Alpha Chronicles - Core Rules - PDF

October 3, 2017 | Author: Charles Weston | Category: Leisure
Share Embed Donate


Short Description

Alpha Chronicles is a universal rpg....

Description

Alpha Chronicles

Core Rules J. Keith Wykowski

-1-

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, Andreé 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 naïve 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 [email protected] All other correspondence should be sent to: Alpha Chronicles 14758 Delta Court Woodbridge VA 22193

-2-

Charles Weston (order #2827343)

6

Table of Contents

Authors Note Alpha Chronicles is a stand-alone role-playing game of modern adventuring. If you have never played a role-playing game before, welcome. You are about to enjoy something that is part improvisation, part strategy, and all fun. Your blood will sing as your character lurks through darkened streets following a villain. You will feel the immense satisfaction as you finally discover the last clue that will end the super-villain’s reign of terror. You will immerse yourself in the ideas and personality of someone that is not your own. All you need is an imagination, pencils, paper, and a few ten sided dice that you can purchase from most comic or game stores. Look for anyone playing with those funny card games or those odd plastic toys with the clicking bases. They’ll be more than happy to direct you to the right place. For those of you who are well accustomed to gaming, welcome friends. This system is designed with balance in mind. This system of rules is easily adapted towards the power-gamer or the avid amateur actor. With a good GM both will survive and prosper with this set of mechanics and background material. The option point system for powers and abilities will assist the GM in giving enough power and abilities to the players for the desired flavor of the campaign. We fully expect every GM to tweak the points given, tinker with the options, create new options, and even pick and choose the level of combat realism. If you don’t like something, throw it out…like you need my permission, right? We have included a wealth of rules, ideas, and descriptions to aid you in creating any modern or nearmodern campaign you may desire. While focusing on the present day, with only minor tweaking any campaign could be enjoyed from the same set of rules. Supernatural stalkings, comic book heroes, near-future paranoia, and even pulp adventures are all possible with this book. Cross genre gaming? A snap. Open up the campaign to allow everything! Have a great idea for a campaign world? Focus on a single storyline, specific powers, and

decide what equipment is available. Voila! Bored of your current campaign but tired of switching systems or playing in some other game? Build new characters and keep our system. Alpha Chronicles can handle any setting or chronicle you want to play with. More ideas, options, and other equipment will be forthcoming in expansions and on our website. In fact there is already a fantasy game utilizing a similar system that is available for downloading at AlphaChronicles.com. The system created in Alpha Arkana and expanded upon here is a percentile-based system that utilizes skills and a balance of realism and playability. We hope you fully enjoy the freedom to be creative and unpredictable while still having just enough rules and structure to give that creativity wings, jet-packs, or even matter transmission. If you create something that is just plain cool, send it along. Most likely we will like it too and put it on the website or in a later supplement with your name in the credits. We love all the help we can get. Options, NPCs, pictures, cities, vehicles, magical relics, new gadgets, spells, monsters, optional rules, or anything else you can dream up is all right by us. I only ask that you do not use the intellectual properties of others in your creations. Not only will we not post such items, we think that you have a lot more creativity than that. Use your inspiration to create something wholly new that screams you. You will notice a heck of a lot of names besides mine in the credits and in the rules. We had a great melding of ideas, concepts, and viewpoints for this book and I look forward to it continuing for a long time to come. Over the years a great number of very creative people helped shoulder the burden, and created some very memorable worlds. We would love for you to join our community of players and game masters. I hope that Alpha Chronicles is as much fun for you as it is for us.

J. Keith Wykowski

-3-

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

-4-

Charles Weston (order #2827343)

6

Introduction

Introduction Pain flashed through half closed eyes as another blow landed against his face, causing his head to snap back violently then loll forward. The blow almost made him forget the broken glass and shards of metal that covered the abandoned factory’s floor. “I’m losing my patience Mr. Raynard, and most often I am a man of great patience.” came the cool collected voice of his tormentor. Raynard raised his head slowly and blinked back tears and blood that clouded his vision. The haze began to clear and in the dim light that came from the few unbroken bulbs he looked at the man in the immaculate Armani suit with hate and burning anger. If it wasn’t for the two men holding him back he would have torn the heart from the man’s breast. He coughed. “You know what I want.” the man continued, “I suggest, for your own safety and well being that you give it to me.” He moved closer, crouching down to look into Raynard’s face. “Alistair, we are both men of culture, so very similar in so many ways.” Raynard coughed and shook his head to clear some of the cloudiness he was experiencing. His lips moved and for a moment he smiled. Then before anyone else could act, he spit, staining the front of the Armani in thick blood from his own bleeding mouth. The man recoiled and his associates proceeded to batter and bash Raynard’s body. “Alistair...” he growled, dabbing at the front of his suit. “That wasn’t very nice. You know what I want, and that eventually I will get it. Why won’t you cooperate? My father and grandfather enjoyed a very good relationship with you, in fact my family has only ever been nice to you.” “Your family...” Came the broken reply. “Has been abusing and using other people for centuries Joshua.” “Perhaps. But as the saying goes, might makes right.” Joshua sneered, tucking his kerchief in a pocket once more the blood stain dabbed but still evident. “Now tell me where the Key is... or I will have to end my family’s relations with you in a most unpleasant fashion.” “So get it over with... I don’t even know what you’re talking about.” Alistair muttered, which earned him another blow, this one fierce to his stomach, making him grunt and wince in pain, but more surprising was that Joshua himself delivered the blow, face full of rage. “The pendant you bastard!” Joshua screamed, kicking Alistair again. “I want it and you know that it belongs to me!” He stepped back after his outburst, closing his eyes a moment to regain his composure. “I need the pendant so that I can take what is mine...”

“It’s not yours Josh my boy...” Alistair was smiling now his long hair hanging around his face, clumped by his own drying blood. “Never was, never will be.” “You...” Joshua stopped half way. “I will find the pendant. All I have to do is trace your path backward... I found you didn’t I?” He grinned confidently. “Besides did you really think I wouldn’t send men into that orphanage for you... Really Alistair, hiding behind children? Have you sunk so low?” Alistair just grinned and licked some blood from his lips. “You’ll never find it... so go to hell.” Joshua's face flushed with rage once more and he motioned to the two holding Raynard. Without a word they dragged him to the door and kicked it open tossing him a good fifteen feet out into the dying night. He landed heavily, and ungracefully in the dirt. As he lifted himself first to his knees then to his feet he looked around, for the first time seeing where he really was. The factory was surrounded by... nothing. The old factory, whatever it had once been used for was in the middle of endless fields, with one dirt road stretching off into the hills, the pale growing light of dawn revealing the barren landscape to eyes accustom to the night. “So... this is the end I guess.” Came Joshua’s cool voice from behind him. Joshua was standing between the two bodyguards looking out with a smirk plastered on his face. A brief thought flickered through Alistair’s mind, when he smirked like that Joshua did look so much like his grandfather, ah well. “I guess it is then...” Alistair looked around one more time. “I suppose I’m not to be let back in the building am I?” “No.” It was a simple reply curt, business like, exactly what Alistair expected from Joshua. Alistair turned to the east, looking down the road to watch the sunrise. “So this is how I die...” He laughed. “In the middle of nowhere... at the hands of an upstart bastard with delusions of grandeur.” Grinning now he fell to his knees once more and stretched his arms out to his sides. “At least I get to see a sunrise...” As if the mere mention could make it true the sun rose over the horizon, breaking free with golden light, shining on Alistair's prostrate form. He grimaced, smiled, smoldered, laughed, and finally burst into flames that consumed his body in moments leaving only a pile of blackened ash on a dirt road. “Six hundred years of evil and he has to pick

-5-

Charles Weston (order #2827343)

6

Introduction this century to grow a conscience...” Joshua swore. He stared at the remains of the vampire that had supported and worked with his family for centuries. “Bring the car around.” One of the bodyguards nodded and began to walk around the building. “Yes Mr. Larselles.” Joshua continued to stare at the ash as a light country breeze picked it up and began to scatter it to the winds. He would find the pendant, he would find the Key. * * * * * “TAG YOU’RE IT!” Childish laughter filled the air as a little boy tagged a little girl and sent everyone scattering away in every direction. Other children hung from bars or swung on swings. Recess at the Mary Clarence Orphanage was everyone’s favorite time. But in the corner of the playground, settled against the worn red brick of the building one child sat alone, his knees pulled up and eyes intent on something in his hands. Were anyone to ever pay him more than a passing glance they might wonder why he was alone, but as it was he merely stared at the bauble in his hand. It wasn’t too much to look at, a leather thong holding a tarnished piece of jewelry, but if one looked closer it seemed utterly impossible a child should have it. It was a circular piece of silver, with a large jewel that was easily mistaken for a piece of plastic or glass until one inspected it closely enough to realize it was a diamond. With 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 noticed as when he stood to join the others, and tucked the pendant away, the white glow that flashed briefly. * * * * *

wall as well the arch above the door long collapsed. Gibson scanned the floor as the others looked around. From the layer of dust and how their own footprints appeared he judged that nothing had been in this chamber in a long, long time. He looked up to see Lieutenant Dobbs walking to one of the walls, running her fingers across some writing, muttering something under her breath. Cybernetic ears picked up what she said, even if no one else could hear. “And lo... the gate opened. And as it opened it revealed unto the chosen the land of paradise and the powers of the gods, the secrets and answers man has sought...” “Is that an exact translation Lieutenant?” Gibson spoke up. Dobbs jumped, fumbling with her flashlight to avoid dropping it and looked up flushed and flustered. “Ummm... no... I mean no, sir. It loses a lot of its dramatic effect in translation though... it is much more inspiring in the original language.” “I see.” Gibson turned toward far wall. “And... I suppose that is the gate?” He pointed. A great arched doorway stood there, easily thirty feet tall. All lights shown on it and reflect off the seemingly unblemished silver of the twin doors. Engraved into the door were scenes of indescribable beauty, but what caught everyone’s attention were the seven bare circles. They were positioned symmetrically three down the center where the doors met and then about half-way between the top and middle one, in the middle of each door was another. This pattern repeated with two circles on the bottom.

“Seems almost like the Tree of Life symbol...” Dobbs volunteered with a shrug. “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 spoke into the headset mic. He held to a cable with one hand as he was lowered down. There was a click and a whir as his bionic eyes readjusted, amplifying the low light and scanning the room slowly for movement. His arm would have tired by now if it had really been his own. They had been climbing around and over so many things in this place an organic arm would have been cramped and exhausted, but as it was he had never felt better. He reached the bottom and landed on both feet lightly. “I’m at the bottom... everything is clear. Come on down.”

“Indentations sir? What do you mean?” Then as she followed Gibson and the light was better, she saw them. In each of the circles was an indentation... as if for another circle. “Ummm no sir... but... no...”

Moments later one person after another slid down the cable, until four of the six-man team stood in the chamber. Each looked around, flashlights searching the room. Ancient script and paintings covered the walls behind them and to either side. Statues holding spears were stationed evenly along either wall of the hall. A door, blocked by rubble, rock, and debris was on the back

“Excuse me but have you seen some strange men pass through here lately?” James hooked one finger under his collar lifting it and pulling to try and get some air under it, he hated Africa, he really did.

Gibson glanced over at Dobbs. “Lieutenant... if you have something to say... spit it out.” Dobbs jumped again flustered. “Well Captain... sir... perhaps they are there for well.. A Key?” * * * * *

“What?” The tribesmen blinked. The foreigner had just spoken to him in perfect Swahili. “Oh yes... of

-6-

Charles Weston (order #2827343)

6

Introduction course. Yes four men like you came through the village a few days ago and wanted guides to head into the jungle. No one wished to travel into the forbidden places through and they left quite upset.” “My thanks friend.” James turned back to his associates and without even thinking about it spoke in perfect Italian. “We are only a few days behind them... it seems that they are headed to the ruins to beat us there.” “Hmmmm it seems quite unfortunate that they managed to get ahead of us.” replied Tobias, the leader of the expedition. “We must press on though and hope to catch them. Grab the gear, we’re moving out.”

James pooled and collected blood and smeared it over himself. After he was covered enough he pushed the head away and listened intently, lying as quiet as possible. The screaming died, gunfire faded into pleas for mercy, and then a gurgle as a claw ripped out a final throat. Glancing out, James could see furry legs, four sets... four werewolves. Jesus Christ... Werewolves for God’s Sake! He held his breath as they sniffed testing the air, ears perked for signs of life. He prayed to all things holy they would not find him, and the smeared blood would mask his scent. Moments later the beasts bounded off into the jungle and James let out a sigh and a thanks to God in heaven.

James swore in English. “I wasn’t hired to chase monsters through the jungle... I’m a translator.” He had been hired for just that. There wasn’t a language yet that James couldn’t speak to someone in. As long as someone in the room or nearby knew the language James could get along fine. It was a unique gift. Fairly useless when it came to reading and writing but in areas such as this, where writing was minimal anyway and dialects and language varied, he was an invaluable asset.

It wasn’t until an hour later that he crawled out from under the rover, coated in blood and dirt. Standing up on shaky legs he surveyed the team, dead to a man, ripped apart, half eaten in some cases. All this... death and carnage. All this... for something Tobias had only half hinted at, with all the reverence of the Holy Grail itself, for something he simply called the Key.

Moments later the land rovers had been packed up and everyone settled in and they pulled out, headed in the direction that Tobias’ map told them the ruins were in. It was amazing how far they could actually get in the rovers they stopped only when the jungle began to become too dense and tangled for them to continue any further.

Monica swore and ducked a flying book as she entered the room. It struck the wall behind her and she glanced at the cover. The title was written in Latin, Beginning Elementalism. She smirked, Idiots Guide to Energy Control. She had read it cover to cover many times. There was a tingling in the back of her mind. She ducked. Another book sailed past. Looking into the room she saw her Mentor searching through shelves and through stacks of dust covered books. Scrolls went flying haphazardly all over the room as she walking in robe rustling lightly as she took a seat on one of the comfortable chairs.

“Everybody, out!” Shouted Tobias as he hopped from his own seat and started to grab his gear. “We’re on foot from here.” Grumbling and complaining was lost in the noise of unpacking and shoulder gear. There was little else to do but do as told, it was what they were being paid for. In the flurry of motion and activity no one heard the rustling of the leaves and trees, and it wasn’t until the screams pierced the jungle and the huge furry forms leapt from the underbrush that anyone knew the opposition was upon them. The quiet was broken by the screams of men dying, torn apart savagely by tooth and claw, and then moments later by the erupting gunfire as clip after clip was emptied into their attackers, often with disappointing effects. James dropped... rolling under one of the rovers he crawled towards the back and shot between it and the next. There was a sickening thump to his left and he glanced only to recoil as Tobias’ severed head and lifeless eyes stared back at him. All this for a couple measly bucks. If he thought it would have been safe he would have sworn... instead he grabbed for Tobias’ head pulling it under with him. James might have been a coward, but he did what needed to be done. Touching the severed neck,

* * * * *

“Is there something I could help you find?” she offered politely. “Well if I can’t find it and I’m two thousand years old what makes you think you can find it, eh youngster?” His eyes twinkled as he said it. Monica had always loved the old man’s eyes. They could be warm and friendly or any other range of emotion, but there was always mystery and ancient truths hidden in them. “Well perhaps I moved it on accident, then how would you know where it was?” She laughed and then ducked as another book flew by. “I’d scry.” He grunted. “Don’t you remember simple spells? Locating is easy.” He muttered something under his breath and gestured sending a dozen scrolls toward the far wall, but this time they landed neatly in a rack. “Then why are you still searching Master?” She smiled, and began to gesture calling forth energy as she had learned so early in her training. Her invocation was precise, melodic and finally with a wave of her hand she stopped. A moment later, as if invisible hands

-7-

Charles Weston (order #2827343)

6

Introduction straightened the books, put away in their proper place. The room was dusted, scrolls retrieved and everything set in its place. “Hrumph.” He frowned. “Wasn’t Maeven supposed to clean here anyway?” Monica shrugged. “Prolly. He’s most likely pouring over the exact tome you’re looking for trying to learn some ancient spell.” “I’m not looking for a tome.” He waved his arms and sighed. “If that boy worried half as much about his control as what spells he knows he’d be better than... better than... well... better than me.” He looked flustered and glanced around the room. Monica giggled, she had a tendency to do that around the old man. “I doubt that. ‘If you haven’t learned more than that upstart in two thousand years what good are you.’” She grinned as it was a line her Mentor used often himself.

been arguing she had opened the book and started reading. If Maeven had paid more attention to the Master, he wouldn’t have needed a spell to read it. Even though she knew her Mentor was usually right, the story here... “... and what if I told you it was all true!” The Master laughed again, a deep belly laugh.

“It can’t be...” Maeven retorted but there was doubt in his mind. “Oh yes it can...” He grinned. “What would you say if I told you that I did indeed tear apart the worlds and create multiple dimensions within our own so I could scatter the Keys to different Earths, that two of those Keys are in this very house... And that I did so to prevent the dark forces of our worlds from entering the Gate...” 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. “Ah ha!” The master glanced at the book. “You did have it!” “What about it?” Maeven grumbled. “No spells in it anyway... don’t see why you keep it locked up.” “And if I kept it locked up how did you get it, eh?” The master looked at his pupil with an appraising eye. “Unlock spells... what else...” Maeven waved a hand dismissively. “Had to use a spell to even read the book too and all it is, is some dumb story.” “Ah yes... I remember now. Maeven the disbeliever, who even though he himself practices magic in a world where all others don’t believe in it, can’t believe a tiny story.” He wasn’t angry, he never got angry. Patience was a virtue, and in two thousand years one learned it took too much energy to be angry, it was never worth the bother. “Master, that book is pure fiction... the things that it speaks of are impossible! Impossible even for magic.” Maeven sat up staring at his mentor as he spoke, running his fingers through short black hair. “Tearing apart worlds, creating new dimensions? Not even... even... Merlin could do that.” “Hrumph.” The master laughed. “So now you are Maeven, he who judges what Merlin can do and not do. Or do you fancy yourself Maeven, judge of all magic. You seem utterly convinced that magic need be limited to what you yourself can grasp.” Maeven just fumed, his face turned red and Monica just glanced between the two, while they had

* * * * * “Cedric Andrews, by the power invested in me by the United State’s Government, You are under arrest.” The tone was commanding and steady, no hesitation and doubt. And the line was delivered by a man in a black bodysuit with a badge emblazoned across the left breast. “Vigilance...” The second voice came from inside the museum. “I was wondering if they would send you or some other comic zero.” A sinister laugh, followed the comment and Vigilance could almost hear the smirk behind the tone. “You know, you will have to come and get me... I won’t give up so easily.” “I didn’t expect you would but you’re still under arrest.” Vigilance strode up the steps of the museum and barely ducked out of the way as a rapid barrage of energy blasts shattered the glass of the front door and impacted where he had just been standing... a stray blast hitting one of the police cars and putting a fist sized hole through it. “Nice try Cedric, but you’re getting slow.” “Please, please...” Came the sinister taunting voice. “Am I calling you by your given name? Least you can do is give me a little respect.” “As you wish Catalyst...” Vigilance smirked; he’d never thought Catalyst was the best name for a super-villain anyway. He approached the door one more time, cautiously, waiting for that familiar sense of danger to tingle in his mind. It wasn’t forthcoming. He kicked out the last bit of glass, not that it could really hurt him, but the noise it caused might make Cedric fire a blast if he was waiting. Nothing happened. Glancing in he saw that the museum was well-lit, vast skylights made sure of that. Vigilance muttered to himself. “So much for the element of surprise...” Having decided the direct approach was in

-8-

Charles Weston (order #2827343)

6

Introduction order he concentrated a moment and blue flames began to lick around his hands, dancing blue light that had no heat or true flame. Similarly his eyes pulsed with glowing blue light. “I’m giving you one last chance to surrender Catalyst... I’ll give you till three... 1” Vigilance tensed standing to one side of the door. “2...” He balled his hands into fists. “3...” Vigilance dove and rolled into the building, even as another barrage of energy blasts flew past, barely missing his head. He was on his feet before you could blink, and had spotted the villain on the second floor balcony. He reached out with a hand and blue light licked towards Catalyst, who ducked. It wasn’t that the blast needed to hit, but he did need to see his target. The light drew back and he ducked down a hallway, glad to be out of the open like a sitting duck. He moved quickly checking doors as he went, finding a stairwell he headed up. Peering out of the door on the second floor there was no danger warning, and no sign of Cedric. He began a search reaching toward each door to open it; it wasn’t till the fourth door that he felt the familiar dangerous tingle. He backed off and thought

a moment, then with a mighty blow punched a hole through the wall beside the door. Blasts erupted through the plywood door sending it to shreds, and Vigilance spotting his opportunity extended a hand toward the stunned Catalyst. Blue light shot out and encompassed Catalyst, and the blasts stopped. Vigilance stood in the doorway. “Catalyst, you know it’s over. Without your powers, you’re no match for me. Even the cops could arrest you now.” Catalyst looked at Vigilance, whose physique would put most Olympic athletes to shame. He was a villain, but not stupid...He dropped the bag he was holding and swore. Why did it have to be Vigilance? As the police hauled Catalyst off to jail, Vigilance looked through the bag with the loot, inside was a small circular silver pendant with a diamond in the center. It was being researched when Catalyst broke in to steal it... all that effort over such a measly trinket. Vigilance shrugged, he’d never understood why anyone would break just laws... maybe that was what made him a hero.

-9-

Charles Weston (order #2827343)

6

Step 1 - Conception

Step 1 - Conception The first step of creating any character is understanding the world in which the character will live and interact. Ask your Game Master about the chronicle’s setting. Is it a dark mirror world of our own? Is it a Four-Color Golden Age city in which the heroes will do battle with villainous scum? Is it a bleak near future world with little hope for mankind other than to make a few quick bucks and eat another day? Alpha Chronicles has been designed to be very setting neutral, and is very easily modified to a multitude of settings. However, the setting the GM has selected is extremely important to every other step of creation. Does the world have true super powers? Do supernatural terrors stalk darkened streets? These limits will help shape the player characters and the world they live in. Nothing is worse than having a great concept for a Magister supreme, and turn out to be playing in a nonmagical world of the future. Many GMs may wish to allow a “kitchen-sink” setting that incorporates the entire game system. If combined with a simulacrum of our real world, it will eliminate many unnecessary misconceptions between players and the Game Master. Even in our real world the number of settings are endless. A chronicle set in Washington D.C. will have an entirely different feeling from one in Atlanta GA. These smaller location questions should affect the development of the character as well. Would a Hollywood producer come to Seattle Washington? Not likely, unless they had a good reason.

Now is time for the individual character concept. This is more important that you may think. Even a bare-bones idea of the powers, strengths, weaknesses, skills, history, or personality will assist you in later steps. A concept of a dilettante goth club-bunny may develop into a memorable character. Any ideas that may give you a handle on later decisions are important. The concept may change slightly or even become radically different during creation, but at least you have an initial impetus. Certain professions and occupations may also greatly define a character. The inquisitive journalist, the charismatic public relations official, or the drugged out school janitor will predefine many facets of the developing character. Physical age may also play a part. A teenage skater hooligan will have a drastically different set of characteristics than the aging mafia hit-man. Or will they? Do they have the same skills and options? If so, how did each develop them? When creating a concept for the character always remember the journalistic 5 W’s: Who, What, When, Where, and Why. Try to apply these questions as often as possible during the creation process. Don’t simply select High-Tech Electronics because it’s cool. Why does your character possess a level of genius and technology well beyond that of normal society? Who taught him such impressive skills? When did he learn them? Where does he practice and improve them? What does he hope to accomplish with them? The answer to each of these questions will most likely lead to more 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 everybody’s 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? Don’t 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

- 10 -

Charles Weston (order #2827343)

6

Step 1 - Conception GM has enough work creating the campaign and the villains you are about to tromp over. On the flip side, the GM needs help creating your cast of supporting nonplayer characters. The friends, family, co-workers, and associates of your vibrant life-like character. Sometimes nothing says more about a person than the friends she keeps, or the enemies she acquires. Parents and siblings are great for explaining why the character chose a specific life-path or feels a certain way about a topic. Even the most peaceful person could become enraged by a sore subject that has been plucked just one time too many. Does the character belong to any organizations, clubs, groups, unions, or fandoms? Does she believe in the effort or simply trying to please someone in her life? Does she work part time or volunteer her time to assist the cause? Is it a hobby that occupies her attention and time? Who does she know because of her associations? Does the organization pertain to her adventuring life? Is it a religious based organization? Is it medical or psychological in nature? Does the character occasionally suffer from insomnia or migraines? What benefits; social, financial, spiritual; does she receive from it? 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 easily assist the GM in sliding the character into the group and make your life easier when the other players want to atomize, molest, imprison, or harass your character. Do they share a common enemy? Are they drawn together by common need? Do they share a specific event that binds them in some way? Why are they together and why will they stay together? What are the group dynamics going to be like? How will your character fit into these relationships with very diverse and 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.

Step 2 – Hero Type After you have your character’s concept, it is time to begin fleshing her out with statistics, rules, and game mechanics. Try to keep your nascent character true to concept as you select your options, attributes, and skills. You may choose to alter or modify your initial concept, but try to make it a more interesting character and concept rather than simply min-maxing out some aspect of the rules. Some of the best characters have serious weaknesses, some subtle and some rather obvious. Try not to gimp your character as you make him, not everyone is as interested in playing in the same group as the blind and deaf gunslinger with multiple personalities as you are. Disruptive characters will lessen the fun for everyone involved, and make cause inter-player conflicts.

Your Game Master will tell the players the chronicle’s level of realism and Option Points (OP) available. Option Points are the extra little freebies that help you to tweak your character and make him that much more special. They also are required for certain occupations, innate powers, and non-human races. If you run out of Option Points during the creation process you may gain more by selecting weaknesses and flaws. Each weakness or flaw will give you more Option Points, but will give your character enemies, a raging temper, poor skills or attributes, or other significant problems. While a character may choose any number of weaknesses, they will only receive credit for up to the value allowed by the campaign maximum. The amount of Option Points given during creation will have a dramatic impact upon the feel of a campaign. The greater the number of Option Points, the more superhuman and powerful the chronicle will be. For a more gritty setting with mostly human characters, limit them appropriately. Characters will be able to expand their starting level of power with additional experience later on during the chronicle.

Level of Realism

Option Points

Max/Single Max Option Flaws

Gritty

100

75

25

Low Powered

200

125

50

Average

300

175

100

High Powered

500

300

125

Titans & Champions

700

350

150

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 character’s skills and modifiers because of an increased attribute or some other trait. The first step of spending points is to determine what Hero Type the character will be. Hero Types are broad categories that limit and steer the player into a more consistent spending pattern. Each Hero Type will have a differing cost for the specific options that can be purchased. Some options will not be allowed for that Hero Type. If the GM wishes, he might limit the Hero Types available to the players or even ignore the concept entirely. The latter option is generally only recommended for beginning players, very mature role-players, or anyone who wishes a truly unique chronicle.

- 11 -

Charles Weston (order #2827343)

6

Step 2 – Hero Type The best way to structure a campaign is by using the Hero Type and limiting what the GM doesn’t desire in her campaign world. Experienced GMs should create additional Hero Types to tailor their campaign worlds. Additional Hero Types will be created as we create additional campaign universes and genres. Hero types should not be confused with occupations or classes or anything similar. They are extremely broad and should be used to give structure to a chronicle not cookie-cutter one. 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 others. It helps provide structure and easy links between characters. It also allows the players to be balanced between themselves and still have a nice set of abilities and powers.

Cybernetics & Robotics Created by the most state of the art scientific knowledge and tools, this Hero Type is a marvel of modern or post modern technology. Seamlessly, or not so 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.

Characters that select this should be able to assume that if they want to be robots, cyborgs, or have high-tech power armor that is absolutely allowed. Any powers that they select should be built into the appropriate device. These powers generally operate identically to the standard powers, and anything selected with option points should be generally safely presumed not to be stolen, destroyed, or otherwise altered without some recourse in the story to restore the device. Stuff bought with cash however should always be assumed to be fair game.

These characters are some of the few with the drive, knowledge, and talent to spin spells and cast enchantments. They have spent most of their lives searching for the true magic in dusty tomes, arcane trances, and distant locales. Many have items of wonder and power that they bring to their incantations while others rely upon their own wits and indomitable wills. Their options include Spellcraft, magical weapons and items, unnatural skills, knowledge of other worlds and supernatural creatures.

Psychic They are the masters of the mind. They have opened their minds to the truth of reality and now can perceive the deeper level of truth that binds the universe 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, telepathy, and other mind opening disciplines, others have gained mastery over the elements or the physical body. Most of their options include mental mastery, physical mastery, and a smattering of other more unusual powers.

Natural & Skill Based They are “normal people” with an edge. Whether that edge is a great devotion to a cause, a great talent for certain skills, gimmick weapons or equipment, or even an almost unnatural mastery of their own body they are still not unearthly powers. Most anthropomorphic animals, martial artists, monster hunters, vigilantes, pulp action heroes, and secret agents fall into this category. Many action movie characters fall into this category as well as most characters from any modern novels. Chronicles that desire a greater level of realism may wish to select this hero type.

Comic Book Heroes Magical Magic has been an integral part in almost every human culture throughout history. It has often been shrouded in mystery, superstition and spurned as the devil’s work. Those who study its intricacies are said to know more than they should, see past the barriers of the mortal world, and conjure beings from beyond. It is sometimes mingled with the various faiths and religions of the Earth, becoming stronger or weaker as the flow of history eroded our knowledge of the specifics. What if it was real? What if some in our world stumbled upon the truth and have the will to manipulate reality?

Four color; full of life heroes that have amazing powers, unnatural abilities, and horrendous weaknesses. This Hero Type is the most associated with the comics of the 50ies and 60ies. Their powers tend towards the amazing, but leave the more mundane abilities, skills, and options nearly untouched. More modern comic books with astounding abilities also fit into this mold, but everyone will always remember the Big 3 comic book heroes. This is for chronicles that desire costumed heroes, truly evil villains, and world spanning adventure. They players need not be paragons of virtue or right, but their powers are similar to those in another era who were.

- 12 -

Charles Weston (order #2827343)

6

Step 2 – Hero Type

Unnatural & Supernatural If magic and psychics are real, what about those creatures that slink through the darkness of night? The animalistic beasts that roam in the full moon, hungry for mortal flesh? Demons from beyond the veil of worlds that reach into our homes to torment us? If this Hero Type is allowed, then they too are real. Some of these creatures were once human, others simply a mockery of humanity and its urges. Of all of the Hero Types, they are the most likely to select another race at creation. Those that do not select another race are simply presumed to be some sort of otherworldly demon like creature with strange and dark abilities. These creatures of legend are often immune to normal weapons, but fall to silver, magic, or holy works.

Step 3 – Personality This step is absolutely integral to your character, but also entirely optional. Every character needs a well-defined personality, history, and view on life. Without one your character is simply a stack of integers on a slab of processed tree. With a full personality your character will seem alive to you and your fellow players. 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 is created and described. If you feel more comfortable simply describing your character in words and phrases, by all means do so. This step of creation is simply a way of assisting others to create well rounded and thought out living characters. Alpha Chronicles breaks up a personality into several sections. The first is the character’s nature. This is the strongest trait that defines the personality of your character. All of the other traits should complement or illustrate some deviance from this primary trait. If a player wishes he can select a dual nature. The first will be the strongest of the pair, but the second should highlight another strong trait that may be at odds or complement the first. One may be how the character truly thinks, while the other is what the character wishes to be. Exactly what the relationship is must be determined by the player. A list of suggested natures follow, but players should feel free to select any nature that feels most appropriate. Activist Adventurer Analyst Beast Brat Builder Bully

Curmudgeon Curious Critic Deviant Dilettante Follower Hedonist

Liberal Martyr Pacifist Perfectionist Rebel Rogue Searcher

Caregiver Comedian Conniver Conservative Cold Blooded

Judge Junkie Know-it-all Lawyer Leader

Star Scientist Trickster Victim Visionary

After the player has selected his nature, he then must determine other factors that will shade the nature of the character. These traits are given a value of 0 to 10 and players can assign any number they desire to any trait. A trait of zero means that the character has absolutely none of the applicable trait. A trait with a rating of ten denotes an individual with an obsession with the trait. Very few individuals will have a 0 or 10 in any trait, most balancing 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 character will do in any given situation may select the most applicable trait and roll a d10. While this should not be used as a crutch for role-playing out the scene, it can be used to give an idea based strictly on the personality of the character. Traits can also change during a chronicle. If a player has not been playing a rating on the trait correctly, the Game Master should mention that they should change the rating. •

Compassion – The amount of love, caring, and concern for those around the character. Characters with a high compassion are often the healers, doctors, teachers, psychiatrists, social workers, and clergy of the world. They feel sympathy for others and often try to help or aid those in need. They will often volunteer their time or money to assist worthy causes or just help the stranger next to them. Characters with a low compassion are more self-centered. They are consumed with their own problems, their own worries and concerns. They often make excuses or explanations for why they deign not to assist those in need, but some are simply uncaring and don’t care who knows it.



Courage – The sheer physical bravery of a character. Those with a high Courage are often in the middle of dangerous situations that could kill them. Obvious examples of courageous characters are soldiers and police officers, but less obvious examples include race-car drivers, fire fighters, Red Cross officials in war-zones, gang members, and rescue workers. A low courage usually denotes a coward. Cowards often flee from dangerous situations and will rarely put themselves at risk even if the benefit is great.

- 13 -

Charles Weston (order #2827343)

6

Step 3 – Personality •

Curiosity – How inquisitive is your character? Does she always poke into new rooms, open any box, learn all about the latest news, and follow interesting people? Is she content to sit at home with what she knows and ignore everything else around her? Curiosity is the trait that denotes how willing your character is to discover new people, places, or things. Those with a high Curiosity will be forever learning new skills, experimenting with new gadgets, and moving from discipline to discipline with very little consistency. Those with a low Curiosity will have certain interests, and will learn more about those interests and be unconcerned with newness.



Drive – The day to day impetus of a character to do what is necessary and the amount of energy that the character exerts on most daily activities. Characters with a high drive often have a high willpower, but it is not necessary. A high willpower shows that the character can choose the right action over the simpler or easier one. A high Drive keeps that decision constant day after day or is willing to sacrifice more of the little things to accomplish her goals. Characters with a high Drive are also more focused and consumed by what they do. Workaholics often have a high drive.



Fury – How much rage and anger bubbles inside the character? That inner turmoil is measured by this trait. Characters with a high Fury are often consumed by rage or thoughts of vengeance. Perceived slights or insults will often be responded to with violence or harsh actions. They often have a high courage and express themselves accordingly. Those with a low courage sit there and stew becoming more incased in hate and rage. Those with a low Fury are often more peace loving and compassionate. They tend to forgive bygones instead of letting them bubble and fester deep with the recesses of their minds.



Greed – The lust of money and worldly power. This is the only trait that is mostly negative in nature and is in some ways the opposite of Compassion. Characters with a high Greed are often consumed with the acquisition of wealth, worldly power, and influence. Characters with a low greed aren’t too concerned about having more than enough to survive. While they are competing traits, Greed and Compassion are not always diametrically opposed. Characters can have a high level of both and simply believe that they are gathering the power and wealth to better everyone around him. The quickest way to corruption.



Loyalty – This trait measures the personal devotion to important people, event, ideals, nations, and organizations. Characters with a high loyalty will give their all to help the cause or people they believe in. Similar to Piety and Drive, it measures the amount of effort and sacrifice the character is willing to make. Characters with a high Loyalty are not stupid, and should research any such group before giving them the full loyalty that the character possesses. Characters with a low loyalty are often very ego-centric and care only for their own needs and interests.



Morality – This trait should not be confused with Piety. Morality is the measure of the belief in the social strictures, concepts, morals, and conventions. It shows how in step with the rest of society the character stays. Since every culture is different this trait can be numerically identical, but with wildly different results. Characters with a high morality often have good etiquette skills, embarrass easily, and know what is right and wrong without a shadow of a doubt. Characters with a low morality are often shunned or outcast if their beliefs are discovered. Those unconventional individuals in society are often ridiculed or reviled by those with a high morality, until the society at large swings closer to their beliefs and conventions.



Passion – This trait measures the sexual and romantic drive of a character. Characters with a high Passion are often skilled lovers and spend much of their time focused upon romance and match making. This trait is not at odds with the Morality trait. It is an indicator of how important an impetus it is within the characters life, not what he is willing to do to get or express it. Characters with a low passion are typically asexual, unconcerned by the myriad problems and benefits of romance. They may simply wish to wait until a more appropriate time in their lives, obsessed with their education, new career, or loyalties to a cause.



Piety – The amount of spiritual belief that a character possesses. This may not transfer into any organized religion, but it most often does. Characters with a high piety truly believe in a greater power or pantheon of deities. Those with a low piety often don’t believe in any greater powers or are unsure of their beliefs. Those with a high Piety will often join the clergy or become very involved in the affairs of their local church.

- 14 -

Charles Weston (order #2827343)

6

Step 3 – Personality Other items are also based on the personality traits of the character. A character with an average or high Faith trait should choose a religious affiliation that they believe in. Characters with lower Faith could also choose a church, but they will just not be as sure of their devotion. Another wonderful item to detail a character is their political affiliations. While not directly tied to any specific trait, it does play a factor in which ones are selected with certain ratings. It may also detail the motivations of a character. A Liberal Democrat will often have a high compassion, but a self serving one may only have a low one. These traits and ratings are wonderful for showing how a character is duplicitous. As the saying goes “Everybody lies about something”.

Since beauty is based on the culture and species of the viewer, the GM should use modifiers liberally when applying or judging Beauty. •

Charisma – A measure of the natural leadership, friendliness, and personal presence a character exudes. Characters with a high Charisma often get along with everyone, making friends easily and impressing those in authority. The dark side of charisma includes the emotional and mental manipulation of those around the character. Changing the minds of others, poisoning relationships, and turning friends against each other are all possible for 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 character with a high dexterity is excellent with using their hands for everything from shooting a gun, to driving a car, to building a model. A steady hand is a reflection of a high dexterity. This is the most common attribute that applies to weapon skills.



Health – The natural health, endurance, hardiness, and constitution of the character. A character with a high health resists disease far easier, can withstand more physical pain, and can suffer more injury than most others. They tend to be well built and in good shape. This attribute is used for determining the starting number of Injury Points. A character with a low health may be in poor shape, sickly, or simply infirm.



Intellect – A measure of the intelligence, memory, and problem solving skills of the character. A character with a high intellect will be able to think faster, remember more, and analyze more accurately than others. Characters that seem to think slowly may be thinking about more consequences than others and simply speaking less. Most knowledge and science skills are based upon intellect.



Luck – A rating of how fortunate and charmed the character is when misfortune falls. Not used in any skills, this attribute should be used when a completely random event occurs or the GM is mystified on what trait to use. Do not rely too much on this attribute, for lady luck is a truly fickle spirit. Characters with a high luck are often gamblers: whether they bet their lives in risky stunts or just money is up to the character.



Strength – Details the physical ability to lift and move heavy objects. A character with a high strength can lift and move heavier loads, hit harder, pull more, and have bigger muscles.

Step 4. Determine Attributes Some of the most important and descriptive of a character’s traits are his Attributes. Attributes are physical, mental and social descriptions of a character that detail his physical prowess, intelligence, and other basic quantifiable aspects. Each attribute is important to understanding your character. The reason why your character has spent part of his life either loving or hating some activity may be a direct result of one. They may explain some of your character’s personality. One may explain the occupational life-path your character has chosen. Beyond all consideration of character concept, attributes are important because they are used to tell how good a character is at each basic fundamental. The following are the ten attributes. •

Agility – Details the physical prowess of a character. A character with a high agility is far better at sports, gymnastics, jumping, climbing and running. It includes the whole body and its movements. It does not include hand-eye coordination or fine motor skills; that is the bailiwick of dexterity. A character’s movement ratings are based upon Agility.



Awareness – The natural observational ability of the character. A character with a high awareness tends to notice little details that others overlook. They tend to be more curious and attentive to detail. This attribute includes all five senses: Vision, Hearing, Tactile, Smell, and Taste. A character with a low awareness may be impaired in some way, extremely focused, or simply naturally oblivious.



Beauty – A rating of how physically attractive the character is to others of their species. A character with a high beauty is often noticed and receives preferential treatment from the opposite sex. Characters with a more average beauty are usually overlooked and less observed.

- 15 -

Charles Weston (order #2827343)

6

Step 4. Determine Attributes The carrying weight of a character, extra bonus to injury dealt, and lifting maximum are based upon this attribute. A character with a high strength often weighs more than those with a low strength. •

Willpower – The sheer mental endurance and resistance of the character. This attribute is the ability to ignore temptation, fight the cravings, and resist the wishes of others. While it does not describe the character’s long term ability to remain mentally strong, it is used in a pinch to withstand mental stress, anxiety, fear, temptation, and strong emotions. This attribute is used for determining the starting number of Sanity Points of a character. Characters with a high willpower are often very individualistic, stubborn, or pig-headed.

There are three systems that can be used to determine starting attributes. The Game Master will determine which are available to players to choose from. Each system has its own benefits and detriments. Once a system is selected that system must be used for all attributes.



Random Generation – This system of attribute generation is the most random of all of the possible systems. It is used best when trying to determine a concept randomly. Players who are unsure of exactly which way they wish to take a character can use this system and play with the results generated. Roll 9d10 and add the results together. This is the character’s Agility rating. 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 character’s 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.

- 16 -

Charles Weston (order #2827343)

6

Step 5. Select a Race

Step 5. Select a Race A character’s race in Alpha Chronicles does not refer to the color of his skin or national heritage. It is more akin to the character’s species than any mere cosmetic difference. Characters of differing races cannot successfully mate and produce viable offspring without high technology or significant magic. Therefore characters can only have one race, and there are extremely few hybrid races. There are more races in the Alpha Chronicles continuum that will be presented in the Alpha Arkana and other setting guides. While these races can be used in any Alpha Chronicles campaign, they are better suited for their individual environments. The Game Master should inform the players which races are available in the current setting. Many races should use the Common Human race type and simply use options and flaws to create the differences between the two races. This system will lead to the greatest diversity and strongest game balance between player characters.

Angel

250 pts.

Angels are holy, blessed, and divine creatures. They are creatures of law, order, goodness, and light. There is however different forms of angels based upon the religion or mythos used for the campaign. The primary types of angels include: Christian, Elysian and Fallen. Each has similar powers and abilities, but a very different viewpoint on life and their place in the grand plan. Angels should always be of a Supernatural Hero Type and rarely ever have cybernetics. Angels in their natural forms often stand well over 6ft tall and are always in good shape. Their hair color tends towards lighter colors, often blond or white but any color of hair is possible. Eyes are often a vibrant color that resonates strongly with the angel’s purpose in creation. Christian Angels are followers of God’s plan. They strive to sound his name, carry his messages, fulfill his works, and defeat Evil. They stood with Him throughout eternity, shaped the world, shepherded man

through the darkness, and were His voice. They should have virtuous natures, good personalities, and must continually do good deeds. Why have these beings returned to the world, and why have they decided to act on our behalf? The answers to this question may be the core of a chronicle that features Christian angels and demons. Elysian Angles are a truly different breed. While physically identical to Christian Angels, they hail from a dimension called Elysium. Elysium is a world of law, order, and righteousness. They have been at war with the demons of Gehenna for all of Eternity. Both sides have traveled far and will offer much to sway those neutral parties of strength and power to their faction. Neither has gotten the upper hand in all of the millennia that they have fought. They serve any of the neutral and good aligned deities of Selan and other worlds in the hope that their efforts will garner more sympathy and support. They do not belong to the Christian world view and do 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 Option Points. AGL: + 10 DEX: + 10 LUC: + 10

AWA: + 10 HEA: + 10 STR: + 10

CHA: + 10 INT: + 10 WIL: + 10

Racial Summary • Alter Ego from Angel to Human • Angelic Aura (Tainted for Fallen) • Detection: Angels and Demons • Faith (N/A for Fallen) • Immortal • Winged Flight (Mounted on Back) Upgrades: +60pts Empathic Healing +70pts ESP +100pts Supernatural Attribute +125pts Magical Knowledge - Apprentice - 17 -

Charles Weston (order #2827343)

6

Step 5. Select a Race • • •

Demon, Chaospawn

Horrible and disgusting deformities Must select one insanity or derangement Tainted

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 soul into hideously deformed but powerful creatures of darkness. These warped creatures are not recommended for use as player characters since their very souls are puppets to inhuman masters with agendas of purest evil. Even most other demons avoid or even occasionally act against Chaospawn, in the name of enlightened selfinterest. Chaospawn are always of the Supernatural Hero Type. AGL: + 10 DEX: + 10 LUC: + 10

AWA: + 10 HEA: + 10 STR: + 10

CHA: + 10 INT: + 10 WIL: + 10

Chaospawn Age Groups Infant 0-2 Adult 31 - 47

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

Racial Summary • Supernatural Dexterity, Health, and Strength. • Hardened

Demon, Gehennan

80 pts.

Demons from Gehenna have been in brutal conflict with the Elysian angels for many millennia. While their immortal enemies respect love, law, order and life they are consumed with death, chaos, and strength. They are not insane nor suicidal, but they are extremely determined to destroy the angelic host of Elysian. To this end they tempt and recruit powerful warriors, magicians, 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 recruited many sleeper agents and are fighting their eternal war across the multi-verse. When they make an agreement with a mortal they have recruited, they are required by the more powerful demonic rulers to fulfill their contract to the letter. Failure to comply with this usually results in excruciating torture and eventual destruction. Their true physical form varies upon the expectations and beliefs of the mortals viewing them. Most mortals have been conditioned by their religious beliefs to view them a certain way and their minds convert them into that appearance. They also have the ability to change their shape into the dominant race of

- 18 -

Charles Weston (order #2827343)

6

Step 5. Select a Race their current location. This ability allows them to hide their presence and seem innocuous to most. While they may look like a specific race, they do not gain any of the inherent powers of that race and do retain all of their supernatural powers. AGL: + 10 DEX: + 10 LUC: + 10

AWA: + 10 HEA: + 10 STR: + 10

CHA: + 10 INT: + 10 WIL: + 10

Racial Summary • Alter Ego from Demon to Human • Demonic Aura • Detection: Angels and Demons • Immortal Upgrades: +60pts Winged Flight (On Back) +70pts ESP +100pts Supernatural Attribute +125pts Magical Knowledge - Apprentice

Human, Common

normal intercourse of parents who were created in scientific situations. Players may choose to distribute up to 20 additional points to the racial attribute modifiers. The final racial modifiers are what should be used to determine the racial maximum for each engineered human. Since genetically engineered humans are created in a very carefully screened and monitored process, very few have mental or physical defects that their creators do not wish to include. This is not to say that mistakes are never made and that unforeseen complications do not arise, but they are far less common than those of common humans. AGL: + 10 DEX: + 10 LUC: + 10

AWA: + 10 HEA: + 10 STR: + 10

CHA: + 10 INT: + 10 WIL: + 10

Engineered Human Age Groups Infant 0-2 Adult 31 - 47

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

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 roleplay well. Humans do not have any special abilities, bonuses, or modifiers. Players who wish to play humanlike races should select this race and modify the character with Options and Weaknesses that properly shape the desired results. AGL: + 10 DEX: + 10 LUC: + 10

AWA: + 10 HEA: + 10 STR: + 10

CHA: + 10 INT: + 10 WIL: + 10

Human Age Groups Infant 0-2 Adult 31 - 47

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

Mutant Animal Human, Engineered

30 pts.

Engineered Humans are the product of high tech bio-genetic research. Far more than simple clones, these people have been genetically tweaked by their creators to produce better than average human specimens. They are generally created in labs, or are the product of

- 15 pts.

This race may be more appropriately called Anthropomorphic Animals. Anthropomorphic animals are those that have human characteristics such as a generally human stance, generally understood voice, and hands with opposable thumbs. They are roughly human size and weight. They still look entirely inhuman and like others of their species. Characters of this race must select a type of animal, but it can be a mammal, reptile, bird, - 19 -

Charles Weston (order #2827343)

6

Step 5. Select a Race insect, or marsupial. This animal should be used as the basic template for the rest of this race. Characters in chronicles that look upon mutant animals as common and equal should increase the cost of this race by 20 points. The player may select up to three attributes to increase the racial modifier by five. Each such increase in racial modifiers will incur a five option point increase in cost. Players who wish to decrease their racial modifiers may select up to three attributes to decrease by five. Each such decrease in racial modifiers counts as a three point weakness. Selections should be based upon the chosen animal template. Otters will tend to be more agile and dexterous, but have less willpower. Elephants may be stronger than humans and have excellent memory but not be as agile. Attributes may be selected more than once for modification. Most animals also have natural abilities such as tunneling, flying, night vision, and heightened senses. Rather than present a huge list of upgrades and options, simply review the master list of options. Select those that seem appropriate for the lowest cost between Comic, Skill Based, and Unnatural. These options should ONLY be those that simulate abilities that are possessed by the normal template animal. AGL: + 10 DEX: + 10 LUC: + 10

AWA: + 10 HEA: + 10 STR: + 10

CHA: + 10 INT: + 10 WIL: + 10

Mutant Animal Age Groups Infant 0-2 Adult 31 - 47

Child Adolescent 3 - 10 11 - 18 Middle Age Mature 48 - 64 65 - 81

Y. Adult 19 - 30 Elder 82 - 100

Spirit

60pts.

Not everyone who passes on travels to the next stage of consciousness. Some cling to this existence with an iron will seeking what they had in life: loved ones, wealth, power, and meaning. They refuse to step beyond and continue here in a strange half life that often taunts their passing. They lurk in the unseen corners of our world trying to regain their lost time, lost loves, lost jobs, and lost lives. Spirit characters should select another race from life and create a character as normal before being killed. Many resources and skills will no longer apply unless the character selects certain options or abilities, but in a chronicle one never knows what may come in handy. Spirits must select the Tethers resource. A tether is one of the few things in this world that a spirit can focus his will upon to remain here even partially. If a character loses all of his tethers then he is sent on to his final destination. Spirits are completely non-corporeal and usually invisible to the lands of the living. Spirits and ghosts can inflict injury upon one another as if they were still living: as well as demons, angels, astral travelers, djinni, and other non-corporeal creatures. Spirits can also be injured by Silver / Iron mix magical weapons as well as spells and some options. If a spirit ever loses all of her Injury points, she is teetering upon the edge of oblivion. While she will never bleed as will a living creature, she will cease to exist if she receives enough additional injury to drop below ¼ Health. They can also be banished by those with the appropriate powers, options, or abilities. They receive a bonus that is equal to their quarter willpower to resist the effectiveness of the attempt. If a spirit is successfully 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 ¼ 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

- 20 -

Charles Weston (order #2827343)

6

Step 5. Select a Race bright and beautiful sunny summer day. Prestidigitation Astral flying. Character may move in any direction at their maximum run. +45pts Horrific Visage +60pts Life Drain +95pts Telekinesis +100pts Materialization. The character can use his strength of will to gather enough ectoplasmic substance to create a temporary body. This body has all of a character’s original attributes, skills, and abilities. This option will only remain in effect for the rest of a scene, after that the ectoplasm will disintegrate. +140pts Possession +150pts Direct Neural Interface +30pts +45pts

damnation. It is a delicate balance that some strive to maintain while others simply dive into their damnation with a vengeance. Game Masters should feel free to manipulate the strengths and weakness of the modern vampire to create a version that best reflects their favorite movie, book, or game. Modern vampires are stronger, faster, and tougher than humans. The darkness that flows through their veins grants them immortality and a huge physical advantage. They are predators, although the more humane try to resist their baser urges and subsist on the blood of animals. Some relate them to addicts, only these addicts crave the life essence of living sentient creatures. All vampires must drink blood or begin to starve. Every 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 night’s 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 vampire’s 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.

Vampire, Modern

115pts.

When it comes to vampires, Modern Vampires have become the norm in popular culture today. From novels by Anne Rice to the more serious vampire movies, they have become the current standard. Modern Vampires have most of their original personality, rationality, and skills intact from their previous life. They are however undead with all of the drawbacks and penalties that come from being an unholy creature of

Vampires use their stolen blood for a variety of uses. Vampires also do not recover their Drain Pool as do most races. They can only replenish their Drain Pool by imbibing blood of creatures beyond their normal hunger level. Vampires will heal normally, but may also quickly regenerate their wounds. As they imbibe blood they may choose to regenerate Injury Points rather than replenishing their drain pool or feeding for sustenance. Every point of Health drawn from a living source will instantly heal one Injury Point. - 21 -

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 DEX: + 30 LUC: + 10

AWA: + 10 HEA: + 30 STR: + 30

CHA: + 10 INT: + 10 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. +30pts +30pts

Immune to the effects of silver as a weakness. Able to morph into a bat or a wolf. (Choose one) +30pts Small (7 point) reservoir of blood. +60pts Medium (14 point) reservoir of blood. +75pts Able to morph into a mist form. +90pts Immune to the injury dealing effects of sunlight, but all options, powers, and unnatural abilities are negated in sunlight. +90pts Large (21 point) reservoir of blood. +95pts Supernatural Attribute. +100pts Supernatural Quickness. +120pts Huge (28 point) reservoir of blood. +200pts Character is immune to sunlight and retains all options, powers, and abilities.

Werewolf

330pts.

Werewolves are a savage race of predators crossbred from humans and wolves. They have mankind’s intellect and viciousness combined with the instincts and pure physical ability of the wolf. They are often bitter loners who travel from one small town to the next, keeping ahead of hunters and the law. Anger and rage seethe inside their hearts, desperately seeking to spring forth and slaughter. Born of either wolves or man they can shift between forms at will, along with a horrific mixture of the two. It is in this partial shape that they gain the greatest benefit from their unnatural powers.

While in human form, werewolves have no special abilities. Silver will hamper the werewolf’s ability to shift forms, requiring a Body Modification skill roll at -10 for every ounce of silver carried. While in wolf form the character benefits from the claws and jaw of the wolf, but not any of the regenerative abilities or enhanced attributes. The wolf form also grants their enhanced senses of night vision, hearing, smell, and taste. While in their mixed form they gain all of the abilities of their race. They also suffer fully from their silver weakness and can easily become enraged. Lycanthropy is different that being born a werewolf. While werewolves do not generally experience their first change until adolescence, they are still born with the genetic markers of being a werewolf. 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 abilities and weaknesses of a werewolf if they are exposed to the light of a full moon. They will automatically become enraged, striking out and killing anyone who threaten or restrains them. They will stalk, hunt, and feed upon anyone they encounter – especially those with strong emotional ties to the character. They will lose most of their memories from their evenings spent as a werewolf and will only remember if they make a successful Memory resource roll. There is no known cure for lycanthropy.

- 22 -

Charles Weston (order #2827343)

6

Step 5. Select a Race

AGL: + 10 DEX: + 10 LUC: + 10

AWA: + 10 HEA: + 10 STR: + 10

CHA: + 10 INT: + 10 WIL: + 10

Werewolf Age Groups Infant 0-2 Adult 31 - 47

Child Adolescent 3 - 10 11 - 18 Middle Age Mature 48 - 64 65 - 81

Y. Adult 19 - 30 Elder 82 - 100

Racial Summary: • Regenerate. 1d10 + 1/10th HEA every round. • Natural Weapon – Claws. Deal 1d10 Injury. • Natural Weapon – Bite. Deals 1d10 Injury. • Alter Ego. Half man / half beast of legend. • Shape change into a wolf. • Night vision • Heightened Hearing. • Heightened Sense of Smell & Taste. • Supernatural Attributes of Strength, Health, Dexterity, and Agility of +50. • Silver will restrict shifting by -10 per ounce. • Silver weapons will inflict injury that cannot be regenerated. • Rage Rules. • Immune to Vampirism. Upgrades: +15pts Animal Empathy with Canines. +30pts Animal Telepathy with Canines.

Step 6. Options & Powers Throughout the previous steps you have had few opportunities to spend your option points. This step is where most of these points will probably be spent. This section lists the costs of every power for the Hero Type chosen. Try to think thematically as you choose the powers, abilities and options for your hero. A wellrounded and cohesive character will often be more fun to play for the long term than the simple unstoppable combat monster. Most options can be purchased by any character, presuming they have enough points to pay for it. Some options require specific attribute minimums, skills to be known, or other pre-requisite options. All of these requirements will be listed with the description of

the option or the applicable upgrade. Not every option will be available in every campaign, check with your GM to see which options are not available. Some options will have point costs which are too high for a player in your campaign style to ever purchase. These options are reserved for other campaigns with less realism and more character power. Most options may only be purchased once. The only way to increase the abilities granted or the effects of the option is with one or more of the listed upgrades. 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 corresponding option. Negative option upgrades do not count towards a character’s maximum amount of Weaknesses, which are described at the end of this step. Certain characters or cross-genre chronicles may require a change in the point costs of an option. GMs should change the available Hero Types or change the costs of certain options for a specific character. Once the option is purchased then the character may select any available upgrades for additional points. Other powers may be created as the GM and players choose. Simply write down the base cost for each of the general hero types and a brief description of the abilities involved. This system of Options was designed to be versatile and allow the creation of nearly any possible protagonist. Think of your character. Read through all of the options. Chances are that there is an option that mimics or comes close to the desired ability. Some characters require special gimmicks, items, or have other elements that define their abilities. If the desired element is thematic in nature and has no real game effect: what is 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 can’t 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, and have yet to accrue all of their destined powers, wealth, skill, and abilities. If they have everything now, what will they acquire later? Depending upon the campaign’s level of power, the maximum number of option points to be spent on each option should change as well. Try to keep the players and antagonists well balanced in the number of option points given. Never forget that players often have additional bonuses, items, and other abilities not given by options and try to prepare the villains appropriately. The following chart is a list of suggested option point totals for various campaigns and the additional points accrued at certain levels.

- 23 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

Name of Option Action Hero Adhesion Age Manipulation Alter Ego Ambidexterity Ammunition Angelic Aura Animal Communication Animal Companion Anti-Magic Astronaut Atlas Attribute Boost Beguile Brachiation Cannon Fodder Clairvoyance Cloak of Night Combat Trained Command Control Animals Control Element Control Emotions Control Machines Control Plants Crystal Creation Cybernetic Implants Danger Sense Darkness Death Death Tell Deflection Destroy Undead Detection Devoted Student Dimensional Travel Diplomatic Immunity Direct Neural Interface (DNI) Disbelief Disease Disguise Distance Vision Dream Weaver Duplication Eidetic Memory Empathic Healing Empathy Energy Absorption Energy Strike

Cyber NA 50pts 450pts 30pts 30pts 45pts 75pts 100pts 90pts 50pts 20pts 30pts 30pts 100pts 40pts 50pts 200pts 180pts 75pts 200pts 195pts 300pts 160pts 100pts NA NA 30pts 100pts 270pts 200pts 100pts 50pts 150pts 30pts 50pts 450pts 30pts 100pts NA 150pts 100pts 5pts 150pts 450pts 160pts 240pts 100pts 100pts 50pts

Base Cost of Option for Specific Hero Type Magic Psychic Skill Comic NA NA 160pts NA NA 100pts NA 50pts NA NA NA 200pts 60pts NA NA 30pts 50pts 30pts 30pts 30pts NA NA 30pts 60pts 50pts 30pts 75pts 50pts 75pts 50pts 100pts 50pts 30pts 30pts 90pts 30pts 100pts 50pts 50pts 50pts 40pts 30pts 20pts 30pts NA 60pts NA 30pts 30pts 30pts 60pts 30pts 100pts 50pts 100pts 75pts 80pts 80pts 40pts 40pts 50pts 50pts 50pts 50pts 150pts 80pts 150pts 100pts NA NA NA 60pts 100pts 75pts 50pts 100pts NA 100pts 250pts 200pts NA 65pts 195pts 65pts NA 200pts NA 100pts NA 80pts 240pts 160pts 200pts 100pts 200pts 100pts NA NA NA 50pts NA NA NA 125pts 60pts 45pts 30pts 40pts 75pts 50pts 75pts 100pts NA NA NA 90pts 300pts 250pts 300pts 200pts 75pts 50pts 75pts 60pts NA 100pts 150pts 50pts 100pts 75pts 100pts 100pts 90pts 30pts 90pts 30pts 50pts 50pts 50pts 75pts NA NA NA 150pts 30pts 30pts 30pts 30pts NA 125pts NA 150pts NA 150pts 300pts 200pts 200pts 200pts 200pts 100pts NA 100pts 150pts 50pts NA NA 120pts 30pts 150pts 150pts 200pts 100pts NA NA NA 150pts 160pts 80pts 80pts 160pts NA 60pts 180pts 120pts NA 50pts 150pts 100pts 150pts 150pts 150pts 75pts NA 100pts 200pts 50pts

Unnatural NA 50pts 200pts 30pts 30pts NA 30pts 50pts 30pts 75pts 40pts 30pts 30pts 50pts 40pts 50pts 80pts 60pts 50pts 100pts 65pts 100pts 80pts 100pts 50pts NA 60pts 100pts 90pts 200pts 50pts 100pts 50pts 30pts 75pts 150pts 30pts NA NA 100pts 50pts 30pts 100pts 300pts 240pts 60pts 50pts 100pts 50pts

- 24 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

Name of Option ESP (Extra Sensory Perception) Everyman Exceptional Attribute Exceptional Resource Extensive Resources Faith Flight – Anti-gravity Floating Flight – Arms into Wings Flight – Wings Mounted on Back Flight - Wingless Force Field Force Pulse Gadget Genius Giant Growth Gifted Skill Gifted Skill Group Gravity Manipulation Hardened Headquarters Heal Another Heroic Visage Heightened Sense of Hearing Heightened Sense of Smell & Taste Heightened Vision Higher Education High Tech Background Hologram Horrific Visage Hypnosis Ignored Illuminate Illusion Immobilize Immortal Improvisational Weapon Master Inspire Invisibility Invulnerable Jumping Kinetic Force Reduction Knack Life Drain Longevity Luminous Form Magical Device Magical Sight Magic Knowledge - Apprentice Magic Knowledge - Dabbler Magnetic Manipulation Magnification Martial Artist Mastery Matter Sculpting Medium Mental Stun Metabolic Control

Cyber NA 300pts 10pts 20pts 50pts NA 30pts NA NA 120pts 200pts 80pts 30pts 50pts 300pts 30pts 100pts 200pts 60pts 0pts 150pts 50pts 5pts 5pts 15pts 50pts 100pts 20pts 100pts 150pts NA 5pts 250pts 50pts 250pts 90pts 200pts 225pts 400pts 30pts 150pts 40pts 180pts 150pts NA 90pts 100pts NA NA 150pts 5pts 40pts 50pts 250pts 400pts 75pts 30pts

Base Cost of Option for Specific Hero Type Magic Psychic Skill Comic NA 70pts 140pts 140pts NA 100pts 200pts 200pts 10pts 10pts 10pts 10pts 20pts 20pts 20pts 30pts 50pts 50pts 50pts 75pts 100pts 100pts 50pts 100pts NA 60pts NA 30pts NA NA NA 40pts NA NA NA 60pts NA 160pts NA 80pts NA NA NA 100pts NA 80pts 120pts 40pts 90pts 60pts 30pts 60pts 150pts 50pts 50pts 150pts NA NA NA 100pts 45pts 30pts 30pts 60pts 125pts 100pts 100pts 180pts NA NA NA 100pts NA NA 120pts 60pts 0pts 0pts 0pts 0pts 200pts 200pts 200pts 100pts 60pts 30pts 50pts 30pts 60pts 30pts 60pts 30pts 60pts 30pts 60pts 30pts 60pts 30pts 60pts 30pts 50pts 50pts 50pts 75pts NA 200pts 100pts 200pts NA NA NA 50pts NA 100pts NA 50pts NA 100pts 200pts 100pts NA 50pts 150pts 100pts NA NA NA 30pts NA 100pts 300pts 200pts NA 100pts NA 50pts 75pts 150pts 100pts 50pts 90pts 60pts 30pts 60pts 150pts 100pts 150pts 150pts NA NA NA 75pts NA NA NA 200pts NA 45pts 60pts 30pts NA 100pts NA 50pts 40pts 30pts 20pts 40pts NA 180pts NA 60pts 45pts 90pts 60pts 30pts NA NA NA 100pts 30pts 60pts 30pts 60pts 60pts 60pts 75pts 100pts 100pts NA NA NA 50pts 150pts 100pts NA NA NA NA 100pts NA NA NA 30pts 50pts 30pts 30pts 40pts 50pts 50pts 60pts 50pts 200pts 150pts 200pts 100pts 100pts 50pts 150pts 150pts 100pts 50pts 100pts 50pts 60pts 30pts 60pts 30pts

Unnatural 70pts 100pts 10pts 20pts 75pts 50pts 30pts 40pts 60pts 120pts NA 40pts 120pts 150pts 100pts 60pts 180pts NA 60pts 0pts 150pts 50pts 30pts 30pts 30pts 75pts NA 100pts 50pts 100pts 50pts 30pts 100pts 50pts 50pts 60pts 100pts 100pts 300pts 30pts 100pts 40pts 60pts 30pts 125pts 30pts 50pts 125pts 75pts NA 90pts 50pts 50pts 120pts 50pts 50pts 30pts

- 25 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

Name of Option Metal Form Military Training Mimic Power Mind Skimming Morphing Mutation Mystic Natural Camouflage Natural Weaponry - Antlers Natural Weaponry – Body Spikes Natural Weaponry – Claws & Talons Natural Weaponry - Fangs Natural Weaponry – Melee Weapons Natural Weaponry – Power Fist & Kick Networked Night Vision Obfuscation Object Creation Observation “Off Screen” Escape Omni-Vision Organization Path-walking Phasing Poison Touch Possession Power Negation Prestidigitation Presence of Self Probability Protection Psychic Amplifier Psychic Translator Radar Regeneration Reserves Resistance See Invisible See Other Worlds Sensory Shield Sexual Magnetism Shape-shifting Sharpshooter Shrink Sidekick Sonar Sonic Manipulation Soul Projection Specialist Stalking Stasis Stone Form Stretching Supernatural Attribute Supernatural Quickness Super Running Speed Survivor

Cyber 100pts 20pts 300pts 150pts NA 125pts NA 60pts 30pts 30pts 30pts 15pts 30pts 30pts 50pts 5pts 200pts 300pts 75pts 30pts 20pts 0pts 250pts 250pts 100pts 300pts 300pts 160pts 75pts 300pts 50pts 30pts 150pts 10pts 75pts 50pts 100pts 100pts 150pts 30pts 90pts 300pts 50pts 240pts 50pts 10pts 50pts 200pts 45pts 75pts 300pts NA 150pts 100pts 100pts 50pts 50pts

Base Cost of Option for Specific Hero Type Magic Psychic Skill Comic NA NA NA 100pts 40pts 30pts 20pts 30pts NA NA NA 100pts 100pts 50pts 100pts 75pts 60pts 120pts 120pts 30pts 90pts 90pts 30pts 30pts 100pts 50pts 150pts 150pts 160pts 160pts 160pts 40pts NA NA NA 30pts NA NA NA 30pts NA NA NA 30pts NA NA NA 15pts 90pts 90pts 90pts 30pts 60pts 45pts 60pts 30pts 50pts 50pts 50pts 100pts 60pts 60pts 60pts 30pts 150pts 100pts 150pts 100pts 200pts 200pts 300pts 100pts 100pts 75pts 150pts 75pts 30pts 30pts 15pts 30pts NA 45pts NA 30pts 0pts 0pts 0pts 0pts 100pts 150pts NA 50pts NA 300pts NA 100pts 200pts 200pts 200pts 100pts NA 150pts NA 150pts NA 200pts 300pts 150pts 120pts 40pts 120pts 40pts 75pts 50pts 50pts 75pts 200pts 150pts 200pts 100pts 50pts 30pts 30pts 30pts 90pts 30pts 60pts 60pts NA 50pts 150pts 100pts NA NA NA 50pts 200pts 100pts 200pts 50pts NA 50pts 60pts 50pts NA 100pts 200pts 50pts 75pts 500pts 75pts 50pts 75pts 50pts 75pts 50pts 75pts 75pts 75pts 50pts 60pts 30pts 60pts 60pts 200pts 200pts NA 100pts 90pts 50pts 50pts 65pts NA NA NA 80pts 50pts 50pts 50pts 50pts 100pts 60pts 100pts 60pts NA 150pts NA 100pts 100pts 50pts 100pts 150pts 45pts 45pts 30pts 60pts 100pts 75pts 100pts 50pts NA NA NA 150pts NA NA NA 275pts NA NA NA 100pts 150pts 100pts 150pts 100pts 300pts 200pts 300pts 100pts 150pts 100pts 150pts 50pts NA 150pts NA 50pts

Unnatural NA 40pts 200pts 50pts 30pts NA 50pts 40pts 30pts 30pts 30pts 15pts 30pts 30pts 75pts 30pts 100pts 100pts 75pts 30pts 45pts 0pts 50pts 150pts 100pts 150pts 300pts 40pts 75pts 150pts 30pts 120pts 75pts NA 50pts 50pts 50pts 50pts 50pts 50pts 30pts 100pts 90pts 80pts 50pts 60pts 150pts 50pts 60pts 50pts 300pts 275pts 100pts 100pts 100pts 50pts 50pts

- 26 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

Name of Option Telekinesis Telepathy Teleportation Time Freeze Time Travel Tireless Tolerance True Sight Truth Tell Ultra Vision Unnatural Armor Unnatural Limb Unremarkable Vehicle Water-born Wealthy Weather Control Well Connected Will Working Wyrd Magic

Cyber 300pts 300pts 200pts 450pts 900pts 30pts 30pts 150pts 20pts 5pts 30pts 30pts 50pts 0pts 20pts 50pts 300pts 75pts 800pts NA

Action Hero “So ya wanna play rough, do ya tough guy?” This option creates a stereotypical hero from 1980s and 1990s action/adventure flicks. The most common examples of this option were portrayed by actors such as Arnold Schwarzenegger, Sylvester Stallone, Mel Gibson, and Kurt Russell. Each of these actors played characters that were tougher, faster, and took a beating before busting heads at the finale. Their only weakness was a reliance on tag lines and cheap one-liners while fighting for their lives. 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 “I’ll be back” they must repeat it during every session or else they suffer Bad Karma during the next session. Option Summary • Choose any 3 physical attributes. They become exceptional attributes at +10. • Hardened. • Power Fists & Kicks. • One-liners & Tag lines Weakness. Upgrades: -30pts PG13 Rating. Both the character and the player must remain within the guidelines for a PG-13 rating. This means little swearing, very little nudity & sexual content, and a few other limitations as determined by the Game Master and Player.

Base Cost of Option for Specific Hero Type Magic Psychic Skill Comic NA 100pts NA 100pts NA 100pts NA 200pts NA NA NA 50pts NA NA NA 150pts NA NA NA 300pts 60pts 50pts 50pts 30pts 30pts 30pts 30pts 30pts 75pts 50pts 75pts 60pts 100pts 50pts 100pts 75pts 120pts 90pts 120pts 30pts NA 60pts NA 40pts NA NA NA 30pts 50pts 50pts 50pts 50pts 10pts 10pts 0pts 10pts 150pts 100pts 150pts 50pts 50pts 50pts 50pts 75pts NA NA NA 100pts 75pts 50pts 50pts 75pts 250pts 250pts NA 250pts 50pts NA 150pts NA

+12pts +27pts +45pts +45pts +45pts +45pts +50pts +60pts

Unnatural 125pts 125pts 75pts 300pts 600pts 30pts 30pts 50pts 50pts 30pts 40pts 30pts 50pts 10pts 50pts 50pts 200pts 75pts 400pts 50pts

“Off Screen” Escape Improvisational Weapons Master Ammunition Combat Trained Presence of Self Sidekick Danger Sense Gives the character one re-roll per session. It can be used on any roll made by any player or even the GM. The hero may even choose which results to follow between the two rolls.

Adhesion This option allows the character to stick to nearly any surface by their hands or feet regardless of the material. In order to be effective, each appendage can not be covered by a glove or shoe. The character has a 100% chance to move along any surface with at least two appendages adhering. The character may move along at full applicable movement. The character will never drop a weapon in combat if being held in a hand with adhesion. If the character gains additional organic limbs through another racial feature or option they can also adhere to solid surfaces. The player must determine the mechanism of the power that allows the adhesion. This option requires the Body Modification skill.

- 27 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers Upgrades: -15pts Only two of the character’s limbs have adhesion. The player must choose which two. -15pts Can only move at a jog or slower while using this option, regardless of the weight carried. +10pts +30pts

The character may adhere even if wearing thin clothes or a costume. Characters with Alter Ego receive this upgrade free. The character may adhere even if wearing full body combat armor and steel toed boots.

object, and composite materials. Likely occurrences include Breakage Point loss, filled Damage Boxes, and loss of utility. Spoilage may also be an issue. Upgrades: -50pts Character must maintain contact for one full phase. The victim will receive a contested willpower roll to attempt to escape or defend from the character. Failure will paralyze the 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.

Age Manipulation 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, and unwilling subjects may resist with a contested Health versus Control roll. Each use of this option will require the expenditure of one point from the Drama Pool. Successful uses will alter the age of the subject by 1d10 + 1/10th Control Skill rating in years. If the subject successfully resists, they will still suffer 1d10 + 1/10th Control Skill injury. This injury cannot be reduced by any armor. Inanimate objects that are the subject of this option will also be affected. The exact results will depend upon the nature of the object, the likely longevity of the

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 new outfit. Upgrades: +5pts The character is able to use one option in either the Hero form or their natural form. +20pts The character is able to use all of their super abilities, powers, and options in either the Hero Form or their normal form. +20pts Regardless of the costume or disguise, while it is donned the character cannot be identified as anyone other than the character’s persona. This upgrade protects the voice, face, and any other identifying marks. +20pts Total Transformation. The character no longer resembles their true self. The player with only

- 28 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers a few limitations determines the exact form. The Hero Form does not gain any bonuses, abilities, or powers that a form may appear to grant without previously possessing the 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 once chosen, unless there is a reasonable way for the character to alter the form during gameplay.

Ambidexterity This option removes the off hand penalty for one handed actions. Actions that require both hands are still fully penalized if one hand is unable to assist in the action. Dual firearm combat against multiple opponents will only suffer a penalty of -15 to each strike. Upgrades: +10pts. Reduces the dual firearm penalty against multiple targets by -5. This upgrade can be selected multiple times, but can never be used to grant a bonus to strike.

Ammunition The character with this option will never run out of ammunition during most firefights. The character is presumed to have a near infinite amount of ammunition on him, picking up fallen weapons, or has some form of energy weapon. On a critical failure using the weapon, the GM may determine that the character has expended his current ammunition capacity. The GM may also choose to do this at any dramatically appropriate time during a confrontation with a major villain. Without any upgrades this option can support one weapon with a Standard rate of fire. Upgrades: +20pts Character can dual wield firearms using Ammunition. +30pts Character will not run out of ammunition on a critical failure. +30pts This option will support a Semi Automatic Firearm. +50pts This option will support a Fully Automatic weapon. +50pts Ammunition is a special formula or design. Silver bullets, exploding rounds, dum-dums, and hollow point bullets are all examples. The GM must determine the effects of any special

rounds. +100pts This option will support Heavy or military grade weapons. This includes machine guns, flame throwers, rocket launchers, and grenades.

Angelic Aura Characters with this option seem to be loving, open, and caring individuals. They seem to exude love 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 entire lives to the assistance of the less fortunate. Most characters, especially player characters, will not fall into this category. Those characters that are even slightly more selfish and mercenary must have the 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. Victims that want or need to believe in the aura will automatically fail this roll.

Animal Communication This option allows the character to speak with any animal, insect, or other semi-sentient creature. This does not include intelligent animals that have a language other than their normal animal counterparts. The character must actually bark, whine, wheeze, or otherwise mimic the animal to communicate. This option does not grant any control over the actions of the animal, and the animal will always act in the manner of its nature. Predators hunt, small fluffy creatures hide. Getting an army of killer rabbits by stoking their fear and rage is not within the power of this option. Characters with this option may increase their Menagerie resource above 6. This option requires the Translation skill. Upgrades: -20pts Allows communication with only one species of animal. +15pts +20pts +30pts +50pts

Empathetically knows the emotions and general motivations of animals and groups of animals. Control the emotions of animals. Allows silent, telepathic communion with animals. Control Animals

- 29 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers +50pts +50pts

Large sized animals may be chosen. Bears, Elephants, and Rhinos are all good examples. 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 The character has bonded with one pet that is extremely loyal and well trained to protect its owner/companion. Animals should be small and not 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 creatures, they are still animals. Players may transfer option points into their companions as if they were an unnatural or cybernetic Hero Type. Once selected for the companion, this may not change. Upgrades: -20pts The pair does not have a telepathic bonding. The pet is extremely well trained and obedient, but is still only a normal animal. +15pts +30pts +40pts

May speak through the animal companion. The voice will be that of the character. Medium sized animals may be chosen. Large Dogs, Horses, Wolves, and Eagles are good examples. The animal is fully sentient. Intellect, Willpower, and Charisma may be increased up to 100. The player and Game Master must decide how many and what skills are known, if the animal can speak on its own, and its personality.

+5pts +30pts

Increase the bonus against magic and enchantment by +1. Increase the bonus against magic and enchantment by +10.

Astronaut The character has had the ability to learn spacefaring skills earlier in his life. The player may select any of the following skills assuming the character has any prerequisites: Astrogation, Micro-gravity Training, Maneuvering Packs, Space Shuttle, and Space Vessel. Characters have most likely had some flight time and experience in low gravity environments. Some science fiction campaigns may allow this option free to the players.

Atlas Like the classical titan Atlas, this character can carry far more upon his frame than normal men. The encumbrance allowances for walk doubles for the atlas. The maximum amount that can be lifted also doubles. The character does not gain in strength nor does he inflict additional injury. The character must have the Supernatural Strength option to purchase this option.

- 30 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers Upgrades: -15pts Character can only lift additional weight for a number of rounds equal to the 1/10th Health Attribute. +10pts +20pts +30pts +70pts +100pts +300pts

Character can lift 3 times the normal amount. Character can lift 4 times the normal amount. Character can lift 5 times the normal amount. Character can lift 10 times the normal amount. Character can lift 100 times the normal amount. Character can lift 1000 times the normal amount.

Attribute Boost This option gives the character a temporary boost to a single attribute making it far more potent than normal. The player must select one of the potential attributes to be boosted at creation, and this attribute may never be changed during game-play. The character may boost the attribute only once per hour. After the duration expires the character will feel very exhausted, drained, and weary. They will experience a penalty of -10 to all skills until they have rested for at least 15 minutes. The character will also be ravenous and must eat and drink twice as much for the next 24 hours. The attribute chosen will be considered supernatural for the duration. Other options that require supernatural attributes may be taken with this option but are only usable while the boost is in effect. This option may be purchased once for each attribute to be enhanced. This option requires the Body Modification skill. •









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. Charm – Increases Charisma by 50. Remains in effect until the end of the scene. Grants a bonus of +10 to all Charisma based skills. Coordination – Increases Agility and Dexterity by 50. Remains in effect for a number of rounds equal to the character’s normal 1/10th Health. Grants a bonus of +10 to all Agility and Dexterity based skills. Will never grant a bonus to the number of actions per round. Health - Increases Health by 50. Remains in effect for a number of rounds equal to the character’s normal 1/10th Health. Grants a bonus of +10 to all Health based skills. All injuries are deducted from this temporary Health first. Intellect - Increases Intellect by 50. Remains in effect until the end of the scene. Grants a bonus of +10 to all Intellect based skills. Does not grant access to spells with a higher skill minimum.







Quickness - Grants the character one additional floating action per round. The character also will receive a bonus of +10% to their movement and a bonus of +10 to their Full Defensive Tactics. This will only remain in effect for a number of rounds equal to the character’s normal 1/10th Health. Strength - Increases Strength by 50. Remains in effect for a number of rounds equal to the character’s normal 1/10th Health. Grants a bonus of +10 to all Strength based skills 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 higher skill minimum.

Upgrades: +1pt An additional 4 points are added to the boosted attribute. For every additional 40 that the attribute is increased, the skill bonuses also increase by +10. +15pts One additional boost per hour is possible. It will temporarily ignore any accumulated penalties due to attribute boosts for the duration. After the effects are finished the character will suffer an additional -10 to all skills until rested for an additional 15 minutes. +30pts The effects of the boost will remain in effect for the rest of the scene. +30pts There are no ill after effects for using this option. Characters do not suffer the -10 penalty to all actions.

Beguile Characters with this option may attempt to sway the emotions and desires of others. Victims that have been beguiled will be attracted to the character, will fawn over the character, and will attempt to please their controller. They will laugh at every joke, nod in agreement with most statements, and will seem captivated by his every action. Even those who are not controlled will still notice the character. They will never act contrary to their beliefs or personal self-interest. This option is one of the subtler of the mind control options available, and most victims will not even realize that it has been attempted. Players must choose the actual target(s) to be affected. Without additional upgrades the character can affect up to three individuals within a range of fifteen feet. Once ensnared by this option the victim may not be altered until the end of the scene. The victims may attempt to resist initially with a contested ¼ Willpower check versus the Mentalism skill of the character. Victims that succeed in resisting may roll a contested - 31 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers Awareness versus the Mentalism skill of the character to notice the intrusion. Those who succumbed to the option will either not notice the change or will explain it away. This option will remain in effect for the rest of the scene.

Upgrades: +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. Victims may roll a new willpower check each day to resist. +30pts May attempt to sway up to five individuals plus 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. +90pts Hypnosis. +100pts May attempt to sway a large crowd simultaneously. Maximum of fifty individuals plus five per additional level of experience.

a top speed equal to their running movement. Special stunts or dangerous actions should require an Agility roll. Most characters should have a built in system of brachiation and do not require a system of well-placed ropes to accomplish this movement. Locations without large buildings, trees, telephone poles, stalactites, and some other locations cannot be traveled through using brachiation. Upgrades: +30pts Move a top speed of 15 miles per hour. This upgrade may be selected additional times to increase the top speed of the character. Players must keep in mind the mechanism used when determining their maximum top speed.

Cannon Fodder This option allows the character to have a small following of retainers that follow the party throughout their adventures. Unlike most NPCs they should not be given a name, much description, or even a personality. 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 Brachiation The character can swing across chains, tentacles, vines, ropes, webbing, or whips with ease. The character never needs to roll during most maneuvers and can reach

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 does not grant night vision or any enhanced senses, but any enhanced senses that the character already has may be present with the proper upgrades. This option requires the Mentalism skill.

- 32 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers While most often used in conjunction with sight any one of the five senses may be selected: Sight, Sound, Smell, Taste, or Tactile. This selection is permanent and cannot be changed after creation. The character can use the selected sense as if they were at any location with one mile per experience level. The greater 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.

strikes suffer double the normal penalties to strike. +70pts Darkness +100pts Shadow Form. Character transforms into a living shadow. While in this form the character cannot interact with any physical matter.

Combat Trained Upgrades: -30pts Characters only have a range of 20’ plus five feet per additional level of experience. Additional range may be purchased for five feet base per option point. +10pts

+20pts +30pts +50pts +100pts +150pts +250pts +350pts

Increase total range of clairvoyance by one increment. Characters will have the range as if they were one level of experience greater than they actually are. Senses ten miles per level. The character may select one additional sense to use with Clairvoyance. Sight, Sound, Smell, Taste, or Tactile. Senses one hundred miles per level. Senses one thousand miles per level. Senses ten thousand miles per level. Senses anywhere on the planet. Senses anywhere in the solar system.

Cloak of Night This option cloaks the character in shadows and darkness. His features become obscured by the dark grays and inky black that covers his skin. When seen in bright light the target appears to be a creature of Shadow. When in dark and shadowy areas the character gains a 95% chance of hiding. The brighter the surrounding light the greater the penalty to this roll. This option does not grant any bonuses to stealth and moving quietly, nor does it prevent thermal radiation from the character. If the cloaked character is attacked then the assailant suffers a penalty equal to the ambient lighting. Near total darkness or moonless nights grant a penalty of –50 to hit. Most nights or very poorly lit areas grant an attack penalty of –25. Most other shadowy areas grant only a –10 to strike. This skill requires either the Body Modification or Control skill to use. Upgrades: +50pts Additional penalty to hit of -25, -10, -5 while in shadow. +60pts Character is cloaked in darkness that draws ambient light into the darkness. Ranged

This character has survived the rigors of actual combat along with real pain, sudden attacks, ambushes, and the horror of death up close. These characters have been trained to act no matter what carnage is actually occurring around them. With this option the character will gain additional actions at levels 2, 4, and 5. In addition the character receives a bonus of +20 to any willpower roll to act in desperate or shocking combat situations. This bonus only applies if the character would normally freeze in utter terror.

Upgrades: +5pts Character may select the Unarmed Combat skill. +30pts Character never freezes in combat. Cannot fail appropriate Willpower rolls. +30pts Will gain additional actions at levels 2, 3, 4, and 5.

Command This option forces one victim within fifteen feet to complete any single action. The victim must be able to hear and understand the instructions being imparted. Telepathy can negate this requirement. This action cannot be to commit suicide, but any other commands that break a code of ethics may be accomplished. This option may be used to instill a long term command, and will remain in effect for one day per level of the character. The victim may continue to act normally until the conditions of the command are met. The character will then act upon the command to his full ability. This option requires the Mentalism skill. All rolls for initial control use a contested Willpower check versus the Mentalism skill of the character. Victims that suffer repeated commands by the same controller suffer 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 that successfully resist the command automatically recognize the attempted mental attack and the perpetrator. Victims that fail to resist will not remember the command after it concludes unless the character desires. - 33 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers Upgrades - 30pts The command must be executed during the current scene. +5pts +30pts

Additional 10 feet of range. The command may be delayed by up to one week per level of experience. +50pts The command may be delayed by up to one month per level of experience. +60pts Victims must roll Awareness to notice the attempted command. +100pts The command may include any action desired by the character. +100pts The command may be delayed by up to one year per level of experience. +100pts The victim must roll ¼ Awareness to notice the attempted command.

Control Animal The character can control any one animal within a 50-foot range until the end of the scene. Normal animals have no chance to resist. Animals being controlled by another or familiars may resist with a contested Willpower of the current controller versus a Mentalism skill check. Intelligent animals may use their own willpower to resist such a mental violation. The character may also increase the Menagerie resource above six if so desired. The Mentalism skill is required for this option.

thumb is a 1 cubic foot volume per phase. The maximum base range of elemental creation and manipulation is twenty feet. The elements created will remain until destroyed or eliminated normally. Moderate control over an element can be used to shape the direction a fire burns, create waves in water, move earth around to suit, and other minor effects. An effect that requires manipulating a large area, with great force, or is especially unnatural to the element requires Major control, which is an upgrade available to all of the Control Element options. The available elements that can be purchased are Air, Cold, Earth, Electricity, Fire, Metal, and Water. Each has a specific attack form, additional upgrades, and unique abilities available. All ranged attack forms have an 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: -30pts Character cannot create the element but can control it. +5pts +30pts +50pts +75pts

Increase maximum range of attacks, creation, and manipulation by ten feet. PC gains Resistance to the specific element chosen. Only requires one action to control or create element instead of a full phase. Major Elemental Control.

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

Specific Forms:

+5pts +30pts

Air

Increase range by 10 feet. Remains in effect for 1 day per level of experience. +45pts Can control a small pack of animals up to five. +50pts Remains in effect for 1 week per level of experience. +90pts Can control any number of animals within range. +100pts Extended range of one mile per level of experience.

Control Element Each of the various elements is a separate option and must be purchased individually. This option also requires the Control skill. Each option allows the character to create a small portion of the element each phase and have a moderate control over any amount currently in the area. The exact amount that can be created is entirely in the GMs hands but a good rule of

The controllers of the element of Air control one of the most basic requirements to human life. They can create pure oxygen, control the movements of wind patterns, and even alter the pressure of gases within range. They also have control over mists, fogs, and certain other weather phenomenon. They can attack with concentrated bursts of air designed to topple or injure their opponents. This ability requires the skill Ranged 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. Air Upgrades: +30pts Concealment Mist. Creates enough mist to fill a 10’x10’ area. The character is completely concealed and can only be detected by nonvisual means or Heat detection. The character can have the mist move with them at a Walk.

- 34 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers +30pts

+60pts +90pts +90pts

+90pts

Create a 10’x10’ area of compressed air that will lessen the impact of all missile weapons. Acts as a PV 15 wall that can absorb any amount of injury before breaking. Characters attempting to pass through must roll a contested Strength check against the character’s Control skill. Wingless Flight Control Element - Cold Transform into a creature of mist. Character is effectively phased and cannot harm or be harmed by normal means. Creatures of mist cannot suffocate a victim. Weather Control

Cold Very similar to that of Air and Water, Cold deals mostly with temperatures and ice. The character can manipulate the forms of ice and snow within his immediate area, shaping the area, burrowing out tunnels or collapsing snowdrifts onto others. They can also create chunks of hard ice to injure their opponents. This ability requires the skill Ranged Strike and deals 2d10 + 1/10th skill in injury. Cold Upgrades: +30pts Freezing Aura. Creator can affect a 10-foot radius around himself. Everyone within this area must roll Health or suffer a penalty of five times the creator’s level of experience to all rolls and suffers 1 IP per round. A successful Health roll, resistance to cold, or warm clothes will negate this effect. +30pts Create Ice weapon. The weapon can be of any shape the creator desires. The weapon requires the appropriate weapon skill to use and will always inflict 3 / 6 / 9 / 11 / 13 / 16 / 19 / 21 / 23 / 26. It may be further upgraded using the Natural Weaponry upgrades. The weapon will melt in 1d10 + level rounds if away from the creator. +45pts Ice Board. Creates a pathway of ice underneath the character that will allow travel up to 30 miles per hour. Only the creator can ride it with impunity, all others must roll Agility or fall 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 100 points of injury before it shatters. The creator may choose its exact shape. If used to encircle a larger target, multiple ice walls may be required or multiple actions to create larger ice walls. +90pts Control Element – Air. +90pts Control Element – Water. +90pts Transform into Ice Form. This form will grant a natural PV of 15, is immune to all light based

weaponry, and has an automatic immunity to cold-based attacks. Fire and heat based weapons automatically deal critical hits. Attack forms that do not use the critical hit table deal double injury.

Earth The element of Earth is a very strong and stable form. The ability to cause very local earthquakes, create tunnels through the earth, and modify stone shapes may 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 20 foot area. Everyone within the range of this miniquake must roll a contested Agility versus Control skill roll. Failure will drop the victim to the ground. Earth Upgrades: +25pts Attribute Boost of Supernatural Strength. +30pts Tracking. As long as the terrain remains earth and rock the character can track someone without difficulty. If the trail is broken by asphalt, concrete, or water then there is a cumulative 5% chance per five feet of distance that the trail will be lost. +30pts The character has an uncanny feel for the shape and nature of the land. They will instinctively know the physical terrain for one mile per level of experience. +30pts Create Stone weapon. The weapon can be of any shape the creator desires. The weapon requires the appropriate weapon skill to use and will always inflict 3 / 6 / 9 / 11 / 13 / 16 / 19 / 21 / 23 / 26. It may be further upgraded using the Natural Weaponry upgrades. +30pts Stone Meld. Character can meld into stone and travel through it at a rate of 30 miles per hour. This must be natural earth or stone not concrete, asphalt, or other man-made materials. The maximum speed can be increased by 10 miles per hour for every additional 20 option points. +250pts Stone Form

Fire It is Mankind’s constant threat and companion. The character can create small amounts of flame, fan small flames into larger flames, and direct the course of the burn as it travels about. The character can create mini-fireballs that fly from his mouth, hands, or eyes. This ability requires the skill Ranged Strike and deals 2d10 + 1/10th skill in injury.

- 35 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers Fire Upgrades: +15pts Allows the Immolate upgrade to be used one additional time per scene. +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 flame in normally impossible environments. The character can create or maintain flame in airless void or even underwater. +90pts Transform into Fire Form. This form will inflict 1d10 injury to everything it touches each round. In addition the character can fly at 15 mph, and becomes immune to all injury from Fire or heat based sources. Cold and ice based injury will automatically deal critical injury. The character requires a supply of free oxygen in order to enter this form. +150pts Gift of the Phoenix. Character becomes Immortal with the ability to come back from the dead after one week. The player must choose one way that the character can be permanently killed. This method may not be too uncommon or rare.

Electricity & Lighting

+90pts

through another person both individuals suffer 5d10 + 10 injury. Magnetic Manipulation

Metal This element is more of an ability to shape and form metals of all kinds. While unable to alter the atomic level of the substance, the controller can pull different metals out of an alloy and then remix them into the original form. The shaper has nearly complete control over the eventual form of the metals and can even use them to create a small amount of any normal metal. Radioactive metals cannot be created with this option. Complex devices are not possible unless it is entirely fashioned from metals and the character successfully rolls in each appropriate Knowledge or Technical skill required. Metal Upgrades: +90pts Metal Form

Water

Electricity control is not the subtle manipulation of electronics and high technology. It is the harnessing of lightning, the manipulation of one of nature’s most potent and beautiful forces. Characters with this option can create a large jolt of electricity that can be used to deal 2d10 + 1/10th skill in injury to another person. This ability requires the ranged strike skill and will inflict additional injury based upon the amount of metal currently being worn or carried by the victim.

Water is the element of life. Without water nothing on the planet Earth would continue to survive. In the appropriate circumstances this elemental control form can be the most powerful. Water can destroy rocks or metal. Water can wash away even the strongest of opponents. Controllers of this element can create a cubic foot of pure water out of nothing each phase. With a plentiful supply of water: a pool, lake, or even ocean they may be unstoppable. The character can create a stream of high-powered water that can injure or push a victim backwards.

See the section on Specialty Attacks in the rules chapter. The strike also has a percentage chance equal to the amount of injury dealt to short out any non-hardened electrical equipment. Characters can sense the presence of large amounts of electrical energies, electromagnetic fields, and other crude forms of electricity.

This ability requires the skill Ranged Strike and deals 2d10 + 1/10th skill in injury. If the knock-back option, from Energy Strike, is selected then the victim must roll Strength with a penalty equal to the amount of Injury that would have been inflicted. The victim is knocked back one foot for every 2 points of failure.

Electricity Upgrades: +90pts Transform into Electrical Form. This form is immune to all normal attacks. It also cannot stand still for more than one phase without a Willpower roll. It can move extremely fast, approximately one 1000 feet per phase, or even faster if traveling by power cables. Unfortunately traveling this way through conduits is a one-way trip as the character burns out the cabling as he goes. Traveling above ground can be dangerous; if the character travels

Water Upgrades: +15pts Can walk upon water. Fighting or faster movements require an Agility roll each phase to avoid slipping into the water below. +30pts Can move normally upon water. +45pts Water-born. +90pts Transform into Water Form. This form is entirely indistinguishable from normal water and can alter its shape into any form. Normal weapons will inflict no injury to the Water Form. Fire and heat will inflict automatic critical injuries or double normal injury. The water form will also receive 2d10 injury for

- 36 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers every round spent outside of water. The Water form does not require any oxygen and is immune to all depth pressure.

Control Emotions This option allows the character to manipulate and control the emotions of one victim. They may engender love, hatred, lust, friendship, tenderness, fear, or even disgust. This option is one of the subtler of the mind control options available, and most victims will not even realize that it has been attempted. They will never act contrary to their beliefs or personal self-interest. The victims may attempt to resist initially with a contested Willpower check versus the Mentalism skill of the character. Victims that succeed in resisting may roll a contested Awareness versus the Mentalism skill of the character to notice the intrusion. Those who succumbed to the option will either not notice the change or will explain it away. This option will remain in effect for the rest of the scene, and has a base range of 20 feet. Upgrades: +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. Victims may roll a new willpower check each day to resist. +30pts May attempt to sway up to five individuals plus 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. +90pts Hypnosis. +100pts May attempt to sway a large crowd simultaneously. Maximum of fifty individuals plus five per additional level of experience.

Control Machines A character with this option can mentally control and manipulate any one simple device in range. Requiring the Control skill the character has a range of 20 feet. Machines that incorporate simple mechanisms such 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.

Upgrades: +5pts The range of this option is increased by 10 feet. +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 down a corridor or a stapler could move along a table stapling all the while. This upgrade requires the Telekinetic Control skill. +30pts Character can use machines with more complicated mechanisms and controls. An automobile or plane could be driven or flown by the use of this upgrade. The character must still understand the machine and how it operates. +30pts The character instinctively understands the use and repair of any machine in range. The character understands any required skills to use the machine. Character uses the Control skill rating instead of any applicable skills. +100pts Character can possess any machine. Upgrades for the Possession option may be purchased for this upgrade. Sentient computers, robots, and similar devices may attempt to resist using a contested Control versus Willpower roll.

Control Plants This option gives the character the ability to control plants and grant them the ability to move in ways not normally possible. When under the control of this option, plants can attack, entangle, and otherwise harass other characters. If the plant is not rooted into the ground then they may even move 15’ per round. Small plants and shrubberies have physical attributes of 30 each. Medium sized plants have physical attributes of 60 each. Large plants have physical attributes of 90 each. Plants larger than that will be determined by the GM on an individual basis. Plants will 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. Upgrades: +5pts Each plant has an additional 5 points in physical attributes. +10pts One additional plant may be animated simultaneously.

- 37 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

Crystal Creation

Cybernetic Implants

This is the ability to create small gems that contain differing powers. Each crystal can contain one individual ability or power. Select up to 80 option points of abilities that can be imbued into the crystals. Additional option points may be spent to increase the abilities of these crystals. These powers should be bought at the lowest available cost according to Hero Type. Crystals will remain in effect for the rest of the scene unless the option normally has a longer duration. The character can create and concurrently maintain two crystals plus one for every additional level of experience. The crystals cannot harm their creator or other crystals fashioned by the same person. One crystal can be erected in a single action. Requires the Control Skill.

This option allows other technological devices and options to be surgically implanted into the character. This option is very similar to the Gadget option but only grants 35 Option Points for purchasing additional options. These options fall under the Cyber cost listing for options. These options should have technological explanations for how they work, and their appearance should match. Characters with the Cyber Hero Type may choose to purchase options without the potential for destruction and simply describe them as cybernetics. This option may never have a cost under one after all of the options and upgrades are purchased. Brain affecting implants that increase skills and allow access to machines are listed under the Direct Neural Interface option.

Upgrades: +15pts One additional crystal that can be created simultaneously. +15pts Light crystal / flashing (up to 35’ by 35’ in illumination) +30pts Tracking crystal set. +30pts Create unbreakable crystal weapon. Injury dealt is equal to the weapon created, but larger weapons require 2 crystals. +30pts Audio / Video crystal set. +45pts Immobilize +50pts Options remain in effect for the character’s level of experience in hours. +50pts Create defensive screen. 5’ by 5’ wall that can absorb 100 points of injury before it shatters. The creator may choose its exact shape. If used to encircle a larger target, multiple crystals may be required or multiple actions to create larger crystals. +100pts Options remain in effect for the character’s level of experience in days.

Cybernetic Implants cannot be lost, but they do have the potential of being destroyed. Whenever a character suffers a called shot to an area with a cybernetic implant there is a 10% base chance of temporarily disabling the implant. The total amount of injury suffered by the location increases the chance of malfunction by an equal chance. I.e. 15 points of injury suffered after armor and options are applied increases the base 10% chance to a 25% chance. If the implant is disabled then there is an equal chance of the item being destroyed. Supernatural creatures, masters of magic, and psychics may not desire selecting this option. Most cybernetic implants reduce the effectiveness of supernatural powers, spells, and psychic abilities. Some GMs may choose to ignore this rule and allow these characters to select cybernetic implants freely, but players should ask the GM about his campaign setting. See the section on cybernetics under the Optional Spellcraft Rules for more information. 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 -5pts

-1pt +1pt

+1pt

All implants are covered in synthetic skin. An Awareness roll or touching the location will reveal the truth. 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. All implants have a 1% greater base chance for the purposes of disabling and destruction. 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. Character may incorporate a simple and

- 38 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

+1pt

+2pts

+2pts +3pts +4pts

+5pts

+5pts

+10pts

common device that is available for purchase into his body. Examples of such devices include radio transceivers, common tools, cell phones, mp3 players, video monitors, DVD players, and PDAs. Tiny Storage Compartment. This can be located anywhere on the character and has 1 cubic inch of storage. Character may incorporate more complicated or less common devices that are available for purchase into his body. Examples of such devices include laptop computers, Geiger counters, seismic monitors, chemical analyzers, and lock picks. Small Storage Compartment. This can be located on any limb and has twelve cubic inches of storage. Medium Storage Compartment. This can be located in larger limbs and the torso only. This area has up to 20 cubic inches of storage. Large Storage Compartment. This can be located only in the torso and has up to 30 cubic inches of space. The GM may allow larger compartments for this same cost, but keep the size of the character in mind when removing body mass for storage space. Cybernetic options are actually biological in nature. Short of a medical exam there is no possibility of detecting the bio-modifications. This upgrade should not be selected if technological devices are implanted in this option. Implants are more attractive and stylish. They may have been chromed, have pretty blinking lights, neon, shift colors at random, or may just be made by the latest designer. Cybernetic Implants are shielded against Electromagnetic fields and attacks.

Danger Sense This is the inborn ability to know a dangerous situation is about to occur a split second before it does. While not able to entirely prevent it from occurring the character responds much faster to the current crisis. The character can never be surprised in combat, always counts as having the potential to have Full Defensive Tactics, and may generally use a full attribute roll in a reflex situation. Upgrades: +15pts Character must roll initiative individually from the party. He gains a bonus of +1 to initiative rolls. +30pts May include one additional person in this awareness. +150pts May include the entire party in this awareness.

Darkness In the comic universe, darkness is far more than the simple absence of light. It carries a negative energy, an ability to suck the light and life from a room. This option follows that philosophy and abandons basic physics at the door. The character with this option may drain the light from any 20 x 20 foot area. Any normal light source introduced into the darkness will be absorbed. Any magical or unnatural light source may penetrate the darkness with a contested willpower roll. The GM may wish to modify this roll due to time of day, ambient outside light, or supernatural presences. The character can always see within their own sphere of darkness. Requires the Control Skill. Upgrades: +25pts Night Vision +30pts Impenetrable Dark. No light source can penetrate this darkness. +30pts 50’ x 50’ area. +55pts Cloak of Night +60pts Life Drain +60pts 100’ x 100’ area.

Death This option allows the character to kill with a touch. The exact manner of death will vary wildly based upon the theme of the character and the other options possessed. Some common methods and their required skills include: telekinetically stopping a person’s heart or severing an artery (Telekinetic Control); scaring someone into a cardiac arrest or increasing the activity of the brain until their brain hemorrhages (Mentalism); draining their life essence or projecting pure death into their mind (Control). All of these possibilities are indirect, noninjury 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. Victims may resist their demise with a contested Health or Willpower roll (as appropriate to the method of murder) against the appropriate skill of the character. Depending upon the manner of murder, the Game Master may require both a contested Willpower and Health rolls. This should be done with illusionary or fear induced methods. If the victim resists, they will still suffer 1d10 points of injury. If the victim fails then they will slip into a short lived coma. This coma will last one full round. Unless medical attention is applied immediately the victim will expire. Upgrades: -50pts Character must maintain contact for one full phase. The victim will receive a contested willpower roll to attempt to escape or defend - 39 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

-30pts +25pts +30pts +50pts +50pts

from the character. Failure will paralyze the victim. Only an outside force can separate the victim from the murderer. Coma will last for 1/10th the victim’s Health in rounds. Character will inflict an additional +1d10 injury even if the victim resists. Coma will last for only one phase after the attack. The option has a base range of ten feet. Additional range may be purchased at a rate of ten feet for twenty option points. 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 resist they cannot be healed by any means: spells, options, natural, or even divine. Only the character or someone else with this ability can reverse the effects. The Game Master may allow additional methods of reversing this dire condition, but they should be perilous and very rare. Character may opt to select this upgrade in place of the standard death ability. In this case the upgrade costs no additional points, but the character cannot instantly kill his foes.

Death Tell Characters with this option can see the last few moments of a victim’s life by touching the head of the corpse. In addition the character automatically knows the cause of death. There is a limited window of opportunity for the character to use this ability. Once the character’s experience level in hours has passed then the soul has been departed for too long and this ability is useless. This option requires the Death Tell skill. Base range for this option is touch and the victims head must be present. This option is commonly taken by criminal investigators and priests of death. Upgrades: -20pts The character cannot witness the last few moments of life, but still automatically knows the cause of death. -15pts The character must arrive during the same scene as the death occurred to use this ability. +15pts

+30pts

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. This option now has a base range of 20 feet. Additional range can be purchased at a rate of

10 feet for 5 option points. The character has up to one day to activate this ability. +50pts The character has up to one day per experience level to activate this ability. +50pts The character only needs a small portion of the victim’s body at the time of death to attempt a reading. +80pts The character has up to one week per experience level to activate this ability. +100pts The character has up to one month per experience level to activate this ability. +30pts

Deflection This option enables the character to ward off ranged attacks. The exact method of deflection should be based upon the character’s other options. For example mystical knights may use a sword to parry and deflect bullets, while a telekinetic would use their psychic powers to defend themselves. Each character’s version of this ability should be unique to them. The character may roll contested Full Defensive Tactics versus the strike roll for each ranged strike or burst that has the potential to strike him. Attacks with areas of effect can never be deflected. Each attempted deflection requires one normal or reflexive action. Upgrades: - 30pts Requires a specific item to use this option. Without this specific item the option is useless. The GM may allow the PC to bond with another item if the focus is ever permanently lost. +30pts

+50pts

The character may attempt to deflect ranged strikes back at the attacker or another target. The character must successfully deflect the strike before rolling a Ranged Strike against the new target. If the method used for deflection 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 entire attack. This redirected attack will always require one action, even if the deflections do not. May deflect any number of attacks per round without the use of additional actions.

Destroy Undead This option is a very powerful weapon against the walking dead and requires the Destroy Undead skill. Often taken by priests of death and those who are

- 40 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers constantly besieged by undead, this option stokes the character’s rage into a searing blast of energy. This blast of energy requires a contested Destroy Undead skill versus the Willpower of the target undead. A successful blast will inflict 1d10 for every experience level of the user plus 1d10 plus 1/10th the character’s 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.

Upgrades: +5pts Increases the base range by ten feet. +20pts Bonus of +5 to the contested Destroy Undead roll. +25pts Increases the base injury inflicted by 1d10. +30pts One additional undead creature can be affected simultaneously.

Detection This option allows the character to sense one specific type of item, material, creature, event, or person. The character must generally focus his concentration to activate this power but the GM may determine that a large enough quantity is available for the character to sense without asking. The base range of this option is 50 feet, but will not require a line of sight with the target in most cases. Some creatures or items may be able to mask their auras. The exact mechanism and the difficulty applied to an Awareness roll, to overcome the masking, must be determined by the GM. This option requires the Extra Sensory Perception (ESP) skill. Upgrades: -15pts The target realizes and can sense the character as well. Only available for sentient targets. +15pts +30pts +50pts

Increases range to 100 feet. Range is increased to 150 feet. Range is increased to 500 feet.

Devoted Student Characters with this option have either spent more years in school or had more classes per semester. This option requires the College Education level and grants an additional 60 Education Points. This option does not allow characters to spend more than 50 Education Points on a single skill; the Higher Education option is required for that intention.

Upgrades: +4pts Character receives a bonus of +5 Education Points. +45pts Higher Education.

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 before it is taken. Very simply it allows the character to travel through the dimensional barriers. Since there are an infinite number of alternate universes the character has an extreme amount of knowledge, technology, magic, and resources at his fingertips. Escape from pursuit is simple, travel to another dimension, and wait a bit. Once the 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 Translocation skill. Upgrades: -30pts May only travel between known dimensions. -30pts May only be activated once per day. +30pts

Transport any number of people that are touching each other. +50pts Create a 5’ x 7’ dimensional gateway that lasts while the character concentrates. +60pts Can create, control, and enter an extradimensional space. This space is outside all dimensions and is under the complete control of the character. The size of this space is immaterial and anything created within will only exist inside this space. +90pts Create a 15’ x 10’ dimensional gateway that lasts while the character concentrates. +150pts Select Landing Coordinates anywhere in the target dimension.

Diplomatic Immunity The character is a diplomat, aide, or other notable working for another government. In friendly countries the character will be immune from prosecution for minor offenses, and will suffer only extradition for major crimes. This option requires an Influence: Diplomatic resource of three or higher.

- 41 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

Direct Neural Interface (DNI) This option is the direct connection between a human and a computer. Most characters use an external DNI, but some psychics, comic book heroes, and unnatural creatures send their consciousness directly into the computer. People who directly “jack” into weapons, vehicles, or other technological devices will also require this option. Most modern day chronicles will require a minimum Information Technology resource rating of six or higher. In addition to the benefits of instantly communicating with a computer, the DNI will give bonuses to all of the linked devices. Further benefits of the DNI will be explained in later source books on computer science. All forms of this option require direct physical contact with the device. Upgrades: +15pts EMP shielded. +15pts Cybernetic Computer. Purchase Information Technology resource separately for this computer. +30pts +1 bonus to initiative with DNI. +30pts Wireless. Can access a linkable device within 10’. +30pts Skill-ware. Character may select one skill to store inside the DNI. Such skills use either the Computer Science skill of the character or the level of proficiency programmed into the chip.

This option requires that the character follow the primary beliefs of the majority. If most people do not believe in magic, then the character may attempt to disbelieve spells cast in his presence. If superpowers aren’t known by the general populace then the character may attempt to disrupt those superpowers. The primary viewpoints for this option include Technology, High Technology, Ultra Technology, Low Magic (under 100 skill), High Magic (over 99 skill), Superpowers, and Psychic Powers. Most skeptics will have multiple items that they do not believe in. If the character ever fails a contested roll for disbelief the player must attempt to create a semi-plausible rationale for the event or item in question. If the player cannot then the character permanently loses 1d10 points of sanity.

Disease This option can inflict a non-magical disease upon a victim once per scene. The victim must be within touch of the creator. The victim may roll a contested Health versus Control skill of the creator to resist infection. Retain the roll of the creator if successful. This is the virulity of the disease. The disease will require one day for incubation in the afflicted character: only then will the effects be felt. Most diseases are debilitative, and will reduce the skills and attribute rolls of the victim by ten times the experience level of the creator. In addition the character will suffer temporary health losses equal to 1/10th the creator’s Control skill for every week of sickness. This health loss will recover once the disease has been eliminated from the character’s 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.

Disbelief This character is the ultimate skeptic. The character has the ability to eliminate the effects of anything that does not fit their particular world- view with a contested Willpower versus Control skill roll.

+30pts +30pts

Character can attempt to infect any number of individuals per scene, but each individual can only be infected once per scene. Effects will remain for 1 week per level of experience.

- 42 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers +30pts +30pts

+50pts +50pts +50pts +50pts +50pts +100pts +100pts +150pts +200pts

This ability now has a range of 20 feet. Additional range can be purchased at a rate of ten feet for five option points. Disease does not require a live host. Objects and foodstuffs can be diseased. The disease will remain active for one hour per experience level of the creator. Any who touch the object must roll to resist disease. Disease is airborne and does not require physical contact to infect others. Effects will remain for 1 month per level of experience. Disease is immune to magical or supernatural healing. Disease requires modern or better medical skills to treat. Character is immune to all diseases. Effects will remain for 1 year per level of experience. Disease requires high-tech or better medical skills to treat. Disease is permanent once contracted. Health rolls will simply negate its effects for one week. Disease requires ultra-tech or better medical skills to treat.

Disguise While anyone can use make-up, latex, and wigs to alter their appearance this character does not require any superficial accouterments. This option cannot change the height, sex, or the species-race of the character, but can change facial features, skin tones, hair color, eye pigmentation, and other superficial features. Moles, rashes, and other blemishes are easily within the power of this option. To create a new persona rarely requires a skill roll, but mimicking a specific person does. This option requires the Body Modification skill for broad manipulation and Disguise for mimicking others.

Dream Weaver Characters with this option have the ability to mentally project themselves into the dreams of others. The sleeping individual must be within 20 feet of the character, but does not have to be in REM sleep – this option will induce that state. This option requires the Mentalism skill and the subject gets an automatic contested Awareness versus Mentalism to notice the intruding character. If the subject subconsciously realizes that the intruder is present, they may force a contested Willpower versus Mentalism skill check. A failed roll will eject the intruding character. Once safely inside, the character can alter the dreams of the subject with Mentalism skill checks. Less intrusive changes will only require a simple roll. More complicated or involved changes may require a penalty to the skill, a contested skill check versus the subject’s willpower, or both. Anyone inside the dream can attempt a ¼ Willpower check to alter the current dream environment. All individuals can suffer injury while inside the dream, but such injuries are actually inflicted to the Sanity Points of the victim. They will still seem to the victim as 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 dreamer loses all of his Sanity Points, all other participants lose 2d10 Sanity points as they are forcibly ejected from his mind. Anyone ejected may attempt a Willpower roll to avoid the Sanity loss. Upgrades: -15pts Character with this ability must also be sleeping or unconscious to activate the option. +5pts +5pts +15pts +30pts

Distance Vision Allows the character to see twice the distance of normal day vision with perfect clarity. The character can apply all applicable visual powers and abilities to this new range.

Upgrades: +15pts 3 times normal vision. +30pts 5 times normal vision. +45pts 10 times normal vision. +60pts See 1 mile with good clarity.

+30pts

+30pts

Range is increased by 10 feet. Character can instantly fall asleep with a successful Mentalism skill roll. One additional sleeper within range may be drawn into the dream realm. Character draws victims into a separate dream realm of his choosing. This option is required to affect more than one individual. Victims still receive the contested Willpower roll to resist transference, but do not receive the Awareness roll nor the ability to halt complicated changes to the environment. An awake victim may be lulled to sleep by a contested Willpower versus Mentalism skill check. Drugs, options, and other stimulants may prevent this ability or grant a bonus to resist. Sleeping characters with this upgrade may astral travel from dreamer to dreamer. Dreamers can not be separated by more than one mile from each other. Dreamers that are simply used as a

- 43 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

+30pts

+50pts +50pts

travel path cannot resist this. Those that the character stops to observe may resist normally. Each hop requires one minute of seeming travel as the character passes through various mindscapes. Sleeping characters with this upgrade may physically enter the dream realm. All injury suffered by such a character is treated as normal injury points, and any loss of Sanity Points due to ejection is treated as Injury Points. Any number of sleepers within range may be drawn into the dream realm. Characters may astral teleport directly to a known sleeping individual. The sleeping individual must be within one hundred miles per level of the character.

-30pts

Unable to control duplication. Creating or absorbing a duplicate requires a full WIL roll. Times of stress may require a WIL roll not to duplicate themselves accidentally.

+30pts

Duplicates remain for one day per level of experience. Can absorb duplicate up to 1000 feet away. Duplicates remain for one week per level of experience. Can absorb duplicate up to one mile away. Up to ten duplicates may exist at any one time. Cumulative penalty of only 5 per duplicate. No time duration of duplicates. Can absorb duplicate at any distance. Any number of duplicates may exist at any one time. No cumulative penalty on skills or attributes. Retains all of the equipment and powers of the original.

+30pts +50pts +50pts +50pts +60pts +100pts +100pts +150pts +150pts +200pts

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 option requires the Body Modification skill. Each duplication requires the full concentration of the character for one entire round. A duplicate within 100 feet may be recalled back into the original body at will, otherwise the duplicate will return at any range after 24 hours have passed. When a duplicate is returned to the original, all injury and other ailments will be transferred to the original. If the duplicate had 10 points of injury and the flu, then the original will also suffer the injury and the flu once reabsorbed. This absorption will never lower a character below one injury point. If a duplicate is ever killed, the original must successfully roll ¼ Willpower or be catatonic for one full hour. Characters may create up to four duplicates of themselves. Each duplicate will have the identical 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 values, beliefs, and motivations. Players may never use the duplicate to gain additional unwarranted experience for the original.

Upgrades: -15pts The duplicates have different personalities than their creator. While most are exaggerations of certain qualities possessed by the original, some may be extremely different.

Eidetic Memory This option gives the character the ability to remember anything they have ever seen. Be it a picture, a document, or even a scene from their own past they have amazing powers of recall. If the character could remember a fact or detail from a previous game session then they simply remember it. All Intellect based skills gain a bonus of +10. If the piece of knowledge is a major part of the character’s background then they simply remember it. Characters must purchase the Memory resource to remember things that may or may not be part of the character’s background or game experience. Upgrades: +20pts. Eidetic Memory includes anything heard as well. +20pts. Eidetic Memory includes the sense of smell and taste. +20pts. Eidetic Memory includes tactile sensation.

Empathic Healing This option allows the character to take the injuries of others onto themselves. With a single touch, 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 HEA each round. It does however add to the accumulated injury total, which does NOT heal at the accelerated speed. The character must take the Empathic Healing skill.

- 44 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers Upgrades: +15pts Able to absorb poisons and toxins. Lower the effect level by one, but the healer automatically suffers type one effect for ½ the normal duration. Injury dealt from injury dealing poisons regenerate at the accelerated speed. +15pts Able to add an additional 1d10 to the amount absorbed if desired. +30pts Character can absorb injury at a range of 15 feet. Additional range can be purchased at a rate of 5 feet for every ten option points. Character must always be able to clearly see the wounds to be absorbed. +30pts Injury points taken by the healer are NOT added to the injury point total for accumulated injuries. +30pts The healer can make one last minute attempt to save a victim from death. This can only be attempted once per minute and will return the victim to 10 injury points. The victim will remain comatose for 1d10 hours and cannot be healed further by any unnatural means. Time is the only thing that can return the victim to good health. The healer absorbs all of the remaining injury in one sudden burst. If this would normally drop the healer to less than 1 injury point, leave the healer at 1 but all additional injury is doubled and added to the accumulated injury total. +45pts Able to absorb recently sprained or broken limbs and other critical injuries. Only wounds that are recent may be absorbed. If a wound was inflicted within the character’s level in days then they may be absorbed. The empathic healer suffers all of the normal effects for 1 day while the wound heals. +45pts Able to absorb normal diseases from victims. Healer will suffer the effects for 1 week. Some diseases at the GM’s discretion may be nontransferable and will simply infect the healer.

Energy Absorption This option allows the character to absorb any form of non-living energy from machines, energy based options, weather effects, and other sources. Characters can never draw upon life energy using this option. Requiring the Control skill, this option has a range of 20 feet. Drawing from an inert source requires a normal skill roll. Drawing energy from an option being directed near the character will require a contested Control skill versus the applicable skill of the other option. With a successful skill roll the character can absorb up to 2d10 + 1/10th the Control skill of the character in injury. Other storage mediums and devices can also be drained. Small batteries and machines can hold a maximum of 5 IP worth of energy. Medium devices such as laptops and car batteries can hold up to 10 IP worth of energy. Energy weapons have 5 IP worth of energy per use or blast. Larger devices must be determined on a case by case basis by the Game Master. Characters can hold a maximum charge equal to their Health attribute. Characters can use the absorbed energy to power energy based options, bleed off harmlessly at 1/10th the Control skill per action, or heal personal injury at a rate of two per point of healing. Upgrades: +5pts Range increases by 10 feet. +15pts Character can absorb an additional 1d10 IP worth of energy each activation. +15pts Character can recharge energy storage cells with stored energy. +30pts Character can use two stored points of energy to refresh one point of any personal drain. +30pts Character can boost the effects of Energy Strike with stored energy. Every five points of stored energy that is included into such an attack increases the inflicted injury by one. +30pts Characters self-healing rate is increased to one point of healing for every five points of stored energy. +50pts Storage capacity of the character is now equal to twice the character’s 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 them. The psychic cannot control emotions with this option. This option requires the Mentalism skill and is tested against the ¼ Willpower of the target.

Upgrades: +50pts Mind-skimming +75pts Control Emotions +100pts Telepathy

Energy Strike A very basic short-range energy based attack. However, the same basic attack can be increased with quite a few upgrades to create a very powerful weapon. 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 by a blast of telekinetic force or some similar phenomenon. The effective range of this option is thirty feet, with a maximum range of fifty feet, and a penalty of -20.

- 45 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers Upgrades: - 15pts Range is touch and will affect 1 target or 6” diameter. - 15pts Requires a physical object to be thrown to deal the injury. The player may choose the item, but once the item is chosen it cannot be changed. Instead of Ranged Strike use the Thrown Weapons skill instead. Range varies by the weight of the chosen object and the strength of the character. +5pts Adds one additional point of injury to the total amount inflicted. +25pts Adds one d10 to injury inflicted.

Specialty Attack Forms +15pts Air, Electricity, Fire, Ice or Water Form. See Specialty Attacks in the rules section for more information. +15pts Stunning. See Specialty Attacks in the rules section for more information. +15pts Pain. The attack deals injury as normally. In addition, 1/10th of the injury is treated as a penalty to all additional rolls attempted by the victim. Further strikes are not cumulative, but the highest level of pain will be retained. The pain will last for 1d10 rounds plus the level of the character. +15pts Knock-back. Deals injury normally. The character will be knocked back five feet for every twenty points of the total injury inflicted 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 weight. Small characters such as goblins or faeries suffer a further penalty of –20. If the check fails critically then the victim is knocked back and thrown to the ground. +30pts Laser Form. See Specialty Attacks in the rules section for more information. +30pts Blindness. The strike deals no injury to the victim. Instead the victim must roll Health with a penalty equal to the amount of injury inflicted. If unsuccessful the victim will be blinded for 1d10 rounds plus the level of the character. Critical failures will double this duration. +30pts Armor Piercing. Armor Piercing to soft armors. +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. +60pts Armor Piercing. Armor Piercing to soft and hard armors with less than 25 PV. +60pts Can fire short or medium bursts. +90pts Can fire short, medium, or long bursts.

+100pts Disintegration. See Specialty Attacks in the rules section for more information. +100pts Armor Piercing. Armor Piercing to soft and hard armors with less than 50 PV. +150pts Armor Piercing. Armor Piercing to soft and hard armors with less than 100 PV. Range +5pts

Add five feet to the maximum range of this option. +25pts Add thirty feet to the maximum range of this option. +60pts Add eighty feet to the maximum range of this option. +100pts Add two hundred feet to the maximum range of this option. Area of Effect +15pts 5ft by 5ft area +15pts Cone. Creates a cone of energy that explodes outwards away from the caster. The cone has a maximum range of 10ft and will hit a 10ft spacing at maximum range. +30pts Darts. Creates 1 Dart for every experience level of the caster. Each dart deals the base injury. +30pts 10ft by 10ft area +45pts 15ft by 15ft area +60pts Explosive. The blast point and the surrounding five feet suffer full injury. Reduce the injury taken by ¼ for every five feet thereafter.

ESP (Extra Sensory Perception) Grants the character unnatural abilities to sense beyond the natural range of the five senses. This option requires the ESP skill and allows the psychic to select the sense aura skill. In addition the character will suffer prophetic dreams at the GMs whim, and be able to sense strong memories and emotions from items and places. They can sense the presence of hidden and astral creatures as well as relying upon flashes of intuition about people, their motives, and abilities. Some psychics can even sense possessing entities, life forces, and inter-dimensional chaos. It largely depends upon the character concept, the current situation and the mood of the GM. This is a very flexible power, and is entirely determined by the GMs whim.

Everyman This option requires the Mentalism skill. Characters with this option can mimic a skill possessed by anyone within 50 feet. The character may use the skill percentage of the target, up to their own level of skill in

- 46 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers Mentalism. They cannot use more skill than the target has, nor can they use more than one skill at any one time. Victims of the slight psychic intrusion will only notice with a ¼ Awareness check. Aware victims may attempt to resist with a contested ¼ Willpower check. While unnatural skills may be borrowed with this power, it does not grant the option required to use the power, any spells possessed by the target, or any additional talents. This option is extremely useful when attempting to infiltrate a very skillful circle of professionals. Upgrades: +30pts Increases range to 100 feet. +30pts Borrowed skill may last up to 1 hour after leaving the target’s range. +60pts Increases range to 500 feet. +90pts The character may borrow one additional skill simultaneously.

Wealthy, or Well Connected options are required for that intention. Upgrades: +7pts Character receives one additional point to allocate between resources. +50pts Character receives eight additional points to allocate between resources.

Faith This option is the rock solid belief in a greater power to watch over mankind. Grants the character the ability to learn the skill Banishment. The character also develops a feeling of unease around evil extra-planar 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 cannot be raised beyond the racial maximum limit. This is determined by the racial attribute bonus + 90. Standard humans cannot go above a 100 in any attribute. Characters cannot combine Exceptional and Supernatural Attribute options with the same attribute. They can be purchased separately for different attributes (Strength + Dexterity). Upgrades: +1pts Adds an additional +1 to the selected attribute. +10pts May exceed the racial maximum of this one attribute by 5. This upgrade can only be purchased once per character.

Upgrades: +15pts The ability to detect supernatural evil with an awareness roll. +30pts Grants an effective 100% Banishment skill. +30pts Bonus of +10 to all strike rolls and injury inflicted against supernatural evil. +50pts Character can bless holy objects and create holy water. These items will help keep supernatural evil creatures and characters at bay. They will not have any effect on most evil characters without supernatural powers. +60pts Gives the character one divine re-roll per session. It can be used on any roll made by any player or even the GM. The faithful player may 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 rating point. Players may wish to consider the Well Connected or Wealthy options for social resources and financial resources respectively.

Extensive Resources Characters with this option have spent a great effort acquiring Resources. This option grants an additional 7 points to allocate amongst any number of resources. This option does not allow characters to increase any Resource above 6; the Exceptional Resource,

Flight 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 to their full STR + HEA in pounds. The only method of propulsion is by contacting another object, using propellant, or swimming at 5ft per round. Inertia is also a problem for the character: the only way to stop is via a propellant, hitting another object, or canceling the power and falling to the ground. This form of flight cannot use any speed upgrades. - 47 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

Arms Transform into Wings The arms of this character transform into fully functioning wings. While in winged form the character cannot hold, manipulate, or even gesture with his arms or hands. These wings can resemble anything the character desires at creation; bat wings, butterfly wings, bird wings, or even small pop-out winglets like a flying squirrel. The flying character cannot be wearing anything more than ¼ their STR + HEA attributes. Anything greater becomes more of a controlled fall. The GM must determine any slowing and cushioning granted by the wings in these circumstances. The character may fly up to their maximum running speed.

Upgrades: +15pts Allows Medium encumbrance while flying. +45pts Allows Heavy encumbrance while flying. +15pts Character now flies twice their maximum running speed. +30pts Allows a maximum flight speed of 60 mph. +45pts Allows a maximum flight speed of 120 mph. +75pts Allows a maximum flight speed of 300 mph. +100pts Allows a maximum flight speed of Mach 1. +150pts Allows a maximum flight speed of Mach 2. +200pts Allows a maximum flight speed of Mach 5. +300pts Allows a maximum flight speed of Interstellar 1. +400pts Allows a maximum flight speed of Interstellar 2. +15pts +45pts

+75pts

The character is able to maneuver in the microgravities of space. Cannot breathe or survive the lack of pressure however. 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. 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 Wings mounted on back This power permanently places wings on the back of the character. These wings can cosmetically resemble anything wing-like the character wishes: bat wings, bird wings, insect wings, or mechanical wings. The character may fly up to their maximum running speed, and may only carry ½ their STR + HEA attributes. Any amount of weight in excess of this causes the flight to become a controlled fall. Characters may use their arms and hands normally with this form of flight and may engage in combat.

Wingless Wingless flight is an unnatural form of propulsion through the air. The character may have some visible and rational contrivance such as a jetpack or they may simply fly through the air like most comic book heroes. This is cosmetic and entirely up to the player’s design. This form of flight enables the character to fly up to their maximum running speed, and may only carry their STR + HEA attributes in pounds. This form may not purchase encumbrance upgrades.

The character can create and concurrently maintain two force fields plus one additional for every additional level of experience. Each force field is a 5’ by 5’ wall that can absorb 100 points of injury before it disintegrates. The creator may choose its exact shape. If used to encircle a larger target, multiple force fields may be required or multiple actions to create larger force fields. Force fields remain until the end of the scene or until destroyed. Gases and other minute particles will pass through the force field. A force field may be erected within 20 feet of the creator. Upgrades: +5pts Increase the range of the force field by five feet. +15pts Allows creation of one additional force field concurrently. +30pts 10’ x 10’ Shield +30pts The force field will last 1 hour per level of the creator or until destroyed. +45pts Extra Strong. Additional 50 BP per force field. +60pts The creator may choose to restrict the flow of air and other gases through the field.

- 48 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

Force Pulse This option allows a character to create a sudden pulse of invisible force that can knock a character off their feet. Anyone struck by a force pulse must immediately roll Agility. A failed roll will knock a character back five feet + two feet for every additional level of experience. If the agility check failed by more than 20, or was a critical failure, then the victim has lost their footing and has fallen to the ground. Surprised and unsuspecting characters only receive ¼ Agility rolls. This option has a base range of 30ft. This option requires the Ranged Strike skill.

+5pts +10pts +15pts +15pts

Upgrades: +5pts Range is increased by 10 feet. +30pts 10ft by 10ft area +45pts Shockwave. The pulse radiates along a five-foot path up to twenty feet away. Everyone in the path of the shockwave must roll agility or be affected. +50pts 15ft by 15ft area

+30pts +30pts

Gadget A gadget is an item that has option-like abilities and powers. Normal devices such as night vision goggles, jet packs, and binoculars are easily obtainable by those with resources and are not considered gadgets. Gadgets are often disguised as harmless or common everyday tools and items. Pens, watches, PDAs, jewelry, lighters, and clothing pieces are all good examples of base items. The 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 temperamental and require the operator to be skilled in the appropriate skills that created it. These skills are often High Tech or Ultra Tech in nature. Purchasing a gadget grants 40 points to spend on purchasing upgrades and other options for the gadget. These points must be spent on the gadget and any unused points are lost. Options may be purchased at the Cyber hero type cost. Gadgets are presumed to be able to be lost, removed, or destroyed through normal means. Game Masters should limit the destruction of any gadgets or items obtained through the use of Option Points. Such losses should be balanced with a redistribution of Option Points unless the player was extremely careless or stupid. Upgrades: -1pt Gadget has one fewer option point with which to purchase installed options. No gadget may cost less than ten option points. Varies

Gadget has an additional mundane function as

+50pts

well as options and special options. Mundane features that are common to the base item should not cost extra, but giving that watch a secret lock pick might cost an additional point. These points should be kept extremely low: 1-3 points on average. The gadget is a light or medium weapon (pistols through rifles) or a suit of armor (no more than 20 PV). The gadget is a heavy weapon (assault rifles, sub machine guns, flame throwers) or a suit of armor (over 20 PV). Specifically designed for an individual nonskilled user. Gadget will not work for any unauthorized individuals. Players must determine the manner of testing (pass-code, retinal scan, DNA, fingerprints, etc) and those who are considered authorized. It may be possible to hack into the processor and bypass this security. The gadget may be operated by characters other than those with the skills to build the gadget. Any unauthorized person who attempts to use 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, DNA, fingerprints, etc) and those who are considered authorized. It may be possible to hack into the processor and bypass this security. The gadget 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 gadget.

Power Source A gadget is assumed to have an infinite power source, though if it is a weapon it may still require mundane ammunition. However a gadget may have a different power source to help defray the costs of additional upgrades and options. The character may spend option points later in the campaign to negate the flaws purchased in this section, presuming they have access to someone with High Tech or Ultra Tech skills. Gadgets requiring recharging may not be recharged at a normal electrical outlet. These options require that the character have a special recharging station at a house, headquarters, or hideout.

-5pts -5pts

Gadget must be recharged every week and requires one uninterrupted hour. Minor Burns. The gadget draws power from the user’s 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

- 49 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

-5pts

-10pts

-10pts

-10pts -15pts -30pts

-30pts

-30pts

-30pts -45pts

Varies Varies

cannot be healed by any other means. Minor Drain. The gadget draws power from the user’s physical or mental energy. Choose either Mental or Physical drain. The device increases the appropriate drain pool by one every phase of use. Mental drain affects mental skills, spell magic, and willpower checks. Physical drain affects physical skills. Major Burns. The gadget draws power from the user’s life force. Each round of use inflicts 1 point 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. Major Drain. The gadget draws power from the user’s physical or mental energy. Choose 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. Gadget must be recharged every week. Recharge requires six uninterrupted hours. Gadget must be recharged every day. Recharge requires six uninterrupted hours. Requires Energy Clip. This clip contains enough energy to power ten uses of the gadget before recharging. For every five option points spent, the clip may have one additional use or activation. Two points of cost may be reduced for every use or activation removed from the maximum clip capacity. Massive Burns. The gadget draws power from the user’s 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 cannot be healed by any other means. Massive Drain. The gadget draws power from the user’s physical or mental energy. Choose either Mental or Physical drain. The device increases the appropriate drain pool by ten every phase of use. Mental drain affects mental skills, spell magic, and willpower checks. Physical drain affects physical skills. Gadget has enough power for one hour of use. Recharge requires 12 uninterrupted hours. Gadget is a single use item. The power in the gadget allows the item to be used one time and must then be recharged for 24 uninterrupted hours. May be plugged into a standard outlet or solar cell for recharging. Reduces Weaknesses from recharging by 1/3. Power Collector. It has an internal generator that must be recharged. Reduces Weaknesses from recharging by 2/3.

Genius This option requires that the character have at minimum Intellect of 80. This option allows the character to select any single High Tech skill. This uses one of the character’s unselected skills. This option does not allow the purchase of any Ultra Tech skills without the proper upgrades. Upgrades: +5pts Increase the Intellect attribute of the character by +20. The character may not exceed the racial maximums and this upgrade should be considered an Exceptional Attribute. The character may select the Genius option with this upgrade regardless of the adjusted Intellect attribute. The player must also select several serious mental aberrations and should be considered a mad scientist. Their gadgets and inventions should have a specific theme and oddity surrounding them. +15pts One additional Knowledge skill with a rating of 35. +45pts Higher Education +30pts May select one additional High Tech skill to fill an empty skill slot. +50pts May select a single Ultra Tech skill instead of the High Tech skill. This upgrade requires the GMs approval and should not be allowed for most campaigns. +100pts May select one additional Ultra Tech skill to fill an empty skill slot. This upgrade requires the GMs approval and should not be allowed for most campaigns.

Giant Growth The character can grow in size up to twice normal in height. The weight of the character is also greatly increased. This growth grants a bonus to strength and health equal to the size increase. While this does not affect skills, the character does have a bonus to injury dealt and a temporary bonus to injury points. Any injury dealt to the character while larger will be dealt to the temporary ones first. Hardening will not multiply the current Health only the base possessed by the character. This option requires the Body Modification skill.

Example: A character with this skill grows to twice their normal height. The character normally has a 65 Strength and a 70 Health. The character now has a 130 Strength and a 140 Health. If the character only increased his size by half then the current strength would be 98 and the Health 105. Upgrades: +50pts Maximum size is now 3 times original size. +100pts Maximum size is now 4 times original size.

- 50 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers +150pts Maximum size is now 5 times original size. +300pts Maximum size is now 10 times original size.

experience point cost to improve by three. +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.

Gifted Skill Group The player chooses one type of skill group. The skill groups are Combat, Covert, Innate Powers, Modern Knowledges, Post Modern Knowledges, Physical, Piloting/Drive, Social, Modern Technical, Post Modern Technical, Thaumaturgical Disciplines, Thaumaturgical Related, and Wilderness. Additional thematic groupings of skills are possible, but discuss this with the GM during character creation. The player chooses a single group and every skill in that group gains a +5 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 to obtain different Gifted Skill Groups. Upgrades: +100pts The gifted skill group reduces the total experience point cost to improve by two. +200pts The gifted skill group reduces the total

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 approximately man-sized to require only one level of concentration. Smaller targets may require less, while larger targets and areas of effect will always require more. Up to three levels of concentration may be divided amongst targets. One level of concentration can reduce the effective weight of an object by ½. Two levels will reduce the weight to 1/10th the original weight, while three levels will result in weightlessness. Characters that are weightless act as if they had the Flight - Anti-gravity Floating option. The flip side of increasing weightlessness is the enhancement of gravity. One level of concentration will increase gravity and the weight of objects by two. Characters must begin rolling Strength or Health as appropriate to accomplish any strenuous tasks while 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 concentration will immobilize almost anyone. A 1/10th Strength roll is required to simply stand or accomplish actions while on the ground. - 51 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers These characters can also spend concentration to link any two objects together. A 1/10th Strength roll is required to separate these items once bonded. The ranges of all of these manipulations are 100 feet maximum and must be within line of sight. The only duration is the length of time that the character stays within range and continues to concentrate. This option requires the Control skill. Upgrades: +5pts Additional 10 feet to range of ability. +15pts One additional area / level of concentration. +30pts Effect has a duration of 1d10 minutes after character has left the normal range of the effect. +60pts Force Field. The character can focus the gravitational forces around her to protect her from injury. +90pts Wingless Flight as the character uses the forces of gravity to propel herself through the air with ease.

Hardened The character’s injury points are equal to 1.5 times the character’s Health. The character enjoys an additional bonus of (1/10th HEA x1.5) + 1d10 Injury Points at all levels instead of the usual amount. Character can also ignore the first level of pain due to injury. Upgrades: +30pts The IP modifier is now two times the Health for creation and level advancement. +30pts Ignore all pain modifiers due to Injury point loss. +60pts The IP modifier is now three times the Health for creation and level advancement. +90pts The IP modifier is now four times the Health for creation and level advancement. +120pts The IP modifier is now five times the Health for creation and level advancement.

Headquarters This option usually requires the character to have a Property or Lifestyle resource. Adventurous players may choose to spend points to upgrade the free rental property as a headquarters, but all upgrades belong to the actual owner. Players may pool option points and Property ratings to purchase this option for the group. Characters can improve their headquarters through game play, gaining some of the upgrades or even base headquarters free of point cost.

Other resources besides just the Property and Lifestyles resource may be invaluable in creating the Headquarters. Several other resources may be combined with this option to improve the Headquarters. Thaumic sites and natural resources can be coupled to give a strategic locale for the characters. Workshops and Libraries are excellent for doing late night research from 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 the premises can simplify a busy adventurer’s lifestyle when trying to prevent the end of the world and also buy the right groceries on sale. Players may define any number of resources as being located or tied to this option, but if the Headquarters is ever lost, destroyed, or invaded the resource may be lost or temporarily unavailable. Upgrades: -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 Headquarters can be as large as the characters desire, but larger Headquarters will have more intrusions and legal headaches. +2pts Automated Security System. Keeps track of the entry points of the building. Unauthorized access will activate an alarm, call the police, or activate some other system as the players desire. +2pts Hidden Storage Area. This area is a portion of the headquarters that is hidden or concealed from the rest of the grounds. Access to this locale is generally restricted and is often tied to the other security measures in place. +2pts Secret Escape route. +5pts

+5pts

+5pts

Minor Technological Generator. This low-tech energy generator is designed to keep very simple systems working in the event of outside 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. Computer Networking. A large scale Local Area Network is spread throughout the entire complex. Access terminals are available in most locations, some even housing multiple units. A large mainframe monitors activity and stores information. Maze & Tunnels. The entryway is protected by a series of long twisty tunnels forming a labyrinth. If the character desires there may be a series of secret doors or other passages that shorten the time needed to enter for those who

- 52 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

+5pts

+5pts

+5pts

+10pts

+10pts

+10pts

+10pts

+10pts

+10pts

+10pts

know of them. Impenetrable Security. This upgrade checks the identity of the entrant based upon finger-prints, retinal scans, voice authorization, or even DNA. Checking with a central database allows the system to respond as necessary. Servants / Self-cleaning machines. Someone to carry out basic repairs, maintenance, and cleaning up around the house. These servants may be anything the players desire including Domovoi, humans, robots, or devices built into the building itself. Airfield. The characters have cleared a small area of the surrounding grounds, or dug enough of a tunnel to act as a runway. This runway has landing lights, observation towers, radar, and other airport necessities. Snares & Traps. The entryway or even the building itself houses small mechanical traps throughout. From simple snares, pit traps, and poison needles all the way up to machine and hidden explosives. Damage varies by the type of trap. Players should detail and determine the manner of operation for all of the traps and snare inside the Headquarters. 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 cost should be based upon the potential injury dealt and the coverage of the defenses. Communication Arrays / Sat System. The headquarters has a built-in communication system including a modern satellite transmitter/ receiver array, land phones, cellular phones, all band radio, laser communications, and other state of the art communication devices. Underground. The entire complex is underground. There may be an entrance above ground that appears to be another structure, but the important locations are underground. Underground locales are safer from most attacks, resist temperature changes, and are excellent for staying hidden or unknown. Magical Guardians. These simple spirits act as immortal watchdogs that are always on duty. Prowling around the grounds they will detect most intrusions and will follow orders from there. More powerful guardians or monsters can be purchased for additional points as determined by the GM. Human Guards. 1st level guards that monitor the security systems, walk the grounds, and defend special locations. These guards do not have options or many skills, but will include basic firearms and the skills to use them. Self-Destruct System. If all of the other security measures fail there is only one last remaining option. Blow the place to kingdom

+10pts

+15pts

+15pts

+30pts

+30pts

+30pts

+30pts

+50pts

come. The players may dictate how they want their headquarters to exterminate itself: what method, how long of a timer, how messy to the outside, and how to cancel the order. Jail Cells / Brig. A secure system of cells, interrogation chambers, locked hallways, and observation equipment to restrain most normal humans. Non-humans and characters with some options may not be restrained without additional option points and options. Observationally Shielded. This upgrade prevents any form of magical, technological, or superhuman observation into the headquarters. This includes all forms of astral projection and sensory based options. Players should decide upon the mechanism or ability that protects the Headquarters. Skilled Workers. The character has hired and supports enough skilled workers to support other resources and upgrades present in the Headquarters. This upgrade should not be used to supplant important Allies, Contacts, or other important NPCs. They are simply those workers who are a cut above unskilled servants who make everything run smoothly.

Translocation Shielded. This upgrade prevents any form of magical, technological, or superhuman translocation into the Headquarters. Characters may choose to limit the manner of translocation to specific locations and specific methods. This upgrade will also protect against all forms of astral projection, phasing, and dimensional shifting. Multi-dimensional Area. The outside of the headquarters is much smaller than the inside. The creators of the headquarters have used multi-dimensional physics to alter the topography of the interior. The size of the interior can be anything desired by the players and GM. Depending upon the nature of the campaign and the manner of creating the multidimensional area, the owner may be allowed to purchase Will Working at a reduced cost. Transformable. The entire complex can shift its layout to several preset configurations. Some GMs may allow the players more freedom to manipulate the layout on the fly. The method and manner of the transformation should be determined by the players beforehand. Gate / Travel portal. A gate that must be activated by an appropriate spell or device that will transport the characters to another location. What that location is, and the method of activation should be determined by the GM. Major Technological Generator. These generators are large-scale power plants in one form or another. Depending on the technology - 53 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

+50pts

+60pts

level of the campaign they could include hydroelectric dams, traditional power plants, thermal plants, nuclear fusion or fission, or even large solar & wind farms. The output of this system could easily power the most draining of high tech systems such as force fields, automated defenses, holographic camouflage and manufacturing over a large scale. Factory / Manufacturing Center. The headquarters houses enough automated and assembly line machines to act as a factory. It can be used to create a multitude of items with several qualifications. The designs to be built must be known and understood by someone 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 other products. Force Field. Whether magical or technological in origin the force field will surround the entire base preventing all access while active. This upgrade may be some other method of preventing access other than the standard force field. A headquarters inside a multidimensional pocket that restricts access is just as effective as the standard force field. When combined with a Impenetrable Security upgrade this makes the headquarters nearly impossible to destroy or invade.

Heal Another Characters with this option can heal others within 20 feet. Requiring the Control skill, each activation will heal the target 2d10 + 1/10th the character’s Control skill. This option cannot heal critical wounds, cure disease, or assist with any ailment beyond physical wounds. Such ailments are only able to be cured through magic, medical technology, or the Empathic Healing option. Upgrades: -15pts Range is reduced to Touch only. +5pts +25pts

Range increases by 10 feet. Base Injury that can be healed is increased by 1d10.

Heightened Sense of Hearing The character can hear far more than the average human. Any Awareness attribute roll or skill check that depends upon hearing gains a bonus of +10. Upgrades: +5pts Additional bonus of +5 to Hearing. +15pts Additional bonus of +20 to Hearing. +30pts Additional bonus of +50 to Hearing. +30pts Character can hear sub-sonic and ultra-sonic sound. +50pts Additional bonus of +100 to Hearing. +50pts Sonar

Heightened Sense of Smell & Taste The character can smell and taste far more than the average human. Any Awareness attribute roll or skill check that depends upon smell or taste gains a bonus of +10. Upgrades: +5pts Additional bonus of +5 to smell and taste. +15pts Additional bonus of +20 to smell and taste. Can easily identify fine wines and other olfactory tasks. Character may begin to track using scent to assist him. +30pts Additional bonus of +50 to smell and taste. +50pts Additional bonus of +100 to Hearing.

Heightened Vision The character notices more things that he sees than the average human. Any Awareness attribute roll or skill check that depends upon vision gains a bonus of +10. This option should not be confused with Distance Vision which increases the distance that a character can see. Upgrades: +5pts Additional bonus of +5 to Vision. +15pts Additional bonus of +20 to Vision. +30pts Additional bonus of +50 to Vision. +50pts Additional bonus of +100 to Vision.

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. - 54 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers Characters that truly are honorable dutiful heroes do not require any rolls to activate this option. These are the King Arthurs and Supermen of the world: those that dedicated their entire lives to fighting villainy, oppression, and evil in every form. Most characters, especially player characters, will not fall into this category. Those characters that are even slightly more selfish and mercenary must have the 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. Victims that want or need to believe in the aura will automatically fail this roll.

Higher Education This option requires the College / Technical Training level of education. Characters with this option may spend no more than 60 Education Points on any individual skill. This option does not grant any additional Education Points, simply raises the limit allowed. Upgrades: +4pts Character gains five Education points to spend. +10pts Maximum Limit of Education Points is raised by two. +20pts Maximum Limit of Education Points is raised by five. +50pts Maximum Limit of Education Points is raised by fifteen.

Hologram This option enables the character to create a two or three-dimensional object that the character can manipulate in any way they desire. The hologram can be a flat 10’ x 10’ image or a 6-foot human sized moving 3D image. When creating the image a disguise, artistic, or knowledge skill should be used to determine its realism and believability. Manipulating the Hologram requires the Control skill. Characters who are given a reason to disbelieve the hologram may attempt an awareness roll to discover the deceit. This will not allow them not to see the hologram; they just realize that it isn’t real. The 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: +6pts Additional five minutes of post-duration. +30pts The hologram can seem to emit sounds and speech. +30pts The hologram can be pre-programmed to react in a certain manner. In this way the hologram will retain its believability far longer than normally. +45pts Can emit a burst of laser light to simulate other attacks. Counts as having the Energy Strike option only when using a hologram. +50pts The hologram is semi-sentient, will follow orders, and will continue to exist until its commands are completed.

Horrific Visage High-Tech Background Characters with this option must have originated from a very technical society with mass media, high technology, and impressive schooling. Campaign settings such as cyberpunk, far future, alien worlds, and even some post apocalyptic will qualify. Some GMs may even allow this option free to the players in such settings if High-Tech skills are to be commonly known. Characters may select any of the high tech skills that are normally “Not Commonly Available”. This includes piloting skills and Astrogation. The Genius option is not required for this option. Ultra Tech skills are still not available unless the Genius option is selected. Upgrades: +300pts The character’s home is so advanced that the character can learn any of the Ultra-Tech skills as if they were commonly available.

The character is not just ugly; his entire appearance creates terror in anyone who encounters him. Anyone who wishes to come within five feet of such a character must roll a contested willpower check versus the monster’s beauty. Failure will cause the victim to lose one action from absolute terror. This applies to friends and foes alike. If the initial resistance fails, the victim may not advance upon the horrific character. They are not forced to flee and may attempt to resist again once per phase. If the monster advances on the victim, they are allowed a second contested Willpower roll to resist. If successful they may stand their ground, otherwise they will flee. If pressed into a corner, the victim may defend and will fight with a terrified vigor. For all other events and encounters, apply the character’s beauty attribute as a reversed beauty. Some people may eventually come to understand and like the character if their willpower allows them, but the average stranger will never accept, never tolerate, such a hideous creature.

- 55 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers Upgrades: +10pts Increase range by five feet. +50pts Supernatural Ugly. +100 to reversed beauty. +100pts Increase range of fear to line of sight.

Ignored This simple sounding option is deceptively effective. The character can walk into a room and no one 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 ¼ 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.

Hypnosis This option forces one victim within fifteen feet to complete all commands given to him or her by the character. The victim must be able to hear and understand the instructions being imparted. Telepathy can negate this requirement. The commands cannot break the victim’s personal code or morality. Once the victim has left the area of effect they may attempt an 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 has need of them. This skill requires the Mentalism skill. All rolls for initial control use a contested Willpower check versus the Mentalism skill of the character. Victims that suffer repeated hypnosis by the same controller suffer 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 that successfully resist the hypnosis automatically recognize the attempted mental attack and the perpetrator. Victims that fail to resist will not remember the hypnosis after it concludes unless the character desires. Upgrades: +5pts Additional 10 feet of range. +60pts Victims must roll Awareness to notice the attempted hypnosis. +100pts The victim must roll ¼ Awareness to notice the attempted hypnosis.

Upgrades: +30pts Victims will create new details about the event and the character. +30pts Victims may only roll ¼ Willpower in combat unless they are actually attacked or injured. +45pts Victims attempting to remember the character must roll a ¼ Intellect instead. +50pts The ability causes anyone viewing from outside the immediate area of the character the same effects as those within. +60pts Character may include others, which are within physical contact, in this aura of ignorance.

Illuminate This option grants the character some power over light. The character can create a small ball of floating witch-light, can shoot light from his hand or other body parts, or even illuminate an entire area. The light is incandescent and cannot be used to harm undead. The maximum area of illumination by whichever means is 20 feet by 20 feet. The area cannot begin more than 20 feet away from the character. This option requires the Control skill. Upgrades: +5pts Range of effect is increased by 10 feet. +30pts 50’ x 50’ area. +30pts Range of effect is increased by 100 feet. +45pts Energy Strike (Laser). +50pts Bend light as desired. Character may choose to use the Control skill instead of the Defensive Tactics skill to deflect lasers and light based weaponry. Requires one reflexive action per deflection. Character may also attempt to disrupt Holograms or other light patterns.

- 56 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers +60pts +60pts

100’ x 100’ area. Creates actual sunlight.

Illusion Illusions are very similar to holograms in that they disguise reality. Illusions directly affect the mind and will only affect one person at any one time. This option requires the Mentalism skill, and allows the character to select the Concentration skill. When attempting to create an illusion, both characters roll a contested Mentalism vs. Willpower check. If successful the character may create an illusion of anything within the victim’s mind. If the illusion is too unrealistic or radical the victim will receive additional contested checks to resist. The victim must be no farther than 20 feet from the target and in line of sight. 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 continue focusing on the illusion. While only a critical failure will result in a dispelling of the illusion, a failure 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 (player’s choice at creation) and will accrue normally except for a lack of accumulated injury. Once the victim reaches 0 injury points then they are unconscious and must roll willpower. If the willpower roll is successful then the character does not bleed or have any additional adverse affects. If the willpower roll is a failure they will slip into a coma for 1d10 hours. A critical failure means instant death as the character had a heart attack, unless the other party members can save him in time. A critical success will not only allow a character to keep fighting but will reduce the illusionary injury by 50%. Upgrades: +5pts Range is increased by an additional 10 feet. +15pts One additional victim can share in the illusion. +30pts Range is increased by an additional 100 feet. +30pts Illusion can continue to act even if the creator is incapacitated. It will only change or act in simple ways and will only last for 1d10 + level rounds. +75pts Anyone within line of sight can be affected. +100pts Everyone within range can be affected. +100pts The illusion can be self-supporting and anchors onto a portion of the victim’s mind. These illusions are semi-sentient and will perform as their creator’s desire. These phantoms are permanent and may grow and develop the longer they are within the victim.

Immobilize 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, and even tentacles. This option requires both the Control and Ranged Strike skills. This option can be initially defended against by using defensive tactics. Once actually hit, the character may attempt to gain freedom once per phase with a resisted Control skill roll. The GM may choose the skill or attribute applies best to the method of immobilization for this roll. The character may choose how much of the target is immobilized, but can never fully encapsulate the victim to the point of asphyxiation. While incapacitated the victim may only speak, attempt to break free, or use mental powers. The base range on this option is 20 feet. Upgrades: +5pts Range is increased by an additional 10 feet. +30pts The immobilization can asphyxiate the victim.

Immortal This option will halt all aging of the character by normal, technological, or supernatural means. The player must choose the apparent age of the character when all aging ceased. The character that possesses this option will never age, suffer from disease, or die from natural causes. The character is immune to all effects such as vampirism. Death by violence is quite possible and sometimes desirable by supremely venerable characters. Upgrades: -15pts Character will continue to age until some point nearing old age, and will then simply stop aging. +30pts

Resistant to poisons and toxins. Will affect the character and may incapacitate, but the character will never die from them directly. +100pts Cannot be killed. If a character with this option is killed, then after a 24 hour period he will awaken completely healed. This option must have an accompanying weakness that will prevent this. The character will still continue to feel pain, suffer injury, and react otherwise normally.

- 57 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

Improvisational Weapon Master The character has been trained to use anything as a weapon. Kitchen knives, forks, crowbars, ladders, telephones, broken chairs, stop signs, and anything else within reach suddenly become deadly instruments in his hands. The character can pick up anything and use his Brawling, Unarmed Combat, or Martial Arts skill to strike his opponent. Such items deal at least 1d10 injury, but the exact amount is up to the GM, the item, and the situation. All skill bonuses from strength and skill may be added to the injury. GMs may even allow the character to use the hand-to-hand skill with weapons that are unknown to the character. If the character abuses this option by repeatedly using a particular weapon, and does not purchase the appropriate skills, it should be disallowed. This option may be used with any thrown objects, but will use the Thrown Weapons skill of the character. Upgrades: +30pts Injury increases to 2 / 4 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20.

The subject must be within 20 feet of the character, and must be able to hear the character’s words of inspiration. A character can never inspire himself. Secondary skill rolls, such as inflicting injury, do not gain any bonuses from inspiration. The inspiring character can instill a base bonus of 1/10th the character’s Charisma attribute. This bonus does affect the chance of gaining critical successes. This option requires the Mentalism skill. Some upgrades allow the character to inspire additional individuals or even complete groups. Each subject in the group must be attempting a similar action or be contributing to some group action. Inspirational characters with Small Unit Tactics will also receive an identical inspiration bonus if he is currently directing the actions of the party.

Upgrades: +5pts Range increases by 10 feet. +15pts Characters can inspire one additional subject simultaneously. +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 character’s experience level in subjects. +100pts Characters can inspire large groups of up to five times the characters current experience level.

Invisibility

Inspire Characters with this option can inspire his friends into great feats of skill and endurance. With a few encouraging words of inspiration the character can give a bonus to any skill or attribute check. This can only be done to each individual once per scene, and the individual must be willing to be inspired. The words must relate to the intended action of the subject. If the subject changes his mind on course of action, then the benefit is lost…but does not count as the once per scene limit. If the subject hesitates for more than one round then the benefit is lost. If the subject resists in the slightest then the attempt is ruined.

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. Upgrades: -30pts Canceled if the character attempts a harmful action. +30pts +30pts +30pts +50pts

Character can see other invisible creatures. Character can see outside the range of the warping. Character can include one additional person within the warping field. Character cannot be heard unless desired outside the warping field.

- 58 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

Invulnerable The character begins the game with Health x3 injury points. Every additional level of experience will give (1/10th HEA x 3) + 1d10 IP. The character is immune to all attacks from normal weapons and firearms. Magic, fire, cold, electricity, and other forms as determined by the GM will still inflict full injury. The character must choose a major weakness to affect the character. The weakness must be able to remove the invulnerability and will likely kill the character if exposed to the weakness for very long.

Jumping Characters with this option can long jump an additional ten feet from a standing position. Calculate the running long jump and high jump accordingly. No agility 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. Upgrades: +1pt Standing jump is increased by one foot. +5pts Standing jump is increased by five feet. +18pts Standing jump is increased by twenty feet. +30pts Can use appropriate Defensive Tactics and one action while in mid-air. +50pts Can use appropriate Defensive Tactics and full appropriate actions while in mid-air.

Kinetic Force Reduction This option requires the Control skill and reduces the kinetic energy of any one attack by ½ 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 attacks and the movement of others within twenty feet. Upgrades: +5pts Range of effect is increased by ten feet. +15pts Charge carried items with stored kinetic energy to deal an additional 1d10+level injury per melee strike. +15pts Allows one additional simultaneous application per phase. +30pts Multiple Defenses. Allows the character to defend against any number of kinetic attacks by simply concentrating and declaring full

defensive tactics. Character uses the full Control skill instead of the Defensive Tactics skill. +30pts Charge carried items with stored kinetic energy to explode on contact for 2d10 injury. Additional charges on a stored item will increase the injury dealt by 1d10 for every round of concentration. The maximum amount of injury is equal to the level of the character in d10 + 2d10. +60pts Reduces injury taken by ¼. +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 of floating in mid-air unaffected by gravity and other actions with a very limited real-world capability. +120pts Reduces injury taken by 100%.

Knack The character simply has a knack for a certain skill in a certain set of circumstances. These circumstances should be fairly unusual and uncommon events. When the circumstance applies to the appropriate skill, then the skill is an automatic success. Contested actions may roll normally or automatically assume a roll of 80. If the check is rolled normally then that roll stands. 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 doesn’t drive them: he becomes them. Knacks can be considered to be uber-specialties.

Life Drain 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 versus the victims Health must be rolled. If the victim fails then this option steals from the victim’s injury point total. 1d10 + 1/10th the Control skill of the character is taken. Every point taken can heal the character for one injury or sanity point if necessary. The remaining points refresh the drain pool. Every two points of injury inflicted are worth one point of drain pool refreshment. Upgrades: +5pts The effective range increases by ten feet. - 59 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers +30pts +30pts

+50pts

Drains the victim for 2d10 base injury. Character has a life battery that he can store drained life energy within. The character may then allocate points to healing or drain refreshment at his whim. Drains the victim for 1d10 base injury per experience level of the character.

Longevity The character will live far longer than the average human. After the age of 18, the character will age one year for every three that passes. The character is still mortal and suffers from disease, violence, and other dangers normally. Upgrades: +5pts Character ages one year for every five that passes. +15pts Character ages one year for every ten that passes. +15pts Character is immune to normal and nonmagical diseases.

Magical Device A magical device is an item that has option-like abilities and powers. They use the powers of magic and enchantments to work their miracles. Magical items are often disguised as harmless or common everyday tools and items but often have symbolic meanings or occult 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 create all sorts of wondrous objects d’magick. Purchasing a Magical Device grants 40 points to spend on purchasing upgrades and other options for the device. These points must be spent on the item and any unused points are lost. Options may be purchased at the Unnatural or Magic hero type cost. Devices are presumed to be able to be lost, removed, or destroyed through normal means. Game Masters should limit the destruction of any enchanted items obtained through the use of Option Points. Such losses should be balanced with a redistribution of Option Points unless the player was extremely careless or stupid.

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 This option allows the character to transform into a being of light. The character is still mostly solid and interacts with all solid objects. The character glows brightly and those close enough to the character can even read using his illumination. Characters with this ability can alter the shapes of their body to fit through smaller openings and travel through translucent materials. Finally, characters with this ability are unaffected by a lack of oxygen, pressure, or most environmental conditions. Poisons, toxins, drugs, and gases still affect the character. This option requires the Body Modification skill. Upgrades: +15pts Illuminate +40pts Light-speed travel. Character transforms into a beam of light that mimics the Teleportation option. The line of travel must be either clear or have only translucent materials blocking. +45pts Energy Strike +90pts Phasing

+5pts +10pts +15pts

+30pts

+50pts

The device is a light or medium weapon (pistols through rifles) or a suit of armor (no more than 20 PV). The device is a heavy weapon (assault rifles, sub machine guns, flame throwers) or a suit of armor (over 20 PV). Device will not work for any unauthorized individuals. Players must determine the manner of testing (magic words or gestures, aura signature, heritage sensing, mental focus, etc) and those who are considered authorized. It may be possible to magically hack into the encryption spell and bypass this security. Any unauthorized person who attempts to use or hold the device 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 (magic words or gestures, aura signature, heritage sensing, mental focus, etc) and those who are considered authorized. It may be possible to magically hack into the encryption spell and bypass this security. 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.

- 60 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers Power Source A device is assumed to have an infinite power source, though if it is a weapon it may still require mundane ammunition. However a device may have a different power source to help defray the costs of additional upgrades and options. Devices that simply mention recharging require one uninterrupted hour of meditation and spellcraft. -5pts -5pts

-5pts

-10pts

-10pts

-10pts -15pts -30pts

-30pts

-30pts

Device must be recharged every week by a spell caster and requires one uninterrupted hour of meditation and spellcraft. Minor Burns. The device draws power from the user’s 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. Minor Drain. The device draws power from the user’s physical or mental energy. Choose either Mental or Physical drain. The device increases the appropriate drain pool by one every phase of use. Mental drain affects mental skills, spell magic, and willpower checks. Physical drain affects physical skills. Major Burns. The device draws power from the user’s life force. Each round of use inflicts 1 point 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. Major Drain. The device draws power from the user’s physical or mental energy. Choose 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. Device must be recharged every week by a spell caster and requires six uninterrupted hours of meditation and spellcraft. Device must be recharged every day by a spell caster and requires six uninterrupted hours of meditation and spellcraft. Requires Charges. This device contains enough energy to power ten uses of the device before recharging. For every five option points spent, the device may have one additional use or activation. Two points of cost may be reduced for every use or activation removed from the maximum device capacity. Massive Burns. The device draws power from the user’s 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 cannot be healed by any other means. Massive Drain. The device draws power from the user’s physical or mental energy. Choose either Mental or Physical drain. The device increases the appropriate drain pool by ten every phase of use. Mental drain affects mental

-30pts -45pts

Varies Varies

skills, spell magic, and willpower checks. Physical drain affects physical skills. Device has enough power for one hour of use. Recharge requires 12 uninterrupted hours of meditation and spellcraft by a spell caster. Device is a single use item. The power in the device allows the item to be used one time and must then be recharged for 24 uninterrupted hours. May be left at a Thaumic Site for recharging. Reduces Weaknesses from recharging by 1/3. Power Collector. The device must be recharged, but has an internal magical generator. Reduces Weaknesses from recharging by 2/3.

Magical Sight The character can see the emanations of magic as if they had a permanent See Magic cast upon them. This sight is selective and must be consciously concentrated upon to become active. The magical energies will appear to have vibrant colors and textures. Enchanted items will glow a deep blue color, while spells in effect will seem to glow a reddish orange. Spells being cast will seem to be an almost too bright yellow. Spell casters will seem to have a light blue tinge. This spell will not give any more information on the effects, abilities, or powers of the magic.

Magic Knowledge Dabbler / Latent The character knows magic and enchantment exists. While unable to memorize spells or rituals, the character can use tomes of magical power to cast spells. The character may use their Spellcraft skill to attempt a spell or ritual. These spells will always take the longest time possible and are always considered rituals. The character may learn the following skills: Banishment, Counter-magic, Scrying, and Sense Aura. The character must possess the appropriate attributes for the skill to be learned. The dabbler may only purchase one upgrade for 50pts. Purchasing this upgrade allows the dabbler to become a very rough and untutored Apprentice.

Apprentice The character holds the realms of magic and creativity in the palms of his hands. All apprentices start as Hedge Wizards. They can memorize spells, but not as well as the higher levels of magical mastery. The character is able to select any Thaumaturgical skill. Be

- 61 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers sure that the character has at least the minimum total of 131 between Willpower and Intellect. Other skills that are selected may have additional pre-requisites. Read the section on Thaumaturgy before continuing to select skills, spells, and upgrades. The Discipline of Hedge Wizardry must be learned by all apprentices. 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. Characters begin the game having memorized three spells of each known discipline. These spells may be learned without modifiers automatically, or rolled normally to learn with modifiers. Additional spells may be purchased for the Experience Cost in option points at creation. Spells in written form that are owned, but not memorized, can be purchased at half price at creation. Upgrades: - 25pts Character cannot ever cast a spell or ritual from an unknown Discipline. +50pts

The wizard’s resistance penalty is increased by +5 with all spells. This upgrade may be selected more than once. +50pts Character is considered a Professional and requires a combined Intellect and Willpower of 151 or greater. Professional wizards may learn up to seven magical disciplines beyond Hedge Wizardry. None of the Disciplines may have spell effects whose Minimum Ratings exceed 120, or a skill rating that exceeds one and a half times (1.5x) their Intellect score. +80pts Character regenerates drain at twice the normal rate. +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.

Magnetic Manipulation This option grants the character complete control over the forces of magnetism and requires the Control, Ranged Strike, and Telekinetic Control skills. The character can feel magnetic forces as they interact with him, each other, and the world outside. In the modern world this enables the character to sense almost every electronic device and have a basic idea of what it might do. With the appropriate technical skills this character could be extremely dangerous.

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 100lbs mentally plus a bonus of 10lbs for every additional level of experience. Base range of magnetic telekinesis is 20 feet from the character. All objects lifted must be metallic in nature. 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 Ranged Strike skill. The defender retains all applicable Defensive Tactics. Upgrades: +1pt Additional 1 lb lifting ability. +5pts Additional 10 lbs lifting ability. +5pts Base range is increased by ten feet. +15pts Additional 50 lbs lifting ability. +15pts Character can lift one additional object. The total mass of all the objects being controlled must be equal to or less than the character's maximum. +30pts Base range is increased by one hundred feet. +50pts Additional 250 lbs lifting ability. +50pts Magnetic Defensive Bubble. No metal objects will pass through this unseen bubble. Any that are caught by it will continue to spin around the character until he chooses otherwise. The character can choose to use the Ranged Strike skill to send a spinning object at another target. +70pts Wingless Flight +100pts Additional 500 lbs lifting ability.

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. Upgrades: +15pts Total bonus of +10. +30pts Total bonus of +20. +45pts Total bonus of +30, and is able to see near microscopic items. +75pts Total bonus of +30, and is able to see truly microscopic items and organisms.

- 62 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

Martial Artist This character has spent many years learning a specific martial arts style. The player must select Martial Arts as one of the available skills. The Martial Arts skill 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. Upgrades +20pts The player may select one additional style of martial arts to be selected as an available skill. +50pts Wire Stunts. The character may attempt actions that resemble wire stunts from Hong Kong movies. Short wall walking, running up pillars, and amazing air duels are all possible. The Jumping option is extremely useful with this upgrade.

+100pts Character’s drain for that specific ability is reduced by 75% of the normal cost. +150pts Character’s drain for that specific ability is reduced by 90% of the normal cost.

Matter Sculpting This option allows the character to reshape matter into any desired appearance. The change is only cosmetic and cannot alter the composition and materials of the original object. The character can sculpt one cubic foot of matter per attempt. This option requires the Control skill, but the Art skill will determine the appearance of the final piece. The character may desire to learn the Art: Matter Sculpting specialty. The range of 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 Mastery This option can only be purchased in chronicles that utilize the optional rule of drain for all supernatural abilities. This option cannot be purchased for spell casting options, nor for any option that doesn’t incur drain. This option may be selected once per allowable ability. This option allows the character to reduce the drain cost of that specific ability by 25% rounded up. Upgrades: +50pts Character’s drain for that specific ability is reduced by 50% of the normal cost.

The character can see and speak to the spirits of the departed. They can see, hear, and smell any spirit within the normal range for those senses. They still cannot touch or be touched by the ghost without special upgrades or magical assistance. Upgrades: +30pts The character can physically interact with spirits and other non-corporeal beings. This does not include phased characters. This does mean that the character can be hurt or killed by any spirit that desires to inflict harm. +60pts Extra Sensory Perception +90pts Séance. The character can try to summon a spirit who has departed this plane to their final - 63 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers rest. This upgrade requires a focal point for the spirit. This focal point could be a beloved individual, a favorite item, or a familiar locale. This upgrade requires the ESP skill, and allows the character to select it as a background skill. The difficulty of the roll should increase the longer the spirit has been dead, the less emotionally bound the focus is, and how interested the spirit would be in appearing.

Mental Stun Characters with this ability can overload one aspect of a victim and stun them temporarily. Players must choose if the character can attempt to overload the character’s physical body or the victim’s mind. Once chosen this form cannot be changed. Either form will cause the victim to remain motionless and defenseless for 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 character’s 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 affected. This option requires the Mentalism skill. Upgrades: +5pts The range of this option is increased by 10 feet. +30pts Character may select both forms of stun: Mental & Physical. They can choose to alternate their attacks as desired. +30pts Victims that fail to resist are stunned for two phases. +60pts Victims that fail to resist are stunned for one full round. +90pts Victims that fail to resist are stunned for a number of rounds equal to the character’s experience level. +120pts Victims that fail to resist are stunned until the end of the scene.

Metal Form Creates a metal sheen around the character’s body protecting him from most attacks. Character is able to survive without oxygen, underwater, in space, and is immune to gas attacks. The character also gains a PV of 10. This option requires the Body Modification skill. 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. +5pts +15pts +30pts +30pts +45pts

Increase PV by one. Increase PV by five. Increase PV by ten. Resistant to cold, electricity, or fire. Choose 1. Resistant. Protected against armor piercing attacks.

Military Training This option allows the character to select the Pilot Military Vehicles skill. The character gains the Unarmed Combat skill without any additional expenditure of option points, but must still select the skill normally. All military characters must choose a MOS (Military Occupation Specialty) and purchase the appropriate skills. Characters with this skill must decide if they are retired or active military. Active military personnel must have the Influence – Military resource of one or higher. Others may still be part of mercenary groups or the National Guard and have other required resources.

Mimic Power Metabolic Control This option allows the character to control their metabolic processes such as heart rate, breathing, eye dilation, and various consumptions. Characters with this option only require six hours of sleep every three days, a meal every week, and water every two days. This is to maintain optimum condition. The character will be able to last three times as long as a normal human before fatigue, thirst, or hunger kill the character. The character can hold his breath for ¼ his Health in minutes. If the character is ever wounded and bleeding the character’s body will staunch the wound in one action. This option requires the Body Modification skill.

This option allows the character to mimic any one option that any other character possesses, with a total OP cost of no more than 100, until the end of the scene. The target must be touched for this borrowing to occur, and this option does not transfer the skills needed to use the borrowed options. However, this option does grant access to all innate skills for purchasing. Without the appropriate option however the skills are useless. The character may only borrow one power at any one time, but may release that option to mimic another. Spell casting may never be mimicked. Gadgets, cybernetics, robotics, and other technological options may never be duplicated. This option requires the Control skill.

- 64 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers Upgrades: +30pts Character may mimic one additional power simultaneously. +50pts Total OP range to mimic is increased by 100. +50pts The mimicked option remains in effect for one additional hour after the scene ends. +50pts The character actually steals the option for the duration. The original character can resist with a contested Control skill versus Willpower check. Options that are permanent and inherent to the character may not be stolen.

Mind Skimming This option requires Mentalism and is a lesser version of telepathy. The mind skimmer can read only the surface thoughts of the victim within line of sight at a range of 20 feet. A contested Willpower vs. Mentalism check is required to read the victim’s mind. The mind skimmer must continue to concentrate upon the victim in order to maintain the connection. Any combat or movement faster than a walk will shatter the link. Upgrades: +5pts Additional 10 feet of range. +20pts Additional 100 feet of range. +40pts Range is now unlimited line of sight. +50pts Telepathy

Mutation This option gives the character 45 points of options that can be spent in the Unnatural hero type for external and physical options only. In addition the character must choose one non-compensated physical deformity or obviously strange physical trait as a side effect of their mutation. Additional points may be spent in this way, but an additional deformity is required for every additional 100 points spent.

Mystic Requires the Extra Sensory Perception (ESP) skill. The character is able to open herself to the living world around her. The character can extend her senses to sense the general physical, spiritual, and mental condition of any creature within 20 feet. Mystics can feel the same information from other Mystics within a range of ½ mile. Mystics can close themselves at will from the life essences around them and hide from the searches of other mystics. Upgrades: +5pts Range is increased by ten feet. +30pts Additional 100 feet of range. +35pts Prestidigitation. +45pts Empathy +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 may change into. This form can never change; it always looks exactly the same. The form must be equal to or less than the character’s mass and may not have any unnatural abilities, although the character may be able to use others he possesses. Any claws, night vision, flight, or other natural abilities are available; although they may require some practice to understand fully. This option requires the Body Modification skill. Upgrades: +30pts Morph between 3 creatures. Natural, form 1, and form 2. +30pts Morphing the body into alternate versions of 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.

Natural Camouflage This option causes the skin and clothing of the recipient to mimic the coloration of the surrounding area. This option does not extend to metallic armors, Kevlar, or other man made materials but will change padded and leather varieties. This color change will give a natural skill rating of 95 in hiding to a stationary character. Missile weapons, options, and spells receive a penalty of –10 to hit even if the character is moving. Upgrades: +5pts Additional penalty of 1 to be hit while moving. +30pts Additional penalty of 5 to be hit while moving. +50pts Additional penalty of 10 to be hit while moving.

- 65 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

Natural Weaponry This option can be selected more than once if desired. The injury dealt is never cumulative, but having multiple attack forms can be useful. The specific cost of the option is based upon the form selected. Injury dealt is also based upon the specific weapon form. All of these forms are used in conjunction with Brawling, Unarmed Combat, or Martial Arts.

+30pts +30pts

+30pts +50pts

• •

• • • •

Antlers - Deals 1d10 Injury. Body Spikes – Adds +2 points to most hand to hand combat injury. Grapples, Wrestling, etc deal 1d10+5 Injury to opponent. Claws & Talons – Deals 1d10 Injury. Bite & Fangs – Deals 1d10/2 Injury. Can only be upgraded to 1d10 maximum. Melee Weapon – Deals 1d10 Injury. Power Fist & Kicks – Deals 1d10 Injury. This supercedes all normal injury tables for punches and kicks unless the character wishes to soften their blow and only deal normal injury. Further increases in injury require supernatural strength.

+60pts +100pts +100pts +150pts +150pts

Hidden/Retractable. Weapon appears and disappears instantly at character’s desire. Indestructible. The weapon is unable to be destroyed or broken by normal means, attacks, or abilities. GM needs to determine if a specific attack has the potential to damage or destroy the natural weaponry. Armor Piercing. Armor Piercing to soft armors. Increases the injury dealt by the natural weaponry to 3/6/9/11/13/16/19/21/23/26. Armor Piercing. Armor Piercing to soft and hard armors with less than 25 PV. Increases the injury dealt by the natural weaponry to 8/11/14/17/20/23/26/29/32/35. Armor Piercing. Armor Piercing to soft and hard armors with less than 50 PV. Increases the injury dealt by the natural weaponry to 17/21/25/29/33/37/41/45/49/53. Armor Piercing. Armor Piercing to soft and hard armors with less than 100 PV.

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: -15pts Hand Held or worn weapon. Can be removed, hidden, lost, or destroyed. May require another melee skill to use. +15pts Increase injury dealt by fangs to 1d10. +15pts Increase injury bonus dealt by body spikes to +5.

Allows the character to see perfectly in very low light level conditions. Absolute darkness will blind the character. The darkness of night or darkened rooms with little light will seem as if in normal daylight to the character. This option will not assist in fog enshrouded areas or if the character is blinded.

- 66 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers Upgrades: -15pts Character only has exceptional night vision. Character can see well, but not perfectly in dark locations. Character only suffers half the normal penalties due to poor lighting. Absolute darkness will still grant full penalties.

Creation may be chosen as a specialization of the Art skill if desired. Objects with more valuable compositions may be created, but the penalties to the Control roll should increase with the value desired. Objects created will materialize within the character’s hand and will remain until the end of the scene.

+30pts

More complex creations may be attempted, but the character must have the appropriate skills to understand the workings of the devices. For this reason, 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.

+50pts

Character can see in fog or smoke clouded locations with perfect clarity. Character can see in absolute darkness with perfect clarity.

Obfuscation Characters with this ability can cloud the ability of spells, supernatural abilities, and certain options to view a character. Abilities such as clairvoyance, scrying, death tell, and the like cannot view the character without being resisted. The character is not invisible to those physically present. This ability is not invisibility and should not be treated as such. He can still be detected by sound, touch, smell, or taste. The character can also resist spells or abilities that will force the character to tell the truth or reveal his true emotions or motivations. This option requires the Mentalism skill. The character can always force a contested roll with the Mentalism skill against applicable options. Powers or abilities that usually allow a specific skill or attribute to resist may roll using either the Mentalism skill or the standard roll with a bonus of +1/10th the Mentalism skill of the character. This ability will only shroud the character from the observation of others. Upgrades: +30pts Casts no reflection. Characters with this upgrade can resist being seen in reflective 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.

Upgrades: +1pt Weight Maximum is increased by one pound. +5pts Range of creation is increased by 10 feet. This only applies if the character has purchased the Ranged Creation upgrade. +15pts Object will exist for creator’s experience level in hours. +30pts Object will exist for creator’s experience level in days. +30pts Ranged Creation. Objects can be created anywhere within 20 feet of the character. +30pts Object can be made permanent by the creator. Requires spending one Drama Point and the object must have some dramatic tie to the plot or some significant meaning to the character. Objects made permanent in this way will remain in existence until destroyed normally. +50pts Characters can create complex devices. These devices cannot require any High Tech or Ultra Tech skills. +100pts Characters can create complex devices, including High Tech devices but no Ultra-Tech devices. +150pts Characters can create any complex devices.

Observation Object Creation This option allows the character to create objects out of nothing. This option requires the Control skill. Simple items such as bowls, forks, crayons, and paper can be created up to a weight limit of 5 lbs. These objects are neither especially pretty nor valuable. A successful Art skill check with an appropriate penalty will improve the appearance of the created object. Object

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 may not be changed. The three most common methods of observation are psychic, familiar, and technological. Each uses a different required skill and has different ways for others to notice the observation. All require the Informants: Observation resource. This option can observe up to the area of a large town or small city. Characters must roll their Informants: Observation resource to determine if they currently have the ability to - 67 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers view the selected area. Assuming they have the ability to view the area, they may then roll their required skill. The quality of visual information is relatively poor and all awareness rolls have a penalty of -20. Searching amongst many viewpoints for a specific event or individual is difficult, tiring, and time consuming.

to the game with only minor scratches during the next scene. This option may be purchased more than once, but each time it is used the character scratches off one “life” and loses one purchase. No character may ever purchase this option more than eight times in their lifetime.

Psychic observation uses the group mind gestalt of the city to allow the character to view communal outdoor locations. Requiring the Mentalism skill, this version of the option can be detected by anything that notices psychic, magical, or supernatural energies. Familiar observation utilizes the animal population of the area to view outdoor areas. Requiring the Mentalism, ESP or Control skills, this form of the option can control the animals enough to change the viewpoint of the scene 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 technological monitoring devices.

Upgrades: +60pts The character may be in a less than life threatening situation and need to escape. As long as the character is alone and cannot be seen by anyone (including electronic surveillance) they may attempt a luck check. If successful the character has found the secret door, the ubiquitous airshaft or some other means of escape.

Upgrades: +30pts Character has a sharp view of the scene. Character may roll Awareness without normal 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 secret, secure, and indoors. The method of observation must be present to attune to the chosen locale. This upgrade may be selected multiple times: once for each desired location. +50pts Character can observe an area equal to the size of a small state such as Rhode Island or Vermont. +75pts Character can observe an area equal to the size of a large state such as Texas or Alaska. +100pts Character can observe an area equal to the size of the United States. +150pts Character can observe an area equal to the size of a large continent. +200pts Character can observe an entire planet.

Off-Screen Escape A traditional favorite of old time serials and bad television shows. You have just watched the hero shot by the villain in the chest, or the hero just plummeted of the German Airship, or the Astronaut was just expelled into space. No chance of survival. This option allows the dead character to create a semi plausible excuse and return

Omni-Vision 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 that spot could be directly behind them. Characters with this option are extremely difficult to surprise and sneak past.

Organization This option gives the character a membership to an organization that in theory will protect, train, and arm them. Every organization will have different resources available, different motivations, and different acceptable forms of behavior. Government agencies, magical guilds, criminal families, and even mercenary companies can all be created using this option. Characters may pool option points to create an organization, but each character must purchase their membership level separately. Every member of an organization must have the Influence – Specific Organization resource. Low ratings may mean distrusted or probationary members while high ratings will denote voting members and leaders. This list of 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:

Motivations -15pts

Criminal. Criminal organizations are out to make money. In most cases they aren’t concerned with who they hurt or injure, just as long as the cash keeps flowing. Drug running,

- 68 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

-15pts

prostitution, theft, smuggling, money laundering, protection scams, and even assassination may be fully licensed by the organization. The down side is that the organization may insist that the character participate in some of these less than legal activities. And most law enforcement agencies don’t particularly care for criminals or those who consort with known criminals. Unknown. The characters just don’t know what the motivations of this organization really are. They are given assignments and are expected to have them completed on schedule. Characters with this upgrade cannot also be on the executive board. GMs should keep the players guessing.

+5pts

+5pts

+10pts +10pts

+0pts

+0pts

+15pts

Known Government Agency. These agencies are most often local law enforcement, FBI, CIA, NSA, or some other regulated agency. The members enjoy decent public relations, have some authority, but must have strict guidelines for behavior out in the field. Mercenary Company. They have a job to do and want to get paid. They will give orders for something to get done and it had better be done by then. Within their own ranks they rarely care about local laws and statutes but the member had better follow orders or expect swift retribution. Secret Government Agency. These agencies are similar to the known agencies except that they have far less over-sight by other regulators. They often have strict orders not to come in conflict with local law enforcement, but need to get the assignment completed.

Available Resources / Supplies +5pts +5pts

+5pts +5pts

+5pts

Disguises. The organization can supply the character with different costumes, uniforms, clothing, fancy dress, and various accessories. Basic Equipment. Any basic equipment that the character may require to accomplish the assigned mission assigned will be given. Other common items such as communication gear and laptops may be standard issue. Background Checks. The organization has enough internal security resources to investigate every potential member fully and competently. Company Car. Characters are issued a normal vehicle by their organization for daily use. Characters have 6 additional points to purchase or improve a vehicle. Sidearm. Characters are issued small pistols, knives, blunt weapons, and other less-lethal weapons. Other small arms may be issued, but the organization will rarely provide expensive or illegal weapons.

+15pts +15pts

+15pts

+15pts

+15pts

+15pts

+15pts

+15pts

Local Secured Networks. The players may safely communicate over scrambled networks over a small area. Depending upon the campaign this may include just a single town, or in others up to a planet. Tiny Budget. The organization barely has enough to make ends meet. They can however come up with a hefty amount of cash in a pinch and can afford to pay their employees. Members should not select too high of a Wealth, Income, or Lifestyle for characters that depend upon the organization for their livelihood. Forged Documents. The organization has access to either legal documents that have been falsified or a skilled forger to make documents. Light Armor. Suits of armor up to Class III Kevlar are available for members only. Battle suits and other military armor are not available. Special Weapons Permit. Members have the right and legal permission to carry specialty firearms and weapons. Moderate Budget. While budget cutbacks and cost savings are endlessly discussed at home office, this organization is actually in the black. Able to squeeze a considerable amount of capital if needed, this organization pays its employees well. Characters with this upgrade can justify up to a five in the Income resource. Tight Security. The organization has enough internal security personnel to maintain frequent checks on all of its member’s loyalty, mission status, and contacts. Light Weapons. Characters may be issued light small arms. These weapons may include military issue pistols, sub machine-guns, rifles, and other firearms. Characters may also justify an Arsenal resource with this upgrade. Long Range Secured Systems. The organization has enough power and clout to create large-scale communication networks that are reasonably secure from intrusion. Depending upon the campaign this may encompass an entire country or even an entire solar system. Technical Electronics. Expensive surveillance items, satellite relays, video equipment, and other high-tech goodies are more likely to be standard issue or available when needed. Low Magic. Items such as runes, scrolls, potions, and other minor magical items may be standard issue or given on an as-needed basis. The power of these items should generally not exceed a minimum skill requirement of 50. Specialty Vehicles. The character is issued a vehicle by the organization and may be given more powerful vehicles on an as-needed basis. The GM should decide how many freebie points to grant to improve the Vehicle option. - 69 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers +30pts

License to Kill. Characters with this upgrade are legally allowed to use deadly force when they deem it necessary. There are still strict guidelines and oversight when these events occur, but the character is shielded from most public scrutiny.

+30pts

Heavy Armor. Any campaign-appropriate suit of armor is available on an as-needed basis. Most organizations will not give heavy armor to members for general use. Paranoid Security. The internal security of this organization expects its member to be moles, traitors, and double agents. It constantly monitors and tracks all of its agents and quickly deals with any suspicious behavior. Heavy Weapons. The organization will keep its members well stocked in needed small arms and ammunition. In addition, several military grade explosives and heavy weapons may be provided on an as-needed basis. Medium Magic. Items such as runes, scrolls, potions, and other minor magical items may be standard issue or given on an as-needed basis. More powerful artifacts such as magical weapons, wands, or armor may be loaned if the need is great enough to warrant the extra expense. The power of these items should generally not exceed a minimum skill requirement of 100. Military Vehicles. The character may be assigned an advanced vehicle such as a fighter jet, helicopter, or tank in the line of duty. While expected to minimize loss of property, not every vehicle is expected back in perfect condition.

+30pts

+30pts

+30pts

+30pts

+30pts

+30pts

+60pts

+60pts

Extensive Secured Channels. The organization utilizes the finest in communication technology and security procedures. The character can easily expect a clean and secure signal anywhere in the world, and in some campaigns this may extend throughout several solar systems or even the galaxy. Extensive Budget. Organizations with this budget make several government agencies drool. Able to siphon a vast amount of currency to meet its needs, this organization can easily afford to pay its members well. All members of this organization should have at least a moderate Lifestyle and Income rating. Players can use this resource to justify any desired Lifestyle or Income desired, and may increase them past six. Any resource increased past six will cost twenty option points per rating level. High Magic. The organization likes to keep its members well stocked in minor magical items and has a few more powerful items tucked away in case of member need. Fabulous Budget. This organization can

purchase a small country if the need ever arises. All of the members or employees of this organization are well-paid professionals. All members of this organization should have at least a moderate Lifestyle and Income rating. Players can use this resource to justify any desired Lifestyle or Income desired, and may increase them past six. Any resource increased past six will cost twenty option points per rating level. +30pts

+30pts

+30pts

+30pts

+30pts

+30pts

+45pts

+45pts

Espionage Units. This organization utilizes a system of spies and intelligence operatives to obtain essential information. The organization then gives only the required information to those it feels needs it. Technicians & Mechanics. The organization has several garages, electronic shops, fix-it places, and weapon smiths who are contracted or hired full-time to assist their members. These highly skilled mechanics can fix most modern weapons, armor, and vehicles. Depending upon the campaign they may have additional High-Tech skills that the organization may rely upon. Criminal Services. This organization has several freelance and career criminals on retainer. They may rent out their services or provide them free of charge to certain members or clients. Prostitution, drug dealers, pickpockets, forgers, smugglers, cat burglars, safe crackers, thugs, and confidence men are all available. Scientists. The organization maintains contracts with various laboratories, academies, universities, and other scientific institutions. These scientists may be relied upon for research, analysis, or even some investigations. Task Force. The organization has a small group of irregulars that are skilled in combat, investigation, breaking and entering, technical skills, and not getting caught. These teams often defend the interests of the organization and maintain security. Build this group like any other PC party. Medical Services. The organization has medical personnel in safe houses and hidden clinics that members may use when injured in the line of duty. These doctors are often paid well not to ask questions or report to local law enforcement. Skilled Assassins. Usually only employed by criminal organizations, black-ops agencies, and the truly devoted. Snipers, assassins, and other for hire killers are kept in the organization’s membership and on retainer. Magicians & Psychics. The organization keeps several powerful magicians and/or psychics on retainer at their major locations. These mages

- 70 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

+60pts

have special duties and responsibilities depending upon the other aspects of the organization. Mercenaries. The organization has contracts with various companies and third world armies that it can utilize throughout its sphere of interest. Depending upon the size and power of the organization these contracts may be on individual basis, or full-time propositions.

+30pts +30pts +30pts +50pts +60pts

May seal a path so another path walker cannot travel along it. Innate ability to activate any magical gates and patterns. Allows the character to activate any path or dimensional instability that was used within one day. May attempt to determine the end point of the path with a successful ESP skill roll. Allow others to travel along if in physical contact.

Location +0pts

+15pts

+30pts

+50pts

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 be fewer if any branch offices. GMs need to create the individual headquarters used by the organization. Regional. The organization has one primary headquarters but has large branch offices in several towns and cities within the region. Depending upon the campaign this could mean a single state, country, or even planet. National. This large organization can assist its members all throughout the country. With large branch offices in most major cities, this organization often has the muscle and political savvy to be a major player. Larger scale campaigns may include entire solar systems in this category. International. This extensive upgrade allows the organization to have a headquarters in every country, large offices in every town, and smaller branch offices everywhere. Need help? We’ll be there in less than five.

Path-walking Path walking is the ability to travel magical and unnatural paths wherever they may lead. This option requires the Translocation and ESP skills. The character 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.

Phasing Phasing is the ability to phase out of this world and be unaffected by most normal means. The character cannot interact with anyone or anything while phased, nor can he be hurt. The character appears to be ghostly, translucent, and cannot speak or use any equipment carried. The character can phase himself and up to his full encumbrance allowance. The character cannot unphase something carried and remain phased. The character cannot unphase while inside another object. If attempted, the character will suffer 20+3d10 injury and be thrown clear of the object. This option requires the Body Modification skill. Upgrades: +15pts Completely invisible while phased. +30pts Can communicate telepathically with nonphased creatures in close proximity (5 ft). This telepathy is limited and only includes directed 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 phased. +50pts Character can move through a gaseous substance as normal. This will enable a character to walk or run through mid air

Upgrades: +5pts Increases sensory range by 10 feet. +15pts Can actually see dimensional rifts, instabilities, paths, and translocation effects. - 71 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

Poison Touch This option allows the character to generate poison. The form of poison generated must be selected at creation and can be any of the following options: Sleeping, Paralytic, Debilitative, or Injury Dealing. See the rules concerning poisons and toxins for more information. The character can generate a poison type equal to his current level of experience. The character must be able to touch the victim or have a method of administering the poison. This option requires the Control skill to create any poisons. Upgrades: +30pts Character is immune to all poisons and toxins. +30pts Characters may select an additional form of poison. The character may choose which poison to generate. +50pts Character can generate toxins and drugs as well as poisons. The difficulty to the Control skill roll will vary upon the nature and kind of drug or toxin. +50pts Character may generate a poison as if he was one level of experience greater than normal.

Possession Possession requires the Mentalism skill. This option allows the character to mentally control the movements and actions of another. Victims must be within 20 feet and may attempt a Willpower vs. Mentalism contested action to resist. Failure means that the character now has complete control of the victim’s 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 24hour period. While the character’s mind is in the victim’s body, that character’s body is completely immobile and defenseless. Steps should be taken to safeguard the comatose body. The victim will remain fully conscious and will remember feeling a loss of control during the possession. Victims may attempt to realize they were possessed with a successful Awareness roll. Those that succeed may attempt to work secretly within their own mind to subvert or expel the intruder if they have the proper options or powers. Upgrades: -15pts Possession only lasts until the end of the scene. +5pts +30pts

Additional 10 feet to the range of the possessor. The character’s body is temporarily placed inside the victims. Although dormant, the body is safe and cannot be injured.

+50pts +50pts

+50pts

Character may use other non-physical powers possessed by the victim. The character has access to the host’s memories. It still requires contested Mentalism vs ¼ Willpower to access each memory if the victim is actively resisting. The victim will have no memory of the duration of the possession unless the character chooses otherwise.

Power Negation This option is the bane of all of the others. A character with this ability may attempt to nullify the options of any one victim within 20 feet. Only supernatural options can be negated: skills, wealth, contacts, exceptional attributes, and the like are immune. The character must continue to concentrate upon the victim to negate the options and the victim may attempt a contested Control vs. Willpower or required skill check 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. Upgrades: +5pts Additional 10 feet of range. +30pts One additional victim may be targeted. +50pts May fight or otherwise act and retain concentration. +100pts An area 20 feet by 20 feet may be targeted.

Presence of Self “I know who I am, who the hell do you think YOU are?” Many very stubborn people possess this option. They know what they want, where they want it from, whom they want with it, and how they want to get it. The character must possess a Willpower rating of 60 or greater to purchase this option. The presence of self grants a bonus of +20 to resist any mind controlling, mind altering, possession, or mind deceiving effects (including illusions, but not holograms). These people are great at saying “No” to anybody, including him or herself. Upgrades: +10pts Increases the resistance bonus by +10. The resistance bonus may be a maximum of ½ the character’s Willpower. +15pts The character is immune to any one of the above mental influences. +30pts The character can attempt to shield the minds of others. Requires the Mentalism skill. The

- 72 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

+50pts

defending character must spend one action and roll a contested Mentalism versus the appropriate skill. If successful, then the character grants their level of Presence of Self to the subject for one round. Subject still must roll to resist the effects. The character is immune to all of the above mental influences.

+30pts +50pts +100pts +150pts

Increases effectiveness by 5. Effect remains for one full day. Effect remains for one full week. Character is able to apply this bonus an entire group of people instead of a single individual.

Protection Prestidigitation This option is a very minor version of telekinesis. Requiring the Telekinesis skill, the character can move a maximum of five pounds at a range of ten feet. A Willpower check will enable the character to lift 1.5 times the normal weight for one round. The character can never gain enough momentum to inflict injury with this power. A successful Telekinesis roll is required to activate this option. Upgrades: +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.

Probability The character controls, tweaks, and cajoles the powers of Murphy, chaos, and probability into his favor. The character may choose one target and wish him good or ill. Until another target is chosen, the target will either gain or lose 5 times the character’s experience level to all rolls for the rest of the scene. In addition, the target will have twice the normal critical success or failure, as determined by the character influencing his luck. Base range of 20'. Upgrades: -10pts Karma. The effects of probability can only be applied to the character that has this option. If the character is heroic in deed and outlook then they will gain the appropriate bonus. If the character is evil or villainous then they will suffer the penalty as if it was focused upon themselves. If the character is neither heroic nor villainous then they receive no modifiers. +5pts +20pts

Additional 10' to range. Character is able to include one additional target in his effects.

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 option may be chosen more than once to help protect against multiple options. The character will receive a bonus of +10 to any save or resist roll against the selected option. If the option does not normally allow any save (even Defensive Tactics) then the character will receive a chance at immunity. This percentage chance is identical to the bonus normally enjoyed. Upgrades: +3pts Increases the bonus to the chosen option by +1. +30pts Increases the bonus to the chosen option by +10.

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 resemble helmets, crowns, or other headgear. Players may choose to embed the amplifier inside the character’s brain for five option points. Such implants are considered cybernetic in origin and follow all of the rules for Cybernetic Implants. The player may select some of the upgrades from the Cybernetic Implants option to improve these mental simulators. Purchasing an amplifier grants 40 points to 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 purchased at the Psychic hero type cost. Amplifiers are presumed to be able to be lost, removed, or destroyed through normal means. Game Masters should limit the destruction of any amplifiers or items obtained through the use of Option Points. Such losses should be balanced with a redistribution of Option Points unless the player was extremely careless or stupid. Upgrades: -1pt Amplifier has one fewer option point with which to purchase installed options. No amplifier may cost less than ten option points.

- 73 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers +15pts

+30pts +30pts

+50pts

Amplifier will not work for any unauthorized individuals. Players must determine the manner of testing (pass-code, retinal scan, DNA, fingerprints, etc) and those who are considered authorized. It may be possible to hack into the processor and bypass this security. This amplifier can be used by anyone, regardless of latent psychic potential. Any unauthorized person who attempts to use or hold the amplifier 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, DNA, fingerprints, etc) and those who are considered authorized. It may be possible to hack into the processor and bypass this security. The amplifier is indestructible by normal means. The GM will determine what attacks have sufficient strength to damage or destroy the amplifier.

Power Source An amplifier is assumed to have an infinite power source. However a amplifier may have a different power source to help defray the costs of additional upgrades and options. The character may spend option points later in the campaign to negate the flaws purchased in this section, presuming they have access to someone with High Tech or Ultra Tech skills. Amplifiers requiring recharging may not be recharged at the normal electrical outlet. These options require that the character have a special recharging station at a house, headquarters, or hideout. -5pts -5pts

-5pts

-10pts

-10pts

Amplifier must be recharged every week and requires one uninterrupted hour. Minor Burns. The amplifier draws power from the user’s 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. Minor Drain. The amplifier draws power from the user’s physical or mental energy. Choose either Mental or Physical drain. The amplifier increases the appropriate drain pool by one every phase of use. Mental drain affects mental skills, spell magic, and willpower checks. Physical drain affects physical skills. Major Burns. The amplifier draws power from the user’s life force. Each round of use inflicts 1 point 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. Major Drain. The amplifier draws power from the user’s physical or mental energy. Choose either Mental or Physical drain. The amplifier increases the appropriate drain pool by five

-10pts -15pts -30pts

-30pts

-30pts

-30pts -45pts

Varies Varies

every phase of use. Mental drain affects mental skills, spell magic, and willpower checks. Physical drain affects physical skills. Amplifier must be recharged every week. Recharge requires six uninterrupted hours. Amplifier must be recharged every day. Recharge requires six uninterrupted hours. Requires Energy Clip. This clip contains enough energy to power ten uses of the amplifier before recharging. For every five option points spent, the clip may have one additional use or activation. Two points of cost may be reduced for every use or activation removed from the maximum clip capacity. Massive Burns. The amplifier draws power from the user’s 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 cannot be healed by any other means. Massive Drain. The amplifier draws power from the user’s physical or mental energy. Choose either Mental or Physical drain. The amplifier increases the appropriate drain pool by ten every phase of use. Mental drain affects mental skills, spell magic, and willpower checks. Physical drain affects physical skills. Amplifier has enough power for one hour of use. Recharge requires 12 uninterrupted hours. Amplifier is a single use item. The power in the amplifier allows the item to be used one time and must then be recharged for 24 uninterrupted hours. May be plugged into a standard outlet or solar cell for recharging. Reduces Weaknesses from recharging by 1/3. Power Collector. It has an internal generator that must be recharged. Reduces Weaknesses from recharging by 2/3.

Psychic Translator This option requires the Translation skill. The character may attempt once per conversation to comprehend the speech of anyone within 50ft. With a successful skill roll the character understands and may speak the language spoken. As long as the character stays within range of a native speaker of that language and continues to speak with others, the ability to comprehend the language is retained. The longer native speakers surround the character the more her accent, dialect, and slang will begin to mirror that community. If the character does not converse with anyone for a 24-hour period in that language, then the language is lost and must be re-focused upon.

- 74 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers A character can retain knowledge of a number of languages equal to 1/10th her Intellect. This option does not grant the ability to read the language, only speak it. The character generally misses the first few sentences of the first conversation as she tries to focus upon the language and master it. A critical success means that the language will be instantly recognized and will be retained for a period of one week after leaving native speakers. A critical fumble will temporarily bar the character from understanding the language for 24 hours. Upgrades: +5pts Increases range by 10 feet. +10pts Can retain one additional language. +30pts Increases range by 100 feet. +30pts Can retain languages for one additional day. +45pts Increases range to ½ mile. +50pts Can retain languages for one week.

Radar This option allows the character to broadcast high frequency radio waves and instinctively sense the reflections. Radar waves require open space to work best. Small objects, dust, rain, snow, deep forests, and other obstructions will obscure the precision of the radar waves. On the ground in normal terrain, city neighborhoods, light forests, and other loosely cluttered areas the range of the radar is 100 feet. Wide-open spaces and clear plains 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 objects or more precise shapes may require an Awareness roll. This detection does not give color, fine details, or allow the character to read objects. It simply gives general shapes, movements, and assists in hand-eye coordination. The character will receive a bonus of +10 to any roll than involves striking, dodging, catching or otherwise interacting with larger objects. Fine motor skills never receive this bonus. In addition the character can never be surprised by anyone inside the range of the radar unless they do not recognize the attacker as dangerous. Upgrades: +15pts Additional 10ft / 50ft / ½ mile to range of radar. +15pts Bonus to rolls is now +15. +30pts Bonus to rolls is now +20. +30pts Character can see more refined details with radar. +50pts Bonus to rolls is now +30.

Regeneration The character heals much faster than a normal person. The character will regenerate 1d10 + 1/10th HEA worth of injury points every hour. Upgrades: +15pts Increases frequency to every minute (10 rounds). +15pts Can suddenly heal 2d10+1/10th Health in injury points. This can be done once per day. This upgrade can be purchased more than once. +30pts Will keep the character alive and regenerating well beyond terminal injury. Instead of dying at negative ¼ HEA injury points, the character will survive until the wounds push the character below full negative HEA. +50pts Increases frequency to every other round. +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 may choose which is occurring – normal regeneration or vital regeneration. +75pts Will keep the character alive and regenerating well beyond terminal injury. Instead of dying at negative ¼ HEA injury points, the character will survive until the wounds push the character below twice their negative HEA. +100pts Increases frequency to every round. +150pts Increases frequency to every phase.

Reserves This option can only be selected if the chronicle will be using the optional rule requiring drain to utilize options and powers. This option cannot be utilized with any spell casting options or abilities. Selecting this option will give the character an internal drain battery that can be drawn from before the drain pool accumulates to penalize the character. The base size of the internal reserves is 25. Upgrades: +10pts Increases the base size of the internal drain reserves of the character by five. +30pts Characters that have selected the Channeling upgrade now have a base range of 20 feet. This range can be increased by ten feet for every five option points spent. +50pts Channeling. Character may select the Channeling skill. Characters with this upgrade may transfer energy to replenish the drain pool of another character. The other character must be touched for this ability to be attempted.

- 75 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

Resistance Grants the character with this option a resistance to one specific form of energy-based attacks. The character will receive ½ Injury from this one specific element or attack form. This power may be purchased multiple times if desired. Some of the available forms of energy include: cold, fire, high-energy, electricity, radiation, light / lasers, plasma, and magic. Upgrades: +40pts Choose an additional form to resist. +75pts Receives only ¼ Injury from the chosen form(s). +100pts Immune to chosen form(s). Receives absolutely no injury from that source. If chosen in conjunction with the all forms upgrade, then the character must select a major weakness. +150pts Resists all energy based attacks. All of the above energy forms may be resisted by the character.

See Invisible The character can see invisible or hidden objects and characters. Requiring the Sense Aura skill, this option has a range of 20 feet. Characters can see such characters as if they were completely visible. Upgrades: -15pts Character only sees the outline and faint suggestions of features of invisible objects. +5pts +30pts

Range is increased by 10 feet. Range is increased to line of sight.

See Other Worlds The character can see alternate realities, realms, and planes that are adjacent to their own. At creation the player must select one other world to be able to view. Once selected this world cannot change. When this ability is active the character sees both worlds superimposed upon one another. The character may attempt an Extra Sensory Perception (ESP) skill check to separate one world from the other, even to the point of completely ignoring one world entirely. Even though the character 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 to witness. +50pts Character can interact normally with any visible world.

+150pts Character can witness any available worlds in the GMs universal system. Only one additional world can be view safely simultaneously. Otherwise the character risks injury to his Sanity Points at the GMs discretion.

Sensory Shield Characters with this option have an innate ability to resist attacks or discomfort to any one sense. This sense must be chosen at creation from the following: Sight, Sound, Smell, Taste, or Tactile. The chosen sensation cannot be changed. Characters with special options that grant additional senses may choose one of those senses instead. The character will automatically resist any discomfort related to the chosen sensation. Any direct attack against the sense or other rolls inhibiting the sensation by attempting an overload or deprivation can be resisted. The character will gain a bonus of +20 to defend against any such attack. Upgrades: +1pt Increases the Sensory Shield bonus by +1. +15pts The character may select one additional sensation at creation. +45pts Increases the Sensory Shield bonus by +50.

Sexual Magnetism This option allows the character to subtly 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 character’s background. This option is one of the subtler of the mind control options available, and most victims will not even realize that it has been attempted. They will never act contrary to their beliefs or personal self-interest. They may attempt to resist initially with a contested Willpower check versus the Mentalism skill of the character. Victims that succeed in resisting may roll a contested Awareness versus the Mentalism skill of the character to notice the intrusion. Those who succumbed to the option will either not notice the change or will explain it away. This option will remain in effect for the rest of the scene.

Shape-shifting The character can change into any living form he wishes. The mass of the character may only change by +/- 25%. This means that the character could change into

- 76 -

Charles Weston (order #2827343)

6

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 may not be selected. Upgrades: +10pts. Reduces the dual firearm penalty against multiple targets by -5. This upgrade can be selected multiple times, but can never be used to grant a bonus to strike. +15pts. May utilize Short Bursts with a revolver if that is the chosen weapon. +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 that is the chosen weapon. +20pts. Choose an additional weapon skill. +20pts. Characters suffers ½ penalties for firing at maximum range. +20pts. May ignore penalties when using a chosen Burst weapon. +25pts. Off-hand attacks use the same skill percentage with the chosen weapon. +30pts. Character may ignore movement penalties. +30pts. Ammunition. +30pts. Characters suffers ¼ penalties for firing at 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 options or upgrades that increase the ratio of injury based upon skill rating. +50pts. Characters may ignore maximum range penalties.

Shrink The character can shrink from their current height to 1/10th their full height in one action. The character may stop shrinking at any height desired up to their maximum shrinkage. This shrinkage includes all of their equipment and clothing. Characters shrunk in this manner gain a bonus of +50 to hiding and stealth rolls, but also suffer from a reduced strength, movement, and other physical attributes. Requires the Body Modification skill.

Upgrades: -15pts Clothing and equipment remain full sized. +30pts

May retain full mass. This includes full weight, strength, and movement. +60pts Characters may shrink down to one inch. Character has an effective hide and stealth skills of 100%. +100pts Characters may shrink down to near microscopic. GMs and players must decide how far is too far, and how much they actually want to play in this micro-world.

Sidekick This option grants the character a lifelong and devoted sidekick. They could be a robot companion, a devoted apprentice, an adopted ward, or even just a 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 - 77 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers stupid and will not leap headlong into danger unless their good friend is leaping too. In some cases the GM may need to use them as NPCs, especially when they go on side missions that the PC would not be able to monitor. 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 order to make them more powerful. In this case a Hero Type should be determined for the sidekick. Sidekicks may never take weaknesses. Sidekicks never earn experience points and only increase their skills when the primary character advances. When this occurs, increase all of the sidekick’s skills by five.

penalty of 5 times level to all skills for 1d10 + level rounds after the sonic attack has ended. Three concurrent failures or a critical failure on the Health roll will result in the victim falling unconscious. This option requires the Mimicry, Ranged Strike, and Control skills. Upgrades: +5pts Grants an additional 10 feet to the range of the silence field or supersonic attack. +10pts Heightened Hearing +50pts Sonar

Soul Projection Sonar Sonar is the ability to use sonic and supersonic waves to determine the locations of objects. This option gives the character the ability to know, without sight, the general locations of objects and Heightened Hearing. These waves are emitted by the character and can be heard by others with the appropriate technology or options. The character can choose to run silently and only guess at the locations of other noise making objects. The character may use their full Awareness while running silent to pinpoint these objects. The range of sonar is only 100 feet above water but 1000 feet under water. Sonar will not work in outer space. Upgrades: -15pts The sonic waves used by the character can be heard by anyone. +10pts +30pts

+90pts

The Sonar range is extended by 10’ / 100’. The sonar is so precise that the character can “see” using the sonic waves. Does not give colors, just shapes and depths of the objects in range. Sonic Manipulation

Sonic Manipulation This option is the ability to focus and alter sound waves. This ability can be used to mimic the voice or sound of any object that has been heard by the character. This requires the Mimicry skill to be done on the fly. Otherwise the character must spend a full minute practicing the sound to get it just right. The character can also create complete and total silence within a 10’ area up to 100 feet away. Finally the character can choose to attack a victim up to 30 feet away with a supersonic attack that deals 1d10 injury but requires a Health roll. If this roll is failed then the character is disoriented and suffers a

This option allows the character to astral project her consciousness out into the ether. The recipient will slip into a coma-like state for the duration of the projection. Once in this state the recipient’s soul can leave the body and travel independently. This soul is invisible to all senses. Some spells and abilities, including See Magic and Identify Magic, may be able to detect the soul. Spells or options that detect heat, invisibility, or night vision will have no chance for success. Creatures such as ghosts, spirits, or other non-corporeal undead will see the soul without difficulty. Souls cannot affect living tissue, and have an effective strength attribute of 1. Souls can affect other non-corporeal creatures without penalty or restriction. They may only travel in a normal fashion: walking, running, and climbing. They may step through walls and other non-living materials. This option requires the Mentalism skill. Characters may safely remain in an astral state until the end of the scene. For every hour past this deadline the character will have a 5% cumulative chance to lose their way home. Lost characters must find someway to return to their bodies within one hour or the body will die. Souls trapped in this way may begin to develop the properties of normal spirits and ghosts. 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. +50pts +30pts

+35pts

Magical Sight Characters may physically project their bodies into the Astral realm. They suffer the same limitations on interacting with the corporeal world as does any other character, but their bodies will not wither and die without their soul being present. They can still become lost and disoriented in the Astral Realm. Astral flying. Character may move in any direction at their maximum run.

- 78 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers +75pts

Astral teleportation. Astral creatures may teleport to any location that is known to them, or has a living person who is personally important to them. This upgrade requires the Translocation skill.

Specialist The specialist option allows a character to fully exploit and develop a specialization. The character gains a bonus specialization at a +10. This specialization may now be developed normally and may be increased up to a total specialization bonus of +30. Characters that choose this option are usually very devoted to their specialization and continue to train and practice during most of their spare time. Upgrades: +15pts Increase specialization to +16 and the maximum level of specialization to +35. +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.

Stalking This option allows a character to move completely silently. There is no roll allowed for normal humans and most characters in the vicinity have no chance to hear the character. This option does not make the 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 versus Stealth. The character with Stalking receives a bonus of +20 to this roll. Characters with this option may not be more than lightly encumbered, and may only move at a maximum of a jog. This option requires the Stealth skill. Upgrades: -15pts Does not mask the character’s scent. +20pts +20pts +30pts +40pts +50pts

Adds +5 to Camouflage, Hiding, Stealth, and Tracking while active. May be at Medium Encumbrance. May move at a trot and remain silent. May be at Heavy Encumbrance. May move at a run and remain silent.

unaffected but cannot breach the stasis field. The character can place an area 20’ by 20’ into stasis. The character cannot move or interact as she is also frozen in time. A stasis field can remain for no more than the character’s ¼ 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. Upgrades: +30pts Character can move about the stasis area, but cannot affect or interact with any objects or people. +50pts Character replenishes used stasis time after only two hours. +90pts Character can create a 50’ x 50’ stasis field. +100pts Character replenishes used stasis time after only one hour. +100pts Characters can move and interact normally with those frozen within the stasis field. +150pts Character can create a 100’ x 100’ stasis field.

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 water pressures and can survive quite well almost anywhere. While in Stone Form the character triples in weight. The character also becomes incredibly tough, ignoring most attacks and obstacles. This option requires the Body Modification skill. Option Summary • Alter Ego into stone form. • Unnatural Armor. PV of 25. • Hardened • Power Fist & Kicks. • Immune to gases, drugs, toxins, poisons, cold, and electricity. • Fire deals ½ Injury. Upgrades: +90pts Supernatural Strength or Health. +90pts Control Element - Earth +112pts Crystal Creation

Stretching Stasis The character can place an entire room or area of effect into a frozen moment in time for a short duration. Those outside of the area of effect are

This option allows the character to stretch and contort their bodies in strange and unnatural ways. The character can stretch their main torso up to ¼ of their Health in feet. Large limbs and the neck can be stretched up to 1/10th the character’s Health in feet. Smaller

- 79 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers extremities can be elongated up to the ¼ the character’s Health in inches. This option requires the Body Modification skill.

Upgrades: +30pts Complete Control. Character can flatten his entire body to no less than one inch. This significantly widens or lengthens the character. The character may have the general shape of many objects but still looks like a misshapen version of the character. +50pts Kinetic Force Reduction. The character can transform his body into a much more malleable and resilient material. Can only purchase defensive upgrades. Total control, and charging cannot be purchased from this upgrade. +50pts Increases the stretching limit of the character by an additional ¼ Health.

Supernatural Attribute Adds a bonus of +100 to any single attribute. Supernatural Attributes can exceed racial maximums easily and without constraint. If the character possesses 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. Upgrades: -10pts Supernatural Social Attributes. The character gains a bonus of +50 to Beauty and Charisma. They count as Minor Supernatural Attributes and may not be increased further using this option. -50pts Minor Supernatural Attribute. Character only gains a bonus of +50 to any single attribute. No additional upgrades may be purchased for this attribute. +5pts +35pts

+40pts +80pts

Increases the Supernatural Attribute by +10. Supernatural Mental Attributes. The character gains a bonus of +50 to Awareness, Intellect, and Willpower. They count as Minor Supernatural Attributes and may not be increased further using this option. Increases the Supernatural Attribute by +100. 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 increased further using this option.

Supernatural Quickness Adds one additional action per round. In addition, the character always reacts first in a round regardless of the rest of the group’s initiative. The character only has to roll initiative if there is another with supernatural quickness, or similar abilities, in the combat on the opposing side. Upgrades: +15pts +1 to Initiative even against others with Supernatural Quickness. +30pts Character moves so fast she blurs in combat. +20 to Full Defensive Tactics. +30pts Character can complete mundane actions far faster than the average human. Characters can complete simple tasks five times faster than normal. Tasks that requires thought, or skill 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. +40 to Full Defensive Tactics. +100pts One additional action per round. +100pts Character gains the Martial Arts maneuver: Advanced Rapid Strike.

Super Running Speed This veritable speed demon runs at twice the normal movement rate. Other movement rates remain as standard for the character's agility and health attributes. Upgrades: +10pts Character can run at triple normal speed. +20pts Character can run at quadruple normal speed. +30pts Character can run at Light Encumbrance. +30pts Character runs at 60 mph. +30pts All movement rates are adjusted by the multiplier. At speeds above 60 mph, multiply the other rates by five. +45pts Character can run at Medium Encumbrance. +50pts Character runs at a blinding 120 mph. +60pts Character can run at Heavy Encumbrance. +100pts Character runs at a dizzying 300 mph. +150pts Character runs at a stupefying Mach 1.

Survivor 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

- 80 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers in space or underwater. The character can survive any amount of heat and cold without penalty. Fire and cold injury is still inflicted, but weather conditions no longer injure the character. Upgrades: +25pts Metabolic Control +45pts Regeneration +45pts Resistance +55pts Hardened +90pts Supernatural Health

+50pts +60pts +75pts +90pts +105pts +120pts +135pts +150pts

within range. This option negates the requirement for line of sight, but does not confer full tactile sensation. Any Awareness rolls utilizing tactile sensations will have a penalty of -20. Full Tactile Bio-feedback. As above without penalties. Mental Force shield of PV 10 Mental Force shield of PV 12 Mental Force shield of PV 15 Mental Force shield of PV 17 Mental Force shield of PV 20 Mental Force shield of PV 22 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. Upgrades: +1pt Additional 1 lb lifting ability. +5pts Additional 10 lbs lifting ability. +5pts Base range is increased by ten feet. +15pts Additional 50 lbs lifting ability. +15pts Character can lift one additional object simultaneously. The total weight for the objects to be manipulated may not exceed the character's total lifting maximum. +30pts Base range is increased by one hundred feet. +50pts Additional 250 lbs lifting ability. +100pts Additional 500 lbs lifting ability. +30pts

Tactile Bio-feedback. The character can use the TK as a hand to grasp and grope blindly while

Telepathy Telepathy is one of the most powerful psychic abilities known to man. The ability to read the minds of others, project thoughts and emotions, and instantly react to the actions of others is nearly unbeatable. Telepathy requires the Mentalism skill. A telepath may read the surface thoughts of any victim within a true line of sight. Binoculars, video equipment, or other devices cannot augment this line of sight. This requires one action and a new victim may be chosen every action. A deeper probe can be attempted into the victim’s memories, but it requires one full round for every year that has passed since the event occurred. Victims may attempt to resist the examination with a contested Willpower vs. Mentalism check. Telepathy can also be used for two way silent communications, and to project images and words into - 81 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers the minds of others. If the character is using this ability to distract a victim they may receive a Willpower or Concentration skill roll to ignore the effects during combat. Failing this roll may cause the victim to lose actions or initiative depending upon the situation. Upgrades: +15pts Combat Teeps have an additional bonus of +5 to all combat rolls versus applicable targets. +20pts Combat Teeps may include one additional target to include within their focus. +45pts Beguile +45pts Truth Tell +45pts Psychic Translator +75pts Combat Teep. The character can tap into the subconscious of those around him to help avoid injury, predict their next moves, and slide past their guard. Unless fully defensive, the combat teep can only focus upon one victim per round. With a successful contested Mentalism vs. Willpower check the character gains a bonus of +20 to all combat strike and defensive skills. +90pts Command +95pts Everyman +95pts Illusion +120pts Memory Alteration. A character with this upgrade can remove or alter a victim’s memory. Each memory to be changed requires at least 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 discretion. +145pts Possession

Teleportation 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 the STR + HEA of the teleporting character. Characters must have line of sight to the target location. This option requires the Translocation skill. Upgrades: +5pts Add 5’ to the total teleportation range. +15pts Increase total range of teleport by one increment. Characters will have the range as if they were one level of experience greater than they actually are. +30pts Teleports one mile instead of feet. The

+50pts

+100pts

+150pts

+200pts

+250pts

character must be able to see or have been to that location some time in the recent past. Any other modifiers or conditions may be placed, as the GM desires. 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 modifiers or conditions may be placed, as the GM desires. Teleports ten miles per level. The character must be able to see or have been to that location some time in the recent past. Any other modifiers or conditions may be placed, as the GM desires. Teleports one hundred miles per level. The character must be able to see or have been to that location some time in the recent past. Any other modifiers or conditions may be placed, as the GM desires. Teleports one thousand miles per level. The character must be able to see or have been to that location some time in the recent past. Any other modifiers or conditions may be placed, as the GM desires. Teleports ten thousand miles per level. The character must be able to see or have been to that location some time in the recent past. Any other modifiers or conditions may be placed, as the GM desires.

Time Freeze This option allows the character to step outside 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 option requires the Control skill. Upgrades: -30pts Characters may only remain outside of time for 1 minute. After ten rounds the normal flow of time resumes. The character can only freeze time once per hour. -50pts Characters may remain frozen for one round (6 seconds) every thirty minutes. +30pts

Character has developed this ability into their form of personal combat. All combat actions gain a bonus of +20 as the character seems to flicker in and out of reality.

- 82 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers +50pts

May include others that are within personal contact. Breaking of the physical contact will freeze the others back in time. +50pts The character may interact with inanimate objects normally. Some complex devices that include combustion, electrical impulses, or other technological systems cannot be operated while time is frozen. +90pts Supernatural Quickness +200pts The character may interact with living creatures normally. This upgrade is extremely dangerous and GMs must approve the selection of this option.

+30pts +30pts

+30pts

Health and Willpower rolls, even if this sleep is broken into smaller segments. Cumulative penalty is reduced to -5 per twelve hour period. Character can ignore wound penalties for a number of rounds equal to their experience level. Characters must successfully roll Health or Willpower to activate this upgrade. Character enjoys an additional 24 hours before any rolls are required. This may be purchased multiple times.

Tolerance Time Travel This option requires the explicit permission of the GM. This option allows the character to travel 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 the effects of paradox should be discussed between the players and the GM before this option is allowed. I can’t stress this enough: THIS OPTION IS DANGEROUS. Time travel can be one of the greatest campaign killers and is included only for completeness. That said, a campaign built around time travel could be exhilarating and kept fresh if done well. This option requires the Control skill.

This option grants a bonus of +20 to resist the effect of any single poison, toxin, or drug. The particular poison, drug, or toxin must be selected at creation and cannot be changed.

Upgrades: +5pts. Additional bonus of +10 to chosen poison, drug, or toxin. +5pts. One additional poison, drug, or toxin enjoys the resistance bonus. +20pts. The bonus to resistance applies to all normal poisons, drugs, and toxins. +50pts. The character is immune to the effects of the chosen poison, drug, or toxin.

True Sight Tireless The character with this option can easily resist fatigue and sleep deprivation for long periods of time. This option requires the character to have a minimum Willpower or Health of 80. The character can stay active for 48 hours without any roll required. After this period has elapsed a Willpower or Health roll is required for every 12 additional hours of consciousness. There is a cumulative -10 penalty to every roll after the first. Failure will cause the character to become tired and listless. 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 three hours per 24 hours of avoided sleep. Characters that continue to avoid sleep at this point must make resistance rolls every hour to remain awake. The cumulative penalty increases to an hourly rate. Characters that receive at least three continuous hours of sleep per day will avoid requiring this roll. Upgrades: +15pts Character only needs catnaps. Three hours of sleep per day will allow the character to avoid

True Sight allows a character to see the truth that has been hidden from the eyes of most. It peels back the veil of lies and illusion that covers some creatures and objects. Once activated, this option will allow the character to have a strange double vision effect as he sees both the illusion and the truth superimposed upon one another. It allows characters to see the true form of shape shifted creatures and individuals, ignore illusions, and penetrate visual deceptions. The Game Master is the final arbitrator of what can and cannot be seen by the gifted individual. Upgrades: +30pts Character can see through non-magical disguises. +30pts Characters can innately sense supernatural creatures that are not hidden or disguised. They often sense a feeling of wrongness from the individual. Players may choose the exact sensation or warning they receive from this upgrade. This upgrade does not inform the character about the powers or race of the subject.

- 83 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

Truth Tell This option allows the character to know when anyone is lying to them. Requiring the Mentalism skill, the victim may resist the detection by using any applicable social skill vs. Mentalism in a contested action. Upgrades: +50pts The character can force the victim to speak truthfully. The victim may resist normally, and does not have to say anything. Anything said however must be the truth if they fail to resist.

Ultra Vision This character can see in every known spectrum of light: Visible, Infrared, and Ultraviolet. In addition the character can see heat emanations in the air and off bodies. This does not allow characters to see through solid objects. Upgrades: +50pts Characters can see through solid objects. The range of this ability is dependent upon the density of the material being viewed through. Denser elements such as lead or gold may prevent this ability.

+40pts +50pts

Unnatural Limb This option allows the character one additional arm and hand combination. A set of extra arms (or odd numbered additional arms) can be used to perform a 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 has two eyes and must concentrate on a target if they are close. Most often the extra arms will come into play for holding different weapons to keep them at ready, or to fire more times at a single target at range, or engage a single target in hand to hand. Upgrades: -15pts Limb is a tentacle instead. Tentacles have only ¼ of the character’s dexterity. Skill use by tentacles has a penalty of –25 for complicated actions. This option can be repurchased for each arm and hand combination. +10pts

Unnatural Armor 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 observers. Critical hits may lower the PV of unnatural armor temporarily. While healing normal or accumulated injuries, 10 points of healing may be diverted into regenerating one PV or armor. If the character prefers, two days of healing can heal 1 PV. 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. +5pts +20pts

Increase PV by one. Increase PV by five.

Increase PV by ten. Resistant. Protected against armor piercing attacks.

+30pts +50pts

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. One additional arm and hand combination. Two additional arm and hand combinations.

Unremarkable The character has a knack for staying in the background of every situation. The character generally stays unnoticed and is quickly forgotten by those who do notice the character. The character’s Beauty must fall between 45 and 55 and cannot be raised or lowered without damaging this option. Unremarkable characters cannot choose any options or weaknesses that would automatically destroy this appearance of normalcy and mundanity. Alter Ego and options with a marked change to the character’s appearance could be used to retain this ability and purchase options that would normally hamper or destroy this illusion. Characters may attempt contested Mentalism vs. Willpower rolls to return to the background if noticed. Characters with this option tend towards average height, average build, brown hair, brown eyes, and no distinguishing characteristics. This option requires the Mentalism skill.

- 84 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers Upgrades: +15pts Character has no background. The character does not exist, was never born, and has no records of any kind. +30pts The character has a complete set of legitimate records and papers for a false identity. While the identity is false the documents are not and will pass any scrutiny. This upgrade may be purchased more than one time for an additional identity.

Vehicle Most characters will begin the game with a vehicle unless they did not select a lifestyle resource level for their character. If they did select a lifestyle level they do not need to purchase this option to have a regular car, truck, or mini-van. This option allows the players and GM greater latitude to modify and build super-vehicles. The following list gives the number of freebie points that a character receives if they trade in their normal Lifestyle resource vehicle to improve it. Characters may also pool their option points to purchase larger and more powerful vehicles. Upgrades that are not appropriate for certain campaigns may require additional points or be unavailable. Other options may be purchased for the vehicle at the Cybernetic hero type cost. Some vehicle upgrades may require additional space be taken from the vehicle. If the vehicle does not have sufficient cargo capacity remaining then the option cannot be installed. Passenger seating can be exchanged for 10 cargo for every one passenger removed. Some systems can be miniaturized for double the point cost. This allows the system to be installed for half the required cargo. Freebie Points by Lifestyle Lifestyle rating of 1 or 2 Lifestyle rating of 3 or 4 Lifestyle rating of 5 or 6 Lifestyle rating of 7 or 8 Lifestyle rating of 9 or above

2pts 5pts 10pts 15pts 25pts

+5pts +10pts +15pts +30pts +30pts +30pts +50pts

Balloon Blimp Plane Jet Plane Helicopter Small Hover Vehicle Large Hover Vehicle

+100pts Small Space Shuttle +150pts Large Space Shuttle +200pts Space Vessel

+30pts

Power Armor / Exoskeleton. This vehicle type is more of a suit of armor with mechanical lifting servos than a true vehicle. Grants the operator the effect of Exceptional Strength of +30 that may not exceed 110.. Cargo capacity is 6 and the power armor only travels as fast as the operator can walk, trot, or run. Has one damage box and a PV of 0. Power armor can also be created using the cybernetic hero type and simply selecting the options desired. This way the character will use their own statistics and will generally be more powerful. Cannot have an auto-pilot system. +50pts Small Humanoid Robot. This oversized suit of power armor is approximately 12-15 feet tall. Having 18 cargo units, this robot grants the operator the effect of a Supernatural Strength of 120. Has three damage boxes and a PV of 10 to both locations. +100pts Large Humanoid Robot. This gargantuan humanoid robot stands between 20 and 30 feet tall. With a cargo capacity of 36 this robot can be mounted with a wide variety of armaments. The robot has the effective supernatural strength of 280 and will move at twice the character’s base run. This vehicle frame also has five damage boxes and a PV of 20 to both locations.

Basic Vehicle Chassis +1pt +3pts +5pts +6pts +10pts +10pts

ATV, 4 wheeler, or golf cart. Motorcycle Normal car, truck, SUV, or van. Sports car or luxury car. Motor-home Tractor Trailer

+3pts +5pts +8pts +13pts +18pts

Personal Watercraft (Jet-ski) Sailboat Motorboat Speedboat Yacht

- 85 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

Vehicle Quality -5pts

-2pts

-1pt

Complete P.O.S. The vehicle is in extremely sorry shape. The vehicle loses two damage boxes permanently and must roll twice on the equipment failure chart for every effect roll. Vehicle also begins the game with one chronic problem. Roll on the equipment effect table. Past it’s Prime. The vehicle loses one permanent damage box and begins the game with one chronic problem. Roll on the equipment damage effects to determine this problem. Looks like hell, but works. While the vehicle has one permanent point of cosmetic damage, the vehicle runs perfectly well.

Weapon Upgrades +1pt

+1pt

+2pts

+4pt

Gun-port. The character may stick a weapon outside of the vehicle and fire. This location counts as part of the passenger PV. Mounted weapons may not be attached to this turret. Directional Turret. This weapon is mounted in a single direction and cannot be moved or altered without special tools and time. These turrets are frequently front mounted and operated by the pilot. Requires 1 cargo for ammunition storage. External Direct Turret. This large turret is mounted on the outside of the vehicle and requires the direct operation of the weapon controller at the turret. This upgrade requires 2 cargo. While purchased unarmored, this turret may be further upgraded as an additional location. Counts as a passenger location. Internal Turret. Similar to the external direct turret, this turret has only the weapon mounted outside, and the operator sits inside with direct control of the weapon. Requires 12 cargo. Counts as a passenger location.

+6pts

External Remote Turret. This turret is mounted on the outside of the vehicle and is operated by electronics or wires from inside the vehicle. Requires 1 cargo for the weapon and ammunition. While purchased unarmored, this turret may be further upgraded as an additional location.

+5pts

Dual Mounted Weapon. Two weapons may be mounted on the same turret. These weapons fire at the same target and count as two fisted weapon combat This option cannot be used for missile or rocket ordinance racks. Tri-Mounted Weapon. Three weapons may be mounted on the same turret. These weapons fire at the same target and count as two fisted weapon combat w/ two levels of improvement. This option cannot be used for missiles or

+10pts

+20pts

+1pt

+5pts

+10pts

rocket ordinance racks. Requires one additional unit of cargo. Quad Mounted Weapon. Four weapons may be mounted on the same turret. These weapons fire at the same target and count as two fisted weapon combat w/ three levels of improvement. This option cannot be used for missiles or rocket ordinance racks. Requires one additional unit of cargo. Mounted Sub Machine-gun. Any sub machine-gun may be installed. This requires a turret to mount. The specific sub machine-gun may be determined by the GM or player but must be technologically available. Has a 100 round drum of ammunition. Additional ammo storage may be purchased for 1 cargo for every 100 rounds. Mounted Rifle Weapon. Any rifle weapon may be installed. This requires a turret to mount. The specific rifle may be determined by the GM or player but must be technologically available. Has a 100 round drum of ammunition. Additional ammo storage may be purchased for 1 cargo for every 100 rounds. Mounted Machine-gun. Any machine-gun may be installed. This requires a turret to mount. The specific machine-gun may be determined by the GM or player but must be technologically available. Has a 100 round drum of ammunition. Additional ammo storage may be purchased for 1 cargo for every 100 rounds.

+15pts

Mounted Heavy Weapon. Any heavy weapon may be installed. This requires a turret to mount. The specific heavy weapon may be determined by the GM or player but must be technologically available. Heavy weapons may not be dual, tri, or quad mounted. Has a 20 round drum of ammunition. Additional ammo storage may be purchased for 1 cargo for every 20 rounds. +30pts Mounted Cannon. Has a single round chamber of ammunition. Additional ammo storage may be purchased for 1 cargo for every 3 rounds. +50pts Vehicle Mounted Weapon. +300pts Mounted BFG. This weapon is the biggest, baddest weapon on the block. It requires 30 cargo and its effects are entirely at the GMs discretion. +30pts

Rocket Ordinance Rack. A large system of rockets may be installed onto the vehicle. This rack may be mounted without a turret in a single direct fire system. Each rocket mounted in this way requires 1 cargo. Racks attached to turrets only require one cargo for every two rockets in storage and one for each simultaneous launcher. Each additional

- 86 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

+50pts

+1pt

+5pt

+10pts

simultaneous launcher require ten additional option points. Missile Ordinance Rack. A large system of missiles may be installed onto the vehicle. This rack may be mounted without a turret in a single direct fire system. Each missile mounted in this way requires 10 cargo. Racks attached to turrets only require 18 cargo for every two rockets in storage and ten for each simultaneous launcher. Additional simultaneous launchers require twenty option points each. 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 head on collisions. If the vehicle does take equipment damage from such a crash the first damage box will automatically be this piece of equipment. No other effect must be rolled for that damage box. Computer Assisted Laser Targeting. Grants a bonus of +5 to tactical weapon strikes. An additional bonus of +1 may be purchased for every two option points spent. Auto-Targeting. Computer has a 25% skill in tactical weapons and one action per round. A bonus of +5 to the skill costs ten additional points. An additional action costs fifteen option points (Max 3).

Armor & Body Upgrades +5pts

+5pts +5pts

+10pts +10pts

+15pts +15pts +30pts

One additional point of PV added to either Passenger or Body PV. Every three points of PV added to the passenger compartment will reduce the cargo by 1. Oversized. Grants a bonus of 10% to available cargo, but grants a penalty of –5 to all piloting rolls. Fireproof. No flame or heat weapons can damage the vehicle. Vehicles without a proper air-recycling or cooling system may cook its occupants. One additional Damage Box. Each Damage Box requires 5 cargo. No vehicle may have more than a 50% increase in Damage Boxes. Vehicle Separation. The vehicle can split into several smaller units, be they ejection pods, scout ships, or other mobile units. Each separation point requires 3 cargo and the additional option points to purchase the new vehicle. Hardened. Vehicle now has full PV against armor piercing attacks. Radiation Shielded. EMP shielded. Counts as being EMP shielded for electrical attacks, EM Pulses, or other electronic counter-measures. Requires 1 cargo.

+50pts

+50pts

Ambient Shields. Grants an additional PV of 10 to all locations. Further shield improvements can be purchased at a rate of 3 PV for every 5 option points spent. Requires 25 cargo. Pinpoint Shields. This shield system requires a tactical officer. Shield emitters create a small 5x5 force field that can be projected and maneuvered around the ship. The shield can deflect one attack per action and uses the operator’s tactical weapons skill in the same way as defensive tactics is used normally. Requires 15 cargo per shield unit.

Performance Upgrades +3pt +3pt

An additional 2% bonus to maximum speed. Electric Powered / Hybrid Engine. The vehicle is either purely electric or a Gas / Electric Hybrid engine. +5pts Additional 20% to maximum range before refueling. Requires 1/10th total cargo space. +6pts Remote Control Operation. Allows a remote operator to pilot, check operational status, utilize weapon systems, and access vehicle computer systems. There is a –10% penalty to piloting skills when using this system. +10pts An additional bonus of +2 to piloting rolls. +10pts Vehicle has a bonus of +5 to handling rolls for speeding and exceeding the recommend cruising speed only. +10pts Auto-pilot. 25% piloting skill and an additional 5 skill for every ten additional points spent. +10pts Vehicle has a bonus of +5 to piloting rolls when sudden braking is required. +10pts Additional Petroleum Engine. Secondary engine with appropriate linkages in case the primary malfunctions. +10pts Solar Powered. Photocells store energy that can be used to power electric or energy using vehicles. Requires 3 cargo for storage cells and photoelectric cells. +15pts Fuel efficient. Allows a doubling of maximum range before refueling. +30pts Nuclear Powered. Requires 1,000 cargo. +50pts Mini-Fusion reactor. Requires only 125 cargo. +100pts Micro-Fusion reactor. Requires 8 cargo.

Special Upgrades +1pt +1pt +1pt +1pt +1pt

One additional unit of passenger seating. Requires 10 cargo. Remote Ignition System. Start the vehicle from 500 feet away. Winch & Cable System. Entertainment System. Television, VCR, DVD, console games, and other fine systems to shut up the kids. Requires 2 cargo. Vehicle Tracking System. Allows the owner to monitor the position of the vehicle remotely. - 87 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

+1pt +1pt +1pt

+1pt +1pt. +1pt

+1pt +1pt

+1pt +1pt +1pt +1pt

+1pt

+1pt +1pt

+1pt. +1pt

+1pt.

+1pt.

Range of up to 10 miles. Searchlight. Requires 1 cargo. Loudspeaker. Requires 1 cargo. Food Storage. Keeps one week worth of provisions (food & water) fresh and cool. Requires 5 cargo for each individual’s week of food and water. Extra parachutes or life vests. Requires 1 cargo each. Anti-Theft Systems. This system includes an alarm, electronically coded keys, a transmitter remote, and other modern anti-theft systems. Heads-Up-Display. This system is tied to all of the available computer and sensory systems. Displays can be set up as the players desire, in a single unit or several smaller ones. 4x4 / Off-road. This allows a vehicle to travel on rough terrain without the normal penalties. Personal computer network. Small LAN network inside the vehicle allows limited basic programming, data storage, and simple programs. Requires 1 cargo. Food Preparation Devices. The vehicle is equipped with small stoves, microwaves, sinks, and other kitchen items. Requires 5 cargo. Oil / Liquid Dispensers. Requires 3 cargo for dispensers and five gallons of liquid storage. Smoke / Gas Dispensers. Requires 3 cargo for dispensers and gas canisters. Jettison. Small device that can jettison an item or items placed within. Smaller devices may require only 1 cargo while larger items could requires 5, 10, or 20 cargo. Pontoons. Large inflatable or retractable devices that allow the vehicle to land on rivers, oceans, and other bodies of water. Requires 3 cargo per 20 total cargo. Air Recycling & Climate System Accommodations. These basic sleepers include a bed, a sink, toilet, kitchenette, and basic living requirements. The emphasis is on small and only requires 175 cargo. Extra EVA Suit. These space suits require 1 cargo each, and the vehicle receives as many as the passenger allocation warrants. Satellite Uplink. This upgrade requires 1 cargo and includes a small satellite transmitter / receiver. Capable of basic satellite services such as location finding, maps, and telephone service this system is fully upgradeable and capable of more complex tasks. Loading Lift. Includes a lifting arm or other lift system that can raise up to 1000 lbs and only costs 4 cargo. An additional 1000lbs. lifting capability is available for 1 option point and 2 cargo units. Retractable Ramp. This retractable ramp allows another vehicle to mount or dismount while moving. Also useful for troop transport or easily loading heavy objects into storage.

+1pt.

+1pt. +2pts

+2pts +2pts +5pts

+5pts

+5pts +10pts +10pts +10pts

+10pts +15pts

+15pts

+15pts

+15pts +15pts

Requires 3 cargo. Bomb Bay. This upgrade creates a small chamber that can be used to drop bombs, food, or people from the underside of the vehicle. Requires 5 cargo. Ejection Seat. Requires 10 cargo. Deluxe Accommodations. This includes a small kitchen complete with utensils and appliances, a full bathroom, small sleeping area and other living accommodations. This upgrade requires 1,300 cargo. Docking Bay. Requires anywhere from 10 cargo to 100+ cargo depending upon the size of the docking bay. Changing License Plate (holographic, digital, physical) Turbo Boost. A sudden increase of speed. This sudden acceleration will immediately double the current speed of the vehicle for one round. May require a piloting control check. Requires 3 cargo. Above-water Propulsion. Concealed units inflate or engage to allow the vehicle to travel above the waves. Requiring only 10 cargo this option allows the vehicle to travel at 45 MPH. Anti Missile Chaff. Small device that mimics a vehicle in flight to distract heat seeking or other targeted missiles. Requires 3 cargo per chaff. Radar. Requires 3 cargo. Sonar. Requires 3 cargo. Surveillance Equipment. Full complement of visual, IR, UV, Night vision, thermal, and audio systems. Depending upon the tech level of the campaign other devices may be included. Requires 3 cargo. Pressure Resistant. Allows the vehicle to remain undamaged in outer space, underwater, or other high or low pressure areas. Stealth. This system electronically conceals the vehicle from scanners, radar, sonar, and other detection units. Visual methods will still notice the vehicle. Requires 1 cargo. Artificial Intelligence. This A.I. has access to all of the electronic and computer systems installed into the vehicle. Certain operational systems such as Auto-pilot and Auto-targeting may be required to allow the A.I. to perform certain tasks. VTOL Capable. This upgrade is only available on vehicles currently capable of flight. This upgrade allows the vehicle to take off and land from a stopped position. No runway is required. 5 cargo is required. Repair Bots / Nanites Magnetic Grappler. Magnetically attracts metals to the vehicle. Initial range is 20 feet but each additional point will increase the range by one foot. Requires 3 cargo.

- 88 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers

+15pts

Underwater Propulsion. Allows a vehicle to maneuver while underwater. Requires 7 cargo. Maximum speed is 20 MPH. +30pts Space Propulsion. Requires a vehicle that can withstand the rigors of space and 10 cargo. These small concealed jets spray bursts of gases to maneuver the vehicle. Maximum speed is 45 MPH. +30pts Helicopter Capable. Requires 150 cargo but will allow another form of vehicle to extend a set of helicopter rotors. This will allow the vehicle to fly and hover like a helicopter at a maximum speed of 45 MPH. +30pts Hover Capable. This allows the vehicle to hover up to 15' above the ground, and mimic Anti-gravity vehicles. Maximum speed is 45 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 pod. +50pts Escape Velocity Rockets. Requires 100 cargo and a vehicle already capable of flight and is sealed for space travel. These large rockets ignite and sent the vehicle racing at an astounding MACH 5. +100pts Interplanetary Travel. The vehicle moves extremely fast and can easily travel between planets in a solar system. This upgrade requires 150 cargo and may not be available for all campaigns. +300pts Faster than Light Travel. This vehicle utilizes a 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.

Water-born The water-born are a loose grouping of those creatures that have adapted to an aquatic environment. They can all breathe normally underwater as well as above, but are limited to either salt water or fresh water. They can all move at their normal movement rates while in water, and can fight without penalty there as well. Upgrades: +15pts Not limited to only fresh water or salt water. +45pts Animal Communication +45pts Supernatural swimming speed. This upgrade is identical to Supernatural Running Speed but only applies while swimming. +55pts Sonar +90pts Control Element – Water

Wealthy The character has a tremendous financial portfolio and has attained much wealth during his life. The character has an additional two points of resources to spend in any of the following categories: Income, Junk, Lifestyle, Natural Resources, Property, or Savings. Characters may increase any of these resources above six. Upgrades: +10pts One additional point of resources to be spent on a resource with a rating of six or less. +20pts One additional point of resources to be spent on a resource with a rating of six or more.

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.

- 89 -

Charles Weston (order #2827343)

6

Step 6. Options & Powers Upgrades: +15pts Grants one additional mile radius of control. +30pts Requires half normal time for weather change.

Well-Connected The character knows a lot of people in many walks of life. The character has an additional two points of resources to spend in any of the following categories: Allies, Contacts, Extras, Fame, Friends, Human Resources, Influence, Informants, Mentor, or Patron. Characters may increase any of these resources above six. Upgrades: +10pts One additional point of resources to be spent on a resource with a rating of six or less. +20pts One additional point of resources to be spent on a resource with a rating of six or more.

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 Willpower rating of at least 80 and requires the Control skill. In general practice the character must roll their Control skill to gain the desired effect for simple changes. Changes that involve technology, life sciences, or other complex areas of knowledge may require a skill roll in that field of study rather than a general Control roll. More complicated changes may have a penalty to this roll.

arcane tomes to know how to wield magic, they just call on it and it is there. When purchased, this option grants 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 automatically learn one spell effect from this new range of spells. Characters must choose to spend option or experience points to gain additional spells effects. All spells cast are cast using the Cast Wyrd Magic skill, and may be selected from any Discipline. There is always a penalty equal to the normal spell casting penalty of the 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. Wyrd magicians are not drained like standard magicians. Instead the drain is applied as lost temporary health. These wounds are unable to be healed by any 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.

Upgrades: -30pts Character takes twice normal health drain for spells. +50pts +50pts

Character only takes half of the normal health drain for spells. Rounded up. Character recovers health drain at twice normal rate.

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

- 90 -

Charles Weston (order #2827343)

6

Weaknesses & Flaws

Weaknesses & Flaws Weaknesses are any aspect of a character that hampers, injures, or self-defeats. Weaknesses should be constantly affecting the character or have great potential 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 considered trivial at best. Strong personal enemies, weaknesses to certain substances, and being hunted by large organizations are far better weaknesses and grant more points. Players should be given a maximum level of weakness points, and the chart at the beginning of the Option Point step gives a level of suggested point values. Some GMs may wish to extend this amount, while others may allow the player to select as many as desired. Sicker GMs may allow open-ended purchasing, but choose all of the weaknesses after the first 30 points. Trivial weaknesses are rarely encountered or do not affect the character greatly in game-play. They include phobias, mental afflictions such as paranoia, minor addictions, and allergies. Most trivial weaknesses should only be worth 3 points, but some of the more interesting or harmful ones could be worth up to 10 points.

3 - 10pts 15pts 30pts 50pts 90pts

The following list of weaknesses should not be considered complete by anyone. This listing of common weaknesses and the previous broad guidelines should allow the GM and player to compromise on the effects and values of the weaknesses they create. Half of the fun of a character is in their flaws. The more interesting and unique flaws the character possesses the more fun they will be to play. And the best flaws are tailor made to the interests, abilities, and options of the character. •

Addiction – Minor addictions to mostly harmless substances such as caffeine or food are trivial at best. Give 3 points to the player crass enough to ask for this pathetic gain of points. Cigarettes are worth 15 points and have a specific effect. After 10 rounds of physical activity the character must roll Health or be forced to rest and catch their breath. Legal drug and alcohol addiction are far more fun and worth 30 points. While legal and not especially difficult to obtain, the aftereffects of a drunken character brawling with everyone around could be very interesting. For the same reasons Illegal drug addiction is worth 45 points: since they are illegal, characters are breaking the law, and if caught they may be out of the campaign.



Advanced Age – The character begins the game some point during or after middle age. Characters can choose to be older without taking this weakness; this simply means that those characters are still in good shape and not feeling the effects of age. Middle Age grants 15 points and reduces all physical attributes by 5 permanently. Those Mature characters will have a penalty of 10 to all attributes but will gain 30 points to spend on options. Elder characters will receive a permanent penalty of 15 to all physical attributes and receive 45 points to spend. All attribute penalties also apply to the max attribute column.



Alien – The character is not from around here. He does not know the local landmarks, culture, personalities, and may have difficulty with the language. This character is required to roll Lore – Current Location for any related knowledge. Whether the character is from outer space, another dimension, or just across the border they gain 15 points.

Minor Weaknesses are just a stage above trivial ones and begin to really hamper the character. While rarely able to kill a character, these weaknesses will usually only humiliate, disgrace, injure, or weaken. These weaknesses are usually worth 15 points, but some may be worth up to 30 points. Flaws are the basic level of weaknesses. If a weakness is solid, affects the character at least once a session, affects the way he acts, and doesn’t seem to be able to out-right kill or maim the character it may qualify. Examples include no sense of smell or taste, no depth perception, and dependents. Flaws are worth 30 points, but some more creative flaws may extend up to 45 points. Major weaknesses will probably get a character killed eventually. Perhaps the character has lost a hand, can’t hear a word, or reacts extremely badly to some uncommon substance. Some options require that a character take a major weakness. These weaknesses should be to a common substance that will limit or temporarily eliminate their powers. Silver is a common weakness against were-wolves, and so is the example of the man from space and that icky green rock. Each is worth a base 50 points but may be worth up to 75. Crippling weaknesses are so bad that most players will have to compensate in some way or lose the character. These weaknesses include permanent blindness, paraplegia, or powerful world-class villains. As long as the character survives, they receive the benefits of a 90-point weakness.

Trivial Minor Weakness Flaw Major Weakness Crippling Weakness

- 91 -

Charles Weston (order #2827343)

6

Weaknesses & Flaws •



Dependants – The character has a sick mother at home, a crippled wife, or a young child. These poor NPCs need the character’s love and attention and often become the favorite target of GMs and villains alike. Dependants are worth 30 points for the first and 5 points for every additional. Depth Perception – Perhaps the character has lost an eye, or his vision just doesn’t work correctly. Either way the character has a penalty of -20 to all ranged skills and gains 30 points of weakness.



Distinctive Features – Another trivial weakness. These features should be impossible to remove or permanently disguise. The more odd, unusual, or unique the more they will be remembered and the more points they will be worth. 3 – 10 points maximum.



Enemies – Ah, personal enemies. What better way to introduce NPCs who want to beat the crap out of the players? The point values on enemies are based upon two things: how powerful they are; how often they show up to hurt the characters; and how badly they want to hurt or kill the character. Rivals are mostly those who want to humiliate the character or prove their superiority, but don’t wish any permanent harm. They may even team up with the players later on to accomplish a shared goal. Most enemies are worth 30 points. They are equal in power to the character and have resources and abilities that rival the group’s abilities. The more common the enemy, the less they should want to hurt the players. The more powerful the enemy, the less frequently they should appear in the campaign. Enemies that have more than one of these factors max’ed should be worth 45 or 60 points.



Extra Injury Taken - The character is simply susceptible to some form of attack. The player should choose a fairly common attack form and receives 30 points for double injury inflicted. Every additional multiplier will grant an additional 15 points to the weakness.



Honor Codes – While most beliefs and personality quirks should not be considered weaknesses there are some codes of honor that do hamstring the character. A knightly code of honor will constrain and control a character when they may be dead set against it. A pacifist will never kill even if they want to save another’s life. Stringent codes of honor count as 30 point flaws. Less stringent codes may only quality for a 10 or 15 point weakness. The GM may allow a Willpower roll with a hefty penalty to combat the code, but the character must atone for this digression with prayer,

mediation, hard work, and tears. •

Hunted – An organization wants that character dead or under their control. This dark organization provides 45pts, should be created by the GM and should have at least 120 points. Larger organizations are worth 60 points and have at least 250 points to spend on organizational upgrades. These organizations should follow the same factors as enemies: Frequency; Power; and Motive.



Illiterate – This weakness is worth 30 points and is only available in chronicles that grants free language skills and literacy to characters. Chronicles that do not assume literacy cannot benefit from this weakness. The character cannot select any literacy skill, but can choose to purchase additional languages to speak. Characters can spend option points to pay off this weakness later during the chronicle for the full 30 points.



Inept – The character just can’t seem to understand one category of skills. The character must choose one skill group (or create a new large related skill grouping) that their character has trouble grasping. The character must have access to the skills within the group, and have selected at least one of the skills. Every skill in that skill group has a penalty of -10 to all rolls. In addition, increasing the skill with experience points is more costly by one experience point per skill rating. The base value for this weakness is 30pts, but smaller groupings may reduce this to 15pts or fewer.



Instability - A certain amount of basic leniency is assumed with most powers. For purposes of convenience, form shifts keep your basic equipment and apparel intact, auras don't disrupt other sensitive equipment, et cetera. This weakness changes that. The minor version (10pts) makes it such that the power it is applied to causes all sorts of harmless, but meddlesome, effects. For example, a force field power might really hamper your cell reception, a stone form might get all your clothes covered in rock dust when you shift out, and high gravity might ruin all the elastic in your waistband. There are times where this will clearly hamper the character, but it should never be truly dangerous. The major version (30pts) and is far more troublesome. Most form shifts utterly destroy your clothing and any items being held. Auras would damage sensitive equipment and possibly interfere with nearby fields. These effects should be truly hampering for the character, as well as those around him.

- 92 -

Charles Weston (order #2827343)

6

Weaknesses & Flaws •

Karma – Karma is the universe’s way of balancing everything out. Good deeds are rewarded, but foul and evil actions are punished. The character or GM should keep track of major actions that the character attempts. Each good act should give the character one positive point. Each selfish, uncharitable, or rotten act should give a negative point. And yes hurting someone’s feelings does count as a negative point. Attacking a guard counts as a negative point. Any combat that is not in purely self-defense counts as a negative point. Once the karma goes negative, then the character suffers a penalty of 5 times the character’s experience level to all rolls. This counts as a 30-point flaw.



Major Debt – The character owes someone a lot of money. 4d10 + 10 times $1,000 actually. This loan source wants their money back now, and the character had better not think about bankruptcy laws unless they want to swap this 30pt weakness over for hunted.



Mental Bitch – Someone owns the character’s mind. This person is usually a rival or a villain, and the character will always fail a willpower check against them. The character receives 15pts for this humiliating weakness.



Monster – The character looks to be completely alien, monstrous, or unearthly. Characters such as bug-eyed space aliens, mutant animals, and other monsters may take this 15-point flaw. Standard races such as Secotah and Vartith already have this flaw factored into their point cost.



Obsessed – The character has one thing in their life that comes before all others. Whether this is an object, person, or place the character gains 15 points. Every time this obsession comes into play the character must roll Willpower to resist falling into the obsession. The GM should apply penalties to this roll depending upon the nature and severity of any threat or large benefit associated with the obsession.



Out of Shape – The character is either overweight or just plain lazy. Don’t be offended I have this weakness myself. Every minute of strenuous activity requires a Health roll or the character must rest for one minute. This weakness is worth 15 points.



Poor Eye-sight – This affects both normal and any other forms of vision. The character suffers a penalty of -10 to all Awareness rolls concerning vision. The character gains a number of option points equal to the vision penalty. Characters with distance vision cannot take this weakness, but those who wear glasses or contacts may. Blindness grants 90 points of weakness.



Power Limitations – These weaknesses apply directly to the power just like negative upgrades. An option that cannot affect roughly 10% of possible targets is worth a 5 point weakness. A 50% loss of possible targets is worth 15 points of weakness. A 75% loss is worth 30 points of weaknesses, while an option that can only affect a select few individuals is worth a whopping 50 points of weakness.



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 - 93 -

Charles Weston (order #2827343)

6

Weaknesses & Flaws control. If failed then they choose the next closest target to maim. This is a 30-point weakness. •

Slow – The character can never run. Whether from an old war wound, a misshapen body, or other physical defect the character can only walk, jog, or trot. This weakness is worth 15pts. If the character desires additional steps are also worth 15pts and will reduce the movement by one level (Trot, jog, walk). Characters who cannot walk can only hobble at 5 feet per round.



Stench – The character stinks to high heaven. The precise nature of the odor is left to the player, but the character will receive a –10 penalty to all social rolls and may cause those in close quarters to roll Health checks. This weakness is only worth 10pts.



Tainted – The character can be detected as if they were demonic or supernaturally evil, even if they aren’t. This is often taken by characters that want a little bit of demon in their heritage, but can never be taken by full demons. 15pts.



Weak-willed – This character is in far greater danger of the other player characters than the enemies. After all, the enemies will just use him for their evil deeds over and over again. This 30pt flaw reduces any Willpower roll by 20 against illusions, mind control, Mentalism, or obsessions.



Wimp – This character cannot stand physical pain and will react badly earlier than most. At 36 to 45 injury points remaining the character will suffer from the first injury level (winded & sore) effect. From 26 to 35 injury points the character will suffer the hurting effect level. From 16 to 25 injury points remaining the character will suffer as if they were in the third effect level (Lot of Pain). Wimps encounter the final effect level from 1 to 15 injury points remaining. They will still only pass out at 0 injury points. This flaw is worth 30 points.



Youth – These characters have not yet fully developed mentally, physically, or emotionally. They are considered minors and cannot enter into legal contracts. Many adults do not fully respect kids and the NPCs should reflect this attitude. In addition the character may not begin the game with any education level better than self taught, nor any attribute greater than 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.

Step 7. Purchase Resources Resources are usually a reusable or renewable resource that affects the character’s wealth, standing, or provides a bonus to other traits. They are rarely inherent to the character, more often being reflections of the success or failures that a character has had previously in his life. Resources should not be manipulated often by the Game Master without plentiful warnings and chances to restore a temporarily lost Resource. Resources may be purchased after creation if the character has a logical reason to acquire or improve it. In the same way, Resources may be transferred from one to another if certain life changes occur to the character. Not every resource will be applicable to every chronicle, setting, or character. Nor will every Game Master feel comfortable allowing characters to have certain levels of resources. Resources are traits that are rated from zero to ten. A character with a rating of zero will not have any of that resource available to him. A rating of one or two means that the character has very little of the specific resource. Most characters will have an average resource of three to five. Any resource with a rating higher than five is significant. A rating of ten denotes that the character has a fabulous amount or availability of the resource. Resources can theoretically be increased past ten, but this should be limited to major corporations, governments, and powerful organizations. All characters begin the game with 10 points that may be allocated between any chosen resources. No character may have a resource rating higher than six without a specific option. Additional points of resources may be purchased at a rate of 10 Option Points per point of resource. Resources are used during a session either as a bonus, as the rating, or as a skill. When used as a bonus, the resource rating should be squared and added to the applicable attribute or skill. E.g. A resource of 3 will grant a bonus of +9 to the applicable trait, while a resource of 5 will grant a heftier bonus of +25. For simpler rolls that only involve the specific resource, roll a d10 and compare the result. Any result equal to or less than the rating is successful, otherwise the resource is not enough to accomplish the task. Some actions may require that the resource be the equivalent of a skill or attribute, often for resisted actions. GMs who wish to have the potential for critical success or failures in the resource roll may choose to use this for more common resource rolls. In such a case multiply the resource rating by ten to determine the equivalent rating. E.g. A resource of two used in a resisted action will have an effective rating of 20, while a resource of 5 will have an effective rating of 50.

- 94 -

Charles Weston (order #2827343)

6

Step 7. Purchase Resources

Allies

Arsenal

Allies are non-player characters that assist the character with important or dangerous tasks. An ally is someone who believes in similar causes, ideals, or beliefs. As long as you are working for the same goals or pursuits then they will sell nearly any goods, information, or services that they can acquire. Special, dangerous, or unusual services can often be had for the right price. Easy services, cheap items, or simple services may be given free of charge. Some allies will fight or place themselves in danger for the common goal or ideal. Some allies are more mercenary in nature and the only cause they will strive for is cold hard cash.

This resource describes how many weapons, guns, and ammunition the character can acquire with regularity. Characters will have a steady supply of equipment based upon the Arsenal Rating. These weapons should be considered untraceable: serial numbers shaved off, multiple blind drop points, or minimal decoration. Players should decide where the arsenal is located, and why the character has access to it. The character should never be presumed to have the arsenal on his person.

For every two points of rating in this resource the character has one ally. Allies begin with 1/3rd the normal option points allowed for player characters. Additional option points may be allowed by the Game Master to flesh out an ally. Allies should be a joint creation between the player and Game Master, and should be used to balance and further develop the character. Every ally should be treated as a player character with a background, concept, history, and personality: not simply as a list of stats and ratings.

1–2

Characters can obtain only standard ammunition or simple weapons such as knives and throwing stars.

3–4

Characters have access to cheaper handguns and melee weapons such as swords, clubs, or axes.

5–6

Characters are now able to acquire less common ammunition, such as silver or wooden bullets, 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.

7–8

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 greater the rating the more other selves are strewn amongst the plenum. These alternate selves are generally separate and distinct from the character, often having wildly different histories and personalities. This resource will often have more impact in trans-dimensional chronicles, but the GM may choose to use this as a resource to draw upon other skills, knowledge, and abilities from across the boundary.

Arsenal Ratings

Contacts Contacts can be anyone that the character knows who is trustworthy enough to sell or trade services. These services will vary wildly based upon the skills, occupation, interests, and knowledge of the contact. Contacts will generally only peddle information and safe services: don’t expect one to put his neck out for a player character. Each rating point of contacts is equivalent to one primary contact person. As the rating increases the number of minor contacts should increase appropriately.

- 95 -

Charles Weston (order #2827343)

6

Step 7. Purchase Resources This resource should be further defined by the specific occupation, sub-culture, or faction. Common examples of such groupings include Criminals, Politicians, Police Officers, Professionals, Academics, Mafia, Vampires, Bureaucrats, and even Gamers. This resource can be selected more than once if multiple groupings are desired. The player and Game master should discuss how the character gained the contacts and how he maintains their relationship. While generally trustworthy, contacts can betray or inconvenience a character if sufficient reason exists. Game Masters should be generally helpful with contacts that are purchased as a resource versus those that 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 powers.

Database The character has access to an online database or information archival system. This access may or may not be legal, authorized, or morally correct but the character has experience with the system and a history of accessing it. Reasons for the access could be as simple as having a girlfriend who works with the database and gives up the pass-codes to as complex as the character 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 within. Low ratings may only give access to small governmental databases that keep track of fishing licenses or school grades. Higher levels of database include statewide departments of motor vehicles, FBI criminal databases, or even NSA systems. Most databases fall somewhere in the middle and require consensus between the player and Game Master.

Destiny Characters with this resource have been blessed or cursed by fate to accomplish some action or goal. Any aura reading, long term fortune-telling, psychic senses used upon the character will reveal this. The exact fate for the destined character should be decided by the player and game master, but the more important or large the destiny the higher the Destiny rating must be. Some GMs may wish to keep the character’s Destiny secret

from the players, but it should become known during the chronicle. Lower levels of this resource generally give no bonus in terms of game mechanics. However, non-player characters will often act differently around a character with destiny as they unconsciously try to assist or hinder. Those with the gift or ability to read the fabric of fate may be more adamant and obvious about helping, obstructing, or remaining neutral. Characters with a higher level of Destiny are fated to change the face of nations, alter the course of history, and often become legend. Any character with a Destiny greater than six adds one to his Drama Pool.

Extras 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 concept, personality, desires, and goals. As long as the supervisor assists them in garnering their desires they will serve faithfully and well. They may not just be working for the character out of a desire for money; many extras are looking for power or prestige. The character has one extra for every point of rating in this resource. Players and Game Masters should create any extras together, but extras often do not have any option points.

Fame This resource is a measure of the popularity and prestige the character has attained. Famous characters may benefit from enhanced social modifiers, perks from fans, and adoration by others. Corporations and organizations may ask the character to endorse products, services, or public messages. Characters may also find 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. Low levels of fame denote that the character is only known locally or in a small sub-culture: local football star or web-comic artist. Higher levels of fame should be balanced by the target group and the level of renown. The smaller the target audience or sub-culture the greater the fame in that particular group, but a much smaller level of fame in the mass market. Starting with a Fame of eight characters will begin to become a household name in national or even international media.

- 96 -

Charles Weston (order #2827343)

6

Step 7. Purchase Resources

Friends Friends are important non-player characters that are extremely loyal, dedicated, and intimate with the character. They are intricate parts of the character’s life and know much about the character’s 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 truly only allies in the mechanics of this game. For every three points of rating in this resource the character has one friend. Friends begin with 1/3rd the normal option points allowed for player characters. Additional option points may be allowed by the Game Master to flesh out an friend. Friends should be a joint creation between the player and Game Master, and should be used to balance and further develop the character. Every friend should be treated as a player character with a background, concept, history, and personality: not simply as a list of stats and ratings.

returned, simply taken. Options or races that require this resource will describe the mechanism for use in the description, but often each rating of Human Resources is the equivalent of one individual person.

Income This is one of the more common resources and most characters should purchase some rating in it. It is a measure of the total income that the character receives per month from an occupation, endorsements, royalties, criminal activities, or any other non-investment source. This is the amount remaining after taxes and after any expenses. Characters that make a good living may have a low income if they have a large house, fancy vehicle, or spend much of their income on gadgets and weapons. Players must declare the activity that garners the income, 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 character’s concept.

Income Ratings

Human Resources This resource is a bit of a misnomer in that it does not refer to employees or subordinates: that is the purview of Extras. Human Resources are used by several supernatural creatures or callous super-beings to extract some essence or substance from a victim. This essence or substance should be a renewable resource and regained by the victim after a period of time. The exact nature of the resource is very specific to the individual character. For example: vampires use Human Resources as a measure of their human blood donors, psychic leeches use it as a measure of the emotions they can drain from a victim, while some demons use it as a measure of sexual partners they have acquired. This resource is never shared, never

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. The character receives an extra $2,000 a month after expenses.

6

Character has a sizable amount of income. The character receives an extra $3,000 a month after expenses.

7

Character has a sizable amount of income. The character receives an extra $5,000 a month after expenses.

8

Character has a huge income. The character receives an extra $10,000 a month after expenses.

- 97 -

Charles Weston (order #2827343)

6

Step 7. Purchase Resources 9

Character has a fabulous income. The character receives an extra $20,000 a month after expenses.

10

Character has a fabulous income. The character receives an extra $30,000 a month after expenses.

Influence Influence is the resource that reflects the political muscle that the character has garnered. Influence includes the political connections, favors owed to the character by those with power, governmental authority, blackmail information, and other elements that could influence the way another person acts. This is entirely a social resource and does not rely on any options, brute force, military power, or mind control to have sway. Characters with a low level of influence may only affect a small number of people greatly, or a great number of people minutely. Players and GMs should decide on which rating is appropriate for the amount of influence desired. Players must select the sphere of influence that the character possesses. Each sphere of influence is a separate resource and must be purchased separately. Most influence is based upon allies and friends in government. Political influence is divided into the three branches of government: Judicial, Executive, and Legislative. Each branch has its own political players, advantages and drawbacks. A character with a great deal of legislative influence may be able to dictate the way a certain law is written and who votes for it, but may not be able to stop the governor from applying his veto. Most executive influence is obtained by actively being a part of government. Most executive agents from police officers to IRS agents have lower levels of executive influence: the influence is granted by their governmental authority. Without that authority they are just a guy in a cheap suit waving a piece of paper. With it they may have control over a situation or the edge to accomplish their goals. Politics is not the only form of influence. Every culture in human history usually has a hierarchy or set of leaders, rules, and regulations. While some of these subcultures 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 include: Criminal, Media, Religious, and Academic. Criminal influence is a very broad and complex sphere of influence. In most societies there are groups of competing criminals and organizations. While they may occasionally work in unison to further some joint project, most criminal groups do not interact peacefully. Players

should select which criminal group they are allying themselves with and their approximate level of power. Being a lieutenant for a gang of thugs is much different from being a lieutenant for a New Jersey Mafia family. In addition, criminal organizations are often not known to each other outside of a certain radius. A New York 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. The Media in this country today has a huge level of influence on most Americans. A character with some level of this resource can dictate what is shown or printed, when it is distributed, and how it is distributed. Those with this resource do not have to be famous to exercise their power. It is the people behind the scenes that determine most of what we see everyday: the field reporters, the directors, and the corporate executives. And this resource is not limited to television: radio, newspapers, internet blogs, magazines, web-zines, and recording labels are all possible spheres of influence. While not as instantly effective as political influence, even politicians take notice when their constituents seem to really care about something. Religious influence has been a great source of power in human history. This sphere of influence deals solely with the internal politics of the specific church. Characters that desire direct political power should select one of the other spheres of influence. In some ways this sphere is similar to both legislative and media influence. Those in power can alter existing doctrine, enforce edicts, and control church law. They can also instruct priests on what to tell their worshippers about certain issues. They may also be able, with enough time and influence, to change the basic tenets of what is held as good and evil of the larger culture. Academic influence is similar to religious influence. Both have a hierarchy that tells those within what to teach, how to teach, and when to teach. It also spreads ideas to students and the greater outside culture. While it often isn’t as powerful as the other spheres of influence it often has the longest effect upon the population. Teachers and administrators are shaping the next generation of students, and shaping the next generation of teachers and administrators.

Informants Characters with this resource have a network of informants, stoolies, and spies that gather information. Unlike Contacts, this resource denotes the total size of the information network, not the number of individual people within. Every informant expects to be paid for information, although this payment may not be financial in nature. Drugs, information, services, freedom, and

- 98 -

Charles Weston (order #2827343)

6

Step 7. Purchase Resources resources are all possible methods of payment. The larger the resource rating, the larger the area occupied by the informants and the density within the sphere of influence. Informants will never act on the behalf of the character, they simply observe and expect to be well paid for their troubles. The player and Game Master should design the personality and desires of several informants for scenes when the information changes hands.

Information Technology This resource is a reflection on the availability and expenditures on computers and hardware of a 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 have a low IT rating. An old computer that has been in production for over six years may have a resource rating of 1. This rating may also apply to tiny devices, equipment from other locales brought into the main chronicle, or simply poorly built machines. Less powerful models than the average computer or those between two or three years may have a resource rating of 2. A brand new store bought computer will have a resource rating of 3. This is a very average new computer and will be continually upgraded via this resource to stay current. Cutting edge prosumer models, small networks, and more advanced miniaturized systems will have a resource rating between 4 and 6. Supercomputers, large networks, and highly advanced technology will have a rating above 7.

Junk This resource is best suited to mad scientists, tinkerers, and post apocalyptic traders. The character has a sizable selection of used parts, junked vehicles, broken devices, and scrap metal. Characters with a low level of this resource may have a workroom cluttered with spare parts and bits. Higher levels of this resource may mean that the character has much more scrap, or that the junk is of a higher quality. Broken high tech pieces, military surplus, solid armor sheeting, and cybernetic discards are all examples of high quality junk. Anything that is usable without repair, installation, or modification does not qualify as junk.

Laboratory Laboratories are locations that the character has access to which will assist his ability to experiment or study new knowledge. Laboratories are either scientific or magical in nature, depending upon the methods and abilities of the character. Laboratories that are dual use should be twice the cost per rating point. Low rated 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 scientist’s dream. Often filled with labor saving devices, they often incorporate cutting edge sensory tools, chemicals, and hazmat protections. Some laboratories require test subjects that are included in this resource: whether sentient or otherwise.

Library Libraries are collections of knowledge. While the Database resource may have a great deal of accurate, current, and pertinent information it is far more limited than the Library resource. Libraries can have a mix of computer databases, books, audio discs, magazines, and other media sources. There are three distinct types of Libraries: General, Technical, and Occult. Each should be purchased separately. Libraries should be used to facilitate research skill rolls, grant bonuses to knowledge rolls, and allow for the learning of new skills. Low rated libraries are often small rooms with large bookshelves or a few very detailed and well researched tomes. Higher rated libraries are often huge sprawling affairs with multiple floors, dedicated librarians, and excellent research potential. General Libraries are best typified by the public library system. They have a mélange of topics in a wildly diverse set of media. A character can find information on cooking, auto repair, computer programming, ghost stories, and even fine art. While not as specialized or as detailed as the other types of libraries, the general library will have something for everyone. General libraries also benefit as being technical and occult libraries with a rating three less than their normal rating. Keep in mind the general technology and enchantment levels of the chronicle setting before allowing specific levels of technical and occult books in even the largest libraries. Technical Libraries are also known as specialty libraries. They have a great amount of books of a scientific, technical, or detailed nature. Characters may 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.

- 99 -

Charles Weston (order #2827343)

6

Step 7. Purchase Resources Occult Libraries are very similar to technical libraries except they always deal exclusively with the occult, supernatural, and magic. They often contain spells and rituals, descriptions of otherworldly realms, illustrations of monstrous creatures, and verses of prophesies. This resource may not be appropriate for all chronicle settings, although nothing in the rules demands that the information contained in any library to be true, factual, or accurate.

Lifestyle This resource represents the manner and expense in which a character lives his day to day life. This resource is very important and should be selected at some level by every character. This resource represents many of a characters expenses and the opulence of his possessions. If the character does not own a home, either through the Property resource or the Headquarters option, then this resource represents a rented apartment, townhouse, or single family home. This resource also reflects the type of vehicle the character drives. It incorporates services such as phones, mass transit, internet, recreational pharmaceuticals, lodge fees, occasional lodgings, food, alcohol, cable, hobbies, gas, electric, water, vehicle maintenance, nights out on the town, timeshares, club fees, satellite radio, incidental purchases, and any other miscellaneous expenses. Characters without a Lifestyle resource have no prepaid services and must track every dollar spent or earned. Unless they own property in some way, they live 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 may have the basic expenses and utilities covered, luxuries such as cable, timeshares, and internet are simply too costly. Clothing and possessions are often secondhand, worn, or threadbare. Characters with an average level of lifestyle live in nicer apartments or cheaper townhouses. They often drive used vehicles with low mileage or splurge on a cheaper new car. They can afford to eat out at mid priced restaurants and have an active social life. Some of the cheaper expenses such as cable, internet, and hobbies are covered while more extravagant services and expenditures must still be purchased a la carte.

Those with a high level of lifestyle often live pampered and luxurious lives in splendor. They own the finest cars, jewelry, and electronics. They can afford most services they desire and often travel or entertain regularly. While most characters with this level of lifestyle also have the Property resource, those who do not often have penthouse apartments in metropolitan areas. A night of the theatre followed by dinner, dancing, and a flight to Aruba may not be out of the question.

Memory This is not eidetic memory or total recall. This resource is designed for characters that are immortal, very long lived, amnesiac, or otherwise missing a portion of their memory. Often immortals begin to forget details as the years pass by, decade after decade passing into oblivion. The greater this resource the more of the true past they remember. Characters without this resource can remember with decent detail the last ten to twenty years, more with successful intellect rolls. Beyond that and the memory gets hazy. Details are more easily forgotten. People and places merge with strange results. The mind begins to rewrite history. Lower ratings of this resource are good for those who don’t wish to remember, or who have some mental block. Average ratings of this resource remember all of the important events and broad histories, but can’t remember the details. Those with a high rating of Memory can often remember the smallest details about events that occurred hundreds of years in the past. Depending upon the setting and chronicle, this resource may also be used for ancestral or race memories.

Menagerie This resource reflects how many animals a character can use during a chronicle. Most menageries are well trained animals that are often used for defense, companionship, or specialized tasks. Others can include hunting preserves, packs of hungry dinosaurs, or even a dolphin show at an aquarium. The lowest levels of this resource are designed for small groups of small harmless animals, or trained medium sized animals. Average levels may include a small kennel of guard dogs, individual large animals, or large groups of harmless animals. The highest levels of this resource may include trained war elephants, dinosaurs, or a jungle full of wild beasts. Keep in mind that this resource does not feed or shelter any animals acquired unless other resources are selected.

- 100 -

Charles Weston (order #2827343)

6

Step 7. Purchase Resources

Mentor Mentors are the teachers, advisors, and elders to a character. Mentors are NPCs that are created in a joint effort between the player and game master and are similar 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 wish to expound its lessons to the character. Mentors with ratings of three and four should begin the game with 1/3rd the normal starting option points available. A Mentor with a rating of five starts with the same beginning option points as the character. Mentors with higher ratings should have greater knowledge, power, or influence. Mentors should not be used to constantly extricate the players from harm, but instead assist and guide them through their most difficult times.

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 include a beautiful stream, fish filled lake, forest, windpowered electrical generators, precious metals, or even oxygen in some settings. Each specific Natural Resource requires a separate resource. The amount of the natural resource is directly tied to the resource rating. Low rating resources have enough to sustain an individual or small family. Average levels of resources could support several families or a small village. Higher levels of resources could support a town or city.

Past Lives Many people and religions believe that the soul is eternal, that we travel through the universe experiencing life in new and different ways. Assuming that it fits into the setting, characters with this resource have had past lives that linger on in their subconscious. With the appropriate options, characters may be able to dredge up skills, knowledge, and abilities they did not realize they possessed. 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.

Past lives can be used by the Game Master to link characters by the common thread of a life long past and a destiny yet to be fulfilled. It is a very versatile and thematic resource if handled correctly.

Patron Patrons are individuals that supply, support, or finance a character. While some patrons are unknown to the character they assist, most characters know at least something about their benefactor. Patrons are similar to allies in that they share a common belief, goal, or debt to the character. They choose to return this with indirect assistance and generosity. Players and Game Masters should work together to design the personality, abilities, 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.

Property Characters with this resource own a piece of real estate. Each piece of real estate is a separate resource and must be purchased independently. Players must choose whether a property is undeveloped or developed and where the site is located. Characters with undeveloped property have more land per rating point but only have land. Each rating point represents approximately the rating cubed in square acres. Other 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 property’s location, size, quality, and neighborhood. Condos are often one or two points of resources. Townhouses often begin at two or three points. Single family homes are between three and five points. Mansions begin at six points of resources. Residences are not the only form of property that a player can choose to purchase. Office space, stand alone nightclubs, warehouses, and even secret lairs are all possible with this resource. GMs and players will have to determine the cost of any such non-standard real estate. Players may also wish to select the Headquarters option to further tweak and modify the property.

- 101 -

Charles Weston (order #2827343)

6

Step 7. Purchase Resources

Savings This resource represents any financial savings or investments the character may have acquired. While this resource may have real estate as investment properties, it does not include the potential sales of any Property resources. This is one of the easiest resources to lose as once the money is removed it will begin to lower unless points of income or supplemental income is used to bolster the rating. Keep in mind that this resource is designed to aid game-play; not to send a session spiraling into a morass of accounting, finances, and higher mathematics. Assuming that a character does not dip too far into his savings or too often, the character should always be able to spend less and return the savings to the original total in a few months of game time. The Game Master may allow other resources to be temporarily lowered to ease this effect as the character redirects funds from one resource to the other. Characters with savings may also choose to receive a stipend from the interest accrued. Such stipends should be considered a level of Income that is five points less than the level of Savings. E.g. A character with Savings rating of seven could receive an effective income level of two ($400 a month after expenses). Using the Savings resource in this way weakens the effectiveness when using it for larger purchases and then replenishing the fund. Game Masters may allow characters who do not receive stipends to increase the Savings resource with experience as interest accumulates. Savings Ratings 0

Character has no savings.

1

$1,000

2

$2,500

3

$5,000

4

$25,000

5

$50,000

6

$250,000

7

$500,000

8

$1,000,000

9

$3,000,000

10

$5,000,000

Tethers Tethers are people, places, goals, or items that have great significance to the character. They must be emotionally charged with memories that define the character and his life. Treasured teddy bears, wedding rings, loved ones, and the need for revenge are all examples of tethers. Most often used by ghosts, spirits,

and extra-planar creatures, they bind the character to this plane of existence. When such a creature is freed of all Tethers they will return to their plane of origin, their next life, or their final rest. This is entirely dependent upon the chronicle setting, religious belief of the character, and the race of the character. Characters that are banished before all of their Tethers are eliminated have a bonus to resist the banishment. Every point of rating in Tethers is often a separate Tether that binds the character. Players may choose to select one or two tethers that are absolutely pivotal to the character and expend points as separate resources. Such Tethers are very precious to the character, but if removed significantly hurt the characters chances of remaining here.

Thaumic Sites Thaumic Sites are places of magical power and enchantment. The character either owns the site or has easy access to the location. Every Thaumic site must be purchased and rated separately. Each Thaumic site is dedicated to one of the Thaumic links described in the section describing Thaumaturgy. Geomancy, Theomancy, Necromancy, and Naturalism are all examples of Thaumic dedications. Depending upon the setting of the chronicle there may be additional possibilities. Mages that desire a stronghold or safe haven should consider purchasing this resource.

Workshop Workshops are places that a character can design, build, and repair all manner of devices. In addition to granting adequate space, this resource provides the tools, equipment, some basic supplies, and pays the operating expenses. The tools and equipment should be in keeping with the technological skills of the character as well as the chronicle setting. Characters who wish to use the workshop for enchanting magical devices may choose to label this resource as such. Any skill that requires tools and a place to use them could benefit from 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 character’s skills. They were often empty warehouses or old gas stations. Higher rated workshops often have better security, any necessary tool or device, and may encompass several warehouses for testing different aspects of devices. The highest level of workshop may even include an entire wing of rooms, workshops, and testing facilities the size of an industrial complex.

- 102 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills

Step 8. Purchase Skills

College / Tech Training

The character’s skills are the most used facets of a character’s traits. While characters will use their attributes on occasion, and have options and powers they will use frequently: their skills will often keep them from having to rely on their super powers. The skills that are selected for a character must reflect the background, schooling, training, and outside interests of a character. You should not select a skill that the character would not 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 driver in order to get those skills. Perhaps the college student worked as a summer intern at a hospital and knows some basic paramedic skills. The character’s skill set should reflect the concept and design of the character. A few oddball skills are always good to round out the character as hobbies, interests, and failed jobs. All characters start with a basic bare minimum number of skill selections and education points to raise them. Players may elect to spend option points to increase the basic level of instruction and schooling. These levels of education are not cumulative and only one may be selected. Choose the best representation of your character’s education. The names of the various education levels are meant to be vague, feel free to rename the level closer to that which the character experienced.

Self Taught • • • • •

High School / Basic Ed. • • • • • •

0 pts

1 Skill Selection at a Base skill rating of 25 7 Skill Selections at a Base skill rating of 20 Native Language at a Base skill rating of 35 20 Education Points No more than 20 Education Points may be spent on any one skill selection.

40 pts

1 Skill Selection at a Base skill rating of 30 3 Skill Selections at a Base skill rating of 25 7 Skill Selections at a Base skill rating of 20 Native Language at a Base skill rating of 35 30 Education Points No more than 30 Education Points may be spent on any one skill selection.

• • • • • • •

100 pts

2 Skill Selections at a Base skill rating of 35 2 Skill Selections at a Base skill rating of 30 3 Skill Selections at a Base skill rating of 25 7 Skill Selections at a Base skill rating of 20 Native Language at a Base skill rating of 35 50 Education Points No more than 50 Education Points may be spent on any one skill selection.

Every character should purchase the Defensive Tactics Skill The skill description will detail any specializations, prerequisite skills, or prerequisite options the individual skill requires. Any skill that is Not Commonly Available may not be selected without the prerequisite option. Depending upon the level of technology in the setting, the Game Master may choose to declare certain such skills as commonly available. All characters begin with skill in speaking and reading their native language. Each skill selected will have a Base Skill Rating. In addition to this Base Skill Rating, the character may have a modifier due to applicable attributes. 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 that reality and simplifies the process. The chart below details the bonus to skill due to attribute. Players may wish to skip this step until all of the attribute modifying options are selected and spent. Attributes do not only modify the skill when it is purchased, further changes are allowed. 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 attempted during a session should be considered when purchasing the skill. Some skills may not be defaulted: which skills fall into this category is determined by the Game Master and should reflect the chronicle setting and technology level. Players may also increase their Base Skill Rating by allocating Education Points to a specific skill. Each 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.

- 103 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills Additional skills can be purchased with Education Points at a rate of one new skill per five Education Points. The new skill has a Base Skill Rating of 20 plus any attribute modifiers. Characters may also specialize in a facet of a skill. This specialization reflects a professional or educational career in which the character focused heavily on one smaller subset of a skill. The list of specializations is included in the individual skill description. A specialization is added to the skill roll only when that aspect of the skill is applicable. Specializations can be purchased at a rate of +2 Specialization for every Education point spent. No specialization may be increased past +20 unless an option that allows it is purchased. Additional Education Points may be purchased at a rate of 1 Education Point per Option Point. Certain Options will also grant additional Education Points.

Attribute Skill Modifier Applicable Attribute 01 – 20 21 – 40 41 – 60 61 – 70 71 – 80 81 – 90 91 – 100 101 – 120 121 – 140 141 – 180 181 – 230 231 – 280 281 – 400 Additional 100 above 400

Modifier - 10 -5 +0 +5 +7 + 10 + 12 + 17 + 22 + 35 + 40 + 45 + 50 +5

Combat Skills Skill Name Armor Training Assault Weapons Axe Weapons Blunt Weapons Bow Weapons Brawling Chains & Whips Defensive Tactics Heavy Weapons Knife Weapons Martial Arts Notice Ambush Pistol Weapons Pole Arms Power Tools Quick Draw Ranged Strike Rifle Weapons Slings Sub Machine Gun Sword Weapons Thrown Weapons Two Handed Miscellaneous Two Handed Swords Unarmed Combat Wrestling

Attributes AGL, STR DEX DEX DEX DEX AGL, DEX AGL, DEX AGL, DEX DEX DEX AGL, DEX AWA DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX, STR DEX DEX AGL, DEX AGL, DEX

Prerequisites and Miscellaneous Notes Can learn Left Handed or Right Handed Can learn Left Handed or Right Handed Can learn Left Handed or Right Handed Minimum strength of 65 Can learn Left Handed or Right Handed Not Commonly Available Can learn Left Handed or Right Handed Minimum strength of 50 Requires one Quick Draw skill per weapon skill to be used. Not Commonly Available

Can learn Left Handed or Right Handed Can learn Left Handed or Right Handed Minimum strength of 65 Minimum strength of 65 Costs 10 Option Points Costs 5 Option Points

- 104 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills

Covert Skills Skill Name Camouflage Computer Hacking Concealment Cryptography & Ciphers Disguise Escape Artist Forgery Hide Interrogate Interview Mimicry Notice Concealment Notice Traps Palming Pick Locks Pick Pockets Security Stealth Streetwise

Attributes AGL, INT INT INT INT CHA, DEX, INT AGL, DEX DEX, INT AGL, INT CHA, INT CHA, INT CHA, INT AWA, INT AWA, INT DEX DEX DEX AWA, INT AGL, INT CHA, INT, WIL

Prerequisites and Miscellaneous Notes Requires Computer Science

Innate Power Skills Skill Name Banishment Body Modification Cast Wyrd Magic Control Death Tell Destroy Undead Empathic Healing ESP Flight Mentalism Ranged Strike Sense Aura Telekinetic Control Translation Translocation

Attributes WIL HEA, WIL WIL AWA, INT, WIL AWA, INT WIL AWA, HEA, WIL AWA, INT AGL CHA, INT, WIL DEX AWA, WIL INT, WIL INT AWA, INT

Prerequisites and Miscellaneous Notes Minimum WIL of 60. Not Commonly Available. Not Commonly Available Requires Wyrd Magic Option. Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available

- 105 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills

Knowledges, Modern Skill Name Agriculture Animal Training Architecture Astrogation Astrology Astronomy Brewing Cartography Chemistry Computer Hacking Computer Science Cooking Cryptography & Ciphers Concentration Demolitions & Disposal Early Chemistry Early Engineering Economics Engineering First Aid Forensics Fortune Telling Geology Herbalism History Humanities Investigation Language Legislation Life Sciences Logistics Lore Mathematics Medicine Meditation Military History & Tactics Mining Navigation Occultism Physics Poisons & Toxins Psychology Realize Worth Religion Research Sense Disease Sense Injury Small Unit Tactics Spellcraft

Attributes INT CHA, INT, WIL INT INT AWA, INT INT INT INT INT INT INT INT INT WIL INT INT DEX, INT INT INT AWA, DEX, INT INT AWA, INT INT INT INT INT AWA, INT INT INT INT INT INT INT INT WIL INT DEX, INT AWA, INT INT INT INT INT AWA, INT INT AWA, INT AWA, INT AWA, INT AWA, INT, WIL INT

Prerequisites and Miscellaneous Notes

Requires Astronomy. Not Commonly Available

Requires Mathematics and Architecture, Astrogation, or Navigation Requires Mathematics Requires Computer Science

Requires Mathematics Requires Mathematics

Each subject is a separate skill Each language is a separate skill

Each subject is a separate skill Requires Life Sciences

Requires Mathematics

- 106 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills

Knowledges, Post-Modern Skill Name High Tech – Computer Science High Tech – Engineering High Tech – Medicine High Tech – Multi-Dimensional Physics Ultra Tech – Engineering Ultra Tech - Medicine

Attributes INT INT INT INT INT INT

Prerequisites and Miscellaneous Notes Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available

Physical Skills Skill Name Boating Climbing Cycling Dancing Drinking Games Endurance Gymnastics Juggling Hang-gliding Micro-Gravity Training Parachuting Ride Conveyance Ride Equine Ride Flying Mount Ride Lizard Ride Swimming Mount S.C.U.B.A. Skiing Sports Swimming Teamster

Attributes AGL, HEA, STR AGL, STR AGL, HEA AGL, HEA HEA HEA, WIL AGL AGL, DEX AGL AGL, AWA AGL, HEA AGL, HEA AGL, HEA AGL, HEA AGL, HEA AGL, HEA AGL, HEA, INT AGL AGL, DEX, HEA HEA, STR INT, STR

Prerequisites and Miscellaneous Notes

Not Commonly Available Not Commonly Available

Each sport is a separate skill

- 107 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills

Pilot & Drive Skills Skill Name Airplane Balloons & Dirigibles Car / Automobile Construction Vehicle Gliders Helicopter Hover Vehicle Hydrofoil Jet Plane Locomotives & Trains Maneuvering Packs Military Vehicle Motorboat Motorcycle & ATV Personal Watercraft Powered Armor Race Cars Remote Operation Sailing Space Shuttle Space Vessel Submersibles Tactical Weapons Tractor Trailer

Attributes DEX AWA, INT DEX DEX DEX DEX, INT DEX DEX DEX, INT INT AGL, INT DEX DEX, INT DEX DEX AGL, DEX DEX DEX AGL, STR DEX, INT DEX, INT DEX, INT DEX DEX

Prerequisites and Miscellaneous Notes

Requires Pilot: Airplane Not Commonly Available Requires Motorboat Requires Pilot: Airplane Not Commonly Available Not Commonly Available

Not Commonly Available Requires Drive: Car / Automobile Requires Pilot: Jet Plane. Not Commonly Available Requires Pilot: Space Shuttle. Not Commonly Available Requires Drive: Car / Automobile

- 108 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills

Social Skills Skill Name Art Bureaucracy Composition Dancing Deceit Etiquette Fortune Telling Gambling Human Perception Interrogate Interview Leadership Mimicry Negotiation Oration Performance Play Instrument Procuring Rapport Seduction Singing Streetwise Style & Fashion Teaching

Attributes DEX, INT CHA, INT CHA, INT AGL, HEA CHA, INT CHA, INT AWA, INT AWA, CHA, INT, WIL AWA, INT CHA, INT CHA, INT CHA, INT CHA, INT CHA, INT CHA, INT CHA, INT DEX BEA, CHA, INT CHA, INT BEA, CHA, WIL CHA, HEA, INT CHA, INT, WIL BEA, CHA, INT CHA, INT, WIL

Prerequisites and Miscellaneous Notes Requires Literacy.

Each musical instrument is a separate skill Not Commonly Available

Technical Skills, Modern Skill Name Armorer Carpentry Computer Hardware Communications Construction Early Engineering Electronics Fortifications Gun-smith Jeweler Leather Working Masonry Mechanics Metal Working Mining Security Sewing Shipwright Wheelwright

Attributes DEX, INT DEX, INT DEX, INT INT DEX, INT DEX, INT DEX, INT DEX, INT DEX, INT DEX, INT DEX, INT DEX, INT DEX, INT DEX, INT DEX, INT AWA, INT DEX, INT DEX, INT DEX, INT

Prerequisites and Miscellaneous Notes Requires Gun-smith

Attributes DEX, INT DEX, INT DEX, INT DEX, INT

Prerequisites and Miscellaneous Notes Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available

Requires Mathematics Requires Mechanics

Requires Carpentry

Technical Skills, Post-Modern Skill Name High Tech – Electronics High Tech – Mechanics Ultra Tech – Electronics Ultra Tech – Mechanics

- 109 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills

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

Attributes WIL WIL WIL WIL WIL WIL WIL WIL WIL WIL WIL WIL WIL WIL WIL INT WIL WIL WIL WIL WIL WIL WIL WIL WIL WIL WIL WIL WIL WIL WIL WIL WIL

Prerequisites and Miscellaneous Notes Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available

Thaumaturgical Related Skills Skill Name Channeling Concentration Counter-magic Flight Learn Spells Meditation Ranged Strike Ride Conveyance Scrying Sense Aura Spell Masking Tantric Magic Theomancy

Attributes HEA, WIL WIL WIL AGL INT WIL DEX AGL, HEA AWA, WIL AWA, WIL INT, WIL AWA, WIL AWA, INT, WIL

Prerequisites and Miscellaneous Notes Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available Not Commonly Available

- 110 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills

Wilderness Skills Skill Name Arctic Survival Camouflage Camping Desert Survival Fishing Foraging Hunting Orienteering Predict Weather Set Snares Tracking

Attributes INT AGL, INT INT INT AWA, INT, WIL AWA, INT AGL, DEX, INT AWA, INT AWA, INT DEX, INT AWA, INT

The following is a brief description of each skill, in alphabetical order, and any prerequisite skills or attribute requirements. A list of possible specializations will follow each skill in italics. Aeromancy Discipline – (WIL) 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. Each spell effect is a separate specialization. Agriculture - (INT) This is the skill of farming and tending of fields. It includes a vast array of farming techniques, animal husbandry, growing requirements for various plants, and a complete knowledge of all the tools used. Animal husbandry, individual crops, farming tools, and individual techniques are all possible specializations. Airplane - (DEX) The skill of piloting a propeller based airplane. This skill is required to learn the Pilot: Helicopter and Pilot: Jet Plane skills. Each airplane has a different specialization. Alchemy - (WIL) 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. Each spell effect or project recipe is a separate specialization. Alteration Discipline - (WIL) 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. Each spell effect is a separate specialization. Animal Training – (CHA, INT, WIL) This is the knowledge of the methods and psychology of training animals. Animals can be trained to a wide variety of tasks and tricks limited only by the type of animal and the character’s imagination. Every animal to be trained is a separate specialization.

Prerequisites and Miscellaneous Notes

Aquamancy Discipline - (WIL) 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. Each spell effect is a separate specialization. Architecture - (INT) This skill is the knowledge of planning and appreciating buildings, structures, and edifices. The character knows the correct terms for buildings, the various styles of different cultures and time periods, and can design the blueprints for a building. Each culture or time period is a separate specialization. Arctic Survival – (INT) Most characters live their lives in a city or a temperate environment. Those who live in the far northern reaches or other very cold climates should select this skill. Those with this skill know how to find shelter, stay warm, find food, and generally survive in the arctic or any sub-zero climate. Armorer – (DEX, INT) This is the knowledge and hands on training in outfitting military vehicles with weapons and armor. The character is proficient in the repair, installation, maintenance, and specifications of offensive systems. This skill requires previous knowledge of the Gun-smith skill. Certain weapons and defensive systems may require electronics or specific High Tech skills. Each weapon system or armor repair is a separate specialization. Armor Training – (AGL, STR) This skill is the level of proficiency that the character has in wearing armor. A high level of this skill shows that the character is comfortable, accustomed, and maneuverable in all forms of personal armor. The character may reduce the armor penalty of any armor worn by 1/10th the Armor Training skill rating. Each individual suit of armor is a separate specialization. E.g. Cuir-bouilli Lamellar and Banded Mail are two separate specializations.

- 111 -

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. Astrology – (AWA, INT) This skill allows the character to "predict" future events by using the sun, stars, planets, and other celestial bodies, and their movements, as references. This skill rarely works more often than every once in a while. Astronomy - (INT) This skill is the science of the night sky, stellar phenomenon, and celestial bodies. This skill studies the celestial bodies, and can be used to predict certain phenomenon. When used with mathematics this skill can be very dangerous to the status quo in the wrong hands. Axe Weapons - (DEX) This combat skill allows the character to effectively use weapons that have a short, heavy cutting edge. Each individual weapon is a separate specialization. E.g. Battle Axe & Hatchet are two separate specializations. Banishment – (WIL) This skill is used to cause otherworldly creatures and undead to either halt, run away in fear, or be returned to their plane of origin. The creature being banished may subtract a penalty to the skill roll based on their experience and species. Requires a minimum WIL of 60. Each creature type is its own specialization. E.g. Vampires, Skeletons, and Demons are all separate specializations, but 1st Level Skeletons and Liches are both considered to be the same specialization. Balloons & Dirigibles – (AWA, INT) The ability to pilot, repair, and maintain balloons, zeppelins, and other dirigibles. All of these craft are lighter than air and must use hot air, helium, or some other buoyancy method to stay aloft. Binding Discipline - (WIL) 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. Each spell effect is a separate specialization.

Blunt Weapons - (DEX) Characters with this skill can effectively use weapons that are designed to inflict injury by using a crushing force. Such weapons include clubs, hammers, maces, and flails. Each individual weapon is a separate specialization. E.g. Mace and Hammer are two separate specializations. Boating – (AGL, HEA, STR) This is skill with rowboats, rafts, canoes, kayaks and other small oared watercraft. This skill does not include any self-propelled watercraft such as motorboats or sailboats. Each method of transportation is a separate specialization. Body Modification – This skill is the learned control the character has using any option or power that alters the shape, composition, or appearance of her physical body. Each individual option that requires Body Modification is a separate specialization. E.g. Disguise, Giant Growth, and Metal Form are all separate specializations. Bow Weapons - (DEX) This combat skill includes all varieties of bows, slingshots, and crossbows. Each individual weapon is a separate specialization. E.g. Long Bows & Light Crossbows are two separate specializations. Brawling - (AGL, DEX) This skill is used in hand to hand fighting. It is the most basic and simple of the three weaponless fighting skills. Each major attack form or brawling style weapon 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. Choke & Tackle are both separate specializations. Brewing - (INT) This skill is the knowledge of crafting fine beers, ales, and other alcoholic beverages. It includes knowledge of distillation techniques used in creating whisky and other fine liquors. Each alcoholic beverage is a separate and distinct specialization. E.g. Ale and Whisky are two separate and very different specializations.

- 112 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills Bureaucracy – (CHA, INT) This is the skill in successfully negotiating any institution or governmental agency. The character knows what to expect from bureaucrats, how to avoid additional red tape, and where to apply any political pressure needed. Every institution, government agency, corporate entity, and large organization is a separate specialization. Camouflage – (AGL, INT) This skill allows the character to hide in an outdoor environment. The character must remain stationary for this skill to be effective. Each locale and environment is a separate specialization. E.g. Forests & Deserts are separate specializations. Camping – (INT) This is the knowledge of camping out in the wilderness. Food storage, good camp sites, campfires, camping tools, setting up tents and lean-tos are all facets of this skill. Car / Automobile - (DEX) Characters with this skill can drive a car or automobile. The character is familiar with Manual and Automatic transmissions. Each model of car has a separate specialization. E.g. Ford Escort, Dodge Durango, Kia Sephia, or a Jeep. Carpentry - (DEX, INT) This skill is required to design and create wooden furniture and other items made of wood. Structures & Buildings, Artistic Designs, and Furniture are all specializations of carpentry. Cartography - (INT) This skill requires the skills of Mathematics and either Architecture, Astrogation, or Navigation. This skill allows the cartographer to use navigational aides to create accurate and detailed maps of an area. The prerequisite skills will determine what areas the character can successfully map with accurate detail. Each prerequisite navigation skill is a separate specialization. Chains & Whips – (AGL, DEX) Characters with this skill can effectively use weapons that incorporate long or segmented chains in their general design and whips of all types. Such weapons include Kusari-Gama, ManrikiGusari, flails, and Bullwhips. Each individual weapon is a separate specialization. Channeling – (HEA, WIL) This skill allows the character to transfer a small amount of their personal life energy to another. The character can replenish another caster’s drain but will cause the character to spend drain. This occupies all of the actions of the character for the duration of the transfer, but the recipient is free to act normally. Each recipient is a separate specialization. Chemistry - (INT) The knowledge of modern compounds, chemicals, and how to create them. The descendant of alchemy, a chemist could turn lead into gold – with enough equipment and a heck of a large expense budget. This skill requires Mathematics. Climbing – (AGL, STR) This skill allows the character to climb all forms of surfaces and vertical areas. Walls and Buildings, Trees & Plants, Rappelling, Sailing Riggings, and Mountaineering are all separate specializations. Communication Discipline - (WIL) This magical 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. Each spell effect is a separate specialization. Communications – (INT) This is the knowledge and hands on training in various electronic methods of communication. It includes knowledge of the operation of radio, sonar, laser, fiber-optic, and other communication mediums. A skilled character can operate any modern form of communication, but does not receive more than basic maintenance in the repair of these devices. Skilled characters can also use encryption / decryption machines, jamming technology, and similar communication based technology. Each medium or device is a separate specialization. Composition - (CHA, INT) Composition is the art of writing and expressing one’s feelings and thoughts on paper. It includes non-fiction, fiction, poetry, and even playwriting. A separate composition skill is required for every language known. Composition also requires literacy in the specific language: at least a 20% skill. Each medium of composition is a separate specialization. E.g. Poetry and RPG writing are two very different specializations. Computer Hacking - (INT) The art of infiltrating remote computer networks, breaking copy protections and programs, and using the Internet to gather private or confidential information. This skill requires knowledge of Computer Science, which must be greater than this skill’s rating. Each program is a separate specialization. Computer Hardware - (DEX, INT) This skill governs the basic physical aspects of computing, from plugging in cords and installing a modem to re-wiring an entire system. Specializations include PC Assembly, Troubleshooting, and Upgrading. Computer Science - (INT) The general knowledge of computers, their operation, software usage, and even programming. A higher level of programming difficulty requires the skill Mathematics, but simple programs do not. Gaming, Debugging, Typing, Digital Art, Music, Netiquette are all specializations of this skill. Each program is also a separate specialization. Concealment – (INT) While Hiding or Camouflage allow the character to hide himself, this skill allows the character to conceal an object such as a chest, door, or other items. Smugglers, architects, and security experts all use this skill to build or design secret rooms, hidden compartments, and other concealed items or devices. Concentration – (WIL) This skill is important for magic users who find themselves in combat situations. Because it often takes a minimum of one full round to cast a spell, there is a chance that the spell caster will be harmed. With a successful use of this skill, the caster will be able to ignore what is happening around him or her, and be able to also ignore any harm that is inflicted upon their person, allowing them to cast their spell. This skill may be selected by anyone who needs solid concentration for - 113 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills their occupation. Ignoring Injury dealt is a common specialization as well as Ignoring Loud Noises & Other Distractions. Conjuration Discipline - (WIL) 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. Many conjured items are taken from another locale; they are not truly created by the conjurer. Each spell effect is a separate specialization. Construction - (DEX, INT) This skill requires both Masonry and Carpentry. This skill utilizes them both to create large scale civilian structures and buildings. This skill just enables the character to build the structure, direct small groups of specialized craftsmen, and instruct others in the creation. It does not include the design of the building, nor does it include military aspects of fortifications. Each type of building is a separate specialization. E.g. A tower and an inn are two distinct specializations. Construction Vehicle – (DEX) This skill is the knowledge and ability to handle large construction vehicles. This skill includes dump trucks, cranes, wrecking balls, steamrollers, earthmovers, and other similar vehicles. Each vehicle is a separate specialization. Control – (AWA, INT, WIL) This skill is required for many options that control or command outside forces. Not to be confused with the mental control brought by Mentalism, this skill specializes in elemental, gravitational, and scientific forces. Every option that requires this skill is a separate specialization. E.g. Control Fire and Magnetic Manipulation are separate specializations. Cooking – (INT) The character's ability to prepare and serve food. This skill includes baking, spice knowledge, techniques, and a wide variety of recipes. Each cuisine or specific dish is a separate specialization. Counter-magic – (WIL) Characters may attempt to proactively interfere with another wizard as he weaves a magical spell. The person attempting to disrupt the spell must also be a spell caster and must be proactively weaving magics against the other mage. Each spell to be countered or halted is a separate specialization. E.g. Tell Truth and Earthquake are two distinct specializations. Cryptography & Ciphers - (INT) This is the knowledge and skill in deciphering secret codes, messages, and other ciphers. While not especially common in the traditional middle ages, some of the more advanced cultures, such as the elves and dwarves, are beginning to use them more frequently. They may also be used when trying to solve certain puzzles or mind games. Curses Discipline - (WIL) 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. Each spell effect is a separate specialization. Cycling – (AGL, HEA) This skill is the sport of pedaling a bicycle. It includes racing, stunts, distance, and off-road cycling. Characters can also ride a unicycle, tricycle, or other pedal powered land vehicle. Each type of cycle and each style of cycling is a separate specialization. Dancing – (AGL, HEA) The character's skill at dancing in an eye-catching way. Failed rolls will make the character appear to be clumsy or awkward. Every dance form is a separate specialization. E.g. the Fox Trot and Jitterbug are separate specializations. Death Tell – (AWA, INT) This skill is possessed only by certain priests of death and those with appropriate options. It enables the minister to determine the approximate time and manner of the victim’s demise. Not Commonly Available. Deceit - (CHA, INT) Characters with this skill are very adept in the arts of lying, subterfuge, misdirection, and deception. Anyone who wishes to try and lie convincingly to another should know this skill. Anyone who wishes to try and determine if someone is lying to them should make a contested Deceit vs. Human Perception skill check. This skill is not simply verbal: it includes all of the small tells, clues, and other body language that convinces another. Defensive Tactics – (AGL, DEX) This is the character's ability to defend themselves. This is an important skill to have if the character is a warrior-type, because it makes the character harder to strike. Each injury dealing combat skill has a specialization of avoidance. In addition, each weapon specialized for offense is also usable when defending with that same weapon. E.g. Dodging arrows and Avoiding Sword Weapons are both separate specializations. Each type of shield may also be specialized with. Demolitions & Disposal - (INT) The knowledge of how to arm and disarm explosives. Knows how they operate, and how to build them if chemistry and electronics or mechanics is also selected. They also know where to place them for maximum effect. Each form of explosive device is a separate specialization. Desert Survival – (INT) Most characters live their lives in a city or a temperate environment. Those who live in the Sahara Desert or very dry climates should select this skill. Those with this skill know how to find shelter, stay cool, find food and water, and generally survive in the desert or wastelands. Every location is a separate specialization. Destroy Undead – (WIL) This is a far more powerful and specialized version of the banishment skill that is possessed by priests of death and certain options. When used, this skill focuses some of the rage of both the character and their god to inflict injury upon the unholy undead. It can not be used against any other extra-planar creatures. Not Commonly Available. Every form of undead creature is a separate specialization.

- 114 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills Disguise – (CHA, DEX, INT) This skill measures a character's ability to temporarily alter his or her appearance to a variety of characters or known individuals. Each separate "personality" or character is a separate specialization. Divination Discipline - (WIL) This Discipline focuses upon the gleaning of knowledge and information. Divination includes magical vision, the ability to discern truth from lies, and methods of detecting magic other than divination. Each effect is a separate specialization. Drinking Games – (HEA) There are very few in-game benefits for this skill except the character can resist the debilitating effects of continuous imbibing. The character will still get inebriated and have penalties to skills, but may not accrue them as quickly or fall unconscious as early as his companions. Specializations include Wine and fruit beverages, Beer and grain beverages, and Hard Liquor. Early Chemistry - (INT) This is a very primitive and early form of chemistry that is closer to the science studied by the ancient Earth Greeks than the modern variety. It is based on the five elements: fire, earth, air, water, and spirit. Everything that is matter contains these five elements in different amounts. They study how some compounds interact with other compounds, and try to map a similarity of matter. Early Engineering - (DEX, INT) This skill is required to create, build, and operate large primitive equipment, such as catapults. Thieves use this skill to disarm traps that they find. This skill is a pre-cursor to Mechanics. Siege Equipment, Non-magical Traps, and Finding Secret Openings are all specializations of Early Engineering. Economics - (INT) Knowledge of all forms of business, coinage, trading, and economics. Stock trading, probates, mergers, and fine print are all well known by the character. This skill requires mathematics before purchasing. Electronics - (DEX, INT) This skill measures the knowledge and technical expertise in fixing, repairing, and building electrical appliances. Televisions, computers, and security cameras are all within the purview of the electronics tech. This skill does not include any knowledge of mechanical devices or the design of electrical appliances. These are separate skills of Mechanics and Engineering. This skill requires knowledge of Mathematics before it may be selected. Empathic Healing – (AWA, HEA, WIL) Allows the character to take the injuries of others onto themselves. The character can absorb up to 2d10 + level of experience in injury per action. Injuries taken in this way regenerate at 1/10th HEA each round. It does however add to the accumulated injury total, which does NOT heal at the accelerated speed. This skill is only available if the Empathic Healing option is selected. Specializations include species/race of the victim, specific injury location, and individual subjects.

Enchantment Discipline - (WIL) 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 of many a tale. Each spell effect is a separate specialization. Endurance – (HEA, WIL) This skill is used to ignore and suppress bodily functions such as food, water, and rest until later. Characters with this skill can go longer than most others without these essential things, but they cannot survive forever. Each necessity is a separate specialization. E.g. Water, food, and rest are all distinct and separate specializations. Engineering - (INT) Allows the design and planning of electrical appliances, mechanical devices, buildings, and even traffic patterns. This does not include the technical skill to build the device once it is created unless the character also has the appropriate Technical skills. Requires the skill Mathematics before this skill may be purchased. Specializations include Electrical, Mechanical, Weapons, Vehicular, and Civil. Escape Artist – (AGL, DEX) A favorite of criminals, conartists, spies, and stage magicians everywhere. This skill allows the character to contort their bodies and wiggle enough to slip free from bonds, handcuffs and other restraints. Etiquette - (CHA, INT) This skill is the character's knowledge of the proper way things are done. It includes courtly manners, speech, attitudes, and protocol. Every culture has a separate specialization. Culture could refer to the city, county, or kingdom or could even refer to the culture of a sub-group such as a guild or order. The exact distinction of the culture is determined by the GM. Extra Sensory Perceptions – (AWA, INT) Grants the character unnatural abilities to sense beyond the natural range of the five senses. In addition the character will suffer prophetic dreams at the GMs whim, and be able to sense strong memories and emotions from items and places. They can sense the presence of hidden and astral creatures as well as relying upon flashes of intuition about people, their motives, and abilities. Some psychics can even sense possessing entities, life forces, and interdimensional chaos. This skill is only available from certain options, including Extra Sensory Perceptions. First Aid – (AWA, DEX, INT) This is a character's skill at healing themselves and others. It includes binding, stitching, and setting broken bones. Each race or species has a separate specialization. E.g. Humans, Motuls, and Wolves all have a different specialization. Fishing – (AWA, INT, WIL) This skill allows the character to catch, and knowledge of the basic cleaning of fish for meals. Specializations include Salt-water fishing, Fresh water fishing, Net fishing, Crabbing, and other methods of catching fish.

- 115 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills Flight – (AGL) This skill is required for characters who wish to perform high-speed aerial maneuvers without the aid of a vehicle. This includes most forms of self propelled methods of flight including Winged, Wingless, magical, and high tech devices. This skill is not commonly available. Every method of propulsion is a separate specialization. Flight Discipline - (WIL) This Discipline focuses upon man’s eternal dream of flight. Flight is a very narrow and focused discipline that incorporates personal flight and the ability to engender flight in other 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. Each spell effect is a separate specialization. Foraging – (AWA, INT) This skill allows the character to find edible plants, roots, and herbs in the wild. Each locale and environment is a separate specialization. E.g. Foraging in a Forest versus the plains. Forensics - (INT) This skill includes many facets of crime scene investigation. Includes ballistics, fingerprinting, DNA matching, and other investigative techniques. Forgery - (DEX, INT) This is the character's skill at creating false documents. It is also used to recognize documents that have been falsified. Detection of Forgery, individual styles of documents, and every individual's handwriting are all separate specializations. E.g. Forging fake travel passes is different from mimicking Count Varley's script. 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 character’s 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 castle’s 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.

Geology - (INT) This skill measures a character's knowledge of rocks, minerals, and soil. It can be used to help determine where to erect a building, or where to sink mines for various purposes. Specializations include every Local Area, each type of rock or mineral, and various real world applications for geology. Geomancy Discipline - (WIL) 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. Each spell effect is a separate specialization. Gliders – (DEX) This skill is the knowledge and basic operation of non-motorized winged vehicles. Some gliders will have a very small engine or source of motive power. This skill may also include magical forms of gliders including wing boards. Flying carpets, and other non-traditional flying devices, should use the Ride Conveyance skill. This skill does not include the ability to use hang-gliders. Each flying device is a separate specialization. Gun-smith – (DEX, INT) This is the knowledge and hands on ability to manufacture, repair, modify, and maintain a variety of modern firearms. The skilled character can attempt to modify any modern weapon that is familiar. This skill requires Mechanics. Certain energy weapons may require the character to possess electronics or other High Tech skills. Weapons and armor installed onto a vehicle requires the Armorer skill. Each individual type of firearm or weapon is a separate specialization.

- 116 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills Gymnastics – (AGL) This is the character's ability to perform feats of agility, such as flips, cartwheels, rolls, etc. This skill also includes acrobatic feats as well. If done during combat, the character will gain a bonus of 1/10 th the gymnastic skill to their Full Defensive Tactics. This requires enough room to maneuver and constant movement from the character. Walking on a rope, Rolls, Summersaults, Cartwheels, Back flips, and other maneuvers are all separate specializations. Hang-gliding – (AGL) This is the skill is using a hangglider or similar personal flying apparatus. Flying characters that use hang-gliders can often carry greater weight while flying than normally allowed. Healing Discipline - (WIL) 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. Each spell effect is a separate specialization. Heavy Weapons - (DEX) The skill in using, aiming, and destroying large targets with heavy weapons including rocket launchers, machine guns, mortars, flame throwers, anti-tank weapons, grenade launchers, and other military grade hardware. Every weapon is a separate specialization. E.g. 40mm Grenade Launcher, 90mm Recoilless Rifle, and .50 Caliber Browning. Hedge Wizardry - (WIL) This Discipline is the most common and easy of any to learn. Every wizard 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. Each spell effect is a separate specialization. Helicopter - (DEX, INT) Knowledge dealing with the piloting and basic maintenance of helicopters. Each helicopter model is a separate specialization. Herbalism - (INT) This skill was used before modern medicines were used. It allows the character to create and use medicines and poultices from herbs and other natural substances. It is also a general knowledge of the various herbs and plant life. Healing Herbs, Dangerous Plants, and Agricultural Plants are all separate specializations. Hide – (AGL, INT) This skill is the character's ability to hide in an urban or indoor environment. The character must remain stationary. If the character wishes to move about without drawing attention, then he must have the Stealth skill. Building Interiors, Crowds, and Streets are all specializations. High Tech Skills - (Varies) These skills are identical to their namesakes without the High Tech appellation. Those with these skills are beyond the cutting edge of the modern day and are actually breaking the boundaries into science fiction. Cybernetics, nano-technology, light speed travel, advanced robotics, thinking computers, perfect cloning, DNA manipulation, and other scientific advances

are all High Technology. The GM may determine that a discovery is too far beyond High Technology and deem it instead Ultra Technology. Specializations are based on the standard tech level skill of the same name. High Tech – Multi-dimensional Physics - (INT) This branch of physics deals strictly with the hypothetical and hands-on research into time and dimensional travel. Each GM and campaign should have a rough system of the temporal mechanics that the characters may have to deal with. History - (INT) History skills are very similar to Lore skills. Each must be a very specific and defined area of knowledge. The broader the area of knowledge, the less detailed the known facts, dates, people, and figures. The more specific the subject of the skill, the greater the details that are known to the character. There are no specializations, as every subject is a separate History skill. Hover Vehicle - (DEX) These vehicles have an antigravity system built into their basic frame. This skill is not required to pilot modern hovercraft, this is for the futuristic speeders, A-grav cars, and hover cycles. This skill does not require a special option, simply the familiarity with a culture that has them. Humanities – (INT) The knowledge of literature, philosophy, and poetry. Those skilled in this knowledge have often studied the humanities of other cultures as well as their own. This skill also gives a smattering of historical knowledge and other academic disciplines. Each culture of learning and each discipline is a separate specialization. E.g. Literature and German Culture are two separate specializations. Human Perception – (AWA, INT) This skill is used in social interaction to notice if someone is lying, trying to hide an emotion, or acting strangely. Someone skilled in human perception has the empathy to become an excellent city guard, con artist, politician, fortune teller, or salesman. While the skill is called Human Perception it applies to any sentient being. Each sentient race or culture is a separate specialization. Hunting – (AGL, DEX, INT) This is the knowledge of, and hands on training in, killing an animal in the wild. This skill should only be used when hunting relatively defenseless animals such as deer, rabbits, or other herbivores. Hunting more dangerous game may be more appropriate to be role-played out. Each type of terrain and animal to be hunted is a separate specialization. Hydrofoil – (DEX) This is the skill in operating a highspeed water vehicle. Most hydrofoils can sustain lower speeds and can be used by anyone with the Motorboat skill as such. When the vehicle begins to rise out of the water, this skill is required. The Pilot: Motorboat skill is required to learn this skill. Illusions Discipline - (WIL) 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 - 117 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills 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. Each spell effect is a separate specialization. Interrogate - (CHA, INT) This is the ability to extract information from a person who does not wish to give it. Beating, berating, and psychological torture are often involved. Good Guard / Bad Guard, Physical Torture, and Mental Intimidation are all separate specializations of Interrogate. Interview - (CHA, INT) This skill is similar to the interrogate skill except that it is far softer and more pleasant for the subject. Instead of beating and berating the subject, they are asked questions in a relaxed situation often with their approval or in a casual social situation. Investigation – (AWA, INT) This skill is a mixture of basic forensics, notice, clues and other detective knowledge. While not a sure thing, a good investigation roll may turn up a clue or two missed by a ham fisted combat monster. Jet Plane - (DEX, INT) The knowledge on the piloting and basic maintenance of jet powered aircraft and requires the Pilot: Airplanes skill. This skill does not include any built-in weapon systems that may be present. That requires the Tactical Weapons skill. Each individual jet plane is a separate specialization. Jeweler - (DEX, INT) This is the craft used to cut, polish, and ready gems and precious stones. It also includes knowledge of working with precious metals such as copper, bronze, silver, and gold in a very fine medium. Those who wish a more broad skill in working with metals should choose Metal Working or Art. Each precious metal, gem, each style of jewelry, each type of jewelry, and each method of crafting is a separate specialization. Juggling – (AGL, DEX) This skill is the art of keeping multiple objects in the air simultaneously with one's hands. A skilled juggler can keep a number of sharp, fiery, or dangerous objects aloft even if the shape and weight are vastly different. The number of objects that can be juggled is equal to 1/10th the skill rating + 1. While juggling the character has no Defensive Tactics, unless an action is spent to increase this to ¼ normal. Only movement at a walk, speech, and throwing the readied objects can be done while juggling. Knife Weapons - (DEX) This skill allows the character to use small bladed weapons in combat. Each individual weapon is a separate specialization. E.g. Daggers & Stilettos are two separate specializations. Language - (INT) This is the character's ability to speak a language and must be taken for each language to be known. Literacy is assumed in most settings. Every character begins the game with a basic knowledge of their native tongue. For settings that do not include widespread literacy, each language requires a separate Literacy skill to be selected. The literacy skill is identical to the language skill and is Intellect based.

Leadership - (CHA, INT) This skill is the character’s ability to lead and direct others. It is often a difficult skill to role-play. Those with a high level of skill will find interacting with NPCs who follow the party easier, they will be more productive and often very loyal. Other player characters will often begin following the suggestions and orders of the leader. Learn Spells – (INT) This thaumaturgical skill is used to assist the character in learning a spell effect well enough to cast in only a few seconds. This skill is exceptionally important to any wizard who wishes to be useful in a fight or an emergency. See the section on Thaumaturgy for more details. Leather Working - (DEX, INT) This skill is required to make items out of leather, such as pouches, clothing, and leather armor. Clothing, Armor, and Artistic Designs are all specializations of Leather Working. Legislation - (INT) Includes a basic history on the concept of law, theories of law and governments, and a broad knowledge of laws around the planet. The character also knows proper apprehension procedures and loopholes. Specializations include detailed knowledge of local statutes, and broader groups of arcane information such as Tax law. Life Sciences - (INT) A detailed knowledge of how the various forms of life exist and interact with each other. This skill includes knowledge of Botany, Biology, and other life sciences. Each discipline is a separate specialization. E.g. Botany & Biology. Locomotives & Trains – (INT) This is the skill in operating a full-sized train, locomotive, mono-rail, or subway system. The character has intimate knowledge of switching systems, fuel requirements, and procedures for operation. Each type of vehicle is a separate specialization. E.g. Monorails, Coal burning trains, and Diesel Trains are all separate specializations. Logistics - (INT) The science of distribution of goods, shipping costs and methods, and who will need what when. Most often used with larger organizations and big business. Merchants, army quartermasters, and sailing captains all use this skill extensively. Lore - (INT) This skill is a general knowledge of a certain subject. The more specific the skill, the more detail the character will have in the subject matter. This skill cannot duplicate any spell effects, such as identifying specific magical items. Such a Lore skill could however give general information on the styles and powers of wands, potions, and other miscellaneous items. The higher the skill, the more the character knows of the subject. There are no specializations for this skill as every Lore skill is a knowledge specialization. A few sample lore skills follow: Fine Wines, Ales & Liquors, Pleasures of the Flesh, Siege Warfare & Tactics, Personas of a location, Personas of a specific group, General Monster Rumors, Abilities of a specific creature, History of a specific place, History of a specific group, Chess, Geomantic locations of power, History of a

- 118 -

Charles Weston (order #2827343)

6

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. Masonry - (DEX, INT) This skill is required to work with stone and other earthen materials. This skill includes building with, and carving, stones of various shapes and sizes. Stone Carving, Sculpture, Buildings, Bridges, and roads are all possible specializations. Mathematics - (INT) This skill allows the character to perform various mathematics functions, beyond 2+2=4. It includes knowledge of calculus, trigonometry, geometry, and how to apply those functions in everyday life. This skill is mandatory for many of the electronics and technology skills. Mechanical Discipline - (WIL) 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. Each spell effect is a separate specialization. Mechanics - (DEX, INT) This skill allows a character to build and repair a whole host of mechanical devices. Toasters, automobiles, jet airplanes, and even firearms are all fixable with this skill. Devices that incorporate electronics require the Electronic skill as well to repair. Every device has its own specialization. E.g. Toasters & Motorcycles. Medicine - (INT) The detailed knowledge of the workings of the human body. This includes all modern medicines, surgery techniques, and paramedics. Skilled doctors will increase a patient’s chance of surviving great trauma, and recovering quicker. Every medical specialty is a separate specialization. E.g. Optometry, Cardiovascular, Proctology, and other far less pronounceable names are all separate specializations.

Meditation – (WIL) Characters with this skill can relax and enter a state of inner calm and tranquility. Characters that are in a state of meditation are far more difficult to affect with mind controlling or altering magics. In addition, spell casters who meditate, but not sleeping, will regain an additional bonus of 1/10th their skill in drain recovery per hour. Mentalism – (CHA, INT, WIL) The skill in reading, searching, and altering the mind of another. This skill does not give the ability to do any of these actions without the appropriate options. The character has learned focus, defenses, attacks, and other disciplines. Specializations include each action the character may attempt with their mental powers. E.g. Resisting Mind Control, Telepathic Communication, and Domination are all examples of different possible specializations. Metal Working - (DEX, INT) Working with metal. This skill allows the character to create ancient armor, weapons, and other equipment made out of metal. Weaponsmithy, Armorsmithy, Ironsmithy, Goldsmithy, and Silversmithy are all separate specializations. Micro-Gravity Training – (AGL, AWA) The character has had some hands-on extra-vehicular training for outer space or in other micro-gravity environments. Repairing minor hull breaches, space suit maneuvers, and even some zero gravity combat has been learned. While this skill is not commonly available, certain campaigns that heavily feature space travel may allow this skill to become commonly available. This skill should also be known by every astronaut and space-faring character. Military History & Tactics - (INT) The knowledge of the general history of the military; from the ancient battles of Hannibal to the shores of Vietnam. From this knowledge of History also comes the knowledge of tactics and stratagems of real warfare. Every culture or historical period is a separate specialization.

- 119 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills Military Vehicle - (DEX) The control and operation of large military vehicles including Tanks, APCs, and Hummers. This skill does not give knowledge or skill in the weapons mounted within military vehicles. Using these weapons requires the Tactical Weapons skill. Each vehicle is a separate specialization. Mimicry - (CHA, INT) This is the skill of making ones voice not sound like it should. Characters with this skill can project their voice to another location in a room, mimic other people or animals, or disguise their voice. Each person or animal to be mimicked, Ventriloquism, Sound Effect, and Distortion are all possible specializations. Mining - (DEX, INT) This is the skill in tunneling underground in the search for wealth and resources. It includes proper safety methods and procedures, knowledge of underground conditions, how to identify various precious metals and stones in ore forms, and how to transport it above ground. Motorboat – (DEX, INT) This skill allows the character to operate most motorized water-based craft. Trolling boats, yachts, speed boats, and motorboats are all controlled by this skill. Jet skis, submersibles, and Hydrofoils do not use this skill. Each type of motorboat is a separate specialization. Motorcycle & ATV - (DEX) The control and operation of small motorized two and three wheeled vehicles. Each vehicle is a separate specialization. Nature Discipline - (WIL) 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. Each spell effect is a separate specialization. Navigation – (AWA, INT) This skill allows the character to be able to find his or her way by using simple instruments, such as a compass or astrolabe. Specializations include Land Navigation, Ocean Navigation, and Air Navigation for flying creatures, items, and spells. Necromancy Discipline - (WIL) 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. Each spell effect is a separate specialization. Negotiation - (CHA, INT) This is the character's ability to make compromises, especially in business. It can also be used to try to talk a person into some action. Specializations include the Hard Sell, the Guilt Trip, and Fast Talking.

Notice Ambush – (AWA) This skill allows the character to be aware of any potential ambushes, or excellent sites of possible ambushes. Such a character won’t notice any individuals as often as they will notice really great places to attack someone from. Notice Concealment – (AWA, INT) Characters with this skill have been trained to notice things that are hidden. Hidden people, hidden doors, hidden compartments, or hidden puzzles may all be noticed by a trained character. Notice Traps – (AWA, INT) This skill allows the character to be aware of any traps that he or she may come across. This skill cannot be used to disarm traps. Specializations include Rune or Magically Inscribed Traps, Pit Traps, Needle Traps, Blade Traps, Dropping Traps, Rope Snares, and other various means of capturing or injuring someone. Observation Discipline - (WIL) 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. Each spell effect is a separate specialization. Occultism – (INT) The study of the supernatural, unseen, and often un-believed. This skill is similar to Spellcraft in that it gives a basic knowledge of the forms and resonances of rituals and spell casting. Most of this skill is the knowledge of mystical sites, unnatural monsters, and the secret history of the world. This skill is often incorrect, vague, and misleading as are many occult tomes or research materials. Characters must often sift through page after page to find even one true fact. Each mystical location, supernatural monster, or culture has its own specialization. Oration - (CHA, INT) Speeches, storytelling, and verbal incitement are all part of oration. A good orator can work a crowd like magic, calming fears or rallying the mob for a last stand. Each form of oration is a separate specialization. Orienteering – (AWA, INT) This skill measures a character's ability to find his or her way in the wilderness, without the use of instruments. Each locale and environment is a separate specialization. Palming – (DEX) This is the ability to pick up and conceal small items upon one's person without being noticed. The character can also transfer a palmed item from one body location to another. Parachuting – (AGL, HEA) The art of falling from an incredibly great height, pulling open a chute, and landing without a scratch. Requires a parachute. Specializations include HALO, LALO, HAHO, water landings, jungle & forest landings, snow-covered landings, night landings, mid-air maneuvering, and city landings. 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

- 120 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills watch, can twist the emotions of the audience, and know exactly what their audience wants to see or hear. Stage Magicians, street performers, carnival showmen, and actors of all kinds have this skill. Each type of show or performance is a separate specialization. Personal Watercraft – (DEX) This skill allows the operation of all types of jet skis. Characters with this skill are well versed in stunts, maneuvers, and basic traveling. Each type of personal watercraft is a separate specialization. Physics - (INT) The science of matter, energy, and the interactions between the two. Physics is extremely technical and complicated. While basic physics only requires simple math skills, any knowledge above 20% requires the skill mathematics as a pre-requisite. Pick Locks – (DEX) This is a character's ability to open any sort of mechanical lock with out using the key. Specializations include Built-in locks, Padlocks, and Dwarven Locks. Pick Pockets – (DEX) This is a character's ability to take small items out of another person's pocket or pouch without attracting attention. Pistol Weapons - (DEX) The knowledge of small, one handed single shot or semi-auto firearms. This skill allows the combat use, aiming, loading, and general maintenance of many different styles of pistols, revolvers, and pistol shaped weapons. Each individual weapon is a separate specialization. E.g. 9mm Beretta, .45 Colt Peacemaker, and Laser Pistols are all examples of separate specializations. Play Instrument – (DEX) This skill allows a character to play a musical instrument. This skill must be acquired for each instrument that the character wishes to learn to play. Every style of music is a separate specialization. Poisons & Toxins - (INT) This is the knowledge of the properties, methods of application, symptoms, antidotes, remaining evidence, and descriptions of all sorts of poisons and toxins. This information is vital for healers, assassins, city guard, and investigators of all sorts. Many countries and realms ban any knowledge or sale of poisons, and are often considered contraband. Each specific type of poison, each individual poison, and each method of administration is a separate specialization. In addition the character may choose to specialize in resisting an individual poison or toxin. Pole Arms - (DEX) This skill allows a character to effectively use any sort of pole arm in combat. Such weapons include staffs, spears and halberds. Each individual weapon is a separate specialization. E.g. Halberds & Spears are two separate specializations. Powered Armor – (AGL, DEX) The knowledge of the operation of small robots and power armor. Most powered armor are simple exoskeletons that enhance physical abilities and combat capabilities. Each suit or small robot design is a separate specialization.

Power Tools - (DEX) This skill allows the character to use drills, chainsaws and other power tools in combat. Characters do not need this skill to use power tools in normal activities such as lawn work or carpentry. Each power tool used for combat is a separate specialization. Predict Weather – (AWA, INT) This skill is the character's ability to accurately predict the weather in the near future. Every locale and environment is a separate specialization. Procuring – (BEA, CHA, INT) The art of the deal & knowing the right people. If something special is needed for purchase or hire that is currently out of the range of the PCs contacts, roll this skill. A successful roll will give one of the current contacts a lead on finding the good or service desired. A roll can only be attempted once per service per month of game-time. The good or service will be available, but usually at inflated prices. Protections Discipline - (WIL) 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. Each spell effect is a separate specialization. Psychology - (INT) The knowledge and skill of the human mind. Psychologists are trained to notice the subtle nuances between people, identify mental conditions, and how to assist those suffering from mental trauma. Pyromancy Discipline - (WIL) 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. Each spell effect is a separate specialization. Quick Draw - (DEX) Allows the character to draw a weapon and strike in a single action. A failed skill roll means that the weapon is drawn, but was too slow for an additional strike that action. If the roll was successful, the character may roll a separate strike check. The victim may or may not be surprised by the action giving a penalty to his Defensive Tactics. Each weapon must have a separate skill in quick draw. Race Cars – (DEX) This skill grants the knowledge and hands on training required to drive a race car such as a NASCAR or Formula One racer. The character is comfortable in racing at high speeds, knows specific techniques, and is conversant in the modifications required for racing. This skill requires the Drive: Car/Automobile skill. Specializations include NASCAR, Formula One, Street Racing, Drag Racing, Truck Racing, and Stunt Driving. 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 - 121 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills energy or projectile from the character at a moving target. Specializations include each individual attack form, option, and ability. Rapport – (CHA, INT) The skill in making friends, schmoozing people, and ingratiating into the company of others. This skill should not be used if the subjects are in an adversarial position, nor does it apply to detecting when others are applying it themselves. This skill is also often used to calm and relax subjects who feel threatened, or are wary of the intentions of the character. The Rapport skill is often used with Etiquette in social situations. Each culture and subculture is a separate specialization. Carousing and Calming are also possible specializations. Realize Worth – (AWA, INT) This skill is useful to merchants, and other people who deal in merchandise. With this skill, the character will be able to accurately estimate the monetary value of an item. Jewelry, Weapons, Armor, Statues & Sculptures, Livestock, Real Estate, Paintings, Fine Wines, and Clothing are all examples of available specializations. Religion - (INT) This skill must be taken for each separate religion or system of faith. Pantheistic religions will always have a specific religion of each god or goddess but each will incorporate the larger religious pantheon. Those who wish to generalize their religious knowledge into a Pantheon level skill will know far less details about any one specific deity, but will have a large base of information about all the rest. Remote Operation – (DEX) This skill is the ability to operate a vehicle remotely. Most often used by hobbyists for miniature cars and planes, this skill can be used to pilot any remote vehicle system. Vehicles that are full sized may also require the normal piloting skill to operate depending upon the level of automation involved. Some high-tech systems that use Virtual Reality or direct Mental Control may use the Agility or Willpower attributes respectively. Each type of remote vehicle is a separate specialization. Research – (AWA, INT) Characters with this skill are proficient in the various organizational systems used by libraries in their culture. They can find pertinent information in large dusty tomes far faster than their less skilled companions. This skill requires literacy in the material being researched. Ride Conveyance – (AGL, HEA) This skill allows the character to ride enchanted objects that have been imbued with flight. Such objects include broomsticks, saddles, baskets, and magic carpets. Each specific object is a separate specialization. Ride Equine – (AGL, HEA) This skill is the character's ability to ride an equine animal. Equines include horses, mules, donkeys, and ponies. Other animals similar in shape to a horse such as a unicorn may use this skill. Each specific animal is a separate specialization. Ride Flying Mount - (AGL, HEA) This skill is the character’s ability to ride a flying mount such as a pegasus,

dragon or giant bird. This skill is extremely uncommon as there are very few flying mounts to be purchased in most lands. Each specific animal is a separate specialization. Ride Lizard - (AGL, HEA) This skill is the character’s ability to ride a giant lizard. Giant lizards are most common in non-Earth settings, and this skill is extremely rare elsewhere. Each specific animal is a separate specialization. Ride Swimming Mount - (AGL, HEA) This skill is the character’s ability to ride a swimming mount under or above the water. Such swimming mounts are very uncommon in most lands, and very prized. Some underwater cultures specialize in the taming and training of swimming mounts such as dolphins, giant fish, and giant eels. Each specific animal is a separate specialization. Rifle Weapons - (DEX) The knowledge of large, single shot or semi-auto, high caliber firearms that are traditionally two handed. This skill allows the combat use, aiming, loading, and general maintenance of many different styles of rifles, shotguns, and rifle shaped weapons. Each individual weapon is a separate specialization. Runic Knowledge - (WIL) 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. Anyone who is not a spell caster should instead select Lore- Runes & Circles to learn about the many different types of runes and circles that exist. Each spell effect is a separate specialization. Sailing – (AGL, STR) This is the character's ability to pilot a sailing vessel. Specializations include Small craft, Large craft, River Sailing, Ocean Sailing, and Multiple Oared Vessels. Scrying – (AWA, WIL) Scrying is the ability to project a character’s senses beyond their normal reach. Scrying is most often used to see and hear what is happening in another location. All scrying requires a spell effect or a magical object to be successful. Attempting to use the Scrying skill without such a mechanism will provide no possible effect. Most scrying spell effects also requires a scrying device, although a handful of Charms do not. S.C.U.B.A. – (AGL, HEA, INT) This is the skill in using a Self Contained Underwater Breathing Apparatus. The character can prepare, recharge, wear, remove, and operate these units. Characters also know the limitations of these units and themselves. They understand depth limitations and proper procedures. It also includes more high tech re-breathers, personal oxygen recyclers, snorkels, and other devices that are similar to the modern SCUBA. This skill does not include suits or systems designed for space. Each type of activity and type of unit is a separate specialization. Security – (AWA, INT) This skill includes knowledge and hands on training with various forms of electronic

- 122 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills security. The character knows how to operate various surveillance cameras, sensor suites, monitor radio traffic, and use various technologies to protect a location. Intruders with this skill may receive a bonus of 1/10 th the skill rating to any applicable skill when attempting to defeat a security system. Each form of electronic surveillance system is a separate specialization. Seduction – (BEA, CHA, WIL) This social skill allows the tempter to try and sway a victim’s beliefs, loyalties, and actions to benefit himself. Seducers with a High CHA or BEA may add a bonus of 10 for each of those attributes that exceed 70. Only one seduction roll may be attempted per scene, but repeated seductions may receive bonuses as the resolve of the victim slowly evaporates.

Sense Aura – (AWA, WIL) This skill allows the character to sense the presence of magic and supernatural energies. Skilled characters can sense and locate magical energies within items, on people, in locations, and spell effects as they are being cast. This skill cannot identify supernatural creatures or magicians. Requires a minimum Magical Aptitude of 101 or greater. Each Spell Effect and Discipline are separate specializations. Sense Disease – (AWA, INT) This skill is used to determine if a person is sick in some physical way, such as having a cold or the plague. In addition this skill grants basic knowledge of non-magical diseases and symptoms of such diseases. Each disease is a separate specialization. Sense Injury – (AWA, INT) This skill is used to determine the extent of a person's injuries, and what would be the best course of action to heal him or her. Each race or species is a separate specialization. Set Snares – (DEX, INT) This skill allows the character to set, or disarm, snares in the wilderness. Snares are a form of trap used to capture animals. They usually

immobilize them, but can possibly inflict injury or even cause death. Setting snares, Finding snare, and Disarming Snares are all separate specializations. Sewing – (DEX, INT) This skill is used when a person wants to make an article of clothing. This skill also includes knitting, cross stitch, tapestry weaving, and the proper use of a loom. This skill can also be used to repair clothing, sew patches onto uniforms, make nets, and weave other crafts. Shipwright - (DEX, INT) Requires the Carpentry skill to learn. This skill is similar to that of Construction, but deals with boats and other large sailing vessels. A shipwright can design, build, and instruct others in the 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 the unit may have a bonus of +1 for each missing unit member. Sorcery Discipline - (WIL) 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. Each spell effect is a separate specialization. Space Shuttles - (DEX, INT) The crème of the piloting crop becomes astronauts. This skill allows the piloting of all shuttles: modern and futuristic. It does not give any navigational ability (Astrogation), nor does it allow the operation of any available weapon systems (Tactical Weapons). Each shuttle is a separate specialization. Space Vessels - (DEX, INT) The piloting of long range, deep space vessels. These vessels are extremely rare even in a modern Heroic universe. Most pilots would not even know of their existence. Such vessels may use a FTL (faster than light) drive or may simply putter along at sublight velocities. Each vessel is a separate specialization. - 123 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills Spellcraft - (INT) Non-mages can never use this skill to cast a spell or ritual. This skill is a broad knowledge of the various styles, forms, incantations, gestures, and resonant crutches that are used to cast magical spells. This skill will help identify the effects of a spell that was previously cast or a potential spell that is currently being conjured. This skill also helps to identify what ritual is being performed by the resonant items, chants, words of power, gestures, symbols, and intonations. It also grants a broad knowledge of many different rituals: their purposes, powers, and who practices them. This skill can be used for both secular magical rituals and religious ceremonies. Each Arkana, School, and Faith is considered a separate specialization Spell Masking – (INT, WIL) All spells have an inherent energy signature that is resonant with the specific caster that creates the effect. This magical signature can help identify the original caster of a spell effect, unless the character wishes to attempt to alter the energy signature. Characters with enough skill may choose to alter the power, nature, and even which spell was cast from later investigators. Each spell effect has a separate specialization. Sports – (AGL, DEX, HEA) Similar to a lore skill, each Sport is a separate skill. The character knows all of the rules, the maneuvers, and tricks of that sport. Detailed knowledge of the statistics, events, players, and other minutiae is only known with a companion Lore skill. Stealth – (AGL, INT) This is the ability to move about without attracting attention to oneself. Best when used in conjunction with Hiding or Camouflage, this skill has saved many a character's life. Specializations include each individual type of armor, each locale or environment, Crowds, Moving in shadows, and Moving Silently. E.g. Stealth while wearing Cuir-bouilli Lamellar, City Streets, and Forests are all separate specializations. Streetwise – (CHA, INT, WIL) This skill allows a character to know where to go in a town to find information, or equipment, that is not available on the open market. Every criminal underground has its own set of tags, customs, style of dress, and slang. While it is not possible to know each and every major city’s culture, a character skilled in streetwise should be able to discern the differences and apply them convincingly. Every city or town has a separate specialization. Style & Fashion – (BEA, CHA, INT) The knowledge of what to wear in any situation. What the wealthy gangsta is wearing will generally differ from the cream of the Armani crop. Dress, make-up, accessories, and other sundries are all known by the character with this skill. Specialties include various sub-cultures. E.g. Blue Bloods, Lawyers, European, Costumed Heroes, and LA Street. Sub-machine Guns - (DEX) The knowledge of small, high-velocity firearms that are traditionally one or two handed. This skill allows the combat use, aiming, loading, and general maintenance of many different styles of submachine guns. Each individual weapon is a separate specialization. E.g. Mac-10, Uzi, and .45 Thompson are

all separate specializations. Submersibles – (DEX, INT) This skill includes all submersible watercraft from personal dive spheres to military submarines. Characters know the basics of underwater maneuvering, sonar use, depth allowances, and other important information. The character should also know SCUBA in case something goes wrong. Each type of vehicle is a different specialization. Summoning Discipline - (WIL) 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. Each spell effect is a separate specialization. Swimming – (HEA, STR) This skill allows a character to swim, float, dive, and attempt other aquatic maneuvers. Specializations include Swimming while encumbered, Diving, Underwater swimming, Speed swimming, and Survival Swimming. Sword Weapons - (DEX) This skill is required to effectively use all single-handed weapons that use a long edge to inflict injury. Each individual weapon is a separate specialization. E.g. Bastard Swords & Long Swords are two separate specializations. Tactical Weapons - (DEX) This skill incorporates the built in weapon systems of vehicles, tanks, military vehicles, space ships, and ground based weapon platforms. Anything that uses radar or visual targeting as part of a larger weapon system may use this skill. Every vehicle and weapon system counts as a separate specialization. E.g. Artillery Units, M-1 Abrams, F-16 Fighter Jets are all separate specializations. Tantric Magic – (AWA, WIL) Tantric magic is a derivation and corruption of Buddhist teachings and beliefs. Without going into undue description, Tantric magic uses sexual intercourse to channel and provide the spellcaster with magical energy. The donor grants a value of their life energy as drain to the caster based upon their age and purity. The donor will feel tired, sluggish, and worn after the experience and will suffer penalties equal to the Drain until it replenishes normally. This skill should only be used in mature campaigns and is only available with the GMs permission. Teaching – (CHA, INT, WIL) This skill is required to be able to impart one's knowledge onto another person. Each subject matter known to the teacher is a separate specialization. Teamster – (INT, STR) This skill is the level of expertise that a character has when driving a wagon, chariot, or other animal drawn wheeled vehicle. Such characters know about the different forms of such vehicles, what terrain they can traverse, and what tack is required for their animals. It does not give the knowledge of riding

- 124 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills any of the animals without the wagon. Each form of wheeled vehicle is a separate specialization. E.g. Chariots, Wagons, and Carriages. Telekinesis Discipline - (WIL) This Discipline focuses upon the physical manipulation of objects. Telekinesis only uses 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. Each spell effect is a separate specialization. Telekinetic Control – (INT, WIL) This skill requires an option that grants a version of telekinesis. Any form of telekinetic manipulation may require a skill roll. Specializations include Combat, Defense, Lifting, and Precision Movements. Temporal Discipline - (WIL) 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. Each spell effect is a separate specialization. Terramancy Discipline - (WIL) 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. Each spell effect is a separate specialization. Theomancy – (AWA, INT, WIL) Theomancy is the skill of drawing mystical energy from divine or infernal sources. Depending upon the chronicle, this may be simply tapping into the resonance and belief of true believers or an actual drawing upon the chosen deity. Theomancers must be true and devout believers of the deity for this skill to be effective. A lack of belief or a disdain for the chosen deity will automatically fail any attempt at drawing energy. Specializations include Direct Channeling, Holy Shrines, and Holy Relics. Thrown Weapons – (DEX, STR) These weapons are used by throwing them over a distance, inflicting injury before the target can come close to the thrower. This skill includes throwing spears, daggers, and javelins. Each individual weapon is a separate specialization. E.g. Throwing Knives & javelins are two separate specializations. Tracking – (AWA, INT) This skill allows a person to follow the trail made by another person or animal in the wilderness. It also includes hiding one's own trail, making it harder to be followed. In addition to every locale and environment (including Urban) having a separate specialization, every type of animal or creature has its own as well. Tractor Trailer - (DEX) The character knows how to drive large cargo vans, 18 wheeled monstrosities, dump trucks, or other large truck. Each vehicle is a separate specialization.

Transformation Discipline - (WIL) 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 target’s body. Spell effects often create animal-like appendages or features that mimic abilities of other creatures. Each spell effect is a separate specialization. Translation – (INT) This is an option-based skill. This skill allows the character to understand any verbal communication or language within the range of the option. Every spoken language is a separate specialization. Translocation – (AWA, INT) This skill allows movement from any two points without traversing the intervening space. Options that require this skill include Teleportation, Dimensional Travel, and Time Travel. Each option that requires this skill is a separate specialization. E.g. Teleportation and Dimensional Travel are two separate specializations. Each spell effect is a separate specialization. Translocation Discipline - (WIL) 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. Each spell effect is a different specialization. Two Handed Miscellaneous Weapons - (DEX) These weapons include two-handed versions of smaller crushing or axe weapons. Requires a minimum strength of 65. Each individual weapon is a separate specialization. E.g. Great Axe & Scorpion Flail are two separate and distinct specializations. Two Handed Sword Weapons - (DEX) This skill is needed to use large swords that require two hands to use. Requires a minimum strength of 65. Each individual weapon is a separate specialization. E.g. Claymore & No-Dachi are two separate specializations. Ultra Tech Skills – (Varies) These skills are identical to their namesakes without the Ultra Tech appellation. Ultra Technology skills are so advanced that scientists barely have theories for them. Strictly the purview of science fiction writers, ultra tech skills should only rarely come into play. Jump space engines, matter transmission, time travel, limitless energy sources, planet killer bombs, and other extremely powerful technologies should remain Ultra Tech. Those devices that could be possible in a few decades or centuries may fit better as High Tech skills. The distinction is up to the individual GM. Specializations are based on the standard tech level skill of the same name. Unarmed Combat - (AGL, DEX) This skill is the training and ability to fight without a weapon, although it is not as powerful as Martial Arts. It is often possessed by soldiers, commandos, and others trained in a hybrid martial art. While not commonly available, it can be purchased by any character for 10 option points. Each - 125 -

Charles Weston (order #2827343)

6

Step 8. Purchase Skills

major attack form or brawling style weapon is considered a separate specialization. Brass Knuckles, Head Butts, Gauntlets, Kicks, and Punches are all specializations. In addition every known unarmed maneuver is a separate specialization. E.g. Body Throw & Tackle are both separate specializations.

Vitalism Discipline - (WIL) This Discipline focuses upon life energies and the invisible tethers of life and death. Vitalism is equally studied by healer and necromancer alike. Each spell effect is a separate specialization. Wards Discipline - (WIL) 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. Each spell effect is a separate specialization. Weather Discipline - (WIL) 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. Each spell effect is a separate specialization. Wheelwright – (DEX, INT) This skill requires the Carpentry skill. Characters with this skill are skilled in the building and repair of wagons, chariots, carriages, and other animal drawn wheeled vehicles. Driving the creations requires the Teamster skill. Each form of wheeled vehicle is a separate specialization. E.g. Chariots, Wagons, and Carriage. Wrestling - (AGL, DEX) This hand to hand combat skill is designed to subdue and restrain an opponent. Unlike 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.

Step 9. Purchase Equipment This step of character creation is the most subjective of all. Characters may begin with any equipment that the player and game master agree is 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. Don’t 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 in the chronicle setting, the player should be allowed to spend their Savings upon the item. Temporarily reduce the Savings resource accordingly. On the following equipment charts there are included a number of codes used for item size and availability. Availability is limited by how common an item would be to find available for purchase. Just because someone has an item, doesn’t mean they are willing to sell it. While the price list reflects the principles of supply and demand on the large scale, many locations will experience fluctuations in price based on importation distances, shortages in raw materials, or a lack of skilled tradesmen. Each level of Availability also has a percentage chance of actual availability based on the current locale. This percentage should be modified as the GM sees fit for their personal campaign world or setting. This check may be rolled for each appropriate shop or retailer who may have the desired item or service. If an item is illegal in the current location, then the percentage availability will automatically be zero for anyone who does not have streetwise. Most legitimate shopkeepers do not sell or trade in contraband goods or services. The percentage availability for those that do trade in illegal goods will be equal to the normal availability for the locale minus a penalty of 30. Special technologies possessed by high-tech or ultra-tech craftsmen will be far less likely to be found in lower tech level locations. All availability levels are based upon the standard level of technology within the modern United States.

- 126 -

Charles Weston (order #2827343)

6

Step 9. Purchase Equipment

Availability Code VC – Very Common C – Common UC – Uncommon R – Rare VR – Very Rare

Village Town City Mega 75% 30% 10% 1% 0%

95% 50% 30% 5% 1%

99% 75% 50% 10% 3%

100% 99% 70% 15% 5%

The various size codes should be used to match the various sized weapons and equipment with the different sized races and creatures that populate the game. A goblin cannot realistically use a tower shield and a bastard sword. A creature that is the same size code as an object can carry it easily in one hand. A creature that is one size code smaller than an object can use the item in both hands. A person that is two or more size codes smaller than an object can still carry it, but cannot use or wield the item. Characters that are one size larger than the object may use the object normally in one hand. Any greater difference in size makes the item unusable for anything other than very fine detail work (such as a small paintbrush or toothpick). Some size codes have a “+” sign after the initial code. These items can be used as if they were that size code, but cannot be used by any creature smaller. Also 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 that are designed to be fired two-handed will have a penalty of -30 instead.

Size Code

Races or Creatures

T – Tiny S – Small M – Medium L – Large H – Huge G – Giant

Faeries Goblins, Pecks Humans, Most Other Races Gruzzo, Ogres Giants Ships, Kraken, & Titans

These charts are only a representative sample of the equipment that players are most likely to wish to purchase for their characters. Statistics for less common items should be determined by the players and game master as the need arises. Further lists of equipment will be forthcoming in chronicle settings, equipment guides, and weapon guides. The Technology Levels chart will not generally be needed for most modern chronicle settings. However, since the system has been designed to be universal in 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.

Future technologies may become available during your campaign either from alien intervention or time travel. While taking caution not to unbalance the available equipment for the setting, the Technology Levels chart may become invaluable. High Tech skills will be found during Tech Levels 12 (Near Future) and 13 (Interplanetary). Ultra Tech skills will be found in Tech Levels 14 (Sub-light Interstellar) through 20 (Meta-technology). These levels are for chronicles based on TL-11. For those playing in an archaic setting, consider a sliding scale of High Tech skills being two above the current TL, with Ultra Tech skills beyond that. Even in a single society, there may be variations in Technology Level for each of the various technological and scientific disciplines. Where does a society excel, and where does it lag behind? When determining the TL of your chronicle setting, keep in mind the following scientific disciplines: Transportation, Physics, Communication, Information Technologies, Medicine, Energy Production, Military, Construction, Psychology, Mathematics, Chemistry, Biotechnology, and Engineering.

Technology Levels Tech Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Technology Description No Tool Use Stone Age Copper & Bronze Age Iron Age Middle Ages Renaissance Age of Reason Industrial Revolution Steam Age Electric Age Atomic Age Electronic / Digital Age (Now) Near Future Interplanetary Sub-light Interstellar Light Speed Faster Than Light Jump Gates / Intergalactic Personal Mechanism Universal Mechanism Meta-technology

- 127 -

Charles Weston (order #2827343)

6

Step 9. Purchase Equipment

Basic Equipment Name of Item Ammunition, Arrow Ammunition, Light Pistol Ammunition, Heavy Pistol Ammunition, Rifle Ammunition, Shotgun Backpack, Medium Nylon Backpack, Large Nylon Binoculars, 8x Binoculars, 10x Binoculars, 16x Bolt-cutters Bug Detector Camera, Digital Camera, Digital SLR Camera, 35mm Film SLR Camera, Video Camouflage Suit Canteen, Medium Plastic Climbing Gear Compass Computer, Laptop Computer, UMC Computer, PDA Flashlight Flash Suppressor Goggles, Low Light Amplification Goggles, Thermo-Imaging Holster Lock Picks, Single Lock Picks, Set Lock Picks, Automatic Gun Magazine, Weapon Clips Metal Acids Outfit, Evening Wear Outfit, Casual Outfit, Superhero Spandex Outfit, Uniform Outfit, Work Phone, Cellular Phone, Satellite Radio, Citizen Band Handset Radio, Headset Radio, Handheld Amateur Rations, MRE Rope, 20ft Nylon Silencer Sleeping Bag Tactical Vest

Cost $6 $50 $50 $75 $60 $50 $100 $30 $100 $200 $70 $500 $200 $900 $250 $500 $100 $15 $500 $20 $1,200 $1,000 $200 $15 $350 $600 $10,000 $40 $20 $100 $200 $2 $100 $400 + $150 $100 $200 + $150 $50 $1,800 $160 $75 $350 $5 $25 $400 $70 $100

Avail. C C UC C C VC C C C UC C UC C UC C C UC VC UC C C UC C VC UC UC UC C UC UC UC C UC C C UC UC C VC UC C C UC UC C UC C UC

Weight Lbs. 0.15 5.00 5.00 5.00 5.00 2.00 6.00 0.50 1.50 2.25 8.00 2.00 0.50 1.00 1.00 2.00 3.00 2.00 Full 20.00 0.50 4.00 1.50 0.25 1.00 0.50 1.25 1.25 0.50 0.10 3.00 5.00 0.25 0.25 7.00 4.00 2.00 4.00 5.00 0.30 0.80 0.50 0.10 0.60 1.00 4.00 0.50 7.00 1.75

Size S S S S S M M S S S M S S S S S+ M S M+ S M S+ S S S S S S T S S S T M M M M M S S+ S T S+ S M S M+ M

Notes Box of 50 Box of 20 Box of 50 Box of 50 1’ x 1’ x 2’ 1’ x 2’ x 3’

15 foot radius

+15 to Camouflage 2 Pints of Liquid Equivalent to IT Resource of 3 Equivalent to IT Resource of 2 Equivalent to IT Resource of 1

Ankle, Shoulder, Belt, etc

1 Ounce

4 mile range Requires Handheld Radio 15 Miles Enough for 1 meal

- 128 -

Charles Weston (order #2827343)

6

Step 9. Purchase Equipment

Basic Equipment, continued Name of Item Tent, Small 2 Person Tent, Medium 4 Person Tent, Large 6-10 Person Weapon Sight, Telescopic 3x - 9x Weapon Sight, Telescopic 6x – 24x Weapon Sight, Low Light Amplification

Cost $80 $180 $300 $120 $200 $1,200

Avail. C C C C C UC

Weight Lbs. 6.00 10.00 20.00 0.75 1.25 1.75

Size M M M+ S S S

Notes

+1 Aiming +2 Aiming 4x Telescopic. +1 Aiming

Modern Armor: Suits & Piecemeal Name of Item Aramid Type I, Suit - Breastplate (Torso) - Vambrace (Arms) - Greaves (Legs) Aramid Type II, Suit - Breastplate (Torso) - Vambrace (Arms) - Greaves (Legs) Aramid Type III, Suit - Breastplate (Torso) - Vambrace (Arms) - Greaves (Legs) Aramid Type IV, Suit - Breastplate (Torso) - Vambrace (Arms) - Greaves (Legs) Reinforced Clothes, Aramid - Breastplate (Torso) - Vambrace (Arms) - Greaves (Legs)

Cost

Avail.

Weight (lbs)

Size

Type

Protection Value (PV)

Agility Penalty

$500 $300 $25 $75 $700 $400 $50 $100 $1,200 $700 $100 $150 $1,400 $800 $125 $175 $250 $100 $25 $50

UC UC UC UC UC UC UC UC UC UC UC UC UC UC UC UC UC UC UC UC

5.00 3.00 0.25 0.50 7.00 4.00 0.50 1.00 12.00 7.00 1.00 1.50 14.00 8.00 1.25 1.75 2.50 1.00 0.25 0.50

M M M M M M M M M M M M M M M M M M M M

Soft Soft Soft Soft Soft Soft Soft Soft Hard Hard Hard Hard Hard Hard Hard Hard Soft Soft Soft Soft

11 11 11 11 24 24 24 24 28 28 28 28 34 34 34 34 6 6 6 6

-9 -5 -1 -1 - 29 - 17 -3 -3 - 40 - 24 -4 -4 - 51 - 31 -5 -5 -2 -1 - 0.25 - 0.25

Modern Shields Name of Item Riot Shield, Polycarbonate Ballistic Shield, Medium Ballistic Shield, Large

Cost

Avail.

Weight (lbs)

Size

PV

BP

DT Bonus

Hands

$150 $2,000 $2,500

UC UC UC

6.00 14.00 18.00

M M M

11 28 28

125 150 200

+ 10 + 10 + 15

One One One

Modern Helmets Name of Item

Cost

Avail.

Weight (lbs)

Type

Protection Value

Hearing Penalty

Vision Penalty

Aramid Type II, Open Face Aramid Type III, Open Face Ballistic Face Shield Tactical Goggles

$200 $500 $370 $90

UC UC UC UC

2.70 3.00 2.20 0.50

Hard Hard Hard Hard

24 28 24 11

- 10 - 10 -0 -0

-0 -0 -5 -5

- 129 -

Charles Weston (order #2827343)

6

Step 9. Purchase Equipment

Modern Weapons Name of Weapon Arrow Assault Rifle, 4.70mm Assault Rifle, 5.45mm Assault Rifle, 5.56mm Assault Rifle, 7.62mm Auto-gun, 30mm Bola Bow, Compound Bowie Knife Brass Knuckles Broadsword Cannon, 76mm Cannon, 90mm Chainsaw, Small Chainsaw, Medium Chainsaw, Large Claymore Club Dart Pistol, CO2 Dart Rifle, CO2 Drill Fists & Punches Flame Thrower Grenade, Flash-bang Grenade, Fragmentation Grenade, Phosphorous Grenade, Smoke Grenade Launcher Hatchet Head Butt Katana Kicks Knife, Throwing Machinegun, .30 Caliber Machinegun, .50 Caliber Machinegun, 7.62mm Mini-gun, 5.56mm Missile, High Explosive Mortar Net, Small Net, Medium Net, Large Nightstick Pistol, .22 Caliber Revolver Pistol, .38 Caliber Revolver

Cost

Avail.

Weight (lbs)

Size

Ammo Capacity

Eff.

Ranges Max.

Penalty

$6 $1,500 $1,750 $1,500 $1,750 Military $60 $250 $100 $15 $500 Military Military $150 $180 $300 $760 $15 $880 $1,250 $150 --$1,150 $40 $50 $70 $30 $1,200 $25 --$650+ --$50 $3,400 $6,500 $5,200 $4,500 Military $5,500 $25 $100 $200 $30 $280 $600

C R UC R R R UC C C C UC R R VC C C UC C UC UC VC --R UC R R UC R VC --R --C R R R R R R C C C UC C C

0.15 8.00 8.00 7.00 9.50 300 3.00 5.00 1.50 0.50 3.50 800 1000 10.00 12.50 15.00 7.00 2.00 5.00 7.00 8.00 --50.00 0.50 0.50 0.50 0.50 11.00 1.00 --3.00 --0.50 31.00 86.00 23.00 85.00 1000 10.00 10.00 20.00 30.00 1.50 2.00 2.00

S M+ M+ M+ M+ H M M+ S S M G G M+ M+ M+ L S S+ M+ S+ --M+ S S S S M+ S --M --S L L L L G L M M+ L S+ S+ S+

--50c + 1 30c + 1 30c + 1 30c + 1 400 --1 ------1 1 20 Min 30 Min 30 Min ----1 (100) 1 (100) 1 Hour --16 --------1 ----------Belt Belt Belt 500d Varies 1 --------6 6

--125 ft 200 ft 160 ft 125 ft 200 ft 15 ft 60 ft 10 ft --5 ft 200 ft 200 ft 5 ft 5 ft 5 ft 5 ft 5 ft 15 ft 60 ft 5 ft --10 ft 20 ft 20 ft 20 ft 20 ft 150 ft 15' --5 ft --15 ft 200 ft 200 ft 200 ft 200 ft 200 ft 1,625 ft 10 ft 10 ft 10 ft 5 ft 15 ft 25 ft

--980 ft 1,640 ft 1,315 ft 985 ft 9,980 ft 60 ft 225 ft STR --¼ STR 8,905 ft 13,120 ft ¼ STR ¼ STR ¼ STR ¼ STR ¼ STR 150 ft 500 ft ¼ STR --50 ft 80 ft 80 ft 80 ft 80 ft 1,200 ft STR --¼ STR --1.5 x STR 3,280 ft 19,690 ft 3,280 ft 13,120 ft 3 Miles 6,500 ft 20 ft 20 ft 15 ft ¼ STR 130 ft 165 ft

--- 20 - 20 - 20 - 20 - 20 - 20 - 20 - 30 --- 30 - 20 - 20 - 40 - 50 - 60 - 40 - 30 - 20 - 20 - 40 --- 20 - 20 - 20 - 20 - 20 - 20 - 20 --- 30 --- 20 - 20 - 20 - 20 - 20 - 20 - 20 - 20 - 20 - 20 - 30 - 20 - 20

- 130 -

Charles Weston (order #2827343)

6

Step 9. Purchase Equipment

Modern Weapons Skill Used Bow / Knife Assault Assault Assault Assault Tactical Thrown Bow Knife H-t-H Sword Tactical Tactical Power Tools Power Tools Power Tools 2H Sword Blunt Pistol Rifle Power Tools H-t-H Heavy Thrown Thrown Thrown Thrown Heavy Axe H-t-H Sword H-t-H Thrown Heavy Heavy Heavy Heavy Tactical Heavy Thrown Thrown Thrown Blunt Pistol Pistol

Round Size --4.70 mm 5.45 mm 5.56 mm 7.62 mm 30 mm --Arrow ------76 mm 90 mm ----------1 – 5 cc 1 – 5 cc ----¼ Gallon --------40 mm ----------.30 Caliber .50 Caliber 7.62 mm 5.56 mm Varies 60 mm --------.22 Caliber .38 Caliber

Injury Inflicted 1 2 3 4 5 6 7 8 9 10 Varies by Bow Weapon 4 7 10 13 16 19 22 25 28 31 4 7 12 15 18 22 26 29 32 36 4 7 12 15 18 22 26 29 32 36 4 7 12 15 18 22 26 29 32 36 6 12 18 24 30 36 42 48 54 60 E1 E2 E3 E4 E5 E6 E7 E8 E9 E10 3 6 9 12 15 18 21 24 27 30 1 2 3 5 6 7 8 10 11 12 3 4 4 5 5 6 6 7 7 8 2 5 8 10 12 15 18 20 22 25 8 16 24 32 40 48 56 64 72 80 10 20 30 40 50 60 70 80 90 100 4 8 12 16 20 24 28 32 36 40 5 10 15 20 25 30 35 40 45 50 6 12 18 24 30 36 42 48 54 60 4 8 12 16 20 24 28 32 36 40 1 2 3 4 5 6 7 8 9 10 By Poison, Toxin, or Drug Type & Effect By Poison, Toxin, or Drug Type & Effect 2 4 6 8 10 12 14 16 18 20 1 1 2 2 3 3 4 4 5 5 6 11 15 20 24 29 34 38 42 47 BD2 BD4 BD6 BD8 BD10 BD12 BD14 BD16 BD18 BD20 10d10 + 30 total Injury, - ¼ Injury every 5 feet from impact 10d10 + 50 total Injury, - ½ Injury every 2.5 feet from impact. Fire Injury Fills a 125 cu. ft. volume with colored smoke each phase. 2,800 cu. ft. max. By Type of Grenade Used 1 2 3 4 5 6 7 8 9 10 1 1 1 1 1 1 2 2 2 3 2 5 8 10 12 15 18 20 22 25 1 2 2 3 3 4 4 5 5 6 1 2 2 3 4 4 5 6 7 8 4 9 13 18 22 27 32 36 40 45 6 11 17 22 28 33 39 44 50 56 6 11 15 20 24 29 34 38 42 47 4 9 13 18 22 27 32 36 40 45 10d10 + 200 total injury, - ¼ injury every 50 feet from impact 10d10 + 60 total Injury, - ¼ Injury every 7.5 feet from impact E2 E4 E6 E8 E10 E12 E14 E16 E18 E20 E3 E5 E8 E10 E13 E15 E18 E20 E23 E25 E3 E6 E9 E12 E15 E18 E21 E24 E27 E30 1 2 3 4 5 6 7 8 9 10 1 3 4 6 7 9 10 12 13 15 3 6 9 12 15 18 21 24 27 30

ROF STR? --FA FA FA FA BO STD STD STD STD STD 1/3P 1/3P STD STD STD STD STD STD STD STD STD BO STD STD STD STD 1/3P STD STD STD STD STD BO BO BO BO Varies 1/6P STD STD STD STD STD STD

--No No No No No No Yes Yes Yes Yes No No Yes Yes Yes Yes Yes No No Yes Yes No No No No No No Yes Yes Yes Yes Yes No No No No No No No No No Yes No No

- 131 -

Charles Weston (order #2827343)

6

Step 9. Purchase Equipment

Modern Weapons, continued Name of Item Pistol, .357 Magnum Revolver Pistol, .44 Magnum Revolver Pistol, .45 Caliber Pistol, .50 Caliber Pistol, 9mm Pistol, 10mm Rapier Rifle, Hunting Rifle, Net Gun Rifle, Sniping Rocket, High Explosive Rocket Launcher Short Sword Shotgun, Double Barrel Shotgun, Pump Action Shotgun, Buckshot Shotgun, Solid Slug Shuriken Staff Submachine Gun, 9mm Submachine Gun, 10mm Submachine Gun, .45 ACP Taser, Hand Taser, Ranged Wakizashi Water Cannon Whip

Cost

Avail.

Weight (lbs)

Size

Ammo Capacity

Eff.

$750 $950 $900 $1,200 $550 $600 $450 $630 $1,500 $3,350 Military $1,500 $350 $300 $550 $60/box $60/box $10 $95 $1,300 $1,400 $1,500 $110 $500 $400+ $120,000 $85

UC UC UC UC C UC UC C UC UC R R UC C C C C C VC UC UC UC C UC R UC C

2.25 3.25 3.25 5.25 2.25 2.25 1.50 7.50 8.00 12.50 500 21.00 2.00 6.50 6.50 5.00/box 5.00/box 0.25 5.00 7.75 8.00 8.25 1.00 1.25 2.00 390 3.50

S+ M M M S+ S+ M M+ M+ M+ L L S+ M+ M+ ----S L M+ M+ M+ S S S+ H M

6 6 7c + 1 7c + 1 9c + 1 9c +1 --5 1 5c + 1 Varies 1 --2 6 --------30c +1 30c + 1 30c + 1 5 5 --40 ---

15 ft 25 ft 25 ft 25 ft 25 ft 25 ft 5 ft 200 ft 10 ft 200 ft 200 ft 200 ft 5 ft ----15 ft 35 ft 15 ft 10 ft 85 ft 85 ft 85 ft --10 ft 5 ft 25 ft ---

Ranges Max. 130 ft 165 ft 165 ft 180 ft 165 ft 200 ft ¼ STR 1,640 ft 50 ft 4,265 ft 4,000 ft 4,000 ft ¼ STR ----100 ft 300 ft 1.5 x STR ½ STR 650 ft 650 ft 650 ft --15 ft ¼ STR 200 ft ---

Penalty - 20 - 20 - 20 - 20 - 20 - 20 - 30 - 20 - 20 - 20 - 20 - 20 - 30 ----- 20 - 20 - 20 - 30 - 20 - 20 - 20 --- 20 - 30 - 20 ---

Ammo Capacity C = Clip

+1 = one in chamber

D= Drum

Min = Minutes

(XXX) = Charges of Propellant

Injury Inflicted B = Blindness K = Knockdown

D = Deafness S = Stun

E = Entangle

SA = Semi Automatic NA = Single Shot Only

FA = Fully Automatic 1 / x P = Once every X Phases

Rate of Fire (ROF) STD = Standard BO = Burst Only Strength Bonus Allowed (STR?) Most melee weapons and thrown missile weapons will allow the strength bonus. Most firearms will not.

- 132 -

Charles Weston (order #2827343)

6

Step 9. Purchase Equipment

Modern Weapons, continued Skill Used

Round Size

Pistol Pistol Pistol Pistol Pistol Pistol Sword Rifle Rifle Rifle Tactical Heavy Sword Rifle Rifle ----Thrown Pole Arm SMG SMG SMG H-t-H Pistol Sword Tactical Whips

.357 Caliber .44 Caliber .45 Caliber .50 Caliber 9 mm 10 mm --.30 Caliber --7.62 mm Varies 90 mm --20 Gauge 20 Gauge --------9 mm 10 mm .45 Cal ACP 500k Volts 50k Volts --1 Gallon ---

Injury Inflicted 1 2 3 4 5 6 7 8 9 3 7 11 14 17 21 25 28 31 5 9 13 16 19 23 27 29 33 3 7 11 14 17 21 25 28 31 4 8 12 16 20 24 28 32 36 3 6 9 12 15 18 21 24 27 4 7 10 13 16 19 22 25 28 2 4 6 8 10 12 14 16 18 4 7 10 13 16 19 22 25 28 By the size of the net. See appropriate entry. 4 7 12 15 18 22 26 29 32 10d10 + 80 total Injury, - ¼ Injury every 10 feet from impact 10d10 + 80 total Injury, - ¼ Injury every 10 feet from impact 1 3 4 6 7 9 10 12 13 Varies by Ammunition Type Varies by Ammunition Type 3 6 9 12 15 18 21 24 27 3 7 11 14 17 21 25 28 31 1 1 1 1 2 2 2 3 3 3 4 5 6 7 8 9 10 11 3 6 9 12 15 18 21 24 27 4 7 10 13 16 19 22 25 28 3 7 11 14 17 21 25 28 31 S2 S4 S6 S8 S10 S12 S14 S16 S18 S2 S4 S6 S8 S10 S12 S14 S16 S18 1 3 5 6 7 9 10 12 13 K3 K6 K9 K12 K15 K18 K21 K24 K27 1 1 2 3 4 5 6 7 8

10 35 37 35 40 30 31 20 31

ROF STR?

STD STD SA SA SA SA STD STD STD 36 STD Varies 1/9P 15 STD STD STD 30 --35 --3 STD 12 STD 30 FA 31 FA 35 FA S20 STD S20 NA 15 STD K30 BO 8 STD

No No No No No No Yes No No No No No Yes No No ----Yes Yes No No No No No Yes No Yes

- 133 -

Charles Weston (order #2827343)

6

Step 9. Purchase Equipment

Modern Vehicles Cost

Psgr PV

Body PV

Damage Boxes

Max Speed

Seats

Cargo

$5,000 $15,000 $9,500 $30,000 + $20,000 $24,000 + $500 + $30,000 $15,000 $50,000 $350,000 + $800,000 $30 Million High Tech High Tech $8,500 $18,000 $90,000 $100,000 $2 Million $4 Million $200 Million High Tech High Tech High Tech High Tech $25,000 $35,000 $50,000 $120,000 $10,000 $18,000 $26,000 $40,000 $24,000 $20,000 $30,000 $6,000

0 5 5 5 5 5 0 5 0 0 10 5 10 5 5 0 0 10 5 10 10 10 15 25 25 40 5 5 7 10 25 5 5 5 5 5 10 0

0 10 10 10 10 10 0 5 3 5 15 10 10 10 15 0 5 25 5 10 10 10 15 25 25 50 10 10 15 25 25 10 15 15 15 10 10 0

1 3 2 4 3 3 1 3 3 3 6 3 4 3 4 1 2 6 2 4 5 5 4 8 10 20 3 3 4 5 6 3 4 4 4 3 4 1

40mph 120mph 110mph 120mph 120pmh 160mph 20mph 40mph 40mph 70mph 80mph 130mph 200mph 90mph 180mph 90mph 90mph 80mph 200mph 300mph 550mph 1400mph Varies Varies Varies Varies 110mph 120mph 120mph 100mph NA 110mph 120mph 120mph 110mph 120mph 100mph 60mph

2 5 4 6 5 2 1 6 6 4 LOTS 8 15 4 4 2 2 2 4 8 10 2 2 8 LOTS LOTS 5 5 7 3 2 2 3 4 2 7 9 2

8 18 12 30 22 6 1 36 30 15 1000 36 50 12 30 3 5 100 12 24 24 36 1000 2000 3000 5000 18 24 24 12 3000 72 96 100 120 10 10 2

Name of Item ATV, 4 wheeler, golf cart Automobile, Compact Automobile, Economy Automobile, Luxury Sedan Automobile, Sedan Automobile, Sports Car Bicycle Boat, Motor Boat, Sail Boat, Speed Boat, Yacht Helicopter, Civilian Helicopter, Military Hover Vehicle, Small Hover Vehicle, Large Motorcycle, Street Motorcycle, Touring Motor-home Plane, Small Plane, Medium Plane, Civilian Jet Plane, Military Jet Space Shuttle, Small Space Shuttle, Large Space Vessel, Small Space Vessel, Large SUV, Economy SUV, Mid-sized SUV, Luxury Tractor Trailer, cab Tractor Trailer, Trailer Truck, Compact Truck, Full Sized Truck, Crew Cab Van, Full Sized Van, Mini Van, Passenger Watercraft, Personal

Riding Animals & Mounts Name of Item Horse, Light Horse, Medium Horse, Heavy Mule Pony Warhorse, Light Warhorse, Medium Warhorse, Heavy

Cost

Avail.

STR + HEA

$2,000 $4,000 $6,000 $1,500 $1,000 $6,000 $10,000 $15,000

C UC UC C C UC UC R

60 + 1d10 80 + 1d10 100 + 1d10 50 + 1d10 50 + 1d10 70 + 1d10 90 +1d10 110 + 1d10

Maximum Movement by Encumbrance (Ft / lbs) Walk Jog Trot Run 7.5’ / 375 15’ / 281 22.5’ / 188 30’ / 94 7.5’ / 450 15’ / 337 22.5’ / 225 32.5’ / 112 10’ / 500 17.5’ / 375 25’ / 250 35’ / 125 5’ / 400 10’ / 300 15’ / 200 20’ / 100 7.5’ / 340 15’ / 255 22.5’ / 170 30’ / 85 7.5’ / 410 15’ / 307 22.5’ / 205 32.5’ / 102 10’ / 460 17.5’ / 345 25’ / 230 35’ / 115 10’ / 550 20’ / 412 30’ / 275 40’ / 137

- 134 -

Charles Weston (order #2827343)

6

Step 9. Purchase Equipment

Familiars & Pets Name of Item Bird, Small Bird, Large Bird, Hunting Dog, Small Dog, Large Dog, Hunting Cat, Small Cat, Hunting Rodent, Small Rodent, Large Toad Snake, Small Snake, Large

Cost $50 $100 $1,000 $50 $200 $800 $50 $5,000 $5 $20 $5 $15 $65

Avail. C UC UC C UC UC C UC R R R R R

HEA 10 + 1d10 20 + 1d10 25 + 1d10 20 + 1d10 30 + 1d10 35 + 1d10 15 + 1d10 35 + 1d10 5 + 1d10 15 + 1d10 1d10 10 + 1d10 30 + 1d10

The charts above detail the most commonly available riding animals, mounts, familiars and pets. Each species has a separate Health, Strength, Agility, Dexterity, and movement rate. All animals have the same 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 listed beasts of burden will have an Agility of 45 + 1d10. Animals that use their mouths, paws, or other extremity will have a Dexterity score. Since horses do not have hands, they will instead use their Agility score instead of Dexterity when determining Defensive Tactics and strikes. All animals have one floating action per round. Pets and Familiars will inflict a different amount of injury, listed in the chart above. Always add the 1/10 th Strength to the total, except when a listing has NA as the amount of injury inflicted. If the Injury inflicted is listed as 0 then only the Strength bonus will apply. Horses and most riding animals will inflict 1d10 + 1/10th Strength per 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 to the victim’s effective Defensive Tactics without any bonuses. Animals can learn certain skills and tricks as a skill with a rating of 20 with the standard attribute modifiers. Animals will increase their skills or add new skills when their owner does. When the owner advances to a new level of experience, the pet will gain ten experience points to improve or learn new skills. Characters may also expend their experience points to improve their pets and companions. Animals cannot increase their attributes or select new options using experience. Unlike characters, only the skills increased though experience will increase.

STR 5 + 1d10 10 + 1d10 15 + 1d10 10 + 1d10 20 + 1d10 30 + 1d10 10 + 1d10 30 + 1d10 5 + 1d10 15 + 1d10 1d10 10 + 1d10 20 + 1d10

AGL 45 + 1d10 45 + 1d10 50 + 1d10 45 + 1d10 45 + 1d10 50 + 1d10 50 + 1d10 55 + 1d10 45 + 1d10 45 + 1d10 20 + 1d10 20 + 1d10 30 + 1d10

DEX 5 + 1d10 10 + 1d10 25 + 1d10 25 + 1d10 30 + 1d10 30 + 1d10 30 + 1d10 30 + 1d10 25 + 1d10 25 + 1d10 5 + 1d10 10 + 1d10 20 + 1d10

MOVE Fly 60ft Fly 60ft Fly 60ft Run 37ft Run 42ft Run 45ft Run 37ft Run 50ft Run 30ft Run 35ft Hop 5ft 20ft 35ft

INJ. 0 0 1d10 0 1d10 1d10 0 1d10 0 0 NA 1d10 1d10

All animals have Defensive Tactics. Most animals are skilled in Swimming, Combat (Natural Weapon Brawling), Camouflage and Hiding. Hunting animals have been trained in Hunting/Tracking.            

Battle Trained – Won't spook in Combat Camouflage – Hides in Natural Surroundings Climbing – Climb trees, rocks, etc. Combat – Kicks, biting, clawing, etc. Defensive Tactics – Avoiding being injured. General – Sit, stay, etc. Riding for horses. Guard – Staying alert and barking when threatened. Hiding – Hiding in houses, towns, etc. House Trained – Doesn’t make a mess indoors. Stealth – Quiet and a good stalker. Swimming – Able to swim or at least wade. Trick – Individual skill similar to a lore skill.

Ponies and most other riding horses will have the following skills: Defensive Tactics 16%, Kick 13%, and General Training at 13%. Warhorses have a Defensive Tactics of 23%, Kick 23%, Battle Trained 23%, and a General Training of 13%. Mules have a Defensive Training of 16%, Kick of 18%, and a General Training of only 10%. Only horses and other animals which are Battle Trained will not spook during battle. Only roll for their Battle Training when absolutely nasty creatures, spells, or strange effects occur on the battle field. If they fail their skill roll then the rider must make a Riding skill control roll. Failure will dump the rider on the ground with the mount running for dear life. Non-trained mounts must make a control roll every five rounds of combat.

- 135 -

Charles Weston (order #2827343)

6

Step 10. Final Calculations

Step 10. Final Calculations This is the most complicated step in character creation as it deals with all of the number crunching details. You may wish to get a calculator, although we have endeavored to make this step as painless as possible. Check over your character and make sure that everything is how you want it. As this step continues it will become 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 opportunity to go back through the previous steps and spend those points. Characters can retain unused Option Points and spend them later during advancement. They are not experience points and should not be treated as experience points, but they can often be used in conjunction with experience points. Add all of the attribute bonuses together if you haven’t already. These are your Full attribute totals. Most attribute rolls that the GM requires you to make will use this total. Go ahead and multiply the Full attribute by 0.25 to determine the ¼ Attribute. Always round to the nearest integer. Multiply the Full by 0.10 for the 1/10th. Record these values on the character sheet. These ratings will not often be used, but will apply to certain characteristics, options, and very difficult attribute rolls. The 1/10th is used for healing, sanity restoration, and even injury bonuses. The maximum that any attribute can be is 90 + the racial modifier + any supernatural attribute bonus – any critical wounds. The average human maximum for any attribute is 100. This is before applying any permanent wounds caused by critical hits to certain body locations. After creation every character has a personal maximum as well. Take the starting attribute and add 30, with this personal maximum unable to exceed the racial maximum. Besides this rule there is no upper limit for attributes or skills. The rest of this section is base calculations for weight allowances, movement rates, and other secondary characteristics. Some, such as senses, are based upon the race chosen earlier in creation. Others are strictly off the full attributes, unless otherwise specified. Not every calculation is required for every character. Some deal only with spell casters, while others deal exclusively with weaponless combat such as martial arts or unarmed combat.

Injury Points (IP) 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 character’s Health attribute, plus 1d10 + 1/10th Health at every additional experience level. When a player character’s Health attribute permanently increases or decreases their IP should also be modified.

Sanity Points (SP) This is the amount of mental abuse and psychic injury a character can withstand before succumbing into insanity. It is equal to a character’s Willpower attribute, plus 1d10 + 1/10th Willpower at every additional experience level. When a player character’s Willpower attribute permanently increases or decreases their Sanity Points should also be modified.

Healing Injury When characters become injured, they must spend time healing and recuperating. Healing spells and potions only heal injury. They do nothing for fatigue, soreness, and stiffness. During an adventure, all of the injury taken should be added together for each character. This is called Accumulated Injury. At the end of the adventure subtract the character’s Health from this total. The remainder is the total accumulated injury that must be healed before the adventurer is in top physical condition. Characters only get this reduction of accumulated injury when they actually spend at least one full day of rest in a safe and comfortable location. For each day of complete and total rest, the character will heal 1D10 + 1/10th Health injury points. Actual current injury is healed first, accumulated is healed second. Medical attention and first aid treatments will increase this recovery rate per day. More information is available in the section on Skills & Combat Systems. Sanity Points will recover at a rate of 1d10 + 1/10th Willpower per day of relaxation and stress-free life. Attribute Loss is recovered at a rate of 1d10 + 1/10 th the applicable Attribute per day of rest and relaxation. These other losses can be healed simultaneously with each other and Injury Points.

Number of Actions Some characters will be able to perform more actions in a round than others. To determine the number of actions that a character can make in one round, add together the character’s AGL+DEX. Then consult the table below. More actions will be gained as the character grows in experience. For most characters this is levels 2 and 5. For a faster accumulation of actions read the Combat Trained option. Once the total number of actions has been determined for your character, consult 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 floating actions. AGL + DEX 02 – 150 151 - 210 211+

Initial Actions 1 2 3

- 136 -

Charles Weston (order #2827343)

6

Step 10. Final Calculations

Movement (MOV)

Encumbrance

This determines how far a character can move in one round. It is measured in feet per phase (FPP). Each value should be rounded to the nearest 2.5 ft. For those using 5 ft squares in miniature combat, consider a diagonal move to be 7.5 feet. For those of you using inch based movement in miniature combat consider every five feet to be 1” and every 2.5” to be one half of an inch.

This is the number of pounds a character can carry. The more a character carries, the slower he or she can move and the slower he is to act in a dangerous situation. The chart below shows the amount that can be carried, the maximum the character can move while carrying that much encumbrance, and a penalty to the number of actions that the character can make. Characters with Supernatural Strength have a maximum Lift Level of (STR + HEA) x 5.

To determine the Movement of a character 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 penalties, but still walk extremely slowly. AGL + HEA 0 – 36 37 – 51 52 – 66 67 – 81 82 – 96 97 – 111 112 – 126 127 – 141 142 – 156 157 – 171 172 – 186 187 – 201 202 – 216 217 – 231 232 – 246

Run 5 7.5 10 12.5 15 17.5 20 22.5 25 27.5 30 32.5 35 37.5 40

Trot N/A N/A 7.5 10 12.5 12.5 15 17.5 20 20 22.5 25 27.5 27.5 30

Jog 2.5 5 5 7.5 7.5 10 10 12.5 12.5 15 15 17.5 17.5 20 20

Walk N/A 2.5 2.5 5 5 5 5 7.5 7.5 7.5 7.5 10 10 10 10

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 2.5 feet.

Carry Level No Light Medium Heavy Max Lift

Weight in Lbs. Carried (STR + HEA) ÷ 4 (STR + HEA) ÷ 2 (STR + HEA) x .75 STR + HEA (STR + HEA) x 1.5 (STR + HEA) x 3

Max. Action Move Pen. Run -0 Trot -0 Jog -1 Walk -2 5 ft -3 None -4

AGL Pen. -0 -10 -25 -50 -75 -100

Drama Pool This is a pool of points that a character may choose to spend at any time during the story. These points should only be used during dramatic scenes when it is very critical to the story, or to the character, that certain rolls go well. It may be during a critical fight with the villain; it may be to save the life of a loved one; it may 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 characters begin with three points in their Drama Pool. Other bonuses for the character may apply, see the following chart. Reason All Characters Willpower 80+ Luck 80+ Each Additional Level Destiny 7+

Bonus 3 +1 +1 +1 +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.

- 137 -

Charles Weston (order #2827343)

6

Step 10. Final Calculations

Magical Aptitude This is the character’s current aptitude to learn various magical skills including those to cast spells and rituals. This rating determines how many different magical Disciplines, or Schools, of magic a character can learn at this moment in time. It is based upon the current INT + WIL of a character and may increase during the campaign. This is only applicable to characters with the Magical Knowledge option. INT + WIL 02 – 120 121 – 140 141 – 150 151+

Magical Potential None Apprentice. No Spell Channeling. Apprentice. May Spell Channel. Professional or Magister

Drain Refreshing When a mage casts a spell, he incurs something called drain which is placed into his Drain Pool. The more drain in the mage’s Drain Pool, the more tired and exhausted the mage. This is reflected in a penalty equal to the current drain pool to the spell caster’s further spell casting skill rolls. Drain also affects those who use Banishment and some other Willpower based skills. Every mage recovers from drain at a different rate based on their Health + Willpower scores. A night of restful sleep will refresh the mage far more than sleepless rest. The Meditation skill will increase the total regained by rest by 1/10th the skill rating while meditating.

HEA + WIL 02 – 40 41 – 90 91 – 110 111 – 130 131 – 170 171 – 190 191 – 210 211 – 230 231 – 250 251 +

Drain Refreshment Per Hour Active Rest Sleep 0 2 5 1 3 5 2 4 10 3 5 10 4 6 15 5 7 15 6 8 15 7 9 20 8 10 20 9 11 25

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 begins with up to three learned spell effects per known discipline. These known spell effects may not exceed the skill rating required to learn based upon the discipline. Players may choose to automatically learn these three spell effects, or they may attempt to learn with modifiers. These modifiers are detailed later in the section on Thaumaturgy and spellcraft. Most modifiers are designed to improve the chances of learning the spell effect, but accrue a required focus to channel the power. Some spell effects require knowledge of other lesser spell effects from the same Discipline, so be careful 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.

- 138 -

Charles Weston (order #2827343)

6

Advancement

Advancement Characters are not static creations. As they experience life in the chronicle they will learn and grow. This expanding level of experience is awarded after every session of game-play. The Game Master awards everyone present a certain number of Experience Points (XP) based on their creativity, participation, and ideas. The more the player contributed to a fun and enjoyable game session, the more points his character should earn. There is an additional bonus of experience points at the end of every story arc. A story arc is a portion of the chronicle that has a beginning, middle, and climax. It often includes a villain or significant difficulty for one of the characters. Story arcs can include the entire party or simply a few. Game Masters should attempt to include as many people into a story arc as possible using plausible story hooks and devices. One Experience Point can be awarded for any of the following reasons:

Session Awards 







Participation. The player was at the table and had fun. Everyone should receive this point of experience every session. If not then the player should talk with the Game Master about the reasons for them not having a good time. If the reason was another player, perhaps a small chat between the two players is in order. Everyone should be having fun, otherwise why play? Good Role-playing. The player knows his character well and was believable in portraying her. The character’s personality should have been noticeable to the other players and the 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 session of good role-playing. Problem Solving. The players were able to solve important problems, puzzles, traps, or conundrums. This is the players solving the problems, not the players throwing dice using the character’s skills to simply disarm a trap or solve a wicked cipher. One point of experience should be awarded to everyone who helped solve at least one difficult problem during the session. Heroism. The character risked his life, his fortune, or his reputation to accomplish something worth doing. A character may have leapt into a burning building to save a friend; a character standing his ground in front of the large bulldozer that is going to destroy his home; backing an unpopular piece of legislation because it’s the right thing to do, even though it









may ruin his political ambitions. One point of experience should be awarded to any player that evinced heroism during the session. Development. The player has spent time out of session to develop the character’s background, belief system, friends, allies, history, or current plans. This could be a prop for the game, a written treatise, short story, or any other form of development. One point of experience should be awarded for out of session character development. Experience. Character learned something important during the session. The player should tell the group what the character learned, and the group can vote on the significance of the knowledge. The same piece of knowledge or experience cannot be reused for any one character. If the experience does not impress 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. Exceptional Game-play. Players that exceed any of these categories may be awarded an extra point for exceptional game-play. This should be a rare occurrence. Only one extra point for exceptional game-play may be awarded per session. Dante Award. This is not an award any player wishes to receive. If the character or player does an action that is incredibly stupid, ignorant, or cataclysmically bad to the situation they may be eligible for a Dante Award. The group should vote on the Dante Award before it is granted. Such a recipient LOSES one experience point for the session.

Story Arc Awards 





Completion. The characters have survived a story arc. This award can only be given if the character has been involved in the story arc since the beginning. Characters that are brought into the story arc after the initial session or two will not receive this particular bonus of one experience point. Successful. The characters involved in this story arc have successfully accomplished the task they wished to complete. This award can only be given if the story arc ended positively. Some endings that are simply pyrrhic victories may not deserve this award of one experience point. The GM must determine if the ending was successful enough to warrant this bonus. Leadership. The character has accepted the burdens of leading, driving, and focusing the group of player characters. Sometimes the - 139 -

Charles Weston (order #2827343)

6

Advancement









character desires this obligation, but often it simply happens. Some groups may have several leaders. Assuming that each keeps the game going and the player characters acting in unison there is no reason not to award one point to each leader per story arc. Communication. The characters have communicated their plans, knowledge, and secret information well amongst each other. Characters or players that remain secretive to their fellows run a very strong risk of endangering the entire party. Characters that communicate well for the entire story arc will receive one experience point. Teamwork. If the characters worked well as a team during the entire story arc, the GM may allow this award. Groups that splinter, fracture, work at cross purposes, hide important information, or otherwise do not work well together cannot receive this award. This award of one experience point must be given to the entire party or none of the party. Exceptional Odds. This award is generally awarded during story arcs that are pivotal to the campaign. Climaxes are common story arcs to receive this bonus. The players succeeded in obtaining the current story arc’s goal against great difficulty and adversity. The villains were ready and waiting with their full complement of troops; the player characters successfully saved an entire city or country from a gargantuan tsunami; the political might of an extremely large and powerful organization was trounced. If the odds defeated were long and difficult the players involved deserve a bonus point of experience. Non-participant. This is actually a penalty for a lack of interest and participation in the game. Players that simply sit and watch as the story arc progresses with very limited interaction or feedback should suffer a one experience point loss. Players that sit quietly during the session 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 few good ideas, or ninja mail the GM, or assist other players in the background they should not receive this penalty.

Spending Experience Once the character has earned experience points from a session they may choose to immediately spend those points or horde them until later. Any expenditure of experience must be approved by the Game Master and seem appropriate to the character and the actions the character has taken. Skills may be practiced during off hours, or classes taken to learn new knowledge skills. Study and practice are common ways of improving skills, attributes, and options. This practice should be done in character during the session or during campaign down time. As experience points are accumulated, tally the total received since the character’s creation under the total earned experience column on the character sheet. As the character spends these points do not subtract them from the total earned column, instead record this total in the total spent column. This is important for the character to advance in experience level. When a character has earned enough experience points, they will increase to the next level of experience. This is a reflection on the general aptitude, skill, and experience of a character. The more experienced a character; the greater their skills and abilities. In addition to the amount of experience already spent on various skills, attributes, and options they receive several bonuses for reaching this new plateau. All of a character’s skill ratings receive a bonus of +10. All characters also receive a bonus to their Injury Points, Sanity Points, and Drama Pool. They may also gain a bonus to their number of actions per round based upon their combat training. Other options may also increase as the level of experience increases.

Current Level 1 2 3 4 5

Experience Needed 0 – 79 80 – 289 290 – 739 740 – 1249 1250 +

Experience may be spent to increase a variety of character aspects. The most common experience expenditure is for skill improvements. Every additional 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.

- 140 -

Charles Weston (order #2827343)

6

Advancement New Skill Rating 01 – 20 21 – 60 61 – 100 101 – 140 141 – 180 181 +

Experience Cost ½ Point 1 2 3 4 5

Characters may also purchase new skills with five experience points. Any skill to be learned must be learned in an appropriate way. Characters may be able to assume some previous knowledge with skills that reflect their concept and background. Other skills must be learned from a tutor, a class, a textbook, or from observation. The more complex the skill; the longer the time required to learn. This requirement is entirely subjective and requires an agreement with the player and Game Master. The new skill has a Base Skill Rating of 20 plus any attribute modifiers. In addition, the character may receive a bonus to the skill based upon how they learned the skill. Self taught skills will grant no bonuses to the skill rating, but those taught by teachers will receive a bonus of 1/10th the teacher’s skill in teaching. Specializations can also be learned or improved. 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 standard upper limit for most characters is +20 for any specific specialization. The Specialist option can be purchased to increase this upper limit. The list of possible specializations is included with the skill descriptions. 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 Attributes. Upgrades that incorporate a similar, but cheaper, upgrade that the character already possesses may be purchased for the difference in cost. The Game Master may have to determine which upgrades may be increased in this manner. The cost for a spell effect is listed under the description of each spell. Experience can also be used to purchase or refresh other characteristics. Foremost of these secondary characteristics is the character’s Drama Pool. While the player cannot purchase additional Drama Pool with experience points, they can choose to spend one Experience point to replenish one spent Drama point. 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, but are sometimes required as the chronicle progresses. Each point of a resource rating from 1 to 6 only costs 10 experience points per resource rating. Any purchase

above a six rating requires 20 experience each. Characters do not require any special options to increase a resource above six after creation, but they do need a plausible reason for the high level of resource in the campaign. Sometimes a character needs a few more experience points to purchase a desired improvement. 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 purchase the skill or option that they should have due to in-chronicle reasons. Characters can borrow up to 25 points of experience from the Game Master if they so desire. Game Masters may choose to alter the minimums and maximums to fit their chronicle and its settings. This ability does come with a price: like most loans there is an interest accrued and a minimum payment. At the end of every session until the character pays back the borrowed experience in full, a certain number of experience points that are earned are simply lost. They are not added to the earned experience, they do not repay the loan, and they do not count as spent. The amount lost per session is based upon the total amount borrowed from the Game Master. Characters may also not advance to the next level of experience until they have repaid any borrowed experience.

XP Borrowed 1–5 6 – 10 11 – 15 16 – 20 21 – 25

XP Lost 1 2 3 4 5

Skill Basics The use of skills is the backbone of any roleplaying game. Alpha Chronicles uses a universal system for skill use, combat, and most other dice systems. This shared system is based upon percentile dice and d10s. Most players will only require a set of percentile dice to play our game. Additional d10s may be useful for some spells, options, or equipment. The reason for percentiles is simple: people think in percentages. You have a 50% chance of hitting your target. I have a very slim chance (5%) of surviving this dive. I am 99% sure I am right. With this in mind, we designed our system for ease of use and yet tried to keep it realistic. The basic skill roll formula is simple as well: Skill Rating + / - Modifiers = Roll or Less Required on D100 - 141 -

Charles Weston (order #2827343)

6

Skill Basics

For example: A character wants to fire his crossbow at the charging mercenary. The character's skill percent with Bow Weapons is 45%. The player must roll percentile, and score less than or equal to 45 to successfully hit the mercenary. It is just the modifiers that may confuse people. Any modifier in this game can be used or ignored, as the GM believes is appropriate. In an effort to keep it simple we have compiled a set of die roll modifiers with broad categories to assist in adjudicating difficult or easy actions. For most easy actions we recommend not even requiring a skill roll. Walking down the street obviously should not be difficult. Driving a car in normal traffic should not require a skill roll. Driving through rush hour traffic at high speeds while dodging gunfire and weaving through other cars should require a skill roll, maybe even with some hefty negative modifiers. Sometimes more than one modifier will be applied.

For example: A character with a Pick Locks skill of 60% is trying to pick a very simple lock. The trick is that she is hanging upside down. The GM would give her a bonus of +15 to her skill for a total of 75%, due to the simplicity of the lock. However, since she is hanging upside down, the GM would give her a penalty of -25% to the skill, for a total of 50% (60+15-25=50). She would need to roll 50 or less on percentile dice to successfully pick the lock.

Die Roll Modifiers Modifier +50 +25 +15 +5 -5 -15 -25 -40 -50 -60 -85

Subjective Rating Nearly impossible to mess up Extremely easy Easy or simple to accomplish A little easier than normal A little harder than normal Complicated Difficult to perform Extremely difficult Almost impossible Nearly impossible Inhumanly impossible

No matter how difficult the task there is always a chance to succeed. Even if the modified skill roll is a negative 15 percent chance, there will still be a 5% chance of success. A roll of 01-05 will always save a character’s bacon, unless the task is simply beyond the character’s ability. Normal humans can’t fly. They can’t lift two tons of solid rock without aid. They can’t cast spells without any knowledge or talent. They can’t use knowledge that they could never have learned. Once we add in options and abilities these restrictions suddenly change. Logic, Common Sense, and verisimilitude still remain and should always be used.

If the roll was less than 1/10th of the characters skill total, then the character rolled a Critical Success. Always round to the nearest appropriate number when rounding. Most numbers should be rounded to the nearest whole number. Some numbers such as Weight Allowances should be kept as precise as possible. If the character requires a roll of 01-05 to succeed then there can be no possibility of a critical success. If the roll was between 96-100 then the die roll automatically failed, no matter the skill total. Unless the character has a skill total equal to or greater than the resulting roll, the failure is a Critical Failure. This is not an ordinary failure at using a skill. This is a major catastrophe. A weapon broke, a person lost their grip and fell off the 50 foot wall that he or she was climbing, or a spell caster miscast a spell. Whatever happens is not pretty, nice, or helpful to the character or those around him. Luck is one of the few attributes that should be used very carefully. Luck rolls may be used in a variety of situations where no other attribute or skill could apply. This is strictly a GM call and should be tightly monitored. The most common use of Luck rolls is Dynamic Scenery. In most games the GM states the scene, the contents of the area, and who is there. The players are forced to ask questions to prompt the GM for something 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 consider a logical possibility. That’s where Dynamic Scenery comes in. If the player wants something that should be in the room, then they should just say that their character uses it. If the GM objects, then a Luck roll is in order. Depending upon the likelihood of the player’s request a Full, Quarter, or even 1/10th Luck roll may be required. If the element is absolutely not in keeping with the GM’s plot, scene, or puzzle then the GM will simply say no and move on. Do not use this rule as an openended grab bag. It is there simply to move the game along and make it more exciting for everyone.

Example: The player characters are in a hotel that is being invaded by vampires. After several rounds of 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 them. One player dives under the cars that are parked in the lot. Another shoves someone who was getting out of their car to the side and steals it. While illegal and immoral it is still a good example of using Dynamic Scenery to survive a bad encounter. The final character, seeing this entire scene happening steals the large and well-armored bread truck that was delivering a load to the restaurant. The GM never mentioned the Bread truck or the patron leaving his car in the initial description, but seeing the opportunity for an interesting car chase, or just a neat idea, allows it.

- 142 -

Charles Weston (order #2827343)

6

Skill Basics Characters also have the benefit of a Drama Pool to aid them in difficult times. The Drama Pool is a number of points that can be spent to improve a character’s chance of succeeding on a skill or attribute roll. Once a Drama Point has been spent, it will remain missing from the pool until the story arc ends or the player spends experience points to refresh it. Each point from the Drama Pool can be used as 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 noncombat. 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.

Sometimes two characters are in direct competition using skills or attributes. This could be a tug-of-war, arm-wrestling, or even a battle of wills. This is one of the few times when the players don't need to roll under their character's attributes. Higher is better. When characters are resisting each other, their players must take the appropriate attribute, roll percentile, and add the two numbers together. The character with the greatest total wins the competition.

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 STR, and one quarter of Tog's. This gives them a 98% chance to lift the portcullis (72 / 4 = 18. 18 + 80 = 98). If they had decided to use all of Tog's STR and one quarter of Drak's, then they would have a 92% chance of lifting it. Of course, this is just the base chance. There would be penalties due to the weight of the portcullis. For each additional character that helps, they can add one tenth of their attribute or skill to the total.

Combat Most games would be pretty dull if there was never any conflict. While intrigue, negotiation, and diplomacy are always good to try first, some situations just require an old fashioned ass whooping. Even in these situations the combat system in Alpha Chronicles is deadly enough to kill just about any character. Treachery, good planning, and liberal use of a strategic mind will save many a party of heroes from an untimely death. That said…on with the carnage. - 143 -

Charles Weston (order #2827343)

6

Combat There are two basic units of time during combat: Rounds and Phases. A round is six seconds long and is divided into three phases of two seconds each. Each character has a certain number of actions of which he can spend during each phase. Unless the two sides just happen to stumble upon each other or start with a simple argument, most likely someone will have the surprise attack. The first step in combat is to determine who, if anyone, has that surprise. If one side is laying in wait then that side has surprise. If one side is distracted and the other attacks from behind or out of sight, again surprised. If someone unexpectedly draws a knife and stabs another in plain sight, while surprising, the victim does not count as surprised. The only requirement is that one party is 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 group to set their own trap. The faction that surprised the other group has one phase in which to move, strike, aim, or otherwise act. Any activity that requires more than one phase to complete will not be completed until the appropriate time next round. Certain characters from the surprised party may be immune to surprise. In this case they are also allowed a single phase that occurs after the ambushing group has finished. Once the surprise phase, if any, has been spent it is time for initiative. One individual for each faction in the combat rolls a d10. The faction with the highest total, after modifiers, goes first. All ties benefit the player characters. If two factions of player characters roll equal initiative then a roll off between those factions continues. This roll off enjoys no benefits from modifiers. If the faction won the initiative last round, or had surprise, they receive a +1 cumulative bonus to their initiative. This continues until the faction has an initiative bonus of +3. The next round initiative is not rolled; instead it is given to that faction. This continues until a drastic change of situation occurs in the combat. Massive reinforcements, multiple friendly deaths, a leader falling, or a routing of friendly troops could all lead to a resetting of initiative. Some characters have an option that allows them to bend the initiative rules. Such a character follows the specific rules for that option or ability, and may be considered a separate faction for purposes of initiative. If more individuals in a certain faction all use similar initiative benefits then they should be considered one faction. Each combat round is only 6 seconds long. As each character acts a minuscule amount of time passes. The players for each group may choose the order in which the characters act. If the players do not choose the order then the GM chooses an end of the table to begin, and then oscillates back and forth as all actions are completed.

A group that wins initiative may choose to wait for a certain event to occur to or by the opposing faction. They allow the other faction to act first in the round. At any time during the phase the winning party may choose to suddenly act. They insert the entire faction in any order that the players desire. Other individuals may choose to continue waiting until other events occur. Once all of the acting characters have finished, the other faction continues its actions. During each phase of combat the characters make choose to complete certain activities that are called Actions. There are several different types of Actions depending upon how they are attempted. Movement and Verbal actions are spent separately from Primary, Floating, and Reflexive Actions. 

Primary Actions – Those that must be spent every phase or they are lost. For every three total actions the character possesses, one Primary action is converted.



Floating Actions – Those that may be spent during any phase. Only one floating action may be spent per phase. Floating actions are the remainder after the number of Primary actions is determined.



Extended Actions – These actions require longer than one action to complete. They range in time required from one full phase, past one full round, and may require several minutes at least.



Reflexive Actions – Those that are used for defensive purposes only. It is usually spent during another faction’s portion of the combat phase, and will require an unspent floating action. If no floating actions are un-spent then it will drain a Primary action from the next phase. If no primary actions remain for the round then an Agility roll is required to successfully act.



Free Actions – These actions are often done in conjunction with other actions. They require very little time to complete.



Movement Actions – Everyone always has one per phase. These include climbing, walking, crawling, swimming, etc. The character may choose to move up to their fastest movement rate as allowable per encumbrance. They may also be used simultaneously with other actions. They may also be spent during another faction’s portion of a phase to stay near a moving opponent or target.



Verbal Actions – Always one per phase. 2 seconds of speech. May be used for talking or casting a spell. They may also be used simultaneously with other actions.

- 144 -

Charles Weston (order #2827343)

6

Combat

Total Actions 1 2 3 4 5 6 7 8

Primary Actions 1st 2nd 3rd Phase Phase Phase 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2

Floating Actions 1 2 0 1 2 0 1 2

Primary and Floating actions are the most common type of actions. Most combat activities can be completed in this period of time. Hitting a person, drawing a sword from a sheath, ducking behind a pillar are all common examples of primary and floating actions. The only difference between the two action forms is how they may be spent. Primary actions are the mainstay of combat; how well the warrior has trained and how fast they can strike during a round. Floating actions are intended for those who are just a little better trained in combat. They have that last bit of speed to act when it is absolutely necessary. Extended actions require more than a split second to complete. There are different types of extended actions dependent upon how long they take to complete. Some extended actions only require a single phase or two before they are successful. Others may need an entire six second combat round to complete. Still others may demand an entire minute or two before they are completed. The character attempting an extended action may not roll until the allotted time is spent. If they are distracted, halted, or otherwise interfered with then the GM must determine the results. Some instances may simply offer a success with a penalty to the skill roll. Others may completely destroy any chance of success. Others may allow the character to continue at a later time, with the previous time recorded and deducted from the total.

Free Actions     

See Verbal and Movement Actions Dropping an item held in a hand Some Defense (¼ DT) Quick Drawn Weapon Activating some continual spells

Primary & Floating Actions      

Striking with a Melee Weapon Shooting with a Missile Weapon Throwing a Missile Weapon Better Defense (½ DT) Hiding behind cover Readying a prepared Thrown Weapon

    

Reloading a long bow or short bow Drawing a sword or sheathed item Sheathing an item or weapon Readying a prepared item Using a readied magical item

Quick Extended Actions (1 Phase)    

Readying an item in a belt or shoulder pouch Readying an item tied to a backpack Casting a Quick length spell Quickly binding a wound to stop blood loss

Short Extended Actions (2 Phases) 

Readying an item in a backpack

Medium Extended Actions (1 Round)    

Reloading a Light or Pistol crossbow Casting a Normal length spell First attempt at picking a lock Concentrated Defense (Full DT)

Long Extended Actions (2 Rounds)   

Casting a Long length spell Second attempt at picking a lock Reloading a Medium or Heavy Crossbow

Very Long Extended Actions (1 Minute or Longer)  

Casting a non-memorized spell or ritual Third or additional attempts at picking a lock

If a Movement Action is spent during a phase then there is a penalty to all other actions performed. This penalty is also applied to anyone attempting to strike or physically interact with the moving character. Movement actions that also require the use of hands or arms, such as swimming, climbing, or crawling, will inflict an additional penalty of -20. This additional penalty applies only to those moving or attempting to assist the person moving. Those striking or shooting at the moving character will incur no additional penalty. Movement Speed Walking Jogging Trotting Running

Penalty -0 -5 - 10 - 20

Reflexive actions are used for defensive purposes only. It is usually spent during another faction’s portion of the combat phase, and will require an unspent floating action. If no floating actions are un-spent then it will drain a Primary action from the next phase. If no primary actions remain for the round then an Agility roll is required to successfully act. No more than one free reflexive action may ever be spent by a character during any one phase. Most reflexive actions include such things as jumping for cover from an explosion or spell, using an option as a defensive measure such as teleporting or shape shifting, and anything else that requires time that the character usually does not have.

- 145 -

Charles Weston (order #2827343)

6

Combat The Strike roll is the most common of all actions taken during combat. The strike roll uses whatever weapon skill is appropriate for the weapon being used. If the attacker does not have an appropriate weapon skill, then use the appropriate default instead. Any applicable Specialization and the Defensive Tactics of the victim always modifies this skill. Depending upon how fast they are moving, there may be an additional penalty to strike. Once all of the modifiers have been determined: roll percentile. If the strike roll is equal to or less than the modified skill percentage then the strike was successful, otherwise the strike missed or was deflected in someway. Try to be creative in your descriptions of combat, as the most exciting brawls are those that aren’t just: I missed, I hit, I missed, I hit. Yawn. Snore. Critical successes and failures in combat require additional rolls. Each has its own chart and resulting events listed later in this chapter. Only a very stupid or suicidal character would stand still in the middle of a fight. Boxers dance around their opponents, archers shoot from behind cover, and martial artists weave nearly imperceptible patterns with their bodies as they fight. These are all forms of Defensive Tactics. Defensive Tactics applies equally to all directions around the character. In a fight everyone tries to keep his or her back to a wall, object, or even keep it twisting in place. Fighters twist, dodge, weave, twirl, and spin in combat as they fight opponents. When a character does little else but avoid injury in an entire six second combat round, this is called using Full Defensive Tactics. It must be declared during the initiative roll for each round of combat. A character focused upon only defending may subtract the fullmodified Defensive Tactics value from every strike they are aware of. The character may still use Free, Verbal, Reflexive, and Movement actions. If they choose to change their mind and attempt any other action, there is an additional penalty of -60 to all subsequent actions for the round. In addition, all remaining primary actions for the round are lost. The full-modified Defensive tactics value is equal to the Defensive Tactics skill of a character, minus any armor penalties, plus any shield bonuses, and with any other modifiers such as magic, options, or specializations. Most melee weapon specializations can be used as a bonus to the character’s Full Defensive Tactics. Specializations with bows, crossbows, thrown weapons, or other projectiles cannot be used. This total should be recorded, as it doesn’t often change. Shields will provide a base bonus determined by the size of the shield. Specializations for Defensive Tactics may be purchased for each type of shield (buckler, round, kite, tower, etc). This specialization and the base shield modifier should be added to the full defensive tactics of the character.

Besides total defense there are other ways to avoid being hurt in combat. Firing a missile weapon or other distance-based projectile from behind cover will grant the full defensive bonus as they pop up, shoot, and dive for cover. However certain options or effects can negate this bonus. Partial cover may provide the character with an inherent ¼ or ½ DT, based upon the situation. Shooting through the cover negates any defensive tactics, but grants a large bonus to the PV of the character based upon the composition of the cover. Other reasons for applying Full Defensive Tactics may be determined by the GM as game play continues. Anything that keeps the character mostly hidden from the attacker is a good prospect for the Full DT usage. Characters that have been well trained in the arts of war usually have more than one action during a combat round. These characters may choose to enjoy a Half Defensive Tactics rating applied against their aggressor. This level of defense requires one Floating or Primary action per combat phase to be spent. Take the Full modified DT of the character and divide by two. This level will remain until the start of the character’s next phase. In most cases where the victim may not apply the Full DT, they still enjoy a partial Quarter Defensive Tactics. Take the full-modified DT and divide by 4. When the victim is attempting most actions, wary but surprised, or simply pre-occupied during combat they only receive this ¼ DT value. Only in extreme cases where the victim is caught flat-footed, held un-resisting at gunpoint, or otherwise unmoving does the character receive No Defensive Tactics. A character may choose at any time not to defend and surrender any possible defense. Characters that are unconscious, bound, or otherwise fully immobilized are hit automatically. Attackers should roll only to determine if a critical hit was made. Critical failures are not possible. The GM may further rule that called shots, critical hits, knockout blows, or death strikes are instant and automatic. If the assailant rolls equal to or under their skill, modified with the appropriate DT, then they successfully strike. Once a strike has been determined, the attacker rolls a d10. All weapons use a single d10 to determine injury dealt. Consult the injury table for the applicable weapon to find the actual base injury dealt. All strikes gain a bonus to injury based upon 1/10th the assailant’s skill with the weapon. Most Handto-Hand (Melee) weapons, thrown weapons, and bows have an additional bonus equal to 1/10th the character’s Strength. Check the weapon table under the specific weapon to determine if it does grant a bonus to injury inflicted.

For example: A brawny warrior with a 50% two-handed sword skill, a strength of 70, and a flamberge strikes an opponent. The warrior rolls a d10 and gets a 7. The injury total is 30 + 5 + 7 or 42 points.

- 146 -

Charles Weston (order #2827343)

6

Combat Once injury has been determined, only one thing can prevent it: armor. There are two primary forms of armor: natural and standard. Both types of armor grant a Protection Value or PV. The PV is subtracted from any injury dealt to the area of the strike. Unless the attack was a called shot or critical hit the PV of body armor is always used. In such cases use only the appropriate armor and PV for the location struck. When the PV of any standard armor is exceeded, the integrity of the armor is damaged. Holes, rips, tears, and other damage will lessen the PV in the appropriate area by one point. Some special weapons may damage the PV by a different amount. Non-called shots will reduce the PV of the Torso. Area attacks, barrages of gunfire, or other wide focus attacks will lower the PV in all affected locations. Indestructible magical armor will ignore this loss of PV. Most forms of armor are either Hard or Soft. Soft armor is less restrictive, easier to move in, and is made from softer materials such as leather, Kevlar, or other supple materials. While it does protect the victim from wounds, it does not stop much of the kinetic force behind the blow. Hard armor is more restrictive to movement and is formed of hard resilient plates. Hard armor includes most ancient metal armor, Kevlar armor with ceramic plates, or high-tech military armor. Hard armor may prevent all kinetic energy from being transferred to the victim. If the PV of the armor is greater than the injury inflicted, then the protected character suffers no injury. Soft armor is far less efficient at distributing kinetic force. Any strike upon soft armor will inflict a minimum of 1/10th the injury total before PV was applied. If the actual injury inflicted is equal or greater than this amount, do not add them together simply use the greater amount. This is an optional rule that Game Masters may choose not to incorporate into their chronicles. Every suit of Standard armor has a PV, agility penalty, and weight. The agility penalty also applies to any attempt at spellcasting which requires somatic components. Most ancient body armors are designed to cover all body areas except the head. All of the weights and agility penalties must be added together and totaled for piecemeal armor. The PV of mismatched armor is averaged together. Quadruple (x4) the PV of the breastplate, then add each Vambrace and Greave worn. Divide the resulting total by eight to determine the average PV of the character. For a strike on a specific location, use only the applicable armor for that location. Natural armor is that which the character has as 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

certain options. Natural armor is considered weightless for the purposes of encumbrance, and has no penalty to agility or agility based skills. Natural armor can only be damaged through the use of certain magics, options, or critical hits. It will heal at a rate of 1 PV for every 2 days of normal rest. Even characters that are super fast, ultra tough, highly skilled, and heavily armored get injured eventually. Whenever injury is inflicted it should be subtracted from the character’s current Injury Point (IP) total. When the character drops below thirty injury points they begin to feel the effects of their injuries. See the Injury Effects chart for more details. If a character has zero or fewer injury points remaining they are in grave danger. Falling unconscious, they will soon be dead unless they receive medical attention immediately. They will stay in a coma for no more than their ¼ Health in rounds. If they have not received sufficient magical healing or medical attention before this time elapses then they are dead. If they suffer more than their ¼ Health in injury below zero then they are also dead. Injury is healed at a rate of 1d10 + 1/10th the character’s Health attribute per day of complete and total bed rest. After all of the normal injury is healed, the character must then recover all of the accumulated injury that has accrued since the last period of rest. Characters who continue to adventure with accumulated wounds will begin to feel the weight of the muscle soreness, small cuts, bruises, and other freshly healed wounds. If the character does not rest after the adventure has been completed, then the character will suffer the effects as if currently only having 21 – 30 injury points remaining. If they continue to adventure without recovering, after a week they will begin suffering the effects of only having 11 – 20 injury points remaining. Certain magic spells, regenerative options, or prayers can reduce the wounds present on a character. This only applies to actual injury (i.e. loss of injury points) and can rarely affect accumulated injury. The only way to accelerate the healing of accumulated wounds is to have a physician, or other characters skilled in medicine, tend to the patient. The physician does not have to make the patient his only concern, and may tend to other patients during the same day. Patients healing with the aid of a medic receive a bonus of 1/10th the First Aid skill of the medic in injury points recovered each day. Doctors and surgeons with the Medicine skill and access to all needed tools, devices, and pharmaceuticals may apply that bonus every twelve hours. Physicians who attempt to heal themselves only receive ½ their applicable bonus. When more than one physician is aiding a patient, only the highest skill should be used to determine healing.

- 147 -

Charles Weston (order #2827343)

6

Combat

Injury Effects IP Total 31+ IP

30 – 21 IP

20 - 11 IP

10 – 6 IP

5 – 1 IP

0 IP or less

Results & Penalties

No problems The character is sore. A HEA or WIL roll is needed to perform any strenuous activity with no penalties. If the roll is not made, then the character will not be able to perform at his or her best. There 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 automatically have a penalty of – 20 to all skills. However, a successful HEA or WIL roll will reduce the penalty to – 10 for 1 action. The character can only run for up to a number of rounds equal to 1/10 his or her HEA, and can only trot for a number of rounds equal to his or her HEA. The character can still jog normally. The character is in a lot of pain. He or she has a penalty of – 40 to all skills and the fastest that he or she can move is a jog, but for no more than ¼ HEA in rounds. The character can only walk for a maximum number of rounds equal to his 1/10th HEA. Any skill that is attempted will have a penalty of – 60, and will take at least 4 times as long as normal. Strenuous activities are not an option for this character. The character is comatose, and will die in a number of rounds equal to ¼ HEA unless he receives medical, magical, or divine help. Also, he or she requires three times as long to recover to his full IP.

The empathic healing skill possessed by some characters will reduce the current actual injury by transferring that injury to the healer. While the injury absorbed heals extremely quickly, the accumulated injury remains until the healer rests and recovers as normal. Empathic healing can be used to absorb poison or toxin from a victim. When used in this way the effect is lessened by one level, but no other healing is done. The empathic healer will receive the full effect of the appropriate poison for ½ the normal duration. Disease and critical wounds can never be healed, with Empathic Healing, without the appropriate upgrades.

The Save from Death spell is one of the most useful emergency spells in the book. It is a low skill spell effect that can restore a pulped character from negative 250 injury points to positive 1d10. When cast during the next phase it will save any victim from death. The only unfortunate point is that it will place the recipient of the spell in a coma for 1d10 hours and is unable to heal by ANY means other than natural rest. No empathic healing , regeneration, or magical healing: anything short of direct divine aid will be unable to improve their condition.

Optional Systems                       

Aiming Automatic Weapons Breakage Points Called Shots Concealment Critical Hits & Failures Dual Weapon Combat Falling Guarding Jumping Mind Control Miscellaneous Injuries Movement Mounted Combat Point Blank Attacks Poisons, Drugs, & Toxins Ranged Weapons and Reloading Sanity Special Maneuvers Specialty Weapons & Attacks Supernatural Speed & Quickness Unarmed Combat Weapon Breakage

While the basic rules cover the standards of skill use and combat in Alpha Chronicles there are quite a few additional rules, modifiers, and systems. While we recommend the use of these systems as a balance between realism and cinematics the final decision is in the hands of the GM. Some of the systems may not be immediately necessary for all chronicle settings. We have included them for those who wish mixed genre chronicles. Please feel free to modify, ignore, or implement as many or as few of these systems as you desire. As if we could stop you.

- 148 -

Charles Weston (order #2827343)

6

Optional Systems

Aiming This optional system is designed for missile weapons, effects that use the ranged strike skill, and thrown weapons. Each phase spent aiming will grant a bonus of 1/10th of the character's weapon skill. The character can spend up to 1/10th of the skill rating in phases aiming. Any additional time spent aiming will not improve the chance to strike the target. This is perfect for assassins, snipers, and other spell casters or archers who need to make a single shot count. This is in addition to the standard bonus of +10 for being in a ready position. Only single shots may be aimed; bursts cannot be aimed in this way. The aiming character may not use any movement, primary, floating, free, or reflexive actions and retain any earned bonuses. Their effective Defensive Tactics drops to zero, unless the sniper is enjoying a bonus from cover. Most snipers rely on stealth and a good ambush position to avoid return fire. Weapon scopes will provide an additional bonus to strike while aiming. Telescopic sights will provide that bonus each phase spent aiming. The bonus is usually equal to 1/10th the maximum magnification. Nontelescopic sights that incorporate red dots or other target assistance will grant a static bonus of +5 when aiming.

Armor Piercing & Hardened Armor Most attacks will deal injury normally and will be prevented normally by the applicable PV of any armor. Unfortunately not all weapons and armor are created equally. Some attacks are considered armor piercing and will only be affected by ½ the armor’s PV. These attacks include lasers, Teflon bullets, some energy strikes, and in some cases magical weapons. The description of the weapon or option will specify if an attack is armor piercing. Look under Specialty Attacks for more information on more futuristic or esoteric weapons. Any armor piercing attack will list a maximum PV, composition, and armor type that can be penetrated. Hard armors are far more difficult to penetrate than soft armor. Armor with greater PV will be more resistant to even armor piercing attacks than those with less PV. Some attacks will have an inherent ability to penetrate specific weaves and compositions of armor such as knives and Kevlar armor.

Automatic Weapons While most attacks are considered standard and require one action for a single strike, firearms are much quicker. There are five Rates of Fire in Alpha Chronicles: Standard, Semi-Automatic, Fully Automatic,

Entire Round, and Burst Only. While some weapons may have odd variations of these rates, we have created simple groupings for the ease of playability. Standard weapons, such as swords, bows, or axes receive one strike roll and deal injury normally. Aimed shots are possible if using an appropriate ranged weapon. Semi-Automatic weapons may attempt aiming, single shots, and fire short bursts. Fully Automatic weapons may allow aiming, single shots, and all bursts. These weapons usually have a selector switch between single shot, short bursts, and longer bursts. It takes one action to switch between rates. Characters specialized in the weapon may toggle between modes as a free action. Burst Only weapons are those weapons that can only be fired as a burst. These weapons include weapons such as machine guns, flamethrowers, and even energy streams. Entire round weapons require a full 6-second round to ready, aim, fire, and cool down the weapon. Single shots roll one strike attempt and deal injury normally. Bursts require additional rounds of ammunition, grant a bonus to strike, and will inflict more injury. The additional injury is based upon the weapon chart at the tenth value (as if the attacker rolled a 10 for injury) and is a percentage of that total without any other bonuses. Each burst is considered a single attack for the 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 once per phase. Medium bursts require 10 rounds, have a bonus of +10 to hit, and deals +50% injury to the target. They require all of the primary actions for two entire phases. Long bursts require 20 rounds have a bonus of +20 to hit and deals an additional +100% to injury inflicted. The use all of the primary actions for the entire round. Floating actions may only be used as reflexive actions during medium or long bursts. Critical hits or failures with bursts can change the entire flow of a battle. Short bursts add a bonus of +15 when rolling on the critical hit extra injury chart. A Medium burst grants a bonus of +30, while a Long burst increases the effect by a bonus of +60. Any additional injury is added on top of the additional injury just for being a burst. In addition to the bonuses to strike and injure, bursts may also be used to spray an area. Each type of burst has a percentage chance to injure every victim in the 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 by 1/10th the character’s weapon skill. This gives the attacker a slight edge on trying to hurt their enemies and not their friends. Not that spray firing is at all safe or a good way to keep friends and allies.

- 149 -

Charles Weston (order #2827343)

6

Optional Systems Burst Type Area of Effect Short Burst Med. Burst Long Burst or Spray (3 rounds) (10 rounds) (20 rounds) 5ft by 5ft 30% 60% 90% 10ft corridor 20% 50% 80% Small room 20% 40% 60% Medium room N/A 20% 40% Large room N/A 10% 20% Small Crowd 10% 30% 50% Large Crowd N/A 15% 30%

Breakage Points Only living creatures have Injury points and sustain wounds and other injuries. Inanimate objects are dealt damage and have breakage points. Breakage points are identical to injury points, except only non-living 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% damage before having technical difficulties. The PV of objects is the amount of damage that is reduced from every strike and how much protection is given if that item is used as cover. Object or Item

BP

PV

Handcuffs Standard Door ¼ inch steel 5’ x 5’ Brick Wall 5’ x 5’ Concrete Wall 5’ x 5’ Wooden Wall 5’ x 5’ Miscellaneous Gadget

40 30 100 200 400 50 20

15 20 25 30 50 10 5

Called Shots When targeting a specific place on a humanoid creature, the attacker attempts a called shot. Since these rules do not normally use hit-locations for determining

injury, most injury is dealt to the Injury point total of the entire body. These represent small cuts, bruises, and punctures that cover the body. Called shots, while targeting a specific area, deal their injury to the full IP of the victim. They also have a greater chance for a secondary effect similar to a critical hit. To perform a called shot the location must be determined beforehand. The body locations that may be targeted are: back, chest, head, arm, leg, hand, groin, eye, 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, etc). Small targets that do not fit any of the following examples should have a penalty to hit between -10 and -40. This is especially common for non-human targets such as animals and machinery. Characters who would have under a 05% chance to hit may not attempt a called shot. Back Lower Torso Upper Torso Head Arm Leg

- 10% - 10% - 10% - 20% - 20% - 20%

Hand Groin Eye Ear Heart Lung

- 30% - 30% - 40% - 40% - 40% - 40%

If the strike is successful then roll for injury normally. Characters that fail by less than 10% are considered to have hit normally unless circumstances dictate otherwise. In many cases there will not be any secondary effects to the target location. If the die roll for injury is a 6 – 9 then the secondary effect is applied. The victim may roll Health with a penalty equal to the injury inflicted to resist the secondary effect. The secondary 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 appropriate effects as if a critical was rolled for that area. All attribute rolls have a penalty equal to the injury inflicted.

Called Shot Effect Chart Body Location Back Lower Torso Chest Head Left Arm Right Arm Leg Hand Groin Eye Ear Heart or Lung

Secondary Effects AGL or fall down. 1 action to stand. Wind knocked out. HEA or lose 1 round. Add one effect level to the injury dealt. Stunned for 1 round. – 5% to all skills for 1d10 rounds. - 5 to skills w/ arm. – 1 Injury Done - 5 to skills w/ arm. – 1 Injury Done - 5% to DT and all AGL based skills - 10% to all skills with hand. Stunned for 1 round. – 10 to DT, and all AGL based skills. Vision clouded. – 10 to skills w/ depth perception ½ Hearing 2 Point bleeding injury until healed.

Use Critical Results 70 – 72 64 – 66 67 – 69 91 – 93 73 – 75 76 – 78 79 – 81 or 82 – 84 85 – 87 99 94 95 100

- 150 -

Charles Weston (order #2827343)

6

Optional Systems

Chases This system can be used for all sorts of chases 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. The chase participants roll contested skill rolls with the applicable skill rating. The difference in movement rate will give the faster group a bonus to this roll equal to the difference. The chaser begins with no advantage while the group being chased begins with one advantage. Game Masters may choose to give a distant quarry two advantage or reduce the advantage to even if the groups began very close. The winner of the first contested skill roll will gain one advantage. Roll another contested skill check. If the winner is the same, then that participant gains one more advantage. Should the other participant win the contested roll, there is a loss of one advantage. Once one group reaches three advantage they will win. Each roll will require at least one phase of activity. Characters may attempt to fight during the chase, but anyone fighting will suffer a penalty of – 20 to the chase roll. Melee combat may only be attempted while the two groups are within the same level of advantage. Ranged combat may be attempted depending upon the style of chase and the surroundings. A running firefight may be possible on a relatively straight run, but will quickly end in a twisting set of tunnels. Special events during chases could be almost anything imagined by the Game Master. Spilling oil, collapsing bridges, and swinging ropes across buildings can all add to the dramatic tension of the chase. Events may require another skill roll or simply a moral choice: do I stop for a moment to save the child that just was pushed into danger or continue after the villain? Dice rolls may involve contested actions or a standard attribute or skill roll to accomplish. Those that successfully accomplish the 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 ¼ 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. Animal riding chases will involve the appropriate animal riding skills. Any passenger may attempt combat without penalty. Chases between more than two groups can get very complicated as the chasers jockey for position. Each group still requires three advantage to win, but they may begin with differing advantage. Keep in mind the changing advantage of each group as they may enter into combat. If any group begins to have advantage, another

group may choose to automatically lose advantage to hinder one other group with the same or less advantage. This should be treated as an event and rolled accordingly.

Concealment Very few adventurers wander down a busy street armed to the teeth. Those who do are soon noticed, arrested, or killed. Smart characters try to hide their weaponry and armor in voluminous clothes and outerwear. Large two handed weapons, suits of banded mail, or obvious magical items often intimidate or entice the wrong element of a township. While sanctioned local knights are often welcomed with their war-gear in plain sight, mercenaries will rarely receive the same warm hospitality. So how does someone conceal an item or weapon? Items that are two or more size levels smaller than the owner can be easily hidden in a hand, pocket, or any item of clothing. Items that are only one size level smaller than the owner must be hidden in larger clothing items such as boots, shirts, jackets or pants. Items of the same size level as the owner could only be hidden or concealed in larger jackets, robes, or voluminous cloaks. Many items of the same size as the owner cannot be hidden or concealed by any amount of clothing. Common sense needs to be final arbitrator when it comes to concealing these items. Even if the item itself can be hidden, does it leave a visible bulge? Does it make a scratching, brushing, sloshing or squeaking noise when the owner moves about? Does it generate some sort of magical effect or light? Armor in the medieval world is a bit more common, especially for anyone who leaves the relative safety of a town or city. Lighter leather armors and chain mail is common and will rarely cause a stir. Even some of the heavier metal armors can be explained away with a clever cover story or even some early consideration.

Craftwork Skills Craftwork actions are extended actions that are used to learn, create, or analyze over an extended period of time. The results should be limited in nature such as analyzing an economy, forging a sword, or enchanting a magical device. While some craftwork actions may create a larger quantity of items such as potions, they will still create the same item in multiple doses or uses. This same system is used for many craftwork applications with a few variations.

- 151 -

Charles Weston (order #2827343)

6

Optional Systems All craftwork projects require Man-hours of planning and effort. The Game Master must determine the likely time required to adequately finish a task. This will produce an average and adequate product. Characters intentionally creating quality items or exceptional projects 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 manhours in each of these blocks do not have to be sequential if the project is one that may be halted and restarted. Characters may try to squeeze time in for labor when possible; these blocks are simply abstractions to ease in the skill rolling process. Keep track of the total time spent working on the project. Don’t let the player forget about sleeping and eating. Characters that spend all of their leisure time working may find their contacts and relationships suffer. After each block the character must roll the appropriate skill with all applicable modifiers. Success means that the character was successful in this block and the time expended for the project may be applied towards the total required man-hours. Failure means that the work was flawed, and is only worth ½ the normal work block. The character must spend the extra time required to finish the work block if he intends to continue the project. Once the additional time has been completed the character must roll again. A second failure means that the project is flawed beyond repair. Some projects that are partially completed may still garner some benefit to the character depending upon the nature of the project. Characters may continue working after failing the first roll without consequences, beyond lost time, as long as the second skill roll is successful. A critical success denotes that the character instinctively understood the project and was able to improve upon the initial design or plan. The player must roll on their Luck attribute at the end of a critically successful work block. If any work block has a critical success and a successful luck roll, then the character has a quality product. Quality products must have any additional effects, benefits, or bonuses assigned by the Game Master. These quality bonuses should not unbalance the game or create too powerful a project. Additional critical successes and luck rolls should improve the quality of the project. A critical failure for a project work block requires that the character roll Luck. An unsuccessful Luck roll means that the project is severely flawed and will break or fail at a time of the Game Master’s choosing. The character will believe that the project was normally successful. If the luck roll is successful, then the project is simply too flawed to continue. Anyone unlucky enough to roll three critical failures along with three failed Luck rolls will have a project that will fail horrifically at a time of the Game Master’s choosing.

A critical success rolled during any work block can overcome two failed rolls, but the project does not gain any quality bonuses. A critical success and a normal success can overcome a critical failure, and the character does not have any bonuses or penalties to the project.

Critical Hits & Failures These tables should only be consulted on a critical success in combat. If this occurs, roll a percentile set of d10s. The weapon used does not matter to this table, but should be considered when describing the blow. Clubs crush and break bones while swords and axes slash and cut. The penalty to an attribute in the next column is permanent and can only be cured with powerful magic or modern-day medical care. The final column is the additional effects column. These effects occur in addition to whatever total injury is inflicted to the victim. They reflect the actual injuries sustained to the appropriate body location. The Extra Injury Effect table is based upon the maximum possible on the 1d10 injury roll. No bonuses may be included in calculating the extra injury. Spells that may be saved against with defensive tactics should use this chart for critical successes. Limbs and other extremities have the dire potential to be chopped off or mangled during combat. Any strike that inflicts in excess of the Health attribute of the victim in injury means that the locale has been destroyed. This is the total amount inflicted, after all armor and protective measures have reduced the total injury amount. This has the potential to be a death blow in some cases.

Extra Injury Dealt Chart Die Roll 001 – 030 031 – 060 061 – 090 091 – 110 111 – 140 141 +

Effects +25% Injury +50% Injury +100% Injury +200% Injury +250% Injury +300% Injury

Critical Failures should always be considered bad and will not aid the character even accidentally. Melee fumbles are very straightforward and usually involve minor self-injuries, dropped weapons, or over balancing. Missile fumbles deal with line of fire rules. Similar to sprays, anyone between the attacker and the victim count as a Line of Fire target. The first individual, friend or foe in this line is the first line of fire target. Line of Fire starts with a direct line between combatants, but may be expanded in both directions if there are no applicable targets.

- 152 -

Charles Weston (order #2827343)

6

Optional Systems

Die Roll 01 – 05 06 – 10

Location Misc. Misc.

Penalty NA NA

11 – 15

Misc.

NA

16 – 20

Misc.

NA

21 – 25 26 – 30

Misc. Misc.

NA NA

31 – 35

Misc.

NA

36 – 40

Misc.

NA

41 – 45

Misc.

NA

46 – 50 51 – 55 56 – 58 59 – 63

Misc. Misc. Misc. Random

NA NA - 2 HEA -10 BEA

64 – 66

Lower Torso

- 5 HEA

67 – 69 70 – 72 73 – 75 76 – 78 79 – 81 82 – 84 85 – 87 88 – 90

Chest Back Left Arm Right Arm Left Leg Right Leg Hand Ankle

- 5 HEA - 5 HEA - 5 DEX - 5 DEX - 5 AGL - 5 AGL - 10 DEX - 10 AGL

91 – 93

Head

NA

94 95 96 – 98 99 100

Eye Ear Nose Groin Vital Areas

- 10 AWA - 10 AWA - 5 AWA - 5 HEA - 10 HEA

Description Knocked Over. Roll for knockdown. Disarm Opponent. Contested Weapon Skill, ¼ DEX or STR. No inj. dealt. Second Strike. One additional strike this phase. If using an off-hand weapon this weapon should be used, otherwise use the standard weapon. Chink in armor. No PV this strike. Once discovered a called shot at additional -30 penalty will hit the same location. Break opponent’s weapon. Percentage chance = 30% + Injury dealt. Armor Shredded. Opponent’s PV drops by 1 per 10 points of injury before PV. Helmet Removed. Any helmet worn is sent 2d10 feet in random direction. If they aren’t, then it counts as an automatic head location. Pushed around. Contested STR or AGL roll with a penalty equal to the injury. If the attacker wins, the victim is shoved 5 feet in the direction of attacker’s choice. Every 40pts difference results in an additional 5 feet. HEA roll – injury sustained or victim is stunned for the next two phases of combat. Victim may not defend, attack, or move. Nasty wound. No special effect other than additional injury as normal. Light Bleeder. Additional 2 points of injury per phase until healed. Heavy Bleeder. Additional 5 points of injury per phase until healed. 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 penalty equal to injury sustained. Nasty chest wound. 5 point bleeder per phase until healed. Spinal damage. – 20 penalty to all physical actions until healed. - 10 to all rolls using this arm. Weapons using this arm deal 5 less injury. - 10 to all rolls using this arm. Weapons using this arm deal 5 less injury. - 20 penalty to AGL based rolls and skills. Victim can only walk until healed. - 20 penalty to AGL based rolls and skills. Victim can only walk until healed. - 30 penalty to all rolls using this hand. Roll Hi/Lo to determine which hand. - 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 + AWA based rolls and skills. Scar. - 20 penalty to all rolls requiring sight. Scar. Hearing is halved. -20 Penalty to AGL based rolls and skills until healed. Scar. No sense of smell until healed. Scar. HEA – injury or incapacitated for 1d10 + 3 rounds. Hit a lung, heart, or other vital organ. 10 injury per phase until healed.

- 153 -

Charles Weston (order #2827343)

6

Optional Systems

Critical Melee Fumbles Die Roll 01 02 – 04 05 – 09 10 – 16 17 – 19 20 – 24 25 – 29 30 – 36 37 – 41 42 – 44 45 – 47 48 – 50 51 – 53 54 – 56 57 – 61 62 – 64 65 66 – 70 71 – 73 74 75 – 79 80 – 84 85 – 87 88 – 92 93 94 – 96 97

98 – 00

Effects Hit nearest friend or innocent for normal injury +10 Hit nearest friend or innocent for normal injury. Hit nearest friend or innocent for ½ normal injury Hit nearest friend or innocent for minimum injury Wound self for normal injury. Wound self for ½ normal injury Wound self for minimum injury Break Weapon. 30% chance + 1/10th STR Break Weapon. 50% chance + 1/10th STR Break Weapon. 70% chance + 1/10th STR Footgear damaged. -5 DT until removed or repaired. Cannot move faster than a walk Backpack or pouch damaged. 15% chance every sudden action that one item falls out Armor damaged. 1.5 Normal Armor Penalty until removed or repaired Shield Damaged. Shield only grants ½ normal bonus to DT until repaired Lose footing. Agility roll or fall Lose footing. Agility roll - 20 or fall Lose footing. Agility roll - 40 or fall Lose grip on weapon. Dexterity roll or drop weapon 1d10 feet away Lose grip on weapon. Dexterity roll - 20 or drop weapon 1d10 feet away Lose grip on weapon. Dexterity roll - 40 or drop weapon 1d10 feet away Twist ankle. Agility roll or attacker can only walk for 1d10 ÷ 2 days Sprain muscle / wrist. Health roll or suffers a -20 to all DEX and STR skills. Sprain muscle / wrist. Health roll - 20 or suffers a -20 to all DEX and STR skills Vision obscured. All actions until the end of the next phase suffer a penalty of -10 Blinded. All actions until the end of the next phase suffer a penalty of -80 Off-balanced. All strikes against this attacker next phase do not suffer any DT Off-balanced. All strikes against this attacker next phase do not suffer any Defensive Tactics and gain a bonus of +10 to strike. Opened to strike. Victim of strike gains a free strike against the aggressor. Aggressor has an effective DT of zero

Critical Missile Fumbles Die Roll

Effects

01 – 05 First Line of Fire target hit for critical injury. 06 – 10

First Line of Fire target hit for normal injury +10.

11 – 20 First Line of Fire target hit for normal injury. 21 – 30

First Line of Fire target hit for base injury. (No bonuses.)

31 – 40

First Line of Fire target hit for minimum injury.

41 – 75

Weapon becomes unusable, jammed, or irretrievable.

Injured self. Skill used in this attack and all 76 – 90 related skills gain a penalty of -20 until end of scene. Ricochet. Random target within the 91 – 00 weapon’s short range from the intended target is hit for normal injury.

Dual Weapon Combat The warrior must have a weapon skill for each hand. For example: Sword Right Hand, and Sword Left Hand. The character can then make one of three specialty actions. 

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.

- 154 -

Charles Weston (order #2827343)

6

Optional Systems 



Extra Strike - Gains one additional strike with alternate weapon once per round with a successful Dexterity Check. This counts as a floating action that may be spent during any of the three phases. Defending - If defending, the character gains a bonus of 1/10 the alternate weapon's skill. This is applied to the character’s Full Defensive Tactics.

Characters that use firearms or unarmed combat deal with two-weapon combat slightly differently. Those who use firearms must still learn the Left Hand and Right Hand versions of the weapon skill. They may not use the other weapon to feint or defend, but may fire both weapons at the same target as one action. For weapons with a standard Rate of Fire this allows the weapon to fire a Short Burst. Burst weapons count as if the burst was one level higher than normal. If the shooter prefers to select two separate targets, then they may attempt an extra strike as normal. A successful Dexterity check is still required. There is a penalty to strike for each of the weapons. The weapon in the character’s primary hand (normally right if the character is right handed) has an additional penalty of -15 to strike. The secondary firearm has a penalty of -30 to strike the target. The Awareness skill modifier may be applied to reduce this penalty. This penalty may never become a bonus to strike. The various skills of hand to hand combat can never be learned as Left or Right Handed. The skills already presume that the character is learning to fight with the entire body, not just a single limb. At certain skill levels the character gains the ability to attempt simultaneous maneuvers. These maneuvers are the benefit of years of study and practice.

Falling

injury to each. Intentional landings onto a victim will require a successful hand to hand tackle maneuver. The character may add the additional falling injury as a bonus to the normal injury inflicted.

Under 10 Feet If the character is ready and braced for the drop, such as a jump from a high branch or wall, then the character needs only roll AGL. Failure results in the character landing off-balance and on the ground for 1d10/2 injury. A critical failure deals 1d10 injury plus the height of the fall and a HEA roll. If the HEA roll is failed then the character has a sprained ankle and can only walk for the next 2d10 hours. A critical failure on a HEA roll will result in a broken leg. No movement greater than 5’ hobbles per round is possible for the wounded character. If the character is surprised and plummets due to the results of a trap or sudden shove from behind, then the character is only allowed a 1/4 AGL check. All other results are identical.

11 – 20 Feet If the character is ready and braced for the drop, then the character may roll a full AGL roll to avoid injury with a penalty equal to the height of the drop. Failure results in the character off-balance and on the ground for 1d10 injury and a HEA roll. A critical failure will deal 1d10 injury plus the height of the fall and require a HEA roll with a penalty equal to the height dropped. If the HEA roll is failed then the character has a sprained ankle and can only walk for the next 2d10 hours. A critical failure on a HEA roll will result in a broken leg. No movement greater than 5' hobbles per round are possible for the wounded character. 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 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 translocate 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 - 155 -

Charles Weston (order #2827343)

6

Optional Systems

21 – 35 Feet At this height the character will have enough time to try and anticipate the landing, so everyone receives their full AGL roll with a penalty equal to the distance fallen. On the way down the GM may allow a DEX roll to catch onto a protruding object near the falling character, while characters that are surprised should only receive a 1/4 DEX check. A successful DEX roll will prevent any injury from falling, as they grasp on for dear life. Only a critical failure on the DEX roll will distract the falling character, requiring a 1/4 AGL roll instead of a full AGL check. Instead if a DEX roll, some GMs may allow a Concentration roll for a spell-caster to cast one Quick spell. Regardless of whether the AGL roll is successful or not, everyone will lose their balance and take injury from a fall of this height. A failed check will inflict 1d10 injury plus the height fallen, while successful AGL 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 the base for the additional injury dealt. Ignore impossible effects. If the HEA roll is failed then the character has a sprained ankle and can only walk for the next 2d10 hours. A critical failure on a HEA roll will result in a broken leg. No movement greater than 5' hobbles per round are possible for the wounded character.

35 – 50 Feet Same as above, only the chance of critical failure is 91 - 100 for both AGL & HEA.

51 – 100 Feet Same as above, only the chance of critical failure is 86 - 100 for both AGL & HEA. Due to the time spent falling, the GM may allow two DEX rolls, spells or other attempts to slow the decent. A Normal spell could be cast in this span of time.

101 – 200 Feet Same as above, only the chance of critical failure is 80 - 100 for both AGL & HEA.

201+ Feet Same as above, only the chance of critical failure is 75 100 for both AGL & HEA.

Falling Modifiers Modifier Cause of Modifier +5 No Encumbrance (Able to Run) -0 Light Encumbrance (Able to Trot) - 10 Medium Encumbrance (Able to Jog) - 20 Heavy Encumbrance (Able to Walk) - 50 Bound, or other leg restraints. Varies by Spells, enchantments, or other modifiers Spell to AGL. (E.g. Sticky Goo or Mage Bind) - 10 Handcuffs or other wrist restraints - 15 Each item in hand. Armor worn while falling. This is in Armor addition to any penalties due to weight Penalty carried. Water Landing. Not diving but landing in + 20 water or another liquid. Nice cushiony pillows, hay, or other soft + 50 material. Ingenious idea on how to slow decent. Varies Varies by situation and dice rolls.

Gadgeteering Gadgeteering is the creation of technological machines, advanced medicine, cybernetics, and amazing bio-tech wonders. Characters who intend to create gadgets must possess the appropriate high tech or ultra tech skills that would be required to create the gadget. Some simpler gadgets may be created by characters 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 total cost greater than 350 Option Points will require Ultra Tech skills. The required skills must be averaged together to get your skill rating for creating the device. I.E. HighTech Electronics 55 and High-Tech Mechanics 43 becomes a 49 skill rating. Permanent gadgets such as cybernetics and biotechnology are much more difficult than the simpler creation of temporary gadgets. These permanent gadgets must have an effective skill rating of zero averaged into the formula. The creator must decide which options the gadget will incorporate. Most gadgets should use the Cyber Hero Type to determine the required option point costs for the rest of gadget creation. These gadgets may 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 magic and souls. Psionic enhancement gadgets should use the Psychic Hero type but may only be used on true or 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.

- 156 -

Charles Weston (order #2827343)

6

Optional Systems This penalty represents the complexity and the difficulty in placing so many effects in one device. This only applies to the first successfully created prototype. Further identical gadgets will not suffer from this penalty unless upgrades and modifications were made. In this case only the upgrades and modifications will incur the penalty. Gadget creation incorporates multiple craftwork actions. The first step is researching the scientific principles to be incorporated into a gadget. Scientific research requires a modern laboratory. Hightech research requires a Laboratory resource rating of four or higher. Modern scientific principles will not increase the time required for the design process. High tech 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 hightech 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 adventure and create gadgets during the chronicle. The actual design process, once the research is completed, will use the Engineering skill averaged with the skills required to construct the gadget. The total manhours required for design is equal to 1/10th the construction cost. This process is also a craftwork action and should be treated as such. This step may be skipped if the character already has a set of working plans or a prototype. Construction of the gadget is also a craftwork action. Gadgets require a number of man-hours equal to the construction cost multiplied by three. Any duplicate gadgets made by the same creator will only require a number of man-hours equal to the construction cost multiplied by two. Critical successes may grant free option points for upgrades. Critical failures may create a hidden time bomb or prepare a later catastrophic failure. The Game Master should decide upon the exact effects and their triggers now, but may or may not inform the player of the decision. Unless the character has a Workshop – 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. Ultratech gadgets will require $1,000 multiplied by the construction cost of the gadget. This is the bare minimum cost and may be increased by the Game Master. Those characters who have the resource do not have to pay these costs as they are incorporated into the resource. The minimum Workshop resource rating for High-tech gadgets is five. Ultra-tech gadgets will require a resource rating of seven or higher. Those with insufficient workshops will only have to pay 10% of the normal cost for each point of insufficient rating. Junk resource ratings may be used to lessen the extra costs depending upon the gadget and the chronicle.

Guarding The guard must state that she is guarding a specific person, close group, or item. The recipient will receive the Full Defensive Tactics of the guard. The guard must spend the entire action guarding and cannot attempt any other actions. If the guard herself is targeted while defending, then the guard only receives her ¼ Defensive Tactics. If the target is missed while being guarded there is a chance that the guard will take injury. The guard must make a successful Agility or Dexterity roll (whichever is appropriate) to avoid injury. A guard may also choose to intercept a strike intended for another with a contested agility versus combat skill roll. This may be done as a reflexive action. They will suffer full injury, and a roll of 10 will inflict critical injury to the guard.

Jumping The distance a character can jump is based upon her agility, skills, and current speed. This section ignores the availability of magical or supernatural jumping options. First the jumper must determine their base long jump using their Agility attribute. Then add any bonus due to the highest skill rating in either Gymnastics or Sport: Jumping. Small characters will have their total reduced by half. Large creatures will have an additional bonus equal to the height of the character minus six in feet. Characters that have a running start may double their normal jumping distance. Characters that are leaping to catch an object in mid air will require an Agility or skill roll with appropriate penalties based upon the action attempted. In many cases these rolls are make or break and failure will result in a nasty fall. Standing high jumps are very difficult to gain any height without assistance. Characters may jump a number of feet in the air equal to one half normal. Characters may attempt to use skills or agility rolls to improve this height assuming there is a logical environmental reason. Boxes, crates, walls and other items may assist the attempt. Agility 0 – 30 31 – 40 41 – 60 61 – 80 81 – 110 111 +

Jumping Distance 5 ft 6 ft 7 ft 8 ft 9 ft 1/10th Agility in ft

Skill Rating 01 – 40 41 – 60 61 – 120 121 +

Bonus + 1 ft + 2 ft + 3 ft + 4 ft - 157 -

Charles Weston (order #2827343)

6

Optional Systems

Mind Control Dealing with supernatural creatures, skilled enchanters, or powerful psychics will eventually lead the party up against mind control. Unless the mind control is spell based in origin the character will resist using a contested Willpower or Mentalism check versus the Mentalism skill of the assailant. Spell based mind control allows a standard Willpower roll modified by any applied spell perks. Both types will have a cumulative penalty of –5 to any victim to fails to resist against the same controller at another time.

Physical Injuries Most of the time people use weapons to hurt others, but sometimes you just have to beat down that goblin thief with a crowbar, candlestick, or anything else handy. Small lighter items deal 1d10 points of injury. Heavier items should deal 2d10, and very heavy items 3d10 points of injury. Oversized weapons such as those used by ogres and giants may even inflict as much as 4d10 to 6d10. It should be a judgment call based on the size, weight and composition of the item.

Mounted Combat Miscellaneous Injuries Burns & Fire Injury (Non-magical) Torch Branding Iron Campfire Bonfire

1d10 Injury per strike. 3d10 per phase of direct contact. 1d10/2 Injury per strike. 2d10 per full phase. 2d10 per strike/action. 3d10 per full phase. 3d10 per strike/action. 6d10 per full phase

Drowning & Suffocation Every character can hold their breath for a number of rounds equal to their 1/10th Health attribute if they are prepared. Those that are unprepared or caught unaware may only hold their breath for a number of phases equal to their 1/10th Health attribute. After this period of time has elapsed the character must begin making Health rolls every phase or lose temporary points of Health. Every failed Health roll will inflict 1d10 points of temporary loss. Critical failures will inflict 2d10 points and will require an additional Health roll to remain conscious. Unconscious characters will automatically suffer 3d10 temporary Health loss each phase. Every round that passes after the initial safe rounds will incur a cumulative -10 penalty to these rolls. If a character ever reaches 0 temporary health then they will automatically fall unconscious. They will expire when they reach their normal negative quarter health. Extreme Weather Conditions Heat & Cold will deal 1d10 injury per hour of direct exposure. Indirect exposure will deal 1d10 injury daily. Certain precautions may limit or negate any injury dealt. No injury acquired from extreme weather conditions may be healed with options or magic. It must be healed naturally. Certain locales such as deep space or ice planets may deal injury every round or minute.

When in combat, the mounted warrior is the medieval equivalent to a tank: able to be heavily armored, very strong, and able to deal incredible injury to other opponents. A mounted warrior will have all of the normal combat rules apply, except for skill modifiers, against other mounted opponents. Against footmen, the mounted warrior will deal an additional level of injury. For example: A knight charges into the fray attacking a footman with a bastard sword. The knight rolls an eight for injury and would normally deal 24 points of injury. Due to the greater gravity and length of swing, the actual injury dealt will be increased as if he rolled a nine. The footman will be hit for 27 points of injury plus the knight’s bonuses. If the initial injury roll is a 10 then count that strike as a critical roll, re-rolling to determine the effects and additional injury. Mounted warriors cannot use small weapons such as knives, hatchets, or clubs while mounted. Two handed weapons may only be used while the horse is stationary, and if the horse bolts or is spooked the rider will have a penalty of 20 to a riding control roll. Normal bows, and most crossbows, use the same rules as two handed weapons, but light and pistol crossbows can be fired one handed from horseback. They cannot be reloaded until the horse becomes still however. Lances can only be used effectively during mounted charges. In additional to the normal injury dealt by weapon, strength, and skill bonuses, lances will inflict a bonus equal to the rate of travel per phase (FPP). Any struck opponent will be unhorsed unless they resist with a Strength roll with a penalty equal to the injury inflicted. 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. Mounted warriors also have very little defense from footmen when stationary. At full defense they can only use 1/4 of their modified Defensive Tactics. When striking or otherwise occupied they have no defensive tactics. They do however retain any bonus from a shield or weapon specialization at full value. While moving they use all of the above rules, but also enjoy the movement penalties to strike from both missile weapons and melee weapons.

- 158 -

Charles Weston (order #2827343)

6

Optional Systems Striking or attempting any other actions while trying to control a horse is not the easiest thing in the world. In addition to any movement penalties for the rider to strike, they suffer an additional penalty based inversely on their riding score. The chart below will show the additional penalty for unskilled riders. Ride Animal Skill 01 – 20 21 – 30 31 – 40 41 – 50 51 – 80 81 +

Skill Modifiers while riding - 25 to most skills - 20 to most skills - 10 to most skills - 5 to most skills - 0 to most skills +5 to most skills

Movement This is an expanded section that describes movement in greater detail than what was listed in the combat section. Any character may attempt to move during any phase. It counts as their movement action and does not require a primary or floating action unless used as a reflexive action. Reflexive actions that involve 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 desired with only a few exceptions. Prone characters must spend a phase getting up before they may walk, jog, trot, or run. Kneeling and readied characters will require one phase, one primary, or one floating action to walk, jog, trot, or run. Readied characters are those who have spent one action to ready their weapon and are not immediately prepared to move. AGL + HEA 0 – 36 37 – 51 52 – 66 67 – 81 82 – 96 97 – 111 112 – 126 127 – 141 142 – 156 157 – 171 172 – 186 187 – 201 202 – 216 217 – 231 232 – 246

Run 5 7.5 10 12.5 15 17.5 20 22.5 25 27.5 30 32.5 35 37.5 40

Trot N/A N/A 7.5 10 12.5 12.5 15 17.5 20 20 22.5 25 27.5 27.5 30

Jog 2.5 5 5 7.5 7.5 10 10 12.5 12.5 15 15 17.5 17.5 20 20

Walk N/A 2.5 2.5 5 5 5 5 7.5 7.5 7.5 7.5 10 10 10 10

Movement is measured in feet per phase (FPP). Each value should be rounded to the nearest 2.5 feet. Those using 5 foot squares in miniature combat should consider a diagonal move to be 7.5 feet. For those of you using inch based movement in miniature combat consider 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 N/A as a movement value may not move at that speed. They tend to be exceptionally uncoordinated and suffer penalties for moving in combat. In non-stressful situations they do not suffer penalties, but still walk extremely slowly. 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 2.5 feet. The maximum rate a character may attempt to travel is based upon his encumbrance. Those characters that are carrying more gear will be unable to travel their full movement rate as they overexert themselves. This applies to all forms of movement; upright, crawling, and swimming. Encumbrance No Light Medium Heavy Maximum Lift

Upright Run Trot Jog Walk 5 feet N/A

Crawling Fast Fast Fast Slow N/A N/A

Swimming Race Sprint Steady N/A N/A N/A

A steady swimming pace for a character is equal to the walking speed of the character. This is the maximum swimming speed of a character with Medium encumbrance. Characters may increase their swimming speed in a similar method to their running land speed. Sprint swimming has the same pace as the character’s trotting speed. Only characters that have a Light or lighter encumbrance may swim at a sprint. Race swimming is the fastest rate of swimming allowed in the game and is equal to the running speed of the character. Characters may not be encumbered if they intend to swim at this speed. Characters may slow crawl or fast crawl. A slow crawl is equal to one half the walking speed of the character. This allows the character to be stealthy and prowl without penalty. A slow crawl can be accomplished 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

- 159 -

Charles Weston (order #2827343)

6

Optional Systems Medium or lighter encumbrance. Crawling characters have no Defensive Tactics against point blank and melee attacks. Ranged attacks will have the full Defensive Tactics applied to crawls. If a Movement Action is spent during a phase then there is a penalty to all other actions performed. This penalty is also applied to anyone attempting to strike or physically interact with the moving character. Movement actions that also require the use of hands or arms, such as swimming, climbing, or crawling, will inflict an additional penalty of -20. This additional penalty applies only to those moving or attempting to assist the person moving. Those striking or shooting at the moving character will incur no additional penalty. Movement Speed Walking Jogging Trotting Running

Penalty -0 -5 - 10 - 20

roll. The results from this point depend upon the missile weapon used in the attack. Bows and other weapons that require more than a simple clicking of a trigger are the easiest to resist. If the target tries to wrestle the bow away then the winner will retain the weapon, but either way the attack is negated. If the attacker avoids a tackle then he may attack with only a - 30 penalty and double the normal chance for critical fumbles. Handguns, small crossbows, and other simply activated items are far harder to resist. Striking a man with a handgun is fairly suicidal. All normal rules apply 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 size of the weapon and the relative ease of pulling the trigger. If the gunman wins the contested roll by more than 40, then the attack is automatically successful. If the gunman wins by less than 40, then the shot may still be successful but a skill roll must be made. No defensive 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 thrown weapons; a melee weapon can never qualify. An attacker must close to under 10 feet from his target to be considered point blank. Weapons that have their shortest range as less than 10 feet cannot qualify. All injury at point blank range is considered a critical hit and has a bonus of +20 to strike if uncontested. Bows, crossbows, handguns, and thrown weapons all have different events that occur at point blank range – if the victim is resisting. The victim just needs to spend a reflexive action and announce they are interfering with the attack. This interference counts for the entire round, but they may not attempt any other non-verbal actions while interfering. Once the victim has begun interfering with the attacker, the attacker and victim must roll contested Agility. Any speed increasing options, magic, or other abilities should give a significant bonus to this roll. If the attacker wins then he may make the shot with a penalty of -10 to strike. If the defender wins, he has a choice: attack first, grab the weapon, or tackle the attacker. Attacking first enables the victim to strike with the reflexive action. The attacker may choose to cancel the attack and gain the appropriate DT (normally ¼) or continue with the strike. If the attack continues neither participant has any effective DT, but they strike simultaneously. Both may very well be injured or killed. Grabbing the weapon will result in a contested STR, DEX, or Hand to Hand Combat skill as each participant desires. The final option is to tackle the attacker. Roll a contested Athletics, Hand to Hand Combat skill, Gymnastics, or other such skill

Poisons, Drugs and Toxins These substances have the potential to do grave injury or inconvenience to most characters. There are several forms of these substances: Sleeping, Paralytic, Debilitative and Injury Dealing. Each form has a differing effect. Sleeping agents will cause a character to become comatose or drift to sleep. Paralytic poisons will allow a victim to remain conscious but be unable to move portions of the body. Debilitative drugs will create penalties to all skills, attribute rolls, and will impair basic motor functions. The most deadly of all are the Injury Dealing poisons. These poisons will inflict a certain amount of injury either to the Injury point total or the Health of the victim. Each of these forms has a general grouping of ability called a type. Type 0 substances will always only impair a victim by 10 to all skills. Types 1 through 5 all have differing penalties to the Health roll required when first exposed to the substance. The effect upon the character is always based upon this HEA roll. Poison Type Type 0 Type 1 Type 2 Type 3 Type 4 Type 5

Penalty to HEA roll No Penalty - 5% - 10% - 20% - 40% - 80%

- 160 -

Charles Weston (order #2827343)

6

Optional Systems

Poison Effect Chart Effect Level Under 0 Type 0 Type 1 Type 2 Type 3 Type 4 Type 5 Type 6

Debilitative No Effect -10 -15 -25 -40 -50 -75 -100

Injury Inflicting No Effect 1d10 + Type / hour 1d10 + Type / minute 1d10 + Type / round 2d10 + Type / round 1d10 + Type / phase 2d10 + Type / phase Instant Death

Roll Health for every exposed character. Some characters that are immune to poisons, diseases, and other toxins may not have to roll. Characters that succeed have reduced the type by one level for their effects. Characters that succeed at ¼ HEA reduce the effect by two. Critical HEA successes reduce the level by three. If the effect becomes less than zero there is no effect upon the victim. Those that fail their HEA roll will suffer the full effect of the toxin. Any character that critically fails a HEA check will suffer one greater level of effect. The GM must determine which effects are applicable for the poison or toxin in question. Characters that are continually the unwilling subject of toxins can increase their chance to resist. This is done by purchasing a Resistance Specialization. This specialization is purchased and improved identically to a skill specialization. Each drug, poison, or toxin is a separate resistance specialization and must be purchased and improved separately. GMs may allow players to purchase resistance specializations for other effects and abilities.

Paralytic No Effect As Debilitative One Location Two Locations Half Body Entire Body Entire Body Entire Body

Sleeping No Effect As Debilitative Unconscious in 1d10 minutes Unconscious in 1d10 rounds Unconscious in 1d10 phases Unconscious Unconscious Roll Full HEA vs Death

occur in daylight it will generally be a reasonable distance. Only through the use of magic or technology can most humans hit targets at the extreme range of certain weapons. Weapon scopes will provide an additional bonus to strike while aiming. Telescopic sights will provide that bonus each phase spent aiming. The bonus is usually equal to 1/10th the maximum magnification. Nontelescopic sights that incorporate red dots or other target assistance will grant a static bonus of +5 when aiming. Reloading is exactly that: reloading the weapon. Bows take one action to reload. Light and pistol crossbows require one round to reload. Medium and heavy crossbows require two rounds to reload. Repeating crossbows requires 10 rounds to fully reload. Firearms have clips, magazines, drums, or chambers. Loading any of these items with a fresh container requires one action. If a clip or magazine must be reloaded it requires one action for every round of ammunition. For single, 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 to the Maximum Range of the weapon. This penalty will vary by the weapon used, but the most common penalty is – 20. No weapon may be fired at a target outside of the character’s current vision. Since most gaming firefights

Sanity Everyone has an emotional breaking point. A character’s threshold for mental distress is measured in Sanity Points. They are equal to a character’s Willpower - 161 -

Charles Weston (order #2827343)

6

Optional Systems attribute, plus 1d10 + 1/10th Willpower at every additional experience level. When a player character’s Willpower attribute permanently increases or decreases their Sanity 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.

Chaos magic. Sanity Points will recover at a rate of 1d10 + 1/10th Willpower per day of relaxation and stress-free life.

Special Maneuvers SP Total 31+ SP

Results & Penalties No problems

The character is emotionally bruised. A WIL roll is needed to perform any skill 30 – 21 SP that requires concentration with no penalties. If this roll fails, there is a penalty of -5 to all INT or WIL skills. The character is hurting. The character may experience minor hallucinations. 20 - 11 SP These hallucinations will inflict a penalty to INT and WIL based skills of -10. A WIL roll will reduce the penalty to -5. The character is in emotional distress. The victim will suffer a temporary 10 – 6 SP mental affliction based upon the cause of sanity loss. This will continue for 1d10 days. The character is in a dire mental state. The victim will suffer a temporary 5 – 1 SP mental affliction based upon the cause of sanity loss. This will continue for 1d10 weeks or more. The character is likely catatonic. Characters must roll WIL to remain active, but will always suffer a penalty of -30 to all skills. In addition the victim will suffer a temporary mental affliction 0 SP or less based upon the cause of sanity loss. This will continue for 3d10 weeks. If the sanity loss continues beyond ¼ of the victim’s WIL, there is a 15% chance that the affliction will be permanent. As the character’s sanity points are lost, they will begin to succumb to mild hallucinations and develop strange quirks. These afflictions are temporary and will cease as the sanity points are restored normally. Whenever a character has less than 31 Sanity Points remaining they will begin to suffer from these maladies. The chart below details the effects of each level of sanity loss, and the common duration for each. Players and Game Masters should feel free to modify some of the results based upon the events of the chronicle. Those players who wish a mental affliction for their characters may use any Sanity loss as a good in-character reason. Game Masters may determine that continual and repetitive sanity loss to the lower end of the spectrum may result in permanent mental aberrations. This is often the case for those who indulge in strange occult sights and

This is a catch-all category for any special stunts or wild actions that a character may attempt. A special maneuver can utilize any skill, option, or ability that the character possesses. The effect of a special maneuver is determined by the nature of the skill or option being used and the level of complexity of the action. Special maneuvers should be individually tailored to the character in question. Their style and subconscious preferences will change the appearance and effects of the maneuver. Examples of special maneuvers include: a Zen swordsman concentrating and striking with exceptional precision and deadly accuracy; a mother lifting a car to save her child; a flying superhero trying to turbo-charge his speed to reach the endangered people in time; a mechanic trying to fix the car’s engine as fast as possible before the gunmen find him and his daughter. Each example has a different effect that must be determined by the player and game master on an individual basis. There are some basic guidelines for the effects and difficulties involved with special maneuvers. Every special maneuver using this optional rule requires the expenditure of a Drama Point. This point is lost from the Drama Pool whether the special maneuver is successful or not. The player must then decide on the level of complexity for the special maneuver. All special maneuvers require a skill or attribute roll depending upon the action attempted. Options that do not require skills or specific attribute rolls will always require a Willpower check. Options that normally incur drain will incur double normal drain. Any action, spell, ritual, ability, or other special maneuver cannot be enhanced more than once for the current duration of that action. If the action is reused or restarted for any reason the character may attempt another special maneuver. Minimal special maneuvers have an additional penalty of -50 to the applicable skill roll. Players must choose one aspect to change: Injury Inflicted, Range, Duration, Area of Effect, Targets, Required Time, or Effect. If the maneuver is successful, then the chosen aspect is increased appropriately. These special maneuvers will receive a bonus of 25% to the effect. If the effect is determined randomly, then a bonus of 25% of the maximum RANDOM results is used. No additional bonuses should modify this 25% bonus. If an additional target is desired then the bonus is at least one additional person. Ranges that are normally self become touch, those that are touch become five feet. Moderate special maneuvers have an additional penalty of -100 to the applicable skill roll. Players must

- 162 -

Charles Weston (order #2827343)

6

Optional Systems choose one aspect to change: Injury Inflicted, Range, Duration, Area of Effect, Targets, Required Time, or Effect. If the maneuver is successful, then the chosen aspect is increased appropriately. These special maneuvers will receive a bonus of 50% to the effect. If the effect is determined randomly, then a bonus of 50% of the maximum RANDOM results is used. No additional bonuses should modify this 50% bonus. If an additional target is desired then the bonus is at least one additional person. Ranges that are normally self become touch, those that are touch become ten feet. Impossible special maneuvers have an additional penalty of -150 to the applicable skill roll. Players must choose one aspect to change: Injury Inflicted, Range, Duration, Area of Effect, Targets, Required Time, or Effect. If the maneuver is successful, then the chosen aspect is increased appropriately. These special maneuvers will receive a bonus of 75% to the effect. If the effect is determined randomly, then a bonus of 75% of the maximum RANDOM results is used. No additional bonuses should modify this 75% bonus. If an additional target is desired then the bonus is at least one additional person. Ranges that are normally self become touch, those that are touch become fifteen feet.

Specialty Attacks Cold & Frost – These sources of extreme cold will numb the affected area. The victim may roll health with a penalty equal to the injury inflicted to resist. Numb areas will be paralyzed for one phase. Shots without a hit location will cause the victim a penalty to all actions equal to the injury inflicted for one phase. Death Energy – Victims struck with death energy have a chance to lose a portion of their Health attribute. The victim may roll Health with a penalty equal to the injury inflicted to resist. If the victim fails, she will lose 1/10th the inflicted injury permanently from her Health attribute. Disintegration – Translocation injury and other forms of disintegration will strip portions of the victim’s body into random particles. These attacks may only be healed naturally and cannot be assisted with options, spells, or high technology. Electricity Attacks - These attacks have a percentage chance to disrupt non-protected electrical systems. The percentage is equal to the amount of injury dealt. EMP shielded systems will only be neutralized upon a critical hit. Characters holding or wearing a large amount of metal will suffer additional injury. Those carrying small amounts of metal will suffer an additional +2 injury points. Those carrying or wearing a significant amount of metal such as studded leather will suffer +5 injury. Heavy metal armors with a PV above 20 will suffer an additional +10 injury per strike.

EMP Weapons – These attacks do no actual injury. Instead the injury dealt is a percentage chance to disrupt protected electrical systems. If the system is not protected the percentage doubles. Entanglement - These attacks deal no injury, but instead force the victim to roll agility or be entangled. Some weapons are strictly entangling weapons and are marked by an “E” before an injury amount. Other weapons such as chains and whips can be used to entangle. These weapons deal ½ normal injury and have an effective entangling rating of ½ normal injury. This amount is subtracted from the initial Agility roll and all subsequent actions until the victim is freed. The victim is unable to move unless an additional agility roll is successful, and even then only five feet can be traveled each round. Victims can free themselves with successful Agility, Strength, or Dexterity rolls and one action. Victims cannot move during the same action as they freed themselves. Fire & Heat – The injury dealt is a percentage chance that other objects may ignite within the area of effect. This is only applicable to flammable or combustible objects. 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 the five-foot area surrounding the explosive will take the full blast, roll the amount of injury. From that point reduce the amount of injury by a set amount at a set distance. If someone or something is blocking the explosion then they receive the full injury, but unless all of the injury is absorbed by the item or object the remaining force will continue outwards. Any remaining injury should be considered the total for the purpose of force reduction. Use logic when determining if any portion of the anatomy is no longer remaining with the victim, or if death was instant.

For example: All Fragmentation grenades will deal a maximum of 130 points of injury. Those within 5’ of the explosion will receive 10d10 +30 injury. Roll only once. Every five feet past that initial radius will suffer ¼ less of the total rolled for injury. Anyone brave or stupid enough to jump onto a live grenade will take all 130 points. At that point everyone within five feet will receive only the amount of injury that the victim could not sustain. Knock back – These weapons will knock the victim back unless a successful agility or strength roll is made. Failure will knock the victim back 5 feet for every 10 points that the roll failed. If the roll is failed by more than 20, or was a critical failure, the victim is knocked to the ground. Knock back weapons deal no actual injury and grant an additional penalty equal to the number followed by a “K” on the weapons chart. Laser Weapons – Automatically armor piercing with all Soft armors. Reflective surfaces will reduce the injury - 163 -

Charles Weston (order #2827343)

6

Optional Systems dealt by half. Lasers will not lower the PV of armor that they penetrate.

fully defensive while in combat and moving at the faster rate.

Modern Cannons – All modern cannons have an explosive radius and act like all other explosives. A standard cannon will lose ¼ injury dealt every 15 feet out from the point of impact. Most energy based sci-fi cannons do not have this effect.

The character may also attempt a Swoop attack upon one or more victims. It requires one action to execute and may only be attempted once per phase. The character flies past the victim, strikes, and continues out of harms way. Only one strike may be attempted on a victim, but the character may continue rolling strike rolls against other victims in a line until he runs out of actions. The swooping character cannot be struck back by the victim unless they have supernatural quickness, more than four actions, or have some other form of reaction boosting ability.

Mono-filament Edge – These hand to hand weapons have an edge that comes to a single molecule in width. These unnaturally sharp weapons automatically count as armor piercing to Soft Armor. They are extremely fragile and have a greater chance to snap than regular weapons. All critical hits and maximum injury rolls will require a weapon breakage roll. Base breakage chance is 30% and actual breakage critical fumbles will have an additional 30% chance to snap the blade. Power Tools – These weapons usually cannot be parried normally. They will require a Strength roll each round to prevent the parrying item from being thrown 2d10 feet in a random direction. Power tools also require batteries, or gasoline motors, that will expire if not monitored. Sensory Impairment – Any attacks that impair one of the five senses should use this damage type. This type will inflict no physical injury. Roll Health with a penalty equal to the amount of injury inflicted. If the roll fails, the damage dealt is a penalty to all appropriate Awareness 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 victim’s Health attribute. The victim may resist with a Health roll that suffers a penalty equal to the injury inflicted. Failure will reduce the victim’s Health attribute by 1/10th the injury inflicted. Stun Weapons – Deals no physical injury. The injury columns are a penalty to a Health roll that must be successful to remain conscious. Multiple strikes will add a cumulative penalty during the round. Certain options may ignore stun weaponry. Stun weapons are denoted by a “S” followed by the HEA penalty on the weapons chart. Temporal Injury – Spells and effects that deal temporal injury will have a chance to age the victim by one year. The victim may attempt to resist with a Health roll that suffers a penalty equal to the injury inflicted. Machinery and equipment that suffer this effect will often become inoperable due to a years lack of maintenance.

Supernatural Speed and Quickness In addition to any bonuses to movement and actions that these characters receive, they also gain additional maneuvers. Anyone who can run or fly faster than five times normal movement automatically stays

If a speeding character crashes into another character, vehicle, or even a wall they will deal normal injury plus a bonus based upon speed. This does not apply in a swoop attack against multiple targets, only one that reduces the speed of the attacker dramatically. Both the attacker and the defender take an amount of injury equal to the current MPH before impact subtracted by the MPH after the impact (usually 0) and divided by two.

For example: Captain Glory rams the hideous misshapen monster at a full 120 MPH. At the end of his attack he is no longer moving. Both Captain Glory and the beast both take 60 points of injury in addition to the Captain’s 1d10 Power Fists. Luckily our hero has Invulnerability and therefore receives no injury.

Unarmed Combat There are four distinct styles of hand-to-hand fighting that can be found in this game. The most common is known as Brawling. This skill can be learned without a character having to be taught by another. It is simple and straightforward. It offers only a very few basic abilities such as bites, punches, kicks and other less refined methods of hurting another. Wrestling is also available for only five option points. It is designed to safely subdue and restrain an opponent. The third combat skill is known as Unarmed Combat. This is a more disciplined skill, which requires 10 option points to purchase. Another person must initially teach this skill to the character. However, after a certain point, the character can increase this skill on his own, without the need of an instructor. Finally, there is the skill called Martial Arts. This is the most costly and deadly of the three hand-tohand fighting skills. It requires the player to select certain training and options to purchase. Every form of Martial Arts is a separate skill and each has its own peculiar advantages and disadvantages. Game Masters and players should select the general style that best represents the character. From there they should feel free to create kata, maneuvers, forms, and other details to the form. The three basic forms of martial arts include balanced,

- 164 -

Charles Weston (order #2827343)

6

Optional Systems offensive, and defensive. While this is a significant simplification, players and game masters should feel free to create new martial arts styles and philosophies. Each of the four skills allows the character to perform different abilities at different levels of skill. The charts below list the skill percents, and the special abilities that come with them. While most of the abilities granted by the three styles of hand to hand combat are grounded in realism, higher levels begin to gain abilities that are less so. In a world of super heroics and unnatural creatures the focus of a lifetime of dedication and training can allow such maneuvers. Most martial arts maneuvers require experience points to learn. All of the base maneuvers are free of cost. Characters learning unarmed combat or martial arts at creation may select up to three additional special maneuvers without cost. The character must meet or exceed the minimum skill requirements for the specific maneuver.

Some maneuvers refer to levels of defensive tactics. The four levels of Defensive Tactics are: Full, Half, Quarter, and None. Each is a fraction of the modified Effective DT that a character possesses. Except when using a maneuver, the normal rules for defensive tactics levels apply. Maneuvers that utilize combinations of other maneuvers may never utilize a third special maneuver. Hold maneuvers may attempt to use the victim as human shield. Characters with human shields will generally use their ½ Defensive Tactics to defend with unless the attacker chooses to strike through the held victim. In that case only ¼ DT is applicable, but the PV of the held victim, 1/10th their Health, and the normal PV of the attacked character are all totaled together. The victim is automatically considered to be critically hit. This can only be done with long thrusting weapons otherwise the injury is dealt to the held victim.

Unarmed Maneuver List Brawling

Wrestling Unarmed

M.A. Bal.

M.A. Off.

M.A. Def.

Cost

Base

Base

0

30 + 30 + 30 + 30 + 35 + 35 + 40 + 40 + 40 + --45 + 45 + 45 + 45 + 60 + 50 + 50 + 50 + 50 + 50 + 55 + 75 + 55 + ----55 + --55 + --65 + 60 + --75 + 75 + 80 + 70 + 75 + --110 + 80 + 95 + 95 + 90 + 100 + 105 + ----100 + 100 + --125 + ----110 + 135 + 135 + 130 + ---

6 6 7 8 8 9 9 10 10 10 11 11 12 13 13 14 15 16 17 18 19 20 21 22 23 25 26 27 28

Base

Base

Base

Base

50 + ----------------70 + ---------------------------------------

----40 + ------45 + --50 + 70 + --------65 + -----------------------------

40 + --40 + 40 + 60 + 50 + 55 + 60 + ------70 + 80 + --70 + 90 + --------------110 + -----------

30 + 30 + 35 + 40 + 40 + 45 + 45 + 50 + 50 + 50 + 55 + 55 + 60 + 65 + 65 + 70 + 75 + 80 + 85 + 90 + 95 + 100 + 105 + 110 + 115 + 125 + 130 + 135 + 140+

Special Abilities Choke, Crush, Disarm, Knock Out, Tackle, Grab/Hold, Feint Roll with Punch Break Fall Sweep Kick Instant Stand Weapon Kata Lesser Combination Strike/Defend Body Throw Hard Parry Combination Hold/Attack Stun Attack First Strike Jump Kick Concentrated Defense Back Flip Evasion Joint Lock Hard Strike Break Weapon Parry Arrows Rapid Strike Advanced Hard Parry Combination Strike/Defend Nerve Strike Advanced First Strike Advanced Concentrated Defense Advanced Hard Strike Advanced Rapid Strike Mental Fortress Advanced Combination Strike/Defend Death Blow - 165 -

Charles Weston (order #2827343)

6

Optional Systems All hand to hand combat styles except brawling require the character to enter an appropriate stance. The player may choose either to spend one action, or one phase to enter a proper stance. Characters may exit a stance instantly if they so choose. These stances are first learned without any training in mixing in melee weapons into the stance. Until an appropriate weapon Kata is learned, all weapon rolls while in a hand to hand stance suffer a penalty of - 40. If a special maneuver beyond those listed in brawling is attempted outside the proper stance, the character suffers a penalty of - 40. Spell casting counts as a Kata, and will suffer a similar penalty if not learned in conjunction with the martial art.

any desired direction and will take 1D10 injury regardless of armor. He or she must also spend 1 action to stand. Costs 9 XP. Break-Fall - With this ability, the character will automatically take ½ injury from any fall up to ½ the current rating of the hand to hand skill in feet. With a successful skill roll, the injury is quartered. On a critical success, the injury taken is only 1/10th. Costs 6 XP. Break Weapon - When an attacker fails to hit a martial artist with this ability, the martial artist may attempt to catch and break the weapon. A hand to hand skill roll is 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 ¼ 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 attacker’s Strength directly to the victim’s 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 hasn’t 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.

The descriptions of the maneuvers: Back Flip Evasion: With a dramatic back flip, the character can move up to ten feet away from where he or she is. This grants an increase of one level of Defensive Tactics for the current phase. Costs 13 XP. Body Throw - This maneuver will allow a martial artist to grab a person, and throw him or her to the ground. A successful contested skill roll is required using the hand to hand skill or athletics. The person is thrown five feet in

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 floating actions per round. Those with Lesser Combination Strike/Defend may only use their ½ Defensive Tactics and have one floating action to spend per round. Costs 19 XP. Concentrated Defense - This ability allows the character to defend him or herself better than normal. Whenever the character chooses to use his or her Full Defensive Tactics skill, he or she will receive a bonus of +20 plus any specialization in this ability. Advanced Concentrated

- 166 -

Charles Weston (order #2827343)

6

Optional Systems Defense will grant a bonus of +40 plus any specialization available. Costs 12 XP. Crush - Counts as a Hold maneuver. In this maneuver, the attacker grabs the target in a bear hug, and starts to squeeze. This requires a successful skill roll with a penalty of –15. If successful, then the target’s arms are pinned, and he is very limited on what actions may be attempted. The target will suffer injury equal to 1/10 the attacker’s Strength per round. The person being crushed may spend an action and attempt to get out of the hold by rolling a contested hand to hand combat skill, Athletics, Gymnastics, Escape Artist, or ¼ Strength. The attacker may not make any actions without releasing his victim. Costs no XP. Death Blow - This ability is one of the most feared of the martial arts abilities. The character must make a skill roll with a penalty of -85. If successful, the victim must immediately roll ¼ Health. If failed, their Injury Points will fall to 1D10 BELOW 0. The victim will continue to lose 3 injury points every round from internal bleeding any other internal injuries. If the victim does not receive medical attention immediately, he or she will die. If the skill roll was unsuccessful, then normal injury was inflicted. This ability can only be attempted once per round, and uses all of the character’s actions for the current phase. Costs 28 XP. Disarm - A combatant may attempt to knock an opponent’s weapon out of his or her hand. This is done so with a contested weapon or hand to hand combat skill check. If the strike is successful, then the opponent must make a ¼ Dexterity or ¼ Strength roll to retain the weapon. Costs no XP. Feint - With a successful contested skill roll, the attacker makes an aggressive move, and then suddenly changes direction when the defender attempts to defend him or her self. This will lower the Defensive Tactics level of the defender by one level for this attack from the attacker. The attacker may immediately make a strike roll to actually hit his victim. Costs no XP. First Strike - This skill is used at the beginning of a phase. With a successful skill roll, the martial artist may make all of his or her attacks for that phase before any other person, regardless of initiative. This ability should be considered as fast as supernatural quickness for determining initiative. Advanced First Strike will allow a martial artist to spend all of their actions during this initial attack. Costs 11 XP. Grab/Hold - Counts as a Hold maneuver. This ability allows the attacker to attempt to grab and hold onto an opponent. The grab attack is made with a penalty of –10. This penalty only applies to the initial grabbing strike. If successful, the opponent is pinned to the aggressor and cannot move or attempt any actions except kick strikes and escape attempts. An escape attempt can be made once every phase and can rely on a contested martial arts skill, Gymnastics skill, Escape Artist, ¼ Strength, or

Athletics. Each attempt will require one action from the victim. Any other strikes or actions made while held have a penalty of -40. Costs no XP. Hard Parry - This ability can only be used when the martial artist is using his or her Full Defensive Tactics skill. When an attacker misses the martial artist, the character may choose to roll a hand to hand combat skill check. If successful the character has injured the attacker for normal punching injury. This may be done only once per phase. Advanced Hard Parry may be repeated any number of times during a phase. Costs 10 XP. Hard Strike - This is a lesser form of the Death Blow. With a successful strike, the martial artist will automatically inflict maximum injury (including bonuses from Strength and skill). There is a double normal percentage chance for a critical success. This strike may only be attempted once per round, and spends all of the current phase’s actions. Advanced Hard Strike works identically to Hard Strike, except there is a triple normal chance of inflicting critical injury. Costs 14 XP. Instant Stand - If the martial artist has fallen, then he or she may instantly come to his or her feet without using an action. A hand to hand combat roll is necessary to accomplish this. Costs 8 XP. Joint Lock - Counts as a Hold maneuver. The martial artist may attempt to grab a joint on the victim and immobilize them. Fingers, wrists, and elbows can be affected. A called shot to the specific joint is required with an additional penalty of -10. The victim may attempt to free themselves from a lock only by allowing the joint to be broken and 5 points of injury inflicted. Broken fingers will incur a penalty of -10 to all actions using that hand. Broken wrists cannot be used and will incur a penalty of -20 to all actions based on agility, and -50 to all actions that normally require two hands. Elbow locks cannot be escaped but require both hands of the aggressor. A victim in a joint lock cannot attack, defend, or otherwise act until released. The attacker cannot do anything except continue to hold the victim, move them around, or use them as a human shield. Costs 13 XP. Jump Kick - The martial artist leaps into the air, and kicks a target. The target is knocked back 5 feet, and must make an Agility roll with a penalty equal to the total injury inflicted to avoid falling to the ground. There must be at least 5 feet between the martial artist and the target, and the martial artist will land in the 5-foot area that the target was in. This maneuver requires a skill roll with a penalty of -10. Costs 11 XP. Knock Out - To knock a person out requires a successful skill roll with a penalty of –35. The victim will receive full normal injury, and must roll Health. An unsuccessful Health roll means that the victim is unconscious for 5d10 rounds. This maneuver may only be done with hand to hand combat skills and blunt weapons. Helmets do provide PV to the head and will lessen the penalty to the Health roll. Costs no XP. - 167 -

Charles Weston (order #2827343)

6

Optional Systems Mental Fortress - This maneuver reflects a life-long dedication to balance, harmony, and internal peace. The character with this maneuver, and a successful Willpower roll, may spend one phase to calm and center his mind. For the rest of the scene he gains a bonus of +20 to all further Willpower rolls, resistances against illusions and holograms, and cannot berserk in combat. Costs 26 XP. Nerve Strike - A successful called shot with an additional penalty of -20 to the shoulder, elbow, wrist, hip, or knee will make the limb totally useless for the next 2D10 rounds. The victim may resist the effects of a nerve strike with a successful ¼ Health roll. The target will suffer only ½ normal injury. Costs 20 XP. Parry Arrows - The martial artist can attempt to block and deflect arrows away from his person. This maneuver may only be attempted while the character is fully defensive. This maneuver may be combined with other defensive maneuvers. The character must roll a contested hand to hand combat check against the weapon skill of the 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.

Tackle - This maneuver requires either an Athletics, Gymnastics, hand to hand combat, or an applicable Sports skill roll. Whichever skill is used, there will be a penalty equal to the target’s Defensive Tactics skill (assuming that the person knows that he or she is about to be tackled). If the defender is aware of the attempt, then he or she may 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 knocked down, and back 5 feet, with the tackler on top of him or her. The target will suffer 1D10 injury. Costs no XP. Weapon Kata - This maneuver allows a character to use a melee weapon while in a specific weaponless combat stance. The character may attempt to use maneuvers that use any free hands, feet, or movement. Each specific weapon, like a specialization, must have a weapon kata. Spell casting is also considered a separate kata. Weapons cannot be used to inflict injury with most maneuvers. For example, Hard Strike and Rapid Strike can never utilize the injury dealt by a weapon. Costs 8 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 attack. Costs 10 XP. Sweep Kick - This is a low kick, meant to make an opponent fall to the ground. It requires a skill roll with a penalty of –20. If successful, then the defender will be knocked to the ground, and must spend his or her next action getting up (unless he or she has the Instant Stand ability). The defender will suffer ½ the normal injury rolled. Costs 7 XP.

Vehicular Combat Car chases, dogfights between fighter planes, and motorcycle duels are all part of our modern heroic landscape. During normal operation there is no need to roll a vehicle skill check. The lives of most adventurers are rarely normal. Any excessive speeding, unusual maneuvers, combat, or sudden braking may require a control roll. The penalties to the skill roll are the same 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.

- 168 -

Charles Weston (order #2827343)

6

Optional Systems Vehicles do not have Injury Points or even Breakage Points. Instead they have something similar called Damage Boxes. Damage Boxes are a completely esoteric and subjective status of the vehicle. Whenever a vehicle is damaged consult the Damage Effects chart to determine the extent of the damage. Always subtract any applicable Vehicle PV before assessing the damage. Any rolls of 1 or 2 on the Injury chart for the weapon are always considered Cosmetic Damage. Critical Hits or rolls of 10 on the Injury table are always at least Major Cosmetic Damage. Vehicles can receive either Cosmetic or Equipment damage in these boxes.

Vehicle Damage Effect Chart Damage 01 – 10 11 – 20 21 – 50 51 – 100 101 – 150 151 – 200 201 – 250 251+

Effects & Damage Box Type Minor Cosmetic Damage. Major Cosmetic Damage. Equipment Damage. Two DB of Equipment Damage. Three DB of Equipment Damage. Four DB of Equipment Damage. Five DB of Equipment Damage. Six DB of Equipment Damage.

Cosmetic Damage is minor and easily repairable damage to fenders, hoods, glass, and other body locations. It may look like hell but it should still be able to drive normally. Cosmetic Damage should be marked with a slash on the Vehicle sheet. Major cosmetic damage is still cosmetic damage but may instill a small penalty to control rolls or may destroy a non-vital system. Roll on the following chart to determine the effects of Major Cosmetic Damage.

Equipment Damage hits the power-train, wheels, emissions, and other vital elements of the vehicle. Too much damage to these locales and you might as well junk it. Roll on the table below for the location and the effect of the damage. This chart is for land-based vehicles only; other vehicles may require some interpretation and improvisation. Any effect that gives a penalty to the control roll, requires an immediate control roll at the new skill rating. Equipment Damage is denoted by an “X” 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 equal to an identical set of Damage Boxes then the vehicle is irreparably destroyed. When dealing with both cosmetic damage and equipment damage, always fill from left to right on the set on boxes. Once all of the boxes are filled, then any additional equipment damage supersedes any existing cosmetic damage. Cosmetic damage will never stack to become equipment damage.

Land Based Equipment Damage Effects Roll 01 – 10

11 – 20 21 – 25 26 – 30

Major Cosmetic Effects Die Roll 01 – 05 06 – 20 21 – 35 36 – 50 51 – 65 66 – 72 73 - 80 81 – 90 91 - 95 96 – 00

Location Major Body Work. 2 Cosmetic DB. Radio / Communications Array. No communications are possible from this system. Front Windshield / View-screen. Penalties on all control rolls requiring frontal vision. Rear Windshield / View-screen / Mirrors. Penalties on all control rolls requiring rear vision. Radar / GPS Navigation. Passenger Armor Shredded. –1 PV for every 10 points of damage received. One Entrance jammed / disabled. Weapon system disabled. No attacks are possible from this system. Headlamps / Illumination. Lower visibility and greater potential for accidents. Other non-vital system (GM Choice)

31 – 40 41 – 45 46 – 55 56 – 60 61 – 65 66 – 70 71 – 80 81 – 85 86 - 00

Location Wheels & Tires. Lower Max speed by ½. Any speeding over ¼ previous maximum speed requires a control roll. Front Axles. Front wheel drive vehicles will roll to a stop. Four wheel and rear wheel drive vehicles will lose ½ maximum speed. All control rolls have a penalty of 40. Brakes. Deceleration requires three times previous distance. Front Suspension. Control rolls have a penalty of - 20. All passengers have a - 40 penalty to any skills requiring DEX or AGL. Rear Axles. Rear wheel vehicles will roll to a stop. All other vehicles will have a penalty of - 40 to all control rolls. Rear Drive-shaft. Loses ½ Maximum speed. Rear Suspension Control rolls have a penalty of - 20. All passengers have a - 40 penalty to any skills requiring DEX or AGL. Engine. Vehicle loses ½ Maximum speed, and has a 10% chance / round to stop dead. Transmission. Vehicle loses ¼ Maximum Speed and has a penalty of 10 to all control rolls. There is a 5% chance per round of being disabled. Transfer Case. 4x4 vehicles lose ¼ Max speed and are - 60 over rough terrain. Radiator & Cooling System. 1% chance per round of additional Engine damage. Emissions & Fuel System. Vehicles lose ½ Maximum speed. 25% chance of fuel loss at a rate of 5% per two rounds. Electrical System. Choose one system tied to electrical system. Every round there is a 50% chance that it will fail for 1d10 rounds. - 169 -

Charles Weston (order #2827343)

6

Optional Systems Vehicles usually have two forms of Protective Value: Passenger & Vehicle. Passenger PV is that which is directly protecting the passenger compartment. Bullet 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. Vehicle Protective Value is what protects the important vitals of the engine, axles, and other drive systems. Even normal automobiles tend to have a greater Vehicle PV than passenger PV due to the amounts of sheet metal and large slabs of iron and steel frameworks. This armor protects the Vehicle’s Damage Boxes and will rarely provide any protection to the passengers. When two vehicles are attacking each other, the first consideration is always their Relative Speed. Subtract the slower vehicle’s speed by the faster vehicle to determine this. If the difference is less than 10 mph there is no penalty to attack rolls for speed. Otherwise consult 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 to hit with front mounted weapons. Vehicles chasing another vehicle will have no additional penalties, or bonuses, for either vehicle. All other patterns have an additional penalty of 10 to strike. Relative Speed 0 – 10 MPH 11 – 20 MPH 21 – 30 MPH 31 – 50 MPH 51+ MPH Fluctuates Wildly

Penalty to Attack Rolls -0 - 10 - 25 - 40 GMs discretion - 15

All attack rolls between two fast moving vehicles are contested actions. Both pilots may roll control checks to attempt to gain the best position for combat. Any gunners or passengers may then roll for strike against the other pilot’s control roll. The winner of the piloting maneuvers may choose to give their gunners a bonus of 20 or a penalty to the other gunners of 20. Anyone striking someone or something outside a moving vehicle with a non-vehicle weapon has additional restraints. No Aimed shots are possible, Agility rolls are required unless secured to the vehicle during all control checks, and will fumble all Agility and

Dexterity based skills on a 91 – 100. Individual vehicles may have additional penalties based upon the size and shape of their windows and gun turrets.

Weapon Breakage Most of the time in Alpha Chronicles a weapon will never break. The game assumes that each character will sharpen, polish, repair, and keep her weapons in good physical condition. Except for very unusual circumstances, only critical fumbles will have the potential to break a weapon. On the Melee Critical Fumbles table there are several entries that require a weapon breakage roll. If the GM desires, the following modifiers based on the material used and the quality of the weapon may be used. Some weapons are made from two different materials that have been fused or joined in some way. Use the modifier that closely describes the endangered weapon.

Material Used / Quality

Modifier

Leather

+ 20

Bone

+ 15

Wood

+ 15

Wood & Bronze

+ 25

Bronze

+ 10

Wood & Iron

+ 15

Iron

+0

Wood & Steel

-5

Steel, Early

- 20

Steel, Modern

- 40

Steel, High Tech

- 60

Steel, Ultra-tech

- 80

Bows (Line snaps) Special Materials (Stone, ivory)

+ 30 Varies

Pathetic Craftsmanship

+ 25

Poor Craftsmanship

+ 10

Good Craftsmanship

-2

Exceptional Craftsmanship

-5

Superlative Craftsmanship

- 10

Indestructible Magical Item

NEVER

- 170 -

Charles Weston (order #2827343)

6

Thaumaturgy Spellcraft in Alpha Chronicles is very different from most other game systems. Magic is not static, and skilled mages can tweak and personalize their spells to fit the individual situation. Mages may also cast spells that they have never learned if they have an ancient tome that details the process. Even those untrained in magic, but who have the talent, can attempt to cast spells and rituals. Many scholars have classified magic into several primary groupings: Traditional Spellcraft, Innate Abilities, and Heteroclite Magic. These groupings tend to deal with the mechanism for generating the supernatural abilities, rather than the abilities themselves. Each of these groupings has their own benefits and drawbacks for the character that possesses them. Traditional Spellcraft consists of a magician chanting a spell, creating arm and hand movements, while focusing his mind upon the desired effect. Traditional spellcraft has branched off into several smaller groupings including spell singers, battle mages, and ritualists. While each of these smaller groups has different crutches, weaknesses, and advantages; each generally follow the same rules of traditional spell-casting. While traditional spellcraft

is the most common of the forms of magic it still requires a solid belief, skill, and a talent for magic. Innate abilities are those that are born with the individual or magical creature. While they may gain skill in the use of their powers, they cannot teach an ungifted student to suddenly generate the effect. They must be born with the talent to use the magic. Innate abilities include some shape-shifting creatures, psychics, wyrd magic, and telepaths. Heteroclite Magic is an odd grouping of everything else. The only distinguishing rule of Heteroclite Magic is that it does not follow the traditional forms and rules of spellcraft. Some heteroclite magic is a gift by greater powers to an individual, while other forms are simply very rare and utilize other mechanisms for creating the unnatural effects. Banishment is one of the more common forms of heteroclite magic. Most of this chapter deals with Traditional Spellcraft and how such mages exercise their powers. Anyone who wishes an innate ability must go back and purchase the appropriate option with their available option - 171 -

Charles Weston (order #2827343)

6

Thaumaturgy points. Traditional spellcraft itself requires the Magical Knowledge option. Heteroclite magicians must read about their specific chosen field of spellcraft. While very few are detailed in this book, more will become available in later source-books and on our website. Depending upon the level of the Magical Knowledge selected, the character may have a smattering of magical ability or a vast repertoire of spell effects and rituals. The Dabbler has barely begun to delve into the mysteries of thaumaturgy, but they still have the required raw talent. These characters know that magic is a real force, but they lack the skill of true magicians. Dabblers with a combined Intellect and Willpower attribute ratings of 131 or greater can attempt to cast written spells and rituals. Dabblers can also learn the following skills: Banishment, Counter-magic, Scrying, Sense Aura, and Single Spells. They must still have all of the standard required attributes for learning these skills. Dabblers may attempt to cast spells and rituals that they discover, but cannot learn any disciplines. Apprentices have several tiers of magical talent and aptitude: Hedge Wizards, Professionals, and Magisters. Hedge Wizards have begun the long dedication that is required to master spellcraft. They must have a combined Intellect and Willpower attribute rating of 131 or greater to select this option. This option grants the character the very 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. Professional wizards are far more common than Magisters and have enough magical talent to learn a wide variety of magical disciplines and knowledge. A combined Intellect and Willpower of 151 or greater is required to select this upgrade. Professional wizards may learn up to seven magical disciplines beyond Hedge Wizardry. None of the Disciplines may have spell effects whose Minimum Ratings exceed 120, or a skill rating that exceeds one and a half times (1.5x) their Intellect score. Professional wizards may attempt to cast written spells and rituals that they have not learned. Magisters have the most potential to learn a staggering array of magical disciplines. A combined Intellect and Willpower of 151 or greater is required to select this option. 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. This level of talent and mastery is exceedingly rare; those that have it are often the stuff of legend. Once the limits of the selected Magical Knowledge option is known, the player is ready to select which Disciplines are known to the character. All spell casting characters MUST learn the Hedge Wizardry discipline first and improve past a skill rating of 21. Peruse the lists of Disciplines and the spell effects that each can

offer. Try to link the character’s concept with the best disciplines available. Remember that each Discipline is a separate skill and must be purchased as such. In addition, any character that wishes to cast spells must also select the Learn Spells skill. Other skills may be required by the individual spell effect such as Scrying or Ranged Strike. Players should read the text of a desired spell effect to determine if there are any such required skills. Once the Disciplines are selected, and their skill ratings purchased, the player is ready to select the learned spell effects. Every character begins with up to three learned spell effects per known discipline. These known spell effects may not exceed the skill rating required to learn based upon the discipline. Players may choose to automatically learn these three spell effects, or they may attempt to learn with modifiers. These modifiers are detailed in the section entitled Learning Spells later on in this chapter. Most modifiers are designed to improve the chances of learning the spell effect, but accrue a required focus to channel the power. Some spell effects require knowledge of other lesser spell effects from the same Discipline, so be careful 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.

Spellcasting Basics Spellcasting characters may attempt to cast any spell effect they know at any time they desire. If the spell effect is not known to the character they must locate a written version with instructions of the spell or ritual. These spells and rituals take far longer to cast than a known spell effect. The basic rules for casting spells do not include this ritualistic casting process, but is similar in several regards. For greater details on casting unknown spells see the section on rituals later on in this chapter. The first step is to determine which spell effect is actually being used. While some spell effects are similar in final effect; many have different methods of reaching that goal. For example: Flight and Winged flight both propel the subject into the air, but one causes wings to grow from the character while the other simply allows flight. Depending upon the situation the character may wish to cause fear by screaming down upon hapless villagers with huge bat wings or simply fly out of trouble quietly. Once the desired spell effect has been chosen, the magician must determine if any modifications to the spell are required. Most spells have the possibility of increased range, effect, number of targets, or other enhancements. The description of the spell effect will detail if the caster can select from a variety of Spell Perks. Spell Perks are a bonus to mages who surpass the basic knowledge required in their

- 172 -

Charles Weston (order #2827343)

6

Spellcasting Basics chosen discipline to cast a spell. Magicians who exceed the minimum skill rating for a spell effect may choose to increase aspects of a spell (injury, effect, range, area of effect, etc.) by a set amount. Often this change is in the form of a multiple of the original stat. Most spell perks will increase the spell’s drain by 5 for every additional spell perk. Not all common spell perks are available for every spell effect. The specific spell effect description will mention any alterations to the common perks. Spell perks are granted for every full 20 skill rating above the minimum required for a spell effect. These are free, and represent the exceptional skill that a character has within that specific spell effect. Additional spell perks can be purchased or acquired in various ways. Critical successes in spell casting or spell learning may grant free spell perks for certain success rolls. 1 Drama Pool Point can be spent to acquire a single additional spell perk for a single casting. Players may also spend 10 option or experience points to purchase a permanent additional spell perk for a single spell effect.

allocated spell perk. The shortest amount of time in which a spell can be cast is a single phase. This spell perk does not increase the Drain of the spell. 

Range – A spell’s range can be increased in multiples of the original range. One additional spell perk doubles the range, two allocated perks will triple the range, etc. Spells with a range of Self can be changed into a Touch spell with the allocation of two spell perks. A spell with a range of Touch can have a range of 10’ per level of experience with the allocation of two spell perks. Allocations of spell perks can be cumulative, so four spell perks will transform a self spell into a spell with a 10’ per level range. GMs should be aware that some self spells may require additional resistance rolls that were not considered with the Self spell range.



Reduced Resistance – The target often receives a resistance save to avoid or reduce the effect of a spell effect. Each allocated spell perks will reduce the resistance with a penalty of -10 to save with attribute rolls. Spells that have irregular resistance rolls will lower the resistance percentage by 10% of the standard save. Examples of irregular saves include the Alter series of spell effects under Enchantment that give items a certain chance to resist.



Spell Strength – Most spells are vulnerable to others that will negate or dispel them. In most cases, the spells will roll contested skill checks using the caster’s skill rating in the appropriate discipline. This spell perk will grant a bonus of +10 for each spell perk allocated to this contested roll. This can be applied to any spell of negation or to any spell that may be negated.



Targets – Most spells have a single target that is affected. Each additional spell perk can be used to increase the number of individuals affected by one. Self spells cannot be increased in this way until they have at least a range of touch. Spells that already have an Area of Effect can be increased by an equal area or volume for an additional spell perk.

Characters that take additional time to cast a spell may also earn additional spell perks. One additional spell perk can be earned for every three extra phases of casting time. A character may earn one additional spell perk at level two, and up to two at level 4. Any additional time is wasted.

Common Spell Perks 

Drain – Drain can be lessened for the spell by 5 points per allocated spell perk. No spell can be reduced to less than five using this method. This modified drain applies to both standard and continual drain.



Easier Casting – Spell perks can be used to grant a bonus to the caster when casting a spell effect they know very well. This can be extremely helpful when Spell Drain has taken its toll upon the caster and the unmodified chance is too low for comfort. Each spell perk allocated towards easier casting will grant a bonus of +10 to the skill roll. This perk does not increase the Drain of the spell.





Masking – The spell’s resonance signature can be 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 identify the resonance of the obscured spell. Alternatively the caster may choose to alter the power level of the signature, changing a simple spell’s 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. Quicker Casting – Spell perks can be used to shorten the required time to quick cast a spell. The casting time is reduced by one for every

Another common modification of a spell effect is known as a Charm. Charms are very quick spells that have a very short duration, limited effect, and are often used in combat or as reflexive actions. If a spell effect has a Charm variant it will be listed in the description. Charms always have a casting time of one phase which can never be modified. Charms also have a maximum duration of one phase for each level of experience the wizard has attained. The Drain of a Charm is always five. Charms should not be confused with Quick Casting of a normal length spell. There are no additional skill requirements for casting a Charm; instead it is a reduced version of the normal spell effect. In addition to modifiers of the wizards choosing, - 173 -

Charles Weston (order #2827343)

6

Spellcasting Basics there may be situations where the caster is unwillingly hampered. The following chart details some of the most common penalties. Some of these penalties can be negated by learning a spell effect with certain modifications. This is detailed later in this chapter under the section on learning spells. Condition Only one hand free No hands free Arms Restrained Gagged Completely Silenced Lacking a spell-crutch Movement (Walking) Movement (Jogging) Movement (Trotting) Movement (Running) Movement (Swimming) Movement (Climbing) Movement (Crawling) Lying Prone (on stomach) Lying Supine (on back) Drain Pool Using Resonant Item

Modifier - 50 (Additional +5 chance to fumble) - 100 (Additional +10 chance to fumble) - 20 - 80 (Additional +10 chance to fumble) - 100 (Additional +10 chance to fumble) - 100 (Additional +10 chance to fumble) -0 -5 - 10 - 20 - 50 - 100 - 50 -10 No Penalty - Current Drain Pool + 10 per item up to three

All spells and rituals have a limit based upon the range of the spell. The range of the spell is commonly a touch or a distance in feet that reflects the maximum distance the spell can travel from caster to target. Most spells also require a direct line of sight between the caster and the target. This line of sight must remain unbroken. Spells that enhance the vision of the caster may be used to increase the line of sight distance, to the maximum range of the spell. Spells, effects, options, or technology that grants a view of a target is rarely considered direct line of sight. Some scrying and observational effects may allow spells to be cast as if they were a new point of contact. Area effect spells do not require a direct line of sight to affect an entire area, but does require the mage to have a solid grasp of the targeted area. Someone locked into a windowless cell would not be able to target anything outside. In addition, sympathetic magic can be used to target a specific individual regardless of line of sight. Sympathetic magic requires a portion of the target or a true name to be effective. Once all of the modifications to the spell are determined, then the spell can be cast. Total up all applicable penalties and bonuses that may apply to the wizard. Unless the character is completely refreshed, subtract the current drain pool of the wizard. Don’t forget the base Skill Penalty of the spell effect and any bonuses gained from Spell Perks. Use this total to modify the skill

rating of the discipline used to cast the spell. Roll the skill normally. Failed spells may generally be re-cast up to three times total on the same target per day. Spells in combat that directly injure an opponent are exempt from this limitation. 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 been applied. This includes the penalty for the current drain on the caster. A critical success grants the character one bonus Spell Perk to be applied for the spell effect. This spell perk can never be used to reduce the casting time of the spell, but may otherwise be spent on all Spell Perks available for the effect. Unless the caster has over a 95 chance to cast the spell effect, including all temporary modifiers, they can critically fumble the spell. Those with a modified chance of success over 95 will only fumble if the roll exceeds their current chances or on a roll of 100. This is a special rule for spellcasting designed to keep magic slightly unpredictable. Any applicable rolls above 95 will automatically fail; this is simply not a critical fumble. The Game Master must determine the events of the fumble. Effects that are harmful in combat should only stay in effect for a number of phases equal to the Drain of the spell. Annoying and socially hazardous results should last a number of hours equal to the Drain of the spell. We hope this gives you enough ideas to keep spell casting unpredictable and mysterious. A few sample outcomes include: Drain loss without benefit, unable to cast spells, strikes a random target, casts a reversed version of the spell effect, casts a random spell effect instead, caster suffers injury equal to the Drain, falls unconscious unless a Health roll with the minimum skill requirement as a penalty, stunned, personality reversal, deafened, develops a temporary phobia, amnesia, unable to resist illusions, unable to resist mind control effects, loss of vision, loss of smell or taste, easily enraged, develops a temporary mental illness, forgets how to cast that particular spell, stutters, spoonerisms, strange smells, changes race, changes sex, paralysis, permanent minor appearance change, permanent aging (for more powerful effects), draining of enchanted items on or near caster, clothing and gear changes appearance, random spell effect unknown to caster, activates random runes around the caster, extra-dimensional rift, accidental summoning, or a severing of thaumic links. Some spells require additional skills to successfully generate the desired results. Scrying and Ranged Strike are good examples of additional skill rolls for certain spells. All spells with a range of touch must actually touch the target. This requires a hand to hand skill or a Dexterity default roll. Subjects may always choose to defend normally against such attacks, or opt to negate any applicable Defensive Tactics. If the touch attempt fails, the magic will remain in a potential state for one additional phase per experience level of the caster. This will give the caster a few moments to reattempt a touch.

- 174 -

Charles Weston (order #2827343)

6

Spellcasting Basics During the combat round there is an excellent chance that the caster may be struck for injury. If this occurs, then the caster must make a Concentration skill roll or else the spell fizzles with no Drain cost to the caster. The amount of injury is the penalty to the skill roll. However if the Concentration skill roll is a critical failure, then the spell is considered a fumble, which immediately occurs. A critical success with the Concentration roll will give a bonus of 1/10th the caster’s Concentration skill to the Spell Casting skill roll. If the Cast Spells skill roll was successful, add the required Drain of the spell into the Drain Pool. Even if the results were ineffective due to a later skill roll or successful save, the drain still accumulates. The more drain in the mage’s Drain Pool, the more tired and exhausted the mage. This is reflected in a penalty equal to the current drain pool to all of the spell caster’s further spell casting skill rolls. Drain also affects those who use Banishment, Destroy Undead, and some other WIL based skills. The drain pool is reduced by rest, relaxation, meditation, and sleep. The exact amount recovered varies by the health of the individual and is listed in Step 10 of character creation. Once the spell has been successfully cast, it is very important to know how long the effect will remain in place. There are four levels of duration in Alpha Chronicles: Instant, Short, Continual, and Permanent. Most spells are Continual; unless otherwise specified. Continual spells will remain in effect until the caster decides to cancel the spell or some outside means of spell disruption is applied.

Continual spells have Continual Drain. While the spell is active the wizard will continue to experience the Drain of the spell. This drain is applied once for the casting of the Continual spell, and cannot be refreshed in any way until the spell is canceled. Casters can spend one action to cancel one of their own Continual or Short spells at any time they desire.

E.g. A spell with a drain of 5 is cast upon a target. The spell caster will have a drain of 5 until the spell is canceled. This is regardless of the amount of sleep, rest, or other means normally used to reduce drain. Should the same wizard continue to cast spells, the drain will continue to increase normally. Instant spells are in effect for about one action. These spells are usually injury inflicting spells, instant healing effects, and other spells that are instantly effective. They cannot be canceled or negated because the effect has already ended. Short durations are most often used in Charms but some are used in other spells as well. A spell with a Short duration will remain in effect for one phase per experience level of the caster. The caster can choose to spend one action at any time to cancel the spell. Permanent spells will always remain in effect. They are sometimes also called Eternal effects. They can be negated or dispelled, but can never be canceled by their creator. These effects are not very common and are often only able to be cast with powerful rituals. Permanent spells do not have Continual Drain, but may suffer other permanent losses or costs.

- 175 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems

Optional Spellcraft Systems                         

Alchemy Banishment Canceling Spells Channeling Circle Magic Counter-magic Cybernetics Death of the Spellcaster Discontinuing Spells & Rituals Enchantment Learning New Spells Resisting Spells Resonance Rituals Rune Crafting Scrying Sense Aura Spell Creation Spell Holding Spell Masking Spell Stacking Tantric Magic Thaumic Sites Theomancy Utilizing Magical Objects

Alchemy Alchemy is the skill that is part enchantment, part pre-chemistry, and part Herbalism. While it can be used to create potions, oils, and salves it cannot be used to create any of the more permanent magical items. While it requires and grants a basic knowledge of chemical properties, methods, and principles it is far too basic to begin charting the periodic table of elements. While it grants the character knowledge of what herbs, plants, and other organic materials would work well in potions; it does not inform where and how to collect them, nor their medicinal properties, nor how to even identify them. It is specifically designed to instill spell effects and options into a liquid form. An alchemist must have a workshop. The alchemist must have clay or glass tubes and beakers, flames and heat, distillation methods, and other fragile equipment.

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 resource. Workshops that are more general will only allow the alchemist to create one concurrent project for every two ratings of resource rounded down. There are four basic projects that an alchemist can create: Potions, Salves, Oils, and Dust. Each of these projects requires the applicable craftwork spell effect to be learned. A craftwork spell effect represents training in creating a specific type of potion, rune, or similar enchanted item. All projects, once used, will remain in effect for the normal duration or the rest of the scene. The first is a Potion. Potions are liquids that have had the spell effect or option distilled within. Potions must be ingested to become effective, and will apply the spell effect to the person imbibing. Other potions will grant the ability to cast the spell or effect to the drinker. The effects usually take 1d10 minutes to manifest. Potions may be foul tasting or delicious depending upon the ingredients used. Anything which is harmful or poisonous to the recipient will not usually go into a potion, oil, or salve. Potions have ingredients that expire far quicker than any other alchemical project. Potions will go bad after 3 months in a sealed container. More quickly if left exposed to air. Salves are thick concoctions that are slathered over a body location that is usually wounded or broken. Salves cover and protect the area while also providing the effect directly into the blood system of the recipient. Salves only require 1d10 rounds to become effective. Salves will also expire, but will remain fresh for up to six months. Salves are most often used for healing, restorative, or physical effects. 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. Dust is a powdered version of a spell that has been distilled and then heated into the powdery form. This dust can then be inhaled, ingested, or injected into a recipient. Effects begin within d10 phases of use. Dusts do not spoil or expire, but it can be hard to subject an unwilling recipient to the effects without their knowledge. Dusts can also be mixed into candles or incense burners to spread their effects. The ingredients of a project are imperative to the success or failure of alchemy. Each of the active ingredients must resonate with the effect desired. The GM and player must determine which ingredients will be necessary for what spells or effects. The alchemist must know the spell effect to be distilled into the project as a learned spell. Options may be placed into potions, but the required ingredients should be extremely rare, very costly, or supernatural in origin.

- 176 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems Once the list of ingredients is gathered the alchemy can begin. Alchemy uses distillation, evaporation, sublimation, absorption into other ingredients, and calcinations to render the results. Determine the required spell effects to accomplish the desired project. The available spell perks may only be drawn from craftwork spell effects such as Enchant Potion and Enchant Dust. These available spell perks may be divided amongst the craftwork spell effect and the spell effect to be imbued. Multiple spell effects to be imbued into a single potion are possible but still divide the same available number of spell perks. Projects require a number of consecutive manhours equal to the drain of the spell effects being instilled. In addition to the base time, every additional dose will require one additional hour. The Continual Drain required to imbue the project is the total Drain of all imbued spell effects plus the craftwork spell effect plus five drain for each additional dose. Multiple alchemists can share the required 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 Continual Drain is equal to one per option point required rounded up to the nearest five and an additional five per dose. Alchemy cannot be stopped without destroying the project once a project has begun. The mechanism for alchemy is similar to that for enchantment and learning additional spell effects after creation. Each project requires a certain number of manhours to complete. Divide the total man-hours by three to determine the size per work block. Alchemy is both mentally and physically tiring. Characters will fatigue while creating alchemical projects. After each block the character must roll a skill check using Alchemy. Success means that the character correctly infused and distilled the magical energies into the project and may move to the next work block. The work block is worth the full time expended. Failure means that there was a small flaw in the process and is only worth ½ the normal work block as the enchanter must fix his 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 divest themselves of the Continual drain by spending 1 point of experience per dose. Critical successes in the alchemical process results in a high quality job of an alchemical project. The exact specifics should be determined by the GM but are usually a bonus available spell perk. A critical failure during any work block means that the project is fundamentally flawed. Give the character a final Sense Aura roll to detect the flaws. If it fails the GM needs to determine what the effects are. Some truly cursed potions and oils were the result of good intentions and an inept mind.

Additional mages who are sufficiently skilled in alchemy can assist in the creation of a project. Each alchemist can assist in imbuing the project. They may share drain while working together or they may work in shifts. Mages that work together, sharing the drain requirements, will suffer a skill penalty based on the total number of mages involved. Alchemists that work in shifts will have no penalties to their skill rolls, but must each be successful for the work block to be successful. Resonant Materials are required ingredients in any alchemical process. Resonant Tools are containers and apparatus made of special materials (or inscribed with runes or prayers) that are conducive to the desired effect, or used many times in the past to make a particular type and variety of alchemical substance. A Resonant Workplace is a setting that is conducive to the desired effect of an alchemical substance, such as a cave (for Earth spells) or a grove (for Nature spells) or a hospital (for Healing spells).

Event Mild Distraction Persistent Distraction Constant Distraction Partnered Creation Partner w/ Experience Small Group (3-4) Large Group (5+) Instructional Tome Previous Experience Skill Penalty of Effect Larger Batch per dose Resonant Workplace Resonant Tools No Workshop Workshop Rating 1-2 Workshop Rating 3 - 5 Workshop Rating 6 – 7 Workshop Rating 8 - 9 Workshop Rating 10

Modifier - 10 per instance - 30 - 50 - 20 - 5 per Partner - 40 - 60 + 10 + 20 As Effect -5 + 20 + 10 - 50 - 10 +0 + 10 + 20 + 30

Banishment Banishment is used to cause otherworldly creatures and undead to halt, run away in fear, or be returned to their plane of origin. Otherworldly creatures include, but are not limited to, Angels, Demons, Djinni, Elementals, Undead, and Shadows. The extra-planar creature must be visible to the person attempting the banishment. The creature cannot be any further away than the character’s experience level times ten feet. A banishment attempt requires at least a full phase, and may become an Extended Action. Any Reflexive Actions by the Focal character will instantly halt any banishment attempt.

- 177 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems

To attempt to banish such a creature a banishment skill roll must be successful. There is a penalty equal to the current Drain Pool of the character to this skill roll. Other penalties such as movement, distractions, and range may also be applicable. More than one person may attempt to banish the same target(s) simultaneously. Choose a focal character to roll with their full skill. The first assistant will grant a bonus of + ¼ their Banishment skill. Each additional character who assists will add 1/10th their skill to the Focal character. Critical successes will double the normal bonus due to skill to establish the effect of the banishment. A critical failure will inflict a Backlash of energy; roll a 1d10 and add the effect penalty of the target creature. That total subtracted from zero will give the effect of the Backlash on the Focal character and the assistant who failed the roll. All other assistants will take half of the Backlash effect. Characters with holy items gain a bonus to their banishment skill roll, assuming they truly believe in the deity. The bonus is +5 for the average worshiper, +10 for a Devotee and +20 for Ministers. Those without the skill, but who possess a holy item, may use their Willpower default instead of receiving a bonus. A successful Banishment roll will connect the focal character with the intended victim by an invisible thread of

energy. This thread of energy requires an amount of drain equal to five times the total experience levels of the creatures being banished per phase. Most characters will focus upon one or two creatures to minimize this cost. The character may choose to sever this thread at any time at the cost of one action. Roll on the following table to determine the initial results of the banishment attempt. There is a bonus of 1/10th the total skill of the banishing group. There is also always a penalty based on the creature being banished. In most cases this is equal to five times the level of experience of the target, but certain creatures are more resistant to being banished. Any additional penalties will be listed with the particular creature. The focal character may choose to accept this result and sever the thread. If this occurs there is no additional drain, and the effects of the banishment stand. Many banishment attempts will have no or little effect on the target creature. The focal character may choose to remain in direct magical contact with the target. This will cost an additional amount of drain from the focal character and allow a contested Banishment vs. Willpower roll. The target does not have to expend actions to resist the banishment, but will suffer a penalty equal to 1/10th the focal character’s total Banishment skill as a distraction.

- 178 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems If the focal character wins then the effect level is increased by one. If the target wins, the effect level is reduced by one row on the effect chart. A success by over 40 will result in a movement of two on the effect chart. A success by over 100 will result in a movement of three on the effect chart. If this should ever result in a backlash, then the link is immediately severed.

Banishment Effects Die Roll Under -10 -10 to - 6 - 5 to 0 01 – 50 51 – 60 61 – 70 71 – 80 81 – 90 91 – 100 101 – 110 111 – 120 121 – 130 131 - 140 141 - 150 151 +

Results of Banishment Backlash. Character suffers 3d10 Injury points and 5d10 additional Drain. Backlash. Character suffers 2d10 Injury points and 3d10 additional Drain. Backlash. Character suffers 1d10 Injury Points and 2d10 additional Drain.

No Result. Held at bay. Creatures held at 5’ radius from caster. Held at bay. Creatures held at 10’ radius from caster. Terror. Creatures forced to run in fear for 1d10 ÷ 2 phases. Only a successful WIL check will allow them to return. Terror. Creatures forced to run in fear for 1d10 ÷ 2 phases. Only a successful WIL check at - 15 will allow them to return. Banished. Creatures are forced back to place of origin or destroyed. Cannot return for 1d10 hours. Banished. Creatures are forced back to place of origin or destroyed. Cannot return for 1d10 days. Banished. Creatures are forced back to place of origin or destroyed. Cannot return for 1d10 months. Banished. Creatures are forced back to place of origin or destroyed. Cannot return for 1d10 years. Banished. Creatures are forced back to place of origin or destroyed. Cannot return for 1d10 decades. Banished. Creatures are forced back to place of origin or destroyed. Cannot return for 1d10 centuries. Banished. Creatures are forced back to place of origin or destroyed. Can never return.

Canceling Spells

spell. A failure on this roll means that the spell continues normally. A critical failure on this check has the same results as a newly cast spell that fumbles. A critical success will restore the character’s drain by ¼ the spell’s Drain. Only Short and Continual spell effects may be 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 canceled by the original caster without an additional effect or spell. Spell effects generated by alchemy, runes, or enchanted items cannot be canceled.

Channeling This skill allows the character to transfer a small amount of their personal life energy to another. The character can replenish 5 points of another caster’s drain for every 10 points of skill. This will cause the character to spend twice the amount of Drain as was transferred until the character reaches a skill rating of 60. After that, the character must only spend an additional 5 drain per channeling, not double the transferred amount. Channeling can only be done at a range equal to the character's skill rating minus one hundred feet; negative ranges require the caster to touch the energy's recipient. Channeling requires one phase to transfer as much drain as the caster can recover in an hour of sleep. This occupies all of the actions of the character for the duration of the transfer, but the recipient is free to act normally. Characters that roll critical successes when channeling only expend the amount of drain channeled. They do not have any loss of energy for that phase. Characters that fail during channeling must re-roll their skill check. Should this second attempt also fail, then the character loses the drain normally with no benefit received by the target. If this second roll is successful then no drain was channeled. Characters that critically fail during channeling will automatically lose the standard drain expenditure as if the action was successful, but without benefit to the intended recipient. In addition, the GM may determine other events that occur, especially if the recipient was in the process of casting a spell or was the target of a spell. Spell channeling has a way of creating a magical tether between the participants. If channeling causes the character’s 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 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 - 179 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems

Circle Magic The creation of Magical Circles requires skill in the Runic Knowledge discipline. Magical circles are normally written in chalk, ink, or dust on a floor, and are often used with spells of protection and defense. These circles are also known as Runic Barriers, and do not have to be perfectly circular in nature. They must however be continuous and unbroken. The more permanent forms of magical circles can include other spells of greater power or influence. These circles that are designed to channel nondefensive spells are commonly referred to as Nodes. Circles are inert until the appropriate spell is cast at the circle. This can include the specific spell effect bound into the circle or an Activate Circle spell effect. The spell used to activate the circle automatically has an Instant duration regardless of the normal duration. Once that occurs, the circle is activated and will remain so for a very long time. Temporary circles will only remain active for a few hours to a few days. There is a cumulative 1% chance per hour that the circle will deactivate. If the caster leaves the circle it increases to 5% each hour. Permanent circles have the same chance of deactivation, but the timetable expands to every day. All Runic Barriers require a minimum of three runes per linear foot. Assuming the Runic Barrier is actually circular in nature, the number of total runes required is 18.84 times the radius of the circle. PI (3.14) x 2 x Radius x # of Runes per foot . Always round up when determining the number of runes per magical circle. Circles may be combined and their runes intertwined. This requires the same amount of runes per foot, but the runes may be interspersed to give a sort of bulk rate. They still require separate spells to activate each aspect of the circle. Additional runes can be added per linear foot, but the number must be consistent. A circle with mostly three runes per foot will not gain any additional benefit from the occasional four per linear foot. Circles with additional runes per linear foot will gain a bonus of +5 to the strength of the runic barrier. This is cumulative for every additional rune per linear foot.

Material

Time Per Rune

Ink, Chalk, Powder Wood Metal Stone Metal inlaid Wood Metal inlaid Stone Stone inlaid Metal Resonant Materials

2 Minutes Varies by Rune Varies by Rune Varies by Rune Varies by Rune Varies by Rune Varies by Rune Varies by Rune

Base Strength 100 150 175 200 160 250 200 + 50

Temporary magical circles may be inscribed with dust, ink, chalk or any other powdery substance. These circles are extremely fragile and the enchantment will end if any portion of the circle is broken, marred, or disrupted. Anything that is not the proscribed entity or a direct result of the proscribed element can negate the circle. Temporary circles cannot be formed using pre-made runes written on parchment, or cut into wood blocks, or etched onto metal plates.

For example: A circle of protection from demons is inscribed upon the ground around the party. The mage manages to activate it just before the demon and his henchmen arrive. The demon cannot enter the circle, or touch the elements that create the circle. Any weapon or item he is carrying, touching, or causes to move cannot enter or break the circle. His mind controlled henchmen cannot break the circle. His spells cannot enter the circle. The greedy mercenary warrior he hired CAN enter or disrupt the circle. The clumsy adventurer who falls over can leave or break the circle. A strong random gust of wind can break the circle. A splatter of blood can break the circle. Since these circles are so very fragile, many mages have inscribed permanent runic barriers on the floors of safe locations. These are commonly carved wood or stone, metal inlaid into wood, or some other very strong material. Unlike common runes, circles can absorb and channel far more magical energy and will very rarely disintegrate after use. They also take far longer to create, but can be much sturdier. It is a big difference to scuff a small bit of dust or powder than it is to pry out a portion of an iron rune inlaid on a wooden board. If an active permanent runic barrier is broken or disrupted by physical means then there is also a large backlash of energy. Consult the section on fumbling when casting spells for some ideas on possible outcomes. Increase the potential damage, severity, or duration for every ten runes incorporated into the runic barrier. All circles have the potential to be broken even by the things it keeps out. This is another reason why permanent circles are better than temporary circles or even the spell versions. When a proscribed being attempts to 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 who cast the spell that charged the circle. If the caster desires, they may spend the phase concentrating on boosting the defense of the circle. This will grant an additional bonus equal to the Channeling skill of the caster. Other casters may also give aid to the circle if they are within it. They may each grant an additional bonus equal to ¼ of their Channeling skill. Everyone who helps to bolster the runic barrier will suffer an amount of Drain per phase equal to the base drain of the spell that charged the circle; additional 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

- 180 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems twenty additional points each. If a resonant item is incorporated into the actual circle or runic portion of the circle it gains a bonus of 50 points of base strength. Circles can be concealed, so long as the concealing item or material does not provide any sort of protection to the circle (a thin carpet is about the heaviest material allowed). A character must make a successful Concealment roll to hide a Temporary Circle without damaging it; a critical failure indicates that no one notices the damage. If there is several inches between the method of concealment and the circle there is no constraint to concealment. 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 caster may utilize all of the normal bolstering and other benefits only if he remains within ten feet of the containment circle. Containment circles are often used in conjunction with spells of summoning and are very useful in negotiating with the summoned creature. Spell Nodes can incorporate almost any spell effect that the Game Master will allow. Teleportation spells, ranged strike spells, translation spells, and even healing spells. Anyone with Hedge Wizardry, or the proper discipline may divert and use the ability of the node to create the effect without any personal Drain. In this case the Base Strength of the Circle represents the additional drain pool that the caster can utilize. Once the circle’s drain pool reaches this maximum the circle will become inert. While the circle has drain remaining other characters can attempt to channel magical energy into the circle normally.

Counter-magic Characters may attempt to pro-actively interfere 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 more powerful than his skill rating will allow, but his Counter-magic skill is reduced by half. A character attempting to disrupt a spell more powerful than his skill rating will allow AND from an unfamiliar discipline must roll against one quarter of his Counter-magic skill. If the character is unsure which spell is being cast, he may attempt a Spellcraft skill roll to determine the correct discipline and skill requirements. 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 ¼ their Countermagic skill as a penalty to the casting roll of the opposing

mage. If they stop while the spell is being cast, or they started too late, the penalty is only 1/10 th the skill. Use of this skill drains the counter-mage by the base Drain of the spell being opposed. Additional mages may apply their skill in counter-spelling normally. A critical success on a Counter-magic roll incurs no Drain, and the character may choose to be affected by the spell that was being opposed (if the effects are beneficial). A critical failure results in the character being affected (in addition to the original target/recipient) by the spell being opposed (if the effects are harmful), with no additional drain to the opposed caster.

Cybernetics Mages and wizards can use cybernetics and bionics, albeit with significant penalties and drawbacks. All cybernetic systems interfere with the gathering and distribution of supernatural forces. This applies to all foreign objects within the character’s body; from pacemakers all the way to cybernetic nervous systems. Organic replacements do not impair the mage. Any cybernetic system installed into a spellcaster will incur a Continual Drain equal to the Option Point cost of the system. This is permanent until the system is removed, although the Mechanical Discipline has a ritual to negate this effect. Base cybernetic limbs and large body locations will have a Continual Drain of fifteen each. Smaller replacement parts will only have a Continual Drain of five each. 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 partially cybernetic character will be placed into a situation where their spellcasting is impossible.

Death of the Spellcaster In most cases, the death of the spellcaster will cancel or disrupt all of his spells. All short duration effects will instantly cease. Permanent effects, circles, and enchanted items will remain in effect as normal. Continual effects have a small chance to become permanent. The chance for each spell to become permanent is equal to the experience level of the caster multiplied by seven. These effects will remain in effect until dispelled. They may be dispelled normally, unlike most permanent spell effects.

- 181 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems

Discontinuing Spells & Rituals Characters who wish to discontinue a spell or ritual before the casting time is complete must roll a skill 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 any spell effect. Critical failures result in full base Drain of the effect, and a Luck roll is required. Failure on the Luck roll denotes that the caster suffers from a critical spell casting failure. Critical successes allow the caster to refresh their Drain as if an hour of activity has passed.

Enchantment Enchantment is the art and science of creating magical devices including scrolls, wands, swords, and other items; but not potions or runes. While the Enchantment Discipline may be used to imbue items with temporary powers and abilities, these rules must be followed to create permanent enchanted items. To create potions, dusts, oils, or salves the character must use Alchemy. To create runes or

circles the character must use Runic Knowledge. Enchanting magical devices requires the Enchantment Discipline and the learning of specific craftwork spell effects within the Discipline.

Steps to Enchantment of Magical Devices 1. Create or purchase the item to be created. 2. What type of Bond with the item? 3. Create or impose the storage medium. 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 complete this step, but may be a serious detriment later on during the enchantment process. The quality of the workmanship, the materials used to create the item, any focal items included, resonant designs, and artwork are all important to the final product. A loose rule of thumb: the nicer the item, the easier to enchant. All of the following modifiers apply throughout the enchantment process.

- 182 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems Modifiers based on Material Quality and Craftsmanship Superlative Quality Materials + 20 Exceptional Quality Materials + 10 Good Quality Materials +0 Average Quality Materials - 10 Poor Quality Materials - 30 Pathetic Quality Materials - 60 Superlative Craftsmanship Exceptional Craftsmanship Good Craftsmanship Average Craftsmanship Poor Quality Craftsmanship Pathetic Quality Craftsmanship

+ 20 + 10 +0 - 10 - 30 - 60

The second step is bonding with the item. Items do not have to be bonded with to be enchanted. Enchanters often bond with items that they have personal history with because it lends a greater resonance with the object. This resonance to the character helps them entwine the energies required to bind the effects. This step is the most subjective for the GM and player to decide. Players should create attachments during game-play, although an over looked item that was vital to several adventures or great deeds could be brought to the fore-front and determined to be bonded. This bonding is a two way process; bonded items are often very useful for use in sympathetic magic. Modifiers for Personal Bonding Purchased the Item to Enchant Found / given the Item as a gift Stolen / Spoils of War / Treasure Helped to create the item Exclusive creator of the item No special events / emotions w/ item Minor events / emotional bond Significant events / emotional bond Life changing events / emotional bond Central item to the characters life.

- 10 +0 +5 +5 + 10 +0 +5 + 10 + 15 + 20

Enchantment Basics The mechanism for enchantment is similar to that for learning additional skills, alchemy, creating runes, and other craftwork skills. This process will be repeated for each of the craftwork steps of enchanting. The craftwork steps include creating the Storage Medium, creating the Trigger for the effect, and placing the desired spell effect into the storage medium. For each step, determine the required spell effects to accomplish the desired project. Rituals may never be imbued into an enchanted object unless the Enchant Legendary Artifact spell effect is used. The available spell perks may only be drawn from craftwork spell effects such as Enchant Battery and Puzzle Trigger. These available spell perks may be divided amongst the craftwork spell effect and any spell effect to be imbued. Any spell effects used in enchanting must be memorized by the enchanter.

The Continual Drain must be determined for each craftwork step separately. Total the accumulated Drain from the craftwork spell effect, the spell effect to be imbued including any from additional spell perks, and any supplemental effects. Some spell effects such as Enchant Gateway only have the one applicable spell effect to consider. These rare exceptions often have fewer enchantment steps than normally required. The Drain from one step does not continue into the next step of enchantment. Any Drain from Continual spells cast before enchantment still apply and do reduce from the Enchantment skill. Each step requires a certain number of man-hours to complete. Divide the total man-hours by three to determine the size per work block. Enchantment is both mentally and physically tiring; characters will fatigue while creating enchanted items. Also keep in mind that characters must eat, sleep, and rest. Failure to take care of the mental or physical health of a character should cause penalties to accrue. After each block the character must roll a skill check using Enchantment. Success means that the character correctly infused and enchanted the magical energies into the project and may move to the next work block. The work block is worth the full time expended. Failure means that there was a small flaw in the process and is only worth ½ 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 failure for that work block will ruin the current project. Critical successes in the enchanting process results in a high quality job of an enchanted item. The exact specifics should be determined by the GM but are usually a bonus available spell perk. A critical failure during any work block means that the project is fundamentally flawed. Give the character a final Sense Aura roll to detect the flaws. If it fails the GM needs to determine what the effects are. Some truly cursed items and staves were the result of good intentions and an inept mind. At the end of a project the enchanter must spend experience points to seal the enchantments. The experience required depends upon the components of each step. Scrolls, gems, and single use items only require one experience point to create each. All other enchanted items will require an experience cost equal to the total man-hours of the project divided by fifty. Once the enchantment process is completed, and experience spent to seal the project, no additional enchantment can be added to the magical item. Additional mages who are sufficiently skilled in enchantment can assist in the creation of a project. Each enchanter can assist in imbuing the project. They may share drain while working together or they may work in shifts. Mages that work together, sharing the drain requirements, will suffer a skill penalty based on the total number of mages involved. Enchanters that work in shifts will have no penalties to their skill rolls, but must each be successful for the work block to be successful. - 183 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems Event Mild Distraction Persistent Distraction Constant Distraction Partnered Creation Partner w/ Experience Small Group (3-4) Large Group (5+) Instructional Tome Previous Experience Skill Penalty of Effect Resonant Workplace Resonant Tools

Modifier - 10 per instance - 30 - 50 - 20 - 5 per Partner - 40 - 60 + 10 + 20 As Effect + 20 + 10

Storage Mediums In step three, the storage medium for the effect must be woven onto the item’s aura. Think of this storage medium as the container for the effect. It is both the power source and the container for the spell. A revolver has six cylinders that hold the bullets; a wand has a reservoir of energy that both contains the energy for the spell and the actual spell itself. This medium must be impressed upon the item. It is more difficult to create storage mediums with larger capacities that can contain more powerful spells. A charged item is far easier and quicker to prepare than a constantly active magical blade. Some mediums such as single use or charged items can be placed in nearly any object, while others such as scrolls and gems are specific to those objects. All of the following information deals with the Drain and man-hour requirements for the Storage Medium only and does not include the imbued spell effect, options, or eternal effects.

medium. Batteries can never share an item with any other enchanted storage device other than one that creates an Eternal Effect.

Charged Items Charged items are enchanted items that have a specific number of uses until that item is spent. The number of uses an item contains is decided by the caster, and the size of the object selected. The larger the item, the more Drain that can be placed within to power the magical device. This Drain cannot be drawn from the item without 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. Tiny items such as rings can carry a maximum of 15 Drain, small items such as knives, wands, and arrows can carry up to 25 Drain. Medium items such as bucklers, swords, rods, axes, helms, and boots can carry up to 50 Drain. Large items such as armor, two handed weapons, staffs, and shields can carry up to 75 Drain. The capacity for larger items must be determined by the Game Master. The only way to surpass this maximum is by using the Enchant Legendary Artifact spell effect. Charged items will require 120 base man-hours plus a number of man-hours equal to the Drain being imbued. The base Continual Drain in preparing a charged item is 20 before spell perks. There is a skill penalty of -30 for creating the storage medium of a charged item. Charged items can never also contain any other storage medium except Eternal Effects. Recharging spent Drain within 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 crystal but can be enchanted from nearly any item. Every battery has a Drain Pool that can be filled to a certain point by a spell caster skilled in Channeling. Any individual skilled in Channeling may draw upon the drain pool to replenish their own Drain pool. A character may draw a maximum of 1/10th their Channeling skill in drain replenishment every phase, up to the maximum storage amount of the Battery. In order to create a magical Battery, the enchanter must have memorized the Enchant Battery craftwork spell effect. It requires 200 man-hours plus the Drain pool of the battery to enchant. The base Continual Drain in preparing a battery is 20 before spell perks are applied. There is a skill penalty of -30 for creating the magical battery. Magical batteries do not require triggers or effects and those steps may be skipped. While triggers may be added to a magical battery, effects may never be added to the battery storage

Eternal Effects Eternal Effects are effects that may be continually on and have no set duration. Indestructible weapons, cloaks of invisibility, and crowns of charisma are all examples of these items. The creator decides if the item always exhibits the property, or if it must be worn or used in some way. Some items must inherently be used in some way to gain the bonus. For example, the cloak of invisibility may be determined to be worn and then turn itself and its wearer invisible – or it can always be invisible with no way of shutting it off. These fine points must be decided by the GM and player during this step. Effects such as Indestructibility, Attribute Bonuses, Skill Bonuses, and innate abilities all fall into this category. Each Eternal storage medium can only apply to one effect. Eternal Effect items will require 50 man-hours multiplied by the maximum spell effect Drain that can be imbued later. The base Continual Drain in preparing an

- 184 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems Eternal Effect item is 25 before spell perks. There is a skill penalty of -60 for creating the first storage medium of an Eternal Effect. Additional Eternal Effect storage mediums on the same item will impose a cumulative -10 penalty. Eternal Effect items can also contain any other storage medium except Scrolls, Gems, and Single Use Items.

Gems Gems are very similar to scrolls in that they are 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 semiprecious stone and larger than a single karat. Once enchanted, gems often swell up to be about the size of a marble. Options and rituals cannot be placed within gems. Gems may never have any additional triggers.

Preparing gems will require a number of manhours equal to the minimum skill of a spell effect divided by ten. Only spell effects with that minimum skill or less may be placed into the gem later. The base Drain in preparing a gem to be imbued is 10 before spell perks. There is no skill penalty for creating the storage medium of a gemstone.

Golems Golems are robot-like enchanted workers and guards. They are often created by priests and holy men to guard shrines and temples. The body of a golem must be created before the enchantment process may begin. The time required to create is based upon the material of the golem. The material will also determine the base protection value and breakage points. The creator must have the correct craftwork skill to fashion the golem for the material used. Golems require 1,750 man-hours to imbue with life. The base Drain of enchanting a golem is 30 and has a penalty of -80. This includes the effect step of enchantment, but enchanters may add triggers to activate the golem if desired. Only Eternal Effects may be added to a 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. Type Clay Metal Stone

Man-hours 250 500 1,000

PV 0 25 25

BP 50 100 200

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 labor of 50. Man-sized golems will inflict 1d10 base injury. Golems cannot speak or grunt. 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 protocols. A golem without a written command base cannot ever be enchanted.

Legendary Artifacts These are the enchanted items of vast power, renown, and require legendary skill to create. Only gods, devils, and the most powerful of enchanters can create a 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 item in question. This craftwork skill is the one used to create unique items of legend that break the regular enchanting rules. The most basic form of Enchant Legendary Artifacts is similar to that of a ritual in spell casting: the 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 require all of the other required craftwork skills in order to create an artifact. If a desired spell effect does not exist, or requires a ritual, or just cannot be powerful enough to power the effect; the GM and player can simply describe the item and its effects instead. Some of the most powerful items in the game are Legendary Artifacts, and they can easily damage game balance. Legendary Artifacts will require at least an additional 1000 man-hours to enchant. They will incur at the least a penalty of -150 rather than that of the spell effects involved. They will have at least an additional 50 Continual Drain incurred by the enchanter. An enchanter may only ever successfully create one single Legendary Artifact; this item is their legacy.

Limited Use Items Limited use items can create an effect a certain number of times until it must recharge. These are the items that can cast a spell x times a day, week, or month. Unlike simple Charged Items, these items will recharge themselves 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 requires the craftwork spell effect Enchant Limited Use to create. - 185 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems The base cost in man-hours is determined by how often the device will recharge itself. Devices that recharge in a month will only cost a base of 200 man-hours. Recharge in a week will cost a base 300 man-hours. Recharge in a day will require a base of 400 man-hours. In addition, the storage medium can only hold enough power for a certain level of spell effect. Divide the skill minimum of allowable spell effects by ten and add this to the base number of manhours. The device can be created to store enough energy for up to three uses before it must recharge. Multiply the number of uses by the current total time required to determine the final total of man-hours. The base Continual Drain in preparing a limited 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 their users. Once created, Patterns and Gateways will require the Activate Gateway spell effect to trigger the effect. Neither will require any additional Trigger mechanisms, although they may be added as desired. There will be additional enchanting required for the effects of the Pattern or Gateway. Creating the Storage Medium for a pattern or gateway is identical. Both require 2,000 man-hours to enchant and will incur a penalty of -100 to the enchantment skill of the creator. Both Patterns and Gateways require 35 Continual Drain to enchant.

Scrolls Scrolls are paper, papyrus, or other writing mediums that have been especially enchanted to hold a spell indefinitely until read aloud. They are similar to paper runes, but these specially treated magical objects never suffer from spell fizzle. They require the full normal casting time to read aloud, and only by reading the scroll aloud will the 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. A successfully used scroll can either self destruct or become blank paper. This must be determined by the creator during this step. Scrolls may only hold spell effects,

never rituals nor options. Scrolls cannot ever have an Eternal Effect. Scrolls cannot have any additional triggers and will skip that step of enchantment. Some scrolls may have been bound into large tomes or books. Unless enchanted into a different storage medium with a trigger, they must be created and treated as scrolls. Scrolls will require a number of man-hours equal to the minimum skill of a spell effect divided by ten plus any required for the spell effect. Only spell effects with that minimum skill or less may be placed into the scroll later. The base Drain in preparing a scroll to be imbued is 10 before spell perks. There is no skill penalty for creating the storage medium of a scroll.

Single Use Items Single use items are the easiest true magical items that can be created. They are similar to Gems and Scroll in that the enchantment will remain for only a single activation. Unlike those items, the item itself is unharmed and can be re-enchanted following these steps a second time. These items can be have any of the available triggers and can hold spell effects or options. Single use items can be any household item, weapon, shields, or jewelry. Living creatures, elementals, undead, and other specialty forms of “life” can never be enchanted in this way. 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 option duplicates the results of a spell effect, then that spell should be used instead. Unless an enchanter personally has a specific option to be placed into the magical device, they must find focal items that resonate with the option to be selected. These objects should be rare, mystical when possible, and very difficult to obtain. Single use items that utilize spell effects require a number of man-hours equal to the minimum skill of a spell effect divided by ten. Only spell effects with that minimum skill or less may be placed into the item later. The base Drain in preparing an item to be imbued is 10 before spell perks. There is a skill penalty of -15 for creating the storage medium of a single use item.

- 186 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems Single use items that will include options will require the Option Point cost divided by five to determine the number of man-hours required. Only options with that cost or less may be placed into the item later. The base Drain for such an item is equal to 10 before spell perks. The standard skill penalty of -15 for single use items also applies for those that incorporate options.

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. Spell Vaults can never also contain a Charged Item, Battery, or Limited Use storage medium. They may share an item with Eternal 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 penalty of -30 for creating the spell vault. Spell Vaults can never share an item with any storage mediums other than Eternal Effects.

Talismans Talismans are permanent conduits of resonance and sympathetic magic. Enchanters create them to give as gifts, or traps, to friends and enemies alike. Once enchanted, these items act as permanent links of sympathetic magic. The creator can always use them as extensions of themselves for the purposes of spells and scrying techniques. Keep in mind, the mage must still be able to see any other potential spell target. They are also 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. These items require an item that is already highly bonded to the enchanter. Once the appropriate item is chosen, the enchanter has 200 man-hours of work ahead of him. The enchanting process will impose 20 Continual Drain upon the wizard. There is a -30 skill penalty for the creation of a Talisman. Talismans may share a storage medium with only Eternal Effects.

The enchanter may choose to incorporate a simple invocation into a Talisman. Invocations are the supernatural calling of powerful entities using a name or phrase when the item is held. When the invocation is spoken, the wizard will feel a sudden urge to check upon the Talisman used. Invocations require additional spell perks to enchant.

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 required to cast the spell effect placed into the magical object. Options based devices will inflict 1 point of injury for every five option points invested into the device. This injury cannot be healed by magic or any unnatural source. The injury will heal itself at the same rate as Drain refreshment based on the user’s Health and Willpower ratings. Wyrd Magic items will require 120 base manhours plus a number of man-hours equal to the maximum Drain that can be drawn from the user. The base Continual Drain in preparing a wyrd magic item is 20 before spell perks. There is a skill penalty of -30 for creating the storage medium of a wyrd magic item. Wyrd magic items can never also contain any other storage medium except Eternal Effects.

Trigger Mechanisms The fourth step is creating the method of activation, or trigger. The trigger should be individual for 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 done exactly as they were to create the storage medium. Combination of triggers is possible, with all of the pertinent Continual Drain, penalties, and man-hours simply being combined. Scrolls, gems and runes cannot incorporate trigger mechanisms. Batteries and spell vaults do not require trigger mechanisms, but may incorporate them if desired by the creator. All trigger mechanisms may only be enchanted onto an item with an appropriate Storage Medium already prepared.

Bloodline Trigger Bloodline triggers are not self sufficient triggers; they require another trigger to activate. A bloodline trigger acts like an additional lock to prevent unauthorized users from activating the magical effects of enchanted items. The bloodline trigger requires that the user of the item share the bloodline (DNA) programmed at creation. This spell requires a sample of fresh blood during enchantment. In anyone else’s hands, the item is simply a fancy paperweight. - 187 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems Bloodline triggers will require knowledge of the Bloodline Trigger craftwork spell effect. An additional twenty man-hours are required to enchant a Bloodline trigger. The enchantment process will incur an additional Continual Drain of 25 upon the creator. An additional penalty of -50 is applied when creating a bloodline trigger.

Catalyst Trigger Catalyst Triggers will activate when a certain present condition or event occurs. The event or condition cannot be beyond 10 feet for every experience level of the caster. The event or condition can be almost anything desired by the enchanter with the GM’s discretion. They may involve portions of the item being manipulated, the sex of the owner, the proximity of a group or person to the object, or any other event. Catalyst can even be used to mimic all of the other triggers except the bloodline trigger. Catalyst triggers will require knowledge of the Catalyst Trigger craftwork spell effect. Thirty man-hours are required to enchant a Catalyst trigger. The enchantment process will incur a base Continual Drain of 25 upon the creator. A penalty of -50 is applied when creating a catalyst trigger.

Gesture Trigger Gestures can incorporate arm, leg, body, head, or finger movements of the holder to generate an effect. A gesture requires at least one action, but longer gestures are common. Be very cautious when determining the causal gesture; any identical gesture made while holding the device will activate the trigger. Some races create gestures with tails, ears, or other body parts that are simply impossible for other races. Gesture triggers will require knowledge of the Common Trigger craftwork spell effect. Ten man-hours are required to enchant a Gesture trigger. The enchantment process will incur a base Continual Drain of 15 upon the creator. A penalty of -15 is applied when creating a gesture trigger.

Key Item Trigger Key Items have a depression or hole into which a smaller second item is placed. The device is inert and cannot activate the effect without the proper key. Once the properly spelled key is placed into the lock, the device will activate immediately. Both items will radiate a magical aura, and even when separated will resonate to each other when the device is analyzed. Key Item triggers will require knowledge of the Key Item Trigger craftwork spell effect. Fifteen man-hours

are required to enchant a Key Item trigger. The enchantment process will incur a base Continual Drain of 15 upon the creator. A penalty of -20 is applied when creating a key item trigger.

Mental Trigger Mental commands are those that are thought by the holder of the device. The command could be a word, idea, concept, image, memory, emotions, or combination of thoughts. A mental command requires at least one action of concentration to activate. It is imperative that the trigger thought be one that is uncommon or at least very pertinent to the activation of the item. It may activate with a similar thought by the wielder of the device. These items can be unpredictable to those with a low willpower or a habit of daydreaming. Mental triggers will require knowledge of the Mental Trigger craftwork spell effect. Thirty man-hours are required to enchant a Mental trigger. The enchantment process will incur a base Continual Drain of 15 upon the creator. A penalty of -20 is applied when creating a mental trigger.

Puzzle Trigger Puzzle triggers are commonly added to other triggers. A certain sequence of runes that must be depressed, an answer to a riddle, a specific sequence of mental images, or anything else an enchanter might envision can be woven into the magical device. Each aspect of a physical puzzle must also be incorporated into the same trigger, but puzzle items can be as difficult and mysterious as the creator can devise. The required time to activate the item will vary with the complexity of the puzzle, but at least one action is required for any puzzle triggers. Puzzle triggers will require knowledge of the Puzzle Trigger craftwork spell effect. An additional ten man-hours are required to enchant a Puzzle trigger. The enchantment process will incur an additional Continual Drain of 20 upon the creator. An additional penalty of -30 is applied when creating a puzzle trigger.

Spoken Trigger Spoken words are those words that must be spoken loud enough for someone else to hear. Subvocalization is not allowable using this trigger method. These triggers can be as short as one word, or as long as several sentences. A spoken word command requires at least one phase of verbal actions. Be careful. Whenever that word or phrase is spoken by the holder, the device will activate. Choose an uncommon phrase, or an arcane

- 188 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems language known only by a few individuals. Spoken triggers will require knowledge of the Common Trigger craftwork spell effect. Ten man-hours are required to enchant a Spoken trigger. The enchantment process will incur a base Continual Drain of 15 upon the creator. A penalty of -15 is applied when creating a spoken trigger.

Tactile Trigger Tactile manipulation is the moving or touching of 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: runes touched, studs depressed, switches thrown, and knobs turned. Be careful. Since anything or anyone can theoretically manipulate the trigger, be sure to make it such that won’t activate accidentally. At least one action is required to activate a tactile trigger, but more complex designs will require additional time. Tactile triggers will require knowledge of the Common Trigger craftwork spell effect. Ten man-hours are required to enchant a Tactile trigger. The enchantment process will incur a base Continual Drain of 15 upon the creator. A penalty of -15 is applied when creating a Tactile trigger.

Imbuing Effects Once the storage medium and the trigger method have been placed into the item, the effect itself must be woven and bound into the object. This is done using the 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 storage mediums cannot have effects imbued within them. Many imbued effects will require a variety of skills from the owner. If the owner does not possess the appropriate skill, then use the skill default for the highest applicable attribute instead. Items will also use the skill rating, attributes, experience level, and other statistic of the user not the enchanter. If a spell effect or option mentions the level of experience of the caster, read it instead as level of experience of the user.

Eternal Option These eternal effects are rarely placed within magical items. An Eternal Effect will remain in effect while the item is held or worn. Eternal Options may only be

options that have a range of Self or Touch and cannot be Instant effects. In the case of touch options, the creator can determine if the effect will target the wearer or another individual touched. Game Masters must determine if an eternal effect will unbalance their chronicle. Imbuing an eternal option into a magical item will 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 the imbued spell effect is determined by the Enchantment skill rating of the creator above 110.

Eternal Spell These are the most common eternal effects placed within magical items. An Eternal Effect will remain in effect while the item is held or worn. Eternal Spells may only be spell effects that have a range of Self or Touch. In the case of touch spells, the creator can determine if the effect will target the wearer or another individual touched. Game Masters must determine if an eternal effect will unbalance their chronicle. Most permanent spells and rituals may not be included in a magical object without the Enchant Legendary Artifact craftwork spell effect. Imbuing an eternal spell into a magical item will require the craftwork spell effect Enchant Spell. The manhours 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 the base drain of the spell plus any additional spell perks allocated. The number of spell perks available to improve the imbued spell effect is determined by the Enchantment skill rating of the creator above 110.

Option Effects Items that incorporate options should only be used if an appropriate spell effect is not available. The option must be possessed by the creator of the item or have incorporated valuable resonant items into the storage medium. Options will generally remain in effect for the rest of the scene. Options with a single instant effect will have a duration of Instant. Game Masters must determine if the option to be imbued will disrupt the chronicle. Some options may require the Enchant Legendary Artifact spell effect. Imbuing an option into a magical item will require the craftwork spell effect Enchant Option. The man-hours required to imbue the effect are equal to the option point cost divided by five. The skill penalty to imbue is -30. The Continual Drain to imbue the option is 20. The number of

- 189 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems spell perks available to improve the imbued option is determined by the Enchantment skill rating of the creator above 80.

Spell Effects These are the most common effects placed within magical items. An imbued spell effect will be cast when the item is triggered. Items with a continual duration spell will only remain in effect for a single scene before the spell effect ends. Other durations will remain in effect for their standard duration. Most permanent spells and rituals may not be included in a magical object without the Enchant Legendary Artifact craftwork spell effect. Imbuing a spell effect into a magical item will require the craftwork spell effect Enchant Spell. The manhours required to imbue the effect are equal to the minimum skill of the spell divided by ten. The skill penalty to imbue is equal to the spell effect being imbued or -15, whichever is greater. The Continual Drain to imbue the spell effect is equal to the base drain of the spell plus any additional spell perks allocated. The number of spell perks available to improve the imbued spell effect is determined by the Enchantment skill rating of the creator above 65. When used to imbue Gems and Scrolls the penalty and Continual Drain are changed. Gems & Scrolls only have a skill penalty of -0 to imbue with a spell effect. The Continual Drain of imbuing such single use items is 10.

Travel Patterns & Gateways Travel patterns and gateways require a final imbuing based upon the capabilities of the item. The Enchant Gateway or Enchant Pattern craftwork spell effects are required for enchantment. Travel gateways are the easiest to enchant requiring only another 250 man-hours per linked gateway, but they can only travel to certain preset gateways. In addition, gateways require a gateway at both the starting point and the destination. Gateways that cross a dimensional barrier require an additional 1,600 man-hours to enchant. Patterns require an additional 500 man hours to enchant and can never cross dimensional borders. Patterns can travel to any other pattern that has been memorized by the user. The skill penalty for travel gateways and patterns is -100 and will incur 35 Continual Drain. Interdimensional Gateways will have a penalty of -120 to create and requires a Continual Drain of 40.

Learning New Spells 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 learn, but the character can learn as many as desired. All spell effects require many man-hours of study and practice to master. The character will learn small tips and tricks to reduce the needed casting time significantly. The spell effect is usually cast over and over again while practicing: perfecting the gestures, the inflection of the intonations, and mastering the mental focus required. It is possible to learn a spell effect without ever casting it, but there is a significant increase in difficulty. In such a case, the student memorizes portions of the spell and learns how to combine the fragments into the desired whole. Even after the character has finished memorizing a spell in this way there is still a great chance for the spell to fail miserably. The number of study man-hours required to learn a spell effect is equal to the minimum skill required for the spell effect. This value is listed under every spell effect description. Should a character wish to relearn a spell effect it will still require the same amount of man-hours. Rituals can also be learned, but they are far more static than spell effects. A specific ritual deals a specific amount of effect and that cannot be changed without a new form of the ritual. See the section on rituals for more information on 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. The total number of man-hours must be separated into three equal blocks of study time. The man-hours in each of these blocks do not have to be sequential. Characters should try to squeeze time in for study when possible; these blocks are simply abstractions to ease in the skill rolling process. Keep track of the total time spent studying each spell. Don’t let the player forget about sleeping and eating. Spells may be learned concurrently: with mornings devoted to Ice Bolt, afternoons devoted to Sticky Goo, and evenings spent studying Create Light. The only limitation to this is the amount of Drain that the student accumulates while studying. Assume that the student incurs a Continual Drain equal to twice the base for the spell being learned while studying. Patterns do not incur Drain while being memorized. After each block the character must roll a Learn 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 ½ 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

- 190 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems been completed the character must roll again. A second failure means that the character cannot master the spell. The character may attempt to re-learn the spell during the next level of experience. Characters may continue learning a spell after failing the first roll without consequences, beyond 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 on their Luck attribute at the end of a critically successful study block. If any study block has a critical success and a successful luck roll, then the character learns the spell effect and gains a free spell perk when casting that effect. The choice of what the spell perk does must be determined at this time and cannot be altered later. If the character rolls three critical successes and three successful Luck rolls, then he has two spell perks to select at this time. A critical failure for spell learning requires that the character roll Luck. An unsuccessful Luck roll means that the character can never learn the spell effect. If the luck roll 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 with three successful Luck rolls must select two aspects to impair. A critical success rolled during any study block can overcome two failed rolls, but the character does not gain a bonus spell perk. A critical success and a normal success can overcome a critical failure, and the character does not have any bonus or penalty to the spell effect. There are quite a few modifiers that may be applied when attempting to learn a spell. The most 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 student’s mind, the available study materials and teachers, quality of study times, and any extras that the character wishes to learn. Modifier + 20 + 20 + 25 + 10 + 15 + 20 + 25* + 20 + 20* + 20 + 20 + 40* + 20 + 20 + 20 + 20

Learning Crutch Blood Magic Chaos Magic Charm Only Condition occurs ½ the time Condition occurs ¼ the time Condition occurs only rarely Extra Casting Time Familiar Assistance Focus Item Infernal Pact Invocation Material Component Runic Air Tracing Spell Dancing Spell Singing Spell Weaving

Crutches are available to help focus the mind and ease the gathering of magical energy. Spells can be learned with extra casting time, or with additional crutches. A second crutch is only worth 1/2 the learning bonus, and a third crutch is only worth 1/5th the learning bonus.

Blood Magic Blood Magic requires the caster to cut or injure himself in some way to aid in powering the spell. At least one point of injury or blood loss is required for every 5 points of drain required by the spell, always round up. This injury cannot be healed by magic, it must heal naturally. This crutch resonates strongly with necromancy spells and curses, but can still be used in healing and life giving spells by someone who believes strongly in a circular path of life. This crutch is not the sacrifice spell effect found in necromancy. The injury may only be taken personally from the caster.

Chaos Magic Chaos Magic is the more psychological version of Blood Magic. Instead of inflicting physical injury upon oneself, the caster drains away a portion of their sanity. One sanity point is required for every five points of drain for the spell effect, always rounded up. This sanity loss cannot be healed with magic or other abilities. Only natural rest and relaxation will restore this loss. Practitioners of chaos magic often have a tinge of insanity to their personalities, as the draining and slow recovery keeps them in a state of altered perception much of the time.

Charm Version of Spell The Charm version of a spell effect can be learned 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. To learn the normal spell effect later; the entire spell effect must be relearned, with a bonus of +10, but at the full normal time requirements. A caster who fails to learn a charm may still attempt to learn the full version of the spell effect later, but must spend the full time required to learn the spell, and receives no bonus for having experience with the spell.

Divine or Infernal Invocation Invocation of a god or goddess requires a deep faith and some religious skill. This crutch is not the same as the skill Theomancy, nor is it required to be selected. The character uses their deep abiding faith in the chosen deity to help focus their mind and spell effect. In many ways the spell's verbal portion becomes a prayer of supplication to the - 191 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems appropriate god or goddess. The spell is not in any way powered by the deity, nor does the deity have to actually exist for the character to select this option. The important part is that the character believes completely in the deity. The character's belief focuses the energy and skill required. Characters must have a devout belief in their chosen religion. They must have the appropriate Religion 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.

Extra Casting Time Extra Casting Time can be added to a spell to assist in the learning of a spell. For every cumulative bonus of +25 to the Learn Spell skill roll there is a cumulative lengthening of the casting time by one phase. This can be done no more than three times per spell effect; for a maximum bonus of +75 and a +3 increase to the casting time.

Familiars Familiars are very common for magicians to share their lives with. Some familiars even assist their pet human’s 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 nonapplicable or given less of a bonus.

Environmental Conditions Environmental Conditions can also be used as a crutch for learning spells. These environmental conditions can be any of a whole myriad of local resonant events. They should be at best uncommon, although having too rare a condition will make the spell far too difficult to perform regularly which may negate any benefit from this crutch. The GM should determine whether an environmental condition occurs about half the time, about a quarter of the time, or only rarely – remember to consider the circumstances in which a spell will likely be cast when determining how often the environmental conditions will apply (a spell that allows the recipient to breathe underwater does not receive a bonus for only being available when the recipient is in water). Examples include: being covered in darkness, night, day, deep in a forest or water, hearing music, enraged, sorrowful, out in a snowfall, in a church, or deep underground. GMs should be very careful of what the condition will be and where the campaign will be centered. A crutch that is never available will be as frustrating for the player as one that is always around will be for the GM. This crutch is intended to provide a sort of catch-all that may help thematically shape a character.

Focus Items Focus items and components are material things that assist the caster in focusing magical energies. They are considered crutches, and most experienced wizards look down on those who use them. If a wizard who uses one desires to relearn the spell later, with no crutch, they may do so; casters who relearn a spell effect in this way receive a bonus of +20 to their Learn Spells skill roll. Always consider the resonance of an item to the spell before it becomes a focus item or component. Death shrouds may be very applicable for a fear effect, but the same cloak would be a horrible choice for an amiability or healing effect. The GM has final arbitration on whether or not an item has enough resonance to the desired effect. Focus items vary depending upon the spell. Spells that inflict direct injury may require a staff or wand as a focus item, while an illusion may require a mirror or a piece of glass. Many spell-swords learn to use their weapon in spell casting for two reasons. Primarily so they can fight and cast certain spells without a penalty. Secondly, so they can gain the bonus to learn the spell in the first place. However, keep in mind the – 80 penalty to casting a spell if a required crutch is lost, stolen, or out of reach. The focus item must be very applicable to the spell. Additional focus items required for the same spell will grant an additional bonus of +5 each. Characters who select this option will

- 192 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems never gain the bonus using a resonant item in casting a spell; the bonus is negated and placed in this learning step instead.

Infernal Pacts Infernal Pacts are yet another way to ease the burden upon a sorcerer that wishes to more easily learn a spell. This is very similar to the Invocation of a deity during a spell effect, only in this case the infernal powers that be are actually in control of the spell. Spells that have infernal pacts as crutches are often spells of a violent nature or curses on others. Infernal Pacts will rarely assist in learning a healing spell or one with divine resonance. Should the sorcerer ever lose favor with the demonic masters that help focus the spell, then the spell will fizzle and fail automatically. If the campaign is one that never sees direct intervention with infernal or divine powers, this crutch should be ignored for one of Invocation. Invocation can be used by those serving evil gods or powerful devils.

Material Components Material components are much like focus items except that they are absorbed to power and focus the spell. All material components can only be used once. If a 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.

Spell Dancing 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 resonance with the spell. Spell Dancing requires a minimum of 5 feet clearance in every direction for movement purposes. A caster who is Spell Dancing does not benefit from any Defensive Tactics unless one action is spent to increase the effective DT to ¼ for that phase. A second action may be devoted to increase the effective DT to ½. Spell Dancers must have a minimum Dancing skill of 20. The caster must roll for their skill in Dancing during every casting phase. Failure will require one additional phase of dancing before the spell will take effect. A critical failure on a Dancing roll results in a critical spell failure; a critical success on a Dancing roll allows the caster to add 1/10th of his Dancing skill to his casting skill for that spell. 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 successful roll allows the caster to add 1/10 th the Play Instrument skill to the Dancing roll for that phase, while a critical success allows the caster to add 1/2 of the skill. A spell dancer may not play an instrument while dancing.

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.

- 193 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems Spell Singing Spell singing is a common crutch with mages who have a bent towards entertainment. The wizard supersedes the somatic and verbal requirements of the spell with the playing of a musical instrument and singing along. This handicap requires that the character have minimum skills of 20 in Singing and Play Instrument. Characters may select a woodwind instrument instead of singing. The caster must roll for their skill in the appropriate skill during every musical phase. Failure will require one additional phase of singing or playing before the spell will take effect. A critical failure on a Singing roll results in a critical spell failure; a critical success on a Singing roll allows the caster to add 1/10th of his Singing skill to his casting skill for that spell.

Spell Weaving A Spell Weaver learns to weave the component magical energies together as he is combining and weaving them together. These “threads” of magical energy are visible as glowing threads between the caster’s fingers. Each spell has a very different magical thread pattern and other spell weavers may be able to determine what sort of spell is being created. Spell weaving cannot be used for any spell effects with a single phase casting time (always increases to at least 3), and their casting time can never be improved with spell perks. It takes time to literally weave a spell into existence. Spell weavers often craft “spell books” of tapestries from the visual appearance of their spells. This handicap requires a skill in Sewing of at least 20, which must be rolled every phase during casting.

Instructional Methods Wizards who are attempting to memorize spell effects must have something to learn from. Most spell effects are learned by reading, researching, observation, and diligent practice. Every magician has a personal style, magical tastes, and preferences to learning spells. When they write a spell into a book for others to learn, or cast, they are describing how they best focus their minds and cast the spell effect. This differs with every wizard. Remember as well that a spell is a static version of a spell effect that creates a specific and unchangeable effect. When a wizard studies a spell effect to memorize they are learning how to mold and shape that spell effect to their desired ends on a moments notice. Study materials and teachers are invaluable to a student wizard. It is possible for a magician to master a spell effect without any previous experience with the spell, but it is very difficult. Most students simply have a single version of a spell that they practice with, and then learn to tweak and modify through trial and error. This is the baseline for study materials: A single written version of the

spell effect. Having that will provide no penalties nor any bonuses to the spell learning skill roll. Having additional written versions of the same spell effect will assist the student in learning various aspects and forms with less trial and error. This will grant an additional bonus of +2 to the learn spells skill roll for each additional version studied. Inscribed spells from the same wizard that have different effects (such as variants of the same spell) will grant a bonus of +5 instead for each additional version. No more than a bonus of +20 can be accumulated in this way. If the student has additional study aids available that describe observations of spell casting or 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 at least once before. In this case, the character who is now learning the spell receives a bonus of +10. If the character has extensive previous experience with the same spell (as determined by the GM), the bonus may be increased to +15, +20, or even +30. Practice makes perfect. In addition, the character may have already memorized spell effects that are similar in nature to the spell effect being learned. These Associated spells must be from the same discipline as the new effect. Having an associated spell will grant a bonus of +5 to learn the similar effect. Additional associated spells will earn additional +5 bonuses. No more than +20 can be earned through associated spells. The GM must agree that the effect is similar enough to warrant the bonus. Keep in mind that all spells from a single discipline 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 they are altering their mental focus to adapt and modify the results. The downside to a teacher is they can be costly in time, money, and “special requests” to the student mage. Many an apprentice will spend many hours working and cleaning, rather than studying, in order to hire a mentor. Teachers must have the desired spell effect memorized and have the Teaching skill. In order to determine how well the teacher can instill knowledge into the student they must attempt a Teaching skill roll. There is a base penalty equal to the skill penalty of the spell effect being learned. In addition, several spell effects are contained in multiple disciplines. If the teacher is not skilled in the same discipline as the student there is an additional penalty of -20 to this skill check. A successful skill roll will grant a bonus to the student equal to the roll itself. A critical success for this roll will automatically grant the maximum possible skill bonus +5. This bonus will have deducted any penalties to the skill roll. A failed skill roll will result in no bonus to the student. A critical failure will result in a penalty of -10 for this study block. Bonuses can never carry over from one study block to another.

- 194 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems

For example: A teacher with a Teaching skill rating of 57 (teaching a spell effect with a penalty of 0) who rolls a 34 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 bonus of +52 to the student. The previous +34 is ignored for the current study block. If the teacher rolls a 05 on the dice and gets a critical success the bonus will be a hefty +62 for the student. Not every teacher will be willing to devote that much time to a single student. Teachers will have a penalty to their teaching skill roll based upon the size of the class to whom they are teaching the spell effect. Small classes with less than five members will suffer no penalty. Medium sized classes that have between five and ten members will inflict a penalty of -5 to the teacher. Classes larger than that will cause a penalty equal to the number of students taught in the same class. Most teachers with classes will also divide that class into smaller study groups. These groups can work together and discuss various personal forms to better shape and alter the spell effect. Assuming that the study group actively works together during the study block they will receive a bonus based upon the average Learn Spells skill rating of the members. Add all of the Learn Spells skill ratings for the members. Divide this sum by the number of students in the study group. Subtract the skill penalty of the spell effect being learned from this skill average. All active members gain a bonus of +1/10th the skill average of the group. Those who are passively involved will only receive half of this bonus; less if the GM determines that the student has been excessively lax in participating. This bonus is to the Learn Spell skill roll of the student, not any Teaching roll for the mentor. Study time is often extremely valuable to student wizards. They often have to earn a living at their trade, or adventuring, while still trying to find time to learn their spell effects. Many wizards eventually become hermits, leaving their homes only occasionally to earn commissions, purchase new study materials, or acquire basic necessities. The study time required only increases as the wizard ages and gains in skill. Enchantment time and skill study often crowd into a wizard’s schedule, leaving precious little time for anything else. Unfortunately, adventuring wizards don’t often receive this luxury. They are expected to travel with their friends, defend against brigands and monsters, heal from their wounds, and still have time for learning new tricks. Wizards who can devote large blocks of larger than four hours of sequential time to studying will receive a bonus of +10. This bonus only applies if this is the student’s normal practice. A student wizard that is often rushed or taking in study at several hours only at a time will not receive this bonus. Most wizards don’t. Most students work between two to four hours at a time and do not receive any bonuses or penalties. Students that can only spare less than an hour at a time are often too rushed and bothered, when they are able to study, and receive a penalty of -10. Since this is applicable to the entire work block, the GM and

the character must determine which is most appropriate for the student mage. The quality of the student’s study time is also greatly affected by the other duties and activities the character must focus away from when study time begins. Wizards who spend most of their days poring over old tomes, practicing their craft, and devoting themselves to wizardry will gain a bonus of +10 to their skill roll. This assumes a reasonable amount of sleep, regular meals (preferably made by someone else), and a comfortable place to study. Most player character wizards do not fit this mold. Instead they are constantly traveling, investigating, and having amazing adventures. Characters that study in the evenings after a day of light adventuring or travel will receive no bonus or penalty to their skill roll. This also applies to those characters that work a non-stressful fulltime job or an average part-time job. Characters that have normal full-time jobs, do a lot of physically or mentally taxing adventuring, harsh travel, or perform other demanding activities will suffer a penalty of -10. Characters that actively attempt to study while traveling on a boat, carriage, or other conveyance will suffer a penalty of -20. Dungeon delving, strenuous activities, dangerous conditions, and other taxing situations will also suffer this -20 penalty. Remember that this is an average of the character’s situation for the entire study block. The GM and player should feel free to have modifiers of +5, -5, -15, or -25 if they feel it necessary. Characters that must rush a spell learning attempt may choose to reduce the number of hours for that study block by up to ½ the required time. For every hour rushed in this way there is a penalty of -2 with the Learn Spell skill roll. If a rushed study block is failed, then the whole study block must be completed and no further rushing is possible. Students may conversely attempt to extend the required hours per study block to gain a bonus to the Learn Spell skill. Every additional hour spent studying the spell will grant a bonus of +2 for that study block. No more than 1/10th the normal time required to learn the spell may be used to increase this chance. Rushing and extra study can never be done during the same study block, even if the initial skill roll indicated failure. The final set of modifications is for any extras that the player wishes to impose upon the spell effect. These are usually beneficial to the wizard and will create a penalty to learn the spell effect. These are entirely voluntary for the caster and may be ignored if desired. Characters can choose to learn a spell without either the verbal or somatic requirements. For each requirement that is negated during spell-casting there is an additional penalty of -40 during spell learning. Learning a spell effect without the verbal requirement means that the character does not need to chant or intone anything during the casting; instead, the character may speak normally

- 195 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems during casting. Learning a spell effect without the somatic requirement means that the caster does not need to gyrate or gesture while casting a spell; they can remain still or perform other actions during the phase while they are casting. Or both may be negated for a total penalty of -80 requiring only an intense concentration during spell casting. This option requires a minimum Willpower of 80 or greater. Spells learned without a requirement still require concentration and mental focus. They require the same number of phases normally required to cast. Other skills or actions may be attempted, but at least one action per phase is required to cast the spell and all other actions will suffer a penalty of -20. A successful concentration skill roll will negate this penalty, but the required action per phase is ALWAYS mandatory. Spell effects can also be learned to be cast faster than the normal number of required phases. One casting phase may be eliminated for a penalty of -50 to the Learn Spell skill roll. This can be done as many times as the player desires to a minimum of one phase for any spell. Characters can learn to channel magical energies better to reduce the drain of the spell effect. Drain can be reduced by five points for a penalty of -25. This can be done as often as the player desires, but no spell can have less than a drain of five from this method. The penalty is cumulative along with the reduction of drain. 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 -100 to learn the spell effect. This extra may be selected more than once, but the penalty is cumulative and extremely steep. Characters that desire less of a chance for the victim to resist a spell effect may incur a penalty of -25 instead. This will grant an additional penalty of -5 to the target to resist that spell effect.

Modifier + 2* + 5* + 10* + 15* + 25* + 10* + 5*

Condition Additional Spell Versions Additional Spell Versions (Same Author) Good Study Materials Excellent Study Materials Superlative Study Materials Previous Spell Experience Associated Spells

Varies Varies + 10

Teacher / Mentor Study Group Large Study Blocks

+0 - 10 + 10 +0 - 10 - 20 - 2*

Average Study Blocks Sparse Study Blocks Exclusive Student Life Average Part Time Student Heavy Work Load Study during Travel Rushed Study Block

+ 2* - 40 - 40 - 80 - 50* - 25* - 100* - 25*

Extra Study Time No Verbal Requirement No Somatic Requirement Concentration Only Reduce Casting Time by 1 phase Reduce Drain by 5 (Min 5) Increased Spell Effect Decreased Target Resistance

Resisting Spells Any spell that is considered harmful to the target requires that the victim receive a chance to resist the spell. In many cases this is simply moving out of harms way before the spell can fully target the victim. Other spells allow the target to mentally repel their dark enchantments. Characters may choose to attempt to resist any spell, 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 caster’s 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

- 196 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems declarations are made. Other reflexive rolls may be used instead of a dodge, assuming the action may save the character from harm. 

Willpower: Mind altering or affecting spells often require a Willpower check. A mind control save should be rolled as a Willpower check. A successful one will negate any effects unless the description says otherwise. A failed result will have full effect. Most spells will allow further willpower checks based upon events that transpire.



Perception: This save is used against illusions, holograms, and disguise spells. The first segment is an awareness roll to notice the flaw in the illusion, hologram, or disguise. If that is successful, or someone points out the flaw, then the character may roll an Intellect check. The Intellect check is simply to determine if the character realizes the significance of the detail. In some cases this step may be skipped if the characters are already watching for illusions or other tricks. This does not allow a character to pierce the illusion, it is still visible and may be covering something else, but the character understands that there is an illusion. True illusions that affect the mind of the victim also require a Willpower roll to ignore any potential harmful effects.



Luck: Some spells have no obvious chance to save. Some spells are ranged but do not require the Ranged Strike skill. The same spell effect may not affect the mind or senses of the target. If the spell description does not seem to allow any chance for the target to resist, then the victim should roll their Luck attribute. This is a last ditch chance for the character to avoid the effect. If there is any other chance for the character to resist, this save does not apply.

Characters that are continually the unwilling subject of spells can learn to increase their chance to resist. This is done by purchasing a Resistance Specialization. This specialization is purchased and improved identically to a skill specialization. Each spell effect is a separate resistance specialization and must be purchased and improved separately. Resistance against an entire Discipline may be purchased for ten times the normal experience cost for specializations. GMs may allow players to purchase resistance specializations for other effects and abilities. Game Masters may also choose to have all resistance rolls based upon a contested action between the appropriate attribute and the Discipline skill rating of the sorcerer. Game Masters should use caution with this choice; while at lower levels the victim's chances will be even, at higher levels with skill ratings above 100, the wizard may have a significant edge.

Resonance Resonance is a very subjective concept that is not always agreed upon by every magus. Spell casting is all about focusing the mind to harness magical energies inside and outside of the mage. Spell casters speak words to focus the mind. Ancient words or languages often resonate with magic because they create a sense of the unknown or uncommon. That is why most mages learn spells in dead or rare languages. When spoken they have a sense of weight, history, and power. Gestures are common enough even in everyday conversation. People use them to emphasize key phrases and concepts as they speak. That same emphasis applies in the focusing of belief and concentration. These simple tricks are very common to most wizards when they cast spells. Resonance uses this same idea and expands upon it by utilizing other symbols and concepts. The symbols and concepts used must have meaning to the spell caster first, to the target and other observers second. If a symbol has little or no meaning to the caster, then the deep focus and belief will not be present in the spell. It is always best if the symbols have deep import and significance to all present. The victim may even undermine his own resistance if he truly believes that the spell will affect him regardless. Resonance is strongest with symbols that have been culturally significant for millennia. The color red symbolizes danger, skulls represent death, 7 is a lucky number, and darkness is evil. These symbols are almost universally accepted at a subconscious level in our culture. Other cultures may not share these symbols, and will not have the same resonance that we do. Other symbols are less common, such as which herbs are good for healing, what wood has magical significance, and what stones have which inherent properties. These symbols have meaning for those who understand them, and wizards are often taught a wide variety of symbols and symbolism. Music, odors, tastes, and sensations are all powerful symbols as they draw out memories and subconscious reactions. Resonance can also be much more personal to the spell caster. As we live our lives we often have mementos and other objects that remind us of specific feelings, events, and occasions. A lover’s medallion may be a powerful symbol for love, compassion, or even revenge depending upon the situation. These items are often referred to as bonded items, having personal meaning for a select few. They make excellent items for enchantment and imbuing. Some objects may have resonance unto themselves, even without the knowledge or understanding of the spell caster. Such objects might have been involved in great deeds (like a weapon that was used to kill a giant king, that is now resonant for Growth spells, or for enhanced damage to giants), or they might have become associated 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). - 197 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems

Rituals

ritual, they should read the section on Spell Creation.

Rituals are a very specific form of spell casting that utilizes a long gathering of magical energies and resonance to create a spell effect. Rituals often take significant preparation, very resonant symbols, and large pools of magical energy. Most spell effects are recorded in ritual form, complete with required symbolism and script, and is the form that must be used by those who have not yet mastered and memorized a spell effect.

All rituals require a magical circle to retain the gathering energies as the ritual continues. These circles are not the same as runic barriers; they are far simpler and less ornate. Ritual magic does not require any runic knowledge, although runes often have great symbolic resonance. This circle can either be made of chalk, charcoal, or a line of powder upon the floor. They must have at least twenty five square feet of space for every ritual participant. While not critical to the ritual once it begins; a destroyed circle will increase the drain required by 10 and will incur a penalty of -30 to the skill roll of the primary caster.

Every ritual is different, even if they share a spell effect. Few rituals are identical in effect, resonant symbolism, language, word selection, gestures, or other thematic elements. All rituals require a primary spell caster who directs the others in the proceedings. Rituals can vary wildly in theme from very austere and somber affairs to wild and frenetic orgies of power. This entirely depends upon the magus who created the ritual and the current participants. All rituals require at least three powerful sources of resonance. These are often symbolic items, but resonant music, incense, people, and places may all be applicable. Additional sources of resonance written into the ritual will grant a bonus of +5 to the skill roll of the primary caster for each source. No more than four additional sources may be included in this way and have any effect.

Total preparation time required is 1/10th the total drain of the ritual in minutes. This can be shared amongst various participants of the ritual. It cannot be shared with anyone not actively participating in the actual casting of the ritual. This preparation includes the inscription of the magical circle, placement of resonant items, sprinkling of oils, herbs, dusts and other cleansing materials. This time can be rushed by participants, but requires a Spellcraft skill roll of the primary caster. For every minute that is attempted to be reduced from the normal required time there is a penalty of five from a spellcraft skill roll. No more than half of the normal required time can be eliminated in this way. If the spellcraft roll is successful, then the ritual 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.

The primary spell caster must have either a ritual codex to read from, or the ritual memorized. Someone trying to memorize a ritual must have memorized the spell effect that the ritual is based upon. After that, it simply requires a second spell learning roll after 10 hours of studying the ritual. The student must have a copy of the ritual to be performed. If a character needs to create a new

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 discipline they may choose instead to utilize their Hedge Wizardry discipline instead. This brings about a hefty penalty to the ritual skill roll however. Wizards must have a minimum Hedge Wizardry equal to the minimum required skill of the ritual. Using this discipline in this way will incur an additional penalty of –30. Wizards that have the needed discipline at too low of a skill rating, but have an appropriate rating in Hedge Wizardry only have a penalty of

- 198 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems –10. Dabblers may also attempt to cast rituals but use their Spellcraft skill instead. They must have the minimum skill requirement in their spellcraft skill rating. Using spellcraft in this way will incur a penalty of - 50. Magi may also use this option but with equal penalty. If the spell effect is being cast must be a ritual, or the magus wishes the extra power available from a full ritual, there is an additional penalty of -25. A ritual does not need to be cast by a single wizard. While the primary caster must have enough skill to cast the spell, they can share the task with others. Up to three other wizards can assist in the ritual process. Some rituals call them by various names based upon the culture and theme of the ritual. The effect and requirements are the same regardless. The primary caster must be able to provide at least ½ the required drain of the ritual. 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 ¼ of the required drain for the ritual must come from a secondary caster, if any. At the time of the ritual skill roll they may roll their own skill with appropriate penalties or bonuses. If successful, they grant the primary caster a bonus equal to ¼ their discipline skill rating. If unsuccessful, they provide no additional bonuses. Critical successes will allow the primary caster an increased chance of critical success of +5. A critical failure will reduce the primary caster’s roll by ¼ the skill rating of the discipline. In addition there will be a greater chance of critical failure of +5. Up to two tertiary casters may be involved in the ritual. Tertiary casters may be involved even if there is no secondary caster. They are often students or apprentices to the primary and secondary caster. They do not have to have anywhere near enough skill to cast the ritual. At the time of the ritual skill roll they may roll the applicable discipline without penalties. If successful they may provide the primary caster a bonus of 1/10 th their skill rating. They must share at least 5 points of the drain towards the ritual. Critical successes and failures will have no effect upon the primary caster. The tertiary casters must roll normally for spell casting critical failure. The actual casting of the ritual is a long process. The time required is equal to the minimum skill requirement (after all of the modifiers have been applied) of the ritual in minutes divided by five, rounded up. Rituals are easily disrupted. For every distraction, during the actual casting period, every participant must roll a Concentration skill check. Failure distracts the wizard and eliminates him from the ritual process. If the primary caster fails then the ritual is broken. Any wizard eliminated from the ritual will lose ½ of the expected drain donation. A critical failure will steal the full expected drain donation. All of the secondary and tertiary casters should now roll the applicable discipline skill. All normal skill

penalties apply. Once the bonuses to the primary caster have been determined, the actual ritual skill check should be rolled. This is always the applicable Discipline for the ritual to be cast. If the skill roll is successful, then the ritual has been cast successfully. Failure will have no effect other than stealing the full normal drain from every participant. A critical success for a ritual will give an additional spell perk. Critical failures will drain the participants as if they simply failed. In addition, something catastrophic occurred. The GM may determine exactly what occurred. Remember a ritual is a very powerful version of the spell effect and channels a tremendous amount of magical energy. Some rituals or spell effects may bring a potential consequence to mind. If it seems to resonate with the ritual, then it should be used. The GM may also simply elect to use the potential guidelines used with spell casting critical failures instead.

Rune Crafting Runes are symbols that are carved into wood or stone that create a magical effect when activated. Runes are similar to wards, but runes are far more permanent in nature. The symbolism of runes will vary from culture to culture; runes are often the ancient writing or pictograms of previous cultures. While a wizard can learn to identify any number of sets of runes, only a rare few can learn more than one or two styles. The craftwork spell effect Enchant Rune must be memorized before someone can begin enchanting a rune. Rune crafting has two steps similar to the enchantment process. The first step in crafting a rune is the physical carving of the rune itself; this can be done by anyone with the requisite Art or Craft skill. Most runes are made into wood, metal or stone. Paper can be used, but is very weak and cannot channel the raw magical power of many runes. They are easier to make than scrolls, but have a significant chance to fizzle and fail without any effect. Wood also has a chance of failure, but is far less likely as the wood can absorb more of the magical charge. Both wooden and paper runes will always destroy themselves as they are activated. Metal and stone runes have a chance of selfdestruction but will never fizzle beforehand. If the rune is destroyed or smeared after charging the energy, but before activation, it will release inflicting 1d10 injury to a one foot diameter. Runes that self destruct after activation do not explode, instead they disintegrate harmlessly. Resonant materials may drop the chance of failure or of destruction based upon the discretion of the Game Master. Paper runes are actually ink, paint, or charcoal on some medium. This medium can include paper, parchment, stone, leather, skin, plastic, cardboard, wood, metal, or canvas. Any medium that can be drawn, or written, upon can be used to make a paper rune. It requires 2 minutes to - 199 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems draw a paper rune, and a successful Art skill roll. Paper runes have a chance of failure equal to the minimum skill requirement of the spell effect being implemented. A failure will result in the destruction of the rune. No paper rune may use any spell effect that has greater than a 50 skill minimum. Paper runes have a 100% chance of destruction after activation. Paper runes that are placed upon a living being will inflict injury both when the rune is charged, and when the rune is activated. Injury is equal to 1/10th the minimum skill required for the spell effect. Runes placed upon cloth, or other light materials, in direct contact with skin will inflict similar injury. Wooden runes are carved into a piece of wood. Wooden runes have a far greater durability over simple paper runes. Wooden runes require 30 minutes to carve and a successful Carpentry skill roll. Wooden runes have a chance of failure equal to one half the minimum skill requirement of the spell effect being implemented. No wooden rune may use any spell effect that has a greater than 100 skill minimum. Wooden runes have a 100% chance of destruction after activation for a standard 1 inch by 1 inch by ½ inch block of wood. This chance of self-destruction drops by 5% for every cubic foot of wood in the object. Certain woods, such as ironwood, can withstand the magical energies better than others and will have a reduced chance of destruction. Some skilled enchanters can also create staves that will allow the rune to destruct leaving the rest of the staff whole and unharmed. Living wood such as trees can withstand the energies very well, but still suffer injury from runes when charged and activated.

Wooden runes can also have metal inlaid into the runes. This process adds one hour to the normal carving time and requires a successful Metalworking skill roll. Penalties will apply if the crafter does not have the proper tools and equipment. Metal inlaid runes have no chance of fizzle or failure. They do suffer the normal chance of destruction. Pottery and ceramic runes are also possible, but not very common. They must be sculpted and fired into their final shape. This takes one hour and a successful Art skill roll. Pottery and ceramic runes are very fragile and easily broken. Unlike wooden runes, they have no chance of failure before activation. No ceramic rune may use any spell effect that has a greater than 100 skill minimum. However

they always have a 100% chance of self destruction that can never be improved with additional mass. Metal runes are forged into any available metals. Usually they are crafted into cheaper metals as they will often self destruct after use. Metal runes require 2 hours of work to create with a successful Metalworking or Jeweler skill roll. Another common use of metal runes is as a resonant craftsmanship when creating metal objects. Swords and armor often utilize runes when enchanting. Instead of using these rules for single-use runes, follow the normal Enchanting rules found earlier in this chapter. Metal runes have no chance of failure or fizzle before activation. They have a 100% chance of destruction after activation for a standard rune the size of a coin or medallion. This chance of self-destruction drops by 10% for every cubic foot of metal in the object. Some skilled enchanters can also create items and weapons that will allow the rune to destruct leaving the rest of the item whole and unharmed by inserting a rune into a prepared slot or receptacle in the item. Stone runes are the least common form of small rune. They are often inscribed into huge pillars and walls of ancient buildings and temples. They can be made from any building stone, gem, or precious stone. They require two hours of carving and a successful Masonry or Jeweler skill roll. Certain stones may have resonant properties which assist in reducing the chance of destruction or increasing the effectiveness. Stone runes have no chance of failure or fizzle. Stone runes have a 100% chance of destruction after activation for a standard 1 inch by 1 inch by ½ 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 Runic Knowledge can begin. The wizard must have enough skill and have memorized the Enchant Rune spell effect. The enchanter must know or have access to the spell effect being imbued and have enough skill to cast. The spells perks available during rune crafting may only be drawn from the Enchant Rune craftwork spell effect. They must be divided amongst both the Enchant Rune spell effect and the effect to be imbued. Runic enchanters will receive the same modifiers for materials and bonding that normal enchanters enjoy. Any skill penalties from the craftwork effect and the effect to be imbued should also be calculated. These charts are listed in the section on Enchantment in this chapter.

- 200 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems Time requirements to enchant runes are based upon the skill minimum of the spell effect being imbued. A rune requires the minimum skill requirement divided by ten in hours, rounded up, to imbue and enchant. The amount of Continual Drain incurred is equal to the total of the base spell drain, the craftwork spell effect, and any spell perks. Once the time has elapsed the creator must roll their Runic Knowledge skill. A successful skill roll means that the caster has successfully enchanted the rune. A failure means that the rune did not fully hold the enchantment. If the rune is used within the next hour the rune will act normally, otherwise the rune will become completely inert and non-magical. If the partially enchanted rune is used there will always be a 100% chance of self-destruction. A critical failure means that the rune immediately goes off and the GM must determine what occurs. In most cases the creator is the primary target if one is required. A critical success denotes a highly successful enchanting of the rune. The base chance of fizzle and self destruction will be reduced by 1/10th the enchanter’s Runic Knowledge skill rating. All runes will cost their creators one experience point per rune created. Using a rune once it is enchanted is very easy. 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 automatically target the touching individual, or allow the 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.

mechanism will provide no possible effect. Most scrying spell effects also requires a scrying device, although a handful of Charms do not. Scrying devices are usually nonmagical focus items that resonate with the sense being observed. 

Visual Scrying – Examples include mirrors, crystal balls, pools of ink, pools of crystal clear water, ice, glass or crystal objects, video screens, televisions, obsidian and reflective gems. Almost anything reflective may be used as such a device with the GM’s discretion.



Audio Scrying – Examples include crystal balls, severed ears, listening horns, speakers, musical instruments, telephones, or tuning forks. Almost anything that records, projects, or transmits sound may be used as such a device with the GM’s discretion.



Others – There are very few spell effects or devices that project other sensations that require a scrying device. The few that do exist, or that are created by players, should use a device that resonates with the sensation. Full body AR suits may transmit tactile sensation. Fine quality food or alcohol may transmit a momentary sensation of taste. Burning candles may provide a scent from a targeted location.

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 hear what is happening in another location. All scrying requires a spell effect, or a magical object, to be successful. Attempting to use the Scrying skill without such a

Attempting to see beyond sight is a difficult task even for those with the appropriate item or spell effect. The farther in space or time the focal subject is from the viewer, the more difficult it is to observe. The subject can be a - 201 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems person, place, or thing. Some ephemeral subjects may also be possible with the GM’s discretion. If nothing is known about the subject, scrying is impossible. The following penalties and bonuses relate to the distance or resonant link between the subject and the viewer. If the Scrying skill roll succeeds by less than 10, then the observation will seem cloudy, murky, or otherwise indistinct.

Modifier + 30 + 20 +0 +0 +0 - 10 - 10 - 10 - 10 - 20 - 30 - 40 - 40 (-10) - 50 - 50 - 100 - 100 - 150

Relationship with Subject Has a sympathetic link Well known subject. Known subject. In line of sight with subject. Less than 1,000’ away. Just out of line of sight. 1,000 feet to 1 mile Unknown subject w/ photo. Seen subject once briefly. 1 mile to 10 miles. 11 miles to 100 miles. 101 miles to 1,000 miles. 1,000 miles + (Each 1,000). Name only. Alternate reality Past event Pushing effect’s abilities 10% Possible future event.

Sense Aura This skill allows the character to sense the presence of magic and supernatural energies. Skilled characters can sense and locate magical energies within 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 sense aura skill cannot identify the Discipline of the magical energies. Using the skill requires five Drain to concentrate and open oneself to the supernatural energies of the world. Characters with any level of skill can attempt to sense magical auras emanating from objects, people, and places. This is a sensation similar to temperature, and is not a visual effect unless an appropriate spell is utilized. The effect and drain of Sense Aura are Continual, but the character remains open to supernatural energies of all kinds. The character will have a reduced resistance to illusions and supernatural mental, emotional, or spiritual effects of -20. All characters with this skill can sense magical energies with any skill rating. Those with a skill rating of fifty or higher can attempt to determine the strength of a

spell effect or the magical resonant signature of the magician who cast it. Determining the strength of the spell effect is 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 approximate spell strength based upon the Drain requirement for the spell, including any additional Drain required for added spell perks. 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 have a strong sense of the resonance and feel for their magical signature. This does not immediately identify who cast the spell, but with further research and investigation this can be determined. Failure means that the effect is too degraded and muddy to successfully identify. Spell Masking can be a real headache for those who identify magic. Spell Masking can either be done with the use of spell perks or the Spell Masking skill. Every spell perk allocated for Spell Masking will incur a cumulative penalty of -20 to any Sense Aura skill roll. The other possible form of Spell Masking is the use of the Spell Masking skill. A contested roll using the Sense Aura skill of the character and the Spell Masking skill of the wizard is required to detect or identify spell effects. Condition Spell Strength (Drain Used) Each spell perk allocated Each Masking spell perk Range of Touch Range of 1’ to 5’ Range of 6’ to 10’ Range of 11’ to 20’ Range of 21’ to 30’ Range of 31’ to 50’ Range of 51’ to 100’ Range of 100’ + Identify Signature Alien / Unknown Magic

Modifier + Drain +5 - 20 + 10 +0 -5 - 10 - 20 - 30 - 40 - Feet - 30 - 50

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 cannot pinpoint the exact spell that was cast; this requires the Analyze Magic spell effect. The Drain for using the spell effect is identical to that of the Sense Aura skill. The Sense Effect spell effect can only be used for the disciplines in which the character has knowledge and skill. The discipline of Divination is the only exception to this rule, granting the ability to sense the effects of all other disciplines. This effect uses all of the modifiers for normal Sense Aura rolls; except those for spell strength and additional spell perks. Additional penalties of – 50 accrue for alien magic and spell effects that are too advanced for the observer to memorize. All spell masking techniques are applicable to Sense Effect.

- 202 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems

Spell Creation There are several forms of Spell Creation: inscribing a memorized spell effect into a single spell or ritual for others to follow; creating a ritual with a nonmemorized spell effect with adequate resources; creating a treatise teaching a spell effect; creating a spell effect unknown to the wizard; and creating a brand new spell effect. Each form has important differences and a role to play within the chronicle. The caster must have the Composition skill to be effective in this craftwork process.

Inscribing a Spell or Ritual The simplest form of spell creation is creating a specific spell or ritual from a known spell effect. This spell will have a set cost, minimum skill, duration, and other effects that cannot be altered by the final caster. The spell or ritual will require a number of man-hours to write equal to the Drain cost of the final spell. The penalty to the Composition skill roll is equal to the skill penalty of the spell effect being codified. Each project requires a certain number of manhours to complete. Divide the total man-hours by three to determine the size per work block. Writing is mentally exhausting; characters will fatigue while creating spells and rituals. Also keep in mind that characters must eat, sleep, and rest. Failure to take care of the mental or physical health of a character should cause penalties to accrue. After each block the character must roll a skill check using Composition. Success means that the character correctly described the complex and intricate manner of spellcasting 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 the process and is only worth ½ the normal work block as the writer must fix his mistakes. Once the remaining time has been completed for that work block the writer may roll again. A second failure for that work block will ruin the current project and will require a rewrite. A critical success will give a bonus equal to 1/10th of the Composition skill rating used to anyone attempting to cast or learn the spell later. A critical failure will always result in a spell that will have disastrous consequences to those learning or casting it later. Every attempt will be a critical failure.

Spell Effect Treatise Writing a treatise on a single spell effect is a much longer task to accomplish. While the mechanisms for this craftwork action are identical to those for writing spells and rituals, the detail involved makes this more of a teaching guide than a simple spell. Spell effect treatises will require a number of man-hours to write equal to twice the minimum skill required for the spell effect. The penalty is equal to the skill penalty of the spell effect being described. Spell Treatises will grant a bonus of ¼ the appropriate Discipline

skill of the spell effect. Critical successes will increase this bonus by 1/10th the writer's Composition skill. Critical fumble effects must be determined by the Game Master.

Creating an Unknown Spell If a wizard desires a spell effect and does not have any materials on which to study such as a spell, ritual, or treatise they must attempt to create the spell themselves. 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 fairly easy. If the spell is brand new, please refer to the next topic on creating new spells for ideas and guidelines. This craftwork process is similar to the one described under inscribing a spell or ritual. Instead of using a Composition skill rating, the researcher must use their appropriate Discipline skill rating instead. The time required for creating a spell effect is equal to the minimum skill required multiplied by ten in man-hours. The penalty to each skill roll is equal to the skill penalty of the spell effect being researched. Since this process involves testing and refining of a spell effect, there is a Continual Drain incurred equal to twice that of the spell effect being researched. Once the spell effect has been researched, the researcher is considered to have already memorized the unknown spell effect without any modifications. Spell Learning modifications may be applied to the research as the Game Master and players decide.

Creating a New Spell If a spell effect is already described within the game system, please refer to the previous topic on creating an unknown spell. This topic is only for spells that are not currently in the game system and are being added by players and Game Masters. The mechanics for creating a brand new spell for a character are identical to those under creating an unknown spell. This section is to assist the players and Game Master outside of the chronicle. 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 that are creating a hybrid spell effect should refer to the spell effects being drawn upon. The key information for any spell effect includes: Disciplines it is available to, Minimum skill required, Experience Cost, Skill Penalty, Drain Cost, Casting Time, Range, Duration, and Effect. Each must be determined before a spell effect is complete. The flavor text such as a name and description of how it works are important for game-play but less important from a game design viewpoint.

- 203 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems Hybrid spell effects will have two or more spell effects already listed. The minimum skill requirement should be based upon this formula: 20 + (Spell A – 20) + (Spell B – 20). If more than two effects are being combined, continue the formula as appropriate. If the spell effects are not from the same Discipline but work well together in a contextual sense feel free to allow it, but require the full minimum skill from all original Disciplines. Once the minimum skill has been determined several other stats will fall into place. The Experience cost of a spell effect is equal to 1/5th the Minimum skill rounded down. The Drain of a spell is equal to ¼ of the Minimum skill rounded down to the nearest five. Skill penalty is equal to the skill minimum – 50, or zero if it goes negative. The casting time required is also based upon the minimum skill. Most spells that have less than a 100 minimum skill requirement will only require 3 phases to cast. Some quick combat spells may only require 1 or 2 phases. Spells with a minimum skill between 100 and 124 will require 4 phases to cast. Spells between 125 and 149 minimum skill may be cast in 5 phases. Spell effects with a minimum skill requirement of 150 or higher will take a long 6 phase casting time. Some effects are so powerful that they should only be allowed in a ritual form. 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 don’t require a long duration may fit this description. Most spells should be Continual. This allows the caster to determine the exact duration desired for their plans and activities. Very few effects should be permanent. Those that are should use ritual casting times, and have additional experience point costs to balance the long term benefits. Determining the effects for a completely new spell can be particularly difficult. Since magic can be used to create or alter almost everything, there are very few boundaries to the potential new spell. Try to keep the level of power roughly equal to the spells already in the system. Earth shattering spells such as the Alpha Arkana which created the fantasy milieu should be left restricted to only the gods. Glance at the minimum skill ratings and the effects of the other spells to help determine a range for your new spell. Many of the skill bonuses, injury inflicted, amounts of PV, and other aspects are often identical or very similar in methodology.

Spell Holding Spells and rituals may be almost cast and held at the final word of power, that will seal the magic and shape the world. This is not an easy thing for a mage to attempt, as the energies summoned during spell casting rage inside

the caster begging to flow out. A mage may hold a spell effect from being cast for one phase for each of her levels of experience. Beyond that short time, there are penalties and skill checks required. Mages may not attempt any other actions while holding a spell. If the caster only wishes to hold a spell for a few extra phases they must roll Concentration with a penalty equal to the skill penalty of the spell effect being held. The number of phases they may hold the spell for is equal to the caster’s level of experience. Each additional holding period will incur no additional penalties and may be repeated as often as desired. A critical failure with this roll will instantly cast the spell as a fumbled spell attempt. If the caster wishes to hold the spell for a few extra minutes, they must roll Concentration with a penalty equal to the skill penalty of the spell effect being held. There is an extra five Continual Drain incurred per minute during this period of time as the magician constantly lets a little energy vent off and rebuilds the charge. The number of minutes that a spell can be held in this way is equal to the caster’s level of experience. Each additional set of minutes will incur an additional penalty of -10 to the Concentration check. A critical failure will instantly release the spell as a massive critically fumbled spell.

Spell Masking All spells have an inherent energy signature that is resonant with the specific caster that creates the effect. This magical signature can help identify the original caster of a spell effect, unless the character wishes to attempt to alter the energy signature. Characters that wish to mask their spell signatures must purchase the skill Spell Masking. Many sentient magical devices learn this skill in order to hide their abilities and nature. This skill is far more useful than simply shrouding the responsible wizard. Characters with enough skill may choose to alter the power, nature, and even which spell was cast from later investigators. These masking techniques will be applicable against all form of divination that specifically sees or senses the magical energies. Scrying or other abilities that provide sensory information will reveal the truth. All spell masking attempts require the caster to 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 the roll was contested. This result should be recorded in the event that someone attempts to determine the magical signature. Compare the Spell Masking result with the contested Sense Aura skill roll. Only if the sense aura skill roll is higher will the shrouded signature become known.

- 204 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems Alternatively, spell perks can be used to mask spells. This does not require any skill in Spell Masking, but it is far less effective. Every spell perk allocated in this way will incur a cumulative penalty of - 20 to anyone attempting to identify the resonance of the obscured spell. The caster may choose instead to alter the power level of the signature, changing a simple spell’s 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 methods of Spell Masking may not be combined with the use of the skill Spell Masking. Characters with a skill rating of 50 or higher in Spell Masking may attempt to change the “power level” of the effect. The caster may choose to have the spell seem to have been more or less powerful than it actually was. The results of this form of masking are best described using simple descriptions, but mechanically the signature appears to require a higher minimum skill or additional spell perks. This form of masking requires +10 additional drain to the normal spell cost, and has a penalty to the Spell Masking skill roll of half the difference between the Minimum Ratings of the spell effect they are masking and the spell 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 must be known by the caster. This technique requires an additional +15 drain and applies a penalty of -50 to the spell masking skill roll. Another technique that may be attempted with a 100 skill rating is disguising the signature. Wizards that attempt this must either create a new spell signature, or become intimately knowledgeable of the signature of another. Many wizards try to have to spell signatures that they utilize for less wholesome activities. Some go as far as to create an entirely new persona utilizing Spell Masking, disguises, and vocal affectations. Others actively frame innocent wizards for their evil deeds and designs. This technique requires an additional +15 drain and applies a penalty of -50 to the spell masking skill roll. The final technique that can be attempted with a 100 skill rating is to make a spell invisible to magical perceptions. This is most often attempted with continual spells to hide the existence from prying eyes. Such a spell has so little magical energy remaining that most diviners will not even feel that a spell was cast. A masked spell that is ready, but invisible to others, may give the caster an excellent edge in an emergency. This technique requires an additional +15 drain and applies a penalty of -50 to the Spell Masking skill roll.

may alter the spell into any discipline that the caster knows. Thus a curse may feel like a healing spell to those not skilled enough to pierce the magical veil. This technique requires an additional +20 drain and applies a penalty of -100 to the Spell Masking skill roll.

Spell Stacking Spell Stacking is not possible with most spell effects. Spell stacking is the attempted multiple castings of a single spell on a single target, or the combining of several different spell effects with similar results. The option or spell effect with the greatest successful game effect will be the only one that applies to a single target. If the options or spell effects are opposing (one grants a bonus while the other imposes a penalty), then the effects of each spell are totaled together to find the adjusted results. The only exceptions to this rule are Short duration spell effects. Such effects can have the durations stacked together, to increase the total duration of the effect. Permanent, Instant, and Continual spell effects may never be stacked.

Tantric Magic Tantric magic is a derivation and corruption of Buddhist teachings and beliefs. Without going into undue description, Tantric magic uses sexual intercourse to channel and provide the spellcaster with magical energy. The donor grants a portion of their life energy as Drain to the caster based upon their age and purity. The donor will feel tired, sluggish, and worn after the experience and will suffer penalties equal to the Drain until it replenishes normally. Mages who participate as a donor are far more accustomed to regulating Drain and may treat it normally. This option is intended for mature gamers and should not be abused by salacious game-play or used to make others present uncomfortable. Drain 10 +5 +5 +5 +5 + 10

Description Average Adult Donor HEA above 70 Donor APP above 70 Donor WIL above 70 Relative Innocent Virgin

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 - 205 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems

Thaumic Sites Thaumic sites are locations of great magical energies and geomantic power. Ley lines, nexus points, cairns, and other locations where mystical energy wells up from the planet itself. Sometimes they are called force lines, elemental rivers, or dragon lines they all may provide Drain to a spellcaster. Thaumic sites may also include places of great resonance with a certain element or discipline that may be used by a knowledgeable wizard. The use of any thaumic site requires an applicable spell effect such as Attunement or Create Thaumic Link. They may be selected as a resource if the character has easy access or owns the land upon which they rest. All thaumic sites have ratings similar to resources and may be used by anyone present. A thaumic site may provide a maximum Drain equal to its resource rating multiplied by ten. This is the maximum total for both linked spell effects 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, holy days, and resonant events to enhance their chronicle. The phases of the moon are common resonant modifiers for geomantic sites. New moons will draw away from the magical energies coursing through the site. During the three days of every new moon, the available energy will diminish by half for the creation of new thaumic links or drain replenishment. Existing thaumic links will not be affected, but may possibly lower the available energies for drain replenishment to nothing. Gibbous and crescent moons have no affect upon thaumic sites. Full moons will increase the available drain of the site by an additional 50%. This will remain during the full three day period of the full moon.

Conjunctions are periods when other planets in the solar system are aligned with the earth. These astronomical phenomenons will always increase the normally available drain. Depending upon the astrological alignment of the bodies involved, the Game Master may determine that some disciplines will enjoy a larger bonus while others may suffer a loss. Common conjunctions will increase the available drain by 200%. In addition, all rituals that are completed during this period will enjoy two additional spell perks without additional drain or skill requirement. The frequency and length of all conjunctions must be determined by the Game Master. Grand conjunctions, greatest conjunctions, and syzygy are all conjunctions with large numbers of significant planets. These large conjunctions will provide 300% of the drain normally available and will improve any completed ritual by three spell perks.

Theomancy Many of the magical disciplines have methods of attuning to places and events to gather in greater power. Theomancy is the skill of drawing mystical energy from divine or infernal sources. Depending upon the chronicle, this may be simply tapping into the resonance and belief of true believers or an actual drawing upon the chosen deity. Theomancers must be true and devout believers of the deity for this skill to be effective. A lack of belief or a disdain for the chosen deity will automatically fail any attempt at drawing energy.

Lunar eclipses will provide a bonus of 100% to the drain normally available. Thaumic links that exceed the normal drain available will only remain active until the end of the eclipse. In addition, all rituals that are completed during a total lunar eclipse will enjoy one additional spell perk without additional drain or skill requirement. Total lunar eclipses usually only last between a half hour to an hour. Partial lunar eclipses may last several hours.

Theomancy works in many ways like an additional discipline with a very limited number of spell effects. Game Masters may choose to expand upon this discipline for various religions and cults to populate their world. The spell effects placed within the new discipline should reflect the core goals, beliefs, and practices of the religion. With a minimum skill rating of 30 the character may begin to attune to places of religious significance as per the spell effect of Attunement. Use the Theomancy skill to determine any additional spell perks that may be applied for extended mastery.

Solar eclipses will provide a bonus of 200% to the drain normally available. Thaumic links that exceed the normal drain available will only remain active until the end of the eclipse. In addition, all rituals that are completed during a total solar eclipse will enjoy two additional spell perks without additional drain or skill requirement. Total solar eclipses usually only last between six and eight minutes. Partial solar eclipses may last several hours.

Game Masters may also allow players to create thaumic links, as per the spell effect, with a skill rating of 60 or above. All of the normal rules, conditions, and benefits apply to these spell effects. If the Game Master does increase the number of available spell effects for the religion; the player must purchase these spell effects with experience points. Otherwise these spell effects are free with the Theomancy skill.

- 206 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems

Utilizing Magical Objects These rules describe the use and activation of the many various enchanted items and magical objects used in this system. For more information in creating and enchanting each object, please refer to the appropriate topic within this enchantment section. The following list of items is not meant to be exhaustive; it is simply an aid to gameplay. All magical items will use the statistics and skill ratings of the user, not the creator. This includes the level of experience and skill ratings such as sense aura, ranged strike, or scrying. If the user does not have the appropriate skill they must roll using their skill default.

Batteries Batteries are storage wells of pure, raw magical energy. A battery is often created from gems, stones, and crystal but can be enchanted from nearly any item. Every battery has a Drain Pool that can be filled to a certain point by a spell caster skilled in Channeling. Any individual skilled in Channeling may draw upon the drain pool to replenish their own Drain pool. A character may draw a maximum of 1/10th their Channeling skill in drain replenishment every phase, up to the maximum storage capacity of the Battery.

Dusts Dust is a powdered version of a spell that has been distilled and then heated into a powdery form. This dust can then be inhaled, ingested, or injected into a recipient. Effects begin within 1d10 phases of use. Dusts do not spoil or expire, but it can be hard to subject an unwilling recipient to the effects without their knowledge.

Eternal Effect Items Eternal use items will always be effective. Activation only requires the owner to wear or hold the item. The effect will remain in effect until the item is taken off or dropped. These powerful items may be protected with triggers, curses, or other precautions.

Gateways & Patterns Patterns and gateways are permanent structures that often resemble gates, portcullises, ovals, or tile work. Patterns and Gateways will require the Activate Gateway spell effect to trigger the effect. Both types of items will allow long range travel between points. Gateways will have only one or a handful of destinations. Any pattern may be used to travel to any other pattern. Both the destination and starting pattern must have been memorized by the user.

Gems Candles & Incense Candles are dusts that have been mixed and readied to burn. Candles must be lit and the smoke allowed to permeate an enclosed area. The effects will only remain while the candle continues to burn, and will have half the normal effect. One dose will burn for thirty minutes. Concentrated doses may burn for only fifteen minutes but will have the full effect. Poorly ventilated areas may concentrate the smoke and the effects for a longer period.

Gems are very 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 effect is always centered upon the character touching the gem or targeted at the point of impact. If multiple characters are touching the gem when it shatters, a random roll will determine who is affected.

Golems Charged Items Charged items have a certain amount of Drain that may be used to create a predetermined number of spell effects. The user does not cast the spell; the item is the creator of the effect and suffers the Drain. The item will always successfully cast the effect and does not normally roll any skill rolls. Each use will reduce the stored Drain by the required Drain for the spell. The Drain inside the item may only be recharged using the Recharge Enchantment spell effect. The method of activation will be determined by the trigger mechanism imbued into the item. This category also applies to most wands, staves, and rods.

Golems are very similar to magical robots. They require the Activate Golem spell effect to activate, and will follow any commands given by the person who activated them. They will remain active until the spell effect ceases. Some golems will have an eternal effect to remain constantly active. These golems will only follow the directives of their creator or those within their holy writ.

Limited & Single Use Items Single use items are those items that can only be used once. Once activated, they lose all enchantment and are once again normal items. The activation method varies from 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.

- 207 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems Oils

Salves

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.

Salves are thick concoctions that are slathered over a body location that is usually wounded or broken. Salves cover and protect the area while also providing the effect directly into the blood system of the recipient. Salves only require 1d10 rounds to become effective. Salves will also 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 effective, and will apply the spell effect to the person imbibing. Other potions will grant the ability to cast the spell or effect to the drinker. The effects usually take 1d10 minutes to manifest. Potions may be foul tasting or delicious depending upon the ingredients used. Potions will go bad after 3 months in a sealed container; more quickly if left exposed to air.

Scrolls Scrolls are paper, papyrus, or other writing mediums that have been especially enchanted to hold a spell indefinitely until read aloud. They are similar to paper runes, but these specially treated magical objects never suffer from spell fizzle. They require the full normal casting time to read aloud, and only by reading the scroll aloud will the 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 automatically target the touching individual, or allow the 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. All runes, once activated, will remain in effect for the normal duration or the rest of the scene.

Talismans Talismans are permanent conduits of resonance and sympathetic magic. Enchanters create them to give as gifts or traps to friends and enemies alike. Once enchanted, these items act as permanent links of sympathetic magic. The creator can always use them as extensions of themselves for the purposes of spells and scrying techniques. Keep in mind the mage must still be able to see any potential spell target. They are also 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.

- 208 -

Charles Weston (order #2827343)

6

Optional Spellcraft Systems Some Talismans will have the ability to invoke the creator. Invocations are the supernatural calling of powerful entities using a name or phrase when the item is held. When the invocation is spoken, the wizard will feel a sudden urge to check upon the Talisman used. Invocations require additional spell perks to enchant.

required to cast the spell effect placed into the magical object. Options based devices will inflict 1 point of injury for every five option points invested into the device. This injury cannot be healed by magic or any unnatural source. The injury will heal itself at the same rate as Drain refreshment based on the user’s 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 Aquamancy Conjuration Enchantment Healing Mechanical Observation Runic Knowledge Telekinesis Transformation Wards

Alchemy Binding Curses Flight Hedge Wizardry Nature Protections Sorcery Temporal Translocation Weather

Alteration Communication Divination Geomancy Illusions Necromancy Pyromancy Summoning Terramancy Vitalism

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 01 + 21 + 30 +

XP Cost 1 4 6

35 + 40 + 50 +

7 8 10

60 + 70 + 75 + 80 + 100 + 110 + 115 + 135 + 140 + 150 +

12 14 15 16 20 22 23 27 28 30

Allowed Spell Effects Sense Effects (Elemental) Adhesion, Shout, Slow Fall, Whirlwind Attunement (Elemental Air), Continual Frost, Create Wind, Elemental Edging (Sandstorm),Increase Pressure, Injury Touch (Air), Push Extinguish Cleanse Air, Garble, Resist Cold, Resist Heat Condense, Elemental Flaring (Air), Elemental Resistance (Air), Evaporate, Injury Bolt (Air), Obscure Vision, Smoke Walk, Summon Domovoi (Air), Unnatural Element Energy Missile (Air) Breathe w/o Air, Flight (Wind) Cloak of Injury (Sandstorm), Elemental Shield (Air) Injury Darts (Air), Pass Wall (Air), Silence Smoke Form Injury Stream (Air) Summon Elemental (Air) Elemental Form (Air), Injury Pulse (Air) Wall of Injury, Wall of Resistance Injury Storm (Air) - 209 -

Charles Weston (order #2827343)

6

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 01 + 21 + 30 +

XP Cost 1 4 6

Allowed Spell Effects Recognize Alchemy Analyze Alchemy 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 01 + 21 + 30 +

XP Cost 1 4 6

40 + 50 +

8 10

60 + 70 + 75 + 80 + 90 + 100 + 140 +

12 14 15 16 18 20 28

Allowed Spell Effects Sense Effects (Alteration) Alter Color, Cleanse, Purify Food, Purify Liquid, Shape Stone, Spoil, Write Alter Armor, Alter Balance, Alter Durability, Alter Encumbrance, Alter Impact Resistance, Alter Injury, Alter Range, Buoyancy, Open Lock, Sink, Warp Wood Dragon’s Tooth, Editing Alter Value, Condense, Enhance Item, Evaporate, Hinder Item, Repair Item, Solidify, Wizard’s Touch Entangle Item Alteration, Mage Bind (Item), Material Alteration, Resize Item Stronghold, Tattoo Pass Wall (Material), Sublimate Mud to Stone, Stone to Mud Indestructible Object 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 01 + 21 + 30 +

XP Cost 1 4 6

35 + 40 + 50 +

7 8 10

60 + 70 + 75 + 80 + 110 + 115 + 135 + 140 + 150 +

12 14 15 16 22 23 27 28 30

Allowed Spell Effects Sense Effects (Elemental) Divining, Injury Touch (Water), Purify Liquid Attunement (Water), Buoyancy, Create Water, Elemental Edging (Surf), Push, Sink, Speak Underwater, Water Walk Extinguish Create Shield (Water), Create Weapon (Water), Drown, Resist Cold, Resist Heat Condense, Elemental Flaring (Water), Elemental Resistance (Water), Evaporate, Gills, Injury Bolt (Water), Obscure Vision, Solidify, Summon Domovoi (Water), Unnatural Element Energy Missile (Water), Entangle Breathe w/o Air, Create Armor (Water), Mage Bind (Water) Cloak of Injury (Water), Elemental Shield (Water) Injury Darts (Water), Pass Wall (Water) Injury Stream (Water) Summon Elemental (Water) Elemental Form (Water), Injury Pulse (Wave) Wall of Injury, Wall of Resistance Injury Storm (Water)

- 210 -

Charles Weston (order #2827343)

6

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 01 + 21 + 25 + 30 + 35 + 40 + 50 + 60 + 70 + 75 + 80 + 100 + 110 + 130 + 135 +

XP Cost 1 4 5 6 7 8 10 12 14 15 16 20 22 26 27

Allowed Spell Effects Sense Effects (Binding) Divining, Hesitation Control Animal Bind Familiar, Bind Rune Brand, Calm, Scare Amiability, Distrust, Mental Shield, Oath Bound, Resist Fear, Resist Magic, Sigil Bind Item, Bind Supernatural, Command, Exorcism, Infatuation Fear, Message, Sympathetic Link Ignore, Mage Bind (Energy), Sleep Barrier, Lust Bonds of Friendship, Proscribe, Psychic Ward, Silence, Truth Bound Conduit, Enslave Sentient, Health Bind Bind Enchantment Soul Bind 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 01 + 21 + 30 + 35 + 40 + 45 + 60 + 65 + 80 + 90 + 100 +

XP Cost 1 4 6 7 8 9 12 13 16 18 20

Allowed Spell Effects Sense Effects (Communication) Shout, Write Speak Underwater Animal Speak Editing, Garble Tongues Message, Scramble Crawling Text, Encryption, Understand Writings Correspondence, Silence Mental Radio 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 01 + 30 + 40 + 60 + 75 + 80 + 100 + 140 +

XP Cost 1 6 8 12 15 16 20 28

Allowed Spell Effects Sense Effects (Conjuration) Create Water Conjure Food, Conjure Object Conjure Armor, Conjure Weapon Tattoo Pass Wall (Conjured), Summon Object Daylight, Moonlight Wall of Material - 211 -

Charles Weston (order #2827343)

6

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 01 + 21 + 35 + 40 + 45 + 50 +

XP Cost 1 4 7 8 9 10

60 + 70 + 75 + 80 + 90 + 100 +

12 14 15 16 18 20

Allowed Spell Effects Sense Effects (Curses) Hesitation, Spoil Brand, Negate Curse, Scare Confusion, Distrust, Garble, Pain, Resist Curse, Slow, Vertigo, Weaken Slow Sense of Time, Speed Sense of Time Atrophy Body, Atrophy Mind, Fertility, Illusionary Beauty, Infatuation, Jinx, Mind Surge, Obscure Vision, Spell Surge, Wizard’s Touch Deaden Sense, Diseased Touch, Fear Berserk, Delusions of Grandeur, Paralysis, Shrinkage, Sleep Forget, Lust Impulsive Speech, Inflict Insanity, Silence Blindness 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 01 + 21 +

XP Cost 1 4

30 + 45 + 50 + 70 + 80 + 100 +

6 9 10 14 16 20

Allowed Spell Effects Recognize Alchemy, Sense Effects (All) Direction Sense, Divining, Know Local Weather, Sense Scrying, Sense Thaumic Site, Sense Undead, Sense Weather Changes See Wards Empathy See Heat, See Magic, See Spirits, Sense Truth Analyze Magic See Invisible 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 01 + 30 + 40 + 50 + 65 + 70 + 80 + 100 + 110 + 130 + 150 + 200 +

XP Cost Allowed Spell Effects 1 Sense Effects (Enchantment) 6 Activate Gateway, Alter Armor, Alter Balance, Alter Durability, Alter Encumbrance, Alter Impact Resistance, Alter Injury, Alter Range, Animate Golem, Memorize Pattern, Recharge Enchantment 8 Close Gateway, Dragon’s Tooth 10 Bind Item, Disenchant, Enchant Gem, Enchant Scroll 13 Common Trigger, Enchant Item, Enchant Spell 14 Analyze Magic, Catalyst, Key Item Trigger, Mental Trigger, Shadows Edge 16 Enchant Battery, Enchant Charges, Enchant Limited Use, Enchant Option, Enchant Spell Vault, Enchant Talisman, Enchant Wyrd Magic 20 Bloodline Trigger, Catalyst Trigger, Indestructible Object, Puzzle Trigger, Transfer Enchantment 22 Bind Enchantment, Enchant Eternal Effect 26 Enchant Golem 30 Enchant Gateway, Enchant Pattern 40 Enchant Legendary Artifact

- 212 -

Charles Weston (order #2827343)

6

List of Magical Disciplines

Flight This Discipline focuses upon man’s 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 01 + 21 + 30 + 40 + 50 + 70 + 100 + 130 +

XP Cost 1 4 6 8 10 14 20 26

Allowed Spell Effects Sense Effects (Flight) Direction Sense, Slow Fall Float, Jump, Water Walk Resist Cold Flying Item, Levitation, Smoke Walk Breathe w/o Air, Flight, Telescopic Vision Flying Mount 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 01 + 21 + 30 + 60 +

XP Cost 1 4 6 12

Allowed Spell Effects Sense Effects (Geomancy) Sense Thaumic Site Attunement (Thaumic Sites) 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 01 + 21 + 30 + 35 + 40 + 50 + 55 + 60 + 70 + 80 + 90 + 95 + 110 + 135 +

XP Cost 1 4 6 7 8 10 11 12 14 16 18 19 22 27

Allowed Spell Effects Sense Effects (Healing) Accelerated Healing Ignore Injury Clear Thoughts Resist Poison Fertility, Save From Death Heal, Restore Sanity Negate Poison Cure Disease, Remove Paralysis, Sleep Endurance, Regeneration, Graft Limb Cloak of Health, Cloak of Sanity Life Ward, Restoration, Restore Attribute Cure Blindness, Cure Insanity, Phoenix Cloak, Restore Limb, Vitality Pulse

- 213 -

Charles Weston (order #2827343)

6

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 01 + 05 + 20 + 50 +

XP Cost 1 1 4 10

Allowed Spell Effects Sense Effects (Hedge Wizardry) Hedge Wizardry Craftwork 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 01 + 21 + 30 + 35 + 40 +

XP Cost 1 4 6 7 8

45 + 50 + 60 + 65 + 70 + 75 + 80 + 90 + 100 + 135 + 140 + 155 +

9 10 12 13 14 15 16 18 20 27 28 31

Allowed Spell Effects Sense Effects (Illusions) Alter Color, Create Light, Distraction, Shout Blur, Camouflage, Flare, Pyrotechnics, Shades Destroy Holograms & Illusions, Scare, Trickery Illusionary Shield, Illusionary Weapon, Mystic Disguise, Obscure Vision, Pain, Reflective Shield, Resist Illusions Cloak of Light, Cloak of Night, Hologram, Illusionary Beauty, Illusionary Bolt, Mimic Sound, Sanity Shield Entangle, Fear Cacophony Dark of Night, Mage Bind (Illusion) Illusion Illusionary Darts, Invisibility, Multiplicity, Pass Wall (Illusionary), See Invisible Blindness Hallucination Illusionary Pulse Wall of Injury, Wall of Material, Wall of Resistance 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 01 + 21 + 30 + 50 + 60 + 70 + 80 + 90 + 110 + 135 + 140 +

XP Cost 1 4 6 10 12 14 16 18 22 27 28

Allowed Spell Effects Sense Effects (Mechanical) Adhesion (Magnetic) Analyze Device, Open Lock, Recharge Technology Enhance Item, Hinder Item, Magic Bullet, Operate Device, Repair Item, Wizard’s Touch Enhance Device, Entangle, Hinder Device Mage Bind (Tech) Overclock, Propulsion Graft Limb, Mental Radio Negate Tech Ward Cybernetic Assimilation Wall of Material

- 214 -

Charles Weston (order #2827343)

6

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 01 + 21 + 25 + 30 + 35 + 40 + 50 + 60 + 70 + 80 + 90 + 100 + 140 + 155 +

XP Cost 1 4 5 6 7 8 10 12 14 16 18 20 28 31

Allowed Spell Effects Sense Effects (Nature) Adhesion (Plant Life), Purify Liquid, Purify Food, Spoil Control Animal Attunement (Naturalism), Camouflage, Hard Skin, Warp Wood Animal Speak, Summon Animal Animal Weaponry, Create Shield (Nature), Create Weapon (Nature), Pain, Sticky Goo Bountiful Harvest, Gills, Obscure Vision, Summon Nature Spirit Enhance Sense, Entangle, Poison Touch, Tree Speak Create Armor (Nature), Mage Bind (Plants), Night Vision, Telescopic Vision Pass Wall (Nature), Summon Faerie, Summon Horde Poisoned Slivers Beast Vision Wall of Material, Wall of Resistance 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 01 + 21 + 25 + 30 + 40 + 50 + 75 + 80 + 90 + 110 + 130 + 140 + 150 + 155 +

XP Cost 1 4 5 6 8 10 15 16 18 22 26 28 30 31

Allowed Spell Effects Sense Effects (Necromancy) Sense Undead Animate Undead Attunement (Death), Cloak of Deathly Shadows, Sacrifice Control Undead, Speak with Echoes Maschalismos, See Spirits Cloak of Injury (Death) Summon Spirit Consume Blood, Graft Limb Soul Projection Vampiric Transformation Wall of Material Devour Soul 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 01 + 21 + 30 + 40 +

XP Cost 1 4 6 8

Allowed Spell Effects Sense Effects (Observation) Sense Scrying Clairaudience Counter Scrying, Magnify - 215 -

Charles Weston (order #2827343)

6

List of Magical Disciplines 60 + 70 + 100 + 120 + 135 + 155 +

12 14 20 24 27 31

Observation Ward Clairvoyance, Telescopic Vision Beast Vision, Mirror Sight, Mirror Speak, Observation Dimensional Scrying Omnipresence, Tele-presence Past Scrying

Protections This Discipline focuses upon magical resistances, protections, and beneficial enchantments. They are entirely nonviolent 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 01 + 30 + 35 + 40 +

XP Cost 1 6 7 8

50 + 60 + 70 + 75 + 80 + 95 + 110 +

10 12 14 15 16 19 22

Allowed Spell Effects Sense Effects (Protections) Bravery, Cloak of the Damned, Cloak of Deathly Shadows, Ignore Injury, Shades Brand, Clear Thoughts, Negate Curse Counter Scrying, Create Shield (Energy), Mental Shield, Reflective Shield, Resist Cold, Resist Curse, Resist Fear, Resist Heat, Resist Illusions, Resist Magic, Resist Poison Elemental Resistance (All), Exorcism, Luck, Maschalismos, Sanity Shield Deflect Ranged Strike Breathe w/o Air, Create Armor (Energy), Remove Paralysis, Elemental Shield (All), Stronghold Endurance, Psychic Ward Cloak of Sanity 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 01 + 21 + 30 + 35 + 40 + 50 +

XP Cost 1 4 6 7 8 10

60 + 70 + 75 + 80 + 110 + 115 + 120 + 135 + 140 + 150 +

12 14 15 16 22 23 24 27 28 30

Allowed Spell Effects Sense Effects (Elemental) Flame Growth, Heat Object, Ignite Fire, Injury Touch (Fire) Attunement (Fire), Continual Flame, Elemental Edging (Fire), Flare, Pyrotechnics Extinguish Create Weapon (Fire), Pain, Resist Cold, Resist Heat Adjust Temperature, Elemental Flaring (Fire), Elemental Resistance (Fire), Injury Bolt (Fire), Obscure Vision, See Heat, Summon Domovoi (Fire), Unnatural Element Energy Missile (Fire) Breathe w/o Air Cloak of Injury (Fire), Elemental Shield (Fire) Injury Darts (Fire), Pass Wall (Fire) Injury Stream (Fire) Summon Elemental (Fire) Napalm Elemental Form (Fire), Injury Pulse (Fire) Wall of Injury Injury Storm (Fire)

- 216 -

Charles Weston (order #2827343)

6

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 01 + 21 + 30 + 40 + 50 + 100 +

XP Cost 1 4 6 8 10 20

Allowed Spell Effects Sense Effects (Runes) Activate Circle, Charge Rune Activate Gateway, Bind Rune, Drain Rune, Enchant Rune , Memorize Pattern Close Gateway, Strengthen Circle, Weaken Circle Activate Rune 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 01 + 30 + 40 + 50 + 70 +

XP Cost 1 6 8 10 14

80 + 100 + 110 + 115 + 140 + 155 +

16 20 22 23 28 31

Allowed Spell Effects Sense Effects (Sorcery) Sever Control, Spell-store Create Shield (Energy), Resist Magic Atrophy Mind, Bind Item, Improve Mind, Jinx, Luck, Mind Surge, Spell Surge, See Magic Boost Spell’s Area of Effect, Boost Spell’s Effect, Boost Spell’s Injury, Boost Spell’s Range, Catalyst, Create Armor (Energy), Create Weapon (Energy), Reduce Spell, Share Drain Activate Continual, Dispel Magic, Proscribe, Steal skill Emissary, Spell Surge Bind Enchantment, Duplicate Skill, Negate Magic Ward Steal Option Duplicate Option 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 01 + 30 + 35 + 50 + 75 + 80 + 100 + 110 + 115 + 130 +

XP Cost 1 6 7 10 15 16 20 22 23 26

Allowed Spell Effects Sense Effects (Summoning) Cloak of the Damned Summon Animal Bind Supernatural, Summon Domovoi (All), Summon Nature Spirit Summon Shadow Animal Summon Faerie, Summon Horde, Summon Spirit Summon Angel, Summon Demon, Summon Djinni, Summon Shadow Summon Person Summon Elemental (All) Summon Dragon

- 217 -

Charles Weston (order #2827343)

6

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 01 + 21 + 30 + 40 + 50 +

XP Cost 1 4 6 8 10

60 + 70 + 75 + 80 + 100 + 110 + 135 + 140 + 150 +

12 14 15 16 20 22 27 28 30

Allowed Spell Effects Sense Effects (Telekinesis) Adhesion, Injury Touch (TK) Float, Open Lock, Push, Telekinesis, Water Walk Create Shield (TK), Create Weapon (TK), Seal, Tunnel Elemental Resistance (TK), Floating Disk, Flying Item, Injury Bolt (TK), Levitation, Magic Bullet, Obscure Vision, Operate Device, Solidify Entangle Create Armor (TK), Flight (TK), Mage Bind (TK) Cloak of Injury (TK), Elemental Shield (TK), Stronghold Injury Darts (TK), Pass Wall (TK) Elevator Injury Stream (TK) Injury Pulse (TK) Wall of Injury, Wall of Material, Wall of Resistance 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 01 + 21 + 40 + 45 + 50 + 70 + 75 + 80 + 95 + 100 + 110 + 120 + 130 + 135 + 140 + 150 + 180 +

XP Cost 1 4 8 9 10 14 15 16 19 20 22 24 26 27 28 30 36

Allowed Spell Effects Sense Effects (Temporal) Hesitation, Injury Touch (Temporal), Meditation Slow, Speed, Temporal Shield Slow Sense of Time, Speed Sense of Time Elemental Resistance (Temporal), Injury Bolt (Temporal), Obscure Vision, Solidify Paralysis, Remove Paralysis Cloak of Injury (Temporal), Elemental Shield (Temporal) Injury Darts (Temporal), Pass Wall (Temporal) Undo Compress Time, Longevity Injury Stream (Temporal) Stasis Mature, Youthen Injury Pulse (Temporal) Wall of Injury, Wall of Resistance Injury Storm (Temporal) Temporal Shift

- 218 -

Charles Weston (order #2827343)

6

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 01 + 21 + 30 + 40 + 50 +

XP Cost 1 4 6 8 10

60 + 70 + 75 + 80 + 90 + 110 + 115 + 130 + 135 + 140 + 150 +

12 14 15 16 18 22 23 26 27 28 30

Allowed Spell Effects Sense Effects (Elemental) Adhesion (Stone & Earth), Injury Touch (Stone), Shape Stone Attunement (Earth), Camouflage, Elemental Edging (Diamond) Create Shield (Stone), Create Weapon (Stone), Tunnel Elemental Flaring (Stone), Elemental Resistance (Earth), Injury Bolt (Stone), Obscure Vision, Summon Domovoi (Earth), Tremors, Unnatural Element Energy Missile (Stone), Entangle Breathe w/o Air, Create Armor (Stone), Mage Bind (Stone) Cloak of Injury (Stone), Elemental Shield (Earth), Stronghold Injury Darts (Stone), Pass Wall (Mineral) Mud to Stone, Stone to Mud Injury Stream (Stone) Summon Elemental (Earth) Earthquake Elemental Form (Earth), Injury Pulse (Stone) Mineral-morph, Wall of Injury, Wall of Material 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 target’s body. Spell effects often create animal-like appendages or features that mimic abilities of other creatures. Min. Skill 01 + 21 + 30 + 40 +

XP Cost 1 4 6 8

50 + 60 + 70 +

10 12 14

80 + 90 + 100 + 130 + 135 + 140 + 145 + 155 +

16 18 20 26 27 28 29 31

Allowed Spell Effects Sense Effects (Transformation) Adhesion, Shout, Slow Fall Camouflage, Hard Skin, Ignore Injury, Jump 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 Atrophy Body, Fertility, Gills, Improve Body, Obscure Vision, See Heat Deaden Sense, Enhance Sense, Entangle, Poison Touch Create Armor (Bone, Chitin), Forced Change, Growth, Mage Bind (Bone/Flesh), Night Vision, Paralysis, Shape-change, Shrinkage, Telescopic Vision, Winged Flight Endurance, Pass Wall (Organic), Regeneration, Silence Blindness, Graft Limb, Poisoned Slivers Flying Mount, Metal Form, Smoke Form Mature, Youthen Lycanthropic Transformation Mineral-morph, Wall of Material Genetic Compatibility Vegemorph

- 219 -

Charles Weston (order #2827343)

6

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 01 + 21 + 30 + 40 + 50 + 75 + 80 + 90 + 95 + 100 + 110 + 130 + 135 + 150 + 155 +

XP Cost 1 4 6 8 10 15 16 18 19 20 22 26 27 30 31

Allowed Spell Effects Sense Effects (Translocation) Direction Sense, Shout Activate Gateway, Memorize Pattern Close Gateway, Tunnel Blink, Elemental Resistance (Disintegration), Reload Elemental Shield (Disintegration), Location Shift, Object Shift Correspondence, Disintegration, Pass Wall (All) Path-walking Pocket Distance Transport Object Teleportation, Restrict Translocation, Teleportation Gateway, Annihilation Sanctuary 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 01 + 21 + 40 + 50 + 60 + 70 + 75 + 80 + 95 + 100 + 110 + 120 + 130 + 135 + 140 + 145 + 150 + 155 + 160 +

XP Cost 1 4 8 10 12 14 15 16 19 20 22 24 26 27 28 29 30 31 32

Allowed Spell Effects Sense Effects (Vitalism) Injury Touch (Death) Pain Elemental Resistance (Death), Fertility, Injury Bolt (Death), Obscure Vision, Save from Death Drain Life Feign Death, Paralysis, Remove Paralysis, Shadows Edge Cloak of Injury (Death), Elemental Shield (Death) Endurance, Injury Darts (Death), Regeneration Cloak of Health Health Bind, Longevity Injury Stream (Death), Life Ward, Soul Projection Shadowy Transformation Mature, Youthen Injury Pulse (Death), Phoenix Cloak, Vitality Pulse Wall of Injury Genetic Compatibility Injury Storm (Death) Death Touch Resurrection

- 220 -

Charles Weston (order #2827343)

6

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 01 + 21 + 25 + 30 + 35 + 40 + 50 + 60 + 65 + 70 + 75 + 80 + 110 +

XP Cost 1 4 5 6 7 8 10 12 13 14 15 16 22

Allowed Spell Effects Sense Effects (Wards) Alarm Weather Shield See Wards Brand, Destroy Ward Seal Conceal Ward, Injury Ward, Maschalismos Force Ward, Observation Ward, Suppress Ward Protection Ward Layer Wards Stronghold Effect Ward, Psychic Ward Negate Magic Ward, Negate Powers Ward, Negate Tech Ward, Restrict Translocation

- 221 -

Charles Weston (order #2827343)

6

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 01 + 21 + 25 + 30 + 40 + 50 +

XP Cost 1 4 5 6 8 10

60 + 75 + 80 + 110 + 135 + 140 + 150 +

12 15 16 22 27 28 30

Allowed Spell Effects Sense Effects (Weather) Injury Touch (Electricity), Know Local Weather, Sense Weather Changes, Whirlwind Weather Shield Continual Frost, Create Wind, Elemental Edging (Electricity), Increase Pressure, Warp Wood Create Weapon (Electricity) Adjust Temperature, Elemental Flaring (Electricity), Elemental Resistance (Electricity), Injury Bolt (Electricity), Obscure Vision Energy Missile (Electricity), Focus Lightning Cloak of Injury (Electricity), Elemental Shield (Electricity) Injury Darts (Electricity), Pass Wall (Electricity) Injury Stream (Electricity) Control Weather, Injury Pulse (Electricity) Wall if Injury, Wall of Resistance Injury Storm (Electricity)

Spell Descriptions Accelerated Healing Discipline: Healing Minimum Skill: 21 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 4 XP Drain: 5 Range: Touch

This spell effect supplements the target’s normal daily healing with magic. The caster may apply an additional 1/10th of the appropriate discipline skill rating. This bonus may be applied every twenty four hours, but cannot be stacked with any other form of regeneration, medical skill, or first aid. Only the greatest modifier will be applicable. The caster must be able to tend to the patient while he is recuperating.

This effect allows the wizard to charge, and activate, a series of runes inscribed into a magical circle. The circle must be whole and complete for this spell to be effective. The drain for this effect is five plus five for every ten linear feet or part thereof.

Activate Continual Discipline: Sorcery Minimum Skill: 80 Skill Penalty: - 30 Casting Time: 3 Duration: Instant

Exp. Cost: 16 XP Drain: 20 Range: Touch

Healers who expend Spell Perks can choose to decrease the frequency of the healing by three hours per spell perk. I.e. One spell perk will heal the additional 1/10th every twenty-one hours. The minimum frequency using this method is every hour.

This spell effect will activate any one continual effect that is waiting for a trigger event, or situation. This spell will have no effect upon instant, short, or permanent spells. The activated continual will have its normal effect; 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 Minimum Skill: 21 Skill Penalty: - 0 Casting Time: 1 Duration: Instant

Exp. Cost: 4 XP Drain: Varies Range: Touch

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

- 222 -

Charles Weston (order #2827343)

6

Spell Descriptions This spell effect will activate any enchanted magical gateway or magical pattern. The gateway will remain open and active as long as the caster desires. Patterns will remain open for only a Short duration (1 phase per level of the caster). In order to safely activate a pattern, both the starting and destination pattern must have been previously memorized using the Memorize Pattern spell effect. Unlike an enchanted gateway, a pattern does not have a single line of travel. Any pattern can link to any other pattern on the same world. If a destination pattern is not selected by the wizard, the Game Master may select a pattern. Some GMs may choose to roll randomly to determine the destination. This will also occur if the wizard does not have any additional patterns memorized.

Activate Rune Discipline: Runic Knowledge Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Range: 10’ per level of caster

Exp. Cost: 10 XP Drain: 10 Duration: Instant

This spell effect will activate any one currently charged rune, within range, that the caster desires. This spell will have no effect upon runes that are not yet charged. The activated rune will have its normal effect, centered upon the individual carrying the rune, the nearest individual, or an appropriate target within 5’. The rune must be at least partially visible to activate. Two spell perks may be used to charge and activate a rune simultaneously. This will only work on standard runes, circles and other runic items are not affected by this spell.

- 223 -

Charles Weston (order #2827343)

6

Spell Descriptions

Adhesion Discipline: Aeromancy, Mechanical, Terramancy, Transformation Minimum Skill: 21 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Nature, Telekinesis, Exp. Cost: 4 XP Drain: 5 Range: Self

This spell effect allows the caster to stick his hands and feet to any surface. Various disciplines may use differing methodology, and requirements, to achieve similar effects with specific materials. This spell effect will not grant a full bonus unless both palms and soles of the feet are open and exposed. The recipient will receive a bonus of +40 to any skill or attribute roll that would benefit from adhesion. Every missing limb will reduce the bonus by ¼, while every additional limb above 4 will increase the bonus by ¼. Skill perks may be used to increase the total bonus received. Each spell perk will increase the base bonus by +20. Additional perks may be used to transfer the adhesion to clothing or armor. One spell perk is required to use adhesion while wearing gloves and shoes, while two spell perks are needed to activate this spell in light armor. Additional perks as determined by the GM may be required for heavier armors, hazmat suits, and other impediments.

Adjust Temperature Discipline: Cryomancy, Pyromancy, Weather Minimum Skill: 50 Exp. Cost: 10 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Special Duration: Continual This spell effect allows a character to raise or lower the temperature in the affected area by five degrees Fahrenheit per level of experience. This spell will affect a volume of 6,250 cubic feet (25 x 25 x 10). Some disciplines can only adjust the temperature in one direction; Pyromancy can only raise the temperature while Cryomancy will only reduce the temperature. The volume may be increased by 6,250 cubic feet per spell perk. Additional spell perks may increase the adjustment by +/- five degrees Fahrenheit each.

Alarm Discipline: Wards Minimum Skill: 21 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 4 XP Drain: 5 Range: Touch

This spell will create a mystical alarm that alerts the caster when the ward is touched, moved, or otherwise affected. This alarm is silent and will alert the caster anywhere that the caster may currently be, regardless of range. The spell will even awaken the caster from a sound sleep and will allow an additional save if the caster is drugged, magically unconscious, or otherwise incapacitated. Spell perks may be used to increase the area of effect from touch to a protective range. Every spell perk will increase the protected area by 6,250 cubic feet (25 x 25 x 10). Anyone inside the protected area will not activate the alarm unless they try to leave. The caster will never set off the alarm regardless of his movements. The caster can tailor the size and shape of the protected area as desired. Should the caster desire, the volume area of effect may become a perimeter defense instead. Any translocation effect will avoid the perimeter, but the perimeter is greatly increased to an area of 10,000 square feet (100 x 100) per spell perk. A spell perk may also be used to allow one additional individual to walk freely across the protected area. Additional people require additional spell perks. These individuals may also be granted the awareness of the alarm, along with all of the benefits of the caster. Spellcasters with knowledge of illusions, or phantasms, may choose to spend 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.

Alter Armor Discipline: Alteration, Enchantment Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 6 XP Drain: 5 Range: Touch

This spell will alter the Protective Value of any armor touched by 3. The caster may choose to increase or decrease the PV as desired. 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. 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 immune from this spell unless it increases it past its Base PV + current modification. All enchanted armor is immune to the negative effects of this spell. Spell perks may be used to modify the PV of the armor by a further +/- 3. Other spell perks may be allocated to reduce the resistance of the armor by 5 per spell perk.

- 224 -

Charles Weston (order #2827343)

6

Spell Descriptions

Alter Balance Discipline: Alteration, Enchantment Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 6 XP Drain: 5 Range: Touch

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. Magical weapons are always immune to negative effects. 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. Spell perks can be allocated to modify the balance of the weapon an additional 1d10÷2 per spell perk.

Alter Color Discipline: Alteration, Illusions Minimum Skill: 21 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 4 XP Drain: 5 Range: Touch

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 mirrorlike surface. Additional perks may be required for complicated color schemes, patterns, or alternative portions of the visible light spectrum.

Spell perks can be used to increase the durability or fragility of the target object. Each spell perk will increase the modification by 10 or 25 as appropriate.

Alter Encumbrance Discipline: Alteration, Enchantment Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 6 XP Drain: 5 Range: Touch

This spell effect will alter the weight and bulkiness 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. 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 immune from this spell unless it lowers it past its current enchanted modification. All enchanted armor is immune to the negative effects of this spell.

Spell perks may be allocated to increase the modified weight and encumbrance. Any spell perks allocated in this way will increase the modifier by +/- 10 for weight and +/- 5 for Encumbrance.

Alter Impact Resistance

Alter Durability Discipline: Alteration, Enchantment Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

reduce the durability of durable items by 10%, or cause fragile items to have a 25% chance to break with even light and careful handling. Items that are enchanted to be unbreakable are immune from this spell.

Exp. Cost: 6 XP Drain: 5 Range: Touch

This spell effect will modify the durability of any non-living, non-sentient, in-organic item. Fragile items can be protected with a 25% chance to resist any shock, or jarring, that would normally break, damage, or shatter such items. More durable items will enjoy a 10% increase in Breakage Points. In converse, the spell effect can also

Discipline: Alteration, Enchantment Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 6 XP Drain: 5 Range: Touch

This spell effect will increase or decrease the impact resistance of armor. The caster may determine whether to increase a soft armor to hard armor or soften a hard armor to soft armor. Soft armor with a PV of 20 or greater may be increased to hard armor. Hard armor with a PV of less than 35 may be softened instead.

- 225 -

Charles Weston (order #2827343)

6

Spell Descriptions Spell perks will improve this range by an additional 10 PV each. Two spell perks may be used to harden the armor against Armor Piercing attacks. The reverse is also possible. This may only be done in place of the standard effect.

Alter Injury Discipline: Alteration, Enchantment Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 6 XP Drain: 5 Range: Touch

This spell effect will modify the injury inflicted by 1d10÷2 for any weapon. The caster may choose to increase 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. 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. Spell perks can be allocated to modify the injury inflicted by an additional 1d10÷2 per spell perk.

Alter Range Discipline: Alteration, Enchantment Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 6 XP Drain: 5 Range: Touch

This spell effect will alter the range of any firearm or missile weapon by 5% for the effective and maximum ranges. 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. 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.

Alter Value Discipline: Alchemy, Alteration Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Touch

This spell effect will increase, or decrease, the value of an item touched by 20%. This alteration of value may come from an increase in the artistic beauty, the material composition, or any other factor the wizard desires that does not alter another aspect of the item. The alchemical version of this spell requires ten man-hours and is considered a craftwork spell effect. Spell perks may be allocated to further change the value of the object by 10% of the original value each. Permanent alterations are possible with one spell perk.

Amiability Discipline: Binding Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Self

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. This spell effect has no effect upon friends and enemies, although any negotiations or social skill rolls will still enjoy the bonus. Everyone who interacts with the recipient may choose to roll Willpower to resist the effects of this spell. This spell can only affect those in close personal conversation and social situations. It is not effective over radio, video, written, or magical communication methods. Spell perks may be allocated to increase the bonus applied by +5 per spell perk. Two spell perks may be allocated to allow the ability to work over audible real-time communication methods. Three spell perks are required to use any form of written, or delayed, media such as letters, correspondence, audio recordings, editorials, or advertisements. While using such methods, the caster must keep the spell active for long periods of time or risk the possibility of the spell having faded before the recipient has a chance to receive it.

Each spell perk will increase the modification to the weapon’s range by an additional 5% for the effective and maximum ranges. - 226 -

Charles Weston (order #2827343)

6

Spell Descriptions

Analyze Alchemy Discipline: Alchemy, Divination Minimum Skill: 21 Skill Penalty: - 0 Casting Time: Craftwork Duration: Special

Exp. Cost: 4 XP Drain: 5 Range: Touch

This spell effect will allow the caster to attempt to identify and analyze any alchemical project. This requires several man-hours and is based upon the effect stored within. Spell effects will require a number of man-hours equal to 1/20th the minimum skill. A successful skill roll will determine one effect, or property, of the project. Additional time will be required for more complicated and powerful projects. Spell perks may be allocated towards granting a bonus to the Sense Aura skill roll. For every allocated spell 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.

Analyze Device Discipline: Mechanical Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 6 XP Drain: 5 Range: Touch

This spell effect grants the character an inherent knowledge of the basic use and operation of any mechanical or electronic device. The caster will automatically have an effective skill rating of 20 while the spell is in effect. This does not grant any knowledge to apply towards any other skill that may utilize the tool, simply the operation of the tool itself. 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.

This spell effect will allow the caster to attempt to identify and analyze any continual spell or enchanted item. Identifying spell effects requires a number of minutes equal to 1/10th the required skill (including any spell perks) of the effect. The drain during this research is considered continual. At the end of the research period, the character must roll Sense Aura to determine the success or failure of the research. Apply any appropriate Spell Masking as a penalty to this roll. If the skill roll is successful, then the character will know what was the exact spell effect cast and all spell perks included. Failure results in a muddy analysis that can be reattempted the next day. This spell effect can also attempt to divine the powers and abilities of enchanted items. This requires a significantly longer time to attempt and is based upon the effect stored within. Golems, patterns, and gateways are easily recognizable for what they are but analysis may reveal their programming. Magical Effect Spell Effect Option Effect Battery, Talisman, Spell Vault Golems, Patterns, Gateways Tricky or Hidden Trigger

Man-hours Minimum skill ÷ 10 Option cost ÷ 15 5 10 + 10

A successful skill roll will determine one effect, trigger, or property of the enchanted item. Additional time will be required for more complicated and powerful items. Sentient and intelligent items may attempt to obscure their abilities. A contested spell discipline skill roll of the analyst versus the Willpower of the item is required. If the analyst fails, they may realize that they were misled with a successful Sense Aura roll. Any further attempts by a failed analyst will give the item a cumulative bonus of +10. Spell perks may be allocated towards granting a bonus to the Sense Aura skill roll. For every allocated spell 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.

Animal Speak

Analyze Magic Discipline: Divination, Enchantment Minimum Skill: 70 Exp. Cost: 14 XP Skill Penalty: - 0 Drain: 15 Casting Time: Craftwork Range: Touch Duration: Special

Discipline: Communication, Nature Minimum Skill: 35 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 7 XP Drain: 5 Range: Self

This spell effect allows the recipient to speak with any one species of animal. The GM must determine how narrow their definition of species will be for use with this spell. Certain concepts may not be directly translatable between two species if the context for understanding is - 227 -

Charles Weston (order #2827343)

6

Spell Descriptions lacking. The simpler or more basic the concepts, the easier it will be for an animal to understand. This spell does not enhance the memory or intelligence of any animals being spoken with; it simply translates the spoken word. This spell will not work with any sentient creatures that have their own language. This spell does not compel the animal to follow the commands of the caster. The animal does not even have to tell the truth, but lies are rarely common in the animal world.

Animal Weaponry Discipline: Nature, Transformation Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Self

Discipline: Necromancy Minimum Skill: 25 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 5 XP Drain: 5 Range: Touch

This spell effect allows a caster to temporarily 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 cosmetic appearance. Undead Zombie or Skeleton

This spell effect will grow one set of bestial weapons on the recipient’s body. The caster may choose from claws, fangs, spikes, antlers, or stingers. Regardless of the form chosen, the weaponry created will inflict the same amount of injury based upon the number of perks allocated towards injury. All rolls to strike will utilize the hand to hand skill of the recipient along with any specializations they may have acquired with the appropriate form.

Perks Base

1 3

2 6

3 9

4 11

5 13

6 16

7 19

8 21

9 23

0 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

Animate Golem Discipline: Enchantment Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Animate Undead

Exp. Cost: 6 XP Drain: 5 Range: Touch

This spell effect will activate a pre-enchanted golem. The golem will follow the commands and instructions of the spell caster. Golems will not follow orders that disagree or contradict their holy writ.

AGL AWA BEA CHA DEX HEA INT LUC STR

50 20 0 0 50 40 20 30 50

WIL

20

IP SP

40 NA

PV

0

Injury Inflicted 1d10 Choose 3 skills @ 25 Immune to cold, heat, electricity, fear, mind-altering spells and paralysis.

Additional spell perks may be allocated to increase the memories and reinforce the personality of the raised soul. For every spell perk allocated towards increasing the intelligence of the undead, they will remember 25 experience 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 life in but a moment. Those that do choose to rebel have a 5% chance per level of experience to continue in their current undead existence without the will of their animator.

Annihilation Discipline: Translocation 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

- 228 -

Charles Weston (order #2827343)

6

Spell Descriptions This spell will inflict 2d10 Injury to every target within a 6,250 cubic foot volume (25 x 25 x 10). The volume cannot be shaped at this level of mastery. The injury inflicted will be a random sampling of locations from the victim. Disintegration injury cannot be healed using any magical or supernatural means, it must be healed naturally. 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 an additional 1d10. Spell perks may not be used to increase the number of potential targets. One spell perk will allow the caster to shape the volume as desired. The expenditure of two spell perks will create an extra 6,250 cubic feet of volume to be affected.

Atrophy Body Discipline: Curses, Transformation Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Touch

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 caster may choose how to split the total points amongst the victim’s attributes. Every additional spell perk will increase the total attribute points by +5 which may be split normally.

Atrophy Mind Discipline: Curses, Sorcery Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Touch

This spell effect will wither and atrophy the mind of a victim. The caster may choose which of the following attributes they wish to reduce: Awareness, Charisma, Intellect, or Willpower. A total of 10 points may be temporarily reduced from any of the chosen attributes. The caster may choose how to split the total points amongst the victim’s attributes. Every additional spell perk will increase the total attribute points by +5 which may be split normally.

Attunement Discipline: Aeromancy, Aquamancy, Necromancy, Pyromancy, Terramancy Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Special

Geomancy, Nature, Exp. Cost: 6 XP Drain: None Range: Self

This spell effect allows the caster to attune with places of great magical energy and power such as ley-lines, and resonant locales. This spell effect has no cost to activate and will remain in force as long as the character is within the area of the thaumic site. 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 caster’s skill in the appropriate discipline. This is applied every 6 hours. Spell perks may be allocated to increase the frequency of the refresh bonus. The first spell perk will increase the frequency to every 3 hours. The second will improve it to refreshing every hour. The third will improve the frequency to every minute. The fourth will increase the frequency to every combat round. It cannot be improved beyond this point.

Barrier Discipline: Binding Minimum Skill: 75 Skill Penalty: - 25 Casting Time: 3 Duration: Continual

Exp. Cost: 15 XP Drain: 15 Range: Touch

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 affecting the target. Subjects may attempt to resist with a contested Strength roll. The spell has an effective Strength rating of 50. A successful roll will allow the victim to move at their walk movement rate for one phase. Additional movement will require additional contested rolls. Some disciplines use this same spell only with a psionic nature. These disciplines should roll contested Willpower rather than Strength. All other ratings and spell perks apply. Spell perks may be allocated to increase the effective strength of the spell. Each spell perk allocated in this manner will increase the effective strength by +10. Perks that decrease the chance to resist the spell cannot be applied to this spell effect. Two additional spell perks may be allocated to exclude another cardinal direction from the target’s range of movement. - 229 -

Charles Weston (order #2827343)

6

Spell Descriptions

Beast Vision Discipline: Nature, Observation Minimum Skill: 100 Skill Penalty: - 50 Casting Time: 4 Duration: Continual

Berserk Exp. Cost: 20 XP Drain: 25 Range: Special

This spell allows the caster to see and hear through the minds of non-sentient animals. The caster must have the Scrying skill and a scrying device. In addition, the caster must physically touch each animal while the spell is in effect. There is no limit to the numbers of animals that can be affected by this spell. Familiars and animals with similar enchantments can never be utilized in this way except by the individual bonded. While the spell is active, the animals can travel any distance and still transmit their senses back to the caster. Once the spell is initiated, the caster can choose to observe any one animal at a single time through the scrying device. Activating or switching between sentries requires a successful Scrying skill check. A critical failure will temporarily sever the link between the animal and the caster. Five spell perks can be allocated to allow the caster to automatically link with any animal of one specific species within a range of miles equal to the caster’s level. From there the animals can continue to travel as normal.

Discipline: Curses Minimum Skill: 70 Exp. Cost: 14 XP Skill Penalty: - 20 Drain: 15 Casting Time: 3 Range: Touch Duration: Continual This spell causes the subject to become enraged, striking out at any provocation. When confronted with any aggravating, annoying, or irritating situation the character must roll Willpower to resist. The GM should determine any modifiers to this roll due to the situation and insults being offered. Any injury suffered by the victim will also require him to roll Willpower to resist the temptation to smite the offender. This roll will have a penalty equal to twice the injury lost. The player always has the option to give in to the rage. Once in a berserk state, the character will continue to attack and smash everything in sight. They will remain focused upon the offending person or object until it is unconscious or destroyed. Once that occurs the character may attempt an Awareness roll to notice another nearby target. Should this fail, or should there not be another target, the character will continue destroying the remnants of the original target until they pass out from exhaustion or utterly destroy it. If anyone attempts to restrain, or attack, the enraged character, the berserker may choose to change 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 ¼ 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 - 230 -

Charles Weston (order #2827343)

6

Spell Descriptions of these costs may be shared amongst any of the casting mages. Once cast, permanent spells do not have any continual drain. Subjects may choose to resist the 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.

impossible to break. All forms of magical negation and dispelling will only temporarily mute the bond, not destroy it.

Spell perks may not be used to increase range, targets, or speed of casting. This ritual may increase the range of skill minimums that can be imbued. Each spell perk allocated in this way will improve the minimum skill range by 20.

Bind Item

Bind Familiar Discipline: Binding Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 6 XP Drain: 5 Range: Touch

This spell effect will enchant one small normal animal into a familiar for the caster. Familiars have a strong 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 time. The animal may not be sentient, enchanted, or otherwise unnatural. The animal may not weigh more than 30 lbs. In addition to the mystical bond, familiars enjoy an extended lifespan equal to that of the magician. Once the normal lifespan of the animal has passed, the death of the mage will cause the animal to perish 1d10 days later. If the familiar is injured while the spell is in effect, the mage will suffer a similar injury. This may lead to a small wound, a critical injury, or even a period of suffocation. This has the potential to kill the wizard if the situation is dire enough, unless he is able to discontinue the spell in time. Familiars are also immune to further spells such as 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. Spell perks can be used to increase the size of the animal. Every spell perk allocated to this end will increase the maximum weight of the animal by 20 pounds. Five spell perks are required to permanently bond with a familiar. Once this bond occurs it is nearly

Discipline: Binding, Enchantment, Sorcery Minimum Skill: 50 Exp. Cost: 10 XP 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 activate or grant its benefits to the bound individual. Anyone else that attempts to use the item will only have access to the mundane properties and abilities of the item. Sentient items will receive a Willpower roll to resist the effects of this spell. While this spell is in effect, the item also resonates with the bound character via the magical link. This item can be used as a strong focus for sympathetic magic, but the caster can choose to discontinue the spell as normal.

Bind Rune Discipline: Binding, Runic Knowledge Minimum Skill: 30 Exp. Cost: 6 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Range: Touch Duration: Permanent This spell effect will bind a rune to a specific individual. Only that individual may charge the rune for activation. Anyone attempting to bypass this binding must roll a contested action using the two applicable spell discipline skill ratings. The rune will have a strong resonance with the bound characters. Spell perks may be used to increase the number of authorized individuals by one each.

Bind Supernatural Discipline: Binding, Summoning Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Touch

- 231 -

Charles Weston (order #2827343)

6

Spell Descriptions This spell effect allows a wizard to force demons, angels, and other supernatural entities to do his bidding. This spell effect requires a strong resonant item, the assent of the supernatural creature, or a true name to be effective. This binding will apply to those with the Unnatural hero 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 only resonant items must roll a contested action with their appropriate spell discipline skill rating. The creature may resist with either Willpower or their own appropriate discipline skill rating. Any binding attempt using the creature’s true name will only be able to be resisted with a ¼ Willpower roll, as the very basic fabric of its essence fights to bind them. Bound creatures will not commit suicide or attempt actions that are against their very nature. The nature of the creature is very subjective and should be used sparingly. Angels will not kill innocents, but they may slaughter thousands of sinners or those who have strayed from their path. Their nature is less about their personality and relates more to the creature’s origins and purpose. Any such commands will allow the victim another full Willpower roll to resist. A ritual version of this effect exists. Requiring 35 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 creature. The more complicated the instructions, the more likely they are to find a deadly loophole. Game Masters should allow simple instructions to be relatively free of double crosses.

will resist using Perception; Mind altering illusions and curses will resist using Willpower; and other forms resist using Luck. Keep in mind that all touch spells can also attempt to avoid the necessary touch using Defensive Tactics or Dodge.

Blink Discipline: Translocation Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 2 Duration: Instant

Exp. Cost: 10 XP Drain: 10 Range: Self

This spell effect allows the recipient to instantly travel up to five feet per level of experience. This requires a line of sight to the target destination. While the destination may be partially obscured by bars, glass, ice, or other translucent materials it can not be blocked by large opaque objects such as walls or non-windowed doors. The caster may only have a medium encumbrance. Casters cannot teleport into solid objects. Attempts to travel into solid objects will result in the caster appearing in the nearest non-obstructed location along the caster’s line of sight. The impact and shock of early materialization will cause 3d10 injury to the caster.

Spell perks can be used to increase the distance traveled by five feet per spell perk allocation. A spell perk can be used to increase the maximum allowed encumbrance by one level. Two spell perks can also be allocated to allow the caster to blink another individual to the caster’s 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 Skill Penalty: - 40 Drain: 20 Casting Time: 3 Range: Touch Duration: Continual This spell effect will cause the target to go completely blind for the duration. The exact mechanism can vary from spell to spell and discipline to discipline. The curses version of this effect will cause the target’s eyes to become milky and white, very similar to cataracts. The transformation version will often create a second solid eyelid that covers the eye. The illusion form of this effect may project a black hologram over each eye or simply confuse the victim into believing that the vision is lost. Due to the various methods of causing blindness, the ways of resisting the spell are equally varied. Holograms

Bloodline Trigger Discipline: Enchantment Minimum Skill: 100 Skill Penalty: - 50 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 20 XP Drain: 25 Range: Touch

This craftwork spell effect allows the enchanter to create a Bloodline Trigger. A bloodline trigger acts like an additional lock to prevent unauthorized users from activating the magical effects of enchanted items. The bloodline trigger requires that the user of the item share the bloodline (DNA) programmed at creation. This spell requires a sample of fresh blood during enchantment. A minimum skill rating of 30 in the discipline of Binding is required to use this spell effect.

- 232 -

Charles Weston (order #2827343)

6

Spell Descriptions

Blur Discipline: Illusion Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 6 XP Drain: 5 Range: Self

This spell effect uses holograms and illusions to mask the target’s body in a shifting blur. All actions that require precise targeting directed upon the character will suffer a penalty equal to five times the caster’s level of experience. This bonus does not apply towards any burst fire, area of effect spells, or other wide area actions. People who wish to affect the character may attempt to negate the penalty with a Perception save. The perception save will allow the attacker to strike without penalty for one full phase. Spell perks may be spent to increase the penalty to those viewing the character. Each spell perk allocated in this way will increase the penalty by 5.

Bonds of Friendship Discipline: Binding Minimum Skill: 80 Skill Penalty: - 30 Casting Time: Ritual Duration: Permanent

Exp. Cost: 16 XP Drain: 35 Range: Touch

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 individuals. This spell will prevent either party from acting against the best interests of the other party, but the best interests are often subject to personal viewpoint. This ritual is often used in political marriages and those of wealthy individuals. The security of truly knowing that someone else has your best interests at heart can be a welcome respite from the political machinations of the nobility and elite. The ritual requires the expenditure of thirty-five points of drain and five experience points. These costs can be divided amongst all of the mages present.

This spell effect will increase the area of effect of another magician’s spell. The spell must be cast simultaneously with the spell to be enhanced. The caster can increase the area of effect by the equivalent of one spell perk. Spells that do not have an area of effect 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 Spell’s Effect Discipline: Sorcery Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Instant

Exp. Cost: 14 XP Drain: 15 Range: Touch

This spell effect will increase the effect of another magician’s 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 the spell to be enhanced. The caster can increase the basic effect by the equivalent of one spell perk. Rituals cannot be improved. 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 Spell’s Injury Discipline: Sorcery Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Instant

Exp. Cost: 14 XP Drain: 15 Range: Touch

This spell effect will increase the injury inflicted by another magician’s spell. The spell must be cast simultaneously with the spell to be enhanced. The caster can increase the injury inflicted by the equivalent of one spell perk. Spells that do not intentionally inflict injury 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 Spell’s Area of Effect Discipline: Sorcery Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Instant

Exp. Cost: 14 XP Drain: 15 Range: Touch

- 233 -

Charles Weston (order #2827343)

6

Spell Descriptions

Boost Spell’s Range Discipline: Sorcery Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Instant

Exp. Cost: 14 XP Drain: 15 Range: Touch

This spell effect will increase the range of another magician’s spell. The spell must be cast simultaneously with the spell to be enhanced. The caster can increase the range 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.

in the area or temporarily grow new plant life. The bower will keep away most animals with thorns and nettles; create edible fruit enough for a single meal for one person per level of experience; shelter those within from direct sun and weather; and hide them from view. Any creature that attempts to enter the bower will suffer 3d10 injury. The bower may have a volume no greater than 500 cubic feet (10 x 10 x 5) for every experience level of the caster. Additional volume is available at a rate of one spell perk per 500 cubic feet. Spell perks may also be used to increase the number of meals by one each.

Brand Discipline: Binding, Curses, Protections, Wards Minimum Skill: 35 Exp. Cost: 7 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Range: Touch Duration: Continual

Bountiful Harvest Discipline: Hedge Wizardry, Nature Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Special

This spell effect will magically improve and protect the land and crops on one acre of land. While usually cast to aid farmers in their labors, it can be used to protect forests and other verdant locales. The spell effect will protect all plant life on one acre of land from disease, pests, and pollution. Once the spell is cast, the magician 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 caster may only cast this ritual a number of times equal to their level of experience per growing season. Additional acreage may be protected by the allocation of one spell perk per acre of land.

Bower Discipline: Nature Minimum Skill: 25 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 5 XP Drain: 5 Range: Touch

This spell effect will create a simple natural shelter from the elements. The spell will use any available plant life

This spell effect creates a mystical brand that will generate a magical aura and a feeling into some observers. Noticing the brand is possible with the Sense Aura skill or a ¼ Awareness roll. Without a successful roll the brand will simply appear as a normal brand or tattoo. The emotion generated by the Brand may be determined by the spellcaster but is commonly tied to how the wizard feels about the subject. One spell perk and one point of experience will allow the Brand to become permanent. Other spell perks may be allocated to increase the required Sense Aura roll by +5 each.

Bravery Discipline: Protection Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 6 XP Drain: 5 Range: Touch

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 target is immune to normal fear and can choose his actions. This spell will grant a bonus of +25 to any roll to resist supernatural fear. Additional spell perks may be allocated to increase the protection from supernatural fear. Every spell perk allocated in this way will provide an additional bonus of +10 to resistance rolls.

- 234 -

Charles Weston (order #2827343)

6

Spell Descriptions

Breathe Without Air Discipline: Aeromancy, Aquamancy, Flight, Protection, Pyromancy, Terramancy Minimum Skill: 70 Exp. Cost: 14 XP Skill Penalty: - 20 Drain: 15 Casting Time: 3 Range: Touch Duration: Continual This spell effect will allow the recipient to breath without air for the duration of the spell. This spell does not 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.

Everyone within the area of effect will have a penalty equal to five times the caster’s level to all skills. Skills that require communication, concentration, or hearing will have an additional penalty of 10. Deaf characters are immune to the effects of this spell. Spell perks can be used to improve the penalty applied to all listeners within the area of effect. For every additional spell perk, the penalty to all skills will increase by five. Two allocated spell perks can immunize the caster to the effects of this spell.

Calm Discipline: Binding Minimum Skill: 35 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Buoyancy Discipline: Alteration, Aquamancy Minimum Skill: 30 Exp. Cost: 6 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Range: Touch Duration: Continual This spell effect allows the caster to improve the buoyancy of his clothing and carried gear. While under the effects of this spell, the recipient cannot be drawn under water for long periods of time and will continue to bob and float in water. This spell is not effective with recipients wearing armor of any kind or with more than medium encumbrance. Spell perks can be allocated to improve the armor worn and still allow this spell to be effective. One additional spell perk allocated will enable the recipient to float wearing soft armors. Two allocated spell perks are required to allow 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.

Exp. Cost: 7 XP Drain: 5 Range: Touch

This spell effect will calm and relax the subject for the duration. The target may choose to resist using Willpower if they desire. Otherwise a warm sense of serenity and well being will wash over their emotions. This inner peace will prevent them from beginning hostilities or arguments. They are able to respond to physical violence with lethal force if necessary, but will remain calm while doing what has to be done. This spell effect can also be used as a counter-spell to those curses and effects that enrage or anger the subject. When any two such spells or effects interact, the casters must roll a contested check against their two applicable skills. The winner’s effect remains in play while the other is dispelled. The caster cannot attempt another contested check with the same spell combination for at least 24 hours.

Camouflage Discipline: Illusion, Nature, Terramancy, Transformation Minimum Skill: 30 Exp. Cost: 6 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Range: Self Duration: Continual

Cacophony Discipline: Illusion Minimum Skill: 65 Skill Penalty: - 15 Casting Time: 3 Duration: Continual

Exp. Cost: 13 XP Drain: 15 Range: Special

This spell effect will fill the air with loud and noxious sounds of bells, shrieks, clangs, crashes, screams, 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).

This spell effect will cover the character’s body, equipment, and clothing in a blotchy pattern of colors that resemble the surrounding terrain. This spell will also affect soft armor, but will not affect any hard armor. The character will enjoy a bonus of +10 to the skills of Camouflage, Hiding, and Stealth. Spell perks can be allocated to improve the bonus to stealth related skills. Every spell perk allocated in this - 235 -

Charles Weston (order #2827343)

6

Spell Descriptions way will increase the bonus by five. Spell perks can also be used to allow heavier armor to be affected. One additional allocated spell perk is required to allow the wearing of hard armors with up to a PV of 25. Hard armor with more than 25 PV will require two additional spell perks.

Catalyst Discipline: Enchantment, Sorcery Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Continual

Exp. Cost: 14 XP Drain: Special Range: Touch

This spell effect allows a sorcerer to embed another spell effect into an object temporarily. When a specific event occurs, the catalyst will trigger the second spell effect. Trigger events can be nearly anything the caster can imagine. The event or condition cannot be beyond 10 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 greater than a minimum skill of 30. When cast, the drain for both the catalyst (15) and the spell to be stored must be expended. Spell perks may be allocated to increase the minimum skill availability for spell effects to be stored. Each allocated spell effect will increase the available minimum skill by +20. Spell perks can not be used to increase the number of targets for this spell.

Catalyst Trigger Discipline: Enchantment Minimum Skill: 100 Skill Penalty: - 50 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 20 XP Drain: 25 Range: Touch

This spell creates a permanent trigger on an enchanted object that will activate when a certain present condition or event occurs. The event or condition cannot be beyond 10 feet for every experience level of the caster. The event or condition can be almost anything desired by the enchanter with the GM’s discretion.

Charge Rune Discipline: Runic Knowledge Minimum Skill: 21 Skill Penalty: - 0 Casting Time: 1 Duration: Special

Exp. Cost: 4 XP Drain: 5 Range: Touch

This spell will allow the caster to charge a previously enchanted magical rune. Charging a rune will allow the activation of the rune by anyone who touches the rune itself, not simply the medium in which it is crafted. Once cast, a rune will remain charged for 1 day per level of the caster. After the duration elapses, the rune must be recharged using a second spell. Runes can either activate by touch and automatically target the touching individual, or allow the 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.

Clairaudience Discipline: Observation Minimum Skill: 30 Exp. Cost: 6 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Range: Special Duration: Continual This spell allows the caster to 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 Hearing rolls to hear soft or quiet sounds. See the section on scrying for more information. Spell perks can increase the range of this spell effect incredibly. Five spell perks will alter the range to 1 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 sensitivity of the spell. Each spell perk allocated in this way will increase any Hearing rolls by +5. Clairaudience also has a charm version called Eavesdropping. This charm has a single casting time, five drain, and will remain in effect for one round. The range of 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.

- 236 -

Charles Weston (order #2827343)

6

Spell Descriptions

Clairvoyance Discipline: Observation Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Continual

Cleanse Air Exp. Cost: 14 XP Drain: 15 Range: Special

This spell allows the caster to see images 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. Five spell perks will alter the range to 1 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 sensitivity of the spell. Each spell perk allocated in this way will increase any awareness or skill rolls by +5. Clairvoyance also has a charm version called Second-sight. This charm has a single casting time, five drain, and will remain in effect for one round. The range of 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.

Cleanse Discipline: Alteration Minimum Skill: 21 Skill Penalty: - 0 Casting Time: 3 Duration: Instant

Exp. Cost: 4 XP Drain: 5 Range: Touch

This spell effect will instantly clean any inanimate object of dirt, grime, or other impure materials. Any shiny or reflective surfaces will be shined and gleaming. Worn objects will not be repaired, but will be as clean as possible. This spell effect may cleanse up to a nine square foot (3 x 3) surface area. An additional nine square foot area may be purchased with each spell perk.

Discipline: Aeromancy Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Self

This spell effect creates a small bubble (3’ diameter) of clean air around the head of the caster. It will continue to clean and refresh the air in any environment with fouled or contaminated air. It will not operate within a vacuum, underwater, or in any environment completely devoid of oxygen. Spell perks may be allocated to increase the size of the bubble. The first allocated spell perk will increase the bubble to a volume of 125 cubic feet (5 x 5 x 5). Each additional spell perk will increase the volume by 125 cubic feet (5 x 5 x 5).

Clear Thoughts Discipline: Healing, Protection Minimum Skill: 35 Skill Penalty: - 0 Casting Time: 3 Duration: Instant

Exp. Cost: 7 XP Drain: 5 Range: Touch

This spell effect will negate any spell that affects 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 winner, then the offending spell is negated. Otherwise the offending spell resists the negation attempt. Further attempts to negate the same spell will grant a bonus of +10 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.

- 237 -

Charles Weston (order #2827343)

6

Spell Descriptions

Cloak of the Damned Discipline: Protection, Summoning Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Cloak of Disease Exp. Cost: 6 XP Drain: 5 Range: Self

This spell effect shrouds the recipient with an aura of evil and corruption. While it does not give any bonuses against demonic powers, it will mask the character as one of them. The spell does not have any illusionary component; it simply creates a resonance with demons. Cloaks of the damned cannot be stacked with any other cloak spell. Demons may attempt to see past the mystical disguise with a successful Willpower roll. Actions that are decidedly not common to demons may allow an Intelligence roll to notice the fake. Interactions with supernatural creatures that abhor demons will have a penalty of -10 to all skill or attribute rolls. They will identify the character as one of their enemies unless time is taken to actually examine the shrouded character. Regular humans will feel uneasy when they near the character.

Cloak of Deathly Shadows Discipline: Necromancy, Protection Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 6 XP Drain: 5 Range: Self

Discipline: Curses Minimum Skill: 100 Skill Penalty: - 50 Casting Time: 4 Duration: Continual

Exp. Cost: 20 XP Drain: 25 Range: Self

This spell effect shrouds the character in a miasma of disease and sickness. While invisible to normal sight, the effect can still be sensed with supernatural methods. Everyone who comes within fifteen feet has a 3% chance per level of experience to contract a Type 1 disease. Those who physically touch the character, or an object carried, will have a 5% chance per level to contract the disease. Any exchange of bodily fluids will increase this chance to 10% per level of experience. Once the disease is contracted the victim may attempt to resist with a Health roll. The recipient is immune to his own diseases. Cloaks of disease cannot be stacked with any other cloak spell. Spell perks may be allocated to increase the potency and virulence of the disease. For every two spell perks allocated towards potency, the Type of the disease will increase by one. Those that wish to increase the virulence 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 the specific disease created by this effect. The allocation of one spell perk will allow them to choose which disease, of the applicable types, is created.

This spell effect shrouds the recipient in a seeming of death. While it does not give any bonuses against necromantic magic or protections against the undead, it will mask the character as one of them. The spell does not have any illusionary component; it simply creates a resonance with the dark arts. Cloaks of deathly shadows cannot be stacked with any other cloak spell.

Cloak of Health

Undead may attempt to see past the mystical disguise with a successful Willpower roll. Any blood spilt from the shrouded character will send the undead into a frenzy. They will attack with inhuman glee and will instantly be able to detect the fraud. Actions that are decidedly not common to the undead may allow an Intelligence roll to notice the fake. Necromancers are not affected in any way.

This spell effect creates an aura of healing around the character. Everyone within five feet of the recipient will heal 1d10 injury points every phase, including the character. The cloak appears to be a slight heat shimmer around the character with fragrant blossoms and warm soothing breezes. Cloaks of health cannot be stacked with any other cloak spell.

Interactions with supernatural creatures that abhor the undead will have a penalty of -10 to all skill or attribute rolls. They will identify the character as one of their enemies unless time is taken to actually examine the shrouded character. Regular humans will feel a cold creepy feeling when they near the character.

Discipline: Healing, Vitalism Minimum Skill: 95 Skill Penalty: - 45 Casting Time: 3 Duration: Continual

Exp. Cost: 19 XP Drain: 20 Range: Self

Additional spell perks can be used to increase the radius of the effect and the rate of healing. One spell perk can be used to increase the diameter of the healing aura by five feet. Alternatively, one spell perk can be allocated to increase the rate of healing by 1d10 injury points per phase.

- 238 -

Charles Weston (order #2827343)

6

Spell Descriptions

Cloak of Injury

Cloak of Night

Discipline: Aeromancy, Aquamancy, Necromancy, Pyromancy, Telekinesis, Temporal, Terramancy, Vitalism, Weather Minimum Skill: 75 Exp. Cost: 15 XP Skill Penalty: - 25 Drain: 15 Casting Time: 3 Range: Self Duration: Continual

Discipline: Illusion Minimum Skill: 45 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

This spell effect will create a whirling mass of harm. While the recipient is immune to the effects of this spell, anyone else who comes within five feet will suffer 2d10 injury per phase. The exact appearance and other elemental effects are determined by the discipline’s form. Some disciplines may allow more than one form of injury, but only one can be selected. Cloaks of injury cannot be stacked with any other cloak spell. Examples of available forms include: Fire, Frost, Life Draining, Lightning, Sandstorm, Stone, Telekinetic Force, Temporal Energy, and Water. Other forms may be available to creative players and GMs. Additional spell perks can be used to increase the radius of the effect and the injury inflicted. One spell perk can be used to increase the diameter of the harmful aura by five feet. Alternatively, one spell perk can be allocated to increase the injury inflicted by 1d10 injury points per phase.

This spell effect bends shadow around the recipient. This causes the character to be far more difficult to perceive, especially when they are motionless. The appearance of the effect is a darkened figure hidden within a deep well of shadow. In normal light, the character still draws shadows and darkness which eliminates the benefits of the effect. This spell effect allows the character to see, fight, and cast spells as normal. If the character stands motionless in darkness there is a bonus of +10 to camouflage, hiding, and stealth skill rolls as well as an equal penalty to be struck. If the character moves, anyone can see an indistinct figure, but there is a penalty to strike the cloaked character. Every foot of movement traveled during a phase equates to an equal reduction of modifiers. Cloaks of night 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.

Cloak of Light

Cloak of Sanity

Discipline: Illusion Minimum Skill: 45 Exp. Cost: 9 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Self Duration: Continual This spell effect bends most light around the recipient. This causes the character to be far more difficult to perceive, especially when they are motionless. The appearance of the effect is a shimmering outline with a fuzzy interior. At night the character has a faint glowing nimbus which eliminates the benefits of the effect.

Discipline: Healing, Protections Minimum Skill: 95 Skill Penalty: - 45 Casting Time: 3 Duration: Continual

This spell effect allows the character to see, fight, and cast spells as normal. This spell effect is a precursor to the invisibility spell effect. If the character stands motionless there is a bonus of +10 to camouflage, hiding, and stealth skill rolls as well as an equal penalty to be struck. If the character moves, anyone can see an indistinct figure, but there is a penalty to strike the cloaked character. Every 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.

Exp. Cost: 9 XP Drain: 10 Range: Self

Exp. Cost: 19 XP Drain: 20 Range: Self

This spell effect creates an aura of sanity around the character. Everyone within five feet of the recipient will recover 1d10 sanity points every phase, including the character. The cloak appears to be a slight heat shimmer around the character with pleasant childhood memories and motherly attention. Additional spell perks can be used to increase the radius of the effect and the rate of restoration. One spell perk can be used to increase the diameter of the restoring aura by five feet. Alternatively, one spell perk can be allocated to increase the rate of restoration by 1d10 sanity points per phase.

Spell perks can be allocated to increase the modifiers to skills. Each allocated spell perk will increase the modifiers by five. - 239 -

Charles Weston (order #2827343)

6

Spell Descriptions

Close Gateway Discipline:Enchantment,Runic Knowledge,Translocation Minimum Skill: 40 Exp. Cost: 8 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Touch Duration: Instant This spell effect will attempt to close any permanently enchanted gateway, pattern, or gateway effects. The spell used to activate the gateway to be affected must have a minimum skill requirement of no more than 35. This effect can only close one gateway at any one time. This spell effect only closes one end of a gateway, so effects that create tunnels or other corridor-like environments are sealed - not collapsed.

To determine if the dispel attempt was successful; both spellcasters must roll contested using the appropriate spell disciplines. If the person casting Close Gateway is the winner, then the gateway will begin to close. Anyone near the gateway may attempt a Dodge roll to exit or enter the gateway before it closes. There is only time enough for one attempt before it will finish closing. Otherwise the gateway resists the negation attempt. Further attempts to negate the same gateway will grant a bonus of +10 to the spell strength of the original effect. 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. Each spell perk allocated in this way will increase the number of possibly negated effects by one. Spell perks that reduce the resistance of the target cannot be purchased for this spell effect.

can they affect the memory of the victim. Commands that contravene the basic nature and moral compass of a victim will be automatically resisted. Examples of good commands include freeing a prisoner, repairing an object, opening a door, saying false information over a radio, and closing ones eyes. Long term projects with multiple goals and stages may be completed with multiple spell effects. These may not be stacked and each must be cast after the previous duration has expired. Spell perks may be used to increase the numbers of simple commands issued to a victim. Each allocated spell perk can be used to issue one additional command. Each command may be resisted individually, and each has the same restrictions and conditions as normal. 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 victim. Each will receive a separate Willpower resistance roll. Spell perks may also be allocated to increase the power of the command. Three allocated spell effects will enable the command a minor violation of the victim’s moral code. Five spell perks are required for major violations of the victim’s morality. These major transgressions can leave mental scarring and repressed issues long afterwards. The victim will receive a bonus of +20 to resist all violations of her morality and ethics. Suggest is a charm version of this spell effect. The Drain of the charm is 5 and has a casting time of 1 phase. The command may not take more than a number of phases equal to the caster’s level of experience. These suggestions must be very simple in nature.

Common Trigger Command Discipline: Binding Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Touch

This spell effect allows the caster to give a single command of relative simplicity to a victim. This spell effect will continue to be in effect until the duration ends or the command is completed, whichever occurs first. Once the duration elapses, the victim is free to act normally. The victim will remember everything that occurs during the period under command, but will be unable to act in any way other than to follow the command. Victims will always be able to resist this spell effect with Willpower. The command must be simple and direct. Commands cannot have detailed multiple components, nor

Discipline: Enchantment Minimum Skill: 65 Skill Penalty: - 15 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 13 XP Drain: 15 Range: Touch

This craftwork spell effect will allow an enchanter to create several magical trigger for an enchanted device. The triggers that can be created with this effect include Spoken Trigger, Gesture Triggers, and Tactile Triggers. Each of the triggers has a specific purpose and mechanism. Spoken triggers will activate the item when a certain phrase, command, or code word is uttered by the holder of the item. The commands spoken by anyone else will not have any effect on the item. Gesture triggers are those triggers that activate with a specific movement of the body or item. These can be as elaborate as the enchanter desires, but beware: holding the item and making the same gesture will always activate the item.

- 240 -

Charles Weston (order #2827343)

6

Spell Descriptions The final common trigger is the tactile trigger. Tactile triggers require some touching of the object to activate the enchantment. This can include depressing studs, twisting shafts, flipping switches, tracing runes, or something more complex. The entire mechanism must be part of the device for it to be considered a Tactile Trigger. Items with removable parts that are required for activation are considered Key Triggers.

is 15, requires one phase to cast, and has a skill penalty of -25. A ritual version of this spell effect can be used to increase the duration to a full day outside and five days inside the temporal bubble. This ritual will not grant the customary additional spell perks and will cost 50 Drain to 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 Minimum Skill: 100 Skill Penalty: - 50 Casting Time: 4 Duration: Special

Exp. Cost: 20 XP Drain: 25 Range: Centered on Self

This powerful spell effect will compress time in a very small volume of space. When cast, the outside world will experience one minute passing as normal. Those inside the bubble of slow time will experience five minutes that seems to progress as normal. The maximum volume of slow time is 1,000 cubic feet. The exact shape may be 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 from both inside and outside the bubble and fully obscures vision both ways. Radio and all other forms of electromagnetic radiation are also blocked by the temporal barrier. Anyone attempting to enter or leave the area of compressed time will suffer 3d10 points of injury. Only temporal shields or resistances can prevent this injury. Equipment and gear may suffer damage as well. Armor will suffer loss of PV by a number equal to the injury inflicted. Items with Breakage Points will suffer an identical amount of damage. Items without Breakage Points will have a percentage chance to shatter or disintegrate equal to the injury inflicted. 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 within the temporal anomaly. This spell has a Charm version called Solace which will remain in effect for one phase in the real world. Three phases will pass in the area of temporal compression. The area of effect is identical to the normal spell, but can never be modified by spell perks. The Drain for the Solace charm

Conceal Ward Discipline: Wards Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Touch

This spell will shroud a previously cast ward from all senses, including those that detect supernatural energies. Any attempt to detect the concealed ward will require a contested action between the Wards skill of the caster and the appropriate detection skill of the observer.

Condense Discipline:Aeromancy,Alteration,Aquamancy,Cryomancy Minimum Skill: 50 Exp. Cost: 10 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Touch Duration: Continual This spell effect will transform a reasonably pure gaseous volume into a liquid state. A 125 cubic foot volume (5 x 5 x 5) of gas will be condensed into a liter of liquid. While this is not scientifically accurate, this should be used for ease of game-play. Those of a more scientific bent may calculate the exact gas to liquid ratio for each altered compound. Additional spell perks will increase the maximum volume by 125 cubic feet (5 x 5 x 5).

Conduit Discipline: Binding Minimum Skill: 100 Skill Penalty: - 50 Casting Time: 4 Duration: Continual

Exp. Cost: 20 XP Drain: 25 Range: Special

- 241 -

Charles Weston (order #2827343)

6

Spell Descriptions This spell effect allows the caster to create a strong sympathetic link through a person or sentient creature. This link can be used in a way similar to a familiar bond. With a scrying device, this spell can observe through the eyes of the subject. The caster can even choose to cast spells through the link as if they were standing in place of the subject. 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 ways except to increase the number of targets. Spell perks can never increase the number of targets that this spell will affect. Three spell perks may be used to extend the range to another alternate reality.

Confusion Discipline: Curses Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Touch

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 event the victim must roll Willpower or be distracted from their task at hand. Spell perks may be allocated to increase the penalty applied by -5 per spell perk. This modifier will only apply to all Intellect or Willpower based skills.

Conjure Food Discipline: Conjuration Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Permanent

Exp. Cost: 8 XP Drain: 10 Range: Self

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 be conjured. This food is entirely non-magical in nature and will be fresh. Additional spell perks may be used to increase the quantity of food by an additional pound each. Alternatively, one spell perk may be used to create a prepared meal of simple foods. Two spell perks will conjure a fine and tasty meal already prepared. Ritual forms are often used to create banquets of fine foods.

Conjure Object Discipline: Conjuration Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Self

This spell effect will conjure a small item into one of the wizard’s 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 Discipline: Conjuration Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 3 Duration: Continual

Each additional spell perk will increase the maximum allowed PV for the armor by 10. Two allocated spell perks will allow the caster to conjure large sized armor while three allocated spell perks are required for huge armor. Five spell perks and one experience point will change the duration to permanent.

Exp. Cost: 12 XP Drain: 15 Range: Self

This spell effect will conjure a suit of light armor onto the conjuring character or into his hands. The suit of armor will be medium sized, tailored appropriately for the conjurer, and will be plain and unadorned. The maximum PV of the conjured armor is 10 and the armor conjured must be appropriate for the local area.

Spell perks may be used to increase the weight, the value, and the complexity of summoned objects. Each additional spell perk will increase the maximum weight of the object by ten pounds. Items may have their maximum value increased by 10% per spell perk. This added value should come from increases in base materials, artistic value, quality bonuses, and other intrinsic properties. One spell perk will conjure items with mechanical moving parts. Five spell perks are required to summon complex objects such as firearms, electronics, and modern machinery. Game Masters should be very cautious with the objects that may be summoned to keep the chronicle

- 242 -

Charles Weston (order #2827343)

6

Spell Descriptions balanced. Five spell perks and one experience point will change the duration to permanent.

Conjure Weapon Discipline: Conjuration Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 15 Range: Self

This spell will conjure a small or medium onehanded melee weapon or arrow into the conjurer’s hand. This weapon is completely normal, un-enchanted, and of regular quality. Spell perks can be used to increase the size of the weapon. Two allocated spell perks will allow the caster to conjure an oversized medium (M+) weapon while three allocated spell perks are required for a large weapon. Huge weapons will require four allocated spell perks. Five spell perks and one experience point will change the duration to permanent.

This spell effect will create an ever-burning flame. 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 light. An ever-burning flame can be transferred from one fuel source to another simply by placing the new source into the flame. While the creator can touch and manipulate the flame without injury, most people cannot be considered the source of fuel for the spell. Should the duration of the flame expire, the fire will begin consuming the fuel normally. Spell perks can be used to increase the size of the flame. One spell perks will increase the size to that of a torch. Three spell perks will increase the size to that of a campfire. Five spell perks will increase the flame to that of a small bonfire.

Continual Frost Consume Blood Discipline: Necromancy Minimum Skill: 90 Skill Penalty: - 40 Casting Time: 3 Duration: Continual

Exp. Cost: 18 XP Drain: 20 Range: Self

This spell effect is one of the originations of the vampire legend. Once cast, the necromancer can draw sustenance and power by drinking the fresh blood of his victims. The recipient may restore their drain in an equal rate to the health drawn from others sentient creatures. 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 reservoir can be created with a maximum storage potential of five health per allocated spell perk. Any unused blood will be vomited by the recipient at the end of the duration.

Continual Flame Discipline: Pyromancy Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 6 XP Drain: 5 Range: Touch

Discipline: Aeromancy, Cryomancy, Weather Minimum Skill: 30 Exp. Cost: 6 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Range: Touch Duration: Continual This spell effect will create an ever-chilled volume. The frost has a maximum volume of one cubic foot. The frost will continue to cool for the duration of the spell. This frost will keep food preserved as if in a freezer or icebox. Spell perks can be used to increase the volume of frost. Every allocated spell perk will add one more cubic foot to the maximum volume.

Control Animal Discipline: Binding, Nature Minimum Skill: 25 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 5 XP Drain: 5 Range: Touch

This spell effect allows the caster to control one normal animal that weighs less than 30 lbs. The animal will follow the commands of the wizard, but will not risk its life stupidly. All animals may roll Willpower to resist the effects of this spell, but very few animals have a very high Willpower. Spell perks may be allocated to increase the maximum weight by 20 lbs for each spent. - 243 -

Charles Weston (order #2827343)

6

Spell Descriptions

Control Undead Discipline: Necromancy Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Touch

This spell effect will take control of any corporeal undead. Sentient undead and those with a master may attempt to resist, but all others will follow the commands issued by the necromancer. Sentient undead may resist with Willpower. Undead controlled by another necromancer will require a contested necromancy skill check to seize control. Sentient undead cannot be forced to destroy themselves.

Control Weather Discipline: Weather Minimum Skill: 135 Skill Penalty: - 85 Casting Time: Ritual Duration: Continual

Exp. Cost: 27 XP Drain: 55 Range: Special

This ritual allows the caster to determine the nature and effects of the weather in a wide-spread area. The character can alter the weather in a radius of one mile per level of experience. The character can raise or lower the temperature in the affected area by five degrees Fahrenheit per level of experience. Wind speed can be increased or decreased by 20 miles per hour per level of the caster. The character can cause the creation of precipitation of various degrees, increase or decrease the barometric pressure, alter the humidity, and affect other weather factors. It requires time for the weather to change; GMs must use their best judgment. While this ritual is in effect, the primary spell 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. Spell effects may be used to increase the radius of the ritual. For every spell perk allocated in this manner the radius will increase by one mile. Other components of this ritual may also be modified by spell perks. The exact number required will vary on the component increased and 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

- 244 -

Charles Weston (order #2827343)

6

Spell Descriptions This spell effect allows the target letter to instantly travel up to five miles per level of experience. The destination may be any that the caster can either see, scry, or knows well. Unknown locations will impose an additional penalty of -20. The letter may have no more than three pages per wizard’s level of experience.

the caster’s personal rating in the skill, whichever is lower. The task must be mundane in nature; this spell cannot cast other spells, banish, scry, or enchant objects. The quality of the product, or task, will be equivalent with the skill rating applied.

Spell perks can be used to increase the distance traveled by five miles per spell perk allocation. A spell perk can be used to increase the maximum allowed weight by five pages. Spell perks may not be used to increase the number of targets.

Spell perks can be allocated to improve the skill rating of the Craftwork spell. Each additional spell perk will increase the maximum allowable skill by 10. The caster must have an equal or greater skill than the available rating. Spell perks can also be used to reduce the required manhours of the task by 10% each.

Counter Scrying

Crawling Text

Discipline: Observation, Protection Minimum Skill: 40 Skill Penalty: - 0 Casting Time: Special Duration: Special

Exp. Cost: 8 XP Drain: 10 Range: Special

This spell effect will allow the caster to attempt to block any attempt at scrying upon the caster. Any attempts to scry upon the caster, or anyone within a five foot radius, must roll a contested action against the Observation skill using the appropriate Discipline. Success means that the caster may be observed by that spell effect. The caster does not receive confirmation that the counter scrying is effective, although he will notice additional attempts to break the protection. 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.

Discipline: Communication Minimum Skill: 65 Skill Penalty: - 15 Casting Time: 3 Duration: Continual

Exp. Cost: 13 XP Drain: 15 Range: Touch

This spell effect will cause printed text to squirm and crawl on the written page. Up to twenty pages, or twenty-five square feet (5 x 5), of text can be obscured in this way. Any attempt to read the obscured writing will require a successful Awareness roll. Success will allow the character to read one page every two minutes. Failure will give the reader a blinding headache and a penalty of -5 to all skills for ten minutes. Additional spell perks can be used to increase the volume of obscured text by twenty pages or an additional twenty-five (5 x 5) square feet.

Create Armor

Craftwork Discipline: Hedge Wizardry Minimum Skill: 20 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 4 XP Drain: 5 Range: Touch

This spell effect is a more powerful version of the Hedge Wizardry spell effect. While the Hedge Wizardry spell will only complete menial tasks, the Craftwork spell will attempt skilled labor. The spell requires the normal time in man-hours to accomplish the task, but the wizard is freed from the drudgery of the labor. The spell will have an effective skill rating of 25 or

Discipline: Aquamancy, Nature, Protection, Sorcery, Telekinesis, Terramancy, Transformation Minimum Skill: 70 Exp. Cost: 14 XP Skill Penalty: - 20 Drain: 15 Casting Time: 3 Range: Self Duration: Continual This spell effect creates a layer of armor around the caster. The nature and composition of the armor is dependent upon the discipline used to create the armor, and the desires of the caster. The armor will provide a Protection Value of 10 and is considered Hard for purposes of armor penetration. The caster will suffer an encumbrance penalty of -5 while wearing the magical armor. If the armor loses all PV, the spell will instantly end. Spell perks can be used to increase the available PV, reduce the encumbrance, or create a small injury dealing surface of the armor. Each spell perk allocated may increase - 245 -

Charles Weston (order #2827343)

6

Spell Descriptions the PV of the armor by +10. One spell perk may be allocated to reduce the encumbrance penalty of the armor to -0. One spell perk will create spikes, spines, sharp ridges, or some other form that will deal 1d10 Injury with body slams, tackles, or similar hand to hand combat techniques.

Create Light Discipline: Illusion Minimum Skill: 21 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 4 XP Drain: 5 Range: Touch

The object, or individual, touched by this spell effect will begin to glow with a soft white light. This light will illuminate a fifteen foot radius around the object. Spell perks can be used to increase the radius of illumination, change the appearance of the light, and even create an ambulatory ball of illumination. Every spell perk allocated towards illumination will increase the radius by five feet. One spell perk may be spent to change the color of the light to any portion of the visible spectrum. Two spell perks will create a globe of light that will hover and move at a maximum rate of five feet per phase. The globe cannot travel beyond ten feet per experience level of the caster.

Create Shield Discipline: Aquamancy, Nature, Protection, Sorcery, Telekinesis, Terramancy, Transformation Minimum Skill: 40 Exp. Cost: 8 XP Skill Penalty: - 0 Drain: 10 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 composition of the shield is dependent upon the discipline used to create the shield, and the desires of the caster. The created shield will grant a bonus of +5 to the Defensive Tactics of the wearer. The shield will have a total of 50 Breakage Points. The buckler will not require a hand to control, but will incur a penalty of -5 to any actions using that arm. 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 and will have 100 Breakage Points. Three allocated spell perks will increase the size to that of a tower shield; with a bonus of +15 to DT and 150 BP.

Create Thaumic Link Discipline: Geomancy Minimum Skill: 60 Skill Penalty: - 10 Casting Time: Ritual Duration: Special

Exp. Cost: 12 XP Drain: 50 Range: Touch

This ritual is an advanced version of the Attunement spell effect. It allows a geomancer to create a Thaumic Link with a geomantic place of power, or Thaumic Site. A geomancer may have a maximum of Thaumic Links equal to his current level of experience. Wizards should be cautious in creating Thaumic Links as they provide excellent resonance for sympathetic magic. Once the link is created, the caster can channel that energy into a continual spell or keep it as Drain refreshment. The caster can travel any distance away from the Thaumic Site while keeping the link intact. Game Masters may allow the thaumic linking of other Discipline’s places of attunement. Once linked, the geomancer has 5 Drain with which to either replenish Drain or use to power a spell effect with a Continual Drain cost of five. If the choice of drain replenishment is selected, then the geomancer will recover an additional five drain every 6 hours. Geomancers cannot draw more from a Thaumic Site than the site’s resource rating times ten. 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 the frequency of the refresh bonus. The first spell perk will increase the frequency to every 3 hours. The second will improve it to refreshing every hour. The third will improve the frequency to every minute. The fourth will increase the frequency to every combat round. It cannot be improved beyond this point.

Create Water Discipline: Aquamancy, Conjuration Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Permanent

Exp. Cost: 6 XP Drain: 5 Range: Special

This spell will permanently create one gallon of water per level of experience. This water is pure, clean, cool, and refreshing. Unless the caster has enough jugs, buckets, or other containers the water will spill upon the ground. The caster can create the water directly into the containers, in a large splash of water within 5’, or from a stone or fist like a faucet. Spell perks may be allocated to increase the output of this spell by one additional gallon of water.

- 246 -

Charles Weston (order #2827343)

6

Spell Descriptions

Create Weapon 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 This spell effect creates a weapon out of the appropriate element for the Discipline used. The weapon created can resemble any melee weapon with which the recipient has a skill to use. The amount of injury inflicted is based not upon the design of the weapon, but the number of perks allocated towards injury.

Perks Base

1 3

2 6

3 9

4 11

5 13

6 16

7 19

8 21

9 23

0 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

Create Wind Discipline: Aeromancy, Weather Minimum Skill: 30 Exp. Cost: 6 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Duration: Continual Range: 10 feet per level of experience 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.

Cure Disease Discipline: Healing Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Permanent

Exp. Cost: 27 XP Drain: 55 Range: Touch

This ritual will permanently heal all forms of blindness or vision impairment. This sight can be either night vision, normal vision, or both as required. The blindness to be cured can be natural, magical, but not divine in nature. Only a miracle can cure a curse from a god. The ritual will cost five experience points from the caster, unless

Exp. Cost: 14 XP Drain: 15 Range: Touch

This spell will cure a Type 1 or lower disease that infects a subject. The cure is permanent until the subject reinfects themselves. Spell perks can be used to increase the Type of disease that can be cured by one.

Cure Insanity Discipline: Healing Minimum Skill: 135 Skill Penalty: - 85 Casting Time: Ritual Duration: Permanent

Exp. Cost: 27 XP Drain: 55 Range: Touch

This ritual will cure any single insanity from the subject. This is a permanent cure and will require 5 experience points from the caster. Any insanities that are purchased as Weaknesses can only be cured with an expenditure equal to the original benefit.

Cybernetic Assimilation Discipline: Mechanical Minimum Skill: 135 Skill Penalty: - 85 Casting Time: Ritual Duration: Permanent

Cure Blindness Discipline: Healing Minimum Skill: 135 Skill Penalty: - 85 Casting Time: Ritual Duration: Permanent

the affliction was chosen as a weakness. Weaknesses will require a full expenditure equal to the original benefit.

Exp. Cost: 27 XP Drain: 55 Range: Touch

This ritual will allow a techno-wizard to ease the disruption between the cybernetics in a subject mage’s body and their flow of magical essences. This ritual will affect every cybernetic system within the body and cannot be used to pinpoint a single system. The caster must pay an experience cost equal to ¼ the Continual Drain imposed by the cybernetic systems rounded up. Further systems added to a wizard will impose the normal Continual Drain, until further castings of this ritual are performed.

- 247 -

Charles Weston (order #2827343)

6

Spell Descriptions

Dark of Night

Death Touch

Discipline: Illusions Minimum Skill: 70 Exp. Cost: 14 XP Skill Penalty: - 20 Drain: 15 Casting Time: 3 Duration: Continual Range: 10 feet per experience level of the caster

Discipline: Vitalism Minimum Skill: 155 Skill Penalty: - 105 Casting Time: 6 Duration: Instant

This spell effect will allow the wizard to darken an area with unnatural shadows. The volume that can be affected is 6,250 cubic feet (25 x 25 x 10). Non-magical light will abruptly end at the edge of this effect. Magical light may attempt a contested Discipline skill check with this 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).

This spell will instantly kill one victim with but a momentary touch. The victim may roll Health to resist the effects of this spell. If successful, the victim merely suffers 3d10 injury per level of experience of the caster. Spell perks may never be used to increase the number of targets.

Exp. Cost: 31 XP Drain: 35 Range: Touch

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).

Deaden Sense Discipline: Curses, Transformation Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 3 Duration: Continual

Exp. Cost: 12 XP Drain: 15 Range: Touch

This spell effect will deaden one of the victim’s senses. The caster must choose one of the following senses: Vision, Hearing, Smell, Taste, and Tactile sensations when casting this spell. All awareness rolls using the deadened sense, and skills using the appropriate sense, will suffer a penalty of -10. If tactile sensation is deadened, all skills requiring a delicate sense of touch will also suffer the same penalty. 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.

Deflect Ranged Strike Discipline: Protections Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 1 action Duration: Instant

Exp. Cost: 12 XP Drain: 15 Range: Self

This spell will allow the caster to deflect any one spell effect, that utilizes the ranged strike skill. This will replace any other attempt to save or resist the spell. Once cast, the wizard may roll a contested action using his Protections skill rating against the Ranged Strike skill rating of the attacker. If the attacker received a critical success on the casting skill roll, they will enjoy a bonus of +50 to this roll. A deflected spell may not be re-directed unless two skill perks are allocated in this way. A deflected spell will require a Ranged Strike skill roll from the defender with a penalty of -30. A re-directed spell will cost an available floating, primary, or reflexive action. Spell perks may never be used to increase the range of this spell or the number of targets.

- 248 -

Charles Weston (order #2827343)

6

Spell Descriptions

Delusions of Grandeur Discipline: Curses Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Continual

Destroy Ward Exp. Cost: 14 XP Drain: 15 Range: Touch

The victim may attempt to resist with Willpower to avoid the effects of this spell. If the victim fails, he thinks he is a god or an unstoppable hero of legend. He fully believes that he is omniscient, omnipotent, and omnipresent. He will attempt actions that would be suicidal or insane for any mere mortal to attempt. The victim also sees his actions as if they were successful, and will not believe any statements to the contrary. The character will be full of bombast, arrogance, and condescension for his lesser minions. Have fun with it; the victim should ham it up as much as possible.

Destroy Holograms & Illusions Discipline: Illusions Minimum Skill: 35 Skill Penalty: - 0 Casting Time: 3 Duration: Instant

Exp. Cost: 7 XP Drain: 5 Range: Touch

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 be affected must have a minimum skill requirement of no more than 35. 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 Destroy Holograms & Illusions is the winner, then the offending spell is negated. Otherwise the offending spell resists the negation attempt. Further attempts to negate the same spell will grant a bonus of +10 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.

Discipline: Wards Minimum Skill: 35 Skill Penalty: - 0 Casting Time: 3 Duration: Instant

Exp. Cost: 7 XP Drain: 5 Range: Touch

This spell effect will destroy any previously placed ward with a touch. The ward to be affected must have a minimum skill requirement of no more than 35. Only one ward 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 Destroy Ward is the winner, then the offending ward is destroyed and there are no consequences to the caster from the negated ward. Any additional wards placed upon the same target will react as 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 will increase the available minimum skill by +20. Spell perks can also be allocated to increase the number of wards that are negated on the same target. Each spell perk allocated in this way will increase the number of possibly negated wards by one. Spell perks that reduce the resistance of the target cannot be purchased for this spell effect.

Devour Soul Discipline: Necromancy Minimum Skill: 150 Skill Penalty: - 100 Casting Time: Ritual Duration: Permanent

Exp. Cost: 30 XP Drain: 60 Range: Touch

This horrifying ritual will allow a necromancer to devour the soul of a victim. The soul of the victim is completely absorbed into the necromancer, and will stain his soul and aura as one of the worst kinds of murderers. The soul of the victim is permanently destroyed and can never be resurrected. This ritual is nearly always considered to be the blackest of the dark arts. The sacrifice of the victim is a required portion of the ritual and will never grant a bonus or additional drain to the casters. The victim will always receive a contested Willpower roll to resist this ritual. If the ritual is successful, the casters may divide 20 experience points of the character’s 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 - 249 -

Charles Weston (order #2827343)

6

Spell Descriptions must determine if the information desired is available and how many experience points it will require. Spell perks may never be used to increase the number of targets this ritual can devour. Spell perks may be used to increase the amount of experience drawn from the caster by five points. No one can draw more experience from a victim than they had accumulated, but even beginning characters are worth 20 XP for this ritual.

Direction Sense Discipline: Divination, Flight, Translocation Minimum Skill: 21 Exp. Cost: 4 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Range: Self Duration: Continual 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 Duration: Continual This spell allows the caster to see images from a specific point in an alternate reality 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 in another dimension. 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 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.

Diseased Touch Discipline: Curses Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 3 Duration: Instant

Exp. Cost: 12 XP Drain: 15 Range: Touch

This spell effect will create a weak Type 1 disease that will attempt to infect the victim touched. The victim will be able to resist the infection as normal. Spell perks can be used to increase the virulence of the disease. For every two spell perks allocated towards potency, the Type of the disease will increase by one. 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 Skill Penalty: - 105 Casting Time: 6 Duration: Instant

Exp. Cost: 31 XP Drain: 35 Range: Self

This spell effect will teleport the caster to an alternate dimension or reality. The caster must have had previous experience with an alternate reality or else the teleportation will result in a random destination. The caster may only have a medium encumbrance. A spell perk can be used to increase the maximum allowed encumbrance by one level. Two spell perks will enable the caster to create a gateway between worlds. This gateway will remain open for only a number of phases equal to the caster’s level of experience. The gateway is two way, and things can come out as well.

Disenchant Discipline: Enchantment Minimum Skill: 50 Skill Penalty: - 0 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 10 XP Drain: 10 Range: Touch

This craftwork spell effect may be used to destroy a permanent enchantment on an object. The enchanter must have knowledge of the storage medium effect to be disenchanted. The effect will require a number of manhours based upon the storage medium to be destroyed. Once the storage medium is destroyed, all effects generated and stored by the medium are also disenchanted.

- 250 -

Charles Weston (order #2827343)

6

Spell Descriptions Storage Medium Single Use, Gems, Scrolls, etc Charged Item, Wyrd Magic Battery, Limited Use, Talisman Spell Vault Eternal Effect, Golems Gateway, Pattern Legendary Artifact

This spell effect will negate and dispel the magical energies of any other spell effect with a continual or short duration. This spell effect will not negate magical items or permanent enchantments. Spell effects with a permanent duration will be temporarily disrupted.

Man-hours 10 60 100 150 200 500 + 500

The craftwork skill roll is similar to that used in creating the enchanted item. At each of the three work blocks, a skill roll must be successful to proceed further. This effect requires a contested action using the Enchantment Discipline skill ratings of the creator and destroyer instead of a standard skill roll.

Disintegration Discipline: Translocation Minimum Skill: 80 Exp. Cost: 16 XP Skill Penalty: - 30 Drain: 20 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 target’s body to a random location. The injury inflicted will usually be a random sampling of locations from the victim, although a called shot or critical success will focus the destructive energies upon one location. Disintegration injury cannot be healed using any magical or supernatural means, it must be healed naturally.

1 3

2 5

3 8

4 10

5 13

6 15

7 18

8 20

9 23

0 25

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 spell to be affected must have a minimum skill requirement of no more than 60. Only one spell effect may be affected at any time. To determine if the dispel attempt was successful; both spellcasters must roll contested using the appropriate spell disciplines skills. If the person casting Dispel Magic is the winner, then the offending spell effect is negated. Otherwise the offending spell resists the negation attempt. Further attempts to negate the same spell effect will grant a bonus of +10 to the spell strength of the 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 allocated in this way will increase the number of possibly negated spell effects by one. Spell perks that reduce the resistance of the target cannot be purchased for this spell effect.

Distance Transport Discipline: Translocation Minimum Skill: 100 Exp. Cost: 20 XP Skill Penalty: - 50 Drain: 25 Casting Time: 4 Duration: Instant Range: 10 feet per level of experience This spell effect will teleport one character within range to within five feet of the caster. The character to be teleported may not exceed their medium encumbrance level. Those that do not wish to be teleported may roll Luck to resist. Unconscious characters cannot choose to resist this spell. If used to transport inanimate objects, two hundred pounds plus one hundred times the caster’s level of 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

- 251 -

Charles Weston (order #2827343)

6

Spell Descriptions

Distill Dust Discipline: Alchemy Minimum Skill: 30 Skill Penalty: - 0 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 6 XP Drain: 5 Range: Touch

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 item may have a minimum skill of 30 or less. Additional spell perks may be allocated to increase this maximum by +20 each.

Distill Oil Discipline: Alchemy Minimum Skill: 30 Skill Penalty: - 0 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 6 XP Drain: 5 Range: Touch

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 spell perks may be allocated to increase this maximum by +20 each.

Distill Potion Discipline: Alchemy Minimum Skill: 30 Skill Penalty: - 0 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 6 XP Drain: 5 Range: Touch

This craftwork spell effect will enable the enchanter to distill magical properties into potions and elixirs. 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.

Distill Salve Discipline: Alchemy Minimum Skill: 30 Skill Penalty: - 0 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 6 XP Drain: 5 Range: Touch

This craftwork spell effect will enable the enchanter to distill magical properties into salves. 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.

Distraction Discipline: Illusions 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 This spell will create a minor distraction to one victim. The victim must resist with Willpower or their attention will be turned away from the caster’s intended focus. This distraction will only last for one phase. Additional spell perks may be allocated to increase the duration by an additional phase.

Distrust Discipline: Binding, Curses Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Self

This spell effect creates an air of distrust and suspicion around the recipient. All charisma based skills and abilities will suffer a penalty of -10. The character will be generally disliked by strangers and will seem more alien to associates and acquaintances. This spell effect has no effect upon friends and enemies, although any negotiations or social skill rolls will still suffer the penalty. Everyone who interacts with the recipient must roll Willpower to resist the effects of this spell. This spell can only affect those in close personal conversation and social situations. It is not effective over 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 affect any form of delayed, or written, media such as letters, audio tape, correspondence, editorials, or advertisements. While using such methods the caster must keep the spell active for long periods of time or risk the possibility of the spell having faded before the recipient has a chance to receive it.

- 252 -

Charles Weston (order #2827343)

6

Spell Descriptions

Divining

energy can be used to immediately refresh the Drain pool.

Discipline: Aquamancy, Binding, Divination Minimum Skill: 21 Exp. Cost: 4 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Range: Self Duration: Continual

Spell perks may be spent to increase the amount of life transferred. Every spell perk allocated in this way will increase the injury inflicted and energy stolen by an additional 1d10.

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 Sense Aura periodically to remain on the correct path. A failure means that the caster will fumble around for a few minutes before allowing another attempt with Sense Aura. Three failures in a row will cancel the spell. Spell perks can be allocated to search for other objects or people with an appropriate resonant item. Two additional spell perks are required to search for an object besides water. Five allocated spell perks are needed to divine for a living creature or individual.

Dragon’s Tooth Discipline: Alteration, Enchantment Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Drain Rune Discipline: Runic Knowledge Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 2 Duration: Instant

Exp. Cost: 6 XP Drain: 5 Range: Touch

This spell effect will discharge the magical energies stored in a charged rune harmlessly. The discharged rune may be re-charged with a second spell later. When this spell effect is cast, both the caster and the character that charged the rune must roll a contested Runic Knowledge skill check.

Drown Exp. Cost: 8 XP Drain: 10 Range: Touch

This spell effect will improve the armor piercing capability of a melee weapon. Such imbued weapons will be armor piercing to soft armors. Weapons with this ability will ignore ½ the normal PV of the armor. Two spell perks may be allocated to pierce Hard armor with a maximum PV of 25. Additional spell perks will increase this PV range by +10 each. One spell perk is required to imbue this effect onto most missile weapons. Heavy weapons, artillery, or other military weapons may require more of spell perks as determined by the GM.

Discipline: Aquamancy Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 3 Duration: Continual

Exp. Cost: 12 XP Drain: 15 Range: Touch

This spell effect will create, or direct, liquid into a victim’s nose and mouth causing them to drown. Victims may attempt an Agility roll to have enough time to prepare by taking a good breath. The victim will then begin suffering drowning as detailed in the rules section. Those who failed their Agility roll will be considered unaware and unprepared. Victims of this spell cannot speak more than a gurgle and will have normal penalties to spellcasting.

Dueling Drain Life Discipline: Vitalism Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 1 Duration: Instant

Exp. Cost: 12 XP Drain: 15 Range: Touch

This spell effect will transfer life energy from one victim into the caster. 2d10 Injury points can be stolen from the victim with a successful touch. The character will heal an identical amount of injury, if previously injured, or the

Discipline: Hedge Wizardry Minimum Skill: 50 Exp. Cost: 10 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Duration: Special Range: 10 feet per experience level of the caster This spell effect will enable two or more wizards to engage in a duel of wizardly abilities. The dueling spell may be cast by either magician, but the other must respond by expending an equal amount of Drain into the spell effect. Once the duel has begun either may choose to surrender. It

- 253 -

Charles Weston (order #2827343)

6

Spell Descriptions is very dangerous to interrupt a wizardly duel; any individual who attempts to intercede will suffer a backlash of 1d10 for every level of experience of each participating mage. For duels between paired mages the mechanics are simple, the mages roll contested skill rolls with their highest Discipline skill rating. Each begins with no advantage. The 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 activity. The final victor of the duel will transfer one hundred to the Drain pool of the loser. The victor may choose to instantly replenish his own Drain pool or save the extra Drain. The extra Drain can be stored for one round per level of the caster, before it will dissipate at a rate of 25 points per phase. The appearance of a magical duel can vary wildly with the personal tastes, desires, resonances, and disciplines known by the pair. The symbolism and description of each duel should vary and be an amalgam of the dueling pair. In many occasions, duels will change appearance with each change of advantage as one mage attempts to focus upon the weaknesses of the other. Duels between multiple mages are similar in nature to standard duels, but there is more record keeping required. The layout of a duel can be any agreed to by the wizards involved. All contested actions are considered simultaneous even though the numbers involved will require additional time to calculate. Once one wizard is eliminated, the wizard that was the victor will receive a bonus of +10 on all further rolls with every dueling wizard. In the case of multiple simultaneous ties, every victorious wizard will enjoy the same bonus of +10. These bonuses are cumulative, and the wizards that defeat others quickly will have a significant advantage.

treated as a bonus to the recipient; it replaces the single option possessed. The donor or recipient may resist this spell with Willpower. Spell perks can never be used to increase the number of options duplicated by this spell. Spell perks can be used to increase the option point cost borrowed by 20 each.

Duplicate Skill Discipline: Sorcery Minimum Skill: 110 Skill Penalty: - 60 Casting Time: 4 Duration: Continual

Exp. Cost: 22 XP Drain: 25 Range: Touch

This spell effect will allow the caster to borrow a skill from a target and duplicate the knowledge within the mind of another. This spell can only borrow a maximum skill rating of 50 in any one skill possessed by the donor. The caster cannot duplicate a higher skill rating than the one possessed by the donor. The skill rating is not treated as a bonus to the recipient, it replaces the skill possessed. The donor or recipient may resist this spell with Willpower. Specializations can also be borrowed by this spell effect. The entire specialization bonus can be duplicated by the use of this spell. Memorized spells can also be borrowed by this spell with a limit of 15 experience points. Should the caster choose, they may borrow a large list of information from a donor instead of a skill. The GM must determine the amount of information that can be gathered by this spell. Spell perks can never be used to increase the number of skills duplicated by this spell. Spell perks can be used to increase the maximum skill rating borrowed by 20 each. Additional memorized spells may be borrowed at a rate of 5 extra experience points per spell perk allocated.

Duplicate Option Discipline: Sorcery Minimum Skill: 140 Skill Penalty: - 90 Casting Time: 5 Duration: Continual

Exp. Cost: 28 XP Drain: 35 Range: Touch

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 - 254 -

Charles Weston (order #2827343)

6

Spell Descriptions

Earthquake Discipline: Terramancy Minimum Skill: 130 Skill Penalty: - 80 Casting Time: Ritual Duration: Short

Effect Ward Exp. Cost: 26 XP Drain: 55 Range: Special

Discipline: Wards Minimum Skill: 80 Skill Penalty: - 30 Casting Time: 3 Duration: Continual

Exp. Cost: 16 XP Drain: Special Range: Touch

This spell will create an earthquake over a sizable area that will crack the earth and rend buildings. A 1,000 foot radius from the epicenter, per experience level of the wizard, will be affected. The caster can target any epicenter within his direct line of sight. The spell effect will create the equivalent of a 6.0 on the Richter scale.

This spell effect will place any general spell effect, memorized by the caster, into a ward. The spell effect cannot include any effects covered by injury inflicting, observation, protection, force, translocation, or negation wards. No effect that requires a minimum skill of 30 or higher may be placed into a ward.

Everyone in the area may attempt to resist falling over with an Agility check with a penalty of -50. While the specific effects must be determined by the Game Master, this spell will always create widespread death, destruction, and mayhem. The caster cannot control the effects after the spell has begun, but may cancel the spell normally. Areas that are prone to earthquakes may start a larger earthquake with the use of this spell.

The Drain for the ward is 20 + the Drain required for the imbued spell effect. Once the ward is activated, only the Continual Drain for the spell will still apply. The caster will always know when a ward has activated. The ward created will be visible and can be no smaller than one square inch.

Spell perks can be used to increase the intensity and duration of this quake. Every spell perk allocated will increase the earthquake’s intensity by +0.5 on the Richter scale. Every increase of the Richter scale will triple the radius of effect. One spell perk will increase the duration to 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.

Editing Discipline: Alteration, Communication Minimum Skill: 40 Exp. Cost: 8 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Touch Duration: Instant This spell allows the caster to rewrite any document that she holds in her hands or touches. The document remains in the handwriting of the original author, but reads however the mage wishes. One page of text can be altered for every level of the caster. Every page to be edited requires one phase. Spell perks can be used to increase the number of pages that are altered. One spell perk can alter five additional pages. Alternatively, one spell perk may be used to completely copy a text into a blank tome of equal or greater size.

Spell perks may be allocated to increase the minimum skill required for the spell to be imbued. Every spell perk used in this way will increase the available minimum skill by +20. Additional spell perks may be allocated to improve the effects of the embedded spell. The spell effect with the higher minimum skill should be used to determine the available number of spell perks.

Elemental Edging Discipline: Aeromancy, Terramancy, Weather Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Aquamancy,

Pyromancy,

Exp. Cost: 6 XP Drain: 5 Range: Touch

This spell effect will create a fine aura of elemental energy around a chosen weapon. It will increase the injury inflicted by 1d10÷2. Other effects may be applicable based upon the elemental form chosen, see the combat section for more details. A weapon can only have one elemental form active at any time. Enchanted, and quality, weapons are immune from this spell unless the permanent modification is less than the spell effect being imbued. 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. Spell perks can be allocated to modify the injury inflicted by an additional 1d10÷2 per spell perk. Three spell perks will allow additional concurrent elemental forms to be applied. - 255 -

Charles Weston (order #2827343)

6

Spell Descriptions

Elemental Flaring Discipline: Aeromancy, Terramancy, Weather Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Aquamancy,

Pyromancy,

Exp. Cost: 10 XP Drain: 10 Range: Touch

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 charge until the spell releases a burst of its energy upon the victim. The caster must roll a d10 when this spell is cast. That number corresponds with the Injury Die Roll on the weapons chart when injury is inflicted. When this number is rolled for injury, the victim suffers an additional amount of 30% of maximum base injury (3 on the weapon injury table). Other effects may be applicable based upon the elemental form chosen, see the combat section for more details. A weapon can only have one elemental form active at any time. Spell perks can increase the frequency of the activation by one additional random number each. Re-roll duplicate numbers. No more than nine spell perks can be allocated in this way.

normal rate of speed for a character and will take no injury from normal weapons. 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.

Elemental Resistance Discipline: Aeromancy, Aquamancy, Protections, Pyromancy, Telekinesis, Temporal, Terramancy, Translocation, Vitalism, Weather Minimum Skill: 50 Exp. Cost: 10 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Self Duration: Continual This spell effect will enable the recipient to suffer less injury from attacks from one specific element. The discipline used in casting will determine which attack forms may be resisted. Only one available element may be resisted with any spell. The total resistance to the element is equal to the caster’s level of experience multiplied by five. This is treated 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, Terramancy Minimum Skill: 135 Skill Penalty: - 85 Casting Time: 5 Duration: Continual

Aquamancy,

Pyromancy,

Exp. Cost: 27 XP Drain: 30 Range: Self

This spell effect will transform the elementalist into the element of his chosen Discipline. The elemental form is always immune to the base element (fire, earth, air, water) that it is formed from. The caster may exist indefinitely within the chosen element without need of food or water. Prolonged transformation may result in mental conditions or insanities. In addition, the elementalist will gain the ability to mentally communicate with other elementals. The caster may also move at a normal rate through any form of the base element. Those in an elemental form may have other powers as well based upon the element chosen. Fire forms will inflict 2d10 injury per phase to anyone touching the character. Earth and stone forms will grant a natural PV of 25 that acts as natural armor. Water forms will allow the caster to flow like water through obstacles and suffers ½ injury from normal weapons. Air forms can fly at the

Elemental Shield Discipline: Aeromancy, Aquamancy, Protections, Pyromancy, Telekinesis, Temporal, Terramancy, Translocation, Vitalism, Weather Minimum Skill: 75 Exp. Cost: 15 XP Skill Penalty: - 25 Drain: 15 Casting Time: 3 Range: Self Duration: Continual This spell effect will create a translucent shield of elemental energy that will protect everyone within. The shield will not prevent any movement through its border. The shield can be configured as a planar shield with a surface area of 100 square feet (10 x 10) or as a hemisphere with a diameter of five feet. This spell effect will enable those protected to suffer less injury from any attacks from one specific element that cross the border. The discipline used in casting will determine which attack forms may be resisted. Only one available element may be resisted with any spell. The total resistance to the element is equal to the caster’s level of experience multiplied by five. This is treated

- 256 -

Charles Weston (order #2827343)

6

Spell Descriptions as a bonus to the PV against the chosen element. Spell perks may be allocated to improve this protection; each will increase the PV by +10. Other spell perks may be used to increase the area protected by either an additional 100 square feet (10 x 10) or five foot diameter.

Elemental Transformation Discipline: Aeromancy, Terramancy Minimum Skill: 155 Skill Penalty: - 105 Casting Time: Ritual Duration: Permanent

Aquamancy,

Pyromancy,

Exp. Cost: 31 XP Drain: 60 Range: Self

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 into the greater elemental essence the character’s personality will be greatly changed. They have a vastly different viewpoint, sense of time, and a myriad of other elemental beings in a mental bonding. Such characters will gain all of the benefits and disadvantages of an elemental being. The ritual will cost the spellcaster five points of experience and the life energy of the recipient. Player characters that use this ritual should be removed from active participation in a chronicle. Some Game Masters may allow a rewriting of the character with reallocated experience points, newly appropriate options, and other modifications.

Elevator Discipline: Telekinesis 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 creates a disk of magical energy in front of the caster. This disk can carry up to 250 lbs for every experience level of the caster. The elevator will be a maximum of 5 feet in diameter for every level of the caster. The elevator can climb or lower up to 20 feet per round. The disk can never travel horizontally, only vertically. At the end of the duration, the elevator will descend to the nearest flat location before disappearing. Spell perks can be used to increase the diameter of the disk, the carrying capacity of the disk, or the rate of speed. Spell perks used to improve the carrying capacity will allow an additional 250 lbs each. One spell perk may be used to increase the size of the disk by five feet in diameter.

Emissary Discipline: Sorcery Minimum Skill: 100 Exp. Cost: 20 XP 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 spell effect once. The magical energy and the skill are transferred to the recipient for the duration of the ritual. The Continual Drain for this ritual is equal to 50 + the Drain cost of the granted spell effect. The imbued spell effect will require the normal time to cast, but the recipient will roll using the skill rating of the original donor. The spell effect may only be cast once by the recipient.

Empathy Discipline: Divination Minimum Skill: 45 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 9 XP Drain: 10 Range: Self

This spell effect will allow the caster to feel the emotions and feelings of those within ten feet. This spell will not give the reader any visual images or thoughts; only strong feelings will be transmitted. The wizard may only 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 the numbers of individuals who may be scanned per phase, but the attempt will still require the full phase. The range can be extended by ten feet for every spell perk expended.

Enchant Battery Discipline: Enchantment Minimum Skill: 80 Skill Penalty: - 30 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 16 XP Drain: 20 Range: Touch

This craftwork spell effect will create a mystical storage medium that can house and redirect magical energy. The enchanter may create a battery that holds a maximum of 15 Drain. Spell perks may be allocated to increase the size of the Battery by an additional +10 Drain each.

- 257 -

Charles Weston (order #2827343)

6

Spell Descriptions

Enchant Charges Discipline: Enchantment Minimum Skill: 80 Skill Penalty: - 30 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 16 XP Drain: 20 Range: Touch

This craftwork spell effect will create a mystical storage medium that can retain Drain and use it to cast spell effects. The caster can create an item that will hold 15 Drain. Spell perks may be allocated to increase the size of the Charged Item by an additional +10 Drain each. 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. Tiny items such as rings can carry a maximum of 15 Drain, small items such as knives, wands, and arrows can carry up to 25 Drain. Medium items such as bucklers, swords, rods, axes, helms, and boots can carry up to 50 Drain. Large items such as armor, two handed weapons, staffs, and shields can carry up to 75 Drain. The capacity for larger items must be determined by the Game Master. The only way to surpass this maximum is by using the Enchant Legendary Artifact spell effect.

Enchant Eternal Effect Discipline: Enchantment Minimum Skill: 110 Skill Penalty: - 60 Casting Time: Craftwork Duration: Permanent

Spell perks will allow the enchanter to program additional destinations for a single gateway. These destinations must have another gateway also programmed to receive this gateway before any translocation may occur. One skill perk will allow the addition of one destination. Three spell perks are required to create a single route gateway to a gateway that is not programmed to return. Three spell perks may alternatively allow travel between gateways on separate alternate universes.

Enchant Gem Discipline: Enchantment Minimum Skill: 50 Skill Penalty: - 0 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 10 XP Drain: 10 Range: Touch

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 maximum by +20 each.

Exp. Cost: 22 XP Drain: 25 Range: Touch

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 perks will increase this by +20 each.

Enchant Gateway Discipline: Enchantment Minimum Skill: 150 Skill Penalty: - 100 Casting Time: Craftwork Duration: Permanent

This craftwork spell effect will allow an enchanter to create a permanently enchanted doorway through space and time. A gateway must be created at both the starting location and the destination for the enchantment to be effective. A gateway may only have one destination.

Exp. Cost: 30 XP Drain: 35 Range: Touch

Enchant Golem Discipline: Enchantment Minimum Skill: 130 Skill Penalty: - 80 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 26 XP Drain: 30 Range: Touch

This craftwork spell effect will allow the enchanter to create a golem. Golems require significant time to imbue with life. 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.

- 258 -

Charles Weston (order #2827343)

6

Spell Descriptions The body of a golem must be created before the enchantment process may begin. The time required to create is based upon the material of the golem. The material will also determine the base protection value and breakage points. The creator must have the correct craftwork skill to fashion the golem for the material used. Type Clay Metal Stone

Man-hours 250 500 1,000

PV 0 25 25

BP 50 100 200

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 labor of 50. Man-sized golems will inflict 1d10 base injury. Golems cannot speak or grunt. 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 protocols. A golem without a written command base cannot ever be enchanted. Spell perks may be used to increase the skills and ratings known by the golem. The caster must have an equal or higher skill rating than that to be imbued into the golem. Each allocated spell perk will allow the improvement of one skill by +20. Additional skills may be imbued for one spell perk each. The base rating of any additional skill is 20. One spell perk may be used to grant the golem the gift of speech. Additional spell perks may be used to increase the golem’s attributes by +20 each. The Game Master and players must determine the required number of spell perks, additional crafting time, and other statistics for larger golems.

Discipline: Enchantment Minimum Skill: 200 Skill Penalty: - 150 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 40 XP Drain: +50 Range: Touch

This is a very special craftwork spell effect; it allows the enchanter to break the regular rules involved and create unique items of power. This is a very powerful spell effect and must be tightly regulated by the Game Master. See the section on Enchantment for more details.

Enchant Limited Use Discipline: Enchantment Minimum Skill: 80 Skill Penalty: - 30 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 16 XP Drain: 20 Range: Touch

This craftwork spell effect will allow the enchanter to create a limited use enchanted item. Limited use enchanted items may only be used once every month. 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 the minimum skill available by +20 each. The recharge time of one month may be reduced to every week for two spell perks. Only the expenditure of five spell perks will increase this rate to daily. Two spell perks may also be used to increase the frequency of use by one activation. Four spell perks will increase the frequency by two activations. This is the maximum frequency of the limited use item.

Enchant Option

Enchant Item Discipline: Enchantment Minimum Skill: 65 Skill Penalty: - 15 Casting Time: Craftwork Duration: Permanent

Enchant Legendary Artifact

Exp. Cost: 13 XP Drain: 15 Range: Touch

This craftwork spell effect will allow the creation of a single use enchanted item. 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.

Discipline: Enchantment Minimum Skill: 80 Skill Penalty: - 30 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 16 XP Drain: 20 Range: Touch

This craftwork spell effect will allow the enchanter to imbue an option as an effect into a magical item. The maximum number of option points that can be implanted is 25 from a single option. Additional spell perks will increase this by +20 each.

- 259 -

Charles Weston (order #2827343)

6

Spell Descriptions

Enchant Pattern Discipline: Enchantment Minimum Skill: 80 Skill Penalty: - 30 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 16 XP Drain: 20 Range: Touch

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 the starting pattern. Instead patterns rely on memorization of both patterns by the user.

Enchant Rune Discipline: Runic Knowledge Minimum Skill: 30 Skill Penalty: - 0 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 6 XP Drain: 5 Range: Touch

This craftwork spell effect will allow the runecrafter to create a single rune or runic circle. 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 Scroll Discipline: Enchantment Minimum Skill: 50 Skill Penalty: - 0 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 10 XP Drain: 10 Range: Touch

This craftwork spell effect will enable the 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.

This craftwork spell effect will enable the enchanter to enchant spell effects into mystical storage devices. 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 Spell Vault Discipline: Enchantment Minimum Skill: 80 Skill Penalty: - 30 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 16 XP Drain: 20 Range: Touch

This craftwork spell effect will enable the enchanter to enchant a spell vault as a mystical storage device. The maximum spell that can be trapped and 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 Talisman Discipline: Enchantment Minimum Skill: 80 Skill Penalty: - 30 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 16 XP Drain: 20 Range: Touch

This craftwork spell effect will enable the enchanter to enchant a Talisman as a mystical storage device. This device is always available to the creator as a sympathetic link for his other magical effects. One spell perk may be allocated to allow the invocation of the creator via the device. Such invocations can reach any distance and through most magical barriers. Invocations only alert the creator and do not allow communication without additional spell effects.

Enchant Wyrd Magic Enchant Spell Discipline: Enchantment Minimum Skill: 65 Skill Penalty: - 15 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 13 XP Drain: 15 Range: Touch

Discipline: Enchantment Minimum Skill: 80 Skill Penalty: - 30 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 16 XP Drain: 20 Range: Touch

This craftwork spell effect will allow the enchanter to create a Wyrd magic storage device. A wyrd magic storage device will drain the health of the user when

- 260 -

Charles Weston (order #2827343)

6

Spell Descriptions the item is activated. 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 perks will increase this by +20 each.

Encryption Discipline: Communication Minimum Skill: 65 Skill Penalty: - 15 Casting Time: 3 Duration: Continual

Exp. Cost: 13 XP Drain: 15 Range: Touch

This spell effect will magically alter the words on any page touched into gibberish. When the intended recipient touches the page the duration will end, allowing anyone to read the information. While the encryption is still in effect, anyone attempting to read the page must use a method of cryptography. The contested action is based upon the Communication Discipline skill rating of the caster. Images cannot be encrypted in this way. Spell perks may be allocated to increase the number of pages to be encrypted. Each additional spell perk will encrypt five pages of text. Images may be encrypted with one additional spell perk, but anyone may attempt to resist this form of encryption with a successful Willpower roll.

Endurance Discipline: Healing, Protection, Transformation, Vitalism Minimum Skill: 80 Exp. Cost: 16 XP Skill Penalty: - 30 Drain: 20 Casting Time: 3 Range: Touch Duration: Continual 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 for air, food, or water. Additional spell perks may be used to decrease the amount of sleep required for a recipient. Every spell perk allocated will reduce the needed sleep two hours. Characters that continue under the effects of this spell for long durations will suffer from mental afflictions or psychological dependency.

Energy Avatar Discipline: Sorcery Minimum Skill: 155 Skill Penalty: - 105 Casting Time: 6 Duration: Continual

Exp. Cost: 31 XP Drain: 35 Range: Self

This spell effect will create an embodiment of magical resonance from the caster’s soul. The appearance of the avatar will strongly represent the desires, fears, beliefs, and yearnings of the caster’s personality. The caster may concentrate and transfer his consciousness into and out of the avatar. While in traction with the avatar the caster’s body will be defenseless unless other measures are taken. It requires one action to transfer the consciousness between the avatar and the living body. The avatar is a creation of pure magical energy. The avatar will have twice the normal injury points of the caster. Non-magical weapons that strike the avatar will inflict minimum injury. The avatar has a natural protection value of 5. The avatar does not require oxygen, food, or water. The avatar will have the same number of actions as the caster and will move at the same rate of speed. Avatars will have the same base attributes, skill ratings, and other aspects of the creator. Mages may cast spells through the avatar without difficulty. Hand to hand combat will inflict the injury table below. 1 8

2 11

3 14

4 17

5 20

6 23

7 26

8 29

9 32

0 35

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. Injury points may be increased by +20 per allocated spell perk. Spell perks may be used to increase the PV by 10 each. Injury inflicted may be increased by +1d10÷2 per spell perk. One spell perk will allow the caster to remain in suspended animation for the duration of the spell effect. Five spell perks will prevent any injury from occurring to the caster's comatose body.

Energy Missile Discipline: Aeromancy, Terramancy, Weather Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 3 Duration: Continual

Aquamancy,

Pyromancy,

Exp. Cost: 12 XP Drain: 15 Range: Touch

- 261 -

Charles Weston (order #2827343)

6

Spell Descriptions This spell effect will enchant a single missile weapon. The enchanted weapon will create magical ammunition of the appropriate element per discipline. The magical ammunition must be “reloaded” and will appear at the appropriate stage of reloading. The range of the weapon will be unchanged, and the weapon will react normally in all other regards. The injury inflicted by the ammunition will always inflict the same injury as per the spell effect and not the weapon being imbued. 1 2

2 4

3 6

4 8

5 10

6 12

7 14

8 16

9 18

0 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. Casters who desire the effect to continue to inflict injury on the target may allocate three spell perks to continue the infliction for a Short duration.

Enhance Sense Discipline: Nature, Transformation Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 3 Duration: Continual

Exp. Cost: 12 XP Drain: 15 Range: Touch

This spell effect will enhance one of the victim’s senses. The caster must choose one of the following senses: Vision, Hearing, Smell, Taste, and Tactile sensations when casting this spell. All awareness rolls using the enhanced sense, and skills using the appropriate sense, will enjoy a bonus of +10. If tactile sensation is enhanced, all skills requiring a delicate sense of touch will also enjoy the same bonus. Spell perks may be allocated to increase the bonus applied to the recipient by +5 each. Two additional spell perks are required to enhance one additional sense.

Enslave Sentient Enhance Device Discipline: Mechanical Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 3 Duration: Continual

Exp. Cost: 12 XP Drain: 15 Range: Touch

This spell effect will improve the effectiveness of electrical, or mechanical, tools and equipment. Weapons and armor cannot be improved with this spell effect. The imbued item will enjoy a bonus of +5 to all skill or attribute based actions. Spell perks may be used to increase the bonus by an additional +5 each.

Enhance Item Discipline: Alteration, Mechanical Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Discipline: Binding Minimum Skill: 100 Skill Penalty: - 50 Casting Time: Ritual Duration: Continual

Exp. Cost: 20 XP Drain: 50 Range: Touch

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 slave’s moral code of conduct. The victim may attempt to resist with Willpower at casting. Once per month the victim may attempt to resist with an additional Willpower check. If the first month’s resistance fails, there will be a cumulative -10 penalty to the next month’s roll. Eventually the slave will have no chance to resist; a slave that reaches this point cannot resist any mental controlling spells by the caster.

Entangle Exp. Cost: 10 XP Drain: 10 Range: Touch

This spell effect will improve the effectiveness of mechanical tools and equipment. Electrical items, weapons, and armor cannot be improved with this spell effect. The imbued item will enjoy a bonus of +5 to all skill or attribute based actions. Spell perks may be used to increase the bonus by an additional +5 each.

Discipline: Alteration, Aquamancy, Illusions, Mechanical, Nature, Telekinesis, Terramancy, Transformation Minimum Skill: 60 Exp. Cost: 12 XP Skill Penalty: - 10 Drain: 15 Casting Time: 3 Range: Touch Duration: Continual This spell effect will create a wrapping of elemental energy or matter around the victim’s limbs in a 25 square foot area (5 x 5). The entangling tentacles will impede all physical actions performed by the victim by – 20 per experience level of the caster. The method and form of

- 262 -

Charles Weston (order #2827343)

6

Spell Descriptions the entangling will be determined by the discipline used to cast the spell. The material for the entanglement must be present and near the victim. If the victim dodges or pulls away from the area of entanglement they will no longer be affected. Victims that attempt to pull away must roll a contested strength roll against an equivalent strength of 50. Attacks that deal more than twenty points of injury will lower the penalty by five for one phase. Spell perks may be used to improve the penalty against the victim by an additional -10 each. The area of entanglement may be increased by 25 square feet for one additional spell perk. The strength of the tentacles may be increased by +10 per allocated spell perk.

may not re-attempt to exorcise a failed victim until their next level of experience. Those that succeed will drive the demon out of the victim and into the world at large. Those that succeed by more than 25 will drive the creature back to its extra-planar home or into the world for creatures that belong there. Spell perks may be used to trap the possessing entity within the ritual circle. Two additional spell perks are required to trap the entity, but they may attempt a contested Willpower roll with the primary caster only to escape. In this case the Drain is Continual until the spirit is released, escapes, or is transferred to another storage device. Additional spell perks may be used to increase the exorcist's contested roll by five each.

Evaporate

Extinguish

Discipline:Aeromancy,Alteration,Aquamancy,Cryomancy Minimum Skill: 50 Exp. Cost: 10 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Touch Duration: Continual

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

This spell effect will transform a reasonably pure liquid volume into a gaseous state. A liter of liquid will be evaporated into a 125 cubic foot volume (5 x 5 x 5) of gas. While this is not scientifically accurate, this should be used for ease of game-play. Those of a more scientific bent may calculate the exact liquid to gas ratio for each altered compound. Additional spell perks will increase the maximum volume by one liter.

This spell effect will extinguish a small fire. This spell will reduce any normal fire by a quantity equal to 1d10 injury inflicted per round. Torches and small campfires have the equivalent of 3d10 per round, large campfires have between 4d10 and 5d10, while bonfires have 6d10 or more. Magical fires will also be reduced by a similar amount with a successful contested Discipline versus Discipline skill roll. 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 Skill Penalty: - 0 Casting Time: Ritual Duration: Instant

Exp. Cost: 10 XP Drain: 35 Range: Touch

This ritual will attempt to drive out a ghost, demon, or possessing entity from a victim. The ritual is performed in three stages; each identical mechanically. The Banishment skill rating of the primary caster is rolled in a contested action with the full Willpower of the possessing entity. Only additional casters involved with the ritual may apply ¼ their Banishment skill rating to this attempt. Compare the results of the contested roll and keep the difference for the first stage. Total the final difference of all three stages to determine the victor of the exorcism. If the demon wins, it retains control of the victim. Exorcists

Fear Discipline: Binding, Curses, Illusions Minimum Skill: 60 Exp. Cost: 12 XP Skill Penalty: - 10 Drain: 15 Casting Time: 3 Range: Self Duration: Continual This spell effect will fill all those who look upon the character with fear and trepidation. It draws out the hidden fears and phobias of the viewer. Everyone within a five foot radius must resist with Willpower or else lose one action from absolute terror. This applies to friends and foes alike.

- 263 -

Charles Weston (order #2827343)

6

Spell Descriptions If the initial resistance fails, the victim may not advance upon the horrific character. They are not forced to flee and may attempt to resist again once per phase. If the character advances on the victim, they are allowed a second Willpower roll to resist. If successful they may stand their ground, otherwise they will flee. If pressed into a corner, the victim may defend and will fight with a terrified vigor.

Flame Growth

Spell perks may be used to increase the radius of the effect. Each will increase the radius by five additional feet. Two spell perks will allow the caster to negate the effect on those he considers allies. Alternatively, two spell perks will allow an additional save once per round instead of once per phase.

This spell effect will expand a small fire. This spell will increase any normal fire by a quantity equal to 1d10 injury inflicted per round. Torches and small campfires have the equivalent of 3d10 per round, large campfires have between 4d10 and 5d10, while bonfires have 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.

Feign Death Discipline: Vitalism Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Continual

Exp. Cost: 14 XP Drain: 15 Range: Touch

This spell effect will cause the target’s metabolism to slow to a near death-like rate. All processes including breathing, healing, and blood circulation will seem to cease. Those who wish to resist may attempt a Willpower check. The body can survive an extra ten times normal period with a limited, or missing, supply of food, water, or oxygen. Poisons, toxins, and healing will also take ten times as long as normal. A successful Awareness roll versus the caster’s Vitalism skill rating is required to notice the effect. Spell perks may be used to increase the reduction of the subject’s metabolism. Every spell perk allocated in this way will increase the reduction by an extra five times (15x, 20x, 25x, etc).

Fertility Discipline: Curses, Healing, Transformation, Vitalism Minimum Skill: 50 Exp. Cost: 10 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Touch Duration: Continual

This spell effect will increase or decrease the fertility of the individual touched. The specific results of this spell must be determined by the Game Master. A ritual form of this spell will allow a permanent result with the expenditure of 35 total Drain and one experience point.

Discipline: Pyromancy Minimum Skill: 21 Exp. Cost: 4 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Duration: Instant Range: One foot per experience level of the caster

Additional spell effects will increase the growth 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.

Flare Discipline: Illusions, Pyromancy Minimum Skill: 30 Exp. Cost: 6 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Duration: Short Range: 10 feet per level of experience This spell effect will create a giant blaze of flame that will shoot into the sky and explode for a short duration. The flare will never inflict any injury, but may be very effective for surprising an enemy. One spell perk will allow the caster to choose the appearance of the flare.

Flight Discipline: Aeromancy, Flight, Telekinesis Minimum Skill: 70 Exp. Cost: 14 XP Skill Penalty: - 20 Drain: 15 Casting Time: 3 Range: Self Duration: Continual This spell effect will allow the recipient to fly at their normal rate of movement. This spell effect cannot effect anyone with a higher than Medium encumbrance. The flight will tire and fatigue the recipient as if they were moving normally. The recipient can rise a maximum of 2,000 feet above ground for every level of the caster. This spell does

- 264 -

Charles Weston (order #2827343)

6

Spell Descriptions 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. Simple movements are allowed without any additional skills. Complicated actions will require either the Flight skill or the Agility default. The Defensive Tactics of the flier cannot exceed this rating. Spell perks may be allocated to improve the rate of 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. The potential altitude may be increased by 2,000 feet per spell perk allocated. A spell perk can be used to increase the maximum allowed encumbrance by one level. One spell perk will allow the character to hover as desired.

Float Discipline: Flight, Telekinesis Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Floating Disk Discipline: Telekinesis Minimum Skill: 50 Exp. Cost: 10 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Duration: Continual Range: 10 feet per experience level of the caster This spell effect will create a floating disk of telekinetic power. The disk can support up to 20 pounds per experience level of the caster. Any additional weight will cause the disk to sink to the floor. The disc has a maximum diameter of three feet. The maximum altitude is five feet above the ground. The disk can be moved anywhere within the range of the spell, but can only move at a rate of five feet every phase. The controller may either allow the disk to follow on autopilot, or expend one action per phase to control its movements. Spell perks may be allocated to increase the rate of 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.

Exp. Cost: 6 XP Drain: 5 Range: Self

This spell effect will allow the recipient to bob and float in midair as if they were in a micro-gravity environment. Characters may swim through the air at a rate of five feet per phase. With a good solid kick-off, the character may travel up to their full running movement per phase, but will require a Gymnastics or Micro-gravity Training skill roll to avoid injury at the destination. This spell effect cannot effect anyone with a higher than Medium encumbrance. There is a maximum altitude of 100 feet per level of the caster. This spell will not protect the recipient from a environmental hazards such as a lack of pressure or oxygen. Floating characters have no Defensive Tactics unless actions are expended. Characters that are struck will reduce the injury roll by two and will be shoved in the opposite direction by the attack. Every 20 points of injury will send the character five feet in the opposite direction. Spell perks may be allocated to increase the maximum altitude by an additional 100 feet. A spell perk can be used to increase the maximum allowed encumbrance by one level.

Flying Item Discipline: Flight, Telekinesis Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Touch

This spell effect will imbue a non-magical item with the gift of limited flight. Anyone may climb onto the item and control the direction, speed, and altitude of the travel. Simple maneuvers and actions require no skills, but complex maneuvers will use the Ride Conveyance physical skill. Common myths and folklore will provide ample ideas for items and objects to be used with this spell. Broomsticks, cauldrons, carpets, and saddles are all good examples. Vehicles and very large items cannot be imbued by this spell; the Game Master will determine how big is too big. This spell effect will allow the item to fly at the operator’s normal rate of movement. This spell effect cannot lift anyone with more than Medium encumbrance. 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.

- 265 -

Charles Weston (order #2827343)

6

Spell Descriptions Spell perks may be allocated to improve the rate of 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.

Flying Vessel

The potential altitude may be increased by 2,000 feet per spell perk allocated. A spell perk can be used to increase the maximum allowed encumbrance by one level. One spell perk will allow the object to hover as desired.

This ritual will allow a large vehicle or boat the gift of flight. A maximum of 5,000 pounds can be lifted by the caster. The vehicle will fly in the same manner as it is normally operated, the only difference being the caster’s ability to alter the attitude and pitch of the vehicle. The normal skill to pilot the vessel is required.

Five spell perks will allow the caster to imbue larger items or small vehicles; again with the Game Master’s discretion. Boats, sailing vessels, and other gargantuan items should not use this spell effect. Read the Flying Vessel spell effect for the creation of airships and similar vessels.

Flying Mount Discipline: Flight, Transformation Minimum Skill: 100 Skill Penalty: - 50 Casting Time: 4 Duration: Continual

Exp. Cost: 20 XP Drain: 25 Range: Touch

This spell effect will imbue the gift of flight onto a single animal such as a horse or mule. The animal can fly at a rate equal to its normal movement. The animal may only be cast upon a mount laden with no more than Medium encumbrance. 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 mount may not hover using this spell effect, but may land and take off as many times as desired. Simple movements are allowed without any additional skills. Complicated actions will require the skill Ride Flying Mount. Spell perks may be allocated to improve the rate of 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. The potential altitude may be increased by 2,000 feet per spell perk allocated. A spell perk can be used to increase the maximum allowed encumbrance by one level. One spell perk will allow the mount to hover as desired. Larger animals may be enchanted with this spell effect; the Game Master must determine the required number of additional spell perks.

Discipline: Flight Minimum Skill: 130 Skill Penalty: - 80 Casting Time: Ritual Duration: Continual

Exp. Cost: 26 XP Drain: 55 Range: Touch

The vessel may not hover using this ritual, but may land and take off as many times as desired. The vessel can travel up to 25 miles per hour in the air. The vehicle can 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 used to increase the maximum weight by 2,000 lbs. One spell perk will allow the character to hover as desired.

Focus Lightning Discipline: Weather Minimum Skill: 60 Exp. Cost: 12 XP Skill Penalty: - 10 Drain: 15 Casting Time: 3 Duration: Continual Range: 10 feet per experience level of the caster This spell effect can only be successfully cast outdoors during a thunderstorm, or in a highly ionized area. The spell draws upon the storm to channel lightning down upon one victim. The victim may attempt to dodge out of the way. Victims will suffer 3d10 points of electrical injury for every experience level of the caster. One additional spell perk may be spent to improve the injury inflicted by 1d10.

Force Ward Discipline: Wards Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 3 Duration: Continual

Exp. Cost: 12 XP Drain: 15 Range: Touch

- 266 -

Charles Weston (order #2827343)

6

Spell Descriptions

This spell effect will create a protective ward of force around the item selected. This ward will prevent anyone, including the caster, from touching or damaging the object. The ward will keep everyone one inch away from the object. The force ward has an effective PV of 25 and 50 BP. The breakage points will regenerate 1/10 th the caster’s Ward Discipline per hour. Destroying this ward will alert the creator. Spell perks may be used to increase the area of effect from touch to a perimeter defense instead. Any translocation effect will avoid the perimeter, but the perimeter is greatly increased to an area of 625 square feet (25 x 25) per spell perk. Spell effects may also increase the Protection Value and Breakage Points of the ward. Every additional spell perk will increase the PV of the ward by +10. An increase of +20 BP may be applied for every allocated spell perk.

Forced Change Discipline: Transformation Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Instant

Exp. Cost: 14 XP Drain: 15 Range: Touch

This spell effect will force any creature to return to its original true form. This spell effect will negate and dispel the magical energies of any other transformation effect with a continual or short duration. This spell effect will not negate magical items or permanent enchantments. Spell effects with a permanent duration will be temporarily disrupted for a Short duration. The spell to be affected must have a minimum skill requirement of no more than 50. Only one spell effect may be affected at any time. To determine if the forced change attempt was successful; both spellcasters must roll contested using the appropriate spell disciplines skills. If the person casting Forced Change is the winner, then the offending spell effect is negated. Otherwise the offending spell resists the negation attempt. Further attempts to negate the same spell effect will grant a bonus of +15 to the spell strength of the 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 +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 negated spell effects by one. Spell perks that reduce the resistance of the target cannot be purchased for this spell effect.

- 267 -

Charles Weston (order #2827343)

6

Spell Descriptions

Forget Discipline: Curses Minimum Skill: 75 Skill Penalty: - 25 Casting Time: 3 Duration: Permanent

Gateway Exp. Cost: 15 XP Drain: 15 Range: Touch

This spell will cause the victim to forget one event or small piece of information. It cannot cause the victim to forget people, relationships, skills, or other long term subjects. Victims may choose to resist with Willpower. Events that are affected by the forgotten event will become clouded in the memory and may change to reflect the forgotten memory. This spell will not create a drastic change in personality regardless of the memory removed. Small quirks, prejudices, and shades of personality may become more moderate. Players who desire to use this spell as a reason to alter their character's personality may perform any changes they desire. 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.

This spell effect will create a two-way opening in space. This opening has no true depth, and may be moved through without difficulty. When looked upon from the side there is a visible shimmer in the air, but from the front it appears as a doorway to the other location. The gateway can link any two points that are not separated by more than one mile per experience level of the caster. The gateway will remain open for a Short duration. Spell perks may be used to increase the range of the translocation effect. Each allocated spell perk will add one mile to the effect. One spell perk allocated to increase the duration of the gateway will allow the spell effect to become Continual.

Genetic Compatibility Discipline: Transformation, Vitalism Minimum Skill: 145 Exp. Cost: 29 XP Skill Penalty: - 95 Drain: 60 Casting Time: Ritual Range: Touch Duration: Continual

Garble Discipline: Aeromancy, Transformation Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Discipline: Translocation Minimum Skill: 130 Exp. Cost: 26 XP Skill Penalty: - 80 Drain: 30 Casting Time: 5 Duration: Short Range: 10 feet per experience level of the caster

Communication,

Curses,

Exp. Cost: 8 XP Drain: 10 Range: Touch

This spell effect garbles the victim and causes difficulties in speaking. All verbal based skills including spellcraft suffer a penalty of -10 unless the victim resists using Willpower. Victims may attempt to communicate complex ideas and plans with a successful contested Language skill roll. Spell perks may be allocated to increase the penalty applied by 10 per spell perk. This modifier will apply to all verbal and language skills.

This ritual will allow two individuals from different species to mate and procreate. This powerful ritual is the mystical only mystical way to create half-breeds and partial races. The effects of this spell, and any additional spell perks required, must be determined by the Game Master. Races that are similar on a genetic level should not require additional spell perks. Wildly differing races should require more spell perks. Undead races, such as spirits and vampires, will require the Game Master's discretion to utilize this ritual. The new child will have traits from both races, and will be able to procreate with both races without further rituals. This ritual must be kept in effect for the entire period of conception, gestation, and birth or the ritual will fail and cause a miscarriage.

Gills Discipline: Aquamancy, Nature, Transformation Minimum Skill: 50 Exp. Cost: 10 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Self Duration: Continual - 268 -

Charles Weston (order #2827343)

6

Spell Descriptions This spell effect will grow gills onto the recipient’s body. These gills are a fully functional secondary method of breathing and will not adversely affect the character outside of water. The water to be breathed must be relatively clean and oxygenated, but may be either fresh or salt water. This spell will not grant the recipient any additional resistance to pressure. Characters will be unable to speak or cast spells normally.

dealt to the temporary ones first.

Two spell perks are required to allow the character to resist the pressures of deep water such as oceans and very deep lakes. One spell perk may be used to create webbing on the hands and feet of the recipient allowing normal movement underwater. One spell perk will allow the recipient to speak and cast spells normally.

Additional spell perks may be used to increase the size even further. Every two spell perks allocated will increase the multiplier by one (3x, 4x, 5x, etc). One spell perk may be allocated to avoid the injury inflicted by any armor as it is absorbed into the larger form.

Any armor worn during the transformation will inflict an amount of injury to the giant equal to its PV. The armor is now ruined and shredded. Indestructible armor will simply inflict the injury and hang loosely upon the giant. The recipient may choose to resist this spell effect using Willpower.

Graft Limb Discipline: Healing, Transformation Minimum Skill: 90 Skill Penalty: - 40 Casting Time: 3 Duration: Continual

Mechanical,

Necromancy,

Exp. Cost: 18 XP Drain: 20 Range: Self

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 caster to graft mechanical, cybernetic, or robotic replacement parts.

Growth Discipline: Transformation Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Continual

Exp. Cost: 14 XP Drain: 15 Range: Self

This spell effect will double the size and significantly increase the weight of the recipient. The growth doubles the strength and health attributes of the giant. While this does not affect skills, the character does have a bonus to injury dealt and a temporary bonus to injury points. Any injury dealt to the character while larger will be

Hallucination Discipline: Illusions Minimum Skill: 100 Skill Penalty: - 50 Casting Time: 4 Duration: Continual

Exp. Cost: 20 XP Drain: 25 Range: Special

This spell effect allows the illusionist to create a large scale environmental illusion. Most people, places, and things within the area of effect may be altered to the caster’s whim. The illusion will affect every sense of the victims. The caster may shroud an area equal to one acre per experience level with their vision of reality. Additional spell perks will increase the area affected by the hallucination by one acre each. Everyone who enters the area may attempt to resist with a Willpower save. Those that are successful may concentrate with one action to see the world as it truly is for a moment. Otherwise they are completely in thrall to the imaginary world. - 269 -

Charles Weston (order #2827343)

6

Spell Descriptions The original caster may alter or adapt their world in any way they desire during the course of the spell. Minor changes will require one action to accomplish. Significant changes will require one or two phases of concentration. A full revamping of the illusion will require a mere three phases. Any illusionary injury will inflict sanity loss to those who believe they were hurt. Those who successfully resisted the initial spell will automatically receive half normal sanity loss. They may also roll Willpower for each strike to resist any sanity loss.

Hard Skin Discipline: Nature, Transformation Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 6 XP Drain: 5 Range: Self

This spell effect will harden the skin of the recipient to the equivalent of rough leather. The skin’s appearance will be identical, but will be easily noticeable to the touch. The armor will have 5 PV and counts as natural armor. Two additional spell perks will increase the PV of the armor by five.

Discipline: Binding, Vitalism Minimum Skill: 100 Skill Penalty: - 50 Casting Time: 3 Duration: Continual

Exp. Cost: 20 XP Drain: 25 Range: Touch

This spell effect will bind the life energies of the caster and the individual touched. The touched individual will receive a Luck roll to resist. Once the two energies are linked, each will suffer an identical amount of injury as the other. Armor and protective spells cannot prevent or redirect 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 target a sympathetic link with one of the pair will affect the other equally. Other effects may apply as the Game Master decrees.

Heat Object Discipline: Pyromancy Minimum Skill: 21 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 4 XP Drain: 5 Range: Touch

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 cast upon objects that do not conduct heat. This spell will not damage or weaken a heated object.

Heal Discipline: Healing Minimum Skill: 55 Skill Penalty: - 5 Casting Time: 1 Duration: Instant

Health Bind

Exp. Cost: 11 XP Drain: 10 Range: Touch

This spell will heal the physical wounds of a character with only a momentary touch. The recipient will instantly heal 2d10 injury points. Comatose characters who are brought above 0 Injury points may attempt to regain consciousness by rolling a Health check. The rate of healing may be increased by 1d10 per allocated spell perk. This spell cannot heal Accumulated Injuries or the effects of most Critical Injuries. This spell cannot cure diseases, neutralize poisons, remove parasites, or perform medical diagnosis. This spell cannot restore Sanity Points. There is a charm version of this spell effect called Seal Wound. This charm will only require one action to cast, five Drain, and will heal one point of injury for every experience level of the caster. The wound will cease any bleeding until re-opened.

Hedge Wizardry Discipline: Hedge Wizardry Minimum Skill: 5 Skill Penalty: - 0 Casting Time: 3 Duration: Short

Exp. Cost: Free Drain: 5 Range: Touch

This spell effect is used for animating simple labor and other very small effects. The caster may choose a task to be completed without his direct intervention, assuming that any tools required are present. Cleaning, mopping, and personal hygiene are all good examples of this form of hedge wizardry. Skill based tasks are not possible for this spell and will require the spell effect of Craftwork. Hedge Wizardry can also be used to do a single point of elemental based injury. Finger matches, frosty

- 270 -

Charles Weston (order #2827343)

6

Spell Descriptions fingers, static shocks, and similar effects are possible. Any armor will prevent this injury. Tiny single sensory illusions may be created with this effect. A soft hum, a quick waft of odor, or a tiny image can be created. Other simple effects may be attempted with this spell, but the results never last long. 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 each spell casting can only have a singular effect.

Hesitation Discipline: Binding, Curses, Temporal Minimum Skill: 21 Exp. Cost: 4 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Range: Special Duration: Instant This spell effect will cause an opposing force of characters, or monsters, to hesitate in combat. The effect of this spell is to force an unmodified initiative roll at the beginning of the next combat round. The opposing force may resist this spell effect with a contested Discipline versus Small Unit Tactics skill roll.

Hinder Device Discipline: Mechanical Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 3 Duration: Continual

Exp. Cost: 12 XP Drain: 15 Range: Touch

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.

Hinder Item Discipline: Alteration, Mechanical Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Touch

This spell effect will reduce the effectiveness of mechanical tools and equipment. Electrical items, 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.

Hologram 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 This spell effect will create a realistic three dimensional visual image of any subject the caster can imagine. The image can be seen by everyone within line of sight. The hologram may fill a volume of 125 cubic feet (5 x 5 x 5). The image can move or remain stationary. The image can react as the caster desires with the expenditure of one action of concentration. The image has no substance, is completely silent, and has no odor. Those who see the hologram may attempt to resist with Perception. Those who fail will believe the hologram until something occurs to shatter the belief. Even 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. Spell perks may increase the volume of the hologram by an additional 125 cubic feet (5 x 5 x 5). Two spell perks may be allocated to give the hologram auditory features. The auditory portion of this spell must be simple noises and cannot mimic a creature or individual. No other senses may ever be granted to a hologram.

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 This spell effect will allow the character to ignite any flammable object within range. The initial fire will have a maximum injury and size equivalent of 1d10. The fire is completely normal and will continue to burn, or falter, based upon the wind and available fuel. - 271 -

Charles Weston (order #2827343)

6

Spell Descriptions

Ignore Discipline: Binding Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Continual

Exp. Cost: 14 XP Drain: 15 Range: Self

This spell effect will allow the recipient to fade into the background and be ignored by everyone in the area. While dressed and acting like someone who belongs there and is not important, there is no chance to resist. Noticeable or unusual actions will allow those present to roll Willpower to resist. Non-sentient creatures and technological sensors will always follow their programming, or commands, and will interact normally. Any combat will automatically cancel this effect. Those referring to any recordings or surveillance equipment will not be affected. Spell perks will improve the effectiveness of the masking. Two spell perks will allow the recipient to impose the effect upon anyone watching or listening through realtime 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 in effect during the playback to be effective.

Ignore Injury Discipline: Healing, Protections, Transformation Minimum Skill: 30 Exp. Cost: 6 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Range: Touch Duration: Continual This spell effect will numb the pain receptors of the recipient. The character will feel less pain and discomfort but will retain full sensation and tactile control. This will allow the recipient to ignore all penalties for the first wound level of injuries. This effect may also be used as anesthesia during surgery for one wound or body location. Spell perks will increase the numbness that a recipient will receive. Every allocated spell perk will increase the injury level that the character may ignore by one. Use during surgery will allow an additional body location or more comprehensive surgical procedures to proceed without pain.

This spell effect will allow the caster to create a vibrant illusion with any desired senses to everyone within range. Those outside the range of the illusion will see nothing except the real actions of those present. The illusion can be no larger than 1,000 cubic feet (10 x 10 x 10). The illusion can be anything that the caster can imagine. It may overlay or shroud real objects or hang in the air without support. The illusion may incorporate movement, but any complex actions will require the caster to spend one of their own actions to control and manipulate. Illusions cannot deal injury points, but may inflict 2d10 points of sanity loss to those that fail their initial Perception resistance. Spell perks may increase the loss of sanity inflicted by this spell effect. Every additional spell perk will increase the sanity loss potential by 1d10. Additional spell perks allocated to improving the size of the illusion will increase the volume by 1,000 cubic feet (10 x 10 x 10) each.

Illusionary Beauty Discipline: Curses, Illusions Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Self

This spell effect will grant a bonus of +20 to the Beauty attribute of the recipient. This illusion may be resisted with Perception. Those that fail the resistance will see the character as a more idealized version of their true form. This spell will not drastically alter the appearance of the caster, but may add highlights, smooth blemishes, reshape noses slightly, and other minor cosmetic enhancements. This spell will not affect any sense other than sight. Viciously petty spellcasters may choose to reduce a character’s beauty by an equal amount. Spell perks may be allocated to increase the Beauty by an additional +10 each. Soon even the most hideous of beasts will become a raving beauty. One additional spell perk will allow the effect to include touch, smell, or even taste.

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

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

- 272 -

Charles Weston (order #2827343)

6

Spell Descriptions This spell effect will create an illusionary ranged strike that will seem to injure one individual. This spell requires the Ranged Strike skill. 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, and other tell tale signs of injury. Armor will reduce the loss of sanity. 1 2

2 4

3 6

4 8

5 10

6 12

7 14

8 16

9 18

0 20

The spell will inflict an amount of sanity loss based upon the number of spell perks allocated to increase the potential. Every allocated spell perk will increase the sanity loss by +5. Spell perks may not be used to increase the number of potential targets.

Illusionary Darts Discipline: Illusions Minimum Skill: 80 Exp. Cost: 16 XP Skill Penalty: - 30 Drain: 20 Casting Time: 3 Duration: Instant Range: 10 feet per experience level of the caster This spell creates a series of many light attacks that inflict sanity loss but appear to injure the targets 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, and other tell tale signs of injury. Armor will reduce the loss of sanity. 1 2

2 4

3 6

4 8

5 10

6 12

7 14

8 16

9 18

0 20

The spell will inflict an amount of sanity loss based upon the number of spell perks allocated to increase the potential. Every allocated spell perk will increase the sanity loss by +5. Spell perks may not be used to increase the number of potential targets. Additional spell perks may be allocated to increase the rate of fire for the stream of darts. One spell perk spent in this way will increase the rate of fire to a medium burst. Two spell perks will allow long bursts.

Illusionary Pulse Discipline: Illusions 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 This spell effect will create an illusionary explosion outwards from the target location. This explosion will use the explosion rules in the combat section. The initial blast point will seem to inflict 3d10 sanity loss per level of experience. The rate of diffusion is in five foot increments. Those within the potential blast radius may attempt to Dodge to a safer location. 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, 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 between sanity reductions instead of only five feet. Additional sanity loss of 1d10 is available for the allocation of one spell perk each. Additional targets may never be selected using this spell effect. The blast direction may be controlled by 180 degree margins for a single spell perk. Directional modifications of 90 degrees are possible with two spell perks. No more than three spell perks may be allocated to acquire a fine 45 degree control over the blast direction.

Illusionary Shield Discipline: Illusions Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Self

This spell effect will create an illusionary shield on the arm of the caster. The shield will not actually stop a real weapon from inflicting injury but will cause attackers strikes to go wide. Attackers will receive a Perception roll to resist the effects of this spell. The shield will appear to be a buckler, and grants the illusionist a bonus of +5 to his Full Defensive Tactics. There is no penalty for using an illusionary buckler. 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 - 273 -

Charles Weston (order #2827343)

6

Spell Descriptions perks will increase the size to that of a tower shield; with a bonus of +15 to DT.

Illusionary Weapon Discipline: Illusions Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Self

This spell effect will create an illusionary weapon that will seem to inflict normal injury. Only sanity points 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 number of perks allocated towards sanity loss. Armor will reduce the loss of sanity. All rolls to strike will utilize the weapon skill of the recipient along with any specializations they may have acquired with the appropriate form.

Perks Base

1 3

2 6

3 9

4 11

5 13

6 16

7 19

8 21

9 23

0 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

Improved Body Discipline: Transformation Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Touch

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 may be temporarily added to any of the chosen attributes. The caster may choose how to split the total points amongst the recipient’s attributes. Every additional spell perk will increase the total attribute points by +5 which may be split normally.

Improved Mind Discipline: Sorcery Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Touch

This spell effect will improve and enhance the mind of a victim. The caster may choose which of the following attributes they wish to improve: Awareness, Charisma, Intellect, or Willpower. A total of 10 points may be temporarily added to any of the chosen attributes. The caster may choose how to split the total points amongst the recipient’s attributes. Every additional spell perk will increase the total attribute points by +5 which may be split normally.

Impulsive Speech Discipline: Curses Minimum Skill: 80 Skill Penalty: - 30 Casting Time: 3 Duration: Continual

Exp. Cost: 16 XP Drain: 20 Range: Touch

This curse will weaken the internal monitor of a victim’s speech. Things that the character would never say in a situation, but only think, may come pouring out of his mouth. Victims in normal situations will be far less 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 character specifically tries to remain quiet, will allow a Willpower roll to resist. Failure means that the victim will embarrass and demean those around him. A critical fumble may reduce the victim to a uncontrollable scene of vile imprecations, twitches, magnified resentments, and streams of malign consciousness.

Increase Pressure Discipline: Aeromancy, Weather Minimum Skill: 30 Exp. Cost: 6 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Duration: Instant 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

- 274 -

Charles Weston (order #2827343)

6

Spell Descriptions 20% chance to shatter. The spellcaster may choose to allocate spell perks to increase this base chance by 10%. One spell perk may be used to increase the volume affected by an additional 125 cubic feet (5 x 5 x 5). This spell effect may also be used to increase the pressure for longer periods of time. One spell perk will convert the duration to Continual with the accompanying Continual Drain.

Indestructible Object Discipline: Alteration, Enchantment Minimum Skill: 100 Skill Penalty: - 50 Casting Time: 4 Duration: Continual

Exp. Cost: 20 XP Drain: 25 Range: Touch

attempt to resist with Willpower, but any failure will engender puppy love and a slavish desire to please their paramour. This spell will not force the victim to commit any actions they find morally reprehensible, although any further mind-controlling spells from the beloved will inflict 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 to: sex, race, height, skin color, hair color, age, etc. Two spell perks will enable the spellcaster to choose a specific subject.

This spell effect will cause the item touched to become indestructible and unbreakable. The object may only be items made from durable materials such as metal, hard wood, or hard plastics. Cloth, leathers, soft wood, and other soft material cannot be affected by this spell effect. The object cannot weigh more than ten pounds per level of the caster.

Inflict Insanity

Indestructible items cannot be destroyed by normal means. Regular use of items, even attempts to break or destroy the item will result in no visible damage. Indestructible shields and armor will provide the same amount of protection, but will not degrade in combat. Game Masters must determine what will count as extraordinary means in her chronicle. Nuclear weapons, lava, singularities, and other similar damage may be good possibilities.

This spell effect will temporarily inflict one mental illness, of the caster’s choice, upon the victim. The insanity will not cause direct bodily harm or result in a suicide. The victim may attempt to resist with Willpower. The Game Master must determine if any specific mental illnesses require additional spell perks. A ritual version of this spell effect will cause the mental illness to become permanent with the expenditure of five experience points.

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.

Infatuation Discipline: Binding, Curses Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Touch

This spell effect is one of the most common used to create so-called love potions and love spells. This spell creates a serious infatuation in the mind of the victim for the first person of the appropriate sex they see. Victims may

Discipline: Curses Minimum Skill: 80 Skill Penalty: - 30 Casting Time: 3 Duration: Continual

Exp. Cost: 16 XP Drain: 20 Range: Touch

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 Range: 10 feet per experience level of caster This spell perk will create a sudden bolt of elemental force to strike a target. This spell requires the Ranged Strike skill. 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

2 4

3 6

4 8

5 10

6 12

7 14

8 16

9 18

0 20

- 275 -

Charles Weston (order #2827343)

6

Spell Descriptions 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. One spell perk may be allocated to convert the duration from Instant to Short. The caster may shoot with injury bolts once per action without additional Drain. Three spell perks are required to allow the conversion to a Continual duration and a Continual Drain. Casters who desire the effect to continue to inflict injury on the target may allocate two spell perks to continue the infliction for a Short duration.

Injury Darts Discipline: Aeromancy, Aquamancy, Pyromancy, Telekinesis, Temporal, Terramancy, Vitalism, Weather Minimum Skill: 80 Exp. Cost: 16 XP Skill Penalty: - 30 Drain: 20 Casting Time: 2 Duration: Instant Range: 10 feet per experience level of caster 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, concerns, or consequences. The base injury never changes based upon the form selected. 1 2

2 4

3 6

4 8

5 10

6 12

7 14

8 16

9 18

0 20

Additional spell perks may be allocated to increase the rate of fire for the stream of darts. One spell perk spent in this way will increase the rate of fire to a medium burst. Two spell perks will allow long bursts. Alternatively, every allocated spell perk will increase the injury by +5. Spell perks may not be used to increase the number of potential targets.

Injury Pulse Discipline: Aeromancy, Aquamancy, Pyromancy, Telekinesis, Temporal, Terramancy, Vitalism, Weather Minimum Skill: 135 Exp. Cost: 37 XP Skill Penalty: - 85 Drain: 30 Casting Time: 5 Duration: Instant Range: 10 feet per experience level of the caster

This spell effect will create an explosion of elemental energy outwards from the target location. This explosion will use the explosion rules in the combat section. The initial blast point will inflict 3d10 injury per level of experience. The rate of diffusion is in five foot increments. Those within the potential blast radius may attempt to Dodge to a safer location. 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. 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 effect. The blast direction may be controlled by 180 degree margins for a single spell perk. Directional modifications of 90 degrees are possible with two spell perks. No more than three spell perks may be allocated to acquire a fine 45 degree control over the blast direction.

Injury Storm Discipline: Aeromancy, Aquamancy, Pyromancy, Telekinesis, Temporal, Terramancy, Vitalism, Weather Minimum Skill: 150 Exp. Cost: 30 XP Skill Penalty: - 100 Drain: 35 Casting Time: 6 Duration: Short Range: 10 feet per experience level of caster This spell effect will create a storm of elemental rage within a volume of 6,250 cubic feet (25 x 25 x 10). The caster may determine the shape of the storm. Those nearest the edge of the effect may attempt to Dodge out, otherwise everyone within the effect will suffer injury. The effect will inflict 2d10 injury every phase to those caught within. 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. Spell perks may be allocated to increase the volume by an additional 6,250 cubic feet (25 x 25 x 10) each. Two spell perks may be allocated to convert the Short duration into a Continual duration that will incur a Continual Drain. One additional spell perk will increase the injury inflicted per phase by an additional 1d10.

- 276 -

Charles Weston (order #2827343)

6

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 caster’s 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

2 4

3 6

4 8

5 10

6 12

7 14

8 16

9 18

0 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, Telekinesis, Temporal, Terramancy, Vitalism, Weather Minimum Skill: 110 Exp. Cost: 22 XP Skill Penalty: - 60 Drain: 25 Casting Time: 4 Duration: Instant Range: 10 feet per experience level of the caster.

Discipline: Wards Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

This spell effect will create a giant steam of elemental force directed in one direction. The three to four inch diameter elemental stream may only be dodged by the target. If the target dodges, everyone else within a direct line of fire will also have to resist with a dodge or be struck instead. Once someone has been struck, they will suffer 2d10 Injury for every experience level of the caster. Unless all of the injury is absorbed by the victim, the remaining injury will continue to stream along the line of fire. 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. 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 1d10. Spell perks may not be used to increase the number of potential targets.

Exp. Cost: 10 XP Drain: Special Range: Touch

This spell effect will place any injury inflicting spell effect memorized by the caster into a ward. The spell effect cannot include any effects covered by effect, observation, protection, force, translocation, or negation wards. No effect that requires a minimum skill of 30 or higher may be placed into a ward. The Drain for the ward is 10 + the Drain required for the imbued spell effect. Once the ward is activated, only the Continual Drain for the spell will still apply. The caster will always know when a ward has activated. The ward created will be visible and can be no smaller than one square inch. Spell perks may be allocated to increase the minimum skill required for the spell to be imbued. Every spell perk used in this way will increase the available minimum skill by +20. Additional spell perks may be allocated to improve the effects of the embedded spell. The spell effect with the higher minimum skill should be used to determine the available number of spell perks.

- 277 -

Charles Weston (order #2827343)

6

Spell Descriptions

Invisibility Discipline: Illusions Minimum Skill: 80 Skill Penalty: -30 Casting Time: 3 Duration: Continual

Exp. Cost: 16 XP Drain: 20 Range: Self

This spell effect will bend light completely around the recipient. There is no possibility to notice the recipient until there is a reason to suspect her presence. Once that reason occurs, every suspicious individual will receive a 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. The invisible character cannot see outside the layer of invisibility, without some additional technique, as no light will pass through to grant vision. This spell will bend most portions of the electromagnetic spectrum including heat and all forms of light. Radioactivity and radio wavelengths will still pass through unimpeded. Spell perks may be allocated to increase the penalties to being struck, allow limited vision, or cast upon inanimate objects. One spell perk will increase the penalty 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 invisibility. This may be done without any additional spell perks to be spent but may only be done on Medium or smaller objects. Larger objects will require additional spell perks as determined by the Game Master.

Item Alteration Discipline: Alteration Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Continual

Exp. Cost: 14 XP Drain: 15 Range: Touch

This spell effect will temporarily change one Medium or small object into a different shape. The materials and composition of the original object will not change, only the shape. The mass of the object will not change. Weapons and armor cannot be altered with this spell.

requisite skill. A skill roll may be allowed to determine the quality of craftsmanship. Items cannot be altered into mechanical or electrical devices. Such devices that are changed temporarily lose their function, but will regain all memory and function when the spell ends. Spell perks may be used to widen the items that may be altered. One spell perk allocated will allow the caster to alter weapons or armor. Each additional spell perk will allow the caster to modify items that are one size class larger than medium; with the largest items requiring a number determined by the Game Master.

Interface Discipline: Mechanical Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Continual

Exp. Cost: 14 XP Drain: 15 Range: Touch

This spell effect allows the character to interface directly with computers and electronic equipment. The character may be considered to have a Direct Neural Interface for the purposes of computer operation.

Jinx Discipline: Curses, Sorcery Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Touch

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 may allow this penalty to be applied to other rolls as well. Annoying coincidences may occur to the character such as a waitress dropping food in his lap, a marathon running by as he is trying to chase someone, or even getting pulled over by a cop who just got divorce papers that morning. Spell perks may be allocated to increase the penalty to the victim. Every spell perk will increase the penalty by 5. With the increase in the penalty there is an increase in the coincidental and annoying events that plague the victim. Two spell perks may be used to double the chance of critical failure.

Altered objects will have a very simple craftsmanship unless the spellcaster has a skill rating in the - 278 -

Charles Weston (order #2827343)

6

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 Jump Discipline: Flight, Transformation Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 1 Duration: Instant

Exp. Cost: 6 XP Drain: 5 Range: Self

This spell effect will significantly increase the recipient’s jumping distance. The spell improves the standing long jump by +5 feet. Calculate the running long jump and high jump accordingly. Spell perks may be allocated to improve the standing long jump by +5 feet each.

Key Item Trigger Discipline: Enchantment Minimum Skill: 70 Skill Penalty: - 20 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 27 XP Drain: 55 Range: Touch

This ritual is used in conjunction with the Bind Enchantment ritual and must be completed beforehand. This ritual will allow one additional permanent enchantment on an individual. It may not be stacked with other castings of the same effect. It enables the character to either layer a new permanent spell or provide a spare in case one is removed. 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 be recast for every additional permanent spell.

Exp. Cost: 14 XP Drain: 15 Range: Touch

Layer Wards

This spell creates a permanent trigger on an enchanted object that will activate when a specific item is placed with the item. Key items can be almost any combination of normal items.

Know Local Weather Discipline: Divination, Weather Minimum Skill: 21 Skill Penalty: - 0 Casting Time: 3 Duration: Instant

Discipline: Binding Minimum Skill: 135 Skill Penalty: - 85 Casting Time: Ritual Duration: Permanent

Exp. Cost: 4 XP Drain: 5 Range: Special

This spell effect allows the spellcaster to become the ultimate weatherman. The caster will instinctively know all weather patterns within a range of miles equal to ten times his current level of experience.

Discipline: Wards Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Special

Exp. Cost: 14 XP Drain: 15 Range: Touch

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 Drain from the second ward should be applied. Only the caster of this spell may add a second ward; it cannot be cast for another. Wards may be layered upon one originally cast by another wizard; only this spell and the new ward must be cast by the same individual. Spell perks may be allocated to increase the total number of wards that may be layered upon an item or location. Every two spell perks will allow one additional ward to be layered upon the same object.

- 279 -

Charles Weston (order #2827343)

6

Spell Descriptions

Levitation Discipline: Flight, Telekinesis Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Location Shift Exp. Cost: 10 XP Drain: 10 Range: Self

This spell effect will allow the recipient to levitate vertically at a rate of ten feet per phase, but not horizontally. The levitating character will retain their normal leverage and may act as if they were standing well planted on the ground. This spell effect may only affect characters with Medium encumbrance or less. The levitation will tire and fatigue the recipient as if they were moving normally. The recipient can rise a maximum of 50 feet above ground for every level of the caster. This spell does not protect against changes in pressure or lack of air. Spell perks may be allocated to improve the rate of movement, potential altitude, and maximum encumbrance. One spell perk will increase the maximum movement by ten feet per phase. The potential altitude may be increased by 50 feet per spell perk allocated. A spell perk can be used to increase the maximum allowed encumbrance by one level. One spell perk will allow horizontal movement of five feet per round. Two spell perks will increase this rate to five feet per phase. The rate of horizontal movement may never be increased beyond this point.

Life Ward Discipline: Healing, Protections, Vitalism Minimum Skill: 110 Exp. Cost: 22 XP Skill Penalty: - 60 Drain: 25 Casting Time: 4 Range: Touch Duration: Continual This spell effect will protect the recipient from many nasty attacks and life threatening situations. The spell effect will lie dormant until one of the following events occurs: receives more than 50 points of injury from a single source, any fall which would kill the character, or a critical hit. Other sources of instant death may also trigger the effect as determined by the Game Master. When the spell activates, it will prevent that event from occurring to the ensorcelled individual.

Discipline: Translocation Minimum Skill: 75 Skill Penalty: - 25 Casting Time: 3 Duration: Instant

Exp. Cost: 15 XP Drain: 15 Range: Self

This spell effect allows the recipient to instantly travel up to one hundred feet per level of experience. This requires a line of sight to the target destination. While the destination may be partially obscured by bars or translucent materials, it can not be blocked by large opaque objects such as walls or non-windowed doors. The recipient may only have a medium encumbrance. Casters cannot teleport into solid objects. Attempts to travel into solid objects will result in the caster appearing in the nearest non-obstructed location along the caster’s line of sight. The impact and shock of early materialization will cause 3d10 injury to the caster. Spell perks can be used to increase the distance traveled by one hundred feet per spell perk allocation. A spell perk can be used to increase the maximum allowed encumbrance by one level. Two spell perks can also be allocated to allow the caster to shift another individual to the caster’s desired location. Beyond the customary Dodge or Defensive Tactics to avoid touch spells, any unwilling recipient can attempt to resist using Luck.

Longevity Discipline: Temporal, Vitalism Minimum Skill: 100 Skill Penalty: - 50 Casting Time: Ritual Duration: Continual

Exp. Cost: 20 XP Drain: 50 Range: Self

This ritual will slow the aging of the recipient during the duration of the effect. Characters under this effect will only age one year for every two chronological years. Additional spell perks may be allocated to decrease the rate of personal aging by one chronological year. These characters are not immortal and can be killed with all normal means. The disruption of this spell effect will only cause the character to begin aging normally once again. Recipients may choose to purchase the Longevity option for 30 Option Points while this ritual is in effect.

- 280 -

Charles Weston (order #2827343)

6

Spell Descriptions

Luck Discipline: Protections, Sorcery Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Touch

This spell effect will smooth and facilitate events that occur around the recipient. All attribute and skill rolls will receive a bonus of +5. The Game Master may allow this bonus to be applied to other rolls as well. Beneficial events and coincidences will start occurring to those 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 increase in the coincidental and beneficial events that please the recipient. Two spell perks may be used to double the chance of critical success.

Lust Discipline: Binding, Curses Minimum Skill: 75 Skill Penalty: - 25 Casting Time: 3 Duration: Continual

Exp. Cost: 15 XP Drain: 15 Range: Touch

This spell inflames the victim with an immediate and nearly irresistible craving for sex. The victim may choose to resist with Willpower to ignore the unnatural urges. Those that fail will succumb to the building need with the closest sexually appropriate, and willing, partner. Victims will not often break their personal morality, sexual preferences, or codes of honor. This could be disastrous for 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 spell perks will enable the spellcaster to choose a specific subject.

Lycanthropic Transformation Discipline: Transformation Minimum Skill: 135 Skill Penalty: - 85 Casting Time: 5 Duration: Continual

Exp. Cost: 27 XP Drain: 30 Range: Touch

This spell effect will temporarily transform the recipient into a lycanthrope or were-creature. Use the base statistics in the section on character creation for more information on werewolves. Other forms of lycanthropes are possible based upon the desires of the caster and the personality of the recipient. These alternate forms of lycanthropy must be determined and created by the player and Game Master. The ritual version of this spell effect requires 55 points of Drain and 30 experience points. This very costly ritual is permanent and cannot be undone. Victims that choose to resist may attempt a Willpower roll to save.

Mage Bind Discipline: Alteration, Aquamancy, Binding, Illusions, Mechanical, Nature, Telekinesis, Terramancy, Transformation Minimum Skill: 70 Exp. Cost: 14 XP Skill Penalty: - 20 Drain: 15 Casting Time: 3 Range: Touch Duration: Continual This spell effect will create a wrapping of elemental energy, or matter, around the victim’s wrists. The cuffs will impede all arm and hand based actions performed by the victim by - 20 per experience level of the caster. The method and form of the binding will be determined by the discipline used to cast the spell. Spell perks may be used to improve the penalty against the victim by an additional penalty of 20 each. Every additional target will require two spell perks to bind. Alternatively, spell perks may be spent to impose 5 temporary Drain onto the victim. This Drain is treated like Continual Drain, but will instantly refresh once the spell effect ends.

Magic Bullet Discipline: Mechanical, Telekinesis Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Touch

This spell effect will enable the caster to alter the flight path of missile weapons. A caster may imbue up to three single rounds of ammunition (arrows, bolts, bullets, etc.) per level of experience. This spell can not be used on energy weapons.

- 281 -

Charles Weston (order #2827343)

6

Spell Descriptions The weapon must be fired and the shooter may then direct the projectile up to its effective range. The bullet may go around corners, angle behind cover, or ricochet to attempt another strike on one additional target. There is no penalty to the shooter for attempting these trick-shots. Spell perks may be used to increase the number of imbued ammunition. Every additional spell perk will imbue three additional rounds. Two spell perks may also be used to increase the number of possible ricochets by one. Alternatively, the wizard may expend one spell perk to retain control of the bullet once it is fired. The caster, and not the shooter, will direct the bullet to whatever target the wizard desires. Use the Ranged Strike skill of the wizard to determine strike success.

to break this spell by casting any appropriate spell that will raise the dead. The necromancer must roll a contested skill check with his Necromancy discipline versus the skill rating of the discipline used to cast Maschalismos. Once the protection has been violated and broken the spell is automatically canceled. This spell may affect an area equal to 125 square feet (25 x 25) per experience level of the caster. The caster may choose to shape the area in any way desired. The earth underneath the warded section is also protected. Spell perks may be allocated to increase the area by an additional 125 square feet (25 x 25) each. 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 Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Self Duration: Continual This spell effect enhances the vision of the recipient by making close items seem far larger and closer. All fine motor skills and fine detail craftwork will enjoy a bonus of +10. If used for long periods of time the character will begin suffering from headaches and nausea. This will not assist those in combat, and will instead inflict a penalty equal to the normal bonus. The recipient may choose to swap between their normal vision and the magnified vision as an action. Spell perks may be allocated to increase the bonus applied by +5 per spell perk.

Material Alteration Discipline: Alterations Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Continual

Exp. Cost: 14 XP Drain: 15 Range: Touch

This spell effect will alter the material composition of any non-magical item. The overall group of compositions may not change. A metal could be changed into another metal. Wood may be changed into another type of wood. Stone may be changed into another form of stone. The final form may not increase the intrinsic value of the item nor other properties such as durability, PV, or 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 Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Special Duration: Continual This spell effect will shelter the souls of the dead who reside within the imbued area. This spell will prevent any necromancer from animating the dead or using other spells to corrupt the graves of others. It will have no effect on undead that are already animated. This spell is unusual; it is a ward that is also able to be learned by other Disciplines. It acts and counts as a ward for all normal purposes. Any attempt to animate the dead may fail within the boundaries of this effect. The necromancer may attempt

Mature Discipline: Temporal, Transformation, Vitalism Minimum Skill: 130 Exp. Cost: 26 XP Skill Penalty: - 80 Drain: 30 Casting Time: 5 Range: Touch Duration: Permanent This spell effect will age the victim 1d10 years. The victim may attempt to roll Luck to avoid this effect. Those that successfully resist the aging effect will still suffer 2d10 injury for every experience level of the caster. The caster must also expend 1 experience point to cast this effect. One additional spell perk will increase the aging by 1d10 years.

- 282 -

Charles Weston (order #2827343)

6

Spell Descriptions

Meditation Discipline: Temporal Minimum Skill: 21 Skill Penalty: - 0 Casting Time: 3 Duration: Special

Mental Shield Exp. Cost: 4 XP Drain: 5 Range: Self

Discipline: Binding, Protections Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Touch

By use of this spell effect, the caster can cause time to freeze around him. She is also frozen and cannot act. This spell will grant the player time to think, argue, and plan with the other players (not characters) for one real-time minute.

Recipients with mental shields will enjoy a bonus of +10 to any resistance rolls against any form of mental control, confusions, or other non-injury based attacks. It will not protect against sanity loss. Additional spell perks 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

Memorize Pattern

Discipline: Enchantment Minimum Skill: 70 Skill Penalty: - 20 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 14 XP Drain: 15 Range: Touch

Discipline:Enchantment,Runic Knowledge,Translocation Minimum Skill: 30 Exp. Cost: 6 XP Skill Penalty: - 0 Drain: 5 Casting Time: Craftwork Range: Self Duration: Permanent

This spell creates a permanent trigger on an enchanted object that will activate with a mental command by the holder of the device. The command could be a word, idea, concept, image, memory, emotions, or combination of thoughts. A mental command requires at least one action of concentration to activate.

This spell effect allows the character to memorize travel patterns for later use. This spell effect must be learned in order to utilize; magicians may not attempt to use Hedge Wizardry instead. Every pattern will require one experience point and ten man-hours to memorize.

It is imperative that the trigger thought be one that is uncommon or at least very pertinent to the activation of the item. It may activate with a similar thought by the wielder of the device. These items can be unpredictable to those with a low willpower or a habit of daydreaming.

Mental Radio Discipline: Communication, Mechanical Minimum Skill: 90 Exp. Cost: 18 XP Skill Penalty: - 40 Drain: 20 Casting Time: 3 Range: Self Duration: Continual This spell effect will allow the recipient to transform his thoughts into radio waves. These radio waves can be along any civilian or military frequency and will be heard by anyone with an appropriate receiver. The character cannot jam or encrypt his thoughts, but he may attempt to shout over other communications along that channel. Any such attempts will roll a contested action with ¼ Willpower versus the appropriate radio skill of the speaker.

Message Discipline: Binding, Communication Minimum Skill: 60 Exp. Cost: 12 XP Skill Penalty: - 10 Drain: 15 Casting Time: 3 Duration: Continual Range: 10 feet per experience level of the caster. Message will allow the caster to transmit a oneway telepathic message to a single recipient within line of sight. This message will be transmitted and received simultaneously but will require an amount of time equal to the time needed to speak. Images and sounds, other than speech, may not be transmitted. Spell perks may be used to increase the number of 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 - 283 -

Charles Weston (order #2827343)

6

Spell Descriptions one allocated spell perk for still images and two for videolike moving images. Increased transmission speed is possible; one spell perk is required for every additional two seconds of compressed information per phase.

Mind Surge

Metal Form

Mind surge creates interference in the victim’s brain. Any Intellect based skills will have an increased chance of critical failure. Victims may attempt to resist the effect with Willpower. The caster must roll a d10 when this spell is cast. Whenever that number is rolled as the ones digit for an Intellect based skill, the action is an automatic critical failure. This spell will not affect spellcasting or thaumaturgical skills. An additional fumble number may be rolled with the allocation of two spell perks.

Discipline: Transformation Minimum Skill: 100 Skill Penalty: - 50 Casting Time: 4 Duration: Continual

Exp. Cost: 20 XP Drain: 25 Range: Self

This spell effect will create a metal encasement around the recipient’s body. This metal sheen will provide 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. Each spell perk allocated may increase the PV of the armor by an additional +10. One spell perk will create spikes, spines, sharp ridges, or some other form that will deal 1d10 Injury with body slams, tackles, or similar hand to hand combat techniques.

Discipline: Curses, Sorcery Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Touch

Mimic Sound Discipline: Illusions Minimum Skill: 50 Exp. Cost: 10 XP Skill Penalty: - 0 Drain: 10 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 character’s normal injury point total.

- 284 -

Charles Weston (order #2827343)

6

Spell Descriptions

Mirror Speak

Moonlight

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

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 allows the caster to communicate with a target character through any mirror, within range, 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 with a mirror within one mile per level of experience. See the section on scrying for more information.

This spell effect will conjure true moonlight into the area of effect. The volume that be filled with moonlight is 6,250 cubic feet (25 x 25 x 10). This moonlight will affect all creatures as if it was normal, non-magical moonlight from a full moon. Additional spell perks may increase the volume by an additional 6,250 cubic feet (25 x 25 x 10).

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 Skill Penalty: - 50 Casting Time: 4 Duration: Continual

Exp. Cost: 20 XP Drain: 25 Range: Special

This spell allows the caster to see images through any mirror within range 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 with a mirror within one mile 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 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. Each spell perk allocated in this way will increase any awareness or skill rolls by +5.

Mud to Stone Discipline: Alteration, Terramancy Minimum Skill: 90 Skill Penalty: - 40 Casting Time: 3 Duration: Continual

Exp. Cost: 18 XP Drain: 20 Range: Touch

This spell effect will solidify a volume of mud equal to 125 cubic feet (5 x 5 x 5) into hard stone. This stone will have a PV of 25 and 200 BP. The mud must be shaped into the desired form before this spell is used. Spell perks may be used to increase the volume affected by an additional 125 cubic feet (5 x 5 x 5) each. Alternatively a spell perk may be allocated to increase the PV by +5 each or the BP by +25. A ritual version of this spell may be used to permanently alter the composition of the mud. The cost for the ritual is 45 Drain and one point of experience.

- 285 -

Charles Weston (order #2827343)

6

Spell Descriptions

Multiplicity Discipline: Illusions Minimum Skill: 80 Skill Penalty: - 30 Casting Time: 3 Duration: Continual

Napalm Exp. Cost: 16 XP Drain: 20 Range: Self

This spell effect will create multiple images of the recipient that will move in a similar way with slight differences. These images will weave and maneuver in a similar way with the recipient remaining within 10 feet per experience level of the caster. Those attempting to strike the recipient must resist the illusions with Perception. Succeeding this save will allow the character to strike the recipient normally for one full round. Failure will require a random determination of which one is real. The spellcaster may attempt to control the illusions with further skill rolls. This control will not incur additional Drain. The images are immune to normal injury, but magical injury has a chance to dispel the illusion. The percentage chance is equal to the total amount of injury inflicted. Every additional spell perk will increase the number of images by one. Two spell perks may also be used to increase the number of target recipients by one. Giving 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.

Discipline: Pyromancy Minimum Skill: 120 Exp. Cost: 24 XP Skill Penalty: - 70 Drain: 30 Casting Time: 4 Duration: Special Range: 10 feet per experience level of caster Napalm will expel a highly flammable noxious gel at the target. The caster must have the Ranged Strike skill and the victim may attempt to resist with a Dodge or Defensive Tactics. The first phase the napalm hits the target. The second phase the napalm self ignites inflicting 2d10 injury. This injury will be inflicted every phase for three phases per experience level of the caster. Once splattered, the napalm can only be removed with a successful Hedge Wizardry spell, Cleanse, Dispel Magic, or allowing the duration to elapse. A full armor suit may reduce the injury taken each phase but will also suffer one point of PV reduction. The victim will have a penalty of 30 to all skills and actions attempted due to the excruciating burning and stickiness. Spell perks may be allocated to increase the injury inflicted per phase. An additional 1d10 injury will require the allocation of one spell perk each. The duration may be increased by one additional phase per allocated spell perk.

Negate Curse Mystic Disguise Discipline: Illusions, Transformation Minimum Skill: 40 Exp. Cost: 8 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Self Duration: Continual Mystic Disguise allows the caster to create small changes to his appearance. The wizard can alter his height and weight by 10%. The caster can alter his hair, eye, or skin color and add small facial or skin features such as blemishes, moles, and birthmarks. Facial features may also be altered. While this spell is extremely effective at not looking like the original person, any attempt at mimicry will require a Disguise skill roll.

Discipline: Curses, Protection Minimum Skill: 35 Skill Penalty: - 0 Casting Time: 3 Duration: Instant

Exp. Cost: 7 XP Drain: 5 Range: Touch

This spell effect will negate any curse that affects the subject. The curse to be affected must have a minimum skill requirement of no more than 35. This spell can disrupt only one spell 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 Negate Curse is the winner, then the offending spell is dispelled. Otherwise the offending spell resists the negation attempt. Further attempts to negate the same curse will grant a bonus of +10 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.

- 286 -

Charles Weston (order #2827343)

6

Spell Descriptions

Negate Magic Ward Discipline: Sorcery, Wards Minimum Skill: 110 Skill Penalty: - 60 Casting Time: 4 Duration: Continual

Negate Powers Ward Exp. Cost: 22 XP Drain: 25 Range: Special

Discipline: Wards Minimum Skill: 110 Skill Penalty: - 60 Casting Time: 4 Duration: Continual

Exp. Cost: 22 XP Drain: 25 Range: Special

This spell effect will limit or prevent all magical or supernatural abilities within the haven. This spell will prevent any wizard from using spell effects or rituals. Permanent effects and magical items may become inert until it leaves the protected area.

This spell effect will limit or prevent all superhuman, mutant, or non-magical abilities within the haven. This spell will not prevent any wizard from using spell effects or rituals. Permanent effects may become inert until it leaves the protected area.

The wizard must roll a contested skill check with his desired discipline versus the skill rating of the discipline used to cast the ward. If the wizard casting the spell is successful then the spell is cast with half the normal effect, duration, and other aspects. Otherwise there is no effect. Supernatural abilities and powers must also resist with a contested action. Supernatural creatures cannot cross the boundary without a contested roll. Those that are able to penetrate the boundary will suffer a 50% reduction in all magical and supernatural abilities.

The mutant must roll a contested skill check with his desired skill or ¼ Willpower versus the skill rating of the discipline used to cast the ward. If the mutant is successful then the ability will be usable but with half the normal effect, duration, and other aspects. Otherwise there is no effect. Pre-existing effects that enter the area must also roll contested or else be instantly canceled.

Pre-existing spells that enter the area must also roll contested or else be instantly canceled. Most magical items have a 10% chance to remain operative within the protected haven while legendary artifacts will have a base 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 additional 6,250 cubic feet (25 x 25 x 10) each. Spell perks may be allocated to reduce the resistance of enchanted items by 5% each. Spell perks allocated to increase the reduction of supernatural powers will improve the reduction by an additional 10%.

Negate Tech Ward Discipline: Mechanical, Wards Minimum Skill: 110 Skill Penalty: - 60 Casting Time: 4 Duration: Continual

Exp. Cost: 22 XP Drain: 25 Range: Special

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 systems cannot penetrate the area. Simple devices will fail to function.

Negate Poison Discipline: Healing Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 3 Duration: Instant

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 additional 6,250 cubic feet (25 x 25 x 10) each. Spell perks allocated to increase the reduction of mutant powers will improve the reduction by an additional 10%.

Exp. Cost: 12 XP Drain: 15 Range: Touch

Negate poison will negate the effects of any Type 1 or less poison in the subject’s bloodstream. This spell will not affect any diseases, but will negate all harmful drugs and toxins. Spell perks will allow increase the ability to negate stronger poisons and toxins. Each higher poison type will require the allocation of one additional spell perk.

All technological abilities must roll a contested skill check with his the appropriate skill rating versus the skill rating of the discipline used to cast the ward. If the operator is successful then the ability is usable with half the normal effect, duration, and other aspects. Otherwise there is no effect. Technological abilities and powers must also resist with a contested action. Robots and droids cannot cross the boundary without a contested roll. Those that are able to penetrate the boundary will suffer a 50% reduction in all technological abilities. Pre-existing fields and active effects that enter the area must also roll contested or else be instantly canceled. - 287 -

Charles Weston (order #2827343)

6

Spell Descriptions Most high-tech items have a 10% chance to remain operative within the protected haven while ultra-tech devices will have a base 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 additional 6,250 cubic feet (25 x 25 x 10) each. Spell perks may be allocated to reduce the resistance of technological items by 5% each. Spell perks allocated to increase the reduction of technological options will improve the reduction by an additional 10%. The ability to affect chemical reactions such as gunpowder will require five spell perks.

Night Vision Discipline: Nature, Transformation Minimum Skill: 70 Exp. Cost: 14 XP Skill Penalty: - 20 Drain: 15 Casting Time: 3 Range: Self Duration: Continual Night Vision allows the recipient to see well in low-light situations such as dimly lit rooms and moonlit nights. These locations will seem as bright to the recipient as normal daylight. Absolute darkness, fog, and smoke will still blind the character, unless two spell perks are spent.

The oath-breaker cannot attempt to resist any spell effects of the wizard using Willpower. All such effects will automatically be successful.

Obscure Vision Discipline: Aeromancy, Aquamancy, Curses, Illusions, Nature, Pyromancy, Telekinesis, Temporal, Terramancy, Transformation, Vitalism, Weather Minimum Skill: 50 Exp. Cost: 10 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Touch 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 spell creates a liquid smoke, or solid particles that are thrown into the victim’s eyes. Other forms such as the Vitalism or Temporal disciplines may weaken the eye itself for a brief period. The method uses to create the effect will determine the manner of resistance. Regardless of the method used to obscure the victim’s vision, all victims will suffer a penalty of -10 to all Awareness and skill rolls that require vision. This penalty may be increased by 10 with the allocation of one spell perk.

Object Shift Oath Bound Discipline: Binding Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Touch

This spell effect will bind the words of the oath taker to his deeds. Should the oath breaker not fulfill the wording of the sworn oath there will be dire consequences. The oath can be as simple, or as complicated, as the oath taker desires. Open ended oaths without a time limit are presumed to be made in good faith. Too long a period of inactivity may be considered a breach of promise. The first consequences of breaking an oath are several nights of haunting dreams and little rest. If the oathbreaker begins to fix the failure, or continues the sworn task, they will cease and allow the character rest. Willful and premeditated oath-breaking will often skip this stage or present the dreams before the oath is broken. The final stage of oath-breaking creates a one-way sympathetic link between the wizard and the oath-breaker.

Discipline: Translocation Minimum Skill: 75 Skill Penalty: - 25 Casting Time: 3 Duration: Instant

Exp. Cost: 15 XP Drain: 15 Range: Touch

This spell effect allows the target inanimate object to instantly travel up to one hundred feet per level of experience. This requires a line of sight to the target destination. While the destination may be partially obscured by bars or translucent materials, it can not be blocked by large opaque objects such as walls or nonwindowed doors. The object may only weigh up to twenty pounds per wizard’s level of experience. Casters cannot teleport items into solid objects. Attempts to shift objects into solid objects will result in the object appearing in the nearest non-obstructed location along the caster’s line of sight. The impact and shock of early materialization will destroy the shifted object and cause 3d10 injury to the destination person or object. Intentional use in this way will require the Ranged Strike skill and victims may attempt to resist with a Dodge or Defensive Tactics.

- 288 -

Charles Weston (order #2827343)

6

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

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

Observation Discipline: Observation Minimum Skill: 100 Skill Penalty: - 50 Casting Time: 4 Duration: Continual

Exp. Cost: 20 XP Drain: 25 Range: Special

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 Skill Penalty: - 60 Casting Time: 3 Duration: Instant

Exp. Cost: 22 XP Drain: 25 Range: Touch

This spell effect allows the target inanimate object to instantly travel up to one mile per level of experience. The destination may be any that the caster can either see, scry, or knows well. Unknown locations will impose an additional penalty of -20. The object may only weigh up to twenty pounds per wizard’s level of experience. Casters cannot teleport items into solid objects. Attempts to shift objects into solid objects will result in the object appearing in the nearest non-obstructed location along the caster’s line of sight. The impact and shock of early materialization will destroy the shifted object and cause 3d10 injury to the destination person or object. Intentional use in this way will require the Ranged Strike skill and victims may attempt to resist with a Dodge or Defensive Tactics.

Observation Ward Discipline: Observation, Ward Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 3 Duration: Continual

Exp. Cost: 12 XP Drain: 15 Range: Special

This spell effect will limit or prevent all manner of surveillance, spying, and observation into the haven. Magical, technological, supernatural, and all forms of normal observation are blocked or obscured by the ward. This includes all sensory observations including sight, smell, taste, hearing, and tactile. Any attempts to record conversation or video within the shrouded area will also fail. 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 additional 6,250 cubic feet (25 x 25 x 10) each. - 289 -

Charles Weston (order #2827343)

6

Spell Descriptions Normal attempts and standard technology cannot pierce the veil of secrecy. High technology, mutant abilities, and magical methods of scrying may pierce the protections. The observer must successfully roll a contested skill roll against the discipline used to cast the ward. Success denotes that the spy can see into the warded area, but the caster of the ward will still know that the breach occurred. Furthermore the observer will have a penalty of -30 to all actions pertaining to the protected area.

Open Lock

Omnipresence

Two spell perks will allow Mechanical wizards, with the appropriate skills of electronics, to open electronic locks. This cannot be done by wizards unskilled or not knowledgeable in modern technology.

Discipline: Observation Minimum Skill: 135 Skill Penalty: - 85 Casting Time: 5 Duration: Continual

Exp. Cost: 27 XP Drain: 30 Range: Self

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. The caster may attempt to use any physical sense to observe in any combination. The recipient may not interact with objects, people, or places without additional magic. Every additional point of view will incur a cumulative penalty of 10. The spell effect has a radius equal to one mile for every experience level of the wizard. Important and noticeable events will pull at the psyche of the spellcaster, warning him of the occurrence. This will occur whether they are currently scrying or not. Characters may choose to discard the scrying device, internalizing the effect within his mind. While dangerous, the wizard will have a taste of godhood. Attempting this link will negate any penalty to scrying from distance or additional targets. Instead, every additional target will inflict 1d10 points of Sanity loss. Upon crossing 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 spell perk. 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.

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

Operate Device Discipline: Mechanical, Telekinesis Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Touch

This spell effect allows the wizard to touch any mechanical or electrical device and control its operation. The wizard must be skilled in the use of the device or the action attempted. This spell does not confer any mechanical knowledge. This spell effect will not levitate the device, nor provide any outside support or propulsion. Wizards using the Telekinesis discipline may expend one spell perk to lift, support, and operate a device telekinetically. This expenditure can handle up to 10 pounds per experience level of the caster. Additional spell perks may increase this by 10 more pounds each.

Overclock Discipline: Mechanical Minimum Skill: 80 Skill Penalty: - 30 Casting Time: 3 Duration: Continual

Exp. Cost: 16 XP Drain: 20 Range: Touch

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

- 290 -

Charles Weston (order #2827343)

6

Spell Descriptions step. Standard ROF weapons will become semi-automatic. Semi-automatic weapons will increase to Fully Automatic. Fully automatic weapons may fire bursts with one less phase required, to a minimum of one. Spell perks will increase the speed and productivity of technology by an additional 25% each. Increasing the rate of fire for weapons one additional step will require the allocation of two spell perks. Computer over-clocking requires two spell perks for each additional +1 bonus to resource rating.

Pain Discipline: Curses, Illusions, Transformation, Vitalism Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Nature,

Pyromancy,

Exp. Cost: 8 XP Drain: 10 Range: Touch

This spell effect inflicts excruciating pain and agony onto the victim. All skills suffer a penalty of -10 unless the victim resists using Willpower. This effect never causes actual injury or loss of sanity. The discipline used to cast the effect will determine how the pain is inflicted; 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.

Pass Wall Discipline: Aeromancy, Alteration, Aquamancy, Conjuration, Illusions, Nature, Pyromancy, Telekinesis, Temporal, Terramancy, Transformation, Weather Minimum Skill: 80 Exp. Cost: 16 XP Skill Penalty: - 30 Drain: 20 Casting Time: 3 Range: Self Duration: Short 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. Translocation’s version of Pass Wall is special. This version will bring the recipient out of phase with the universe they are currently within. They cannot interact with other phasing entities unless they have some method of magical resonance to fine tune the phasing effect. Wizards cannot un-phase inside solid objects. Attempts to travel into solid objects will result in the caster appearing in a random non-obstructed location near the solid object. The impact and shock of early materialization will cause 3d10 injury to the caster. Attempting to drop an object while in a phase state is possible, but the item is often forever lost within the void between universes.

Past Scrying

Paralysis Discipline: Curses, Temporal, Transformation, Vitalism Minimum Skill: 70 Exp. Cost: 14 XP Skill Penalty: - 20 Drain: 15 Casting Time: 3 Range: Touch Duration: Short This spell effect will paralyze the victim’s body so she cannot move. The paralyzed character loses all their 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.

Discipline: Observation Minimum Skill: 155 Skill Penalty: - 105 Casting Time: 6 Duration: Continual

Exp. Cost: 31 XP Drain: 35 Range: Self

This spell effect must be cast upon a scrying device already in use. The enchanted device is now able to be used to scry past events as far back as one week per experience level of the caster. Events in the far past may be viewed with a ritual version of this effect, resonant items of the event, and the Game Master’s approval. Allocated spell effects will allow one week of additional range.

Path-Walking Discipline: Translocation Minimum Skill: 90 Skill Penalty: - 40 Casting Time: 3 Duration: Instant

Exp. Cost: 18 XP Drain: 20 Range: Self

- 291 -

Charles Weston (order #2827343)

6

Spell Descriptions Path-walking is the ability to use the translocation effects of others to piggyback and follow behind. The original effect must have been cast within the past hour for this spell to be most effective. After one hour, the skill penalty will increase by 10 for every additional hour, unless mitigated by one spell perk each.

Phantasm Discipline: Illusions Minimum Skill: 155 Skill Penalty: - 105 Casting Time: 6 Duration: Instant

Exp. Cost: 31 XP Drain: 35 Range: Touch

Phantasm will create an illusion so horrifying to the victim that they will suffer a massive coronary or seizure. This spell will kill one victim within 1d10 phases unless serious magical or paramedic aid is received. The 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.

Phoenix Cloak Discipline: Healing, Vitalism Minimum Skill: 135 Skill Penalty: - 85 Casting Time: 5 Duration: Continual

Exp. Cost: 27 XP Drain: 30 Range: Touch

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 per experience level of the caster. This will require three phases to occur. Characters that are completely obliterated cannot be revived with this effect. Any poison, disease or other lingering effects may still be active after the resurrection. Spell perks may be allocated to increase the restored injury points by an additional 1d10 each. One additional spell perk will negate any lingering effects of poison, toxins, or disease.

Pocket Discipline: Translocation Minimum Skill: 95 Skill Penalty: - 45 Casting Time: 3 Duration: Continual

Exp. Cost: 19 XP Drain: 20 Range: Touch

Pocket creates an extra-dimensional storage area within a pocket, pouch, bag, or other storage device. The maximum weight and volume that can be placed into this storage area is five pounds and 125 cubic inches (5 x 5 x 5) for every level of the caster. The pocket will always appear to 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 capacity of the pocket. Every allocated spell perk will increase the volume of the pocket by 125 cubic inches (5 x 5 x 5) and increase the maximum weight by five pounds. One spell perk will eliminate any weight from the objects carried within the pocket. Alternatively, a spell perk may be allocated to protect the pocket from anyone except the caster. Others who attempt to reach into the pocket will only find the normal, empty, storage container. A wizard, who expends a spell perk in this way, may determine that some objects within are stored normally in the container.

Poisoned Slivers Discipline: Nature, Transformation Minimum Skill: 90 Exp. Cost: 18 XP Skill Penalty: - 40 Drain: 20 Casting Time: 3 Duration: Instant Range: 10 feet per experience level of caster Poisoned Slivers are small needle-like objects which are propelled from the caster at a target. This spell effect requires the Ranged Strike skill, and will inflict injury as well as poison the victim. 1 2

2 4

3 6

4 8

5 10

6 12

7 14

8 16

9 18

0 20

This spell effect will create a weak Type 1 poison that will be absorbed into the victim injured. The poison will remain in the victim’s body for one minute for every experience level of the caster. The victim will be able to resist the poison as normal. The poison can be any of the following forms: Debilitative, Injury Inflicting, Sleeping, or 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 of one spell perk will allow them to create a special or unusual poison of the appropriate Type. One spell perk will increase the period of poisoning by one minute. Every allocated spell perk will increase the injury by +5. Spell perks may not be used to increase the number of potential targets.

- 292 -

Charles Weston (order #2827343)

6

Spell Descriptions harm. If exorcised, the wizard will appear corporeally next to the victim.

Poison Touch Discipline: Nature, Transformation Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 3 Duration: Instant

Exp. Cost: 12 XP Drain: 15 Range: Touch

This spell effect will create a weak Type 1 poison that will be absorbed into the victim touched. The poison will remain in the victim’s body for one minute for every experience level of the caster. The victim will be able to resist the poison as normal. The poison can be any of the following forms: Debilitative, Injury Inflicting, Sleeping, or 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 of one spell perk will allow them to create a special or unusual poison of the appropriate Type. One spell perk will increase the period of poisoning by one minute. Range and additional targets cannot be increased with the use of spell perks.

Propulsion Discipline: Mechanical Minimum Skill: 80 Skill Penalty: - 30 Casting Time: 3 Duration: Continual

Exp. Cost: 16 XP Drain: 20 Range: Touch

Propulsion provides fuel, or power, to a vehicle for the duration of the spell. Only small vehicles such as cars and motorcycles can be fully powered by this spell, although some systems may be brought online for larger vehicles. Larger cars and light trucks will require one spell perk. Large trucks will require two spell perks, and larger vehicles will require a number of spell perks determined by the Game Master.

Proscribe Possession Discipline: Binding Minimum Skill: 135 Skill Penalty: - 85 Casting Time: 5 Duration: Continual

Exp. Cost: 27 XP Drain: 30 Range: Touch

This spell effect will allow the wizard to mentally 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 wizard’s 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 spirits. The possessor may allow the victim full nominal control whenever they desire, lurking in their subconscious. The victim will not receive an additional resistance when control is exerted. The victim will retain a full horrifying knowledge of what was done and how they were helpless to resist. The possessed body cannot be forced to injure itself. One spell perk may be allocated to remove all memories from the victim for the duration of the possession. Two spell perks will allow the possessor full command over the body, including inflicting injury or suicide. Three spell perks will enable the possessor to bodily inhabit the victim to keep the caster’s body safe from

Discipline: Binding, Sorcery Minimum Skill: 80 Skill Penalty: - 30 Casting Time: 3 Duration: Continual

Exp. Cost: 16 XP Drain: 20 Range: Touch

Proscribe imposes ten points of Continual Drain upon a victim. The victim may attempt to resist with a contested Sorcery Discipline skill roll. Every additional spell perk will impose an additional five Continual Drain.

Protection Ward Discipline: Wards Minimum Skill: 65 Skill Penalty: - 15 Casting Time: 3 Duration: Continual

Exp. Cost: 15 XP Drain: 15 Range: Special

This spell effect creates a volume which limits the entry of a proscribed creature or element. The volume for this ward is 250 cubic feet (5 x 5 x 10) and may be shaped as the spellcaster desires. Each ward may only protect against one such subject type. Any attempt by the proscribed subject will result in a contested roll between the appropriate Discipline and the Willpower of the creature. Possible proscribed creatures - 293 -

Charles Weston (order #2827343)

6

Spell Descriptions include angels, demons, elementals, shadows, spirits, djinni, and undead. The caster will know whenever an attempted breach occurs and if it was successful. Wards that protect against the elements will have different contested rolls based upon the source of the element. Those within the warded volume cannot be harmed by the proscribed element. The Game Master must determine what elements are allowable for warding against.

This spell effect removes all toxins, poisons, impurities, chemicals, and bio-organisms from liquid. If two or more liquids are in solution, the wizard may choose which to retain. One gallon of liquid may be purified for every experience level of the wizard. Spell perks may be allocated to increase the affected liquid by one additional gallon. One spell perk will identify the impurities that were cleansed.

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 Psychic Ward Discipline: Binding, Protections, Wards Minimum Skill: 80 Exp. Cost: 16 XP Skill Penalty: - 30 Drain: 20 Casting Time: 3 Range: Self Duration: Continual 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.

Push will shove the victim back five feet. The victim may attempt to resist with either a Dodge or Strength check. Each additional spell perk will increase the distance shoved by five feet.

Puzzle Trigger Discipline: Enchantment Minimum Skill: 100 Skill Penalty: - 50 Casting Time: Craftwork Duration: Permanent

Purify Food Discipline: Alteration, Nature Minimum Skill: 21 Skill Penalty: - 0 Casting Time: 3 Duration: Instant

Discipline: Aeromancy, Aquamancy, Telekinesis Minimum Skill: 30 Exp. Cost: 6 XP Skill Penalty: - 0 Drain: 5 Casting Time: 1 Duration: Instant Range: 10 feet per experience level of the caster

Exp. Cost: 4 XP Drain: 5 Range: Touch

This spell effect removes all toxins, poisons, impurities, chemicals, and bio-organisms from food. One pound of food may be purified for every experience level of the wizard. Spell perks may be allocated to increase the affected food by one additional pound. One spell perk will identify the impurities that were cleansed.

Exp. Cost: 20 XP Drain: 25 Range: Touch

This craftwork spell effect will allow an enchanter to create a puzzle trigger for a permanent enchanted item. Puzzle triggers are commonly added to other triggers. A certain sequence of runes that must be depressed, an answer to a riddle, a specific sequence of mental images, or anything else an enchanter might envision can be woven into the magical device. Each aspect of a physical puzzle must also be incorporated into the same trigger, but puzzle items can be as difficult and mysterious as the creator can devise. The required time to activate the item will vary with the complexity of the puzzle, but at least one action is required for any puzzle triggers.

Purify Liquid Discipline: Alteration, Aquamancy, Nature Minimum Skill: 21 Exp. Cost: 4 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Range: Touch Duration: Instant

Pyrotechnics Discipline: Illusions, Pyromancy Minimum Skill: 30 Exp. Cost: 6 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Duration: Continual Range: 10 feet per experience level of the caster

- 294 -

Charles Weston (order #2827343)

6

Spell Descriptions Pyrotechnics creates a sparkling cascade of beautiful fireworks and sparks. The sounds emitted are shrill whistles, pops, and bangs. The caster can alter the color and sounds to taste, but there is never any injury inflicted.

Ready Weapon Discipline: Conjuration, Translocation Minimum Skill: 50 Exp. Cost: 10 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Self Duration: Continual This spell effect readies a weapon (or item) from 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. Spell perks will increase the maximum distance the chosen weapon may be from the recipient when the spell is activated. Each allocated spell perk will increase the range by five feet. The ritual form of this spell will increase the range to 1 mile per level of the caster. Additional spell perks will add 1 mile each to this range.

Recharge Enchantment Discipline: Enchantment Minimum Skill: 30 Skill Penalty: - 0 Casting Time: Craftwork Duration: Special

Recharge Technology Discipline: Mechanical Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Instant

Exp. Cost: 6 XP Drain: 5 Range: Touch

This spell effect will recharge electrical devices. Simple devices that utilize rechargeable batteries such as cell phones, PDAs, wireless devices, and GPS units will be fully charged. Larger capacity devices and weapons will only be recharged five power units. Spell perks may be used to increase the amount to be recharged. Up to five additional power units may be recharged per allocated spell perk. One spell perk will allow the caster to keep a device charged and operational as a Continual effect.

Recognize Alchemy Discipline: Alchemy, Divination Minimum Skill: 01 Skill Penalty: - 0 Casting Time: Special Duration: Continual

Exp. Cost: 1 XP Drain: 0 Range: Special

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 alchemical in nature.

Exp. Cost: 6 XP Drain: 5 Range: Touch

Reduce Spell

This craftwork spell effect allows the enchanter to recharge spent magical items that store Drain. Only one man-hour is required per casting, and the Drain is Continual during the process. The base version of this spell effect will replenish five Drain within an object.

Discipline: Sorcery Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 1 Duration: Instant

Additional spell perks may be allocated to increase the recharging by five Drain. Additional targets may not be improved with spell perks.

Reduce Spell will reduce the effect of a spell being cast by another wizard. If the casting wizard is allocating spell perks, this spell will reduce the number allocated by one of the sorcerer’s 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.

Exp. Cost: 14 XP Drain: 15 Range: Touch

Spell perks will increase the potential spell reduction. One additional spell perk can be allocated to - 295 -

Charles Weston (order #2827343)

6

Spell Descriptions reduce the other spell effect by one spell perk. This effect can never modify more than one spell at any one time.

This spell effect will continually reload a missile 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 recipient’s 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 distance allowed by five feet. The spell will automatically take ammunition from the caster first, other distant sources afterwards.

Discipline: Illusions, Protections Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Touch

Reflective Shield creates an invisible, intangible mirror. The caster must state the size, angle, and direction it is facing. The reflective surface can be up to a 25 square inch (5 x 5) area or a single recipient. The caster may determine the exact dimensions. Once cast, the mirror cannot be moved or changed unless cast upon a character. This spell will reflect light and gaze attacks, but will not reflect images. 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 be solid but is completely non-material.

Regeneration Discipline: Healing, Transformation, Vitalism Minimum Skill: 80 Exp. Cost: 16 XP Skill Penalty: - 30 Drain: 20 Casting Time: 3 Range: Self Duration: Continual Regeneration will constantly heal the recipient from all physical injuries. The recipient will heal 1d10 injury points every phase. Accumulated injuries cannot be healed using this effect. One spell perk can be allocated to increase the rate of healing by 1d10 injury points per phase.

A charm version of this spell effect is only applicable for firearms. Requiring five Drain and one phase to cast, this charm will transport a single round of ammunition into the caster’s weapon.

Remove Paralysis Discipline: Healing, Protections, Temporal, Vitalism Minimum Skill: 70 Exp. Cost: 14 XP Skill Penalty: - 20 Drain: 15 Casting Time: 3 Range: Touch Duration: Instant This spell effect will remove magical, biological, or unnatural paralysis from a recipient. The forms that may be cured are dependent upon the Discipline used to cast the spell. The discipline of Protections may be used to eliminate any form of Paralysis. Healing and Vitalism versions will remove any that focuses upon the victim’s body. Temporal versions will only cancel paralysis from temporal sources. The wizard must roll contested actions against the cause of the paralysis using the appropriate skills, disciplines, or poison rating.

Repair Item

Reload Discipline: Translocation Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Crossbows require one spell perk to be reloaded with this spell. It will reload and crank the crossbow into readiness. Thrown or surviving ammunition may be returned from a range of 20 feet per experience level of the caster for two spell perks.

Exp. Cost: 10 XP Drain: 10 Range: Touch

Discipline: Alteration, Mechanical Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Instant

Exp. Cost: 10 XP Drain: 10 Range: Touch

- 296 -

Charles Weston (order #2827343)

6

Spell Descriptions This spell will heal the physical damage of an item with only a momentary touch. The object will instantly recover 2d10 breakage points. Armor may be repaired instead at a rate of one PV for every five breakage points. Vehicles may repair one cosmetic damage box for every ten 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 its maximum BP, PV, or damage boxes.

Resist Cold Discipline: Aeromancy, Aquamancy, Pyromancy, Transformation Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Flight, Protections, Exp. Cost: 8 XP Drain: 10 Range: Self

This spell effect will protect the recipient against any cold environment down to 0° degrees Fahrenheit. The 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 Curse Discipline: Curses, Protections Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Touch

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 bonus of +5.

Resist Fear Discipline: Binding, Protections, Transformation Minimum Skill: 40 Exp. Cost: 8 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Touch Duration: Continual

Recipients with this spell effect will enjoy a bonus of +10 to any resistance rolls against any form of fear. This includes natural and unnatural horror. Additional spell perks will allow the protected individual a further bonus of +5.

Resist Heat Discipline: Aeromancy, Aquamancy, Protection, Pyromancy, Transformation Minimum Skill: 40 Exp. Cost: 8 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Self Duration: Continual This spell effect will protect the recipient against any hot environment up to 110° degrees Fahrenheit. The recipient will be comfortable up to 100° F, but will begin to feel hot until they reach their maximum threshold. This spell effect will not prevent any injury inflicted by elemental fire; 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 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Touch

Recipients with this spell effect will enjoy a bonus of +10 to any resistance rolls against any form of Illusions or Holograms. This includes a wide variety of spells listed under the Illusions Discipline. Additional spell perks will allow the protected individual a further bonus of +5.

Resist Magic Discipline: Binding, Protections, Sorcery Minimum Skill: 80 Exp. Cost: 16 XP Skill Penalty: - 30 Drain: 20 Casting Time: 3 Range: Touch Duration: Continual Recipients with this spell effect will enjoy a bonus of +10 to any resistance rolls against any form of magic, enchantment, and many forms of supernatural options. The Game Master must decide what constitutes an applicable supernatural option. Additional spell perks will allow the protected individual a further bonus of +5. - 297 -

Charles Weston (order #2827343)

6

Spell Descriptions

Resist Poison

Restore Attribute

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

Discipline: Healing Minimum Skill: 110 Skill Penalty: - 60 Casting Time: Ritual Duration: Instant

Recipients with this spell effect will enjoy a bonus of +10 to any resistance rolls against any form of poisons. This includes natural and unnatural poisons, drugs, and toxins. Additional spell perks will allow the protected individual a further bonus of +5.

This ritual will restore 1d10 points of permanent attribute loss. The character’s maximum will also be restored by the same rate. The attribute maximum and the attribute rating cannot be increased beyond what was 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 Skill Penalty: - 20 Casting Time: 3 Duration: Continual

Exp. Cost: 14 XP Drain: 15 Range: Touch

This spell effect will alter the size and weight of an inanimate object. The maximum alteration is 25% of the original size and weight. The caster may only alter items that weigh twenty pounds or less. No object may be reduced under one ounce in weight or one cubic inch in size. Organic and living material cannot be altered. Permanently enchanted items may not be altered. Spell perks may be allocated to increase the alteration that occurs by an additional 20% of the original size and weight. Spell perks may also be spent to increase the maximum allowed size by 20 pounds. Three spell perks will allow a permanent change in size and weight.

Restore Limb Discipline: Healing Minimum Skill: 135 Skill Penalty: - 85 Casting Time: Ritual Duration: Permanent

Exp. Cost: 27 XP Drain: 55 Range: Touch

This ritual will restore a lost limb, appendage, or member lost by a recipient. The loss must be recent, no longer than a week old. The ritual will cost the spellcaster two experience points. Spell perks may be used to increase the period of time that passes since the limb was lost. One spell perk will 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. This spell requires five phases to cast and only 30 Drain.

Restoration Discipline: Healing Minimum Skill: 110 Skill Penalty: - 60 Casting Time: 4 Duration: Instant

Exp. Cost: 22 XP Drain: 50 Range: Touch

Exp. Cost: 22 XP Drain: 25 Range: Touch

This spell will heal the physical wounds of a character with only a momentary touch. The recipient will instantly heal 3d10 Injury for every experience level of the caster. This spell cannot heal Accumulated Injuries or many effects of Critical Injuries. This spell cannot restore Sanity Points. The rate of healing may be increased by 1d10 per allocated spell perk. Spell perks may not be used to increase the number of potential targets.

Restore Sanity Discipline: Healing Minimum Skill: 55 Skill Penalty: - 5 Casting Time: 1 Duration: Instant

Exp. Cost: 11 XP Drain: 10 Range: Touch

This spell will heal the mental stress of a character with only a momentary touch. The recipient will instantly

- 298 -

Charles Weston (order #2827343)

6

Spell Descriptions heal 2d10 sanity points. This spell cannot heal Injury points. Characters who suffer continual loss of sanity and immediate restoration may begin to suffer temporary mental aberrations. This spell effect cannot restore any sanity lost as a cost of another spell, option, or effect. The rate of restoration may be increased by 1d10 per allocated spell perk.

Restrict Translocation Discipline: Translocation, Wards Minimum Skill: 110 Skill Penalty: - 60 Casting Time: 4 Duration: Continual

Exp. Cost: 22 XP Drain: 25 Range: Special

This spell effect will limit or prevent all translocation effects within the haven. No teleportation is possible into or out of the warded area. The wizard must roll a contested skill check with his desired discipline versus 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 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 additional 6,250 cubic feet (25 x 25 x 10) each.

Resurrection Discipline: Vitalism Minimum Skill: 160 Skill Penalty: - 110 Casting Time: Ritual Duration: Instant

Exp. Cost: 32 XP Drain: 65 Range: Touch

This ritual will bring one deceased individual back to life. The death must be recent, no longer than twenty four hours past. The revived character will have only 1d10 Injury points. No other magical or unnatural healing may be performed upon the newly risen character. Depending upon the chronicle, there may be a deity or other factor which will limit who is allowed to return to life. Game Masters should determine if anything prevents the return of the soul to the body. This is not necromancy, this is a true resurrection. The ritual will cost the spellcaster five experience points. Spell perks may be used to increase the period of time in which the ritual may be successfully cast. Each additional spell perk will increase the allowable elapsed time by one day. Targets may never be improved with the use of spell perks.

Rune Storm Discipline: Runic Knowledge Minimum Skill: 100 Skill Penalty: - 50 Casting Time: 4 Range: 10’ per level of caster

Exp. Cost: 20 XP Drain: 25 Duration: Instant

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 yet charged. The activated runes will have their normal effect centered upon the individual carrying the rune, the nearest individual, or an appropriate target within 5’. The runes do not have to be visible to activate. One spell perk may be used to charge and activate every rune simultaneously. This will only work on standard runes, circles and other runic items are not affected by this spell. Every rune that must be charged will have a 50% chance to resist this effect. One spell perk will allow this effect to become Continual with an appropriate amount of Continual Drain.

Sacrifice Discipline: Necromancy Minimum Skill: 30 Skill Penalty: - 0 Casting Time: Special Duration: Instant

Exp. Cost: 6 XP Drain: Special Range: Touch

Sacrifice is a spell effect that allows the tying of blood and life energy into a ritual or craftwork spell effect. Spells may use Sacrifice if the player spends the needed time. During the ritual the primary spellcaster must willingly donate blood or murder a living creature to gain the benefits of this effect. This is often considered dark magic and is often banned in civilized countries. The energy drawn from the fading life of the victim may be used to fuel the effect. Instant, permanent, and short duration effects will be fully fueled for their duration. Continual effects will remain fueled for one day per experience level of the caster. Casters may transfer five unneeded bonus Drain to increase the duration by one additional day. Alternatively, casters may choose to transform ten bonus Drain into one experience point to spend in the effect. Multiple sacrifices may be utilized during a ritual, with a limit based upon the experience level of the primary spellcaster. All of the listed bonuses must be applicable to the victim of the sacrifice. They may not be applied for most animal or non-lethal sacrifices. Spell perks may be allocated to better utilize the victim’s energy. Each spell perk will increase the bonus Drain by +5. Spell perks may be used to increase the duration of a Continual effect by one extra day each.

- 299 -

Charles Weston (order #2827343)

6

Spell Descriptions

Bonus Drain 50 30 20 10 5 5 1 - 10 -5 +2 / Rating +5 +5 +5 +5 +5 + 10 + 10 +15

Sacrificial Victim Children under the age of 13 Adolescents between 13 and 18 Adults over the age of 18 Huge Animal Medium or Large Animal Small Animal Non-lethal Blood Sacrifice Total stranger Low Health / Willpower (Under 30) Destiny Resource Spellcasters and priests High Health (Above 70) High Willpower (Above 70) Blood Relation Holy Day True Innocents (Included w/ children) Special Relation (Lover, strong friend) Child / Parent of victim

Sanctuary Discipline: Translocation Minimum Skill: 150 Skill Penalty: - 100 Casting Time: 6 Duration: Continual

Exp. Cost: 30 XP Drain: 35 Range: Special

This spell effect creates a sizable extradimensional space at the caster’s location. The caster may choose to open, chose, or hide the portal into the sanctuary at will; each change will require one action. The extradimensional space may be shaped by the spellcaster up to a volume of 6,250 cubic feet (25 x 25 x 10). The space will be completely bare except for the equipment brought in by the occupants. The spell will continually clean and refresh the air within. When the spell is canceled, all of the items and people within are transported to the original point of entry. The owner may choose to lock the barriers of the sanctuary, requiring unauthorized visitors to make contested skill rolls for entry. Spell perks may be allocated to increase the volume of the extra-dimensional space. Each spell perk will add 6,250 cubic feet to the total volume. The number of targets may not be increased with the expenditure of spell 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 experience points. Access is available through additional uses of the sanctuary spell effect or other forms of dimensional travel. Additional spell perks used with the ritual will increase the area by one acre or the height by 100 feet.

- 300 -

Charles Weston (order #2827343)

6

Spell Descriptions

Sanity Shield Discipline: Illusions, Protections Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Self

This spell effect will enable the recipient to suffer less sanity loss from attacks or effects. This will protect against all forms of sanity loss except any voluntary expenditures from the costs of abilities or spell effects. The total resistance is equal to the caster’s 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.

out the hidden fears and phobias of the victim. The victim must resist with Willpower or else lose one action from absolute terror. If the initial resistance fails, the victim may not advance upon the horrific character. They are not forced to flee and may attempt to resist again once per phase. If the character advances on the victim, they are allowed a second Willpower roll to resist. If successful they may stand their ground, otherwise they will flee. If pressed into a corner, the victim may defend and will fight with a terrified vigor. Two spell perks will allow an additional save once per round instead of once per phase.

Scramble Discipline: Communication, Mechanical Minimum Skill: 60 Exp. Cost: 12 XP Skill Penalty: - 10 Drain: 15 Casting Time: 3 Range: Touch Duration: Continual

Save from Death Discipline: Healing, Vitalism Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 1 Duration: Instant

Exp. Cost: 10 XP Drain: 10 Range: Touch

Save from death must be cast quickly upon the death of a character from loss of injury points. This spell must be cast no later than the phase after the victim’s demise. This spell will have no effect upon those who are still alive. Recipients will suddenly have 1d10 injury points above zero, but will slip into a coma for 1d10 hours. All remaining injury must be healed naturally; unnatural healing may not be applied. Spell perks may increase the injury points regained by +5 each. Alternatively, spell perks may be used to reduce the time the recipient is comatose by one hour each. The coma may not be reduced to less than one hour. Two spell perks will negate the requirement for only natural healing; spells and options may be used to restore injury points normally.

Scramble will allow the wizard to scramble radio or telephone communications. The wizard may touch and imbue a number of such devices equal to her experience level plus one. Each device will suffer no distortion when speaking with each other. Any one else listening into the communication will not be able to understand the words being transmitted. Eavesdroppers may attempt to break the scrambling by using a contested action against the Discipline used to cast the spell. Spell perks may be used to increase the number of imbued communication devices. Each spell perk will increase the number of available devices by one. Two spell perks will enable the wizard to create a pass code which will enable anyone who speaks it into an appropriate device to understand the conversation. One spell perk will allow the wizard to imbue a known device from any distance.

Seal Scare Discipline: Binding, Curses, Illusions Minimum Skill: 35 Exp. Cost: 7 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Range: Touch Duration: Continual This spell effect will cause the victim touched to look upon the character with fear and trepidation. It draws

Discipline: Telekinesis, Wards Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Touch

This spell effect will create a magical seal on a door, chest, lock, or other object that opens. This seal is extremely difficult to break. Any attempt to open a sealed object will require a contested ¼ Strength roll against the wizard’s discipline skill rating. Tools and other equipment may allow a bonus to this strength roll or enable the use of a - 301 -

Charles Weston (order #2827343)

6

Spell Descriptions different skill. An Open Lock spell may open the door. In this case the two discipline ratings should be rolled in a contested action. The door can still be smashed or the hinges removed, if they can be seen.

holograms or invisibility. This version will allow the recipient to see past the false image and clearly see the truth behind the shroud. It is not effective on non-light based effects.

A ritual version of this effect may be used to create a permanent seal. The Drain for the ritual version is 35, but there is no required expenditure of experience. A charm version of the spell effect is called “Barred Gate”. The casting time is only one phase with a Drain of 5. The spell will only last a Short duration.

A charm version of this spell effect exists called “Glimpse the Invisible”. It allows the character to see the invisible 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 Heat

See Magic

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

Discipline: Divination, Sorcery Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

This spell effect will enable the recipient to see heat as if they were using a thermal imaging camera. This ability is passive and cannot be detected through infrared or thermographic means. This spell will create a false color image in the recipient’s mind and may be combined with normal vision. Cooler areas and objects will have a blue or purple hue while warmer objects will have an orange to white hue. Extreme heat may temporarily blind the recipient.

This spell effect will enable the recipient to see magic in full color with auras of magical energy bleeding off the subject. These auras are faint but have vibrant colors that seem to fade into the surrounding area. Stronger spells and enchantments will have brighter auras.

A charm version of this spell effect exists called “Glimpse Heat”. It allows the character to see heat in the same way as the normal spell for a Short duration. This charm only requires one action and will cost five Drain.

See Invisible Discipline: Divination, Illusion Minimum Skill: 80 Exp. Cost: 16 XP Skill Penalty: - 30 Drain: 20 Casting Time: 3 Range: Self Duration: Continual This spell effect will enable the recipient to see invisible characters, spirits, astral creatures, and other hidden objects. The invisible subject will seem a hazy and indistinct outline of the normal appearance. It will often not have well defined edges or details. One spell perk will grant clearer vision enabling the recipient to see details with a successful Awareness roll. Two spell perks will enable the recipient normal vision for all invisible entities. The Illusion discipline version of this spell effect will only be effective upon subjects that use light to create

Exp. Cost: 10 XP Drain: 10 Range: Self

Enchanted items will glow a deep blue color, while spells in effect will seem to glow a reddish orange. Spells being cast will seem to be yellow. Spell casters will seem to have a light blue tinge. Supernatural creatures and other effects may have alternate colors. This spell will not give any more information on the effects, abilities, or powers of the magic. 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 Spirits Discipline: Divination, Necromancy Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Self

This spell effect allows the character to see noncorporeal spirits, shades, echoes, and other ghostly essences. They will appear as a faint ghostly outline of their appearance in life. Some may show the wounds that ended their life, while others with strong personalities may choose their own appearance.

- 302 -

Charles Weston (order #2827343)

6

Spell Descriptions Spell perks may help the wizard to see the true shape or get a clearer image. One spell perk will grant clearer vision enabling the recipient to see details with a successful Awareness roll. Two spell perks will enable the recipient normal vision for all spirits. One spell perk will enable the wizard the ability to see past a spirit’s veil. A contested discipline skill roll versus the Willpower of the recalcitrant spirit is required for success. A charm version of this spell effect called “Glimpse Echoes” exists. It allows the character to see spirits 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 Wards Discipline: Divination, Wards Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 6 XP Drain: 5 Range: Self

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, and other geometric symbols that resonate with the generated effect. This spell cannot be used to identify the exact effect, although the resonance will give clues to a resourceful wizard.

Sense Effects Discipline: All (except Alchemy) Minimum Skill: 01 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 1 XP Drain: 5 Range: Self

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 cannot pinpoint the exact spell that was cast; this requires the Analyze Magic spell effect. This spell can only be used to identify the disciplines known by the wizard.

Sense Scrying Discipline: Divination, Observation Minimum Skill: 21 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 4 XP Drain: 5 Range: Self

This spell effect will allow the recipient a sixth sense to determine when someone is observing them. This includes all normal, magical, or technological forms of spying or observation. Only observation that focuses upon the recipient may be sensed using this spell effect. Those using unnatural forms of scrying may attempt to sneak past 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 on people or items near the wizard. The first allocated spell perk will either allow one additional character to be protected or create a five foot radius of protection around the recipient. Additional protected characters will not sense the observation; only the recipient of the spell will notice. Additional spell perks may increase the number of protected characters by one or increase the radius of protection by five feet each.

Sense Thaumic Site Discipline: Divination, Geomancy Minimum Skill: 21 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 4 XP Drain: 5 Range: Self

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 successful Sense Aura skill roll. A second skill roll will allow the recipient to determine the resource rating of the thaumic site. Spell perks will increase the range of detection by one mile each.

Sense Truth Discipline: Divination Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 10 XP Drain: 10 Range: Self

- 303 -

Charles Weston (order #2827343)

6

Spell Descriptions This spell effect will grant the recipient the ability to detect truth, lies, and evasive speech. This is a passive ability, and anyone within earshot may be discerned by the wizard to be truthful or not. The recipient can only determine if the speaker believes that they are speaking the truth. Those attempting to lie to the recipient may roll a contested skill between the discipline used for spellcasting and the Deceit skill of the speaker. The wizard will enjoy a bonus of +20 to this contested roll. This bonus may be increased by +5 for every allocated spell perk.

This spell effect will sever another wizard’s control from a spell that he has cast. Any inherent protections are stripped when control is lost. The former controller may not make any further alterations and the loose spell will act at random, often with strange and unusual effects. The controlling wizard may resist this effect with a contested Sorcery versus spell discipline skill roll. Further 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 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 4 XP Drain: 5 Range: Self

This spell effect will allow the recipient a sixth sense to determine when undead are within one hundred feet. This sense will not be able to pinpoint undead, but the recipient may get a general direction and distance with a successful Sense Aura skill roll. Additional spell perks will increase the range of detection by one hundred feet each.

Sever Thaumic Link Discipline: Geomancy Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 3 Duration: Instant

Exp. Cost: 12 XP Drain: 15 Range: Touch

This spell effect will sever a thaumic link created by another geomancer. Both geomancers must roll their 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 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 4 XP Drain: 5 Range: Self

This spell effect will grant the recipient a sixth sense regarding changes in the weather due to natural or unnatural causes. The recipient may use their discipline skill to determine what the eventual weather will be after the change. This effect is not able to provide forecasts; it simply grants a basic understanding of immediate changes within the surrounding area.

Sever Control Discipline: Sorcery Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Instant

Shades Discipline: Illusions, Protections Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 6 XP Drain: 5 Range: Self

This spell effect creates a magical filter over the 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.

Exp. Cost: 6 XP Drain: 10 Range: Touch

- 304 -

Charles Weston (order #2827343)

6

Spell Descriptions

Shadow’s Edge Discipline: Enchantment, Vitalism Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Continual

Exp. Cost: 14 XP Drain: 15 Range: Touch

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. Attacks that deal maximum injury or a critical hit may reduce the victim’s Health attribute. The victim may resist with a Health roll that suffers a penalty equal to the injury inflicted. Failure will reduce the victim’s Health attribute by 1/10th the injury inflicted.

Exp. Cost: 24 XP Drain: 25 Range: Self

This spell effect will transform the recipient into a creature of shadow. While they do not gain any bonuses to stealth or hiding, they gain a dark gray and black appearance that reduces identification of the character. All of the recipient’s gear and equipment will also transform into shadow. This effect can only affect recipients with a Medium encumbrance or less. Such creatures are immune to normal weapons and will inflict shadow injury.

Shape-change Discipline: Transformation Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Continual

Shape Stone Discipline: Alteration, Terramancy Minimum Skill: 21 Skill Penalty: - 0 Casting Time: Craftwork Duration: Permanent

Exp. Cost: 4 XP Drain: 5 Range: Touch

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 Skill Penalty: - 70 Casting Time: 4 Duration: Continual

Additional spell perks will allow the caster to increase his weight and height by 20% each. Three spell perks are required for supernatural, monstrous, or creatures of the imagination. The caster will not gain the unnatural abilities of the creature, just the semblance and natural abilities. Unnatural abilities must be created with additional spell effects.

Exp. Cost: 14 XP Drain: 15 Range: Self

Allows the caster to alter his features, race, sex, or become any one non-magical creature of similar, or smaller, size and mass. This effect can only be cast upon characters with a medium encumbrance or less. The smallest size that a character using this spell could become is approximately the size of a mouse. Any natural abilities, attributes, or armor is automatically gained for the new form. Any equipment carried becomes part of the mass of the creature.

Share Drain Discipline: Sorcery Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Instant

Exp. Cost: 14 XP Drain: 5 + Shared Range: Touch

This spell effect will allow the sorcerer to share the drain of any spell cast by a wizard that is touched. The 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 maximum Drain that may be shared by five each. Alternatively, one spell perk will allow the sorcerer to provide all of the needed Drain for a spell effect.

Shout Discipline: Aeromancy, Communication, Illusions, Transformation, Translocation Minimum Skill: 21 Exp. Cost: 4 XP Skill Penalty: - 0 Drain: 5 Casting Time: 2 Range: Self Duration: Short - 305 -

Charles Weston (order #2827343)

6

Spell Descriptions This spell effect will increase the distance that a recipient may intelligibly shout. The character will be understandable for up to one quarter of a mile. Additional spell perks will increase the range an additional quarter of a mile. One spell perk will allow the effect to be Continual, enabling a longer conversation.

Silence

Shrinkage Discipline: Curses, Transformation Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Continual

square inches (2 x 2). Brightly glowing sigils will require one additional spell perk. Sigils that will glow through light clothing will require two spell perks. Sigils that will glow through light armor or heavy clothing will require three spell perks. Heavy armor will require four spell perks.

Exp. Cost: 14 XP Drain: 15 Range: Touch

This spell effect will reduce the victim’s height and weight by half. Strength is reduced proportionally, but will receive a bonus of +5 to his Full Defensive tactics. No victim may be shrunk to under 3 inches in height, and such victims will have an equivalent Strength of one. This spell may also be used to counteract a Growth spell. A contested action between the appropriate Discipline skills are required in this circumstance. Spell perks will increase the shrinkage by an additional 10% of the original height. Each additional increment will reduce the strength normally and increase the DT by five.

Discipline: Aeromancy, Binding, Communication, Curses, Transformation Minimum Skill: 80 Exp. Cost: 16 XP Skill Penalty: - 30 Drain: 20 Casting Time: 3 Range: Touch Duration: Continual This spell effect will silence the victim touched. They may not make any intelligible noises and are reduced to simple grunts, groans, and other noises. This is particularly dangerous to wizards as they will be unable to cast spells without massive penalties. Players in this situation should try to role-play their condition and refrain from making verbal suggestions. Victims may attempt to resist with Willpower, Health, or Luck depending upon method used to silence. Victims may still make noise normally; this spell only eliminates verbal communication. 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 Casting Time: 3 Range: Touch Duration: Continual This spell effect will create a magical symbol of the wizard’s choice upon the subject, or target object. This sigil may be no larger than four square inches (2 x 2) and will glow faintly in any color desired by the caster. The sigil is a two way sympathetic link between the caster and the recipient. Victims may attempt to resist with luck. This sympathetic link may only be used to cast spells and scry upon the recipient. Sympathetic links may be used to treat the distance between the two individuals as if they were touching for the purposes of thaumaturgy. Sympathetic links also resonate with the target and are often excellent tools in rituals and enchantment. Spell perks may be used to increase the brilliance of the light emitted and the size of the sigil. Every spell perk will increase the size of the sigil by four additional

Sink Discipline: Alteration, Aquamancy Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 6 XP Drain: 5 Range: Touch

This spell effect allows the caster to reduce the buoyancy of the victim’s clothing and carried gear. While under the effects of this spell, the recipient will be drawn under water for long periods of time and will struggle to keep his head above water. The victim must be no lighter than medium encumbrance, wearing soft armors with more than 25 PV, or wearing hard armor. Every phase the character must roll a contested action using their Swimming skill against the skill rating of the spell discipline used. Failure will result in the victim beginning to drown.

- 306 -

Charles Weston (order #2827343)

6

Spell Descriptions Spell perks can be allocated to be effective with lighter armor. One additional spell perk allocated will enable the recipient to sink wearing any soft armor. Alternatively, spell perks may be used to sink victims with one lighter level of encumbrance each.

will remain at the higher level. Spell perks will reduce the unnatural slowness even further. Every two spell perks will reduce the number 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 Skill Penalty: - 20 Casting Time: 3 Duration: Continual

Exp. Cost: 14 XP Drain: 15 Range: Touch

This spell effect will lull a target victim into a restful sleep. Victims that choose to resist may roll Willpower, throwing off the suggestion if successful. Any loud noises near the victim, physical jostles, or a single point of injury will break this spell. The sounds and smells of combat will prevent the use of this spell. Two spell perks will place the victim into a sound sleep that will only end 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 Fall Discipline: Aeromancy, Flight, Transformation Minimum Skill: 21 Exp. Cost: 4 XP Skill Penalty: - 0 Drain: 5 Casting Time: 1 Range: Self Duration: Continual This spell effect will reduce the results of any fall by ten feet. This will help protect the maximum injury suffered by the recipient, decrease the chances of broken legs, and otherwise cushion the fall. Spell perks will reduce a fall by an additional ten feet each.

Slow Sense of Time

Slow

Discipline: Curses, Temporal Minimum Skill: 45 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Discipline: Curses, Temporal, Transformation Minimum Skill: 40 Exp. Cost: 8 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Touch Duration: Continual

This spell effect will slow the subject’s sense of time to a slow crawl. Events will seem to slow down and the movements of other people with them. Every action will seem a leisurely affair with plenty of time to consider moves and counter moves.

This spell effect will slow a victim’s running speed and reaction time. The victim may attempt to resist with Willpower. If the spell is effective, the victim will lose one floating action each round. If the victim has no floating actions, then one primary action is lost from the first phase of combat each round. Any Agility or Dexterity rolls for reflexive actions or reaction time will have a penalty of -20. If players prefer, they may use the new actions total chart in character creation. 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 victim’s actions

Exp. Cost: 9 XP Drain: 10 Range: Touch

While this could be used for psychological torture, it does give the recipient a bonus of +10 to all skills. The character’s body does not speed up, simply the time allowed her to think and plan. Every additional spell perk will increase the bonus by +5. True sadists will occasionally use this spell to prolong the torture they inflict upon their victims. The pain will seem to drag on for the duration, along with the terror experienced by the victim. Some torturers will cast the spell on themselves to seemingly extend the session.

- 307 -

Charles Weston (order #2827343)

6

Spell Descriptions

Smoke Form

Solidify

Discipline: Aeromancy, Transformation Minimum Skill: 100 Exp. Cost: 20 XP Skill Penalty: - 50 Drain: 25 Casting Time: 4 Range: Self Duration: Continual

Discipline: Alteration, Aquamancy, Telekinesis, Temporal Minimum Skill: 50 Exp. Cost: 10 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Touch Duration: Continual

This spell effect will transform the recipient into a large billowing cloud of dark smoke. Smoke forms can fly at the standard rate of speed for a character and will take no injury from normal weapons. They are vulnerable to all normal non-physical methods of injury. They still must be able to breathe oxygen, eat, and imbibe water. They cannot survive on elemental planes without further magic or powers.

This spell effect will transform a reasonably pure liquid into a solid state. A 125 cubic foot volume (5 x 5 x 5) of liquid will be solidified into an equal volume of hard material. While this is not scientifically accurate, this should be used for ease of game-play. Those of a more scientific bent may calculate the exact liquid to solid ratio for each altered compound. This freshly solid object will have a PV 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 spell perk will enable the character to become a light white smoke or misty cloud that is difficult to see.

Soul Bind Discipline: Binding Minimum Skill: 130 Skill Penalty: - 80 Casting Time: Ritual Duration: Permanent

Exp. Cost: 26 XP Drain: 55 Range: Touch

- 308 -

Charles Weston (order #2827343)

6

Spell Descriptions This ritual will bind a living soul into an enchanted object that has a prepared eternal effect storage medium. The soul must be a willing participant or the effect will automatically fail. When the life essence is transferred, much of the original character is lost and the body dies. This ritual will cost five experience points from the spellcaster.

Speak Underwater

The item will require another permanent effect to allow speech or mental communication. The item will retain three skills automatically at their original skill ratings. All other skills will have a 25% chance to be remembered at half the original skill rating. If this roll fails, that skill is not 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.

This spell effect allows the recipient to speak normally underwater. This allows the recipient to be understood by those around him and cast spells without penalty. This does not allow the recipient to communicate with sea creatures or underwater races.

Soul-bound items will eventually lose many of their memories during their existence. The Memory resource should be purchased to counteract this loss, but few enchanted items earn experience points. Player characters who wish to continue their characters as enchanted objects may be allowed, but require serious consideration and moderation to retain game-balance.

Speak with Echoes

Spell perks may increase the likelihood of skill retention. Every allocated spell perk will increase the chance for all skills by +5. Two spell perks will allow one additional skill to be remembered at the original skill rating.

This spell effect will allow the character to speak with non-corporeal undead and echoes of the dead. Echoes of the dead are those spirits that resemble ghosts who haunt locations or people. There is a philosophical split about whether ghosts are spirits that have absorbed certain memories of a soul that has passed on or if they are the remaining soul, bound in some way to this realm.

Alternatively, one spell perk may be used to bind unwilling demons, angels, spirits, and other extra-planar or 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.

Discipline: Necromancy Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Self

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 Minimum Skill: 110 Skill Penalty: - 60 Casting Time: 4 Duration: Continual

Discipline: Aquamancy, Communication Minimum Skill: 30 Exp. Cost: 6 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Range: Self Duration: Continual

Exp. Cost: 22 XP Drain: 25 Range: Self

Soul projection allows the recipient to leave his body for a time. His soul is still tethered to his body and it will continue all biologic functions in his absence. If the body is not cared for it can die, leaving the character as a spirit permanently. The spirit form of the character can speak with and interact normally with all spirits. Characters in this form may be bound or otherwise affected by spirit magic and abilities. Banishment will return the character immediately to his body.

This spell effect will increase a recipient’s running speed and reaction time. The victim may attempt to resist with Willpower. If the spell is effective, the recipient will gain one floating action each round. Any Agility or Dexterity rolls for reflexive actions or reaction time will have a bonus of +20. If players prefer, they may use the new actions total chart in character creation. The recipient will also move faster than normal. The character will move at a movement rate one higher than their maximum as determined by encumbrance. The penalties for those striking the character will reflect the actual movement rate while the penalties for the character’s actions will remain at the lower level. If the maximum speed exceeds the running level, then it will instead increase the movement rate by ten feet. - 309 -

Charles Weston (order #2827343)

6

Spell Descriptions Spell perks will increase the unnatural speed even further. Every two spell perks will increase the number of actions by one, the maximum movement level by one, and an increase to the reaction bonus of +10. Action bonuses should be applied to floating actions first, and then primary actions evenly distributed amongst all phases.

spells held or the magnitude of the spell that may be stored. Every two allocated spell perks will enable the sorcerer to store one additional spell effect. Spell perks may also be used to increase the range of minimum skill that may be stored by +20 each. Five spell perks will store the effects of a ritual.

Speed Sense of Time

Spell Surge

Discipline: Curses, Temporal Minimum Skill: 45 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 9 XP Drain: 10 Range: Touch

This spell will make the subject’s time seem to fly past. Events will seem to blink by and the movements of other people with them. Every action will seem a rushed affair with no time to consider moves and counter moves. The victim will miss key portions of conversations and may not notice events that occur. The victim may attempt to resist this spell with Willpower. While this could be used for psychological torture, it does give the recipient a penalty of 10 to all skills. The character’s 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 round to be able to make any active actions. Active actions include combat, spell casting, or anything that requires impetus. Defense and speech are passive actions and can be done without an additional save.

Exp. Cost: 20 XP Drain: 25 Range: Touch

Spell surge creates interference in the victim’s brain. Any thaumaturgical or spellcasting skills will have an increased chance of critical failure. Victims may attempt to resist the effect with Willpower. The caster must roll a d10 when this spell is cast. Whenever that number is rolled as the ones digit for an appropriate skill, the action is an automatic critical failure. An additional fumble number may be rolled with the allocation of two spell perks.

Spoil Discipline: Alteration, Curses, Nature Minimum Skill: 21 Exp. Cost: 4 XP Skill Penalty: - 0 Drain: 5 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 eating spoiled food must roll against a mild type one debilitative poison. The effects will last for 5d10 hours.

Spell-store Discipline: Sorcery Minimum Skill: 30 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Discipline: Curses, Sorcery Minimum Skill: 100 Skill Penalty: - 50 Casting Time: 4 Duration: Continual

Exp. Cost: 6 XP Drain: 5 + Spell Range: Self

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 drain of the spell to be cast is also held ready and should be considered Continual until the effect is released. A spell may be released as one action. Spell perks may be used to increase the number of

Spell perks will increase the virulence of the spoiled food by one type for every two spell perks. Alternatively, one spell perk will spoil one additional cubic foot of food or one gallon of liquid.

Stasis Discipline: Temporal Minimum Skill: 125 Skill Penalty: - 75 Casting Time: 3 Duration: Continual

Exp. Cost: 25 XP Drain: 30 Range: Touch

- 310 -

Charles Weston (order #2827343)

6

Spell Descriptions This spell effect will place a recipient into a temporal stasis. The character will not have any biologic processes for the duration and will obviate the need for air, food, or water. The character will not even realize the passage of time. Unwilling victims may resist with Luck.

Steal Option Discipline: Sorcery Minimum Skill: 110 Skill Penalty: - 60 Casting Time: 4 Duration: Continual

Exp. Cost: 22 XP Drain: 25 Range: Touch

This spell effect will allow the caster to steal an option from a target and place the ability within the body of another. This spell can only steal a maximum of 50 option points in any one option possessed by the donor. The caster 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. Spell perks can never be used to increase the number of options stolen by this spell. Spell perks can be used to increase the option point cost stolen by 20 each.

Steal Skill Discipline: Sorcery Minimum Skill: 80 Skill Penalty: - 30 Casting Time: 3 Duration: Continual

Exp. Cost: 16 XP Drain: 20 Range: Touch

This spell effect will allow the caster to steal a skill from a target and place the knowledge within the mind of

another. This spell can only steal a maximum skill rating of 50 in any one skill possessed by the donor. The caster cannot steal a higher skill rating than the one possessed by the donor. The skill rating is not treated as a bonus to the 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 effect. The entire specialization bonus can be stolen by the use of this spell. Memorized spells can also be stolen by this spell with a limit of 15 experience points. Should the caster choose, they may steal a large list of information from a donor instead of a skill. The GM must determine the amount of information that can be gathered by this spell. Spell perks can never be used to increase the number of skills stolen by this spell. Spell perks can be used to increase the maximum skill rating stolen by 20 each. Additional memorized spells may be stolen at a rate of 5 extra experience points per spell perk allocated.

Sticky Goo Discipline: Nature, Transformation Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Touch

This spell effect expels viscous ooze that will splatter the victim and will stick to all sorts of materials. All physical actions will suffer a penalty of 10. The victim’s maximum movement rate will be lowered one level as they squish and stomp. Light materials such as paper and leaves will always stick to the victim. Heavier materials may also become caught adding to the encumbrance. Spell perks may be used to improve the penalty against the victim by an additional 5 each.

- 311 -

Charles Weston (order #2827343)

6

Spell Descriptions

Stone to Mud Discipline: Alteration, Terramancy Minimum Skill: 90 Skill Penalty: - 40 Casting Time: 3 Duration: Continual

Stronghold Exp. Cost: 18 XP Drain: 20 Range: Touch

This spell effect will liquefy a volume of stone or other hard mineral equal to 125 cubic feet (5 x 5 x 5) into mud. The mud may be reshaped into any desired form but will return to the original shape when the duration ends. Stone items will be unharmed once the spell effect ends. Spell perks may be used to increase the volume by an additional 125 cubic feet (5 x 5 x 5) each. A ritual version of this spell may be used to permanently alter the composition of the stone. The cost for the ritual is 45 Drain and one point of experience.

Discipline: Alteration, Protections, Telekinesis, Terramancy, Wards Minimum Skill: 75 Exp. Cost: 15 XP Skill Penalty: - 25 Drain: 15 Casting Time: 3 Range: Touch Duration: Continual This spell effect will increase the durability of buildings, structures, and edifices. A maximum volume of 25,000 cubic feet (50 x 50 x 10) can be protected and 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. Breakage points are for individual sections, not an aggregate total. Spell perks may be used to increase the improved 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 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Self

This spell effect will drastically increase the physical strength of the recipient. Temporarily increase the physical strength attribute by +20. This extra strength will improve any strength based skills, extra injury inflicted, and strength rolls normally. Spell perks will increase the strength attribute by +10 each.

Strengthen Circle Discipline: Runic Knowledge Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Touch

This spell effect will increase the base strength of any active circle by +20. Spell perks will increase the circle strength by an additional +10 each. Alternatively, one spell perk will create a protective shield with five PV and 10 Breakage Points around the circle components.

Sublimate Discipline: Alteration Minimum Skill: 80 Skill Penalty: - 30 Casting Time: 3 Duration: Continual

Exp. Cost: 16 XP Drain: 20 Range: Touch

This spell effect will temporarily change the state of matter from a solid to a gaseous form. The compound 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. The gaseous cloud will remain in the area dissipated enough to be seen through. When the duration ends, the gas will reform in the exact shape and appearance from before the spell. Sublimated matter will be completely unharmed by this spell. Foreign objects will drop to the bottom of the affected area. Additional spell perks will increase the maximum volume by 125 cubic feet (5 x 5 x 5) each. Two spell perks are required to sublimate dense or hard materials such as stone.

- 312 -

Charles Weston (order #2827343)

6

Spell Descriptions

Summon Angel Discipline: Summoning Minimum Skill: 100 Skill Penalty: - 50 Casting Time: Ritual Duration: Continual

Summon Demon Exp. Cost: 20 XP Drain: 50 Range: Special

Discipline: Summoning Minimum Skill: 100 Skill Penalty: - 50 Casting Time: Ritual Duration: Continual

Exp. Cost: 20 XP Drain: 50 Range: Special

This ritual will summon one angel from another plane of existence into the ritual circle. The ritual circle will protect the spellcasters from the wrath of the angel, while the ritual is in effect. This ritual does not provide any control or methods of binding the angel. Angels and other powerful spirits are rarely pleased to be summoned by impetuous mortals and may vent their frustrations for being summoned for frivolous reasons.

This ritual will summon one demon from another plane of existence into the ritual circle. The ritual circle will protect the spellcasters from the wrath of the demon, while the ritual is in effect. This ritual does not provide any control or methods of binding the demon. Demons and other powerful spirits are rarely pleased to be summoned by impetuous mortals and may vent their frustrations for being summoned for frivolous reasons.

This ritual will only be able to summon a first level angel. These angels are very low in the angelic hierarchy and often do not have the powers or skills of their more illustrious brethren. Unless the celestial or true name of an angel is known, and items of resonance to that particular angel are used, the results will be random.

This ritual will only be able to summon a first level demon. These demons are very low in the angelic hierarchy and often do not have the powers or skills of more powerful brethren. Unless the infernal or true name of a demon is known, and items of resonance to that particular demon are used, the results will be random.

Spell perks will increase the experience level of angel that may be summoned. Every allocated spell perk will increase the maximum level of experience by one level.

Spell perks will increase the experience level of demon that may be summoned. Every allocated spell perk 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 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 7 XP Drain: 5 Range: Special

This spell effect will summon an animal within a radius of one mile to the spellcasters location. This normal animal will travel in a direct route until they reach the caster. The breed or species may be selected by the spellcaster, but the results will be random without a resonant item or truename. If the animal is unable to travel to the spellcaster, due to an impassible barrier or hazard, the spell will be broken. The animal may not be sentient, enchanted, or otherwise unnatural. The summoned animal may not weigh more than 30 lbs. This spell will prevent the animal from attacking the spellcaster, but does not grant the ability to command or control the animal. This spell does not allow speech or empathy with the summoned animal. This spell will not affect familiars nor will it create a familiar. Spell perks can be used to increase the size of the animal and the quantity of animals. Every spell perk allocated to this end will increase the maximum weight of the animal by 20 pounds. Every spell perk will increase the number of animals by one. Five spell perks will summon 1d10+5 animals from a single pack or herd.

Summon Djinni Discipline: Summoning Minimum Skill: 100 Exp. Cost: 20 XP Skill Penalty: - 50 Drain: 50 Casting Time: Ritual Range: Special Duration: Continual This ritual will summon one djinni from another plane of existence into the ritual circle. The ritual circle will protect the spellcasters from the wrath of the djinni, while the ritual is in effect. This ritual does not provide any control or methods of binding the djinni. Djinni and other powerful spirits are rarely pleased to be summoned by impetuous mortals and may vent their frustrations for being summoned for frivolous reasons. This ritual will only be able to summon a first level djinni. These djinni are very low in the spiritual hierarchy and often do not have the powers or skills of more powerful brethren. Unless the celestial or true name of an djinni is known, and items of resonance to that particular djinni are used, the results will be random. Spell perks will increase the experience level of djinni that may be summoned. Every allocated spell perk will increase the maximum level of experience by one level.

- 313 -

Charles Weston (order #2827343)

6

Spell Descriptions

Summon Domovoi Discipline: Aeromancy, Summoning, Terramancy Minimum Skill: 50 Skill Penalty: - 0 Casting Time: Ritual Duration: Continual

Summon Elemental Aquamancy,

Pyromancy,

Exp. Cost: 10 XP Drain: 35 Range: Special

This ritual will summon a small elemental spirit that will follow the instructions issued by the spellcaster. Domovoi are not particularly intelligent, but are often canny and delight in simple mischief and interesting commands. They will often confuse and “misunderstand” commands issued to them, and may forget more complicated instructions. The discipline used to cast the ritual will determine the type of domovoi that may be summoned. One allocated spell perk will summon one extra domovoi.

AGL AWA BEA CHA DEX HEA INT LUC STR WIL

50 50 40 30 50 30 20 50 20 30

Elemental Domovoi IP 30 SP NA

PV

0

Injury Inflicted 1d10 Domovoi are small elemental creatures with very minor abilities based upon their element.

Aquamancy,

Pyromancy,

Exp. Cost: 23 XP Drain: 50 Range: Special

This ritual will summon a larger elemental spirit that will follow the instructions issued by the spellcaster. Elementals are powerful entities that will follow instructions as best as their understanding allows. Being made from one of the four primal elements of nature, elementals do not understand or care about many of the considerations, morals, and practices of mortals. 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 illustrious brethren. Unless the elemental or true name of an elemental is known, and items of resonance to that particular elemental are used, the results will be random. Spell perks will increase the experience level of elemental that may be summoned. Every allocated spell perk will increase the maximum level of experience by one level. Alternatively, additional elementals may be summoned instead with spell perks. Every spell perk will increase the number of summoned elementals by one.

Summon Faerie

Summon Dragon Discipline: Summoning Minimum Skill: 130 Skill Penalty: - 80 Casting Time: Ritual Duration: Continual

Discipline: Aeromancy, Summoning, Terramancy Minimum Skill: 115 Skill Penalty: - 65 Casting Time: Ritual Duration: Continual

Exp. Cost: 26 XP Drain: 55 Range: Special

This ritual will awaken and summon a dragon within one mile per experience level of the spellcaster. The dragon may attempt to resist with a contested Willpower versus Summoning skill roll. A success for the summoner will awaken the beast and bring him along the most direct route to the ritual circle. This spell does not grant any control over the ancient dragon and many wizards have met their death to a gargantuan maw. The age, power, and experience level of the dragon should be determined by the Game Master. Spell perks will increase the range by one mile each.

Discipline: Nature, Summoning Minimum Skill: 80 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 16 XP Drain: 20 Range: Special

This spell effect will summon a faerie within a radius of one mile to the spellcasters location. This faerie will travel in a direct route until they reach the caster. The breed or species may be selected by the spellcaster, but the results will be random without a resonant item or truename. This ritual will only be able to summon a first level fae. These faerie are very low in the fae court and often do not have the powers or skills of their more illustrious brethren. Unless the true name of a faerie is known, and items of resonance to that particular fae are used, the results will be random.

- 314 -

Charles Weston (order #2827343)

6

Spell Descriptions

Spell perks will increase the experience level of faerie that may be summoned. Every allocated spell perk will increase the maximum level of experience by one level. Alternatively, additional fae may be summoned instead with spell perks. Every spell perk will increase the number of summoned fae by one.

Summon Nature Spirit

Summon Horde Discipline: Nature, Summoning Minimum Skill: 80 Skill Penalty: - 30 Casting Time: Ritual Duration: Continual

simplest of commands. Anyone caught within the horde will suffer 1d10 injury per phase. The horde will have a maximum area of 100 square feet (10 x 10). An additional area of 100 square feet may be purchased for the allocation of one spell perk.

Exp. Cost: 16 XP Drain: 45 Range: Special

This ritual will summon a horde of insects, rodents, or other vermin from the immediate area. A horde may be directed by the spellcaster and will follow the

Discipline: Nature, Summoning Minimum Skill: 50 Skill Penalty: - 0 Casting Time: Ritual Duration: Continual

Exp. Cost: 10 XP Drain: 40 Range: Special

This ritual will summon a spirit of nature from within 1,000 feet of the spellcaster that will appear in the ritual circle. Nature spirits are very similar to elementals, but they are the essence of nature: trees, water, earth, - 315 -

Charles Weston (order #2827343)

6

Spell Descriptions flowers, and sky. There are many different forms of nature spirits and are occasionally confused with fey folk. In the modern world some nature spirits have become corrupted and polluted, becoming spirits of the city or pollution. Spell perks may increase the range of summoning by an additional 1,000 feet. This ritual will only be able to summon a first level nature spirit. These spirits do not have the powers or skills of their more illustrious brethren. Unless the elemental or true name of a nature spirit is known, and items of resonance to that particular spirit are used, the results will be random. Spell perks will increase the experience level of nature spirit that may be summoned. Every allocated spell perk will increase the maximum level of experience by one level. Alternatively, additional spirits may be summoned instead with spell perks. Every spell perk will increase the number of summoned spirits by one.

Summon Object Discipline: Conjuration Minimum Skill: 80 Skill Penalty: - 30 Casting Time: Ritual Duration: Instant

Exp. Cost: 16 XP Drain: 45 Range: Special

This spell effect will summon one particular object within 1,000 feet to the conjurer. This object must be known to the caster. Enchanted objects have a built in resistance of 25%. The caster must a resonant or sympathetic link to the object to be summoned.

Summon Person Discipline: Summoning Minimum Skill: 110 Skill Penalty: - 60 Casting Time: Ritual Duration: Continual

Exp. Cost: 22 XP Drain: 50 Range: Special

This ritual will compel any one person within range to travel to the caster. The caster must have a sympathetic link, resonant items, or know the true name of the person to be summoned. The travel times will vary on the individual, but they will take the fastest, most direct route. This spell will not protect the caster from the wrath of the summoned person, nor will it control them. The maximum distance of the summoned person is five miles for every experience level of the summoner. Spell perks may be allocated to increase the range by one mile each.

Summon Shadow Discipline: Summoning Minimum Skill: 100 Skill Penalty: - 50 Casting Time: Ritual Duration: Continual

Exp. Cost: 20 XP Drain: 50 Range: Special

This ritual will summon one shadow from another plane of existence into the ritual circle. The ritual circle will protect the spellcasters from the wrath of the shadow, while the ritual is in effect. This ritual does not provide any control or methods of binding the shadow. Shadows and other powerful spirits are rarely pleased to be summoned by impetuous mortals and may vent their frustrations for being summoned for frivolous reasons. This ritual will only be able to summon a first level shadow. These shadows are very weak and often do 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 will increase the maximum level of experience by one level. Alternatively, additional shadows may be summoned instead with spell perks. Every spell perk will increase the number of summoned shadows by one.

Summon Shadow Animal Discipline: Summoning Minimum Skill: 75 Skill Penalty: - 25 Casting Time: Ritual Duration: Continual

Exp. Cost: 15 XP Drain: 40 Range: Special

This spell effect will summon a shadow animal from another plane of existence into the ritual circle. The breed or species may be selected by the spellcaster, but the results will be random without a resonant item or truename. The animal may not be sentient, enchanted, or otherwise unnatural aside from its shadow nature. The summoned animal may not weigh more than 30 lbs. This spell will prevent the animal from attacking the spellcaster, but does not grant the ability to command or control the animal. This spell does not allow speech or empathy with the summoned animal. This spell will not affect familiars nor will it create a familiar. Spell perks can be used to increase the size of the animal and the quantity of animals. Every spell perk allocated to this end will increase the maximum weight of the animal by 20 pounds. Every spell perk will increase the number of animals by one. Five spell perks will summon 1d10+5 animals from a single pack or herd.

- 316 -

Charles Weston (order #2827343)

6

Spell Descriptions

Summon Spirit Discipline: Necromancy, Summoning Minimum Skill: 80 Exp. Cost: 16 XP Skill Penalty: - 30 Drain: 45 Casting Time: Ritual Range: Special Duration: Continual This ritual will summon a spirit, ghost, or echo of 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. This ritual will only be able to summon a first level undead spirit. These spirits do not have the powers or skills of their older or angrier brethren. Unless the name of an undead spirit is known, and items of resonance to that particular spirit are used, the results will be random. Spell perks may increase the range of summoning by an additional 1,000 feet. Spell perks will increase the experience level of undead spirit that may be summoned. Every allocated spell perk will increase the maximum level of experience by one level. Alternatively, additional spirits may be summoned instead with spell perks. Every spell perk will increase the number of summoned spirits by one.

Suppress Ward Discipline: Wards Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 3 Duration: Continual

Exp. Cost: 12 XP Drain: 15 Range: Touch

This spell effect will temporarily bypass any previously placed ward with a touch. The ward to be affected must have a minimum skill requirement of no more than 35. Only one ward may be affected at any time. Suppressed wards will not alert their creator. To determine if the suppression attempt was successful, both Spellcasters must roll contested using the appropriate spell disciplines. If the person casting Suppress Ward is the winner, then the offending ward is temporarily negated and there are no consequences to the caster from the negated ward. Any additional wards placed upon the same target will react as normal. Otherwise the offending spell resists the suppression attempt and the caster is affected normally. Further attempts to suppress 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 suppressed. Each allocated spell perk will increase the available minimum skill by +20. Spell perks can also be allocated to increase the number of wards that are suppressed on the same target. Each spell perk allocated in this way will increase the number of possibly bypassed wards by one. Spell perks that reduce the resistance of the target cannot be purchased for this spell effect.

Sympathetic Link Discipline: Binding Minimum Skill: 60 Skill Penalty: - 10 Casting Time: Ritual Duration: Continual

Exp. Cost: 12 XP Drain: 40 Range: Special

This ritual will create a sympathetic link between the spellcaster and a subject. Sympathetic links require a very strong source of resonance with the intended subject. This sympathetic link may only be used to cast spells and scry upon the recipient. Sympathetic links may be used to treat the distance between the two individuals as if they 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 will improve the chances of a successful link. Items that are owned by a character but rarely used have a 10% chance to create a sympathetic link. Other sources of weak links include items recently touched and formerly important objects that were sold or given away. Bodily pieces and fluids that are over one week old have only a weak link to the character. Mediocre links include tools occasionally used, items owned by the intended character, and objects with some emotional bond. Relatively fresh bodily pieces and fluids may be considered mediocre links. Mediocre links have only a 30% chance to successfully create a sympathetic link. Strong links are often created with items created by the intended character, those that were enchanted by him, often used tools, and objects with a very strong personal or emotional tie. Bodily portions and fluids may be considered strong links if they are pure and fresh. Fresh bodily portions are often freshly severed less than twelve hours past unless preserved by magic or technology. Strong links will have a 70% chance of creating a sympathetic link.

- 317 -

Charles Weston (order #2827343)

6

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 Skill Penalty: - 60 Casting Time: 4 Duration: Instant

Tattoo Discipline: Alteration, Conjuration Minimum Skill: 75 Skill Penalty: - 25 Casting Time: 3 Duration: Continual

Exp. Cost: 15 XP Drain: 15 Range: Touch

Tattoo will transform an inorganic object held or worn by the spellcaster into a tattoo somewhere on the recipient’s body. The newly drawn tattoo will resemble a vibrant and fresh tattoo in any style the creator desires. The tattoo must generally resemble the original object and it will radiate a magical aura. The recipient may choose to return the object to its original form with one action. The item may be no heavier than five pounds. Additional spell perks will increase the maximum weight allowed by +5 pounds each.

Exp. Cost: 22 XP Drain: 25 Range: Self

This spell effect allows the recipient to instantly travel up to one mile per level of experience. The destination may be any that the caster can either see, scry, or knows well. Unknown locations will impose an additional penalty of -20. The recipient may only have a medium encumbrance. Casters cannot teleport into solid objects. Attempts to travel into solid objects will result in the caster appearing in the nearest non-obstructed location along the caster’s line of sight. The impact and shock of early materialization will cause 3d10 injury to the caster. Spell perks can be used to increase the distance traveled by one mile per spell perk allocation. A spell perk can be used to increase the maximum allowed encumbrance by one level.

Tele-presence Telekinesis Discipline: Telekinesis Minimum Skill: 30 Exp. Cost: 6 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Duration: Continual Range: 10 feet per experience level of the caster This spell effect will allow the character to mentally lift, move, and manipulate items by simple concentration. The wizard can lift a maximum weight of twenty pounds per level of experience. Only one object may be lifted at a time. Any attempted attacks with the object will require the Ranged Strike skill. There is no strength bonus to injury for such attacks, but 1/10th of any unused lifting weight may be added instead.

Discipline: Observation Minimum Skill: 135 Skill Penalty: - 85 Casting Time: 5 Duration: Continual

Exp. Cost: 27 XP Drain: 30 Range: Special

This spell allows the caster to experience all senses 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 1,000 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

- 318 -

Charles Weston (order #2827343)

6

Spell Descriptions 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.

This dangerous ritual is the epitome of temporal magic. One recipient may be transported through time to a historical period or future time-line of the spellcaster’s choice. Game Masters and players should be very careful with this chronicle destroying ritual. Spell perks, maximum temporal travel, and other particulars must be decided by the Game Master based upon the needs of their chronicle.

Telescopic Vision

Third Eye

Discipline: Flight, Nature, Observation, Transformation Minimum Skill: 70 Exp. Cost: 14 XP Skill Penalty: - 20 Drain: 15 Casting Time: 3 Range: Self Duration: Continual This spell effect will allow the recipient to see detail twice as far as normal. This spell will not interfere with most vision spells except magnify. The recipient may choose to swap between their normal vision and the telescopic vision as an action. Spell perks may be allocated to increase the magnification. One allocated spell perk will increase the distance to 3x. Two spell perks will increase this range to 5x. Five spell perks will increase the magnification to 10x. More spell perks may be used to further increase the range by and additional 5x each.

Discipline: Divination Minimum Skill: 100 Skill Penalty: - 50 Casting Time: 4 Duration: Continual

Exp. Cost: 20 XP Drain: 25 Range: Self

This spell effect allows the recipient to open his third eye and view the world around him in a completely new way. While this spell is similar to True Vision, it instead focuses upon the hidden world of emotions, supernatural, and mysticism. These sensations are not limited to sight and will encompass hearing, smell, taste, and touch as well. The recipient will receive hints about the true emotional nature of people, places, and things in the world around him. Normal people may seem like monsters, while others may appear as avenging angels. Glimpses into the souls and motivations of others are possible using this effect.

Temporal Shield Discipline: Temporal Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Touch

Recipients with this spell effect will enjoy a bonus of +10 to any resistance rolls against any form of temporal effects. This includes a wide variety of spells listed under the Temporal Discipline. This effect will not shield the recipient from any injury suffered from temporal effects or attacks. Additional spell perks will allow the protected individual a further bonus of +5.

Temporal Shift Discipline: Temporal Minimum Skill: 180 Skill Penalty: - 130 Casting Time: Ritual Duration: Instant

Exp. Cost: 36 XP Drain: 60 Range: Touch

Tongues Discipline: Communication Minimum Skill: 45 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 9 XP Drain: 10 Range: Self

Tongues allows caster to understand and speak any language by an intelligent creature. This spell will not translate the written word, nor does it allow the caster to speak with animals. The recipient will have a skill rating in the spoken language equal to the discipline skill rating. 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 spell’s duration, except highlights and simple phrases used. Spell perks may be used to increase the understanding of the language. One spell perk not only translates the language, but grants some minor knowledge of cultural concepts and beliefs. The GM must decide how much cultural information will be transferred.

- 319 -

Charles Weston (order #2827343)

6

Spell Descriptions

Transfer Enchantment Discipline: Enchantment Minimum Skill: 100 Skill Penalty: Varies Casting Time: Craftwork Duration: Permanent

Exp. Cost: 20 XP Drain: 25 Range: Touch

This craftwork spell effect is the technique of an enchanter to transfer a magical enchantment from one item 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 medium enchanted. Only one enchantment may be transferred at a time. Storage Medium Single Use, Gems, Scrolls, etc Charged Item, Wyrd Magic Battery, Limited Use, Talisman Spell Vault Eternal Effect, Golems Gateway, Pattern Legendary Artifact

Man-hours 10 60 100 150 200 500 + 500

Spell perks may be used to increase the area by an additional 125 square feet (25 x 25) each. The penalty to all non-movement actions may be increased by 5 per spell perk.

Trickery Discipline: Illusions Minimum Skill: 35 Exp. Cost: 7 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Duration: Continual Range: 10 feet per experience level of the caster Trickery allows the caster to create an illusion that affects only one sense. The applicable senses are Sight, Smell, Taste, Touch, and Hearing. Everyone within sensory range receives a Perception save to realize what the illusion 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 real to the witnesses. For every additional sensation created by trickery, there is a -5 penalty to the perception save.

Tree Speak Discipline: Nature Minimum Skill: 60 Skill Penalty: - 10 Casting Time: 3 Duration: Continual

Tremors will shake the earth and ground within a 125 square foot (25 x 25) area. Everyone within the area that attempts to move must roll Agility every phase of movement. The movement penalty to actions should be applied to this roll. All other actions will suffer a penalty of -10 due to the shaking and disorientation of the tremors.

Exp. Cost: 12 XP Drain: 15 Range: Self

Tree speak allows the recipient to speak with all forms of plants including trees, flowers, and ferns but not fungus or moss. This effect does not compel plants to speak, nor to speak the truth. Most plant-life does not understand the concept of deceit nor many other concepts of animal-life. One spell perk will enable the wizard to speak with fungus and moss.

Tremors Discipline: Terramancy Minimum Skill: 50 Exp. Cost: 10 XP Skill Penalty: - 0 Drain: 10 Casting Time: 3 Duration: Continual Range: 10 feet per experience level of the caster

True Vision Discipline: Divination Minimum Skill: 100 Skill Penalty: - 50 Casting Time: 4 Duration: Continual

Exp. Cost: 20 XP Drain: 25 Range: Self

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. Deceptions have the potential to avoid this detection. The wizard may attempt to roll a contested discipline skill roll versus the skill that created the effect. There are no limits on the minimum skill that may be pierced by this spell effect. Once an effect or deception has passed this roll, it is safe from that viewer. The character’s own mind will bolster the authenticity of the spell or effect.

- 320 -

Charles Weston (order #2827343)

6

Spell Descriptions A charm version of this spell effect called “Glimpse Truth” 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.

Truth Bound Discipline: Binding Minimum Skill: 80 Skill Penalty: - 30 Casting Time: 3 Duration: Continual

Exp. Cost: 16 XP Drain: 20 Range: Touch

Truth Bound forces the victim touched to tell the truth, the whole truth, and nothing but the truth. In order to resist, the victim may roll a save using Willpower. Failure results in a complete and honest account of anything asked. The victim will speak from her recollection and point of view. Knowledge unknown to the victim cannot be told.

Undead Transformation Discipline: Necromancy Minimum Skill: 155 Skill Penalty: - 105 Casting Time: Ritual Duration: Permanent

Exp. Cost: 31 XP Drain: 60 Range: Self

This ritual will permanently transform the recipient into a sentient undead creature. Often called liches or scourges, these characters have willingly given up their lives and souls to earn a dark form of immortality. The ritual will cost the spellcaster 13 points of experience and the life energy of the recipient. Sentient undead will enjoy a strange form of immortality, as undead creatures they will never age, get sick, or suffer from many of the pangs of mortality. Their meat will quickly slough off leaving only the bones underneath. While blunt weapons will deal full injury, all other normal attacks will inflict ¼ injury. Missile weapons will only deal one injury point per attack. They are able to be banished, and may suffer extra injury from holy sources. They will be affected by all of the benefits and detriments of undeath.

Understand Writings Tunnel Discipline: Telekinesis, Translocation Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Terramancy,

Transformation,

Exp. Cost: 8 XP Drain: 10 Range: Touch

Tunnel will dig a large volume of dirt every round. No more than 27 cubic feet (3x3x3) of dirt may be tunneled each round. The volume may be shaped as the caster desires. Frozen ground, stone, and other hard materials may not be tunneled. All of the dirt that was dug out must go somewhere; it does not vanish. The transformation version of this effect creates large digging claws and will tire the recipient normally. Spell perks may increase the volume of dirt tunneled each round, the rate of tunneling, the materials that 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.

Discipline: Communication Minimum Skill: 65 Skill Penalty: - 15 Casting Time: 3 Duration: Continual

Exp. Cost: 13 XP Drain: 15 Range: Self

This spell effect allows caster to read most written languages. This spell will not translate the spoken word, nor does it allow the caster to speak with animals. The recipient will have a skill rating in the written language equal to the discipline skill rating. The subject can understand dead, lost, and pictographic languages. The GM may determine that some ancient magical languages may not be translatable. This spell does not decrypt codes or ciphers. Spell perks may be used to increase the understanding of the language. One spell perk not only translates the language, but grants some minor knowledge of cultural concepts and beliefs. The GM must decide how much cultural information will be transferred.

- 321 -

Charles Weston (order #2827343)

6

Spell Descriptions

Undo Discipline: Temporal Minimum Skill: 95 Skill Penalty: - 45 Casting Time: 1 Action Duration: Instant

Exp. Cost: 19 XP Drain: 20 Range: Self

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 undo the results of the very last die roll. For example, a wizard casts fire stream and fumbles. The player must immediately state that he is casting Undo. This spell will allow one re-roll, but these results cannot be changed. Only one undo is allowed per dice roll. Each casting of this spell will require one Drama point. Spell perks may never be used to increase the number of targets or the range beyond that of a touch.

This ritual will permanently transform the recipient into a vampire. Vampires, with their options and penalties, are detailed in the Character Creation section. This ritual will cost the spellcaster eleven experience points.

Vegemorph Discipline: Nature, Transformation Minimum Skill: 155 Skill Penalty: - 105 Casting Time: 6 Duration: Permanent

Exp. Cost: 31 XP Drain: 35 Range: Touch

A ritual version of this spell effect will create a continual effect that will leave the Undo hanging until it is needed. This may be cast upon any recipient that may be touched. The Drain for this version is 45 and may only ever be cast upon one recipient.

This spell effect transforms the victim into a living plant of the caster’s choice. This plant must be similar in size to the victim. A human might be vegemorphed into a small tree, but never a flower. The victim is still aware of his surroundings but cannot interact with them except as his new form allows. Vegemorphed plants cannot move their 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.

Unnatural Element

A shorter version of this spell effect exists. Requiring only three phases to cast, the drain of the spell and penalties are identical. The duration however is only continual and will incur continual drain.

Discipline: Aeromancy, Terramancy Minimum Skill: 50 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Aquamancy,

Pyromancy,

Exp. Cost: 10 XP Drain: 10 Range: Touch

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 Skill Penalty: - 80 Casting Time: Ritual Duration: Permanent

Exp. Cost: 30 XP Drain: 55 Range: Self

- 322 -

Charles Weston (order #2827343)

6

Spell Descriptions

Vertigo Discipline: Curses Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Touch

Vertigo causes the victim to fall if any sudden action is attempted. Sudden actions include combat, movement (except crawling), dodging, or defensive tactics. To resist the original spell the victim is granted a save using willpower. If this fails, a successful agility roll must be made for each sudden action.

Vitality Pulse 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 This spell effect will create an explosion of healing energy outwards from the target location. This healing pulse will use the explosion rules in the combat section. The initial blast point will instantly heal 3d10 injury per level of experience. The rate of diffusion is in five foot increments. Spell perks may be used to increase the rate of diffusion, amount of healing granted at the blast point, and blast directions. Two spell perks will allow ten feet between healing reductions instead of only five feet. Additional healing is available for the allocation of one spell perk per 1d10. Additional targets may never be selected using this spell effect. The blast direction may be controlled by 180 degree margins for a single spell perk. Directional modifications of 90 degrees are possible with two spell perks. No more than three spell perks may be allocated to acquire a fine 45 degree control over the blast direction.

Wall of Injury Discipline:Aeromancy, Aquamancy, Illusions, Pyromancy, Telekinesis, Temporal, Terramancy, Vitalism, Weather Minimum Skill: 140 Exp. Cost: 28 XP Skill Penalty: - 90 Drain: 35 Casting Time: 3 Duration: Continual Range: 10 feet per experience level of the caster

This spell effect will create a wall of elemental rage within a volume of 1,500 cubic feet (15 x 10 x 5). The caster may determine the shape of the wall. Those nearest the edge of the effect may attempt to Dodge out, otherwise everyone within the effect will suffer injury. The effect will inflict 2d10 injury every phase to those caught within. This wall will not stop anyone from passing through but will inflict injury each phase. The exact form selected for this wall 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. 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 per phase by an additional 1d10.

Wall of Material Discipline: Alteration, Conjuration, Illusions, Mechanical, Nature, Necromancy, Telekinesis, Terramancy, Transformation Minimum Skill: 140 Exp. Cost: 28 XP Skill Penalty: - 90 Drain: 35 Casting Time: 3 Duration: Continual Range: 10 feet per experience level of the caster This spell effect will create a wall of elemental material within a volume of 1,500 cubic feet (15 x 10 x 5). The caster may determine the shape of the wall. Every five foot section of wall will have a PV of 25 and 100 Breakage points. The wall may be breached and continue to exist. Those nearest the edge of creation may attempt to Dodge out, otherwise everyone within the effect will suffer 2d10 injury and be ejected out. There is a 50/50 chance to determine which side of the wall the victim will be thrown 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 appropriate materials. The other disciplines can create or conjure the appropriate material. Spell perks may be allocated to increase the volume by an additional 1,500 cubic feet (15 x 10 x 5) each. Alternatively, spell perks may be spent to increase the Breakage points by +50 each or the PV of the wall by +10.

- 323 -

Charles Weston (order #2827343)

6

Spell Descriptions

Wall of Resistance Discipline: Aeromancy, Aquamancy, Illusions, Nature, Telekinesis, Temporal, Weather Minimum Skill: 140 Exp. Cost: 28 XP Skill Penalty: - 90 Drain: 35 Casting Time: 3 Duration: Continual 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 the character’s Strength. Illusionary walls may be resisted with Willpower instead. The exact form selected for this wall may only be chosen from the Discipline used to cast the spell effect. Spell perks may be allocated to increase the volume by an additional 1,500 cubic feet (15 x 10 x 5) each.

Warp Wood 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. Many items when warped become useless or less effective. The exact effects are up to the GM, but most melee weapons will have a penalty of 10, and missile weapons should develop a penalty of 20. Doors may not open or close correctly, and wheels may bow or break. Wooden items that are indestructible cannot be warped. Items of quality will have a chance to resist as determined by the GM. One wooden item can be warped for every allocated spell perk. Weapons that are warped may have an 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.

This spell effect will allow the recipient to walk over calm bodies of water and other liquids. The recipient may not more than a medium encumbrance. Heat and toxic chemicals may still inflict injury. Additional spell perks will enable the caster to affect an additional level of encumbrance each. Alternatively, spell perks may be allocated to improve the maximum movement by one level each.

Weaken Discipline: Curses, Transformation Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Self

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 strength attribute by 10 each. This spell cannot reduce a victim to less than 20 Strength.

Weaken Circle Discipline: Runic Knowledge Minimum Skill: 40 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 8 XP Drain: 10 Range: Touch

This spell effect will decrease the base strength of any active circle by 20. Spell perks will decrease the circle strength by an additional -10 each. The circle may resist the effect with a contested action based upon the appropriate disciplines used.

Weather Shield Water Walk Discipline: Aquamancy, Flight, Telekinesis Minimum Skill: 30 Exp. Cost: 6 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Range: Self Duration: Continual

Discipline: Wards, Weather Minimum Skill: 25 Skill Penalty: - 0 Casting Time: 3 Duration: Continual

Exp. Cost: 5 XP Drain: 5 Range: Special

This spell creates an invisible barrier shaped as a hemisphere around the range of the spell. This shield will repel bad weather such as hail, rain, or snow. The

- 324 -

Charles Weston (order #2827343)

6

Spell Descriptions temperature within the shield will stabilize at a cool 50-60 degrees Fahrenheit. The shield itself can become opaque to shield the inhabitants from the rays of the sun. Extreme weather or temperatures may break through the shield. Game Masters must determine the required spell perks needed to protect against extreme temperatures, wind, precipitation, and other weather.

Whirlwind Discipline: Aeromancy, Weather Minimum Skill: 21 Exp. Cost: 4 XP Skill Penalty: - 0 Drain: 5 Casting Time: 3 Duration: Continual Range: 10 feet per experience level of the caster This spell effect creates a small whirlwind that can move objects. The whirlwind will be 5’ in diameter for every experience level of the spellcaster. This whirlwind can move objects up to 5 pounds per experience level of the caster. Anyone inside or nearby the whirlwind may take injury from debris being spun within or flung out. Injury is 1d10 for every experience level of the caster for those within and 1d10 for those on the edge of the whirlwind.

Winged Flight Discipline: Transformation Minimum Skill: 70 Skill Penalty: - 20 Casting Time: 3 Duration: Continual

Exp. Cost: 14 XP Drain: 15 Range: Self

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 normally with his hands while flying. This spell effect will allow the recipient to fly at their normal rate of movement. This spell effect cannot effect anyone with a higher than Medium encumbrance. The flight will tire and fatigue the recipient as if they were moving normally. 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. Simple movements are allowed without any additional skills. Complicated actions will require the Flight skill or an Agility default. The Defensive Tactics of the flier cannot exceed this rating.

This spinning mass of air can be controlled by the caster or set to wander randomly. The whirlwind can move up to 20’ in one phase randomly, or 10’ in one phase if controlled by the caster. Anyone enveloped by the dust devil will have a penalty of -10 to any skills due to the whirling dust and debris. Ranged weapons will have a penalty of -20 to strike.

Spell perks may be allocated to improve the rate of 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 +5 mph per spell perk. The rate will only increase by ten feet per phase in close quarters or combat per spell perk.

Spell perks may be used to increase the size, strength, or speed of the whirlwind. The size may be increased by five feet in diameter for every allocated spell perk. 1d10 additional injury inside the whirlwind will cost 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.

The potential altitude may be increased by 2,000 feet per spell perk allocated. A spell perk can be used to increase the maximum allowed encumbrance by one level. One spell perk will allow the character to hover as desired.

A ritual version of this spell may be cast that will create a large tornado that will have a ten foot diameter. This tornado can lift one hundred pounds per experience level and will inflict injury similar to the normal version. An additional 100 pounds may be lifted per additional spell perk. Other spell perks may be spent as normal. This ritual version will require a minimum skill of 80 and 45 drain to cast. Memorization will require 16 experience points.

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

Wizard’s Touch

This spell effect will inflict physical damage to an 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. - 325 -

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.

- 326 -

Charles Weston (order #2827343)

6

- 327 -

Charles Weston (order #2827343)

6

Physical Description

Total Exp Borrowed

Courage

Character Name Hero Type Character Race Level Remaining Personality Age Sex Height

Compassion

PLAYER CHARACTER SHEET

DOB Build Weight

Full

Primary Form Quarter Tenth

Secondary Form Full Quarter Tenth

Curiosity

Max

Drive Fury

BASIC ATTRIBUTES Attribute Base Lost Agility Awareness Beauty Charisma Dexterity Health Intellect Luck Strength Willpower

Resources Rating

Notes

Greed

Resource

Loyalty Morality

Physical Statistics

Drama

Mental Statistics

Injury Points

Total

Sanity Points

Current

Total

Total

Current

Drain Refres h

Injury Point Healing Actions

+1 At Le vel

Trot

Cas ter Type

Jog

Charles Weston (order #2827343)

Sle ep

Discipline s

Se condary Phys ical Statistics Walk

Jum ping Distance Day Vis ion

- 328 -

Res t

Piety

Run

Active

Curre nt

M ovem ent Spee ds M ove

Current

Sanity Point He aling

Passion

Accum ulate d Injury Points

Night Vision

© 2007 J. Keith W ykowski

6

POWERS AND SKILLS Weapon

lbs . Skill

1

2

3

4

5

6

7

8

9

10

Punch

1

1

2

2

3

3

4

4

5

Kick

1

2

2

3

3

4

4

5

5

ARMOR

PV

Pe nalty

lbs.

Short

Med

Long

Max

5

N/A

N/A

N/A

N/A

6

N/A

N/A

N/A

N/A

1/10 Str

SHIELD

Weight

HELM ET

Defe nsive Tactics +

Shield Bonus

+

Othe r Bonus

-

Arm or Penalty

=

+

-

=

+

+

-

=

Base

Exp

Total

Spe cializations

Base

Exp

Total

© 2007 J. Keith W ykowski

DT Bonus Pe nalty

lbs.

1/2

1/4

Total

Option Points Rem aining

Charles Weston (order #2827343)

PV

+

Sk ill

1/10 Skill

Spent

Options and Upgrade s

Cost

We akne ss e s and Flaw s

Bonus

- 329 -

6

MAGIC AND SPELLS Magical Knowledge Level

Disciple

Skill

Nam e Sk ill M in

Max Skill

Max Spell

Max Disciplines

Magical Disciplines Disciple Skill

Dis cipline Sk ill Pen

Range Drain

Cast Tim e

Des cription Dis cipline Sk ill Pen

Range Drain

Cast Tim e

Des cription Dis cipline Sk ill Pen

Range Drain

Cast Tim e

Des cription Dis cipline Sk ill Pen

Range Drain

Cast Tim e

Des cription Dis cipline Sk ill Pen

Range Drain

Cast Tim e

Des cription Dis cipline Sk ill Pen

Range Drain

Cast Tim e

Des cription Dis cipline Sk ill Pen

Range Drain

Cast Tim e

Des cription Dis cipline Sk ill Pen

Range Drain

Cast Tim e

Des cription Dis cipline Sk ill Pen

Range Drain

Cast Tim e

Des cription Dis cipline Sk ill Pen

Range Drain

Cast Tim e

Des cription Dis cipline Sk ill Pen

Range Drain

Des cription

- 330 -

Charles Weston (order #2827343)

Duration Exp Cost

Duration Exp Cost

Duration Exp Cost

Duration Exp Cost

Duration Exp Cost

Duration Exp Cost Pe rks Used

Nam e Sk ill M in

Exp Cost

Pe rks Used

Nam e Sk ill M in

Duration

Pe rks Used

Nam e Sk ill M in

Exp Cost

Pe rks Used

Nam e Sk ill M in

Duration

Pe rks Used

Nam e Sk ill M in

Exp Cost

Pe rks Used

Nam e Sk ill M in

Duration

Pe rks Used

Nam e Sk ill M in

Exp Cost

Pe rks Used

Nam e Sk ill M in

Duration

Pe rks Used

Nam e Sk ill M in

Skill

Pe rks Used

Nam e Sk ill M in

Disciple

Perks Earned

Cast Tim e

Duration Exp Cost Pe rks Used

© 2007 J. Keith W ykowski

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 Game Master Screen World Settings

● ● ●

New Game Information Legacy Publications Erratta Pages

Plus... ● ● ●

Online Discussion Forum Online Web Store e-Newsletter Registration

● ● ●

Artwork Gallery & Links Photographs from years past Upcoming Events

- 331 -

Charles Weston (order #2827343)

6

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF