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BW PDF - Midnight Campaign

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What is The Mayhem Game?Mayhem is a role-playing game, as much a social gathering and storytelling device as it is a tactical combatsimulation. The game is designed to allow players to craft their own original characters and to join with theirfriends to tackle great challenges and to weave grand stories.The tone of this game is of melee and magic. It is a fantasy adventure using themes of light versus darkness,order versus chaos, and life versus death. Horned demons battle divine angels, wild animal races struggleagainst the mysterious fae, and shapeshifters and undead prey upon civilized humanity. Your characterswill find themselves in the thick of these struggles, in a position to take sides and sway battles for theirown great causes.As all role-playing games, Mayhem owes much to its predecessors, but also brings some new ideasand mechanics to the table. This game utilizes its own system of combat mechanics, built on theSkill Die game system, the Combat Clock timing mechanic, the Feedback Magic system, and others.In comparison to other role-playing games, Mayhem has been designed to stretch the tacticaland creative capacities of the players as they pit their characters against the world at large,granting great creative freedom without losing the strategic combat that many players also enjoy.This Mayhem game stands on its own in both rules and content, but is designed to be bothmodular and flexible. Conversion tools are provided for adapting outside content, such ascharacters, monsters, adventures and abilities from d20 open gaming system, so that witha few tweaks, players and storytellers alike can tap into the wealth of content that has been createdfor these other games, while still keeping the rules and concepts that make the Mayhem game shine.This book, Volume I, Core Content, is designed to walk a player through the Mayhem game, explain allof the core rules needed to run a game, and enough character content to keep players busy for some time.Further books will add to this content, giving players and storytellers more tools to use in writing their ownstories, but this manual is where the game starts.We hope you enjoy playing the game as much as we have enjoyed building it.


Section OneGETting started


Chapter oneGetting StartedAlthough the four companions had been out of touch for nearlya decade, it did not take much effort to bring them together. For themaster thief, it was the promise of wealth. Today’s expedition wasguaranteed to be as lucrative as it was dangerous. For the Faesorceress, it was a matter of law. She had an obligation to keep, adebt that the rules of her people demanded she respect. For theold soldier it was a question of honor, coming to the aid of a friendand companion.The scholar, who had brought them together, needed nothingmore than the opportunity to explore, to unravel a mystery ofthe past that had been nagging at the fringe of her study for fartoo long. Her enthusiasm was not alone. She could see the lightin all their eyes as she unrolled her maps.Carefully weighting the corners of the aging documents withpolished stones, she smiled. Their party was diverse, a collectionof mismatched ideals and methods, but it was pleasant to seethem sitting around the table again, with a bond that let themovercome their differences and travel the same dark roads.“I don’t need to remind any of you that this will be a difficult task,”she began. “There are powerful foes ahead, and if the dangers ofthe road don’t kill us, then what we find at our final destinationmay make us wish they had. Any of you can leave at any time,and I will hold no grudge.”A glance around told her what she already knew. None of themwould be abandoning the party, regardless of the risk.There was adventure to be had.Her smile grew to a fierce grin. “Very well. Let us begin.”


Preparation & MaterialsSetup: This chapter will help you get started with the Mayhem game, explaining the necessary tools and walkingthrough character creation. This process will reference many rules and content discussed later in the book.If something is unclear, it will likely be covered in greater detail later.Role-playing and tactical combat games can be complex, but don’t let that ruin your fun. The game itself ismeant to be flexible, and was created to fit a variety of tastes. Once you get a feel for the system, there’s noreason why your group can’t apply your own house rules or system edits. Additional information and goodconversation can be found at: www.midnightcampaign.com.Gathering a Group & MaterialsThis is a social game, so you will need between twoand six players. The game plays best with about fourplayers, but that can vary based on the group’s dynamics.MaterialsGaming dice: These dice come in sets, from four-sided diceto twenty-sided dice, and are commonly referred to by thenumber of sides they have. A ‘d4’ then is a four-sided die.Frequently, a number will be placed in front of that torepresent how many of these dice are rolled together,such as 2d4, to represent rolling two four sided dice andadding them together.Outside of the standard sets, a d14 and a d16 may becomeuseful for some advanced abilities. If unavailable, these canbe simulated by rolling the d20 and re-rolling results higherthan 14 or 16, respectively.A hex-grid playing map: If one is not available, it is alsofine to photocopy the hex-map pages at the back of thisbook and to draw relevant environments there, or to lookonline for printable grids and maps.A character sheet: This is a multi-page sheet that canbe found in the back of this book. Photocopy the firstsheet and any of the second sheets that are needed foreach character.At least two small, physical tokens: You need one torepresent their location on the map and the other torepresent their turn on the combat clock. Many playersprefer to use pewter or plastic figurines, but any fairlyunique object will work, such as scrabble tiles or sparedice. Some have even gone so far as to paint coins orother small items, but the material really doesn’t matter,as long as it is unique and can designate a forward direction.Characters using flight mechanics will want a third todesignate their height.Cards: Cards are also available for quick-referenceof abilities and spells, and will be available throughour website, midnightcampaign.comPreparing A <strong>Campaign</strong>One of the players will have a unique and particularlychallenging role in the game. Designated a Storyteller,this player will forgo playing a character of their own,and instead plan the adventure for the other playercharacters,commonly called PC’s.Planning a campaign requires a little bit of advancepreparation and a healthy amount of creativity.Essentially, they will be creating the environments,opponents, challenges, and the over-arching storyfor the players, and verbally portraying them.There are many styles of doing this, and this bookcontains some materials for a storyteller to use, but thebest storytelling will come from creative drive and thedesire to entertain. So long as everyone is having funand rolling dice, it’s hard to fail at this job.Further advice can be found in myriad books and othergames with similar mechanics, or just by asking otherStorytellers. It’s also a good idea to just play the gamea few times with a few different groups, to see whatstyles of gaming you like, and build yourown campaign based on personal taste.7


Character ConceptStep one: Before actually going through the process of creating a character, it is a really good idea to take afew minutes to decide what kind you’d like to play. The great majority of this book is dedicated to characteroptions, ways of changing who they are and what they can do. The actual mechanics of how these abilitiesfunction are very important, but even more important is the tone and personality that arises from the way thecharacter is played.Choosing a ConceptBefore actually putting pen to paper, you will need tohave a general idea of what kind of a character youwant to play. If you feel stuck, it might help to thinkof a specific novel or movie character that you think isfun, or to think of some personality that you may findinteresting, and then to build what fits from there.Of course, we also include many great character conceptswithin the abilities in this book, with enough flexibilityand mixing options to create something unique foryour game. Below is a brief overview of some of theseconcepts, which can be further explained in theirrespective chapters.Races, Curses & TalentsRaces, Curses and Talents can make the backbone ofa character’s design, creating a variety of unique abilitiesand appearances that define them. Some of these,like races, must be taken on starting a character,while many others require special circumstances toacquire. Races, Curses and Talents are found inChapter 5.Animal Races take a more humanoid form of theirprimal counterparts, gaining the according strengthsand weaknesses.Demonic Races & Talents thrive on darkness anddestruction, which is reflected in their appearance andcapabilities.Divine Races & Talents thrive on goodness and virtue,which is reflected in their appearance and capabilities.The Fae are creatures of nature, ancient and powerful,they specialize in elemental magics.Shapeshifters include werewolves and other shapechangingcharacters, gained sometimesfrom innate racial talents and sometime fromacquired curses.The Undead include Vampires and Liches, beingswho have transcended this life, warping their ownnatures to live unnaturally beyond the gates of death.Attribute AbilitiesWhile a race, curse or talent defines what a character is,attribute abilities highlight the strengths and weaknessesof that character, adding tricks and tactics they can usebased on their physical, social, and intellectual qualities.These are found in Chapter 6.Combat TechniquesCombat Techniques generally involve the use ofvarious weaponry or other specific combat maneuvers.These include Axes, Bows, Crossbows, Daggers,Shields, Spears, Swords, Scythes Shields, Spears andWhips, as well as Unarmed, Mounted and wingedcombat. These are found in Chapter 7.Elemental MagicsWhile there are many forms of magic in the MayhemGame system, some of the strongest and most basicmagics are elemental in nature. These include Fire, Ice,Earth, Wind, Void and Life magics. Elemental Magicsare detailed in Chapter 8.Other optionsApart from the character options, this game also includesa chapter on storytelling. This includes finding a plotpath and motivation for your characters, as well asa separate chapter on the Crimson Realms world,which also has a some ideas for characters and settingsthat can be useful for your games.Part of the core mission of this game is not to restrictwhich ideas you have to use, but to provide some toolsand ideas to get started. Use what you like, don’t usewhat you don’t, and feel free to build as much of yourown content as you want, using some of the ideas hereas a template to work from.Just make sure to check with your Storyteller or otherplayers as you do so, and be willing to take into accountsome game balance issues as you interact with others,so that the game is fair and fun for everyone in equal parts.8


Attribute ScoresStep two: Attribute scores are numbers that represent a character’s physical, mental, and social capabilities.These attribute scores naturally range from 3 to 12. Below is a list of the attributes and a quick list of what skillsthey will in turn influence. It should also be noted that some races and talents will further raise these attributes.Specific restrictions can be found in Chapters 5 and 6.ATTRIBUTE SCORESStrength includes the capacity to lift, swing, and moveyourself or other objects. Its useful for Melee combat,wrestling, and for feats of athleticism.Agility governs the speed and grace with which anindividual moves. It is useful for ranged attacks,as well as dodging attacks and acrobatics.Endurance will directly determine how much damage acharacter can take before dying, as well as their capacityto suffer through other averse physical conditions.Willpower affects the character’s ability to withstandmagic and their threshold for consciousness. It is alsovery useful for arcane casters who have a tendency toovershoot their limits.Intelligence represents sheer mental ability andknowledge-collecting prowess, as well as the strengthof some magics.Charisma affects how agreeable, convincing, and charminga character is, including the first impression they willmake on the people they meet.Cunning demonstrates how competent the character is interms of taking advantage of a given situation, especiallyby stealth or trickery.Allocating AtTribute ScoresThere are several methods available to allocateability scores. Talk to your Storyteller to determinewhich method will be used in your campaign.Standard MethodThe simplest and fastest method for determiningattribute scores is to simply start with what youwant your highest score to be, and assign a 12 to thatscore. Then take your next priority and assign an 11,and the next 10, etc., until you’ve allocated all of yourscores, the last being a 5. This provides an evenly buildcharacter, with some strengths and some weaknesses.Some players want a different distribution of numbers,and so there are several examples listed below for theplayers to try out. Just assign each number to a differentscore, based on what fits that character. Some of thesearrays are more moderate and some more extreme,providing some differences in the way a charactermight play.distribution of numbersSet 1 12 11 10 9 8 7 6 5Set 2 10 10 9 9 8 7 6 5Set 3 10 9 9 8 8 7 7 7Set 4 12 12 11 11 6 5 5 3Alternate method: 65 PointsAnother method is assign the numbers directly, butmake sure that the total sum of stats does not exceed65, and no single score is higher than 12. This methodcan generate some oddly balanced characters, but someplayers prefer that.Alternate method: 3d4Roll 3d4 eight times, and then record these scores inyour character sheet, either by choice or simply byrolling each stat one by one. This can generateinteresting characters, but be aware that the dice arenot always kind, and re-rolling until you get the statsyou want might not be entirely fair to other players.9


Vital StatisticsStep Three: There are several minor details associated with building a character, things that are necessaryfor that character to run and are dependent upon the attributes explained previously. This section includes anexplanation of how these vital statistics are determined and how to record them on the character sheet.Skill DiceEach attribute score has an associated Skill Die, whichwill be rolled when using any of the skills associated withthat attribute. Write out the Skill Die for each attributein the circle attached on the character sheet.This can be done by referencing the table below,but you may notice that the skill die matches the closesteven number, rounded down. This may make it easier tofill out quickly without having to reference a chart at all.skill diceAttribute ScoreSkill Die1 d1?2-3 d2*4-5 d46-7 d68-9 d810-11 d1012-13 d1214-15 d14*16 d16**The d14 and the d16 do not come in a standard dice set, butthey may be useful for characters or monsters with superhumanattributes. If a d14 or d16 is not available, a player may insteadroll a d20 and re-roll any result higher than the 14 or 16 for ad14 and d16 respectively. These specialty dice can be found insome stores, or ordered on the internet. A d2 is a coin.Action SpeedsA character’s action speeds, which will be useful forcombat, are listed on a chart on the character sheet.Sometimes a character will run across effects or abilitiesthat change that speed, so there are spaces provided onthe sheet to track these numbers if they are modified.This will be further explained in Chapter 3, where theCombat Clock timing mechanic is explained.Intuitive Defense & Surprise Attack BonusesEach character has an intuitive defense bonus anda surprise attack bonus, which are determined bytheir Intuition and Cunning respectively, and can bereferenced below. Look up these numbers and fill themout in the corresponding boxes on the character sheet.More information on surprise attacks can be found inChapter 3, Combat.Surprise attack bonusCUNNINGBonus0-3 04-7 +18-11 +212-15 +316 +4First ImpressionsIntuitive defense bonusIntuitionBonus0-3 -24-7 -18-11 012-15 +116 +2When meeting new characters within a campaign,each PC will have a lasting first impression. This isdetermined by that player’s Charisma score, and can bereferenced below. Raising or lowering an individual’simpression can be done through the Charisma skills,described in chapter 2, or through some other act ofkindness or cruelty. Many people may refuse to help ordo business with a character with a poor first impression,and may go out of their way to help someone with a highfirst impression.First impressionCharismaFirst Impression1 Nauseating2-3 Very Bad4-5 Bad6-7 Neutral8-9 Good10-11 Very Good12-13 Adorable14-15 Captivating16 Enthralling10


Death & consciousness LimitsThe total amount of damage that a character cantake before dying is based on their Endurance,according to the chart below. The total amount ofdamage they can take before falling unconscious isbased on their Willpower, and is also listed below.More information on the consequences for accruingdamage up to either the critical state or total life canbe found in Chapter 3, Combat.DeathEnduranceDeath1-2 153-4 205-6 257-8 309-10 3511-12 4013-14 4515-16 50consciousnessWillpowerunconscious1-2 53-4 105-6 157-8 209-10 2511-12 3013-14 3515-16 40When their damage has passed the first maker,they will be unconscious. When it passes the second,they will be dying. Further instruction on death anddying can be found in Chapter 3.Feedback TrackingFeedback is a term used to denote the mental stressthat a character undergoes when they perform activitieslike spellcasting or when using some magic items. If acharacter takes too much feedback, it can cause themserious harm, or even kill them. Feedback starts atzero and counts up when a player casts a spell, andwill go down when a character concentrates or rests,as explained in Chapter 8. Conveniently, there is alsoa chart on the character sheet that can be used fortracking feedback.The amount of feedback a character can take beforerisking harming themselves is determined by theirWillpower. To show this on the feedback tracking chart,block out all of the boxes below the one correspondingto the character’s Willpower, as shown by the redblocks below.The character sheet provides a fastmethod to input this information,without referencing these charts,through a tracking bar on the right-handside of the sheet. There are longer boxesset at each interval of five spots on theside, labelled with endurance andwill-power scores, as shown here.Normally, the first marker will showwhen a character loses consciousness,while the second indicates death. If thedeath limit is actually lower than theirunconscious limit, they may only wantto include one bar, to simplify.Damage can be counted on the smallboxes, as shown by the red x-markings,while each character’s Death andUnconscious limits can be markedin the column next to them, foreasy reference.The following example shows a character withan Endurance of 10, for a Death Limit of 35,and a Willpower of 7, for an unconsciousnesslimit of 20. They have taken 17 damage.DamagechartOverkill5045403530252015105DamageEnd 15-16End 13-14End 11-12Wil 15-16End 9-10Wil 13-14End 7-8Wil 11-12End 5-6Wil 9-10End 3-4Wil 7-8End 1-2Wil 5-6Wil 3-4Wil 1-2FeedbackchartFeedback7 Death6 455 404 353 302 251 20Wil 1Wil 2Wil 3Wil 4Wil 5Wil 6Wil 7Wil 8Wil 9Wil 10Wil 11Wil 12Wil 13Wil 14Wil 15Wil 16In this example, the example character hasa Willpower of 10. By counting the spacesabove that, we can see that they can take12 feedback before risking damage.To count feedback as it is incurred,mark the boxes above the blockedout space. As feedback is lowered,erase the feedback marks until theyare gone. The blocked out spacesdo not change unless the character’swillpower changes.When a character’s feedback extendsinto the gray area at the top ofthis chart, the character will risktaking damage. They must roll theirwillpower die, with no skill levels orany other modifiers. If they fail to rollat least as high as the number on theleft, they take damage equal to thenumber on the right. If they are 7over their buffer, and fail their check,they die.Further examples of how this workscan be found in Chapter 8.11


Assigning SkillsStep Four: Most of the mechanics in the Mayhem game depend on skill rolls to determine their success andfailure, which makes a player’s skill set critical to how that character will play. Skill points are used to buylevels in these skills, and are also used to purchase other abilities in the game, including races, spells, weapontechniques, and other abilities.Skill PointsSkills range in levels from 1 to 20, and each level ispurchased with skill points. A starting character willhave 10 skill points, and will gain more as the gameprogresses from session to session. When starting anew character, write 10 down in the total skill boxon the character sheet.To buy the first level in any skill, spend 1 point andwrite down a 1 in the skill level box on the charactersheet. As a player hones their capabilities, they willspend skill points again each time, progressing stepby step as their skills develop.After a point, however, the skill point cost to advancewill increase. Buying skills 1 to 5 costs 1 point each, butbuying skills 6 through 10 costs 2 each. 11 to 15 will cost3, while 16 to 20 costs 4. This forces characters reachinghigher levels to start to prioritize the way that theydevelop characters, and rewards some diversificationover single-minded progress.After spending points on skills, write the number ofunspent points in the “Extra skills” box. These can bespent between sessions, but generally not in the middleof a game. At this point, it might be a good idea to savea few points to spend on abilities in the next step.The Skill CapWhile a character may generally spend their skill pointsin any way they want, there is a limitation to how farthey can progress at any given point. This skill capkeeps the game competitive and helps the storytellermaintain a balance in the opposition that the PCs willface. This limitation is based on the total number of skillpoint that the character has, and advances when they hithigher numbers.For example, a starting character, at 10 points, can putno more than 1 level in any of their skills. A characterwho has accrued 50 skill points will be at a skill cap of 5,and so can have up to 5 levels in any given skill.For a more challenging game, the storyteller may chooseto use the strict skill cap, which makes skill selectionmuch more difficult. For an easier game, especially lateron, the characters may also use the relaxed skill cap.Normal ProgressionAt the end of each session, the storyteller should give outsome skill points in order for the players to progress theirskills. 10 is the standard number per session, but 15 or20 or more can work as well, depending on how far thestoryteller wants characters to progress between sessions.Characters should develop skills based on what bestfits their character, as well as on what skills they usethroughout the game.When accruing skill points, don’t forget to adjust thetotal skill pints box.Skipping ProgressionOften, a higher-level character may want to invest in askill that they have not previously used, or a charactermay want to quickly jump into an on-going game, or agroup of characters may simply want to start at a higherlevel to begin their game. In any of these cases, a charthas been included on the right page that can explain howto quickly progress their skills.This chart includes a suggested number of skills to haveat cap for that level, and then how many skill points thecharacter can spend on abilities, and how many pointsthat are left over that they can spend on minor skills orsave. Once built, a character can be adjustedto fit the player’s taste.Keep in mind however, that the game was designedfor a more gradual progression, building skills overtime. Skipping directly to higher tiers can create a verydifferent kind of character than one who has developedmore naturally.Knowledge, Profession, & Additional SkillsIn addition to points spent on the standard skills,each character may also choose a few unique skills thatthey can add to their character. These skills representyour character’s individual knowledge, and are notpurchased with skill points in the same way as normalskills. There is no serious limit to these, so long asthey don’t interfere too much with the standard skills.This is an opportunity to be creative and to make eachcharacter unique.12


Standard SKILL CaPLevel Cost Total Skill Points1 1 102 1 203 1 304 1 405 1 506 2 807 2 1108 2 1409 2 17010 2 20011 3 23012 3 26013 3 29014 3 32015 3 35016 4 38017 4 41018 4 44019 4 47020 4 500Relaxed Skill CAPLevelRelaxed Skill Cap1 102 203 304 405 506 807 1108 1409 17010 20011 24012 28013 32014 36015 40016 46017 52018 58019 64020 700Strict Skill CAPLevelStrict Skill Cap1 102 203 304 405 506 707 908 1109 13010 15011 17012 19013 21014 23015 25016 27017 29018 31019 33020 350QUICK SKILL SPENDING SUGGESTIONS (STANDARD CAP)Total Skill Points Skill Cap Cumulative Cost Skills at cap Points for Abilities Extra Points10 1 1 5 5 -20 2 2 5 10 -30 3 3 5 15 -40 4 4 5 20 -50 5 5 5 25 -80 6 7 7 30 1110 7 9 7 40 7140 8 11 8 50 2170 9 13 8 60 6200 10 15 8 80 -230 11 18 8 80 6260 12 21 8 90 2290 13 24 7 120 2320 14 27 7 130 1350 15 30 7 140 -380 16 34 7 140 2410 17 38 7 140 4440 18 42 6 180 8470 19 46 6 190 4500 20 50 6 200 -13


Races, Talents, Abilities & MagicsStep Five: Before spending all of their points in skills, a player may want to look through some of the other characteroptions to see what is available in terms of talents, races, and abilities. Spend are remaining skill points inpurchasing whatever other abilities that they want to use.player’s vital statistics, so it may be necessary to reviewthe affected attributes and make the change.A character who does not wish to use any of theseoptions is instead a human with no obvious supernaturaltalents. They gain 20 bonus skill points that they canspend on other abilities. These points do not counttoward their skill total or their skill cap.It is also possible for a character to pick up a secondarytalent or curse as they progress. These are purchasedjust like abilities, with a listed cost and other possiblerestrictions. A character can only have one race,for example, which must be taken as a startingcharacter, but a character could have a race and a talent,or even a race, talent and curse, provided the they are allcompatible. The specifics of this compatibility are listedin each entry in Chapter 5.“Hawk’s favorite chapter for abilities is the weapontechniques, but he has learned through hardexperience that sometimes just a touch of magicmakes all the difference in the world.”Applying A Race, curse or TalentFirst, each player has the opportunity to choose one race,curse or talent to start off with, at no cost. Choose fromthe options in chapter 5, and write down the abilitiesand the attribute score adjustments that come witheach of these options. These adjustments can affect theBuying other AbilitiesLike skills, abilities are purchased with skill points.Each ability has a specific cost, which will be listed inthat ability’s entry. The abilities in this book cover awide variety of attribute abilities, combat techniques,and magics that are available to the player. Some abilitiesalso have specific prerequisites, also listed in that ability.The game allows great freedom in acquiring abilities,but this does have limits. If a character is acquiringan ability very different from their current set, theymay need to justify it by seeking out training for theircharacter in-game.skills versus abilitiesIt’s easy to go overboard with abilities, creating acharacter with hundreds of options in spells or abilities,but very few skills. Characters who neglect their skillsmay have some spectacular abilities, but will likely belimited in what they can do.It’s also easy to get hung up on one or two favoriteabilities and to use those in every game and with everycharacter. Exploring different ideas and trying newconcepts will keep the game fresh and interesting,and make the favorite characters more fun whenthey come back.14


EquipmentStep Six: The equipment with which your character will start depends largely upon the scene and setting yourstoryteller is trying to run in each individual campaign. We recommend starting with a weapon, possiblyarmor, and basic survival gear, but there are many campaigns where starting with a book and a little bit of cashmight better fit the story. Check with your storyteller to determine what your character might need.Weapons & Attack OptionsFirst and foremost, your character is likely to need aweapon. Luckily, there is a fairly comprehensive list ofoptions in Chapter 4 to select from. A character shouldchoose what weapon they wish to start with, and writedown the statistics for that weapon on the charactersheet, to make for faster play later.It is important to notice that there are a lot of options,and that while some are a little stronger than others,most weapons are fairly evenly balanced in theireffectiveness and their unique strategy. The specificweapon that a character chooses should be based onpersonal style and character concept, rather than just onwhich one does the most damage in one hit.Often, a character will have to use a makeshift weapon,or may choose a weapon that we don’t have directstatistics for. In these cases, it is bet to just approximatestatistics based on the available options. If a weapon issword-like, use the statistics for the most similar sword.If a weapon is club-like, use the statistics for the club.Armor & Defensive OptionsArmor is very powerful, but also represents a tacticaldecision, balancing the available damage reduction,against the movement penalties. A character mayneed to work up their Athletics skill in order toeffectively use some heavier armors.As with weapons, choose the armor that best fits yourcharacter and write down the relevant statistics onthe character sheet.More information on how armor and weapons workis found in Chapters 3 and 4.KitsRather than get caught up in the minutia of managing afull item inventory, the Mayhem game also includes somebasic kits that represent a series of tools that a charactermight have access to. Selecting one or two of these kitscan help your characters to gain some bonuses to theirskill rolls, and can be useful for having the necessary gearto get a job done. This list is by no means comprehensive,so a player should have some leeway to adjust their gearas it suits their character.Magic Items & ArtifactsOften in fantasy games, players will want to have accessto objects of some arcane power. These kinds of magicitems can be fun to utilize, and can greatly increase thecharacter’s power. These should be available for purchaseor crafting, but should allowed at the storyteller’sdiscretion. If an item gives a character too much power,the storyteller may want them to invest skill points inits use, as they would an ability, or apply some othercontingency, like feedback or other requirements.Specific magic items are available in other volumes or canbe created for your own game context, but should be usedwith deliberately, with a thought to how it affects thegame balance.A Final noteAt this point, assuming all of the previous steps havebeen filled out, the character should be ready to play!With all of the statistics, rules, and guides for buildingand running a character, don’t forget that the point ofthe game is to be creative and to have fun. The rules aredesigned to serve the players, not the other way around,so feel free to add, remove, or edit any of the content inthis book as you and your fellow players see fit.15


Chapter TWOBasic GameplayLaid out before him was a long leather band, strapped to whichwere nearly two dozen fine metal instruments. Drawing severalout of their places, the career thief turned half of his focus to thecomplicated mechanism in front of him, and half of it to theapprentice at his side. He spoke so softly as to almost whisper.“The trick with these kinds of mechanical traps,” he said, “is totake it very slowly. We’ll start by disabling the most lethal actions,and then move on to the alarm gears. This particular model is fairlyold, so it shouldn’t take much to get to the second stage. We’lljust concentrate, so we don’t make mistakes, and we’ll be into thevault reasonably quickly.”The apprentice nodded, paying minimal attention, and glancednervously over his own shoulder. The master thief cringedinwardly, but did his best to smile and exude supreme confidence.Sometimes, working the right charm and social control was asimportant to this job as was the fine tinkering. This was doublytrue when dealing with apprentices. He had just gotten to the firstof the alarm mechanisms when the apprentice finally spoke, aharsh whisper that wasn’t quiet at all. “How much longer?”His hand slipped at the distraction. A pin snapped, and gearsstarted spinning, gathering speed. The master grit his teeth witha quiet curse and very calmly rolled his tools together, tucking themaway. He started rising just as the alarm gear began to shriek,metal tearing at metal in an extremely irritating noise.He couldn’t hear the footfalls of the street guards, but he knewthey were coming. “What do we do now!?” the apprentice said,shouting to be heard. The master thief cringed at his lack of tact. Hedrew a heavy knife from one side of his belt and stabbed it intothe mechanism he had been working with, jamming the gears andtaking out more than a little of his frustration on the now-uselessclockwork. The shrieking stopped.He smiled at the apprentice, although he felt like stabbing himtoo. “Now, we practice our getaway.”


Skills & Skill ChecksSkill checks are the central mechanic of the Mayhem game. They determine the effectiveness of most efforts,and need to be rolled high enough to beat a set difficulty for the appropriate task, or against the opposing skillof their opponent. A character’s purchased abilities will increase the number of things that a character can do,as well as providing some bonuses for how well they do it, given the specific situation.Attribute ChecksSome checks function directly off of an attribute insteadof a specific skill. Tasks that require the raw attribute,such as Strength or Intuition, roll a skill die and add theattribute itself.Skill ChecksTo roll a skill check, roll the die associated with that skilland add the skill level, as well as any other applicablebonuses and penalties. The total value is the effectivenessof that check. For skills which aren’t assigned to a specificattribute, roll a d8 as the skill die.Skill Check Bonuses: What stacks?There are a lot of different ways to add bonuses toa skill or attribute roll, but only some of them willbe able to stack together for a higher sum bonus.They are:1. Skill Level2. Equipment Bonus3. Technique Bonus4. Circumstance BonusIf a player is able to stack up more than one bonus whichbelong to the same category, the highest value applies andthe other is ignored.If a climber had good climbing tools, (a +2 equipment bonus,)had the Leeven’s athletic bonus, (+4 to technique bonus) and hadan athletics skill of 10, the total score would be +16. If theyrolled a 7, their total skill result would be 23.Equipment BonusesThese apply to skills that use specific tools to accomplisha task. This includes the weapon’s offensive or defensiveskill bonuses, as well as bonuses from tools and kits,like a shovel or a set of lock-picksTechnique BonusesThese includes bonuses gained from races, talents,abilities, spells, or any other similar effect.Circumstance BonusesThese include anything that comes from the environmentor timing of a skill check, such as: whelm bonuses,used when players attack simultaneously, as well asSurprise Attack/Intuitive Defense bonuses, whichapply when someone is caught off guard. Any otherspecial bonuses applied for the specific situation can bedesignated by the storyteller and applied here.PenaltiesPenalties work in the same categories as bonuses.Combine the sum penalties and bonuses to get thefinal adjustment.Skill & Attribute Checks Against a Set DifficultyEvery task has a difficulty assigned to it, usuallyleveled between 1 and 40. The harder the task,the higher the difficulty assigned to that task.When a player’s character wants to perform adifficult task, the storyteller assigns a difficultylevel to that task, and the player attempts a Skillor Attribute check. If the player’s roll exceeds thedifficulty of the task, they succeed. If not, they fail.If the climber in the previous example were climbing a rock facewith a difficulty of 18, they would have succeeded. If they wereclimbing a wall with a difficulty of 28, they would have failedto climb the wall, and likely have fallen.17


STRENGTH SKILLSWhether maneuvering through one’s environmentor engaging in combat, Strength is important tomost adventuring. Many physical contests dependon these skills to apply the brute force that resolvesmany encounters. More information on combatapplications can be found in Chapters 3, 4, and 7.AthleticsThe athletics skill is quite versatile. It can be used forbasic feats of physical prowess such as climbing andswimming, and is used to help determine bonuses tomovement, as well as reducing the movement penaltyassigned by armor.Mobility Bonus: A character who is very athletic can findit faster to move across rough terrain, to function wellin heavy armor, or to outright sprint across levelground. This is done through a mobility bonus,which is determined by the character’s Athletics score,as shown in the chart below. This can be recorded onthe character sheet.Mobility BonusAthletics Mobility Bonus Sprint Speed- None Very Slow5 1 Slow10 2 Average15 3 Fast20 4 Very FastMove Penalties: Many effects in the game, such asarmor and difficult terrain, can incur a move penalty,which directly decreases the distance a character canmove in a single action. For each point of move penalty,they move one meter fewer.A character moving through knee-deep snow might have a movepenalty of 2. When they would normally move 5 spaces, they couldinstead move only 3.Continuing the previous example, a warrior moving through heavysnow would move only 3 spaces. However, if they had a mobilitybonus of 1, they could off set that penalty, sot hat they insteadmove 4. If they had a mobility bonus of 2 or higher, they couldignore that move penalty completely.Sprinting: After mobility bonus points have been usedto reduce any move penalties, they can be applied tosprinting. For each point of mobility bonus they have leftover, they may reduce the action speed of their full moveby 1 speed, to a minimum of very fast.Other abilities, such as the Leeven’s run or the Ahrlen’sflight, can further improve sprinting speeds, and stackswith the Athletics Mobility Bonus.A character with a mobility bonus of 3 and no move penalty couldmake a full move as a fast action, an impressive feat. If the samecharacter had on armor with a move penalty of 1, they would needto apply their mobility bonus to off-set that first, which wouldonly leave them 2 left over for sprinting. This would still allow themto make a full move as an average action, much faster than normal.Either by fighting penalties or outright sprinting,a high athletics score can really help a character tomove around the battlefield. The chart below tracksthe athletics score required to gain a Mobility Bonus,and shows how fast that bonus will allow them to sprint,if unhampered.Swimming: When swimming, apply a -4 move penalty,which can be reduced by the Mobility Bonus listedpreviously. The character must also make an athleticscheck with a difficulty assigned by the Storyteller,based on the conditions, or they will begin to sink andpossibly drown. For this swim check, assign a penaltyequal to any other movement penalties that they mighthave. Such as those incurred from armor.A character swimming through a still pond might have aswim check difficulty of 5, but a character swimming in arushing river might have a difficulty closer to 15 or higher.A character wearing heavy armor, with a -3 move penalty, wouldsuffer -3 equipment penalty to this check.A character can use their mobility bonus to reduce thismovement penalty. For each point of mobility bonus,they can reduce the move penalty by 1.18


AGILITY SKILLSAgility skills are all about nuance and grace,emphasizing the more controlled and sophisticatedhuman motions, rather than the brawn ofStrength skills. Ranged attacks, dodging, andfeats of acrobatics all fall under this category.More information on combat applications canbe found in chapters 3 and 4.AcrobaticsAcrobatics can be used for many subtle tricks,such as running a wire, rising very quickly,or similar actions. Specific tricks that can bedone with the acrobatics skill are found in thechart below.Acrobatics can also be used to avoid damage whenfalling, per the chart below, and to keep one’s footingon unstable terrain. Difficulties for these checks areset by the storyteller.DodgeArguably the single most useful skill in the game,Dodge is primarily used to avoid ranged attacks,like Shot and Thrown and many magics, and canalso be used to avoid Melee attacks, at a penalty.ShotThe Shot skill is most applicable with bows andcrossbows, a combination of nuance in aiming andthe steady hand required to fire with great accuracy.Shot attacks have the capacity to deal deadly force froma distance, and are very difficult to parry. Shot attacks aregenerally opposed by Dodge.ThrownLike Shot attacks, thrown attacks are effective at dealingdamage from a distance, as with throwing axes ordaggers. Thrown attacks are defended by either parryor dodge. This skill also determines the accuracy of anyother throw, such as tossing a rock into a basket.Reduce falling damageReducing Falling DamageAcrobatics Req.Tuck and roll, reduce effective falling distance by 2 meters 5Reduce effective falling distance by 4 meters 10Reduce effective falling distance by 6 meters 15Reduce effective falling distance by 8 meters 20Reduce effective falling distance by 10 meters 25Reduce effective falling distance by 12 meters 30Acrobatics difficultiesAcrobatics Trick DifficultiesAcrobatics Req.Kip up, stand up from being prone as an instant action 7Roll, begin or end a movement in a prone position 5Walk a balance beam, or similarly narrow surface with a movement penalty of -3 5Hurdle a 1 meter object 8Beam run, walk a balance beam or similarly narrow surface with no movement penalty 10Wall run, run along or up a vertical wall as a normal movement 10High hurdle, leap a 2 meter obstacle during a normal move 15Rolling charge, begin or end a move while prone, and make a Melee or Thrown attack at the end of movement 15Wire walk, walk a taut wire or other rope, with a movement penalty of -3 15Double hurdle, leap over 2 obstacles in one movement, of up to 1 meters in height each 15Wall leap, after making a wall run action, make a long-jump action as though they had a running start 20Wire run, wire walk with no movement penalty 2520


Intelligence SKILLSMastery of the mind is the work of the scholar, but itis also the strength of the engineer, the expertise ofthe medic, and the survival of the explorer. Intelligenceskills should not be overlooked, as even the strongestof adventurers can be stopped cold by not having theinformation they need when they need it.LoreThe Lore skill can be used to find information or gaina better understanding about a person, place or someartifact or object. It can be used when trying to decipheran ancient text, or when the party needs specificinformation about the nature of their situation,where the knowledge of the scholar might be applicable.Lore can also be used to determine the specific purposeand even the kinds of magic used by an arcane device,including potential triggers and key-words required bysuch an object.Only one check may be made to Lore a specific topic perday. Additionally, bonuses may be applied if the characterhas access to books or libraries that might containinformation on the topic at hand.More specific knowledge skills or arcane ideals,if appropriate, may be used in place of a Lore check,but a Storyteller should not require a more specificskill in most cases.MedicMedic can be used to patch up after combat, and atmore complex levels, can be used to correct specificinjuries at a surgical level.Recovering Damage by Resting: A talented medic can speedthe healing process considerably. When an individual ora party rests for the night, any member of that party maymake a Medic check. The party recovers that amount ofdamage by resting for the night. Only one Medic checkmay be applied per individual per period of rest, but itis possible to take the highest result from among severalparty members.Reviving an Unconscious Character: The medic skill canalso be used to revive someone from unconsciousness.As an average action, make a check with a difficultyequal to the amount of damage that character is overtheir unconsciousness limit. This does not removethe damage, but it will make them able to act again.If they take any further damage, they will be renderedunconscious again.Saved From Death: As an average action, the medic skillcan also be used to save a character from death. If anindividual takes damage greater than their death limit,they have 3 rounds to be stabilized, or they will die.A successful medic check, made by another charactercan stabilize their injury, with a difficulty equal to theamount of damage they have received over their deathlimit. This does not heal that character, but does preventthem from dying. More information on damage andinjury can be found in chapter 3.tinkerThe Tinker skill is a mastery of mechanical things.The use of springs, gears and other such mechanismsmake tinker useful for locks and traps and manyother applications. Bonuses to tinker can be obtainedby using specialized tools.Disarming Traps: The tinkerer is very useful as adungeoneer. When faced with wire traps, dart traps,pit traps, pendulums, giant gears, falling boulders andany other nightmare than an engineer can come up with,the tinkerer is the best line of defense against certaindeath. The difficulty for these traps is set individually,depending upon the complexity and skill of its design.Picking Locks: A good lock is a deterrent to crime. A goodtinkerer doesn’t care. Locks range very widely in theircomplexity, and frequently come hand in hand with traps.Difficulties should be set based on the complexity ofthe lock.21


wildernessWhen away from civilization, the wilderness skill canmean the difference between life and death. It canprevent people from losing their way, can be used tofind food or water, or even just to avoid disturbingthe wyvren nest on their way to the next town.Tracking: Tracking an individual with wilderness is madeas an opposed check against the character they aretracking. This can become significantly easier or harderdepending on the terrain, but the skill roll generallyincludes the kinds of things that people do to avoiddetection, such as hiking through streams or leavingfalse trails.Finding Food, Water & Shelter: When someone swingsa sword at you, no skill is more important than Parry.In a similar way, when far from home and out of supplies,no skill is more important than Wilderness. Finding foodis critical to many adventures, and is largely determinedby the environment. Difficulties in finding these suppliesare found in the chart below.Finding food and waterCircumstanceWilderness Req.Lush jungle environment 5Temperate forest, caves 12Desert or sparse environment 20Extreme desert or otherextraordinary conditionFinding DirectionMost travelers use the stars and sky to determine theirdirection and avoid getting lost, but there are situationswhen these avenues are not available. Use the difficultiesbelow as a guideline for determining characters to findtheir way.Finding directionCircumstance25Wilderness Req.Open sky 5Thick canopy, or cloudy area 10Caverns or other indoor locations 25Very difficult conditions, such as indoor locationsafter being confused or blindfolded.30INTUITION SKILLSIntuition skills are centered around the powers ofobservation and on processes that have more to dowith a person’s innate understanding of the naturalworld than it does their powers of intellect.PerceptionThe Perception skill represents the character’s capacityto notice or find things, including the ability to observehidden individuals or objects, to ransack a room,to search for secret doors or switches, or to noticecritical details in a tense situation.Detecting Hiding Characters: The Perception skill is usedto detect hiding individuals. This directly opposesan opponent’s Sneak skill. An invisible or inaudibleindividual gains a +5 circumstance bonus to theirSneak check. A character who is both invisible andinaudible gains a +10 bonus.EmpathyThe Empathy skill is the capacity to read an individual’semotional state and their intentions.Determine Sincerity: The Empathy skill can be usedto directly oppose an individual’s Deceive or Charmskill to determine their sincerity. This is not a perfectlie detector, but when making an opposed check,a successful empathy skill roll should give the playerinformation about their opponent, not necessarily inspecific details, but in their motivation and intentions.Empathy can be either a defensive or an offensive skill.If it is actively used to gain information, it is offensive,so a tie favors this character. If it is used in response toanother character’s Charm or Deceive, it is defensive,and so ties favor the other character.22


AnimalThe Animal skill includes an individual’s capacity torelate to animals, including their ability to ride, trainand command such creatures. If a character wishes totrain or command a pet animal, or even a pet monster,this should be set with a specific difficulty, based on theskill levels of that monster. More comprehensive ruleswill be included in the Critter Compendium.Riding: The Animal skill determines how difficult it isto ride or drive a specific animal. For a normal horse,the difficulties are as follows. Further riding techniquescan be found in Chapter 7.ride difficultiesCircumstanceAnimal CheckRide a horse 5Calm a riled horse 10Sprint 10Ride a riled horse 15Elemental IdealsThis panther knows exactly three tricks. “Sit,” ”Stay,”and “Eviscerate.” That last one is his favorite.The elemental ideals are skills that allow an individualto tap into the elemental magics that make up the world.They are used in the Elemental Spells, a form of magiccovered in Chapter 8.23


ENDURANCE SKILLSEndurance has limited application in that it applies justto the Grit and Spirit skills, but these can be criticallyimportant. A character who lacks Grit will fall victim tomany magics and poisons, regardless of their capacity tododge or parry. A character with no Spirit can fall victimto demonic influence.GRITThe Grit skill measures how a character withstandsphysical trauma. It is used as a counter to manyphysically-based arcane effects, as well as poisonsor resisting intense physical environments.INTIMIDATEThe Intimidate skill is used to scare people. It can beused to make weaker-willed individuals do somethingthat they would not normally do, such as run awayor give away their money. It is defended by Autonomy,and a character who fails this defense will reactaccordingly, based on the storyteller’s discretion.“Abigail doesn’t bother with the Intimidate skill.She lets her horse, Snowflake, do that for her.He’s very good at it.”SPIRITThe Spirit skill is used to power some veryspecific abilities in the Divine and Demonicraces and talents, as well as, in some rare cases,to defend against these effects, especiallyagainst demons.WILLPOWER SKILLSWillpower enables acharacter to resist magics,avoid manipulations,and to cow otherswith intimidation.AUTONOMYAutonomy represents acharacter’s resistance tomental strain. It is particularlyeffective in resisting arcane effects,but also resists intimidate checks.24


Charisma SKILLSCharisma is more than just looking good. It is the art ofmanipulation, of getting what you want from others andputting yourself in the best possible presentation.CharmThe Charm skill’s primary purpose is to improveanother individual’s opinion of the character, but itcan also be useful for acquiring favors.Changing first impressions: When two people meet,they take stock of one another, forming a firstimpression. This is listed on the character sheet,based on charisma, and will greatly affect how peopletreat the character. Assuming the opposing individualis willing to talk to the character, a Charm check maybe made to improve that first impression. Raising afirst impression may only be attempted once. If less thana 5 is achieved, the first impression is lowered one step.raising first impressionCharm AttemptsCharm CheckLowered One Step 5No Change 10Raise first impression one step 15Raise first impression two steps 20Raise first impression three steps 25Additionally, a character who does something verykind or generous may also raise their impression,as decided by the Storyteller. This covers bribes andsimilar reciprocal favors. The bigger the bribe,the better the impression.Acquiring FavorsOnce conversing, a character may attempt to ask afavor of another character with a charm check.The difficulty for acquiring the favor is based on theopposing character’s attitude toward the character,and the potential danger or loss of the favor, as shownby the following chart. This danger or loss could bephysical, emotional, or economic. Asking favors at allrequires a positive first impression.acquiring favorsCharm AttemptsCharm CheckConvince a like-minded person for a favor 5Convince a favorable person for a favor 10Convince an opposed person for a favor 15Convince an highly opposed person for a favor 20Convince an adamantly opposed person for a favor 25charm penaltiesDeceiveSituationPenaltyPotential for harm -2Potential for serious harm -4Potential for deadly harm -8Imminent death -16The Deceive skill measures how effective the characteris at concealing the truth. This is directly opposed byEmpathy. A very believable lie, such as ‘they went thatway!’ might gain a +4 circumstance bonus, while avery difficult lie, such as ‘your mother told me she hatesyou’ could suffer a -4 penalty or higher, (depending onthe mother).HaggleHaggling is the skill of getting products at cheaperprices, and is opposed by the defender’s own hagglecheck. Reduce or increase the price of a contestedservice or purchase by 10% for every 3 points eitherhaggler succeeds on their haggle check. An itemcannot be reduced below 60%, and it cannot beincreased beyond 150%.25


CUNNING SKILLSCunning is the capacity to gain the advantage over othersthrough stealth and intrigue. This involves outright theft,like picking pockets, and more verbal means like Gossip.GossipThe Gossip check represents the character’s capacityto gather information or spread rumors among apopulation. Talking to a street urchin here andgetting information from a guard there, this is aprocess that takes some time, but can be very usefulin urban situations. When making a gossip check, makea single check for several hours of information gathering,and come back with the total information gathered.Gossip difficultiesStealGossipGossip CheckSpread a believable rumor 5Determine the mood of a population 5Get the latest news/celebrity gossip 10Spread a rumor 10Spread an unbelievable rumor 15Learn the things that people know but don’twant to talk aboutSpread an impossible rumor 20Learn important secrets 20The Steal skill is used to pick someone’s pocket or takesomething without being noticed.First, the offending party rolls a Steal check, with adifficulty set by the storyteller as to how difficultsomething is to actually take. Then their opponent rollsa perception check to determine whether or not theynoticed the theft. If the Steal check is successful pastthe set difficulty of the theft, they take possession ofthe stolen object, but if the opponent succeeds on theirPerception check, that opponent may take notice of thetheft, even if actually taking the object was successful.15“It’s awfully hard to hit what you can’t see,but that doesn’t stop it from hitting you.”SneakThe Sneak skill can be used to hide while stationaryor to try slip past someone without their knowing.This check is simply opposed by an opponent’sperception. An individual who is invisible or inaudiblegains a +5 circumstance bonus to a Sneak check.An individual who is invisible and inaudible gainsa +10 bonus.A minor penalty may also need to be applied if theyare walking through water or sand or snow some othersurface that leaves obvious traces. They may also suffer asimilarly significant penalty for doing things like openingand closing doors, or otherwise interacting with theirenvironment, but they should always be allowed a check.An individual who is moving while sneaking suffers a-2 movement penalty. They may forgo this penalty for a-4 circumstance penalty to their check. They must makea new sneak check for every 5 meters they move throughan opponent’s field of vision.26


Section TwoCOMBAT & EQUIPMENT


Chapter threeCombat & Timing“Surrender, Mage!” The Vanir gripped the haft of his spear,ready to lunge. “We have you cornered and outnumbered.” Thesorcerer stared back at him in smug defiance. The Vanir andhis companions had chased him down into the lowest depths ofhis tower complex, where there was nowhere left to run.Power crackled around the sorcerer’s hands, arcs of electricityand slashes of void energy that were just waiting to be unleashed.The Vanir didn’t let himself be intimidated. He had two of hisbest soldiers with him, a bowman on one side and his own caster,who was just now making his way around to flank the mage.“I am right where I want to be,” the sorcerer said. He snappedhis fingers once, and the heavy door behind the Vanir and hiscompanions slammed shut, sealing them together in the largestone chamber. “And you are out-matched.”Lumbering from the shadows on the far end of the room, a stoneogre emerged. Nearly twice the height of a man, it was easilythree or four times as thick. It gripped an iron bar that wouldhave been too heavy for the Vanir’s entire team to lift, andstepped into the light. The stone slabs that covered its skinground together as it moved, and its eyes were hollow, its voicequiet. It stood at the mage’s side.The Vanir was a seasoned warrior, and although his adrenalinesurged, he did not let his fear show through. “After he swings,the ogre’s maul will recover slowly,” he said to his companions.“Take advantage of the timing and stay out of range. We canwin this.”“Enough!” The sorcerer snarled. Lightning crackled around himand lashed out at the Vanir, to be absorbed by his shield.“Now!” The Vanir begin his charge, and the first arrow flew overhis shoulder. He rolled under the first swing of the stone ogre’sbar, and came up with his spear ready.


Combat ClockThere are many times in the game when timing really does count. Most of these have to do with combat,so this chapter will be dedicated to the basic timing, motion, and combat rules. Keep in mind that for almost everyrule, there’s a way to break it. This happens through abilities, spells, arcane equipment, and myriad other ways.If an ability confl icts with the core mechanic, use the ability listing instead of the standard rule. If two rules orabilities obviously confl ict, the Storyteller should adjudicate.The Combat MapAs encounters play out, timing and location becomevery important, particularly when weapons are drawn.Combat is laid out by drawing out the locations ofunmoving objects on a combat map, made up ofhexagons. If an erasable map is not available,a storyteller may photocopy the hexmaps fromthe back of this book and draw out environmentsin advance, or download hexagon-based map tilesfrom our website.Each individual or important movable object shouldhave a representation on this map, such as a figurine,tile or die.The Combat clockOn one side of the map a wheel should be drawn,with empty spaces labeled from 1 to 12 in a clockwisepattern as is shown here. This is the combat clock,an indicator for timing within the game. This isgenerally only used when timing really counts, such asduring combat. The following example shows what acombat clock drawn on a hex-map could look like.To start combat, write down all of the character’s agilityscores on a list on the side of the combat clock and seta timing indicator for each player on the 12 space.Unless all combatants are very ready for the fight,the character who initiates combat should generallytake their action first. In the case of an ambush, all ofthe ambushing characters should go before those whoare surprised. Otherwise, each player will take their turnin order of agility.Actions in the game will be assigned a speed, which willdetermine how many spaces the character’s timing willmove when they take that action. When a player takesan action, their timing indicator moves that many spacesclockwise along the combat clock, to rest on a later space.Play starts on the 12 space and progresses as a generictiming indicator (which represents ‘now’) movesclockwise around this wheel. When it arrives at acharacter’s timing representation, it is their turn.Every time the timing indicator passes the linebetween space 12 and space 1, a new round has begun.This is called the recovery point. Some timing effectstake place at the recovery point.When two players occupy the same space, such as thevery beginning of combat, use their agility score todecide who will take action first, such as is done tonormally start combat. Ties can be resolved randomly.Mob RulesThe combat clock provides precision and strategy infast-paced fights, but can get complicated very quickly.If there are too may combatants on the wheel,(more than 5 or 6,) it can help to group some of thesetogether, taking their actions at once and taking thesame action speed each time. This is called a mob.Give this group of characters one single indicator onthe combat clock and try to keep them together tosimplify the combat wheel.29


Action SpeedsEvery action within the game has a speed rating, todetermine how long it takes. These are: free, instant,very fast, fast, average, slow, or very slow.When the timing indicator reaches any character, it istheir turn. They can take any action, at which point theywill move their timing representation the correct numberof spaces for the action speed of whatever it is that theyjust did, in a clockwise direction. The timing indicatorwill then continue its clockwise path until it arrives atthe next character’s marker.Free action: A free action can be made at any time,and takes no movement on the combat clock. Thingslike shouting a command are free actions, so long asthey are not abused. Shouting a single short phrase is afree action, while reciting a long poem is not.instant action: An instant action must be made on thatcharacter’s turn, but only requires moving one space onthe combat clock. Things such as changing a combatstance or grip are done as an instant action.Standard action speeds: Other action speeds range from5 to 9, very fast to very slow. While there are some wayswithin the game to change these speeds, this is standardenough to be listed on the character sheet.simultaneous actions: Sometimes, characters are ableto take two actions at the same time, such as runningand attacking. When taking two actions at once,always take the slower of the two action speeds.Speed Bonuses & PenaltiesA speed bonus will lower the number of spaces movedon the combat clock, speeding things up, while a speedpenalty will raise that number, slowing them down.Some speed bonuses and penalties, such as the spellspeed increase of a wand, count as equipment bonuses,and thus stack with other bonuses and penalties fromabilities or spells, as in the normal stacking rules.Delaying ActionsA character may choose to delay their action, taking theirtiming indicator off the combat clock. They may putit back on at any time, taking their action normally.A character who is delaying off the combat clockis considered to be focusing on their defenses.They gain a +2 circumstance bonus to Dodge,Parry, Grit and Autonomy.Round-by-Round & Duration EffectsSome effects will have a duration, lasting a set numberof rounds. When an effect’s duration is begun, place adice next to that space on the combat clock, just outsideof where the characters leave their indicators. Set thenumber on that die equal to the total rounds that effectwill last. Every time the timing indicator passes thatpoint on the combat clock set the dice one number lower,until the effect disappears.Initiative DamageIf a character takes initiative damage, they are movedback on the combat clock that number of spaces.combat timing summary & exampleThe following example runs through the whole timingconcept and shows how combat might run. To see itwork, it may help to actually draw out the combat wheeland run through the exercise with the text.Three characters enter combat. Jim the fighter, Mike the Mage,and Raxacoricofallapatorius, the slimy green monster (Rax forshort.) Jim has an agility of 10, Mike has an agility of 7, and Raxhas an agility of 5, all of which are listed next to the combat clock.All three have timing indicators on the 12 spot of the combat clock.Jim, with the highest agility, goes fi rst. He swings his broadswordat Rax, which is an average action, and so his timingindicator movesto the 7 space on the combat clock.Next, Mike casts a very fast fi re spell at Rax, so his timing indicatormoves to the 5 spot on the combat clock. Rax, unhappy with thisturn of events, shouts in frustration, a free action, and then turnsand runs away in a speedy fashion, a very slow action, movinghim to 9.From this point, the ‘now’ point of the combat clock ticks around,skipping empty spaces until it arrives at 5, where it is once againMike’s turn. Mike casts another very fast fi re spell, moving to the10 spot on the combat clock.The next indicator around the circle is Jim, at 7, who gives chaseas a very slow action, and at the same time attacks. He catches upfast enough to charge Rax, attacking with his broadsword, the veryslow move was slower, so Jim moves 9 spaces on the combat wheel,coming back around to 4.Rax is next, still running away, but with less hope this time, afterwhich it is Mike’s turn again. Play continues. as such.It’s easy to see the flexibility in strategy and timing thatthis allows, as well as how important action speeds canbe to the ebb and flow of combat.30


MovementMovement is critical to many situations, where being in one place or another means the difference betweensafety and harm.Turning & DirectionIf you don’t think that direction is important, just ask theguy who gets a knife in the back. Players will track thedirection their character is facing through their indicatoron the map. They may turn that indicator while takingany action or at the beginning of any movement, and atthe end of any movement in which they do not makeanother action, such as a charge.Move DistancesThe speed of a move action varies depending on howfar the character moves, as shown in the table below.With five move distances and five action speeds, thisbecomes a fairly intuitive process.MOVEMENT, DISTANCE & SPEED CHARTSprintingSPACES MOVEDMove 1 space, (Close move)Move 2 spaces, (Short Move)Move 3 spaces, (Half Move)Move 4 spaces (Long Move)Move 5 spaces, (Full Move)ACTION SPEEDVery FastFastAverageSlowVery SlowWhen making a full move, a character who has investedin Athletics as a skill may move even faster than normal,based on their mobility bonus. This was covered infurther depth in Chapter 2.Movement PenaltiesOccasionally, something will make movement moredifficult, resulting in a movement penalty. A movementpenalty decreases the number of spaces that a charactermoves with their action. This can be applied by armor,steep terrain, deep snow, water, or sand, or any othersituation that makes it difficult to move forward.More information can be found in the Athletics skillentry in chapter 2.Crawling, or Moving While ProneA character who is laid out on their stomach or backis considered prone. They can crawl, suffering a-3 movement penalty.Charging, Acting while MovingA character may take a single action while moving,such as drawing a weapon, attacking, or any other actionthat wouldn’t seriously impede their movement. To doso, they must move in a straight line, they cannot turn oncethey have started this move, and they use the speed ofthe action or the move, whichever is slower.An attack made in this way is called a charge. They mustattack at the end of their charge, and they cannot turntheir indicator while they move or after they move.A Melee or Thrown attack made at the end of a chargemust be made in a forward direction.Moving through obstaclesA character may move freely through a space occupiedby an ally, but not through a space occupied by an enemy.A player may use the Acrobatics skill to vault over anobstacle, such as a table or even a person, as discussedin chapter 2. Pushing past an opponent or neutral partyrequires an opposed Strength check. Neutral individualsgenerally do not resist this movement, such as pushingthrough a crowd, although if there are many suchpeople to push through, this may begin to incur amovement penalty.Difficult or Dangerous TerrainVarious loose or challenging terrains can slow or stop aplayer. Further information can be found in this chapterunder environmental hazards, or in the Athletics entryof chapter 2.For example, if a character has a movement penalty of 1 and theymake a full move, they may only move 4 spaces.31


Weapon RangeThe subtlety in weapon speed and range can make a huge tactical difference. Timing patterns and planningangles of attack can help hit enemies where they are weakest, and avoid their strongest attacks. The rules in thissection can seem a little litigious, but they are meant to cover the fine details of combat. Until they are needed,some of these rules can be safely ignored.One-handed Attack & Defense RangeA player may wield one two-handed weapon or up totwo one-handed weapons. With one-handed weapons,the hand that a character holds that weapon in willdetermine what spaces a character can attack or defendfrom. With one hand, they can attack or defend directlyin front of them, and two spaces to the either side,depending on which hand is holding the weapon.This is mostly important for defense, since a charactercan turn to face any direction before taking any move orattack action.Two-handed WeaponsTwo-handed weapons have a slightly differentoffensive and defensive range, covering the space directlyin front of the character, and one space to either side.Some weapons, like the Longsword, can be wielded withone or two hands. Switching between grips like thisrequires an instant action.Similarly, some two-handed weapons, like the staff orhalberd, are very versatile and can be wielded in severaldifferent ways. Again, switching between these requiresan instant action, so the players cannot use the statisticsinterchangeably.Spells and other actions that trigger as a free action butstill require an open hand must have that open handavailable before use. A player can drop their weapon asa free action to use these spells or effects. Doing so witha two-handed weapon will require that they take aninstant action to ready that weapon again before theycan use it to defend.Dual WeaponsWielding two weapons is a way to get more attack anddefensive options, but keep in mind that not all weaponsfunction very well together. To work well, both weaponsmust be within one speed category of one another.This rule also applies to shields.If holding two mismatched weapons, a player may onlycount one weapon as active, and may not use the otherfor attack or defense. Switching between these weaponswould require an instant action.32


For example, a character wielding a dagger and a longsword maynot do so effectively, since the dagger has a speed of very fast,and the longsword has a speed of average. If the longsword isactive, they can switch to the dagger as an instant action andvise verse. A character wielding a dagger and a sabre, on theother hand, can use either weapon without switching.A character may wish to simplify their options bywielding two identical weapons. On the other hand,a player may wish to capitalize on this mechanic bywielding a very offensive weapon in one hand, such asa battleaxe, while wielding a very defensive weapon inthe other, such as a shield. A storyteller should track thecharacter’s strong and weak sides to engage this tactic inan interesting (lethal) way.Longer rangesWeapons that have a range of 1 can only reach adjacentspaces. Weapons with a range greater than 1 can reachthat many spaces away from the player, as shown inthese diagrams.Occupied SpacesA human-sized character occupies one space on themap, but larger creatures could occupy more. Their shapeshould reflect the spaces they occupy. Swarms of smallcreatures may be best served by tracking mob statistics,rather than individual health and attacks. More than onesmall creature can share a single space.A character can move through allied spaces freely,but not through opposing occupied spaces. Charactersfighting in tight quarters, or occupying the same spacecould face a circumstance penalty.The Blind SpotNearly every creature or character has a blind spot,a space directly behind them that they cannot see ordefend effectively. If attacked from this space they cannotParry, but they may Dodge. Attacks made from this spacealso apply as surprise attacks, explained in the AdditionalTactics section later in this chapter.Weapon attack & draw SpeedEvery weapon has an attack speed, listed in that weapon’sentry. To draw that weapon requires a separate action,at the same speed as a normal attack. Even weapons thatare not drawn, such as a war-hammer or staff, must bereadied before they can be used. A player may also drawa weapon while moving, using whichever action speedis slower.33


Melee AttacksThe premier method for dealing damage and death in the Mayhem game is the use of melee attacks.34Melee AttacksA Melee attack is any attack where you swing, stab,smash or cut someone in hand-to-hand combat. To makea melee attack, first make a Melee skill check includingall appropriate bonuses.To review, this means rolling the Strength skill die, and addingthe character’s skill level and an equipment bonus, if one appliesfor the specifi c weapon being wielded. If using some kind of acombat maneuver or magic, they might also add a techniquebonus, or even a circumstance bonus if there is some other strategicadvantage, such as whelming or surprise attack.To help keep the game moving quickly, these statisticsshould be written down before-hand on the character sheet.A player then rolls a die and adds a single total, with onlyoccasional bonuses or penalties.For example, Spike the Thug wishes to attack with a sabre. Spikehas a strength of 10, so he rolls a d10. He has 9 levels in hisMelee skill, and his sabre has a Melee Equipment bonus of +1,which is totalled on his character sheet as +10. Rolling a 9, histotal attack stands at a value of 19, which will be the diffi cultyfor his opponent to Parry. If he had any additional technique orcircumstance bonuses or penalties, those might apply to raise orlower that number accordingly, which could change.Parrying Melee AttacksThe primary method of defending against a Melee attackis to use the Parry skill. Roll a parry skill roll, includingthe skill level and other bonuses or penalties as trackedon the character sheet. Parrying an attack requires notime on the combat clock.For example, Cynthia tries to defend Spike’s attack with a shield.Cynthia has a strength of 8 giving her a skill die of d8. With aparry skill of 10, and a shield’s equipment bonus of +2, for atotal of +12. She will roll d8 +12. Cynthia rolls a 4 and adds12, for a fi nal parry skill check of 16.Counting DamageIn order to hit a target, an attacking character needs toroll at least as well as their opponent. (Ties favor theattacker.) If a character hits, they deal the standarddamage for that weapon.To continue our example, Spike’s sabre attack rolled a 19.Cynthia’s shield parry rolled a 16, so Spike hits. Sabre damageis 1d8. Had he been swinging a greatsword, Spike’s preferredweapon, he would have rolled 2d10.Critical hitsAn attack that hits particularly well can crit or evendouble-crit, dealing extra damage. Each weapon hascrit values, listed as two numbers together. If a weaponhits by at least the first number, it deals one additionaldamage die. If the weapon hits by the second number,or double-crits, it instead deals two extra damagedice. The crit values are listed on the weapons entry,from 3/6 to as high as 6/12.Keep in mind that even though some weapons havemultiple damage dice as their base damage, they onlyadd one extra die for a crit, or two for a double-crit.Spike’s sabre has crit values of 3/6. Spike’s attack roll was 19,which is 3 more than Cynthia’s defense (16), which is enoughfor him to crit and get one extra damage die, for a total of 2d8damage. Had Spike hit by a margin of 6 or better, he could haverolled as much as 3d8 damage.Dodging Melee AttacksDodging a melee attack is a little harder than parrying.Melee weapons can be dodged, but an additional-4 circumstance penalty is applied to the Dodge check.ArmorIf a character is listed to have an Armor value, reduce alldamage by that number.Weapon choice: Style & TacticsBy comparing speed, range, damage, crit values and dodgeor parry bonuses, it is easy to see how much a character’sweapon will affect the strategy and style of their play.Spike’s sabre is much faster, parries better, and scores more criticalhits than his greatsword, and is one-handed, leaving his otherhand available for a shield or second weapon. Spike still prefersthe 2d10 base damage of the two-handed greatsword. Cynthia, onthe other hand, would likely prefer the more fi nesse-based sabre,blocking with the shield and following up with fast sabre slashes.When comparing options, choose the best weapon based on yourown character.’s style


Ranged AttacksRanged Attacks can be very important for dropping out-of-reach or hard-to-hit foes. Ranged attacks are alsouseful when you just don’t want to be close enough to an enemy for them to be able to hurt you.Shot & Thrown AttacksA shot weapon is any weapon that requires adevice from which it is fired, such as a bow, a sling,or a crossbow. Some of these weapons, crossbowsin particular, require a reload speed. Reloading ashot weapon with a reload speed is an action inand of itself, which is labeled on that weapon’sentry in the weapon list.A thrown weapon is anything physically hurled atyour opponent, and many melee weapons double asthrown weapons. Separate throwing ranges for thrownattacks are listed in the weapon entries for thoseweapons, and follow the same rules as shot attacks.If an object does not have a specific weapon entry,it suffers a circumstance penalty on the attack roll.Ranged Attack RollsA Thrown or Shot attack roll is made almost exactlylike a Melee attack roll, except that the principle defenseagainst Shot attacks is Dodge, rather than Parry.Parrying a shot attack incurs a -4 circumstance penalty,while Dodging them does not. Thrown attacks can beparried or dodged without penalty.ObstaclesMany times when making a Thrown or Shot attack,there will be something in the way, such as a table,a barricade, or even an opponent or ally. Making aThrown or Shot attack against a character so defendedis slightly more difficult, so an obstacle penalty isincurred. For every obstacle between an attacker andtheir target, incur a -2 circumstance penalty to that shot.It is the up to the Storyteller to determine just how manyobstacles count for each shot, and unlike most penalties,these do stack.For example, Hawk is standing behind an overturned table,which qualifies as two obstacles. If Brea chose to fire herbow at him, she would have to take a -4 penalty on the shot.If he were crouching behind a table and behind a parapetwith in thick fog, he would be incurring four obstacles, for a-8 penalty.Long RangeRanged attacks have a normal range listed but they,can be made outside of these normal ranges. For everyrange increment they are outside their normal range,treat that attack as if it were blocked by one additionalobstacle. This way, the farther an attack is, the harderthe shot will be to make.35


GrapplingGrappling can take several forms, from contests of muscle, to agile martial arts locks, to being grippedin the jaws of a massive dragon. Specific maneuvers within grappling can give a character great control overtheir opponents. Further maneuvers are found in Chapter 7, Weapon Techniques.Entering a grappleInitiating a grapple is an average action, and must bedone with at least one hand free. First make a Meleeskill roll as though making an attack. Instead of dealingdamage, however, roll a Strength or Agility check,opposed by the opponent’s Strength or agility. If theattacker wins, both combatants are considered to belocked in a grapple, and their attack and movementoptions are limited. A grapple made with only onehand free suffers a -2 penalty.Moving within a grappleTo move an opponent, make an opposed Strength orAgility check. If this check is successful, then bothcharacters are moved together. Apply a movementpenalty of -3.Attacking, defending, & magicWhile in a grapple, acharacter can only draw anduse weapons designated forclose combat, such as a dagger,claw, open fist, or similar weapons.An attack inside a grapple takes thenormal speed andis otherwise treated as a normal attack for the purposesof crits, armor bonuses, etc, but all attack and defenserolls made while in a grapple are made with a -2 penalty.Magic may not be cast while in a grapple unless thecharacter has a free hand.Forcing someone to the groundTo force a grappled foe to the ground, make an opposedstrength or agility check as an average action, which canbe opposed by the opponents strength or agility. This canbe done at the end of a move, as a running tackle. Use theslower attack speed, and apply a +2 circumstance bonus.Escaping from a Grapple & Cheaping outEscaping from a grapple is a very fast action. Make anopposed strength or agility check. If either characterhas taken damage within the last round, they receive a-4 penalty on their grapple checks.36


Damage, Death & DyingThe human body can only take so much punishment before death, but there are specific ways in which acharacter can be saved if they have taken potentially lethal damage.DamageThe amount of physical injury thata person has sustained is measured indamage, and is counted up from zero.It should be tracked on the character sheetby checking the boxes as shown here.HealingDamage can be removed by a nights restand a medic check, or by some form ofarcane healing. A full night’s comfortablesleep, or eight hours of rest for nocturnalcharacters, will remove damage equalto a character’s Medic skill roll. Severalcharacters in a party can make medic checksfor a single resting period. Use the highestof these scores, with the assisted skill bonus.Elemental & Physical DamageSome damage, such as that dealt byweapons, is considered physical,while some, such as that dealt by spell,is elemental, but both are tracked in thesame place. Armor reduces all damage,but some spells and effects reduce onlyone or the other. If damage is not listedas elemental damage, then it is assumedto be physical.UnconsciousnessDAMAGECHARTA character’s unconsciousness limit is based onwillpower, and is listed on the damage tracking baron the sheet as the lower of the two bars, as shownhere. A character who has taken more damage thantheir unconsciousness limit will be unconscious.Unconscious characters can be revived by a mediccheck, with a difficulty equal to the damage they havetaken over their unconsciousness limit.The character shown on Example 1 has a willpower of 7, andhas taken 28 damage. Their consciousness limit is 20, sothey would be unconscious. They would require a medic checkwith a difficulty of 8 to revive.OVERKILL5045403530252015105DAMAGEEnd 15-16End 13-14End 11-12Wil 15-16End 9-10Wil 13-14End 7-8Wil 11-12End 5-6Wil 9-10End 3-4Wil 7-8End 1-2Wil 5-6Wil 3-4Wil 1-2DAMAGECHARTOVERKILL5045403530252015105DAMAGEEnd 15-16End 13-14End 11-12Wil 15-16End 9-10Wil 13-14End 7-8Wil 11-12End 5-6Wil 9-10End 3-4Wil 7-8End 1-2Wil 5-6Wil 3-4Wil 1-2What’s next?ShockSome abilities and magic have thecapacity to shock, or non-lethaldamage. This counts up with normaldamage, but goes away at the end ofthe current segment on the combatclock, and so does not need to bemarked on the character sheet.This damage cannot kill a character,but can knock them unconscious.Death & DyingA character’s death limit is basedon Endurance, and is listed on thedamage tracking bar on the charactersheet. If a character’s current damageis greater than their death limit,they have 3 rounds to receive someform of healing, reducing their damage,or to be stabilized through a mediccheck with a difficulty equal to thenumber of damage they have overtheir death limit. If they do not receiveeither of these in time, they will die.The character shown in example 2 has anendurance of 9, and can take 35 damagebefore they are dying. Right now they havetaken 45 damage. An ally would need to makea medic check with a diffi culty of 10 within3 rounds of them taking lethal damage inorder to save their life.In the Mayhem system there is no rule or methodfor bringing dead characters back to life. However,Death does not need to be the end of that game, sinceit is a simple matter to generate a new character, use afavorite character again in another game, or to bend therules for the sake of continuing play. However, keep inmind that the risk of death can keep a game suspenseful.Completely removing the threat of death from a gameby making it cheap or easy can actually weaken the funof the game.37


Height & FlightThe capacity for flight grants incredible freedom and tactical advantage. Shifting the game into threedimensions, however, can add its own layer of complexity, so that running fl ight combat is its own uniquechallenge. Adding fl ight into a game will greatly change the tactics and tone of the game.“Flight grants many combat advantages, includinggreater speed, tactical visibility, and the capacity toavoid attack. It has just one key fl aw. Gravity.”WingspanWinged flight requires significant space to be effective.The character must have open area around them aswide as their wingspan in order to use their wings atall, and in most cases must fly in a forward direction,rather than straight up. This prevents flight in tightpits or corridors, or when a character is crowded inby opponents.Taking OffUnless they begin by falling at least 3 meters, a charactermust spend an action to take off, before beginningwinged flight. Taking off is a very slow action, liftinga character up 3 meters and forward 2.Continued Flight & AttacksThe Winged character covers a lot of ground, but has ahard time stopping in midair. They must make a full moveaction each turn, but they may move 8 spaces each timethey move. A character cannot hover in place, and if theyare stopped unexpectedly, they should take falling damageas though they had fallen at least 8 meters.38


Unless they have some ability which allows them to doso, they may not attack or cast spells while in flight,but may attack at the end of their flight, as a charge.They may still defend normally.Tracking HeightWhen characters get off of the ground, it is importantto remember how high they are in the air, in order todetermine attack ranges. If they expect to work withheight, the storyteller can draw a single line acrossone side of the map, marked in 1 meter intervals.Flying characters can be placed on this meter asshown in the height tracking chart to record howhigh they are at any given time.Turning RadiusSince most flight depends on momentum and lacksthe ground under one’s feet to stop or turn, Movingwithin flight has some specific restrictions. Turningis organized by a turn radius number. The lower thenumber, the tighter a character can turn in flight.AscendingFighting against gravity is hard work, and characterscannot ascend directly upward. When ascending,they must sacrifice forward motion for some vertical gain.For every 2 meters they sacrifice in forward movement,they can ascend 1 meter, to a maximum of 3 meters up.For example, a character can move 8 meters forward, or 6 metersforward and 1 up, or 4 meters forward and 2 up, or 2 metersforward and 3 up, each as a full move, a very slow action.DescendingA flying character may go down much easier than theycan go up. A character may descend up to 8 metersas part of a horizontal move, without reducing theirhorizontal distance. This means that they could forward8 meters and down 8 meters in the same action.Diagonal Attack RangesDetermining combined distance for both horizontaland vertical dimensions can be tricky, especiallywhen looking for ranges with magic or shot weaponryAlthough there are a few mathematically sound waysof doing so, this kind of calculation is probably beyondthe scope of the game. The best way to handle thissituation is to simply take the storyteller’s best guess.The specific distance doesn’t matter as much as keepingthe gameplay moving.The best way to think about this is to consider thecharacter turning as through leashed to a post severalmeters away. This is called the pivot point, and mustbe at least as many spaces away as the turn radius.A Radius of 3, for example, can turn as though fixed to a pivotpoint 3 meters away. A radius of 2 or 1 would let the characterselect a closer pivot point, and therefore tighten the turn.A maneuverability of 0, or perfect maneuverability, allows thecharacter to turn on the spot.For example, If a player is 10 meters away horizontally and10 meters away vertically, they’re probably somewhere inbetween, about 15 meters. If either the vertical or horizontaldistances is much shorter, the distance could be closer to12 or 13 meters.Flight TechniquesIn-flight combat has its own tricks and tips, which can befound toward the end of Chapter 7, Combat Techniques.39


Additional TacticsFurther combat tactics and maneuvers can grant a character great advantage over their opponents, includingsurprise attacks, whelms, defensive delay, weapon techniques and other terrain bonuses.Surprise Attacks & Intuitive DefenseWhen a character catches an opponent off guard,they have a better chance of hitting their target and assuch, a better chance at dealing solid damage. Somesuch situations might include attacking from a blindspot, attacking a character who is unaware they arebeing attacked, attacking while invisible, or coming upwith some other way to catch an opponent with theirguard down. In any of these situations, the attackingcharacter can apply their Surprise Attack Bonus,which is listed on the character sheet, and based ontheir Cunning. This counts as a situational bonus forstacking purposes.Likewise, any time a character is being attacked byanother character using a surprise attack bonus,they must use their intuitive defense bonus orpenalty while defending.Whelm AttacksOn may occasions, it is advantageous for two charactersto gang up on one, attacking them simultaneously.This is considered a cooperative action, as explained inthe previous chapter. Two characters must be on thesame spot on the combat clock, and they must declarethat they are attacking simultaneously. They gain abonus equal to the number of participants, +2 fortwo characters, +3 for three, and a maximum of +4.They each use their own skill roll. This can be usedon any skill action or grapple check, and counts as asituational bonus.Defensive DelayIf a character is attacked while waiting off the combatclock, they gain a +2 Circumstance bonus to theirDodge, Parry, Autonomy, or Grit rolls.Standing, Kneeling & Prone DefendingA character attacking while prone suffers a-2 circumstance penalty to that roll. A characterdefending from a melee attack suffers a -2 penaltywhile crouching or kneeling, and a -4 penalty whileprone. However, a character defending a ranged attackgains a +2 circumstance bonus while crouching orkneeling, and a +4 while prone.Combat TechniquesThere are many abilities that can be used to add flairand strategy to a fight, or to just change up the way thatcombat functions. Most of these abilities are found inchapter 7, and are based on the use of specific weapons,and have a style of fighting that matches the innateadvantages and disadvantages of that weapon. Others,such as mounted, unarmed and flight techniques, requireother strategies. Even some attribute abilities, found inchapter 6, can be used in combat.Ultimately, this book contains a wide variety of strategiesand tactics that can make combat more interesting andgive your characters an edge when they need it.MagicArcane attacks often have the advantage of both distanceand power, able to deal significant damage very quickly.Additionally, elemental magic can dramatically changethe way that the battle ground, adding physical walls,obstacles, area effects, or obscuring mists and darkness.Magic can also augment physical attacks, adding damageand elemental effects to otherwise mundane attacks.Terrain & other bonusesOccasionally, there could be some other reasonwhy a character would deserve a situational bonus.The Storyteller is free to apply these bonuses orpenalties whenever appropriate.40


Environmental HazardsSometimes it does not require an enemy’s sword or a mage’s fire to kill a character. Often a slip at the topof a cliff or being trapped underwater is just as effective.FallingFew weapons are quite as deadly as simple gravity.If a character falls more than 3 meters, they take1d8 damage for every meter that they’ve fallen. This canbe reduced or negated by making an acrobatics check,as explained in chapter 2. If this check is successful,then damage is negated entirely. If this check fails,then the falling character takes 1d8 damage for everymeter by which they failed their check. If the groundbelow is uneven, sharp, or lined with some kind ofhazardous material such as sharp rocks or iron spikes,the damage die per meter should be increased. If theground is soft, the damage die may be lowered.If a falling character falls past another, the secondcharacter may attempt to reach out and grab thefalling character as a free action, provided theyhave a free hand. Falling on top of another characteror soft living creature divides the damage betweenthe involved individuals.Loose or Difficult TerrainOccasionally a group of characters will need to maneuveracross loose or difficult terrain. Slick ice, loose gravel,or oil may require a character to make an acrobaticscheck to keep their footing. If they fail, they will slipand fall, ending their movement.If the ground is stable but difficult to move through, suchas moving through snow or sand or swimming throughwater, a character may need to apply a movement penalty,as explained in Movement or in the Athletics section ofChapter 2.check with a difficulty of 15, administered within 3rounds of their death, may save them from this fate.Fire & LAVAA character standing in fire will take 1d8 damage whenthey enter and again each round. Particularly hot firecan increase damage. Magma or other molten solidsinevitably do significant enough damage to kill a normalhuman being, or at least to melt off any part that itcomes into contact with.ExhaustionProlonged exercise, combat, or going days withoutsleep are all tiring. If a character goes without foodor sleep for one day, their skill dice decrease by 1 step.If they are involved in strenuous activity for an extendedtime without rest, a number of rounds equal to theirendurance, they also decrease their skill dice by 1 step.These reductions in skill dice stack continuously,and can be removed by sleeping eight hours.Light & SightPossibly the most common environmental barrier issight. When in darkness, a light such as a torch willilluminate 5 meters of clear vision, and 5 meters ofpoor vision beyond that. Individuals acting in poorvision should gain +2 circumstances to sneak anddodge, while those in deeper darkness should gain +4.Suffocation & DrowningRelatively clean air is necessary for an individual to live.A character deprived of it can hold their breath a numberof rounds equal to their endurance. Once that time isup, they begin to drown. A drowning character cannotmove or act, but their life can be saved if someone pullsthem out of the water within three rounds. If not,the character starts dying. As with damage, a medic41


Chapter FOUREquipmentThe blacksmith worked his hammer with a slow rhythm, a song ofskill and steady hands. The new weapon that was taking shapeunder his hammer would be a beautiful tool, a sword that would beworthy of the best of warriors. The sword’s blade glowed a feral red,showing its aggressive nature until he took it to the barrel andbathed it in salt water, to cool its temper. It hissed its protest andsteamed the water, vocalizing its indignation. Admiring his work, hemused that this would be one of his fi nest blades yet. He set theblade out just in time for the bell above his door to ring, signallinga customer.The smith looked up to see one of the most haggard people he hadever met. The swordsman, most likely an adventurer, looked likehe had been half-chewed by a dragon. His armor was dented so badlyit only vaguely resembled armor. He was holding the broken hiltof a heavy longsword, and he had a quiver that only carried twoarrows. One of them was missing the fletchings, and all of thegear was covered in char-marks.“I assume you’re here to buy some new gear?” The blacksmithsmiled, and the adventurer matched his expression. The scars onhis face were fresh pink, recently healed and probably throughsome arcane means. “Let’s start with the armor.”They went through the blacksmith’s wide collection of examples,until the Smith finally took an order for exactly what his customerwanted. He re-stocked the man’s arrows, he’d just gotten a bunchfrom the fletcher this morning, and then they turned to thereal task.“I need a new sword.” The adventure said, resolutely.The Smith glanced back at the masterpiece he had just finished.There was a brief feeling of loss at having it sold so quickly afterit was finished, but such was the business. Such a fine weapondid not deserve to be left on a shelf.“I have just the one you’re looking for.”


ArmorAn adventurer’s gear can be critical for survival and success. This chapter will list the armor, weapons and tools,as well as other things that can be bought with hard-earned spoils.ARMOR CHARTARMOR ARMOR VALUE MOVE PENALTY STACKED MOVE PENALTY ATTRIBUTE REQUIREMENT COSTLeather/Hide 2 - 1 - 1 gChain Mail 3 1 2 Str 7 4 gBreastplate 4 2 3 Str 8 5 gHalf Plate 5 3 4 Str 9 6 gFull Plate 6 4 5 Str 10 9 gThe Gold StandardFew forms of wealth are as universal as simple gold coin.If an item costs less than one gold, it can be assumedthat the character has enough to afford it, assumingthey’re not completely destitute. Remember that asuccessful adventurer tends to be very wealthy, and anunsuccessful one tends to be dead. The money that theyoften have access to goes above and beyond a normalwage. The value of equipment reflects this.ArmorArmor reduces the physical and elemental damage anindividual takes by its armor value. Leather armor,for example, reduces all damage by 2.Move PenaltyDue to its weight, armor applies a move penalty,as explained in chapter 3. Reduce move distancesby this penalty.Stacking with natural ArmorA character can only wear one set of armor, but if theyhave a natural armor, then their armor value does stackwith armor that is worn. They should also stack movepenalties, with an additional move penalty of 1.Requisite attributesHeavier armor and weapons require Strength or Agilityto be used effectively. Without it, all physically basedskills suffer a -4 circumstance penalty.43


WeaponsEach weapon has its own advantage. Choose the weapon that best fits your character. Descriptions of eachweapon can be found in Chapter 7, Combat Techniques, highlighting their individual tactics.Axes and Maces deal heavy damage, but swing slowly.Axes have a slightly better critical range, for spectaculardamage. while maces are more consistent.Swords are elegant, versatile, and effective for both offenseand defense. They range in size and speed and often havea low crit range. They are a superior choice.Daggers are fast, easily concealed, and throwable.Shields provide defense, but are heavy and slow.Spears are fast, have long range, and a low crit.They are poor defensively, but work well with shields.Bows & Crossbows excel at ranged damage. Crossbowshit harder, but require reloading.scythes are an awkward weapon, used more for styleand intimidation than as a main combat option.Whips have spectacular range but minimal damage.unarmed Combat is useful as a backup. A trained fistimproves a basic punch or kick considerably.WEAPON CHARTWEAPONS STYLE ATTACK SKILL HANDS RANGE ATTACK PARRY CRIT DIE SPEED RELOAD MV PEN REQ COSTHEAVY AXES AND HEAVY MACESBattleaxe - Melee 1 1 +1 -1 5/10 2d8 Slow - - Str 9 5 gGreataxe - Melee 2 1,2 +1 -1 5/10 2d12 Very Slow - - Str 11 7 gMace - Melee 1 1 +2 -2 6/12 3d6 Slow - - Str 9 3 gMaul - Melee 2 1,2 +1 -1 6/12 3d8 Very Slow - - Str 11 5 gLIGHT AXES AND LIGHT MACESClub - Melee 1/2 1 +1 - 6/12 2d6 Average - - - -Hatchet - Melee/Thrown 1 1/5 +1 -1 5/10 1d12 Fast - - - 2 gSPEARJavelin - Melee/Thrown 1 1,2 +1 - 3/6 1d6 Very Fast - - - 1 gSpear 1 handed Melee 1 2,3 +1 -1 3/6 1d10 Average - - - 1 gSpear 2 handed Melee 2 2,3 +2 -1 3/6 1d10 Average - - - 1 gSpear Close Grip Melee 2 1 0 +1 5/10 2d6 Fast - - - 1 gStaff - Melee 2 2,3 +2 -1 5/10 1d12 Fast - - - -Staff Close Grip Melee 2 1 0 +1 5/10 2d6 Fast - - - -HEAVY SWORDSBroadsword - Melee 1 1,2 +1 +1 4/8 2d6 Average - - Str 8 5 gGreatsword - Melee 2 1,2 +1 - 4/8 2d10 Very Slow - - Str 10 7 gLongsword 1 handed Melee 1 1,2 - - 4/8 2d8 Slow - - Str 9 6 gLongsword 2 handed Melee 2 1,2 +1 - 4/8 2d8 Slow - - - 6 gLIGHT SWORDSShort Sword - Melee 1 1 +2 +1 3/6 1d6 Fast - - - 3 gMain Gauche - Melee 1 1 +1 +1 3/6 1d6 Fast - - - 5 gLightsword - Melee 1 1,2 +1 +1 3/6 1d6 Very Fast - - - 7 gSabre - Melee 1 1,2 +1 +1 3/6 1d8 Fast - - - 7 gLIGHT SWORDSDagger - Melee/Thrown 1 1/5 +1 +1 3/6 1d6 Very Fast - - - 3 g44


WEAPON CHART CONTINUEDWEAPONS STYLE ATTACK SKILL HANDS RANGE ATTACK PARRY CRIT DIE SPEED RELOAD MV PEN REQ COSTSHIELDHeavy Shield - Melee 1 1 -1 +3 6/12 2d6 Very Slow - 2 Str 9 7 gShield - Melee 1 1 - +2 6/12 2d6 Slow - 1 Str 8 5 gBOWSBow - Shot 2 12 - n/a 3/6 2d8 Slow - - Str 7 3 gShortbow - Shot 2 9 +1 n/a 3/6 2d6 Average - - Str 7 5 gCrossbow - Shot 2 10 +2 n/a 4/8 3d6 Slow - Str 7 10 gSCYTHEScythe - Melee 2 1,2 +1 -1 4/8 2d10 Slow - - - 1 gWHIPWhip - Melee 1 3-5 - -1 5/10 3d4 Slow - - Agi 8 1 gUNARMED ATTACKSTrained Fist - Melee 1, 2 1,2 - - 5/10 2d6 Very Fast - - Str 8 -Gauntlets - Melee 1 1 - - 5/10 2d6 Average - - Str 10 5 gFist - Melee 1 1 - n/a 6/12 3d4 Fast - - - -46


EconomicsOne of the prime motivations for adventuring is the acquisition of wealth. Whether it be for noble or selfishpurposes, wealth is still an important part of most characters’ careers. Included here is a list of many thingsthat are available in a fantasy economy, to give scope and scale to the money that characters earn.CURRENCY AND GEMSCURRENCYBank NoteGold BarPlatinum BarPlatinum CoinLesser Gemstone, TinyLesser Gemstone, SmallLesser Gemstone, MediumLesser Gemstone, LargeGemstone, TinyGemstone, SmallGemstone, MediumGemstone, LargeRare Gemstone, TinyRare Gemstone, SmallRare Gemstone, MediumRare Gemstone, LargeANIMALSA King’s RansomANIMALSMule/DonkeyCowOxRiding HorseFine HorseDraft HorseWarhorseHeavy WarhorseExotic PetExotic MountExotic Large AnimalOTHER SERVICESCASTINGSkilled Services,(medic, tinker, etc.)Arcane HealingCOSTAny Amount Listed10 g50 g5 g2 g5 g10 g40 g50 g100 g200 g1000 g100 g250 g500 g2000 g1000 gCOST5 g5 g10 g30 g50 g20 g30 g40 g10 g x skill cap.20 g x skill cap50 g x skill capCOST1 g x skill level.2 g per spell, per circle.HIRELINGS AND SERVANTSHIRELINGCOSTPeasant laborer1 g x monthScribe/Assistant5 g x monthExperienced Laborer5 g x monthSkilled Craftsman10 g x monthSerious Hazard Pay 5 x cost, paid weeklyGuard/Mercenary 1 g x skill cap x weekCLOTHINGCLOTHINGCOSTAdventurer's Gear1 gMerchant's Garb1 gMonk's Habit -Nobleman's Clothing5 gPeasant Garb -Performer's Garb1 gPriest's Robe5 gRegal Clothing10 gSoldier's Tunic1 gSpellcaster's Robes1 gStealth Gear1 gTraining Gi -Workman's Clothing -SIMPLE OBJECTS AND TOOLSITEMCOSTCandle -10 meters of Chain 1 gLantern3 gOil1 g10 meters of Rope -Saddlebags2 gShovel1 gFOODCLOTHINGCOSTOne Months Rations1 gOne Fine Meal1 gWAGONSWAGONCOSTCart5 gOpen wagon10 gCoach/Closed Wagon20 gSHIPSSLAVESCOSTBoat5 gShip, 1 mast50 gShip 2 masts100 gShip 3 masts300 gShip, 4 or more masts1000 gPROPERTYPROPERTYCOSTTown Plot20 gCheap City Plot40 gCity Plot60 gPremium City Plot100 gBUILDINGSBUILDINGSCOSTTown House/Shop40 gCheap City House/Shop80 gCity House/Shop120 gPremium City House/Shop200 gCountry Manor100 gCity Manor300 gCountry Estate500 gCity Estate1500 gPalace 5000FORTIFICATIONSFORTIFICATIONSCOSTSmall Fortress200 gTower300 gKeep1000 gCastle2500 g47


Skill KitsA skill kit contains the equipment necessary for assisting in certain skills, and contains many or all of the itemslisted. Using a kit requires some preparation, and thus cannot be done during combat. Some checks may requirea kit to be done at all.skill kitsThe purpose of these kits is to have a few tools andsimple objects handy for resolving challenges and togive some equipment bonuses to non-combat skills.The specific objects available in any kit is somewhatflexible, but should include anything that might makesense for the overall purpose of the kit. These kits canand should be used creatively to resolve many situations,to look for answers outside of the obvious.Between them, these kits should include just abouteverything that the average adventurer needs.However, some characters are far from average. In rarecases, it may be a good idea to construct your owncharacter’s kits, specific to the niche that your characteris trying to fill. The trick with this process is to limitthe materials to very specific tasks, applying them toone or two minor bonuses. A kit should not be ableto fulfill every purpose that the character will run intocarte blanche.Quality Skill kits may be significantly more expensive,or may require rare objects, tools and materials, but thebenefit of such quality is that it will grant a greater bonusto whatever task it is needed for.SKILL KITSKITS CONTENTS STANDARD BONUS QUALITY BONUSAcrobat's KitIncludes hand chalk and joint wraps.Quality kits might include joint braces, exercise equipment, or a folding balance pole.+2 to acrobatics +4Cave KitClimbing GearCooking GearDisguise KitFine Toolbox:Lock picks:MedkitSewing KitIncludes candles, torches, ropes, and mapping materials.Quality kits might include a lantern.Includes short ropes, pitons, a mallet, climbing shoes and chalk.A quality kit might have better chalk and spikes, and better rope and harnesses.Includes small pots and pans, utensils, measuring tools, and basic spices.A quality kit might contain better spices and more elaborate tools.Includes brushes, paints and wax, as well as a mirror and sculpting tools.Quality kits might have elaborate wigs and better paints.Includes small hammers, screwdrivers, pliers, spare parts and other objects usefulfor tinkering and particularly for clockwork.Includes pins and awls used for locksmithing and picking locks.Higher quality kits include more fine and specific tools.Includes bandages wraps, wire, salves and basic medicines for medical purposes.Quality kits might include surgeon’s tools and better medicine.Includes pins, needles, thread and spare cloth.Quality kits might include better scissors, measuring and marking tools+2 to Wildernesschecks underground.+4+2 to climbing +4+2 to cooking +4+2 to disguises +4+2 to repair orcraft mechanical objects+4+2 to picking locks +4+2 to medic checks +4+2 to repairor craft clothingSwimming Gear Includes gloves and goggles. Quality kits might include breathing tubes, fins and insulated clothing. +2 to swim checks +4+4Saddle and TackTrap GearSmith's ToolsWilderness ToolsRiding gear, saddle, tack and reins, varying based on the mount.Quality kits may include blinders and training tools of various kinds.Includes fine tools for the detection and disarming of traps.Similar to the fine toolbox, but with more specific tools.Includes heavy tools, hammers, tongs, and other forge tools for working metal.Quality kits may include better and more diverse tools.Includes a compass, knife, mirror, fire starting materials and other basics for wilderness exploration.+2 to ride checks +4+2 to disarmor craft traps+2 to craftor repair metal objects+2 to Wilderness checksabove ground.+4+4+448


Section ThreeRaces and talents


Chapter FiveRaces, Curses & TalentsThe City of Ricter was like a fruit, ripe and ready to fall. Zera theFiend was sure of it. She had been watching it for months, as thesiege dragged on, and despite their stores and provisions, thepeople of the city were getting restless. The Salvaran Emperorhimself had set up a pavilion just out of bow shot, and rankupon rank of his army were camped in a wide ring around thewalled city, waiting for the gates to open. They hadn’t botheredwith siege engines. Ricter had plenty of defensive enchantments,and scores of High Mages that would make any such approachfutile. Salvar counted on Hunger as their strongest weapon, andit was working. Mighty as they could be, few forces of magic couldrival the raw anger of a starving crowd.However, they had forgotten one important detail. They hadn’tfactored in the Demons.Ricter was a powerful city, led by a Minotaur king who washonorable, intelligent and strong willed. It had stood for centuries,strong and solitary. The small Demon cities to the north had longbeen bitter rivals with Ricter, constantly harassing them anddisrupting their order and trade. However, what the Emperorhadn’t understood was that Ricter and Demonsgate were cruelrivals, yes, but they were also unlikely allies. Such was the way withthe Demon Cities, and truth be told, with demons in general.The Demon Cities were ready to act. Her forces had waited toinvolve themselves, true, but that was mostly to let the Minotaursquirm under the weight of his own civil unrest. Such a thoughtwas quite pleasant, as was the thought of the assassins that werenow making their way toward the Emperor’s pavilion.The death of an emperor would be enough to make the army stopin its tracks, force them to retreat as the conflict of successiondemanded their presence elsewhere. Such a situation could berichly beneficial to an enterprising fiend, as would the debt nowowed by the honor-bound Minotaur king.The moon shone bright over the eastern hills, and it was a goodnight to be a Demon.


Races, Curses & Talents IntroWhile this game was designed to grant great flexibility in specific style, playing a race or talent can be a greatstarting point for building a character. The personality and capabilities of each of the races included in thischapter can create a wide variety of vivid, rich characters.Adding a Race, Curse, or TalentWhen building a character, the player may choose onerace or talent at no cost. Add the character’s innateabilities to their abilities page.Most of the character types in this chapter have twoattributes which are better than average. When theyadd this ability, they increase them by 2 points each.These abilities can be further enhanced through theInhuman Attribute ability in Chapter 6.A player who chooses not add a race or talent uponcreation is human, with no innate supernatural talents,and may spend 20 extra points at the beginning of thegame to purchase spells, weapon techniques or attributeabilities, as described in the human entry on thefollowing page.Advanced AbilitiesIn addition to their base abilities, these character typeshave advanced abilities that some of their kind acquire.Purchasing these abilities is like purchasing any otherabilities in the game, except that they are only availableto the character type under which they are listed.Adding an additional Curse or TalentIt is possible to add a secondary curse or talent,later in the game, but there are some rules regardingcompatibility, which are listed in each entry. Addingan additional Curse or Talent must also be done as asignificant part of that character’s story, and not gainedthrough simply leveling up. A second Curse or Talentwill cost 20 points, as listed in the text.RacesA race is a character’s physical heritage, and in this gamemost often denotes an entirely different species, ratherthan what we understand as racial diversity. Differentraces can grant dramatically different features andcapabilities. A race must be started at character creation,and cannot be retroactively added to a character as theydevelop, without dramatic arcane intervention.The races included here are the Animal races,Demonic races, Divine races, Shapeshifters, and theFae. Each maintains a distinct tone, and will providefor a different gaming experience.Many of these races seem to have a typecast personalityand description associated with them. This helps guidethe player in forming a character, but is not a hardlimitation. Demons can be caring and Aeonic can bespiteful. Animal races can be civilized and the Fae canbe brutal and cruel. Keep this in mind while developinga character, and play the character as you want to see itplayed, and not always as instructed.CursesA curse is a condition that the character finds themselvesin, which in most cases is irreversible. The plight ofthe werewolf and the vampire, for example, are curses,as is the state of the true undead. These curses can beacquired as a character progresses, but only throughevents in the character’s life. One does not simply wakeup as a werewolf, but becomes one after a violent andlife-threatening encounter. A character may, however,start the game with one of these curses, as this eventcould have happened to them before this chapter oftheir story begins.TalentsAlso included in the Demonic and Divine categoriesare a list of supernatural talents. These are innateabilities that a character can discover within themselves.These may be acquired as the game progresses, throughpersonal practice and study, or they may be a giftbestowed by some greater being. The acquisition andprogression of these talents is up to the player andthe storyteller.CompatibilityMany of the character types in this chapter are notcompatible one with another. Normally, a character canonly have one race, one talent, and/or one curse, however,some of the specific abilities have more complicatedrestrictions. Each character type will have listed specificcompatibility instructions.51


Races & Talents chartName Description Type Inhuman Attributes Skill BonusesAnimal RacesAhrlen A winged, bird-like animal race Race Agility, Intuition -Carnac A constrictor snake animal race Race Agility, Cunning Sneak, AutonomyLeeven A fleet-footed rabbit animal race Race Intuition, Endurance Athletics, Perception, CharmMinotaur A heavy-handed bovine animal race Race Strength, Endurance Athletics, GritRa’Sharan A strong and agile feline animal race Race Strength, Agility Intimidate, Grit, AthleticsTinek An agile spined animal race Race Agility, Endurance -Demonic Races & TalentsCucacharan A demonic foot-soldier cockroach Race Endurance, Willpower Grit, AutonomyVraaj Fiery demonic nobility Race Strength, Willpower, Intimidate, SneakFiend Winged void demon Race Agility, Willpower Sneak, DeceiveSuccubus A frail, but charismatic and manipulative demon Race Charisma, Cunning Charm, Deceive, Gossip, HaggleBlighted Extremely unlucky condition for both enemies and allies Talent Charisma, Cunning, Charisma, CunningSoul Thief Can steal the knowledge, skills and abilities of opponents Talent Willpower, Cunning -Divine Races & TalentsAeonic Angelic guardian race of light and truth Race Intelligence, Charisma Lore, Charm, SpiritSeraph Prophetic, angelic race Race Intelligence, Intuition -Vanir Divine Warrior bent on exterminating demonkind Race Strength, Willpower -Aesir Sturdy, divine race from Esseldein Race Strength, Endurance Athletics, Grit, AutonomyDivine Blade The wielder of a divine blade, enchanted for hunting demons Talent Endurance, Willpower Parry, Dodge, Autonomy, GritYazata An ancient order empowered with words of power Talent Intuition, Cunning SpiritFaeArtan Earth fae Race Intuition, Endurance Empathy, Perception, GritDryad Woodland fae Race Endurance, Willpower Wilderness, Empathy, PerceptionNaiad Water fae Race Willpower, Charisma Perception, Empathy, CharmScath Shadow fae Race Intuition, Cunning Perception, Empathy, DeceiveSephret Fiery fae Race Intuition, Willpower Perception, Intimidate, CharmSylph Sky fae Race Agility, Intelligence Lore, Perception, CharmShapeshiftersWerewolf Feral wolf shapeshifter Curse Willpower, Endurance -Wererat Feral rodent shapeshifter Curse Cunning, Endurance -Changeling Versatile animal shapeshifter Race Agility, Cunning -Kitsune Nine-tailed illusionist Race Charisma, Cunning Charm, Deceive, DodgeShapeshiftersLiche Undead Mage Curse Intelligence, Intuition -Necretesh Undead Warrior Curse Agility, Endurance -Gheist Lost soul, tied to their talisman Curse Willpower, Intuition -Ghost Walker Mortal with Ghostly abilities Curse Intuition, Cunning Sneak, Perception, SpiritVampire Undead Predator Curse Strength, Agility -52


HumanThe human race is the youngest of the sentient races,having only been around for the last age. They areadaptable, prolific and ambitious, and so have builtup nations and cities at a rate that far surpasses the olderraces that they have encountered. As such, most of theworld’s communities are predominantly human.Despite a numerical advantage, humans are stillthe newcomers to the world’s stage, and are oftenput up against forces that are much older, moreexperienced, and in most cases more powerful thanthey are. The human race relies on their adaptability,tenacity, and in some cases raw numbers to survive,and even to thrive.Human characters can display a wide variety oftemperaments and personalities, and can masternearly any discipline. Humanity hasa lifespan of just under acentury, and generallylive in families orcommunities, rangingfrom small townsto massive cities.To the human race,the world is new and wideopen. It’s full of old secretsand undiscovered magics thatare waiting to be foundand put to use. To this end,humans make natural adventurers.Their sense of exploration andexpansion has led them to settlemost of known world, to find homesand stability in even the harshest andmost dangerous climates.Most of the world’s smaller settlementsare entirely human, or have one or twoother races among them in specific roles oroccupations that suit them. Larger civilizations,however, are generally more tolerant, and havea mixed population. Older races generally haveestablished strongholds and nations that stillhave some control, but the world, as a whole,belongs to humanity.HUMAN AbilitiesType Inhuman attributes IncompatibilitiesRace None RacesInnate Racial AbilitiesFlexibility and Adaptability: The human race is very adaptable, and has aknack for learning a wide variety of disciplines. When starting a human character,the player may select up to 20 points worth of abilities and add them.“Honestly? Human beings are sort of the world’sunderdogs. We’re not as strong as the Minotaur,not as tough as the Cucacharan, not as smart asthe Aeonic, and not as sly as the Scath. But hey.I like being the underdog. It keeps the others off guard,makes them underestimate us, and in the long run,if we think fast and keep on our toes, we win.”53


AhrlenThe Ahrlen is a winged creature, modeled after theeagle or hawk. They are graceful and light of frame,with feathers that grow along their backs and armsand amongst their hair. They have strong wings andsharp talons.In personality, the Ahrlen are quiet, but tend to actdecisively. They frequently avoid confrontations,and prefer ambush and harrying tactics to fair fights.The Ahrlen get along fine with most other races andnations, so long as they don’t have to deal with themmuch. They tend to be somewhat isolative.The Ahrlen hail from the mountain communities ofSihkteseh, on the far continent of Keiraset. They live insecluded, simple villages in small family-based groups,and have minimal governmental structure.Ahrlen live as long as humans do, reaching maturityin their late teens and living until they are nearly acentury old.“Few feelings are as exhilarating as the rush of the highwinds, and nobody can match the speed and grace ofthe Ahrlen for winged flight.”Ahrlen AbilitiesType Inhuman attributes IncompatibilitiesRace Agility, Intuition RacesInnate Racial AbilitiesLight Bones and Feathers: The Ahrlen have very light bones and feathers. Theirlight weight gives them a -4 penalty to grapple checks, but makes them weigh halfof their normal weight. They are considered to have fallen 10 meters less than theiractual falling distance.Eagle’s Wings: The Ahrlen have massive feathery wings. They have a wingspan of5 meters, but are exceptionally agile at flight, with a turning radius of 3 meters.Eagle’s Sight: The Ahrlen may focus their sight across very long distances,making out fine detail at up to 1 kilometer away.Talon-foot: The Ahrlen have sharp talons on their feet. They may attack witha +1 equipment bonus, 1d6 damage and a crit value of 3/6, but may not parry.They attack as a very fast action.Bird’s Tongue: The Ahrlen can communicate freely with normal birds.Advanced Abilities COST: 2TIER123Advanced AbilitiesSprinting Flight: When sprinting in flight, improve their movement speedby one step.Maneuverability: The Ahrlen’s turn radius is reduced by 1. This stacks withthe Tight Bank ability in the Winged Combat Techniques.Stronger Wings: The Ahrlen can carry up to 200 pounds in flight apartfrom their own weight, but fly with a -2 movement penalty. They cannotuse the sprinting flight ability when doing so. This stacks with the HeavyFlight ability in the Winged Combat Techniques.4 Dash Flight: As Sprinting Flight, but instead increase by two steps.54


CarnacCarnac AbilitiesType Inhuman attributes IncompatibilitiesRace Agility, Cunning RacesInnate Racial AbilitiesConstrictor: The Carnac is particularly muscular and flexible, granting them a+3 technique bonus on Grapple checks. They do not need their arms free to grapplean opponent, and suffer no penalty for this.Bite: The Carnac may make a brutal bite attack. They gain a +1 equipment bonus,deal 1d6 damage, have a crit range of 3/6, and attack as a very fast action.Heat Sensation: The Carnac may sense heat, allowing them to see in perfectdarkness and detect invisible creatures. This sensation goes out to 10 meters.Snake Skills: The Carnac is Stealthy, and has a resilient mind. They gain a +1 bonusto Sneak and Autonomy.Advanced Abilities COST: 2TIER123Advanced AbilitiesStriking Bite: The Carnac may make a powerful lunge with their biteattack, moving forward two meters when they bite. They may make agrapple attempt as a free action after a successful bite.Carnac Skills: The Carnac’s bonus in their Autonomy and Sneak checksincreases to +3.Constrictor: The Viper may make a grapple action to begin suffocatingtheir prey. Follow suffocation rules, in the environmental hazards chapter.They suffer a -2 circumstance penalty to all Grit and Autonomy checks ifthey have been unable to breathe for at least 1 round, although they maystill make unarmed attacks as normal. This may not function on charactersthat are very large or larger.“What does it mean to be a Carnac? One could explain,but to do so would be a waste of time. It would be amuch better use of one’s strength to simply swallow theasker whole. That would make a fitting response.”The Carnac has the powerful tail of a snake in place of legs,and is a constrictor, making powerful grapple attacks.The Carnac are cold-blooded and methodical in theirapproach to life. They have little compassion for others,but do have a reputation for keeping their bargains in anodd sense of personal honor. Carnac are quick to strikewhen they see an advantage, and are not afraid to chooseweak prey when given the chance.The Carnac come from the swamps of Sivict, on thesouthern continent of Akei. Sivict cities are hiddendeep within the swamps. They can be small havensin a difficult environment, but are not necessarilyfriendly places.Carnac live as long as humans do, reaching maturity intheir late teens and living until they are nearly a centuryold. They are born from eggs, but most do raise theirown young.55


Leeven“Where am I going? I dunno, but I do knowthat I’m a Leeven! Heh. See what I did there?Anyway, gotta run.”The Leeven is a humanoid rabbit, with tall ears andpowerful legs that allow them to move very quickly.Having a Leeven around is deemed good luck.They make good friends and great company, if onehas the patience, because their short attention spansand excitable natures can make them challenging tothose who prefer peace and quiet.The Leeven come from the continent of Keiraset tothe far south, from a large country called Minova.This old and stable empire is vastly populated with theLeeven, who live in networks of underground warrensbuilt into huge, complicated cities.The Leeven get along with just aboutanybody, for at least a while. Exceptionsare some ofthe more predatory species, such asthe Carnac and other aggressive animal anddemonic races.Leeven are curious and are plagued with wanderlust.They often travel just to see what is over the next hill.They do, however, have a strong sense of community,and so will eventually return to their point of origin.Leeven live as long as most human, generally, althoughmany die young of heart difficulty or foolish decisions.They are born in litters of two to ten.Leeven AbilitiesType Inhuman attributes IncompatibilitiesRace Intuition, Endurance RacesInnate Racial AbilitiesRabbit’s Foot: With exceptional leg-power, the Leeven may kick very hard.When kicking, they gain an equipment bonus of +2, do 3d6 damage, with a critrange of 6/12, and a speed of slow.Rabbit Skills: The Leeven gains a +1 technique bonus to Athletics, Perception andCharm checks. They are exceptionally athletic , perceptive, and are quite charming.Rabbit Run: The Leeven has exceptional endurance. They may run nearly endlesslywithout tiring for hours at a time. They still need to sleep, but otherwise there is nolimit to their physical exertion.Bound: The Leeven may jump 5 meters into the air, vertically or horizontally,as an average action.Rabbit Sprint: When sprinting, Increase their movement speed by one step.Advanced Abilities COST: 2TIER1234Advanced AbilitiesLong Jump: The Rabbit may make a 7 meters, horizontally or vertically,as a slow action.Double Jump: When jumping up a wall with their Bound ability,the Leeven may make one additional bound, either directly up or awayfrom the wall as a free action.Rabbit Skills: The Leeven’s bonus to Athletics, Perception and charmincrease to +3.Superb Kick: The Leeven may choose to use a heavier kick, using anequipment bonus of +1, dealing 3d8 damage, with a crit range of 6/12,and attacking as a very slow action.56


MinotaurMinotaur AbilitiesType Inhuman attributes IncompatibilitiesRace Strength, Endurance RacesInnate Racial AbilitiesBull’s Horns: The Minotaur has the features of a bull, including the bull’s headand massive horns. While in a grapple, they can make a Melee attack with theirforehead and/or horns. They gain an equipment bonus of +2, and deal 3d6 damage,with a crit value of 6/12.Bull’s Strength: The Minotaur is very muscular. They gain a +1 technique bonus toAthletics and Grit checks.Limitless Endurance: The Minotaur does not tire from physical activity. They maysprint, climb, swim, or perform any other activity without tiring. They still mustsleep each day, but they are otherwise fine.Steady Stance: The Minotaur gains a +1 technique bonus to any check made toresist forced movement or initiative damage.Advanced Abilities COST: 2TIER1234Advanced AbilitiesBeast Tackle: Make a tackle attack at the end of a full move, also usingtheir Horn Smash. They gain a +2 tech bonus to the Grapple check.Short Tackle: As above, but if the Minotaur has had at least two spacesto run, they may make their tackle before they reach the end of their fullmove. If their Grapple is successful they may continue moving, pushingtheir opponent back to the last spaces of their move.Minotaur Skills: As above, but a +3 technique bonus to Grit and Athletics,as well as to resist forced movement or initiative damage.Heavy Weapons: The Minotaur may wield a weapon that is particularlylarge for their size. Any weapon that has a naturally larger version, such asa dagger to a shortsword or a mace to a maul, uses those statistics. If not,it increases it’s damage die by one step, such as from 2d10 to 2d12 or even2d12 to 2d14. An oversized weapon automatically reduces it’s Melee and/or Thrown equipment bonus by 1. Oversized heavy shields increase theirparry modifier by 1, but increase their move penalty by 2.Solid Fall: If they can land on their feet, they take no falling damage.The Minotaur has the body of a man, but the head, horns,and brute strength of a bull, and are much more resilient.They are heavily muscled, and a coarse fur covers theirbodies. Typically brown or black in color, they aresignificantly larger than the average human,standing between seven and nine feet tall.The Minotaur is proud and brash, andhas a strong competitive streak. They lovecontests of physical strength. They hailfrom the mountainous kingdom ofPereth to the far south on the continentof Akei. Their mountain forts areisolated from the outside world,and are places of peace and order.On Neiral, the Minotaurs findtheir home in the city of Ricter,on the eastern part of thecontinent. Minotaurkings have reigned therefor several hundred years.Minotaur make loyal friends andpowerful allies, both personally andpolitically. They are noble and kindby nature, and most often travel to usetheir considerable strength for the benefitof others Minotaur live as long as humans do,reaching maturity in their late teens and livinguntil they are nearly a century old.“To stand in a Minotaur’s path is to play atbeing a rug. Expect to be treated as such.”57


Ra'SharanRa’Sharan AbilitiesType Inhuman attributes IncompatibilitiesRace Strength, Agility RacesInnate Racial AbilitiesFang and Claw: The Ra’Sharan has sharp teeth and claws. They may use a bite orclaw attack. They attack as a fast action, with an equipment bonus of +1. They deal1d8 damage, with a crit value of 3/6. The bite attack may only be used while in agrapple, and the neither attack may parry.Cat’s Eyes: The Ra’Sharan may see very well in darkness, only needing a minimallight source to see normally. This does not allow them to see in absolute darkness.Beast’s Fortitude: The Ra’Sharan gains a +1 technique bonusto Intimidate, Grit and Athletics checks.Advanced Abilities COST: 2TIERAdvanced Abilities1 Feline Climb: The Ra’Sharan may climb up any surface on which theycan sink their claws, (most wood, but not most stone,) without makingan Athletics check. They suffer a -2 movement penalty while doing so.2 Fearsome Determination: The Ra’Sharan no longer suffers the normalpenalties for being in critical state.3 Greater Catfall: Reduce falling damage by 10.4 Feline Skills: The Ra’Sharan’s bonuses to Athletics, Intimidate andGrit increase to +3.Catfall: The Ra’Sharan always lands on their feet. Reduce fallingdamage by 5 meters.Catspeak: The Ra’Sharan may communicate freely with normal felines.The Ra’Sharan is the tiger animal race, with agreat cat’s fur, claws and fangs, but withthe body structure that is mostly human.They stand taller than human, six to sevenfeet on average, and are widely built and thicklymuscled. The Ra’Sharan are solitary andcontemplative creatures,appreciative of peace and serenity, but witha capacity for aggression, especially overquestions of personal honor. Outside theirhome, the Ra’Sharan is a rare creature,with a certain quiet mystique.They are from the country of Yumara,on the far continent of Kierest. Yumarais a quiet haven of forest and mountain,where honor and artistry are highly valued.The Ra’Sharan keep fair relations with theirneighbors. They dislike conflict, but havebeen known to defend their borderswith ferocity.Ra’Sharan live as long as humans do,reaching maturity in their late teens andliving until they are nearly a century old.“Life is to be met with serenity, focus,patience and appreciation. The life ofthe Ra’sharan is a balance of action andobservation, of strength in arms and clarityof the soul.”58


Tinek“Life is all about precision. It’s about knowing whatyour goals are and how to get them in the most directway possible. A single well-placed arrow can destroy akingdom as easily as ten armies.”The Tinek is largely human in form, but boasts a wealthof long, sharp pines mixed among their hair andoccasionally down their back and arms. They frequentlyshed these spines, but are able to regrow them over thecourse of a few hours. Because of this, they tend to havehigh metabolisms and voracious appetites, eating justabout anything they can get a hold of, including bothplants and meats.Thanks to their natural defenses, the Tinek are a relaxedspecies, mixing well with others. They have a curiousand friendly nature, but are not easily riled. Their eventempers make them good companions, while their quillsmake them challenging enemies.Tinek live as long as humans do, reaching maturity intheir late teens and living until they are nearly a centuryold. They are slightly smaller in stature than humanbeings, averaging just over 5 feet tall, and tend to befairly athletic.In their homeland on the southern continent of Akei,Tinek are commonly found as merchants and traders.They tend to be shrewd and tough, and are readilycapable of defending themselves when threatened.Advanced Abilities COST: 2TIERAdvanced Abilities1 Quill Expert: Thrown attacks made with quills are granted +1 techniquebonus. This includes the Quill explosion ability.Tinek AbilitiesType Inhuman attributes IncompatibilitiesRace Agility, Endurance RacesInnate Racial AbilitiesSpiky: The Tinek may grow up to 20 spines, like those of a hedgehog or a porcupine.They must rest for the night to grow these spines. Once used, the quills cannot bere-used, but can be re-grown.Grapplespike: If they are grappled successfully, 1d4 quills become stuck in theiropponent. Each quill does 1d4 damage. When inside a grapple, the character canmake a very fast action to trigger this effect.Throw Quill: The Tinek may make a Thrown attack, shedding one quill. Thesedeal 1d4 damage, with a crit of 2/4 and an equipment bonus of +2. This requiresan empty hand to do the throwing. Once Thrown, the quill may not be re-used,but can be re-grown.2 Doublethrow: The Tinek may throw two quills at once. This requires twoempty hands, and neither can crit.3 Very Spiky: As Spiky, but they may grow up to 40 spines.4 Quadruple Throw: The Tinek may fire up to four quills at once, at a-2 penalty. This requires two empty hands, and none of these can crit.5 Grapplespike: As Grapplespike, but when grappling, their opponent isstuck with 2d4 quills.6 Quill Fury: The Tinek may fire up to six quills at once at a -4 penalty.This requires two empty hands, and none of these can crit.7 Quill Master: As Quill Expert, but the Tinek gains a +3 technique bonus totheir Thrown skill.8 Quill Explosion: As a very slow action, the Tinek may expend 10 quills tomake a single Thrown attack, defended by all individuals within 5 meters.Any who fail do defend suffer 6d4 damage from the quills.59


Cucacharan“Humans are pink, wiggly, and disgusting. They wrapthemselves in the skins of other animals, then sweatand slime all over themselves. It’s strange that they tasteso good, but then again, what doesn’t taste good whenfried and buttered?”Cucacharan AbilitiesType Inhuman attributes IncompatibilitiesRace Endurance, Willpower RacesInnate Racial AbilitiesUnhallowed: As a demonic creature, the Cucacharan cannot walk on holy ground,such as a churchyard or dedicated cemetery without suffering 2 feedback per round.Skitter: The Cucacharan may move at normal movement speeds while prone.They can stand from being prone as a free action.Unkillable: The Cucacharan cannot be killed through normal damage. They mustbe incinerated or pulled apart in order to die, and even that is not guaranteed tokill them.Resilient: The Cucacharan is exceptionally resilient. They gain a +1 techniquebonus to Grit and Autonomy.Demonsight: The Cucacharan may see in any darkness as thought it werenormal light.Carapace: The Cucacharan have a thin carapace, which absorbs impact. They havean armor of 3, with a movement penalty of 1.Foul Presence: For any non-Cucacharan, the Cucacharan’s First Impression islowered by three steps.The Cucacharan is a foul demonic race crafted by the eldestof demons to act as foot-soldiers in the never-endingwars of the Thulyet continent. Their faces are horrifyingand they have chitinous plates, a naturally armoredexoskeleton. Cucas are designed for slavery and war.Their lives are short, lasting a few decades at most,but they have a vague, in-born communal memorythat makes them more aware and sly than theyoften let on. They are born in clutches of thousandsof eggs, but most don’t survive to adolescence, due tothe cannibalism of their own kind. Despite this,their numbers in the demon lands are truly vast.Cucacharan tend to prefer warmer climates, and have avery difficult time relating to those from more normalregions. Cucacharan adventure to escape servitude or tolearn and pass knowledge down to other Cucas.Advanced Abilities COST: 2TIER1234Advanced AbilitiesThick Carapace: The Cucacharan’s Armor is increased to 4, with amovement penalty of 2.Wall Crawl: The Cucacharan gains a +4 bonus to Athletics skills madefor climbing.Tough Skills: The Cucacharan’s bonus to Grit and Autonomy increaseto +3. They are intensely tough.Hard Shell: The Cucacharan’s Armor increases in thickness, increasing to anarmor value of 5, with a move penalty of 3.60


VraajVraaj AbilitiesType Inhuman attributes IncompatibilitiesRace Strength, Willpower RacesInnate Racial AbilitiesUnhallowed: As a demonic creature, the Vraaj cannot walk on holy ground,such as a churchyard or dedicated cemetery without suffering 2 feedback per round.Disconcerting Aura: Being around a vraaj is an uncomfortable experience.Anyone within 20 meters is filled with an aura of dread. This grants them a+3 tech bonus to intimidate checks.Horned Demon: The Vraaj has horns. These can be used in a melee attack, but onlywhile in a grapple. This has an equipment bonus of +2 does 3d6 damage, a crit of3/6 and a speed of slow.Demonskin: The Vraaj’s skin is very hot. Any individual who grapples them takes1d6 damage upon contact, and 1d6 damage every time they make a grapple check.Unarmed attacks made by or against the Vraaj deal 1d6 fire damage.Demonsight: The Vraaj may see in any darkness as thought it were normal light.Advanced Abilities COST: 2TIER12Advanced AbilitiesCall Gremlin: The Vraaj may take a very slow action to summon a minordemon, a gremlin. The gremlin will follow one order before disappearing.It cannot attack, and must stay within 10 meters of the Vraaj. If there is anyway for it to misconstrue or to twist its order to cause trouble, it will. TheGremlin cannot last more than one minute.Great Leap: The Vraaj may make a very fast action to set themselves. Ontheir next action they may take a very slow action to make a tremendouslypowerful leap, moving 10 meters through the air. They may make an attackat the end of this movement.3 Strong Spirit: The Vraaj’s bonus to Spirit increase to +3.4Crushing Will: The Vraaj can make an opposed Spirit check to crushthe will of an individual. That individual temporarily loses track ofwhat is going on, what they were doing, and even who they are, dealing2d4 initiative damage and allowing the Vraaj to act unnoticed. This requiresa very slow action, deals 2d4 initiative damage, incurs 4 feedback, and hasa recoil of 1 hour.Wilting Step: Wherever the Vraaj walks, plants wilt. Their bare-footed touchslightly burns plants and plant-based creatures, and scars wood. They are veryeasy to track in heavily vegetated environments.Strong Will: The Vraaj gains a +1 technique bonus to Spirit checks.Hellfire: The Demontouched can hurl powerful hellfire at any target within 10meters, using the Spirit skill. This is a slow action, which incurs 5 feedback, and does3d12 fire damage.The Vraaj are the nobility among demons. They age veryslowly and do not age past maturity. They are physicallyimposing, and have the capacity to crush the wills ofthose they encounter. They are immortal, the oldestliving for ages, and ascending to eventually becomeDemon Lords, the gods of demonkind. Vraaj have fewchildren, centuries apart, and limited familial loyalty.Vraaj are larger than humans, reaching about 7 feet tall,with curved horns and burning red skin. Vraaj are bornof void and fire, and are power-hungry, with a quick andintense personality. They are destructive and possessive,but are capable of subtlety, when the situation demands.They tend to be well-educated in intrigue, lore, andviolence both martial and arcane.Their politics and machinations are intrinsically builton their relationships with the other demonic races,as well their ongoing plans for the subjugation of allothers. The Vraaj, and demons underneath them, havebeen in various stages of conquest for as far as historyreads. Their ambitions would be successful, were itnot for the opposition of the divine races and even theinterference of the other demonic races.“The key to longevity is not so complicated as arcaneequations or elixirs of transformation. It is as simpleas this: Never lose.”61


FiendFIEND AbilitiesType Inhuman attributes IncompatibilitiesRace Agility, Willpower RacesInnate Racial AbilitiesUnhallowed: As a demonic creature, the Fiend cannot walk on holy ground,such as a churchyard or dedicated cemetery without suffering 2 feedback per round.Arcane Resilience: the Fiend is especially resilient against magic. They gain a+1 bonus to any check made to resist the effects of magic.Fiend Fang and Claw: The fiend has sharp claws at the end of their fingers.These claws may not be used to parry. They may make bite attacks, but only whilegrappling. Both attacks act as a very fast action, with an equipment bonus of +1.They deal 1d6 damage, with a crit value of 3/6.Fiend Wings: The Fiend has massive bat-like wings. They have a wingspan of5 meters, and may use these to fly with a turn radius of 3.Demonsight: The Fiend may see in any darkness as thought it were normal light.Stark Skin: The Fiend has either very dark or very pale skin, and are unnaturallyhard to find or to follow. They gain a +1 technique bonus to Sneak checks.Fiend’s Tongue: The Fiend is a natural liar. They gain a +1 technique bonus toDeceive checks.Tail: The Fiend has a long, leathery tail. This tail may be used to make a Melee attack,as a slow action, dealing 3d4 damage, with a crit value of 5/10.ADVANCED Abilities COST: 2TIER12Advanced AbilitiesBlack Bolt: The Fiend may fire a blast of void energy from their mouths.Use the Fiend’s Spirit skill instead of a Shot attack, opposed by the target’sdodge. This has a maximum range of 10 meters, an equipment bonus of +1,and a speed of very fast. It does 1d6 damage, with a crit value of 3/6.This ability incurs 3 feedback.Flight Dash: The Fiend’s wings are particularly agile. When they sprint inflight, improve their move speed by one step.3 Greater Arcane Resilience: The Fiend’s arcane Resiliency increases to +34 Fiend’s Skills: The Fiend’s bonus to Sneak and Deceive increases to +3.5Greater Black Bolt: As black bolt, but they may fire a heavier version,with dealing 2d10 damage, with a crit value of 4/8. This incurs 6 feedback.Fiends are of human size and slight build, not countingtheir bat-like wings or long, lithe tail. Their skin iseither bone-white or void-black. They have small,serrated teeth, steel-hard claws, and dark eyes.Their wings, tip to tip, measure more than twicetheir body length. They are quiet, fast, and cruel,delighting in stealth both socially and in combat.Fiend communities are mostly found in Thulyet andDrailur, the two demonic homelands. They have beenknown to create settlements elsewhere, secluded towerswoven from stone and shadow, accessible only by flight.Fiends, live for several centuries, but are not fullyimmortal like the Vraaj. They tend to have childrenwith mortal frequency, but maintain a disconnectionto their own offspring, so many of the young die.Their young must earn their place in society,rather than inheriting power or position.Fiends get along well with others, so long as they aregetting something out of the relationship. It is oftenfound, however, that those who deal with fiends willbe taken for slightly more than they bargain.“Certainly. I’ll play along, go where you want,and fight where you fight. I’ll even takean equal share in the spoils. Just let metake the night watch. I’ve excellent nightvision, and you’ll be very safe undermy care...”62


Succubus“When considered directly, the succubi are harmless,frail of body and weak in confrontation. We are not,however, to be taken lightly. A succubus may not swing anaxe, but all she needs is a wink and a smile, and ten menwill stumble all over themselves to swing one for her.”Succubi are charming and supernaturally attractive,but their true natures are often calculating and cruel.Few can resist the draw of the Succubus’s charm,which she will use to her advantage at any opportunity.What she wants, she gets, and often in the mostdecadent manner possible. While a Cucacharan orVraaj is likely to leave a trail of broken bodies intheir wake, the Succubus will leave broken heartsand poisoned souls.Succubi most often hail from Drailur, thedemon Islands, although they are found in anysettlement where Demons have established apresence. They are ideal diplomats, and are verycapable of establishing positive relations underalmost any circumstances. Succubi adventurefor thrill, and to spread their influence andconnections, widening their power base.Succubi live longer than humans, two to three centuries,although not as long as the immortal races, such as theVraaj. They do not age beyond maturity, though somewill collect subtle signs of age in their latest decades.A male Succubus is called an Incubus.Succubus AbilitiesType Inhuman attributes IncompatibilitiesCunning, CharismaRacesInnate Racial AbilitiesUnhallowed: As a demon, the Succubus cannot walk on holy ground, such as achurchyard or dedicated cemetery without suffering 2 feedback per round.Demonic Glamour: The Succubus has a supernatural charm. They are alwaysattractive in perception and in all subtle charm, regardless of circumstances.Fragile Beauty: The Succubus’s Death Limit is reduced by 10.Demon Wings: The Succubus/Incubus has a pair of small wings, hung atthe small of their back. These wings are largely cosmetic, and too small for sustainedflight, but they do allow the succubus to glide horizontally, for a distance of up to20 meters. They may use these wings to prevent falling damage.Sly Tongue: The Succubus has a +1 technique bonus to Deceive, Charm,Haggle and Gossip checks.Entrancing Beauty: The Succubus may exert a psychic effect on others thatprotects them from harm. When attacked, the Succubus may incur 4 feedbackand make a Spirit check. Their opponent must roll an Autonomy check againsttheir Spirit roll or will be unable to cause them harm. They need not know aboutthe attack beforehand to use this ability.Advanced Abilities COST: 2TIER1234Advanced AbilitiesGreat Leap: While on the ground, a Succubus/Incubus may make a veryfast action to set themselves. On their next action they may take a veryslow action to make a tremendously powerful leap, moving 10 metersthrough the air.Extend Aura: The Succubus or Incubus can extend their Demonic Glamourto up to two other individuals within 3 meters, sharing their supernaturalallure and bonus to Charm. This allows them to make assisted checks.Demonic Charm: The Succubus/Incubus’s bonus to Charm, Deceive,and Gossip checks increases to +3.Corrupt: While making a charm check against another individual, theSuccubus may also make an opposed Spirit check. If this is successful,they may ask for a favor that the target would not otherwise do, somethingthat could brings serious risk of significant harm or would be outside theirnormal moral character, taking risks they normally wouldn’t do.63


BlightedBLIGHTED Abilities COST: 20Type Inhuman attributes IncompatibilitiesTalent Charisma, Cunning Talents, Divine RacesInnate Racial AbilitiesUnhallowed: As a demonic talent, the Blighted cannot walk on holy ground,such as a churchyard or dedicated cemetery without suffering 2 feedback per round.Hexed: When The Blighted is around, things tend to go wrong. Sometimes theresults are small, such as a clock failing to work or buying the one apple with aworm in it, and sometimes the results are large, such as the single, critical pin of alarge bridge failing during the afternoon traffic. Sometimes they will happen tothem personally and sometimes they will happen to others, but when The Blightedis around, something will generally go wrong.Advanced Abilities COST: 2TIER1234Advanced AbilitiesThird Try: As Try Again, but a maximum roll does 30 damage. This recoil iscounted separately from other Blighted abilities.Fourth Try: As Try Again, but a maximum roll does 40 damage. This recoilis counted separately from other Blighted abilities.Last Try: As Try Again, but a maximum roll is lethal. This recoil is countedseparately from other Blighted abilities.Direct Luck: As Twist luck, but they may select a target for the unluckyevent. Count this recoil separately from other Blighted abilities.Twist Luck: The Blighted may concentrate as a very fast action to warp luck andmake something negative happen, as in the above ability. They have no controlwhatsoever over what happens, its scale, or its target, which is entirely decided bythe storyteller.Try Again: As a free action, The Blighted can force any individual within 5 metersto re-roll one roll, taking the worse of the two. This ability incurs 4 feedback and hasa recoil of 24 hours. If the new result comes up as its maximum roll, The Blighted’sluck backfires. They take 20 damage, even if the new roll is re-rolled.The blighted is a powerful talent, but could easily be calleda curse. It causes uncontrollable disasters to happenconstantly, both to the blighted themselves, as well astheir allies and even their enemies. The only advantagethat the Blighted has is that they can unleash this badluck on their enemies selectively, bringing their own fateto others.The Blighted appear as normal members of whateverrace they belong to, except that they have the tendencyto develop dark markings, patterns that appear as aphysical blight. They have the longevity of whateverrace that is, assuming they can survive the mishapsand catastrophes that they bring down around them.They vary greatly in temperament, coping withtheir ill-luck in many ways. They have no homeland.Their curse can appear among any race or any locale,and are often the result of some nefarious curse orother interference.Blighted are often feared and hated. They might calltheir career adventuring, but it is more likely that theyare simply driven from place to place. This meansthat they rarely have the good fortune to accumulatesignificant wealth, and so are condemned to live theirlives as vagrants.“Fell like trying your luck? Try mine instead.”64


Soul Thief“Mine, Mine, Mine. Your strength is mine, your skills aremine, and your memories are mine. Even your very soulis mine, a little sliver of it, at least, and all at theslightest touch.”the Soul Thief talent is relatively common in the Demonlands, especially among Fiends, but in the wider world ithas no specific homeland or preferred race. The grantingof this talent is often the result of some hereditary curse,demonic contract, or other foul interference.Those afflicted with the Soul Thief’s curse appear asnormal members of their race, except for a distinctivemark on their hand and a matching one on their neckor face. When identified, The Soul Thief are nottremendously popular. For some reason, people do notappreciate having bits of their souls siphoned away.In temperament, the Soul Thief tend to be somewhataggressive or greedy individuals, who have a hard timesharing and do not take criticism lightly. They aresometimes confused or prone to rapid shifts of mood,temporarily taking on the personalities of those theyhave stolen from in the past without even realizing it.This makes them somewhat troublesome companions,but the Soul Thief can more than make up for this withthe power that their abilities can grant them.Soul Thief Abilities COST: 20Type Inhuman attributes IncompatibilitiesTalent Willpower, Cunning Talents, Divine RacesInnate Racial AbilitiesUnhallowed: As a demonic talent, the Soul Thief cannot walk on holy ground, like achurchyard or dedicated cemetery without suffering 2 feedback per round.Soulthief Mark: The Soul Thief is cursed with a specific and unique mark thatappears on their neck or face that identifies who and what they are, and anidentical mark on one hand.Soul Steal: The Soulthief can make an unarmed attack to touch an opponent.They may choose not to deal damage. If they touch that opponent, they may steala sliver of that individual’s soul. They may only keep one individual’s soul in thismanner, and may only keep it for 1 hour. If that individual dies, the Soul Thief losesthis sliver. This touch leaves a faint burn, and is therefore impossible to do withoutthe target’s knowledge. When they lose this fragment of soul, the traumais excruciating, giving the Soul Thief 10 feedback.Soul Recall: When holding a piece of another’s soul, the Soulthief gains acuteawareness of that individual’s skills, attributes, and abilities, as well as recentmemories and knowledge. This knowledge will be gone once the soul is lost.Soul Rebellion: After successfully stealing a sliver of soul, the Soulthief must makea successful Autonomy check against the stolen soul’s Autonomy score or the stolensoul will take control. If this happens, they will take on the stolen soul’s personality,attitudes, and even loyalty. This means siding with the stolen soul’s allies andagainst their enemies if conflict arises.Crushing Soul: The Soul Thief gains a +1 tech bonus to their Autonomy skill.Advanced Abilities COST: 2TIER123Advanced AbilitiesSteal Attributes: While they hold a stolen soul, the Soul Thief may chooseto lose their own attribute scores and replaces them with those of theirtarget. This choice must be made upon stealing of the soul, and cannot bechanged until the soul is released.Steal Skills: As Steal Attributes, but they may also choose to take on thesoul’s skills as well.Steal Abilities: As Steal Attributes, but they may also take on their abilities,including race, curse and talent. If stealing a race, curse, or talent thatchanges their appearance, the Soul Thief will change accordingly for theduration of this effect.4 Crushing Soul: As above, but a +3 technique bonus.5Walk a Mile: When stealing a soul, they may choose to hold that soulfor 24 hours. The longer they hold a soul fragment, the more of theirpersonality they tend to take on.65


Aeonic”The Guard has stood in the Havens since the worldbegan. Demons conspire and mortals bicker, butultimately, good will always win out. This inspirespatience and serenity, even in the face of disaster.”Aeonic AbilitiesType Inhuman attributes IncompatibilitiesRace Intelligence, Charisma RacesInnate Racial AbilitiesDivine Presence: The Aeonic has a presence about them, an unmistakably regalaura that identifies them for something more than human. They age very slowlyand do not age beyond what mortals would consider full adulthood or middle age,although they can be killed.Karma: An Aeonic has a pool of spirit points that they can use to fuel their abilities.Every time they do a good deed, they gain spirit points. The better the deed, themore spirit points they accrue. Helping an old lady with her chores, for example,would incur 1 spirit point, while saving a life might incur as many as 10. An Aeoniccannot have more than 10 points. These good deeds should not be very difficultto come by. An Aeonic character need only do simple kind acts to accrue them, notnecessarily requiring them to complete full quests. Something as simple as makingthe adventuring party breakfast or giving a kind word when it is needed most isgood enough to earn a spirit point. If they perform a particularly wicked act,they lose all spirit points.Manifest Wings: Though they are normally seen without them, as an averageaction, the Aeonic may manifest a pair of massive feathery wings. They have awingspan of 5 meters, and may use these to fly with a turn radius of 3. Manifestingtheir wings requires 1 spirit point. They remain as long as needed and thendisappear, as they cannot be maintained indefinitely.Nimbus: The Aeonic may expend 1 spirit point to provide a light source. This lightsource is a small sphere of light that follows them around. It lasts up to 8 hours. Theycan command this nimbus to follow another individual or to stay in a specific place.Word of Truth: An Aeonic generally knows when they’re being lied to, gaininga +4 technique bonus on empathy checks to determine sincerity, but they mustalways speak the truth. They must spend 1 spirit point every time they use thisbonus. If they knowingly lie, they lose all spirit points.Aeonic Skills: Aeonic are particularly studious, congenial, and strong of spirit,gaining a +1 technique bonus on Lore, Charm, and Spirit checks.Aeonic, Commonly known as Angels, The Aeonic arelargely human in appearance, but with an otherworldlypresence that identifies them as divine. They canmanifest large, white, feathery wings at will, and cancreate unearthly lights that lead their way in thedarkness. They are bookish and bright, usually optimisticand intelligent.The Aeonic races hail from the Sublime Havens,a group of floating continents high in the sky.Outsiders are not generally welcome there, unless theyhave proven themselves to be of particular valor andpeace, having earned their place in this paradise.Aeonic are welcome across the world as good omensand honored guests, except in places where hate and vicereign. Like most elder races they are immortal, in thatthey do not age past maturity or die of old age, but theyare killable. They have children very rarely, but theirdeath rates are equally low, due to their largely peacefulexistence and careful care. Some of the wisest and oldestbeings alive are Aeonic scholars.Advanced Abilities COST: 2TIER1234Advanced AbilitiesHealing Touch: The Aeonic may expend 2 spirit points as an averageaction to heal any individual of 10 damage.Calming Aura: The Aeonic may spend 2 spirit point to send out acalming aura as a very fast action. Everyone within 10 meters feels calmer.Aggression is muted, and people are generally happier. This has no effectduring actual combat, and will last a fairly long time, easily long enoughfor a social encounter.Aeonic Skills: The Aeonic’s bonuses to their Charm, Lore and Spirit skillsincrease to +3.Holy Burst: A burst of divine light erupts from the character. All undead,Demonic races, and individuals with Demonic talents within 10 meterstake 4d12 damage, negated by an opposed Spirit check. This ability incurs8 feedback and has a recoil of 1 hour. This expends 4 spirit points.66


SeraphSERAPH AbilitiesType Inhuman attributes IncompatibilitiesRace Intelligence, Intuition RacesInnate Racial AbilitiesDivine Presence: The Seraph has a presence about them, an unmistakably regalaura that identifies them for something more than human. They age very slowlyand do not age beyond what mortals would consider full adulthood or middle age,although they can be killed.Karma: The Seraph has a pool of spirit points that they can use to fuel their abilities.Every time they do a good deed, they gain spirit points. The better the deed,the more spirit points they accrue. Helping an old lady with her chores, for example,would incur 1 spirit point, while saving a life might incur as many as 10. A Seraphcannot have more than 10 points. These good deeds should not be very difficult tocome by. Something as simple as making the adventuring party breakfast or givinga kind word when it is needed most is good enough to earn a spirit point. If theyperform a particularly wicked act, they lose all spirit points.Seer: The Seraph is completely blind, but they are able to use their prescience toguide their own movement. They are aware of the presence of other individuals,obstacles, and objects within 20 meters, and can act normally within those limits.They may attack and defend without penalty, and cannot be surprise attacked.Advanced Abilities COST: 2TIER12345Advanced AbilitiesHeavy Flight: The Seraph can increase their lifting and carrying weight by200 pounds. This stacks with the Flight Technique of the same name.Prediction: They may spend 1 spirit point as a free action to see a into thefuture of their actions. They may roll as though taking any action, but maychoose whether or not to take the action after the roll is made.Seer’s Knowledge: A Seraph can hold an object to identify exactly what itis and to learn a little about its history or future.Truth in Sight: The Seraph is completely immune to illusion magics andsimilar effects. They may easily see through invisibility, false objects orcreatures, and may identify an individual through any disguise.Scrying Sight: The Seraph may open their minds to the events of anotherlocation, anywhere they have visited within the last week, and to see orhear as though they were physically in that location. This cannot be donewhile in combat and uses 3 spirit points.Manifest Wings: As an a very slow action, the Seraph may manifest six massivefeathery wings. They have a wingspan of 5 meters, and may use these to fly with aturn radius of 4. Manifesting their wings requires 1 spirit point. They remain as longas needed and then disappear, but cannot be maintained indefinitely.Guidance: Once per day, a Seraph can find a spiritual guidance. This method isunreliable at giving direct information, but is particularly useful for hints andgeneral guidance, and is given by the storyteller.Prophecy: Once per day, the Seraph may make a prophecy, some small event thatwill certainly happen. This could be as specific as the death of a king or as trivial as achild crying. This costs 2 spirit points.Seraph can appear as a blind mortal, or can manifest sixmassive wings, with an overwhelmingly divine presence.The bearing of the Seraph is serene, confident anddeliberate, knowing the results of their movementsbefore making them.Like the Aeonic, the Seraph hails from the SublimeHavens. They are often well-received by the benevolent,but are frequently hunted or killed by others, based onthe suspicion that they will predict and foil theirmisdeeds. They often keep a stance of neutrality,preferring tolerance to conflict.A Seraph will often act as a guide for others, particularlythose who work for good. They rarely travel on theirown initiative. They are immortal, but not unkillable.The oldest Seraph often separate themselves entirelyfrom outsiders, to insulate themselves from physicalthreats and from the trauma of witnessing too manydark visions for their mortal neighbors’ brief lives.“The march of time is an eternal path.Though some steps are shrouded,it helps to know the final destination,and maybe a few signs along the way.”67


Vanir“Deceit is for worms and demonspawn. The Vanir makeno excuses and walk a clear path. Guided by the light ofEsseldein, we slay the wicked and wage war against thelands of eternal night.”Vanir, the race of the Valkyrie, are largelyhuman in appearance but with an aura ofmajesty and pride that identifies them as divine.They create ornate armor and weapons ofspirit energy.The Vanir are proud and aggressive, intolerable ofweakness and evil. They make loyal companions anddeadly enemies. The subtleties of intrigue often eludethem, but they never hesitate to strike down what theysee as wickedness and evil.The Vanir hail from the volcanic islands of Esseldein,also inhabited by the proud Aesir. Here they trainrecruits for their endless and unwinnable war againstthe demons.The Vanir have a deep-seated hatred for thedemonic races. Although they command the respectof others for their conflict with the demon lands,they are also deeply resented among other nationsand races. The Vanir send female representatives,titled Valkyrie, as recruiting agents across the world,convincing, coercing, or outright kidnappingsoldiers to join their cause.The Vanir, like most Elder Races, are immortal,in that they do not age past maturity or die of old age,but they are killable. The strongest among them areages old.Vanir AbilitiesType Inhuman attributes IncompatibilitiesRace Strength, Willpower RacesInnate Racial AbilitiesDivine Presence: The Vanir has a presence about them, an unmistakably regalaura that identifies them for something more than human. They age very slowlyand do not age beyond what mortals would consider full adulthood or middle age,although they can be killed.Spirit Blade: The Vanir may craft a shining blade from spiritual energy as a veryfast action. They may make any Melee or Thrown weapon, including shields. Thisincurs 4 feedback. None of the Vanir’s spirit constructs have a time limit, althoughthey will disappear after 1 round if they leave their hands. The spirit constructionsmay be made to appear as a translucent, hard light, or they may take the form ofnormal weaponry, either plain or finely crafted.Spirit Armor: As Spirit Blade, but the Vanir may craft spiritual armor. This armorfunctions as chain mail, with an armor of 3 and a move penalty of 1.Spirit Bow: As Spirit Blade, but they may craft a hunter’s bow or a longbow, withone arrow. This incurs 4 feedback.Advanced Abilities COST: 2TIER123456Advanced AbilitiesSummon Servant: The Vanir may summon the spirit of a departedwarrior. This spirit has no skills and may not attack, but they will appearand performing a single action within 10 meters of the Vanir for one round,after which they disappear. Commanding this servant takes up the Vanir’saction and incurs 8 feedback.Great Leap: A Vanir may make a very fast action to set themselves. Ontheir next action they may take a very slow action to make a tremendouslypowerful leap, leaping 10 meters through the air. They may attack at theend of this movement.Heavy Armor: The Vanir may craft heavier, more ornate armor. As spiritarmor, but they may armor with a bonus of 5 and a move penalty of 3.Fast Construct: The Vanir can summon a weapon or armor as an instantaction, incurring 6 feedback.Defy Physics: The Vanir may defy the laws of physics, stopping themselvesfrom falling and standing suspended in the air. They may propelthemselves horizontally using their ‘great leap,’ ability.Summon Einherjar: As Summon Servant, but the ghostly servant appearsin full combat regalia, wielding a normal weapon of the Vanir’s choice. Theymay make one attack, using the Vanir’s Spirit skill.68


AesirAesir AbilitiesType Inhuman attributes IncompatibilitiesRace Strength, Endurance RacesInnate Racial AbilitiesDivine Presence: The Aesir has a presence about them, an unmistakably regalaura that identifies them for something more than human. They age very slowlyand do not age beyond what mortals would consider full adulthood or middle age,although they can be killed.Oversized: The Aesir is naturally thick and tall. They gain a +2 Technique bonus toGrapple checks.Advanced Abilities COST: 2TIER12Advanced AbilitiesHearty: The Aesir is remarkably resilient to physical damage. Raise theirUnconsciousness and Death Limits by 10.Heavy Weapons: The Aesir may wield a weapon that is particularlylarge for their size. Any weapon that has a naturally larger version, suchas a dagger to a shortsword or a mace to a maul, uses the larger weaponstatistics. Any weapon that does not simply increases it’s damage die byone step, for example from 2d10 to 2d12 or even 2d12 to 2d14. This kindof an oversized weapon automatically reduces it’s Melee and/or Thrownequipment bonus by 1. Oversized heavy shields increase their parrymodifier by 1, but increase their speed penalty by 2.Aesir Will: The Aesir gains a +1 bonus to Athletics, Grit, and Autonomy.Sturdy: The Aesir has a natural resistance to physical damage, giving them anarmor of 2.The Aesir is a fierce race of warriors,who value honor, courage and gloriousbattle over all other ideals.The Aesir are by nature brash and bold.They can be temperamental and easilyoffended, but they also have a kinder side,and make friends as quickly as they makeenemies. The Aesir’s If kept out of action toolong, they are prone to bouts of boredom.Closely related to the Vanir and distantly related tothe angelic races, the Aesir hail from the islands ofEsseldein, where they constantly train for the eternalwar with Demonkind.The Aesir are no diplomats, leaving that to the VanirValkyrie. They do, however, make good company, so longas one can support heavy drinking and the occasionalgood-natured brawl.Aesir adventure to crack heads and kill demons.They are forever training for the great war with theDemons, though they are generally not so zealousas the Vanir.The Aesir, like most Elder Races, are immortal, in thatthey do not age past maturity or die of old age, but theyare killable. The strongest among them are ages old.34Aesir Skills: Increase the Aesir’s bonus to Athletics, Grit and Autonomy to+3. They are thick, tough, and physically strong.Feat of Strength: Once per combat, the Aesir can make a massive featof strength, gaining a +4 technique bonus to any one Strength skill orgrapple check. This cannot be used outside of combat.“I’ve been fighting imps and fiends since I was youngenough to lift a sword, and plan on doing it until I finallyfind the demon strong enough to pry it from my hands.The Aesir cut down demons like a woodsman in a forest,and like the woods, it seems that there are always moreto cut.”69


Divine Blade“I don’t pretend to know how to fix all of theworld’s problems, but I do know that when theinnocent and weak are under attack, I want tobe the shield that defends them and the swordthat avenges their fall.”The Divine Blade is a weapon and a calling. It is a talentthat depends on a powerful personal artifact, a weaponunique to the individual. This weapon is a gift, designedto defend the innocent and strike down the wicked.Its use depends on the virtues of its wielder, and is asmuch a responsibility as a power.The personality of the bearer can vary dramatically,although there is a pull in their personalities toward thebenevolent. The bearer of a Divine Blade can be calledfrom any population or race, although a demonic beareris extremely rare.A Divine Blade tends to work under their own direction.As such, they chafe under military or mercenary service,where the corruption of their superiors is a real challenge.Often they live off of the charity of others or find someother means of income.Divine Blade Abilities COST: 20Type Inhuman attributes IncompatibilitiesTalent Endurance, Willpower TalentsInnate Racial AbilitiesDivine Blade: To begin this talent, the character is gifted a weapon ofdivine might, or their own weapon is granted such power. That weaponbecomes sentient, and develops a permanent bond to the character.The bearer can communicate empathically with the weapon,getting a vague sense of emotion or direction. Any who wield theDivine Blade without the weapon’s approval will automatically rolls 1’s.This weapon becomes effectively indestructible.Karma: A Divine Blade has a pool of spirit points that they can use to fuel theirabilities. Every time they do a good deed, they gain spirit points. The better thedeed, the more spirit points they accrue. Helping an old lady with her chores, forexample, would incur 1 spirit point, while saving a life might incur as many as 10.A Divine Blade cannot have more than 10 points. These good deeds should not bevery difficult to come by. Something as simple as making the adventuring partybreakfast or giving a kind word when it is needed most is good enough to earn aspirit point. If they perform a particularly wicked act,or attack an innocent, they lose all spirit points.Divine Aura: If they any spirit points, the Divine Blade gives off light as a torch.Return: If separated, the divine blade may spend 3 spirit points to call their bladeto them as a very fast action. The weapon flies through the air in the most directpath possible, escaping bonds and crashing through barriers.Protection: When used to defend oneself or others from evil, the divineblade instinctively reacts, gaining a +2 technique bonus to parry, dodge, autonomyor grit, and a +4 bonus to spirit. Each time this ability is used, it spends 1 spirit point.Advanced Abilities COST: 2TIER12Advanced AbilitiesSmite: On a successful attack, the bearer may spend 2 spirit points to deal10 extra damage to the target. This can only be applied when used todefeat evil and always works against undead and demonkind.Destroyer: When combating undead or demonkind, increase thecharacter’s strength and agility skill dice by 1 step.3 Grand Smite: As Smite, but deals 20 damage and uses 4 spirit points.4Divine Ward: If the holy blade is thrust into the ground, it can erect awhite barrier that spreads out in a shell, with a 2 meter radius around thebearer. All evil, demonic or undead individuals are pushed to the edge ofthis barrier, and cannot pass it, either physically or through ranged attacks.Using this ability requires 5 spirit points and a very slow action to activate.It can be held in place for up to one hour.70


YazataYAZATA Abilities COST: 20Type Inhuman attributes IncompatibilitiesTalent Intuition, Cunning TalentsInnate Racial AbilitiesDivine Presence: The Yazata has a presence about them, an unmistakably regalaura that identifies them for something more than human. They age very slowlyand do not age beyond what mortals would consider full adulthood or middle age,although they can be killed.Voice of Power: When their talent is awakened, the Yazata gains one ability fortheir voice of power, from the list below. After that, they may purchase additionalvoice abilities one by one, in any order as they develop their talent. All of the voiceof power abilities incur 12 feedback, have a range of 20 meters, and have a recoilof 1 hour.Spirit: The Yazata gains a +1 technique bonus to Spirit. When they have purchasedall of the voice of power abilities, this bonus is increased to +3.Advanced Abilities COST: 2TIER12345Advanced AbilitiesVoice of Awakening: The Yazata can utter a quiet phrase, calling out to allfallen allies. All unconscious allies are awakened.Voice of Deafening: The Yazata can utter a quiet phrase, deafening allwithin hearing. All individuals are deafened for 6 rounds. This can benegated with a Grit check, opposed by the Yazata’s Spirit skill.Voice of Healing: The Yazata can utter a quiet phrase of healing. All alliesheal 15 damage.Voice of Rebuke: The Yazata can utter a quiet phrase, rebuking thosewithin hearing. All undead, curses, or demons suffer 3d12 damage. This canbe negated with an opposed Spirit check.Voice of Quaking: As a very slow action, the Yazata can utter a quietphrase, shaking the souls of all within hearing. All enemies take 3 initiativedamage. This can be negated with an opposed Spirit check.67Voice of Binding: The Yazata can utter a quiet, but very powerful phrase.One individual is paralyzed with the fear of divine wrath, unable to takeany actions for several minutes. This does not function during combat, andwill end if combat begins, granting that individual the ability to defendthemself normally. This can be negated with an opposed Spirit check.Voice of Blasting: The Yazata can utter a quiet but very powerful phrase.All enemies suffer 3d10 damage. This can be negated with an opposedSpirit Check.The Yazata can be called from among any race orcivilization, as a calling that grants the subject greatdivine power. This power manifests in great words ofpower, that have the capacity to have a great impact onall of those who heard it.In personality, the Yazata is placid, to the point ofdisconnection with others. They tend to take aharsh view on life, and are quick to a make quietjudgement of others, although not prone to gossipor interpersonal problems.The Yazata are most frequently found and trained inthe Sublime Havens and in the Karkik, and occasionally,very rarely, by other Yazata elsewhere across the world.They are a secretive organization, mostly noted for theirimmense power. Not all yazata belong to their order,however, and can be found on their own or in otherorganizations as well.The Yazata are held with respect and caution by thosethey deal with. They are universally hated by undeadand demons.“KNEEL.”71


Artan“Patience, quiet, and craftsmanship. This is what we canlearn from the stone at the foundation of the earth. Ittakes eons to forge a diamond, and mortal workings arehard pressed to match its beauty.”The Artan have dark skin, and pale white, gray, or blondehair. Their skin has stone growths protecting from theirskin. The Artan are cold and thoughtful in temperament.They are creatures of routine, and dislike surprises anddramatics. As Fae, they are slightly smaller in staturethan normal humans, averaging four to five feet in height.Unlike most fae, the Artan have limited business withmortal races and others as craftsmen. Despite theirphysical aversion to steel, they are experts in metalwork,and are very cautious while working it. They craft finematerials for trade amongst the wealthy and elitearound the world. They belong to the Unseelie councilof the Fae, and tend to view those of the Seelie councilas lazy fools.The Artan, as Fae, can live for hundreds, even thousandsof years. Fae birth-rates are very low, but their existencesof solitude in deep caves and mountainsides gives themlittle reason to seek trouble that might get them killed.When disturbed by mortals, they would just as soon trapthe offender in a cave-in than confront them directly.Artan AbilitiesType Inhuman attributes IncompatibilitiesRace Intuition, Endurance RacesInnate Racial AbilitiesEarth Resistant: Due to their natural affinity with that element, the Artan isresistant to earth and acid. Reduce all Earth damage by 10.Iron Taboo: As a Fae creature, the Artan is harmed by iron, steel and other metals. Ifthey touch such a metal, even through cloth or leather, they suffer 1d4 damage perround. If attacked by a metal weapon, that weapon deals 1d4 additional damage.Advanced AbilITIES aDvanced Tier COST: 2TIER1Advanced AbilitiesStone Sink: The Artan can meld their body with earth and stone.They may take a very slow action to push themselves and all theirequipment through up to 3 meters of earth or stone. They cannot breatheinside this stone, and so cannot stay inside for extended periods of time.Arcane Resilience: The Artan is especially resilient against magic. They gain a+1 bonus to any check made to resist the effects of magic.Stone Skin: The Artan’s skin is embedded with stone and crystal, acting as anatural armor. Reduce all damage by 4, and an armor move penalty of -2.Fae Skills: The Artan are very perceptive and tough, gifted at reading emotions.They gain a +1 bonus to Empathy, Perception, and Grit.Earth Sense: The Artan, if touching a stone surface, can sense that stone and allthe stone connecting it for 20 meters. This allows them to sense the structure andlayout of connected walls, caverns, and other structures to fine detail.Stone Sense: The Artan may sense pressure on the surface of earth and stone,able to sense any individual standing on that stone within 10 meters, even indarkness or other invisibility.234Improved Resilience: The Artan’s elemental resistance increases to 20.They gain a +3 bonus to resist magic effects.Fae Skills: The Artan is perceptive and tough. Increase the Artan’s bonus toEmpathy, Perception and Grit to +3.Stone Servant: The Artan may call a small rock-servant from normalEarth or stone. This creature is made from earth matter, and follows theArtan around wherever they go. It can follow simple commands, andcan be commanded to make melee attacks. This creature has 20 life andis immune to Earth or Air effects. It has an attack range of one, meleeand dodge skills equal to the Artan’s Earth elemental skill, and deals2d6 damage as an average action, with a crit range of 5/10. It willautomatically be destroyed if it moves more than 3 meters away from theArtan. It has a duration of 6 rounds, a recoil of 24 hours, and requires a veryslow action to summon.72


DryadDRYAD AbilitiesType Inhuman attributes IncompatibilitiesRace Endurance, Willpower RacesAdvanced Abilities COST: 2TIERAdvanced Abilities1 Sleepless: The Dryad need not sleep.Innate Racial AbilitiesPlant Resistant: The Dryad is resistant to plant and poison. Reduce all Plantdamage by 10.Iron Taboo: As a Fae creature, the Dryad is harmed by iron, steel and othermetals. If they touch such a metal, even through cloth or leather, they suffer1d4 damage per round. If attacked by a metal weapon, that weapon deals1d4 additional damage.Arcane Resilience: The Dryad is especially resilient against magic. They gain a+1 bonus to any check made to resist the effects of magic.Bark Skin: The Dryad’s skin is especially tough, with a bark-like grain in places thatacts as a natural armor. Reduce all damage by 2.Fae Skills: The Dryad are experts in wilderness lore. They gain a +1 bonus toWilderness, Empathy and Perception.Plantspeak: The Dryad feels the emotions of plants, and may even speak tothem on a limited scale. They can speak to a plant as though it were a sentient,if weakly intelligent, creature. A plant will remember all the events it has been near.They have very long memories.Photosynthesize: Dryads float They also photosynthesize, negating the need foreating normal food, although they still require water. They must have exposure tothe sun for several hours a day or they may run the risk of ‘starving.’234Regeneration: The Dryad needs only spend a few hours standing still inthe sunlight, with plenty of water, to regenerate all damage.Fae Skills: Increase the Dryad’s bonus to Wilderness, Empathy andPerception to +3.Plant Servant: The Dryad may call a small plant-servant from normalplant matter. This creature is made from plant mass, and follows the Dryadaround wherever they go. It can follow simple commands, and can becommanded to make melee attacks. This creature has 20 life and isimmune to plant, poison, and void effects. It has an attack range of one,Melee and Dodge skills equal to the Dryad’s Plant elemental skill,and deals 2d6 damage as an average action, with a crit range of 5/10.It will automatically be destroyed if it moves more than 3 meters awayfrom the Dryad. It has a duration of 6 rounds, a recoil of 24 hours, andrequires a very slow action to summon.The Dryad are darker skinned, tan or bronze, andthey develop some bark-like patterns along their skin.They can grow some leaves and vines among their hair.They have exceptionally large and dark eyes. As Fae,they are slightly smaller in stature than normal humans,averaging four to five feet tall, and are similarly thinner.The Dryad are patient and thoughtful, masters ofphilosophy and fiction in story form. They are irritated,however, by the brashness of others. They have a deepseatedfear of fire, and a strong dislike for technology ingeneral, which almost invariably requires more resourcestaken from the wild and brings other races closer to theirown homes.The Dryads can be found scattered throughout mostof the world, found anywhere there is forest or jungleor other places of heavy vegetation, and stay away fromdeserts and other similarly desolate places.The Dryad, as Fae, can live for hundreds, even thousandsof years. Their policy of avoidance generally makesthem long-lived. When confronted with other races,the Dryad will likely disappear into the forest,using their knowledge of the wood to hide.“We Dryad live with the trees. We want nothing morethan to dance with the leaves and to enjoy the shadeof the forest.”73


Naiad“Oh to play among the weaves and swim beneath the sea,Oh to toy with sailor’s hearts, and spurn their loving plea,Oh to sing a song of waves as far as eyes can seeOh to be a Naiad fair, what joy it is for me!Naiad AbilitiesType Inhuman attributes IncompatibilitiesRace Willpower, Charisma RacesInnate Racial AbilitiesWater Resistant: The Naiad is resistant to water and ice. Reduce all Icedamage by 10.Iron Taboo: As a Fae creature, the Naiad is harmed by iron, steel andother metals. If they touch such a metal, even through cloth or leather,they suffer 1d4 damage per round. If attacked by a metal weapon,that weapon deals 1d4 additional damage.Arcane Resilience: The Naiad is especially resilient against magic. They gain a+1 bonus to any check made to resist the effects of magic.Amphibious: The Naiad is gifted with the capacity to breathe both above andbelow the water. They have thin gills at the base of their neck.Fae Skills: The Naiad are good with people. They gain a +1 bonus to Perception,Empathy and charm.Sonar: When underwater, the Naiad can determine the shape of their environment,as well as any object in that water, through a capacity for echolocation. This negatesthe need for underwater light and has a range of 20 meters.Swim Sprint: The Naiad can travel particularly quickly underwater. They may travelat normal movement speeds without making athletics checks for swimming,and may sprint as though they were above ground.Naiad are extremely pale skinned, their skin eventaking a slightly bluish tone. They are cold to thetouch, and their skin may even have a sheen, as thoughit were perpetually wet. They are comfortable livingand breathing both in or out of water, in a variety oftemperatures. As Fae, they are slightly smaller in staturethan normal humans, averaging four to five feet tall,and are similarly thinner.Naiads are prone to rapid mod shifts. They get alongwell with others at least half of the time, and find itimpossible to keep a grudge for more than a few minutes.The Naiad own the oceans, and have built greatunderwater cities throughout the world’s great waters,which few mortals are privy to.The Naiads find other cultures curious, if dangerous,and have no problem initiating contact with others,if from a safe distance. In the eyes of the Naiad,friends from among other races are wonderful,but have the odd habit of drowning, which makesthem troublesome.The Naiad, as Fae, can live for hundreds, even thousandsof years. They are more prolific than many fae, claimingmost of the world’s oceans and lakes as their own.When confronted with difficulty from other races,they often simply submerge.Advanced Abilities COST: 2TIER1234Advanced AbilitiesGreater Swim Sprint: As above, but when sprinting in the water,they move two action speeds faster.Resilient: The Naiad are particularly resilient to ambient temperature,and may survive easily in very cold or high pressure environments, such asthose in very cold or very deep oceans.Fae Skills: Increase the Naiad’s bonus to Perception, Empathy and Charmto +3. They are quite perceptive of others and their surroundings.Water Servant: The Naiad may call a small water-servant from a normalwater source. This creature is made from water, and follows the Naiadaround wherever they go. It can follow simple commands, and canbe commanded to make melee attacks. This creature has 20 life and isimmune to water, ice, and fire effects. It has an attack range of 1, Melee andDodge skills equal to the Naiad’s Ice elemental skill, and deals 2d6 damageas an average action, with a crit range of 5/10. It will automatically bedestroyed if it moves more than 3 meters away from the Naiad. It has aduration of 6 rounds, a recoil of 24 hours, and requires a very slow actionto summon.74


ScathScath AbilitiesType Inhuman attributes IncompatibilitiesRace Intuition, Cunning RacesInnate Racial AbilitiesVoid Resistant: The Scath is resistant to Void. Reduce all Void damage by 10.Iron Taboo: As a Fae creature, the Scath is harmed by iron, steel and other metals.If they touch such a metal, even through cloth or leather, they suffer 1d4 damageper round. If attacked by a metal weapon, they take 1d4 damage.Arcane Resilience: The Scath is especially resilient against magic. They gain a+1 bonus to any check made to resist the effects of magic.Shadow Claws: The Scath may create a pair of massive void claws, which act asa shadowy extension of themselves. These claws may reach out and manipulateobjects within 3 meters.Fae Skills: The Scath are sly. They gain +1 to Perception, Empathy and Deceive.Shadow’s Eyes: The scath see normally in natural darkness.Sharp Claws: The Scath may use their void claws to make a Melee attack. Thisattack is made as a fast action, with a +1 equipment bonus, dealing 1d8 damage,a crit value of 3/6 and a range of 3. These claws cannot parry or initiate a grapple.“Shadows play between the stars and in the deepest cavern,Shadows dance both near and far, and drink in every tavern.Shadows swarm deep in the night and cast in clearest day,But when you raise your lantern high, they slyly fade away. “Advanced Abilities COST: 2TIER12Advanced AbilitiesShadowgrapple: The Scath may use their Void claws to instigate a grappleat a range of 3 meters.Reach: The Scath may reach out 10 meters as a very fast action, andgrasp any unattended object, drawing it to them. This will extinguish anyrelatively small light source.3 Fae Skills: Increase the bonus to Empathy, Perception and Deceive to +3.4Shadow Servant: The Scath may call a small shadow-servant from normalshadow. This creature is made from void, and follows the Scath aroundwherever they go. It can follow simple commands, and to make meleeattacks. This creature has 20 life and is immune to plant, poison, and voideffects. It has an attack range of one, Melee and Dodge skills equal to theScath’s Void elemental skill, and deals 2d6 damage as an average action,with a crit range of 5/10. It will automatically be destroyed if it movesmore than 3 meters away from the Scath. It has a duration of 6 rounds,a recoil of 24 hours, and requires a very slow action to summon.The Scath have a keen sense for the dramatic, and valueartistry in every aspect of their lives. As Fae, they aresmaller in stature than normal humans, averagingfour to five feet in height, and are similarly thinner.The Scath are not evil by nature, but have a slant towardthe devious even to the point of cruelty. They tend tosee this as harmless fun, even when the result toothers is less than harmless. They do not hold grudges,and make good company, if one is alert.The Scath love to manipulate and stir trouble, and assuch, can be found in the shadows and secret workingsof most nations and peoples. Scath can live for hundreds,even thousands of years. The oldest living to amassconsiderable covert influence on the Fae and evenother nations.75


SephretSephret AbilitiesType Inhuman attributes IncompatibilitiesRace Intuition, Willpower RacesInnate Racial AbilitiesFire Resistant: The Sephret is resistant to heat. Reduce all Fire damage by 10.Iron Taboo: As a Fae creature, the Sephret is harmed by iron, steel and other metals.If they touch such a metal, even through cloth or leather, they suffer 1d4 damageper round. If attacked by a metal weapon, they take 1d4 additional damage.Arcane Resilience: The Sephret is especially resilient against magic. They gain a+1 bonus to any check made to resist the effects of magic.Fire Skin: The Sephret’s skin is hot to the touch, and gives off a faint, brightlycolored flame. This does not harm the Sephret, but causes 1d6 fire damage toanyone who touches them. This applies every time the Sephret makes a grapplecheck, and every time they attack or are attacked with a natural attack. Prolongedcontact deals 1d6 fire damage per round.Fae Skills: The Sephret are aggressive, but charismatic. They gain a +1 bonus toPerception, Intimidate and Charm.Torchlight: The Sephret’s fiery skin gives off enough light to illuminate as a torch.They suffer a -4 penalty to Sneak checks.Heat Object: The Sephret may heat an unattended metal object to unbearabletemperatures. If another individual touches that object they take 1d6 damageinitially and 1d6 every round they continue touching it, even through cloth orleather, making it ineffective for wielding. This effect lasts for 1 hour.Advanced Abilities COST: 2TIER1234Advanced AbilitiesFirewalker: The Sephret may leave fire in their footsteps when they walk.When they move, they trail a tall flame, which occupies that space for 1round after they pass. Anyone entering this space suffers 2d8 fire damage.This can ignite flammable materials.Grappleflare: The Sephret may exert a tremendous amount of heat in anexplosive burst, granting them a +3 technique bonus to escape a grapple.This acts as a very slow action.Fae Skills: Increase the Tian’s bonus to Intimidate, Perception and Charmto +3. They are quite an impressive sight, and their vibrance can have greatimpact on others.Fire Servant: The Sephret may call a small fire-based servant fromnormal flame. This creature is made from solid flame, and follows theSephret around wherever they go. It can follow simple commands, andcan be commanded to make melee attacks. This creature has 20 life andis immune to fire, water and ice effects. It has an attack range of one,Melee and Dodge skills equal to the Sephret’s Fire elemental skill, anddeals 2d6 damage as an average action, with a crit range of 5/10. It willautomatically be destroyed if it moves more than 3 meters away. It has aduration of 6 rounds, a recoil of 24 hours, and requires a very slow actionto summon.The Sephret drip fire from their skin. The tone and hue ofthis fire changes from individual to individual and evenslightly from one emotional state to the next.They have bronze or pale skin.The Sephret do nothing halfway. When calm, they areplacid. When caring, they are infatuated. When irritated,they are inconsolable. When angry, they are murderouslyenraged. The Sephret can be found scattered throughoutmost of the world, occupying places where the elementof fire is strongest, such as rocky desert or volcanicregions. They loathe large bodies of water, even whenliving on volcanic islands. Being immersed does not killthem, but is very uncomfortable.The Sephret hunt other races for sport, and so areconsidered a nuisance and a threat to other nations andpeoples. They are thrill-seekers by nature, and will travelfor the sake of hunting dangerous animals, honing theirskills, or for the thrill of combat. While they can livefor very long times, they frequently don’t. An ancientSephret is a sight to behold.“There are really only two kinds of people in the world,family and foes. Family don’t mind when they get a littlesinged. Foes don’t live to mind.”76


Sylph“To commune with the very stars in the sky, to fall throughthe clouds and play tag with the lightning storm, all tocome home to a good book. This is the life of the Sylph.”Sylph are quite frail looking. Their bodies are physicallyvery light, and their affinity for air magics gives them thecapacity for a hovering sort of flight. Their skin is pale orblue tone and they like to accentuate their ambient windby growing their hair out long and wearing clothingthat includes billowing fabrics or streamers. As Fae,they are slightly smaller in stature than normal humans,averaging four to five feet in height.The Sylph are calm by nature, but tend to be easilydistracted, which gives them a distant or aloofpersonality. They are wanderers, moving from place toplace among their sky islands, and don’t like being inclosed spaces. Seeing a Sylph flying nearby or followingthe events of people below is a rare sign of good luck.The Sylph own most of the sky, having built cities inthe upper atmosphere. Their elders do business withthe stars and other heavenly bodies, and tend not tocome to earth very often, except to research the loreand history of the rest of the world. Thy can live forhundreds, even thousands of years, and their distancefrom dangers encourages longevity.Sylph AbilitiesType Inhuman attributes IncompatibilitiesRace Agility, Intelligence RacesInnate Racial AbilitiesWind Resistant: Due to their elemental affinity, the Sylph is resistant to air andlightning. Reduce all Wind damage by 10.Iron Taboo: As a Fae creature, the Sylph is harmed by iron, steel and other metals. Ifthey touch such a metal, even through cloth or leather, they suffer 1d4 damage perround. If attacked by a metal weapon, that weapon deals 1d4 additional damage.Arcane Resilience: The Sylph is especially resilient against magic. They gain a+1 bonus to any check made to resist the effects of magic.Whispy: The Sylph’s body is extremely light. They suffer no falling damage,even when unconscious, but take a -4 penalty to all grapples.Fae Skills: The Sylph are very intelligent, perceptive and charming. They gain a+1 bonus to Lore, Perception and Charm.Float: The Sylph may stop themselves from falling entirely, allowing them to floatin the air easily.Altitude: The Sylph may survive normally in very cold temperatures and veryhigh altitude, low oxygen environments, such as those in the high reaches of theatmosphere or the tallest mountains.Advanced Abilities COST: 2TIER12Advanced AbilitiesFly: The Sylph may propel themselves through the air in any direction atnormal movement speeds. They need not continue moving to stay in the air,as winged flight does.Flying Sprint: When sprinting through the air, the Sylph may improvetheir action speed by one step.3 Fae Skills: Increase the Sylph’s bonus to Lore, Perception and Charm to +3.4Wind Servant: The Sylph may call a small wind-based servant from theair around them. This creature is made from solid air, although it is stillvisible, and follows the Sylph around wherever they go. It can follow simplecommands, and can be commanded to make melee attacks. This creaturehas 20 life and is immune to air, lightning, earth, and acid effects. It hasan attack range of one, Melee and Dodge skills equal to the Sylph’s Airelemental skill, and deals 2d6 damage as an average action, with a critrange of 5/10. It will automatically be destroyed if it moves more than 3meters away from the Sylph. It has a duration of 6 rounds, a recoil of 1 hour,and requires a very slow action to summon.77


WerewolfThe Werewolf’s natural appearance is thatof their born race, except that they mayseem a little more grizzled or feral thana normal individual. They tend to befairly aggressive, and enjoy rough fights,if only for the chance to make theirhybrid transformation.Werewolves are found all overthe world, especially in ruralhuman settlements. Theyare usually loners, and stayaway from civilized society.They sometimes, however,find themselves at homeamongst adventurers,where they can puttheir skills to good use.They are also sometimesfound in packs, where theycan enjoy the company of theirown kind. These tend to beaggressive groups, bandits, and raiders,who make their living off of violence.The Werewolf carry the longevity of whatever racecarry their curse, but their generally violent existenceusually precludes exceptionally long life.Werewolf Abilities COST: 20Type Inhuman attributes IncompatibilitiesCurse Willpower, Endurance Curses, Animal RacesInnate Racial AbilitiesSilver Soul: The Werewolf can be damaged or knocked unconscious normally,but they may not be killed except by some silver object or silver-flashed weapon.Shapeshifter: The Werewolf has three forms, their natural form, their wolf form,and a hybrid, somewhere between the two. They may change from one form intoanother as a very fast action. This incurs 10 damage. When they shift, any organicclothing, such as cloth or leather, shifts with them. If they sleep or fall unconsciousfrom their hybrid shape, the character automatically reverts to either their humanor wolf shape.Lunacy: On the full moon, the Werewolf must adopt their hybrid form fromnightfall to dawn. During this time, they lose control of their actions, and will makeevery effort to spread destruction and death.Wolf Form: When in their full wolf form, the Werewolf may move up to 7 spacesas a full move.Hybrid Form: When in the hybrid form, the Werewolf’s Strength, Agility andEndurance increase by 2.Tooth and Nail: While in their wolf form, the Werewolf may bite, making a Meleeattack as a fast action, with a +1 equipment bonus, dealing 1d8 damage, with acrit value of 3/6. While in the hybrid form, they may make bite or claw attacks, usingthe same statistics.Contagion: When a character is seriously injured by a werewolf’s bite or clawattacks, there is a small chance that they will be infected with the Werewolf’s curse.many of those who are so afflicted will not survive this transition, and many aresimply not affected. The decision of whether a character becomes a werewolf is upto the player and the storyteller.“The moon calls me like a lost love, drawing me to thehunt like a river to the sea.”Advanced Abilities COST: 2TIERAdvanced Abilities1 Tough: Raise the character’s unconsciousness and death limits by 10.234Hamstring: While in the wolf form, the Werewolf may make a Meleeattack anywhere along their move.Raging Regeneration: While in their hybrid form, they may take a veryfast action to heal up to 30 damage. They suffer this damage when theynext change forms. This can only be used once per transformation.Raging Strength: While in their hybrid form, they may take a very fastaction and suffer 10 damage. Increase their Strength and Agility by 2 steps.This may only be done in combat, and ends when combat is over.5 Shifting: Shifting forms only deals 5 damage, instead of 10.78


WereratWERERAT Abilities COST: 20Type Inhuman attributes IncompatibilitiesCurse Endurance, Cunning Curses, Animal RacesInnate Racial AbilitiesSilver Soul: The Wererat takes damage and can be knocked unconscious normally,but they may not be killed except by some silver object or silver-flashed weapon.Shapeshifter: The Wererat has three forms, their natural form, their rat form, and ahybrid, somewhere between the two. They may change from one form into anotheras a very fast action. This incurs 10 damage. When they shift, any organic clothing,such as cloth or leather, shifts with them. If they sleep or fall unconscious from theirhybrid shape, the character automatically reverts to either their human or rat shape.Night Shift: Every night, the Wererat has a chance to involuntarily change forms.At nightfall, roll 1d10. On a 1, the Wererat will automaticlaly shift to their hybridform. If they change in this manner, they will lose control of their actions, and willseek murder. While the wererat does not rampage like the werewolf, they will slylyhunt and murder those who they see as weak or small.Rat Form: While in their rat form, the Wererat does is tiny. THey gain a+4 bonus to sneak checks, and may fit into tiny cracks and holes. They gaina+4 circumstance bonus to Dodge.Hybrid Form: When in the hybrid form, the Wererat’s Cunning, Agility andEndurance increase by 2.Tooth and Nail: While in their hybrid form, the Wererat may bite or claw,making a Melee attack as a very fast action, with a +1 equipment bonus,dealing 1d6 damage, with a crit value of 3/6.Advanced Abilities COST: 2TIERAdvanced Abilities1 Tough: Raise the character’s unconsciousness and death limits by 10.234Ratshift: When being attacked the Wererat may change into their rat formas a free action, taking the according damage. They may use their rat form’sdodge bonus when defending in this way.Infectious Bite: Damage dealt from the hybrid form’s bite attack mustbe treated with a medic check with a difficulty of 10 in order to heal. Thistreatment takes considerable. This check takes considerable time, and maynot be done during combat.Raging Strength: While in their hybrid form, they may take a very fastaction and suffer 10 damage. Increase their Strength and Agility by 2 steps.This may only be done in combat, and ends when combat is over.5 Shifting: Shifting forms only deals 5 damage, instead of 10.“Life as a wererat isn’t so bad. You can get into placeswhere other people can’t, hear conversations otherpeople don’t, and when things go bad, you get smalland get lost. Useful, that.”Contagion: When a character is seriously injured by a wererat’s bite orclaw attacks, there is a small chance that they will be infected withthe Wererat’s curse. many of those who are so afflicted will notsurvive this transition, and many are simply not affected.The decision of whether a character becomes a werewolf isup to the player and the storyteller.The Wererat appears just likewhatever race is their base, exceptthat they tend to seem more haggardor shifty. They tend to take a slightlyskewed stance on moral judgements, and sooften find themselves at home with the less savorycomponents of any given culture, among the thievesand cutthroats. Their natural talents make themexcellent thieves.Wererats are found in most of the world,particularly in urban human settlements,and often pass themselves off asnormal people. They often avoidconflict whenever possible.The Wererat carries the longevity ofwhatever race carry their curse, but theirgenerally violent existence usually precludesexceptionally long life.79


ChangelingCHANGELING AbilitiesType Inhuman attributes IncompatibilitiesRace Agility, Cunning Races, ShapeshiftersInnate Racial AbilitiesIron Taboo: As a Fae creature, the Changeling is harmed by iron, steel and othermetals. If they touch such a metal, even through cloth or leather, they suffer1d4 damage per round. If attacked by a metal weapon, thy suffer 1d4 damage.Arcane Resilience: The Changeling is especially resilient against magic. They gain a+1 bonus to any check made to resist the effects of magic.Shapeshift: The Changeling can shift into an animal form or back as a very fastaction, incurring 10 feedback. They may maintain any form indefinitely. Regardlessof their form, they will always carry with them some distinguishing characteristic ormark, such as a color of hair, a mark, pattern, or some other striking feature.When this sign is known, identifying a Changeling from other animals is easy.Advanced Abilities COST: 2TIER1234Advanced AbilitiesBird Form: The Changeling has the capacity to change into a normalbird. While in this form the changeling gains the ability to fly at perfectmaneuverability.Dog Form: The Changeling has the capacity to change into a dog or wolf.While in this form they can scent-track and communicate with all canines.They gain a bite attack, with an equipment bonus of +1, dealing 1d8damage, with a crit value of 3/6 and a speed of fast.Cat Form: The Changeling has the capacity to change into a cat. While inthis form they can climb vertical wooden surfaces easily and communicatewith all felines.Fish Form: The Changeling has the capacity to change into a fish. While inthis form the Changeling has the capacity to swim at normal movementspeeds, to breath underwater, and to communicate freely with fish.Changeling Choice: Choose their first form from the advanced abilities, at no cost.Additional animal forms may be purchased in any order, but only four forms can bechosen, after which they may purchase the Changeling Master ability.56789Mouse Form: The Changeling may turn into a mouse or other rodent.While in this form the changeling can fit into many small spaces and gainsa +4 technique bonus to dodge, as well as the ability to Dodge Meleeattacks with no penalty. They may also change into other rodents, andcommunicate freely with any rodent.Otter Form: The Changeling has the capacity to change into an otter.While in this form they can swim at normal movement speeds, hold theirbreath for up to five minutes and communicate freely with other marinemammals.Snake Form: The Changeling may change into a small snake. They mayswim at normal movement speeds without making Athletics checks,and fit into small spaces. They cannot bite and are not venemous.Turtle Form: The Changeling has the capacity to change into a turtle.While in this form they gain an armor of 10, and a movement penalty of 3.Changeling Master: The Changeling’s Arcane Resilience bonus increasesto +3. The Changeling may not take this tier until they have acquired fourdifferent animal forms. Changing only incurs 6 feedback.The Changeling is a bizarre race, an amalgamation ofmany different animal features, which change fromindividual to individual. They are small in stature,and uneasy among most cultures. Changelings comefrom the Karkik, a jungle continent to the southeast,and make unpredictable friends and enemies.Their animal forms are not meant for combat, however,but give them great flexibility in navigating theirenvironments. They can live to be centuries old,but are not immortal.“Adapting to new situations is the key to happinessand victory. Failure to adjust will result in not justlosing in combat, but much worse, in tedium.”80


Kitsune“People are charming. They’re also gullible, noisy,oblivious and fairly thick, but quite charming.”The Kitsune is a trickster, whose native form is that ofa fox. They are capable of taking human form at will,and often prefer this form. The Kitsune is an inherentlymagical creature, granted a wide array of illusions.They excel at mischief and misdirection, and enjoysuch deceptions immensely. They are also,however, generally kind hearted and wellintended, even for their cunning nature.Kitsune are wanderers, and can be fiercelycompetitive, which invariably leavesthem at odds with others of theirown kind. They are rarely found ingroups, and then only in small families.Kitsune often have a hard time stayingin one place very long without verygood reason, and love nothing more thanmeeting new people and seeing new places.Advanced Abilities COST: 2TIER1Advanced AbilitiesFoxtail, Charm: The Kitsune is exceptionally charming. They gain a+1 technique bonus on all Charm checks.23Foxtail, Deceive: The Kitsune is a trickster, an expert at deception.They get a +1 technique bonus on Deceive checks.Foxtail, hide tails: As an instant action, they may choose to make theirtails invisible. This effect incurs 2 feedback, and lasts for up to one hour.They cannot be hidden again for 24 hours.Kitsune AbilitiesType Inhuman attributes IncompatibilitiesRace Cunning, Charisma Races, ShapeshiftersInnate Racial AbilitiesFoxform: The Kitsune may take the form of a fox, or return to their human formwith equal ease. They retain all of their skills and attributes in this form, as wellas the ability to speak. The fox may have one tail or as many as the Kitsune hasacquired thus far through additional tiers. This requires a very fast action andincurs 6 feedback.First Tail: The Kitsune may choose any of the tail abilities from the advanced tiersas their first Kitsune ability. They gain that ability.More Tails: After the first, the Kitsune may purchase any of the tail abilities fromthe advanced abilities. Each time they purchase a new foxtail ability they gain anadditional fox’s tail. They are very proud of these tails.45Foxtail, 1,000 Voices: The Kitsune may mimic any noise they have heard,speaking a short phrase in someone else’s voice or repeating some othersound. This incurs 2 feedback.Foxtail, Tricks of Light: The Kitsune may craft the illusion of one object,such as a hammer, sword, flowers or anything else they can carry around.This illusion cannot provide heat, touch, or sound, and lasts for one hour.Crafting this object incurs 4 feedback.6 Foxtail, Dodgey: The Kitsune gains a +1 bonus to Dodge.789Foxtail, Glamour: The Kitsune may change the appearance of theirclothing. This incurs 4 feedback, and lasts for one hour.Foxtail, 1,000 Faces: The Kitsune may make take any appearance,making themselves look like anyone they have met or any monster theyhave encountered. This illusion fades if they move from their currentlocation. Creating this illusion takes a very fast action and incurs 6 feedback.This appearance lasts for 6 rounds and has a recoil of 1 hour.Ninetails: The Kitsune’s bonus to Charm, Deceive and Dodge increases to+3. This ability must be purchased last.81


LicheLiche Abilities COST: 20Type Inhuman attributes IncompatibilitiesCurse Intelligence, Willpower Curses, Divine RacesInnate Racial AbilitiesTrue Dead: The Liche is quite dead. They have no death limit, but are still disabled ifthey take damage equal to or higher than their consciousness limit. While disabledthey are completely comatose and may take no actions. They are harmed by healingmagics, and are immune to poisons and diseases. Material concerns, such as foodand sleep, mean nothing to them. The Liche may not walk on holy ground, such asa churchyard or a dedicated cemetery without suffering 2 feedback per round.Phylactery: The Liche has a phylactery, a small box or vial or other similarobject that they carry with them that houses their life energies. They use the soulenergy contained in this object to fuel their undead state. The Phylactery cancontain 10 fragments of a soul. Every time a living creature at least the size ofa small rodent dies within 100 meters, they gain a soul fragment. If they have nosoul fragments in their Phylactery, they will become completely disabled. Thismeans they cannot act or move, but watch helplessly as events around themprogress. The Liche will slowly regenerate over time, rebuilding bones at a rate of5 damage per hour, unless their Phylactery is completely destroyed, which willdestroy them permanently.Advanced Abilities COST: 2TIER1234Advanced AbilitiesSome Assembly Required: So long as the Necretesh has at least 3 soulfragments, they may disassemble and reassemble their bones as a veryslow action.Soul Speak: So long as they have 5 soul fragments stored, the Liche cansummon the soul of a corpse, conversing with it as though it were alive.They must meditate for one hour before doing so.Heavy Flare: So long as they have at least 7 soul fragments stored,the Liche may cast a heavier soul flare as a slow action, with an equipmentbonus of +1, dealing 2d10 damage with a crit value of 4/8.Command Undead: So long as they have at least 9 soul fragments,as an average action, a Liche can attempt to take control of all non-sentientundead within 10 meters. Make an opposed Autonomy check against thespell power that created that undead.Soul Sight: The Liche can easily detect life within 10 meters, seeing living souls asbright lights, surrounding their physical form.Will of the Dead: The Liche rolls a d20 for all overload checks for casting spells.Doing so requires 1 soul fragment.Soul Flare: The Liche may spend 1 soul fragment to fire a blue bolt of soul-fire.This acts as a ranged attack, using the Liche’s Spirit skill, with a +1 equipmentbonus, dealing 1d6 damage, with a speed of very fast and a crit range of 3/6. Thisattack is unaffected by armor.The Liche is a powerul undead with a mastery overmagics. The lure of immortality is a beacon that drawsmany power-hungry spell-casters, and the promise ofeverlasting undeath is too much for some to turn down.The Liche is the product of this pursuit, the undeadremnants of some powerful caster. The exact processthat creates a liche is a tightly guarded secret, and thefew liches that know it are not likely to tell.The liche gives up some critical parts of their humanitywhen they embrace undeath. Most notably, their sanity.Most liches are calm and reserved, but follow a warpedand sometimes unpredictable path in their thoughts.This makes them very dangerous, and frequently verypowerful, foes.“Life is magic. Mastery over life, therefore, is masteryover magic. Death, however, is not just the absence oflife, but the its inevitable counterpoint. How can onetruly master magic without mastery of death?”82


Necretesh“The living are like firewood. They are to be harvestedand burned for the fuel necessary to go about one’sown business.”The Necretesh is an engine of war. Their innateregeneration creates bone matter that is solid andthick, with sharp protrusions at angles that makethem often look more like a creature made from bonearmor than just a skeleton.In temperament, the Necretesh is generally calm andpatient, but knows when the time comes to put awaywords and draw blades. Sooner or later, their magicrequires that they harvest the souls of livingcreatures to fuel their magics.Necretesh are eternally patient, and oftenambitious. The generals of the NecromanticRealm of the Seven Southern Kingdoms havebeen at war for thousands of years, waiting forthe right opportunity tospread their massiveforces out of thosevalleys and onto therest of the world.Necretesh Abilities COST: 20Type Inhuman attributes IncompatibilitiesCurse Agility, Endurance Curses, Divine RacesInnate Racial AbilitiesTrue Dead: The Necretesh is quite dead. They have no death limit, but are stilldisabled if they take damage equal to or higher than their consciousness limit.While disabled they are completely comatose and may take no actions. They areharmed by healing magics, and are immune to poisons and diseases. Materialconcerns, such as food and sleep, mean nothing to them. They may not walk on holyground, such as a churchyard or a dedicated cemetery without suffering 2 feedbackper round.Soul Gem: The Necretesh has a gemstone embedded in their forehead thathouses their life energies. They use the soul energy contained in this gemstone tofuel their undead state. The Soul Gem can contain 10 fragments of a soul. Everytime a living creature at least the size of a rodent dies within 100 meters, theygain a soul fragment. If they have no soul fragments in their Soul Gem, they willbecome completely disabled. This means they cannot act or move, but watchhelplessly as events around them progress. The Necretesh will slowly regenerateover time, rebuilding bones at a rate of 5 damage per hour, unless their Soul Gem iscompletely destroyed, which will destroy them permanently.Soul Sight: The Necretesh can easily detect life within 10 meters, seeing livingsouls as bright lights, surrounding their physical form.Necrotic Touch: The Necretesh may spend 1 soul fragment to make an unarmedMelee attack against an opponent. If this attack hits they deal 10 damage, healingthemselves of 10. This effect can only be used once per target per hour, and can benegated by making a Spirit check with a difficulty equal to the Melee attack. Thisdamage is not reduced by armor.Bone Armor: Due to their shifting bone form, the Necretesh cannot effectivelywear armor. They can, however, expend 2 soul fragment to instantly absorb up to10 damage as it is dealt, negating it.Advanced Abilities COST: 2TIER1234Advanced AbilitiesSome Assembly Required: So long as the Necretesh has at least 3 soulfragments in their Soul Gem, they may disassemble and reassemble theirbones as a very slow action.Undead Speed: So long as the Necretesh has at least 5 soul fragments,they expend 1 soul fragment to make a full move as a very fast action.Fierce Soul: So long as they have at least 7 soul fragments, the Necreteshmay increase their Strength, Agility, Endurance and Willpower skill diceby one step.Soul Strike: If the Necretesh has at least 9 fragments of soul, they mayspend 3 fragments to make a colossal attack, gaining a +4 bonus to asingle Melee attack.83


GheistGHEIST Abilities COST: 20Type Inhuman attributes IncompatibilitiesCurse Willpower, Intuition CursesInnate Racial AbilitiesGhostly Dead: The Gheist is an undead spirit, and so has no corporeal body. Theymay not interact with physical objects, but are affected by normal barriers such asdoors, walls, and gravity. They can still be affected by physical weapons, but have anarmor value of 5 against all physical attacks. They take full damage from any sourceof magic, or any physical attack empowered by magic. They are harmed, rather thanhealed, by healing magics.Talisman: The Gheist is supernaturally bound to a specific object, such as a skull,coin, weapon, or anything else that can be picked up and carried around. This isreferred to as their Talisman. The only way to permanently destroy the Gheist is todestroy their talisman by melting, shattering or burning it. The Gheist cannot movemore than 7 meters away from this object. They cannot move or carry that objectthemselves, and so must depend on others to carry it for them. If their talisman ismoved away from them, or they are forcibly pulled outside of its range, they willdiscorporate and immediately reappear within range.Retiring Rest: The Gheist can discorporate intentionally, and will return at the nextsunset. If they have gotten at least 4 hours of rest, they heal all damage.Discorporation: The Gheist is dead, so they do not have a Death Limit. If they reachtheir Consciousness limit, they will discorporate. They reform at the next sundown.In the meanwhile, they are unaware of their surroundings.Manifest Gear: The Gheist can manifest themselves with whatever gear they hadused in life. This does not include any supernatural properties. Manifested armordoes not provide protection, but they may use any weapons that they had whileliving. They may attack with these weapons. Damage dealt is not reduced by anopponent’s armor, but all physical damage is reduced by 5.The Gheist is the spirit of a dead being, tied to this worldthrough a powerful curse. This curse leaves the soulconnected to the mortal realm, without a physical bodyto anchor it. In its place, the Gheist is connected to someobject, a physical talisman of some sort that had somevital connection to them in life. The Gheist’s connectionto this object is so strong that they maynever really be too far from it.Due to their spiritual nature, the Gheist has limitedinfluence over the outside world, and no control overtheir own talisman. They must depend on others tointeract with the world, and to carry their object fromplace to place.The Gheist can come from any race, and can take onany manner of personality or disposition. There are afew consistent trends, however. First, the Gheist arefrequently very old, hundreds if not thousands of years,and they tend to cling to the ideas and cultural normsof their time. As such, they can seem a little odd wheninteracting with mortals.Additionally, the incorporeal form of the Gheist can bevery inconvenient, leaving them unable to interact muchwith the physical world. This, in addition to the factthat they are dead, leaves many Gheist in a perpetuallyirritable state.“I’m dead. Did you expect me to be chipper about it?”Advanced Abilities COST: 2TIER1234Advanced AbilitiesGhost Touch: The Gheist may push or move minor movable objects,but may not carry them. They could hit or throw a book or open a door,but could not carry an object over any significant distance. They may notmove or impact their own talisman.Transition Shift: As a very fast action, the Gheist may discorporate andre-corporate anywhere within range of their talisman. This allows them toshift through walls or doors.Weightless: The Gheist is unaffected by gravity. They may not walk in airor fly, but may shift to anywhere within range, without falling.Faded Soul: When standing still and taking no actions, the Gheistbecomes nearly invisible. They gain a +4 technique bonus to Sneak.5 Long Range: The Gheist may move up to 15 meters from the talisman.84


Ghost WalkerGHOSTWALKER Abilities COST: 20Type Inhuman attributes IncompatibilitiesCurse Intuition, Cunning CursesInnate Racial AbilitiesGhastly: The Ghost Walker is not fully undead, but they are not fully alive, either.Their bodies are frail. Lower their death limit by 10. They are harmed by healingmagics, instead of healed.Advanced Abilities COST: 2TIER12Advanced AbilitiesDiscorporate Ally: When using any of their discorporating abilities,the Ghostwalker can also affect an adjacent ally for 4 additional feedback.They must be touching this ally to do so.Soul Speak: The Ghost Walker can empathically commune with the dead.By meditating with a corpse for at least one hour, they can summon thespirit that belonged to that body and can converse with it normally.Discorporate: By concentrating, the ghost walker can make themselves completelyinsubstantial. Remove them from the combat wheel, as though they were waiting.During this time, physical objects pass right through them. They cannot be grappled,and all physical damage is reduced by 6. They will still take normal damage fromspell effects or physical attacks empowered through arcane means, as well asattacks made with silver weaponry. This effect does not stack with armor. Startingthis incurs 4 feedback initially, and 4 additional feedback for each full round theycontinue this state.34Ghost Skills: The Ghost Walker’s bonus to Sneak, Perception and Spiritincreases to +3.Mastery: The feedback cost for all Ghostwalker abilities decreasesfrom 4 to 2.Spirit Skills: The Ghost Walker gains a +1 technique bonus to Sneak, Perception,and Spirit checks.Ghost Form: The Ghost Walker can discorporate while moving. This incurs4 feedback. They may pass through solid objects, such as walls, doors, or evenenemies without touching them. They must, however, begin and end their move onan unoccupied space. If they are unable to do so, they will be ejected to the nearestunoccupied space, suffering 20 damage and 5 additional feedback. They may notmove through silver.“I walk untouched by the world. I go where I want andtake what I want, and yet it all seems so cold anddistant, like a fine painting viewed through frostedglass. Ah well, there’s nothing to do for it but to keepmoving forward.”Defensive Discorporation: When attacked by a physical attack, the Ghost Walkermay incur 4 feedback to discorporate defensively. Reduce the damage from thisattack by 6. This does not negate arcane attack, attacks made with silver, or physicalattacks empowered by arcane means. This does not stack with armor.The Ghost Walker walks the linebetween the living and the dead.They tend to be frail, falling easily toillness and injury, but have the capacityto shift into an incorporeal form and backagain, providing great mobility and defense.The Ghost Walker’s personality is distant and a littlecold. The tend to have an unemotional, detached way ofrelating to others. Their talents make them natural spiesand thieves.The Ghost Walker can come from any race,although it is much more common among themortal races. Their tendency to walk theline between life and death is much lessappealing to one who might otherwiselive much longer, as the GhostWalker’s mortal connection canbe somewhat tenuous.85


VampireVAMPIRE Abilities COST: 20Type Inhuman attributes IncompatibilitiesCurse Strength, Agility Curses, Divine RacesInnate Racial AbilitiesBlood Bank: The Vampire must feed off of mortal blood to survive. They have a‘blood bank,’ of points representing how much they have consumed. These pointscannot go higher than 10, and is used to power the Vampire’s abilities.Feeding: The Vampire has pronounced fangs, used to feed on a victim’s blood. Thisis a relatively slow process, and cannot be effectively done in combat. Feeding onan animal gives 5 blood points, while a humanoid being gives them 10. They neednot kill their victim, but may not feed from the same victim for at least 24 hours.The victim is nauseous afterward, reducing their skill dice by two steps for one hour.Unwilling victims will fight back.Regeneration: As a fast action, they may spend 1 blood point to trigger aregeneration, healing 20 damage.Immortal Dead: The Vampire is granted a form of immortality. They do not agepast the time when they were turned, and some will actually regress some overthe centuries. Every week, however, their blood bank goes down by 1. If their bloodbank is at 0 for more than a week, they will begin to starve, aging very rapidly. Inone month’s time, they will become comatose.Light Sensitivity: Every full round they spend exposed to sunlight they take 10damage. This cannot be stopped by simple fabric, but must be stopped by the wallsof a building, a thick box, or otherwise enclosed structure. Vampires are able to seein natural darkness as easily as they can in daylight.Fragile Dead: Reduce the Vampire’s death and unconsciousness limits by 10.When a Vampire’s damage is greater than their death limit, they do not die, butare disabled. They are completely comatose, and require some form of necromantichealing, or to be fed blood so that they can regenerate. To truly kill a Vampirerequires cutting off its head, incinerating it entirely, or staking it to the groundthrough its heart. Healing magics harm a Vampire. The Vampire may not walk onholy ground, such as a churchyard or a dedicated cemetery, without suffering2 feedback per round. This also applies of they are within 2 meters of holy symbols.Advanced Abilities COST: 2TIER1234Advanced AbilitiesVampiric Fangs and Claws: If a vampire has at least 1 blood point,they may grow sharp claws and longer fangs. These have a range of 1,equipment bonus of +1, dealing 1d6 damage with a crit value of 3/6and a speed of very fast. They may not parry. Fangs may only be usedwhile grappling. They appear and disappear as an instant action.Blood Leap: If the Vampire has at least 3 blood points, The Vampire mayspend 1 as a very slow action to hurl themselves 10 meters through the air.They may make an attack at the end of this movement.Wall Crawl: If they have at least 5 blood points, the Vampire may climbacross normal walls and ceilings without a climb check.Hypnotism: If the Vampire has at least 7 blood points, they can mesmerizetheir victim. When speaking calmly with a sentient victim with whom theyhave at least a good first impression, they can make an opposed Autonomycheck to put them under a mesmer. Once hypnotized, they may beginfeeding on them, at which point the opponent gets another Autonomycheck to resist. The hypnotism will break if the target is about to be fed onto the point of death.“Humans are so much more than just food.They’re food, sport, company and entertainment,all rolled up into one convenient, bite-sized package.”Contagion: If an individual is killed by the vampire’s feeding, they may be infected.While most do not survive this transition, some become a Vampire themselves. Thischoice is ultimately up to the storyteller and the player to decide what is best forthat particular character.The Vampire is a cold, pale imitation of human life.Their skin is ashen and cold to the touch, and theyare often thinner than appears healthy. Vampires areimmortal predators, and feed on mortal bloodto survive. As such, they frequently gain anelitist attitude toward mortals, and oftenseclude themselves away from civilization.Vampires are soulless undead, and sospend much of their time avoidingthe feeling of death. Many do thisthrough opulent living andhedonistic pleasure-seeking.Others do this throughviolence, bringingmisery to others.86


Section FourTechniques & ABILITIES


Chapter SixAttribute AbilitiesMuscles and fur rippled as the steel chains stretched taut, andthe Ra’sharan let a low growl escape his throat. The Aeonic figureon the white throne watched him cautiously, without speaking, forsome time.When he finally spoke, the Aeonic stood and stepped closer, hismassive wings settling in the air behind him. “I am not your enemy,regardless of what you may have been told.” The R’Sharan, hisfeline eyes filled with rage, did not respond. The Aeonic continued,watching him pull against the steel. “Aggression and violenceare not the only routes to achieve your objectives, and they arefrequently not the most effective. We can discuss your complaintwithout conflict, I think, and it will be easier on both of us.”There was still no response from the beast-like Ra’Sharan. “I feelyour frustration,” the Aeonic continued. “Your rage is justified,just misguided. I can help you to ease this pain. I can help you findjustice.” As he got closer. The words seemed to wash over the tiger,a calming presence. The compassionate tone and soothing wordsweakened his resolve, bringing him to question his wrath for justa moment. The tension on the chains eased slightly.“Your companions did not need to die as they did.” The Aeonicsaid quietly, and those words were his mistake. A reminder of hisfallen companions was enough to rekindle the fire in his eyes.With a roar that seemed to shatter the calming aura, the tigerstrained one last time, this time with all the fury of a corneredanimal. The chains groaned their protest, and finally snapped,pulling their holdings from the marble floor.The Ra’Sharan rose to his full height, nearly seven feet tall, andswung the length of the chains in slow, controlled circles, previousrestraints ready to be used as brutal weapons.“You are wrong, fallen one,” the Ra’Sharan snarled, “and weare done talking.”


Attribute AbilitiesWhile skills are the core of a character’s success in performing various tasks, abilities provide many other options.The abilities in this chapter are capabilities that are available to characters who show themselves particularlygifted in their specific attributes.ABILITY Cost REQUIREMENT EFFECTEnhanced Attribute 6 Any attribute less than 12 Permanently raise one attribute by one point. This ability can be taken more than once.Inhuman Attribute 10 Enhanced Attribute,Per Chapter 15Permanently raise one attribute by one point. This ability can be taken more than once, but canonly be taken in conjunction with the Inhuman Attributes given with a specific character typein Chapter 5.Raising ATributesA character sets their attribute scores at the beginningof the game, but this is not necessarily final. Raisingthese attributes is as simple as purchasing the abilitieslisted above.Attribute AbilitiesThe remainder of this chapter is filled with extra tricks,tactics and abilities that can be used with a each of theattributes, adding tactic and strategy above and beyondthat which is available in just melee combat. Of course,there are a few perks listed here for melee combat, too.Stacking AbilitiesSome abilities work smoothly together, while some donot. A player may not use more than one Active ability ata time, but may apply any number of passive abilities Forfurther examples of stacking abilities, please see Chapter7, Combat Techniques.“A blade can cut, a hammer can smash, and a spearcan stab, but when you get down to it, fighters arejust swinging sticks and rocks, like brutish savages.There are other powers that are more refined.A sharp mind can unravel many problems beforethey lead to violence, as can a fair smile or acautious step. Every skill has its moment,and every strategy its strength. There aremany paths to success.Besides, a blade can cut, and well for it,but magic can call down fire from the heavens.”89


Strength AbilitiesStrength abilities add a few general tricks to be used in and out of combat, and summarize ways that thecharacter has learned to use their physical power to their advantage.Heavy ThrowStrength tech cOST: 2WarcryStrength tech cOST: 2One-Ton StrengthStrength tech cOST: 2PREREQUISITESTACKINGPREREQUISITESTACKINGPREREQUISITESTACKINGStrength 8PassiveStrength 10PassiveStrength 12PassiveA character may use their Strength die forThrown skill checks.SapStrength tech cOST: 2PREREQUISITEStrength 8STACKINGActiveWhen making a melee attack, the charactermay choose to deal shock damage instead ofnormal damage.JumperStrength tech cOST: 2PREREQUISITEStrength 9STACKINGPassiveWhen using Athletics to Jump, gain a+4 Technique Bonus.Monkey ClimbStrength tech cOST: 2PREREQUISITEStrength 9STACKINGPassiveWhen using Athletics to climb, gain a+4 Technique bonus.ShoveStrength tech cOST: 2PREREQUISITEStrength 10STACKINGActiveThe character may make an unarmedMelee attack. Instead of dealing damage,the opponent must make a Grit check or bepushed back 1d4 meters.When making a Melee attack with a charge,the character may make a tremendousshout. Raise their Melee skill die by one stepfor this attack.Armor ExpertStrength tech cOST: 2PREREQUISITEStrength 11STACKINGPassiveReduce the movement penalty due to shieldsand armor by 1.WrestlerStrength tech cOST: 2PREREQUISITEStrength 11STACKINGPassiveThe character gains a +2 technique bonuson all grapple checks that are opposedby strength.Heavy WieldStrength tech cOST: 2PREREQUISITEStrength 12STACKINGPassiveThe character may wield a weapon that isparticularly large for their size. Any weaponthat has a naturally larger version, such asa dagger to a shortsword or a mace to amaul, uses the larger weapon statistics.Any weapon that does not simply increasesit’s damage die by one step, for examplefrom 2d10 to 2d12 or even 2d12 to2d14. This kind of an oversized weaponautomatically reduces it’s Melee and/orThrown equipment bonus by 1.The character may lift and carry up to2,000 lbs and move around with it.While encumbered in this way theycannot make attacks or perform othercomplicated attacks.Bend BarsStrength tech cOST: 2PREREQUISITEStrength 13STACKINGActiveAs a very slow action, the character mayeasily bend an unattended metal object ofless than two inches in thickness, such as aweapon or iron bars.Mighty ShoveStrength tech cOST: 2PREREQUISITEStrength 14STACKINGActiveThe character may make an unarmedMelee attack. Instead of dealing damage,the opponent must make a Grit check or bepushed back 2d4 meters.Armor MasterStrength tech cOST: 2PREREQUISITEStrength 15STACKINGPassiveReduce movement penalty due toshields and armor by 1. This stackswith Armor Expert.Two Ton StrengthStrength tech cOST: 2PrerequisiteStrength 16StackingPassiveAs One-ton Strength, but they may lifttwo tons.90


Agility AbilitiesThe Agile character can perform great feats of balance and has learned a subtlety and nuance to combat thatcan match the strongest and heaviest of warriors.Fall BackAgility tech cOST: 2CounterattackAgility tech cOST: 2CatchAgility tech cOST: 2PREREQUISITESTACKINGPREREQUISITESTACKINGPREREQUISITESTACKINGAgility 8PassiveAgility 10ActiveAgility 12PassiveIf waiting off of the combat clock whenattacked, the character may stop waitingand make a move action. If they move awayfrom the attack, they gain a +4 circumstancebonus on that Parry, Dodge, Grit orAutonomy roll.Trained ManeuverAgility tech cOST: 2PREREQUISITEAgility 8STACKINGActiveIf the character has the opportunity topractice an acrobatic maneuver under safeconditions prior to making a real attempt,they may gain a +4 technique bonus.Acrobatic RidingAgility tech cOST: 2PREREQUISITEAgility 9STACKINGPassiveThe character may use their Acrobatics skillfor checks to ride an animal instead of theirAnimal skill.Tuck and RollAgility tech cOST: 2PREREQUISITEAgility 9STACKINGPassiveWhen rolling Acrobatics to reduce fallingdamage, reduce the effective falling distanceby 5 meters.ElusiveAgility tech cOST: 2PREREQUISITEAgility 10STACKINGPassiveThe character may Dodge Melee attackswith a -2 penalty instead of the usual -4.When Parrying or Dodging an attack, if thatattack is defended by a specific exceptionallywell, the defender may make an immediateMelee attack as a free action. To make thisattack, a Very Fast or Fast weapon mustparry by 3, an Average weapon must parryby 4, and a Slow or Very Slow weapon mustparry by 5. Counter-attacks may not becounter-attacked with this abilityFast DrawAgility tech cOST: 2PREREQUISITEAgility 11STACKINGPassiveAny action speed made to draw or readya weapon is reduced by 3 segments, to aminimum action speed of 3.Run By AttackAgility tech cOST: 2PREREQUISITEAgility 11STACKINGActiveThe character may make a charge attack,but apply that attack anywhere along theirmovement instead of at the end.BrachiateAgility tech cOST: 2PREREQUISITEAgility 12STACKINGPassiveThe character may move normally amongtree branches, swinging above the air fromtree to tree with no movement penalty andno need for acrobatics checks.When defending against a Thrown attackwith a free hand, the character may roll anunarmed parry. If successful, they will catchthe opponent’s thrown weapon instead oftaking damage.Fluid MotionAgility tech cOST: 2PREREQUISITEAgility 13STACKINGActiveThe character may fall prone or stand up asa free action.Arrow CatchAgility tech cOST: 2PREREQUISITEAgility 14STACKINGPassiveWhen defending against a shot attackwith a free hand, the character may roll anunarmed parry. If successful, they will catchthe opponent’s thrown weapon instead oftaking damage.Instant DrawAgility tech cOST: 2PREREQUISITEAgility 15STACKINGActiveThe character may draw a weapon as aninstant action.Perfectly ElusiveAgility tech cOST: 20.19 in STACKINGAgility 16PassiveWhen dodging a Melee attack, assessno penalty.91


Intelligence AbilitiesThe Intelligent adventurer knows that information is the most powerful asset that one can have. Memorizingdetails and being able to process information quickly are all critical to success. Intelligence abilities representparticular disciplines or areas of specialization that utilize and enhance one’s intellectual prowess.Field MedicIntelligence tech COST: 2MemorizationIntelligence tech COST: 2Trained DissectionIntelligence tech COST: 2PREREQUISITESTACKINGPREREQUISITESTACKINGPREREQUISITESTACKINGIntelligence 8PassiveIntelligence 10PassiveIntelligence 12PassiveGiven the time and tools, gain a+4 technique bonus to medic checks.ProfessionalIntelligence tech COST: 2PREREQUISITEIntelligence 8STACKINGPassiveChoose one profession or knowledge skill.The character gains a +3 technique bonusto that skill. This ability may be takenmore than once, each time applying toa different skill.Tinker ThiefIntelligence tech COST: 2PREREQUISITEIntelligence 9STACKINGPassiveGiven appropriate time and tools,the character gains a +4 techniquebonuses to disarm traps and pick locks.Trained GearsmithIntelligence tech COST: 2PREREQUISITEIntelligence 9STACKINGPassiveGiven the time and tools, the character gainsa +4 technique bonus to all Tinker checks.Jack of All TradesIntelligence tech COST: 2PREREQUISITEIntelligence 10STACKINGPassiveAfter studying a trade for one day,the character may act as though they had10 ranks in that profession skill.The character may take one minute to studyan image or a document and memorize itcompletely, gaining the capacity to recall itlater in perfect detail.Secret LanguageIntelligence tech COST: 2PREREQUISITEIntelligence 11STACKINGPassiveThe character may devise and teach arelatively simple but unique secret languageor code for their party. Simple commandscan be hand-signals or other nonverbal cues,while more complicated communicationsrequire some form of speech. This allowsthem to speak discretely with others whohave taken the same ability.Speed ReaderIntelligence tech COST: 2PREREQUISITEIntelligence 11STACKINGPassiveThe character may read a full text in amatter of minutes, regardless of length orcomplexity, and may remember the contentwith fair accuracy.LinguistIntelligence tech COST: 2PREREQUISITEIntelligence 12STACKINGPassiveEven if the character does not speak aparticular language, they know enoughabout linguistics in general to deciphera general meaning form a phrase orstatement, and quickly learn at leastbasic communications.The character can perform a careful andthorough dissection of a plant or animal,and are able to easily harvest anycomponents without the medic skill.Lore MasterIntelligence tech COST: 2PREREQUISITEIntelligence 13STACKINGPassiveGiven an adequate book collection, gain a+4 technique bonus to Lore.TacticianIntelligence tech COST: 2PREREQUISITEIntelligence 14STACKINGPassiveOnce having seen another character use anyskill, they can deduce the character’s skilllevel, applicable bonuses, and skill die forthat skill, and can recall this at a later time.Master LinguistIntelligence tech COST: 2PREREQUISITEIntelligence 15STACKINGPassiveThe character can quickly decipher andlearn any language with great competency,after only a few hours of study andsocializing.Perfect MemoryIntelligence tech COST: 2PREREQUISITEIntelligence 16STACKINGPassiveThe character’s memory is perfect.They may remember any name, face, image,or writing they have seen, even if they onlysaw it for a moment.92


Intuition AbilitiesEven the most powerful logical process doesn’t do much good without an intuitive understanding of itsapplication. Attention to detail is critical to avoid being taken by surprise and in finding the hidden meaningsbehind interpersonal interactions. Intuition is also a powerful tool in the use of elemental magics.PerceptiveIntuition tech cOST: 2Parry ShotIntuition tech cOST: 2Supernatural AwarenessIntuition tech cOST: 2PREREQUISITESTACKINGPREREQUISITESTACKINGPREREQUISITESTACKINGIntuition 8PassiveIntuition 10PassiveIntuition 13PassiveThe character gains a +1 technique bonus toall Perception and Empathy checks.SeekerIntuition tech cOST: 2PREREQUISITEIntuition 8STACKINGPassiveThe character gains a +2 techniquebonus when opposing another individual’sSneak skill.Animal TrainerIntuition tech cOST: 2PREREQUISITEIntuition 9STACKINGPassiveGiven the appropriate time and tools,the character may gain a +4 bonus tochecks to calm or train an animal.Reality TestingIntuition tech cOST: 2PREREQUISITEIntuition 9STACKINGPassiveWhen faced with some kind of arcaneor mundane illusion, the character canautomatically roll a perception check todetermine whether they recognize it asan illusion.DangersenseIntuition tech cOST: 2PREREQUISITEIntuition 10STACKINGPassiveThe character gains a +4 technique bonuswhen making perception checks againstimpending danger.The character may parry a shot attack fora -2 circumstance penalty instead of thenormal -4.Blind WarriorIntuition tech cOST: 2PREREQUISITEIntuition 11STACKINGPassiveThe character may fight normally evenwhen blinded, using all combat skillswithout penalty.Eyes on All SidesIntuition tech cOST: 2PREREQUISITEIntuition 11STACKINGPassiveThe character’s Intuitive Defense bonusincreases by 2.Flash of InsightIntuition tech cOST: 2PREREQUISITEIntuition 12STACKINGPassiveOnce per day, the character may gain aflash of insight. They gain an almostsupernatural understanding of some subjectthat is important to their objectives or tothe world around them. This is provided bythe storyteller.Skill IntuitionIntuition tech cOST: 2PREREQUISITEIntuition 12STACKINGPassiveThe character may observe any othercharacter or opponent for at least fiveminutes. They know, intuitively whether anindividual’s skill levels for any skill are loweror higher than their own.The character gains a +3 technique bonus toall Perception and Empathy checks.Blind AwarenessIntuition tech cOST: 2PREREQUISITEIntuition 14STACKINGPassiveThe character can intuitively find theirway around, even in complete darkness,or when their senses are otherwiserestricted. Finding walls, pitfalls, andeven the locations of un-hidden enemiesis an easy task.Reality AnchorIntuition tech cOST: 2PREREQUISITEIntuition 15STACKINGPassiveWhen faced with some kind of arcaneor mundane illusion, the character canautomatically roll a Perception check with a+4 technique bonus to determine whetherthey recognize it as an illusion.Blurring ParryIntuition tech cOST: 2PREREQUISITEIntuition 16STACKINGPassiveThe character may Parry a Shot attack withno penalty.93


Endurance AbilitiesWhen the dust of combat clears, the last one standing is the victor. The master of endurance knows how to takehits and keep moving, and understand the wisdom in simply being the toughest one around.Iron LiverEndurance tech cOST: 2Steady StanceEndurance tech cOST: 2InsomniacEndurance tech cOST: 2PREREQUISITESTACKINGPREREQUISITESTACKINGPREREQUISITESTACKINGEndurance 8PassiveEndurance 10PassiveEndurance 13PassiveThe character has a natural resistanceto intoxicating substances. They gain a+4 bonus to Grit checks against inebriation.SurvivorEndurance tech cOST: 2PREREQUISITEEndurance 8STACKINGPassiveOnce per day, when the character wouldreceive enough damage to kill them, reducethe damage to one less than their total life.Expert SwimmerEndurance tech cOST: 2PREREQUISITEEndurance 9STACKINGPassiveWhen using the Athletics skill forswimming, gain a +4 technique bonus.SleeplessEndurance tech cOST: 2PREREQUISITEEndurance 9STACKINGPassiveThe character may go up to two days andnights without sleeping.Hold BreathEndurance tech cOST: 2PREREQUISITEEndurance 10STACKINGPassiveThe character may hold their breath for upto ten minutes.The character gains a +4 technique bonus toany attempt to avoid being forcibly moved,or tripped.Iron GripEndurance tech cOST: 2PREREQUISITEEndurance 11STACKINGPassiveThe character cannot be disarmed.Solid FallEndurance tech cOST: 2PREREQUISITEEndurance 11If a character lands on their feet,reduce falling damage by 5.Poison ImmunitySTACKINGPassiveEndurance tech cOST: 2PREREQUISITEEndurance 12STACKINGPassiveWhen resisting arcane and mundane poisoneffects, the character gains a +4 tech bonus.Tough HideEndurance tech cOST: 2PREREQUISITEEndurance 12STACKINGPassiveThe character has a natural armor value of 2.This does not stack with other naturalarmor abilities.The character may go up to four days andnights without sleeping.Whale LungEndurance tech cOST: 2PREREQUISITEEndurance 14STACKINGPassiveThe character may hold their breath for upto two hours.Fortified GritEndurance tech cOST: 2PREREQUISITEEndurance 15STACKINGPassiveThe character gains a +3 technique bonus toall Grit and Spirit checks.ImmobileEndurance tech cOST: 2PREREQUISITEEndurance 16STACKINGPassiveThe character cannot be moved againsttheir will.94


Willpower AbilitiesWillpower can keep the mind moving when the body has run its course. It is critical for taking feedback, forkeeping one’s edge in spite of injury, and for keeping one’s focus in spite of tremendous pressure.Iron NerveWillpower tech cOST: 2Will to liveWillpower tech cOST: 2Mind over MatterWillpower tech cOST: 2PREREQUISITESTACKINGPREREQUISITESTACKINGPREREQUISITESTACKINGWillpower 8PassiveWillpower 10PassiveWillpower 13PassiveThe character gains a +3 technique bonus toresist intimidate checks.WakefulWillpower tech cOST: 2PREREQUISITEWillpower 8STACKINGPassiveWhen unconscious, the character may rollan Autonomy check as a very slow action.If they roll higher than the amount ofdamage they have over their consciousnesslimit, they regain consciousness. Any furtherdamage will knock them out again.High ThresholdWillpower tech cOST: 2PREREQUISITEWillpower 9STACKINGPassiveThe character’s consciousness limit is raisedby 10 points.Resilient MindWillpower tech cOST: 2PREREQUISITEWillpower 9STACKINGPassiveIf an overload check fails, the charactermay attempt a second overload check,at a -2 penalty.PainlessWillpower tech cOST: 2PREREQUISITEWillpower 10STACKINGPassiveThe character has mastered pain. They feelit, but can ignore it indefinitely.Increase the character’s Death limit by 10.Tenacious ConsciousnessWillpower tech cOST: 2PREREQUISITEWillpower 11STACKINGPassiveWhile unconscious due to damage,the character cannot act, but they stillremain aware of their surroundings.Tenacious CastingWillpower tech cOST: 2PREREQUISITEWillpower 11STACKINGPassiveEven if an overload check fails, spells cannever fail.Fortified AutonomyWillpower tech cOST: 2PREREQUISITEWillpower 12STACKINGPassiveThe character gains a +3 technique bonus toall Autonomy checks.ReverieWillpower tech cOST: 2PREREQUISITEWillpower 12STACKINGPassiveAs an instant action, the character mayenter a reverie, removing themselves fromthe combat clock. While in this reverie,they may take no actions beyond normaldefensive rolls, but they automaticallysucceed on any Autonomy orGrit checks.When struck with some Grit-basedeffect, the character may delay its effectsfor one round.Impossible TenacityWillpower tech cOST: 2PREREQUISITEWillpower 14STACKINGPassiveEven while unconscious, the characterremains standing. They may not takeany actions, but they may make normaldefensive rolls.DenialWillpower tech cOST: 2PREREQUISITEWillpower 15STACKINGPassiveIf a character would normally be knockedunconscious or killed outright by damage,they do not do so. Instead, they maycontinue moving and acting normally for3 rounds.Supreme WillWillpower tech cOST: 2PREREQUISITEWillpower 16STACKINGPassiveRaise the character’s Consciousness andDeath limits by 10. This stacks with HighThreshold and Will to Live.95


Charisma AbilitiesIn civilized society, more battles are won with a disarming smile and a rapier wit than are won with actual steel,and in most cases, simple tact helps immensely. Charisma gives the capacity to manage a conversation or even acrowd, and to get people to do exactly what you want them to, without the threat of force.CommotionCharisma tech cOST: 2Pretty MaskCharisma tech cOST: 2All EyesCharisma tech cOST: 2PREREQUISITESTACKINGPREREQUISITESTACKINGPREREQUISITESTACKINGCharisma 8ActiveCharisma 10PassiveCharisma 13PassiveIt only takes moments to gather an audiencein an urban place Whether the character isperforming, speaking, or making a scene,people will stop and watch.Small FavorsCharisma tech cOST: 2PREREQUISITECharisma 8STACKINGPassiveWhen using Charm to request a favor, gain a+2 technique bonus.Apologetic SmileCharisma tech cOST: 2PREREQUISITECharisma 9STACKINGPassiveWhen dealing with an aggravated opponent,the character may make a Charm checkto smooth things over for a moment.They suffer a -2 against an opponentangered to violence, or a -4 to a trulyenraged foe.Silver TongueCharisma tech cOST: 2PREREQUISITECharisma 9STACKINGPassiveThe character gains a +1 technique bonus toDeceive and Charm checks.The character may use their Charisma skilldie for Gossip and Intimidate checks, andapplies a +2 technique bonus to these skills.FlirtCharisma tech cOST: 2PREREQUISITECharisma 11STACKINGPassiveThe character is exceptionally flirtatious.They gain a +2 technique bonus to allCharm checks made against an individualwho might be romanced.Small FavorsCharisma tech cOST: 2PREREQUISITECharisma 11STACKINGPassiveThe character does not ever have to pay forminor trinkets, meals, or other such minoramenities. They have mastered the art ofusing charm and wit to live for free.PresenceCharisma tech cOST: 2PREREQUISITECharisma 12STACKINGPassiveWhen walking through a crowd, not onlydoes everyone notice, but those close byinstinctively get out of the character’s way.When the character enters a room, all eyesare drawn to them. The attention of theseindividuals is held long enough for someoneelse to make a single action, even a dramaticone, completely unnoticed by anyone who isnot directly affected.Control CrowdCharisma tech cOST: 2PREREQUISITECharisma 14STACKINGPassiveIf a crowd is gathered, the charactercan easily control the mood of thatcrowd, inciting them to violence witha rousing speech or soothing them withcalming words.Fan ClubCharisma tech cOST: 2PREREQUISITECharisma 15STACKINGPassiveWhenever the character passes throughsome inhabited area, they leave behindthem a group of people dedicated whollyto their admiration.Fascinating PresenceCharisma tech cOST: 2PREREQUISITESTACKINGCon ArtistCharisma tech cOST: 2PREREQUISITECharisma 10STACKINGPassiveThe character may attempt to con othersout of money, even without selling anything.Set an amount of money that is beingconned, and set a difficulty for thatamount of money, based on complexity.Roll a Deceive check. If unsuccessful, theyare discovered.Social ContactsCharisma tech cOST: 2PREREQUISITECharisma 12STACKINGPassiveThe character may move through somepublic place, such as a city or a town, and ina matter of only a few hours develop a stapleof social contacts.Charisma 16ActiveAs a very fast action, the charactersmay make a charm check, opposed byAutonomy, to fascinate the people aroundthem. If successful, all individuals within10 minutes will not be able to turn theirattention away. This ability cannot be usedin combat, and will end if combat begins.It may only be used once per groupof individuals.96


Cunning AbilitiesCunning is the capacity to see the weakness of one’s foe, and to guide one’s own actions in secrecy and stealth.Cunning can also be a powerful social tool, aiding in both business and gossip.MakeshiftCunning tech cOST: 2GrapevineCunning tech cOST: 2Watching for WeaknessCunning tech cOST: 2PREREQUISITESTACKINGPREREQUISITESTACKINGPREREQUISITESTACKINGCunning 8PassiveCunning 10PassiveCunning 12PassiveThe character is very clever at improvisingweapons. When using a random object asa weapon, such as a chair leg, metal post,etc., approximate the most similar weaponstatistics of a normal weapon, and applyno penalty.MisdirectionCunning tech cOST: 2PREREQUISITECunning 8STACKINGPassiveWhen not in a combat situation or otherscenario of similar intensity, the charactercan easily misdirect the attention of others,causing them to look elsewhere for a briefmoment, long enough to take one actioncompletely unnoticed.MerchantCunning tech cOST: 2PREREQUISITECunning 9STACKINGActiveThe character gains a +1 technique bonus toHaggle checks.SneakthiefCunning tech cOST: 2PREREQUISITECunning 9STACKINGPassiveThe character gains a +1 technique bonus toSneak and Steal.Barbed TongueCunning tech cOST: 2PREREQUISITECunning 10When spreading rumors, gain a+4 technique bonus to Gossip.STACKINGPassiveThe character may take a full day ofgossiping in any town to gain a +2 techniquebonus to all Gossip checks, or a full week togain a +4 technique bonus.Dirty FightingCunning tech cOST: 2PREREQUISITECunning 11STACKINGPassiveA character may make a very fast actionto fight dirty. This could involve throwingdirt into their opponent’s eyes, or using theenvironment to their advantage throughfurniture or curtains or some other meansof distraction. For the next round, all Meleeattacks against that opponent gain a+2 technique bonus.SuckerpunchCunning tech cOST: 2PREREQUISITECunning 11STACKINGPassiveWhen beginning combat with a surpriseattack, the character may also apply a+4 technique bonus to that attack.Sneak AttackCunning tech cOST: 2PREREQUISITECunning 12STACKINGActiveWhen attacking with a surprise attackbonus and a Melee weapon, reduce thatweapon’s crit range one step, from 6/12to 5/10 to 4/8 to 3/6, or even to 2/4.After observing an opponent for onefull round, the character is very awareof their defenses and weaknesses.They may determine which is their lowestdefensive skill, between Parry, Dodge,Grit and Autonomy.Master MerchantCunning tech cOST: 2PREREQUISITECunning 13STACKINGPassiveThe character gains a +3 technique bonus toHaggle checks.Master ThiefCunning tech cOST: 2PREREQUISITECunning 14STACKINGPassiveThe character gains a +3 technique bonus toSneak and Steal checks.Master of SurpriseCunning tech cOST: 2PREREQUISITECunning 15STACKINGPassiveRaise the character’s surprise attack bonusby 2.Hide in DaylightCunning tech cOST: 2PREREQUISITECunning 16STACKINGActiveThe character may make a Sneak check,even while in plain sight.97


Chapter SevenWeapon TechniquesThe crowd in the tavern cleared fast, leaving most of the roomopen and quiet. Cynthia Dire swung her sabre lazily at one endof the clearing, a bitter smile on her lips. “You know, I’ve beenlooking forward to this,” she said. “It’s been a fair bit since I’vehad a decent fight.”Her opponent, Grim the Sellsword, sniffed, spat, and readjustedhis armor. “A decent fight? You kicked over my table, spilledmy drink, and insulted my dog. This isn’t going to be a fight,it’s going to be a lesson in respect.”Cynthia gave a flick of he wrist, and the dagger she had palmedspun across the room. Grim batted it out of the air with hishand, earning a gash with the unarmed parry, but probablysaving his eye. “You murdered someone important to me,”Cynthia said. “Not stabbing you in your sleep was the closestyou get to respect.”Grim limbered his claymore, taking a wide stance. “Ah. Vendetta,then. I can respect that. Come. Earn your vengeance or die trying.”Cynthia reached forward in a graceful lunge, her light bladecrossing the distance easily. Grim’s own heavy sword slid into anable defense, the grind of steel casting sparks in the dim light.True to form, she returned lightly to her stance, ready tostrike again.He responded with his own attack, a heavy swing that whistledthrough the air. What it lacked in subtlety, it gained in power.Cynthia blocked the attack with her blade, sliding it away fromherself, but the heavy swing cost her balance. Grim followed itthe attack with a brutal punch, striking her across the jaw andknocking her off her feet. Having trained to the point of instinct,she landed in a tight roll, ending in a crouch.Grim watched her rise. “You show promising skill. Are you sure youwant to waste that on a glorified tavern brawl?”Cynthia drew a second, shorter sword, and returned to her stance.The dance of steel was the only answer she gave.


Weapon TechniquesThis chapter features a group of abilities that enhance a character’s combat potential through themastery of various combat styles, including various forms of weaponry and even mounted and wingedcombat. These weapon techniques are the key to mastering martial combat, and fit effectively with almostany character.Weapon CategoriesEach section in this chapter is focused on a specificweapon or combat type, namely: Heavy Axes, LightAxes, Bows, Crossbows, Daggers, Scythes, Shields,Spears, Heavy Swords, Light Swords, Unarmed attacks,Whip attacks, Mounted Combat and Flight Techniques.Choose the ones that best match your characters.Cost and requisitesTechniques included in this chapter can bepurchased with skill points. In order to beable to purchase this ability, they must meetthe Skill Requirement, or have the requirednumber of previous abilities.If a heavy axe-wielder rolled a crit, they could use Side swing,Beatdown, Daze, Cyclone Swing, all at once, on top of whateverother abilities they are already using.“It is said that those who live by the sword will dieby the sword. This may have some truth, but it hasbeen my experience that those who don’t know theirway around a weapon die much more quickly.”Stacking AbilitiesSome abilities work smoothly together,while some do not. Abilities are divided inthree categories, based on stacking, includingActive, Passive, and Crit abilities.A character can use only one Active ability at a time.They can use any number of Passive abilities together,as long as they fit the situation described, and can evenstack Passive abilities with an Active ability. If an attackcrits, they can use any and all Crit abilities that apply,even if already using an Active and/or Passive ability.Remember that even if abilities stack, skill bonusstacking rules still apply. Only one technique bonuscan be applied to any attack.As an example, a character wielding a heavy axe could useCrush ability and the Windup ability together, since bothare passive abilities. They would gain a +2 technique bonusto attack, and would deal one extra damage die, as describedin these abilities.Alternately, they could use Wild Swing and Windup together,since only one is Active and the other is Passive, but theycould not use Wild Swing and Momentum together, sinceboth are Active abilities.They could use Crowd and Momentum together, since both arepassive, but since both provide Technique bonuses, the bonuseswould not be cumulative, so would only get a +2 bonus.99


Heavy Axe TechniquesNothing hits harder or is more intimidating than a greataxe or a maul. For those who want to keep a hand free,a battleaxe or a mace will do nicely as well. Combining these options with a shield leads to one of the mostsimple and effective combinations in the Mayhem game.Battleaxe: The battleaxe is a reinforcedand weighted version of a woodsman’saxe. It is a one-handed weapon with greatdamage potential at the cost of defense.Greataxe: The Greataxe is a massiveweapon, two-handed, heavy and brutal.Wielding it requires particular strength.Mace: The mace is the standard warhammer. It is heavy, and highly effectiveagainst armored opponents. It comes invarious forms, from the flanged mace tothe rounded mace to the war hammer.Maul: The Maul is the two-handedversion of the mace. Its heavy design giveit the most devastating single-hit damagecapacity among weaponry.Side-SwingBasic Heavy Axe tech COST: 2PREREQUISITEMelee 5STACKINGCritIf a crit is rolled, the target must roll a Gritcheck with a difficulty equal to the Meleeroll or be knocked one space to either side.Wild SwingBasic Heavy Axe tech COST: 2PREREQUISITEMelee 5STACKINGActiveMake a Melee Attack, and roll a 1d4. If theresult is a 1, the attack suffers a -2 penalty.If the result is a 2, there is no modifier.If the result is a 3, add a +2 technique bonus.If the result is a 4, add a +4 technique bonus.CrowdBasic Heavy Axe tech COST: 2PREREQUISITEMelee 5STACKINGPassiveIf the target is within 1 meter andattempts to Dodge, the attacker gains a+2 tech bonus.Intimidating StrikeBasic Heavy Axe tech COST: 2PREREQUISITEMelee 5STACKINGPassiveTake an instant action to roll an Intimidatecheck against a target. If successful, the nextMelee attack gains a +2 technique bonus.MomentumBasic Heavy Axe tech COST: 2PREREQUISITEMelee 5STACKINGActiveIf the character attacks the same targettwice in a row, that second attack gains a+2 technique bonus.100


Heavy Axe statisticsWeapons attack Skill Hands Range Attack Parry Crit Die Speed reload spd PEN Req CostBattleaxe Melee 1 1 +1 -1 5/10 2d8 Slow - - Str 9 5 gGreataxe Melee 2 1,2 +1 -1 5/10 2d12 Very Slow - - Str 11 7 gMace Melee 1 1 +2 -2 6/12 3d6 Slow - - Str 9 3 gMaul Melee 2 1,2 +1 -1 6/12 3d8 Very Slow - - Str 11 5 gBeatdownAdvanced Heavy Axe tech COST: 2PREREQUISITESTACKING2 Basic Techs CritIf a crit is rolled, the target must make aGrit check with a difficulty of the attack rollor be knocked prone.CrushAdvanced Heavy Axe tech COST: 2PREREQUISITESTACKING2 Basic Techs PassiveAttacks against a prone target gain a+2 technique bonus.DazeAdvanced Heavy Axe tech COST: 2PREREQUISITESTACKING2 Basic Techs CritIf a crit is rolled, deal 3 initiative damage.Double WieldAdvanced Heavy Axe tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveWhen wielding two weapons with thisability, the warrior may make 2 attackssimultaneously, taking the slower of thetwo action speeds. Neither attack may crit.Follow ThroughAdvanced Heavy Axe tech COST: 2PREREQUISITESTACKING2 Basic Techs PassiveIf an attack is successfully Dodged,that attack can instead be made againstanother opponent in range. Use the originalattack roll.WindupExpert Heavy Axe tech COST: 2PREREQUISITESTACKING2 Advanced Techs PassiveMake a very fast action to prepare an attack.The next Melee attack within one rounddeals one extra damage die. This does notcount as a crit.Cyclone SwingExpert Heavy Axe tech COST: 2PREREQUISITESTACKING2 Advanced Techs CritIf a crit is rolled, continue this attack at anyother opponent within range.Heavy HurlExpert Heavy Axe tech COST: 2PREREQUISITESTACKING2 Advanced Techs ActiveMake a thrown attack, with a rangeincrement of 3 meters.KneecapExpert Heavy Axe tech COST: 2PREREQUISITESTACKING2 Advanced Techs CritIf a double-crit is rolled, the target suffersa -2 movement penalty for the remainder ofcombat.ResonateExpert Heavy Axe tech COST: 2PREREQUISITESTACKING2 Advanced Techs PassiveIf a Melee attack made is successfullyparried, it still deals shock damage asthough it had hit with no extra damage dice.Axe MasterMaster Heavy Axe tech COST: 2PREREQUISITESTACKING10 Techs PassiveAll heavy axe techs that grant a+2 technique bonus to Melee attacksinstead grant a +4 technique bonus,and all that incur a -2 penalty insteadincur no penalty.Brutal StrikeMaster Heavy Axe tech COST: 2PREREQUISITESTACKING2 Expert Techs ActiveMake a Melee attack with a -2 penalty.If this attack hits, it deals shock as well.Elbow StrikeMaster Heavy Axe tech COST: 2PREREQUISITESTACKING2 Expert Techs CritIf a double-crit is rolled, the target suffersa -2 penalty to all skill actions taken for theremainder of combat.Shell BreakerMaster Heavy Axe tech COST: 2PREREQUISITESTACKING2 Expert Techs ActiveIgnore up to 5 points of armor reduction.SpinstrikeMaster Heavy Axe tech COST: 2PREREQUISITESTACKING2 Expert Techs ActiveMake a single Melee attack with a -2 penalty,affecting all targets within range.101


Light Axe TechniquesA hatchet maintains some of the advantages of the axe techniques, trading heavy-hitting potential for speedand the capacity to throw for ranged attacks. A club, on the other hand, is a relatively weak, but cheap andconvenient weapon, almost always within reach.Club: The club is a very simple weapon,a heavy branch, a leather or iron-bandedcudgel, or any other similar object servesfor this primitive but effective weapon.Hatchet: The hatchet is a smallerversion of the battleaxe, light andquick. The kukri, throwing axe, andhand axe also fit into the Hatchetweapon statistics. These can be used tomake Thrown attacks just as easily asMelee attacks.AnklehookBasic Light Axe tech COST: 2PREREQUISITEMelee 5STACKINGPassiveThe warrior may attack from a proneposition without penalty.Light Dazebasic Light Axe tech COST: 2PREREQUISITEMelee 5STACKINGCritIf a crit is rolled, the target suffers2 initiative damage.Momentumbasic Light Axe tech COST: 2PREREQUISITEMelee 5STACKINGActiveIf the character attacks the same targettwice in a row, that second attack gains a+2 technique bonus.Wild Swingbasic Light Axe tech COST: 2PREREQUISITEMelee 5STACKINGActive102Make a Melee Attack and roll a d4. If theresult is a 1, the attack suffers a -2 penalty.If the result is a 2, there is no modifier.If the result is a 3, add a +2 technique bonus.If the result is a 4, add a +4 technique bonus.


LIGHT Axe statisticsWeapons attack Skill Hands Range Attack Parry Crit Die Speed reload spd PEN Req CostClub Melee 1/2 1 +1 - 6/12 2d6 Average - - - -Hatchet Melee/Thrown 1 1,5 +1 -1 5/10 1d12 Fast - - - 2 gDouble WieldAdvanced Light Axe tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveWhen wielding two weapons with thisability, the warrior may make 2 attackssimultaneously, taking the slower of the twoaction speeds. Neither attack may crit.Follow ThroughAdvanced Light Axe tech COST: 2PREREQUISITESTACKING2 Basic Techs PassiveIf an attack is successfully Dodged,that attack can instead be made againstanother opponent in range. Use the originalattack roll.Hammer ThrowAdvanced Light Axe tech COST: 2PREREQUISITESTACKING2 Basic Techs PassiveIgnore one range increment when makingthrown attacks.Wind-up ThrowAdvanced Light Axe tech COST: 2PREREQUISITESTACKING2 Basic Techs PassiveMake a very fast action to prepare a throw.If the next attack is a Thrown attack,that attack gains a +2 technique bonus.Double TossExpert Light Axe tech COST: 2PREREQUISITESTACKING2 Advanced Techs ActiveThrow two weapons, one from each hand,striking two separate targets. Each attacksuffers a -2 penalty, and neither can crit.DragExpert Light Axe tech COST: 2PREREQUISITESTACKING2 Advanced Techs CritIf a crit is rolled, the character mayimmediately make an opposed Strengthcheck to move the opponent 1 meter toeither side.KneecapExpert Light Axe tech COST: 2PREREQUISITESTACKING2 Advanced Techs CritIf a double-crit is rolled, the target suffersa -2 movement penalty for the remainderof combat.ResonateExpert Light Axe tech COST: 2PREREQUISITESTACKING2 Advanced Techs PassiveIf a Melee attack made is successfullyparried, it still deals shock damage asthough it had hit with no extra damage dice.Axe MasterMaster Light Axe tech COST: 2PREREQUISITESTACKING10 Techs PassiveAll light axe techs that grant a +2 techniquebonus to Melee attacks instead grant a+4 technique bonus, and all that incur a-2 penalty instead incur no penalty.Elbow StrikeMaster Light Axe tech COST: 2PREREQUISITESTACKING2 Expert Techs CritIf a double-crit is rolled, the target suffersa -2 penalty to all skill actions taken for theremainder of combat.Secondary AttackMaster Light Axe tech COST: 2PREREQUISITESTACKING2 Expert Techs ActiveAfter a successful attack with a weaponin the character’s other hand, they mayimmediately attack again with thisweapon. Use the slower speed of the two.This weapon cannot crit, and cannot beused again in the same action.Shell BreakerMaster Light Axe tech COST: 2PREREQUISITESTACKING2 Expert Techs ActiveIgnore up to 5 points of armor reduction.103


Bow TechniquesProviding fast and long-range attack options, the bow is a great option for those who want to stay out of harmsway, while still contributing to combat. Bow techniques provide mobility and versatility to combat, including somegreat tricks to limit a foes options and increase yours.Bow: The standard bow is a straightforwardranged weapon, capable of dealingserious damage from a healthy distance.Short Bow: Also known as the hunter’sbow or the horsebow, the Hunter’s Bowis bent further than most in order tomake it smaller and lighter for easystorage and use in tight quarters.Aimbasic Bow tech cOST: 2PREREQUISITESTACKINGShot 5ActiveTake a very fast action to select a targetwithin sight and take aim. Any Shot attackagainst that target within 1 round gains a+2 technique bonus.Coverfirebasic Bow tech cOST: 2PREREQUISITEShot 5STACKINGActiveThis ability must be used while waiting.When another individual makes someskill roll, immediately make a Shot attack,going back on the combat clock. The targettakes a -2 circumstance penalty on the actionthey were going to take.Quickshotbasic Bow tech cOST: 2PREREQUISITEShot 5STACKINGActiveMake a Shot attack with a -2 penalty but asa very fast action. This attack may not crit.Strafing Shotbasic Bow tech cOST: 2PREREQUISITEShot 5STACKINGActiveMake a Shot attack while moving up to3 meters.104


Bow statisticsWeapons attack Skill Hands Range Attack Parry Crit Die Speed reload spd PEN Req CostBow Shot 2 12 - n/a 3/6 2d8 Slow - - Str 7 3 gShort Bow Shot 2 9 +1 n/a 3/6 2d6 Average - - Str 7 1 gBackpedalAdvanced Bow tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveMake a Shot attack while stepping back upto 5 meters.CurveballAdvanced Bow tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveTake an instant action to adjust ammunition.On the next attack, you can ignore onephysical obstacle.Perfect AimAdvanced Bow tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveIf an archer uses the Aim ability twice ina row, their next attack automatically hitstheir target. They should still roll to checkfor crits. This ability is only effective within1 range increment.Target MarksmanAdvanced Bow tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveAfter using the Aim ability, the archer mayautomatically hit one completely immobile,unattended object within 10 meters withoutmaking an attack roll. This could include arope, door, switch, etc.DoubleshotExpert Bow tech cOST: 2PREREQUISITESTACKING2 Advanced Techs ActiveMake two shot attacks at the same time.These attacks suffer a -2 penalty andcannot crit.Far ShotExpert Bow tech cOST: 2PREREQUISITESTACKING2 Advanced Techs PassiveIgnore one range increment.Head ShotExpert Bow tech cOST: 2PREREQUISITESTACKING2 Advanced Techs ActiveMake a Shot attack with a -4 penalty.That attack does two extra damage dice.This does not count as a crit.Ranged DisarmExpert Bow tech cOST: 2PREREQUISITESTACKING2 Advanced Techs CritIf a double-crit is rolled, then the targetmust drop anything they are holding.Arrow FuryMaster Bow tech cOST: 2PREREQUISITESTACKING2 Expert Techs ActiveMake four shot attacks at the same time.These attacks suffer a -2 penalty and mustbe made against different targets. None ofthese attacks may crit.Blindfold ShotMaster Bow tech cOST: 2PREREQUISITESTACKING2 Expert Techs PassiveThe archer may fire at a target they cannotsee with no penalty, so long as they havesome other means of detecting that target.Master ArcherMaster Bow tech cOST: 2PREREQUISITESTACKING10 Techs PassiveAll bow techs that grant a +2 techniquebonus to Melee attacks instead grant a+4 technique bonus, and all that incur a-2 penalty instead incur no penalty.Pin DownMaster Bow tech cOST: 2PREREQUISITESTACKING2 Expert Techs CritIf a double-crit is rolled, the projectile firesthrough that target’s limb and strikes anearby surface, such as the ground or awall, and pins that target to that surface.Removing that projectile requires a very fastaction and does 1d4 damage.105


Crossbow TechniquesThe Crossbow keeps the range of the bow, but trades speed for raw hitting power. The reload speed on a crossbowmakes it hard to keep up with combat, requiring a separate action after each firing, but when it hits, it willgenerally put a significant dent in any opponent’s defenses.AimCrossbow: It’s mechanical naturemakes it an expensive weapon, but wellworth the price, giving it the capacity topunch through armor with relative ease.basic Crossbow tech COST: 2PREREQUISITEShot 5STACKINGActiveTake a very fast action to select a targetwithin sight and take aim. Any Shot attackagainst that target within 1 round gains a+2 technique bonus.Coverfirebasic Crossbow tech COST: 2PREREQUISITEShot 5STACKINGActiveThis ability must be used while waiting.When another individual makes someskill roll, immediately make a Shot attack,going back on the combat clock. The targettakes a -2 circumstance penalty on the actionthey were going to take.Crossbow Clubbasic Crossbow tech COST: 2PREREQUISITEMelee 5STACKINGActiveUse the butt of a crossbow to make a meleeattack with mace statistics.Strafing Shotbasic Crossbow tech COST: 2Armor PiercingAdvanced Crossbow tech COST: 2PREREQUISITESTACKING2 Basic Techs CritIf a crit is rolled, ignore up to 5 points ofarmor reduction.Perfect AimAdvanced Crossbow tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveIf an archer uses the Aim ability twice ina row, their next attack automatically hitstheir target. They should still roll to checkfor crits. This ability is only effective within1 range increment.Running ReloadAdvanced Crossbow tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveA crossbow archer can reload while moving.Use whichever action speed is slower.Target MarksmanAdvanced Crossbow techPREREQUISITESTACKING2 Basic Techs ActiveCOST:After having taken an aim action, the archermay automatically hit one completelyimmobile, unattended object, within10 meters without making an attack roll.Far ShotExpert Crossbow tech COST: 2PREREQUISITESTACKING2 Advanced Techs PassiveIgnore one range increment.Hair TriggerExpert Crossbow tech COST: 2PREREQUISITESTACKING2 Advanced Techs ActiveTake an action equal to the attack speed.At the end of this action take the character’stiming indicator off the combat clock.At any time afterwards, make a singleattack as an instant action.Head ShotExpert Crossbow tech COST: 2PREREQUISITESTACKING2 Advanced Techs ActiveMake a Shot attack with a -4 penalty.That attack does two extra damage dice.This does not count as a crit.Ranged DisarmExpert Crossbow tech COST: 2PREREQUISITESTACKING2 Advanced Techs ActiveIf a double-crit is rolled, then the targetmust drop anything they are holding.PREREQUISITEShot 5STACKINGActiveMake a Shot attack while moving up to3 meters.106


Crossbow statisticsWeapons attack Skill Hands Range Attack Parry Crit Die Speed reload spd PEN Req CostCrossbow Shot 2 10 +2 n/a 4/8 3d6 Slow - - Str 7 5 gBlindfoldMaster Crossbow tech COST: 2PREREQUISITESTACKING2 Expert Techs PassiveThe archer may fire at a target they cannotsee with no penalty, so long as they havesome other means of detecting that target.Pin DownMaster Crossbow tech COST: 2PREREQUISITESTACKING2 Expert Techs CritIf a double-crit is rolled, the projectile firesthrough that target’s limb and strikes anearby surface, such as the ground or awall, and pins that target to that surface.Removing that projectile requires a very fastaction and does 1d4 damage.Two BirdsMaster Crossbow tech COST: 2PREREQUISITESTACKING2 Expert Techs CritIf an attack crits, it may continue throughand attack another target along the sameline of attack.Master ArcherMaster Crossbow tech COST: 2PREREQUISITESTACKING10 Techs PassiveAll crossbow techs that grant a+2 technique bonus to Shot attacks insteadgrant a +4 technique bonus, and all thatincur a -2 penalty instead incur no penalty.107


Dagger TechniquesThe Dagger is a fast and aggressive weapon taking many forms. Sometimes a hunter’s knife, an assassin’s dagger,a duelist’s secondary blade, a warrior’s backup weapon or even a cook’s best dicing knife, the dagger is a handytool for anyone, as well as a deadly weapon in the hands of an expert.Daggers: daggers are excellent for threereasons. First, daggers are great fortight, fast melee combat, dishing outdamage consistently and constantly.Second, in a pinch, they can be thrown,giving them effective ranged tacticsas well. Third. Daggers work well in agrapple, giving them a flexibility thatmost weapons simply lack.Finessebasic Dagger tech COST: 2PREREQUISITEMelee 5STACKINGPassiveMelee and Parry checks with thisweapon may use the Agility skill dieinstead of Strength.Grappletoothbasic Dagger tech COST: 2PREREQUISITEMelee 5STACKINGPassiveIf attacking in a grapple, add +2 techniquebonus to that Melee attack.Dagger Flourishbasic Dagger tech COST: 2PREREQUISITEMelee 5STACKINGPassiveThe warrior may draw a dagger as partof an attack, or sheathe their dagger as afree action.Dropknifebasic Dagger tech COST: 2PREREQUISITEMelee 5STACKINGCritIf a crit is rolled, the character may leave thedagger in an opponent. This dagger deals1d4 damage each full round it remains in thetarget. It can be removed by taking a veryfast action, which also deals 1d4 damage.108


DAGGER statisticsWeapons attack Skill Hands Range Attack Parry Crit Die Speed reload spd PEN Req CostDagger Melee/ Thrown 1 1,5 +1 +1 3/6 1d6 Very Fast - - - 1 gBackstabAdvanced Dagger tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveAttack from a target’s blind spot for a+2 technique bonus to Melee.Defensive GripAdvanced Dagger tech COST: 2PREREQUISITESTACKING2 Basic Techs PassiveWhen successfully parrying a natural attackby a margin of at least 3, deal 1d8 damage tothe attacking targetDouble WieldAdvanced Dagger tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveWhen wielding two weapons with thisability, the warrior may make 2 attackssimultaneously, taking the slower of the twoaction speeds. Neither attack may crit.Quick CutAdvanced Dagger tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveMake a Melee attack with an action speed2 segments faster than normal. This attackmay not crit.Double TossExpert Dagger tech COST: 2PREREQUISITESTACKING2 Advanced Techs ActiveThrow two weapons, one from each hand,striking two separate targets. Each attacksuffers a -2 penalty, and neither can crit.Draw DefenseExpert Dagger tech COST: 2PREREQUISITESTACKING2 Advanced Techs PassiveDraw a dagger to parry as a free action.Precision StrikeExpert Dagger tech COST: 2PREREQUISITESTACKING2 Advanced Techs CritIf a crit is rolled, ignore up to 5 points ofarmor reduction.TwistedExpert Dagger tech COST: 2PREREQUISITESTACKING2 Advanced Techs PassiveMake a Melee attack with an empty handto twist or punch at a dagger left with thedropknife ability. Treat this as a normalMelee attack, but with a +2 techniquebonus. If this attack is successful, it deals 1extra damage die.Dagger FuryMaster Dagger tech COST: 2PREREQUISITESTACKING2 Expert Techs ActiveIf wielding two daggers, make four Meleeattacks, each with a -2 penalty. None ofthese attacks may crit.Dagger MasterMaster Dagger tech COST: 2PREREQUISITESTACKING10 Techs PassiveAll dagger techs that grant a +2 techniquebonus to Melee attacks instead grant a+4 technique bonus, and all that incur a-2 penalty instead incur no penalty.Double-SlashMaster Dagger tech COST: 2PREREQUISITESTACKING2 Expert Techs CritIf a double-crit is rolled, make a secondattack as a free action. This attack maynot crit.Secondary AttackMaster Dagger tech COST: 2PREREQUISITESTACKING2 Expert Techs ActiveAfter a successful attack with a weaponin the character’s other hand, they mayimmediately attack again with thisweapon. Use the slower speed of the two.This weapon cannot crit, and cannot beused again in the same action.109


Scythe TechniquesOriginally a farmer’s implement, the Scythe is easily reinforced and translated to combat. While this weapon ismore awkward than a sword, axe, or spear, it’s odd shape and angles provide for some effective attack options.SCYTHE statisticsWeapons attack Skill Hands Range Attack Parry Crit Die Speed reload spd PEN Req CostScythe Melee 2 1,2 +1 -1 4/8 2d10 Slow - - - 1 gScythe: The Scythe is an awkwardweapon for most warriors, but thisisn’t necessarily a disadvantage.The scythe presents a style and flairthat is counter-intuitive, and findsits way around many defenses, whileproviding flexible attack options.Hard Anglebasic Scythe tech COST: 2PREREQUISITEMelee 5STACKINGPassiveIf the opponent is within 1 meter andattempts to parry with a non-shield weapon,gain a +2 technique bonus.Side-Swingbasic Scythe tech COST: 2PREREQUISITEMelee 5STACKINGCritIf a crit is rolled, the target must roll a Gritcheck with a difficulty equal to the Meleeroll or be knocked one space to either side.Wild Swingbasic Scythe tech COST: 2PREREQUISITEMelee 5STACKINGActiveMake a Melee Attack, roll a 1d4. If theresult is a 1, the attack suffers a -2 penalty.If the result is a 2, there is no modifier.If the result is a 3, add a +2 technique bonus.If the result is a 4, add a +4 technique bonus.Follow ThroughAdvanced Scythe tech COST: 2PREREQUISITESTACKING2 Basic Techs PassiveIf an attack is successfully Dodged,that attack can instead be made againstanother opponent in range. Use the originalattack roll.Haft PunchAdvanced Scythe tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveThe warrior may attack with the haft of thestaff instead of the blade. Use Staff statistics.Weapon HookAdvanced Scythe tech COST: 2PREREQUISITESTACKING2 Basic Techs CritIf a crit is rolled, make an opposed Strengthor Agility check to disarm their opponent.Heavy HurlExpert Scythe tech COST: 2PREREQUISITESTACKING2 Advanced Techs ActiveMake a thrown attack, with a range of3 meters.Precision StrikeExpert Scythe tech COST: 2PREREQUISITESTACKING2 Advanced Techs CritTripExpert Scythe tech COST: 2PREREQUISITESTACKING2 Advanced Techs CritIf a crit is rolled, make an opposedStrength or Agility check to pull theindividual off their feet, landing prone.Double-SlashMaster Scythe tech COST: 2PREREQUISITESTACKING2 Expert Techs CritIf a double-crit is rolled, make a secondattack as a free action. This attack may not crit.HarvestMaster Scythe tech COST: 2PREREQUISITESTACKING2 Expert Techs CritIf a double-crit is rolled, the individual ispulled off their feat, landing prone.Sickle MasterMaster Scythe tech COST: 2PREREQUISITESTACKING10 Techs ActiveAll Scythe techniques that grant a+2 technique bonus to Melee attacksinstead grant a +4 technique bonus, and allthat incur a -2 penalty instead incur no penalty110On a crit, ignore up to 5 points of armor.


Shield TechniquesAlthough it does have some minor use as an offensive weapon, the shield’s primary purpose is protection. Heavy shieldsincur a speed penalty that must be overcome through Athletics. Keep in mind that restrictions to wielding two weapons stillapplies to shields, as explained in the wielding rules in chapter 3.SHIELD statisticsWeapons attack Skill Hands Range Attack Parry Crit Die Speed reload spd PEN Req CostHeavy Shield Melee 1 1 -1 +3 6/12 2d6 Very Slow - 2 Str 9 7 gShield Melee 1 1 - +2 6/12 2d6 Slow - 1 Str 8 5 gShield: Designed for solid defense.Heavy Shield: Called a tower or kiteshield, this has even greater defense.Coverbasic Shield tech cOST: 2PREREQUISITEParry 5STACKINGPassiveIf Dodging an attack while wielding a shield,Apply the Shield’s Parry bonus to Dodge.Parry Shotbasic Shield tech cOST: 2PREREQUISITEParry 5STACKINGActiveParry any attack normally Dodged with a-2 penalty instead of -4.Shield Bashbasic Shield tech cOST: 2PREREQUISITEMelee 5STACKINGPassiveMake a Melee attack with a +2 bonus.This deals shock instead of normal damage.DazeAdvanced Shield tech COST: 2PREREQUISITESTACKING2 Basic Techs CritOn a crit, deal 3 initiative damage.Shield ShoveAdvanced Shield tech COST: 2PREREQUISITESTACKING2 Basic Techs CritOn a crit, the opponent must make aGrit check equal to the attack or fall back2 spaces.Step-inAdvanced Shield tech COST: 2PREREQUISITESTACKING2 Basic Techs PassiveAfter making a successful parry checkagainst a melee attack, if the character’snext action is to attack that opponentwith a Melee weapon, they gain a+2 technique bonus.Change AngleExpert Shield tech COST: 2PREREQUISITESTACKING2 Advanced Techs ActiveThe parry range of the shield can be placedon the three spaces behind or in front ofthe warrior, and may overlap their otherweapon. the range of their other weapon.Shield ChargeExpert Shield tech COST: 2PREREQUISITESTACKING2 Advanced Techs PassiveThe character may make a full move, endingwith a Melee attack. Gain a +4 tech bonus,but deals shock instead of normal damage.SLock ShieldsExpert Shield tech COST: 2PREREQUISITESTACKING2 Advanced Techs PassiveAdjacent characters with this ability gain a+2 tech bonus to Parry while facing thesame direction.Full CoverMaster Shield tech COST: 2PREREQUISITESTACKING2 Expert Techs ActiveWhile off the combat clock, gain a +2 techbonus to Parry. This also applies an obstaclefor incoming Shot or Thrown attacks.Shield MasterMaster Shield tech COST: 2PREREQUISITESTACKING10 Techs ActiveAll Shield techniques that grant a +2 bonusto Melee or Parry instead grant a +4 bonus.All that incur a -2 penalty instead incur none.Shield OtherMaster Shield tech COST: 2PREREQUISITESTACKING2 Expert Techs ActiveFiring past the warrior’s range to a targetbehind incurs 2 obstacles instead of 1.111


Spear TechniquesOne of the oldest, most common, most effective, most versatile and cheapest weapons is the spear. A spearor a staff can switch grips as an instant action, between the close, quarterstaff grip and the long-spear grip,and can be wielded in one or two hands, each using different attack statistics. The Javelin, while not usable withtwo hands, can instead be thrown.Javelin: A short spear, good for fast,close combat and Thrown attacks. It maybe thrown without the Hurl ability.Spear: A fast weapon with solid reach,with a one-handed grip, a grip for a longrange, a third grip usable up close forrapid hits or far off for stronger piercingthrusts. A simple weapon, the spear isalso extremely versatile.Staff: Very similar to the spear, it usesblunt strikes in place of the piercingattacks. It also has a grip for long rangeand a close grip for close combat.The staff is also known as the quarterstaff,the bo, and the gun, although thisreferences different terms for ‘staff’ andhas nothing to do with ranged combat.Finessebasic Spear tech cOST: 2Leveragebasic Spear tech cOST: 2PREREQUISITEParry 5STACKINGPassiveWhen defending against Grapple checks,gain a +2 technique bonus.Prodbasic Spear tech cOST: 2PREREQUISITEMelee 5STACKINGCritIf a crit is rolled, the target must roll a Gritcheck with a difficulty equal to the Meleeroll or be knocked one space back.Set Spearbasic Spear tech cOST: 2PREREQUISITEMelee 5STACKINGActiveIf making an attack against an opponentmoving into range, gain a +2 bonus onthat attack. This only functions in thelongspear grip.Vaultbasic Spear tech cOST: 2PREREQUISITEMelee 5STACKINGActiveUse the spear to make a great leap.Jump 7 meters as a very slow action.This only functions in the longspear grip.The character may make an unarmedattack at the end of this move with a+2 technique bonus.PREREQUISITEMelee 5STACKINGPassiveMelee and Parry checks with this weaponmay use the Agility skill die instead ofStrength. This does not apply to the Pike.112


Heavy Axe statisticsWeapons style attack Skill Hands Range Attack Parry Crit Die Speed reload spd PEN Req CostJavelin - Melee/Thrown 1 1,2 +1 - 3/6 1d6 Very Fast - - - 1 gSpear 1 handed Melee 1 2,3 +1 -1 3/6 1d10 Average - - - 1 gSpear 2 handed Melee 2 2,3 +2 -1 3/6 1d10 Average - - - 1 gSpear/Staff Close Grip Melee 2 1 0 +1 5/10 2d6 Fast - - - 1 gStaff - Melee 2 2,3 +2 -1 5/10 1d12 Fast - - - -Acrobatic AttackAdvanced Spear tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveMake an Acrobatics check while making aMelee attack. If it is equal to or higher thanthe Melee check, gain a +2 technique bonus.Double WieldAdvanced Spear tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveWhen wielding two weapons with this ability,the warrior may make 2 attacks, taking theslower action speed. Neither may crit.This only works with one-handed grips.Follow ThroughAdvanced Spear tech COST: 2PREREQUISITESTACKING2 Basic Techs PassiveIf an attack is successfully Dodged,that attack can instead be made againstanother opponent in range. Use the originalattack roll.HurlAdvanced Spear tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveMake a thrown attack, with a range of3 meters.SweepAdvanced Spear tech COST: 2PREREQUISITESTACKING2 Basic Techs CritIf a crit is rolled, the opponent must makean acrobatics check equal to the attack roll orfall prone.FlurryExpert Spear tech cOST: 2PREREQUISITESTACKING2 Advanced Techs ActiveMake two attacks. Neither may crit.This only functions in the quarterstaff grip.Long ThrustExpert Spear tech cOST: 2PREREQUISITESTACKING2 Advanced Techs ActiveIncrease the weapon’s range by 1. This onlyfunctions in the longspear grip.Precision StrikeExpert Spear tech cOST: 2PREREQUISITESTACKING2 Advanced Techs CritIf this attack crits, ignore up to 5 points of armor.UnhorseExpert Spear tech cOST: 2PREREQUISITESTACKING2 Advanced Techs ActiveAfter an attack against a mounted opponent,that opponent must make a Grit checkagainst the Melee roll or be knocked fromtheir mount. This only functions in thelongspear grip.Vault KickExpert Spear tech cOST: 2PREREQUISITESTACKING2 Advanced Techs ActiveAt the end of a vault leap make an unarmedattack with a +2 bonus. This only functionsin the longspear grip.Full SweepMaster Spear tech COST: 2PREREQUISITESTACKING2 Expert Techs CritWhen using the sweep ability, if one sweepis successful, they may continue and attackanother opponent in range.Great FlurryMaster Spear tech COST: 2PREREQUISITESTACKING2 Expert Techs ActiveMake up to 4 melee attacks, each with a-2 penalty. None of these attacks may crit.Second ChanceMaster Spear tech COST: 2PREREQUISITESTACKING2 Expert Techs PassiveIf an attack fails by more than 5, make asecond attack as a free action.Spear MasterMaster Spear tech COST: 2PREREQUISITESTACKING10 Techs ActiveAll spear techniques that grant a +2technique bonus to Melee attacks insteadgrant a +4 technique bonus, and all thatincur a -2 penalty instead incur no penalty.Windmill DefenseMaster Spear tech COST: 2PREREQUISITESTACKING2 Expert Techs PassiveWhile defending in the quarterstaff grip,gain a +2 to Parry.113


Heavy Sword TechniquesCombining the versatility of the sword with the raw damage capacity of the heavy axes, the broadsword, longswordand greatsword are the preferred weapon of kings and knights. To make up for relatively slow speeds, theseweapons might be best combined with armor or a shield. The Longsword can be wielded in one or two hands, aswell, for added versatility.Broadsword: A brutal weapon with noserious weaknesses, the broadswordis a heavy one-handed weapon.The broadsword is also known as theshorter arming swords, the Dao,and Viking swords.Greatsword: The greatsword is amassive, a two-handed sword thatrequires significant strength to wield.Other examples of the greatswordinclude the claymore, flamberge, andthe zweilhander.Longsword: Sitting somewhere in weightand length between the broadswordand the greatsword, the longsword issometimes called the hand-and-a-halfsword, due to it’s capacity to be wieldedin either one or two hands. Oftenconsidered the weapon of royalty,the Longsword is carried by the finestwarriors in existence, despite the factthat it is also sometimes known as thebastard sword.Lungebasic Heavy Sword tech COST: 2PREREQUISITEMelee 5STACKINGActiveMove 1 meter forward and make a Meleeattack with a +2 technique bonus, thenmove 1 meter back, returning to theoriginal space.Wild Swingbasic Heavy Sword tech COST: 2PREREQUISITEMelee 5STACKINGActiveWhen attacking, roll a 1d4. If the result is a1, the attack suffers a -2 penalty. If the resultis a 2, there is no modifier. If the result is a3, add a +2 technique bonus. If the result isa 4, add a +4 technique bonus.Hilt Punchbasic Heavy Sword tech COST: 2PREREQUISITEMelee 5STACKINGActivePunch a target with the weapon’s hilt.Use club statistics. This can be used withina grapple.Intimidating Strikebasic Heavy Sword tech COST: 2PREREQUISITEMelee 5STACKINGPassiveTake an instant action to roll an Intimidatecheck against the target of this attack.If successful, the next Melee attack gains a+2 technique bonus.114


Heavy SWORD statisticsWeapons style attack Skill Hands Range Attack Parry Crit Die Speed reload spd PEN Req CostBroadsword - Melee 1 1,2 +1 +1 4/8 2d6 Average - - Str 8 5 gGreatsword - Melee 2 1,2 +1 - 4/8 2d10 Very Slow - - Str 10 7 gLongsword One-Handed Melee 1 1,2 - - 4/8 2d8 Slow - - Str 9 6 gLongsword Two-Handed Melee 2 1,2 +1 +1 4/8 2d8 Slow - - Str 8 6 gDevastating StrikeAdv HEAVY Sword tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveMake a very fast action to prepare an attack.The next Melee attack deals one extradamage die. This does not count as a crit.Double WieldAdv HEAVY Sword tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveWhen wielding two weapons with thisability, the warrior may make 2 attackssimultaneously, taking the slower of thetwo action speeds. Neither attack may crit.Follow ThroughAdv HEAVY Sword tech COST: 2PREREQUISITESTACKING2 Basic Techs PassiveIf an attack is successfully Dodged,that attack can instead be made againstanother opponent in range. Use the originalattack roll.Wide-SwingAdv HEAVY Sword tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveMake a single melee attack against twotargets within range, with a -2 penalty.Cyclone SwingExpert Heavy Sword tech COST: 2PREREQUISITESTACKING2 Advanced Techs ActiveIf this attack hits by 3 or more, continueand attack any other opponent within range.DisarmExpert Heavy Sword tech COST: 2PREREQUISITESTACKING2 Advanced Techs CritIf a double-crit is rolled, the opponent dropstheir weapon.Heavy HurlExpert Heavy Sword tech COST: 2PREREQUISITESTACKING2 Advanced Techs ActiveMake a thrown attack, with a rangeincrement of 3 meters.Iaijutsu AttackExpert Heavy Sword tech COST: 2PREREQUISITESTACKING2 Advanced Techs ActiveDraw this weapon and attack as asingle action.Double-SlashMaster Heavy Sword tech COST: 2PREREQUISITESTACKING2 Expert Techs CritIf a double-crit is rolled, make a secondattack as a free action. This attack maynot crit.Master SwordsmanMaster Heavy Sword tech COST: 2PREREQUISITESTACKING10 Techs PassiveAll heavy sword techs that grant a +2technique bonus to Melee attacks insteadgrant a +4 technique bonus, and all thatincur a -2 penalty instead incur no penalty.Parry MasterMaster Heavy Sword tech COST: 2PREREQUISITESTACKING2 Expert Techs PassiveWhen wielding a one-handed heavy swordand no other weapon, increase it’s parryequipment bonus by 1.SpinstrikeMaster Heavy Sword tech COST: 2PREREQUISITESTACKING2 Expert Techs ActiveMake a single Melee attack with a -2 penalty,affecting all targets within range.115


Light Sword TechniquesThe Light Sword is the single most maneuverable weapon in the game, with a high speed and a wide array of tricksand techniques. Ideal for agile fighters, the light sword grants mobility and technical sophistication, allowingthe fighter to take full advantage of the game’s timing mechanics. The Lightsword’s only drawback is a relativelylow damage output.LIGHT SWORD statisticsWeapons attack Skill Hands Range Attack Parry Crit Die Speed reload spd PEN Req CostShort Sword Melee 1 1 +2 +1 3/6 1d6 Fast - - - 3 gMain Gauche Melee 1 1 +1 +1 3/6 1d6 Fast - - - 5 gLightsword Melee 1 1,2 +1 +1 3/6 1d6 Very Fast - - - 7 gSabre Melee 1 1,2 +1 +1 3/6 1d8 Fast - - - 7 gShort Sword: The short sword is arelatively heavy, and quick blade,excellent for defense and can be usedin a grapple or as a secondary weapon.Historically classic, it is still a usefulblade both offensively and defensively.Main Gauche: A slimmer and lighterblade than the Gladius, the MainGauche is still a short sword, idealfor parrying, especially when usedin tandem with other light swords.Variants include the long dagger,the wakizashi, and the sword breaker.Lightsword: The Lightsword is anincredibly agile weapon, applyingdeadly force with a flick of the wrist.This category also includes fencing foils,epees, and the lighter sabres, as well asthe exotic jian., a weapon of nobility.Sabre: The sabre is a longer andheavier version of the Lightsword,still useful for fencing but with slightlymore striking force. It includes weaponssuch as the scimitar, the horseman’s orcaptain’s sabre, the spatha, the pata,and other similar blades.Cross-Parrybasic Light Sword tech COST: 2PREREQUISITEParry 5STACKINGPassiveAfter a successful Parry, the nextMelee attack within one round gainsa +2 technique bonus.Feintbasic Light Sword tech COST: 2PREREQUISITEMelee 5STACKINGActiveMake a Deceive check as an instant action.If successful, the next Melee attack may usetheir surprise attack bonus in addition toany other bonuses.Finessebasic Light Sword tech COST: 2PREREQUISITEMelee 5STACKINGPassiveMelee and Parry checks with this weaponmay use the Agility skill die insteadof Strength.Hilt Punchbasic Light Sword tech COST: 2prerequisiteMelee 5stackingPassivePunch a target with the weapon’s hilt.Use club statistics. This can be used withina grapple.Lungebasic Light Sword tech COST: 2PREREQUISITEMelee 5STACKINGActiveMove 1 meter forward and make aMelee attack with a +2 technique bonus,then move 1 meter back.Scabbard Techniquebasic Light Sword tech COST: 2PREREQUISITEMelee 5STACKINGActiveUse the sword’s scabbard as a secondaryweapon. This weapon uses club statistics.Backhand GripAdv Light Sword tech COST: 2PREREQUISITESTACKING2 Basic Techs PassiveAs an instant action, switch to a backhandgrip. This weapon’s attack and defenseranges to the spaces directly behindthem and two spaces around to that side.They may return to their normal grip asan instant action.Double WieldAdv Light Sword tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveWhen wielding two weapons with thisability, the warrior may make 2 attackssimultaneously, taking the slower of the twoaction speeds. Neither attack may crit.116


HurlAdv Light Sword tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveMake a Thrown attack, with a rangeincrement of 3 meters.Quick CutAdv Light Sword tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveMake a Melee attack with an action speed2 segments faster than normal. This attackmay not crit.Secondary DefenseAdv Light Sword tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveWhen wielding a main-gauche, short-swordor a dagger with a light sword, increase thatweapon’s parry equipment bonus modifierby 1.Wide-SwingAdv Light Sword tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveMake a single melee attack against twoadjacent targets, with a -2 penalty.Blade LockExpert Light Sword tech COST: 2PREREQUISITESTACKING2 Advanced Techs PassiveIf parrying or being parried by at least 3,tie up both the attacker’s and defendersweapons. Neither combatant may use theirweapons until disengaged. Either combatantmay do so as a very fast action.DisarmExpert Light Sword tech COST: 2PREREQUISITESTACKING2 Advanced Techs CritIf a double-crit is rolled, the opponent dropstheir weapon.Iaijutsu AttackExpert Light Sword tech COST: 2PREREQUISITESTACKING2 Advanced Techs ActiveDraw this weapon and attack as asingle action.Iaijutsu DefenseExpert Light Sword tech COST: 2PREREQUISITESTACKING2 Advanced Techs PassiveDraw this weapon to parry as a free action.Precision StrikeExpert Light Sword tech COST: 2PREREQUISITESTACKING2 Advanced Techs CritIf a crit is rolled, ignore up to 5 points ofarmor reduction.RiposteExpert Light Sword tech COST: 2PREREQUISITESTACKING2 Advanced Techs ActiveWhile waiting off the combat clock,if this weapon successfully parries, make animmediate attack against the attacker as afree action.Double-SlashMaster Light Sword tech COST: 2PREREQUISITESTACKING2 Expert Techs CritIf a double-crit is rolled, make a secondattack as a free action. This attack maynot crit.Master FencerMaster Light Sword tech COST: 2PREREQUISITESTACKING2 Master Techs PassiveAll light sword techniques that grant a+2 technique bonus to Melee attacks insteadgrant a +4 technique bonus, and all thatincur a -2 penalty instead incur no penalty.Perfect Double-WieldMaster Light Sword tech COST: 2PREREQUISITESTACKING2 Master Techs PassiveWhen using two light swords, increase theparry bonus on those weapons by 1.RedirectionMaster Light Sword tech COST: 2PREREQUISITESTACKING2 Master Techs PassiveIf parrying by a margin of 3 or more, redirectthat attack to another target within range ofthe attacker.Secondary AttackMaster Light Sword tech COST: 2PREREQUISITESTACKING2 Expert Techs ActiveAfter a successful attack with a weaponin the character’s other hand, they mayimmediately attack again with thisweapon. Use the slower speed of the two.This weapon cannot crit, and cannot beused again in the same action.SpinstrikeMaster Light Sword tech COST: 2PREREQUISITESTACKING2 Expert Techs ActiveMake a single Melee attack with a-2 penalty, affecting all targets within range.117


Unarmed and Grapple TechniquesUnarmed fighting is as ancient art form, and with skilled training can be just as effective as armed combat. While thelisting describes a fist or a trained fist, these statistics can just as easily apply to knees, elbows, and feet.Gauntlet: A standard gauntlet, metalplates along the back of the hand, willprotect the knuckles, allow a characterto parry, and give a punch a littleextra power.Fist: The basic unarmed attack is asimple kick or a punch that cannotbe used to parry without advancedabilities. A trained fist is faster andmore powerful, but must be learned.TRAINED FISTbasic Unarmed tech COST: 2PREREQUISITEMelee 5Use trained fist attack statistics.DropkickSTACKINGPassivebasic Unarmed tech COST: 2PREREQUISITEMelee 5STACKINGActiveMake an unarmed attack with both feet,with a +2 bonus. The character lands prone.Finessebasic Unarmed tech COST: 2PREREQUISITEMelee 5STACKINGPassiveMelee and Parry checks with unarmedattacks may use the Agility skill die insteadof Strength.Fast Grapplebasic Grapple tech COST: 2PREREQUISITEMelee 5STACKINGPassiveWhen initiating or escaping a grapple, do soas a very fast action.Takedownbasic Grapple tech COST: 2PREREQUISITEMelee 5STACKINGActiveGain a +2 bonus to forcing an opponent tothe ground.118


UNARMED statisticsWeapons attack Skill Hands Range Attack Parry Crit Die Speed reload spd PEN Req CostTrained Fist Melee 1, 2 1,2 - - 5/10 2d6 Very Fast - - Str 8 -Gauntlets Melee 1 1 - - 5/10 2d6 Average - - - 5 gFist Melee 1 1 - n/a 6/12 3d4 Fast - - - -BreakoutAdvanced Unarmed tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveWhen escaping a grapple, gain a+4 technique bonus.Unarmed FlurryAdvanced Unarmed tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveMake 2 attacks. Neither attack may crit.The character must have both hands free forthis attack.Unarmed ParryAdvanced Unarmed tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveThe warrior may parry while unarmed.This involves stopping a part of theweapon that is not hazardous or cutting anattacker’s momentum short. It very rarelyimplies actually stopping a blade withsimple skin.Grapple ExpertAdvanced Grapple tech COST: 2PREREQUISITESTACKING1 basic Tech PassiveGain a +1 bonus to all Grapple checks.Suplex DropAdvanced Grapple tech COST: 2PREREQUISITESTACKING1 basic Tech PassiveWhen making a takedown action, makean unarmed Melee attack as well, with a+2 bonus.Ground FightingExpert Unarmed tech COST: 2PREREQUISITESTACKING2 Advanced Techs PassiveMake melee attacks from a prone positionwith no penalty.PowerstrikeExpert Unarmed tech COST: 2PREREQUISITESTACKING2 Advanced Techs CritIf a crit is rolled, the opponent is knockedback 2 meters.Sweep KickExpert Unarmed tech COST: 2PREREQUISITESTACKING2 Advanced Techs CritIf a crit is rolled, the opponent must makean acrobatics check equal to the attack rollor fall prone.Defensive GrabExpert Grapple tech COST: 2PREREQUISITESTACKING1 Advanced Tech ActiveIf successfully parrying with an unarmedattack, the defender may attempt to initiatea grapple as a free action.ThrowExpert Grapple tech COST: 2PREREQUISITESTACKING1 Advanced Tech PassiveWhen making a takedown action, thegrappler may throw their opponent to theground. This ends the grapple and thethrower does not become prone.StunMaster Unarmed tech COST: 2PREREQUISITESTACKING2 Expert Techs CritIf a crit is rolled, the opponent must make aGrit check equal to the attack roll or suffer3 initiative damage.Unarmed FuryMaster Unarmed tech COST: 2PREREQUISITESTACKING2 Expert Techs ActiveMake four Melee attacks as a single actionwith a -2 penalty. None of these attacks mayCrit. The warrior must have both handsfree for this ability.Unarmed MasterMaster Unarmed tech COST: 2PREREQUISITESTACKING10 Techs PassiveAll unarmed techniques that grant a+2 technique bonus to Melee attacks insteadgrant a +4 technique bonus, and all thatincur a -2 penalty instead incur no penaltyGrapple LockMaster Grapple tech COST: 2PREREQUISITESTACKING1 Expert Tech ActiveWhile in a grapple, make a grapple checkto pin another individual’s and arms. Theymay not move or act while grappled, butmay still dodge. This does not work againsta target that is significantly larger than thegrappler, or against a target with more than4 limbs.Grapple MasterMaster Grapple tech COST: 2PREREQUISITESTACKING1 Expert Tech ActiveGain a +3 bonus to all grapple checks.119


Whip TechniquesThe Whip is a utilitarian weapon, designed more for tricks and long-ranged manipulation than it is for outrightdamage. Still, in the hands of a master, such a weapon is quite spectacular.WHIP statisticsWeapons attack Skill Hands Range Attack Parry Crit Die Speed reload spd PEN Req CostWhip Melee 1 3-5 - -1 5/10 3d4 Slow - - Agi 8 1 gWhip: The whip or chain is not designedfor dealing heavy damage. It is, however,an excellent tool for manipulatingopponents and their weapons. In somesituations, it also provides mobilityaround the battlefield.Whip Swingbasic Whip tech cOST: 2PREREQUISITEMelee 5STACKINGActiveAs a very fast action, lash the whip aroundany object within 5 meters, such as a post,eave, or tree branch. This can support theweight up of to 500 pounds, and swingaround that object up and off the ground.Swinging around is an average action,and the warrior may land on any locationwithin 5 meters of the anchor point.Whipcrackbasic Whip tech cOST: 2PREREQUISITEMelee 5STACKINGActiveThe character may use the whip to make anintimidate check with a +2 bonus.Wrapbasic Whip tech cOST: 2PREREQUISITEMelee 5STACKINGActiveInstead of attacking a target, the warriormay attack their weapon. If the attack issuccessful, the weapon is wrapped in thewhip. The weapon may be disentangledby either combatant as a very fast action ordropped as a free action. Until the weaponis disentangled, neither weapon may be used.Garrote GrappleAdvanced Whip tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveIf initiating a grapple from a target’s blindspot, gain a +4 bonus von all grapple checks.LifelineAdvanced Whip tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveIf falling more than 5 meters, lash out witha readied weapon to anchor to any object,then swing to any space within 5 metersof it.Whip SnapAdvanced Whip tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveAfter making a whip attack, if thecharacter’s next action is to make anotherwhip attack, they may do so as a veryfast action.DoublesnapExpert Whip tech cOST: 2PREREQUISITESTACKING2 Advanced Techs PassiveMake a single attack at two separate targetswithin range, at a -2 penalty. Neither ofthese attacks may crit.Parry WrapExpert Whip tech cOST: 2PREREQUISITESTACKING2 Advanced Techs PassiveIf the opponent successfully parries a whipattack, use the Wrap ability as a free action.Running SwingExpert Whip tech cOST: 2PREREQUISITESTACKING2 Advanced Techs ActiveAfter making a full move, use the whipswing to swing up to anywhere within5 meters of the anchor, at average speed.Continuous SwingMaster Whip tech cOST: 2PREREQUISITESTACKING2 Expert Techs PassiveAfter swinging, use the next action to attachto a different point and swing again.Whip FuryMaster Whip tech cOST: 2PREREQUISITESTACKING2 Expert Techs ActiveMake four attacks, each with a -2 penalty,None of these may crit.Whip MasterMaster Whip tech cOST: 2PREREQUISITESTACKING2 Expert Techs Active120All whip tech abilities that grant a +2 bonusto Melee attacks instead grant a +4 techbonus. All that incur a -2 incur no penalty.


Mounted TechniquesA warrior’s best friend is a powerful mount. A good mount a source for speed and power, but can also be apowerful ally, as many mounts are capable of attacking on their own. For outdoor combat in the open field,mounted combat is a powerful tactical option.MOUNTED statisticsWeapons attack Skill Hands Range Attack Parry Crit Die Speed reload spd PEN Req CostLance Melee 1 3 -1 -2 3/6 2d10 Very Slow - - Str 9 3 gSport Lance Melee 1 3 -1 -2 5/10 1d10 Very Slow - - Str 9 3 gLance: For raw power, there is no equalto the momentum of a charging mountand rider with a lance.Sport Lace: A sport lance is designed muchlike the regular lance, but is blunted forcompetition. It will likely shatter on use.Defend Mountbasic Mounted tech COST: 2PREREQUISITEMelee 5STACKINGPassiveThe rider may parry on behalf of their mount.Lancerbasic Mounted tech COST: 2PREREQUISITEMelee 5STACKINGActiveCharging with a pole weapon from horsebackmay triple crit.Shield Riderbasic Mounted tech COST: 2PREREQUISITEAnimal 5STACKINGActiveThey may hold shield and reigns in one hand.Fast MountAdvanced Mounted tech COST: 2PREREQUISITESTACKING2 Basic Techs PassiveRide By AttackAdvanced Mounted tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveMake an attack during a move action.UnhorseAdvanced Mounted tech COST: 2PREREQUISITESTACKING2 Basic Techs ActiveAfter a lance, spear or other polearmattack against another mounted opponent,that opponent must make a Grit checkequal to the Melee roll or be knocked fromtheir mount.Dismount ChargeExpert Mounted tech COST: 2PREREQUISITESTACKING2 Advanced Techs ActiveLeap off the mount to make a charge attack.Gain a +2 bonus on that charge.Horseback ArcheryExpert Mounted tech COST: 2PREREQUISITESTACKING2 Advanced Techs ActiveMake a Shot or Thrown attack during amounted move.Mounted CounterattackExpert Mounted tech COST: 2PREREQUISITESTACKING2 Advanced Techs ActiveIf an opponent attacks the mount, ratherthan defending on behalf of the mount,they may make a counterattack as afree action.Advanced Ride-by AttackMaster Mounted tech COST: 2PREREQUISITESTACKING2 Expert Techs ActiveAs ride-by attack, but they may make twoattacks at a -2 penalty, against separate targets,on either side of the mount. They must bewielding two weapons or a double weapon touse this ability.Expert LancerMaster Mounted tech COST: 2PREREQUISITESTACKING2 Expert Techs ActiveGain a +4 technique bonus to all lanceattacks made from a charging mount.Mounted Combat MasterMaster Mounted tech COST: 2PREREQUISITESTACKING10 Techs PassiveGain a +3 bonus to Animal checks for riding.They may mount or dismount as part of amove action.121


Winged CombatThe capacity to move through the air is a tremendous tactical advantage, but has some major drawbacks.See Chapter 4 for additional rules on the specifics of how winged and flight-based combat works.Dive Attackbasic Flight tech cOST: 2PREREQUISITEMelee 5STACKINGActiveThe character may make a Meleeattack while landing. This attack gainsa +4 tech bonus.Dive Descentbasic Flight tech cOST: 2PREREQUISITEAcrobatics 5STACKINGActiveThe character may descend 20 meters,straight down, as a very slow action.Strong FlightExpert Flight tech COST: 2PREREQUISITESTACKING1 Advanced Tech ActiveThe character may increase their flightcarrying weight by 200 pounds.Swift AscensionMaster Flight tech COST: 2PREREQUISITESTACKING1 Expert Tech ActiveThe character may ascend straight up atnormal flight speeds.HoverMaster Flight tech COST: 2PREREQUISITESTACKING1 Expert Tech ActiveThe character may remain flying withoutmaking a move action.Flyby AttackAdvanced Flight tech COST: 2PREREQUISITESTACKING1 basic Tech PassiveThe character may make a melee or thrownattack while flying and moving.Tight BankAdvanced Flight tech COST: 2PREREQUISITESTACKING1 basic Tech PassiveDecrease the flier’s turn radius by 1.Flyby BomberExpert Flight tech COST: 2PREREQUISITESTACKING1 Advanced Tech ActiveThe character may use Shot or Thrownattacks, or cast spells while moving.122


Section FiveSPELL BOOK


Chapter EIGHTElemental MagicThe Sylph and the Scath faced one another over a grassy field.The moon hung high and large and illuminated the rolling grass,giving it the blue hue of ocean waves. The Sylph floated justabove the ground, her light frame supported by an ever-presentwind. She stared down at the Scath, whose darker skin drippedwith living night, the black strips of energy cutting at the grassystalks in malicious little bursts. The Scath stood proud, wearingthe deep colors and simple cuts of the southern nobility.The Scath spoke first, his tone annoyed. “I don’t know what youwant, Airwalker, but I have business to attend to, so I would preferto keep this meeting short.”“It will be short, Scath,” the Sylph answered. “I come on behalfof the Seelie court.”“I have broken no law of the Seelie,” he returned. He let his staffrest easy against the ground, but it was clear that he was readyto use it.“You have. You have interfered in mortal affairs, and worse, youhave caused for a human city to move against a Dryad community.”The Sylph took slow breaths, feeling the energy in the air andpreparing herself for combat.“That was not my doing,” the Scath answered, “but if you insist onpressing the issue, I will answer on behalf of the Unseelie Court.Prepare yourself.” He lifted his oak staff, and the tip eruptedin roiling shadow, bleeding flecks of darkness into the grass,withering the living matter with an audible sizzle.The Sylph gathered her magic, floated back several meters, andcollected lightning between her outstretched palms. “You willanswer for the lives you ruin.”Fae fought Fae and magic met magic across the plain, with thewide moon as a silent witness.


Learning and Casting Elemental SpellsThe most basic and intuitive magics are elemental in nature. Channeling the raw elemental forces of Fire, Water,Earth, Air, Plant and Void grant the mage powerful destructive force and equally important utility in non-combatsituations. A character progresses in their elemental magics by increasing their elemental skills, and then learnsindividual spells that will allow them to channel this magic in specific ways.Elemental SpellsAn elemental spell is the manifestation of the elementalideals into physical form or energy. This can be quitespectacular, shaking the earth, freezing water, or callingout hurricane-force winds, and is rarely subtle. Each spellhas a specific effect, listed in the spell’s entry. Spellcastersshould also be free to design their own spells, using theexamples here as a guideline.Learning SpellsElemental spells function like other abilities, with aspecifically listed skill point cost. To learn the spell,the character will study in-game, and spend the skillpoints, like buying any other ability.Casting SpellsSpellcasting requires at least one free hand, or a hand holdingan arcane focus. After learning that spell, they can castit at any time, incurring the feedback associated withthat spell and following the text describing the spell’seffects. This should not, however, be a hard limitation.Players should be rewarded for creative use of theirmagics, even if it goes a little beyond the description.FeedbackFeedback is a sort of mental resonance that applieswhen an individual pushes their will against the world,as when a character uses magic. This can be painful andeven deadly, so spellcasters must be cautious when usingfeedback so that they don’t overextend themselves.Having followed the process in chapter 2, a charactershould already have their feedback chart ready toreference on the character sheet. If this has notbeen done, they will need to do so before casting.Spell CirclesHigher circles of magic are more powerful, and thereforeincur more feedback when cast. A character may want todevelop their Elemental ideals before attempting highercircle magics, but that choice is up to them.To track exactly how much feedback a spell will incur,refer to the chart below, which is also found on thesecond page of the character sheet. Space is alsoprovided on the chart to mark which elements thatcharacter has developed, and make it easy to referencehow much feedback spells of each element will incur.FEEDBACK TABLEElEmentskilllevelCircle1 2 31 8 17 242 7 16 23Fire, Plant 3 6 15 224 5 14 215 4 13 206 3 12 197 3 11 188 3 10 17Ice 9 3 9 1610 3 8 1511 3 7 1412 3 6 1313 3 6 1214 3 6 1115 3 6 1016 3 6 917 3 6 918 3 6 919 3 6 920 3 6 9For example, the character using this chart has 9 levels in ice,their primary magic, and 3 levels in fire and plant magics,so that they can use some fire and basic healing magics. If theywish to cast Extinguish, a first circle fire spell, it would incur 6feedback. If they wanted to cast Chill Ray II, a second circlespell ice spell, it would incur 9 feedback.125


Other StatisticsSpeed, Range, and Duration are all necessary for most ofthese elemental spells to function. The spell’s speed is itsaction speed. The spell’s range is the distance that spellcan be cast or is effective, generally elaborated withinthe spell’s text. The duration is the amount of time thatspell’s effect remains in place before disappearing.Spell Power & Resisting MagicMost spells that target an individual can be resisted.In order to do that, the first step is to determine thespell’s power, which is how difficult it will be to resist.To do this, the caster of the spell rolls their elementalideal as a skill check, adding any appropriate bonuses.To resist, the target must roll the defensive skill calledfor in the ‘resist’ field of the spell, usually Dodge, Grit,Spirit or Autonomy. If the resist roll is higher than theattacking caster, the effects of the spell are negatedfor that individual. Ties resolve in favor of the caster.Any other effects will be listed in the spell’s entry.RecoilSome spells and spell-like effects have a recoil, whichis listed as a time limit. Spells with a recoil cannot becast again within that time limit. An effect with a recoilof 1 hour, once cast, cannot be cast again for one hourfrom the previous casting. This is not common amongelemental spells, but is used by a variety of supernaturalmagic abilities, and will be used in later spells.Overload ChecksAs explained in chapter 1, a character incurs feedbackwhen casting spells. If they incur more feedback thanthey can handle, as shown by the feedback tracking chart,they risk personal harm and must make an overloadcheck. Roll their Willpower die, with no modifier. If theresult of the die is equal to or less than the amount bywhich they are over their maximum feedback, they sufferno penalty. If the result is higher, they will take damagedepending upon the amount by which they are over theirfeedback limit, as is listed on the character sheet.A character who fails their overload also risks losing theeffect of the spell. They must make a second Willpowercheck of equal difficulty to determine whether or nottheir spell fails regardless of whether or not they takedamage or even whether or not they lose consciousness.Recovering Feedback and ConcentratingWith a few minutes of rest, feedback will be removed.During combat, a character may also choose toconcentrate, an average action, to recover 5 feedback.Arcane FocusMany casters choose to use an arcane focus, generallya staff or a wand, to add extra power to their spells.A focus has to be prepared in advance and attuned to thecaster, a relatively long process, such that an individual cannotpick up someone else’s focus and begin using it on the fly.Caster’s WandA wand has the capacity to make spells faster. When usinga wand to cast a spell, the speed of casting for any spell isreduced by one step, to a minimum of very fast.Additionally, a character wielding a wand may take a very fastaction to charge that wand. The next spell fired through thatwand gains a +2 equipment bonus to its spell power. This kindof a charge can be held indefinitely. While charged, the wandwill give off light as a torch.Caster’s StaffWhen casting through a staff, the character’s spell powerdie is increased by one step.Additionally, a character wielding a staff may also chargetheir spells. If the caster takes a very slow action to chargetheir staff with energy, they gain a +4 equipment bonusto the spell’s power. This charge can be held indefinitely,and also gives off light as a torch. A staff may also be usedwith quarterstaff statistics as a melee weapon.Double Wielding FociA character can wield one focus in each hand, choosingwhich to cast each spell through. They can even hold acharge through one focus while casting through the other,saving one of the charges for an opportune moment.They cannot, however, stack their effects.Other uses for elemental SkillsSpells are the primary application of elemental skills,but they are not necessarily the only way they can be used.The Ice skill could be used to fill a well or freeze a pond,fire magics could cook a dinner, and lightning could blasta door. Creative use of these skills should be rewarded,so long as it does not imbalance the experience forother players.126


Pyromancy - Fire & LightIn the eyes of the Pyromancer, fire is the first, last, and only solution to all of life’s problems. A control over theheat and light of fire magics allows great potential for dealing out heavy damage to many enemies, but deservescaution. Fire can quickly turn on a person, causing damage to one’s environment, one’s allies, and oneself.BlastFirst Circle Fire Spell COST: 2SpeedFastRangeResistGritDuration1 m -Blast the target back 2d4 meters, dealing1d12 damage. If affected, they must makean Acrobatics check with a difficulty equalto the spell’s power or land prone.“Boom.”Burning LightFirst Circle Fire Spell COST: 2SpeedFastRangeResistDodgeDuration20 m -Fires a ray of burning light, dealing 4d4 firedamage to a single target within range.“Also good for warming cold meals.”Ember FieldFirst Circle Fire Spell COST: 2SpeedResistSlow -RangeDuration5 m 6 roundsThis spell heats the ground in a 5 meterradius surrounding the caster. Anyone whosteps onto any of these spaces will suffer1d8 damage. They do not take furtherdamage by standing in a space over time,but will take damage for each new spacethey walk across.“No Trespassing. Violators will be burned.”EmbersFirst Circle Fire Spell COST: 3SpeedVery SlowRangeResistDodgeDuration- 6 roundsCreates 3 embers in the caster’s hand,which can each be thrown as a veryfast action, using the Thrown skill.Each deals 2d12 damage, with no crit.They disappear if not thrown withinthe duration.“A thoughtful caster is never out of ammunition.”Ember CloudFirst Circle Fire Spell COST: 2SpeedVery SlowRangeResistGritDuration10 m 3 roundsThe target space and all surroundingspaces are filled with a burning cloud ofembers. All inside this spell are dealt2d8 damage. This damage is also dealtwhen entering this space, as well as everyfull round a target stays in this space.“That can’t be good for your lungs.”127


ExtinguishHeat FieldPersistent FlareFirst Circle Fire Spell COST: 2First Circle Fire Spell COST: 2First Circle Fire Spell COST: 2SpeedResistSpeedResistSpeedResistInstant -Slow -Fast -RangeDurationRangeDurationRangeDuration10 m -5 m 1 round- 1 hourDraws all of the ambient heat energyfrom the area. Extinguish all fires within10 meters. If at least one fire the size of acampfire is extinguished, the caster’snext fire-based elemental spell thatdoes damage deals 1d8 extra damage.“Some Pyromancers see this spell ascounterproductive.”Fills the area within range with intenseheat. All Fire effects that pass throughthis area deal an additional 1d12 damage,and gain a +2 tech bonuses. All Ice effectsincur a -2 tech penalty.“Is it hot in here?”Heat WaveCreates a small fire in the caster’s hand.This does not harm them, but acts as atorch. The flare may be spent to fuel a firstcircle fire spell, instead of paying feedback.Blast IIFireballFirst Circle Fire Spell COST: 2Second Circle Fire Spell COST: 3First Circle Fire Spell COST: 2SpeedResistSpeedVery SlowResistGritSpeedSlowResistGritSlowDodgeRangeDurationRangeDurationRangeDuration10 m -1 m -15 m -Throw a fireball at a target within range.That target suffers 2d12 fire damage.A wave of heat rolls forward in a line,10 meters long and 3 meters wide, spreadingaway from the caster’s location. All targetswithin range are dealt 2d10 damage.The target is dealt 2d12 damage and isknocked back 2d8 meters. They must makean Acrobatics check with a difficulty equalto the spell’s power or land prone.“Sometimes the simplest tools are best.”Intercepting Blast“KaBoom!”Firefly SwarmFirst Circle Fire Spell COST: 2SpeedAverageResistDodgeFirst Circle Fire Spell COST: 2SpeedFreeRangeResistAttackDurationEmber Cloud IISecond Circle Fire Spell COST: 2SpeedVery SlowResistGritRangeDuration- -RangeDuration10 m -Creates up to 3 small glowing bits of fire,shaped like fireflies. Each must strike adifferent target, and each deals 2d6 damage.“Zip and fly and spin and turn,Singe and fry and glow and burn.”The character may cast this spell inresponse to an incoming ranged attack,such as an arrow or javelin. If this spell’spower is higher than the attack roll,they may blast that projectile out of the air.Spark10 m 3 roundsThe target space and all spaces within3 meters are filled with a burning cloudof embers. All inside this spell are dealt3d8 damage. This damage is also dealtwhen entering this space, as well as everyfull round a target stays in that space.128Flame StrikeFirst Circle Fire Spell COST: 2SpeedResistVery Fast -RangeDuration3 m 1 roundCharges a Melee, Shot or Thrown weaponwith a fiery nimbus. When that weaponhits, it does an additional 1d20 damage.This can only enhance one attack.“Death warmed over.”First Circle Fire Spell COST: 2SpeedFastRangeResistGritDuration5 m -One target individual or object withinrange is sparked with heated air, dealing1d8 damage. Flammable objects can ignite,dealing an additional 1d8 damage perround until extinguished as a veryfast action.“Step one. Spark.”Fireball IISecond Circle Fire Spell COST: 3SpeedSlowRangeResistDodgeDuration15 m -Throw a fireball at a target within range.That target suffers 3d12 fire damage.All individuals within 2 meters of thattarget also suffer 1d20 damage.“Now with 20% more fire!”


Firefly Swarm IISecond Circle Fire Spell COST: 3SpeedSlowRangeResistDodgeDuration10 m -Creates up to 6 small glowing bits of fire,shaped like fireflies. Each must strike adifferent enemy target, and each deals4d6 damage. If not enough targets areavailable, the fireflies must strike someflammable object. If no flammable objectsare available, the fireflies fizzle out.“The fireflies are on patrol,The final word in crowd control.”Firemail ArmorSecond Circle Fire Spell COST: 3SpeedResistVery Slow -RangeDuration3 m 6 roundsCreates a set of shimmering red armoraround the target. Although it doesnot harm the wearer, this armor isextremely hot, dealing 1d12 fire damageto any individual who touches them.This armor reduces fire and icedamage by 10.“Paid Postage.”Flame Strike IISecond Circle Fire Spell COST: 3SpeedResistVery Fast -RangeDuration3 m 1 roundCharges a Melee, Shot or Thrown weaponwith energy. When that weapon strikes,the target suffers 1d20 additional firedamage, and is lit on fire. They suffer1d8 damage each round until the fire is putout, which requires a very fast action.“What’s better than a greataxe?A greataxe on fire!”Gathering LightSecond Circle Fire Spell COST: 2SpeedInstantRangeResistDodgeDuration10 m -This spell gathers an intense light in thecaster’s hand, that can be released for1d4 damage, or delayed one segment.For every segment delayed, increase thedamage by 1d4, to a maximum of10d4 damage.“Wait for it...”Heat Field IISecond Circle Fire Spell COST: 3SpeedResistSlow -RangeDuration10 m 3 roundsFills the area within range with intenseheat. All Fire magics and other effectsthat pass through this area deal anadditional 1d12 damage, and gain a+2 technique bonuses. All Ice effectsincur a -2 technique penalty.“Or is it just me?”Heat Wave IISecond Circle Fire Spell COST: 3SpeedVery SlowRangeResistGritDuration15 m -A wave of intense heat rolls forward ina line, 15 meters long and 5 meterswide, beginning at the caster’s location.All within this range are dealt 3d10 damage.“A rolling inferno.”Ice CounterSecond Circle Fire Spell COST: 2SpeedVery FastRangeResistSpell PowerDuration20 m -This spell may be cast as a free actionin response to any first or second circleCryomancy spell being cast. If this spellpower is higher than the ice spell, that spellis countered. If cast against an ongoingspell, that spell’s duration is ended.IgniteSecond Circle Fire Spell COST: 3SpeedAverageRangeResistGritDuration5 m -One target within range is ignited withsuperheated air, dealing 4d8 damage.They must have had the Spark spell dealdamage to them within the last 3 rounds.“Step two: Increase Intensity.”Wall of FireSecond Circle Fire Spell COST: 3SpeedSlowRangeResistGritDuration3 m 6 roundsThis spell creates a 2 meter tall wall offire, occupying 10 unoccupied, contiguoushexes. Any who pass through any ofthese spaces will suffer 2d12 damage,and 2d12 damage for each full roundthey remain in that space.“Some draw lines in the sand. I make astronger statement.”129


Armageddon FlareThird Circle Fire Spell COST: 4SpeedVery SlowRangeResistGritDuration10 m 6 roundsIntense fire rolls out from the caster,dealing 8d12 damage to all within range,including the caster. All flammable objectsare also ignited.“The Armageddon flare represents the finestin mass destruction, but at a high cost.”Blast IIIThird Circle Fire Spell COST: 4SpeedVery SlowRangeResistGritDuration1 m -The target is dealt 4d12 damage and isblasted back 2d12 meters. They must makean Acrobatics check with a difficulty equalto the spell’s power or land prone.“KA-BOOOOOOOOM!”Ember Cloud IIIThird Circle Fire Spell COST: 4SpeedVery SlowRangeResistGritDuration10 m 3 roundsThe target space and all spaces within5 meters are filled with a burning cloudof embers. All inside this spell are dealt4d8 damage. This damage is also dealtwhen entering this space, as well as everyfull round a target stays in this space.Fireball IIIThird Circle Fire Spell COST: 4SpeedSlowRangeResistDodgeDuration15 m -Throw a fireball at a target within range.That target suffers 5d12 fire damage.All individuals within 4 meters of thattarget also suffer 2d20 damage.“Sometimes the simplest tools are best,but more so when applied with triplethe power.”Firefly Swarm IIIThird Circle Fire Spell COST: 4SpeedSlowRangeResistDodgeDuration10 m -Creates up to 9 small glowing bits of fire,shaped like fireflies. Each must strike adifferent enemy target, and each deals6d6 damage. If not enough targets areavailable, the fireflies must strike someflammable object. If no flammable objectsare available, the fireflies fizzle out.“A storm of sparks across the skies,Behold the might of fireflies.”Flame Strike IIIThird Circle Fire Spell COST: 4SpeedResistVery Fast -RangeDuration1 m 1 roundCharges a Melee, Shot or Thrown weaponwith energy. When that weapon strikes,the target suffers 2d20 additional firedamage, and is lit on fire. They suffer1d8 damage each round until the fire isput out, which requires a very fast action.“What’s better than a greataxe on fire?More fire!”Heat Field IIIThird Circle Fire Spell COST: 4SpeedResistVery Slow -RangeDuration20 m 6 roundsFills the area within range withintense heat. All Fire magics andother effects that pass through thisarea deal 2d12 extra damage, and gain a+4 tech bonuses. All Ice effects incur a-4 tech penalty.“As I thought. It was just me.”Heat Wave IIIThird Circle Fire Spell COST: 4SpeedVery SlowRangeResistGritDuration20 m -A wave of intense heat rolls forward ina line, 20 meters long and 7 meterswide, beginning at the caster’s location.All within this range are dealt 4d10 damage.“To stroll through the heat of the Thulyetblazes with a smile. That is what it meansto be a pyromancer.”ImmolateThird Circle Fire Spell COST: 4SpeedVery SlowRangeResistGritDuration5 m -One target within range is immolatedwith superheated air, dealing 10d8 damage.They must have had the Ignite spell dealdamage to them within the last 3 rounds.“Step 3: Roast hot dogs.”Red SealThird Circle Fire Spell COST: 4SpeedResistVery Slow -RangeDuration- 6 rounds130The caster is granted complete immunityto Fire and Ice damage and effects.


Cryomancy - Water & IceThe flow of water and the chill of ice are valuable tools, both offensively, defensively, and for utilitypurposes. As such, the Cryomancer, a water and/or ice mage, is a valuable addition to any party. Thesespells allow an individual to manipulate their environment, reach places they otherwise might not be ableto, and to hammer their foes with snow and freezing effects.BubbleFirst Circle Ice Spell COST: 2SpeedFastRangeResistGritDuration2 m 1 hourCreates a 2 m radius bubble around theindividual. This bubble can be easilypassed through, but not broken, and doesnot stop attacks. It allows the characterto carry with them a mass of water or air,when above or below water respectively,and to breathe easily inside. When thisends, they may cast it again as a free action,without losing the effect.CrystallizeFirst Circle Ice Spell COST: 3SpeedAverageRangeResistGritDuration3 m 1 roundEncase one individual in ice. Removetheir indicator from the combat clock.That target may not act or be acted against,and is placed in a perfect suspension wherethey cannot receive damage, or be targetedby any other magics or effects. They arereturned to the combat clock immediatelyafter they are freed.“Stopped cold.”Chill RayFirst Circle Ice Spell COST: 2SpeedFastRangeResistDodgeDuration20 m -Fires a ray of cold energy at a single target,dealing 2d8 ice damage.“Also good for cooling hot meals.”FloodFirst Circle Ice Spell COST: 2SpeedResistVery Fast -RangeDuration20 m -Creates a massive amount of water, up to10 cubic meters.“Inevitably leaves everyone with the foulestof fates. Wet socks.”FlashfreezeFirst Circle Ice Spell COST: 2SpeedVery SlowRangeResistGritDuration5 m -A ring of cold energy affects all individualswithin range. It deals 2d10 damage.and deals 1d4 initiative damage. If this is usedas a reaction to an individual moving throughthese spaces, it will stop their movement.131


Glacier BurstFirst Circle Ice Spell COST: 2SpeedResistInstant -RangeDuration5 m -Creates a 3 meter tall burst of jaggedice in an unoccupied space, which willimmediately crystallize to fill all adjacentunoccupied spaces. This does not dealdamage, but blocks passage. Each of theouter hexes can be destroyed with a heavyobject or with fire magics. The core can bedestroyed as well, but this takes significanttime, and cannot be done during combat.“Brute force is not always the best option.Sometimes it is most effective to delay ormisdirect one’s opponent.”Glacier FistFirst Circle Ice Spell COST: 2SpeedResistFast -RangeSelfDuration1 hourSummons a mass of water or icethat encases one of the caster’s limbs,creating a massive limb of water. This maybe stretched to reach and manipulate anyunattended object within 10 meters as anextension of the caster, but may not beused to effectively wield a weapon orto grapple.“Some people just have cold hands.”Ice CraftFirst Circle Ice Spell COST: 2SpeedResistVery Fast -RangeDurationSelf -This spell can be used to craft simpleobjects out of ice, up to approximately10 cubic meters, without moving parts.Objects such as weapons or shieldscan be created, as well as statues,structural support, etc. As long as theseare touched by the caster they maintaingreat strength, but if they are unattended,they become brittle.“Creativity is a caster’s most valuableresource.”Ice StrikeFirst Circle Ice Spell COST: 2SpeedVery FastRangeResistGritDuration3 m 1 roundCharges a Melee, Shot or Thrown weaponwith cold energy. When that weaponstrikes, it does an additional 2d6 damage.When it hits, the target must make aGrit check against the power of thiseffect or suffer 1d4 initiative damage.“Brings new meaning to the term‘Cold Steel’.”Ice WallFirst Circle Ice Spell COST: 2SpeedAverageRangeResistDodgeDuration5 m -Creates 5 thick sheets of ice, 2 m high,filling five adjacent, unoccupied spaceswithin range. They can be destroyed bydamage with a heavy object or fire effect.ShardFirst Circle Ice Spell COST: 2SpeedFastRangeResistDodgeDuration10 m -Creates a single ice crystal, used as athrown attack. This has a +1 equipmentbonus, deals 1d6 damage, and has a critof 3/6.SnowballFirst Circle Ice Spell COST: 2SpeedSlowRangeResistDodgeDuration15 m -Hurls 3 snowballs, packed with ice magics,each at any target within range, dealing1d6 damage, and 1 initiative damage.“More humiliating than destructive, really.”Storm FieldFirst Circle Ice Spell COST: 2SpeedResistFast -RangeDuration5 m 1 roundFills the area with a flurry of rain or snow,obscuring all sight past 2 meters. All Icemagics in this area receive a +2 tech bonus.All fire effects incur a -2 tech penalty.“Snow and sleet and ice and hail,The Mage’s storm will never fail.”Water BlastFirst Circle Ice Spell COST: 2SpeedSlowRangeResistGritDuration5 m -Creates a gushing volume of freezing water,blasting at a single target. That targetsuffers 2d12 damage. An individualdamaged by this attack is knocked back1d6 meters.“Thirsty?”Chill Ray IISecond Circle Ice Spell COST: 2SpeedAverageRangeResistDodgeDuration20 m -Fires a ray of cold energy at a single target,dealing 4d8 ice damage.“Chill out.”Flood IISecond Circle Ice Spell COST: 3SpeedResistAverage -RangeDuration3 m -Creates a massive amount of water, up to20 cubic meters.132


Crystallize IISecond Circle Ice Spell COST: 3SpeedAverageRangeResistGritDuration3 m 3 roundsEncase one individual in ice. Removetheir indicator from the combat clock.That target may not act or be acted against,and is placed in a perfect suspension wherethey cannot receive damage, or be targetedby any other magics or effects. They arereturned to the combat clock immediatelyafter they are freed.Fire CounterSecond Circle Ice Spell COST: 2SpeedVery FastRangeResistSpell PowerDuration20 m -This spell may be cast as a free actionin response to any first or second circlePyromancy spell. If this spell’s power is higher,the fire spell is countered. If cast against anongoing spell, that spell’s duration is ended.FrostSecond Circle Ice Spell COST: 3SpeedResistAverage -RangeDuration5 m -All surfaces within range are coveredwith a thin layer of ice. An individualtrying to move within suffers a-2 movement penalty. They mayignore this by making an Acrobaticscheck against the strength of this effect.If they fail this check, they fall prone andtheir move ends. If any water is withinthis area, it will freeze instantly, down to1 meter in depth. Any individual insidethat water is immediately pushed below oroutside the area of effect.“Allow me to break the ice.”Glacier Fist IISecond Circle Ice Spell COST: 3SpeedVery SlowRangeResistDodgeDuration10 m -Summons a mass of water or icethat encases one of the caster’s limbs,creating a massive limb of water. This limbmay be stretched to reach and manipulateunattended objects within 10 meters, as wellas to make an attack, using the spell’s power,but dealing 4d8 damage.Ice Craft IISecond Circle Ice Spell COST: 3SpeedResistVery Slow -RangeDuration10 m -This spell can be used to craft simpleobjects out of ice, up to approximately1 cubic meter, without moving parts,but including complex decoration orintricate formations. Objects such asweapons or shields can be created, as wellas statues, structural support, etc. As longas these are touched by the caster they maintaingreat strength, but if they are unattended,they become brittle, able to be destroyed by aheavy object or fire magics.Ice Strike IISecond Circle Ice Spell COST: 3SpeedVery FastRangeResistGritDuration3 m 1 roundCharges a Melee, Shot or Thrown weaponwith cold energy. When that weaponstrikes, it does an additional 4d6 icedamage. When it hits, the target mustmake a Grit check against the power ofthis effect or suffer 2d4 initiative damage.Ice Wall IISecond Circle Ice Spell COST: 3SpeedResistAverage -RangeDuration7 m -Creates 10 thick sheets of ice, 2 metershigh, filling five adjacent, unoccupiedlocations within range. These walls can beshattered by dealing them damage with aheavy object or fire effect.“5 Ice Walls are an impediment. 10 are acrystal fortress.”Iceplate ArmorSecond Circle Ice Spell COST: 3SpeedResistVery Slow -RangeDuration3 m 6 roundsCreates a set of shimmering blue armoraround the target. Although it does not harmthe wearer, this armor is extremely cold,dealing 2d6 ice damage to any individual whotouches the wearer. This armor reduces ice andfire damage by 10.Snowball IISecond Circle Ice Spell COST: 3SpeedSlowRangeResistDodgeDuration15 m -Hurls up to 5 snowballs, each hitting anytarget within range. Each does 1d6 damageand 1 initiative damage.Storm Field IISecond Circle Ice Spell COST: 3SpeedResistAverage -RangeDuration10 m 3 roundsFills the area with heavy snowfall, obscuringall sight farther than 2 meters. All Icemagics in this area receive a +2 tech bonus.All fire effects incur a -2 tech penalty.133


AvalancheThird Circle Ice Spell COST: 4SpeedVery SlowRangeResistGritDuration20 m -An avalanche pours from the caster in aline 5 meters wide and 20 meters long.Any caught in this area are dealt 6d8 damageand are buried in snow. They may take noactions and can’t be targeted until they digthemselves out, as a very slow action.“What do you call an incoming avalanche?An ava-”Blue SealThird Circle Ice Spell COST: 4SpeedResistVery Slow -RangeDuration- 6 roundsThe caster is granted complete immunityto Ice and Fire damage and effects.Chill Ray IIIThird Circle Ice Spell COST: 4SpeedSlowRangeResistDodgeDuration20 m -Fires a ray of extremely cold energy in astraight line, striking at a single target,dealing 6d8 ice damage.“Chilled to perfection.”Glacier ShardThird Circle Ice Spell COST: 4SpeedVery SlowRangeResistDodgeDuration5 m -Fires a massive shard of ice at a singletarget, dealing 6d10 damage.“STAB.”Crystallizing WaveThird Circle Ice Spell COST: 4SpeedSlowRangeResistGritDuration5 m 1 roundFreeze all individuals within range,encasing them in ice. Remove theirindicators from the combat clock.While this effect is in place, they maynot act or be acted against, placed in aperfect suspension where they cannotreceive damage or be targeted by any othermagics or effects. They are returned tothe combat clock immediately after theyare freed.“Now that’s just cold-hearted.”Ice Strike IIIThird Circle Ice Spell COST: 4SpeedSlowRangeResistGritDuration1 m 3 roundsCharges a Melee, Shot, or Thrown weaponwith a frigid energy, coating it in a thicklayer of sharp, fractured ice. When thatweapon strikes, it does an additional3d10 damage, as well as 3d4 initiativedamage, which can be negated with asuccessful Grit check.Ice Wall IIIThird Circle Ice Spell COST: 4SpeedAverageRangeResistDodgeDuration10 m -Creates 20 thick sheets of ice, 2 metershigh, filling unoccupied locations withinrange. These walls can be shattered bydealing them 10 damage. Fire damageagainst the ice wall is doubled.“A fine labyrinth.”Snowball IIIThird Circle Ice Spell COST: 4SpeedSlowRangeResistDodgeDuration15 m -Hurls up to 7 snowballs, each hitting anytarget within range. Each does 1d6 damageand 1 initiative damage.Storm Field IIIThird Circle Ice Spell COST: 4SpeedResistSlow -RangeDuration20 m 6 roundsFills the area with a thick blizzard,blocking sight completely. All Ice magicsin this area receive a +4 tech bonus. All fireeffects incur a -4 tech penalty.“Revenge is a dish best served...Okay, now you’re just stretching.”TsunamiThird Circle Ice Spell COST: 3SpeedVery SlowRangeResistGritDuration10 m -A massive wave of icy water erupts fromthe ground before the caster. This beginsin a horizontal line, direction in front of thecaster and extending two meters in eitherdirection, and moves forward 10 meters.This deals 6d6 damage to all individualsaffected. If this deals damage, all alongthat line are pushed back 2d6 meters.“Tusnami,”“Bless you.”134


Terramancy - Earth & AcidThe Terramancer has the power to reshape the earth around them, and throw boulders and acid on theiropponent’s. The raw power of earth-shaking force makes them a formidable enemy, while the utility of tunnelingand moving earth makes them a useful ally.Acid BathFirst Circle Earth Spell COST: 2SpeedVery SlowRangeResistGritDuration10 m -Creates a blast of acid, striking outat a single target. That target suffers2d8 damage. They also suffer anadditional 1d8 damage 1 round later,and an additional 1d8 damage 2 roundslater. A successful resist against theinitial effect prevents future damage.“A different kind of burn.”Acid StrikeFirst Circle Earth Spell COST: 2SpeedResistVery Fast -RangeDuration3 m 1 roundCharges a Melee, Shot or Thrown weaponwith acidic energy. When that weaponstrikes, it does an additional 2d6 damage.It will do an additional 1d6 damage oneround later, and another 1d6 damage theround after that. A successful resist againstthe initial effect prevents future damage.“It’s not so much adding insult to injury asadding injury to injury. ”Boulder ThrowFirst Circle Earth Spell COST: 2SpeedSlowRangeResistDodgeDuration3 m -Creates a mass of earth from the groundbehind the caster, which flies over theirhead and lands in the space 3 metersahead of them, dealing 2d12 Earth damageto that space and every hex around it.This does not remain after the spell’seffect has ended.“Large mass, low velocity.”135


CorrodeQuicksandMeteoriteFirst Circle Earth Spell COST: 2First Circle Earth Spell COST: 2First Circle Earth Spell COST: 2SpeedResistSpeedResistSpeedResistVery Slow -AverageGritFastDodgeRangeDurationRangeDurationRangeDuration3 m -10 m -20 m -Completely dissolves one small, unattendedobject, such as a dagger, or dissolves a holethrough a thin surface, such as a door orwindow, large enough to reach through.Does not affect arcane objects.The target is sunk into the earth.They may take a slow action to pullthemselves out, but are otherwise unableto move from their location.“Irony: quicksand slows you down.”Summons a tiny meteorite, shot from thecaster’s hands or falling from high abovethe target. This does 2d8 earth damage.“Small mass, high velocity.”Desert FieldFirst Circle Earth Spell COST: 2SpeedResistAverage -RangeDuration5 m 1 roundThe ground within range is filled withthick sand, incurring a move penalty of-2 that affects everyone but the caster.All Earth magics that pass through this areagain a +4 tech bonus on their resist difficulties.All Wind magics incur a -4 tech penalty.SandblastFirst Circle Earth Spell COST: 2SpeedAverageRangeResistGritDuration3 m 1 roundFires a spray of sand 3 meters long at a60 degree arc. All individuals inside areblinded for 1 round.“Terramancers fight dirty.”StonegripFirst Circle Earth Spell COST: 2SpeedResistFree -RangeDuration- -The caster may sink their hands orfeet into stone, securing their location.They can disengage as a free action.Stoneshift136“Few things are more annoying than sand inyour shoes.”EarthquakeFirst Circle Earth Spell COST: 2SpeedVery SlowRangeResistAcrobaticsDuration5 m -All individuals standing on the groundwithin range must make an Acrobaticscheck or fall prone.PillarFirst Circle Earth Spell COST: 3SpeedResistSlow -RangeDuration10 m -This spell affects a circular area, up to3 meters in diameter, that can be shifted up ordown up to 3 meters. This can only be used onsurfaces of stone or earth, and cannot trap orcrush an individual between two surfaces.“Going up?”SandslideFirst Circle Earth Spell COST: 2SpeedResistVery Slow -RangeDurationSelf -While touching Earth or Stone, the castermay use that surface to slide along,moving up to 9 spaces.Stone CraftFirst Circle Earth Spell COST: 4SpeedResistSlow -RangeDuration5 m -The caster is granted control stone aroundthem, allowing them to re-shape it totheir will. They may create simple objectsor polish or texture surfaces of stonestructures. This may not affect objectsof an arcane nature. They may affect upto 1 cubic meter of stone with this spell.“The terramancer is a warrior, engineer,and just as often, an artist.”First Circle Earth Spell COST: 2SpeedVery SlowRangeResistDodgeDuration6 m -Lift or move one cubic meter of earth orstone a distance of 6 meters, beginning andending within the spell’s total range. This willmove anyone who is standing on that space.Acid Bath IISecond Circle Earth Spell COST: 3SpeedVery SlowRangeResistGritDuration7 m -A spray of acid hisses from the caster’shands, filling an arc of 120 degrees,out 7 meters. Targets within this areasuffer 2d10 damage on casting, 1d10 damage1 round later, and 1d10 damage 2 roundslater. A successful resist against the initialeffect prevents future damage.“Destructive, extremely painful, and really notgood for one’s complexion.”


Boulder Throw IIStone Plate ArmorStoneshift IISecond Circle Earth Spell COST: 3Second Circle Earth Spell COST: 3Second Circle Earth Spell COST: 3SpeedResistSpeedResistSpeedResistSlowDodgeVery Slow -Very SlowDodgeRangeDurationRangeDurationRangeDuration5 m -3 m 6 rounds9 m -Creates a mass of earth from the groundbehind the caster, which flies overheadand lands in the space 5 meters away,dealing 3d12 Earth damage to thatspace and every hex within 2 meters.This does not remain after the spell’seffect has ended.“Good old rock. Nothing beats rock, exceptfor maybe a bigger rock.”Acid Strike IISecond Circle Earth Spell COST: 3SpeedVery FastRangeResistGritDuration3 m 1 roundCharges a Melee, Shot or Thrown weaponwith acidic energy. When that weaponstrikes, it does an additional 2d8 damage.It will do an additional 1d8 damage oneround later, and another 1d8 damage theround after that. A successful resist againstthe initial effect prevents future damage.Desert Field IISecond Circle Earth Spell COST: 3SpeedResistAverage -RangeDuration10 m 3 roundsThe ground within range is filled with athick sand, incurring a move penalty of -2 thatdoes not affect the caster. All Earth magicsthat pass through this area gain a +4 techbonus on their resist difficulties. All Windmagics suffer a -4 tech penalty.Stone plates are suspended in the airaround the caster, reducing Earth andWind damage by 10 and giving an armor of4. This does not function if the character iswearing external armor, and does not stackwith natural armor.SandstormSecond Circle Earth Spell COST: 3SpeedResistSlow -RangeDuration3 m -A storm of sand erupts around the caster,filling the air 10 meters around them.All individuals inside must make a grit checkor be blinded for 1 round.Stone Craft IISecond Circle Earth Spell COST: 2SpeedResistAverage -RangeDuration7 m -The caster is granted great control overstone, shaping it to their will. They may createsmall structures, up to 10 cubic meters in mass,and polish or finely texture surfaces of stonestructures. This may not affect objects of anarcane nature.Earthquake IISecond Circle Earth Spell COST: 3SpeedVery SlowResistAcrobaticsLift or move a space of earth 3 meters indiameter a distance of 9 meters, beginningand ending within the spell’s total range.This will move any who are standing onthat space.StonestormSecond Circle Earth Spell COST: 3SpeedVery SlowRangeResistGritDuration5 m -The earth within 5 meters around thecaster tears from the ground and spins in adestructive vortex. This deals 3d12 damageto all individuals within range. This doesnot disturb the ground it comes from,and does not remain after the spell’seffect has ended. It does not requirethe ground to even be made of earth,just some solid mass.“High mass, high velocity.”StonewallSecond Circle Earth Spell COST: 3SpeedResistVery Slow -RangeDuration10 m -Creates 5 thick sheets of stone,up to 3 meters tall and 1 meter wide,filling adjacent, unoccupied locationswithin range. These walls can onlybe shattered by inhuman force.Wind CounterRangeDuration10 m -All individuals standing on the groundwithin range must make an Acrobaticscheck or fall prone. This can deal structuraldamage to simple buildings, such as tentsor old shacks, but will not have an effecton firmer structures. If done underground,falling debris can deal up to 4d6 damage,at the DM’s discretion.Second Circle Earth Spell COST: 2SpeedVery FastRangeResistSpell PowerDuration20 m -This spell may be cast as a free actionin response to any first or second circleAeromancy spell being cast. Counter that spell.137


Acid Bath IIIThird Circle Earth Spell COST: 4SpeedVery SlowRangeResistGritDuration10 m -A spray of acid hisses from the castershands, filling the area within an arcof 120 degrees, at a range of 10 meters.All targets suffer 2d12 damage. They alsosuffer an additional 2d12 damage 1 round later,and an additional 2d12 damage the next round.A successful resist against the initial effectprevents future damage.“Sometimes it pays to take small gains nowfor a greater overall payoff.”Acid Strike IIIThird Circle Earth Spell COST: 4SpeedVery SlowRangeResistGritDuration10 m -Charges a Melee, Shot or Thrown weaponwith acidic energy. When that weaponstrikes, it does an additional 2d10 damage.It will do an additional 1d10 damage oneround later, and another 1d10 damage theround after that. A successful resist againstthe initial effect prevents future damage.Boulder Throw IIIThird Circle Earth Spell COST: 4SpeedVery SlowRangeResistDodgeDuration7 m -Lifts a mass of earth from the groundmeters behind the caster. This mass fliesover head and lands in the space 7 metersaway, dealing 6d12 damage to that andevery hex within 3 meters of that space.This does not disturb the ground itcomes from, and does not remain afterthe spell’s effect has ended. It does notrequire the ground to even be made ofearth, just some solid mass.“You just can’t fight simple physics.”Desert Field IIIThird Circle Earth Spell COST: 4SpeedResistSlow -RangeDuration20 m 6 roundsThe ground within range is filled withthick sand, incurring a movement penaltyof -2 that affects everyone but the caster.All wind magics that pass through this areagain a +4 tech bonus on their resist difficulties.All earth magics incur a -4 tech penalty.Earthquake IIIThird Circle Earth Spell COST: 4SpeedVery SlowRangeResistAcrobaticsDuration20 m -All individuals standing on the groundwithin range must make an Acrobaticscheck or fall prone. This can dealstructural damage to simple buildings,such as wooden and some simple stonestructures, but will not harm heavierconstruction, such as fortifications andother well engineered buildings. If doneunderground or indoors, falling debriscan deal up to 8d6 damage, at theDM’s discretion.EarthwalkThird Circle Earth Spell COST: 4SpeedResistVery Slow -RangeDuration1 m 6 roundsThe caster is granted control over theearth around them, allowing them to movethrough packed earth and loose rock aseasily as through normal air. This does notallow them to breathe inside, and does notallow them to pass through solid stone.“The stone itself bends around theterramancer, bowing to the might oftheir magics.”Gold SealThird Circle Earth Spell COST: 4SpeedResistVery Slow -RangeDuration- 6 roundsThe caster is granted complete immunity toEarth and Wind damage and effects.Meteor StormThird Circle Earth Spell COST: 4SpeedVery SlowRangeResistDodgeDuration20 m -The target space, as well as all spaceswithin 7 meters of that space, are showeredwith meteorites. All individuals insidesuffer 8d8 damage.“Why do they rock so hard?”Stoneshift IIIThird Circle Earth Spell COST: 4SpeedResistVery Slow -RangeDuration15 m -Lift or move a space of earth 5meters indiameter a distance of 15 meters, beginningand ending within the spell’s total range.This will move any who are standing onthat space.TerraformThird Circle Earth Spell COST: 4SpeedResistFast -RangeDuration5 m 3 roundsThe caster may re-shape the groundfor 5 meters around them, adjusting theheight of each 1 meter space withinrange, raising or lowering them up to fourmeters above or below their own elevation.They may not shape occupied spaces, andmay not cause things to fall or damage tobe dealt to any individuals within range.138


Aeromancy - Air & LightningThe Aeromancer is granted the power of flight and control of wind and lightning, making the skies their naturalhome. They enjoy a freedom known to few, and maintain solid offensive options in addition to their mobility.BreakfallFirst Circle Wind Spell COST: 2SpeedResistFree -RangeDuration20 m -This spell uses powerful but brief winds togently slow the fall of an individual withinrange, such that they do not take fallingdamage. This can be cast as a free action.Cutting GaleFirst Circle Wind Spell COST: 2SpeedSlowRangeResistGritDuration10 m -The area around the caster is filled withmildly destructive wind. All individualswithin 10 meters of the caster take4d4 damage.FlightFirst Circle Wind Spell COST: 2SpeedResistFast -RangeDuration10 m 6 roundsThis spell allows the caster to float,just above the ground. They may movewithout touching earth, hover over wateror other unstable surfaces that would notnormally support their weight, and to moveup to 2 meters farther with every moveaction. When this spell’s duration ends,it may be renewed as a free action, payingnormal feedback.“While not allowing the caster to soar likean eagle, it does provide great mobility.After all, eagles are most dangerous whenflying low.”FloatFirst Circle Wind Spell COST: 2SpeedResistFast -RangeDuration10 m 1 hourCreate a vortex of air that will lift an objectjust off the ground. This object can thenbe pushed around easily, regardless ofweight. This cannot affect an unwillingindividual, or an object weighing more than1000 pounds. An affected individual maymove normally.“Mind over muscle.”GustFirst Circle Wind Spell COST: 2SpeedFastRangeResistGritDuration10 m -A gust of wind propels any individualwithin range, moving them up to 5 meters.“Good Fortune means being in the rightplace at the right time.”139


LightningFirst Circle Wind Spell COST: 2SpeedFastRangeResistGritDuration5 m -A massive charge of electric energy fires outin a line from the caster. All caught withinsuffer 3d6 damage.“Zot.”ReturnFirst Circle Wind Spell COST: 2SpeedResistFree -RangeDuration3 m -Cast this spell when making a thrownattack with any weapon. That weaponimmediately returns to the caster.“Boomerang! You do come back!”Spark FlashFirst Circle Wind Spell COST: 2SpeedInstantRangeResistGritDuration20 m -With a great discharge of electric energy,all individuals within range are dealt1d4 damage.“While very inefficient in the long term,there are times when a quick burst of lowpower is the ideal strategy.”Spark StrikeFirst Circle Wind Spell COST: 2SpeedResistVery Fast -RangeDuration3 m 1 roundCharges a Melee, Shot or Thrown weaponwith a electric energy. When that weaponstrikes, it does an additional 2d6 damage.When it hits, the target must make a Gritcheck against the power of this effect orsuffer 1d4 feedback.Static StunFirst Circle Wind Spell COST: 2SpeedVery FastRangeResistGritDuration6 m -The target suffers 1d6 initiative damage.“Sideffects: headaches, diziness, nausea,and potentially some short-termmemory loss.”Wind CraftFirst Circle Wind Spell COST: 2SpeedResistVery Slow -RangeDuration10 m 1 hourSolidifies a mass of air. This can take anyshape occupying up to 2 cubic meters,and is only marginally visible.Wind FieldFirst Circle Wind Spell COST: 2SpeedResistFast -RangeDuration5 m 1 roundFills the area within range with an intensewindstorm. All ranged attacks that passthrough this area suffer a -2 penalty.All Wind based spells that pass throughthis area gain a +2 tech bonus on theirresist difficulties. All earth-based spellsthat pass through this area incur a-2 techn penalty. Winged flight inthis area suffers a move penalty of 2.WindburstFirst Circle Wind Spell COST: 2SpeedVery FastRangeResistGritDuration3 m -Creates a massive burst of wind.All individuals and unsecured objectswithin 20 meters are pushed 1d6 metersaway from the caster.Wind ShieldFirst Circle Wind Spell COST: 2SpeedResistVery Fast -RangeDuration10 m 3 roundsThe target is surrounded by a vortex ofwind, able to repel many attacks. If anyMelee attack is made against that character,this spell will attempt to parry that attack,using the spell’s power as the parry value.If a Shot or Thrown attack is made,attempt to parry it without any of thenormal penalties.“Also good for warding off small insects.”Chain LightningSecond Circle Wind Spell COST: 3SpeedVery FastRangeResistGritDuration5 m -A strong electric burst fires from thecaster’s hands to one target within range.That target suffers 2d10 damage. If thattarget takes damage, the charge maycontinue to another target within 5 metersof that one, with an identical effect. If maycontinue to jump to new targets as long asthey continue to be affected, but may notreturned to a previously shocked target.Cutting Gale IISecond Circle Wind Spell COST: 3SpeedSlowRangeResistGritDuration10 m -The area around the caster is filled withmildly destructive wind. All individualswithin 10 meters of the caster take6d4 damage.140


Earth CounterSecond Circle Wind Spell COST: 2SpeedVery FastRangeResistSpell PowerDuration20 m -This spell may be cast as a free actionin response to any first or second circleTerramancy spell being cast. If this spellpower is higher than the earth spell,that spell is countered. If cast against anongoing spell, that spell’s duration is ended.Electric ParrySecond Circle Wind Spell COST: 3SpeedResistInstant -RangeDuration3 m 3 roundsChoose one weapon. When that weaponparries an attack, the attacker suffers6d4 damage, negated by grit. If this chargeis on the caster’s weapon, they may at anytime cancel this effect to cast a first orsecond circle without paying feedback.“A defense so strong it’s shocking.”Flight IISecond Circle Wind Spell COST: 3SpeedResistAverage -RangeDuration2 m 6 roundsThis spell allows the caster to fly throughthe air, up to 5 meters above the ground,as well as to move 2 extra meters with everymove action. When this spell’s durationends, it may be renewed as a free action,paying normal feedback.“Throwing caution to the wind.”Gust IISecond Circle Wind Spell COST: 3SpeedAverageRangeResistGritDuration15 m -A gust of wind propels any individualwithin range, moving them up to10 meters.Lightning IISecond Circle Wind Spell COST: 3SpeedVery FastRangeResistGritDuration10 m -A massive charge of electric energy firesout in a line from the caster to a targetlocation. All caught within that line suffer5d6 damage.“zzzzzZOT.”Wind Field IISecond Circle Wind Spell COST: 3SpeedResistAverage -RangeDuration10 m 3 roundsFills the area within range with anintense wind. All ranged attacks thatpass through this area suffer a -2 penalty.All Wind based spells that pass throughthis area gain a +2 tech bonus on theirresist difficulties. All earth-based spellsthat pass through this area incur a-2 tech penalty.“Also very noisy.”Wind SlashSecond Circle Wind Spell COST: 3SpeedSlowRangeResistDodgeDuration10 m -A slash of wind cuts through 5 adjacentspaces, all the same distance from thecaster. This does 3d12 damage.Wind ChargeSecond Circle Wind Spell COST: 3SpeedResistVery Fast -RangeDuration3 m 1 roundCharges a Melee weapon with wind energy.When that weapon strikes, it does anadditional 3d8 damage. This attack maybe made with a charge, allowing thewarrior to charge a full 10 meters andend with an attack.Windburst IISecond Circle Wind Spell COST: 3SpeedAverageRangeResistGritDuration7 m -Creates a massive burst of wind thatcovers a 20 meter area. All individuals andunsecured objects within that area arepushed 2d6 meters away from the caster.Windplate ArmorSecond Circle Wind Spell COST: 3SpeedResistSlow -RangeDuration3 m 6 roundsCreates a set of invisible armor aroundthe target, that hums with electric energy.Although it does not harm the wearer,this armor will release an electric charge,dealing 1d12 wind damage to any individualwho touches them. This armor reduceswind and earth damage by 10.“Tightly controlled wind can cut as surelyas any blade.”141


Cutting Gale IIIThird Circle Wind Spell COST: 4SpeedSlowRangeResistGritDuration10 m -The area around the caster is filled withmildly destructive wind. All individualswithin 10 meters of the caster take8d4 damage.Flight IIIThird Circle Wind Spell COST: 4SpeedResistSlow -RangeDuration1 m 6 roundsThe caster is surrounded by powerfulwinds, which they control, granting themflight. They may move through the air inany direction as though moving normally.They may move an additional 2 meterswith each move action.“Heh. Gravity.”Gust IIIThird Circle Wind Spell COST: 4SpeedVery SlowRangeResistGritDuration20 m -A gust of wind propels any individualwithin range, moving them up to15 meters.Lightning IIIThird Circle Wind Spell COST: 4SpeedResistVery Slow -RangeDuration20 m -A massive charge of electric energy fires outin a line from the caster. All caught withinsuffer 7d6 damage.“zzzzCRACKLEzzzzZZZZZZOT.”Lightning StormThird Circle Wind Spell COST: 4SpeedVery SlowRangeResistGritDuration10 m 1 roundThis spell charges the caster with electricenergy. The caster may store enoughenergy to fire 10 lightning bolts,each against any individual withinrange, as an instant action, and eachdealing 4d6 damage. No individualmay be struck by more than 2 lightningbolts, but all lightning bolts must bedischarged within 1 round or be lost.Raiden SlashThird Circle Wind Spell COST: 4SpeedVery FastRangeResistGritDuration1 m 1 roundCharges a Melee, Shot, or Thrown weaponwith a electric energy, a white-hot coatingof crackling lightning. When that weaponstrikes, it does an additional 10d4 damage.“Raw electric energy, charged through ametal conductor. If the initial attack doesn’tstop their heart, the charge likely will.”TornadoThird Circle Wind Spell COST: 3SpeedVery FastRangeResistGritDuration7 m 3 roundsA massive gust of wind spins, centered onthe caster. All individuals within 20 metersare moved 1d8 meters around the caster’slocation. All individuals are moved eitherclockwise or counter-clockwise, as chosenindividually by the caster.“Leaving them to twist in the wind.”White SealThird Circle Wind Spell COST: 4SpeedResistVery Slow -RangeDuration- 6 roundsThe caster is granted complete immunityto Wind and Earth damage and effects.Wind Field IIIThird Circle Wind Spell COST: 4SpeedResistSlow -RangeDuration20 m 6 roundsFills the area within range with an intensewind. All ranged attacks that pass throughthis area suffer a -4 penalty. All Windmagics that pass through this area gaina +4 technique bonus on their resistdifficulties. All Earth magics incur a-4 technique penalty.“Dust in the wind. All we are is dust inthe wind.”Windburst IIIThird Circle Wind Spell COST: 4SpeedVery SlowRangeResistGritDuration10 m -Creates a massive burst of wind.All individuals and unsecured objectswithin 20 meters are pushed 3d6 metersaway from the caster.142


Kodamancy - Plant & PoisonThe forces of life are not to be trifled with or taken lightly, and a kodamancer has unique value in their capacityto heal. Their control over plant life and capacity to generate lethal poison make the Kodamancer powerful bothas an aid to their allies and a cruel foe. Nature is kind, but she is also capricious.Green FieldFirst Circle Plant Spell COST: 2SpeedFastRangeResistGritDuration5 m 1 roundThe area within range is covered inthin ivy. All healing effects cast throughthis range heal an additional 15 damage.All plant magics gain a +2 tech bonus.All void magics suffer a -2 tech penalty.Healing AuraFirst Circle Plant Spell COST: 2SpeedVery SlowRangeResistGritDuration5 m -All individuals within 5 meters recover10 damage, and may not be affected by thisspell again for 1 hour.IvyFirst Circle Plant Spell COST: 2SpeedResistVery Slow -RangeDuration10 m 1 hourThe caster may touch any surface,which is covered in thick ivy, which crawlsalong and grips that surface no matterthe surface’s construction. That surfacebecomes fairly easy to climb, requiring anAthletics check of 5, although it may makeit difficult to open windows or doors onsuch a surface. The ivy may be easily cut ortorn apart, but withers instead of burningwhen subjected to fire or void effects.This covers up to 10 touching hexes.“Useful when a spellcaster needs to returnto their roots..”Ivy PetFirst Circle Plant Spell COST: 2SpeedVery SlowRangeResistGritDuration- 1 dayThis spell creates a small living creaturefrom plant matter. This creature issmall enough to fit in a character’shands, and can move of it’s own volition,although it cannot move more than 10meters from the caster. It will follow thecaster’s instructions and can manipulateobjects and move around. It is largelyunintelligent and has no memory.“A kinder thing you’ve never met,This loyal friend, the Ivy Pet.”NeedleFirst Circle Plant Spell COST: 2SpeedFastRangeResistDodgeDuration10 m -Fires a handful of needles at a singletarget within 10 meters. This attackdoes 3d6 plant damage.143


PoisonFirst Circle Plant Spell COST: 2SpeedVery FastRangeResistGritDuration3 m 1 roundCharges a Melee, Shot or Thrown weaponwith poison. When that weapon strikes,it does an additional 2d6 damage.The target of this attack must make aGrit check or all skill dice are reducedby one step for three rounds.RegenerationFirst Circle Plant Spell COST: 2SpeedVery SlowRangeResistGritDuration3 m -The target is healed for 15 damage.They may not be affected by this spellagain for one hour.“Mortal wounds become minor scratches.”Spore CloudFirst Circle Plant Spell COST: 2SpeedAverageRangeResistGritDuration5 m 3 roundsA cloud of poisonous spores fills the areawithin range. All individuals within thatarea must make a Grit check, or lower allskill dice by 1 step.“This spell is a lot more intimidatingwhen you stop to think about what ishappening.”ThornsFirst Circle Plant Spell COST: 2SpeedResistSlow -RangeDuration3 m 1 hourOne wooden weapon is covered in thorns.These thorns will not harm the wielder ofthe weapon, but will cause an extra1d6 plant damage to anyone it strikes.TallgrassFirst Circle Plant Spell COST: 2SpeedResistVery Slow -RangeDuration5 m 1 hourThe caster may touch a flat surface,which sprouts tall grass, 2 meters high,and spreads 5 meters in all directions.This grass becomes an easy hiding place,providing two obstacles for ranged attacks.Fire or void magics, will wither this grass.“Instant grassification.”TangleweedFirst Circle Plant Spell COST: 2SpeedResistVery Slow -RangeDuration10 m 6 roundsIf standing near some plant mass, such astall grass, bushes, or trees, this spell causesthat mass to reach out and entangle anindividual. That individual may defendthemselves normally, but may not movefrom their location until they are freed.Removing an individual requires somesharp object to cut them out, or aStrength check with a difficulty of 20,as a very slow action.Thorn LashFirst Circle Plant Spell COST: 2SpeedSlowRangeResistDodgeDuration7 m -A lash of plant matter erupts fromthe ground in 3 spaces within range.These lashes deal 2d12 damage. This needsnot be done in earth, but must come fromsome solid surface. It does not disrupt thatsurface and disappears after the attack.ToadstoolFirst Circle Plant Spell COST: 2SpeedResistSlow -RangeDuration10 m 1 hourCreates a massive toadstool, 1 meter talland 3 meters across. This can support upto 200 pounds, and weighs 25 pounds itself.It is easily destroyed.“Casting fungus among us.”VineFirst Circle Plant Spell COST: 2SpeedAverageRangeResistDodgeDuration10 m 1 hourThe caster may fire a long vine, which mayreach out and attach itself to any object,surface, or individual. This vine is strongenough to climb, or to pull an individualaround with an opposed Strength check.It can be cut or detached easily, as a veryfast action, but withers instead of burningwhen subjected to fire or void effects.Individuals who do not wish to be affectedby this Vine may attempt to Dodge it.“Spellcasters have no need of many mundanetools. In this case, rope.”BriarsSecond Circle Plant Spell COST: 3SpeedResistVery Slow -RangeDuration1 m 1 hourThe caster may touch any flat surface,which sprouts a thick patch of briar,1 meter high and spreading 5 metersin all directions. This briar is difficultto move through, tangling up thosewho try to walk through it. It does notcause damage, but incurs a movementpenalty of 3. This does not slow thecaster. If subjected to fire or void magics,it will wither or burn, but only wheredirectly affected.144


Green Field IISecond Circle Plant Spell COST: 3SpeedResistAverage -RangeDuration10 m 3 roundsThe area within range is covered inthin ivy. All healing effects cast throughthis range heal an additional 15 damage.All plant magics gain a +2 technique bonus.All void magics suffer a -2 technique penalty.Healing Aura IISecond Circle Plant Spell COST: 3SpeedVery FastRangeResistGritDuration5 m -All individuals within range regenerate upto 15 damage. They may not regeneratedamage from this spell again for one hour.Spore Cloud IISecond Circle Plant Spell COST: 3SpeedSlowRangeResistGritDuration7 m 2 roundsA cloud of poisonous spores fills the areawithin range. All individuals within thatarea must make a Grit check, or lowerall skill dice by 2 steps. The caster mayexclude individuals from this effect.Poison IISecond Circle Plant Spell COST: 3SpeedVery FastRangeResistGritDuration3 m 1 roundCharges a Melee, Shot or Thrown weaponwith poison. When that weapon strikes,it does an additional 3d8 damage.The target of this attack must makea Grit check or all skill dice are reducedby two steps for 2 rounds.Regeneration IISecond Circle Plant Spell COST: 3SpeedVery SlowRangeResistGritDuration3 m -The target is healed for 30 damage.They may not be affected by this spellagain for one hour.“Get back in the fight.”Thorn Lash IISecond Circle Plant Spell COST: 3SpeedVery SlowRangeResistDodgeDuration5 m -Lashes of plant matter erupt fromthe ground in 5 spaces within range.These lashes deal 4d12 damage. This needsnot be done in earth, but must come fromsome solid surface. It does not disrupt thatsurface and disappears after the attack.Void CounterSecond Circle Plant Spell COST: 3SpeedVery FastRangeResistSpell PowerDuration20 m -This spell may be cast as a free actionin response to any first or second circleEcomancy spell being cast. If this spellpower is higher than the void spell,that spell is countered. If cast against anongoing spell, that spell’s duration is ended.Vine MailSecond Circle Plant Spell COST: 3SpeedResistSlow -RangeDuration3 m 6 roundsCreates a set of vine and wood armorenveloping around the caster. That armorreduces void and plant damage by 10,and provides an armor bonus of 4.This does not function if the characteris wearing external armor, and does notstack with natural armor.“This armor is purely defensive, that is, it isall bark, an no bite.”Vine IISecond Circle Plant Spell COST: 3SpeedSlowRangeResistDodgeDuration20 m 1 hourThe caster may fire a long vine, which mayreach out and attach itself to any object orindividual. This vine is strong enough toclimb, or to pull an individual around withan opposed Strength check. It can be cut ordetached with some difficulty, requiring avery slow action, but withers instead ofburning when subjected to fire or voideffects. Individuals who do not wish tobe affected by this Vine may attempt toDodge it.“Some life-casters focus only on healingmagics. They really need to branch out.”White BlossomSecond Circle Plant Spell COST: 3SpeedVery SlowRangeResistGritDuration- 24 hoursThis spell creates a small, fragile whiteblossom, which can be held or worn.This blossom contains tremendoushealing energy, and can be crushed byany individual as a very fast action, for thatindividual to recover 30 damage. A castercan only have one White Blossom active ata time, and cannot affect an individual onceeach day.“A short-lived treasure, the White Blossomcan close wounds and save lives, but mustbe handled with care.”145


WoodcraftSecond Circle Plant Spell COST: 2SpeedResistAverage -RangeDuration3 m 6 roundsThis spell creates a simple object out ofwood or plant matter, less than 1 cubicmeter in total matter.“How much wood could a wood-mage castif a wood mage could cast wood”Black BlossomThird Circle Plant Spell COST: 4SpeedVery SlowRangeResistGritDuration1 m 24 hoursThis spell creates a small, fragile blackblossom, which can be held or worn.This blossom contains tremendoushealing energy. If the wearer or holderis killed by damage, this blossom willimmediately trigger, releasing itshealing magics and saving their life,while recovering 60 damage. A castercan only have one Black Blossom activeat a time, and cannot affect an individualmore than once each day.“A seed of life in the face of certain death.”Jungle GrowthThird Circle Plant Spell COST: 4SpeedResistFast -RangeDuration5 m 1 hourThe caster may touch any flat surface,which sprouts jungle growth, completewith bush, vines, and trees. This fills anarea 3 meters high and 10 meters in alldirections. This area is difficult to movethrough, incurring a movement penaltyof 3, and is an easy hiding place, providingtwo obstacles for ranged attacks, but doesnot impede the caster. If subjected to fireor void effects, it will immediately re-grow.Green Field IIIThird Circle Plant Spell COST: 4SpeedResistSlow -RangeDuration20 m 6 roundsThe area within range is covered inthin ivy. All healing effects cast throughthis range heal an additional 30 damage.All plant magics gain a +4 technique bonus.All void magics suffer a -4 technique penalty.Healing Aura IIIThird Circle Plant Spell COST: 4SpeedVery FastRangeResistAutonomyDuration10 m -All individuals within range regenerate upto 30 damage. They may not regeneratedamage from this spell again for one hour.Spore Cloud IIIThird Circle Plant Spell COST: 4SpeedResistVery Slow -RangeDuration10 m 1 roundA poison cloud fills the area within10 meters of the caster. All individualswithin that area must make a Grit check,or lower all skill dice by 3 steps.Poison IIIThird Circle Plant Spell COST: 4SpeedVery FastRangeResistGritDuration1 m 1 roundCharges a Melee, Shot, or Thrownattack with a poisonous energy.An individual struck with this weaponwill suffer an additional 4d10 poisondamage, and must make a Grit checkagainst the caster’s Plant skill or reduceall their skill dice by 3 steps for 1 round.Regeneration IIIThird Circle Plant Spell COST: 4SpeedResistVery Slow -RangeDuration3 m -The target is healed for 45 damage.They may not be affected by this spellagain for one hour.“A second lease on life.”Thorn Lash IIIThird Circle Plant Spell COST: 4SpeedAverageRangeResistDodgeDuration5 m -A lash of plant matter erupts from theground in all spaces within range of thecaster. These lashes deal 4d12 damage.This needs not be done in earth, but mustcome from some solid surface. It does notdisrupt that surface and disappears afterthe attack. The caster may also exclude anyspaces from this effect.Vine IIIThird Circle Plant Spell COST: 3SpeedSlowRangeResistDodgeDuration100 m 1 hourThe caster may fire a long vine, which mayreach out and attach itself to any object orindividual. This vine is strong enough toclimb, or to pull an individual around withan opposed Strength check. It cannot becut or detached, unless dismissed by thecaster, and cannot be destroyed by anymundane or elemental effect.Green SealThird Circle Plant Spell COST: 4SpeedResistVery Slow -RangeDuration- 6 roundsThe caster is granted complete immunityto plant and void damage and effects.146


Ecomancy - Void & ShadowA favorite tool of those who prefer to dwell in darkness, Ecomancy, or void magics, can be used to snuff out lightsand to crush enemies with powerful shadow magics. Those who are advanced in the art, however, recognize thetranscendent potential of Ecomancy as a force of the heavens, tied to the power of the stars themselves.Black BarrierFirst Circle Void Spell COST: 2SpeedResistVery Slow -RangeDuration1 m 6 roundsThis spell fills all spaces within 2 meters ofthe caster with a thin darkness. No livingmatter may enter. Any living already inthat space may not move toward the caster.This effect ends if the caster moves.“Keep out. Trespassers will be blasted.”Black BladeFirst Circle Void Spell COST: 2SpeedResistVery Fast -RangeDuration3 m 1 roundCharges a Melee weapon with Voidenergy, which creates a shadowyextension of that blade. When thatweapon strikes, it does an additional2d6 damage. Increase the range of thatattack by 2 meters. Damage incurred bythis weapon is not reduced by armor.Black GateFirst Circle Void Spell COST: 2SpeedResistVery Slow -RangeDuration5 m 1 roundThis spell creates two holes in space, in twounoccupied hexes, both within 5 meters ofthe caster. Any individual who steps intoone of these spaces can move to the otheras part of a move action, so long as thatspace is unoccupied. They maintain theirmomentum, and can exit at any angle.“Speedy thing in, Speedy thing out.”Crawling DarknessFirst Circle Void Spell COST: 2SpeedResistVery Slow -RangeDuration1 m -A mass of darkness will advance form thecaster in a rambling path, a 5 meter linetaking any shape and dealing 2d12 damageto any individually it touches. It cannotcross its own path, so no individual maybe struck more than once.“The creeping shadow, drawing near,Crawling hate and spite and fear.”Black BoltFirst Circle Void Spell COST: 2SpeedFastRangeResistGritDuration3 m 1 roundCharges a Shot or Thrown weapon withVoid energy. When that weapon strikes,it does an additional 2d6 damage. The shotmay pass through that target and strike at asecond target along the same line of attack,doing both physical and elemental damageto the next target as well. This damage isnot reduced by armor.147


Gravity CrushFirst Circle Void Spell COST: 2SpeedSlowRangeResistGritDuration3 m -One target within range is enveloped by ablack sphere of void magics. They suffer4d6 void damage. This damage is notreduced by armor.“A large mass of matter, crushed into asingle point in space.”Gravity DrawFirst Circle Void Spell COST: 2SpeedResistVery Slow -RangeDuration10 m -A gravity well is formed between thecaster’s hands. All unattended, unsecuredobjects of less than 5 pounds are drawntoward the caster, arriving at their feet.Gravity StrikeFirst Circle Void Spell COST: 2SpeedVery FastRangeResistGritDuration3 m 1 roundCharges a Melee, Shot or Thrown weaponwith Void energy. When that weaponstrikes, it does an additional 2d6 damage.The target of this attack must make a Gritcheck or be struck with a heavy gravity.They may not move for 1 round.Shadow CloakFirst Circle Void Spell COST: 2SpeedAverageRangeResistPercept.Duration1 m 24 hoursOne unattended object is cloaked inshadow, becoming very nearly invisible.In order to see it, an individual mustroll perception with a difficulty of thespell’s power.“A thief can’t take what a thief can’t see.”Shadow RingFirst Circle Void Spell COST: 2SpeedFastRangeResistGritDuration5 m -All spaces exactly 4 or 5 meters away fromthe caster erupt with shadows, tearing atany individual occupying that space.They suffer 2d8 void damage, reducedby a successful Grit check.Shadow SlashFirst Circle Void Spell COST: 2SpeedSlowRangeResistDodgeDuration3 m -3 adjacent spaces within range but equallydistant from the caster are struck byslashing shadows. They suffer 4d6 damage.Shadow SphereFirst Circle Void Spell COST: 2SpeedResistVery Fast -RangeDuration10 m 3 roundsFires a blast of void energy, which strikesany location and erupts into darkness.That space and all spaces within 2 metersare filled with darkness.Star FieldFirst Circle Void Spell COST: 2SpeedResistFast -RangeDuration5 m 1 roundThe area within range is filled with a subtledarkness, punctuated by points of starlight.No arcane healing can function within thisarea. All Void magics gain a +2 tech bonusto their spell power. All plant effects suffera -2 tech penalty.Star SightFirst Circle Void Spell COST: 2SpeedResistInstant -RangeDuration10 m 1 roundThe caster is granted a starry sense ofvision, allowing them to see in completedarkness. They are unable to discerncolors, but this sense is instead replacedwith a keen sense of shape and texture oftheir surroundings. When this effect ends,the caster may recast it as a free action.“To see things as they truly are, unmaskedfrom the tricks that visual light plays on us.”Black Barrier IISecond Circle Void Spell COST: 3SpeedResistVery Slow -RangeDuration5 m 6 roundsThis spell fills all spaces within 5 meters ofthe caster with a thin darkness. No livingmatter may enter that space. Any livingmatter already in that space may not movecloser to the caster. This effect ends if thecaster moves.“Survivors will be blasted again.”gravity NullSecond Circle Void Spell COST: 3SpeedResistAverage -RangeDuration5 m 3 roundsGravity ceases to function in the area ofeffect. People may move, with a penalty of2, but they must find some way to propelthemselves along. Those who throwthemselves inside the area must continuetheir motion unless they have some way ofstopping or until they exit the other sideof the effect. When the duration ends orwhen somebody exits this effect, affectedindividuals must make an Acrobatics checkwith a difficulty of 10 or land prone.“The opposite of a gravity crush, really.”148


Black Blade IISecond Circle Void Spell COST: 3SpeedResistVery Fast -RangeDuration3 m 3 roundsCharges a Melee or Thrown weapon withVoid energy, which creates a shadowyextension of that weapon. When it strikes,it does an additional 3d8 damage. Increasethe range of that attack by 5 meters.Black Gate IISecond Circle Void Spell COST: 3SpeedVery SlowRangeResistGritDuration3 m 3 roundsThis spell creates two holes in space, in twounoccupied hexes, both within 10 metersof the caster. Any individual who steps inone of these spaces can move directly tothe other as part of a move action, as longas that space is unoccupied. They maintaintheir momentum, and can exit at any angle.Black Mail ArmorSecond Circle Void Spell COST: 3SpeedResistVery Slow -RangeDuration3 m -Creates shimmering black armor aroundthe target. Although it does not harmthe wearer, this armor is filled with coldvoid energy, dealing 1d12 void damage toany individual who touches the wearer.This armor reduces plant and voiddamage by 10.“Extortion Plate.”Shadow RaySecond Circle Void Spell COST: 3SpeedAverageRangeResistDodgeDuration10 m -A ray of Void energy strikes a single target,dealing 3d12 Void damage.Crawling Darkness IISecond Circle Void Spell COST: 3SpeedVery SlowRangeResistGritDuration1 m -A mass of darkness grows in the spacedirectly in front of the caster. The CrawlingDarkness will advance in a 10 meter linetaking any shape and dealing 3d12 damagedo any individual it touches. It cannotcross it own path, so no individual maybe struck more than once.Gravity Crush IISecond Circle Void Spell COST: 3SpeedSlowRangeResistGritDuration5 m -One target within range is enveloped by ablack sphere of void magics. They suffer6d6 void damage. This is not reducedby armor.“Gathering mass and pressure. How far canit be compressed? What are the limits?”Life CounterSecond Circle Void Spell COST: 3SpeedVery FastRangeResistSpell PowerDuration20 M -This spell may be cast as a free actionin response to any first or second circlekodamancy spell being cast. If this spellpower is higher than the plant spell,that spell is countered. If cast against anongoing spell, that spell’s duration is ended.<strong>Midnight</strong> ShotSecond Circle Void Spell COST: 3SpeedVery FastRangeResistGritDuration3 m -Charges a Melee, Shot or Thrown weaponwith Void energy. When that weaponstrikes, it does an additional 3d8 damage.If this shot strikes its target, darknessfills that space and 1 meter around it for1 round.Shadow Cloak IISecond Circle void Spell COST: 3SpeedAverageRangeResistPerceptionDuration1 m 1 hourOne character is cloaked in shadow,becoming nearly invisible. In order tobe seen, another character must roll aperception check against the spell’s power.This effect only functions while thecharacter is not moving or acting.“To wear the shadowcloak is to hide innothingness. It is said that some mages whodelve too deeply in the shadow cloak becomecompletely lost, even to themselves.”Star Field IISecond Circle void Spell COST: 3SpeedResistAverage -RangeDuration10 m 3 roundsThe area within range is filled with a subtledarkness, punctuated by points of starlight.No arcane healing can function within thisarea. All Void magics gain a +2 techniquebonus to their spell power. All plant effectssuffer a -2 technique penalty.“Doing more than dimming the lights, thisis a suppression of life and growth. It isprofoundly unhealthy to spend too muchtime in such a state.”“The shadow ray chills not just the body,but also the soul.”149


Gravity Crush IIIThird Circle Void Spell COST: 4SpeedSlowRangeResistGritDuration3 m -One target within range is enveloped by ablack sphere of void magics. They suffer8d6 void damage. This damage is notreduced by armor.Soul CrushThird Circle Void Spell COST: 4SpeedVery SlowRangeResistAutonomyDuration1 m -If this spell power is higher than thetarget’s maximum life, that target is killed.This does not affect undead. Reduce thedifficulty by the amount of damage thetarget has taken.“More than an act of murder, the SoulCrush is the gateway to raw oblivion.”Crawling Darkness IIIThird Circle Void Spell COST: 4SpeedVery SlowRangeResistGritDuration1 m -A mass of darkness grows in thespace directly in front of the caster.The Crawling Darkness will advance ina rambling path, a 20 meter line takingany shape and dealing 5d12 damage toany individual it touches. It cannot crossits own path, so no individual may bestruck more than once.“Screaming out into the night,The crawling shade will seek its prey,To taint and crush and boil and blight,And mock the warmth and light of day.”Black Blade IIIThird Circle Void Spell COST: 4SpeedVery FastRangeResistGritDuration1 m 1 roundCharges a Melee or Thrown weaponwith Void energy, which creates ashadowy extension of that blade withoutincreasing its weight. When that weaponstrikes, it does an additional 4d10 damage.Increase the range of that attack by7 meters.Black SealThird Circle Void Spell COST: 4SpeedResistVery Slow -RangeDuration- 6 roundsThe caster is granted complete immunityto void and plant damage and effects.Oblivion RayThird Circle Void Spell COST: 4SpeedVery SlowRangeResistDodgeDuration10 m -A ray of black energy fires out and strikes asingle target, dealing 5d10 void damage.“Struck down by the force of nonbeing,not a black energy, but the eradicationof all life and energy.”Gravity WellThird Circle Void Spell COST: 4SpeedResistVery Fast -RangeDuration10 m -All individuals and unsecured objectsare pulled 5 meters toward the spacedirectly in front of the caster. This cannotcause individuals to be pulled into thesame space.Shadow Cloak IIIThird Circle Void Spell COST: 4SpeedAverageRangeResistPerceptionDuration5 m 1 hourWhen this spell is cast, the caster mayselect any objects and/or individuals within5 meters. These targets are cloaked inshadow, becoming nearly invisible. In orderto be seen, another character must rollPerception against the spell’s power.This only functions while the affectedcharacters are not moving or acting.Black Gate IIIThird Circle Void Spell COST: 4SpeedResistVery Slow -RangeDuration20 m 6 roundsThis spell creates two holes in space, in twounoccupied hexes, both within 20 metersof the caster. Any individual who steps intoone of these spaces can move to the otheras part of a move action, so long as thatspace is unoccupied. They maintain theirmomentum, and can exit at any angle.Star Field IIIThird Circle Void Spell COST: 4SpeedResistSlow -RangeDuration20 m 6 roundsThe area within range is filled with a subtledarkness, punctuated by points of starlight.No arcane healing can function within thisarea, and anyone targeted by healing magicsis instead dealt 2d12 damage. All Voidmagics gain a +2 technique bonus totheir spell power. All plant effects suffera -2 technique penalty.“The wonder of the void, the mystery ofnonbeing, the paradox of the great expanseis the promise and lure of Ecomancy.”150


Section SixCRIMSON Realms


Chapter NINEThe WorldStepping down the gangplank of the merchant ship, theTerramancer did her best to avoid being jostled overmuch bythe workers who were already unloading cargo. The dock itselfwas rich with smells. The salt of the ocean mixed with the tarof the dockyards and even the smell of fish being fried not faraway, a quick meal provided to the travelers and merchants whowere bustling all around. She had seen a dozen similar places,and there were common threads and similarities across eachof them. To many, such an experience was mundane, just theact of going about one’s normal business.But to her, it was all new and all fresh. True, she had been in manydockyards before, had seen the warehouses and ropes and sailors,but while that was what she was seeing, and in some cases smelling,what she actually experienced was much more.The energy of this place was different. The power andmagic of the land floated through the earth and bathed hertoes. That feeling, drawing through the wharf’s pylons fromdeep below, touched her senses with as much curiosity forher as she felt for it. The very stones themselves called outto her senses.The people around her wore clothing that was unfamiliar. Theiraccents she had heard, but not with this depth or frequency.This was an entirely new continent for her, with new magics anddangers, new challenges and mysteries, and if she could justget beyond the shipyard, beyond the city even, she couldreally start to explore.She set forward at a quick pace, eager to be started. She had aworld to see.


Cosmology & Forces of NatureThis first section outlines the cosmology of the world, the primal forces that allow it to be. The following sectioncovers a brief history of the ages, and then the rest of this chapter covers content that will more directly affectthe game, the nations and adventuring hooks that make up the Crimson Realms and the stories it contains.The FoundingWhat took place before and during the time of creationis wrapped in mythology, and great speculation is spreadby the religiously minded as to who was responsiblefor this event, but a few legends ring true, and havebeen documented thoroughly enough to be taken astheoretical history, at the very least.It is understood that before the world began,the universe was a mass of chaos, elemental andcosmic. A gathering took place between beingsknown as the Colossal Elders. Though their intentionwas unknown, and more the realm of philosophy thanhistory anyway, they met at the place where the worldwas to be, and then divided, spreading betweenthemselves the organized mass that is the knownexistence. It is not known how long this happenedbefore the first age of history, or how the first speciesbegan to populate the organized world, but allreasonable accounts of the founding of the worldlead back to these beings.153


The Six Pillars of CreationSix of the Colossal Elders remained at the corners of theworld, holding back the chaos beyond. These becameknown as the Six Pillars of Creation. They have onlybeen witnessed by the most powerful and ancient ofimmortal creatures, but these creatures are understoodto be the size of large cities, and of unspeakable powerand wisdom. They are as far beyond the workings ofmortals as a human is to a mite.The Six WanderersThe other six colossal elders, also nameless behemoths,roam the world quietly, largely hidden from the workingsof mortal and immortal forces alike. These beings are theultimate keepers of power and magic within the world,and it is thought that their purpose is to keep a watchfuleye for any occurrences that would threaten the existencethereof. Despite their size and might they are almostnever seen, preferring to slowly wander the endlessexpanses of the skies and seas and to tunnel beneaththe ground rather than risk disrupting the activitiesof the mortal realms. Like the Six Pillars of Creation,it is thought that these beings are ultimately benevolent,but little is really known about them, leaving this up tospeculation. Alternately, it is sometimes thought thatnatural disasters, such as earthquakes and tsunami,can be blamed on the movements of these creatures.The Chaos Fringe, Elemental ForcesBeyond the boundaries of this world, elemental chaosstill reigns, in such awe-striking power that the meresight of it will bring a mortal to madness. The outerlimits of the world, farther than mortals dare travel,are known as the Chaos Fringe. The Six Pillars ofCreation are understood to stand at the cornerswhere these outer walls meet.Each of the six outer walls is attuned to a specificelement, suggesting that the world may have beenfounded at a place where these elements met, or thatthe space beyond has adapted to accommodate theworld as it exists. It would be difficult to say.At the very least, the nature of the chaos fringe isevidence that the six ideals of magic are the coreblocks of the world, and that their combinationmay have some purpose in and of itself.The world within, Arcane IdealsIt is theorized that this nexus of stable forces can onlyexist thanks to the binding work of arcane ideals.Order and Chaos, Light and Dark, and Life and Deathare the basic threads that weave the elements into acohesive whole, defining matter and life as we knowthem, and are the tools that the Colossal Elders use tokeep the world in check.The High Magics, though not included in this book,are also available to mortals. This is a form of magicthat warps the very existence of the world, in a similarway to the powers of the elemental forces listed here.Why did the Elders grant these great magics to mortals?That question is one of many that may not have areasonable answer, but it could be that the very actsthat mortal take with these abilities on will define thatmeaning as they are used.As life and matter as we know them can only existthanks to the interaction of arcane ideals, Sentientbeings, (and some non-sentient,) have a tendency toadopt some of these traits into themselves. While mostindividuals are built along shades of some or all ofthese ideals, some, who are particularly dedicated orstrong-willed, can develop a core component to theirnature that is defined along these lines. Individuals aredrawn to powers that match their personalities.Outer PocketsAs a corollary, there is some theory that states that theworld as it is known is slowly expanding, the limits ofthe Outer Wall receding over eons and creating newterritory. It is possible that pocket worlds could exist ina similar fashion elsewhere, beyond the Chaos Fringe,where combinations of several elements could combinein stable ways. Unfortunately, confirmation of this theoryby mortals is effectively impossible.The Celestial LightsOf lesser strength to the Elders, there are other cosmicforces at work in the world, which are still vastlypowerful immortal beings, both sentient and ancient.They are ultimately humanoid in form, but have aurasof such power and strength as to take up great spacebeyond themselves, giving off light and appearing at adistance to have a spherical shape that masks their trueimage. They are the celestial lights, the suns and moonsof the Crimson Realms. The power they wield over the154


world has direct effects on mortal existence, as is evidentin the curses of Vampirism, Lycanthropy, the curse of theGargoyle, and others.The suns of the Crimson roam the skies from one endof the world to the other, giving off intense heat andlight as they pass. They move in such a consistentpath and speed that their passing can still be usedto tell time as they make their way across the skyin a daily cycle. A disruption in their steady activitiesis the sign of great calamity.During the night, these beings slip beyond the horizonof the world, into the chaos fringe, and make their wayback to their starting point. Little is known of theiractivities once beyond, but outside this worldthey rest, gather energy, and prepare for thefollowing day’s journey.The three suns that roam the sky are Solaris, Vega,and Avior. They take very different paths across theworld, and so are usually seen from entirely differentlocations, but there are some locations where theyoverlap, creating particularly hot and bright locations.There are also dark spaces, where the suns have learnednot to pass, such as over the demonic realms and a fewother places.Of somewhat lesser cosmic strength, but not lesserimportance, six moons also travel the night sky,Lunara, Rhea, Phobos, Callista, Desdemona, andDiona. The moons travel much more slowly thantheir counterparts, and their power, while substantial,is much less stable, working in trackable cycles.Their movements are still very consistent, however,and are often used in local calendars.Last, the stars in the sky are also sentient beings,though much less powerful. They maintain theirpositions high in the sky, near the upper limits ofexistence, and watch the events below them.The exact personalities of these individuals vary,one by one, some caring and others harsh, but theyall share a certain distance and disengagement frommortal endeavors. To fall close to earth at their normalstrength would mean the destruction of many.The CaliganWhile the Colossal Elders ensure the continuedexistence of the world and the Celestial Lights roamthe heavens in silent, sure strength, the Caligan areactive, if subtle forces in the world. Their true natureis one of raw spirit and energy, but as they exist in themortal world they are forced to take a physical form.The specific shape can easily be shifted from one toanother at will, some preferring an animal form, somea more monstrous or horrific form and others simplya humanoid shape, their true nature is none of these,and they are not killed completely, even if their physicalform is destroyed. Their mastery of magic, both arcaneand elemental, is absolute, but they can fall victim to thepowers and manipulations of other Caligan and similarlypowered beings, and greatly fear the Colossal Elders,who have the capacity to annihilate them completely.Among mortals, the Caligan act as fickle demigods,without the consistency or perspective of other suchpowerful beings, and they delight in meddling withmortal affairs, while at the same time very rarely makingthemselves known directly to mortals. They are boundby rules of conduct agreed between their own peers,and so while they enjoy meddling, are rarely free toact directly.155


The Balance of the WorldThe combination of these forces creates a completemechanism that keeps the world on its course.The Colossal Elders hold the world as it is together,while the Celestial lights keep watch and the Caliganstir the world from within, keeping events alwaysmoving forward.This sets the stage for mortal forces, and the beginningof the history of the world.Other BeingsWhile these are a few of the oldest beings to inhabit theworld, they are by no means the only forces of magicand strength. As the world formed and the earliest agesbegan their chains of events, other beings came to exist,until one by one the world as it is was formed. Many ofthese have grown in strength to rival even the strongestof the Caligan, and there is always room for new forcesto rise in the world, helping shape this age and prepareit for the future to come.Further, it is the existence of these greater forces thatallows the mortal races to exist, and it is within theworkings of the mortal races where all of the actionwill take place.“There is one thing every explorer learns early on.The world is too vast and too strange for any oneperson to see all of it. That is the essenceof wanderlust, really, the drive to see what’s next.It’s a thirst that can never really be filled,no matter how far or how long one travels.”156


History of the Mortal RacesSince the founding of the world, the steady press of time has seen the rise and fall of many mortal and immortalcivilizations, races and peoples, culminating in the present era, where many of these groups are heavily intermixed.An understanding of the brief history of the Crimson Realms gives significant insight into how these groups relateto one another, which can give some great tools for building a story for your game. Though some of these ages aredead and gone, most of them have left remnants in the modern age.Six Ages of historyThose in the Crimson Realms who have studied itspast have divided their history into seven greater ages,each of which comprises many thousands of years.While few specific details are known about the oldereras, each age has been defined by a general nature,the rise of a new race, and some climactic events,ending with a massive upheaval of the previous eraand the birth of the new. While the majority of theinformation for this game is provided for the modernage, each of the older ages might make for a goodsetting on its own.The Age of Light: Time of the Divine RacesAccording to most history, the Divine races were thefirst to inhabit the world. The Angelic races of theSublime Havens are said to have had a key part inthe organization, the division of the elements alongthe ideals that laid their foundation. The Angelic racesof the Havens are benevolent in nature, but they arenot perfect, and many have been known to fall in theirnature, such as the Esseldein Vanir and Aesir.The Age of Darkness: Time of the Demonic RacesThe Demons came into this world shortly afterthe Divine races, as an inevitable counter-point.Their malevolence knows no limits, and althoughthey are largely contained in their traditional homelandsof Drailur and Thulyet on the western border of theworld, where shadow and fire reign, their conquests intothe rest of the world have carved swaths of destructionacross all lands and peoples throughout history.The Age of Order: Time of the Kah’SehIn the present era, very little is known about theKah’Seh, and only the deepest excavations will turn upany sign of what must have been a world-encompassingempire. Historians argue over whether this was onesingle race and civilization or was just so over-grown asto grow together into a single mass. What is known isthat this civilization had a greater grasp on engineeringand technology than has been known before or since.Their fall was dramatic enough to destroy or burythe surface of most of the world, reshaping life andlandmass alike. Their relics, if still functional,are extraordinarily valuable.The Age of Chaos: Time of the DrakesHistory is unclear about whether the fall of theKah’Seh brought about or was brought about by therise of the dragons and greater wyrms, but studies oflegend, myth and mythology suggest that these massive,extraordinarily powerful creatures came about and forcedthe world into a long stone age, an era of brutality wherenatural disasters abounded. It is theorized that volcanicand earthquake activity literally buried the empire of theKah’Seh deep under the earth. The drakes, a series ofmore humanoid races than their dragon cousins, came inthe wake these disasters, carving out a primitive life thatthey still maintain on the continent of Keiraset, to thesouth and west. The drakes are an ill fit for the modernworld, an aggressive and dangerous species that is not tobe taken lightly.157


SEVEN AGESAges Ascendant Races EventsAge of Light Divine Races, Suns Foundation of the world, organization of material, Creation of the High Havens and the reign of the Divine RacesAge of Darkness Demonic Races, Caligan The spread of demonic empires, the fall of the esseldein, the isolation of the Aeonic Races, The birth of the moons.Age of OrderAge of ChaosAge of LifeThe Lost Kah’SehDrakes, and Elder DragonsFae, Kami, Animal Races,and Spirits of the KarkikThe rise and fall of the first mortal race, and the dominance of technology as a power across the world.The slow, steady growth of urban sprawl.The re-birth of primal forces over organized technology the re-shaping of the world,the reign of the great wyrms, and the burial of the Kah’Seh world.The foundation of the Seelie and Unseelie Courts, re-birth of organization and some civilization. Also, the Animal racesgained sentience and humanoid form, and organized their own nations and empires across much of the world.Age of Death Necromantic Curses The decimation of the populations of the world due to the dominion of the undead.Modern AgeHumanityThe rise of the human race, particularly across the continents of Nagishna and Neiral.This age is still young, and has yet to be truly defined.158The Age of Life: Time of the FaeThe rise of the Fae was less like the cataclysmic rise ofthe Dragons and more like the inevitable creep of ivy.The fae are smaller mortals, and very in tune with theirelemental natures. They live apart from civilizationsold and new, and their grace and simplicity in living hasallowed them to spread across nearly all the world andkeep that occupation until modern times. Their courtsand laws are simple, but have survived the test of time.Their long-lived natures allow them to gain knowledgeand power until they reach a transcendent state,an awareness that makes them more than mortal.When in the wild, one is rarely far from the fae.The second half of the age of Life saw the rise of theAnimal Races. These are humanoid, but take a moreprimal form, having conections to the wild species ofthe world. They spread amongst the continents to thesouth, and have held that corner of the world sincetheir introduction. Natural enemies such as Foxes andRabbits make their humanoid counterparts, the Zaroanand Leeven, ill-suited to live in peace. Although someshapeshifting races claim heritage from the Divine races,the curses of Lycanthropy came into the world at thistime as well.The Age of Death: Time of the UndeadRivaling the evil dominance of the original demonictimes, the Age of Death was a dark time, where therampant life of the previous era was warped, twisted,and then crushed into the ground. True dead like theNecretesh and Liches were the most obvious forms,commanding vast seas of simpler zombies and skeletons,while more subtle undead such as the Vampiric cursestook a more insidious routes. If anything, the age ofDeath consumed itself, rather than being overwhelmedas previous ages were. The end of the Age of Death was aslow burning out, where the strongest beings of the pasteras established the remnants of their own peoples intothe beginning of the civilizations that exist today.The Modern Age, Rise of HumanityThe modern age has been progressing long enoughto gain some momentum, some five thousand years,but that the traces of previous eras are all scatteredthroughout the world, in remnants and ruins.The modern world is a mosaic of older eras,mixed together with the newest order, the humanrace, as they fight for a place among the greaterpowers that surround them.The Human race is a simple but prolific species,short-lived and inquisitive. They are fast learnersand have managed to build their own modestcivilizations despite the conflicts that surround them.Other Races & PeoplesThe above races have been some of the most prominentmovements in the world, and are largely humanoid innature, but they do not represent the only powerfulcreatures to have lived. Many monstrous races and othersentients have come and gone and still exist in the world.These can be creatures of great intelligence, strength andmagic, who have their own footholds amongst the otherpowers. Great dragons, tribes of gryphons, lone sphinxand manticore, intelligent oozes and molds and myriadother creatures populate the world, compounding thedangers of daily living and forcing weaker creatures toeither grow clever and strong or be eradicated.


Conflict & PowerThe Crimson Realms is a world that is always at war. Great forces, nations and powers are set in constanttension against one another. It can be intimidating for a mortal being to be caught in the midst ofthese forces, but ultimately, it is the actions of mortals that can create the most change in the world, as higherpowers are often very limited in what they can do, while mortal enjoy a freedom unmatched by greater powers.Building OppositionWhile every game should have its own distinct storyand direction, to be crafted by both the players and theStoryteller, there are some themes and conflicts that arebuilt directly into the races of the game, and will likelyhave an impact on the direction the game takes.For example, a Fiend, is likely to be deceptive andmanipulative and will be put at odds with the moredirect and honorable Vanir warriors, who make it theirlife quest to hunt and destroy demonic evil. The Fae,by their nature, remain aloof to the laws andorganizations of more civilized realms, and can findthemselves at odds with mortal civilization, not justby their loose definition of personal property and socialrules, but also by taking offense at the ever-expandingprogress of civilized humanity. The predatory natureof some animal races puts them at odds with theirless aggressive animal cousins, and in a similar way,the undead have a tendency to hold a deeply-rootedbias against the living, but must frequently feed onmortals in order to survive, forcing them to tread softlyto avoid retribution.All of the races in the Mayhem game have someniche to fill in the greater struggles around them,and the intrigue built by one faction or another isinevitably playing in the background of the world.There isalways a balance surrounding these individualconflicts, and whenever one faction or power makesa play, others are bound to answer. For a player or astoryteller, playing out these conflicts can give them aplace to start with their stories and characters.Forces at Work, Great & SmallAlthough the actions of the players will take center-stagein their own story, it is valuable to understand that theyare not the only powers at work in the world, and thatin the grand scheme of things, they are definitely notthe strongest. By establishing their place in the world,in comparison to greater and weaker forces, thestoryteller can establish a sense of both suspenseand empowerment, and make their story that muchmore satisfying.In the Crimson Realms, there is no shortage of greatnations, monsters and powerful entities who will playa role in the intrigues of the world. On the followingpage we have provided a list of some of these relativepowers, and where the players fit into that scale.Rules of PowerThere are, however, some things that a Storytellershould keep in mind when it comes to dealing withgreater powers. First, it is important to acknowledgethat such heights come with restriction. For every greatgood, there is a great evil, and vice verse. If a DemonLord moved into a human city and started laying waste,an Archangel would respond in kind, and one or bothwould likely be destroyed outright, along with a massiveamount of collateral damage. Ancient beings do not growto be ancient by taking such risks. A vampire could livefor ages by quietly consuming one human at a time froma large population, but if they started enslaving wholetowns, they would likely be met by a group of slayerswho came to solve the problem with extreme prejudice.As a result of this balance, great powers usually dependon intrigue, and will use lesser powers, such as theplayers, to set themselves up with some advantagebefore making outright advances against their foes.This frequently happens through the player characters,allowing them to take center stage in the higher conflictsof the world.Additionally, there is always the possibility for somemobility among the ranks of world powers. There aremethods for both gaining and losing great power,and although these are often carefully guarded secrets,they allow for players to have more impact on beingswho are otherwise far out of their league, and to evengrow beyond their own mortal capabilities.159


Last, there is the matter of perspective. Great powershave different priorities and values than lesser ones.For a farmer, town politics are very important to theirdaily life, while for a king, the workings of a single townare of minor importance when compared to the motionsof armies and nations. Similarly, the priorities of greatpowers shift with such power, until the strongest ofcreatures are almost entirely disconnected from theworkings of the world and the concerns of mortals.For all of these reasons, conflict almost always takes placewithin an individual’s own power level, or close to it.Players are not expected to triumph directly over forcesfar above their own capabilities, and should always haveboth risk and success in their direct challenges.The interplay of the world should always providethis sense of balance, in order to give the game abetter structure and story.SCALES OF POWERTIER Category Description Examples1 Minor Beings of relative insignificance, even to mortals. Rats, insects, other small animals.2 Animus Beings of minor intelligence and physical might. Animals and small monsters ,from dogs up to tigers and bears.3 Sub-Human Races of loosely organized and semi-intelligent creatures. Sprites and Pixies, minorly intelligent monsters, like the reptilian Kettal.4 Mortal Civilized, Sentient People. Humanity.Mortals make up the majority of the world’s nations and peoples, humanpeasants, kings, politicians, merchants, farmers, guards and soldiers.5 Superhuman6 Immortal7 Ascendant8 ColossalBeings similar to human nature, but who are more gifted anddangerous, through physical, mental, or arcane power. These arethe individuals who often stand at the best position to influencethe world around them, with enough power to change the course ofevents, but not enough to distance themselves from mortality.Beings who are similar to human nature, but who are distanced frommortality by significant longevity. They often have capabilities wellbeyond the grasp of mortal contact and understanding.Being’s whose immortal nature has grown so old and powerful thatthey go beyond even the immortal status of their peers, and thus astep removed from the events and machinations of the mortal world.They are largely untouchable by mortal and even most superhumanand immortal meansLargely on par with the Ascendant beings, Colossal creatures refer tomonstrous beasts whose size and strength are to mortal humanswhat ours are to ants and gnats. The Colossal beings of the world cantopple mountains and change the face of the world with little effort,through size and strength alone. No amount of strength or skill incombat or mortal magic can realistically lay these creatures low.Includes humans who are gifted well beyond the norm, very talentedspell-casters, as well as the animal races, curses such as shapeshifters,sentient undead, and divine and demonic talents. Also includes those ofthe immortal races who are very young and inexperienced, who sometimestravel with weaker species. This includes the majority of adventurers,and the foes and monsters they routinely fight in their encounters.Includes mature immortals, such as the Divine and Demonic races,the Fae, and very old Sentient undead and Magi. This also includes thegreater monstrous races in age, strength and intelligence, such as dragons,sphinx, and others.The Demon Lords, the Archangels of the Aeonic, the Fae Nobility,The Esseldein Leaders, and arcane monsters. Also includes the livingstars in the sky.Includes the leviathans of the deep, the demonic Deep Star, the Ygrasi GiantTortoises, the greater dragons, and the Great Rocs of the Liandari mountains.9AscendantImmortusBeings whose magic and might has begun to transcend thelimits of life and existence. Largely unkillable and untouchable,these individuals are not yet fully removed from the influence ofthe world, but they are often severely limited in how they can act bythe competing powers of others. A mortal attacking an AscendantImmortus is something akin to spitting in a volcano.The Caligan, the Chaosborn Demons, the strongest of the Stars in the Sky,and a rare few Ascendants who have developed their talents beyond eventhose limits.10ColossalImmortusIncludes creatures both colossal, immortal, and intelligent.Beings whose might can shift continents and whose awareness allowsthem to see time and space laid out before them like a work of art.Beings of this power scale are not just rare, but fully separate from theworkings of the world. Largely untouchable, their eternal nature meansthat their influence tends to be on the scale of millennia rather thandays or hours. They are as much a force of nature as a being.The Colossal Elders, the Sleeping Powers in the world, the traveling Suns andMoons of the high reaches of sky.-- DeityBeings beyond this point are the stuff of fate and faith, and do notovertly act in the workings of the world. These are the subject ofreligion and belief, never of direct presence.–160


NeiralThe continent of Neiral is divided into four regions, each with its own subtle culture and interactions.Each of these regions acts largely independently of the other three, and has it’s own internal struggles.The remainder of this chapter will be spent in explaining some of the important cities, nations,organizations and landmarks that can be included in the crimson Realms world. This information isvague and largely incomplete, to allow storytellers to explore on their own.The Unsettled NorthNORTHERN NATIONSThe frigid northern nations of Neiral are a placewhere people go for a little more peace and quiet thanis found over most of the continent. This peace andquiet, however, is relative, considering that the dangerouswinters and frozen tundras breed their own kinds ofmonsters. Places like Pelediem, Leandara and Davir,however, are known for having gentle people, accustomedto hard territory. The exception to this rule is the KardanRepublic, the black sheep of the northern community.POPULATION LANGUAGE RACES10,000 Any Fae, AnyPolitical StructureApart from some tribes of nomads and the fae thatlive there, the northern reaches of Neiral are mostlyunsettled. Beasts of the tundra are rumored to roam itsendless fields and forests, but the unrelenting winterdoes not make this life easy, and as such there are no–161


overly organized cities or civilization. This becomes anattractive place for those who want to truly escape thereaches of civilization, and to disappear into the solitudeof the wilds.Adventuring Hook: In the north, survival is the primary motivation.Extreme cold and scarcity of resources make this a ruthless place.Often simply leaving is the greatest reward. In spite of this, orperhaps because of it, the ice may hold deeper secrets to be found.The Pelediem NationPOPULATION LANGUAGE RACES600,000 Pelediem Human, FaePolitical StructureFeudal, MilitantPelediem is a nation of noble ideals. It is governed by theKnights of Valteris, named for their capital city, and putsgreat emphasis on fairness and equality. The nationalideals of Pelediem ensure that the strong protect andserve the weak, even from themselves. They are a well-ledand tightly organized society, which can grate on thosewho see themselves as more free-thinking.Pelediem has a strict militaristic government, rigid indiscipline, and tightly controlled. The standard of livingin Pelediem is modest, but guarantees a fair quality of lifefor all its citizens, provided they contribute to the goodof the whole. Magic and arcane talents are less common,as are non-human Races, but they do have an unusuallyhigh population of fae in their wilder places.Pelediem is small in terms of population, and has a lotof wilderness. These places serve as breeding groundsfor monsters and fae, making non-civilized areas fairlydangerous places, where the knights are not around toprotect the people.Adventuring Hook: Danger abounds in smaller settlements, where theknights are not always around to protect citizens from wild creatures.Pelediem also has some of the oldest Fae cities in their wilds, andwhile the Fae are normally eager to ignore human incursions,conflicts occasionally do arise. Kardans to the south also tend tostir up trouble, small groups of bandits and mercenaries findingtheir way north in an attempt to find easy marks.


The Kardan RepublicPOPULATION LANGUAGE RACES2,000,000 Pelediem Human, AnyPolitical StructureRepresentative DemocracyUntil relatively recently in history, Kardan was under thecontrol of the Salvaran Empire, and were ruled from afar.The Kardan Republic forged itself through a messy andlong period of unrest, ultimately leading to revolution.This revolution left them with a fairly large populationwith limited skills, mostly how to fight and how towork in the labor camps, the mines and farms that theempire left behind. The new Kardan government hastaken advantage of this, creating a complicated systemof mercenary guilds and prison camps that let the unrulypopulation manage itself through bounties, punishingits own aggression through short sentences in the camps,which in turn create wealth for the government and thusthe population.Despite its unruly people and corrupt bureaucracy,Kardan has become a thriving place for businessand has developed a new aristocracy, who claim torepresent the interests of the regions under their charge.Kardan is a premier training ground for martial combat,through public arenas and the coliseum, and haveestablished the University of Arcynys, for the studyof High Magics.The Mercenary guilds in Kardan rival, and some saysurpass, the military strength of the Kardan Guard.They have dealings with nations across the continent,supplying supplementary forces in conflicts. Their looserules and structure make their guild very attractiveto adventurers. They have chapters in most civilizedcountries, even if those countries’ laws prohibit it.Guilds of thieves and assassins have been just assuccessful as the more legitimate mercenaries andbounty-hunters.Adventuring Hook: It is very easy to get into trouble in Kardan, whichleads to a brief stay in the mining camps, farms or the coliseum.Small fighting bands take pride in their status among theirpeers, and pick fights constantly. The new aristocracy, wealthybut inexperienced, are a bounty for the enterprising burglar andthief, and underground guilds are always recruiting. Kardan is ahaven for scoundrels and mercenaries, who can make money onboth sides of the law.


The Kingdom of DavirPOPULATION LANGUAGE RACES500,000 Pelediem HumanPolitical StructureMonarchyDavir’s rolling hills and green landscape make it goodground for herding, despite their somewhat difficultwinters, and their military builds on the cavalry thislifestyle makes possible. Also important to Davir’slandscape is the large and deep lake on their north,Lake Scethis. The lake is rumored to be inhabited bymonsters of various size and strength, but this doesnot stop them from using the ancient stone bridge thatcrosses its center on its way to Valteris, high enough toallow the passage of the many fishing boats that makea living off of its waters. Davir is a very fertile nation,and grows food that they trade with both Kardan andPelediem. Its most prominent landmark is the HighTower of Majeir, an ancient structure that is politicallyseparate, despite residing within Davir borders.Lake Scethis is also home to a large population ofNaiads, who find great sport in luring adventurers intothe deep water with promises of treasure, and thenletting them drown or be taken by monsters.Adventuring Hook: Fishing for monsters at Lake Luithan is an exciting,if risky pass-time, and the sly Naiads always promise riches for thosewilling to plumb the depths. Some even deliver on that promise.The Davir cavalry is always fighting monsters from the easternmountains, and as with most northern nations, Kardan mercenariesare a consistent problem.The High Tower of MajeirPOPULATION LANGUAGE RACES20,000 Pelediem HumanPolitical StructureCouncil, DictatorialThe Interi tower, now the High Tower of Majeir,was once a massive black stone obelisk that reached tothe sky. Now, it has been built over by the arroganceof the modern mage, used as a base frame for theconstruction of hundreds of side-towers and off-shootsthat have built around and above the obelisk like toomany parasitic vines climbing an ancient tree.Passage around what has become a vertical city isfacilitated by moving platforms and endless staircases.Majeir is the new center for arcane knowledge,only rivaled by the oldest universities in the sevensouthern kingdoms. The city is nearly five miles tall,and less than a hundred meters wide through mostof its height.Adventuring Hook: The politics of the High Tower are a goodhook for spellcasters, where they can learn many new skills andspells, and acquire items of power.The Leandari TribesPOPULATION LANGUAGE RACES100,000 Leandari Human, FaePolitical StructureTribalThe Leandari tribes occupy the mountains of the samename. They are a primitive society who sleep in cavesduring the day and live in the upper valleys at night,raising sheep and small, hidden gardens as they avoidthe Rocs, who hunt by day. They are a quiet culture,very peaceful in nature, and prefer to stay out of dealingswith outsiders, although they keep close ties with theFae who populate their mountains. The Leandari areexperts in their traditional magics, generally elemental.They have mastered healing arts and warding magics,which they freely use with outsiders who request theiraid. They have their own language, and do not share itwith outsiders.The impressive Leandari Mountains providethe southern border for the northern region.These mountains are hundreds of miles across andare arguably the tallest mountains in the world.These mountains are home to a species of Rocs, giantbirds, who are dangerous enough to dominate most otherlife-forms in the region and prevent most settlements.The Leandari mountains have a strange and arcanenature, as they are home to a wide variety of climatesin the small valleys and caves, from intensely hot jungles,to sandy deserts, to snow and ice fields. Some suspectthis is a result of ancient magics, leftovers from olderages, and have even claimed to find ruins in these areas.164


Adventuring Hook: The Leandari are a reclusive people becausethe mountains are dangerous. If the ever-present rocs do not eatthem, there are monsters from all climates who are just as eagerto hunt careless mortals. The mountains do, however, play hometo many rare components useful for crafting objects of power,both in the native monsters and the rare plants and elementsfound among the high peaks.The Zhelsky MinesPOPULATION LANGUAGE RACES100,000 Desre, Zhelsky Dialect Human, AnyPolitical StructureKingdomThe mines in the deep reaches of the Leandarimountains are very mineral-rich, so much so that thesouthern reaches of these deep mountains have beenmined extensively by the people of Zhelsky, to thepoint where there are tunnels and caves networkingthese segments for more than fifty miles. The peopleof Zhelsky live largely underground, surviving by eatingvarious mushrooms and imported food, usually in theform of jerky and other heavily preserved fare.They have very well-developed mechanical skills,having invented a variety of weapons and technologies,but they keep this technology to themselves, and use itto explore the caves and deep caves that they encounterin their mining expeditions. These caves and mines arelargely closed to outsiders, but their trading city is not.This trading city is a large cavern with many buildingsset up to do business with outsiders, particularlyKardans and the Manchesty clan of the Ethean.Adventuring Hook: Zhelsky mechanical devices are valuable, butclosely guarded from outsiders. Some even say they learned theirtechniques from studying deep ruins of the Kah’Seh. The deepmines can be dangerous places, home to monsters, and Zhelskyminers will pay well to have them cleared, if they can trust theadventurers to do their job without stealing from them.ORGANIZATIONS OF THE NORTHThe Order of the Silver Talon: Although they areloyal to Pelediem, this secret society operates in allof the northern nations and sometimes beyond,Furthering the interests of Pelediem and their owninfluence. Their primary purpose is to monitor andcontain the chaos of Kardan, keeping it from affectingthe workings of Pelediem. The members of theOrder are recruited for their superb talents and fortheir zealousness in maintaining the ideals on whichPelediem was founded. They are ruthless againstboth corruption and evil.The InterI: Currently, their ranks consist of only ahandful of mages, maybe two-score in total, butthe Interi are hand-picked from the most talented,most intelligent, and most ethical mages in the world.It is said that the original Interi were appointed by theColossal Elders themselves, as keepers of secrets andprotectors of the world. Their task is to keep themore dangerous arcane knowledge from the world.Since their massacre at the beginning of the last age,the interi have had a more difficult time keeping thistask. Events like the outbreak of Necromancy in theSeven Southern Kingdoms are points of failure forthe Interi.The Society of the Emerald Flame: This organization is anelite group of wealthy, talented individuals, identifiableby a jade ring that they are given at their initiation.They are a corrupt and self-serving society dedicatedto maintaining and increasing the power-base of theirown members, and are not afraid of killing othersfor their secrets. Their trademark, and possibly theorigin of their initial society, is knowledge of a secretchemical powder, capable of producing great forcefor just a tiny spark. Each of them carries a smallderringer, a weapon capable of producing a singleshot bullet and a great burst of green flame.Firing this weapon is a last resort, as it destroys thecasing, making it unusable and making it’s secretsuntraceable, but the blast is exceedingly powerful.Full-time agents are known for wearing bright goldand green clothing.House Laer: House Laer is a powerful noble house,based in Kardan, and they have a measure of influenceover the politics of that and other northern countries.Unbeknownst to most, however, the house is actuallythe home to a small family of very powerful vampires,who use their supernatural strength and longevityto outlast kings and countries and keep the strengthof their family. Their home has the appearance of asimple estate, but is exceedingly well defended and fullof wealth.165


The KitkeThe Eastern CIty-StatesThe lands to the east do not have traditional borders andboundaries, and any given territory could belong to onegroup or another based on who you ask. It is largely atemperate and fertile region toward the center, blessed bythe soft light of Solaris, with the cold waste to the northand the wild jungle to the south. Most of this territory isheld by the Salvaran Empire, from their island home,but the cities still hold their pride, and resist the empireat every opportunity.The PaikoPOPULATION LANGUAGE RACES200,000 Paiko Human, FaePolitical StructureHumanThe Paiko are a nation of human and fae who live in thebrutal cold and dry waste to the north. This is one ofthe few places where Fae and humans live intermixed,and they call themselves the Paiko, the family. This is areclusive society, not so much for a hatred of outsidersas for the fact that few care to venture into their land.Their skills with elemental magics are renowned,especially with earth magics, and the practice ofhigh magics is strictly forbidden, punishable byexile. They live in small communities, built withearth magics, and endure their harsh world inisolation from others. They put a great importanceon kin relationships, and live very interdependentlywithin their own community. The Paiko have noconcept for money, and base their sense of possessionaround the family.The waste, also known as the Tian Waste, is a desolateplace, full of venemous monsters and the emptinessof the glass-shard fields and sandy expanses. There islittle of value here to outsiders, but the landscape doespresent a sort of pristine and sterile beauty that bringslore masters and travelers to brave its dangers. It is saidthat there is no better place to lose oneself than the TianWaste, and no easier place to be lost.Adventuring Hook: The Paiko make for an unforgiving people,especially toward outsiders, but their mastery of elemental magics isdeep. If one could gain their confidence, one could learn unique skillswith these forces that could make any mage proud.POPULATION LANGUAGE RACES400,000 Southern Dialect HumanPolitical StructureTribalThe Kitke are a dark-skinned tribe of humans who livein the eastern portion of the Tian Waste and the rollinghills to the southeast. They live a tribal lifestyle, but doso with a sophistication and order that defines them as ahigher society. They use a tutorship system for educationthat makes them well-learned, despite the fact thatoutsiders tend to see them as primitive. The Kitke are,some of the most philosophically sophisticated people inthe world, and though their rules can be brutal, they aresome of the most fair, honest, and open individuals onthe continent. Most of the farming for the Kitke is doneon the southeastern hills, which are more fertile than theremainder of the waste, but these camps are temporary.The Kitke tribes live fairly closely with their other tribes,even banding together to handle the larger and moreaggressive monsters that occupy the waste.Adventuring Hook: The Kitke are sharp traders, and are morethan willing to trade in knowledge, philosophy, and objects ofpower. Finding these tribes can be a challenge, but they makevery hospitable hosts, and can always find work for adventurersto earn their stay.The Twin Cities, Vicket & DemonsgatePOPULATION LANGUAGE RACES200,000 Demonic, Ricter Fiend, Vraaj, GorgonPolitical StructureCity State, KingdomThe remains of some long-forgotten intrigue fromthe far Demon lands, Vicket and Demonsgate arethe northernmost of the city-states, and are heavilypopulated by a variety of demonic denizens.These cities hold the boundary between the Tianwaste of the north and the rest of the city-states tothe south. They are autonomous from one another,ruled by competing councils and nobility, but dosignificant business with outsiders. The interior of theserelatively small cities is ruled with strict law, although the166


ending and twisting of such law for their own purposesis considered something of a noble (profitable) endeavor,and for the right price, any infraction quickly disappears.Vicket is famous for its necromancy and shadow magics,many buildings made from magic-enhanced bones andenchanted stone. Demonsgate is famous for its powerfuland cunning martial skills. It is said that the assassins of thatcity have elevated murder to a pristine art form.The Salvaran ColoniesPOPULATION LANGUAGE RACES200,000,000 Ricter Human, AnyPolitical StructureColonial, City-StateAdventuring Hook: Demonic intrigue is sly and deadly, but has thepotential to be very lucrative. The worlds premier assassin’s guildsmake their home in Demonsgate, while nefarious magics are commonand lucrative in Vicket. Their black markets sell everything fromskeleton keys, (made from actual skeleton,) to slaves of all sorts.If something evil is to be done, it can likely be done here, and fora significant profit.RicterPOPULATION LANGUAGE RACES300,000 Ricter Human, Leevan, Minotaur, Tinek, OtherPolitical StructureCity State, KingdomRicter is a very large city built on a hill overlooking theEthean Sea. Impressive stone walls and a long traditionof honor and order have made this a bastion for morecivilized denizens, despite periods of its history whenit was occupied or owned by Demons. Ricter wasfounded by Minotaurs, is usually ruled by a Minotaurking, and it has great influence over the surroundingarea. It is a center for education and philosophy,and people come from the world around to visit itssoaring architecture and monuments to great heroes ofthe past from many nations. Ricter maintains a diversepopulation and a strong local militia, who have defendedits thick walls from the Salvaran Empire for centuries.Adventuring Hook: The Minotaur king is always looking for achampion, and will grant quests to aspiring adventurers to huntdown rare and dangerous monsters for the rich gifts that onlysuch a king could bestow. Additionally, the Salvaran empire isalways preparing its next assault on the city, and spies andintrigue abound around this conflict, especially when the demoncities are involved.The remaining settlements and city-states once hadtheir own identities, but have since been overrun by theSalvaran empire, who, with the exception of Ricter andthe Demon cities, have established a firm control over theeastern country. These colonies maintain the city-statestructure and law, although there are standing militarythere from Salvar to occupy and hold them. The Salvaranempire, though not well-liked, is fair in their dealingswith the locals, only requiring taxes to be exacted asmuch as the residents can afford to pay. Still, resistanceto Salvaran occupation is common in the form of urbanterrorism and guerilla efforts. Many more colonies havebeen established in previously unoccupied territories andsmall islands, providing the Salvaran empire with theresources it needs to maintain its massive military force.Adventuring Hook: The colonies are troubled places, where theoppressive Salvaran military keep a rule over a people who stillhold loyalties to the sovereignty that their cities once held. Whenmonsters and other threats plague these cities, the Salvaranmilitary are likely to turn a blind eye, but when the people getrestless, they are quick to exert their considerable strength. LocalSalvaran magistrates are sorely pressed to keep the peace.The Salvaran EmpirePOPULATION LANGUAGE RACES300,000 Salvaran HumanPolitical StructureImperialThe volcanic island chain of Salvar is the seat of alarge empire that has maintained their control of theeastern region for nearly five centuries, using a militarythat is quite adept at magics as well as martial skill,and boasting an impressive naval force and army tomatch. They have made multiple failed efforts to spreadinto further regions around the world, but are otherwisequite stable in their current holdings. On the islandsthemselves, they boast large open cities with extremely167


low crime-rates and have nearly eradicated he presenceof monsters and other mythical creatures from theirhomeland. They have a long-standing animosity towardthe elder races, particularly Fae and Demons, but prizethe ingenuity and inventiveness of human intellect.They value art and music a great deal, and haveuniversities dedicated to this purpose. Salvaran art,when done by masters, is prized around the world.Life on the islands is safe and pleasant, but highlyregulated. Monsters and misconduct are likewise rare.Adventuring Hook: The best an adventurer can do in Salvar isto either work for the empire, gathering intelligence or huntingdown the deeply-hidden criminals, or deal with rare and powerfulsupernatural threats.OTHER ORGANIZATIONSThe Greyhide Pack: The Pack is an organization oftraveling Lycanthropes who travel the eastern region indefiance of the Salvaran Empire. They are raucous anddangerous, but are looked up to as a shining exampleof freedom from the oppressive empire. The pack is toostrong for small groups of warriors to defeat, and toofast-moving for the Salvaran military forces to pin down,no matter how much they’d like to.When the pack is in town, its time to hide thewomen and bury valuables, but there is never a lackof excitement, especially if the moons are at theright phase.The Hand of HeL: In a series of fetid swamps and livingglass spires is a hidden encampment. Establishedby a group from Esseldein, the Hand of Hel are anelite order of demon-slayers and undead hunters.They venture from their protected encampment insmall but powerful hunting bands, making raids onthe Demon Cities and other dark influences. This elitegroup is exceedingly dangerous, recruiting only thestrongest divine talents, and suffering no patiencefor those who are not fully dedicated to their cause.The Hand of Hel are famous around the world fortheir tremendous skill, and often send covert talentscouts to investigate the capabilities of strong andrighteous adventurers.


The Seven Southern KingdomsThe Seven Southern Kingdoms are some of the oldestcivilizations of this age, and are rumored to be wherethe human race got its start. They are, however,misnamed. Some great arcane disaster engulfedtwo of these kingdoms, giving birth to what is nowthe necromantic realm, and another to the conquestof the land-hungry Bastion. In truth, there arecurrently only five of them.The Seven Southern Kingdoms are have a variety ofterrain, from the beaches and forests of Des Playadaand Den, to the great mountain ranges that typifyBastion and the necromantic realms, and to the karstspires of Des Malivet.The Great and Glorious Empire of BastionPOPULATION LANGUAGE RACES1,000,000 Den HumanPolitical StructureMartial LawKnown to outsiders simply as Bastion, this countryis a highly nationalistic military state, flooded withpropoganda, which is constantly threatening to encroachon the territories of their neighbors. Bastion trains alarge and diverse standing army, of both arcane andmartial might, which includes more than half of theirtotal population. Their campaigns are slow, patient andmoderately successful, as they stage short and powerfulinvasions every few decades and only conquer relativelysmall swaths of territory. They are currently at warwith the Necromantic Realm to the south, and havemade significant progress, cutting into the heart ofthat country. The culture of Bastion is arrogant andself-righteous, intolerant of outsiders and her citizensare poorly liked outside of their home territory.Their full name includes the Great and Gloriousmoniker, and most citizens will correct others whodo not state the full name correctly.Adventuring Hook: Their current civilization is built on thesurface of a high-elevation area, although there are greatfissures cutting across their landscape, the depths of which havenot been fully explored and contain threats and secrets than theEmpire does not acknowledge. Plumbing these depths will findmonsters and even mortal denizens that cause problems for theempire soldiers and curious adventurers alike. The military is notabove hiring expendable adventurers to explore or scout for theircampaigns, either.


The Free People of DenPOPULATION LANGUAGE RACES2,000,000 Den AnyPolitical StructureRepresentative DemocracyDes PlayadaPOPULATION LANGUAGE RACES1,000,000 Den HumanPolitical StructureRuthless AristocracyThis nation is a wide collection of peoples fromaround the world, with a focus on personal freedom,where each individual has a part in the ruling processof the country. As such, the nation is somewhat chaoticand prone to constant shifts in politics and ideals.Even many monstrous races find their homes here,creating a tumultuous existence, as not everyone playswell together.The ingenuity and open-mind of Den has made it apioneering country in the science and art of alchemy.They are the premier location for the invention andmaking of arcane potions, which has become a valuabletrade. Their ports are known around the world forlucrative trade.Adventuring Hook: Many more aggressive monsters take advantageof the hospitality and open mind of this country, creating problemsfor the small towns and cities in it. The free people’s government.The Baronies of Des Playada are the wealthy resortsof the world. Owned by a small coalition of extremelywealthy and powerful Barons with interests aroundthe world, this country is protected by strong butsmall private military. The cities of Des Playada havebeen built fro the ground up for beauty and luxury.Poverty and ugliness are not tolerated. For thosewho can maintain the high standards of the Barons,Des Playada is a paradise. Others are promptly escortedto the borders and dumped in the lands of Den.Adventuring Hook: Des Playada is a thieving crew’s play land.The wealth that is displayed openly here is carefully guarded,most of the time, but presents a ripe fruit for the larceny-minded.Additionally, some of the baronies are willing to go to great lengthsin order to protect their holdings and provide great displays fortheir guests. This means that monsters are brought from aroundthe world for guard-animals as well as for exhibition. These animalsmust be caught, trained, and occasionally put down, if unable tobe controlled.


The Necromantic RealmPOPULATION LANGUAGE RACESUnknown Den UndeadPolitical StructureFeudalDes MalivetPOPULATION LANGUAGE RACES3,000,000 Den AnyPolitical StructureRepresentative DemocracyThe Necromantic Realm is the result of some horriblearcane accident that resulted in the consuming of twolarge and prosperous nations into one wasteland full offoul necromantic magics. The territory is controlled bya relatively small number of sentient undead, such asLiches, Necretesh and Gheist, who amass great numbersof weaker-willed undead to serve their own purposes.This blight would have spread much farther than it did,had not the last of their powerful magi erected massivearcane barriers at their borders, preventing the undeadfrom leaving the territory they had already claimed.Although it is rumored that the wealth of long-passednations is still available for recovery, those who come intothe Necromantic Realm risk death or worse, making itan ill-fated place for adventuring.Adventuring Hook: If the undead of the Necromantic Realmwere ever to be unleashed on the world, it would create a wave ofcarnage and death that would over sweep many countries. Thearcane barriers set in place to hold them in are not perfect orpermanent, and must occasionally be maintained or protected.Additionally, intrigue among the various leaders of this country isruthless, as they try to gain holdings from one another. Outsidersare frequently killed and raised to increase their power base.Malivet is a kingdom of magic set in an exotic karstlandscape. Study and intelligence are highly valued,and both elemental techniques and the high magicsare practiced widely. Menial labor is only done whendesired, as transmuted constructs and living objectsare utilized for most of the menial tasks that keep thislocation running, acting more as shepherds of constructsthan laborers. A person’s standing in Malivet is basedon their skill in spellcraft. Even those who choose moremartial pursuits are expected to learn some magics tosupplement their skills. This magic is required to combatthe ever-scheming empire of Bastion to their west.Adventuring Hook: The sorcerers and mages of Des Malivet willpay high prices for rare components found in this region or elsewhere. Additionally, there is always the lingering threat of foreignincursion from Bastion, which means that Bastion spies andinsurgents are relatively common. Monsters and threats of arcanenature are also fairly common.


The Ethean PlainsThe Ethean plains are a continent-wide expanse ofgrasslands, where some blades grow normally, but inother areas, grow as tall as redwoods. Creatures havea tendency to grow to mamoth portions including thegreat Tortoises, single-celled organisms miles across,and enormous spiders, to name a few.The Ethean Plains are a wild place, where the onlylaw is family and kin. The western plateau houses thewild, inhuman races such as the gryphon and sphinxes,while the vast plains are home to the Ethean clans,a large group of herders and raiders that fight amongstthemselves and do battle with the gargantuan creaturesthat roam this land. To cross the wide distances,the clans have learned to take advantage of manymounted options, including wyvren, giant tarantulalikespiders, and of course, heavy horse cavalry.The main population of the Ethean plains, for whichthey are named, are the Ethean clans. Originallyfrom one family, each of the six clans has developedits own niche in the great plains where they live,and have complicated internal politics in their innerdealings, which are often a mystery and a frustrationto outsiders. Their tribal raiding games make fordangerous encounters, and the plains themselves,with hunting wyvren and roaming giant arachnids,are not kind to the unprepared and unprotected.Luckily, the clans themselves can be friendly tooutsiders, and are eager for trade and stories of travel.The Gilden ClanPOPULATION LANGUAGE RACES300,000 Ethean HumanPolitical StructureClanraiding-games and to protect their allies. The Gildenare a proud clan, and are feared by clansmen andoutsiders alike. They have a tight alliance with theVerdan clan, and have a long-standing agreement toprotect the Verdan herds. In exchange, meat enoughto feed themselves and their mounts. Like all of theEthean clans, they live on the great Ethean Plain,a vast field of Grasslands several thousand milesacross. They have many rivals amongst other clans,particularly the Wyvren riders of the Ulreichclan, the horsemen of the Luithan clan, and thespiders of the Gheri.The Verdan ClanPOPULATION LANGUAGE RACES400,000 Ethean HumanPolitical StructureClanThe Verdan Clan is large, but unlike most aggressiveEthean they are pacifists, and dedicate their lives toraising herds of cattle and horses that serve as a basefor wealth, and they are very proud of these herds.They raise tens of thousands of these animals toa herd, and roam across the grasslands in long,never ending treks from one place to another,doing business with other clans. They have a longstandingagreement with the Gilden clan forprotection, but even with this protection, they haveenough animals to tolerate the occasional raids of othertribes without taking serious risk to their own support.The Ulreich ClanPOPULATION LANGUAGE RACES300,000 Ethean HumanPolitical StructureClanThe Gilden are an aggressive nomadic Clan whotrain a band of giant spiders they call Archanet,who are known to outsiders as Titan Spiders.These spiders grow up to 6 meters across, from toeto toe, and can easily carry a rider. They have acavalry of these creatures that they use for tribalThe Ulreich is a warlike clan, known for their trainingof wyvren for riding. They are rivals to the Gilden andVerden clans, and make constant raids against theselarger clans for their own gain. They do not have theirown agriculture, but live off of mercenary services tooutside nations ad the gains from their raiding games.172


The Ulreich do not tolerate outsiders inside their owncamps, but they do have a tentative alliance with theLuithan, Seiren and Manchesty clans, even thoughthey have been known to raid these allies when it isconvenient or necessary. The frustration of dealing withthe Wyvren Riders as raiders is tolerated by other tribesfor their usefulness as hired aerial scouts and as fightingunits. The Ulreich live in rocky outcroppings in theEthean Plains, where the wyvren roost.The Luithan ClanPOPULATION LANGUAGE RACES500,000 Ethean HumanPolitical StructureClanThe Luithan clansmen are very proud of their traditionof horse breeding. They have the largest and mosteffective cavalry in the known world, training heavywar-horses, lighter breeds for riding and racing,and even work animals. They trade these horses at asteep price, but its well worth it, as they are, arguably,the best bred, best trained, and best kept animals inthe world. Their exceptional horses make it relativelyeasy for them to care for and defend their herds,which means that their herds are larger in size thanany of the other clans, with the single exception of theVerdan clan. Due to their wealth, the Luithan spendmuch of their time defending themselves from the raidsof other clans, particularly from the Gheri clan and theGilden clan. The Luithan clan is allied with the Seirenclan, the Manchesty Clan, and the Ulreich clan.They compete heavily with the Gilden and theVerdan clans. They wander the plains in large groups.The Ygrasi ClanPOPULATION LANGUAGE RACES200,000 Ethean HumanPolitical StructureClanthose with any real talent and bringing them into theirown culture. The Ygrasi live in small cities, built on thebacks of Giant Tortoises, up to a thousand meters acrossin size, and they roam around the Ethean plains doingtrade with the other tribes. They are extremely wealthy,living lavishly in these small cities, and are arrogant inthe extreme. Their might is also based on a mastery ofenhancement and destruction magics, and they trainmassive, enhanced war-elephants, from which they castmagics on their foes. As a defensive force, the Ygrasiare very capable of defending the Ethean bordersfrom outside incursion, but have no interest in foreigninvasion. The leaders of all other tribes come to theYgrasi to obtain their education, and while outsidersare not unheard of, they are fairly uncommon.The Gheri ClanPOPULATION LANGUAGE RACES200,000 Ethean HumanPolitical StructureClanThis clan is the black sheep of the Ethean plain.They have no exports, but live solely on raiding thatthey do to the other tribes and even to foreignsettlements. Their societies are built on a parasiticphilosophy that could be paralleled to a vulture’smentality. The Gheri Clan wear black exclusively,even when it inhibits daytime camouflage ability.They are very ill-liked amongst the other clans.Their own history claims that they were somehowslighted by the other tribes, that they were a rulingbody for a once-united tribe, and were unjustlyousted from the other tribes. A hard lifestyle hasmade them bitter and hard people. The Gheri ridethe same spider-like creatures as the Gilden tribe,which make very effective high-speed cavalry for hitand run raids. These mounts account to the fact thatthey haven’t yet been eradicated. The Gheri is the onlytribe that does not depend on the magic of the Ygrasi,and they have build their own arcane forces based onNecromancy, Compulsion, Detriment and Illusion.They strike other tribes fast, with lethal force,and leave quickly.For the Ethean clans, the Ygrasi are the center foreducation, and political influence. They train all of theEthean spell-casters, recruiting from other tribes for173


The City of Belbe LeldePOPULATION LANGUAGE RACES10,000 Various FaePolitical StructureCityTHE GRYPHON HIGHLANDSPOPULATION LANGUAGE RACESUnknown Gryphon, Sphinx -Political Structure-The great inland sea on the eastern side of the Etheanplains contains a small settlement, not hidden, butremoved from the interactions of the rest of the world.The Naiad City of Belbe Lelde is one of the few opencities of the Fae, places where outsiders can find refuge.The City is found deep underwater, and is protectedby powerful elemental enchantments, keeping thewater at bay so that visitors to the city can breatheeasily. The city itself is beautiful, carved stone andcarefully manicured coral, both wrapped in vividlycolored plant life. It is a place where a person’s pastand outside identity both mean very little, but whereaggression is strictly prohibited. Those who break thelaws of the Fae while in the care of the city are simplyremoved. Few survive the transition to the surface.Those who make this city their home or their refugeaffectionately call it, “Bubble.”The Gryphon Highlands occupy the space along thewestern shore, a location of significantly higher elevationthan the Ethean plain. This land is unoccupied by humansettlements, but is instead home to many gryphons andother similarly intelligent mystical creatures, such asmanticore, dwali, and sphinxes, who live in these hillsand generally dislike the presence of more humanoidoccupants. These hills, like the mountains to the north,are rich in minerals, and so some small and secretivemining camps have been known to pop up in theselocations, much to the frustration of the locals.Adventuring Hook: The Highlands are a very hostile place tohumans and humanoid races. It seems that the old species thatlive there very much resent the bipedal species that dominatemost of the world, and are willing to do something about it.Hunting rare monsters is a lucrative endeavor here, but fraughtwith danger. These monsters look after their own, and many aremore than just simple beasts.


The Great Game of HuntersEvery year, in the Gryphon Highlands, a group ofhunters, warriors, thrill-seekers, spectators, and allaround adventurers scale the cliffs leading up to thehighlands and attend the great game of Hunters.They gather in one large festival, several thousandstrong, and venture out into the highlands everyday for several weeks, returning with whateversupernatural prey they can find. Some come back withcreatures such as manticore and gryphons, the verylucky and very powerful come back with drakes oreven Sphinx, and most, year after year, don’t come backat all. At the end of the games festivities. Those whosurvive and bring forth the greatest prize sare givengreat fame and the rewards of pool betting.This is the closest thing to a human civilization thatcan be found in the highlands, and if rumors have it,is permitted and even encouraged by the sentientbeings who otherwise dwell there. It could be thatthey like the notoriety this brings to their species,it could be that they look forward to the challenge,to cull out the weak and stupid, or it could be that allof the treasure and arcane equipment brought into thehighlands ends up in the hands of the more powerful,and more deserving, monsters of the Highlands.Even if true, these rumors only seem to draw outmore adventurers, rather than frighten them away.The King’s Pass trading CampOn the southern border of Davir, between themountain ranges of the Leandari mountains andthe Grim Peaks is a pass that connects the northernnations to the Ethean plains. Here the Clans havestruck an arrangement with the King of Davir,in order to create a massive tent-city, a tradingsettlement where the two communities can meetand exchange goods. This is not a permanent city,which was unacceptable to the clans, but is insteada wide expanse of tents, that individual merchants setup for trade. Although Daviran horsemen and officialsare present to try and keep some semblance of order,aided by mages from the Tower of Majeir and sometoken warriors from the clans, this area becomesa hotbed for thieves and mercenaries, where eachindividul merchant is largely responsible for hiringtheir own protection. Significant mercantile fortunescan be made at the King’s Pass, but there is alsoconstant risk, between Kardan mercenaries andClansmen raiders are always at the ready to takewhat they want by force.


The Demonic RealmsIn the western borders of the world, along theboundaries of fire and void, lies an area so foul thatthe suns and the moons of the sky will not venturethere, leaving much of the area in a perpetual darkness.This area of never ending night marks the demonicrealms. Two civilizations, Drailur and Thulyet, are hometo countless numbers of demons.Drailur, the Island of DarknessPOPULATION LANGUAGE RACES2,000,000 Demonic Fiend, Succubi, Gorgon, Vraaj, Cucacharan, AnyPolitical StructureKingdom, City, NationalistThe Drailur Demons reside in sprawling cities andmyriad black stone towers which cover the majority ofthe islands. Their love of deep politics and stratifiedsocial status makes their cities a contrast of hundreds ofestates, palaces, gardens, slums, hovels, and rotting gamedens. The dockyards are well kept and many demonsown ships for pleasure or naval battles.Drailur has locations which receive dim cycles of lightfrom Desdemona the moon, and maintains a moderate,coastal temperature. Since many of the residents arecapable of flight in some fashion, most of the city isonly accessible from the air. Although many kinds ofdemons walk the streets of Drailur, it is dominated byFiends and Succubi.Thulyet, the Dark ContinentPOPULATION LANGUAGE RACES120,000,000 Demonic Cucacharan, Vraaj, Gorgon, Gargoyle, OtherPolitical StructureWarlord, Tribal, Clans, ChaosThe larger continent of Thulyet is a twisted,vast wasteland forever bathed in darkness and theblood of conflict. It is populated by nightmarishcreatures, rivaled only in their monstrosity by theundying swarms, hordes of Cucacharan and otherdemons who are ever-amassing armies and planningtheir assaults on each other and on the outside world.Thulyet has an ancient history, and levels of civilizationthat make the rest of the world seem young and new.Wars constantly rage over its land, struggles for controlof the armies and territories of Thulyet and the limitedresources to be found there. These wars are led by thestrongest of the Vraaj warlords, the Chaosborn andDemon Lords, claiming power and heritage from thedemonic deities themselves.


Important Features and LandmarksAktranan, the Temple of Wrath: On the small northernisland of the Drailur chain crouches the massivegranite edifice of Aktranan. The temple has been built,rebuilt, and added to over the centuries, millennium,and Ages. The single, contiguous structure spans fortysquare miles and some of the spires and protrudingstructures can tower close to a mile above the island’sground level. From the inland walls, to the elaborateand expansive dockyards from which most majorinvasions have been launched, the entire temple isdark, solid granite spider-webbed with arcane andelemental glyphs.Embrace: The wedge-shaped central island of Drailuris known to be the most ‘civilized.’ At the tip of thiswedge shies the city of Embrace. The city looks outto the oceans that lead to the rest of the Realmsand the lighthouses that spring like mushroomsfrom the dangerous jagged reefs always have the on.A traveler on approach from the seas would seea dozen multicolored lights making beautifulpatterns and connecting light shows above the low,black-tinged mist clinging to the water. The city isa quintessential Drailur city. Soaring buildings,the bottoms of which are choked in refuse andbeings bereft of hope. Bridges elegant and functionalspan the upper reaches, towers leaning with age uponthe support of newer constructs. Heavy traffic fillsboth ground and sky, and those without guardfall regularly from heights. It is the most commonused entry point to Drailur, and onto Thulyet,being somewhat more friendly to non-demonsthan most cities.War Fields: The War Fields of Drailur are miles ofopen land left open for war games and real battles.The battle fields within vary from rolling fields ofblood-fed thorn grass, to swaths of razor sharpobsidian shards, to ruined cites. The battles aregambled upon


heavily, and so are filled with cheating and outsidemanipulation. The combatants on the fields vary asmuch as the terrain. Soldiers come to train as units,lone gladiators seek fame, slaves seek to purchasefreedom with victory, and some powerful demons pittheir hired or enslaved warriors against other’s forsport. Divination magics show battles from the WarFields throughout Drailur onto crystals at gaminghouses, castles, and palaces.Ebony Shard: Ebony Shard is the largest fiend shadowtower in Drailur. It rises from the shadow cast fromthe great library Chains of Ages, though it dwarfsthe library itself. The Shard is a twisting tower forthe majority of its height, though the exact shapeeludes the mind of any observer and one is insteadleft only with an impression of wrongness that is thetaint of Void. It is possible to walk through the baseof the shard, though to pass through the shadow is towalk through a cold near to True Ice, enough to kill ina moment strong mortals.At the cap of its impressive height, the shadowappears to burst outward as it the mushroomedhead of a nail hit too hard. The head is the hometo the fiends who wing in and out on missionsunknown to the greater populace.Fiends simply do not talk about the inside of theShard, and it is believed that there may be a hexforbidding the dispensing of such information.Well of OblivioN: In north-central Thulyet is the Well ofOblivion. It is a lake the size of a small kingdom withlow waves black as a moonless sky, oily in texture butthinner than water. It is believed that the watersaugment the powers of Dark, Chaos and Death,and that spells of Void can be used to punch holes inthe fabric of the world, or in the most powerful minds.No outsider has swum the waves and survived to speakof it. Within are titanic choasborn, and creatures frombeyond the borders of the Realms.Obsidian Throne: Most vraaj in Thulyet live as nomadictribes throughout the continent, the exception is theObsidian Throne. At the heart of the volcano namedUl’Dor sits the ancient obsidian throne. The beingin control of the throne also rules a small kingdomof the same name. The current king is a vraaj demonlord with the title of the Black Lord. He was also thelast warlord of the Undying Swarm at the start of theSeason of Order in the current Age. This kingdomincludes several thousand vraaj, cucacharan and minordemons and extends to the ash fields and swamp landsat the base of the mountains.


Dark MawPOPULATION LANGUAGE RACES200,000 Demonic GargoylePolitical StructureClanPetrified JunglePOPULATION LANGUAGE RACES200,000 Demonic GorgonPolitical StructureClanThe largest mountain range in Thulyet emerges fromthe borderland convergence of Fire and Void. It isheavily volcanic and shrouded in void-tainted mists.In the peaks of the range’s center lays the Dark Maw.Birthplace of gargoyles and kirst’anhul demons,Dark Maw holds ancient history and magics barelyravaged by the wars and infighting of demonkind.Natural spires with bottomless valleys, unholy windsand weather, impregnable surrounding mountains allmake for a place no army would even dare assault werethey given a reason. The spires of the Dark Maw arehoneycombed with tunnels and caves cut by the Gargoylestone craftspeople for countless generations. The wallsare etched with the history of Thulyet and rituals ofstaggering unholy power.Home of the territorial Gorgon, the petrified jungle isso named for the statues that litter the ancient forests.There is no organization among the gorgon and theirnumbers are small, making them one of the most rareof sentient demons. The jungle is also home to the viledemon dragons, chaos deformed wildlife, and a jungleitself with animal level sentience. Gorgon live wild inthe jungle and the only permanent buildings are hiddenstone temples where rare gatherings are held.


The Sublime HavensThe DIVINE REALMSThe divine races were the first created beings toinhabit this world, and it is commonly believedthat they were placed here to shepherd the worldand the other peoples that would come to inhabit it.However, many of the divine races have instead takena path of isolation, allowing the sentient races of theworld to guide their own path, for the most part,and only seldom have specific members taken itupon themselves to walk among other races.The Divine races are largely immortal, living forthousands of years, and are wise and patient in theirnatures. Only the youngest of these beings, relativelyspeaking, take up the role of adventurers. At somepoint in their history, some have split into severalgroups, some leaving the sky kingdom of the SublimeHavens and living elsewhere among the mortal world.POPULATION LANGUAGE RACES100,000,000 Aeonic HumanPolitical StructureClanIn a world where conflict and aggression thrive,where corruption and undeath are commonplace,and where the demonic and impure souls reign acrossevery continent, the Sublime Havens are a place of peaceand rest. The reigning political organization in theHavens is the High Legion, a band of Aeonic figureswho keep peace and firmly guard the borders of theHavens. The Legion has at their disposal magics andmight with great potential, such that they have repelledevery unhallowed threat to their borders for six ages,and could continue to do so for the foreseeable future.The Havens are divided into six levels or havens,each at a higher altitude than the last, and with smallerand fewer islands making up their land. Each is morerestricted, until the highest level, the golden throne,is a single building on a single island, where the Servant,the leader of the High Legion, is said not to sit, but toreceive his orders. God is not mentioned among thelegion, but is revered as their leader. When speaking ofHim, they refer only to the golden throne.


EsseldeinPOPULATION LANGUAGE RACES300,000 Aeonic, Esseldein Dialect HumanPolitical StructureMilitantThe KarkikPOPULATION LANGUAGE RACES300,000 Aeonic, Esseldein Dialect HumanPolitical StructureMilitantMythology says that the Islands of Esseldein may haveonce been part of the Sublime Havens. When theDemonic realms came to be, and the High Legionstook a stance of neutrality and distance, the Vanir,Aesir and Hel, the occupants of the then floating Islandsof Esseldein, were infuriated. Enraged that the HighLegions would take such a weak stance on such a greatabomination, they took their island and left for thesurface. Their numbers are too few and their strengthtoo weak to fully engage the far superior forces of theirenemy, but when fighting on their own hallowed ground,they are too strong to be wiped out. As such, they wagean eternal war against demonkind that they can neverwin, and can never lose. The equally aggressive Demonsare happy to oblige.A third group of divine races inhabit the continentto the southwest. A land of secluded, wild jungle,very little is actually known about the exotic speciesand races that live there, but it is understood that thoseof the Karkik are very unwelcoming of any others. It isassumed that they split from the Havens in the age ofDarkness, although the exact details have been lost totime. Misinformation and confusion are readily sewnby the divine races of the Karkik, who prefer theirsolitude to the endless wars of the Esseldein, or thequiet supervision of the Havens.


The FAEThe Fae keep their hearts close to nature, andtherefore far from human civilization. They livereclusive lives, but their curiosity can get the better ofthem, and many do pick up the role of adventurer tolearn of the world as it is. The Fae maintain their ownorganizations, their Seelie and Unseelie courts, and keeptheir own law. Fae Territory does not occupy a specificlocation, but instead spreads across all the wild places ofthe world.The FaePOPULATION LANGUAGE RACES100,000,000 Seelie, Unseelie FaePolitical StructureClanThe Fae are an old and immortal race, very close to theirnatural environment and the elemental base with whichthey are associated. They differ from most civilizations inthat they do not tie themselves to a single location,but instead can be found secreted around most of theworld, having spread like nature until there are fewplaces they cannot be found, if one looks hard enough.However, the Fae do not congregate into largeinterdependent cultures, but more often live relativelysolitary lives, interacting only with other fae along theirown personal borders. They avoid contact with others,more often than not, and while there are plenty of Faewho live among other races, these are the too-commonexception, rather than the rule. The Fae come in six mainraces, the Dryad, the Naiad, The Sylph, The Sephret,the Artan and the Scath. These groups are divided intotwo courts, the Seelie and Unseelie.The Fae do not have a currency, and generally avoidmaterialistic pursuits. Fae are mostly joined to one ofthe two courts, in order to protect themselves fromoutside harm.The Seelie CourtWhile the Fae generally avoid involvement with outsidecivilizations, they do keep their own law and orderamongst themselves through the Seelie and Unseeliecourts. This legal structure is relatively very simplewhen compared with the movements of nations andgovernments, with a set of simple but rigidly-enforcedlaws unique to each court. The Seelie court is generallybenevolent, seeking to keep harmony and stabilitybetween the Fae themselves and in their limiteddealings with outsiders. The Seelie court is madeup predominantly of Dryads, Naiads, and Sylphs,although there are others within their ranks.Seven laws of the Seelie FaeFirst Law: Membership in the Seelie court is given to Faeby the Seelie lords. Those who are not members have noguarantee of protection from the Seelie court or its laws.Those who are members can request aid or protectionfrom the Court, at the judgement of the Seelie Lords.Second Law: A Seelie may not cause harm physical harmto another Seelie, on punishment of physical harm givento themselves. A Seelie who harms non-Seelie maynot pursue protection from the Court when they findretribution.Third Law: Disputes among the Seelie court must beresolved by the Seelie lords. Disputes among the SeelieLords must be resolved by the High Lords. Disputes bythe High Lords are resolved by majority.Fourth Law: Seelie are not permitted to interferesignificantly in the dealings of non-Fae, so long asthe non-fae do not represent a direct harm to the Fae.A Seelie who breaks this law will lose their alliancewith the Seelie court.Fifth Law: The possessions of any member of the SeelieCourt are constituted as only as much as they can carryon their person. If something is left out of reach, it isno longer theirs and may be taken by any who need it.A Seelie who breaks this will be stripped of allpossessions, which will be given to the Seelie theytook from.Sixth Law: Each Seelie may hold a personal territory fromthe point at which they generally sleep, to as far as theycan throw a stone in any direction, while touching theground. They may misdirect or forcibly remove intrudersto their territory, but may not harm intruders withoutprovocation. They may seek assistance from the Seeliecourt to remove any non-Seelie from this territory.182


seventh Law: Any favor given must be met with a favorrepaid, of equal importance and value. A favor refusedby a Seelie can be punished by physical harm or death,as deemed wise by the Seelie Lords.Corollary: Those who seek trouble with Non-Fae andUnseelie will likely find it.The Unseelie CourtThe Unseelie court has their own law and authority,but are much more troublesome. They are aggressiveand frequently cruel to outsiders. They go out of theirway to make things difficult for the Seelie court, who inturn spend most of their time neutralizing the actions ofthe Unseelie. The Unseelie are composed of the Artan,the Sephret, and the Scath. As with the Seelie courts,there are those of the other races in their ranks, but theyare in much lesser numbers.Seven laws of the Unseelie FaeFirst Law: Membership in the Unseelie court is assumed.Challenges to this assumption can be made by any otherUnseelie fae, through trial by force. One’s own rankwithin the Unseelie court is determined by strength andstealth. One can demand favors of any below their rank.Refusal is met with swift retribution. Non-Fae apply attheir own peril.Second Law: Disputes among the court are resolved byrank or challenge.Third Law: Unseelie may not harm other Unseelie exceptby direct challenge. Challenges need not be issued inperson, and may be enacted through any means,but must be understood before they are resolved.Fourth Law: Unseelie may interfere with non-Unseelie,so long as they do invoke or involve those of higher rankwithout their consent.Fifth Law: An Unseelie may possess as much as they cancarry, and may take what they need, by stealth, trade ordeceit, from those outside the court. They may demandpossessions of those with lower rank, as a favor.Sixth Law: An Seelie may hold a personal territory fromthe point at which they generally sleep, to as far as theycan throw a stone in any direction, while touching theground. They may misdirect or forcibly remove intrudersto their territory.Seventh Law: Any favor given must be met with a favorrepaid, of equal importance and value. A favor refusedby a Seelie can be punished by physical harm or death,as deemed wise by the Unseelie Lords.Corollary: Wisdom is found in stealth and strength.One who can enforce their will should.The Fae CitiesFae as individuals are usually isolative, but they doestablish safe havens in their hidden cities. The Fae ofeach kind keep very small cities, more towns or evenvillages than really full cities, where they can meet toexchange communication or trade with one another,but these are tightly-held secrets amongst their kind,where outsiders are seldom invited. Each breed of Faehas a different style and tone to their cities, based on thekind and environment, but there is almost always a Faecity hidden within a few hundred miles.Kami, Fae Kin & othersThe Fae included here are the predominant membersof the Seelie and Unseelie courts, and are the mostcommon of the Fae, existing across most of the world.There are, however, other races akin to the Fae,with similar elemental natures and who enteredthe world’s stage at about the same point in history.The Kami of Nagisshna are one example, beings whoare just as in tune with elemental forces, and often notso kind or curious as the Fae described here. Other faeinclude sprites, brownies and other smaller species,who are spread hidden throughout the world, doingwhat they can to avoid notice of the other races as theygo about their lives.Some of these other fae will be covered in other books,but also, this leaves the door open for storytellers andplayers alike to craft their own creatures to present inthe world. Ogres and trolls might be related to the fae,or might be their own species and category.183


Chapter TENStorytellingAn old, scarred, and incredibly surly warrior warmed his hands atthe campfire of a small way-castle. Little more than a walled shack,it was a haven in the wilderness, a place where travelers might rest.Normally, this kind of a place was solitary, but by some trick of luckseveral groups had come at once, and convenience demanded theyshare the camp. Eating a bit of roasted meat, the old traveler wasdoing the best he could to ignore the eyes of the others.He was failing. A quick glance upward met the eyes of all six ofthem, silently staring at him.“What? Do I have something on my face?”“No, sir,” one of the younger ones said. The boy could not havebeen more than twelve.“Did I suddenly grow horns?”“No sir,” the boy answered again. No one else had moved.“What is it?”“It’s just, well, it’s just that, how to put it. You’re a legend, sir.No one knows quite how to take that.”The old man sat back. He didn’t feel like a legend. He felt tiredand worn. He looked over at his oversized maul, the stone hammerbanded in gold. It was a powerful relic, very useful, but it was hardto hide and quite famous. If it weren’t for that, he would be justanother old man to these people.“Sir, is it true that you killed a manticore in the village of Pent?”The boy asked, and then another interjected, and another. “Didyou really meet the Archangel Scera?” “What about the MinotaurKing?” “Did you-” The old man raised a hand and lit a glare,silencing them at once.He turned his attention to the boy, who had spoken first. Thatone had nerve, and that was something he could respect. Of allof them, he was the one that deserved a story.“Yes, actually,” he said, “I did kill a manticore, but truth betold, there were three of them. You see, it started like this...”


Story & ConceptWhile there are some unique challenges in telling a story in a role-playing game setting, there are also manywriting techniques that can be borrowed from other forms of fiction, such as books, short stories, television andmovies, that can greatly enrich the experience of the players and deepen the storytelling experience for everyone.This section will help walk a storyteller through some key elements of building a plot, and will include a list ofprominent story arcs that can help build ideas for a successful game. While role-playing games almost neverfollow such a clean story path, these concepts will give the storyteller somewhere to start, and give the gamesome consistency.TELLING A STORYWhile there are some unique challenges in storytellinga role-playing game, including the variability of dice andthe often unpredictable actions of players, there are alsomany techniques that can be borrowed from other formsof fiction that can greatly enrich the experience of theplayers and deepen the experience for everyone.The storytelling experience in and of itself is one-partpreparation, one-part social interaction, and two partsshowmanship. The specific presentation of scenarios,encounters and non-player characters will make a hugedifference in how engaging and fun a game can be.This section goes through some basic story structure,which can be a great help in plotting the way that yourgame will play out.PREP-WORKBefore diving into storytelling techniques, it is generallybest to have all of the preparations done before-hand.While many storytellers and players can ad-hoc a gameor a character together on the fly, it is almost alwaysbetter to have preparation done beforehand. This couldinclude prior information that the players will needto have about the setting, or could just be as simple asmaking sure that all the characters are ready and thatcharacter sheets are filled out.THE HOOK, ENGAGING THE PLAYERS: The first step in building arole-playing story is to engage the players. People cometo a role-playing game table with a very wide variety ofexpectations, but it is the Storyteller’s prerogative tocatch the group’s attention within the first few minutesof the game.185


There are a variety of ways to do this, but the importantthing is to get the characters to stop fiddling with thecharacter sheets and to focus on the opening of the story.There are several methods for this, which can be usedindividually or can be combined.One method is to have the players introduce their owncharacters, so that you know what might interest eachof them. Ask them to share their character’s reasonsfor adventuring, and if possible, get them to drawconnections between one another.The second method is to lay out a scene. Describethe place that the characters are starting in, briefly,and focus on what is most interesting or unique aboutthat scenario. What might bring them together here?This description should be brief, and it should tie to thethe first method, hopefully laying out some connectionto the characters themselves.The third method is to start with a bang, which is thereal hook. Something spectacular, dangerous, incredible,or impressive should happen. The promise of treasure,intrigue and danger, gathered into a single event.Somebody dies, a fire is lit, creating a panic, somethingis stolen, a king is enraged, or a mammoth demon crashesits way through an otherwise quiet village, these are allexamples of something fantastic, and hopefully engaging,that can impact the players in their new environment.It helps to play as much as possible to the character’smotivation, which ultimately, is derived from the player’sidea of fun. Watch your players, see what they enjoy orwhat impacts them. Put the hook in their mouth, and setit hard.Once the scene is set and events begin rolling, theplayers should start to take initiative in driving the story,the actions and motivations of their characters takingcenter-stage. When done right, it is not the storyteller’sjob to force the story along, but to let the players pullthem along, feeding them line as the game progresses.A storyteller should pay attention to the level ofattention each player is giving, and try to engage everyoneearly and equally, to prevent a single enthusiastic playerfrom dominating the group, and to prevent a wall-flowerfrom disengaging entirely.If at any point a storyteller finds that it is difficult to getthe players engaged, then they should re-consider whatbait they are using, switching up the motivations andplot elements in favor of those that are more appealingto their specific group. Each group will be drawn todifferent devices and styles of play.Combat and encounters at this stage of the storyshould be light and fast, emphasize danger, but doingso through mostly foreshadowing and suggestion.Players can meet villains, but at this point they should befighting minions.EXPLORATION: Once the game is rolling and the players areengaged, it is the storyteller’s responsibility to provide aworld to explore. This does not necessarily mean givingthem a single, linear plot that they are forced to follow,as would be done in more rigid fiction, but in tryingto anticipate some of the directions a group of playersmight take and preparing some of the characters andencounters they might face.Depending on the setting, this could mean mapsof locations, detailed lists of potential non-playercharacters they might meet, shops they might want tovisit, traps and monsters they might run up against,and any relevant story and character details that theymay need.This stage of the plot is mostly information gathering,about both the setting and the direct story involved.They should start to get an idea about what kinds ofplots and intrigues are happening, and who is involved.Combat and encounters at this stage of the plot shouldbe dangerous enough to imply the seriousness of events,but not dangerous enough to entirely dissuade playersfrom pursuing the story at hand or pursuing easier goals.RAISING THE STAKES: Once the players have found a hook andstarted exploring their world a little bit, the storytellershould keep careful watch on the level of excitementinvolved, and be prepared to turn up the heat. If thecharacters are pursuing a specific villain, that villain canget more dangerous. If they are defending a town frominvading monsters, the monsters can get stronger.If they are trying to investigate a mysterious occurrence,the intrigue can develop so that it becomes personal.The point of this part of the game is to build a sense ofsuspense and a certain structure into the story. As thecharacters investigate the plot and learn more aboutthe world, their lives should get progressively moredangerous. Some games go so far as to add a time-limit,or other conditional events in order to pressure theplayers to move forward more quickly and give the storya sense of urgency. With reward or failure built into thedays months, or even hours that they have to completetheir quest.However, there is a pitfall to avoid here. Many peopleplay these games for a sense of escapism and theillusion of empowerment, and although danger andexcitement should be exploited, care should be takennot to take the control and excitement away from theplayers. Although dangers abound and risk should bepresented large in the player’s minds, it is important to186


keep the player’s characters moving forward. Even ascircumstances get dire, the players should find rewardand victory as they progress.Raising the stakes is important, but no one likes to loseconsistently, and it is easy to mistake a sense of dangerand empowerment in the setting and plot as an excuseto kick around the players’ characters more than is fun.An unbeatable foe can give the story scope and power,but it can also frustrate the players enough to loseinterest. As always, the key is to watch the players andunderstand where their level of investment is, and toadjust to match their taste and style.It is at this point in the game when details and storyelements start to build together, and it becomes veryclear what the final objective is and how they are goingto obtain it.Combat and encounters at this point of the storyshould be difficult. They should encounter opponentsthat are stronger than they are, with some victories andsome defeats.THE CLIMAX: This is the showdown. At this point in thegame, the heroes can face down their villains and gohead-to-head in the biggest confrontation of the story.This part of the story should be large in scope and highin danger. This is also where the players should find theirgreatest success, triumphing over their enemies.The pitfall in this stage is the opposite of the oneoutlined previously. The final enemies and tasks shouldbe very dangerous, and their presence should have impactand consequence. If the final boss is too easy, their defeatweakens the impact of the rest of the campaign.Sometimes it helps at this stage to add a gimmick,some critical weakness or powerful tool, without whichthe foe would be effectively unbeatable. Just be clear toput this in the player’s hands, rather than in the handsof some NPC. The player characters should always takecenter-stage.THE PAYOFF: All good stories must come to an end,and there should be some wind-down for playercharacters to settle down. Rewards should be passedout, players should reap the benefits of their exploits,and some post-story resolution can help as well.The end of the story, however, does not mean the end ofthe game. The same party of adventurers can find a newstory to participate in, as there is always more adventureto be had. By stringing in loose ends from the previousplot, it is easy to build in a sequel that builds on thesuccesses of the previous story.SCALEAs a storyteller, it is easy to let a plot or story get awayfrom you. This model is not necessarily meant to runall in one session, but it’s also not meant to run acrosstoo many sessions either. There should be elementsof each stage of the story in each individual gamingsession, to keep things interesting, and the overall plotshould not be so spread out that people lose interest.A four-session game can be much more tightly pacedthan a three year game.187


THREE PRIMARY SETTINGSA role-playing game can function very differently basedon the specific environment in which it is built. The toolsand challenges that are involved will shift based on whatresources are available within the environment. If a gameis focused on one of these three locations for too long,it can get stale, so finding ways to switch between themperiodically can keep a game fresh. These three settingsare not necessarily all-inclusive, but they do representsome of the unique challenges and opportunities that astoryteller can find as they build their game.of plot development. Make sure that there are featuresand events in the wilderness travel that catch theplayer’s attention and encourage them to keep exploring.Out of place land-marks, the glitter and promise oftreasure or danger, the remains of failed travelers,or the lurking presence of dangerous and hiddenmonsters can all be ways to keep a wilderness gamefresh and interesting, without losing the pacing of a story.While it can be tempting just to skip straight to thenext city or arrive neatly at a destination, providing aseries of encounters in a wilderness or travel settingcan add interest, meaning, and depth to the player’sjourney, rather than seemingly teleporting from pointA to point B.DUNGEON CRAWLINGCrawling through caves or the foul reaches of dungeonsis probably the most direct and simple environmentsto run. As a fairly linear experience, characters progressthrough rooms and floors of a dungeon, encounteringtraps, monsters, pitfalls, dead-ends and locked doors,one by one. The dungeon crawl is in some ways thedistillation of the role-playing game experience, a stringof challenges on the way to a final end-goal. It fits inat any stage of the plot process, or can be an entirecampaign, in and of itself.WILDERNESS AND TRAVELThe dungeon crawl is not the only venue for arole-playing game, however, and often people haveto leave home in order to get where they want to be.A wilderness game presents a much different setof challenges than a dungeon crawl, among whichare getting lost, dealing with bandits and otherwandering groups, and the occasional monster.Even basic survival, finding food and water, can bea challenge in this environment.Wilderness games can be more challenging to run wellthan other games. Filling the vast spaces with enoughcontent to be interesting can be hard, and pacing in suchan open environment is also very difficult. In order toprevent this kind of a game from becoming tedious, it isimportant to remember the hook and exploration stagesURBAN ADVENTURESomewhere between the linearity of the dungeon andthe wide-open options of the wilderness game, a citypresents a wide range of options and encounters for aparty, but within a relatively limited context. The citygame is perfect for the exploration of hidden plots,building contacts and gathering information.When done well, the urban adventure gives theplayers full reign to explore their environment andgives great depth to the game world.It is hard to over-prepare a city environment. At leasta dozen characters, locations, and minor encountersshould be available just in case the players try to explorethat area of the city or need a contact with some specificexpertise. Guards, rogues, merchants, aristocracy andruling bodies can all be important icons for a citycampaign, in addition to many other characters that cangive the city more depth. A storyteller who is preparedwith a wide variety of information will find that theirplayers are better able to engage in the environmentand make the most of what is available.City and building maps can be very useful, both inproviding reference points for the players, and to trackinformation for the storyteller as well.As a final note for urban adventures, it is also importantthat each city or town be at least somewhat unique.No two cities develop in exactly the same way, and eachcity should have its own style in terms of landmarks,culture, and economics, and each city or town experienceshould be a little different than the last.188


STORY ARCHETYPESRegardless of the setting, every game will take on its ownstory and character. There are may character archetypesand story paths that have been tried and tested andproven effective, and having some idea of what storyarchetype a plot is going to take can help a storytellerto build compelling campaign for their characters.To get the best experience out of the game, it issometimes a good idea to go over some options with theplayers before-hand. If the players have a hand in thedecision of what kind of a game to run, they can be moreactive in following the paths the storyteller has prepared.Included below is a list of archetypes, that can be usedto drive the story of a campaign. This has been includedmostly as a brainstorming tool to give a storyteller a placeto start from.THE TREASURE HUNTAll that glitters is not gold, but it is still shiny.Adventurers, as a group, love shiny things.The pursuit of lost treasure can mean intrigue,competition, and a guarantee for intense conflict.In the Crimson Realms, civilizations have risenand fallen, leaving ancient magics, valuable trinkets,and secrets lost to history. Even in more moderntimes, it is the nature of greedy, wealthy people togather possessions, and then often to hide and protecttheir wealth against would-be thieves and treasurehunters. Finding and recovering such treasure can bea long and daunting task.In many ways, the principle of the treasure huntis at work in most or all other role-playing quests.The idea is to find some goal or directive for the playersto be pursuing, and then providing both progress andchallenges as they find their path toward that goal.THE DAMSEL IN DISTRESSAt some point or another, just about everybody needsto be rescued. A rescue mission, whether going after afair maiden or captured soldier, can be a daunting task,involving chases, infiltration, and pitched battle.For the crimson Realms, a character can be theprisoner of an evil spellcaster, the slave of a demon, aprisoner of war, or any of a number of other examples.If the thought of rescuing one in need isn’t enough,there is sometimes the prospect of ransom to enticecharacters along.THE PATH TO POWERMost beings of power did not begin their existencein such a way. For mortals and immortals alike,there are many paths to power, ways of transcendingone’s own nature and entering a whole new world ofmagic and intrigue.This process can come about through arcane rites,stealing the power of others, or through the acquisitionof some arcane relic. Some caution needs to be takenwith this quest, however, as it is likely to be a deadlyand sometimes morally ambiguous process, and evenin success, the advancing into higher scales of powercan dramatically shift the campaign, often resultingin its end.The ROAD HOMENot all adventurers are nomads and vagabonds.Sometimes, all a character wants is to find home,familiarity, and rest. However, travel is expensiveand dangerous, and the path to just about anywherecan be fraught with obstacles and hazards, set-backsand detours.The Crimson Realms is a wide open place, but mostraces and characters have a homeland, a specific placewhere they would have family, friends and the comfortof being among one’s own kind. Getting home can meansolving other people’s problems for favors, gatheringmoney for passage, and often seeing many wonders andmeeting friends and foes along the way that make sucha journey worthwhile.THE ASSASSINATIONFor both good and evil, there are always people orthings out there that desperately need killing.However, the more desperate that need is, the moredangerous and protected are those foes. These kinds ofquests are never simply a matter of walking up to themand stabbing them, but involve seeking out a character’sweaknesses, breaching their defenses and guards,and then facing down the foe themselves.In the Crimson Realms, this kind of a mission couldmean dragon-slaying, demon hunting, or even theslaying of noble rulers or other public officials.However, most figures of power also have alliesand heirs, so whether storming the castle or crawlingthe dungeon lair, adventurer’s often face the laterconsequences of their exploits.189


190APOCALYPSE NOWBetween Demons, Unseelie, Undead, and the madnessof mortal and immortal creatures alike, there are noshortage of groups and individuals who are activelyseeking the end of a town, city, nation or even the world.With cataclysmic magics at their disposal, this course ofaction, while foolish, is not entirely unrealistic. It may fallto the adventurers to take action to prevent this measure.On the other hand, maybe it’s the adventurers themselvesthat have a touch of madness, and are seeking destructionon a grand scale.THE ERRANDOften, those with wealth and power will hire othersto perform simple tasks for them. These jobs, such ascarrying messages, purchasing simple supplies, or makingsome kind of delivery, can sometimes get much morecomplicated than they might otherwise be. Evolving intointrigue and adventure that take a small job and turn itinto a full story.WILDERNESS SURVIVALMuch of the Crimson Realms world is wild anduncharted. A character who is abandoned or banished tosuch a place may find themselves in a fight for survival,not just against the elements, but against the dangerouscreatures who might prowl these places. The wildernesscan be a wild and dangerous place, but for many, such ahome is quite desirable, even if survival there takes a verydifferent kind of hard work and perseverance than thosewho dwell in cities and towns. Others are simply trappedin the wilderness and are struggling to stay alive.POLITICAL INTRIGUEAn adventurer is, by nature, generally one who is quickto action and eager for conquest. This does, however,make them easy targets for the intrigues of others,people with influence and resources enough tomanipulate others and with reasons why they mightnot be able to take action themselves. Players may findthemselves being used by others, achieving objectivesthat they didn’t intend to or meeting enemies they didn’tknow they had.Players may, on the other hand, find themselves turningthese tables, providing their own plots and schemes,diving head first into the dangerous political arenas.SERVE AND PROTECTIt is all-too-common for adventurers to find themselveson the wrong side of the law. However, they can alsoprove to be a powerful force for truth and justice,chasing down criminal elements and bringing order tochaos. Serving in a town guard or bounty hunting groupcan be an adventure in and of itself, turning the playersinto an important police force for the safety of whatevercommunity they call home.SOLVING A MYSTERYThe world of the investigator might be about directpayment, righting wrongs, or it might just be about thethrill of mystery, but either way, an adventuring groupmight find themselves tracking leads and checkingalibis on their route to uncovering the truth of somemysterious occurrence.CAUGHT IN THE MIDDLESometimes, one is just in the wrong place at the wrongtime. When two opposing forces of great power clash,an adventurer can find themselves caught in the middle.On the other hand, they may find themselves in aposition to take action, able to influence events one wayor another based on their own ideas of right and wrong.A DISH SERVED COLDSometimes adventuring is about righting wrongs,sometimes about seeking thrills, and sometimes its’just simple payback.THE FUGITIVEBreaking out of prison is just the beginning of this plotarch, where the chases and conflict involve running fromjustice Whether the character is initially innocent or veryguilty, this kind of a story would involve intrigues withallies on both sides of the law, until names are cleared oruntil more dire measures are taken to prevent chase.SWORD FOR HIREOne of the simpler archetypes, this plot just involvesa mercenary heart, where the bottom line is the mostimportant factor and the adventurer’s capacity forviolence becomes an asset in and of itself. This plotline is simple to run, and can be adapted to a widevariety of specific story-lines.WHEN ALL ELSE FAILS, BORROW GOOD IDEASHome-brew campaigns are not under any kind ofcopyright restriction, and there is nothing wrongfrom borrowing ideas from other games, movies,books, or any other resource that the storyteller orplayers think is interesting and fun. Stealing characterand story concepts is a very quick and easy way toprovide a great adventure, one that has already provento be well-structured and written by its success inwhatever market it was pulled from.


Managing CombatCombat in the Mayhem game can be tricky to run, as the rules and details are complicated to remember allof the time. This section will provide some analysis to better understand how the different components of thesystem interact, as well as some shortcuts that will help running combat and other encounters easier andmore interesting.TIPS ON MANAGING COMBATThanks to the combat wheel and many options,the Mayhem game has great depth in strategy andtactics, and sometimes it can be tricky for a storytellerto build effective combat challenges. Included beloware some suggestions that might help combatmore manageable.PREP WORKIt is usually a good idea to have some challenges availablefor the players before the game begins, ready to droponto the table at the appropriate moment.However, keep in mind that part of the storyteller’sjob is to make adjustments as they become necessary,either increasing or decreasing the challenges for thesake of the story. Often, the best philosophy is toprepare more content than is needed, and then touse what makes the best fiction, leaving out the rest.USING THE SKILL CAPThe skill cap is the storyteller’s best friend. For theplayers, it represents a limit to how far they candevelop their skills before they need to stop anddevelop elsewhere. For the storyteller, it is anexcellent gauge of how strong the players are,and therefore how strong their opponents should be.The following table shows some loose guidelines forhow strong to make opponents, relative to the players.Keep in mind that this does not take into account anybonuses that the players or their opposition may haveaccess to.This chart represents a rule of thumb sort of suggestion,however, and is not a hard and fast limit. Due to thedepth of the tactics in the game, players may find thattaking on enemies of equal skill cap is too easy or toohard, and the storyteller can adjust the difficulty as itbecomes necessary.Keep in mind, however, that the game doesnot necessarily have to be difficult all the time.Minor enemies can still be a threat, even if they justrepresent larger enemies to come. Not every combat hasto stretch the tactical limits of the players, and somecombats should be harder than others, as is appropriateto the story.Difference Description Quantity of enemyMore Not worth fighting --6 Inconsequential Minor distractions-4 Very easy Swarms of smaller creatures-2 Easy Enemies outnumber playersNormal Normal Normal, even numbers+2 Hard Players outnumber enemies+4 Very Hard Single Foe+6 Extremely Tough Boss FightMore Too Tough to fight. -RELATIVE STRENGTHS & WEAKNESSAlso keep in mind that not every player is built exactlythe same, and that all players are likely to have strengthsand weaknesses in both offensive and defensivecapabilities. Some players will be heavily aggressivein melee combat, but lack arcane tactics or rangedcombat, and others may choose one of these strengths.Additionally, some characters will be thoroughlydefended in one or several of their Defensive skills:Parry, Dodge, Autonomy, Grit, or Spirit, and will havedeficits in others.Due to the limit of the skill points available, it will bevery difficult for players to maintain all of their offensiveand defensive options. This is actually a very good thing,because both strengths and weaknesses are important todefining the character.In a similar way, the monsters and opponents thata storyteller will send after the player charactersshould not all be generic stacks of hit points and skills,but should have some strengths and some weaknesses191


to make them interesting and unique. Like the chartabove, defensive skills that are above the character’s skillcap will be harder to overcome, and skills that are belowtheir skill cap will be relatively weak.Because skills are set in opposites, a big part of thestrategy of the game will be the capacity to look foropponent’s weaknesses and exploit them in combat.This works both ways. The storyteller should also bekeeping track of the player’s strengths and weaknesses,and be able to work with them as well.As a storyteller, however, keep in mind that there shouldbe balance. Constantly exploiting weaknesses is going tofrustrate and annoy players, while constantly focusingon their strengths will lead to boring and genericencounters. Switching things up will allow for a contrastin the action that will make characters feel powerfulsome of the time, while still maintaining a sense of riskand danger. Choosing who to hit, when to hit them,and how to hit them is part of what makes the gameinteresting for a storyteller, and turns a tactical combatinto a story-driven encounter.TOTALLING BONUSESAs listed in the combat chapter, there are only threedifferent kinds of bonuses that can be applied toany given roll in the Mayhem Game. These bonusesgenerally scale from 1 to 4 each. Some players aremore savvy about stacking bonuses to gain a tacticaladvantage, while others are content to simply play thegame as it comes.What this means to the storyteller, however, is thatthey have a range between +0 and +12 for applyingbonuses. A storyteller needs to understand where theplayers are getting their bonuses, and be able to counterwith their own strategies, either by applying bonuses oftheir own, through the rules, or by simply upping theskill levels of opponents.COUNTING DAMAGEThe mayhem game counts damage up, rather thangiving characters a set number of hit-points andsubtracting down. This allows the storyteller toopenly track the damage their monsters have taken,without having to display what the total life of thosemonsters is to the players.Also, this method allows the storyteller to controlexactly how long combat should last, based on howmuch damage the challenging monsters have taken. It iswell within the storyteller’s rights to extend a monster’slife to raise the challenge, or to drop them early, based onthe actions of the players, as is most appropriate.Often, it can be useful to save the last hits for felling aparticularly powerful monster, giving out that privilegeto a character who has had a lot of misses or to one forwhom it would seem the most dramatic.KEEP THINGS MOVING QUICKLYIn situations of complex combat, it is also critical that thestoryteller keep things moving smoothly, keeping peoplefocused enough to keep combat running in a reasonableamount of time.MOB RULESThe combat clock is a mechanic that provides somesignificant strategic and dramatic depth, but it doeshave a key limitation. When there are many units onthe combat clock, play can slow to a crawl. In thesesituations, the storyteller can take measures to keepthings running smoothly.When there are many enemies on the combat wheel,it is important to keep all or most of these enemiesacting together. Having their actions and rolls plannedquickly can help speed things along. It may also serve thegame to lower the vitality of these mobbing opponents,in favor of a faster combat. This can also be useful inexploiting whelm mechanics.ARMOR & RESISTANCESOn the same note, heavy armor can greatly slow downcombat. When many enemies show up, and are capableof soaking a lot of damage before even being hurt, it canalso slow things down. Combat should be fast and fatal,so these mechanics should be used sparingly.FLIGHT, INVISIBILITY, GRAPPLE, & OTHER TACTICSThere are many specific mechanics that have a hugeimpact on the way that the game plays, and can betricky for a storyteller to get around without lookinglike they are just mandating that a character loses.Every mechanic, however, has a counter.Flight, for example, allows a character to move fast,high, and to avoid many close attacks. Keep in mind,however, that flying targets make very conspicuous ones,and if there are any archers involved, it makes themeasy targets.Another challenge of flight combat is the fact thatit allows them to bypass many challenges entirely.The easiest way around this is to make sure that someencounters take place in tight quarters. Wings cannotfunction if there is not enough room to flap them.192


As a last tactic, magic can bring a character to groundvery quickly. Earth or Ice magics can weigh a targetdown, while air magics could be used to blow a characterdown with some force. If an existing spell does not seemto fit this purpose, the storyteller does have the right tocreate arcane effects to suit their purpose. Just rememberto justify the spell, and to be sure to include some spellpower check to make sure that there is the randomchance to resist such an effect.Invisibility presents a similar challenge. Invisible playersare hard to deal with consistently, but there are manymundane and arcane tricks to detect invisibility.Ropes and weights, standing water, thrown flour,or any number of other creative techniques canidentify invisibility fairly easily.Sneak skills function in a similar way, but since theyare tied directly to a skill check, they are necessarilyidentified by a Perception check. Just remember thatconditions stacked against the player imply conditionalpenalties, which may make checks more reasonable.Grapple can also be a frustrating mechanic, becauseit does not necessarily depend on a skill, but on anattribute. To counter this, just keep in mind that a playercan attack with a light weapon or unarmed attack withina grapple, and that some abilities even grant bonusesto these kinds of attacks. Once damage is being dealt,a character can gain a conditional bonus to escape agrapple, or simply resign themselves to dealing damagewithout escaping.TRACKING FEEDBACKAs a last tactical difficulty, it can be difficult to trackfeedback for multiple casters during combat. The easysolution to this is to not track it. So long as the characteris not abusing their casting, it shouldn’t be a problem.REWARD CREATIVITYOften, players can attempt to find a solution to a givencombat, puzzle, or other situation that fits well outsidethe boundaries of what the storyteller was looking for,and sometimes outside of the rules of the system.Roll with it. If the players are playing in a way that iscreative and fun to them, then chances are they aregoing to be running the game in a way that will seemmore dramatic and fun for everybody. In most cases,these solutions should be encouraged and rewarded.If this course of action completely undermines thestory and challenges that the storyteller has prepared,then they may want to tell the players that, and seeif they’re willing to work in a different direction.Otherwise, work with them. The creative processof this game depends on both the players and thestoryteller, so when some collaboration is involved,the best results can be found.COUNTER OVER-USED STRATEGIESIf a game should reward creativity, it should also punishcatch-all-solutions. There are many mechanics in thegame that have the capacity to circumvent many of thestandard challenges a player will fight. Using this kindof a solution once, to achieve a stunning victory in adramatic way is fun., but if they start to use the samegimmick in every combat and encounter, then it can getstale fairly quickly.In this situation, it becomes the storyteller’s job to beginto counter the player’s strategies, driving them to comeup with new creative options, keeping the game fresh andinteresting. This doesn’t mean shutting down the playersentirely, but it does mean strongly encouraging them tofind other tactics to add to their repertoire.KEEPING PLAYERS INVOLVEDOften, the situation arises where one player, who is alittle more socially aggressive or understands the combatrules a little better, comes to dominate the combat,dealing out bigger hits and making more impact thanothers. Conversely, it can also work out such that oneplayer ends up taking a lot more punishment thanothers. It is part of the storyteller’s responsibility in thesesituations to pay attention to the level of involvementof each player, and to skew combat in their favor. If aplayer has done less damage, let them have the final hit.If a player is soaking a lot of hits, steer damage towardsomeone else.193


Tricks & TipsThere are entire books written to the ins and outs of storytelling, printed specifically for many game systems.Most of these have at least some relevancy to this particular game, and many are very useful in honing the craft.This section includes just a few of the tricks and tips that we considered most important to running thisgame in particular. As each group learns to build their own games, they will find their own tricks and tips,and can add their own notes to their game.A FEW FINAL NOTESApart from the overall structure of storytelling, there area few important notes that many storytellers will finduseful, including pitfalls and suggestions that can greatlyimprove a game.KEEP THEM ON THEIR TOESIt is easy for a game like this to become formulaic andpredictable over time, but when players get complacent,the game loses its edge. Betrayals, reversals, surprises andunexpected traps are all good ways to keep players onedge and on the edge of their seats. If the storyteller canput the fear of death into the players early on, they willstay more invested and attentive as the story unfolds.MAIMING & MURDERKilling player characters is sticky business. If a gamehas no risk, it has no danger, and can lack the severityrequired to build effective suspense. On the other hand,players can be very put out if a storyteller arbitrarilymurders their characters. As a storyteller, being willingto kill a player’s character can help drive the story,but should be done very selectively. The death and dyingrules in the game are built specifically to make it difficultfor characters to die unless the players are willing to let ithappen, and the Storyteller should follow this example.It is a bad idea to kill a character if their player is veryattached and not willing to let that character go.Maiming characters is even more tricky. A character withgnarly scars, a hook-hand, or an eye-patch can give flairand flavor to a character and build intensity in the game,but this should be done carefully as well. A player maynot want their character to spend the whole game beingpicked on in this way.NATURAL CONSEQUENCESActions have consequences. Breaking laws can incitethe wrath of the local police force, rushing head-firstinto clear danger can result in serious bodily harm,and walking into a professional merchant’s shopwithout haggle can end with an empty wallet.Often, applying these consequences is a way ofteaching the players the game, defining the charactersby their foibles and weaknesses, and adding a sense ofdepth to the game world.On the other hand, it is always important to keep itfun. Often players play role-playing games to pushtheir limits and do things they wouldn’t normally do,and it is also a good idea to let the players have some fun,notwithstanding the consequences. Keeping this balancecan be tricky, but it is best to keep both perspectives inmind and apply what fits best in a given situation.USING CONTENT & MODULESMost players have the capacity to be very creative, and tocircumvent or side-step many of the encounters that thestoryteller has planned. Because of this, the storytellerneeds to be well-prepared, both with extra materials andwith the capacity to create content on the fly, so that theycan adjust to the actions of the players and keep thingson track.In the best case scenario, the storyteller will not use allof their prepared material, and will likely have to dosome quick thinking to make adjustments. To somestorytellers this can be frustrating, but keep in mind thatthe storyteller is also playing a game, and their creativityshould not end when they’re done making preparations.There are many great pre-built campaign modules forthis and other role-playing games that can walk a groupof characters through a linear plot, but although thesecan be great tools and provide for fun games, it can194


e much more creative and rewarding to work beyondthese and build a more open world for the players tomore personally explore. This allows the players tohave more control over events, and builds a greatersense of investment.USER-GENERATED CONTENTAlthough the storyteller has access to and is encouragedto use all of the content in this book and others, it isimportant to acknowledge that their own creativity andideas can also be interesting and useful. This becomesespecially relevant once the players have gotten usedto the content in the book and are looking forsomething different.Also, player-generated content should be encouraged,but should be approved by the storyteller before it isactually used with the other players. Such content tendsto be relatively unbalanced, and unless it is at leastlooked at, it could be unfair to the other playersTHE NUMBER ONE RULEThe storyteller’s number one responsibility, and thefinal word in this section, is for everyone to have fun.The storyteller plays the role of the host, making surethat all of the players are engaged, that players areplaying fair, and that everyone is able to contribute andparticipate in the story. All of their preparation andexecution should be geared to this end.THE STORYTELLER PLAYS TO LOSEOne major temptation in these games, is for thestoryteller to begin to root for the opposition. After allof the time and effort they have put into their creations,traps, and enemies, it is hard not to become somewhatattached. Although this mentality can make for strongcharacters and challenging encounters, it is alsoimportant that the storyteller doesn’t ruin the experiencefor the players for the sake of their own pets. Ultimately,the storyteller plays to lose. They only win when theplayers are having a good time, which means that theirown creations need to ultimately fail.THE STORYTELLER CHEATSAll of the rules in this game are made with the solepurpose of making the game more fun for of the players,in one way or another, but that doesn’t mean that theyare hard and fast and should apply in all situations.The storyteller has open license to adjust or ignore rulesas is most convenient and effective for the specific storyat any given time.195


Conversion from the D20 System And OthersThere is a wealth of content available for role-playing games, regardless of which particular rules those systems use.Reading stories and concepts from each systems provides some great options for your games, and translatingcontent from one such system to another greatly widens your options.More specifically, this section has some tools for conversion from the d20 system. While this is only one ofmany great games out there, it is a system that is particularly rich in available content, and so makes themost sense for direct conversion. These guidelines, while working well specifically for that system, explainsome of the ideas behind the conversion process, and can be used for other systems as well.Skill CapThe Mayhem game uses the skill cap as a way todetermine a character/monster’s effective level.The d20 uses a monster’s Hit Die as a way ofroughly approximating that character/monster’s level.Use the character’s Hit Die as a rough approximationof how high-level that monster is. Alternately,a character/monster’s challenge rating can also beused as their skill cap. In most cases, these two willbe roughly the same, but some may be higher in somethan others.AttributesTo fill out Mayhem attributes from their d20equivalents, follow the table below.Mayhem AttributeStrengthAgilityIntelligenceIntuitionD20 AttributeStrengthDexterityIntelligenceWisdomWillpower (Wisdom + Constitution) / 2EnduranceCharismaConstitutionCharismaCunning (Agility + Intelligence) / 2Since Willpower and Cunning don’t have direct analogues to thed20 system, it is safe to estimate what these would be for thatparticular character, or to take other stats, such as wisdom andconstitution for Willpower, or Agility and Intelligence for cunning.If this doesn’t quite fit, these numbers can be adjusted accordingto best fit. Also, it is not necessary to get a perfect average betweenthe d20 scores.Attribute ScoresTo fill out attribute scores, reduce all attribute scoresby 6, to a maximum of 16 and a minimum of 1.The character’s according skill die should follownormal rules.The attributes in the Mayhem game are designed todirectly reflect progression among the dice, from d4 tod12. Since the effective range of the d20 attributes rangesfrom 3 to 18, (most of which fall between 6 and 18,anyway,) it is reasonable to simply subtract 6 from allof these attributes.Attack SkillsIn 3.5, the base attack bonus functions essentially as theprimary attack skill. For some characters, that wouldwould be their Melee skill, but for others it could justas easily be a shot or thrown skill, or in some cases,take the place of their primary magic skill. It may beappropriate to apply bonuses based on the normalMayhem guidelines, including equipment, technique,and circumstance bonuses, as seems appropriate forthe character’s weapon, abilities, or other circumstantialadvantages or disadvantages.Defensive SkillsIn the Mayhem game a character’s defense is based ontheir defensive skills, including parry, dodge, autonomy,and grit.For a character’s Parry skill it is usually safe to use3.5 character’s base attack bonus, if they are usingmelee-style attacks, or to lower this by 2 or 4 ifthey are significantly weaker at parrying than theyare at attacking.For a character’s Dodge skill it is probably best touse their base reflex save value, not including bonuses,which should match up fairly directly with theDodge equivalent. If this does not quite match up,the storyteller can use it at the skill cap, or 2 or 4 lower.196


For a character’s Autonomy or Grit: the same process canbe followed as for the Dodge skill, but in place of theReflex save, to use the Will save or Fortitude save,for Autonomy and Grit respectively.Mayhem Armor D20 Armor Equivalent Mayhem Armor ValueLeather/Hide Leather, Studded Leather, Hide 2Chain Mail Chain Shirt, Chain Mail 3Breastplate Breastplate, Scale Mail, 4Half Plate Half-plate, 5Full Plate Full Plate, 6Hit PointsDeath and unconsciousness in the Mayhem gameare based on a character’s Endurance and Willpower,(Constitution & Wisdom/Endurance) and not on howhigh level they are. To run a d20 character or monster inMayhem, use the death and consciousness limits as youwould for a normal character, per the chart below.For monsters who are designed to be particularlyphysically or mentally resilient, it is possible to add anability that raises their death and consciousness limitssignificantly, by 5, 10, 20, or even higher. These abilitiesshould be used carefully, however, since they can reallyaffect the flow of combat. Too much life can simplymake combat drag on, losing some of its tactical andcinematic edge.DeathEnduranceDeath1-2 153-4 205-6 257-8 30unconsciousnessWillpowerUnconscious1-2 53-4 105-6 157-8 20damage reduction in the 3.5 system. How much armorcan be determined by taking the character’s AC bonusdue to armor and halving it, or by just looking at thearmor table below, which reflects the armor chart foundin Chapter 4.Action SpeedsThe combat clock system in the Mayhem game has noanalogue in the d20 system, which makes it somewhatdifficult to translate. However, it is not hard toapproximate, based on the speeds of actions withinthe mayhem game, or to simply guess what it couldbe and work from there. It does not have to be perfectto be effective.If an action seems so negligible it should require no time,it is a free action. If it it should require that it happen ona character’s turn, but take no significant time, it shouldbe an instant action. All other combat-based actionsshould just be arranged on a scale of 1 to 5, as very fast,fast, average, slow and very slow action speeds. It can helpto look at the weapon and spell speeds in the Mayhemgame to determine what might make the most sense.Other Skill Levels & BonusesIn any given monster/character entry in the 3.5game system, a character’s bonuses will be listed out,including their skill ranks, attribute bonuses, and anyother modifiers. Since the Mayhem game accountsfor bonuses a little differently, through the skill diesystem, a direct translation from one to the other maybe impractical. Instead, it is a simple matter to look atwhat skills that character is using, and which are theirstrongest skills, their somewhat less powerful butstill proficient skills, what skills they may be weak in,and leave all other skills in the very weak category.A storyteller can use these distinctions in thefollowing table:9-10 359-10 25ProficiencyD20 Attribute11-12 4011-12 30Advanced SkillsEqual to skill cap.13-14 4513-14 35Proficient Skills2 levels lower than the skill cap.15-16 5015-16 40Weak Skills4 levels lower than the skill cap.Armor ValueA character’s Armor Class in the 3.5 system is essentiallytheir difficulty to be hit. Since we use skills such asparry and dodge to determine this value, this may notbe wholly relevant. However, characters who havesignificant physical armor may benefit from an armorvalue in the Mayhem system, which would be calledVery Weak SkillsFewer or no skill levels.Bonuses for these skills can also be appliedthrough equipment bonuses, technique bonuses,and circumstance bonuses.197


The transition of skills from one system to the next aremostly intuitive, but for a quick guide, the chart to theright has an example of what skills may translate bestto the Mayhem equivalent. This is described for thed20 system games, but also applies to other translationsor later versions of that system.Mayhem Skills Attribute D20 SkillsMelee Strength Base Attack BonusParry Strength Base Attack BonusAthletics Strength Jump, Climb, SwimThrown Agility Base Attack BonusShot Agility Base Attack BonusDodge Agility Acrobatics/Base Attack BonusAcrobatics Agility Acrobatics, TumbleLore Intelligence Knowledge, Decipher ScriptMedic Intelligence HealTinker Intelligence Open Lock, Use Magic Device, Use RopeWilderness Intelligence SurvivalPerception Intuition Listen, Spot, SearchEmpathy Intuition Sense MotiveAnimal Intuition Handle Animal, RideGrit Endurance Fortitude SaveSpirit Endurance ApproximateAutonomy Willpower Will SaveIntimidate Willpower IntimidateCharm Charisma DiplomacyDeceive Charisma BluffHaggle Charisma DiplomacyGossip Cunning Diplomacy, Gather InformationSteal Cunning Sleight of HandSneak Cunning Move Silently, HideKnowledge Unique Unique to each character/monsterProfession Unique Unique to each character/monsterAbilities From FeatsMost abilities can translate fairly well from one gamedirectly to another in an intuitive way, keeping in mindthe limitations of each system. The first step in doingthis is to determine which branch of the game the abilityshould fall under, then establishing any prerequisites,and finally making any adjustments needed based onthe relative balance of the games. Players should feel freeto port this kind of content over, but should approvethese abilities with the storyteller. Making balanceadjustments is the responsibility of the storyteller,even if done on the fly as an ability shows itself to beimbalancing or underpowered.A good example is the “Power Attack,” ability. In the3.5 system, the character can use this feat to take aneffective -1 penalty to hit, in exchange for a +1 or+2 bonus to damage. This kind of an ability translatesfairly well from game to game. First, this ability is acombat ability, so it may fit as an advanced ability undersome of the heavier weapon techniques, such as axesor heavy swords, or it may fit well under the Strengthability tree. Either of these would work, hypothetically.Second, under the strength ability group, the abilitymight have a strength requisite of 10, or under a heavyweapon, it may have a requirement of 2 basic abilities.Last, the ability might need some adjustment. If thetranslated ability seemed too srong, the storytellermight apply a limit to the number of times this exchangecan be made. If the ability seemed too weak, they couldadjust the damage ratio.d20 skill check difficultiesMany modules include skill checks, and thesefunction in very similar ways. Difficulties betweenthe two games translate fairly closely, except that thed20 system has a higher average result. Decrease all skilldifficulties for non-combat skills by 6 to accommodatethis differences. As always, a storyteller can increase ordecrease these difficulties in order to provide a strongeror weaker challenge.Explanation: The differences in range is due to thed20 having a higher average roll than the average skilldie, the d8, (10.5 vs 4.5,) and that they start skill levels4 ranks higher. Again, attribute bonuses are accountedfor by the skill die increase, since attribute bonuses ina 3.5 range from +1 to +5 as a starting character, and adie increase is effectively a +1 bonus, when it comes toaverage random numbers, making a d10 an effective+1, up to a d16, which is an effective +4.In short, in order to compensate for all of thesefactors, most skill checks should be lowered by about 6.Take note that saving throws and attack skills in thed20 system do not quite fit the same progression as otherskills. When translating these difficulties, it may not benecessary to lower them quite as far, depending on thedesired difficulty of these checks.198


The d20 system includes more bonuses, and thed20 has a wider range of results than the d4 to d12 usedin the Mayhem game. Converting these Skill Difficulties,however, is not as complicated as it might seem.Since the d20 has an average roll of 10.5, and the d8,the average Mayhem die, has an average roll of 4.5,again the most direct way to reduce the skill checkdifficulties is to reduce the target number by 6.The d20 system has more bonuses available in itscontent, but some of those bonuses are accounted forin the Mayhem game through the skill die system.Damage Values & Action SpeedsDue to the differences in the way hit points work,damages in the Mayhem game are accordingly verydifferently from those in the d20 system, and so cannotbe directly converted.For physical attacks, monsters can use the followingapproximations, based on the kind of attack that isbeing used. Due to the Crit system and the waythat skills work, damage will increased based on thecharacter’s skill levels, so the basic damage statistics canstay the same from level one to level 20. More humancharacters can simply wield weapons with the statisticsfound in Chapter 4.Arcane attacks are a little different. Higher level magicscan dish out a great deal of harm very quickly, but alsocome at the cost of higher feedback cost and generallyslower action speeds. The following chart has someexamples of arcane damage effects scaled for low,medium and high power levels.Making AdjustmentsIn a game like Mayhem, good Storytelling is aboutknowing when to shoot from the hip and makeadjustments on the fly. If any outside concepts seemtoo weak or too powerful, talk to the players, and seewhat changes need to be made. Just remember that thegame is set up for players to have fun. Abilities that area little too powerful may make the players feel strong,but shouldn’t do so at the expense of other players.Abilities that are too weak will add suspense, but mayleave the players frustrated and disappointed.Make the game your ownWatch the play-style of your group to know exactlywhat makes for the best game, and don’t be afraid toadd abilities, characters, races, or spells that bring outthe kind of game that people want to play.Approximation Level Speed DamageChill Ray Low Fast 2d8Lightning Low Fast 3d6Fireball Low Slow 2d12Gravity Crush Low Slow 4d6Chill Ray II Medium Average 4d8Lightning II Medium Very Fast 5d6Fireball II Medium Slow 3d12Gravity Crush II Medium Slow 6d6Chill Ray III High Slow 6d8Lightning III High Very Slow 7d6Fireball III High Slow 5d12Gravity Crush III High Slow 8d6199


IndexAbility Stacking 89, 99Acrobatics Skill 20Action Speeds 30Additional Tactics 40Aeonic 66Aeromancy, Wind & Lightning 139Aesir 69Ages 157Agility Abilities 91Agility Skills 20Ahrlen 54Aktranan 177Animal Races 43Animal Skill 24Arcane Foci 126Arcane Ideals 154Armor 34, 43, 192Artan 72Ascending 39Athletics Skills 18Attacks, while flying 38Attribute Checks 17Attribute Scores 9Autonomy Skill 24Average Action 30Axe Techniques, Heavy 100Axe Techniques, Light 102Bastion 169Belbe Lelde 173Blighted 64Blind Spot 33Bonus Stacking 17Bow Techniques 104Building Opposition 159Caligan 155Carnac 55Casting Spells 125Celestial Lights 155Changeling 80Chaos Fringe 154Character Sheet 202Charging 31Charisma Abilities 96Charisma Skills 25Charm Skill 25Circumstance Bonuses 17Climbing 19Combat Clock 29Combat Map 29Concentrating 126Consciousness Limit 11Conversion from the D20 System 196Cosmology 153Countering Strategies 193Counting Damage 192Crawling 31Critical Hits 34Crossbow Techniques 106Cryomancy 131Cucacharan 60Cunning Abilities 97Cunning Skills 26Curses 51Dagger Techniques 108Damage 34, 37Dark Maw 179Davir, Kingdom of 164Death Limit 11, 37Death, Saving from 37Deceive Skill 25Defensive Delay 40Delaying Actions 30Demon Cities 166Demonic Races & Talents 60Demonic Realms 176Demonsgate 166Den, the Free People of 170Des Malivet 171Des Playada 170Descending 39Detecting Hidden Characters 23Determining Sincerity 23Diagonal Attack Ranges 39Direction 31Disarming Traps 21Divine Blade 70Divine Races & Talents 66Divine Realms 180Dodge Skill 20Dodging Melee 34Drailur 176Drawing Weapons 33Driad 73Drowning 41Dual Wielding 32Dungeon Crawling 188Duration Effects 30Earth Magic 135Eastern City-States 166Ebony Shard 178Ecomancy, Shadow & Void 147Economics 47Elemental Forces 153Elemental Resistance 37, 192Elemental Skills 24Embrace 177Emerald Flame, Society of 165Empathy Skill 23Endurance Abilities 94Endurance Skills 24Environmental Hazards 41Environments 187Equipment Bonuses 17Esseldein 181Ethean Plains 172Exhaustion 41Fae 72, 182Fae Cities 183Falling 41Fast Action 30Favors 25Feedback 126Feedback Tracking 11Fiend 62Finding Direction 22Finding Food & Water 22Finding Shelter 22Fire 41Fire Magic 127First Impression 10First Impression, Changing 25Flight 38Free Action 30Gheist 84Gheri Clan 173Ghost Walker 85Gilden Clan 172Gold 43Gossip 26Grappling 36Great Game of Hunters 175Greyhide Pack 168Grit Skill 24Gryphon Highlands 174Haggle Skill 25Hand of Hel 168Height, Tracking 39Hex Grid 204History 157Human 51Ice Magic 131Initiative Damage 30Intelligence Abilities 92Intelligence Skills 21Interi 165Intimidate Skill 24Intuition Abilities 93Intuition Skills 23Intuitive Defense 10Intuitive Defense 40Jumping 19Kami 183200


Kardan Republic 163Karkik 181Keeping Players Involved 193King’s Pass 175Kitke 166Kitsune 81Knowledge Skills 12Kodamancy, Plant & Life 143Laer, House 165Lava 41Laws of the Seelie Fae 182Laws of the Unseelie Fae 183Leandari Tribes 164Learning & Casting Spells 125Learning Spells 125Leeven 56Liche 82Light 41Lore Skill 21Luithan Clan 173Majeir, the High Tower 164Managing Combat 191Materials 7Medic Skill 21Melee Attacks 34Melee Skill 19Minotaur 57Mob Rules 29, 192Mobility Bonus 18Mounted Combat Techniques 121Move Penalties 18, 31, 43Movement 31Naiad 74Natural Armor 43Necretesh 83Necromantic Realm 171Neiral 161Northern Nations 161Obsidian Throne 178Obstacles 35Occupied Spaces 33Outer Pockets 154Overload 126Paiko 166Parry Skill 19Pelediem Nation 162Penalty Stacking 17Perception Skill 23Petrified Jungle 179Picking Locks 21Pillars of Creation 154Plant Magic 143Plot Building 185Power Scale 159Profession Skills 12Prone 31Pyromancy, Fire & Light 127Ra’Sharan 58Races 51Ranged Attacks 35Recoil 126Recovering Damage 21Recovering Feedback 126Relative Skill Strength 189Resisting Magic 126Resting 21Reviving Unconscious Characters 21Rewarding Creativity 193Ricter 167Riding 24Rules of Power 159Salvaran Empire 167Save from Death 21Scath 77Scythe Techniques 110Seelie Court, The 182Sephret 76Seraph 67Seven Southern Kingdoms 169Shapeshifters 78Shield Techniques 111Shock 37Shot Attacks 35Shot Skill 20Silver Talon, Order of 165Skill Bonuses 17, 192Skill Cap 12, 191Skill Checks 17Skill Die 10Skill Kits 48Skill Points 12Slow Action 30Sneak 26Soul Thief 65Spear Techniques 112Spell Power 126Spirit Skill 24Sprinting 18, 31Staves 126Steal 26Story & Concept 185Story Archetypes 189Strength Abilities 90Strength Skills 18Sublime Havens 180Succubus 63Suffocation 41Surprise Attack Bonus 10Surprise Attacks 40Swimming 18Sword Techniques, Heavy 114Sword Techniques, Light 116Sylph 75Talents 51Technique Bonuses 17Teramancy, Earth & Acid 135Terrain 31, 40Thrown Attacks 35Thrown Skill 20Thulyet 176Tinek 59Tinker Skill 21Tracking 22Tricks & Tips 194Turning Radius 39Two-Handed Weapons 32Ulreich Clan 172Unarmed Techniques 118Unconsciousness 37Undead 82Unseelie Court 183Unsettled North 161Urban Adventure 188User Generated Content 195Vampire 86Vanir 68Verdan Clan 172Very Fast Action 30Very Slow Action 30Vicket 166Void Magic 147Vraaj 61Wanderers 154Wands 126War Fields 177Weapon Ranges 32Weapons 44Well of Oblivion 178Wererat 79Werewolf 78Whelm Attacks 40Whip Techniques 120Wilderness <strong>Campaign</strong>s 188Wilderness Skill 22Willpower Abilitties 95Willpower Skills 24Wind Magic 139Winged Techniques 122Wingspan 38Yazata 71Ygrasi Clan 173Zhelsky Mines 165201


Character:Race:<strong>Campaign</strong>:StrengthTotal Skill Level Bonus Weapon Name Speed Range Damage Crit=+ /=+ /Total Skill Level Bonus Weapon Name=+=MeleePARRY+ATHLETICSTotal Skill Level Bonus Mobility Bonus Sprint Speed=+very Fast fast average slow very slow5 6 7 8 9Armor Reduction Arcane Res Elemental ResVitality BonusAGILITYThrownTotal Skill Level Bonus Weapon Name Speed Range Damage Crit=+ /SHOTTotal Skill Level Bonus Weapon Name Speed Range Damage Crit=+ /ACROBATICSTotal Skill Level Bonus=+DODGETotal Skill Level Bonus=+INTELLIGENCELORETotal Skill Level Bonus=+INTUITIONELEMENTALTotal Skill Level BonusFire = +Ice = +EARTH = +AIR = +PLANT = +VOID = +First Impression Sneak Attack Intuitive Def. Total Points skill cap SavedCHARISMACHARMTotal Skill Level Bonus=+DECIEVETotal Skill Level Bonus=+HAGGLETotal Skill Level Bonus=+CUNNINGMEDICTotal Skill Level Bonus=+PERCEPTIONTotal Skill Level Bonus=+GossipTotal Skill Level Bonus=+TINKER EMPATHY STEALTotal Skill Level Bonus=+Total Skill Level Bonus=+Total Skill Level Bonus=+WILDERNESS ANIMAL SNEAKTotal Skill Level Bonus=+Total Skill Level Bonus=+Total Skill Level Bonus=+ENDURANCE WILLPOWER ADDITIONALGRITAUTONOMYTotal Skill Level Bonus=+Total Skill Level Bonus=+Total Skill Level Bonus=+Total Skill Level Bonus=+SPIRITINTIMIDATETotal Skill Level Bonus=+Total Skill Level Bonus=+Total Skill Level Bonus=+Total Skill Level Bonus=+


Race/talent:Name tier Effect/Description CostSecond sheetList of SwagAttribute Abilities:Name tier Effect/Description CostWealthWEAPON TECHnique group:Name tier Effect/Description CostELEMENTSKILLLEVELCIRCLE/FEEDBACK1 2 3spell school:name FEEDBACK SPEED DURATION Effect/Description COST1 8 17 242 7 16 233 6 15 224 5 14 215 4 13 206 3 12 197 3 11 188 3 10 179 3 9 1610 3 8 1511 3 7 1412 3 6 1313 3 6 1214 3 6 1115 3 6 1016 3 6 917 3 6 918 3 6 919 3 6 920 3 6 9

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