Sie sind auf Seite 1von 98
os =F yaa: Se a ee Ree EU Ufa EGE A GUIDE TO r, we) / f Sean K Reynolds SE ¢ 14 FX Rules. . FX: Rank Bopehts Purchasing PX Skills Using PX Skille FX-Rolated Skills FX Energy Pool Recovering FX Eneray . Inereasing the FX Energy Pooi PX Potks and Flaws. EX Petk Descriptions , PuFlaw Descriptions ‘The Adep' ‘Adept Spe pr epeckliy Bonsiits Baopt Sines CBeeiesafiog Fx i he Compciat Garpaign Fe Levei Levels al Rules Taste oF CONTENTS Denions ‘Ueast Deron (imp) Lesser Demon (Nali) Lasser Demon (Succubisl 1. Greater Demon Deion Princo Elemental: ‘Ait Elemental Earth Elemental. Fire Elemental Water Elemental |; Spirits. ‘Ancestor Spirit. Animal Spirit Common Undead Other FX Creatures: Familiar «.-...-.. Gardbyi Genius Loci Methrahn Shapeshifte Chapter 7 EX Devices Grecing Fk Device, hone & Meas ot Opontin Fewer Soe ting the Biamplos of Fk Bovicas ‘Appendix: Creating New FX Skills, Broad Skills. oc. -der~ Specialty Skills ‘Table Fl: FX Pecks. Fs Powers. {adiction ine Super Horo Game Bypen of oray Gordiyl Shadow £ Building PX Construct Seeskeeesss2ssvseaessy eee Combined Tables BSS88ruu CHAPTER 1: FX RULES Heroes wielding FX (short for spe- cial effects) powers come in all shapes and sizes. The elderly human wizaid, the robust demon- logist, the patient sesheyan mys- tic, the ght weren shaman, and the hard-edged fraal master of Chi ire alll possible FX characters. As ‘withmutations, psionics, or cyber- ‘ware, any race or profession may use FX as long as the Game master allows them, FX SKILLS FX skillsaxe structured siinilorly td the psionicg skills in Chapter 14/of the Acremum® Player's Handbook. The various types of FK—Arcane Magic, Faith, and Super Power— cre divided into different FX broad skills. As with psionics, no FX ‘broad skill can be used untrained. {Clustered beneath the broad skills are their FX specialty skills. These |, represent specific spells, miracles, or guper powers within each type of FX Some FX specialty skills can bo used untrained. The majority of the Faith FX skills fall into this cat- egory. Others cannot be used untrained, which is the case with most Arcane Magic and Super Power FX skills. Arcane Magic FX broad skills are called schools, and specialty skills are called spells. Faith FX broad skills are called faiths (or sometimes religions), and special- {ty skills are called miracles. Super Power FX broad skills are called | categories, and the specialty skills care called powers. Regardless of ‘heir names, all of them function identically in torms of gamo ‘mechanics. Fk energy flows from diferent “sources. Some types of FX rely on mental fortitude ot clarity of | Bee ty Score for those FX. Others rely on memorizing long, complicated formulas and rituals. Intelligence is the primary Ability Score for those FX. Some FX draw on the physical raservesiof the user. FX of this type are based on Constitu- tion. A tate few FX depend on the user's ability. to persuade, cajole ‘or threaten. These FX'use Person. ality as their base Ability Score. Rank Benefits Many FX specialty skills have rank benetits, Those'rank benefits ‘matked with the @ symbel cannot bbe purchased early, while those feceded by the symbol can. A hero uses skill points to pur- chase FX skills just as she would ‘mundane skills. Most oiten, heroes begin play with FX skills, so start- ing skill points tpust be used to purchase these skill. At the Gamemaster’s discretion, certain FX skills may be leamed after character creation. These/skills must be purchased with dehieve- ‘ment points earned during the! course of play. Unless ahero has the Adept profession (described below); she ‘must pay the full'skill point cpst for all broad «ind specialty FX skills. PX specialty skillsare improved in the same manner as other specialty skills. In other ‘words, to improve a skill to @.High- er rank costs the list price plus the curreat rank. ising FX Skills Using an FX skill wotks very much like using a psionic skill. Each use | STINE HI > — eae’ Peers ted Sometimes you'll want to run a Pore ee enh etary ural or amazing powers. Unfortunately, the FX skills are more expensive than most skills, Sees Pee eked without sacrificing advancement in their other skills. FX achievement ened tenn Ty pec este Using this optional rule, heroes eee en rs eed pees Panesar cement este FX broad or specialty skills. Every Cece ees gain achievement points, they also popeesnrenrents ener ens be spent to buy or improve FX spe- Pete a eee ety Pee reece points on FX abilities een error De eee et ey Eee eri eg eer Pe ores Peet eet pee ee eet ent Sd Pee ee re Pent rer ere teres) Cee ee pepe eee nt ey anon-FX hero in the same cam: Peer ee eeeenrey than a transplanted hero of any type from another campaign. causes the loss of a certain number of FX energy points (see below). FX-Related Skills Some of the FX skill descriptions note mundane skills that can assist in their use. Gamemasters J ie * # : » want fo design additional x 1anlee, « Knowledge-arcanel) fort Bight give bonuses to / tho uso offfreane Magic FX skid $B wnile Technical Science-super- 2 science might make the creation of Supok Power FX devices easier. ‘The DaaieMarrer™ carapaign set- ting provides some examples of such skis: FX Enersy Poot With Fare exceptions, FX skills {{ cost FXenergy points to activate, | justas psionic skills require the suse of psionic eneray points to ‘activate, All FX characters have ‘an PX energy pool that is depleted whon PX skills are used. The exiergy points in this pool are restored Over time, The number of pointsiin a character's FX energy pooldepends upon whether the Gamemaster is running a realis- tic, heroic, or supetheroie cam- aign. Characters begin with 5 ‘points in their FX energy pool if ‘they are in a realistic campaign, 10 points if the campaign is hero- ic, or 15 if itis supetheroic. Cam- paign levels are discussed in ‘Chapter 2: Using FX in the Cam- paign. ‘When a player chooses to use a ‘hero's PX skill, he marks off the ‘appropriate number of FX energy points and attempts the skill ‘check. A character with no FX ‘energy points cannet use any of his FX skills. Most FX specialty ‘skills only cost 1 FX energy point tocactivate, but some of the more ‘powerful ones cost 2 or even 3 ‘points to use. If a character is ‘attempting an untrained skill ‘check, the cost of an attempt is increased by 1 FX energy point. _. Some Super Power FX specialty ‘skills are constantly active. Instead ‘of paying points to use them, the | FX character permanently reduces “his FX energy pool by a set amount and can then use these powers | whenever desired. This option is 4 ‘discussed in the Always Active 12 that interact with FX skaills. ™ Super Powers sidebar in Chapter 5: Super Power FX. Recovering rx Energy When a character's FX ehergy pool is below her maximum, she can roll a Resolve-mental resolve skill check to recover some of that energy every hour that no FX! points have been expended. A Critical Failure or Failure means no poisits are regained. An Ordi- narg.Good, or Amazing result returns 1y2. or 3 FX energy points to theehatacter. If « character spends 8 hours ré¥ting and not using anyPX, all points in the FX energy pool one recovered.No check is necessary for this to hap- the game mechanic to regain @nergy points'is identical for marly of these PX. the in-game actions of the character are very different. Most Faith FX heroes heed to pray or perform other softs) of religious devotions during this recovery period, Arcane Magic FX characters need to study their books of knowledge, and so ou Increasing the FX Energy Pool heros FX eneray pool can be enlaiged thiough spending ‘achievement points. The cost of increasing an FX eneyuy poo! varies with the campaign level. The cost is 15, 10, or 5 cchiévement points per FX eneray point increase for characters in q reals tic, herole, or supetheroi¢ cams ppaign. (Sae Chapter 2: Using FX in the Campaign, characters FX to twice its startin ee Px Rent anc FX PERKS AND FLAWS ‘Those perks and flaws work just like regular pets and flaws found ‘perks count tt e Tas cai eam example.) Many regular perks and flaws can egsily be altered to be pong creas rae Fx chars, ter, For example, the Animal Friend ‘perk may be helpful in dealing = with animal spirits, the flaw may mean the: known as on FX user iniai patign where such a or feared, and the Po: The following perks are new tov this book and may only be pur- ae chased by an Adept or an FX tal- ent, Perks listed in i on F1: FX Penks can only be selected at character creation. FX Awareness eu Cost, INT, Active Z Like the Peionic Awareness perk, scar lpn ter to make a perk check to recog- nige that a type of FX power is. being used in his vieinit player should choose one: PX that he is aware of: A: p: Maple: Fellas Soper Powaltan of perk otherwise works like Pstonic Awareness, € FX Mastery q Cost 4, Ability Score varies, Active ‘The hero has mastered one par- ticitlar FX specialty skill. In game terms, the character has -I step a ‘use of that specialty 5. This | Behe eed Cae) ea rd fared eS erceat T Pe ds rid een ay ao co Active ened rere ont eres ee oe Mentor Cost 4, PER, Conscious This is q variation of the Power- ful Allyyperk. The hero has a men- tor in fier FX specialty. This men- or maybe called! upon for advice, ‘ouiay assist in performing FX céfemonies or rituals, or may even use the Teach skill to,help the haracter advance in her learning. When this perk is selected. the player and Gamemaster should discuss themature of the mentor. Given the nature of FX, the mentof may be sinaply an FX-empowered Powerful Ally, ot she ot he might be somthing as exotic as a famil- jar, demon, guardian ange ancestor spirit, See Chapter 6: FX Creatures.) Rapid FX Recovery Cost 5, WIL. Active The charactor rogains FX energy points at double the nor- mal ate. The character can roll Resolve-mental resolve skill check to recover FX energy every 30 min- ules instead of every I hour, and only 4 hours of rest are needed to fully restore his FX energy pool. FX Flaw Descriptions The following FX flaws are new to this book. Flaws that affect tho user's own PX skills or energy pool can only be selected by an Adept or PX talent. ‘Aplayer can never select more than three flaws for a hero, although the Gamemaster may gssign additional flaws to a char- ‘acter over the course of a gampaign. Fixed FX Recovery +3 bonus skill points, WIL The chardetér cannot regain FX points onan hourly basis. Instead, ail of the character's energy points retam every day at « particular time of day, such as high noon, aundown, sunup, and 0 on. This time is chosef when this flaw is purchased. This tite may repre- sént when the character's tome of knowledge opens, the prescribed time for prayer, or the regular ‘oyele of c stipernatural device. Inhibited FX Recovery +1/9/5 bonus kill points, WIL ‘The chara¢tet is sensitive toc cerlain material of materials. This material hinders the recovery of FX energy points,when the charac- ter is within 100 meters of it. No recovery can be mado in these cir cumstances. Forexample, c hero who specialized in Pyromancy (a fire-based Arcane Magic FX) might be unable to regain FX energy if she is near a quantity of water the size of an Olympic-sized swimming pool or greater. Like- wise, a druid might be ungble to, recover FX energy when he is. close to large antificial constructs (bridges, buildings, automobiles) or concentrations of unnatural materials (asphalt, concrete, plas- tic, refined metals). A Super Power FX hero might not recover energy while in the presence of xenonite, the meteorie metal that was creat- ed when her homeworld exploded. Adjudication of the power level of this flaw requires the Game- master's discretion. Being hin- dered by materials common to the ‘campaign is a S-point flaw, being hindered by uxicommon materials is c 3-point flaw, and being senisi« tivetorare materials is ¢ L¢point flaw. Hindrances that are $0 rare. as to have no effect on the game should Be disallowed. For instagice, while large quantities of refinied metal and the void of space woulld be common hin- drances in the SrAn"Daive® cam- paign setting, thé same things would be rare and nonexistent, respectively, inn American Civil War-era campaign. FX Require Recharging +5 bonus skill points, WIL ‘The character's FX energy pointy do mot recover naturally, either at an hourly gate or through rest. Instead, only'4 partictilar, event (suchas ¢ fulllmoan) ora: ower source (such as q fragile alien artifact kept in c'safe place) can restore the character's FX ‘energy pool. Except in unusual clr- ‘cumstances, the character ean only restore her PX once per day. This procedure should take at least ] minute ifit is tied to « spe- cific object or I hour if itis not. Whatever amount of time it con” sumes, when the procedure is com- pleted. it testores the character's FX energy pool to its full value. This flaw is similar to and slightly overlaps Fixed FX Recov- ‘ery. The Gamemaster should take care to ensure that « hero select- ing Both flaws actually suffers the effects of both. Tape Fe: FX Flaws eet ay ete d eo ete ae I eee a met] SHINY Hd > — FX Susceptibility Loerie The chatacter is especially vul- Md nertible tone or more types of FX. For 3 bonti.skill points, the char acter has ¢-2 resistance modifier ‘againstone type of FX: Arcane Magic, Paith, or Super Power. For 6 skill points, the character suffers the penalty against two kinds of PX For skill points, the hero suf- fers the penalty against all three kinds of FX. Characters must selectidifferent kinds of FX rather that doubling or tripling their susceptibility to one kind. In cam: paigns where one or more types of FX donot exist, susceptibility to these types of FX cannot be selected. FA RULES Slow FX Energy Recovery +S bonus skill points, WIL ‘The Character regains FX ‘energy points at half the normal rate, The character rolls every 2 hours to recover FX energy instead of every hout, and a 16-hour period of rest is needed to restore all FX points. THE ADEPT Like mindwalking, the use of FXis ‘such an unusual ability that some- ‘one whose primary focus is FX doesn’t fit into the four-profession model established in the Player's Handbook. Arcane Magic, Faith, ‘and Supe: Power FX specialists ‘are unique enough to merit their ‘own profession: the Adept. Adepts should be extremely rare in all but superheroic campaigns. Most heroes with access to FX powers are FX talents. Adepts fall into three categories, depending upon whether they use Arcane Magic, Faith, or Super Power FX. Arcanists are Adepts who spe- ialize in manipulating Arcane Magic FX. They are the Tech Ops of the supernatural. They learn the paths of magic to increase their knowledge and ability. They are more comfortable using magic 5 than weapons or technology. Most Arcanists specialize in one type of Arcane Magic FX rather than dab- bling in several sorts. Believers are those Adepts dlessed with the ability touse Faith FX. These people have the sincere faith, devotion, and natural talent to actually communicate swith spiritual entities, Theyhold ‘their religions first and foremost in their lives, and spreading the word of their faiths and assisting fellow believers run close behind. Since each type of Faith FX requires a different sort of belief, characters cantlothave more than one Faith FX broad skill at a time. In gener- ‘leaning « new-Faith FX broad skill requires abandoning the spir- itual paradigm necessary for the old Faith PX te Work. For this red= son, if a new,Paith FX broad skill is leamed by 4 Believer, his old broad skill and its specialty skills are lost {Believers also lose the ‘skill cost reduction noted below if they change from one Faith FX broad skill to another. ‘Super Heroes are Adepts who have somehow gained special powers without the use of arcane spells or faith miracles. Many types of Super Heroes exist: scien: tific geniuses with phenomenally high-tech weaponry, courageous patriots with superhuman strength ‘and endurance, crafty speedsters ‘who can outrun ears, advanced mindwalkers. and so on. In many ‘ways, though, the Super Hero pro- fession is just am-extra layer of gloss on'¢ character's true nature, ‘Which is represented by one of the five professions listed in the Play- ers Handbook. Adept Special Benefits Action Check Score Increase: An Adept's aetion check score is increased by 1 point. > Skill Cost Reduction: Choose ohe FX broad skill. That broad skill and its specialty skills con be purchased at list price —linste of list price. > Secondary Profession: Like «| Diplomat, an Adept selects a sec- skills cam be improved to rank 6, ‘ond profession. All skills from that profession can be purchased for list price -1 instead of list price. ‘This secondary profession deter- mines all other aspects of the hero {starting money, achievement ben- ‘efit costs, and so on). An Adept who chooses Diplomat as a sect ondary profession does not gain Gn additional secondary profes- sion. The character only gets the colt reduction oa Die. Note: Diplomats with the sec- ondary profession of Adept can buy one FX broad skill arid its spe- Gialty skills at list price ~1 instead offist price, but they have the same number of FX energy points as an FX talent. (See the FX Tal ents section below) ‘Note: Remember that FX energy points and psionic energy points | ‘are not interchangeable. An Adept who selects Mindwalker as her ‘secondary profession must track these two sets of energy points. separately. FX Talents Any hero who uses FX without being.an Adept is an FX talent. FX talents can purchase only one FX — ‘broad skill. An FX talent gots no reduction in the cost of that broad ‘skill or its specialty skills. ‘Two of the talent’s FX specialty All others can be raised no higher thar tame, Fitalents begin with halfthe normal number of FX energy points, rounded up. Thus, if an Adept starts with 10 FX energy points, an FX talent in the same ‘campaign begins with 5. FX tal- ‘ents can increase this total to no more than double its starting level by spending achievement points, | as noted above. | Adept Careers With the variety of FX powers and abilities available, it is impossible ‘to describe all the potential careers of an Adept. A few exom- ples are listed below. An FX talent _ ‘might also select from these catears; however, skill point costs must be adjusted cppropriately. Because of the high cost of FX sills, Adept careers tend to be more expensite than normal eareers. This will limit some low- Intelligence hatoes from selecting fertain careers without also taking flaws that give them the extra skill points they require. Crusader A crusader is @ combat-oriented Believer Adept who calls the fury of Heayén downto defend the weak ghd thelrightoous. Armored by his faith, the crusader brooks nodisparagement of his methods. Almost all crusaders have the sec- ondary profession of Combat Spec, though a few Free Agents act as spies on the holy front lines. > Signature Equipment: Fatigues, personal radio, first aid iat, pistol > Skill Package: Monotheism-aura, blessing, cure: Melee Weapons, Modern Ranged ‘Weapons-pistol: Knowledge-tirst «id. Gost: 98 points (Combat Spec) ‘0r38 points (Free Agent). Entertainer ‘The entertainer is an Arcanist Adept who uses her FX abilities to ‘muse and entertain people. Whether she works in clubs, on street comers, or on television shows, the entertainer under- stands what people like and works to produce «positive audi- ence reaction. Entertainers tend to have Free Agent or Diplomat as their secondary profession. > Signature Equipment: Trained animal (pet), videorecorder, hand- cutfs, lockpick set, padlock. > Skill Package: Illusion-clam- of, conceal, static image; Manipu- lation-prestidigitation; Entertain- ‘mont-act 2; Interaction-charm 2. Cost: 36 points (Diplomat), 37 points (Pree Agent). Firebug The firebug is an Arcanist Adept who specializes in Pyromancy. He often serves in a military unit as ‘m expert in incendiary devices ‘and demolitions, He assembles, maintains, and uses regular fexplosive munitions and provides ‘some speciclized firepower in times of need Firebugs tend to be wild-eyed ‘and obsessed with blowing things up. The smarter ones take preca tions when using their magi¢ (such as wearing fire-resistant clothing), while the dumb ones just don't live very long. Most fire- bugs are Combat Specs, though some Tech Ops.also enjoy this > Signature Equipment Fatigues (fireproof), protective goggles; personal radio, demoli- tions pack > Skill Package: Pyromancy- fiery bolt, fire wail, storm of flames; Heavy Weapens-indirect fire; Stamina-endurance; Demoli- tions-scrat¢h-built, set explosives. Cost: 42 poifits (CombatSpec) or 44 points (Tech Op). Investigator An investigators a Believer Adept who has become an acci- dental student of the Alienism Faith PX. Introduced to the twisted but miraculous powers granted by the alien gods through witnessing’ a strange or traumatic event, the investigator balances the threat of insanity against the chance to block the cultists that serve Alionism, Most investigators are Tech Ops from a scholastic back- ground, while some are Free Agents working as police officers or private investigators. } Signature Equipment: Brie!- case, business dress, cudio- recorder, cellular phone. > Skill Package: Alionism= circle of the thousarid broken! angles, eyes of the dark ones: Life ‘Science or Physical Sciance: Investigate; Resolve-menta! resolve 2. Cost: 98 points (Tech Op) 0r 99 points (Free Agent). Ranger Arangeris a druidic nature activist who operates on the fringes of normal society to protect, the natural world, This Believer Adept works to stop people and activities thet would harm her nat- ural home and teaches others. about the beauty and wonders of the wilderness, Ecoterrorists and park rangers are the extreme ends of this career’s mentality. Most rangers are Frée Agents, although some Combat Specs take up the caugelas well. > Signature Equipment: Bedroll, fatigues, climbing gear, binoculdits, compass, rifle, first aid kit > Skill Package: Druid-kinship of beasts, life endures: Modem Ranged Weapons-iifle; Survival; Investigate-track: Cost: 89 points (Combat Spec of Free Agent). Tinkerer A tinkerer is @ Super Hero Adept who specializes in the construc- tion and repair of Super Power FX devices. While tinkerers.are often secondary characters in a cam- paign, some of them take a step beyond repairing and building devices for others and construct) some for their own use, becoming high-tech Super Heroes, Tinkerers are nearly all Tech Ops. > Signature Equipment: Toolkit, shabby casual dress, lab'coat, ‘workshop, desktop computer. > Skill Package: Metacon- scious-genius, super Intelligence; ‘Computer Science-hardware; Knowledge-deduce:Technical Sei- ‘ence-invention, juryrig, repait. Cost: 36 points (Tech Op). STIMU HI» — FX arénil gomothing that should be topped ito an existing campaign cot included in the plans for a new campdiigh without some fore- thought: Gamemasters must con- sider the roe of FX in their games the powecfével ofthe prospective a Fiera not horses Lave sdecess to FX FX's potential for tunbalaneing the game, and how = FX interact with other optional ‘rules, such as psionics, cybertech, and mutations. INCLUDING FX OUR GAME Garhemasters planning to use. ‘PX in their campaigns should ask eer the cas -ques- G FH IN THE CAMPAIGH > > Ss > Are FX something new, or are FX a part of the campaign’ history? Designing « campaign in which - EXthave existed for some time involves a lot of work. The ability to place curses on your enemies or to raise the dead and the exis- tence of demons and angels quick- ly cause a real-world timeline to veer from its course unless certain controls are established. Having FX be a recent addition to the campaign is a much easier path nd provides many adventure hooks for players to explore, Some ‘example campaign setups for the introduction of FX might be that a ‘strange energy event bathes the planet and people begin manifest- ing super powers, or that an angel fests on Earth and hundreds ‘of people find themselves able to ‘pray for true miracles, or that peo- ple inc small Wisconsin town ‘wake from nightmares to find that they can summon demons. Such a 8 triggering event opens up numer- ‘hy & fous subsequent adventure possi- bilities that branch off fromit, such as discovering what caused the event, rounding up all of the people aifected, looking fora cure {or those afflicted with harmful powers, and so on » How did FX come about? This question is closely tied to the previous one, but it delves more deeply info the origin of FX, Was the eneigy event c govern- ment experiment or cn alien spacecraft exploding? Was this cngel sent asia promise or c wam- ing? Why were the people in this fone town chosen for this gift, and what is expected af them? > Conanyone with the time \eind interest use FX, or does the ability to use FX require a special Giftor membership in c select group? IEF use requites « particulae inner gift, gene, or inheritance, this sharply limits its spread in a cain ‘Paign! The Gamemaster does not need to worry about why the diab list villain hasn't trained ct hun- dred students in the basics of Dia- olism, These people just don't hhave the talent for it. This approach aso prevents a radiation-empow- ered character from blasting away at his friends until they develop. super powers of their own, IfFX éon be learned ot ‘acquired, the Gamemaster needs to establish « mechanism for that Arcane Magic FX could be jearned through attending schools of ‘magic or perhaps taught by one old wizard with the ability and. Patience to do so. Faith FX could be acquired by studying at tom- ples and monastories that educate nd train the next gonération of ‘empowered worshipers or through! joining amystical ancient order: “thwart (CHAPTER 2: Us NG FX IN THE CAMPAIGN whose members pass of tho secrets of true faith. Super Power PK could be developed the gareinentost am research team,and anyone with enough cash could pay for these ‘enhancements, or only those selected and gleared for top secrat work y the government could receive them, | > incibpesotPteiae 4 By.nd means isa Gamemaster reqhired fo use all thre srt of FX) ‘nen Aur comes eo FX to just one catego many variations, A modern-day world with magie on its sony only: have ilhisi A lost continenit ‘ancient tribe that never | to: ‘speak to the spitit wo fits could be trying fantically to figure out how to dect"with super: powered mutants cfeated by ille~ gally damped toxic waste, » Do alltypesof FX havethe same power level? More than one type of FX could be available, but some FX may be ‘more powerful than others. A magocracy could be methodically stamping out the shamans of an assimilated people, Armies of Faith FX soldiers could be assist- fed in their work by a few rare metahumans. Petty sorcerers could be hiding out in Manhattan ‘among wall-crawling and weather controlling superheroes. > Will player characters have accessto FX? This question is similar to the Gamomaster facos when considering psionics. FX horoes ‘can solve challenges that would many normal heroes, and ‘many adventures can be devised rind their particular combina- tion of FX abilities. On the other “hand, having heroes be unaware ‘of FX can lead interesting ace- fazlos when they are assisted by ‘allies or confront FX villains. _ > Howlde FX interact with tech- nology? Astaple of many fantasy stories fs that magie wanes as the power of technology increases. This book ‘essumes that thefe is no such lim- itation, but it could easily be mod- led ig the number of Fr pofite tbat to une sore FX bilities in the presence of tech- sreven setilfig limits on 5 of success possible for mutation ‘Players ‘given in the Aura r needs to consider the ns of these: - ‘optional rules is given in the Cam- ign FX Levels section below. How common are FX? Characters with FX may be so rare that the heroes never ‘encounter one, or their main foe ‘be the one FX character in “the entire campaign. In some cam- _ paigns, FX may be so common that you can hardly go to the cor- ‘ner store without bumping into a “super hero. If FX are common, the ‘Gamemaster has to decide if there “are PX police to combat FX crimi- ‘oagls, special measures to prevent FXathletes from playing profes- sports, and s0 on. thols placed of FX? 7} This tiesfinto several’ the | other oe ‘Section. It © Fare well areotalower be 1 depending on papel he Eales ea Cee cacy Sox tae * rd \ > Does the general public know Gbout Fx? \ "If the average person hers edbout super hero battles on'the evening news, there's no réason hy the heroes can't show up in “their super hero costumes to,deal with @ bomb threat. However, if theypresonce of FX is unknown.) ‘ny unusual events—including villains conjuring demons, people throwing lightning bolts, and rela- tives coming back from the dead— are going te atouse unwanted attention/The characters must kkeep « low profile if they want to. kkeep ftom being hauled off to be ‘studied, plagued by the curious, ‘shunned cr blamed by the fearful, _ Sr simply exploited > Are there sactological con- how they gottheitpoweisFor example, very few people want to |! "spend time around someone who | ‘can conjure up real demons. Most “folks don't invite we 1 heroes who | | campaign is} pléwhere oily 41 cae those people are ‘of being a professioned character, an even: ¥ smaller fractionof the population on ee are. or more. FX might only be usable by a small tribe of sesheyans, a hidden con: clave of supertelepaths, lone wizard holding bac hands'of death with an ar spell. In Uys of conan herogs are usually net ing 7 i portirigreast members or work ‘against them as long-term foes, but in these situéttions, the abili- "§ ties of FX are new and junfamiliar » & tothe players. In thosé raresitua-_§ tions wl . ose one t ‘agent i their powers through expo- | ent, People! " sure to radiation over for pool) masicians, of party. (What if they are still ‘eles, or of radioactive?) Characters with cer-- bilities, but the tain FaithFX may be shunned as | always third of fourth-hand members of cults. Stich treatment \ Another possibility is that peop] tends to promote vigilantism in know or suspeet a person or group heroes and criminal behavior in _ of having PX abilities, but the FX those of lesser moral character. users are always remote or CAMPAIGN FX Levers | Forsimplicity.caripaigns with FX ate divided into three power levels: realistic, heroic, and superhercic, ‘These three campaign levela and the variance between the FX in them are described below. Realistic Ina realistic campaign. FX aie rate, very rare, or even in world populated by norinal peo- shunned, and their powers are | never able to be proven, An exam le of stich an FX user might be the apparently mentally ill home- Jess man with the power to talk to the trees, the elderly foreign nun _ who cures the sick, or the czar's yhad to be killed three | eT Aa people talk about really were true} Some magicians could practice real magic, cancer could be cured through prayer and laying on hands, and ninjas could walk across leat-covered floors and not make «sound. Perhaps one in a hundted professioned characters in such @ieampaign have the potential, if not the actual ability, to use FX. In @heroic campaign, FX users are plentiful enough that different ones turn up fepeatedly, and they haye different types or specialties, offFX Ong space station may be under the sway of c scheming diaholist, and as soon as the heroes have cleaned up that mess, a ship arrives captained by a ‘woman who can fly, teleport, and. breathe fire. The heroes are more likely to use different sorts of FX than in @reglistic campaign, and they:may lmnow of others who do, as well, While first-hand experience with FX is still not common in heroic campaign, most people believe the supernatural to be true, Reports by the media of strange occurrences are not just the purview of tabloid newspa- pers. Evening news stations might contain reports of miraculous events and evidence of arcane ‘activity, and the police would have encountered elements of FX use often enough for some to believe in its existence. ‘The DaRKeMATTER setting is a heroic FX campaign. USING Fit IH THE CAMPAIGH > ~ Superheroic Ina superheroic Aurenwiry cam- paign, FX are common or uncom mon. A campaign of this level has ‘a very large number of FX charac- ters in circulation. FX users might be present in every town, suburb, or city block, or—in the extremist ‘cuse—everyone could be capable of using FX. Almost all heroes in such a campaign are FX users of ‘some sort or at least have unusual dbilities beyond the norm, such as psionics, cybemetics, or muta 10 tions. These campaigns usually Supporting Character Template: eae ee ctrl eee ery Super Power-enhanced thugs hired eee ces generally appear only in superheroic campaigns. They come in many errr ot cerry Perera ri to alien androids. FX skills marked Seer eet eres oe ney the effects of always active powers. ca) ci een rt od ec) 2 coy rie 15 INT ar) u wit e 3 ir PER Cer eee eee a LCT TL) Wacionn = 222 a pan Dee ee ae grow beyond the genre of science fiction and into science fantasy or the realm of comic books. Ina superheroic campaign, most foes have FX or work directly for someone who does. Certain cities, nations, or planets may spe- tialize in particular types of FX, and the places to learn and devel op your own FX.may be as accept ‘ed—and competitive—ds real ‘world colleges. Heroes in an adventuring group could each use a different sort of FX, and their skill level might even bela step above that of everyone else, They are like Mindwalkors when com- pared to psionic talents. FX are well known in this sort of campaign, whether its because the average worker often sees a guy flying overhead during his drive home, reads about the men- ace of « particular vigilante hero in his daily newspaper, or dons a cape and fights crime in his own free time, Just because FX are well known doesn't mean they are well accepled, however. Prejudice and ee eek eee Stamina: Knowledge; Awareness: Petcare renee Caos ern Segre eerey nese ewer Peers aren pee eters Good Skills: Brick-bod nee cere aes pee er ee a rene ts Strength Energy-energy absorption conte dge 2: Leadership- Equipment: Jumpsuit, mm pistol ree es intolerance could slill exist in a ‘world full of magical heroes. Simi- larly, if FX are so common as tobe ‘taken for granted, those with infe~ rior or nonexistent FX abilities might be the targets of ridicule or violence, Most of the comic books in elreu- lation today provide examples of superheroic campaigns. The name of this type of campaign does not limit the type of FX that might be present to Super Power FX. A fan- tasy campaign full of wizards or priests would also qualify. Mixing Campaign Levels There's no reason why a campaign with several types of FX has to have all of them at the same power level. Campaigns where one sort of FX is dominant while others are in decline pose interest- ing challenges to players regard- Jess of which side they're on. For ‘example, in a world where Faith FX are common and the dominant Elie T tla ty ee nga d Pere eter SN acre ery ‘out occasionally. and often gets Sense eee eee not truly creatures. describing them Piero cere Sidekicks are utually younger cend leas experienced charactors Coe ee eer ets ge through the trouble of designing oe od Sete ed one of the supporting cast tem: Sey ee eee Reporter. Scientist, and Spy are Peete ene nes should use the Marginal or Cer eae ro en ed broad skill for free and 10 skill ner (WOIG/A). The sidekick should also have a flaw: Bad Luck. Clueless eee koe ec! Peeeoor etre crt oe one rene Peer este eet Pee eae ne reer? Porn erate rank 1. The sidekick’s FX energy pool is half of the hero's starting Peter eens Perr reer Peri ener eee ed Serena Gamemaster. Sidekicks can be Peer peter rere Pee terete Pere eee ite eee stirs font ent ee cert ig Peer ee ea cent en es eee crea Peer ety for roleplaying and character ee eee ty potential of turning into a full lodged character alter spending a Peet tees Seer n tenant) eee mr aes Powerful Ally ot Mentor perk for free (representing the relationship eee nas! eee religion has destroyed almost all lateane lore, the heroes may be rusaders hunting the heretical ‘wizards, or they may be members of a wizard rebellion fightingfor lacteptance and acknowledgment ‘of their rights. The easiest way to help of hin- derja particular sort of FX in & mixed-lovel game is to penalize one sort by restricting its cam- paign level. The above scenario could easily be modeled by devel- oping Faith PXat the superheraic level while limititig Arcane Magic FX to the heroic or even realistic level. As the balance of power changes, the Gamemgster can increase or decrease the cost of additional FXenergy points and the maximum number of FX ehergy points attainable. As the Arcanist heros lose ground in the battle agaigist the Believer sup: porting casijthey may find their magic weakening ona weekly or even daily basis, ‘Another way to approdeh this is to leave the campaign levels the sarie, but give step bonuses or ‘penalties to different types of FX A world where eyil is ascendant might have aI step bonus to all ‘Necromancy and Diabolism FX rolls, while Hermeticism and Illu- sion FX magic might have a +1 step penalty. FX anp OTHER OPpTionaAL RULES The rules systems presented in the three optional chapters in thé Player's Haridbook generally &re of clower powerlevel than the various PX skills presented hore. Part of this is mitigated by the reduced cost for those abilities Psionic broad skills are cheaper, cybertech requires only money ‘and a one-time achievement point cost, and mutations are paid for with drawback points. However. comparing these three types of characters to an FX chara¢ter shows that the FX character has aif advantage. The following are suggestions on how to use psion- ics, cybertech, and mutations in campaign with FX as well as how FX can be used to enhance each of these ghd vice versa. Mindwalking Mingwalking, or psionics.i8 easily brought up to par with the aver age FX by converting Mindwallk- ers to EX ser Mindwalkers, which usually results in & doubling of psionic energy points. Altornative- 1y, Gamemasters might want to consid@r making nonpsionic char- acters slightly vilnerable to men tal powers. In tis ease, nonpsion- ic characters wouild have a -1 resistance modifier against all psioniciskills used against them. If the Gamemaster permits it. ¢ character can have psionics and FX, either as a Mindwalker/FX tal- ent of FX Adeptpsionic talent. In this case, psionic energy points cand FX energy points are two sep- ‘arate @nd roninterchangeable types of energy, A FX/psionic char- ‘acter who runs out of FX energy points comnot use psionic energy ‘points to fuel FX skills. The sur- prise benefit of this is that the two ‘pools replenish themsélves sopa~ ately. A hero can spend all of his FX energy points, then start using ‘patonic energy points while the PX ‘energy pool is recovering. In other words, using psionics does not disrupt FK eneigy recovery, and vice versa. The Gamemaster should be careful about allowing characters of this sort to specialize in one particular field. A necro- mancer-psionicist with ranks in Biokinesis-rejuvenate and Necro- man ey-forlitude could turn into « eal combett monster, and he could ‘walk away from « terrible fight in perfect health by sing « combi- nation of Biokinesis-hea! and Necromaney-knit wounds. Cybertech Cybertech is more of an additive measure than an entirely new sy tem of powers, All cyberware is NSWWAHUD JHE HI #4 SUIS» ~ Nl USING FH 1H THE CAMPAIGH p> > t éither an enhancement 6f the physical form or something some- ‘one could do without cyberware 60 long as she had the right piece of interface equipment, A character with cyberware is on a different power level than an FX character, ‘but not too different from a stan- dard noncyber non-FX character in ‘most cases. What the cybered character lacks in power is made up for in reduced achievement point cost and unlimited usage. (She has no cyberware energy pool to become depleted, for example.) ‘An FX character with cybertech presents some interesting options. K necromancer could store her book of spells and other refer- fences in a nanocomputer or on a holoprojector built into her arm. A hermetic wizard could keep hi cryptography programs online in his nanocomputer and decode spells while he sleeps. An illu- sionist could use am optic screen toprovide 9D models for images she wishes to create. A voodoo might keep especially rare ingredients or offerings for spirilé within a cybernetic storage com- partment. A superhero with the Brick-body armor specialty skill could benefit from body plating or CF skinweave. A flying super hero Could keep in touch with her tecm- mates with subdermal comm gear. Cybertech may also interfere ‘with certain FX. A superhero with the ability to boost his strength with adrenaline might lindithat it doesn't ailect the power of his cyberlimb, A diabolist with visible eyberware may suffer a negative reaction from a flesh-cbsassed suc- cubus he's trying to bargain with, A voodoo priest with two cyberoptic. ‘eyes may find that he ean no longer see the spirits he calla, A ‘shaman may find out that her ‘ancestor spitits look unfavorably ‘upon her tise of modern technology. Mutations Like cyberware, mutations are generally only enhancements to of detractions from a character's nat- ural abilities. None are particular- ly powerful when compared to FX, nd the abiiity to pay for muta- tions with disadvantages makes them extremely inexpensive by comparison, especially since most of them are continually active ot can be used repeatedly. None of the mutations or draw- ‘backs presented in the Players Handbook would greatly add to or detfect from « character's ability touse FX in ways other than what is obvious. A mutation that lowers character's Will Ability Score makes it moré difficult to roll sué- cosses on Will-based FX, but it does not tliet wise prevent the character ffom using Will-based FX. Likewise, the Major Physical Change drawback may aifect encounter reactions in the real world, but in the symbolic and ephemeral spirit world, many things have strange or monstrous forms, so a shaman with this drawback does not snfferany penalties when intoracting with spirits. ‘The mutations presented in the Player's Handbook are often weak ‘when compared to the powers ‘dvailable through Super Power FX. In addition, at flo time should! the term mutant used to deseribe characters cteated with the Play- ers Handbook mutation rules be confused with super heroes that gets their FX powers from being a mutant. (See Chapter S: Super: Power FX for more information on types of super heroes.) Mixed FX ‘Some Gamemasters may feel hin- dered by the broad skill classifica tions of the various sorts of FX pre- ‘sented here and want to have ‘more versatile characters in their ‘campaign. An example of when these PX divisions are probably inappropriate is in @ campaign in ‘which AbvanceD DUNGEONS & Dracons* fantasy roleplaying ‘game characters have been trans- ated into an Avrenwry game. 1a games such as these, Arcanists 1 | | | E t et | coladigetal Arcane Magic Fx [pada fog tot cor or even for reg; Believers:could get all |) Faith FXbrodd skills for a flat cost 6f free, and Sijper Heroes would Ihave ciccess to all Super Power FX ‘skills, Aby of these Adepts Id stillehopse to specialize in ‘one broadiskill within their kind of FX toxeflect & preference or train- ing in that field. From this they ‘would gain @=1 step bonus and the benefit of paying list price -1 for that broad skill and the spe- Ficlty sills Beh i. Speci gequifementsfor particular fields, fis deciphering for the Her- “metieism spells aiiditrances for "thi Shamanism miracles, could be “retained or dropped. If they are ‘dropped, though, the point costs ) for those skills should be adjusted ‘using the mules in Appendix: Cro- ting New FX Skills. CaMPAIGNS | We’p Like To Run This section discusses a few possi- "ble FX campaigns that might fire a Gamemaster's imagination. Feel {tee to tinker to your hear's content. Fated Super Heroes ‘In the near future, aliens have ‘come to earth and laid siege to the planet, taking slaves and goods from cities, restricting air travel and destroying all military cratt. A freak experiment by a lone scientif- icresearcher results in the test ani- ‘mal getting strange powers. Refine- ‘ment and study of this process gives more reliable results but dis- covers the one drawback: Those altered by this process die within a ‘year as their bodies eventually vio- Jently reject the treatment. In this superheroic campaign, “the heroes would all have Super Power FX. Keeping careful track of ‘time would be necessary, and a | mechanic for accelerating the \ ) f I icheracier's demise with any Criti- (ea! Failure on a Super Power roll would be needed (such as rolling (420 end subtracting that from the number of daysia hero fas ‘emcining). It is recommended ‘bat the FX Achievement Points optional rule be used for this cam- Paign scenario. le the concept may seem morbid, this sort of campaign céia bring out some excellent roleplay- ing. as the players realize that their charapfers are doomed from the start, Alhroic'sacrifice that saves hilndteds of people ct the expense of afhero gives them Something inspiring to reflect upon for the rest of their gaining career. Heaven and Hell ‘The seals havelbeen broken, and the time of @pocalypse 18 upon us. The forces of Heaven and Hell walk Earth, Bach fighting to Gssure that their side is the victor in the true wat to end all wars. ‘The heroes could be young angels, rooting out havens of evil in these last days. Thay could be young demons, fighting to make a name for themselves in'the infernal hie rchy should Hell's legions win. ‘They could also be mixed group that is trying to find the keys to ‘undo the Armageddon prophecies ‘nd return the world to the status quo, delaying the fighting to ‘another day. ‘This campaign would belunoth- ‘er superheroic one. It would rely, hheavily on Diabolism, Enothicin (from the DakceMarres campaign setting), and Monotheism Faith FX, or the heroes could be built ‘using Super Power FX to reflect their unique abilities Night Hunters Vampires oxist. They walk the cities, but live in fear of the vam- pire hunters, Many vampires sim- ply wish to be left clone, and they work hard to conceal their pres- ence, with most only feoding upon willing victims, However, some ambitious vampires seek {6 gain adcendancy over the daywalkers, others think that a’political coup isin order, and others think that a vampire refugejon some sort of remote island is the solution to their oppression: The heroes can bbe vampires of any of these fac- tions, working with or against the ‘= well-organized and well-supplied af varapire hunters in an effoftto, yet strike @ balance between the ing arid the undead, or the! s can behe hunters, making = et allicniges with the peaceful pires in order to destroy the hos- tile nes, ‘This campaign eould be of any level, with weakor powerful vam- pire characters who use Super Power FX and fitiman characters who are aided by superscience technology (Super Power FX) or even Monotheism Faith FX, Mutant Uprising In the far future, some countries: a wage war with genetically engi- , neered battle mutants made from unwilling subjects: convicted erim- {nals mutated and then brain- washed into obedience. Since the creation of such battle mutants is illegal. at best and inhumane at a ‘worst, one country has decided to : end its mutant-creation activities: 4 by killing its last batch of product ; (mutants) and incinereiting the manufacturing plant. The heroes ‘are this newest generation of mutants that is ¢s yet untainted by brainwashing, They must fight against their captors, escape, get their stéry out into the public, and ‘ty to find acceptance ina world ‘thet considers them doubly dan- ‘gordus because of their past and ‘their power. ‘This campaign should at least ‘be of the heroic level, and the ‘mutant heroes should all start with some level of the Infamy flaw. The characters would have Super Power FX and would initially be up against high-tech guards fvho know how to deal with difficult, violent, and hostile mutants 1B of effects, but most ) of this type relyon broad skill. The individual beneath it are specialty skills. ys sy x Taste Fa: Arcane Masic FX Sxuis aoa Cor) Can rs) Coenen ty a) Summoning (PER) oe ee) ed Peer raat Tt) omy ro eT Dodie eet} ry eee ue ey eo) rn) ann el) ‘Onn re) Re aL eet) Try errr rete) i) ro) Co) rs) Cee] ed eee) ost era) eee ac) ore cry Storm of flames (WIL) Ce ann vauuaau a ‘3 2 cI Ce ee cee eae Vee TTT TELE TT Tere Tes | — specific information about the souice and use of these magic Powers in that game. DIABOLISM Diabolism focuses on summoning and controlling malevolent super- natural atid extradimensional forces and beings. Demon-worship- ing cults, a sorcerer bringing a curse or plague to a city, and a crazed mem who performs cattle mutilations at midnight are all examples of diabolists in action. Whether or not the forces or crea: tires sumimoned originate from a Judeo-Chhristicm idea of Hell is irrel ‘evant. The existence of the diabolist only requires that malevolent other worldly things can be contacted. Diabolism is relatively easy sortof magic to practice. Alter all these supematural creatures—call them demons, for simplicity’s sake—congtantly look for an excuse to visit the caster’s dimen- sion, and the rites required to citract their attention are simple. However, Diabolism is fraught with danger, as demons aren't friendly toward the human race and must be dealt with carefully. ACzitical Failure result on the casting roll usually has some sort of detrimental effect on the caster. A diabolist must speak from a position of strength to the weaker demons and be respectful toward those with greater power. Threats ‘nd minor rewards are usually all it takes to command weaker crea- tures, while the more powerful demons require flattery and larger sacrifices of valuables or living creatures. Thus, most of a diab- list’s spells are based on Person- ality, although those that call and shape energy rather than crea- tares use Will The core of « diabolist’s bar- gaining position is an offered sac- rifige, which is something to entice the demon to agree to.a task or to grant the energy required for a spell. For heroes who practice diabolism, such sac- iifices take the form of personal life energy—stun, wound, atigue, ‘or mortal points-—lost in the cast ing of the spell. The quality of the sacrifice Marginal, Ordinary, Good, or Amazing) dictates the specific type of durability point (stun, wound, fatigue, or mortal, respectively). Such losses heal normally. Diabolists appearing as supporting cast members, particu larly those who have devoted their lives to evil, may have alternative methods of powering their spells that allow them to oscape the need lo sacrifice personal life force. When such characters appear in game products, the ‘Gamemaster will bo provided with the pertinent information. Accaster can choose to make @ greater or lesser sacrifice than required. Each step up in quality grants aI step bonus to the die roll, However, each step down in quality—for instance, making « Marginal sacrifice when on Ordi- nary sactifice is required— inflicts cumulative +8 step penalty to the casting. No sacrifice may be raised above Amazing or lowered below Marginal, Environmental conditions may also atfect the diabolist’s spelleast- ing. An crea warded against the presence of demons, such as holy ground, gives a +1 to +3 step penal- ty, while a place that has seen especially vile deeds, such as a mass murder site or the trophy room of a serial killer, gives a-1 3 step bonus. The presence of like: minded cultists assisting in the rit ual grants a—1 step bonus for every factor of ten participants above the required number of participants in the spell. For example, a spell that cam be cast alone would have a-1 stop bonus for success if ten others assisted the primary caster, where- as c spell that requires ten people working together would need one hundred people cooperating for the =I step bonus. Even when more than one participant is involved in ritual, only the caster himself may spend last resort points to improve the skill check. HY SIDUH INDI > > 15 ee most Diabolism ¥ Gpells originated from the demons «themselves. Those knowledgeable it subjects beli that demons ae use these spells o1 each othergind therefore make such spellf available to mortals s as to'béivelthem summon and bind their hated rivals, Binding Transform spell 1, 2,07 3 FX energy points, rg fig be used untrained. 8 ze rostrains demons co tat the diabolist can bargain iwith them orforde them into serv- f ice, The spell functions normally, “against least demons. Against Plesser demons, the diciolist must spend 2FX energy points and cast the spell at a +3 step penalty. Binding eigrecter demon requifes 3 FXeneray points and inflicts a +5 step penalty. (The Gamemaster should consult Chapter 6: FX Creatures for descriptions of the yarious demon types.) "This spell is normally cast upon ‘@ magical circle or pentagram into which the demon is summoned. (See the summoning spell below.) Properly inscribing the appropri- ate diagram requires I hour. It is + also possible to attempt this spell ‘upon a free-roaming demon, though this applies +2 step penalty to the caster’s skill check. Abound creature cannot leave its immediate location, attack the caster or his assistants (if any), or ‘use any magical ability (such as rend the weave) to dispal the bind- ing. Typically, the diabolist keeps _ the demon imprisoned until it agrees to perform a service. The demon must make a Resolve-men- tal resolve skill check each week to keep from capitulating to the -arcanist's demands. This roll is ade ata cumulative +1 step ty for each week of imprison- tment, If the spiritwrack spell is ‘used in conjunction with the bind- __ ing spell, the demon must roll "each day. inthis case, the penalty increases each day it is affected 16 bby the spiritwrack spell rather than each week. If the demo jagtees to the caster’s demands. it is compelled to serve until the task istompleted, at whichitime it can ‘return to its dimension of origin. Demands should be made in pro- portion to the power and nature of the demon. An imp could be asked go steal an object or harass trival, “q nali could be bound to assassi- nate an important official, ahd a demon prince might be required to break into an enemy fortification. ‘Tasks that are not finite in duration (demands suck as "Guard this spot {or therest of eternity”) give the demon @=2 step bonus to its mental resolve skill check to resist. If demand i not made of the demon within I day of the binding, itis automatically Yeleased and becomes froé fo-act as it wishes. ‘The required sacrifice depends con the tfpe of denon being bound. Binding least demioh requires an (Ordinary sactifice, a lesser demon requires @{Good sacrifice, and a greater demon requires an Amaz- ing sacrifice. The creature to be tbound must be within 30 meters bf the caster ‘On aiCritical Failure result, the specific target creature can ng longer be attected by the dial olist's spells. Black Warding Conjure spell:1 FX energy point This skill can’t be used untrained. Black warding creates a faint field of shimmering purplish-black ight that protects the caster from all forms of attack, whether melee, ranged, psionic, or magical. The fqura grants +2 to the casters: xesistamce modifier against such attacks. If the caster suffers any ‘wolind: Hunger Transform spell: 1 FX exergy point This skill can't be used untrained. ‘This strange spell alters the tar- get's metaboliem so that it ca only derive sustenance from blood. The taxget must consume at least 1 pint of bleod (roughly equivalent to wound points or 1 mortal paint) ofits own species per day in orderto survive. Con suming other materials has no effect: Hor every day that the vic- tim dogan't consume the proper amount of blood, he takes 1 point of fatigue damage, Each pint con- sumed restores 1 point of fatigue damage lost in this manner. Every day the victim may make « Resolve-physical resolve skill chock to return to his normal metabolism. This check is penal ized for every degree of success of the hunger roll. A hemomancer can ‘also negate the spell with « suc- ‘cossful hunger skill check. The tar get must be no more than 30 meters ‘away when this spell is cast. 19 & ARCAHE MAGIC FX > 0 |) @lincreased Effect: At ranks 5 {and 10) the victim's need for blood ingfedses fo 2\and 3 pints per day. Lifeblood ‘Transform gpell: 1 FX energy point This SEIN can't be used tntrained. ‘This gel! allows the hemo- mancer tgheal wounds and cor- rect biological difficulties. If the carcaaist Spills « few drops of her ‘own blood (stiffering 1 point of stun damage), she can repair d6+1 poifits of sttin damage or d4+1 Points of round damage, while spilling @ cupiul of blood (1 point ‘of wound damage) repairs d4 points of mortal damage. The ‘spell requires the hemomancer to ‘touch the target, ‘Blood Doping? At rank 3, the ‘easter can give a person c-1,-2, ori stepibonus on all Constitue tion-based feat and skill checks for the next hour by increasing the poteney of the target's blood. This requites 1 point of stun damage of the caster’s blood. ® Cure Blood Disabilities: At ‘rank 6, the blood sorcerer ean neu- ‘tralize diseases, infections, or poi- sons that act upon the blood- stream or blood-generating tissue, This requires 1 point of wound ‘damage of the caster’s blood. © Negate Clotting: At rank 9, the arcanist can slow the target's ability to stop bleeding, For the ‘next 10 minutes, every time the target takes stun, wound, or mor- tal damage (not including second- cary damage), she takes an adai- tional point of that type of damage at the beginning of the next 1, 2,or Srounds, depending upon the result of the skill check (O/G/A), Armor, force fields, or similar defenses do not affect this addi- tional damage. This form of the spell requires 1 point of wound damage of the caster’s blood. Reciprocity ‘Transform spell; | FX energy point This skill can't be used untrained. ‘This spell creates a link between the hemomancer’s life forge and that of a target erettiure ‘up to $0 meters away. Once this link is established, every time the hemomancer suffers physical damage (as opposed todamage caused by a mind blast, sleep poi- son, and so on), the target takes the same amount of damage. The target's damage is not rediticed by ‘armor of any sort. The spell lasts 2 rounds and requires | stun point of the caster’s blood. An increase in the quantity of the caster‘ blood to 1 wound point gives a-1 step bonus to the skill check. @ Increased Duration: At ranks 3,6,qnd9, the duration of the spell increages to 4 rounds, 8 rounds, and 16 rounds, respectively. Runs Cold Transtornd spell: 1 FX eneray point This skill can't be uséd untrained. This apell reduces the ability of the target's blood to carry neces- sary energy t0 the brain and mus- cles. The target, whichimust be touched by the arcanist. gets a +1, +2, or +3 step penalty (lor an Ordie nary, Good, or Amazing result) on ail actions for the next 4 phase: The caster must expend 1 stun point worth of blood for this spel. @ Increased Duration: At ranks 9,6, and 9, and 12, thé duration of the spell doubles. Stigmata Transiorm spell; 1 FX energy point This skill can't be used untrained. This spell causes a target with- in 90 meters to bruise and possibly even bleed. The hemomancer expends { stun point woith of Blood, cmd the target suffers 4+1s/46+1s/d4w (LUO) of damage that ccmnot be reditced by armor @ Increased Damage: At rank 4, the damage increases to 4s25/d8<2sl64-Iw. At ramke8, it increases to d6+2s/d8+2s/d4+2¥%, At tank 12, it increases to d8+2s/ dl2+2s/dde4w. Thicker than Water Transform spell: I FX energy point This skill can't be used untrained. This spell allows the hemo- mancer to make a mystical link with the blood from a target andl track him using that link. The link ‘can be created and used ata remge of up to 10 kilometers. Once the hemomancer successfully casts the spell, he gains the equivalent of rank 4 in Investigate-track with tespect to the target, or four adai- tional ramks ia track if he already, possesses the specialty skill. ‘The spell requires 1 stun point of the castes own blood and lasts 10 minutes per degree of success ‘The arotmist can extend the dura tion «like amount by expending 1 FX energy point for as long as the hemomancer has FX energy points available, @ Increased Duration: At ranks Band 9, the base duration increas- by 10 minutes, @ Increased Range: At ranks 6 and 12; the range at which the ‘hemomancer can cteate and use the link increases to 100 kilometers. cand 1,000 kilometers, respectively. HERMETICISM ‘Alchemy-—the more familict mame for this type of magic—dates back to Egyptian and Arabic practice. ‘The name itself comes from Al Keme, the name of the rituals the Arabians used when robbing tombs in Egypt. (Keme, their name for Egypt, means "black land," and ‘was used in reference to the fertile soil of the Nile’s banks.) The magic ‘words they used were believed to open and reveal invisible tomb treasuures—things hidden from plain sight through magic. Indeed, much of Hermeticism’s content is ‘encoded knowledge from the Egyptian magicians. But because hermetic secrets are hidden in codes and symbols, few alchemists make much progress in perfecting themselves and their ‘experiments. Later, the word alchemy came to mean the trans- ‘tation of matter by spells and incantations: Based on the writings.of Her- mos ‘Trimegesies, hermetic magic fombines astfplogy, philosophy, ‘and Gnosticism, Most of its secrets fate written in Glassical languages, though some of the oldest hermet- ic texts axe detually Egyptian. The later codification of hermetic prin: ciples from Egyptian knowledge remained temarkably true to the ancient ways, but many adepts argue that the gréctest secrets were hidden ofstolon away by the Compfmians af Horus, « group that lived in Egypt for centuries before leaving for the East (pre- sumably with much esoteric knowledge in hand). The medieval alchemist, the Egyptian sear priest, and the British lore-scholar are potential alchemists. Hermeticism works tusing com. plex mystic formulae that give structure tg the energies of the spells. The formulae are on the whole ficult to find, must be deciphered to be understood, and require materials that are rare, illegal, or dangerous, Any etrors in performing a hermetic spell such as substituting components or focus items, mispronouncing the words of the spell, or using incorrect proportions of the neces- sary ingredients, inflict « +1 to+3 toward casting the ical Failure result while casting the spell means that serious error has been made, and the magic backfires upon the hermetic magician. Because the early practitioners ofalchemy were very secretive, their books of knowledge were usually written in code and with strange nonalphabetic symbols. Many aspiring alchemists do not got very far in their studies before reaching « difficult cipher Every time an alchemist discov- ersa new formula, she must deci- pher the text in order to learn the spell. If the hero has at least one rank in the language of the text she can make « complex Know!- edige-language skill check to Jeam the spell. If she has no train- ing in the language of the docu- ment to be deciphered, she can use the Social Science-Linguistics skill instead, though this applies a +1 step penalty to the attempt (The Social Science broad skill and its specialty skills are described in the DankeMarren campaign setting. If this skill information is not available, ignore this reference or use the rules for making similar stills found in Appendix: Creating New FX Skills) Ineithor caso, tho complox skill check requires a number of suc- cesses equal to twice the base slell point cost of the spell being leamed, (A glamour spell, for example, requires 8 successes.) The hero may make one roll pet day of studying. I the hero has previously decoded a spell by the same author, she receives a-1 step bonus to the skill check Success indicates that the hero has leamed the spell and must immediately pay the appropriate skill point cost, Feilure means that the alchemist cannot make anoth- er attempt to translate the spell until she improves ber skill rank in the language of the document tr improves her ability to translate documents per the linguistics skill. A beginning hero with the Her- mieticism broad skill should start with knowledge of no more than one or two spells. The player should work with the Gamemaster to determine the hero's starting spells, Sincé a sharp mind is needed to properly process the complex com- ponents of this magic, most Her- meticism spells depend on Intelli- gence. Daedalus Improved Tramsiorm spell; 1 FX energy point This skill can't be used untrained. This spell gives an alchemist the ability to fly at his Fly (or Glide, at the hero's option) move- ment rate. He can move in any direction at will and can hang in #4 SIDUH INU IHY > > a pplace effortlessly. This spell even ‘works uriderwater or in space although it gives no ability to sur- ay Without air. (Furthermore, thy drag from the water reduces any = movement jn that environment to fp Pe quarter ofthe Fly rate.) Active flight requires thinking bout abstract mental equations, ‘80 penalties apply to other actions taken during flight. (See Tantz PL Commit Movement Errects in the Player's Handbook.) Hovering requites no effort and imparts no pendity. The spell lasts 10 minutes pérdegres of success. On q Critical Failure result, the éaster sulfers frdm severe vertigo for | minute (6 rounds). All actions during this time suffer a+2 step penalty. and his movement is reduced to half normal @ Enhanced Speeds: At rank 4, the alchemist’s speed when flying or gliding increases to double the listed rates. The base rates triple at rank 8 and quadruple at rank 12. Glamour Conjure spell; 1 FX eneray point This skill can't be used untrained. This spell creates strong crudito- ry ond visual illusions that change as the caster desires. It can be used to alter « single crea- ture or item or ani arec of up to 25 square meters. The light and nois- 6 it makes can be no louder than Good intensity. (See the Range of Vision and Sound sections in Chapter 3 of the Gamemaster Guide or Taste F4: Licut and Taste FS: Sounp in the Illusion section following this one.) The illusion is otherwise so realistic that it inflicts @ +3 stop penalty toll Awareness-perception checks of those viewing it and attempting to discern what is real. The illusion cean even foo! electronic equip- ‘ment such as cameras. While the illusionary effects ‘cam cover an object with the image of another object of larger size or obscure a sound with « Jouder sound, they cannot make something disappear or silence n noise. Particularly unlikely results ARCANE MAGIC (green flying pigs, for instanée) auutomatically entitle a viewer to ‘an Awareness-perceptign roll with @-1 to-3 step bonus to detect the illysion, at the Gamemaster’s dis- cretion. The spell’s duration ig 1 hour, and the alchemist must remain within 90 meters of the ated, item, or creature atfected. If the caster eaves this area before the end of the spell, the spell lasts for d6 additional minutes or until the maximpin formal duration of the spell. The spell requires a powder made from a fistful of narcotics, sweat taken from cn onstage per- former, and crushed leaves of the poisonous herb belladonna. On a Critical Failure result, the alchemist’s senses are affected by spectral visions cd noises per- ceived only by him for the dura- tion of the spell. The'caster suffers a +1 step penalty on ail actions that require sight or hearing dur- ing this time, @ Increased Effect! At rank 4, the custey's control of the auditory cand visual effects extends beyond qi human's sensory capabilities Thus, the caster could create « high-pitched sound audible only to dogs or musk aa infrared com- ponent to thwart infrared sensors. Atrank 8, the area of effect increases to 100 square meters. At rank 12, the visual end auditory’ images can be of Amazing intensi ty. Homunculus ‘Transform spell; | FX energy point (permanent) This skill can't be used uhtrained. ‘This epell allows an alehemist to slowly grow an attificial life- form that obeys its creator's will The process requires broad range of ritual materiel, ificlud- ing human bodily fluids (especial- ly the blood of the caster), man= rake root, bear's gall bladder, shark cartilage, and human growth hormones extracted from brain tissue or bought from a med- ical supply or biochemical compc- ny. (More primitive alchemists used entire ground-up brains) Any deviation from this process applies « +1 to step penalty. ‘The spell requires cfull month of near-constant activity consum- ingat least 12 hours of the caster's every day to grow and shape the homunculus, at which point the alchemist must make a homiineu- Jus skill check. If suecesaful, the: homunculus is fully developed, mows the casters language, and | has'the ability to act independent- ly, though it remains tindr its ere- | Gtor’s control. Failure indicates that the partially formed homunculus dissolves into @ use- less sludge. Regardless of success or failure, tHe FX energy point spent on the spell is lost perma- | nently, though the elchemist may spondachiovement points to replace it as covered in the rules | for gaining FX energy points, Homunculus game statistics ‘appear in Chapter 6: FX Creatures. A trained homunculus can act as messenger, spy. and scout. With a sucessful homunculus skill check and the expenditure of 1 FX energy point, the hero cancommunicate with her homunculus telepathical- ly @temny distance for up to I hour. IaCritical Failure result is rolled, the creation process has») gone awry, and the homuneulus ‘lees immediately. It haunts tor for the rest of its existence, ; perhaps even seeking out cit | enemy of its creator to serve. does ot aifect the caster’s chance 1 telepathically comimu- nicate with her homunculus, thotigh such communication gremts the caster no power of control over her failed creation. Bsciatet ‘check and the expenditure of 1 FX energy point, use the homunculis's ‘sensory organs as if they were her ‘own for up to 1 hour. Atrank 8, the homunculus's sensory capabilities grant -1 step bonus to any skill checks made by the creator using its senses. At rank 12, the durations of telepathic communication and ‘sensory relay increase to Shouts. | ‘These rank benefits apply. evento = fo = Homuneull created before the rank benefit was dchieved. Ligature D Miansicrm spell’ I FX energy point | This skill can‘tbe used untrained. This spell wraps the target in ” hundreds'efimagical metallic ” threads that snap tight and "restrict movement. The target's Strength fesistance modifier applies to the alchemists ligature | sill check, On an Ordinary suc- cess, the targetis only partially bound; He moves at half normal Site and sulters c +2 step penalty onalll Stength- and Dexterity related skill and feat checks for the next d4 rounds. On a Good success, the target is rendered immobile for d4+2 rounds. On an ‘Amazing success, the target is held motionless for d8+2 rounds. Tnany case, the victim may still use abilitigs thet do not require ‘movement, such as psionics and mentally activated mutations and cybernetic devices. The strands irom the ligature spell cannot be broken by toughness. Only damage from ‘edged or energy weapons can ‘sever thom, ‘One Critical Failure result, the ligature entangles the alchemist ‘a5 if the spell result were « Good success. @ Increased Effect: At ranks 4, _ tively increasing the duration of the spell by 1 round and the dura- bility of the strands by 1 at each of these ranks. Transform spell; 2 FX energy points This skill can't be used untrained. {This complex and dangerous | titual allows the caster to assume the exact form of a specific ani- imal, gaining its movement, vision, ‘special cbilities, and skill ranks. ‘This does not grunt the caster any [Bbecific memories or factual knowledge, just qualities present {nthe target's species (expressed 4s skill ranks), such as a tiger's ‘stealth, a fraal's mindwalking “skills, or a wolf's ability to track by scent. The caster retains his own Intelligence, Will, and Personclity Ability Scores, To complete the ritual, the cast ex must have a well-tanned hide, of the animal whose form she chooses to adopt. The ritual requires ound to complete Shapechanging can even allow an alchemist toassume the form of a Human, an lien, or a supernatu- ral creature such as qdemon, so ong as a well-tanned skin is available, However, assuming the iorm of a nontertesirial creature opplies a +2 step penalty to the skill check In additign to the tanbed hide, ‘noptional fitual material for shapechanging is rendered bear fat, whale oil/or another fubricant ‘This lubricant makes the transi tion from one shape to another ‘easier, granting/a -1 step bonus. Ttems do not transform with the ‘alchemist, and the animal skin must be held agiinst the ‘Gichemist's own skin during the ‘casting. Wearing any natural items (cotton clothing, leather ‘shoes, and the like) during casting imposes a +1 step penalty to the roll, while metal, plastic, or other ‘artificial itoms inflict « +2:step penalty, Thus, to maximize their chances for suecess, most castérs choose to perform this spell naked. The spell lasts 4 hours plus 1 hour for every degree of sutcess (Ordinary, Good) or Amazing) of the skill chock. On a Critical Failuré/résullt, the ‘alchemist loses partial control of ‘her own faculties and suffers d+ ‘step penality to all actions for T hour. ‘® Increased Durability: At rank 4, the alchemist gains « bonus stun, ‘wound, fatigue, and mortal point ‘when she assumes animal form, Any damage taken is first subtract- ced from these bonus points; which ié lost when the hero refums to normal form. An additional point is gained in each category at rank 8 and again at remk 12. Sleep of Morpheus ‘Transform spell; 1 FX energy point ‘This @kill can't be used untrained. ‘This simple spell causes a liv- ing creature located up 1880 meters away from the caster to fall asleep fora few minutes. The vic- tim is entitled to @Resolve-mental resolve skill check to resist the effect entirely. The alchemists degree of success (Ordinary, Good) or Amazing) inilicts a +1, +2, or +3 step penalty to that check. Particu- larly vigilant targets, such as sen- tries, receive al step bonus to resist this spell. Ifthe victim succumbs to the spell, he falls asleep fora number of minutes equal to 20 rimus his Constitution (minimum of 1 minute). Attempts to wake the tat get entitle him to another mental resblve skill check. Ifthe victim is attacked or otherwise injured while asleep, he immediately ‘wakes to full consciousness. Noise alone cannot wake the victim. The ritual material for sleep of ‘Morpheus is c spinning or swing- ing object, such as those used by. hypnotists, On a Critical Failire result, the spell affeets the alchemist, who has a 42 step penalty to the Resolve- mental resolve resistance roll. ® Increased Efficacy: At rank 4, mental resolve checks made to resist the spell suffer an addition- ‘al 41 step penalty. At rank 12, the penalty increases by another step. @ Increased Duration: At rank 8;the duration of the sleep of Mor- Pheus increases to 90 minutes minus the target's Constitution. ow #4 JISWH SHUIHH y r smutation Lb ‘ He He eee pron ligt «= 1st pl a po ‘This skill Qgn't be used untrained{, This cafefully guarded spell |) allows the elchemist to transform cone subsignce into another. The alchemist Who discovers and deci- hers this spell rarely shares this ‘secret, andso the total number of copiegiof the spell remains ‘unknown. ‘The spell requires an extended ritual, Thisiitial is represented by a gomplexskill check requiring 10, sulévesses and allowing one roll per 2 tours. Failure means the spell fails and the material to be. transformed becomes corrupted ‘end unusable. The ritual involves «fully stocked alchemical or chem- istry laboratory and ingredients ‘such @s aqua regia, exotic mineral salts, «source of flame, and large amounts of quicksilver (mercury). Sotting up such a laboratory costs $5,000, and maintaining it con- ‘sumes lab supplies costing $100 per casting of transmutation. Each lise of the spell can transform up to ‘one-half kilogram of matter. For the purposes of this spell, four types of substances exist. In increasing order of complexity, these are light elements (such as ‘oxygen or hydrogen), heavy ele- ‘ments (such as mercury, iron, lead, ‘or gold), simple compounds (such ‘as water, air, pure alcohol, carbon dioxide, or steel), and complex ‘compounds (such as wood, leather, ‘wine, blood, or gasoline). Any transmutation involving one or ‘more compounds requires 2 FX ‘energy points rather than the stan- dard cost of | FX energy point. ‘A bonus or penalty is applied to the skill check based on the origi- nal and desired substance, as noted on the following table. For example, an alchemist changing nitrogen (a light element) into heli- ‘um (another light element) would receive aI step bonus to the skill check. if the hero wished to trans- ‘mute nitrogen into air (a simple compound), he would suffer a +3 step penalty to the skill check. Simple Cle Cpnd Cpnd iy ado Qe 4 a 2 gos Ss 4 Hye The alchemist has no control over the temperature of the mate- rial, Thus, he couldn't tun oxygen into liquid oxygen, which requires intefibe ¢old, or stone into magma, which requires great heat ‘The new material appears in the approximate shape of the old ‘material, taking into account the potential difference in size due to changes in density. Because of this, the alchemist cemnot transmute a hunk of granite into'a statue or an iron batinto @ gold ting, Also, this spell cannot affect living animal or plant tissue, nor ean it create living ‘matter. Thus, the Gichemist could not transmute a tree into a flagpole lr a corpse inte a living creature. ‘The duration of the transmuta- tion depends on the result of the skill check. On an Ordinary result, ‘the duration is 1 hour per skill rank. With a Good result, this duration is 1 day per skill rank. With on Amazing result, the trans- mutation is permanent. ‘The Physical Science-chemistry ‘skill con be used to assist trans- ‘mutation skill checks,The result of the chemistry skill theck (Ordi- nary, Good, or Amazing) gramts a =1,-2, or step bonus to the transmutation attempt Ifa Critical Failure regult is rolled, the transmutation spell ‘goes awry and creates « Yolatile ‘or explosive material that deto- ‘nates, injuring all nearby and destroying valuable equipment. Anyone within 5 meters of the ‘spell cam make an Acrobatics dodge skill check to duck out of the way. Those who fail take ‘48+1w (En/O), and the alchemist must rebuild the laboratory, which takes d4+2 weeks and the appro- priate expense. @ Increased Blfectt At rank 4, the alchemist can transmute up to 1 kilogram of matter. This increas 5 to 3 kilograms at rank 8 and to 5 kilograms at rank 12. ILLUSION at The art of ilusion involves the manipulation of light ‘Gnd sound to produce artificial images and = noises. The beginners at this erait caf normally only affect ¢ small area and are limited in the illu- sions they can create, but as their - expertise increases they are able to affect progressively larger spacestind ge lacracitly Sea Ploxllusicha, Most lusionlate are people with a natural talent tor gteiety in te visu via eg lento eae ‘oll eeatlla in cy ea specific Creativity specialty skills Spar gies Socios gg ae Tllusion spells. ‘While Illusion magic requires no physical trappings, having a model to work from greatly sim- plifies the procedure for crafting an illusion. For example, an illu- sionist wishing to create an image of a weren would enjoy a “Ap bens to opal check if She had a picture or small Shilpture, gh bs dell anges figure, on hand touse as a model. Having an actual weren present to baee theliasisn on would toorele bas toa sel Becabe of ily giany Uke cor ree NU octet pictures (or sounds) to aid in the creation of illusions, Holoprojec- ors and handheld computers with (Gass heady tools lor tbe modern illusionist. ae magic is that its spells can be combined together and invoked at the same time. Thus, while visual and auditory effects are caused by foro lira opie uate con gentle cote ia action and generate both effects. simultaneously. Doing this causes Eo penalty ioe petoceioa jaa ean actions at once, although each ‘spell's FX energy cost must be fects combine into a single spell Also, most illusions are dependent ‘upon the atteittion of the person ‘who created them. They remain Batic inless actively controlled. However, as lohg as the duration ithe spéll hag not expired,the ilusionisticait influence the exist- ing illusion with no penalty. Tlusionists need to be able to visualize complex images in notion and do so'in a way that is convincing to those that behold thom. Tietefore, those who use Musida magie tend to have high Intelligence and Will Ability Scofes. Their spells are based upon these two abilities lusions are only effective against things that can percoive thom, The most realistic image in the world cannot convince some- nie who can't see, for example, and creatures that rely heavily on! scent, such as dogs, are not fooled as easily ds those that primarily rely off Sight, However, as this sort ol aregne FX manipulates light and sound instead of minds, it is tiective even when the illusion is viewed through cameras or other sorts of electronic recording devices. Conjure spell; 1 FX energy point This skill can't be used untrained. This spell creates sound by causing vibrations in the area of sflect. The sound could be as sim- ple as ¢ single tone or as compl as intelligent speech, but it may not be greater than Ordinary intensity. Multiple sounds can be created within the same area, but unless developed carefully, they are like- ly to overlap each other and Sound ean- ‘equal or higher quality can be used to conceal them. This spell can create sounds up to 30 meters away from the caster. ‘The effects last 10 minutes per degree of success of the skill check. @ Increased Volume: At rank 3, the illusionist can create Good- intensity sound with this spell. At rank 9, she can create Amazing intensity sound, @ Increased Range: At rank 6, the illusionist’s range extends to 100 meters, At rank 12, it extends to 300 meters. Conceal Conjure spell; 1 FX energy point This skill can't be used untrained. This spell allows the illusionist to cover an object or objects up to 80 meters disicmt with an illusion of nothingness. Essentially, the item becomes invistblé to the visi- ble spectrum, although infrared, ultraviolet, cad other scans using the farther reaches of the electro- ‘magnetic spectrum reveal its pres: ‘ence. The object can be picked up. ‘moved, or manipulated without disrupting the illusion. Even painting the object does not reve! 1t, as the illusion also covers the paint. Objects placed inside an invisible object become concealed but appear again if removed, while a multipart object that is, rendered invisible cam be separat- fed into its component invisible: pieces, Trying to find or target an invisible object gives « +3 penalty toalll attempts made to do so; oth- erwise, the object remains unnoticed, ‘The illusionist cannot see the invisible objects created with this spell.and an invisible creature cannot gee itself, although it can see its surroundings normally, The spell only affects discrete items. A section of wall or floor cannot be turned invisible, nor can only part of a creature be made invisible. Also, particularly coherent beams of light, such as lasers, ccm pierce this spell, though the recipient's resistance modifier against such attacks is improved by 2 steps. ‘The spell lasts I minute per degree of success of the skill check and affects up to 2 cubic meters of material. HY JISBW THE > u ARCANE MAGIC FH > % © Increased Duration: At rank 9, the spell’s duration becomes 5 minutes per degree of success. irae] Sound Many of an illusionist’s spells depend on determining the inten Pomn eer ars these guidelines to determine the creme peered ete aot en follows. For illumination, the mod. Coes rer ere ets Peper airy paneer Investigate-search, for example), Creer Se ere eee) Seen es) Paar eee arene The first applies to a hero's chance Pence nee See eee cer? nner mer retty lack of sound cannot be "detect: areata poe eee eres Pern ne rtrct nee etna Peete Sennen entry Creer ted tohear a scream (-2 step bom een ee ee ant panne ees erent Prem reereeiet ty ee esl ee ey et rene ns eect cae ee ee eer ots eer aan ete distances at which the intensity of illumination or sound decreases to the next higher degree. In some cir eee ts perceptible at greater distances (a bright light in darkness) or may ets ere eee) In such cases, the Gamemaster should use her judgment in place Pees e sn © Increased Effect: At rank 6, the spell affects up to 10 eubic meters of material. Increased Spectrum: At rank 9,1the spell also renders the object invisible to infrared and ultravio- let sensors. At rank 12, the object is hidden from all electromagnetic sscams and enjoys a +3 resistance modifier against any weapons using electromagnetic energy to inflict damage upon it, including lasers, masers, and arc guns. Conjure spell: | FX energy point This skill can't be used untrained. ‘This spell cllows an illusionist to create a disguise for herself or mother person, A person, in this, case, also ineludes anthropomor- phic robots, dead bodies, store mannequins, and tho Jike. Initially, the spell.ean only alter the basic features of « target such as eye/hair/skin color, general build, and facial features A specific indic ‘vidual cannot be emulated. although the target's features can be alterod 16 be similar to those of particular person, giving a +1 slep penalty {or évory degroe ét sticcess of the skill check to any Awareness-perception checks made to see through the disguise. Thus,\q human male could be mads to appear asa mechalus, & small weren, q female human, and s00n, with @ different eye or hair color, clothes, and so oA fraal could be disguised as'a teava ‘small human, or < mechalis, ‘The illusion follows the target's movements, so a disguise of foi mal wear on « person clad in bathing'suit would bend gd wrin- Kle in the appropriate pices. The spell could also conesal or give the appearance of hawing g eyber- limb, scarring, c minor physical mutation, and so on ‘The spell produces no auditory effects, so a careful observer may notice that the illusionary formal wear doesn't rustle as it moves, a voice might not match thecon- cealed individual's apparent form, ‘and so forth. The spell only affects ] visible light, 0 an infrared, radio, or sonar scan would reveal the true form if itis radically different {rom the illusionary one, « heat scan would not register heat for a dead body or mannequin, and so The spell lasts 10 minutes per degree of success of the skill cheek. If the illusionist has the disguise rank bonefit of Entertainment-act, she receives a -2 step bonus to the | evefymen skill check | @ Increased Precision: At rank — 4. the illusionist can disguise someone as « specific person Who | istat hand. If the illusionist is working from a picture or video recording rather than a target at hand, apply a +2 step penalty to the everyman skill check. @ Increased Change: Atrank 8, the disguise can radically change the apparent size of the target, A fraal could be made to look like a ‘weren or vice versa. a person ina body tank could appear unca- mored, and 0 on. ® Increased Spectrum: At rank 12, the spell also alters the target's profile in the electromagnetic spectrum so that it matches the assumed form, including adding « heat signature, f appropriate, Moving Pictures Conjure spell; DFX energy point This skill can't be used untrained, This spell creates visual itlu- sions'that cam duplicate motion in real time to create realistic move- ment within the area of effect. Thus, the illusionist could make ait illusion of a wall of fire, an ‘operating sensor gauntlet, « ‘Person typing, or a spinning sky- ar. The illusion appears real, although it stops moving it the illusionist stops paying attén- tion to it. ‘The spell lasts 10 minutes per degree of success of the skill check and affects 2cubic meters at a range of 30 meters. The mini- mum reasonable dimension of the ilusion’s area is 0.1 meter (10 centimeters). While objects small- fr than this can be shaped, this er rrr oer) Bright sunlight (floodlights) ] Re ee ee eee Ce) Average day (headlights) eel Cee ey ed ee ee eo ere Moonlight, fog (candle, computer monitor) ed oe oe ne eee ee eee ee ed Pe ee eee ee ee 6 ri i = me cy rd s moe ca A m *Light source is visible but provides no Hlumination at this range. Some light sources ee net een ee ee a ek ccd as ee Rat Se eee ee preirenieree eee ts Bee ee ty Jat engine, explosion, firefight (130+ dB} Scream, single gunshot, car horn (90-130 dB} atest idk Guede Loud whisper, quiet office (30-60 dB} ered Pee eee een er) ieee ‘Shallow breathing (1-10 dB} nd eee ee | Pern ee Be eed Cer ee ee eee 2 A CS ry m SO ee te ee en on Soc mec oy ar @ Increased Volume: The illu- ¥ Gionist may affect up to 10 cubic meters ct rank 4, 50 cubic meters ARCANE MAGIC FA Programmed Response Conjure spell; 1 FX eneray point This skill ean't be used untrained, This spell does nothing by itself, but it adds a set of pro- gragimed instructions to the clam- onj6f moving pictures spell (and rately, tothe static image or every- sman spell), causing the spell it affects to continue its actions without the attention of the illu- jonist. Thus, a wall of fire would continue to move, cn illusionary person could continue to type, and «@ skycar would continue its motion even if the illusionist stopped paying attention or left the area. Programmed response repeats a single default action for the illu sion. The spell has the range, ‘area, and duration of whatever spells itis linked to, @ Triggered Response: At rank 3, the illusionist can program a trigger-response pair into the spell. Examples include an illu- sionary typist giving « quizzical look if spoken to, the wall of fire flaring up if approached, the car rolling up its windows if it starts to rain, and so forth. The spell trig- gers auditory or visual responses (rboth) as appropriate to the spell or spells upon which it is cast. If linked to the static image spell, the trigger brings into play preset still image, so a metal ‘wall could show bullet holes if fired upon, a dead body could ‘open its eyes if approached, and ‘80 on. It could also be linked to the everyman spell to cause a dis- «guise change once certain condi- tions are met At ranks 6,9, and 12, the illu- ‘sionist can program an additional trigger-response pair into the illu- ‘sion, These triggers can be repro- 2B grammed at a rate of one per phase should the illusionist fish to change them later. Static Image Conjure spell; 1 FX energy point This skill can't be used untrained. This simple spell creates « visi al illusion of a nonmoving abject such as a wall, « one-piece weapon, « body, or a vehicle, The illusionist can alter the image to give the appearance of motion, but the peresived motion occurs in a jerky fashion at one frame of ani- mation per phase. Anyone viewing this very rough animation has a3 step bomus to any-golls made to realize that it is emi artificial image. The spall’s duration, area of effect, and maximum change in illuminationare identical with those of the moving pictures spell. An appfopriate Creativity special ty skill ¢an be used to assist static image. @ Increased Illumination: At rank 3, the illusionist ean alter the ‘ambient light in an area by throe degrees on Tants F4: Licht. He can change illumination by up to four degrees at rank 6; by five degrees at rank 9, and by six degrees at rank 12. @ Increased Volume: The illu. sionist can aflect up to 10 cubic meters at rank 4, 50 cubic meters atrank8, and 250 cubic meters at rank 12. ‘This school of Arcane Magic FX focuses on influencing and control+ Ting living minds. In many ways this discipline overlaps other sorts of ‘magic and even several psionic skills. Some of the more common sorts of mesmerists ineluide hypno- tists and some public speakers (especially politicians and televan- gelists), although spies and assas- sins also find this magic very useful Mesmerism requires some study but is not c difficult art. A practitioner with sufficient Will and natural ability quickly mas- ters the basics of this Arcane Magic FX, although only rae indi- viduals grasp the most difficult Mesmerists dre usually willful and charismatic. A mesmerist must attract etarget's attention and be strohg @nough to retain it long ‘endugh fo overwhelm his resist- «ance. Thus, mesmerists usu! have high Will and Personal Ability Scores, and thei spells are ‘based on these two Abilities: ‘Mesmerists requir no cumber- | sonie trappings to work their FX, although some spells cre aided by ¢ focus object or require an ‘extended period to take olfect. Mesmerist skills can easily be confused with psionics, but abili- ties such as psionic awareness do not detect Mesmerism, nor do mutations such as Psi Resistance or psionic defenses such as Telepathy-mind shield give any aid in resisting them. Mesmerists must be able to make eye contact with their targets, ond their tar- gets must be in range. In addition, most spells require the target to hoar the arcanist’s voice. If the mosmetist doos not speak ina Janguage that his target can understand, apply a +2 step penalty to the spell’s skill check. Befriend ‘Transform spell; 1 FX energy point This spell is essentially an improved version of the Interae- tion-charm sll. It cllows the user to adjust the mental attitude af a target within 2 meters with a suc- cessful skill check. Even Hostile or Combative targets can be affect- ed. The targets attitude is shifted cone, two, or three categories toward Fanatic with on Ordinary, Good, or Amazing success. All modifiers normally associated | | with the charm skill apply. The spell lasts | hour. @ More Targets: At romk 4,the mesmerist can affect three targets _ ‘simultaneously. At rank 8, this number increases to ten, and at rank 12, it increases to thirty. ‘Whon multiple targets are to be affected, a single control die is rolled, and the appropriate situa- tion die for each target is rolled and applied to that target or group of targets, ‘¢ Example: A mesmerist with rk 8 in befriend attempts to affect Jen targets. Six have no modifiers tothe die roll, three have a +1 Will resistance modifier, and one has a 42Will resistance modifier. The player would roll the control die sormally and compare the number rolled to his skill rank to determine success against the first six targets, He would add the result of a d4 to fe control die to determine his suc- cess against the next three target and he would add a d6 to the con- trol die to determine his success against the last target. Confu: ‘Transform spell: 1 FX energy point When casting the confuse spell, the mesmerist utters a droning incantation that puts the thoughts ‘ofthe target, who must be within lOmeters, slightly out of focus, reducing the target's ability to accomplish tasks relying on men tal faculties. The result of the con fuse skill check (Ordinary, Good, or Amazing) applies c+, +2, or +3 step penalty to all Intelligence- ‘and Will-based skill checks of the target for rounds. ‘The mesmerist can continue droning after a successful skill check is made. Thisiextends the spell's duration, allowing the spell to last for § rounds alter the ilu. sionist stops droning. Any damage suffered or any other speech uttered by the mesmerist cutomat- ically ends the droning, at which point the §-round duration begins. @ Increased Duration: At rank 4, the confusion lasts for 5 minutes ater the caster ends hor droning, At rank 8, it lasts for 20 minutes, At ramk 12, it lasts for | hour. Dominate Translorm spell; 1 FX energy point This skill can’t be used untrained This spell subsumes the will of « target within 2meters, making her a'buppet of the cxister, The victim gets a Resolve-mental resolve skill check to avoid this Control, although a Good or Amazing suc- cess by the mesmerist gives a +] or +2 step penallty to the resistance roll. Ifthe target fails this roll, she unquestioningly obeys the mes- merist’s orders for the next 1 mimute (rounds). Commands that are obviously suicidal (such as jump- ing into an incinerator or firing ‘weapons at one's own hed) allow the target another mental resolve skill(check to resist at 2 stop bonus. Subtle commands that aren't directly harmful (such as drinking an tunknown liquid or driv- ing into a busy intersection) do not. The caster can continue to give orders to the subject through visu al or verbal cues for the duration of the Spell, Aiter the spell ends, the victim is entitled to make a mental resolve check to realize that her actions were not of her own volition. @ Increased Duration: At rank 4, the domination lasts forS min utes, At rank, it lasts for 30 minutes. At rank 12, it lasts for 2 hours Emotion Transtorm spell; | FX energy point This skill can't/be used untrained, This spell allows the mesmerist to affect the emotional state of her subject, ‘The caster can cause the subject to feel any one emotion of her choice for the duration of the spell, such as fear, courage, joy, sadnesé, hate, love, friendship, ‘enmity, hope, or discouragement. ‘The exact effect of this emotion on the target is up to the Game- master, Normally it results in c-1 to-3 step bonus (based on the suc- oss of the emotion skill check) to skill checks made by characters acting upon that target with appropriate spells, skills, or psion- ic powers, For example, ¢ mes- merist who infused her target with love and rolled an Amazing result would grant a3 step bonus to Interaction-seduce skill checks made against that target. HY SIDDW INDIE > 4 ARCANE MAGIC FA > <> il t ‘The target's emotional state fttificially.gravitates to the cho- Sen/emotion even if Jater stimuli ‘would couipteract this. For exam- ple, « target made to feel sad remains 90 or the duration of the spell, and gny number of greeting, cards Bepitalks, and mood-elevat- ing pharmaceuticals can alter this only slightly. Alternatively, the spell can enhanee eertain of the target's skills with the same step bonuses listedabove, For example, an actof performing in « tragedy cduld be mate to feel sadness ‘with’ this spell, giving him a bonis) to his Entertaibment-act skill. Likewise, leader could have her feelings of hope hoosted, giving hora bonus to het Leadership- inspire skill. / ‘The spell lasts 1 out, after ‘whieh time the subject's emotighs )) quidkly dnift back to their pre state. Abthat time, the subject is entitled to make a Resolve-mental seach target is applied individually |, out the tine of casting. The caster ¢red when a 7 1 complex skill cheek (@ successes, 1 © More Targets: At rank 4,the check per minute). The target's mesmerist can affect two targets simultaneously. At rank8, this number increases to five, At rank YPhit increases to ten. When multi- ple targets are to be affected, « gle control die is rolled, and the appropriate situation die for Will resistanee modifier applies to the skill chack. This spell can be cast.on an:unwilling target, jh this applies an additional ‘+3'step penalty to the skill check, to that roll. ‘ Forgetfulness ‘Transhicin Spell | FX energy point This skill can't be used untrained. ‘Thib spell clouds the targets suet of he Lat 10 inten The tatget simplyjhas no recollec- aby ject's Stren Dexterity thfough the power of | tion of that time having passed, as if it were! daydreaming, suggestion! This effect raises the | sleeping, or simply being “out of appropriate Ability Scote by 1 it.” The spelhequires a Good com- Point: butitasts only 10 mini plex skil/check to succeed (5 suc- 0 the remaining duration of th cesses.(l check perphaze), and the _sPéll, whichever is less, This target mist remain within 2 ‘also causes 1 point of fatig )meters ofthe mesmerist through- to the targét, which i resolve skill check to realize that can shortén the lengthiof time The his emotions were artificially pom y maximus, ae n bach : © )plRepeat uses of this spell in suc- ete out’ @ Increased Duration At ranks | cession exténd the forgetfulness)» RY. Whetheno 4,8, and 12, the duration ofthe gffect. (For instance, using it twice tized ‘rem ‘emotional effect increases to 2,8, @ row erases the target's » thathhappened durin: and 10hours, respectively. tigg of the previous 20 minutes) duration is completely @ lmplant False Memories: Ky) meses *, ] rank 4, the caster can implant sim. @ Mot ts: At ram! oy eee Tie icles moment of ceottivege_ mesmerit gan alfect five ‘Transform spell: | FX energy point constant events, such as reading’ Simultaneously, At rank This skill can't be used untrained. walking, or sleeping, in place of number increases to twenty-five. This spell allows the mesmerist thelfergotten ons. At rank 9, com- At rank J@.dtinereases to 125, to put thoughts into the head ofa plex memoties can be implanted Whe multiple targets are tobe. target. The target perceives these in place ofthe erased pnes:Exam- _aifected. « single control die is thoughts as her own. Theencour- ples of this\port of {also memory rolled, and the appropriate situa- aged behavior lasts 1 hour for Raiplon( fdilode intelligdgigeamer. for each target is applied oy tocree lctemesostka cle Ts oo Ea to that check. asintricateas surgery. | Like the Telepathy-suggest @ Increased Erasure: Hak 6, mindwalking skill, encourage can- not instill behavior that would be permanently or immediately detri- mental to the target, and the Gamemaster may assign bonus ‘or penalty to the skill check to reflect how exireme the encour- aged action is. (See Telepathy- suggest in Chapter 14: Pstonics in the Player’ Handbook for more specific information) the caster can causeataigetto forget op to the last Phour At 12, the past 6 be erased. oe wae N Hypnotize “|; Tyansiorm spell; 1 FX energy paint a this spell to thie target duriag the casting of the spell for it to’have any effect. The target receives a Resolve-mental sosalve skill check with a +1, +2, or 43 step penally (based on the suc (285 of the mindshatter skill check) foresist the spell The spell lagts a minimum of 6 hours for every degree of success oi the skill check. At the time of casting and every 24 hours after the end dfthe base duration, the target ca make another mental resolve skill check to break free of the spell's effects. This skill check cludes thé griginal penalty, but ‘hodifies that penclty with « cumulative -1 step bonus per day ‘hat has elapsed. @ Increased Effect: At ranks 4, 8, tind 12, the target receives an adi tional +1, +2, or +3.step penalty to his mental resolve skill check to rebist or broalk free from the spell NECROMANCY ‘The athool of Necromancy involves the manipulation of life energy. usually vic living ot dead bodies but sometimes independ- ent of a physical shell. Bratin-ect- jing zombies, haunted houses, and thousand-year-old mummy sorcer- rs.are the result of Necromancy. A nocromancer's craft doesn't require omy particular religious belief, for this magic can call back human spirit regardless of the atterlife to which it has fled. Necromancy deals with the move- ment of energy regardless of its cxigin. Necromancy is a difficult sort of Aicane Magic FX. Life eneray does not obey the physical laws that constrain other types of energy, and some necromantic spells require a high level of knowledge of anato- ny. Furthermore, casting necro- mantic magic can take « toll upon the user, and necromamcers tend to become more reclusive and inhu- man as thelr work progresses. Each time « necromancer rolls « Critical Failure result when casting a spell, ie must make « Personality feat {heck or suffer one of the following flaws, chosen or determined ran- domly by the Gamemaster: Poor Looks, Obsessed, or Phobia. Mult ple effects of the same flaw are ‘cumulative. These flaws cam be removed as normal. Anecromancer’s power stems from his knowledge of the material ‘world and the nature of life energy. s well as his ability to endure the physical stress of casting necro- mantic spells. Therefore, q necro- mancers spells are based oa Intel ligence and Constitution. Also, necromancers have the ability to use their own life force to activate their spells when they are outof FX energy points; Each FX eneray: point substituted for in this fashion toactivate a spell results in the Joss of 2 fatigue points. A necro- mantic item called a life battery ‘can be used to stare the siphoned life essence of the necromancer's victims. The essence in the life bat- tery cam be used to fuel necroman- tic spells, with each mortal point of the person in the life battery pro- viding 1 FX energy point. Each time the life battery is used in this man- nner, the spirit trapped in it must make a Stamina-endurance skill ‘check of dissipate, Unfortunately, there ig no easy way to detect if ‘once-full life battery is now empty ‘other than to eal upon it for FX ‘energy points to no effect. (See the steal the soul spell below for moze information) Since much of a necromance: practice involv€s the study of bod: ies, such characters often benefit from knowledge of medical prac- tices. Any specific bonuses are noted in the spell descriptions below. The nectomancer suffers « +5 step penalty when attempting touse his spells on any creature whose basic chemistry differs from his, For instance, a human ‘necromancer casting animate dead on a silicon-based lifeform ‘would suffer this penalty. The proper Medical Science-xenomed- icine skill allows the character to reduce this penalty, which becomes a +3 step penalty at rank Vand progresses according to the skill's rank benefits thereafter, HY SIDGH ANDI > > i Animate Dead * ‘Transform spell; ! FX energy point ‘This skill'¢an't be uséd untrained. This spall the staple of class cal necroméncers. Boing able to ‘cast this spel is proot of « necro- ‘mandet's dedication to the art. This spell imbues one or more dead bodies with enough life energy to allow them movement and rudi- mentary reactions. The magic is largely dependent upon brain mass. It can revive a single crea- ture-with the approximate brain sige of human (traci, sesheyan, t'9q)and weren included). It can diso be used to.animate multiple creatures whose combined brain mass doesn't exceed this amount (two medium-sized dogs, three cats. ‘ormonkeys, or twenty rats), The zombies obey the caster's verbal ‘commetnds to the best of their abil- ity. The commands they can infer- pret aré generally limitéd to sim* ple concepts expressed in direct verbs such as “Guard,” “Attack.” ‘and “Walk.” The body to be ani- mated must be within 30 meters of the caster atthe time of animation: ‘The spell requires a dead body to be the recipient of the magic. The body's state of decay applies penalty to the spell’s chance of success: dead 1-5 weeks, +1 stop penalty; 6-12 weeks, +2 step penal- ty; 12-24 weeks, +3 step penalty. Bodies dead for more than 24 ‘weeks are unsuitable for the spell. The duration of the animation is determined by the result of the ‘skill roll: Ordinary, | day; Good, | week; Amazing, | month. A necro- ‘mancer ean have « maximum number of animated zombies (or proportional number of creatures based on brain mass) equal to his: nimate dead skill rank. Anecromancer with the Med- ical Science-medical knowledge ‘specialty skill gains a bonus to his animate dead skill check of -1 step at rank 2, -2 at rank 5, -3.at rank 8, and ~4 at rank 12. @ More Durable Zombies: At ranke8, any zombie animated by ‘the necromancer gains +1 to each of its durability ratings. At rank 12, 2 this gain becomes +2. ARCANE MAGIC FH > <> Energy Drain Transform spell:: 2 FX eneigy points This skill can't be used unttcined. This spell causes a beam of black light to unerringly strike a target within 30 meters. The beam inflicts d6+1s/d8+2s/d4+1f (En/O), ‘This damage is due to disruption of the target's life energy, $6 armor does not protect against it, though magical wards and other defen- sive spells.can atfect the damage. @ Increased Damage: At rank 5 the damage increases to 6+ 2s/dB48s/d4+21. At rank 9, it ineredses to d8+2s/d12+3s/d4+3t. Fortitude Transform spell 1 FX energy point This skill dante used untrained. This spell augment's « living target's durability rating with an infusion of extemal life energy based upan the result of the spell skill roll: Ordinary, gain 2s/1w/ Om/0t; Good, gain 35/2w/m/l¢; ‘Amazing: gain 4s/8w/2m/2. The targetmust be efther the caster or someone touched by the caster ‘when the spell is cast. Any dam- age sustained by the recipient is. ‘marked off in these extra boxes first, with damage greater than that amount carrying over into the target's normal durability. ‘The epell ends when ail of the extra boxes have been used or when 10 minutes have ¢xpired, whichever comes first, Any dam- age remaining or encolintered atter that point is handled normally, Multiple castings of this spell ona single target are not cumula- tive. This spell does not revive a hero rendered unconscious due to Joss of stun, Wound, ot fatigue points, nor does it resurrect hero ‘who has died through losing all hhor mortal points. Example: Evanthal the negro mancer casts fortitude upon AllEsh, his faithful sesheyan ser- vant (@s/Sw/4m/¢) and gets an Amazing result, tcising herdura- bility to 19e/12w/6m/6t. She takes 2 points of mortal damage from pistol. These are marked off in her extra durability boxes from the spell, leavingher at her normal total of 4 mortals. She later takes nother 9 points of mortal damage from a gravmace and decides to sit out the rest of the battle, She hopes that she cai get some medical attention very soon. Had she avoid- ed being hit by that second attack, she would have been completely unharmed when the spell expired. @ Increased Fortitude: At rank 4;the durability increase goes up by Lin each category. This repeats at ranks 8 and 12. Haunt ‘Summon spell; 2 FX energy points This skill €cm't be lused untrained. This spell summons a minor ghost—the life energy of a deceased person—and binds ito { person, location, or‘object within 30 meters of the caster, This ghost frightens, harcsses,and annoys the target if it is bound to per 80h, of it hounds people within 10 meters of its target if it is bound to «location or object, This physical bartiers and can only be harmed by magical attack: Eifects that block or dismiss supernatural beings, such ds Mondthetsm-exorcism, can thwart it. Th8 duration of the haunting depends upon the result of the haunt skill check: Ordinary, 1 day: Good, I week: Amazing, 1 month. Knit Wounds Transform spell: 1 FX energy point ‘This skill can't be used untrained. ‘This spell allows the necro- ‘mancer to tap into the deep recess- es of a living creature's life energy nd repair damage that it has suf- fered. The amount of wound dam- ‘age healed by this spell depends on the result ofthe knit wounds skill ‘check: Ordinary, | wound point: ‘Good. 2 points; Amazing, $ points. »))Egeh tse of this spell causes 1 (of fatigue damage to the tar- get The necromancer myst touch ‘her intended target. Betis necronfiater con make a icdl Science-treatment special- Skill check t@ assist the knit inds skill check. An Ordinary, \nearby, the spell skill check is je With a -2 step bonus; how- lever. apply a +1 step penalty for ‘every week that has passed since the individual died ‘The necromancer may ask one, two, or three questions of the ghost deperiding on the result of the spell Good, or Amtizing result grants skill chieck. The questions must be -l,-2.0r° step bonus, respective- simple, and while the spirit is com- yy pelled to answer truthfully, it is Rot @ Healing Mortal Damage: At required to be friendly. fit was rank6,ahecromdncer gains the _hostile to the necromancer in life, it bility toheal mortal damage. continues tobbe'so in death. ‘Change'the sldll check results ‘The ghost can dnly answer 10; Ordinary, 2 wound questions that it could have (Good, 3 Wound points or 1 | emnswered in life. “Idon't know" is, Point; Amazing, 4 wound am acceptable truthful enswer. The ghost remains for am@ximum of 5 minutes. Any tinanswered ques tions left when the ghost leaves dit forfeited. @ More Questions: At ranks 4, 8, hid 12, theiecromancermay ask spell 1 FX eneray point iss be used untrained. |) "this ts@blight upon ( abadditiondil question, the target's ‘energy. The target, 7 who must be touched by the necro- Ghentiespellvast, Steal the Soul Trafisform spells FX energy points ‘Thié skill can’t be used untrained. ‘This spell allows a necromancer _ to remove. victim's Iife force from ‘her body and store itin « specially; n progresses as if it werea prepared container called a life that Constitution _—_battery. (See the introductory dis- feannot result in the cussion on Necromancy for more ‘haracter recovering beyond Ill. information on this item) The tar- ders between Ill and Ter- get must be within 10.meters of lly [1] until he either dies or both the caster and the life battery and must be physically restrained. ‘The spell.can onlybe removed _—The target makes c Resolve-mental _by effects that dispel or counter resolve skill check to resistthis | magic or possession-type ‘spell. Failure means that the vié- ‘by the necromancer’s will, _tim’s life energy is stripped away x by the necromancer's death. ‘and that the necromancer can __ The necromancer uses a portion _transfer the energy in:o the life bat- ‘other own life force to create this _tery. If there is no life battery pres- blight and sustains 1 point of ‘ent, the life energy slowly dispers- _ wound damage when she casts es. ‘the spell. This damage cannot be A life battery can only contain heeled while the spell is in effect. the life essence of one being at a t time. The life force of a new being = can only be added'to a previously Speak With Dead fied ie battery alter the spirit of Summon spell; 1 FX energy point the previous being contained in the | skill can’t be used untrained. battery dissipates. If the necro- ‘This spell summons « particu- mancer tries to insert a new spirit ghost to onswer questions. f _intoa still-full life battery, he suifers former body of the ghost is Rot easy. Those with a seriou: wy | thé effects of a Critical Fail tna har soateonte tet necromancer can return the life energy to its proper body with- gs in | hour of the spell being cast with nohharm to the target. For every hour after this point, the fer | point of mortal damage.y ion taeorpee drained of ‘alla ae force in this manner is used. animaié dead spell, the necro= manger gains « -2 step bonus to the gnimate dead skill check \ Increased Potency: At ranks’ afd 12, the target suffers a +1 penalty to the mgntal resolve skill check made to resist this spell. The easence of Pyromancy © ee rected with this goHt of magiciis avoid using core unskeill cout of interest for their own heal ‘Charactets casting Pyromancy spells untrained sutfer « Critical Failure omacontrol die result of 19 or 20. hero with the Bad Luck flaw'suffers a Critical Failure if he rolls an 18, 19, or 20 when using interest in Pyre spells in, vive their training and the effects. of their magic, Therefore, succoss- ful pyromancers have high Will and Constitution Ability Scores, Pyromancy spells generally do not work underwater or in locations ‘without oxygen, but the biggest @rawback end hazard to Pyromancy ARCANE MAGIC FA > > 44 mantic spell backfires in some way. ‘when the caster rolls a Critical Fail- ure, The exactidetails of a backfire result are described under each individual spell, but they are invatie ably risky-lor the caster. Cloak of the Phoenix Conjure Spell: 1 FX energy point This spell surrounds the pyro- mancers with a protective shroud of flanie. In addition to keeping the xgamist conifortable in polar envi ronments, this shroud provides protection of dA (L1), 4 (HD, d4s1 (a) and has Ordinary toughness. ‘Anyone who successfully strikes the caster in melee cutomatically sustains df points of wound dam- ‘age (En/O). The caster cannot flict additional damage in males ‘with this spell. nor does the cloak of the phoenix ignite flammable materials. The spell lasts S rounds for every degree of success of the ‘skill check, On a Critical Failure result, the fire of the cloak rages out of con- trol and burns the caster for d¢1 points of wound damage every phase until he makes « successful cloak of the phoenix roll to extin- guish it, This extinguishment roll requires no FX points and does not cause an additional backtire if another Critical Failure is rolled. @ Improved Armor: At rank 4, the protection of the cloak increases to 4441 (LD, d+ (HD, d4+2 En), At rank 8, the offensive damage becomes d6 (En/O). At rank 12, the cloaks defensive value improves to 4641 (LD, d6+1 (HD, dB+2 En). Fiery Bolt Conjure spell: 1 FX energy point ‘This spell forms a sphere of extremely hot fire that appears above the caster’s open hand and flies at her target of choice within ‘0 meters. I strikes unerringly for 4+ 1widB+1widdm (En/O). Despite the flame's heat, it does not exist Jong enough to ignite objects unless they are extremely flammable, ‘On. Critical Failure result, all spheres created by this spell strike the caster instead of the intended target. They inflict nor- mal damage @ Multiple Bolts: At rank 4, the spell creates a second sphere of fire at no additional FX energy cost that may strike the same or a different target.If it is cimed at the same target, armor is rolled separately for each sphere. At rank 8, it creates a third sphere. At rank 12, the damage type upgrades to En/G. Fire Wal Conjure spell; 1 FX’energy point This spell creates a wall of flames with Gn crecof up 820 ‘Square meters (for instance, 2 meters tall and 10 meters long) ‘The wall can be any of shape the caster desires, clthough the mini- mum dimension is 1 meter. The ‘wall is 10 centimeters thick, semi- ‘opaque, and provides light cover. These factors impose a +1 step penalty to anyone firing through it. ‘Those who contact the flames must make « Constitution feat check to determine the damage they take. (Amazing, no damage; Goad, ds: Ordinary, d6w; Failure, 246; Criti- cal Failure, 346w) Those actually passing through the wall suifer +1 step penalty to the check: The wall lasts for 5 rounds for every degree of success of the skill check, Ifa Critical Failure result is rolled, the conjured fire appears briefly around the caster, requir- ing.a Constitution feat check with =I step bonus to determine how much damage the pyromancer takes. The flames vanish after the backlash occurs. @ Increased Area: At ranks 4, 8, ‘and 12, the area of the fiery wall increases by 10 square meters. Flame Gauntlet Conjure spell; 1 FX energy point This spell creates a nimbus of flame around one of the casters hands and any weapon in that hand, The caster con then use this flame to inflict additional damage | inboth armed and unarmed melee ‘combat; The flame inflicts {#fw/d6w/d8w (Ex/O) in addition to | any damage the character would | equse with such an attack. The spell lasts 1 round plus 1 round for every degree of success of the skill check. | Alternatively, the caster can ttempt to ignite c target. Attempt- ing ignition requites a successful melee attack, but instead of caus- ing norgial damage, it forces the Jargetto make « Constitution feat JM ereck to determine the damage suffered. (Amazing, ho damage; Good, ds; Ordinary, dw; Failure, 246w; Critical Failure, 3d6v.) If the caster is attempting to ignite « fleramable target, such as wood or ‘paper. it automatically ignites. Regardless of the success of the attack oF the damage inflicted. this itempt immediately ends the spel. IfciCtitical Failure result is rolled, the fire of the gauntlet aifects the caster, buming him for 4 points of wound damage ‘every phase until he makes 'suc- cessful flame gauntlet roll to extin- ‘guish it. This extinguishment roll requires no FX points and does not ‘eause an additional backfire if ‘enother Critical Fatlure is rolled. @ Increased Damage: At ranks 4,8, and 12, the damage inflicted by the flame gauntlet increases by ‘point in each category. Immolation Conjure spell; 1 FX energy point ‘his skill can't be used untrained. This spell causes one target ‘within 90 meters to erupt in flames. The target takes d4 (En/O) points of wound damage every phase until the spell ends. Armor protection applies to each phase’s "damage. As the flames created by immolation are magical in nature, | they cannot be extinguished by mundane means. ‘The duration of immolation is 2 | phases for every degree of success ofthe skill check. (Ona Critical Failure result, the Bester becomes the target of the Spell. The caster sustains damage s normal until the duration runs out orshe makes ai immolation skill check to negate the spell ‘This extinguishment roll requires no FX points and does not cause ga additional backfire if another Critical Failure is rolled. @ Increased Duration: At ranks 4,8, and 12, the spell lasts an additional 2 phases, Incendiary Seal Conjure spell: 1 FX energy point This skill can't be used untrained. This spell allows pyromancer to place a magical bomb upon a ‘book, door, box, or other closeable object no larger than 2cubic meters in size The next time the ‘object is opéned normally or bro- ken open, itexplodes, inflicting d points of mortal damage fo anyone in contact with it, 8+2 points of wound damage to anyone within 2 meters, and d4+2 points of wound damage to cnyene within 4 meters. All damage is En/O. The object also suffers the equivalent of d4 points of mortal damage. ‘The spell requires dn Ordinary ‘complex skill check to cast (4 suc- cesses, | roll per round) and nor- mally lasts for 1 hour or until deto- nated, whichever comes first However, at the end of casting the spell, the arcamist may choose to expend an additional 1 FX'energy point to make the spell last up to 1 month. The pyromancer cannot regain the FX energy point used to create the seal until the seal is triggered or the spell's duration runs out, On a Critical Failure result, the spell detonates immediately. The damage it inflicts is determined by the number of successes the char- acter achieved in tho complex skill check before failing: 0 zero), none 1, d442 points of wound damage; 2, d6+2 points of wound damage: 3, 44 points of mortal damage, This spell only backfires if « Critical Failure is rolled during the com- plex skill check. Failing by rolling tifee normal Failures does not cause a backfire, @ Increased Duration: At ranks 4,8, and 12, the spell's duration increases to? hours, 3 hours, and 4 hours, respectively. This becomes 2 months, 3months, and 4 months if the pyromancer chooses to exiend it by spending an addition al FX energy point Storm of Flames Conjdie spell: 2 FX eneruy points ‘This spell fills the target area. with roaring flames. The target area is a cube approximately § meters by § meters by 5 meters. All within that area are subject to a fire hazard, (See fire wall or flame gauntlet) Apply « +1 step penalty to the victims’ Constitu- tion feat checks if the storm of flames skill check was a Good success ora +2 step penalty ifit was an Amazing success. ‘The storm of flames conforms tc the shape of the area in which it is cast gnd expands ta its normal volume if possible. Storm of flames has no explosive force, 80 itcannot blow down doors or mock down victims. Anything ‘within the storm has the normal ‘chance to be set afire. ‘The spell lasts only 1 phase, but secondary fires last until they are extinguished or consume their fuel. The caster can center the effect anywhere within 30 meters of himself, On a Critical Failure result, the spell is centered upon the caster. @ Inereased Range: At rank 4, the range of this spell increases to 60 meters, At rank 12, the range increases to 250 meters. @ Increased Volume: At rank 8, the volume of the storm of flames increases to 10 meters by 10 meters by 10 meters. j W IHBIHD -—} = Hd ae. Faith!PX encompass a variety of magical effects, but most effects of this typarely on the FX user's innertalent to communicate with the spirit world. The spirits may grant knowledge, enhance the ‘uséror another, offer protection, bag abdtt harmful events, or on fanifestin the material ij realm directly orthrough posses; ) sion, Paith FXusets are almost ater, Pediedted to one group: stheon of spirits of deit ‘as ancestors ofthe priest's world and have amore tangible presence to the beings there. Simi- larly, these beings prefer to be spo- ken to with respect and deierence, s0.a person with charisma and \t skill in communication in more. CuHapter 4: Faity FX likely to gain the favor of th spir its, Therefore, most Faith FX skills rely on Will and Personality. In ‘Taste F6; Farry FX Sxits, each mir- acle hate associated Ability (INT, Wil, or PER) listed in paren- theses, For specialty skills that can be ated untrained, the heto vuses the Ability Score associated with the specialtfiill as is or her effective broad skill score. This skill score depending on the specialty sd ised The following dre several sam- tribe, druidie nature spirits, or e tp ple types’of Faith FX. Each is mist spite of particular creat Goscribied brief, and information Each of these types of Faith \ is giverl on common faith miracle «a sepatate FX broad sia, © rom each of those broad skills. ‘although the difforent broad skills with Arcan FX, certain may call upon similar beings or iniracles from different faiths have even the same ones in unusual jsimilar effects, but the magic mi ances. The miracles and jii/otiginato from greatly differing |) ) abilities toFai ‘ j Similarly, each ALTERXITY wielders are each separate spe-_ —sampaign Seflingimay have var ( cialty skills under these broad at “ani of thess types of Faith Fas | fat "well as more specific information _ Because of the dedication “about the soutrce and use of these. | required by such divine powers, powers in that game. i eee a ' r RO hero may YX | Teeramore than one Famex — AALIENISM broad skal. during the cam- Bike ra paign, the Gamemastordeomsit THe Bloedbol a ee reasonable for a hero to discard (Godlike be! iieo in ne faith in favor of another the) cr reaches of spaco, The is: = The Gmuidic faith is abelief that the earth is the mother and source of all life. The faith reveres the earth and ther matural things, observing and maintaining the circle of life, death, and rebirth. Historically, druids acted as advis~ crs to chieftains and held signifi- cant political power. In most places these aspects of their dutias have declined, which has led toa subsequent increase in druids’ desires to protect the nati ral world from ertificia! threats, (such as the exploitive efforts of civilized people) as well as to aid in restoring damaged ecosystems. Modern-day druids might be field botanists, forest rangers, ormem- hers of aggressive ecologically minded groups such as Greene pect Druids tend to be secretive and hhold their faith end its practices private from outsiders, although they carefully Observe those they encounter for hints of an aptitude for and interest in the faith. The participation of others with druidic talents enhances druidic miracles, nd when great works are needed, druids assemble to link their power. Only one druid in the group expends FX energy points to acti- vate the miracle. This person is usually the most powerful or skilled at the miracle being. invoked. The other druids cannot perform any other actions while assisting in the miracle invooa- tion. Three druids working togeth- er give al step bonus to all Druidism FX skill checks of the lead druid, nine grant a~2 step ‘bonus, and 27 give a-3 step bonus. 30

Das könnte Ihnen auch gefallen