.
Spell perks can increase the range of this spell Spell perks may be used to increase the volume
effect incredibly. Three spell perks will alter the range to affected by an additional 125 cubic feet (5 x 5 x 5) each.
five miles per level of experience. Five spell perks will alter Alternatively a spell perk may be allocated to increase the
the range to 25 miles per level of experience. Seven spell PV by +5 each or the BP by +25. A ritual version of this
perks will increase the range to 100 miles per level of spell may be used to permanently alter the composition of
experience. Spell perks can also be used to increase the the mud. The cost for the ritual is 45 Drain and one point
sensitivity of the spell. Each spell perk allocated in this way of experience.
will increase any awareness or skill rolls by +5.

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Spell Descriptions

Multiplicity Napalm
Discipline: Illusions Discipline: Pyromancy
Minimum Skill: 80 Exp. Cost: 16 XP Minimum Skill: 120 Exp. Cost: 24 XP
Skill Penalty: - 30 Drain: 20 Skill Penalty: - 70 Drain: 30
Casting Time: 3 Range: Self Casting Time: 4 Duration: Special
Duration: Continual Range: 10 feet per experience level of caster

This spell effect will create multiple images of the Napalm will expel a highly flammable noxious gel
recipient that will move in a similar way with slight at the target. The caster must have the Ranged Strike skill
differences. These images will weave and maneuver in a and the victim may attempt to resist with a Dodge or
similar way with the recipient remaining within 10 feet per Defensive Tactics. The first phase the napalm hits the
experience level of the caster. Those attempting to strike target. The second phase the napalm self ignites inflicting
the recipient must resist the illusions with Perception. 2d10 injury. This injury will be inflicted every phase for
Succeeding this save will allow the character to strike the three phases per experience level of the caster.
recipient normally for one full round. Failure will require a
random determination of which one is real. Once splattered, the napalm can only be removed
with a successful Hedge Wizardry spell, Cleanse, Dispel
The spellcaster may attempt to control the Magic, or allowing the duration to elapse. A full armor suit
illusions with further skill rolls. This control will not incur may reduce the injury taken each phase but will also suffer
additional Drain. The images are immune to normal injury, one point of PV reduction. The victim will have a penalty
but magical injury has a chance to dispel the illusion. The of 30 to all skills and actions attempted due to the
percentage chance is equal to the total amount of injury excruciating burning and stickiness.
inflicted.
Spell perks may be allocated to increase the injury
Every additional spell perk will increase the inflicted per phase. An additional 1d10 injury will require
number of images by one. Two spell perks may also be used the allocation of one spell perk each. The duration may be
to increase the number of target recipients by one. Giving increased by one additional phase per allocated spell perk.
the images the ability to inflict Sanity loss requires the
allocation of two spell perks. The images will have the same
weapon skill rating as the recipient.

Negate Curse
Discipline: Curses, Protection
Minimum Skill: 35 Exp. Cost: 7 XP
Mystic Disguise Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch
Discipline: Illusions, Transformation Duration: Instant
Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10 This spell effect will negate any curse that affects
Casting Time: 3 Range: Self the subject. The curse to be affected must have a minimum
Duration: Continual skill requirement of no more than 35. This spell can disrupt
only one spell at any time.
Mystic Disguise allows the caster to create small
changes to his appearance. The wizard can alter his height To determine if the dispel attempt was successful;
and weight by 10%. The caster can alter his hair, eye, or both Spellcasters must roll contested using the appropriate
skin color and add small facial or skin features such as spell disciplines. If the person casting Negate Curse is the
blemishes, moles, and birthmarks. Facial features may also winner, then the offending spell is dispelled. Otherwise the
be altered. While this spell is extremely effective at not offending spell resists the negation attempt. Further
looking like the original person, any attempt at mimicry will attempts to negate the same curse will grant a bonus of +10
require a Disguise skill roll. to the spell strength of the original spell.
Spell perks may be allocated to increase the range
of spells available to be negated. Each allocated spell perk
will increase the available minimum skill by +20. Spell
perks can also be allocated to increase the number of spells
that are negated on the same target. Each spell perk
allocated in this way will increase the number of possibly
negated spells by one. Spell perks that reduce the resistance
of the target cannot be purchased for this spell effect.

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Spell Descriptions

Negate Magic Ward Negate Powers Ward


Discipline: Sorcery, Wards Discipline: Wards
Minimum Skill: 110 Exp. Cost: 22 XP Minimum Skill: 110 Exp. Cost: 22 XP
Skill Penalty: - 60 Drain: 25 Skill Penalty: - 60 Drain: 25
Casting Time: 4 Range: Special Casting Time: 4 Range: Special
Duration: Continual Duration: Continual

This spell effect will limit or prevent all magical or This spell effect will limit or prevent all
supernatural abilities within the haven. This spell will superhuman, mutant, or non-magical abilities within the
prevent any wizard from using spell effects or rituals. haven. This spell will not prevent any wizard from using
Permanent effects and magical items may become inert until spell effects or rituals. Permanent effects may become inert
it leaves the protected area. until it leaves the protected area.
The wizard must roll a contested skill check with The mutant must roll a contested skill check with
his desired discipline versus the skill rating of the discipline his desired skill or Willpower versus the skill rating of
used to cast the ward. If the wizard casting the spell is the discipline used to cast the ward. If the mutant is
successful then the spell is cast with half the normal effect, successful then the ability will be usable but with half the
duration, and other aspects. Otherwise there is no effect. normal effect, duration, and other aspects. Otherwise there
Supernatural abilities and powers must also resist with a is no effect. Pre-existing effects that enter the area must
contested action. Supernatural creatures cannot cross the also roll contested or else be instantly canceled.
boundary without a contested roll. Those that are able to
penetrate the boundary will suffer a 50% reduction in all This spell may affect a volume equal to 6,250 cubic
magical and supernatural abilities. feet (25 x 25 x 10) per experience level of the caster. The
caster may choose to shape the area in any way desired.
Pre-existing spells that enter the area must also Spell perks may be allocated to increase the area by an
roll contested or else be instantly canceled. Most magical additional 6,250 cubic feet (25 x 25 x 10) each. Spell perks
items have a 10% chance to remain operative within the allocated to increase the reduction of mutant powers will
protected haven while legendary artifacts will have a base improve the reduction by an additional 10%.
25% chance. Those that remain effective will suffer a loss of
50% to all abilities.
This spell may affect a volume equal to 6,250 cubic
feet (25 x 25 x 10) per experience level of the caster. The
caster may choose to shape the area in any way desired.
Spell perks may be allocated to increase the area by an Negate Tech Ward
additional 6,250 cubic feet (25 x 25 x 10) each. Spell perks Discipline: Mechanical, Wards
may be allocated to reduce the resistance of enchanted items Minimum Skill: 110 Exp. Cost: 22 XP
by 5% each. Spell perks allocated to increase the reduction Skill Penalty: - 60 Drain: 25
of supernatural powers will improve the reduction by an Casting Time: 4 Range: Special
additional 10%. Duration: Continual

This spell effect will limit or prevent all electrical


or technological abilities within the haven. Permanent
effects and high-tech items may become inert until it leaves
the protected area. Electrical sensors and surveillance
Negate Poison systems cannot penetrate the area. Simple devices will fail
to function.
Discipline: Healing
Minimum Skill: 60 Exp. Cost: 12 XP All technological abilities must roll a contested
Skill Penalty: - 10 Drain: 15 skill check with his the appropriate skill rating versus the
Casting Time: 3 Range: Touch skill rating of the discipline used to cast the ward. If the
Duration: Instant operator is successful then the ability is usable with half the
normal effect, duration, and other aspects. Otherwise there
Negate poison will negate the effects of any Type is no effect. Technological abilities and powers must also
1 or less poison in the subjects bloodstream. This spell will resist with a contested action. Robots and droids cannot
not affect any diseases, but will negate all harmful drugs and cross the boundary without a contested roll. Those that are
toxins. Spell perks will allow increase the ability to negate able to penetrate the boundary will suffer a 50% reduction in
stronger poisons and toxins. Each higher poison type will all technological abilities.
require the allocation of one additional spell perk.
Pre-existing fields and active effects that enter the
area must also roll contested or else be instantly canceled.

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Spell Descriptions

Most high-tech items have a 10% chance to remain operative The oath-breaker cannot attempt to resist any spell effects
within the protected haven while ultra-tech devices will have of the wizard using Willpower. All such effects will
a base 25% chance. Those that remain effective will suffer a automatically be successful.
loss of 50% to all abilities.
This spell may affect a volume equal to 6,250 cubic
feet (25 x 25 x 10) per experience level of the caster. The
caster may choose to shape the area in any way desired.
Spell perks may be allocated to increase the area by an Obscure Vision
additional 6,250 cubic feet (25 x 25 x 10) each.
Discipline: Aeromancy, Aquamancy, Curses, Illusions,
Spell perks may be allocated to reduce the Nature, Pyromancy, Telekinesis, Temporal, Terramancy,
resistance of technological items by 5% each. Spell perks Transformation, Vitalism, Weather
allocated to increase the reduction of technological options Minimum Skill: 50 Exp. Cost: 10 XP
will improve the reduction by an additional 10%. The ability Skill Penalty: - 0 Drain: 10
to affect chemical reactions such as gunpowder will require Casting Time: 3 Range: Touch
five spell perks. Duration: Continual

The Obscure Vision spell effect will partially blind


the victim. The methodology is determined by the
discipline use to create the spell effect. In many cases the
Night Vision spell creates a liquid smoke, or solid particles that are
thrown into the victims eyes. Other forms such as the
Discipline: Nature, Transformation Vitalism or Temporal disciplines may weaken the eye itself
Minimum Skill: 70 Exp. Cost: 14 XP for a brief period. The method uses to create the effect will
Skill Penalty: - 20 Drain: 15 determine the manner of resistance.
Casting Time: 3 Range: Self
Duration: Continual Regardless of the method used to obscure the
Night Vision allows the recipient to see well in victims vision, all victims will suffer a penalty of -10 to all
low-light situations such as dimly lit rooms and moonlit Awareness and skill rolls that require vision. This penalty
nights. These locations will seem as bright to the recipient may be increased by 10 with the allocation of one spell perk.
as normal daylight. Absolute darkness, fog, and smoke will
still blind the character, unless two spell perks are spent.

Object Shift
Oath Bound Discipline: Translocation
Discipline: Binding Minimum Skill: 75 Exp. Cost: 15 XP
Minimum Skill: 40 Exp. Cost: 8 XP Skill Penalty: - 25 Drain: 15
Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Touch
Casting Time: 3 Range: Touch Duration: Instant
Duration: Continual
This spell effect allows the target inanimate object
This spell effect will bind the words of the oath to instantly travel up to one hundred feet per level of
taker to his deeds. Should the oath breaker not fulfill the experience. This requires a line of sight to the target
wording of the sworn oath there will be dire consequences. destination. While the destination may be partially
The oath can be as simple, or as complicated, as the oath obscured by bars or translucent materials, it can not be
taker desires. Open ended oaths without a time limit are blocked by large opaque objects such as walls or non-
presumed to be made in good faith. Too long a period of windowed doors. The object may only weigh up to twenty
inactivity may be considered a breach of promise. pounds per wizards level of experience.

The first consequences of breaking an oath are Casters cannot teleport items into solid objects.
several nights of haunting dreams and little rest. If the oath- Attempts to shift objects into solid objects will result in the
breaker begins to fix the failure, or continues the sworn object appearing in the nearest non-obstructed location
task, they will cease and allow the character rest. Willful along the casters line of sight. The impact and shock of
and premeditated oath-breaking will often skip this stage or early materialization will destroy the shifted object and cause
present the dreams before the oath is broken. 3d10 injury to the destination person or object. Intentional
use in this way will require the Ranged Strike skill and
The final stage of oath-breaking creates a one-way victims may attempt to resist with a Dodge or Defensive
sympathetic link between the wizard and the oath-breaker. Tactics.

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Spell Descriptions

Spell perks can be used to increase the distance Spell perks can be used to increase the distance
traveled by one hundred feet per spell perk allocation. A traveled by one mile per spell perk allocation. A spell perk
spell perk can be used to increase the maximum allowed can be used to increase the maximum allowed weight by
weight by twenty pounds. Spell perks may not be used to twenty pounds. Spell perks may not be used to increase the
increase the number of targets. number of targets.

Observation
Discipline: Observation
Minimum Skill: 100 Exp. Cost: 20 XP
Skill Penalty: - 50 Drain: 25
Casting Time: 4 Range: Special
Duration: Continual

This spell allows the caster to see images and hear


sounds from a specific point as if they were standing there.
This spell effect requires a scrying device and the Scrying
skill. Once the spell is cast, the caster can choose to focus
upon one location within 100 feet per level of experience.
The character must still attempt awareness or skill rolls to
see fine details or hidden features. The rolls required are
based upon the actions attempted. See the section on
scrying for more information.
Spell perks can increase the range of this spell
effect incredibly. Three spell perks will alter the range to 1
mile per level of experience. Five spell perks will alter the
range to 10 miles per level of experience. Seven spell perks
will increase the range to 100 miles per level of experience.
Spell perks can also be used to increase the
sensitivity of the spell. Each spell perk allocated in this way
will increase any awareness or skill rolls by +5.

Object Teleportation
Discipline: Translocation
Minimum Skill: 110 Exp. Cost: 22 XP
Skill Penalty: - 60 Drain: 25
Casting Time: 3 Range: Touch Observation Ward
Duration: Instant Discipline: Observation, Ward
Minimum Skill: 60 Exp. Cost: 12 XP
This spell effect allows the target inanimate object Skill Penalty: - 10 Drain: 15
to instantly travel up to one mile per level of experience. Casting Time: 3 Range: Special
The destination may be any that the caster can either see, Duration: Continual
scry, or knows well. Unknown locations will impose an
additional penalty of -20. The object may only weigh up to This spell effect will limit or prevent all manner of
twenty pounds per wizards level of experience. surveillance, spying, and observation into the haven.
Casters cannot teleport items into solid objects. Magical, technological, supernatural, and all forms of
Attempts to shift objects into solid objects will result in the normal observation are blocked or obscured by the ward.
object appearing in the nearest non-obstructed location This includes all sensory observations including sight, smell,
along the casters line of sight. The impact and shock of taste, hearing, and tactile. Any attempts to record
early materialization will destroy the shifted object and cause conversation or video within the shrouded area will also fail.
3d10 injury to the destination person or object. Intentional This spell may affect a volume equal to 6,250 cubic feet (25 x
use in this way will require the Ranged Strike skill and 25 x 10) per experience level of the caster. The caster may
victims may attempt to resist with a Dodge or Defensive choose to shape the area in any way desired. Spell perks
Tactics. may be allocated to increase the area by an additional 6,250
cubic feet (25 x 25 x 10) each.

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Spell Descriptions

Normal attempts and standard technology cannot Open Lock


pierce the veil of secrecy. High technology, mutant abilities,
and magical methods of scrying may pierce the protections. Discipline: Alteration, Mechanical, Telekinetic
The observer must successfully roll a contested skill roll Minimum Skill: 30 Exp. Cost: 6 XP
against the discipline used to cast the ward. Success denotes Skill Penalty: - 0 Drain: 5
that the spy can see into the warded area, but the caster of Casting Time: 3 Range: Touch
the ward will still know that the breach occurred. Duration: Instant
Furthermore the observer will have a penalty of -30 to all
actions pertaining to the protected area. This spell effect will allow the magus to open any
normal mechanical lock. The magus will have an additional
modifier to this spellcasting roll based upon the normal skill
modifier of the target lock. This spell will not protect the
caster from any traps built into the system.

Omnipresence Two spell perks will allow Mechanical wizards,


with the appropriate skills of electronics, to open electronic
Discipline: Observation locks. This cannot be done by wizards unskilled or not
Minimum Skill: 135 Exp. Cost: 27 XP knowledgeable in modern technology.
Skill Penalty: - 85 Drain: 30
Casting Time: 5 Range: Self
Duration: Continual

Omnipresence allows the character to observe


everywhere within the affected area. This spell effect does
require a scrying device and the Scrying skill to be effective.
Operate Device
The caster may attempt to use any physical sense to observe Discipline: Mechanical, Telekinesis
in any combination. The recipient may not interact with Minimum Skill: 50 Exp. Cost: 10 XP
objects, people, or places without additional magic. Every Skill Penalty: - 0 Drain: 10
additional point of view will incur a cumulative penalty of Casting Time: 3 Range: Touch
10. Duration: Continual
The spell effect has a radius equal to one mile for This spell effect allows the wizard to touch any
every experience level of the wizard. Important and mechanical or electrical device and control its operation.
noticeable events will pull at the psyche of the spellcaster, The wizard must be skilled in the use of the device or the
warning him of the occurrence. This will occur whether action attempted. This spell does not confer any mechanical
they are currently scrying or not. knowledge. This spell effect will not levitate the device, nor
Characters may choose to discard the scrying provide any outside support or propulsion.
device, internalizing the effect within his mind. While Wizards using the Telekinesis discipline may
dangerous, the wizard will have a taste of godhood. expend one spell perk to lift, support, and operate a device
Attempting this link will negate any penalty to scrying from telekinetically. This expenditure can handle up to 10 pounds
distance or additional targets. Instead, every additional per experience level of the caster. Additional spell perks
target will inflict 1d10 points of Sanity loss. Upon crossing may increase this by 10 more pounds each.
each threshold of time (minute, hour, day, week, month,
year, decade) the character will suffer 3d10 additional Sanity
loss. This Sanity loss will not recover until the spell
duration ends.
Spell perks may increase the radius of the effect.
One additional mile range is available for every allocated Overclock
spell perk. Spell perks can also be used to increase the Discipline: Mechanical
sensitivity of the spell. Each spell perk allocated in this way Minimum Skill: 80 Exp. Cost: 16 XP
will increase any awareness or skill rolls by +5. Skill Penalty: - 30 Drain: 20
Casting Time: 3 Range: Touch
Duration: Continual

This spell will increase the speed and productivity


of mechanical or electronic devices. The device will increase
productivity by 25%. Computer systems will enjoy a
temporary +1 bonus to the IT resource rating. Weapons
and other items which have a rate of fire will increase by one

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Spell Descriptions

step. Standard ROF weapons will become semi-automatic. Pass Wall


Semi-automatic weapons will increase to Fully Automatic.
Fully automatic weapons may fire bursts with one less phase Discipline: Aeromancy, Alteration, Aquamancy,
required, to a minimum of one. Conjuration, Illusions, Nature, Pyromancy, Telekinesis,
Temporal, Terramancy, Transformation, Weather
Spell perks will increase the speed and Minimum Skill: 80 Exp. Cost: 16 XP
productivity of technology by an additional 25% each. Skill Penalty: - 30 Drain: 20
Increasing the rate of fire for weapons one additional step Casting Time: 3 Range: Self
will require the allocation of two spell perks. Computer Duration: Short
over-clocking requires two spell perks for each additional +1
bonus to resource rating. This spell effect allows the wizard to pass through
a wall of Material, Resistance, or Injury without ill effects.
The forms of walls that can be passed are determined by the
discipline used to create the effect. In most cases the effects
of the wall will bend around the recipient allowing passage
at walking rate.
Pain Translocations version of Pass Wall is special.
Discipline: Curses, Illusions, Nature, Pyromancy, This version will bring the recipient out of phase with the
Transformation, Vitalism universe they are currently within. They cannot interact
Minimum Skill: 40 Exp. Cost: 8 XP with other phasing entities unless they have some method of
Skill Penalty: - 0 Drain: 10 magical resonance to fine tune the phasing effect.
Casting Time: 3 Range: Touch
Duration: Continual Wizards cannot un-phase inside solid objects.
Attempts to travel into solid objects will result in the caster
This spell effect inflicts excruciating pain and appearing in a random non-obstructed location near the
agony onto the victim. All skills suffer a penalty of -10 solid object. The impact and shock of early materialization
unless the victim resists using Willpower. This effect never will cause 3d10 injury to the caster. Attempting to drop an
causes actual injury or loss of sanity. The discipline used to object while in a phase state is possible, but the item is often
cast the effect will determine how the pain is inflicted; forever lost within the void between universes.
Pyromancy causes mild burning of the skin, curses wracks
the body in agony from arthritis and aches, etc. Spell perks
may be allocated to increase the penalty applied by 5 per
spell perk.
Past Scrying
Discipline: Observation
Minimum Skill: 155 Exp. Cost: 31 XP
Skill Penalty: - 105 Drain: 35
Casting Time: 6 Range: Self
Paralysis Duration: Continual
Discipline: Curses, Temporal, Transformation, Vitalism
Minimum Skill: 70 Exp. Cost: 14 XP This spell effect must be cast upon a scrying
Skill Penalty: - 20 Drain: 15 device already in use. The enchanted device is now able to
Casting Time: 3 Range: Touch be used to scry past events as far back as one week per
Duration: Short experience level of the caster. Events in the far past may be
viewed with a ritual version of this effect, resonant items of
This spell effect will paralyze the victims body so the event, and the Game Masters approval. Allocated spell
she cannot move. The paralyzed character loses all their effects will allow one week of additional range.
actions for the duration of the spell and has no possible
defensive tactics. Victims may attempt to resist using
Willpower or Health as appropriate for the method and
discipline. Spell perks may be allocated to increase the
duration by one additional phase each.
Path-Walking
Discipline: Translocation
Minimum Skill: 90 Exp. Cost: 18 XP
Skill Penalty: - 40 Drain: 20
Casting Time: 3 Range: Self
Duration: Instant

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Spell Descriptions

Path-walking is the ability to use the translocation Pocket creates an extra-dimensional storage area
effects of others to piggyback and follow behind. The within a pocket, pouch, bag, or other storage device. The
original effect must have been cast within the past hour for maximum weight and volume that can be placed into this
this spell to be most effective. After one hour, the skill storage area is five pounds and 125 cubic inches (5 x 5 x 5) for
penalty will increase by 10 for every additional hour, unless every level of the caster. The pocket will always appear to
mitigated by one spell perk each. be empty and weighs only 1/10th the actual weight.
Anything left inside the pocket when the duration expires is
transported just outside the pocket.
Spell perks may be used to increase the carrying
Phantasm capacity of the pocket. Every allocated spell perk will
increase the volume of the pocket by 125 cubic inches (5 x 5 x
Discipline: Illusions
5) and increase the maximum weight by five pounds. One
Minimum Skill: 155 Exp. Cost: 31 XP
spell perk will eliminate any weight from the objects carried
Skill Penalty: - 105 Drain: 35
within the pocket.
Casting Time: 6 Range: Touch
Duration: Instant Alternatively, a spell perk may be allocated to
protect the pocket from anyone except the caster. Others
Phantasm will create an illusion so horrifying to who attempt to reach into the pocket will only find the
the victim that they will suffer a massive coronary or normal, empty, storage container. A wizard, who expends a
seizure. This spell will kill one victim within 1d10 phases spell perk in this way, may determine that some objects
unless serious magical or paramedic aid is received. The within are stored normally in the container.
victim may roll Health to resist the effects of this spell. If
successful the victim merely suffers 3d10 points of sanity
loss per level of experience of the caster. A life ward will
protect the victim from this effect. Spell perks may never be
used to increase the number of targets.
Poisoned Slivers
Discipline: Nature, Transformation
Minimum Skill: 90 Exp. Cost: 18 XP
Skill Penalty: - 40 Drain: 20
Phoenix Cloak Casting Time: 3 Duration: Instant
Discipline: Healing, Vitalism Range: 10 feet per experience level of caster
Minimum Skill: 135 Exp. Cost: 27 XP
Skill Penalty: - 85 Drain: 30 Poisoned Slivers are small needle-like objects
Casting Time: 5 Range: Touch which are propelled from the caster at a target. This spell
Duration: Continual effect requires the Ranged Strike skill, and will inflict injury
as well as poison the victim.
This spell effect is very similar to a life ward but
far more powerful. If a recipient is killed while this spell is
still in effect, they will return to life with 1d10 injury points 1 2 3 4 5 6 7 8 9 0
per experience level of the caster. This will require three 2 4 6 8 10 12 14 16 18 20
phases to occur. Characters that are completely obliterated
cannot be revived with this effect. Any poison, disease or This spell effect will create a weak Type 1 poison
other lingering effects may still be active after the that will be absorbed into the victim injured. The poison
resurrection. will remain in the victims body for one minute for every
Spell perks may be allocated to increase the experience level of the caster. The victim will be able to
restored injury points by an additional 1d10 each. One resist the poison as normal. The poison can be any of the
additional spell perk will negate any lingering effects of following forms: Debilitative, Injury Inflicting, Sleeping, or
poison, toxins, or disease. Paralytic. Special or unusual poisons cannot be created by
this spell effect.
Spell perks can be used to increase the potency of
the poison. For every spell perk allocated towards potency,
the Type of the poison will increase by one. The allocation
Pocket of one spell perk will allow them to create a special or
Discipline: Translocation unusual poison of the appropriate Type. One spell perk will
Minimum Skill: 95 Exp. Cost: 19 XP increase the period of poisoning by one minute. Every
Skill Penalty: - 45 Drain: 20 allocated spell perk will increase the injury by +5. Spell
Casting Time: 3 Range: Touch perks may not be used to increase the number of potential
Duration: Continual targets.

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Spell Descriptions

Poison Touch harm. If exorcised, the wizard will appear corporeally next
to the victim.
Discipline: Nature, Transformation
Minimum Skill: 60 Exp. Cost: 12 XP
Skill Penalty: - 10 Drain: 15
Casting Time: 3 Range: Touch
Duration: Instant Propulsion
Discipline: Mechanical
This spell effect will create a weak Type 1 poison Minimum Skill: 80 Exp. Cost: 16 XP
that will be absorbed into the victim touched. The poison Skill Penalty: - 30 Drain: 20
will remain in the victims body for one minute for every Casting Time: 3 Range: Touch
experience level of the caster. The victim will be able to Duration: Continual
resist the poison as normal. The poison can be any of the
following forms: Debilitative, Injury Inflicting, Sleeping, or Propulsion provides fuel, or power, to a vehicle for
Paralytic. Special or unusual poisons cannot be created by the duration of the spell. Only small vehicles such as cars
this spell effect. and motorcycles can be fully powered by this spell, although
Spell perks can be used to increase the potency of some systems may be brought online for larger vehicles.
the poison. For every spell perk allocated towards potency, Larger cars and light trucks will require one spell
the Type of the poison will increase by one. The allocation perk. Large trucks will require two spell perks, and larger
of one spell perk will allow them to create a special or vehicles will require a number of spell perks determined by
unusual poison of the appropriate Type. One spell perk will the Game Master.
increase the period of poisoning by one minute. Range and
additional targets cannot be increased with the use of spell
perks.

Proscribe
Discipline: Binding, Sorcery
Possession Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 30 Drain: 20
Discipline: Binding Casting Time: 3 Range: Touch
Minimum Skill: 135 Exp. Cost: 27 XP Duration: Continual
Skill Penalty: - 85 Drain: 30
Casting Time: 5 Range: Touch Proscribe imposes ten points of Continual Drain
Duration: Continual upon a victim. The victim may attempt to resist with a
contested Sorcery Discipline skill roll. Every additional spell
This spell effect will allow the wizard to mentally perk will impose an additional five Continual Drain.
control and direct all actions of the touched victim. The
potential victim may attempt to resist with Willpower. The
possessing entity will leave their body defenseless during the
possession. If the wizards body is killed during the effect
they may attempt to remain within the host body. Should
the wizard ever be drawn out or exorcised they are
automatically dead. Such deaths usually result in ghosts and Protection Ward
spirits. Discipline: Wards
Minimum Skill: 65 Exp. Cost: 15 XP
The possessor may allow the victim full nominal Skill Penalty: - 15 Drain: 15
control whenever they desire, lurking in their subconscious. Casting Time: 3 Range: Special
The victim will not receive an additional resistance when Duration: Continual
control is exerted. The victim will retain a full horrifying
knowledge of what was done and how they were helpless to This spell effect creates a volume which limits the
resist. The possessed body cannot be forced to injure itself. entry of a proscribed creature or element. The volume for
One spell perk may be allocated to remove all this ward is 250 cubic feet (5 x 5 x 10) and may be shaped as
memories from the victim for the duration of the the spellcaster desires. Each ward may only protect against
possession. Two spell perks will allow the possessor full one such subject type.
command over the body, including inflicting injury or Any attempt by the proscribed subject will result
suicide. Three spell perks will enable the possessor to in a contested roll between the appropriate Discipline and
bodily inhabit the victim to keep the casters body safe from the Willpower of the creature. Possible proscribed creatures

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Spell Descriptions

include angels, demons, elementals, shadows, spirits, djinni, This spell effect removes all toxins, poisons,
and undead. The caster will know whenever an attempted impurities, chemicals, and bio-organisms from liquid. If
breach occurs and if it was successful. two or more liquids are in solution, the wizard may choose
which to retain. One gallon of liquid may be purified for
Wards that protect against the elements will have every experience level of the wizard. Spell perks may be
different contested rolls based upon the source of the allocated to increase the affected liquid by one additional
element. Those within the warded volume cannot be gallon. One spell perk will identify the impurities that were
harmed by the proscribed element. The Game Master must cleansed.
determine what elements are allowable for warding against.
Spell perks may be allocated to increase the
volume protected. Each will increase the volume by 250
cubic feet (5 x 5 x 10).
Push
Discipline: Aeromancy, Aquamancy, Telekinesis
Minimum Skill: 30 Exp. Cost: 6 XP
Psychic Ward Skill Penalty: - 0 Drain: 5
Casting Time: 1 Duration: Instant
Discipline: Binding, Protections, Wards Range: 10 feet per experience level of the caster
Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 30 Drain: 20 Push will shove the victim back five feet. The
Casting Time: 3 Range: Self victim may attempt to resist with either a Dodge or Strength
Duration: Continual check. Each additional spell perk will increase the distance
shoved by five feet.
Psychic ward does not shield the recipient against
mental effects and spells. Instead, it inflicts injury upon
anyone who dares any mental control or manipulation upon
the recipient. The mentalist will suffer 2d10 injury per
experience level of the caster. Additional spell perks will
increase the injury inflicted by 1d10 each. Puzzle Trigger
Discipline: Enchantment
Minimum Skill: 100 Exp. Cost: 20 XP
Skill Penalty: - 50 Drain: 25
Casting Time: Craftwork Range: Touch
Duration: Permanent
Purify Food
Discipline: Alteration, Nature This craftwork spell effect will allow an enchanter
Minimum Skill: 21 Exp. Cost: 4 XP to create a puzzle trigger for a permanent enchanted item.
Skill Penalty: - 0 Drain: 5 Puzzle triggers are commonly added to other triggers. A
Casting Time: 3 Range: Touch certain sequence of runes that must be depressed, an answer
Duration: Instant to a riddle, a specific sequence of mental images, or anything
else an enchanter might envision can be woven into the
This spell effect removes all toxins, poisons, magical device.
impurities, chemicals, and bio-organisms from food. One Each aspect of a physical puzzle must also be
pound of food may be purified for every experience level of incorporated into the same trigger, but puzzle items can be
the wizard. Spell perks may be allocated to increase the as difficult and mysterious as the creator can devise. The
affected food by one additional pound. One spell perk will required time to activate the item will vary with the
identify the impurities that were cleansed. complexity of the puzzle, but at least one action is required
for any puzzle triggers.

Purify Liquid
Discipline: Alteration, Aquamancy, Nature Pyrotechnics
Minimum Skill: 21 Exp. Cost: 4 XP Discipline: Illusions, Pyromancy
Skill Penalty: - 0 Drain: 5 Minimum Skill: 30 Exp. Cost: 6 XP
Casting Time: 3 Range: Touch Skill Penalty: - 0 Drain: 5
Duration: Instant Casting Time: 3 Duration: Continual
Range: 10 feet per experience level of the caster

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Spell Descriptions

Pyrotechnics creates a sparkling cascade of Recharge Technology


beautiful fireworks and sparks. The sounds emitted are
shrill whistles, pops, and bangs. The caster can alter the Discipline: Mechanical
color and sounds to taste, but there is never any injury Minimum Skill: 30 Exp. Cost: 6 XP
inflicted. Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch
Duration: Instant

This spell effect will recharge electrical devices.


Simple devices that utilize rechargeable batteries such as cell
Ready Weapon phones, PDAs, wireless devices, and GPS units will be fully
Discipline: Conjuration, Translocation charged. Larger capacity devices and weapons will only be
Minimum Skill: 50 Exp. Cost: 10 XP recharged five power units.
Skill Penalty: - 0 Drain: 10 Spell perks may be used to increase the amount to
Casting Time: 3 Range: Self be recharged. Up to five additional power units may be
Duration: Continual recharged per allocated spell perk. One spell perk will allow
the caster to keep a device charged and operational as a
This spell effect readies a weapon (or item) from Continual effect.
holster, sheathe, or pack. The weapon must be touched by
the recipient and must be selected when the spell is first cast.
At any point the recipient desires, they may conjure the item
into their waiting hand. This requires one action to
accomplish, and the weapon must be within five feet of the
recipient. Recipients may learn the Quick Draw skill and
apply it to this spell for instantaneous conjuration.
Recognize Alchemy
Discipline: Alchemy, Divination
Spell perks will increase the maximum distance Minimum Skill: 01 Exp. Cost: 1 XP
the chosen weapon may be from the recipient when the spell Skill Penalty: - 0 Drain: 0
is activated. Each allocated spell perk will increase the range Casting Time: Special Range: Special
by five feet. The ritual form of this spell will increase the Duration: Continual
range to 1 mile per level of the caster. Additional spell perks
will add 1 mile each to this range. This spell effect allows the alchemist to recognize
all forms of alchemical projects. This spell effect does not
have to be cast; it is inherent knowledge of Alchemical
projects. The caster must roll his Alchemy Discipline skill
rating to successfully recognize the project. This spell effect
will not identify the distilled spell effect, only that it is
Recharge Enchantment alchemical in nature.
Discipline: Enchantment
Minimum Skill: 30 Exp. Cost: 6 XP
Skill Penalty: - 0 Drain: 5
Casting Time: Craftwork Range: Touch
Duration: Special Reduce Spell
This craftwork spell effect allows the enchanter to Discipline: Sorcery
recharge spent magical items that store Drain. Only one Minimum Skill: 70 Exp. Cost: 14 XP
man-hour is required per casting, and the Drain is Continual Skill Penalty: - 20 Drain: 15
during the process. The base version of this spell effect will Casting Time: 1 Range: Touch
replenish five Drain within an object. Duration: Instant

Additional spell perks may be allocated to increase Reduce Spell will reduce the effect of a spell being
the recharging by five Drain. Additional targets may not be cast by another wizard. If the casting wizard is allocating
improved with spell perks. spell perks, this spell will reduce the number allocated by
one of the sorcerers choice. Otherwise the sorcerer may
choose to reduce any other aspect by 25%. The wizard
casting the target spell may resist with a contested skill
check between the disciplines used for spellcasting.
Spell perks will increase the potential spell
reduction. One additional spell perk can be allocated to

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Spell Descriptions

reduce the other spell effect by one spell perk. This effect This spell effect will continually reload a missile
can never modify more than one spell at any one time. weapon from ammunition held or carried by the recipient.
This spell effect can be used for bows and firearms but not
crossbows. Thrown weapons may be reloaded, but the spell
effect will take another from upon the recipients person
instead of retrieving the previously thrown weapon.
Reflective Shield Spell perks will increase the distance that the
ammunition may travel. Every spell perk will increase the
Discipline: Illusions, Protections
distance allowed by five feet. The spell will automatically
Minimum Skill: 40 Exp. Cost: 8 XP
take ammunition from the caster first, other distant sources
Skill Penalty: - 0 Drain: 10
afterwards.
Casting Time: 3 Range: Touch
Duration: Continual Crossbows require one spell perk to be reloaded
with this spell. It will reload and crank the crossbow into
Reflective Shield creates an invisible, intangible readiness. Thrown or surviving ammunition may be
mirror. The caster must state the size, angle, and direction it returned from a range of 20 feet per experience level of the
is facing. The reflective surface can be up to a 25 square caster for two spell perks.
inch (5 x 5) area or a single recipient. The caster may
determine the exact dimensions. Once cast, the mirror A charm version of this spell effect is only
cannot be moved or changed unless cast upon a character. applicable for firearms. Requiring five Drain and one phase
This spell will reflect light and gaze attacks, but will not to cast, this charm will transport a single round of
reflect images. ammunition into the casters weapon.

One spell perk will allow the mirror to reflect


images. This version creates a highly polished reflective
surface that is visible to at least one direction. The caster
may determine if the surface is a one way mirror, opaque on
one side, or reflective on both sides. The surface seems to Remove Paralysis
be solid but is completely non-material.
Discipline: Healing, Protections, Temporal, Vitalism
Minimum Skill: 70 Exp. Cost: 14 XP
Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Touch
Duration: Instant
Regeneration This spell effect will remove magical, biological, or
Discipline: Healing, Transformation, Vitalism unnatural paralysis from a recipient. The forms that may be
Minimum Skill: 80 Exp. Cost: 16 XP cured are dependent upon the Discipline used to cast the
Skill Penalty: - 30 Drain: 20 spell. The discipline of Protections may be used to
Casting Time: 3 Range: Self eliminate any form of Paralysis. Healing and Vitalism
Duration: Continual versions will remove any that focuses upon the victims
body. Temporal versions will only cancel paralysis from
Regeneration will constantly heal the recipient temporal sources.
from all physical injuries. The recipient will heal 1d10 injury
points every phase. Accumulated injuries cannot be healed The wizard must roll contested actions against the
using this effect. One spell perk can be allocated to increase cause of the paralysis using the appropriate skills,
the rate of healing by 1d10 injury points per phase. disciplines, or poison rating.

Reload Repair Item


Discipline: Translocation Discipline: Alteration, Mechanical
Minimum Skill: 50 Exp. Cost: 10 XP Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10 Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch Casting Time: 3 Range: Touch
Duration: Continual Duration: Instant

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Spell Descriptions

This spell will heal the physical damage of an item Recipients with this spell effect will enjoy a bonus
with only a momentary touch. The object will instantly of +10 to any resistance rolls against any form of fear. This
recover 2d10 breakage points. Armor may be repaired includes natural and unnatural horror. Additional spell
instead at a rate of one PV for every five breakage points. perks will allow the protected individual a further bonus of
Vehicles may repair one cosmetic damage box for every ten +5.
breakage points, or mechanical damage box for every
twenty.
The rate of repair may be increased by 1d10 per
allocated spell perk. An item can never be repaired beyond Resist Heat
its maximum BP, PV, or damage boxes.
Discipline: Aeromancy, Aquamancy, Protection, Pyromancy,
Transformation
Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10
Resist Cold Casting Time: 3 Range: Self
Duration: Continual
Discipline: Aeromancy, Aquamancy, Flight, Protections,
Pyromancy, Transformation This spell effect will protect the recipient against
Minimum Skill: 40 Exp. Cost: 8 XP any hot environment up to 110 degrees Fahrenheit. The
Skill Penalty: - 0 Drain: 10 recipient will be comfortable up to 100 F, but will begin to
Casting Time: 3 Range: Self feel hot until they reach their maximum threshold. This
Duration: Continual spell effect will not prevent any injury inflicted by elemental
fire; see the Elemental Resistance spell effect for that ability.
This spell effect will protect the recipient against Spell perks will improve the threshold by an additional 20
any cold environment down to 0 degrees Fahrenheit. The F.
recipient will be comfortable down to 30 F, but will begin
to feel chilly until they reach their maximum threshold.
This spell effect will not prevent any injury inflicted by
elemental cold; see the Elemental Resistance spell effect for
that ability. Spell perks will improve the threshold by an
additional 20 F.
Resist Illusions
Discipline: Illusions, Protections
Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Resist Curse Duration: Continual
Discipline: Curses, Protections
Minimum Skill: 40 Exp. Cost: 8 XP Recipients with this spell effect will enjoy a bonus
Skill Penalty: - 0 Drain: 10 of +10 to any resistance rolls against any form of Illusions
Casting Time: 3 Range: Touch or Holograms. This includes a wide variety of spells listed
Duration: Continual under the Illusions Discipline. Additional spell perks will
allow the protected individual a further bonus of +5.
Recipients with this spell effect will enjoy a bonus
of +10 to any resistance rolls against any form of curse.
This includes a wide variety of harmful spells listed under
the Curses Discipline. This spell effect will not aid in
resisting divine or infernal curses of great power. Additional
spell perks will allow the protected individual a further
Resist Magic
bonus of +5. Discipline: Binding, Protections, Sorcery
Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 30 Drain: 20
Casting Time: 3 Range: Touch
Duration: Continual
Resist Fear
Discipline: Binding, Protections, Transformation Recipients with this spell effect will enjoy a bonus
Minimum Skill: 40 Exp. Cost: 8 XP of +10 to any resistance rolls against any form of magic,
Skill Penalty: - 0 Drain: 10 enchantment, and many forms of supernatural options. The
Casting Time: 3 Range: Touch Game Master must decide what constitutes an applicable
Duration: Continual supernatural option. Additional spell perks will allow the
protected individual a further bonus of +5.

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Spell Descriptions

Resist Poison Restore Attribute


Discipline: Healing, Protections, Transformation Discipline: Healing
Minimum Skill: 40 Exp. Cost: 8 XP Minimum Skill: 110 Exp. Cost: 22 XP
Skill Penalty: - 0 Drain: 10 Skill Penalty: - 60 Drain: 50
Casting Time: 3 Range: Touch Casting Time: Ritual Range: Touch
Duration: Continual Duration: Instant

Recipients with this spell effect will enjoy a bonus This ritual will restore 1d10 points of permanent
of +10 to any resistance rolls against any form of poisons. attribute loss. The characters maximum will also be
This includes natural and unnatural poisons, drugs, and restored by the same rate. The attribute maximum and the
toxins. Additional spell perks will allow the protected attribute rating cannot be increased beyond what was
individual a further bonus of +5. previously lost by the character. Injury points and sanity
points cannot be recovered with this ritual. The ritual will
also cost one experience point from the spellcasters.
Spell perks may be allocated to increase the
amount of restored attribute loss. Every allocated spell perk
will increase the amount restored by an additional 1d10.
Resize Item
Discipline: Alteration
Minimum Skill: 70 Exp. Cost: 14 XP
Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Touch
Duration: Continual Restore Limb
Discipline: Healing
This spell effect will alter the size and weight of an Minimum Skill: 135 Exp. Cost: 27 XP
inanimate object. The maximum alteration is 25% of the Skill Penalty: - 85 Drain: 55
original size and weight. The caster may only alter items Casting Time: Ritual Range: Touch
that weigh twenty pounds or less. No object may be Duration: Permanent
reduced under one ounce in weight or one cubic inch in size.
Organic and living material cannot be altered. Permanently This ritual will restore a lost limb, appendage, or
enchanted items may not be altered. member lost by a recipient. The loss must be recent, no
longer than a week old. The ritual will cost the spellcaster
Spell perks may be allocated to increase the two experience points.
alteration that occurs by an additional 20% of the original
size and weight. Spell perks may also be spent to increase Spell perks may be used to increase the period of
the maximum allowed size by 20 pounds. Three spell perks time that passes since the limb was lost. One spell perk will
will allow a permanent change in size and weight. allow the caster to reattach a limb regardless of the elapsed
time. This version of the ritual will cost five experience
points instead of two.
There is a spell effect version of this spell that will
attach any severed limb within one hour of severing. The
severed part must be present for the spell to be effective.
Restoration This spell requires five phases to cast and only 30 Drain.
Discipline: Healing
Minimum Skill: 110 Exp. Cost: 22 XP
Skill Penalty: - 60 Drain: 25
Casting Time: 4 Range: Touch
Duration: Instant
Restore Sanity
This spell will heal the physical wounds of a
character with only a momentary touch. The recipient will Discipline: Healing
instantly heal 3d10 Injury for every experience level of the Minimum Skill: 55 Exp. Cost: 11 XP
caster. This spell cannot heal Accumulated Injuries or many Skill Penalty: - 5 Drain: 10
effects of Critical Injuries. This spell cannot restore Sanity Casting Time: 1 Range: Touch
Points. The rate of healing may be increased by 1d10 per Duration: Instant
allocated spell perk. Spell perks may not be used to increase
the number of potential targets. This spell will heal the mental stress of a character
with only a momentary touch. The recipient will instantly

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Spell Descriptions

heal 2d10 sanity points. This spell cannot heal Injury points. Rune Storm
Characters who suffer continual loss of sanity and
immediate restoration may begin to suffer temporary mental Discipline: Runic Knowledge
aberrations. This spell effect cannot restore any sanity lost Minimum Skill: 100 Exp. Cost: 20 XP
as a cost of another spell, option, or effect. The rate of Skill Penalty: - 50 Drain: 25
restoration may be increased by 1d10 per allocated spell Casting Time: 4 Duration: Instant
perk. Range: 10 per level of caster

This spell effect will activate all currently charged


runes within a 10 radius for every experience level of the
caster. This spell will have no effect upon runes that are not
Restrict Translocation yet charged. The activated runes will have their normal
effect centered upon the individual carrying the rune, the
Discipline: Translocation, Wards nearest individual, or an appropriate target within 5. The
Minimum Skill: 110 Exp. Cost: 22 XP runes do not have to be visible to activate.
Skill Penalty: - 60 Drain: 25
Casting Time: 4 Range: Special One spell perk may be used to charge and activate
Duration: Continual every rune simultaneously. This will only work on standard
runes, circles and other runic items are not affected by this
This spell effect will limit or prevent all spell. Every rune that must be charged will have a 50%
translocation effects within the haven. No teleportation is chance to resist this effect. One spell perk will allow this
possible into or out of the warded area. The wizard must effect to become Continual with an appropriate amount of
roll a contested skill check with his desired discipline versus Continual Drain.
the skill used to translocate. If the wizard casting the spell is
successful, then the translocation is successful. Otherwise
there is no effect.
This spell may affect a volume equal to 6,250 cubic Sacrifice
feet (25 x 25 x 10) per experience level of the caster. The
caster may choose to shape the area in any way desired. Discipline: Necromancy
Spell perks may be allocated to increase the area by an Minimum Skill: 30 Exp. Cost: 6 XP
additional 6,250 cubic feet (25 x 25 x 10) each. Skill Penalty: - 0 Drain: Special
Casting Time: Special Range: Touch
Duration: Instant

Sacrifice is a spell effect that allows the tying of


blood and life energy into a ritual or craftwork spell effect.
Resurrection Spells may use Sacrifice if the player spends the needed
Discipline: Vitalism time. During the ritual the primary spellcaster must
Minimum Skill: 160 Exp. Cost: 32 XP willingly donate blood or murder a living creature to gain
Skill Penalty: - 110 Drain: 65 the benefits of this effect. This is often considered dark
Casting Time: Ritual Range: Touch magic and is often banned in civilized countries.
Duration: Instant The energy drawn from the fading life of the
victim may be used to fuel the effect. Instant, permanent,
This ritual will bring one deceased individual back and short duration effects will be fully fueled for their
to life. The death must be recent, no longer than twenty duration. Continual effects will remain fueled for one day
four hours past. The revived character will have only 1d10 per experience level of the caster. Casters may transfer five
Injury points. No other magical or unnatural healing may unneeded bonus Drain to increase the duration by one
be performed upon the newly risen character. Depending additional day. Alternatively, casters may choose to
upon the chronicle, there may be a deity or other factor transform ten bonus Drain into one experience point to
which will limit who is allowed to return to life. Game spend in the effect. Multiple sacrifices may be utilized
Masters should determine if anything prevents the return of during a ritual, with a limit based upon the experience level
the soul to the body. This is not necromancy, this is a true of the primary spellcaster. All of the listed bonuses must be
resurrection. The ritual will cost the spellcaster five applicable to the victim of the sacrifice. They may not be
experience points. applied for most animal or non-lethal sacrifices.
Spell perks may be used to increase the period of Spell perks may be allocated to better utilize the
time in which the ritual may be successfully cast. Each victims energy. Each spell perk will increase the bonus
additional spell perk will increase the allowable elapsed time Drain by +5. Spell perks may be used to increase the
by one day. Targets may never be improved with the use of duration of a Continual effect by one extra day each.
spell perks.

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Spell Descriptions

Bonus Drain Sacrificial Victim This spell effect creates a sizable extra-
50 Children under the age of 13 dimensional space at the casters location. The caster may
30 Adolescents between 13 and 18 choose to open, chose, or hide the portal into the sanctuary
20 Adults over the age of 18 at will; each change will require one action. The extra-
10 Huge Animal dimensional space may be shaped by the spellcaster up to a
5 Medium or Large Animal volume of 6,250 cubic feet (25 x 25 x 10).
5 Small Animal
The space will be completely bare except for the
1 Non-lethal Blood Sacrifice
equipment brought in by the occupants. The spell will
- 10 Total stranger
continually clean and refresh the air within. When the spell
-5 Low Health / Willpower (Under 30)
is canceled, all of the items and people within are
+2 / Rating Destiny Resource
transported to the original point of entry. The owner may
+5 Spellcasters and priests
choose to lock the barriers of the sanctuary, requiring
+5 High Health (Above 70)
unauthorized visitors to make contested skill rolls for entry.
+5 High Willpower (Above 70)
+5 Blood Relation Spell perks may be allocated to increase the
+5 Holy Day volume of the extra-dimensional space. Each spell perk will
+ 10 True Innocents (Included w/ children) add 6,250 cubic feet to the total volume. The number of
+ 10 Special Relation (Lover, strong friend) targets may not be increased with the expenditure of spell
+15 Child / Parent of victim perks.
Several ritual versions exist of this spell perk. The
most common ritual version will create a huge one acre of
area that may be improved. The maximum height is one
hundred feet. This volume may be made permanent for ten
Sanctuary experience points. Access is available through additional
Discipline: Translocation uses of the sanctuary spell effect or other forms of
Minimum Skill: 150 Exp. Cost: 30 XP dimensional travel. Additional spell perks used with the
Skill Penalty: - 100 Drain: 35 ritual will increase the area by one acre or the height by 100
Casting Time: 6 Range: Special feet.
Duration: Continual

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Spell Descriptions

Sanity Shield out the hidden fears and phobias of the victim. The victim
must resist with Willpower or else lose one action from
Discipline: Illusions, Protections absolute terror.
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10 If the initial resistance fails, the victim may not
Casting Time: 3 Range: Self advance upon the horrific character. They are not forced to
Duration: Continual flee and may attempt to resist again once per phase. If the
character advances on the victim, they are allowed a second
This spell effect will enable the recipient to suffer Willpower roll to resist. If successful they may stand their
less sanity loss from attacks or effects. This will protect ground, otherwise they will flee. If pressed into a corner, the
against all forms of sanity loss except any voluntary victim may defend and will fight with a terrified vigor. Two
expenditures from the costs of abilities or spell effects. spell perks will allow an additional save once per round
instead of once per phase.
The total resistance is equal to the casters level of
experience multiplied by five. Reduce all sanity loss by this
resistance. Spell perks may be allocated to improve this
protection; each will increase the resistance by +5.

Scramble
Discipline: Communication, Mechanical
Minimum Skill: 60 Exp. Cost: 12 XP
Skill Penalty: - 10 Drain: 15
Save from Death Casting Time: 3 Range: Touch
Discipline: Healing, Vitalism Duration: Continual
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10 Scramble will allow the wizard to scramble radio
Casting Time: 1 Range: Touch or telephone communications. The wizard may touch and
Duration: Instant imbue a number of such devices equal to her experience level
plus one. Each device will suffer no distortion when
Save from death must be cast quickly upon the speaking with each other. Any one else listening into the
death of a character from loss of injury points. This spell communication will not be able to understand the words
must be cast no later than the phase after the victims being transmitted. Eavesdroppers may attempt to break the
demise. This spell will have no effect upon those who are scrambling by using a contested action against the Discipline
still alive. Recipients will suddenly have 1d10 injury points used to cast the spell.
above zero, but will slip into a coma for 1d10 hours. All Spell perks may be used to increase the number of
remaining injury must be healed naturally; unnatural healing imbued communication devices. Each spell perk will
may not be applied. increase the number of available devices by one. Two spell
Spell perks may increase the injury points regained perks will enable the wizard to create a pass code which will
by +5 each. Alternatively, spell perks may be used to reduce enable anyone who speaks it into an appropriate device to
the time the recipient is comatose by one hour each. The understand the conversation. One spell perk will allow the
coma may not be reduced to less than one hour. Two spell wizard to imbue a known device from any distance.
perks will negate the requirement for only natural healing;
spells and options may be used to restore injury points
normally.

Seal
Discipline: Telekinesis, Wards
Minimum Skill: 40 Exp. Cost: 8 XP
Scare Skill Penalty: - 0 Drain: 10
Discipline: Binding, Curses, Illusions Casting Time: 3 Range: Touch
Minimum Skill: 35 Exp. Cost: 7 XP Duration: Continual
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch This spell effect will create a magical seal on a
Duration: Continual door, chest, lock, or other object that opens. This seal is
extremely difficult to break. Any attempt to open a sealed
This spell effect will cause the victim touched to object will require a contested Strength roll against the
look upon the character with fear and trepidation. It draws wizards discipline skill rating. Tools and other equipment
may allow a bonus to this strength roll or enable the use of a

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Spell Descriptions

different skill. An Open Lock spell may open the door. In holograms or invisibility. This version will allow the
this case the two discipline ratings should be rolled in a recipient to see past the false image and clearly see the truth
contested action. The door can still be smashed or the behind the shroud. It is not effective on non-light based
hinges removed, if they can be seen. effects.
A ritual version of this effect may be used to create A charm version of this spell effect exists called
a permanent seal. The Drain for the ritual version is 35, but Glimpse the Invisible. It allows the character to see the
there is no required expenditure of experience. A charm invisible in the same way as the normal spell as per the
version of the spell effect is called Barred Gate. The applicable discipline. This charm only requires one action
casting time is only one phase with a Drain of 5. The spell and will cost five Drain. It only remains in effect for a Short
will only last a Short duration. duration.

See Heat See Magic


Discipline: Divination, Pyromancy, Transformation Discipline: Divination, Sorcery
Minimum Skill: 50 Exp. Cost: 10 XP Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10 Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Self Casting Time: 3 Range: Self
Duration: Continual Duration: Continual

This spell effect will enable the recipient to see This spell effect will enable the recipient to see
heat as if they were using a thermal imaging camera. This magic in full color with auras of magical energy bleeding off
ability is passive and cannot be detected through infrared or the subject. These auras are faint but have vibrant colors
thermographic means. This spell will create a false color that seem to fade into the surrounding area. Stronger spells
image in the recipients mind and may be combined with and enchantments will have brighter auras.
normal vision. Cooler areas and objects will have a blue or
purple hue while warmer objects will have an orange to Enchanted items will glow a deep blue color, while
white hue. Extreme heat may temporarily blind the spells in effect will seem to glow a reddish orange. Spells
recipient. being cast will seem to be yellow. Spell casters will seem to
have a light blue tinge. Supernatural creatures and other
A charm version of this spell effect exists called effects may have alternate colors. This spell will not give
Glimpse Heat. It allows the character to see heat in the any more information on the effects, abilities, or powers of
same way as the normal spell for a Short duration. This the magic.
charm only requires one action and will cost five Drain.
A charm version of this spell effect called
Glimpse Magic exists. It allows the character to see
magical energies in the same way as the normal spell as per
the applicable discipline. This charm only requires one
action and will cost five Drain. It only remains in effect for
a Short duration.
See Invisible
Discipline: Divination, Illusion
Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 30 Drain: 20
Casting Time: 3 Range: Self See Spirits
Duration: Continual Discipline: Divination, Necromancy
This spell effect will enable the recipient to see Minimum Skill: 50 Exp. Cost: 10 XP
invisible characters, spirits, astral creatures, and other hidden Skill Penalty: - 0 Drain: 10
objects. The invisible subject will seem a hazy and indistinct Casting Time: 3 Range: Self
outline of the normal appearance. It will often not have well Duration: Continual
defined edges or details. One spell perk will grant clearer
vision enabling the recipient to see details with a successful This spell effect allows the character to see non-
Awareness roll. Two spell perks will enable the recipient corporeal spirits, shades, echoes, and other ghostly essences.
normal vision for all invisible entities. They will appear as a faint ghostly outline of their
appearance in life. Some may show the wounds that ended
The Illusion discipline version of this spell effect their life, while others with strong personalities may choose
will only be effective upon subjects that use light to create their own appearance.

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Spell Descriptions

Spell perks may help the wizard to see the true Sense Scrying
shape or get a clearer image. One spell perk will grant
clearer vision enabling the recipient to see details with a Discipline: Divination, Observation
successful Awareness roll. Two spell perks will enable the Minimum Skill: 21 Exp. Cost: 4 XP
recipient normal vision for all spirits. One spell perk will Skill Penalty: - 0 Drain: 5
enable the wizard the ability to see past a spirits veil. A Casting Time: 3 Range: Self
contested discipline skill roll versus the Willpower of the Duration: Continual
recalcitrant spirit is required for success.
This spell effect will allow the recipient a sixth
A charm version of this spell effect called sense to determine when someone is observing them. This
Glimpse Echoes exists. It allows the character to see includes all normal, magical, or technological forms of
spirits in the same way as the normal spell as per the spying or observation. Only observation that focuses upon
applicable discipline. This charm only requires one action the recipient may be sensed using this spell effect. Those
and will cost five Drain. It only remains in effect for a Short using unnatural forms of scrying may attempt to sneak past
duration. this defense with a contested Scrying skill of the observer
and the appropriate discipline skill rating used to cast the
spell. If the spy is successful, the recipient will never notice
the observation.
Spell perks may be allocated to notice observation
See Wards on people or items near the wizard. The first allocated spell
perk will either allow one additional character to be
Discipline: Divination, Wards protected or create a five foot radius of protection around
Minimum Skill: 30 Exp. Cost: 6 XP the recipient. Additional protected characters will not sense
Skill Penalty: - 0 Drain: 5 the observation; only the recipient of the spell will notice.
Casting Time: 3 Range: Self Additional spell perks may increase the number of protected
Duration: Continual characters by one or increase the radius of protection by five
feet each.
This spell effect will enable the recipient to see
wards that have been hidden from sight. This includes those
on objects and those that cover areas or volumes. Wards
placed upon objects will show a rune-like symbol that glows
with a light that resonates with the spell effect placed
within. Area and volume wards will seems to be bars, walls, Sense Thaumic Site
and other geometric symbols that resonate with the Discipline: Divination, Geomancy
generated effect. This spell cannot be used to identify the Minimum Skill: 21 Exp. Cost: 4 XP
exact effect, although the resonance will give clues to a Skill Penalty: - 0 Drain: 5
resourceful wizard. Casting Time: 3 Range: Self
Duration: Continual

This spell effect will allow the recipient to sense


the presence and relative power of a thaumic site. A
thaumic site may be noticed up to one mile away with a
Sense Effects successful Sense Aura skill roll. A second skill roll will allow
Discipline: All (except Alchemy) the recipient to determine the resource rating of the thaumic
Minimum Skill: 01 Exp. Cost: 1 XP site. Spell perks will increase the range of detection by one
Skill Penalty: - 0 Drain: 5 mile each.
Casting Time: 3 Range: Self
Duration: Continual

The Sense Aura skill can be extended using the


Sense Effect spell effect. This spell effect allows the
character to identify the discipline used to cast the spell. It Sense Truth
cannot pinpoint the exact spell that was cast; this requires Discipline: Divination
the Analyze Magic spell effect. This spell can only be used Minimum Skill: 50 Exp. Cost: 10 XP
to identify the disciplines known by the wizard. Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Self
Duration: Continual

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Spell Descriptions

This spell effect will grant the recipient the ability This spell effect will sever another wizards
to detect truth, lies, and evasive speech. This is a passive control from a spell that he has cast. Any inherent
ability, and anyone within earshot may be discerned by the protections are stripped when control is lost. The former
wizard to be truthful or not. The recipient can only controller may not make any further alterations and the
determine if the speaker believes that they are speaking the loose spell will act at random, often with strange and
truth. Those attempting to lie to the recipient may roll a unusual effects.
contested skill between the discipline used for spellcasting
and the Deceit skill of the speaker. The wizard will enjoy a The controlling wizard may resist this effect with
bonus of +20 to this contested roll. This bonus may be a contested Sorcery versus spell discipline skill roll. Further
increased by +5 for every allocated spell perk. attempts to sever the same spell will grant a bonus of +10 to
the spell strength of the original spell. Two spell perks will
give the sorcerer the chance to take control of the spell
himself with an appropriate discipline skill roll.

Sense Undead
Discipline: Divination, Necromancy
Minimum Skill: 21 Exp. Cost: 4 XP Sever Thaumic Link
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Self Discipline: Geomancy
Duration: Continual Minimum Skill: 60 Exp. Cost: 12 XP
Skill Penalty: - 10 Drain: 15
This spell effect will allow the recipient a sixth Casting Time: 3 Range: Touch
sense to determine when undead are within one hundred Duration: Instant
feet. This sense will not be able to pinpoint undead, but the
recipient may get a general direction and distance with a This spell effect will sever a thaumic link created
successful Sense Aura skill roll. Additional spell perks will by another geomancer. Both geomancers must roll their
increase the range of detection by one hundred feet each. Geomancy Discipline skill in a contested action. Only
success will sever a thaumic link. Further attempts to sever
the same link will grant a bonus of +10 to the spell strength
of the original spell. If the severing geomancer is successful,
they may immediately attempt to create their own thaumic
link in its place.
Sense Weather Changes
Discipline: Divination, Weather
Minimum Skill: 21 Exp. Cost: 4 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Self Shades
Duration: Continual
Discipline: Illusions, Protections
This spell effect will grant the recipient a sixth Minimum Skill: 30 Exp. Cost: 6 XP
sense regarding changes in the weather due to natural or Skill Penalty: - 0 Drain: 5
unnatural causes. The recipient may use their discipline skill Casting Time: 3 Range: Self
to determine what the eventual weather will be after the Duration: Continual
change. This effect is not able to provide forecasts; it simply
grants a basic understanding of immediate changes within This spell effect creates a magical filter over the
the surrounding area. eyes of the recipient. This polarized filter will protect the
individual from direct sunlight, flares, flashes, glare, and
other light-based blinding effects. Recipients with this spell
effect will enjoy a bonus of +10 to any resistance rolls. This
is not applicable to gaze attacks from monsters such as
basilisks and cockatrices. Additional spell perks will allow
the protected individual a further bonus of +5.
Sever Control
Discipline: Sorcery
Minimum Skill: 30 Exp. Cost: 6 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Duration: Instant

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Spell Descriptions

Shadows Edge Additional spell perks will allow the caster to


increase his weight and height by 20% each. Three spell
Discipline: Enchantment, Vitalism perks are required for supernatural, monstrous, or creatures
Minimum Skill: 70 Exp. Cost: 14 XP of the imagination. The caster will not gain the unnatural
Skill Penalty: - 20 Drain: 15 abilities of the creature, just the semblance and natural
Casting Time: 3 Range: Touch abilities. Unnatural abilities must be created with additional
Duration: Continual spell effects.
This spell effect will edge the selected weapon
with dark shadowy energies. Shadow edged weapons will
not inflict any additional injury, but can harm creatures of
shadow and will inflict shadow injury.
Shadow injury has a chance to inflict Health loss.
Shape Stone
Attacks that deal maximum injury or a critical hit may Discipline: Alteration, Terramancy
reduce the victims Health attribute. The victim may resist Minimum Skill: 21 Exp. Cost: 4 XP
with a Health roll that suffers a penalty equal to the injury Skill Penalty: - 0 Drain: 5
inflicted. Failure will reduce the victims Health attribute by Casting Time: Craftwork Range: Touch
1/10th the injury inflicted. Duration: Permanent

This craftwork spell effect will allow a wizard to


shape stone and minerals as if they were clay. The wizard
must actually sculpt the stone into the correct shape. Any
artistic or difficult changes will require an Art skill roll with
a sculpting specialization.
Shadowy Transformation
Discipline: Vitalism
Minimum Skill: 120 Exp. Cost: 24 XP
Skill Penalty: - 70 Drain: 25
Casting Time: 4 Range: Self
Duration: Continual Share Drain
Discipline: Sorcery
This spell effect will transform the recipient into a Minimum Skill: 70 Exp. Cost: 14 XP
creature of shadow. While they do not gain any bonuses to Skill Penalty: - 20 Drain: 5 + Shared
stealth or hiding, they gain a dark gray and black appearance Casting Time: 3 Range: Touch
that reduces identification of the character. All of the Duration: Instant
recipients gear and equipment will also transform into
shadow. This effect can only affect recipients with a This spell effect will allow the sorcerer to share
Medium encumbrance or less. Such creatures are immune the drain of any spell cast by a wizard that is touched. The
to normal weapons and will inflict shadow injury. caster must be touched during the casting of the spell, and
this effect cannot be used to aid a ritual. The sorcerer may
redirect up to 15 points of Drain from the casting wizard
into himself. The original wizard must expend at least five
of his own personal Drain.
Spell perks may be allocated to improve the
Shape-change maximum Drain that may be shared by five each.
Discipline: Transformation Alternatively, one spell perk will allow the sorcerer to
Minimum Skill: 70 Exp. Cost: 14 XP provide all of the needed Drain for a spell effect.
Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Self
Duration: Continual

Allows the caster to alter his features, race, sex, or


become any one non-magical creature of similar, or smaller, Shout
size and mass. This effect can only be cast upon characters Discipline: Aeromancy, Communication, Illusions,
with a medium encumbrance or less. The smallest size that Transformation, Translocation
a character using this spell could become is approximately Minimum Skill: 21 Exp. Cost: 4 XP
the size of a mouse. Any natural abilities, attributes, or Skill Penalty: - 0 Drain: 5
armor is automatically gained for the new form. Any Casting Time: 2 Range: Self
equipment carried becomes part of the mass of the creature. Duration: Short

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Spell Descriptions

This spell effect will increase the distance that a square inches (2 x 2). Brightly glowing sigils will require
recipient may intelligibly shout. The character will be one additional spell perk. Sigils that will glow through light
understandable for up to one quarter of a mile. Additional clothing will require two spell perks. Sigils that will glow
spell perks will increase the range an additional quarter of a through light armor or heavy clothing will require three spell
mile. One spell perk will allow the effect to be Continual, perks. Heavy armor will require four spell perks.
enabling a longer conversation.

Silence
Shrinkage Discipline: Aeromancy, Binding, Communication, Curses,
Discipline: Curses, Transformation Transformation
Minimum Skill: 70 Exp. Cost: 14 XP Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 20 Drain: 15 Skill Penalty: - 30 Drain: 20
Casting Time: 3 Range: Touch Casting Time: 3 Range: Touch
Duration: Continual Duration: Continual

This spell effect will reduce the victims height and This spell effect will silence the victim touched.
weight by half. Strength is reduced proportionally, but will They may not make any intelligible noises and are reduced
receive a bonus of +5 to his Full Defensive tactics. No to simple grunts, groans, and other noises. This is
victim may be shrunk to under 3 inches in height, and such particularly dangerous to wizards as they will be unable to
victims will have an equivalent Strength of one. This spell cast spells without massive penalties.
may also be used to counteract a Growth spell. A contested
action between the appropriate Discipline skills are required Players in this situation should try to role-play
in this circumstance. their condition and refrain from making verbal suggestions.
Victims may attempt to resist with Willpower, Health, or
Spell perks will increase the shrinkage by an Luck depending upon method used to silence. Victims may
additional 10% of the original height. Each additional still make noise normally; this spell only eliminates verbal
increment will reduce the strength normally and increase the communication.
DT by five.
Spell perks may be used to increase the effect of
the silence. One allocated spell perk will completely
eliminate any verbal communication from the victim
including grunts and groans.

Sigil
Discipline: Binding
Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10 Sink
Casting Time: 3 Range: Touch
Duration: Continual Discipline: Alteration, Aquamancy
This spell effect will create a magical symbol of Minimum Skill: 30 Exp. Cost: 6 XP
the wizards choice upon the subject, or target object. This Skill Penalty: - 0 Drain: 5
sigil may be no larger than four square inches (2 x 2) and will Casting Time: 3 Range: Touch
glow faintly in any color desired by the caster. The sigil is a Duration: Continual
two way sympathetic link between the caster and the
recipient. Victims may attempt to resist with luck. This spell effect allows the caster to reduce the
buoyancy of the victims clothing and carried gear. While
This sympathetic link may only be used to cast under the effects of this spell, the recipient will be drawn
spells and scry upon the recipient. Sympathetic links may be under water for long periods of time and will struggle to
used to treat the distance between the two individuals as if keep his head above water.
they were touching for the purposes of thaumaturgy.
Sympathetic links also resonate with the target and are often The victim must be no lighter than medium
excellent tools in rituals and enchantment. encumbrance, wearing soft armors with more than 25 PV, or
wearing hard armor. Every phase the character must roll a
Spell perks may be used to increase the brilliance contested action using their Swimming skill against the skill
of the light emitted and the size of the sigil. Every spell rating of the spell discipline used. Failure will result in the
perk will increase the size of the sigil by four additional victim beginning to drown.

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Spell Descriptions

Spell perks can be allocated to be effective with will remain at the higher level.
lighter armor. One additional spell perk allocated will
enable the recipient to sink wearing any soft armor. Spell perks will reduce the unnatural slowness
Alternatively, spell perks may be used to sink victims with even further. Every two spell perks will reduce the number
one lighter level of encumbrance each. of actions by one, the maximum movement level by one, and
an increase to the reaction penalty of -10. Action losses
should be taken from floating actions first, and then primary
actions evenly distributed amongst all phases.

Sleep
Discipline: Binding, Curses, Healing
Minimum Skill: 70 Exp. Cost: 14 XP Slow Fall
Skill Penalty: - 20 Drain: 15 Discipline: Aeromancy, Flight, Transformation
Casting Time: 3 Range: Touch Minimum Skill: 21 Exp. Cost: 4 XP
Duration: Continual Skill Penalty: - 0 Drain: 5
Casting Time: 1 Range: Self
This spell effect will lull a target victim into a Duration: Continual
restful sleep. Victims that choose to resist may roll
Willpower, throwing off the suggestion if successful. Any This spell effect will reduce the results of any fall
loud noises near the victim, physical jostles, or a single point by ten feet. This will help protect the maximum injury
of injury will break this spell. The sounds and smells of suffered by the recipient, decrease the chances of broken
combat will prevent the use of this spell. Two spell perks legs, and otherwise cushion the fall. Spell perks will reduce
will place the victim into a sound sleep that will only end a fall by an additional ten feet each.
with the duration of the spell.
Healers often use this spell to calm restless
patients to assist their natural healing. Other wizards learn
this spell to avoid insomnia or to put too curious apprentices
to bed.
Slow Sense of Time
Discipline: Curses, Temporal
Minimum Skill: 45 Exp. Cost: 9 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Slow Duration: Continual
Discipline: Curses, Temporal, Transformation This spell effect will slow the subjects sense of
Minimum Skill: 40 Exp. Cost: 8 XP time to a slow crawl. Events will seem to slow down and
Skill Penalty: - 0 Drain: 10 the movements of other people with them. Every action
Casting Time: 3 Range: Touch will seem a leisurely affair with plenty of time to consider
Duration: Continual moves and counter moves.
While this could be used for psychological torture,
This spell effect will slow a victims running speed it does give the recipient a bonus of +10 to all skills. The
and reaction time. The victim may attempt to resist with characters body does not speed up, simply the time allowed
Willpower. If the spell is effective, the victim will lose one her to think and plan. Every additional spell perk will
floating action each round. If the victim has no floating increase the bonus by +5.
actions, then one primary action is lost from the first phase
of combat each round. Any Agility or Dexterity rolls for True sadists will occasionally use this spell to
reflexive actions or reaction time will have a penalty of -20. prolong the torture they inflict upon their victims. The pain
If players prefer, they may use the new actions total chart in will seem to drag on for the duration, along with the terror
character creation. experienced by the victim. Some torturers will cast the spell
on themselves to seemingly extend the session.
The victim will also move slower than normal.
The character will move at a movement rate one lower than
their maximum as determined by encumbrance. The
penalties for those striking the victim will reflect the actual
movement rate while the penalties for the victims actions

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Spell Descriptions

Smoke Form Solidify


Discipline: Aeromancy, Transformation Discipline: Alteration, Aquamancy, Telekinesis, Temporal
Minimum Skill: 100 Exp. Cost: 20 XP Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 50 Drain: 25 Skill Penalty: - 0 Drain: 10
Casting Time: 4 Range: Self Casting Time: 3 Range: Touch
Duration: Continual Duration: Continual

This spell effect will transform the recipient into a This spell effect will transform a reasonably pure
large billowing cloud of dark smoke. Smoke forms can fly at liquid into a solid state. A 125 cubic foot volume (5 x 5 x 5)
the standard rate of speed for a character and will take no of liquid will be solidified into an equal volume of hard
injury from normal weapons. They are vulnerable to all material. While this is not scientifically accurate, this should
normal non-physical methods of injury. They still must be be used for ease of game-play. Those of a more scientific
able to breathe oxygen, eat, and imbibe water. They cannot bent may calculate the exact liquid to solid ratio for each
survive on elemental planes without further magic or altered compound. This freshly solid object will have a PV
powers. of 10 and 25 BP. Additional spell perks will increase the
maximum volume by 125 cubic feet (5 x 5 x 5).
The caster may only transform an amount of gear
equal to the Medium encumbrance level of the recipient.
This gear is unusable to the character in an elemental form.
Additional spell perks will enable the caster to transform an
additional level of encumbrance each. Alternatively, one Soul Bind
spell perk will enable the character to become a light white
Discipline: Binding
smoke or misty cloud that is difficult to see.
Minimum Skill: 130 Exp. Cost: 26 XP
Skill Penalty: - 80 Drain: 55
Casting Time: Ritual Range: Touch
Duration: Permanent

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Spell Descriptions

This ritual will bind a living soul into an Speak Underwater


enchanted object that has a prepared eternal effect storage
medium. The soul must be a willing participant or the Discipline: Aquamancy, Communication
effect will automatically fail. When the life essence is Minimum Skill: 30 Exp. Cost: 6 XP
transferred, much of the original character is lost and the Skill Penalty: - 0 Drain: 5
body dies. This ritual will cost five experience points from Casting Time: 3 Range: Self
the spellcaster. Duration: Continual

The item will require another permanent effect to This spell effect allows the recipient to speak
allow speech or mental communication. The item will normally underwater. This allows the recipient to be
retain three skills automatically at their original skill ratings. understood by those around him and cast spells without
All other skills will have a 25% chance to be remembered at penalty. This does not allow the recipient to communicate
half the original skill rating. If this roll fails, that skill is not with sea creatures or underwater races.
remembered at all. Skills that are not usable by the item
may fade away over time. Use the standard rules for
assisting other characters to determine any bonuses granted
by the soul-bound item.
Soul-bound items will eventually lose many of Speak with Echoes
their memories during their existence. The Memory
resource should be purchased to counteract this loss, but few Discipline: Necromancy
enchanted items earn experience points. Player characters Minimum Skill: 40 Exp. Cost: 8 XP
who wish to continue their characters as enchanted objects Skill Penalty: - 0 Drain: 10
may be allowed, but require serious consideration and Casting Time: 3 Range: Self
moderation to retain game-balance. Duration: Continual

Spell perks may increase the likelihood of skill This spell effect will allow the character to speak
retention. Every allocated spell perk will increase the chance with non-corporeal undead and echoes of the dead. Echoes
for all skills by +5. Two spell perks will allow one of the dead are those spirits that resemble ghosts who haunt
additional skill to be remembered at the original skill rating. locations or people. There is a philosophical split about
whether ghosts are spirits that have absorbed certain
Alternatively, one spell perk may be used to bind
memories of a soul that has passed on or if they are the
unwilling demons, angels, spirits, and other extra-planar or
remaining soul, bound in some way to this realm.
non-corporeal entities into objects. These victims may resist
with a contested Willpower versus Binding skill check.
Such creatures that also know the Binding Discipline may
choose to use their skill instead to resist. Two spell perks
are required to bind any other unwilling characters into
items. Speed
Discipline: Temporal, Transformation
Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Self
Duration: Continual
Soul Projection
Discipline: Necromancy, Vitalism This spell effect will increase a recipients running
Minimum Skill: 110 Exp. Cost: 22 XP speed and reaction time. The victim may attempt to resist
Skill Penalty: - 60 Drain: 25 with Willpower. If the spell is effective, the recipient will
Casting Time: 4 Range: Self gain one floating action each round. Any Agility or
Duration: Continual Dexterity rolls for reflexive actions or reaction time will
have a bonus of +20. If players prefer, they may use the
Soul projection allows the recipient to leave his new actions total chart in character creation.
body for a time. His soul is still tethered to his body and it
The recipient will also move faster than normal.
will continue all biologic functions in his absence. If the
The character will move at a movement rate one higher than
body is not cared for it can die, leaving the character as a
their maximum as determined by encumbrance. The
spirit permanently. The spirit form of the character can
penalties for those striking the character will reflect the
speak with and interact normally with all spirits. Characters
actual movement rate while the penalties for the characters
in this form may be bound or otherwise affected by spirit
actions will remain at the lower level. If the maximum
magic and abilities. Banishment will return the character
speed exceeds the running level, then it will instead increase
immediately to his body.
the movement rate by ten feet.

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Spell Descriptions

Spell perks will increase the unnatural speed even spells held or the magnitude of the spell that may be stored.
further. Every two spell perks will increase the number of Every two allocated spell perks will enable the sorcerer to
actions by one, the maximum movement level by one, and store one additional spell effect. Spell perks may also be
an increase to the reaction bonus of +10. Action bonuses used to increase the range of minimum skill that may be
should be applied to floating actions first, and then primary stored by +20 each. Five spell perks will store the effects of
actions evenly distributed amongst all phases. a ritual.

Speed Sense of Time Spell Surge


Discipline: Curses, Temporal Discipline: Curses, Sorcery
Minimum Skill: 45 Exp. Cost: 9 XP Minimum Skill: 100 Exp. Cost: 20 XP
Skill Penalty: - 0 Drain: 10 Skill Penalty: - 50 Drain: 25
Casting Time: 3 Range: Touch Casting Time: 4 Range: Touch
Duration: Continual Duration: Continual

This spell will make the subjects time seem to fly Spell surge creates interference in the victims
past. Events will seem to blink by and the movements of brain. Any thaumaturgical or spellcasting skills will have an
other people with them. Every action will seem a rushed increased chance of critical failure. Victims may attempt to
affair with no time to consider moves and counter moves. resist the effect with Willpower. The caster must roll a d10
The victim will miss key portions of conversations and may when this spell is cast. Whenever that number is rolled as
not notice events that occur. The victim may attempt to the ones digit for an appropriate skill, the action is an
resist this spell with Willpower. automatic critical failure. An additional fumble number may
be rolled with the allocation of two spell perks.
While this could be used for psychological torture,
it does give the recipient a penalty of 10 to all skills. The
characters body does not speed up; time just seems to slip
away. Every additional spell perk will increase the penalty
by 5.
The victim must attempt a willpower roll each Spoil
round to be able to make any active actions. Active actions
Discipline: Alteration, Curses, Nature
include combat, spell casting, or anything that requires
Minimum Skill: 21 Exp. Cost: 4 XP
impetus. Defense and speech are passive actions and can be
Skill Penalty: - 0 Drain: 5
done without an additional save.
Casting Time: 3 Range: Touch
Duration: Instant

This spell effect will contaminate food or liquid


with mild bacteria and accelerate its rot. This effect can
spoil one cubic foot of food or one gallon of liquid. Anyone
Spell-store eating spoiled food must roll against a mild type one
Discipline: Sorcery debilitative poison. The effects will last for 5d10 hours.
Minimum Skill: 30 Exp. Cost: 6 XP Spell perks will increase the virulence of the
Skill Penalty: - 0 Drain: 5 + Spell spoiled food by one type for every two spell perks.
Casting Time: 3 Range: Self Alternatively, one spell perk will spoil one additional cubic
Duration: Continual foot of food or one gallon of liquid.
Spell-store is a spell effect that acts like a very
advanced form of spell holding; one spell effect that is cast
may be held until the caster desires to act. Any spell with a
minimum skill of less than 30 may be stored in this way.
Rituals can not be stored with this base spell effect. Only
one spell may be held in this manner by a spellcaster. The Stasis
drain of the spell to be cast is also held ready and should be Discipline: Temporal
considered Continual until the effect is released. A spell Minimum Skill: 125 Exp. Cost: 25 XP
may be released as one action. Skill Penalty: - 75 Drain: 30
Casting Time: 3 Range: Touch
Spell perks may be used to increase the number of
Duration: Continual

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Spell Descriptions

This spell effect will place a recipient into a another. This spell can only steal a maximum skill rating of
temporal stasis. The character will not have any biologic 50 in any one skill possessed by the donor. The caster
processes for the duration and will obviate the need for air, cannot steal a higher skill rating than the one possessed by
food, or water. The character will not even realize the the donor. The skill rating is not treated as a bonus to the
passage of time. Unwilling victims may resist with Luck. recipient, it replaces the skill possessed. The donor may
resist with Willpower. The donor temporarily loses the
option stolen.
Specializations can also be stolen by this spell
Steal Option effect. The entire specialization bonus can be stolen by the
use of this spell. Memorized spells can also be stolen by this
Discipline: Sorcery
spell with a limit of 15 experience points. Should the caster
Minimum Skill: 110 Exp. Cost: 22 XP
choose, they may steal a large list of information from a
Skill Penalty: - 60 Drain: 25
donor instead of a skill. The GM must determine the
Casting Time: 4 Range: Touch
amount of information that can be gathered by this spell.
Duration: Continual
Spell perks can never be used to increase the
This spell effect will allow the caster to steal an number of skills stolen by this spell. Spell perks can be used
option from a target and place the ability within the body of to increase the maximum skill rating stolen by 20 each.
another. This spell can only steal a maximum of 50 option Additional memorized spells may be stolen at a rate of 5
points in any one option possessed by the donor. The caster extra experience points per spell perk allocated.
cannot steal an option with more extras than the one
possessed by the donor. The option points are not treated as
a bonus to the recipient; it replaces the single option
possessed. The donor or recipient may resist this spell with
Willpower. The donor temporarily loses the option stolen. Sticky Goo
Spell perks can never be used to increase the Discipline: Nature, Transformation
number of options stolen by this spell. Spell perks can be Minimum Skill: 40 Exp. Cost: 8 XP
used to increase the option point cost stolen by 20 each. Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Duration: Continual

This spell effect expels viscous ooze that will


Steal Skill splatter the victim and will stick to all sorts of materials. All
physical actions will suffer a penalty of 10. The victims
Discipline: Sorcery
maximum movement rate will be lowered one level as they
Minimum Skill: 80 Exp. Cost: 16 XP
squish and stomp.
Skill Penalty: - 30 Drain: 20
Casting Time: 3 Range: Touch Light materials such as paper and leaves will
Duration: Continual always stick to the victim. Heavier materials may also
become caught adding to the encumbrance. Spell perks may
This spell effect will allow the caster to steal a skill be used to improve the penalty against the victim by an
from a target and place the knowledge within the mind of additional 5 each.

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Spell Descriptions

Stone to Mud Stronghold


Discipline: Alteration, Terramancy Discipline: Alteration, Protections, Telekinesis, Terramancy,
Minimum Skill: 90 Exp. Cost: 18 XP Wards
Skill Penalty: - 40 Drain: 20 Minimum Skill: 75 Exp. Cost: 15 XP
Casting Time: 3 Range: Touch Skill Penalty: - 25 Drain: 15
Duration: Continual Casting Time: 3 Range: Touch
Duration: Continual
This spell effect will liquefy a volume of stone or
other hard mineral equal to 125 cubic feet (5 x 5 x 5) into This spell effect will increase the durability of
mud. The mud may be reshaped into any desired form but buildings, structures, and edifices. A maximum volume of
will return to the original shape when the duration ends. 25,000 cubic feet (50 x 50 x 10) can be protected and
Stone items will be unharmed once the spell effect ends. enhanced by this effect. The site will enjoy a bonus of 10
PV and an extra +20 BP to every 5 x 5 section of wall.
Spell perks may be used to increase the volume by Breakage points are for individual sections, not an aggregate
an additional 125 cubic feet (5 x 5 x 5) each. A ritual version total.
of this spell may be used to permanently alter the
composition of the stone. The cost for the ritual is 45 Drain Spell perks may be used to increase the improved
and one point of experience. protection or the volume that may be affected. Spell perks
allocated to increasing the protective shell will increase the
PV by +5 and the BP by +10 each. Volume may be
increased by +25,000 cubic feet (50 x 50 x 10) per spell
perk.

Strength
Discipline: Transformation
Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10 Sublimate
Casting Time: 3 Range: Self Discipline: Alteration
Duration: Continual Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 30 Drain: 20
This spell effect will drastically increase the Casting Time: 3 Range: Touch
physical strength of the recipient. Temporarily increase the Duration: Continual
physical strength attribute by +20. This extra strength will
improve any strength based skills, extra injury inflicted, and This spell effect will temporarily change the state
strength rolls normally. Spell perks will increase the of matter from a solid to a gaseous form. The compound
strength attribute by +10 each. must be relatively simple compounds without organic
matter. Very dense matter like stone or hard crystal cannot
be sublimated. Complex electronics and machinery cannot
be sublimated. A 125 cubic foot volume (5 x 5 x 5) of solid
matter may be sublimated.

Strengthen Circle The gaseous cloud will remain in the area


dissipated enough to be seen through. When the duration
Discipline: Runic Knowledge ends, the gas will reform in the exact shape and appearance
Minimum Skill: 40 Exp. Cost: 8 XP from before the spell. Sublimated matter will be completely
Skill Penalty: - 0 Drain: 10 unharmed by this spell. Foreign objects will drop to the
Casting Time: 3 Range: Touch bottom of the affected area.
Duration: Continual
Additional spell perks will increase the maximum
This spell effect will increase the base strength of volume by 125 cubic feet (5 x 5 x 5) each. Two spell perks
any active circle by +20. Spell perks will increase the circle are required to sublimate dense or hard materials such as
strength by an additional +10 each. Alternatively, one spell stone.
perk will create a protective shield with five PV and 10
Breakage Points around the circle components.

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Spell Descriptions

Summon Angel Summon Demon


Discipline: Summoning Discipline: Summoning
Minimum Skill: 100 Exp. Cost: 20 XP Minimum Skill: 100 Exp. Cost: 20 XP
Skill Penalty: - 50 Drain: 50 Skill Penalty: - 50 Drain: 50
Casting Time: Ritual Range: Special Casting Time: Ritual Range: Special
Duration: Continual Duration: Continual

This ritual will summon one angel from another This ritual will summon one demon from another
plane of existence into the ritual circle. The ritual circle will plane of existence into the ritual circle. The ritual circle will
protect the spellcasters from the wrath of the angel, while protect the spellcasters from the wrath of the demon, while
the ritual is in effect. This ritual does not provide any the ritual is in effect. This ritual does not provide any
control or methods of binding the angel. Angels and other control or methods of binding the demon. Demons and
powerful spirits are rarely pleased to be summoned by other powerful spirits are rarely pleased to be summoned by
impetuous mortals and may vent their frustrations for being impetuous mortals and may vent their frustrations for being
summoned for frivolous reasons. summoned for frivolous reasons.
This ritual will only be able to summon a first This ritual will only be able to summon a first
level angel. These angels are very low in the angelic level demon. These demons are very low in the angelic
hierarchy and often do not have the powers or skills of their hierarchy and often do not have the powers or skills of
more illustrious brethren. Unless the celestial or true name more powerful brethren. Unless the infernal or true name
of an angel is known, and items of resonance to that of a demon is known, and items of resonance to that
particular angel are used, the results will be random. particular demon are used, the results will be random.
Spell perks will increase the experience level of Spell perks will increase the experience level of
angel that may be summoned. Every allocated spell perk demon that may be summoned. Every allocated spell perk
will increase the maximum level of experience by one level. will increase the maximum level of experience by one level.
Alternatively, additional demons may be summoned instead
with spell perks. Every spell perk will increase the number
of summoned demons by one.

Summon Animal
Discipline: Nature, Summoning
Minimum Skill: 35 Exp. Cost: 7 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Special Summon Djinni
Duration: Continual Discipline: Summoning
Minimum Skill: 100 Exp. Cost: 20 XP
This spell effect will summon an animal within a Skill Penalty: - 50 Drain: 50
radius of one mile to the spellcasters location. This normal Casting Time: Ritual Range: Special
animal will travel in a direct route until they reach the caster. Duration: Continual
The breed or species may be selected by the spellcaster, but This ritual will summon one djinni from another
the results will be random without a resonant item or true- plane of existence into the ritual circle. The ritual circle will
name. protect the spellcasters from the wrath of the djinni, while
If the animal is unable to travel to the spellcaster, the ritual is in effect. This ritual does not provide any
due to an impassible barrier or hazard, the spell will be control or methods of binding the djinni. Djinni and other
broken. The animal may not be sentient, enchanted, or powerful spirits are rarely pleased to be summoned by
otherwise unnatural. The summoned animal may not weigh impetuous mortals and may vent their frustrations for being
more than 30 lbs. This spell will prevent the animal from summoned for frivolous reasons.
attacking the spellcaster, but does not grant the ability to This ritual will only be able to summon a first
command or control the animal. This spell does not allow level djinni. These djinni are very low in the spiritual
speech or empathy with the summoned animal. This spell hierarchy and often do not have the powers or skills of
will not affect familiars nor will it create a familiar. more powerful brethren. Unless the celestial or true name
Spell perks can be used to increase the size of the of an djinni is known, and items of resonance to that
animal and the quantity of animals. Every spell perk particular djinni are used, the results will be random.
allocated to this end will increase the maximum weight of Spell perks will increase the experience level of
the animal by 20 pounds. Every spell perk will increase the djinni that may be summoned. Every allocated spell perk
number of animals by one. Five spell perks will summon will increase the maximum level of experience by one level.
1d10+5 animals from a single pack or herd.

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Spell Descriptions

Summon Domovoi Summon Elemental


Discipline: Aeromancy, Aquamancy, Pyromancy, Discipline: Aeromancy, Aquamancy, Pyromancy,
Summoning, Terramancy Summoning, Terramancy
Minimum Skill: 50 Exp. Cost: 10 XP Minimum Skill: 115 Exp. Cost: 23 XP
Skill Penalty: - 0 Drain: 35 Skill Penalty: - 65 Drain: 50
Casting Time: Ritual Range: Special Casting Time: Ritual Range: Special
Duration: Continual Duration: Continual

This ritual will summon a small elemental spirit This ritual will summon a larger elemental spirit
that will follow the instructions issued by the spellcaster. that will follow the instructions issued by the spellcaster.
Domovoi are not particularly intelligent, but are often canny Elementals are powerful entities that will follow instructions
and delight in simple mischief and interesting commands. as best as their understanding allows. Being made from one
They will often confuse and misunderstand commands of the four primal elements of nature, elementals do not
issued to them, and may forget more complicated understand or care about many of the considerations,
instructions. The discipline used to cast the ritual will morals, and practices of mortals.
determine the type of domovoi that may be summoned.
One allocated spell perk will summon one extra domovoi. This ritual will only be able to summon a first
level elemental of an element allowed by the discipline used.
These elementals are very low in the elemental hierarchy
and often do not have the powers or skills of their more
Elemental Domovoi illustrious brethren. Unless the elemental or true name of
AGL 50 IP 30 PV 0 an elemental is known, and items of resonance to that
AWA 50 SP NA particular elemental are used, the results will be random.
BEA 40 Spell perks will increase the experience level of
CHA 30 elemental that may be summoned. Every allocated spell
DEX 50 Injury Inflicted 1d10 perk will increase the maximum level of experience by one
HEA 30 level. Alternatively, additional elementals may be
INT 20 Domovoi are small elemental summoned instead with spell perks. Every spell perk will
LUC 50 creatures with very minor abilities increase the number of summoned elementals by one.
STR 20 based upon their element.
WIL 30

Summon Faerie
Summon Dragon Discipline: Nature, Summoning
Discipline: Summoning Minimum Skill: 80 Exp. Cost: 16 XP
Minimum Skill: 130 Exp. Cost: 26 XP Skill Penalty: - 0 Drain: 20
Skill Penalty: - 80 Drain: 55 Casting Time: 3 Range: Special
Casting Time: Ritual Range: Special Duration: Continual
Duration: Continual
This spell effect will summon a faerie within a
This ritual will awaken and summon a dragon radius of one mile to the spellcasters location. This faerie
within one mile per experience level of the spellcaster. The will travel in a direct route until they reach the caster. The
dragon may attempt to resist with a contested Willpower breed or species may be selected by the spellcaster, but the
versus Summoning skill roll. A success for the summoner results will be random without a resonant item or true-
will awaken the beast and bring him along the most direct name.
route to the ritual circle. This spell does not grant any
control over the ancient dragon and many wizards have met This ritual will only be able to summon a first
their death to a gargantuan maw. The age, power, and level fae. These faerie are very low in the fae court and
experience level of the dragon should be determined by the often do not have the powers or skills of their more
Game Master. Spell perks will increase the range by one illustrious brethren. Unless the true name of a faerie is
mile each. known, and items of resonance to that particular fae are
used, the results will be random.

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Spell Descriptions

Spell perks will increase the experience level of simplest of commands. Anyone caught within the horde
faerie that may be summoned. Every allocated spell perk will suffer 1d10 injury per phase. The horde will have a
will increase the maximum level of experience by one level. maximum area of 100 square feet (10 x 10). An additional
Alternatively, additional fae may be summoned instead with area of 100 square feet may be purchased for the allocation
spell perks. Every spell perk will increase the number of of one spell perk.
summoned fae by one.

Summon Nature Spirit


Summon Horde Discipline: Nature, Summoning
Discipline: Nature, Summoning Minimum Skill: 50 Exp. Cost: 10 XP
Minimum Skill: 80 Exp. Cost: 16 XP Skill Penalty: - 0 Drain: 40
Skill Penalty: - 30 Drain: 45 Casting Time: Ritual Range: Special
Casting Time: Ritual Range: Special Duration: Continual
Duration: Continual
This ritual will summon a spirit of nature from
This ritual will summon a horde of insects, within 1,000 feet of the spellcaster that will appear in the
rodents, or other vermin from the immediate area. A horde ritual circle. Nature spirits are very similar to elementals,
may be directed by the spellcaster and will follow the but they are the essence of nature: trees, water, earth,

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Spell Descriptions

flowers, and sky. There are many different forms of nature Summon Shadow
spirits and are occasionally confused with fey folk. In the
modern world some nature spirits have become corrupted Discipline: Summoning
and polluted, becoming spirits of the city or pollution. Spell Minimum Skill: 100 Exp. Cost: 20 XP
perks may increase the range of summoning by an additional Skill Penalty: - 50 Drain: 50
1,000 feet. Casting Time: Ritual Range: Special
Duration: Continual
This ritual will only be able to summon a first
level nature spirit. These spirits do not have the powers or This ritual will summon one shadow from another
skills of their more illustrious brethren. Unless the plane of existence into the ritual circle. The ritual circle will
elemental or true name of a nature spirit is known, and protect the spellcasters from the wrath of the shadow, while
items of resonance to that particular spirit are used, the the ritual is in effect. This ritual does not provide any
results will be random. control or methods of binding the shadow. Shadows and
other powerful spirits are rarely pleased to be summoned by
Spell perks will increase the experience level of
impetuous mortals and may vent their frustrations for being
nature spirit that may be summoned. Every allocated spell
summoned for frivolous reasons.
perk will increase the maximum level of experience by one
level. Alternatively, additional spirits may be summoned This ritual will only be able to summon a first
instead with spell perks. Every spell perk will increase the level shadow. These shadows are very weak and often do
number of summoned spirits by one. not have the powers or skills of their more dangerous
brethren. Unless the true name of a shadow is known, and
items of resonance to that particular shadow are used, the
results will be random.
Spell perks will increase the experience level of
shadow that may be summoned. Every allocated spell perk
Summon Object will increase the maximum level of experience by one level.
Discipline: Conjuration Alternatively, additional shadows may be summoned instead
Minimum Skill: 80 Exp. Cost: 16 XP with spell perks. Every spell perk will increase the number
Skill Penalty: - 30 Drain: 45 of summoned shadows by one.
Casting Time: Ritual Range: Special
Duration: Instant

This spell effect will summon one particular object


within 1,000 feet to the conjurer. This object must be Summon Shadow Animal
known to the caster. Enchanted objects have a built in
Discipline: Summoning
resistance of 25%. The caster must a resonant or
Minimum Skill: 75 Exp. Cost: 15 XP
sympathetic link to the object to be summoned.
Skill Penalty: - 25 Drain: 40
Casting Time: Ritual Range: Special
Duration: Continual

This spell effect will summon a shadow animal


from another plane of existence into the ritual circle. The
Summon Person breed or species may be selected by the spellcaster, but the
Discipline: Summoning results will be random without a resonant item or true-
Minimum Skill: 110 Exp. Cost: 22 XP name. The animal may not be sentient, enchanted, or
Skill Penalty: - 60 Drain: 50 otherwise unnatural aside from its shadow nature.
Casting Time: Ritual Range: Special
The summoned animal may not weigh more than
Duration: Continual
30 lbs. This spell will prevent the animal from attacking the
spellcaster, but does not grant the ability to command or
This ritual will compel any one person within
control the animal. This spell does not allow speech or
range to travel to the caster. The caster must have a
empathy with the summoned animal. This spell will not
sympathetic link, resonant items, or know the true name of
affect familiars nor will it create a familiar.
the person to be summoned. The travel times will vary on
the individual, but they will take the fastest, most direct Spell perks can be used to increase the size of the
route. This spell will not protect the caster from the wrath animal and the quantity of animals. Every spell perk
of the summoned person, nor will it control them. The allocated to this end will increase the maximum weight of
maximum distance of the summoned person is five miles for the animal by 20 pounds. Every spell perk will increase the
every experience level of the summoner. Spell perks may be number of animals by one. Five spell perks will summon
allocated to increase the range by one mile each. 1d10+5 animals from a single pack or herd.

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Spell Descriptions

Summon Spirit Spell perks may be allocated to increase the range


of wards available to be suppressed. Each allocated spell
Discipline: Necromancy, Summoning perk will increase the available minimum skill by +20. Spell
Minimum Skill: 80 Exp. Cost: 16 XP perks can also be allocated to increase the number of wards
Skill Penalty: - 30 Drain: 45 that are suppressed on the same target. Each spell perk
Casting Time: Ritual Range: Special allocated in this way will increase the number of possibly
Duration: Continual bypassed wards by one. Spell perks that reduce the
resistance of the target cannot be purchased for this spell
This ritual will summon a spirit, ghost, or echo of effect.
the dead from within 1,000 feet of the spellcaster that will
appear in the ritual circle. Undead spirits are often angry
and want certain tasks accomplished that they could not in
life. Spirits will often have the same appearance as in life,
although some could attempt to disguise themselves. While
within the ritual circle they are visible and may be spoken
with normally.
Sympathetic Link
Discipline: Binding
This ritual will only be able to summon a first Minimum Skill: 60 Exp. Cost: 12 XP
level undead spirit. These spirits do not have the powers or Skill Penalty: - 10 Drain: 40
skills of their older or angrier brethren. Unless the name of Casting Time: Ritual Range: Special
an undead spirit is known, and items of resonance to that Duration: Continual
particular spirit are used, the results will be random.
Spell perks may increase the range of summoning This ritual will create a sympathetic link between
by an additional 1,000 feet. Spell perks will increase the the spellcaster and a subject. Sympathetic links require a
experience level of undead spirit that may be summoned. very strong source of resonance with the intended subject.
Every allocated spell perk will increase the maximum level This sympathetic link may only be used to cast spells and
of experience by one level. Alternatively, additional spirits scry upon the recipient. Sympathetic links may be used to
may be summoned instead with spell perks. Every spell treat the distance between the two individuals as if they
perk will increase the number of summoned spirits by one. were touching for the purposes of thaumaturgy.
Sympathetic links also resonate with the target and are often
excellent tools in rituals and enchantment.
The chances of a subject resisting the creating of a
link are based upon the resonance of the item used. The
emotional tethers that the subject has to the resonant object
Suppress Ward will improve the chances of a successful link. Items that are
Discipline: Wards owned by a character but rarely used have a 10% chance to
Minimum Skill: 60 Exp. Cost: 12 XP create a sympathetic link. Other sources of weak links
Skill Penalty: - 10 Drain: 15 include items recently touched and formerly important
Casting Time: 3 Range: Touch objects that were sold or given away. Bodily pieces and
Duration: Continual fluids that are over one week old have only a weak link to
the character.
This spell effect will temporarily bypass any Mediocre links include tools occasionally used,
previously placed ward with a touch. The ward to be items owned by the intended character, and objects with
affected must have a minimum skill requirement of no more some emotional bond. Relatively fresh bodily pieces and
than 35. Only one ward may be affected at any time. fluids may be considered mediocre links. Mediocre links
Suppressed wards will not alert their creator. have only a 30% chance to successfully create a sympathetic
To determine if the suppression attempt was link.
successful, both Spellcasters must roll contested using the Strong links are often created with items created
appropriate spell disciplines. If the person casting Suppress by the intended character, those that were enchanted by him,
Ward is the winner, then the offending ward is temporarily often used tools, and objects with a very strong personal or
negated and there are no consequences to the caster from the emotional tie. Bodily portions and fluids may be considered
negated ward. Any additional wards placed upon the same strong links if they are pure and fresh. Fresh bodily
target will react as normal. Otherwise the offending spell portions are often freshly severed less than twelve hours past
resists the suppression attempt and the caster is affected unless preserved by magic or technology. Strong links will
normally. Further attempts to suppress the same ward will have a 70% chance of creating a sympathetic link.
grant a bonus of +10 to the spell strength of the original
ward.

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Spell Descriptions

Spell perks may be used to increase the maximum


lifting capacity and the number of items simultaneously
manipulated. Each spell perk allocated to increasing the
maximum weight will increase the weight by 20 pounds.
Alternatively, spell perks may also increase the number of
manipulated objects by three. All of the objects must fit into
the total carrying capacity.

Teleportation
Discipline: Translocation
Minimum Skill: 110 Exp. Cost: 22 XP
Skill Penalty: - 60 Drain: 25
Casting Time: 4 Range: Self
Duration: Instant

This spell effect allows the recipient to instantly


travel up to one mile per level of experience. The
Tattoo destination may be any that the caster can either see, scry, or
Discipline: Alteration, Conjuration knows well. Unknown locations will impose an additional
Minimum Skill: 75 Exp. Cost: 15 XP penalty of -20. The recipient may only have a medium
Skill Penalty: - 25 Drain: 15 encumbrance.
Casting Time: 3 Range: Touch
Casters cannot teleport into solid objects.
Duration: Continual
Attempts to travel into solid objects will result in the caster
appearing in the nearest non-obstructed location along the
Tattoo will transform an inorganic object held or
casters line of sight. The impact and shock of early
worn by the spellcaster into a tattoo somewhere on the
materialization will cause 3d10 injury to the caster.
recipients body. The newly drawn tattoo will resemble a
vibrant and fresh tattoo in any style the creator desires. The Spell perks can be used to increase the distance
tattoo must generally resemble the original object and it will traveled by one mile per spell perk allocation. A spell perk
radiate a magical aura. The recipient may choose to return can be used to increase the maximum allowed encumbrance
the object to its original form with one action. The item by one level.
may be no heavier than five pounds. Additional spell perks
will increase the maximum weight allowed by +5 pounds
each.

Tele-presence
Discipline: Observation
Minimum Skill: 135 Exp. Cost: 27 XP
Telekinesis Skill Penalty: - 85 Drain: 30
Discipline: Telekinesis Casting Time: 5 Range: Special
Minimum Skill: 30 Exp. Cost: 6 XP Duration: Continual
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Duration: Continual This spell allows the caster to experience all senses
Range: 10 feet per experience level of the caster from a specific point as if they were standing there. This
spell effect requires a scrying device and the Scrying skill.
This spell effect will allow the character to Once the spell is cast, the caster can choose to focus upon
mentally lift, move, and manipulate items by simple one location within 1,000 feet per level of experience. The
concentration. The wizard can lift a maximum weight of character must still attempt awareness or skill rolls to see
twenty pounds per level of experience. Only one object may fine details or hidden features. The rolls required are based
be lifted at a time. Any attempted attacks with the object upon the actions attempted. See the section on scrying for
will require the Ranged Strike skill. There is no strength more information.
bonus to injury for such attacks, but 1/10th of any unused
lifting weight may be added instead. Spell perks can increase the range of this spell
effect incredibly. Three spell perks will alter the range to 1

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Spell Descriptions

mile per level of experience. Five spell perks will alter the This dangerous ritual is the epitome of temporal
range to 10 miles per level of experience. Seven spell perks magic. One recipient may be transported through time to a
will increase the range to 100 miles per level of experience. historical period or future time-line of the spellcasters
choice. Game Masters and players should be very careful
Spell perks can also be used to increase the with this chronicle destroying ritual. Spell perks, maximum
sensitivity of the spell. Each spell perk allocated in this way temporal travel, and other particulars must be decided by the
will increase any awareness or skill rolls by +5. Game Master based upon the needs of their chronicle.

Telescopic Vision Third Eye


Discipline: Flight, Nature, Observation, Transformation Discipline: Divination
Minimum Skill: 70 Exp. Cost: 14 XP Minimum Skill: 100 Exp. Cost: 20 XP
Skill Penalty: - 20 Drain: 15 Skill Penalty: - 50 Drain: 25
Casting Time: 3 Range: Self Casting Time: 4 Range: Self
Duration: Continual Duration: Continual
This spell effect will allow the recipient to see This spell effect allows the recipient to open his
detail twice as far as normal. This spell will not interfere third eye and view the world around him in a completely
with most vision spells except magnify. The recipient may new way. While this spell is similar to True Vision, it
choose to swap between their normal vision and the instead focuses upon the hidden world of emotions,
telescopic vision as an action. supernatural, and mysticism. These sensations are not
Spell perks may be allocated to increase the limited to sight and will encompass hearing, smell, taste, and
magnification. One allocated spell perk will increase the touch as well.
distance to 3x. Two spell perks will increase this range to The recipient will receive hints about the true
5x. Five spell perks will increase the magnification to 10x. emotional nature of people, places, and things in the world
More spell perks may be used to further increase the range around him. Normal people may seem like monsters, while
by and additional 5x each. others may appear as avenging angels. Glimpses into the
souls and motivations of others are possible using this effect.

Temporal Shield
Discipline: Temporal Tongues
Minimum Skill: 40 Exp. Cost: 8 XP Discipline: Communication
Skill Penalty: - 0 Drain: 10 Minimum Skill: 45 Exp. Cost: 9 XP
Casting Time: 3 Range: Touch Skill Penalty: - 0 Drain: 10
Duration: Continual Casting Time: 3 Range: Self
Duration: Continual
Recipients with this spell effect will enjoy a bonus
of +10 to any resistance rolls against any form of temporal Tongues allows caster to understand and speak
effects. This includes a wide variety of spells listed under any language by an intelligent creature. This spell will not
the Temporal Discipline. This effect will not shield the translate the written word, nor does it allow the caster to
recipient from any injury suffered from temporal effects or speak with animals. The recipient will have a skill rating in
attacks. Additional spell perks will allow the protected the spoken language equal to the discipline skill rating.
individual a further bonus of +5. Some ancient magical languages such as Enochian or
Infernal may not be possible; as determined by the Game
Master. The caster will not remember the language after the
spells duration, except highlights and simple phrases used.
Temporal Shift Spell perks may be used to increase the
Discipline: Temporal understanding of the language. One spell perk not only
Minimum Skill: 180 Exp. Cost: 36 XP translates the language, but grants some minor knowledge of
Skill Penalty: - 130 Drain: 60 cultural concepts and beliefs. The GM must decide how
Casting Time: Ritual Range: Touch much cultural information will be transferred.
Duration: Instant

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Spell Descriptions

Transfer Enchantment Tremors will shake the earth and ground within a
125 square foot (25 x 25) area. Everyone within the area that
Discipline: Enchantment attempts to move must roll Agility every phase of
Minimum Skill: 100 Exp. Cost: 20 XP movement. The movement penalty to actions should be
Skill Penalty: Varies Drain: 25 applied to this roll. All other actions will suffer a penalty of
Casting Time: Craftwork Range: Touch -10 due to the shaking and disorientation of the tremors.
Duration: Permanent
Spell perks may be used to increase the area by an
This craftwork spell effect is the technique of an additional 125 square feet (25 x 25) each. The penalty to all
enchanter to transfer a magical enchantment from one item non-movement actions may be increased by 5 per spell perk.
to another. The destination item may not be previously
enchanted. The enchanter must have knowledge of the
storage medium effect to be moved.
The required number of man hours is dependent
upon the enchantment being transferred. The skill penalty
is based upon the original penalty to create the storage
Trickery
medium enchanted. Only one enchantment may be Discipline: Illusions
transferred at a time. Minimum Skill: 35 Exp. Cost: 7 XP
Skill Penalty: - 0 Drain: 5
Storage Medium Man-hours Casting Time: 3 Duration: Continual
Single Use, Gems, Scrolls, etc 10 Range: 10 feet per experience level of the caster
Charged Item, Wyrd Magic 60
Battery, Limited Use, Talisman 100 Trickery allows the caster to create an illusion that
Spell Vault 150 affects only one sense. The applicable senses are Sight,
Eternal Effect, Golems 200 Smell, Taste, Touch, and Hearing. Everyone within sensory
Gateway, Pattern 500 range receives a Perception save to realize what the illusion
Legendary Artifact + 500 really is. They still can see, hear, or feel the illusion, but can
easily ignore it and any of its effects. No more that 1d10
points of sanity may be lost using this effect.
Spell perks may be used to create illusions with
multiple senses. The illusion then becomes that much more
Tree Speak real to the witnesses. For every additional sensation created
by trickery, there is a -5 penalty to the perception save.
Discipline: Nature
Minimum Skill: 60 Exp. Cost: 12 XP
Skill Penalty: - 10 Drain: 15
Casting Time: 3 Range: Self
Duration: Continual

Tree speak allows the recipient to speak with all


True Vision
forms of plants including trees, flowers, and ferns but not Discipline: Divination
fungus or moss. This effect does not compel plants to Minimum Skill: 100 Exp. Cost: 20 XP
speak, nor to speak the truth. Most plant-life does not Skill Penalty: - 50 Drain: 25
understand the concept of deceit nor many other concepts of Casting Time: 4 Range: Self
animal-life. One spell perk will enable the wizard to speak Duration: Continual
with fungus and moss.
The recipient will gain the ability to see the truth
in all things. The subject can still see what most others see,
but it requires concentration. All illusions, shape-changes,
holograms, disguises, hidden doors, and other deceptions
will be noticed and pierced by this spell.
Tremors Deceptions have the potential to avoid this
Discipline: Terramancy detection. The wizard may attempt to roll a contested
Minimum Skill: 50 Exp. Cost: 10 XP discipline skill roll versus the skill that created the effect.
Skill Penalty: - 0 Drain: 10 There are no limits on the minimum skill that may be
Casting Time: 3 Duration: Continual pierced by this spell effect. Once an effect or deception has
Range: 10 feet per experience level of the caster passed this roll, it is safe from that viewer. The characters
own mind will bolster the authenticity of the spell or effect.

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Spell Descriptions

A charm version of this spell effect called Undead Transformation


Glimpse Truth exists. It allows the character to see
magical energies in the same way as the normal spell as per Discipline: Necromancy
the applicable discipline. This charm only requires one Minimum Skill: 155 Exp. Cost: 31 XP
action and will cost five Drain. It only remains in effect for Skill Penalty: - 105 Drain: 60
a Short duration. Casting Time: Ritual Range: Self
Duration: Permanent

This ritual will permanently transform the


recipient into a sentient undead creature. Often called liches
or scourges, these characters have willingly given up their
Truth Bound lives and souls to earn a dark form of immortality. The
ritual will cost the spellcaster 13 points of experience and the
Discipline: Binding life energy of the recipient.
Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 30 Drain: 20 Sentient undead will enjoy a strange form of
Casting Time: 3 Range: Touch immortality, as undead creatures they will never age, get
Duration: Continual sick, or suffer from many of the pangs of mortality. Their
meat will quickly slough off leaving only the bones
Truth Bound forces the victim touched to tell the underneath. While blunt weapons will deal full injury, all
truth, the whole truth, and nothing but the truth. In order other normal attacks will inflict injury. Missile weapons
to resist, the victim may roll a save using Willpower. will only deal one injury point per attack. They are able to
Failure results in a complete and honest account of anything be banished, and may suffer extra injury from holy sources.
asked. The victim will speak from her recollection and They will be affected by all of the benefits and detriments of
point of view. Knowledge unknown to the victim cannot undeath.
be told.

Understand Writings
Discipline: Communication
Tunnel Minimum Skill: 65 Exp. Cost: 13 XP
Discipline: Telekinesis, Terramancy, Transformation, Skill Penalty: - 15 Drain: 15
Translocation Casting Time: 3 Range: Self
Minimum Skill: 40 Exp. Cost: 8 XP Duration: Continual
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch This spell effect allows caster to read most written
Duration: Continual languages. This spell will not translate the spoken word,
nor does it allow the caster to speak with animals. The
Tunnel will dig a large volume of dirt every round. recipient will have a skill rating in the written language equal
No more than 27 cubic feet (3x3x3) of dirt may be tunneled to the discipline skill rating. The subject can understand
each round. The volume may be shaped as the caster dead, lost, and pictographic languages. The GM may
desires. Frozen ground, stone, and other hard materials may determine that some ancient magical languages may not be
not be tunneled. All of the dirt that was dug out must go translatable. This spell does not decrypt codes or ciphers.
somewhere; it does not vanish. The transformation version Spell perks may be used to increase the
of this effect creates large digging claws and will tire the understanding of the language. One spell perk not only
recipient normally. translates the language, but grants some minor knowledge of
Spell perks may increase the volume of dirt cultural concepts and beliefs. The GM must decide how
tunneled each round, the rate of tunneling, the materials that much cultural information will be transferred.
may be tunneled, and the method of tunneling. One
allocated spell perk will increase the volume tunneled per
round by 27 additional cubic feet. Three spell perks will
increase the rate of tunneling to every phase. Harder
materials such as stone and frozen dirt will require two
allocated spell perks. Terramancy and translocation versions
may eliminate any extra dirt of materials with the
expenditure of one spell perk.

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Charles Weston (order #2827343) 6


Spell Descriptions

Undo This ritual will permanently transform the


recipient into a vampire. Vampires, with their options and
Discipline: Temporal penalties, are detailed in the Character Creation section.
Minimum Skill: 95 Exp. Cost: 19 XP This ritual will cost the spellcaster eleven experience points.
Skill Penalty: - 45 Drain: 20
Casting Time: 1 Action Range: Self
Duration: Instant

By use of this spell effect the caster can choose to


re-roll the results of any of his dice rolls. This spell can only Vegemorph
undo the results of the very last die roll. For example, a Discipline: Nature, Transformation
wizard casts fire stream and fumbles. The player must Minimum Skill: 155 Exp. Cost: 31 XP
immediately state that he is casting Undo. This spell will Skill Penalty: - 105 Drain: 35
allow one re-roll, but these results cannot be changed. Only Casting Time: 6 Range: Touch
one undo is allowed per dice roll. Each casting of this spell Duration: Permanent
will require one Drama point. Spell perks may never be
used to increase the number of targets or the range beyond This spell effect transforms the victim into a living
that of a touch. plant of the casters choice. This plant must be similar in
A ritual version of this spell effect will create a size to the victim. A human might be vegemorphed into a
continual effect that will leave the Undo hanging until it is small tree, but never a flower. The victim is still aware of
needed. This may be cast upon any recipient that may be his surroundings but cannot interact with them except as his
touched. The Drain for this version is 45 and may only ever new form allows. Vegemorphed plants cannot move their
be cast upon one recipient. limbs or otherwise alter their shape except through slow
growth. The victim will still retain their Injury Points total.
This spell effect will cost the caster five experience points to
cast.
A shorter version of this spell effect exists.
Unnatural Element Requiring only three phases to cast, the drain of the spell
and penalties are identical. The duration however is only
Discipline: Aeromancy, Aquamancy, Pyromancy, continual and will incur continual drain.
Terramancy
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Duration: Continual

This spell effect allows an element to react


normally in an unusual location or circumstance. Each
discipline may only affect the appropriate element.
Examples of this spell effect include fire that burns normally
underwater, air that stays in a certain location within a void,
water that stays liquid within an inferno, and earth that
remains solid even as it is being disintegrated. Game
Masters must determine the number of required spell perks
based upon the severity of the environment.

Vampiric Transformation
Discipline: Necromancy
Minimum Skill: 130 Exp. Cost: 30 XP
Skill Penalty: - 80 Drain: 55
Casting Time: Ritual Range: Self
Duration: Permanent

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Charles Weston (order #2827343) 6


Spell Descriptions

Vertigo This spell effect will create a wall of elemental


rage within a volume of 1,500 cubic feet (15 x 10 x 5). The
Discipline: Curses caster may determine the shape of the wall. Those nearest
Minimum Skill: 40 Exp. Cost: 8 XP the edge of the effect may attempt to Dodge out, otherwise
Skill Penalty: - 0 Drain: 10 everyone within the effect will suffer injury. The effect will
Casting Time: 3 Range: Touch inflict 2d10 injury every phase to those caught within. This
Duration: Continual wall will not stop anyone from passing through but will
inflict injury each phase.
Vertigo causes the victim to fall if any sudden
action is attempted. Sudden actions include combat, The exact form selected for this wall may only be
movement (except crawling), dodging, or defensive tactics. chosen from the Discipline used to cast the spell effect.
To resist the original spell the victim is granted a save using Different forms of this spell may have additional abilities,
willpower. If this fails, a successful agility roll must be made concerns, or consequences. The base injury never changes
for each sudden action. based upon the form selected. Illusionary walls will inflict
sanity loss and not normal injury.
Spell perks may be allocated to increase the
volume by an additional 1,500 cubic feet (15 x 10 x 5) each.
One additional spell perk will increase the injury inflicted
Vitality Pulse per phase by an additional 1d10.
Discipline: Healing, Vitalism
Minimum Skill: 135 Exp. Cost: 27 XP
Skill Penalty: - 85 Drain: 30
Casting Time: 5 Duration: Instant
Range: 10 feet per experience level of the caster
Wall of Material
This spell effect will create an explosion of healing Discipline: Alteration, Conjuration, Illusions, Mechanical,
energy outwards from the target location. This healing Nature, Necromancy, Telekinesis, Terramancy,
pulse will use the explosion rules in the combat section. The Transformation
initial blast point will instantly heal 3d10 injury per level of Minimum Skill: 140 Exp. Cost: 28 XP
experience. The rate of diffusion is in five foot increments. Skill Penalty: - 90 Drain: 35
Spell perks may be used to increase the rate of Casting Time: 3 Duration: Continual
diffusion, amount of healing granted at the blast point, and Range: 10 feet per experience level of the caster
blast directions. Two spell perks will allow ten feet between
healing reductions instead of only five feet. Additional This spell effect will create a wall of elemental
healing is available for the allocation of one spell perk per material within a volume of 1,500 cubic feet (15 x 10 x 5).
1d10. Additional targets may never be selected using this The caster may determine the shape of the wall. Every five
spell effect. foot section of wall will have a PV of 25 and 100 Breakage
points. The wall may be breached and continue to exist.
The blast direction may be controlled by 180 Those nearest the edge of creation may attempt to Dodge
degree margins for a single spell perk. Directional out, otherwise everyone within the effect will suffer 2d10
modifications of 90 degrees are possible with two spell injury and be ejected out. There is a 50/50 chance to
perks. No more than three spell perks may be allocated to determine which side of the wall the victim will be thrown
acquire a fine 45 degree control over the blast direction. out.
The exact form selected for this wall may only be
chosen from the Discipline used to cast the spell effect.
Alteration, Mechanical, Necromancy, Terramancy, and
Transformation require already present mass of the
Wall of Injury appropriate materials. The other disciplines can create or
conjure the appropriate material.
Discipline:Aeromancy, Aquamancy, Illusions, Pyromancy,
Telekinesis, Temporal, Terramancy, Vitalism, Weather Spell perks may be allocated to increase the
Minimum Skill: 140 Exp. Cost: 28 XP volume by an additional 1,500 cubic feet (15 x 10 x 5) each.
Skill Penalty: - 90 Drain: 35 Alternatively, spell perks may be spent to increase the
Casting Time: 3 Duration: Continual Breakage points by +50 each or the PV of the wall by +10.
Range: 10 feet per experience level of the caster

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Charles Weston (order #2827343) 6


Spell Descriptions

Wall of Resistance This spell effect will allow the recipient to walk
over calm bodies of water and other liquids. The recipient
Discipline: Aeromancy, Aquamancy, Illusions, Nature, may not more than a medium encumbrance. Heat and toxic
Telekinesis, Temporal, Weather chemicals may still inflict injury. Additional spell perks will
Minimum Skill: 140 Exp. Cost: 28 XP enable the caster to affect an additional level of encumbrance
Skill Penalty: - 90 Drain: 35 each. Alternatively, spell perks may be allocated to improve
Casting Time: 3 Duration: Continual the maximum movement by one level each.
Range: 10 feet per experience level of the caster

This spell effect will create a wall of elemental


resistance within a volume of 1,500 cubic feet (15 x 10 x 5).
The caster may determine the shape of the wall. Anyone
attempting to cross the wall of resistance must roll a
contested action against the spell discipline skill rating using
Weaken
the characters Strength. Illusionary walls may be resisted Discipline: Curses, Transformation
with Willpower instead. Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10
The exact form selected for this wall may only be Casting Time: 3 Range: Self
chosen from the Discipline used to cast the spell effect. Duration: Continual
Spell perks may be allocated to increase the volume by an
additional 1,500 cubic feet (15 x 10 x 5) each. This spell effect will drastically decrease the
physical strength of the victim. Temporarily decrease the
physical strength attribute by 20. This extra strength will
decrease any strength based skills, extra injury inflicted, and
strength rolls normally. Spell perks will decrease the
Warp Wood strength attribute by 10 each. This spell cannot reduce a
victim to less than 20 Strength.
Discipline: Alteration, Nature, Weather
Minimum Skill: 30 Exp. Cost: 6 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch
Duration: Permanent

This spell effect will warp items made of wood.


Weaken Circle
Many items when warped become useless or less effective. Discipline: Runic Knowledge
The exact effects are up to the GM, but most melee Minimum Skill: 40 Exp. Cost: 8 XP
weapons will have a penalty of 10, and missile weapons Skill Penalty: - 0 Drain: 10
should develop a penalty of 20. Casting Time: 3 Range: Touch
Duration: Continual
Doors may not open or close correctly, and wheels
may bow or break. Wooden items that are indestructible This spell effect will decrease the base strength of
cannot be warped. Items of quality will have a chance to any active circle by 20. Spell perks will decrease the circle
resist as determined by the GM. strength by an additional -10 each. The circle may resist the
One wooden item can be warped for every effect with a contested action based upon the appropriate
allocated spell perk. Weapons that are warped may have an disciplines used.
additional penalty of 5 for every spell perk. The Game
Master may determine that certain species of wood may be
resistant or immune to this spell. Further spell perks may
allow a wider range of woods to warp.

Weather Shield
Discipline: Wards, Weather
Minimum Skill: 25 Exp. Cost: 5 XP
Water Walk Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Special
Discipline: Aquamancy, Flight, Telekinesis Duration: Continual
Minimum Skill: 30 Exp. Cost: 6 XP
Skill Penalty: - 0 Drain: 5 This spell creates an invisible barrier shaped as a
Casting Time: 3 Range: Self hemisphere around the range of the spell. This shield will
Duration: Continual repel bad weather such as hail, rain, or snow. The

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Charles Weston (order #2827343) 6


Spell Descriptions

temperature within the shield will stabilize at a cool 50-60 Winged Flight
degrees Fahrenheit. The shield itself can become opaque to
shield the inhabitants from the rays of the sun. Extreme Discipline: Transformation
weather or temperatures may break through the shield. Minimum Skill: 70 Exp. Cost: 14 XP
Game Masters must determine the required spell perks Skill Penalty: - 20 Drain: 15
needed to protect against extreme temperatures, wind, Casting Time: 3 Range: Self
precipitation, and other weather. Duration: Continual

The recipient will begin to grow large bird, bat,


insect, or butterfly wings from his back. If there is any
armor worn by the recipient, the spell will inflict 2d10 injury
and then fizzle. Clothing will rip and tear, but will inflict no
injury. The subject of the spell may cast spells and fight
Whirlwind normally with his hands while flying.
Discipline: Aeromancy, Weather
Minimum Skill: 21 Exp. Cost: 4 XP This spell effect will allow the recipient to fly at
Skill Penalty: - 0 Drain: 5 their normal rate of movement. This spell effect cannot
Casting Time: 3 Duration: Continual effect anyone with a higher than Medium encumbrance.
Range: 10 feet per experience level of the caster The flight will tire and fatigue the recipient as if they were
moving normally. The recipient can rise a maximum of
This spell effect creates a small whirlwind that can 2,000 feet above ground for every level of the caster. This
move objects. The whirlwind will be 5 in diameter for spell does not protect against changes in pressure or lack of
every experience level of the spellcaster. This whirlwind can air. The character may not hover using this spell effect, but
move objects up to 5 pounds per experience level of the may land and take off as many times as desired.
caster. Anyone inside or nearby the whirlwind may take Simple movements are allowed without any
injury from debris being spun within or flung out. Injury is additional skills. Complicated actions will require the Flight
1d10 for every experience level of the caster for those within skill or an Agility default. The Defensive Tactics of the flier
and 1d10 for those on the edge of the whirlwind. cannot exceed this rating.
This spinning mass of air can be controlled by the Spell perks may be allocated to improve the rate of
caster or set to wander randomly. The whirlwind can move movement, potential altitude, and maximum encumbrance.
up to 20 in one phase randomly, or 10 in one phase if One spell perk will increase the maximum movement to 15
controlled by the caster. Anyone enveloped by the dust devil miles per hour outside of close quarters or combat.
will have a penalty of -10 to any skills due to the whirling Additional speed may be acquired at a rate of +5 mph per
dust and debris. Ranged weapons will have a penalty of -20 spell perk. The rate will only increase by ten feet per phase
to strike. in close quarters or combat per spell perk.
Spell perks may be used to increase the size, The potential altitude may be increased by 2,000
strength, or speed of the whirlwind. The size may be feet per spell perk allocated. A spell perk can be used to
increased by five feet in diameter for every allocated spell increase the maximum allowed encumbrance by one level.
perk. 1d10 additional injury inside the whirlwind will cost One spell perk will allow the character to hover as desired.
two allocated spell perks each. Alternatively, the strength of
the whirlwind may be increased to lift an additional five
pounds of weight per allocated spell perk. Five feet of
additional movement per phase may be selected with one
spell perk. Wizards Touch
A ritual version of this spell may be cast that will Discipline: Alteration, Curses, Mechanical
create a large tornado that will have a ten foot diameter. Minimum Skill: 50 Exp. Cost: 10 XP
This tornado can lift one hundred pounds per experience Skill Penalty: - 0 Drain: 10
level and will inflict injury similar to the normal version. An Casting Time: 3 Range: Touch
additional 100 pounds may be lifted per additional spell Duration: Instant
perk. Other spell perks may be spent as normal. This ritual
version will require a minimum skill of 80 and 45 drain to This spell effect will inflict physical damage to an
cast. Memorization will require 16 experience points. item with only a momentary touch. The object will
instantly suffer 2d10 breakage points. Armor may be
reduced at a rate of one PV for every five breakage points.
Vehicles may suffer one cosmetic damage box for every ten
breakage points, or a mechanical damage box for every
twenty. The rate of damage may be increased by 1d10 per
allocated spell perk.

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Charles Weston (order #2827343) 6


Spell Descriptions

Write
Discipline: Alteration, Communication
Minimum Skill: 21 Exp. Cost: 4 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch
Duration: Continual

This spell effect will take 100% accurate dictation.


The spellcaster can select any number of people present to
be recorded. The handwriting will always be in the same
style as the person speaking. The caster must have some
appropriate medium and method of writing such as a pen
and paper.

Youthen
Discipline: Temporal, Transformation, Vitalism
Minimum Skill: 130 Exp. Cost: 26 XP
Skill Penalty: - 80 Drain: 30
Casting Time: 3 Range: Touch
Duration: Permanent

This spell effect will reduce the age of the


recipient by 1d10 years. The recipient cannot be reduced to
any age below six months. The recipient may attempt to
roll Luck to avoid this effect if desired. The caster must also
expend 1 experience point to cast this effect. Each
additional spell perk will increase the age reduction by 1d10
years.

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Charles Weston (order #2827343) 6


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Charles Weston (order #2827343) 6


PLAYER CHARACTER SHEET

Compassion
Character Name Physical Description
Hero Type
Character Race
Level Total Exp
Remaining Borrowed

Courage
Personality
Age DOB
Sex Build
Height Weight

Curiosity
BASIC ATTRIBUTES Primary Form Secondary Form
Attribute Base Lost Full Quarter Tenth Full Quarter Tenth Max
Agility
Awareness
Beauty

Drive
Charisma
Dexterity
Health
Intellect
Luck

Fury
Strength
Willpower

Resources
Resource Rating Notes

Greed
Loyalty
Morality

Physical Statistics Drama Mental Statistics


Injury Points Sanity Points
Total Current Total Current
Passion

Accum ulate d Injury Points Sanity Point He aling


Total Current Drain Refres h Active Res t Sle ep
Injury Point Healing Curre nt
Actions +1 At Le vel Cas ter Type Discipline s

M ovem ent Spee ds Se condary Phys ical Statistics


Piety

M ove Run Trot Jog Walk Jum ping Distance


Day Vis ion Night Vision
- 328 - 2007 J. Keith W ykowski

Charles Weston (order #2827343) 6


POWERS AND SKILLS
Weapon lbs . Skill 1 2 3 4 5 6 7 8 9 10 1/10 Str 1/10 Skill Short Med Long Max

Punch 1 1 2 2 3 3 4 4 5 5 N/A N/A N/A N/A

Kick 1 2 2 3 3 4 4 5 5 6 N/A N/A N/A N/A

ARMOR PV Pe nalty lbs. SHIELD Weight DT Bonus

HELM ET PV Pe nalty lbs.

Defe nsive Tactics + Shield Bonus + Othe r Bonus - Arm or Penalty = Total 1/2 1/4
+ + - =
+ + - =

Sk ill Base Exp Total Option Points


Rem aining Spent

Options and Upgrade s Cost

Spe cializations Base Exp Total We akne ss e s and Flaw s Bonus

2007 J. Keith W ykowski - 329 -

Charles Weston (order #2827343) 6


MAGIC AND SPELLS
Magical Knowledge Level Max Skill Max Spell Max Disciplines Perks Earned

Magical Disciplines
Disciple Skill Disciple Skill Disciple Skill

Nam e Dis cipline Range Duration


Sk ill M in Sk ill Pen Drain Cast Tim e Exp Cost
Des cription Pe rks Used

Nam e Dis cipline Range Duration


Sk ill M in Sk ill Pen Drain Cast Tim e Exp Cost
Des cription Pe rks Used

Nam e Dis cipline Range Duration


Sk ill M in Sk ill Pen Drain Cast Tim e Exp Cost
Des cription Pe rks Used

Nam e Dis cipline Range Duration


Sk ill M in Sk ill Pen Drain Cast Tim e Exp Cost
Des cription Pe rks Used

Nam e Dis cipline Range Duration


Sk ill M in Sk ill Pen Drain Cast Tim e Exp Cost
Des cription Pe rks Used

Nam e Dis cipline Range Duration


Sk ill M in Sk ill Pen Drain Cast Tim e Exp Cost
Des cription Pe rks Used

Nam e Dis cipline Range Duration


Sk ill M in Sk ill Pen Drain Cast Tim e Exp Cost
Des cription Pe rks Used

Nam e Dis cipline Range Duration


Sk ill M in Sk ill Pen Drain Cast Tim e Exp Cost
Des cription Pe rks Used

Nam e Dis cipline Range Duration


Sk ill M in Sk ill Pen Drain Cast Tim e Exp Cost
Des cription Pe rks Used

Nam e Dis cipline Range Duration


Sk ill M in Sk ill Pen Drain Cast Tim e Exp Cost
Des cription Pe rks Used

Nam e Dis cipline Range Duration


Sk ill M in Sk ill Pen Drain Cast Tim e Exp Cost
Des cription Pe rks Used
- 330 - 2007 J. Keith W ykowski

Charles Weston (order #2827343) 6


Coming Soon From

AC 0310 Alpha Arkana Chronicle Setting


The return of the Alpha Arkana and the World of Selan, just in time for the 10th
Anniversary of the setting! The Alpha Arkana setting was the game that started it all. A
pleasant mix of fantasy that can easily be altered for High or Low Fantasy chronicles. This
unique world has new playable character races, interesting locales, notable npcs, and enough
fantasy adventure for any playing group. Don't miss this update of the classic fantasy setting
for the Alpha Chronicles rule-set!

Check out our website at www.AlphaChronicles.com for great


downloadable content such as...
Character Sheets New Game Information
Game Master Screen Legacy Publications
World Settings Erratta Pages

Plus...
Online Discussion Forum Artwork Gallery & Links
Online Web Store Photographs from years past
e-Newsletter Registration Upcoming Events

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Charles Weston (order #2827343) 6

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