Beruflich Dokumente
Kultur Dokumente
Table of Contents
Chapter I: Introduction...............................1
Mortal Hardships...................................35
Warning...................................................2
What Do I Need?.....................................2
Unnatural Hardships..............................39
Inspirations..............................................3
Unarmed Combat...................................81
Damage..................................................82
Social Strife............................................83
Other Actions.........................................83
Afflictions..............................................85
Rules of Thumb.......................................6
Physical Resources..................................41
Mental Resources...................................42
Bleeding Out..........................................88
Going Bugfuck.......................................89
Action Rolls.............................................6
Automatic Success and Failure.................7
Physical Defenses...................................44
Mental Defense......................................44
Children of Light....................................15
Chapter X: Possessions..............................71
Ghuls......................................................17
Mystics...................................................19
Chapter V: Attributes...............................23
Physical Attributes..................................23
Mental Attributes..................................24
Starting Shit...........................................79
Combat Actions.....................................80
Basic Talents...........................................25
Advanced Talents....................................27
Attack Modifiers....................................80
Combat Example....................................91
Realm Characteristics............................95
The Vale of the Downtrodden................97
The Astral Plane...................................107
The City of Spirits................................108
The Glades of Mirth.............................110
The Industrial Nexus.............................112
The Mansions of Conundrums..............114
The Ruined Palace of Light...................116
The Wastelands of Suffering..................117
The Ylem..............................................120
Making a Monster.................................122
Chapter XIII: Game Mastering.................125
Setting the Stage....................................125
Dealing with Problems.........................128
Enlightenment......................................129
Appendix: Dirge Glossary........................132
Chapter I: Introduction
You want to know about magic? Alright, fine. I'll tell you everything about magic that any
beginner could ever need to know, right now. Ready?
First off you know, in retrospect, it's always obvious that you're dreaming, isn't it? But at the
time, there's just this nebulous, hazy quality to your sensations. You don't see the sharp edges and
details, you can't make out the cracked paint or the scratches on the glass, but instead, you grasp the
the meaning of everything you see, with just a glance, you know?
I was downtown, and it had just rained, and everything was glossy with reflected neon, and silent
as a scared child. I was looking for something what was it? I had this feeling of growing desperation.
It wasn't my purse, it wasn't Todd, I don't know what it was. I could feel my breath getting tighter, my
muscles more tense. Soon I was running. I didn't care! Nothing mattered anymore! School, friends,
grades, nothing
And that was when I saw her. And, like, I don't want to sound, like, gay or anything, but I think I
fell a little bit in love with her, in that moment.
She was hovering in midair, in the middle of the street, glowing brighter than all the neon. No, it
was like, the light was flowing into her. And her hair was long and golden not blonde, golden, like real
gold and her feet were bare, and her hands were out and open. A gesture of peace. She wore this
beautiful robe. It was like regaining my breath, and then losing it again, all at once.
I could tell she was filled with power. Like she knew everything. She had no worries, because
she'd seen the past and future, and was full of love for everyone and everything.
And then she lifted her head and it was me.
It was the most amazing moment of my life.
And then I woke up.
I cried, because it was so beautiful. And when I slept again and woke, I cried again, because the
dream didn't come back. It hasn't come back since.
But I have a feeling that every night in my dreams, I'm searching, desperately searching, trying to
find her again. Trying to find myself. I haven't found her again, yet, but I will never give up. Never.
Okay, so, then, walk off. What, you thought I was going to teach you some 'magic words' or some
bullshit? Read your palm, maybe let you talk to your dead grandpa or something? You don't understand.
But then, I didn't really expect you to.
Natalie Aster, Mystic of the Cult of Strange Visions, transcript of conversation recorded by
Ordo Custodes Noctis agent.
Page 1
Warning
The Dirge RPG has a somewhat darkly ironic tone, but
it involves some serious subjects. Characters must grapple
with deep and complex moral and ethical issues, and will
sometimes get ripped to shreds, go insane, or travel to dark
and disturbing worlds. Even more dark and disturbing than
this one. The game has sexual themes, metaphysical themes,
and many very naughty words.
Page 2
What Do I Need?
You'll need this book, some friends, some paper, pencils,
and at least three 6-sided dice. If you have a computer, you
can do without the pencils and paper; there are even special
programs you can find out there that will generate random
numbers for you, doing away with the need for dice. If you're
very bad at math, it might be a good idea to grab a cheap
pocket calculator, but it isn't really necessary.
When you need to roll dice, the rules will say to roll
'Xd6', where X is some number, generally from 1 to 10. That
means roll the six-sided dice and add them together to find
the total. Sometimes in the rules you will need to make note
of what numbers each die rolled, as well.
From time to time in these rules, you may run across
mentions of '1d2' and '1d3' as well. For 1d2, roll a 6-sided
die; if the die rolls a 1, 2, or 3, pretend it rolled a 1; if it rolls
a 4, 5, or 6, pretend it rolled a 2. Similarly, for 1d3, roll a die
and divide the result by 2. You may be rolling 1d2 or 1d3
Inspirations
Books:
N
The Great and Secret Show and Imajica by Clive
Barker.
N
The Illuminatus! Trilogy by R.A. Wilson and
Robert Shea.
N
The writings of H.P. Lovecraft, especially The
Dream Quest of Unknown Kadath.
N
Alice in Wonderland and The Hunting of the
Snark by Lewis Carroll.
Page 3
Movies:
N
Let the Right One In (2008).
N
Mirror Mask (2005).
N
Night Watch (2004) and Day Watch (2006).
N
The Prophecy (1995).
Webcomics:
N
Gunnerkrigg Court
<http://www.gunnerkrigg.com/>.
N
MS Paint Adventures
<http://www.mspaintadventures.com/>.
Page 4
Page 5
Rules of Thumb
The basic rules of the Dirge RPG system aren't complex,
but it's important to get the basics down before you go
wandering off into the Tenebr. Here are a few simple rules.
(1). When dividing, always round to the nearest whole
number.
(2). Any time you would have multiple dice under 1d6 in
a roll, combine any 2 of them to make one 1d6. So, instead of
rolling 2d3, or 1d3+1d2, or 2d2, you would combine them into
1d6 instead. A roll of 3d2 would become 1d6+1d2. No roll
should ever have more than one fractional die, and you can
just use a different-colored die to note this one.
Action Rolls
For most actions, roll 3d6 + Attribute Level + Basic
Talent Level + Advanced Talent Level + appropriate Modifiers.
If the total exceeds a Difficulty Factor set by the Game
Master, then the Action succeeds. Otherwise, it fails.
This is usually written: Attribute + Basic Talent +
Advanced Talent vs. DF. Note that the 3d6 part is generally
left off.
Characters can usually attempt a roll if they don't have
any Levels in the listed Basic or Advanced Talent, but that's
up to the Game Master to decide.
Modifiers
Unless the Game Master says otherwise, only apply the
three largest Modifiers to any Action. There's no need to go
into endless minutiae for every Action. Range and Reach
Modifiers, and Modifiers from Weapon or Special Ability
Features, however, always apply.
Page 6
Difficulty Factor
Mythical
Legendary
Nearly Impossible
Impressive
Extremely Difficult
Very Difficult
Difficult
Average
Easy
Very Easy
Extremely Easy
Automatic
DF Number
55
50
45
40
35
30
25
20
15
10
5
0
Success Factor
Opposed Rolls
Sometimes, instead of rolling against a static DF, two
rolls are compared to one another. After the die rolls are
totaled up, the lower total is treated as the DF of the roll for
the purposes of calculating SF for the winner, and the higher
roll is treated as the DF for the purposes of calculating the FF
for the loser. A good example is when one Character rolls INS
+ Notice to watch over an area, and another Character rolls
AGI + Sneak to sneak past.
Triumphs
Page 7
Page 8
Page 9
Page 10
Page 11
Very Cheap
Cheap
Average
Expensive
Very Expensive
Level 1
Level 2
10
Level 3
12
15
Level 4
12
16
20
Level 5
10
15
20
25
Level 6
12
18
24
30
Level 7
14
21
28
35
Level 8
16
24
32
40
Level 9
10
20
30
40
50
Level 10
14
28
42
56
70
Higher Levels
+4 each
+8 each
+12 each
+16 each
+20 each
Extremely Expensive: If the cost for an Ability is shifted X columns to the right, the Ability costs +X BP per Level at Levels 1
to 8, +(2X) BP for Level 9, and +(4X) BP for Level 10.
Extremely Expensive: If the cost for an Ability is shifted X columns to the left, the Ability grants X Levels per 1 BP per Level
at Levels 1 to 8, grants X Levels for 2 BP for the first Level at Level 9 or higher, and grants X Levels for 4 BP for the first
Level at Level 10 or higher.
Page 12
Hands: 16.
Legs: 27.
Feet: 16.
LIF: 31.
VIG: 15.
SPI: 19.
Level each.
Mystical Techniques (Ancient Languages,
Consecrated Tools, Magical Passes, Rituals): 4 Levels.
Expert: 2 Levels. Tom chooses Hermeticism for
Noah's Belief System Focus, and Latin for Noah's Language
Focus.
Noah now has 30 more Build Points to spend on
Talents. So for Basic Talents, he goes for:
Close Combat: 1.
Dodge: 1.
Education: 2.
Hidden Lore: +2 Levels (to a total of 3
Levels).
Negotiation: 2.
Notice: 1.
Self-Control: 1.
Advanced Talents:
Attractive: 1 Level.
Carousing: 1 Level.
+2 Levels each to Dark Art [Energy, Spirit,
and Substance]: all at 1, for a total of 6 Levels.
+1 Level to Expert; for his Focus, Noah
chooses Art [Painting].
+1 Level to Mystical Techniques; for his
Focus, Noah chooses Freecasting. That's all the BP for Talents
that Noah has available.
Page 13
Page 14
Children of Light
N
N
N
Page 15
Page 16
N
Game Mechanics (Yazata Legion):
f
Advantages (Automatic):
Disadvantages (Automatic):
Ghuls
Ghls are a ragged, morbid, vicious breed, different
from but related to Humans, that live on the periphery of
Mortal society. Ghls live on Human flesh and blood, which
gives them several powers they use to survive and remain
undetected.
Several Things About Ghls:
N
Ghls were once a race of Mortals that ruled the
vast ancient empire of Mada Us-Gidim, and
worshiped the Children of Darkness. Ghls still
speak the Gidimite language, preserving a
primitive form of it in their guttural growls and
sibilant whispers.
N
Because of their depravity and cannibalism, they
were cursed by the Children of Light, and are no
longer Humans, generally unable to walk by day
without pain. Because of their legacy of evil, the
Ghls were blessed by the Children of Darkness,
and they gain power at night and in shadow, and
when consuming the flesh and blood of Mortals.
N
Ghls' internal organs are partially composed of
aberrant matter. They are a bit stronger and
faster than Mortals, with keener senses.
N
Ghls have pale white or sallow gray skin, and
sharp, pointed teeth. Their eyes are often blood
red or bestial yellow, and their hair is generally
dark. They tend to be lean and supple, but some
well-fed Ghls become plump, especially the
leaders of a local Gathering.
N
Ghls live on the periphery of Mortal society, in
sewers and ghettos, slums and wilderness cabins.
N
Ghls love all that is dark and gloomy, reveling in
dark colors and decrepit surroundings.
N
Ghls organize themselves into Tribes based on
family structure, and each Tribe has certain
special Blood Tricks they can learn. The Ghls of
all Tribes in an area form alliances called
Page 17
Advantages (Optional):
Page 18
Mystics
Page 19
Enlightenment or Madness?
Page 20
Sorcerers' Apprentices
Simply having a Glimpse of the Higher Self is not enough to
allow one to perform magic. The Glimpse immediately grants an
individual The Sight, but not actual Sorcery. To perform magic, the
individual must first learn the principles of magic. Unless they
remember these details from previous study or a past life, they must
spend at least a few weeks studying magical theory.
Once this is done, the individual gains the Sorcery Dark
Power, and may begin purchasing Levels in Dark Arts and Mystical
Techniques. Most Cults try to locate individuals shortly after they've
had their first Glimpse, and recruit them and begin their training all
at once.
Page 21
An Unnatural Census
So how many Unnaturals exist in the Tenebr? Not many.
Even a teeming city of millions can't support more than a dozen or
so Ghls; even the Downtrodden get suspicious of disappearances,
even of the unwanted homeless. The Children of Light are rare
everywhere, and the betrayal of the Hierate Cult, and today's
fashionable disbelief in the strange and wondrous, has reduced the
numbers of true Mystic numbers to less than a hundred in even the
largest cities.
In most campaigns, the PCs are pretty much alone, in a world
where the odds are definitely not in their favor. In some campaigns,
The other PCs may be the only Unnaturals they will ever meet, so
they must hang together, or they will all die alone.
Page 22
Chapter V: Attributes
All Characters have the same six Attributes: the three Physical Attributes of Agility, Strength, and Toughness, and the
three Mental Attributes of Insight, Personality, and Will. All Attributes have a Level, from 1 to 10, and the average Level in any
Attribute is 5.
Physical Attributes
Agility (AGI)
Level
14
13
12
11
10
9
8
7
6
5
4
3
2
1
Strength (STR)
Description: Strength is your physical might and brawn.
Weightlifters and athletes tend to have higher Strength.
Game Mechanics (Strength): Characters can carry a
maximum of (STR *10) lbs. With no penalties; each additional
increment of this amount causes the Character to suffer a
penalty of -1 to AGI and AP. So, for example, a Character
with 7 STR could carry up to 70 lbs. with no penalty. If the
Character carries from 71 to 140 lbs., the Character suffers a
penalty of -1 to AGI and AP.
A Character's STR determines their HTH damage,
which is the Character's damage with a normal Punch attack,
and is also added to the damage from melee weapons, thrown
weapons, and bows.
Toughness (TGH)
Description: Toughness is your constitution, endurance,
stamina, toughness, and resistance to injury and physical
Afflictions. Soldiers and boxers tend to have higher
Toughness.
Game Mechanics (Toughness): Characters make TGH +
Endurance rolls to avoid physical Afflictions. TGH is also a
major component of a Character's HLT and LIF.
Page 23
Mental Attributes
Insight (INS)
Will (WIL)
Personality (PER)
Description: Personality is your charisma,
persuasiveness, manipulation, and outgoing nature. Salesmen
and politicians tend to have high Personality.
Game Mechanics (Personality): Characters make PER
rolls to sway others' opinions or actions, and is a major
component of SPI.
Page 24
Basic Talents
Game Mechanics (Close Combat): Characters make
AGI + Ranged Combat Talent rolls to make attacks with
punches, kicks, or close combat weapons, and to calculate the
Character's CDEF Asset.
Dodge
Description: You have the speed and sense to get the
hell away from incoming attacks. Sidestepping punches and
zig-zagging away from incoming bullets, you last long enough
to seize your moment.
Game Mechanics (Dodge): Characters make AGI +
Dodge Talent rolls to move out of the way of traps or ranged
effects, and use Dodge to calculate Characters' CDEF and
RDEF Defenses.
Drive
Description: You are pretty good at navigating a motor
vehicle through traffic or along bumpy back roads.
Game Mechanics (Drive): The Character makes AGI +
Drive Talent rolls to make any sort of difficult maneuver, like
pulling into a very busy intersection, or avoiding an
onrushing vehicle. Drive covers cars, pickups, and
motorcycles.
Athletics
Description: You can run, jump, climb, swim, balance,
tumble, parkour, kick-flip, and otherwise do all the stuff
athletes, gymnasts, and little kids spend a lot of time doing.
Game Mechanics (Athletics): The Character may add
the Athletics Level to any STR or AGI roll required to run,
jump, climb, swim, balance, or tumble.
Close Combat
Description: When a fight gets up close and personal,
you know how to land a punch, swing a club, or stab with a
knife accurately.
Education
Description: Almost everyone knows some basic stuff
by the time they're done with high school; your Education
Level shows how much you were paying attention.
Game Mechanics (Education): Characters make
Education Talent rolls when they need information on
science, history, mathematics, or business, or practical Talents
like cooking. The Expert Advanced Talent can add to many of
these.
Page 25
Endurance
Intimidation
Hidden Lore
Requirements: Player Characters can take a maximum
of 3 Levels of Hidden Lore at Character creation.
Description: You have some idea what's going on in the
shadows of the Vale and the Pleroma. With just a few Levels,
you've read a few issues of the Fortean Weekly Journal, while
with many Levels, you're as tuned-in as a high-ranking
member of the Ordo Custodes Noctis.
Game Mechanics (Hidden Lore): Characters roll INS +
Hidden Lore to recall details about the various Unnatural
kinds, the Pleroma, hidden groups like the Ordo Custodes
Noctis, supernatural creatures, or important people and
events in Unnatural history.
LMGTFY Or Not
Does the existence of Internet research sources make the
Hidden Lore Talent unnecessary? In a word, no. The Internet is full
of information on the paranormal, but most of it is crap.
Characters that know about the hidden forums at the Fortean
Monthly Journal website might have an inside source, but even
then, they'll have to prove themselves trustworthy in order to gain
any useful data; this is best handled with the Connections Advanced
Talent. The more things change, in some ways, the more they stay
the same.
Negotiation
Description: You know how to talk to people so that
you reach an agreement together. And by agreement, we
mean, you get what you want, and they walk away happy.
Chumps.
Game Mechanics (Negotiation): The Character may
make a PER + Negotiation Talent rolls vs. the target's MDEF
to persuade or haggle with others. On a Triumph, the effect is
a Compulsion, and on a Mishap, any further Negotiation rolls
against that target suffer a penalty equal to -(FF)/2.
Notice
Description: Nothing gets past you; your eyes are open,
your ears are sharp. Next to you, most people are blind, or
asleep.
Game Mechanics (Notice): Characters make INS +
Notice Talent rolls to notice clues, sneaking enemies, or other
details in their surroundings.
Ranged Combat
Description: You're good at hitting things from a
distance, whether you're firing a gun, shooting a bow, or just
playing darts.
Game Mechanics (Ranged Combat): Characters make
AGI + Ranged Combat Talent rolls to make attacks with
ranged weapons, and to calculate the Character's RDEF Asset.
Repair
Description: Broken things don't stay broken for long if
you're around, unless you've dismantled them to figure out
how they work.
Game Mechanics (Repair): Characters make INS +
Repair Talent rolls to fix broken weapons, armor, and other
items.
Page 26
Self-Control
Trickery
Sneak
Description: They never see you coming; like a shadow,
you whisk past, on your way to get their stuff, or just give
people a good scare.
Game Mechanics (Sneak): Characters make AGI + Sneak
Talent rolls to move without being noticed.
Wealth
Description: You've got money to spare; in a pinch, you
can always some through with the movie tickets, the gas
money, or the extra ammo.
Game Mechanics (Wealth): The Character gains 2
additional Trifle slots per Level.
Advanced Talents
Advanced Talents cost 1 Build Point per Level. Some
Advanced Talents require Game Master permission to
purchase or to increase the Level.
Some Advanced Talents just add to existing Basic Talent
rolls, like Marksman and Martial Arts, while others add new
capabilities to a Character's repertoire, like First Aid and
Connections.
This is not an exhaustive list! There are a lot of possible
Advanced Talents, and they aren't all listed here. If you think
of an Advanced Talent that sounds good, ask the Game
Master, and they'll make a decision whether to allow it or not.
Game Masters are encouraged to be open-minded and lenient
about new Advanced Talents, provided the proposal is
comparable to the existing Advanced Talents.
Artifact [ ]
The Character may wield this item and gain the Special
Abilities chosen, as may any being with a spirit. These are
treated as Innate Powers that the Character possesses as long
as the item is in use. All listed AP, VIG, SPI, and other costs
are paid by the Character when they use the Special Ability.
Artifact Special Abilities that ordinarily affect the user,
can affect either the user or the object itself. For example, an
item with Regeneration may grant the user Regeneration, or it
may Regenerate itself if damaged.
The Character gains 1 Level of the Attachment
Hardship per Level regarding the Artifact, and the item can
be lost, broken, or stolen like any normal item that the
Character possesses, making this a somewhat risky
investment, but the good news is that the item automatically
has double the normal STRU and FUNC for an item of its
size and composition. The Character may take additional
Hardships and attach them to the Artifact, and use the BP to
purchase more Levels of Special Abilities for the item.
Page 27
Attractive
Requirements: Negotiation 1+.
Description: You're a sexy beast, there's no denying it,
and you know how to use what you've got to get what you
want.
Game Mechanics (Attractive): The Character gains a
bonus of +(Levels)/2 to Negotiation rolls against anyone
attracted to the Character's gender. In addition, with heavy
flirting, you can roll PER + Trickery + Attractive vs. the
target's MDEF to cause the Distracted Affliction for 1 Round;
the roll may gain Bonuses if you show some skin.
Authority [ ]
Requirements: Education 1+, Game Master permission.
Description: You've been granted power by The Man,
entrusted with special rights and responsibilities because of
your training or your job.
Game Mechanics (Authority): The Character is
empowered by the government to do things that ordinary
citizens cannot. There's a wide variety of things that a
Character can have Authority over, so it's up to the Game
Master and the Player to work out what's reasonable. Abuse
of this Authority, while fun, may lead to its permanent loss,
or even jail time, and the more extreme the Authority, the
more severe the consequences will be.
N
Level 1: Authority to write parking tickets, make
health inspections of restaurants, or carry
concealed weapons.
N
Level 2: Locksmith's license, allowing the
Character to legally buy, carry, and use lock picks.
N
Level 3: Authority to request police records and
make arrests, like a police officer.
N
Level 5: Authority to carry automatic weapons
and grenades, like a SWAT team officer or a
member of the armed services.
N
Level 8: Top Secret government security
clearance.
N
Level 10: The Character has a license to kill.
Connections ( )
Page 28
Courageous
Requirements: Self-Control 5+.
Description: You don't back down as quickly as others
when something truly frightening is happening.
Game Mechanics (Courageous): The Character gains a
bonus of +(Levels) to all Fear Saves. At Level 9, all Fear Saves
are reduced in severity by 1; Terrifying becomes Daunting,
and Daunting becomes Spooky. At Level 10, they're all
reduced by 2; Terrifying becomes Spooky, and Daunting and
Spooky no longer require Save rolls). Characters at Level 10
gain +1 Level to the Detached or Distant Hardship, though,
gaining one if they don't already have one; their intense selfpossession makes them kind of spooky and robot-like.
Creepy Looks
Carousing
Requirements: Endurance or Self-Control 2+.
Description: You know how to have fun and get people
to come out of their shell. People relax and let loose when
you're around; you really are the life of the party.
Game Mechanics (Carousing): When rolling to regain
SPI, if you roll a lower number than your Carousing Talent
Level +1, you may increase the amount of regained SPI to that
amount. You may also extend this benefit to up to (Levels)
other people; Characters with certain Hardships (Detached,
Distant, Despairing. Psychic Scars) count double towards this
number, while others (Lecherous, anyone else with 1+ Levels of
Carousing) don't count against this total at all.
Dark Art [ ]
Requirements: Sorcery Dark Power. Player Characters
can take a maximum of 3 Levels of each Dark Art at Character
creation.
Description: Mystics know that the universe is
composed of various energies and elements. Mystics learn
Dark Arts that allow them to sense and control them as they
will.
Game Mechanics (Dark Art): Choose one Focus for the
Dark Art Talent when this Talent is selected. At each Level of
this Talent, the Character learns a new Formula. The Void
Element is not available to Player Characters (no matter how
much you bitch and moan).
N
Body: Knowledge of the sacred forces of the flesh,
blood, bones, nerves, muscles, organs, and
Devourer elementals.
N
Destiny: Knowledge of the mysteries of time,
space, chance, location, karma, fate, and Reaper
elementals.
N
Energy: Knowledge of the powers that move and
shape the visible world, such as flames and fire,
lightening, sound, gravity, heat, and Salamander
elementals.
Page 29
N
N
N
Expert ( )
Requirements: Education 1+.
Description: There are thousands of diverse hobbies,
professions, and fields of study in the world. Maybe you can
design and build bridges, maybe you can calculate pi to the
thousandth place, or maybe you can name the airing dates of
every episode of I Love Lucy.
Game Mechanics (Expert): At each Level, the Character
gains a new Expert field Focus, listed below
N
Area [ ]: In-depth knowledge about a specific
geographic area, whether a country, state, or city.
The smaller the area, the more information the
Character gains with a successful roll.
N
Art [ ]: The ability to cook, paint, sculpt, dance,
write poetry, write prose, or engage in some other
form of artistic endeavor.
N
Bureaucracy [ ]: Knowledge about procedures and
behavioral rules, such as a corporate code of
conduct, or city, state, or national laws. Good for
lawyers, police officers, or the straight-laced.
N
Business [ ]: Information on the brands,
companies, competition, and life in general in a
specific kind of industry, like advertising,
consumer electronics, or technology.
N
Culture [ ]: Behavioral norms, beliefs, holidays,
dress codes, and the like for a specific group of
people.
N
Games [ ]: Skill with a specific type of game, like
board games, card games, or video and computer
games.
N
History [ ]: Knowledge about a specific era of
history, or a specific type of event, like wars or
artistic movements.
N
Languages [ ]: Knowledge about how to read,
write, and speak a specific language; examples
include Enochian (the language of the Children of
Darkness and Children of Light), Gidimite (the
language of Ghls), and the Mystic dialect.
Characters can automatically speak English and
one other language (Enochian for Children of
Light, Gidimite for Ghls, or Cryptosophic for
Mystics) for free.
First Aid
Requirements: Education 3+.
Description: When people get punctured, fractured, or
lacerated, you know how to patch 'em up until they can get
serious medical attention.
Game Mechanics (First Aid): The Character can make
an INS + Education + First Aid roll to restore 1d3 HLT to any
one Body Part, and 1 TGH, on a subject. This roll may only
be attempted once per day per subject Body Part. The DF is
Average (20) if the target still has HLT in the Body Part, or
Difficult (25) if their HLT is gone; Head and Torso Injuries
have +5 DF.
Strange Bodies
The first time a Character performs First Aid on a Ghl or a
Child of Light, the roll suffers +5 to DF. The Character can instantly
tell that the subject isn't one of the Downtrodden, unless the
Character is Shapeshifted.
Ghls and Children of Light, of course, don't suffer this
penalty when performing First Aid on their own kind, but would if
they were to help out the Downtrodden.
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Honest
Requirements: Self-Control 2+.
Description: Maybe you're honorable and trustworthy,
maybe you're an innocent kindhearted dope, but you're tough
to corrupt.
Game Mechanics (Honest): The Character's Corruption
Level is decreased by their Honest Level. The Character gains
a (Levels) bonus to MDEF and all Save rolls against seduction,
bribery, or other attempts to sway them to mislead others.
Investigation
Requirements: Notice 1+.
Description: You love a good mystery; and there are so
many in the world. And with all the bad people doing bad
things and covering their tracks, the mysteries just seem to
grow more numerous.
Game Mechanics (Investigation): The Character may
add their Investigation Level to all INS + Notice Talent rolls
to research mysterious subjects, investigate crime scenes, and
locate clues.
Lair [ ]
Marksman ( )
Martial Arts ( )
Requirements: Close Combat 4+ Levels.
Description: You've taken some classes in an advanced
fighting form. You may not quite be a ninja, but your fists are
definitely someone to be wary of now.
Game Mechanics (Martial Arts): Each Level allows the
Character to gain one martial arts move from the list below.
N
Acrobatic Fighting: Requires Athletics Level 4+.
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N
N
N
N
N
weapon.
Mystical Techniques ( )
Requirements: Sorcery Dark Power.
Description: Magic is tremendously costly to one's
mental stability; in order to retain their balance, Mystics must
learn special methods to control their inner forces.
Game Mechanics (Mystical Techniques): At each Level,
the Character learns a new Specialization from the following:
Altar, Ancient Languages, Blood Sacrifice, Consecrated Tools,
Dancing, Elixirs, Fasting, Freecasting, Ingredients, Magical
Passes, Participants, Rituals, Sympathetic Connection, Tantra,
or Vital Sacrifice.
Obscurity
Requirements: Trickery 1+.
Description: You are one of the anonymous nobodies
that crowd the street every day. There isn't much record of
you in the official files, and that's good; you're hard to track
down.
Game Mechanics (Obscurity): The Character's
Obscurity Level is added to all Defenses and Save rolls against
others' spells that use a Sympathetic Connection.
Stability
Requirements: Self-Control 1+.
Description: You've been down and out, even seen some
mind-blowingly weird stuff, but somehow you've always kept
it together.
Game Mechanics (Stability): When the Character must
roll on any of the Tables in the Going Bugfuck Section, they
may subtract (Levels) from all rolls. Mystics may not have
more Levels in Stability than they have in their highest Dark
Art Talent.
Stoic
Requirements: Self-Control 1+.
Description: You're no drama queen. You feel emotions,
sure, but you don't let them rule you. When the time comes to
act, you'll act, calmly.
Game Mechanics (Stoic): You can spend 1 SPI to ignore
one Emotional Affliction for (Levels) Rounds. At Level 8+,
your meditative calm is even more impressive; instead of
spending 1 SPI and suffering the Frozen Affliction for 1
Round, the Character may spend 0 SPI and be Frozen for (13
Levels) Rounds.
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Tech ( )
Tough As Nails
Page 33
Page 34
Mortal Hardships
Addicted [ ]
Arrogant
Allergy [ ]
Description: You're great some days, but when you
aren't careful, when you forget the pills or get too close to
some asshole with too much cologne, the sniffling, coughing,
and sneezing begins.
Game Mechanics (Allergy): Choose some allergen, like
pollen, mold, or perfumes. When the Character is exposed to
the allergen, they suffer the Distracted Affliction for (Levels)
Rounds. Each of these rounds, roll a die on the Character's
turn; on a 6, the Character suffers 1 Energy Environmental
damage and is Frozen that Round as well.
Apathetic
Description: Meh. Do your best, they say, try your
hardest. Who cares.
Game Mechanics (Apathetic): Any time the Character
rolls a Triumph, they must spend (Levels) SPI, or it becomes a
normal roll.
Attachment [ ]
Description: Your girlfriend and your little one are your
world, the most important thing to you ever. And you love
Grandma so much; she helped raise you, after all. You have
nightmares about your weird, horrible second life involving
them; if anything ever happened to them, you don't know
what you'd do.
Game Mechanics (Attachment): If the subject of the
Character's Attachment is mildly threatened, the Character
must make a Spooky Fear Save vs. ((Levels *2)+15). If the
Attachment subject is seriously threatened, the Fear Save is
Daunting, and if the subject is in immediate, mortal danger,
the Fear Save is Terrifying. The Character can't be made to
flee without the subject of the attachment, no matter what,
but they may depart immediately once they have a firm grip
on their loved one.
What constitutes being threatened'? It varies on how
capable the subject of the Attachment is. Other PCs are fairly
tough and adaptable, so, the Character doesn't suffer unless
the subject falls unconscious from wounds, or is otherwise
seriously mentally or physically injured in a lasting way. If the
subject is an adult NPC, it will involve their taking any sort of
injury; a child or elderly NPC would trigger the Character's
feelings of Attachment any time an enemy even spoke
convincingly of harming them. It's a matter of roleplaying,
and the Player and Game Master should work together to
make sure that this Hardship is fair.
Page 35
Bad Eyes
Bad Hands
Description: You're missing some fingers, or a whole
hand, or maybe your hands shake so bad you can't get a grip
on things.
Game Mechanics (Bad Hands): The Character suffers a
penalty of -(Levels) to all Talent rolls involving one of the
Character's hands, including Close Combat and Ranged
Combat Talent rolls. At Level 5, one of the Character's hands
is totally non-functional, and additional Levels penalize the
other hand. At Level 10, the Character has no functioning
hands, and indeed may not have arms at all. Attack rolls
against severed limbs become Torso hits. See the Extra Legs
Dark Power for rules on quadrupedal animals with no
manipulative appendages.
Confused
Description: Things happen to fast for you to
comprehend and react. It all becomes a blur, meaningless
noise, and you're left there standing, looking confused and
disoriented.
Game Mechanics (Confused): Subtract (Level *2) from
the Character's INIT. Any time the Character rolls a Mishap,
the suffer the Distracted Affliction for the next Round.
Cruel
Description: Everyone around you are pussies; it's only
natural to hit first, and hit hardest, right? Nature, red in tooth
and claw, and all that. Maybe it's mean and petty, but that's
life.
Game Mechanics (Cruel): The Character loses (Levels)
SPI any time they pass up an opportunity to hurt someone. In
addition, the Character's Corruption increases by (Levels).
Cynical
Description: Nothing good ever lasts for long; it's best
to just be resigned to the worst from the world.
Game Mechanics (Cynical): The Character loses (Levels)
SPI whenever something really good happens. In addition, the
Character's Corruption increases by (Levels).
Delusions
Bum Leg
Description: It's tough for you to get around on your
own anymore; maybe you are slower, or you need crutches, or
you just can't walk at all.
Game Mechanics (Bum Leg): The Character suffers a
penalty of -(Levels) to all Athletics Talent rolls involving their
legs. At Level 5, the Character cannot walk, but can still move
with crutches; at Level 10, the Character cannot walk at all. In
case the Character's legs are actually severed, Attack rolls
against severed limbs become Torso hits.
Clingy [ ]
Description: People always seem to want to leave you
behind, leave you lonely. You take their rejections like a punch
to the gut; nothing is worse than being rejected.
Game Mechanics (Clingy): Choose someone for the
Character the be Clingy about. The Character's maximum SPI
total is reduced by (Levels) when they can't be in the subject's
presence. If they're ever rejected by the subject of this
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Hard of Hearing
Description: WHAT? WHAT DID YOU SAY? SPEAK
THE HELL UP!
Game Mechanics (Hard of Hearing): The Character
suffers a penalty of (Levels) to all hearing-based INS+Notice
rolls; at 6 Ranks, the Character cannot hear at all,
permanently suffering the Deafened Affliction.
Homely
Despairing
Description: You're such a failure. Nothing ever goes
right for you. And when you fail, you feel such soul-crushing
misery that you start thinking about the knife again, and
how shiny it is, how pretty How easy it would be to just
stop ...
Game Mechanics (Despairing): Any time the Character
rolls a Mishap, they are Frozen for (Levels) Rounds. In
addition, the Character's Corruption increases by (Levels).
Detached
Description: People sometimes ask you why you're
angry. Why do they think you're angry? Other times you
realize you've been smiling, and you're not sure why.
Sometimes you do things and realize you were worried, or
scared, and that's why you did them. Emotions are weird.
Game Mechanics (Detached): The Game Master makes
all rolls against the Emotional Affliction in secret, and needn't
tell the Character when they're suffering the Emotional
Affliction, or any other Modifiers based on emotional state.
In addition, the Character's Corruption increases by (Levels).
Distant
Description: If people know how you feel, they can hurt
you. Maybe it's better to just show no emotion at all. They say
you're like a robot, but at least you're safe.
Game Mechanics (Distant): The Character immediately
loses (Levels) SPI if they act on any emotion in public. In
addition, the Character's Corruption increases by (Levels).
Lecherous
Description: Some people don't know why they're alive;
they've got no fire, no passion. You've got plenty. Some say
you leave wreckage behind you wherever you go, broken
hearts and broken promises; but you know you're truly alive,
for whatever that's worth.
Game Mechanics (Lecherous): The Character loses
(Levels) SPI any time they pass up an opportunity to spend
some time indulging their lusts. In addition, the Character's
Corruption increases by (Levels).
Mood Swings
Description: One minute you're on top of the world,
and the next, things are crashing down all around you. You're
like a stormy sea, all dizzying heights and stormy depths; the
meds make it even out, but even then, you crave the upswings,
so you try and ride the wave.
Game Mechanics (Mood Swings): Any time the
Character scores a Triumph or a Mishap, they suffer the
Emotional Affliction for (Levels) rounds.
Oathbound [ ]
Description: You're a person of your word; at least
about things that matter. You made a promise and by God,
you're going to keep it.
Game Mechanics (Oathbound): The Character loses
(Levels *2) SPI any time they pass up an opportunity to work
towards fulfilling their oath.
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Obsessed [ ]
Description: They say that you wash your hands too
much, but germs are everywhere. You can almost see them;
they make your skin crawl. In the hospital, you saw other
people like you; one guy could never put down a book or
magazine until he read it cover to cover; you can still hear
him screaming and beating the orderlies when he got his
hands on a trashy novel and made a mess of himself rather
than visit the toilet.
Game Mechanics (Obsessed): Choose one subject for the
Character to obsess over; examples might include cleanliness,
hygiene, fashion, reading, arranging things by number or
color, even fear of being crazy. The Character loses (Levels)
SPI any time they pass up an opportunity to act on or discuss
the object of their obsession.
Old
Description: Things were so much simpler back in the
day; the world wasn't so busy, so full of madness and
stupidity. And your bones didn't ache in those days, either.
Game Mechanics (Old): The Character must pay 1 SPI
each Round any time they must exert themselves physically, or
suffer the Distracted Affliction for 1d6 Rounds. Many Old
Characters are also Cynical or Hard of Hearing.
Outsider
Description: You were a fool to come here; not that you
Phobia [ ]
Description: Crippling fear rules you. Oh, you can act
normal most of the time; but when you see it, the thing you
fear most, you can't breathe. Can't see. All you can do is
escape. Your friends say you're crazy, they even think you're
silly for feeling so afraid. To you, it's a matter of life or death.
Game Mechanics (Phobia): Choose one subject for the
Character to trigger your fear; examples include dogs, cats,
rodents, bugs, birds, reptiles, heights, enclosed spaces, open
spaces, disease, car accidents, the opposite sex, the old,
children, the government, foreigners, darkness, computers, or
guns. When you see the object of your fear, make a Terrifying
Fear Save, rolling WIL + Self-Control roll vs. ((Levels *2) +15).
If the Character could even come near the source of their fear,
they still have to make a Phobia Save roll, but gain a +5
Bonus.
Poor
Description: Boxed macaroni today, ramen tomorrow.
You keep a broom handy for squashing the cockroaches on
the floor of your apartment. You dream of moving out, but
not until they give you more hours at work, or your health
gets better, or you go back and finish up school. For now,
you're stuck.
Game Mechanics (Poor): The Character starts with
(Levels) fewer Trifles, to a minimum of 0. They must
frequently rely on friends for gas and rent money, and their
worries about the future permanently reduce their SPI by
(Levels) as well.
Psychic Scars [ ]
Description: The memories of the accident, or incident,
still haunt you. The counselors call it Post-Traumatic Stress
Disorder; all you know is you're trapped in the past, and you
keep hearing the screaming; everything reminds you, always.
Game Mechanics (Psychic Scars): When a situation
arises similar to the one the Character faced before, they
immediately suffer the Emotional Affliction for (Levels)
Rounds, but gains 1 AP for the first Round.
Page 38
Regretful [ ]
Description: You screwed things up big-time, or maybe
you just have a guilt complex leftover from childhood.
Regardless, you can't let it go; you just keep torturing yourself
over it.
Game Mechanics (Regretful): Whenever reminded of
past failures and bad decisions, the Character loses (Levels)
SPI. When the Character scores a Mishap, they lose an
additional (Levels)/2 SPI as well. On the bright side, at odd
Levels, the Character loses 1 COR.
Short
Description: You're a little lacking in the height
department. You can't reach high things, and you just don't
seem as physically imposing as other folks.
Game Mechanics (Short): With 1 selection, the
Character's Reach is reduced by 1. With each additional
selection, the Character suffers a penalty of -1 to all Save rolls
against the Prone Affliction. Further, at Level 3 to 6, the
Character's HLT in all Body Parts is halved; at Level 7 to 10,
the Character's HLT in all Body Parts is at .
Snobbish
Description: Just look at them. Pathetic. You're so much
better than all these poor scum around you.
Vengeful
Description: You never take any shit from anybody; you
forget a slight, and you always make them pay for what
they've done to you.
Game Mechanics (Vengeful): The Character loses
(Levels) SPI any time they must let someone get the better of
them. The Character's Corruption also increases by (Levels).
Young
Description: You're still just a kid; you can't sit still for
very long before you go wandering off on your own, getting
into trouble. You still have to go to school, and no one takes
you very seriously.
Game Mechanics (Young): The Character must pay
(Levels) SPI each Round any time they must exert themselves
mentally, or suffer the Distracted Affliction for 1 Round. In
addition, you suffer a penalty of -1 to all Negotiation Talent
rolls against adults (note that this does not affect Trickery
rolls), but gain +(Levels)/2 VIG. Many Young Characters are
also Short and Innocent.
Unnatural Hardships
Unnatural Hardships aren't available to PCs at
Character Creation; they're used to design Character Types.
Artificer
Requirements: Dark Art Talent at 1+ Levels,
Enchantment Special Ability.
Description: You can't cast spells as such, but you are
still adept at making Artifacts.
Game Mechanics (Artificer): Reduce all of the
Character's Dark Art Talents by (Levels) for purposes of
casting Formul, to a minimum of 0. If the Character's
Artificer Levels equal their Levels in Dark Art, the Character
can still learn Formul as normal, but only to use them to
create Artifacts.
Dark Hunger
Requirements: Must be a non-Human entity.
Description: You're so hungry, and nothing satisfies you.
You look at the pretty, pretty people out on the street, so
plump and happy, so tender and filled with silly worries and
juicy and interesting.
They smell so good.
You wonder what their marrow tastes like.
You wonder how long you can hold yourself back.
Game Mechanics (Dark Hunger): The Character must
feed on Human flesh and blood every (11 Levels) days. If
they don't, they suffer the Emotional [Ravenous] Affliction
for 24 hours, and cannot sleep (and doesn't seem to need to,
their hunger is so great). After that, the Character suffers the
Page 39
Dying Spark [ ]
Requirements: Must be a non-Human entity.
Description: You can feel the darkness slowly
overtaking you; fear, sorrow, rage, and envy creep over your
spirit, reducing you to a petty criminal, a grasping tyrant, a
slave to your passions, little more than an animal with a voice.
Game Mechanics (Dying Spark): Each day on
awakening, the Character gains (Levels) COR. When the
Character reaches 20 COR, something bad happens, as defined
when the Character is created, and the Character becomes a
Non-Player Character, under the control of the Game Master.
The Player may create a new Character at this time.
NOTE: Future supplements to the Dirge RPG may
include rules to allow Children of Darkness as playable
Characters, but they are significantly different from Children
of Light. For now, Children of Light whose spark dies out
become NPCs.
Unhinged
Sensitivity [ ]
Requirements: None.
Description: The light burns your eyes; the sun is your
enemy. Other creatures of the night have other weaknesses;
some creatures freeze when they come into contact with cold
iron, or recoil when they hear invocations to the divine. For
all the Dark Powers you possess, Mortals have their own
special weapons against your Unnatural brood.
Game Mechanics (Sensitivity): Choose one circumstance
when the Character is created; a good example is exposure to
sunlight, or running water, or the sound of prayer. When the
Character encounters the circumstance, the Character suffers
1d3 Environmental Energy Damage per Level per Round.
Specialized Enchanter [ ]
Requirements: Enchantment and Dark Art Talents at 1+
Levels.
Description: Some waste their time creating all kinds of
Artifacts, but you're more refined. By plumbing the mysteries
Weakness [ ]
Requirements: May not be a Mortal Human.
Description: You have an Achilles' Heel, something that
hurts most beings but hurts you a lot worse.
Game Mechanics (Weakness): The Character takes more
damage from some attack, or their saves against some
Affliction are lessened. For each Level, the Character suffers +
(Levels)d6 damage from that Attack, or their saves against the
Affliction suffer a -(Levels *3) Penalty.
Page 40
Initiative
Initiative (INIT)
Description: Your ability to act before the enemy does,
getting the jump on them, and potentially smashing their
defenses before they are properly prepared.
Calculation (Initiative): AGI + INS.
Game Mechanics (Initiative): At the start of a normal
round, roll 2d6 + INIT. The Character with the highest total
gets to act first, followed by the next-highest, and so on.
Physical Resources
Health (HLT)
Description: Health is a Character's resistance to injury
in each of their body parts.
Calculation (Health): Varies with the body part; see
below.
N
Arms (Each): STR + AGI + (TGH *2).
N
Feet (Each): (STR + AGI + TGH).
N
Hands (Each): (STR + AGI + TGH).
N
Head: (STR) + (TGH *2).
N
Legs (Each): (STR *2) + AGI + (TGH *2).
N
Torso: ((STR + AGI) *2) + (TGH *3).
Game Mechanics (Health): When a Character takes
Injury Damage, it's applied to a specific Body Part, which has
negative effects on their performance in a fight. See the
Bleeding Out section for more details.
Page 41
Life-Force (LIF)
Vigor (VIG)
Mental Resources
N
Image courtesy Public-domain-photos.com.
Corruption (COR)
Description: Most Abilities measure something good,
something the Character needs more of; Corruption is the
opposite. Corruption measures a Character's slide into
darkness, ignorance, selfishness, egotism, and mindless
violence.
Calculation (Corruption): Corruption starts at 9.
Game Mechanics (Corruption): Some Talents, like
Honorable and Innocent, may reduce starting Corruption,
while some Hardships, like Cruel and Vengeful, may increase
it. The kindhearted find it easier to avoid Compulsions to
harm others, while evil folks find it simple to ignore any
persuasion to inconvenience themselves for others' sake.
N
18+: Utterly evil. There is nothing too vile for you
to at least consider doing, and your immediate,
slightest needs are all that matter. You
automatically Resist Compelled Afflictions that
Page 42
ignore the Good and Evil Acts dice and just wing it, and
this is definitely okay. These rules, like all others, are meant to
be a tool to help you have fun, not some kind of Serious
Business Morality Police.
Spirit (SPI)
Description: Spirit is the your mental strength and
stability, your ability to face the worst of the Pleroma and
give your all. Full of spirit, your magic is mighty and your
decisions are swift and sure, but when you lose your spirit,
you become confused and fearful, and can even develop
lasting mental problems.
Calculation (Spirit): (INS + PER + WIL)
Game Mechanics (Spirit): Spirit is used for three things:
fueling Mystics' Formul, improving rolls, improving
Defenses, and resisting mental and emotional compulsions.
N
Fueling Formul: Most Formul cost SPI equal
to the Formula's Level.
N
Improving Rolls: At any time a Character may
spend 1 SPI to add a +1 Bonus to any roll, to a
maximum of +5.
N
Improving Defenses: At any time a Character may
spend 1 SPI to add a +1 Bonus to any Defense, to a
maximum of +5.
N
Resisting Compulsions: A Character may spend 1
SPI to ignore a mental or psychological
Compulsion Affliction for 1 Round. The
Character suffers the Frozen Affliction during this
time.
Compulsions may come from outside or
inside. Compulsions that come as a result of
Hardships typically cost (Hardship Levels) SPI,
not just 1 point, but the Character is not Frozen as
a result.
It's easier for evil Characters to resist
Compulsions to do noble actions, or actions that
would put them at personal risk; it's also easier
for good Characters to resist Compulsions to
harm others needlessly. See the Corruption Asset
for details.
A Character whose SPI goes negative begins to suffer
emotional trauma; see the Going Bugfuck section for details.
Page 43
Physical Defenses
Close Defense (CDEF)
Mental Defense
Mental Defense (MDEF)
Description: Mental Defense is your resistance to
persuasion, threats, mind control spells, and mind-altering
drugs
Calculation (Mental Defense): 5 + (WIL *2) + SelfControl Talent.
Page 44
Elements
Blunt(B)
5d6+(Levels *2)
4d6+HTH+(Levels *2)
Body, Spirit
Edged (E)
4d6+(Levels *1)
3d6+HTH+(Levels *1)
Substance
Gunfire (G)
3d6+(Levels)
2d6+HTH+(Levels)
Destiny
Energy (E)
2d6+(Levels)/2
1d6+HTH+(Levels)/2
Energy
N
Duration: The amount of time that the effect lasts.
Standard Duration is (1d3+1) Rounds; for Special Abilities
with a Save roll, the Failure Factor of the Save is added to the
Duration as well. If no Duration is listed at all, the effect
never ends.
Page 45
Special Abilities
Adhesion
Affect Spirits
Page 46
Alter Memories
Description: You reach into another's mind and
rearrange the furniture. You leave the subject an amnesiac, or
remove yourself from their memories, or leave them with
guilt-ridden memories of a crime they never committed.
Cost to Purchase: Very Expensive.
Game Mechanics (Alter Memories): Alter Memories
requires both the Telepathy and Enslave Special Abilities, and
cannot be purchased higher than either one.
N
Time To Use: (60 (Levels *5)) minutes; Cost To
Use: ((Levels + target WIL) *2) SPI; Reach: 0; Save
Roll: WIL+Self-Control roll vs. DF ((Levels *2)
+10); Duration: Permanent.
After probing to find a specific memory, the Character
alters that memory. The target's FF on the roll determines
how great an effect the Character has. If the target suffers a
Mishap on the roll, that is treated as +10 to FF.
SF 1 to 4: Edit one short memory.
SF 5 to 9: Edit one group of memories (all memories of
a friend from high school)
SF 10+: Edit the target's entire memory.
Simple edit: No modifier.
Elaborate edit: SF +5.
Complete erasure: SF +10.
Astral Projection
Description: You remove your spirit from your body
and go traveling the Pleroma on your own, unencumbered by
the extra baggage.
Cost to Purchase: Expensive.
Game Mechanics (Astral Projection): The Character's
body falls Prone, and the Character's spirit separates from it.
In this state, the Character has the Spirit Form and Traverse
Realms Special Abilities with Level equal to this Level. The
Character's body suffers 1d3 Debility damage per hour after
the first, and if the Character's body dies, they are trapped in
Spirit Form forever.
Blessings
Description: With a kind gesture, you channel energy
into your allies, giving them an edge.
Cost to Purchase: Expensive.
Game Mechanics (Blessings):
N
Cost to Use: Standard Mental; Action to Use:
Control; Effect: +1 to all rolls and Defenses to
persons of the PC's choice; Duration: Standard;
Radius: Standard Small.
Blinding Burst
Ancient Lore
Description: Your insider sources give you the juiciest
gossip on what was really in the Library at Alexandria, what
that Casanova chap was really up to, and who Napoleon's
secret benefactors were.
Cost to Purchase: Cheap [3].
Game Mechanics (Ancient Lore): The Character gains
TC +(Levels) to all INS + Hidden Lore rolls regarding matters
of historical interest.
Body Spikes
Anguish [ ]
Description: You manipulate the enemy's mind or body,
twisting their emotions into a shape that pleases you. They
are seized with joy, sorrow, pleasure, guilt, or some other
emotion.
Cost to Purchase: Very Expensive.
Game Mechanics (Anguish): Choose some Emotional
Affliction when this Special Ability is purchased. You can
make empathic attacks on others, making them feel emotions
against their will.
N
Cost to Use: Standard Mental; Action to Use:
Attack; Save Roll: Standard Mental; Effect:
Page 47
Carapace
Description: Your body is covered by insectile plates,
with reptilian scales, or with some other form of obvious,
natural protection, that wards off your enemies' blows.
Cost to Purchase: Average.
Game Mechanics (Carapace):
N
Cost to Use: None; Protection: Standard; Armor
Features: None.
Clairvoyance
Description: You view things that are occurring right
this moment in some distant location.
Cost to Purchase: Very Expensive.
Game Mechanics (Clairvoyance):
N
Action to Use: Control; Cost to Use: Standard;
Range: (Levels *100 miles).
The Character can see events occurring far away almost
as clearly as if the Character were physically present. Any
detailed information, like reading text on a paper, requires an
INS+Notice+(Clairvoyance) Levels roll vs. DF Difficult (25).
While using Clairvoyance, the Character is treated as suffering
the Frozen Affliction. Characters may use Clairvoyance in
conjunction with any of their other normal sensory abilities,
such as The Sight, Dim Sight, Dark Sight, and the like.
Claws
Description: Like some ravenous beast, you sprout
wicked claws from your fingers, ready to tear your enemies
apart.
Cost to Purchase: Cheap.
Game Mechanics (Claws):
N
Cost to Use: Standard Physical; Damage:
Standard Edged Close Combat; Accuracy: ---;
Talent: Close Combat; Hands Required: 1; Reach:
1; Weight: ---; Cost: ---; Weapon Features: None.
Cloak
Description: You disappear from view, fading from the
mind's eye like an unremarkable memory. You skulk past
unnoticed in this way, and they'll never remember you were
there.
Cost to Purchase: Expensive.
Game Mechanics (Cloak):
N
Cost to Use: Standard Mental, Maintained;
Action to Use: Control, Maintain 1 AP; Save Roll:
Standard Illusion [Mental].
Clone
Description: You create a duplicate of yourself,
summoning it from the future, or creating it from pure firemist.
Cost to Purchase: Very Expensive (10 BP/Level).
Game Mechanics (Clone):
N
Cost to Use: Double Standard Mental,
Maintained; Action to Use: Control, Maintain 1
AP.
The Character can create up to (Levels) duplicates of
themselves, all of which are under the Player's control. All of
the clones have the normal LIF and HLT in all Body Parts,
and all share the same pool of SPI. All share a single
consciousness, and any Compulsion or other mental
Affliction that affects one, affects them all. However, anything
one clone sees or learns, all are instantly aware of.
Condemnation
Description: You condemn the damnable act of sorcery,
creating a field in which magical acts are much more difficult.
Cost to Purchase: Very Expensive.
Game Mechanics (Condemnation):
N
Cost to Use: Standard Mental, Maintained;
Action to Use: Control, Maintained; Effect: See
below; Range: Centered on self; Radius: Standard;
Duration: Maintained.
Within the area of effect, all sorcerers' Levels in all
Dark Arts Talents are reduced by (Levels). If this reduces any
Dark Art Talent to 0 or less, the sorcerer can't cast spells
using that Dark Art.
Consume Brains
Description: You consume an enemy's brain, tasting
their memories, their very lives.
Cost to Purchase: Average.
Game Mechanics (Consume Brains): The Character
consumes a fresh mouthful of a dead opponent's brains in
order to search their memories. This acts like the Mind Probe
use of Telepathy, except that it is the Character that rolls in
order to find the memory they want, against a DF of Easy. On
an SF 10+, this Character can instead gain the use of one of the
target's Talents for (SF -10) hours. An opponent has enough
brains for 3 uses of Consume Brains, but the brains must be
fresh; within an hour, they are no longer fresh, no matter how
they're preserved.
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Consume Flesh
Dark Sight
Curses
Description: You gesture angrily at the enemy, and
suddenly, their plans fail, their spirits falter, and they begin to
look for the red 'Exit' sign.
Cost to Purchase: Expensive.
Game Mechanics (Blessings):
N
Cost to Use: Standard Mental; Action to Use:
Control; Effect: -1 to all rolls and Defenses to
persons of the PC's choice; Duration: Standard;
Radius: Standard Small.
Darkness
Description: You create a field of dense shadows that
swallows the light, plunging an entire area into frightening
gloom.
Cost to Purchase: Average.
Game Mechanics (Darkness):
N
Cost to Use: Standard Mental, Maintained;
Action to Use: Attack, Maintained; Save Roll:
None; Effect: Complete darkness; Radius:
Standard Large; Range: Centered on self;
Duration: Maintained.
Daydream
Description: You create a convincing illusion in the
minds of those nearby, making them think that the
Wastelands of Suffering is a sale at the local Selz-Mor
Superstore.
Cost to Purchase: Very Expensive.
Game Mechanics (Daydream):
N
Cost to Use: Standard Mental, Maintained;
Action to Use: Attack, Maintain 1 AP; Save Roll:
Standard Illusion [Mental]; Effect: Witness
illusions; Range: Centered on self; Radius:
Standard.
Dim Sight
Page 49
Dumb Luck
Image courtesy Talia Felix, Publicdomainpictures.net.
Divination [ ]
Description: Everything is connected; the cosmos is like
a pond, and looking at any part of it, you can see the ripples
that affect the whole. Looking at the cards, at the stars, at fire,
you can see the shapes that destiny will take. Others may
scoff, but you can see that in the end, they, too, will eventually
believe.
Cost to Purchase: Very Expensive.
Game Mechanics (Divination):
N
Time to Use: 1 hour; Cost to Use: Standard
Mental.
Choose one Specialization for the Character's
Divination each time this Special Ability is chosen. The Player
must declare what the Character's question is, and then the
Character must roll Divination Levels vs. DF Difficult (25).
On SF 5 or less, the Character gains a vague vision of the
answer or outcome; on an SF of 6 to 10, the vision is more
clear, On an SF of 11+, the Character has a clear vision that
provides some definite answers.
Specializations include astrology, cartomancy (tarot or
poker cards), palmistry (palm reading), oneiromancy
(prophetic dreams), pyromancy (seeing the future in fire), and
tea leaf reading.
Elemental Bolt [ ]
Description: You summon a blast of your chosen
Element, which lances forth and strikes your enemies.
Cost to Purchase: Expensive.
Game Mechanics (Elemental Bolt):
N
Cost to Use: Standard Mental; Damage: Standard
Ranged Combat for Elemental type; Accuracy:
---; Talent: Ranged Combat; Hands Required: 1-;
Range: Standard; Weapon Features: None.
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Elemental Sense [ ]
Description: You can shift your senses to see your
chosen Element, its presence and its very nature.
Cost to Purchase: Average.
Game Mechanics (Elemental Sense):
N
Action to Use: Search; Cost to Use: Standard
Mental; Range: Standard.
Choose one element. The Character is able to sense the
presence of their Element, as well as its amount or potency,
speed, direction, rough shape and composition, and other
pertinent facts. Elemental Sense [Energy] provides Dim Sight
and Dark Sight, and can even see through the Darkness
Special Ability if higher in Level, but isn't that good at sensing
surface details of objects.
Elemental Shaping [ ]
Description: The elements of the cosmos are yours to
tweak, in quick or minor ways. You can create sculptures out
of solid stone as if it were clay, for example.
Cost to Purchase: Cheap.
Game Mechanics (Elemental Shaping):
N
Action to Use: Control; Cost to Use: Standard
Mental; Range: Standard; Radius: Standard.
Elemental Shield [ ]
Description: You wrap your chosen Element around
you like armor, protecting yourself from incoming attacks
with fire, air, earth, or something else.
Cost to Purchase: Expensive, except for Energy, which is
Very Expensive; see below.
Game Mechanics (Elemental Shield):
Energy Shields include 1 Rank of Glow and
Elemental Wave.
N
Protection: Standard, IPRO and DPRO +1 to all
Body Parts; Cost to Use: (Levels)/2 SPI per round;
Armor Features: None.
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Elemental Wave [ ]
Description: You surrounded yourself with a field of
your chosen Element, which harms anyone stupid enough to
come too close.
Cost to Purchase: Cheap.
Game Mechanics (Elemental Wave):
N
Cost to Use: Standard Mental; Damage: Standard
Close Combat for Elemental type; Accuracy: +0;
Talent: Close Combat; Hands Required: ---;
Reach: 0; Weapon Features: Passive.
Elemental Weapon [ ]
Description: A sword, ax, or spear of your Element
springs to life in your hand, shifting and deadly.
Cost to Purchase: Average.
Game Mechanics (Elemental Weapon):
N
Cost to Use: Standard Mental; Damage: Standard
Close Combat for Elemental type; Accuracy: +1;
Talent: Close Combat; Hands Required: 1-;
Reach: 2; Weapon Features: None.
Elemental Wings [ ]
Description: You cause wings of some Element to burst
from your back and carry you away.
Cost to Purchase: Expensive, except for Energy, which is
Very Expensive; see below
Game Mechanics (Elemental Wings):
N
Cost to Use: Standard Mental; Action to Use:
Run Action; Speed: Standard.
For each (STR *10) lbs. that the Character carries,
their speed is halved.
Enchantment
Description: You can create magical items that can be
used by any being with a spirit.
Cost to Purchase: Very Expensive.
Game Mechanics (Enchantment):
N
Time to Use: 1 week per Level of the Artifact to
be created.
Magical Artifacts have a Level, typically from 1 to 10;
the Artifact has (Level *10) Build Points in Special Abilities
invested in it. Any being with a spirit that wields an Artifact
can use the Artifact's Special Abilities as if they had those
Special Abilities, but must pay all AP, VIG, SPI, and all other
costs to activate the Special Abilities as normal.
Enchanters can create Artifacts of a Level up to their
Endure Privation [ ]
Description: Like an ascetic, you can ignore the need for
food, water, or some other basic Human need far longer than
normal, or perhaps even forever.
Cost to Purchase: Very Cheap.
Game Mechanics (Endure Privation): Choose one
deleterious condition: aging, starvation, thirst, heat, cold, or
the need to piss or crap. For each Level, the Character gains a
+1 Bonus to all Endurance Talent rolls to withstand the need
for the condition; at Level 10, the Character is immune to this
need.
Enslave
Description: You lock eyes with him and tell him to
drop the gun. He doesn't even blink at the metallic clank
when it falls to the ground, but shakes his head quickly. He
looks up, horrified, realizing that he's defenseless. You smile.
Cost to Purchase: Very Expensive.
Game Mechanics (Enslave):
N
Cost to Use: Standard Mental; Action to Use:
Control; Save Roll: Standard Mental; Effect:
Compulsion Affliction; Range: Standard;
Page 52
Entangle
Description: You cause your enemy to become engulfed
or wrapped up in some rigid binding material that prevents
them from acting.
Cost to Purchase: Cheap.
Game Mechanics (Entangle):
N
Cost to Use: Standard Physical; Action to Use:
Attack; Save Roll: AGI or STR + Athletics vs. DF
((Levels *2) +15); Effect: Manacled and/or
Shackled Affliction, see below; Range: Standard;
Duration: Indefinite.
Extra Head
Description: You know the clich, and you prove it true.
Your monstrous visage aside, it's hard to blindside you, and
off with his head becomes a more daunting exercise where
you're concerned.
Cost to Purchase: Average.
Game Mechanics (Extra Arms): The Character gains 1
Head per Level. The Character gains the Combat Awareness
Focus from the Martial Arts Talent, whether they qualify for
it or not. In addition, the Character doesn't die unless all
Heads have been severed.
Extra Legs
Daydream
Familiar [ ]
Extra Arm
Fangs
Page 53
Ferocity
Description: They really, really shouldn't have said that.
You feel the rage overtake you, and the next thing you know,
you've got blood under your fingernails. All over the walls,
too.
Cost to Purchase: Cheap.
Game Mechanics (Ferocity):
N
Cost to Use: (Levels) VIG; Duration: Levels
Rounds.
The Character gains a (Levels) Bonus to STR and TGH,
but a Penalty to INS of the same amount, to a minimum of 1.
The Character is Compelled to attack the nearest enemy in
Close Combat, until they drop, and continue doing so until
they're done; once all enemies are dropped, the Character is
Compelled to attack anyone else around, until the duration
ends. Once it does, the Character is Exhausted for 2d6
Rounds.
Fog
Description: You draw a mist into the area that covers
your activities and muffles the sounds they make.
Cost to Purchase: Average.
Game Mechanics (Fog):
N
Cost to Use: Standard Mental; Radius: Standard
Large; Range: Centered on self.
The Character creates a dense mist that makes it hard to
see. Anyone in the field of Fog automatically suffers a penalty
of -(Levels) to all Notice Talent rolls for sight, and -(Levels)/2
for hearing.
The Glow
Several Special Abilities can mimic The Glow at Level 1, such
as Elemental Bolt, Elemental Wave, Elemental Weapon, or
Elemental Wings for the Energy Element. While Glowing, these
Characters suffer the normal penalties to Sneak and defenses.
Some Unnaturals' Dark Powers are literally that, though; they
are composed of dark energies that don't throw off any light. These
Unnaturals' powers don't gain the Glow, but don't gain anything
useful in return; however, they aren't huge targets at night, either.
Gust
Description: You gesture, and a wind lances forth and
strikes your foes, and knocks their breath out of them,
knocking them on their ass.
Cost to Purchase: Average.
Game Mechanics (Gust): The
N
Cost to Use: Standard Mental; Damage:
(2d6+Levels)B; Accuracy: +1; Talent: Ranged
Combat; Hands Required: 1-; Range: Standard;
Weapon Features: Radius [2 yd]; Save Roll: (AGI +
Athletics vs. DF ((Levels *2) +15).
If the target fails their Save roll, they also suffer the
Prone Affliction for Indefinite Duration.
Healing
Description: You allow life to flow from your hands
into another person, potentially bringing them back from the
brink of death.
Cost to Purchase: Average.
Game Mechanics (Healing):
N
Action to Use: Control; Cost to Use: Standard;
Reach: 0.
The Character touches another and restores LIF to the
subject, and HLT to the Body Part touched. The amount of
LIF restored is (Levels)/3, and the HLT restored is equal to the
equivalent HTH damage +1 Level. For example, 1 Level
restores 1 HLT, 2 Levels restores 1d3 HLT, 3 Levels restores 1d6
HLT, 4 Levels restores 1d6+1 HLT, and so on. The anesthetic
effects of Healing also negate all penalties due to pain for 1
Round afterward, but also automatically cause the subject to
suffer the Inebriated Affliction during that time.
Glow
Horns
Page 54
Immortal
Description: You rise from the dead on the third day. If
you're good; if you're not so good, it might be the seventh, or
the tenth.
Cost to Purchase: Extremely Expensive (-7 BP per
Level).
Game Mechanics (Immortal): If the Character is killed
but the body is still largely intact (i.e. the Head or Torso
hasn't been severed), the Character will rise from the dead
again in (11 Levels) days. The Character doesn't heal any
faster than normal, but they are also immune to the negative
effects of aging.
Inhuman Attribute [ ]
Description: You are vastly stronger, more cunning, or
more charming that almost any Human that ever was. The use
of your vast potential is quickly draining, but you can
demonstrate unbelievable power in short bursts.
Cost to Purchase: Extremely Expensive.
Game Mechanics (Inhuman Attribute):
N
Cost to Use: (Level *2) VIG per use for Physical
Attributes, or (Level *2) SPI per use for Mental
Attributes.
The Character gains a bonus of +(Levels)d6 to all rolls
with one Attribute, including HTH damage from STR. If the
Inhuman Attribute is Strength, this includes HTH Damage
rolls. For all calculations, such as Assets, each Level of
Inhuman Attributes counts as 3 Levels of the appropriate
Attribute.
Interface
Description: Some people are good with machines; you
are godlike. You don't just speak their language, you make
them dance and sing in yours.
Cost to Purchase: Average [3].
Game Mechanics (Interface):
N
Reach: 0.
Large
Description: You're larger than an ordinary Human
being; like some hulking abomination, you tower over Mortal
victims.
Cost to Purchase: Average.
Game Mechanics (Large): With odd selections, the
Character gains +1 to Reach. The Character gains a bonus of +
(Levels) to all Save rolls against the Prone Affliction. Further,
at Level 3 to 6, the Character's HLT in all Body Parts is
increased by ; at Level 7, the Character's HLT in all Body
Parts is doubled.
Leaping
Description: You drain a subject's very life-force into
you, growing stronger as they grow weaker.
Cost to Purchase: Cheap.
Game Mechanics (Leaping): Each Level adds +10 to the
Character's Athletics Talent for the purposes of calculating
jumping distances.
Leeching
Description: You drain a subject's very life-force into
you, growing stronger as they grow weaker.
Cost to Purchase: Average.
Game Mechanics (Leeching):
N
Cost to Use: Standard Mental; Action to Use:
Attack; Save Roll: WIL + Self-Control vs. ((Levels
*2) +15); Effect: Transfer (FF)/2 LIF from target to
yourself; Talent: Close Combat; Reach: 0.
Levitation
Description: You float above the ground, or travel
through the air without touching it.
Cost to Purchase: Cheap.
Game Mechanics (Levitation):
N
Cost to Use: Standard Mental; Action to Use:
Run Action; Speed: 0 yd/Round at Level 0,
Standard at higher Levels.
For each (STR *10) lbs. that the Character carries,
their speed is halved.
Page 55
Lycanthrope [ ]
Description: You temporarily take on the form of an
animal.
Cost to Purchase: Average.
Game Mechanics (Lycanthrope):
N
Action to Use: Transform; Cost to Use: Standard
Physical; Duration: Lasting.
Choose one form of animal when this Special Ability is
purchased. The Character can transform themselves into an
animal. Choose one form of animal; in this form, the
Character gains its Physical Attributes, but retains their own
Mental Attributes. The Character's Assets are recalculated
based on the Character's new set of Attributes. The Character
also gains all of the animal's Special Abilities, and can
continue to use any Abilities that require SPI to use, or any
Physical Inhuman Attribute Special Ability.
The higher the Level, the more powerful the animal the
Character can transform into. At Level 1, the Character can
transform into a small, mostly-harmless animal, like a cat or a
raven. At Level 5, the Character can turn into a man-sized
creature, like a large wolf; and at Level 6+, the Character
transforms into a creature larger than Human, like a bear or
crocodile.
N
N
Monstrous Appendage [ ]
Description: Your arm, leg, hand, foot, head, or torso is
many times bigger than normal. You looks like a horrifying
freak, but you're far more formidable than normal folks.
Cost to Purchase: Expensive.
Game Mechanics (Monstrous Appendage): The exact
effects depend on what body part has grown to monstrous
proportions. The Character may add their Levels to the HLT
in that Body Part, and a bonus equal to (Levels) to the Creepy
Looks Talent. The Character also suffers a penalty of (Levels)/2 from CDEF and RDEF, and on any odd-numbered
Attack roll, the attacker may choose to target the Monstrous
Appendage instead of rolling for a Body Part as normal.
N
Arm/Foot/Leg: Gain (Levels/2) Levels of Inhuman
Attribute (STR), but only with that arm, foot, or
leg.
N
Hand: Gain (Levels/2) Levels of Inhuman
Attribute (AGI), but only with that hand.
N
Head: Gain (Levels/2) Levels of Inhuman
Attribute (INS).
N
Torso: Gain (Levels/2) Levels of Inhuman
Attribute (TGH).
Nightmares
Miasma of Madness
Description: With a thought, you radiate the twisted,
maddening energies of the Ylem, and those around you begin
to lose their grip on ordinary reality.
Cost to Purchase: Very Expensive.
Game Mechanics (Miasma of Madness):
N
Cost to Use: Standard Mental; Action to Use:
Attack; Save Roll: Standard Mental; Effect: Lose
1d3+(FF) SPI; Range: Centered on self; Radius:
Standard.
Mirage
Description: You alter the pattern of light around you,
creating a realistic-looking illusion.
Cost to Purchase: Very Expensive.
Game Mechanics (Mirage):
N
Cost to Use: Standard Mental, Maintained;
Action to Use: Attack, Maintain 1 AP; Save Roll:
Standard Illusion [Physical]; Effect: Witness
Plague
Description: As you demand, your opponent's flesh
breaks out into open sores, and their strength drains away.
They are left a pitiful husk, ripe for your final victory.
Cost to Purchase: Expensive.
Game Mechanics (Plague):
N
Cost to Use: Standard Physical; Action to Use:
Attack; Save Roll: Standard Physical; Effect: Suffer
-1 penalty to STR and END per day, lose
Attractive Talent, and gain Creepy Looks Talent
Level 2, may make another save each day; Range:
Page 56
Pocket Realm
Description: You have your own tiny Realm to retreat
to when things get too tough. In your own little world, you're
safe for a time.
Cost to Purchase: Very Expensive.
Game Mechanics (Pocket Realm):
N
Action to Use: Control; Cost to Use: (Levels +
Membrane) SPI.
The Character can move to their Pocket Realm, which
is a perfect sphere (Levels * 100 yards) in diameter. The
Character may take with them up to (Levels) other
individuals, but on arrival, all of these other Characters are
Frozen for (10 + 1d6 Levels) Rounds, and automatically take
1 Energy Environmental Damage. The Character may set any
Phenomena in the Realm, such as Purity, Gravity, or Tech
Restrictions, that they want, or make other minor alterations,
pending Game Master approval. Pocket Realms always have a
reasonably comfortable temperature, and breathable air,
neither of which ever run out. The Character can also store
things in the Pocket Realm, and retrieve them later, but
nothing larger than a Human body.
Possession
Description: Like a demon, you enter another's body
and control them like a puppet.
Cost to Purchase: Expensive.
Game Mechanics (Possession):
N
Cost to Use: Standard Mental; Action to Use:
Control; Save Roll: Standard Mental; Effect:
Compulsion, the Character controls the target's
body directly; Range: Reach [0]; Duration: (FF)
Rounds.
Possession requires either the Spirit Form or Astral
Projection Special Abilities.
Redemption
Description: You bring hope and the promise of a new
start to a beleaguered spirit. You transfer some of your
essence into another, allowing them to temporarily resist their
baser urges and give their all.
Cost to Purchase: Expensive.
Game Mechanics (Redemption):
N
Action to Use: Transform; Cost to Use: Standard
Mental; Effect: See below; Range: Reach [0].
The Character can spend (X+2) SPI to transfer X SPI to
Regeneration
Description: Nothing can keep you down for long.
You've been beaten, shot, even blown up, but your ragged
form always manages to reassemble itself, with only horrific
scars to show for it.
Cost to Purchase: Expensive.
Game Mechanics (Regeneration): The Character regains
1 HLT per (11 Levels) Rounds to all Body Parts, and (Levels)
LIF per minute.
Reservoir [ ]
Description: You can create Artifacts with their own
magical batteries, that are less taxing on the mind and body
to use.
Cost to Purchase: Average.
Game Mechanics (Reservoir): This Special Ability can
only be used with the Enchantment Special Ability to create
Artifacts. The Artifact has a reserve pool of 1 VIG or SPI per
Level that can be used to power the Artifact's other Special
Abilities. At any time, any Enchanter with this Special Ability
may take a Control Action transfer their own VIG or SPI to a
Reservoir Artifact to recharge it. An Artifact whose Reservoir
is depleted can still use the wielder's SPI or VIG instead.
Resistance [ ]
Description: There is some form of attack that you can
shrug off. Maybe your incredible focus prevents you from ever
being distracted, or maybe your strange, protoplasmic flesh
doesn't bleed when cut.
Cost to Purchase: Very Cheap.
Game Mechanics (Resistance): Choose one Affliction;
all Save rolls against this Affliction gain a bonus equal to
(Levels). At Level 10, you are immune to this Affliction. If
you're immune to any two Emotional Afflictions, you gain
Immunity to them all.
Scourge
Description: You shatter illusions, reducing many of
those around you to darkness and despair in their weakness.
Liberated of false hope and silly dreams, they are ready to
Page 57
Sever Fate
Description: You slice fate apart like a surgeon,
removing the link between cause and effect.
Cost to Purchase: Very Expensive.
Game Mechanics (Fangs):
N
Action to Use: Transform; Cost to Use: Double
Standard Mental; Range: Standard; Save Roll:
None; Effects: See below.
In order to use to this Special Ability, the Character
must hold their action, and then take a Transform Action in
response to some other event. That event takes place but has
no effect whatsoever; the event is removed from the normal
flow of cause-and-effect. For example, the Character with a
gun to their head could unlink the cause trigger on gun is
pulled from the effect gunpowder in bullet ignites. The
bullet is not a dud, and the gunpowder struck it, but the
bullet doesn't fire as a result.
If either the cause or effect are ongoing, the Character
must Maintain the Severed Fate, paying SPI each round to
keep the two events separate. For example, the Character,
awakening in a burning house, could unlink the cause walk
through fire from the effect burn, but they'll burn as soon
as they can't keep the Special Ability active. There can always
be unintended consequences, too; the Character awakening in
the burning house might still pass out from smoke inhalation
before they can make it out of the building, or they might die
when the building collapses on them.
Shapeshifting [ ]
Description: You mold your flesh to look like someone
else, effectively stealing their life.
Cost to Purchase: Average.
Game Mechanics (Shapeshifting):
N
Action to Use: Transform; Cost to Use: Standard
Physical; Save Roll: Standard Illusion [Physical];
Duration: Lasting.
The Character can alter their appearance to look like
anyone. At Level 2, the Character can mimic voices as well,
and at Level 4, the Shapeshifter can duplicate fingerprints. At
Level 8, even the Character's retinal scans will show the
correct identity, and at Level 10, the Character's very DNA is
the same. Although the appearance mimicry is perfect, the
Character still doesn't necessarily duplicate the mannerisms of
the target precisely. The Shapeshifter may also need to roll
PER + Trickery vs. a viewer's INS + Notice to see if the viewer
notices something odd in their behavior. The Character may
gain or duplicate up to (Levels/2) Levels in the Attractive or
Creepy Looks Advanced Talents.
Shapeless
Description: You have no definite form, instead
composed of a single mass of flesh with no definite parts.
There's no way to target your weak points, since you don't
really have any.
Cost to Purchase: Very Expensive.
Game Mechanics (Shapeless): The Character loses all
Hit Locations except for the Torso. All attacks automatically
land on the Torso, but the Torso has (Levels)/3 times more
HLT than normal. The Character cannot purchase Monstrous
Appendage, Extra Arms, Extra Legs, Extra Head, or Tentacles,
but the Character may manifest up to (Levels)/2 Tentacles by
taking a Control Action for each one.
The Character is automatically immune the the Prone,
Sitting/Kneeling, Shackled, and Manacled Afflictions. The
Character's jumping distances and movement speeds are all
halved, but the Character can ooze through openings and
porous materials, like a fluid, unless the door or container is
sealed watertight.
Finally, the Character gains (Levels *3) IPRO and
(Levels) DPRO vs. Blunt Damage, and (Levels) IPRO and
(Levels)/3 DPRO vs. Gunfire Damage.
Page 58
Sharp Sense [ ]
Description: Your sense of sight, hearing, touch, or
smell and taste, are much more acute than any Humans'.
Cost to Purchase: Very Cheap.
Game Mechanics (Sharp Sense): Choose one sense; the
Character gains a bonus of +(Levels) to all INS+Notice rolls
with that sense. For the purposes of this Special Ability, smell
and taste are treated as one sense. Characters with Sharp Sense
suffer a penalty to all Save rolls against sensory overload
attacks on that sense equal to the Sharp Sense Levels. For
example, a Character with Sharp Sense [Sight[ Level 5 would
suffer a -5 Penalty to all Save rolls against the Blinding Burst
Special Ability, and likewise with Sharp Sense [Hearing] and
the deafening effect of Shriek.
Shriek
Description: You create a thunderous, shattering sound,
that causes piercing pain and deafness in all nearby.
Cost to Purchase: Average.
Game Mechanics (Shriek):
N
Cost to Use: Standard Mental; Damage:
(1d6+Levels)E; Accuracy: ---; Talent: ---; Hands
Required: ---; Range: Centered on self; Weapon
Features: Automatic; Radius [10 yd]; Save Roll:
Standard Physical.
If the target fails their Save roll, they also suffer the
Deafened Affliction for Standard Duration.
Sight, The
Sorcery [ ]
Page 59
Spirit Form
Description: You transform your body directly into a
subtle, spiritual form, allowing you to walk through walls.
Cost to Purchase: Very Expensive.
Game Mechanics (Spirit Form):
N
Action To Use: Transform; Cost To Use: ((11 Levels) + Membrane) SPI per Round.
The Character can shift themselves into the Membrane
itself; here, they can be seen as a sort of ghostly, semitransparent outline by beings in the Realm they just left, but
are effectively intangible. The Character gains 1 Level of The
Sight in this form, and a +3 bonus to all Sneak Talent rolls,
and cannot be harmed by normal weapons or attacks at all.
Magical attacks do half normal damage, including hand-tohand attacks by Characters who know Mystic Kung Fu, and
Close Combat attacks by Characters with the Affect Spirits
Special Ability do full damage.
The Character can use INS as STR, PER as AGI, and
WIL as TGH. Attribute loss to STR, AGI, and TGH can be
ignored by this Character in this form. The Character doesn't
suffer any Injury Damage on these Realms, and any Debility
damage is taken from SPI, not LIF.
Each day that the Character remains in Spirit Form, the
Character takes LIF damage equal to the Realm's Membrane.
This damage cannot be healed unless the being inhabits a
physical object or entity; inhabiting an object, it heals at a rate
of 1 per day, and inhabiting a living being, it regenerates at the
normal rate. Characters may inhabit an unattended item
automatically, but require the Possession Special Ability to
inhabit living beings or attended objects. The Telekinesis,
Interface, or Elemental Shaping Special Abilities are required
to animate and move inhabited objects.
Mystics using magic in Spirit Form suffer -2 to all Dark
Art [Substance] rolls, but +2 to all Dark Art [Spirit] rolls. The
cost of all Substance Formula is increased by 2, but the cost of
all Spirit magic rolls is reduced by 2.
Characters in Spirit Form can be killed as normal in
Spirit Form, and the First Aid Talent is useless for healing
damage in this form.
Stench
Description: Like a rotting zombie, you can produce a
repulsive stench that sickens anyone that smells it.
Cost to Purchase: Cheap.
Game Mechanics (Stench):
N
Cost to Use: (Levels)/2 VIG; Action to Use:
Attack; Save Roll: Standard Physical; Effect:
Distracted; Range: Centered on self; Radius:
Standard; Duration: Standard.
Stigmata
Description: A sense of joy and peace overwhelms you,
as your body takes in divine energies and purges itself of all
that is corrupt.
Cost to Purchase: Expensive.
Game Mechanics (Stigmata): The Character may gain
(Levels) SPI once per day, by suffering the Emotional (Joy)
and Bleeding Afflictions for (Levels) Rounds. The Character is
Frozen for 1 Round when they activate Stigmata, and they
bleed from (Levels) separate locations on their body each time
this Special Ability is used.
Summoning [ ]
Description: You call animals or mystical creatures to
serve you, and they arrive and obey when called.
Cost to Purchase: Expensive.
Game Mechanics (Summoning):
N
Cost to Use: Standard; Duration: Double
Standard.
Choose some minor, non-sentient creature, like cats,
ravens, or zombies. The Character can summon 1 such small
animal per Level, or 1 per 2 Levels if it's a more capable
creature like a shadow goblin or a zombie. The summoned
creatures will arrive the next Round, and will be under the
Character's command, obeying the Character to the best of
their understanding.
Tail
Description: You have a tail like a beast, which helps
you keep your balance when you climb.
Cost to Purchase: Very Cheap.
Game Mechanics (Tail): The Character gains a bonus of
(Levels) to all AGI+Athletics rolls to retain their balance. At
Level 5, the Tail can be used to hold objects, and at Level 10, it
is deft enough to use as an additional hand.
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Telekinesis
Description: You master base matter with your mind,
moving it through midair as if it were manipulated by
powerful, invisible hands.
Cost to Purchase: Average.
Game Mechanics (Telekinesis):
N
Action To Use: Control; Cost To Use: (STR
required to lift the object) SPI; Range: (Levels *10
yd).
The Character may exert the equivalent of (Ranks) STR
at a distance against any object they can sense clearly. Attack
rolls with Telekinesis use WIL in place of STR or AGI, and
the Ranged Combat Talent, but the Character may otherwise
make Grapple, Punch, and Tackle Attacks with Telekinesis.
Telepathy
Description: You see into another person's mind,
reading their surface thoughts, looking for other minds in the
vicinity, or delving into another's memories.
Cost to Purchase: Expensive.
Game Mechanics (Telepathy): There are three uses for
Telepathy; Scanning, Reading, and Probing.
N
Scanning: Action To Use: Control; Cost To Use:
Teleportation
Description: You skip to another Realm and back again
swiftly, bypassing distance and appearing where your enemies
least expect it.
Cost to Purchase: Very Expensive.
Game Mechanics (Teleportation):
Page 61
Tentacles
Description: Your octopus-like tendrils can wrap
around your enemies in a steely, twisted embrace and squeeze
the life from them.
Cost to Purchase: Average.
Game Mechanics (Tentacles): The Character gains a
bonus of +(Levels) to all STR+Close Combat rolls to Grapple.
Tongues
Description: Your deft mind can unriddle any cipher,
allowing you to learn any language in mere minutes.
Cost to Purchase: Very Cheap.
Game Mechanics (Tongues):
N
Cost To Use: (Levels) SPI.
The Character can learn any new language they
encounter in (11 Levels, minimum 0) minutes.
Transmutation
Description: Like the alchemists of old, you can touch
an item and change its material composition, weaving gold
from straw with mere intention.
Cost to Purchase: Very Expensive.
Game Mechanics (Transmutation):
N
Cost To Use: (Levels) SPI; Damage: (Levels)d6N;
Accuracy: -2; Talent: Close Combat; Hands
Required: 1-; Reach: 0; Weapon Features: None.
Traverse Realms
Description: You transition yourself and your allies to
another Realm, to continue your quest.
Cost to Purchase: Very Expensive.
Game Mechanics (Traverse Realms):
N
Action to Use: Control; Cost to Use: (Levels +
Membrane) SPI, plus 1 TGH.
The Character can move to a neighboring Realm, taking
with them up to (Levels) other individuals. On arrival, all of
these other Characters are Frozen for (10 + 1d6 Levels)
Rounds, and automatically take 1 Energy Environmental
damage.
Unwinding
Description: You steal potential energy from a
mechanical or technological device, preventing it from
functioning. Like a toy that hasn't been wound, it sits, useless.
Cost to Purchase: Cheap.
Game Mechanics (Unwinding):
N
Cost to Use: Standard Physical; Action to Use:
Attack; Save Roll: Unattended items get none,
Possessions get their wielder's Standard Mental
Save; Effect: Item ceases to function as if taking
100% FUNC damage; Range: Standard; Duration:
Standard.
Venom
Description: You secrete a venom from your skin that
slowly kills your foes, as you stand by and laugh.
Game Mechanics (Venom):
N
Cost to Use: (Levels)/2 VIG; Action to Use:
Attack; Save Roll: Standard Physical; Effect: Suffer
-1 penalty to all Attributes per minute, may make
another save each minute; Range: Reach [0];
Duration: (FF)/2 minutes.
Page 62
Walk on Water
Wards
Power Modifications
Who can resist playing God, toying with forces beyond
their control? This section allows one to manipulate the Dark
Powers, tailoring them to suit one's whims.
Each selection of a Power Modification either increases
or decreases the Character Point cost per Level of a Special
Ability.
Beast Hybrid
Requirements: Lycanthrope Level 1+.
Description: You can transform halfway into a bestial
form streamlined and specialized for slaughter.
Modification: +2 Cost Level.
Game Mechanics (Beast Hybrid): The Character can
transform into a half-human, half-beast form that has all the
benefits of both forms. In this form the Character is at their
Descriptor Change [ ]
Requirements: Any Special Ability without the Radius
Feature.
Description: Your Dark Power is more effective than
others' in some way.
Modification: See Descriptor Change Table.
Game Mechanics (Descriptor Change): Refer to the
Descriptor Change Table to see what the cost will be for the
modification desired.
Page 63
Modification Effect
N
N
Reducing SPI or VIG cost to increases Cost Level by 2; 2 selections reduces SPI or VIG cost to 0.
Formul still retain their normal minimum cost.
N
N
Adding the Balanced [-1], Block [-1], or Disarm [-1] Weapon Features decreases Cost Level by -1.
Adding the Requires Move Weapon Feature decreases Cost Level by -2.
N
N
N
N
N
N
Increasing a Large Radius by +4 yd increases Cost Level by +1. Adding Radius to an attack increases
Cost Level by +2.
Decreasing Radius by -4 yd decreases Cost Level by -1. Removing Radius from an attack decreases
Cost Level by -2.
N
N
Save Roll
N
N
Speed
N
N
Action to Use
Cost to Use
Damage
Duration
Protection
Radius
Range
Each +1 to AP cost reduces Cost Level by +1. If the AP cost is reduced to 0, the Special Ability is
always on
Adding the Balanced [+1], Block [+1], Disarm [+1] Weapon Features increases Cost Level by +1. Adding
the Armor-Piercing, Autofire, Knocks Down, Manacle/Shackle, or Passive Weapon Features increases
Cost Level by +2.
Reducing Duration decreases Cost Level by -1; 1d3+1 becomes 1d2 Rounds, then 1 Round.
Changing Duration to Lasting increases Cost Level by +2 and doubles SPI and VIG Cost. Changing
Duration to Indefinite increases Cost Level by +2 and doubles SPI and VIG Cost again. Both require
Game Master permission. If the Special Ability has a Save and is easily reversible (i.e. the Prone
Affliction is ended with a Change Position Action), the Duration is automatically Indefinite.
Adding the Hardened or More Effective Armor Feature increases Cost Level by +1.
Adding the Less Effective Armor Feature decreases Cost Level by -1. Adding the Ablative Armor
Feature decreases Cost Level by -2.
Decreasing Range by decreases Cost Level by -1. Decreasing Range to Touch decreases Cost Level by
-2; the attack becomes Close Combat, and has Reach [0].
Hidden
Implement
Requirements: Any Special Ability.
Description: Your Dark Power requires an outside focus
to use. The Dark Power is totally inaccessible without the
Implement, although the power will still lie dormant within
Page 64
Limited Application
Requirements: Any Special Ability.
Description: Your Dark Power isn't as flexible as others';
instead of warping metal in general, it only opens locks, or
maybe instead of controlling any mind, it only dictates the
actions of animals.
Modification: -1, -2, or -3 Cost Level.
Game Mechanics (Limited Application): Choose one
more specialized, limited application for the Dark Power. For
-1 Cost Level, the Dark Power isn't useful about half the time;
an example of this would be Enslave that only worked on
animals. For -2 Cost Level, the Dark Power is only useful
about 25% of the time; an example of this would be Healing
that only restored HLT lost to Energy Damage. Finally, for -3
Cost Level, the Dark Power is very rarely useful; an example
of this would be Shape Element [Substance] that only works
for opening locks.
Regrowth
Requirements: Regeneration 1+ Levels.
Description: Even if completely severed, your body
parts will completely grow back in time.
Modification: +1 Cost Level.
Game Mechanics (Hidden): The Character will regrow
lost Body Parts, even if they are completely severed.
Resurrection [ ]
Requirements: Immortal 1+ Levels, Regeneration 1+
Levels, Regrowth.
Description: When you say that you're immortal, you're
really, really Immortal. It takes some extraordinary measures
for your enemies to finally wipe you out.
Modification: +2 Cost Level.
Game Mechanics (Hidden): The Character will rise
from the dead even if their Head or Torso is severed. Burning
the body, or otherwise pulverizing or disintegrating it, will
kill the Character once and for all; the Player must also
choose one other method to finally kill the Character
completely.
Innate Powers
Innate Powers are Special Abilities that the Character
possesses without needing to make spellcasting Talent rolls.
Innate Powers are part of the Character, and are an innate part
of them in the same way as the Character's Attributes, Talents,
Formulae
Learning Formulae
Spellcasting Procedure
Page 65
Page 66
Formulae Table
Dark Powers
Element
Body
Initiatus
(Level 1 to 2)
Zelator
(Level 3 to 4)
Spirits
Magus
(Level 9 to 10)
Adhesion, Body
Spikes, Carapace,
Claws, Divination
[Palmistry], Endure
Privation [Any],
Fangs, Ferocity,
Horns, Sense Element
[Body], Sharp Sense
[Any], Tail, Tentacles.
Elemental Bolt
[Body], Elemental
Shield [Body],
Elemental Weapon
[Body], Large, Plague.
Inhuman Attribute
[Any Physical],
Shapeless, Summoning
Leeching, Lycanthrope [Devourers].
[Any], Shapeshifting.
Nothing lasts
forever. Everyone has
a destiny.
Destiny is mutable,
through our own
actions.
Destiny is
inescapable. Free will
is an illusion.
Everything has
already happened,
exactly as it should.
Blessings, Curses,
Divination [Any],
Dumb Luck.
Condemnation,
Traverse Realms,
Ward.
Elemental Bolt
Clairvoyance,
[Destiny], Elemental
Elemental Shield
Weapon [Destiny],
[Destiny], Telekinesis.
Sever Fate.
There is no death,
just endless change.
Motion and stillness Power and speed are Nothing can stop me I am already there,
are different ends of
merely matters of
should I choose to
for I am all places at
the same pendulum. perception.
move.
once.
Adhesion, Blinding
Burst, Dim Sight,
Divination
[Pyromancy], Glow,
Levitation, Sense
Element [Energy],
Sharp Sense [Sight].
Elemental Bolt
Cloak, Darkness,
[Energy], Elemental
Dark Sight, Interface,
Shaping [Energy],
Leaping, Unwinding,
Elemental Weapon
Walk on Water.
[Energy].
Elemental Shield
[Energy], Mirage,
Teleportation.
Clone, Summoning
[Salamanders or
Sprites].
Spirit surrounds us
and binds the world
together.
The spirit of
The spirits affect us
everything is bound in all, moment by
a great cycle.
moment.
Affect Spirits,
Anguish [Any], Astral
Projection, Divination
[Oneiromancy], Sense
Element [Spirits].
Daydream, Inhuman
Attribute [Any
Mental], Nightmares,
Resistance [Any
Mental], Ward.
Alter Memories,
Possession,
Miasma of Madness,
Redemption, Scourge,
Spirit Form,
Stigmata, Tongues,
Summoning [Ghosts
Telepathy.
or Tulpas].
Enslave, Elemental
Bolt [Spirit],
Elemental Shield
[Spirits], Elemental
Weapon [Spirits].
Matter is a
Matter is the
There are only atoms
hologram, a projected plaything of the
and the void.
force.
gods.
Substance
Magister
(Level 7 to 8)
Destiny
Energy
Adeptus
(Level 5 to 6)
Divination
[Aeromancy,
Hydromancy, or
Lithomancy],
Entangle, Sense
Element [Substance].
Elemental Shaping
Elemental Bolt
Summoning [Gnomes,
[Substance], Elemental [Substance], Elemental Sylphs, or Undines],
Shield [Substance].
Weapon [Substance]. Transmutation.
Page 67
The rank titles for the Elements came from the Knights
of Pymander. Mystics use the rank titles to describe their
stages of learning each Element; Mystics with an odd Level
sometimes identify themselves as Lesser/Junior while those
with an even Level may say Greater/Senior, as in Lesser
Zelator of Substance or Greater Initiatus of Spirit. Some
Collegiums even grant official privileges and responsibilities
based on a Mystic's highest-ranked Elemental knowledge.
High Mysteries
The Dark Arts that Mystics wield are capable of changing the
world, but even these changes are limited and temporary. When a
Magus overcomes the limits of even their vast knowledge, they
attain the rank of Ipsissimus, one capable of reshaping entire
continents, stopping a planet's rotation for a day, or defying the
Dark Princes themselves.
High Mysteries such as these require Levels higher than 10 in
a Dark Art, and may take decades or centuries to research and cast.
Ipsissimi are incredibly rare, very rarely sane, and utterly obsessed
with their inscrutable pursuits. It's said of the Ipsissimus Ensi Abgal
that he might not notice if the Elder Beasts did manage to invade
and conquer the City of Spirits, unless he was alerted.
High Mysteries are not available to PCs except with special
Game Master permission.
Mystical Techniques
Mystical Techniques extend a Mystic's magical
capabilities, or reduce the Spirit cost of magic, drastically
reducing the risk to their sanity when they bend the
Elements. The Mystical Techniques Advanced Talent gives
Characters a new Mystical Technique with every Level.
Ancient Languages
Requirements: Languages Talent 1+, with Focus in
Egyptian, Enochian, Hebrew, Greek, Latin, Sanskrit, or some
other ancient language.
Description: You speak in the language of the Elements
themselves, and the salamanders and undines hasten to obey.
Game Mechanics (Ancient Languages): The SPI cost of
the Character's Formula is reduced by 1, as long as the
Character speaks in the Ancient Language in their own voice
and can be clearly understood. Ancient Languages doesn't
work underwater, or when the Character has just had dental
work done, and recordings or electronic transmissions don't
work either.
Blood Sacrifice
Altar [ ]
Requirements: Lair 1+ Levels.
Description: You create a sacred space where magical
energies move more freely, and where your Great Work can
continue uninterrupted.
Game Mechanics (Altar): Designate one permanent,
Page 68
Consecrated Tools
Requirements: Hidden Lore Talent 3+ Levels.
Description: You craft wands, amulets, cards, or
daggers, or even specialized Thaumatronic devices or
computer programs, to amplify your magical potential when
used.
Game Mechanics (Consecrated Tools): As long as the
Character uses their Consecrated Tools, the SPI cost of the
Character's Formula is reduced by (Levels)/2. The Character
may have a maximum number of Consecrated Tools equal to
their Mystical Techniques Level, but may only benefit from
one at a time.
Dancing
Requirements: Expert (Dancing) Talent 1+ Levels.
Description: You move your body to the music of the
Spheres, and your body calls to the Elements, seducing them
to obey.
Game Mechanics (Dancing): The Character reduces
their CDEF and RDEF by X, up to their Mystical Techniques
Level, and reduce the SPI cost of the Formula by (X *
Levels)/2.
Elixirs
Requirements: Expert (Drugs) Talent 1+ Levels.
Description: You prepare sacramental wine, or some
other mind-bending chemical, that frees your mind from the
grip of the Vale of the Downtrodden, and lets you reach the
higher Realms.
Game Mechanics (Elixirs): While the Character is under
the effects of the Elixir, the Character suffers the Distracted or
Inebriated Affliction, but the SPI cost of all Character's
Formul are reduced by (Levels). Most Elixirs last 1d3+3
hours, after which time the Character is Exhausted for twice
that long.
Fasting
Requirements: Endurance Talent 1+ Levels.
Description: By abstaining from food, your body grows
weak but your soul grows strong.
Game Mechanics (Fasting): As long as the Character
fasts, the SPI cost of all Character's Formul are reduced by
(Levels)/2, but the Character suffers the Distracted Affliction.
The Character must have been fasting for at least 24 hours to
gain this effect, subsisting on nothing but water.
Ingredients
Requirements: Connections or Wealth Talent 1+ Levels.
Description: You obtain rare and valuable materials to
use in your magical experiments, like flawless gems, rare herbs
or animal parts, or the fragments of broken Artifacts.
Game Mechanics (Ingredients): The more expensive the
Trifles, the more helpful they are. Each Trifle slot spent gives
the ability to use the Ingredients Technique once; each use of
Ingredients reduces SPI costs by (Levels).
Magical Passes
Requirements: Hidden Lore Talent 1+ Levels.
Description: You make special movements in with your
arms and hands.
Game Mechanics (Magical Passes): The SPI cost of the
Character's Formula is reduced by 1, or reduced by 2 if both
hands must be free.
Freecasting
Requirements: Hidden Lore Talent 3+ Levels.
Page 69
Participants
Requirements: Mystical Techniques Focus Dancing,
Rituals, or Tantra.
Description: Your spell requires a number of people, all
giving of themselves to make it work.
Game Mechanics (Participants): Each Participant may
contribute 1 SPI to the Character's Formula, to a maximum
number of Participants equal to double the Character's Mystic
Techniques Level. The base time to cast the Formula doubles,
however.
Rituals
Requirements: Hidden Lore Talent 3+ Levels; Mystical
Techniques Focus Ancient Languages, Consecrated Tools, or
Magical Passes.
Description: You
Game Mechanics (Rituals): For each full minute that the
Character spends all AP casting the spell, the SPI cost is
reduced by (Levels).
Sympathetic Connection
Requirements: Hidden Lore Talent 3+ Levels, Rituals,
Limited choice of Formul (Anguish, Blessings, Curses, or
Nightmares).
Description: You do that voodoo that you do so well.
Your enemies writhe in pain miles away, and you laugh,
knowing they'll remember you, promising vengeance.
Game Mechanics (Sympathetic Connection): The
Character obtains a piece of the target's body, such as hair or
blood, and affects them at a vastly increased distance. The
Formula only affects one, single target at a time. The SPI cost
of the Character's Ritual is reduced by (Levels)/3 if skin or
hair is used, but is reduced by (Levels) if blood is used. The
Tantra
Requirements: Endurance Talent 1+ Levels; Expert (Sex)
Talent 1+ Levels.
Description: Sexual tension contains powerful energies,
and you and your partner summon all your control to release
those energies to cast a spell.
Game Mechanics (Tantra): The Character has sex with
another, funneling the energy into a spell they cast as they
climax. This takes 1 hour, and the Character makes a TGH +
Endurance + Expert (Art: Sex) roll vs. DF Average (20). The
SPI cost of the spell is reduced by (Levels * SF/2), to a
maximum of the Character's Mystical Techniques Level. Both
sexual partners suffer the Exhausted Affliction for an hour
afterward. Sex has other dangers, like diseases and pregnancy,
and it's up to the Character to think ahead about these things
or the Game Master may have surprises in store.
Vital Sacrifice
Requirements: Hidden Lore Talent 1+ Levels.
Description: You channel your physical energy into a
spell, potentially exhausting yourself but summoning
powerful forces.
Game Mechanics (Vital Sacrifice): The Character
sacrifices X Levels of VIG, up to their Mystical Techniques
Level, and reduces the Formula's SPI cost by (Levels * X)/3.
Page 70
Chapter X: Possessions
Characters are assumed to have a full-time, minimum-wage job, a one-room apartment, about $50.00 in small unmarked
bills, and an assortment of furniture and appliances. Everything else the Character may need can be chosen from the Weapon,
Armor, and Trifle lists below.
Weapon Descriptors
Damage: The amount and type of damage that the
weapon inflicts.
Accuracy: The Modification to attack rolls with the
weapon.
Talent: The Talent that's used to attack with the
weapon; usually this'll be Close Combat or Ranged Combat.
Some Weapons require the Character to possess an additional
Talent; for example, some combat maneuvers will list Close
Combat + Martial Arts.
Hands Required [ ]: The weapon requires 1 or 2 hands
to wield. If the weapon says it requires 1- hands to wield, the
weapon can be wielded with one hand, but gains a +2
Accuracy bonus if wielded with 2 hands. If the Character
doesn't have free hands (for example, they're Manacled), they
can't use a weapon that doesn't have --- listed without Game
Master permission.
Conceal: Characters make Opposed AGI+Trickery rolls
against an enemy's INS+Notice to hide weapons on
themselves; the Conceal descriptor indicates any penalties to
conceal the weapon. If the weapon has a Conceal Descriptor
of N/A, the weapon can't be concealed by a Human-sized
Character. Any weapon with a modifier of -15 or more
requires a long coat, or it becomes N/A.
Reach: For Close Combat weapons, the Reach modifier
for the weapon.
Range: For Ranged Combat weapons, the Range
increment for the weapon.
Weight: The mass of the weapon.
Shots: For Ranged Combat weapons, the number of
times the weapon can fire before it a Ready Item Action must
be taken to reload the weapon.
Cost: The amount of money that the weapon costs. For
Weapon Features
Armor-Piercing: Both IPRO and DPRO are halved
when damage is applied; round down, but to a minimum of 1.
The Hardened Armor Feature negates the Armor-Piercing
weapon Feature.
Autofire [ ]: The weapon has an Autofire setting. On
Autofire, the damage from successful attacks is multiplied by
the die in brackets, after modification for armor (1d2, 1d3, or
1d6), but the weapon suffers a -5 Accuracy Penalty. Characters
don't get to place their shots on SF 10+ with an Autofire
weapon, but in such a case, all of their bullets land, no need to
roll the dice for a multiplier. In such a case, an Autofire [1d2]
weapon would have damage does doubled after armor is
applied, an Autofire [1d3] weapon would just be tripled, etc.
Automatic: No roll to hit is needed. This is typical of
weapons like land mines; most Automatic attacks have a Save
roll.
Balanced / Clumsy [ ]: Attack and Block Actions receive
a Modification to their Critical Success or Critical Failure
Chance equal to the number listed in the brackets.
Block [ ]: Block rolls receive a Modification equal to the
number listed in the brackets; this stacks with the
Modification from the Weapon's Accuracy and Reach. Some
weapons will be listed Cannot Block; these weapons cannot be
used for Block Actions.
Disarm [ ]: Disarm rolls receive a Modification equal to
the number listed in the brackets; this stacks with the
Modification from the Weapon's Accuracy and Reach. Some
weapons will be listed Cannot Disarm; these weapons cannot
be used for Disarm Actions.
Environmental: This weapon completely ignores
Armor, even if it's Hardened. Ignore any Injury Damage the
weapon would usually do; it only inflicts Debility Damage.
Faster/Slower [ ]: Attack and Block Actions receive a
Modification to their AP cost equal to the number listed in
the brackets.
Knocks Down: The target must make an AGI+Athletics
Page 71
Suspicious Behavior
Most people don't go around carrying weapons, or wearing
armor. Even when and where it's legal, it's usually noteworthy, even a
little odd, that someone is packing heat. That's why small or
improvised weapons are often a safer bet.
Also, in most decent neighborhoods in the city, nothing
brings unwanted attention like the sound of gunshots, so melee
weapons or unarmed attacks are also favored by many Unnaturals.
Besides, many Unnaturals have powers that are better than guns or
bulletproof vests anyway.
Baseball Bat
Description: When your enemies get too close, you send
one into the bleachers.
Game Mechanics (Baseball Bat): Damage: (2d6+HTH)B;
Accuracy: -1; Talent: Close Combat; Hands Required: 1-;
Reach: 2; Conceal: -10; Weight: 2 lbs.; Cost: $25.00; Weapon
Features: None.
Brass Knuckles
Description: A short metal weapon designed to add
weight to ordinary punches, your Brass Knuckles are illegal in
many places because of their bone-crushing power.
Game Mechanics (Brass Knuckles): Damage:
(1d6+HTH)B; Accuracy: -1; Talent: Close Combat; Hands
Required: 1; Reach: 0; Conceal: ---; Weight: lbs.; Cost:
$10.00; Weapon Features: Restricted [1].
Chain Saw
Description: As long as you've got gasoline, your saw
can chew rapidly through trees, stumps, or, very messily,
through flesh.
Game Mechanics (Chain Saw): Damage: 5d6G;
Accuracy: -2; Talent: Close Combat; Hands Required: 2;
Reach: 2; Conceal: -15; Weight: 10 lbs.; Cost: $200; Weapon
Features: None.
Compound Bow
Description: Like some kind of modern-day Robin
Hood, you nock an arrow and send a bladed shaft into them.
Game Mechanics (Compound Bow): Damage:
(3d6+HTH)E; Accuracy: +1; Talent: Ranged Combat; Hands
Required: 2; Range: ((STR *2) +10) yd; Conceal: N/A; Weight:
5 lbs.; Shots: 1; Cost: $200.00; Weapon Features: Cannot
Block; Cannot Disarm; Reload [3].
Crossbow
Description: Like a bow mounted on a rifle stock, your
crossbow holds bolts ready to fire until you're ready.
Game Mechanics (Crossbow): Damage: (2d6+HTH+3)E;
Accuracy: ---; Talent: Ranged Combat; Hands Required: 2;
Range: ((STR *3) +12 yd); Conceal: N/A; Weight: 8 lbs.; Shots:
1; Cost: $125.00; Weapon Features: Cannot Block; Cannot
Disarm; Reload [5].
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Crow Bar
Description: You heft a bar of metal used to pry open
crates. Its weight and slight edges make it kind of unwieldy,
but still great at cracking open skulls.
Game Mechanics (Crow Bar): Damage: (4d6+HTH)B;
Accuracy: -2; Talent: Close Combat; Hands Required: 1-;
Reach: 1; Conceal: -10; Weight: 5 lbs.; Cost: $40.00; Weapon
Features: Hands Required [1].
Dynamite
Description: It's not just for coyotes anymore;
Dynamite is a powerful enough explosive to blow a tree trunk
out of the ground. It needs to be lit and then thrown, and so it
isn't that good when wet or in high winds.
Game Mechanics (Dynamite): Damage: 6d6G;
Accuracy: -1; Talent: Ranged Combat; Hands Required: 1;
Range: (STR) yd; Conceal: ---; Weight: lbs.; Shots: 1; Cost:
$150.00; Weapon Features: Cannot Block; Cannot Disarm;
Radius [4 yd]; Restricted [1]; Save roll [AGI+Ranged Combat
vs. DF Difficult (25); Half Damage]; Slower [4].
Fire Ax
Description: Chopping down zombies is no harder than
chopping down doors in a burning building with a fire ax.
Game Mechanics (Fire Ax): Damage: (3d6+HTH)E;
Accuracy: -1; Talent: Close Combat; Hands Required: 2;
Reach: 2; Conceal: N/A; Weight: 2 lbs.; Cost: $40.00; Weapon
Features: Block [-2], Disarm [-2].
Holdout Pistol
Description: Small enough to hide in a pants pocket,
this snub-nose revolver is still big enough to put some hurt on
anyone that messes with you.
Game Mechanics (Holdout Pistol): Damage: 4d6+1G;
Accuracy: -2; Talent: Ranged Combat; Hands Required: 1;
Range: 4 yd.; Conceal: ---; Weight: lb.; Shots: 4; Cost:
$100.00; Weapon Features: Cannot Block; Cannot Disarm;
Reload [3].
Hunting Rifle
Description: Designed for taking down wild game from
a distance, your hunting rifle has a long range and decent
accuracy.
Game Mechanics (Hunting Rifle): Damage: 6d6G;
Accuracy: +1; Talent: Ranged Combat; Hands Required: 2;
Range: 100 yd; Conceal: N/A; Weight: 5 lbs.; Shots: 10; Cost:
$250.00; Weapon Features: Reload [2].
Knife
Description: Whether a stiletto or a Ka-Bar, this
short sharp hunk of metal rips and tears opponents into lunch
meat.
Game Mechanics (Knife): Damage: (2d6+HTH)E;
Accuracy: ---; Talent: Close Combat; Hands Required: 1;
Reach: 0; Conceal: ---; Weight: lb.; Cost: $10.00; Weapon
Features: None.
Machete
Description: Used for cutting brush, bamboo, or sugar
cane, machetes are bladed tools a little over a foot long.
Game Mechanics (Machete): Damage: (3d6+HTH);
Accuracy: -1; Talent: Close Combat; Hands Required: 1;
Reach: 1; Conceal: -15; Weight: 1 lb.; Cost: $15.00; Weapon
Features: None.
Molotov Cocktail
Description: A rag, a glass bottle, and some petrol is all
you need to really light up the party.
Game Mechanics (Molotov Cocktail): Damage: 4d6N;
Accuracy: -2; Talent: Ranged Combat; Hands Required: 1;
Range: (Strength) yd; Conceal: -5; Weight: lb.; Shots: 1;
Cost: $10.00; Weapon Features: Cannot Block; Cannot
Disarm; Radius [2 yd]; Save roll [AGI+Ranged Combat vs. DF
Difficult (25); Half Damage].
Night Stick
Description: You've got a short, heavy stick, often with
a smaller handle extending out of the side at 90 degrees.
Night Sticks are nasty blunt weapons carried by police and
security officers.
Game Mechanics (Night Stick): Damage:
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Replica Sword
Description: Real swords went out of use long ago, but
some collectors still purchase replica swords for decoration
and emergency use.
Game Mechanics (Replica Sword): Damage:
(4d6+HTH); Accuracy: -1; Talent: Close Combat; Hands
Required: 1-; Reach: 2.; Conceal: -15; Weight: 4 lbs.; Cost:
$250.00; Weapon Features: Clumsy [1].
Revolver
Description: Real cowboy Dirty Harry guns, these
pistols are real old school, reliable and dependable.
Game Mechanics (Revolver): Damage: 5d6+1d2G;
Accuracy: -1; Talent: Ranged Combat; Hands Required: 1-;
Range: 8 yd.; Conceal: -5; Weight: 1 lb.; Shots: 6; Cost:
$1850.00; Weapon Features: Cannot Block; Cannot Disarm;
Reload [5].
Semi-Automatic Pistol
Description: You feel like a real action hero or a forreals gangsta when you whip out your piece and start laying
down fire.
Game Mechanics (Semi-Automatic Pistol): Damage:
5d6G; Accuracy: -1; Talent: Ranged Combat; Hands Required:
1-; Range: 8 yd.; Conceal: -5; Weight: 1 lb.; Shots: 7; Cost:
$200.00; Weapon Features: Cannot Block; Cannot Disarm.
Shotgun
Description: This is your BOOM STICK.
Game Mechanics (Sub-machine Gun): Damage: 5d6+2E;
Accuracy: -1; Talent: Ranged Combat; Hands Required: 1-;
Range: 10 yd.; Conceal: -15; Weight: 4 lbs.; Shots: 2; Cost:
$250.00; Weapon Features: Cannot Block; Cannot Disarm;
Radius [2 yd].
Steel-Toed Boots
Description: Your kicks gain great force when you put
on these ordinary leather boots with metal in the tips.
Game Mechanics (Brass Knuckles): Damage:
(1d6+HTH)B; Accuracy: -2; Talent: Close Combat; Hand
Required: ---; Reach: 1; Conceal: --; Weight: 1 lbs.; Cost:
$50.00; Weapon Features: Cannot Block; Cannot Disarm.
Sub-Machine Gun
Description: You let loose a veritable wall of bullets
with your highly illegal (but highly fun) military automatic
weapon.
Game Mechanics (Sub-machine Gun): Damage: 5d6G;
Accuracy: -1; Talent: Ranged Combat; Hands Required: 1-;
Range: 60 yd.; Conceal: -15; Weight: 8 lbs.; Shots: 30; Cost:
$400.00; Weapon Features: Autofire [1d6]; Cannot Block;
Cannot Disarm; Restricted [5].
Thrown Rock
Description: You grab a stone up from the ground and
lob it at someone, clubbing them like David did to that big
guy.
Game Mechanics (Thrown Rock): Damage: (HTH+2)B;
Accuracy: -1; Talent: Ranged Combat; Hands Required: 1;
Range: (STR yd.; Conceal: ---; Weight: lb.; Shots: 1; Cost:
$0.00; Weapon Features: Cannot Block; Cannot Disarm.
Throwing Knife
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Weighted Chain
Description: A shot length of chain with weights on
either end is a simple yet effective means of pulling their
weapon away, and then bringing them down.
Armor Descriptors
DPRO: Debility Protection.
IPRO: Injury Protection.
Weight: The mass of the Armor.
Cost: The amount of money that the Armor costs.
Bulletproof Vest
Description: Typically used by police and the military,
your Bulletproof Vest stops low-caliber bullets, but isn't so
good against
Game Mechanics (Bulletproof Vest):
N
Torso
IPRO: 20, DPRO: 3.
Weight: 10 lbs.; Cost: $200.00; Armor Features:
Ablative, Less Effective (Blunt, Edged), Restricted [3].
Leather Jacket
Armor Features
Ablative: Each time the armor is hit, it loses 1 Level of
IPRO; Armor-Piercing weapons remove 2 Levels of IPRO.
When the armor's IPRO is reduced to or less, it begins
losing DPRO as well. Environmental weapons don't remove
any IPRO or DPRO from Ablative Armor.
Hardened: This Armor is just as effective against
Armor-Piercing weapons as it is against other weapons.
Less Effective [ ]: The IPRO and DPRO for this Armor
is reduced to against the listed form of Damage.
More Effective [ ]: The IPRO and DPRO for this Armor
is increased to 1- times normal against the listed form of
Damage.
Restricted [ ]: PCs may not choose this Armor unless
they possess the listed Levels in the Authority Talent, or a
combination of the Connections and Wealth Talents adding
up to that amount.
Motorcycle Helmet
Description: Designed to protect your skull from a
high-speed crash, a Motorcycle Helmet can help cushion you
from deliberate attacks as well.
Game Mechanics (Motorcycle Helmet):
N
Head
IPRO: 15, DPRO: 2.
Weight: 1 lb.; Cost: $30.00; Armor Features: None.
Tough As Nails
Description: As a result of your tough demeanor, you
can take a lot of punishment before you begin to fold.
Game Mechanics (Tough As Nails):
N
All Body Parts IPRO: (Levels)/2, DPRO: 1.
Armor Features: None.
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light, and help them look cool, too. Sunglasses give a bonus of
+5 to all Dodge rolls against the Flash Dark Power. Cost:
$50.00.
Survival Kits include a water flask, water purification
tablets, a sleeping bag, a small plastic tarp, a folding shovel,
and a variety of other small items all useful for surviving in
the wilderness. It's a must-have for campers and hikers,
granting a +5 Bonus to Expert (Survival) Talent rolls. Cost:
$125.00.
Utility Knives don't do much damage ((1d3+STR)E,
Accuracy -2, Reach 0, Cannot Block or Disarm), but have wire
cutters, corkscrews, can openers, files, screwdrivers, and a
variety of other built-in attachments. Cost: $30.00.
Walky-Talkies allow Characters to speak over wide
distances on a variety of channels, and they don't require cell
phone towers or expensive plans to afford, either. Cost: $15.00.
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Starting Shit
Every fight starts somewhere; an angry word, a thrown
fist, an errant gunshot, the clawed tentacle of a nether-thing
casually sweeping someone's face off with a razor-sharp caress.
Roll 2d6 + INIT to get things going. The Character with
the highest total gets to go first, although they may hold off
and act later, pre-empting anyone else's actions.
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Combat Actions
Every Character gets 6 AP every round, which they may
spend on Actions. These are the most common Actions used
in Combat.
Attack (3 AP)
Description: You swing a knife or club at the enemy, or
shoot a gun or arrow at them.
Game Mechanics (Attack): Varies with the kind of
attack. For most attacks, roll AGI + Ranged Combat vs. the
target's RDEF, or AGI + Close Combat against the target's
CDEF.
Block (3 AP)
Description: You parry the enemy's weapon with your
own, shoving it aside and protecting yourself from harm.
Game Mechanics (Block): The Character holds their
Round until attacked; when this occurs, you roll AGI + Close
Combat vs. the opponent's Attack roll, and adding any Block
Modifiers from the weapon. If the Character succeeds, they
gain additional Protection equal to (STR) IPRO and (STR)/2
DPRO.
Dodge (2 AP)
Description: You throw yourself out of the way of
harm, deftly avoiding an incoming attack.
Game Mechanics (Dodge): By taking a Dodge Action,
the Character gains a +5 Bonus to CDEF and RDEF.
Feint (2 AP)
Description: You make like you're going to attack, but
stop at the last moment; drawing them out, you move in for
the kill.
Game Mechanics (Feint): The Character must make an
PER roll, adding either Trickery or Intimidation, and either
Close Combat or Ranged Combat, against the target's MDEF.
The opponent must have a clear view of the Character. On a
success, the Character gains +(SF)/2 towards their next attack
against that target, as long as it is the next action they take.
Control (6 AP)
Description: You concentrate on using your strange
powers, or some special equipment.
Game Mechanics (Control): Control Actions are a kind
of catch-all; there is no one, specific result of a Control
Action.
Disarm (3 AP)
Description: You grab the enemy's weapon and yank it
out of their hands, either throwing it to the floor, or taking it
for yourself.
Game Mechanics (Disarm): The Character holds their
Round until attacked; when this occurs, they roll AGI + Close
Combat vs. the opponent's STR + Close Combat or STR +
Ranged Combat, and adding any Disarm Modifiers from the
weapon. If the Character succeeds, the weapon is removed to
(1d6)*2 yards in a random direction. On SF 10+, the Character
gains the weapon instead.
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Attack Modifiers
Facing Modifiers
Range Modifiers
Reach Modifiers
If using graph paper or tabletop maps and miniatures,
Unarmed Combat
Unarmed combat weapons are treated exactly like
other weapons, except that the Character wielding them can't
be disarmed (unless, of course, their arms and legs are ripped
off or something). They use the same statistics format and
have the same Features; for details, see the Possessions Section.
Some of the following unarmed combat weapons are
universal, while others can be learned through the Martial
Arts Talent, or other, similar Talents. Unarmed attacks that
everyone has will have the Universal Feature, while the others
are listed in the Martial Arts Talent in the Talent Section.
Grapple
Description: You grab hold of an enemy with both
hands and squeeze the fight out of them. Everyone has this
built-in weapon.
Game Mechanics (Grapple): Damage: (HTH+2)B;
Accuracy: -1; Talent: Close Combat; Hands Required: 2;
Reach: 0; Weapon Features: Universal.
Head Butt
Bite
Jump Kick
Chop
Description: Your hand goes flat and rigid, and you
smack someone with the edge, concentrating the force into a
small target area.
Game Mechanics (Chop): Damage: (1d6+HTH+1)B;
Accuracy: -1; Talent: Close Combat; Hands Required: 1;
Description: You leap into the air and your foot comes
forward. You look like you're that guy on that TV show who's
a Texas lawman and has a beard and knows karate or
something, hell yeah.
Game Mechanics (Jump Kick): Damage: (1d6+HTH)B;
Accuracy: -3; Talent: Close Combat + Martial Arts; Hands
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Sweep Kick
Kick
Description: You smash someone with your foot or
knee. Everyone has this built-in weapon.
Game Mechanics (Kick): Damage: (HTH+2)B;
Accuracy: -1; Talent: Close Combat; Hands Required: ---;
Reach: 2; Weapon Features: Cannot Block; Cannot Disarm;
Universal.
Punch
Description: You make a fist and jab it in someone's
face, blacking eyes and crushing noses. Everyone has this
built-in weapon.
Game Mechanics (Punch): Damage: (HTH)B; Accuracy:
---; Talent: Close Combat; Hands Required: 1; Reach: 1;
Weapon Features: Universal.
Tackle
Description: Hurtling towards the enemy, you smash
them to the ground like a linebacker. Everyone has this builtin weapon.
Game Mechanics (Tackle): Damage: (Strength+1d6+2)B;
Accuracy: -2; Talent: Close Combat; Hands Required: ---;
Reach: 0; Weapon Features: Cannot Block; Cannot Disarm;
Knocks Down; Requires Move; Universal.
Damage
Damage comes in four Types: Blunt (B), Edged (E),
Gunfire (G), and Energy (N). Damage has two different
effects: it can cause Injury, which reduces Health in one Body
Part, and it causes Debility, which causes loss of Life-Force.
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3.
Effect
Feet. Roll 1d6 for which side; if odd, the left foot, if right, the right foot.
3 to 4
Leg. Roll 1d6 for which side; if odd, the left leg, if right, the right leg.
5 to 7
Torso.
8 to 9
Head.
10 to 11
12
Arm. Roll 1d6 for which side; if odd, the left arm, if right, the right arm.
Hand. Roll 1d6 for which side; if odd, the left foot, if hand, the right hand.
N
N
N
N
N
Object Armor:
N
Very Soft: IPRO and DPRO = 0.
N
Soft: IPRO = STRU/2 DPRO = 0.
N
Average: IPRO and DPRO = STRU/2.
N
Hard: IPRO = STRU, DPRO = STRU/2.
N
Very Hard: IPRO and DPRO = STRU.
Example Objects:
N
Car: Extremely Large Average Steel/Very Hard
Plastic.
N
Knife: Very Small Hard Steel.
N
Laptop: Small Average Plastic.
N
Long Sword: Medium Hard Steel.
N
Pistol: Small Hard Steel.
N
Rifle: Medium Average Steel/Hard Wood.
N
Smartphone: Extremely Small Hard Plastic.
Object Materials:
N
Glass: STRU =SIZ/2, FNC = SIZ/2.
N
Leather: STRU =SIZ, FNC = SIZ.
N
Wood: STRU and FNC = SIZ * 2.
N
Plastic: STRU = SIZ *3, FNC = SIZ *2.
Social Strife
Social attacks are like other attacks except there is no
Roll to hit. The attacker makes a PER + Negotiation or
PER + Intimidation Roll vs. the target's MDEF; the higher the
Page 83
Other Actions
Change Position (3 AP)
Description: You sit, kneel, or stand.
Game Mechanics (Change Position): The Character
spends the AP and changes their position. For game
mechanical purposes, there are 3 possible positions: standing,
sitting/kneeling, and prone, and the Character may go from
standing to sitting/kneeling, sitting/kneeling to prone, or the
reverse of any of these changes. Sitting/Kneeling and Prone
Characters suffer the appropriate Affliction.
Image courtesy Free-stock-photos.co.uk.
Climb (3 AP)
Eat/Drink (3 AP)
Jump (3 AP)
Don/Doff (6 AP)
Description: You put on or take off one article of
clothing. But why stop there, baby, when it's just getting'
good?
Game Mechanics (Don/Doff): The Character adds or
removes one article of clothing per action.
Rest (6 AP)
Description: You take a breather; in a minute you'll be
ready to go, but for now, a little downtime.
Game Mechanics (Rest): The Character regains 1d3+1
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Run (2 AP)
Description: You gallop across the field at a fast pace,
covering the distance with deep breaths and long strides.
Game Mechanics (Run): The Character moves (STR +
AGI + Athletics) yards across the ground per Run Action.
Search (3 AP)
Description: Have a look around; there's something
important here, or someone hiding here, and you're going to
find it.
Game Mechanics (Search): The Character makes an INS
+ Notice Roll against the DF of the target. If the Character is
Searching for a hiding target, the DF is the subject's AGI +
Sneak Roll.
Sidestep (1 AP)
Description: It's just a jump to the left. Or a step to the
right ...
Game Mechanics (Sidestep): The Character moves 2
yards in any direction on the ground.
Sneak (4 AP)
Description: They'll never see you, as long as you stick
to the shadows and move slowly and quietly ...
Swim (2 AP)
Description: With long strokes, you move through the
water, almost like a fish.
Game Mechanics (Swim): The Character moves (STR +
AGI + Athletics)/2 yards through the water per Swim Action.
Talk (0 AP)
Description: It's time to have a word with someone,
sharing thoughts and ideas, or good-natured banter, or the
sort of verbal abuse that never goes out of style.
Game Mechanics (Talk): You say a few words to anyone
nearby who can hear. Don't go overboard; in a noisy,
confusing battle, you can only say a few short words per
Round.
Transform (6 AP)
Description: You shift into another form using
supernatural powers, or maybe you just adjust your makeup.
Game Mechanics (Transform): The Character changes
themselves in some fundamental way. This is another catchall Action.
Afflictions
Bad things happen to Unnaturals that find themselves
outmatched. Sometimes these bad things pass in time, but
sometimes one is cursed forever by their meddling in weighty
matters.
N
Unless otherwise stated, if a Character is affected with
the same Affliction multiple times, the effects don't stack, but
the Durations do.
N
Fear Rolls: Fear has different effects, based on how
severe it is. A special example of a Save Roll is the Fear Roll.
There are 3 kinds of Fear Saves: Spooky, Daunting, and
Terrifying.
Spooky:
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Daunting
Terrifying
Triumph
Gain 1 SPI
Lose 1 SPI
Success
Nothing
Failure
Mishap
Afraid
Description: You've got the shakes; something bad is
about to happen, and it's hard for you to concentrate.
Game Mechanics (Afraid): The Character gains a bonus
of +2 to CDEF and RDEF, but must spend 1 SPI per Round
not to withdraw to safety.
Bleeding
Description: Your precious life's blood is dripping from
your open wounds; soon you'll be dead, but at least you won't
have to do laundry any more.
Game Mechanics (Bleeding): The Character loses 1
Level of TGH per round. This doesn't stop until someone
makes an INS + Education + First Aid Roll vs. DF Hard Roll
to stop the bleeding and stabilize the Character.
Blinded
Description: You can't see anything, making it hard to
Game Mechanics (Blinded): The Character
automatically fails any sight-based INS+Notice rolls, and all
opponents gain +5 to CDEF and +10 to RDEF, and all
penalties for Range increment are doubled. The Blinded
Character also suffers -5 to CDEF and -10 to RDEF. When the
Character attempts to move faster than their maximum
speed, they are treated as suffering the Dizzy Affliction.
Compelled [ ]
Deafened
Description: You can't hear anything, making it hard to
communicate.
Game Mechanics (Deafened): The Character
automatically fails any hearing-based INS+Notice rolls, and
the Deafened Character suffers -1 to CDEF and -2 to RDEF.
On a Mishap on any Save Roll against the Deafened
Affliction, the Character is Frozen for the Duration, and
then Deafened for the full Duration.
Distracted
Description: You face your foe, and yOH MY GOD
WHAT IS THAT OVER THERE
Game Mechanics (Distracted): The Character loses 1 AP,
suffers -1 to all Rolls, and is at -2 to MDEF. On a Mishap on a
Save Roll the Distracted Affliction, the Character is instead
Frozen.
Dizzy
Description: You stumble along as if drunk, struggling
to keep your feet beneath you.
Game Mechanics (Dizzy): The Character must make an
AGI+Athletics Roll vs. DF Hard every Round, or suffer the
Prone Affliction.
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Frozen
Description: Something shocking has happened, and
you're caught immobile, like a poor dumb horned ungulate in
the onrushing headlights of an 18-wheeler.
Game Mechanics (Frozen): The Character has 0 AP, and
is at -1 to all Defenses. The Character can take any Actions
that do not require AP, and is fully conscious of their
surroundings. On a good note, the Character regains 1 lost
VIG per Round while Frozen.
Inebriated
Description: You're good and smashed, making you a
bit dizzy, nauseous, and fuzzy in the brainpan.
Game Mechanics (Inebriated): The Character's AGI is
halved, and all Defenses are at -2. On any failure on an AGI
Roll, the Character is treated as Dizzy next round.
Manacled
Description: Your feet are bound, making it tough for
you to jump or run.
Game Mechanics (Manacled): The only movement-type
Action the Character may take is Sidestep, and if they try
multiple Sidesteps per Round, they are treated as Dizzy that
Round.
Panicked
Emotional [ ]
Description: Overcome with awe, ecstasy,
embarrassment, or some other powerful feelings, you can't
focus on the situation like you should.
Game Mechanics (Emotional): The Character suffers a
penalty of -1 to all Defenses, and all Rolls. Characters may
suffer multiple Emotional Afflictions of different kinds
simultaneously, and all effects stack. Possible Emotional
Afflictions include anger, apathy, awe, depression, envy, fear,
hatred, joy, love, lust, or shame.
Exhausted
Description: You're worn out; if you don't take a
breather soon, you might collapse.
Game Mechanics (Exhausted): The Character cannot
Climb, Jump, Run, or Swim, and the Character's CDEF and
RDEF are halved. If the Character suffers the Exhausted
Affliction again, they instead fall Unconscious.
Prone
Description: You've been taking a nap, or someone
knocked you down; better get up quickly before you get
kicked in the teeth.
Game Mechanics (Prone): The Character suffers a
penalty of -5 to CDEF, RDEF, and the Close Combat Talent.
The Character gains a +2 bonus to the Ranged Combat Talent
to use guns or crossbows.
Shackled
Description: You've been handcuffed, or your hands are
tied, making it hard to handle things properly.
Page 87
Sitting/Kneeling
Description: You're sitting or kneeling down, which is
relaxing and all, but isn't the best position to be in when
someone attacks you.
Game Mechanics (Sitting/Kneeling): The Character
suffers a penalty of -2 to CDEF, RDEF, and the Close Combat
Talent. The Character gains a +1 bonus to the Ranged Combat
Talent to use guns or crossbows.
Unconscious
Description: You're asleep or you've been knocked out,
leaving you helpless. Cute as a button, though.
Game Mechanics (Unconscious): The Character may
not take any Actions, is completely unaware of their
surroundings, and unless they're propped up, instantly falls
Prone. If the Character is successfully physically attacked, they
awaken immediately, but they're considered to be helpless
against such attacks; they're automatically considered
Triumphs, no need to roll to hit. Any Ability that requires the
Character to spend AP, SPI, or VIG to use cannot be used
while Unconscious. On a good note, the Character regains 1
lost VIG per Round while Unconscious.
Page 88
Bleeding Out
You know how to dish out damage, and how to take it,
but what happens as a result?
N
N
Mutilation
If a Character's HLT in any Body Part goes negative by
more than the same amount as its starting HLT, the Character
suffers 1 Level of permanent Hardship to that Body Part. If
the HLT goes negative by twice that amount, the Body Part is
severed. For Arms, Legs, Hands, and Feet, that's not a
problem, but a severed Head or Torso means instant death.
Mutilation Example
Noah has 18 Health Points in his Hand. Once he suffers more
than 18 points of Injury Damage to his Hand, it's rendered unusable,
but will still heal up nicely. If he suffers 19 to 36 points of Injury
Damage to his Hand, he'll suffer 1 Level of some Hardship,
permanently, such as Bad Hands. If he suffers more than 37 points of
Injury Damage to his Hand, it's severed, and he permanently suffers
the appropriate Hardship as a result.
Healing Up
Regaining Lost Ability Levels: Characters regain 1 Level
in all lost Abilities per day.
Regaining Lost HLT: Characters regain 1 HLT per day
to all affected Body Parts, except the Head and Torso, which
regain 1 every other day.
Regaining Lost LIF: Characters regain 2d6 LIF per day.
Regaining Lost VIG: Characters regain 1d6 VIG with a
Rest Action.
Regaining Lost SPI: Characters regain 1d6 SPI per day
spent resting and relaxing.
Page 89
Going Bugfuck
None of you understand! WE ARE THE ELDER BEASTS! We dwell eternally in the Ylem, and
the Realms are only delusions we invented to hide our unspeakable power from ourselves! When you
someday stir from your stupor, you too will know that there is no right or wrong, no life or death for
such as we; there is only power!
Final words from the renegade Mystic Garvin Santos, before his execution.
Just as losing Health will kill you, losing all your Spirit
will drive you mad. When the Character drops to 0 SPI of
less, roll 2d6 on the Going Bugfuck Table, and add the
amount of negative SPI the Character is currently suffering,
Effect
2 to 5
6 to 9
10 to 13
14 or more
Roll 2d6 on Permanent Bugfuck Table, below, adding (Roll on this Table minus 9):
Page 90
Effect
Suffer the Delusions Hardship at Level 1, permanently.
10 to 11
12
Page 91
Combat Example
The Set-Up
Combat Actions
Initiative
The combatants are all aware of each other, so there's no
chance of ambush. The Game Master tells all the Players to
roll 3d6 and add their Characters' INIT Levels for Initiative
for their Characters, and he rolls for the Veneficus and the
Shadow Goblins. The totals are:
Player Characters Initiative Rolls:
Noah Bell: Rolls 10 + INIT 12 = Total 22.
Lilith Deodata: Rolls 8 + INIT 12 = Total 20.
Righteous G: Rolls 4 + INIT 14 = Total 18.
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Page 93
The Wrap-Up
At this point, the Veneficus surrenders; two of its
minions have been defeated, one is mind-controlled, and
although Noah is unconscious, he doesn't fancy his chances
against a Ghl and a Child of Light while his feet are sunk in
quicksand.
Combat can be a little complex, but it can go swiftly
and smoothly if the Players and the Game Master are familiar
with the rules and do some calculations ahead of time.
Printing out some copies of the Body Chart Table and other
tables ahead of time will help, as will calculating attack roll
bonuses for weapons, and Mystics being familiar with the DF
calculations for their spells' DF to cast and SPI costs. On the
other hand, combat in the Dirge RPG is deadly, and PCs
should always think carefully before rushing into a fracas;
they may very well be carried out on a stretcher, or in a
hearse.
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Realm Characteristics
that emotion, and all Save rolls against that Emotion suffer a
Penalty equal to the Emotional Resonance Level of that
Realm.
Membrane: Every Realm has a barrier of energy
surrounding it, separating it from the Astral Realm and
restricting travel in and out. A Realm's Membrane is given a
Level, and a typical Realm like the Vale of the Downtrodden
has a Membrane Level of 5. Any Special Ability that uses the
current Realm's Membrane in its Cost To Use cannot be used
if the current Realm's Membrane Level is 0.
Neighboring Realms: The Realms that can be traveled
to from this one from naturally-occurring Ruptures. These
relationships aren't constant, however; Realms shift and drift
with the astral tide, and two Realms may become
neighbors, or drift apart, over time.
Central Contradiction: In many ways, Realms are
Characters, too. Some are even sentient, but even the nonsentient ones have a unique personality. The Central
Contradiction of a Realm is what makes it dynamic and
interesting, and the Contradictions of Pleroma are really deep
philosophical and metaphysical issues that plague all beings,
given sharp focus through direct interaction.
Realm Statistics
Elemental Characteristics: Every Realm except the Vale
of the Downtrodden has one or more Mystical Element that
it's attuned to, and some Mystical Elements that are weaker
within its domain. These Elemental Characteristics provide
the listed Bonuses or Penalties to Mystics' Dark Arts Talents
when used in these Realms.
Emotional Resonance: Most Realms resonate with
certain emotions; a Realm's Emotional Resonance will list one
such emotion, with a Level. Characters must make WIL +
Self-Control Save rolls vs. DF ((Level *2)+10) on entering the
Realm to avoid suffering the Emotional Affliction regarding
Page 96
Page 97
Mental Attributes
INS: 6
PER: 4
Page 98
TGH: 9*
WIL: 5
* = Includes bonuses from Inhuman Attributes.
Initiative
N
INIT: 12
Physical Resources
Mental Resources
N
LIF: 33
COR: 13
N
VIG: 27
SPI: 19
N
HLT:
Cynical: 1.
Mood Swings: 2.
Outsider: Level 2.
Poor: Level 2.
N
Unnatural Hardships:
Dark Hunger: 2.
Dark Powers:
N
Innate Powers:
Fangs: Level 1.
Regeneration: Level 1.
Page 99
Physical Attributes
Mental Attributes
N
AGI: 5
INS: 7
N
STR: 6 (HTH 1d6+1d3) PER: 5
N
TGH: 5
WIL: 7
Initiative
N
INIT: 12
Physical Resources
Mental Resources
N
LIF: 31
COR: 10
N
VIG: 15
SPI: 19
N
HLT:
Knife: The
N
Armor: Leather Jacket.
N
Trifles: Energy drink, smart phone, sunglasses.
Details:
N
Sex: Male.
N
Age: 22.
N
Preference: Heterosexual
N
Height: 5' 8.
N
Weight: 165 lbs.
N
Eye Color: Brown.
N
Hair Color: Black.
N
Hair Style: Long on top, short on the sides and in
the back.
N
Skin Tone: Slightly pale.
N
Clothes: Black leather jacket, blue jeans, band tshirts.
N
Personality: Quiet, perceptive, creative,
withdrawn, introspective.
N
Goals: Few if any. Noah doesn't know what he
wants to do with his life, other than pursuing his
Higher Self. In a way, his goal is to find a worthy
goal.
N
Obstacles: Noah is on his own, at college for the
first time, and is learning harsh lessons about how
the world works, and what people expect of you.
N
Central Contradiction: Noah is a shy and bookish
kid that's a member of a Cult full of outspoken
assholes. He's not very assertive at all, but is
gradually learning to be less of a wimp from his
superiors in the Pymandri, a lesson as valuable as
his magic lessons in his personal growth.
Eventually, he may surprise them all and become
a great leader, the biggest jerk in a Cult full of
self-important windbags, but that time is far off
yet.
Story Use/Notes: Noah is a pretty typical low-level
Mystic. He's still relatively ignorant of how things
work in the local Council of Night, and he's only
made a few forays into the Pleroma. Noah is
suitable for use by a Player as their Character, or
he could be an ally rival to another Mystic from
the same region.
Page 100
Physical Attributes
Mental Attributes
N
AGI: 10*
INS: 4
N
STR: 10* (HTH 3d6)
PER: 5
N
TGH: 10*
WIL: 5
* = Includes bonuses from Inhuman Attributes.
Initiative
N
INIT: 14
Physical Resources
Mental Resources
N
LIF: 35
COR: 7
N
VIG: 30
SPI: 14
N
HLT:
Outsider: 3.
Psychic Scars: 3.
N
Unnatural Hardships:
The Sight: 2.
Possessions:
N
Weapons:
their laziness, grace, beauty, cruelty, and usefulness for poorlyspelled Internet image files.
Typical Cat
Often sought by Mystics as companions and Familiars,
cats are valuable but independent companions. Prized for
their ability to catch rodents, Cats are paradoxes, known for
Page 101
Physical Attributes
Mental Attributes
N
AGI: 7.
INS: 2.
N
STR: 1 (HTH ---)
PER: 5.
N
TGH: 3.
WIL: 4.
Initiative
N
INIT: 9.
Physical Resources
Mental Resources
N
LIF: 18
COR: 10
N
VIG: 9
SPI: 10
N
[2 to 3] Back Feet HLT: 3
N
[4 to 5] Back Leg HLT: 4
N
[6 to 7] Torso HLT: 6
N
[8] Head HLT: 2
N
[9 to 10] Front Legs HLT: 5
N
[11 to 12] Front Feet HLT: 3
N
Note: Cats have normal HLT in all Body Parts
due to the Short Hardship.
Physical Defenses
Mental Defenses
N
CDEF: 21
MDEF: 8
N
RDEF: 17
Basic Talents:
N
Athletics: 7, Close Combat: 4, Dodge: 5, Drive: ---,
Education: ---, Endurance: 2, Hidden Lore: 3,
Intimidation: 1, Ranged Combat: ---, Negotiation:
1, Notice: 6, Repair: ---, Self-Control: ---, Sneak: 8,
Trickery: 2, Wealth: ---.
Advanced Talents: None.
Hardships:
N
Bad Hands, Level 10.
N
Short, Level 10.
Dark Powers:
N
Innate Powers:
Tail, Level 3.
AGI: 5
INS: 5
STR: 6 (HTH 1d6+1d3) PER: 5
TGH: 6
WIL: 6
Initiative
N
INIT: 10
Physical Resources
Mental Resources
N
LIF: 25
COR: 12
N
VIG: 15
SPI: 15
N
[2 to 3] Foot HLT: 17
N
[4 to 5] Leg HLT: 29
N
[6 to 7] Torso HLT: 40
N
[8] Head HLT: 18
N
[9 to 10] Arm HLT: 23
N
[11 to 12] Hand HLT: 17
Physical Defenses
Mental Defenses
N
CDEF: 15
MDEF: 16
N
RDEF: 15
Basic Talents:
N
Athletics: 1, Close Combat: 3, Dodge: 2, Drive: 3,
Education: 2, Endurance: 2, Hidden Lore: ---,
Intimidation: 3, Ranged Combat: 3, Negotiation:
1, Notice: 1, Repair: 1, Self-Control: 4, Sneak: 1,
Trickery: 2, Wealth: ---.
Advanced Talents:
N
Authority: 3.
N
Expert: 2 (Bureaucracy [State or Local Law],
Streetwise).
N
First Aid: 2.
N
Investigation: 2.
Hardships: Divide 3 Levels between Cruelty, Cynical,
Snobbery, and Vengeful.
Dark Powers: None.
Possessions:
N
Weapons:
N
N
N
Mental Attributes
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Physical Attributes
Mental Attributes
N
AGI: 7.
INS: 3.
N
STR: 8 (HTH 1d6+1)
PER: 3.
N
TGH: 7.
WIL: 5.
Initiative
N
INIT: 10.
Physical Resources
Mental Resources
N
LIF: 29.
COR: 11.
N
VIG: 21.
SPI: 11.
N
HLT:
Outsider, Level 3.
Poor, Level 5.
N
Unnatural Hardships:
Ferocity, Level 1.
Typical Raven
Ravens are black-feathered scavenger birds said to be
harbingers of death, doom, and bad Edgar Allen Poe
references. Mostly, though, they just scrounge for worms,
trash, and shiny things.
Page 104
Physical Attributes
Mental Attributes
N
AGI: 8.
INS: 2.
N
STR: 1 (HTH ---)
PER: 3.
N
TGH: 3.
WIL: 3.
Initiative
N
INIT: 10.
Physical Resources
Mental Resources
N
LIF: 15
COR: 12
N
VIG: 9
SPI: 8
N
HLT:
[2 to 3] Foot HLT: 3
[4 to 5] Leg HLT: 4
[6 to 7] Torso HLT: 7
Page 105
Typical Servitor
The Servitors are genetically engineered and magically
augmented agents of the Hierates, sent forth to do their
bidding and that of the Elder Beasts. Servitors ride in black
Cadillacs or helicopters, and wear black suits with dark
sunglasses. They're perfectly sculpted men and women with
short hair and regular, generic features; they rarely betray
emotion of any kind, only a single-minded devotion to their
dark masters.
Servitors carry credentials for the super-secretive
espionage and law-enforcement agency Annex 37, giving them
authority to go wherever they want and do whatever they
need in the name of safety. In accordance with the
Firmament Treaty, Servitors are forbidden from directly
harming Cult Mystics or any of their servants, but there's a lot
of things they can do to harass them nonetheless.
Physical Attributes
N
AGI: 8
N
STR: 10 (HTH 3d6)
N
TGH: 10
Initiative
N
INIT: 20.
Physical Resources
N
LIF: 50
N
VIG: 39
Mental Attributes
INS: 7
PER: 4
WIL: 8
Mental Resources
COR: 13
SPI: 19
Page 106
N
N
Typical Wolf
Wolves are unknown to most people except from
movies and radical T-shirt designs, but are a rare and
Typical Zombie
Dead corpses, called back to a shambling, rotting
Page 107
[2 to 3] Foot HLT: 10
[4 to 5] Leg HLT: 20
[6 to 7] Torso HLT: 24
Fangs, Level 1.
Stench, Level 1.
Possessions: Rags.
Details: All personal details vary.
Story Use/Notes: Zombies are the perfect cannon
fodder for any Mystic with the Summoning Formula.
Particularly powerful Ruptures sometimes radiate magical
energy that cause spontaneous Zombie outbreaks, requiring
Unnatural action to quell.
Page 108
Realm Characteristics:
N
Elemental Characteristics: Spirit +1, Destiny +0,
all other Elements -1.
N
Emotional Resonance: Calm.
N
Membrane: 0.
N
Neighboring Realms: All Realms.
N
Central Contradiction: The highway to
everywhere, some Mystics call it, and despite the
fact that the Astral Plane looks endless and empty,
trouble lurks in every minute that someone
Ruptures: The Astral Plane has randomlyoccurring Ruptures here and there to every
conceivable Realm. The problem is, it's
difficult to tell from the outside where the
Rupture leads; it takes an INS + Hidden
Lore roll DF Difficult (25) to guess what
kind of Realm lies on the other side.
AGI: 3
INS: 1
STR: 12 (HTH 3d6+1d3) PER: 1
TGH: 13
WIL: 4
Initiative
N
INIT: 4.
Physical Resources
Mental Resources
N
LIF: 38
COR: 20
N
VIG: 39
SPI: 6
N
HLT:
Consume Flesh: 7.
Dark Sight: 3.
Fangs: 10.
Large: 10.
Resistance [Compulsions]: 8.
Shapeless: 6.
The Sight: 3.
Possessions: None.
Details: All personal details vary.
Story Use/Notes: Devourers are typically summoned
through the Dark Arts of the Body to devour the
enemies of Mystics, or are encountered in the
wastelands of myriad Realms as a horrifying
threat. They can even be found floating freely in
the Astral Realm, and too many unwary travelers
have been devoured by an Astral Devourer.
N
N
N
Typical Devourer
Though often reckoned in ancient times to be demons,
perhaps since the Unbidden resemble them, Devourers are
flesh elementals. They are shapeless, formless monstrosities
that resemble nothing more than giant amoebas. Devourers
are mindless beasts of hunger, driven forever forward to
consume whatever they should run across. A typical Devourer
achieves the size of a station wagon in a short time, and
nothing can stand in its path for long.
Physical Attributes
Mental Attributes
Page 109
Page 110
Realm Characteristics:
N
Elemental Characteristics: Spirit +2, all others +0.
N
Emotional Resonance: Awe.
N
Membrane: 3.
N
Neighboring Realms: The Astral Realm, the Vale
of the Downtrodden.
N
Central Contradiction: The City of Spirits is the
crossroads of the cosmos, a metropolis containing
the remnants of thousands of Earth cultures, and
inhabited by thousands of beings from
throughout the Pleroma. And yet, despite its
trans-cosmopolitan nature, the people here
continue to squabble, bicker, and backstab like all
sentient beings do. The ultimate melting pot is
more of an ultimate arena of endless, low-level
hatred and bloodshed. Another contradiction is
that a city carried forward by a hundred cultures
from a hundred nations over many centuries
should be held back by sadistic laws now
centuries out of date, written by a scholar who
never actually proclaimed himself a god.
N
Phenomena, Sites, and Encounters:
Venefici
A sorcerous race from another Realm, the Venefici are
traders and schemers without scruples or regrets. The Venefici
are thick as rats in Uru Ulan, and more than a few exist in the
Vale of the Downtrodden as agents of their Consortium.
According to themselves, they destroyed their homeworld
with reckless magical experimentation, and have since learned
to be cautious with magic. Some scholars in the City of Spirits
say that this is a lie, claiming that the Venefici were enslaved
by a warlike race of marauding raiders, an underclass of
enchanters, and their masters slew each other in a massive,
final civil war. The Venefici are silent on these rumors.
Venefici always carry Artifact knives, and maybe an Artifact
staff, but are often accompanied by a retinue of Goblin
bodyguards.
Venefici are masterful sorcerers; they don't stagger as
quickly towards madness as Human Mystics do. On the other
hand, they're physically frail, and their magical senses are
sensitive. Venefici master languages quickly and easily, and
speak well, but maintain a calm, poker face throughout
negotiations; and you never, ever get anything for free from a
Veneficus.
Physical Attributes
Mental Attributes
N
AGI: 4
INS: 8
N
STR: 3 (HTH 1d3)
PER: 8
N
TGH: 4
WIL: 8
Initiative
N
INIT: 12.
Physical Resources
Mental Resources
N
LIF: 32
COR: 15
N
VIG: 12
SPI: 24
N
HLT:
[2 to 3] Foot HLT: 11
[4 to 5] Leg HLT: 18
[6 to 7] Torso HLT: 26
Page 111
Trickery: 6, Wealth: 8.
Advanced Talents:
N
Dark Art [Destiny. Energy, Spirit, Substance]: all
at 4. Venefici cast using PER + Expert + Dark Art.
N
Mystical Techniques (Any 4): 4.
N
Others: Creepy Looks: 1, Expert (Trade): 1,
Investigation: 1, Languages (Goblin, Venefici): 2.
Hardships:
N
Mortal Hardships: Distant: 2, Obsessed [Trade]: 3.
N
Unnatural Hardships: Sensitivity [Powerful
mystical impressions]: 3.
Dark Powers:
N
Innate Powers:
Large: Level 1.
Sorcery: Level 4.
Enchantment: Level 4.
N
N
Page 112
Typical Satyr
Satyrs are fae creatures with vast appetites for sex and
booze. The ultimate revelers, these goat-horned and goathoofed party animals have an unending lust for sex, booze,
and fun and games, and could very easily kill anyone who's
around when their hedonism gets out of control. A Satyr that
finds they've done something vile in the midst of their games
will suffer from loud and dramatic remorse, but only until
they can drown their sorrows once again.
Physical Attributes
N
AGI: 7
N
STR: 6 (HTH 1d6+1d3)
N
TGH: 6
Initiative
N
INIT: 12
Physical Resources
N
LIF: 24
N
VIG: 18
Mental Attributes
INS: 5
PER: 8
WIL: 4
Mental Resources
COR: 17
SPI: 17
Page 113
HLT:
Page 114
Detached: 4.
Outsider: 4.
Poor: 4.
N
Unnatural Hardships:
Sensitivity [Electricity]: 4.
Dark Powers:
N
Dark Sight: 5.
N
Endure Privation [Starvation, thirst, heat, cold,
excretion]: 10.
N
Interface: 5.
Possessions:
N
Any one tool kit.
Details: All personal details vary.
Story Use/Notes: Characters may have Gearbot allies,
and may even get involved with the Gearbot
Resistance.
N
N
Typical Gearbot
Most people believe that the Gearbots are constructed
by the Nexians, but in actuality, they're Elementals selfassembled from the junk in the lower levels of the Nexus.
Gearbots are sold by Nexians on the lower levels to those on
higher levels, reassembled for aesthetic appearance, and then
used as servants, workers, and guards on the higher levels.
Gearbots are strong and loyal, but some retain an element of
free will, and have been known to rebel against the Nexians
from time to time.
Physical Attributes
N
AGI: 4
Mental Attributes
INS: 4
Page 115
Realm Characteristics:
N
Elemental Characteristics: All Elements +2.
N
Emotional Resonance: Curiosity.
N
Membrane: 3.
N
Neighboring Realms: The Astral Realm.
N
Central Contradiction: A Realm devoted to
knowledge and learning of all kinds, it and its
inhabitants seem to delight in hiding its wisdom
behind impenetrable riddles, blind mazes, and
meaningless glyphs. It's good to hide the most
unsettling truths from the unwary, but when
seekers are alone together, what's the point of
clasping blindly to endless ritual and traditions
whose meanings are lost for centuries, except for
some artistic love of the baroque?
N
Phenomena, Sites, and Encounters:
Page 116
Physical Attributes
Mental Attributes
N
AGI: 6
INS: 7
N
STR: 4 (HTH 1d6)
PER: 6
N
TGH: 4
WIL: 4
Initiative
N
INIT: 13
Physical Resources
Mental Resources
N
LIF: 20
COR: 13
N
VIG: 12
SPI: 17
N
HLT:
[2 to 3] Foot HLT: 7
[4 to 5] Leg HLT: 11
[6 to 7] Torso HLT: 16
Cruel: 1.
Lecherous: 1.
Short: 3.
N
Unnatural Hardships: Sensitivity [Light]: 1.
Dark Powers:
N
Innate Powers:
Horns: Level 1.
Typical Sprite
Sprites are Energy Elementals of light. They look kind
of like the traditional image of a faerie, small humanoids with
dragonfly-like wings. However, Sprites don't have a head, and
instead have a single, large eye on their naked torso.
Page 117
[2 to 3] Foot HLT: 3.
[4 to 5] Leg HLT: 4.
[6 to 7] Torso HLT: 6.
Page 118
CDEF: 20
MDEF: 8
RDEF: 22
Basic Talents:
N
Athletics: 7, Close Combat: 3, Dodge: 5, Drive: ---,
Education: ---, Endurance: 1, Hidden Lore: 5,
Intimidation: 3, Ranged Combat: 5, Negotiation:
3, Notice: 5, Repair: ---, Self-Control: ---, Sneak: 2,
Trickery: 6, Wealth: ---.
Advanced Talents:
N
Creepy Looks: Level 2.
Hardships:
N
Mortal Hardships:
Despairing: Level 8.
N
N
Page 119
Page 120
Physical Attributes
Mental Attributes
N
AGI: 14
INS: 15
N
STR: 15 (HTH 4d6+1d3) PER: 16
N
TGH: 15
WIL: 14
Initiative
N
INIT: 29.
Physical Resources
Mental Resources
N
LIF: 72
COR: 16
N
VIG: 45
SPI: 45
N
HLT:
Affect Spirits: 1.
Darkness: 10.
Extra Arms: 2.
Possession: 1.
Scourge: 4.
The Sight: 8.
Spirit Form: 1.
Telepathy: 1.
Tongues: 1.
Traverse Realms: 4.
Possessions: None.
Details: All personal details vary; Asuras tend to be
well-dressed, though, at the top of whatever social
group they're currently consorting with. Central
Contradiction: Asuras rebelled against the
domination of the Perfect Ark's hive-mind, but
they strive to institute tyranny almost as absolute
over everyone they encounter.
Story Use/Notes: Even a relatively weak Child of
Darkness like this Asura is more than a match for
a large group of very powerful PC Unnaturals.
Most Children of Darkness retain a great portion
of their original power, if not their shining glory,
than the Children of Light do, making them
lethal foes. Short of an incursion by the Elder
Beasts, an encounter with a Child of Darkness
should be considered a worst-case scenario.
The Ylem
Page 121
Bad Hands: 3.
Cruel: 4.
Outsider: 8.
Vengeful: 4.
Dark Powers:
N
Innate Powers:
Carapace, Level 5.
Large, Level 3.
Venom, Level 6.
Possessions: None.
Details: Personal details vary.
Story Use/Notes: Visitors to the Wastelands of Suffering
are very likely to run across Hell Hounds, and any
Child of Darkness may be accompanied by 1 to 12
Hell Hounds. Hell Hounds are conscious
predators, and massively powerful, but are a little
dim, making them a good encounter for
resourceful Pacts.
Creation Myths
How did the Universe come to be? What is real and what
isn't? The Children of Light should have all the answers, right?
Actually, not so much.
Their memories of what some of them call The BeforeTime, the First Aeon, the time before they Fell, are clouded and
indistinct. One of the most popular myths, which jives with the
beliefs of the ancient Gnostic sect, is that one the Elder Beasts
created the Astral Plane and the Archons. The Archons went on to
create the Pleroma and their inhabitants, in service to the Logos, the
incarnation of Unity.
Other Children of Light believe that one of the Elder Beasts
nobly sacrificed itself to create the known cosmos, to make
something previously unknown. Its blood formed the Astral Plane.
Its organs became the Pleroma, and the ineffable thoughts in its
mind became the Archons. They believe that the Elder Beasts are an
aberration on the path to Unity, and that they follow the true path.
There are many other theories. Thaumatronic astronomers
often say that the Elder Beasts are nothing more than the creative
and destructive forces in space, or maybe the remainder of a
destroyed civilization, and that the Children of Light are simply
aliens with an incredible gamut of psychic powers. A few Children
of Light say that the cosmos was never created, that things have
always been this way; many Wu Zang Taoists believe that the
cosmos goes through endless cycles of destruction and re-creation,
and that the Ylem is just the raw material of creation, and the
impetus of necessary destruction.
Who is right? It's hard to say, but the Children of Light are all
more than willing to fight one another over their personal favorite
cosmology.
Typical Boojum
Boojums (named for creatures in Lewis Carrolls poem
The Hunting of the Snark) are inscrutable creatures from
the Ylem, servants of Jorok the Wise and Wicked. Their
bodies look roughly Human, albeit too thin and with too
many joints, all in the wrong places. Their heads have the
shiny, reflective surface of a ceramic mask, a vaguely bird-like
beak, and hollow eyes that continually weep a lumpy green
phlegm that rapidly dissolves in air. Boojums favor the formal
clothes of the Realm they inhabit, and they float above the
ground. They can take on the illusory appearance of an
ordinary Human or other Unnatural, and their telepathic
communications have a hollow and confusing sound, as if
they were speaking backwards and forwards simultaneously.
Boojums are vastly intelligent, but their only goal is to
open permanent Gateways into the Ylem. Boojums may be
accompanied by Servitors and Hierates, but often travel alone
as well. Their most terrifying ability is the power to warp
probability at random, causing the impossible to occur. They
are very resistant to harm, except by acts of creativity in the
area around them. Spellcasting is not considered an act of
creation as such, but any kind of extemporaneous art or
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Cruel: 1.
Lecherous: 1.
Short: 3.
N
Unnatural Hardships:
Regeneration: Level 2.
Telekinesis: Level 6.
Telepathy: Level 6.
Teleportation: Level 6.
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Making a Monster
New Player Character Unnaturals
There are thousands of myths and legends to draw
inspiration from for a Character, from campfire tales of ghosts
to literary and televised figures of monster-hunting aptitude,
to ferocious were-beasts, to Mortal psychics, the list goes on.
It's easy to add new types of Unnaturals for the Players to
select form when creating a Character; the Dirge RPG is
designed to be flexible in this way.
An Unnatural Type and Faction package together
should total 30 Build Points; 15 BP for the base Unnatural
Type package, and 15 BP for the Faction package. Of course,
you can easily also make new Cult Packages for Mystics, new
Legion Packages for Children of Light, or new Tribe Packages
for Ghls. Just spend 15 Build Points on the new Package, and
you're set.
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Plot Hooks
No matter what the goal of the adventure or campaign
is, you've got present the goals of the story to the PCs. The
best Plot Hooks ask questions which should interest the
Players, and which only the Characters can answer.
The Change: In an Introductions adventure, nothing
gets things going like several Characters getting their first
Glimpse together, or Falling from the City of Heaven into the
same damp, littered alleyway all at once.
Mysterious Messages: A dying man delivers a cryptic
message to the PCs, asking them to bring it to someone far
away, right away!
Visions: Another form of Mysterious Message, one of
the PCs with the Divination Dark Power, or some other
sensory ability, brings a shocking prediction to the other
Characters. Something terrible that is about to happen, or
something vital must be done. Visions should provide a clear
path to accomplish, but should be a little vague and
mysterious.
Weird Happenings: All of the cats in the city begin
gathering in an abandoned building, as if waiting for
something, or someone. Weird happenings can be strung out
over the course of many adventures, foreshadowing a single
climactic adventure that resolves the issues.
Rails
One of the dangers of presenting the PCs with specific
goals is that you lock the PCs into only one course of action.
Gaming parlance calls this being put on rails, as in a train
that cannot turn right or left, but is trapped with a single
destination.
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Sandboxing
The opposite of a rails adventure is a sandbox
adventure, where the PCs are turned loose to do whatever
Making Rulings
These rules are yours, Game Master. Fold, spindle, and
mutilate them to make them into the game that you want to
play. Your humble author will point out that writing
roleplaying games is not an exact science. Perfection is an
admirable goal, but not a realistic one, and these rules are
vague in more than a few areas, sometimes deliberately so.
This is your chance to shine, Game Master! The Rules of
Thumb below might help:
Burnout
Every Game Master discovers that their energy and
creativity have limits, and it's far better to extend a short
campaign that's been a lot of tun, than it is to drag out a
campaign that no one enjoys any more. When you're
planning, it's easy to think that the story you're writing for
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Enlightenment
The dark heroes that somehow manage to survive
should be rewarded for their efforts.
Special Rewards
Special Rewards are rated from 1 to 10, and they grant
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Dark Wisdom
So, what does it mean to learn from a Blood Myth? There
are different ways to handle this, depending on what kind of
campaign the Game Master is running.
Maybe the Game Master should decide what the Blood Myth
means, and expect the Ghl Player to figure it out before they can
spend the points. Or, the GM may ask the Player to come up with
their own meaning for the Blood Myth; in the real world, different
people learn different things from fables and stories.
The Game Master may decide that each Blood Myth is a
code, and certain precise techniques for using new Blood Tricks are
ciphered in this code. In this case, the Character needs to make an
INS + Hidden Lore roll, usually vs. DF Average (20), to decipher
what it means.
Regardless, Ghl Players should have to work to grasp the
Blood Myth. Lazy efficient Game Masters should instead just give
Ghl Characters Strange Flesh instead, which requires no deep
understanding to savor and grow strong from.
Amazing Grace
Children of Light gain Grace and re-learn some of their lost,
holy powers by seeing Mortals at their best, but let's face it; the
Child of Light isn't very likely to see the Downtrodden doing
glorious deeds all that often.
Acts of heroic self-sacrifice, incredible acts of compassion and
giving, brave heroes battling to save others against the worst kinds of
odds, these are the acts of Grace that will enable the Children of
Light to grow closer to their original, celestial powers.
Acts of Grace are even more rare among the Unnaturals;
most Mystics don't care much for good or evil, and Ghls tend to
err pretty heavily on the side of evil. A Child of Light may
encounter Grace among the Downtrodden that they encounter in
everyday life, or can even go on a pilgrimage to go meet people
rumored to be holy and virtuous. These quests are likely to end in
disappointment, but it's important to never give up.
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may shape the raw magical power into whatever shape they
can imagine and will, at much greater risk to their sanity.
Gathering: A group of Ghls of various Tribes that live
in a specific area.
Ghls: One of the Human races, a species of shadowdwelling cannibals with strange powers of stealth and carnage.
Ghls are born into Factions called Tribes, including the
Harlequin Tribe, the Flenser Tribe, and the Outcast Tribe.
Known Ghls include Lilith Deodata, Lazy Jack, and 137.
Gidimite: The inhabitants of the ancient empire of
Mada Us-Gidim; also, the language of Ghls.
Glades of Mirth, The: A blissful, verdant Realm
inhabited by the fae and various plant elementals.
Glimpse: The initial Enlightenment of a Mystic that
starts them on the path to Unity. Ancient Mystics called this
experience the Knowledge and Conversation of the Holy
Guardian Angel, but modern Mystics often shed such poetic
metaphors.
Goblin: A short, squat, ugly human-like species that
inhabits many Realms. Goblins come in many different subraces, including Flame, Shadow, Sun, Sand, and Ice. Goblins
are violent and cunning, and sub-race has their own creative
obsession.
Grace: The opposite of Corruption.
Guests: A term commonly used by Annex 37 and the
Fortean Weekly Journal to refer to visitors from other
Realms.
Harlequin Tribe, The: A Tribe of Ghls that may be
found anywhere, is known for obsessively stalking the
Downtrodden, and eventually stealing their lives with their
shapeshifting skills.
Hell Hound: Hideous, sentient predators native to the
Wastelands of Suffering, enslaved by the Children of
Darkness. Also known as Sheolites.
Higher Self: Another name for the greater Soul that
Mystics have Glimpsed and maintain a tenuous link with, and
which resides somewhere on the Pleroma, waiting for them to
discover it. Mystics that grow closer to their Higher Selves
attain greater knowledge of the Elements, and may use their
Soul to cast Formul and Enchant Artifacts.
Human: A member of the species Homo sapiens
sapiens. The precise meaning of Human is debatable; Mystics
and Enkidu are generally believed to be something more than
merely Human, while Ghls are believed to be separate Race.
Industrial Nexus, The: A Realm of fire and metal, filled
with factories and steam engines and gears. The Industrial
Nexus is a favorite Realm of the Thaumatronicists.
Ipsissimus: The highest rank of Mystic, sorcerers whose
mastery of the High Mysteries gives them godlike control
over the Elements of the Many Realms.
Laar L'aag: A Veneficus member of the Eschaton
Crusade.
Lazy Jack: A Ghl of the Outcast Tribe.
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Glades of Mirth.
Selz-Mor Superstores: A popular chain of variety
stores in the Vale of the Downtrodden. Oddly, every SelzMore Superstore seems to have a reflection in some other
Realm.
Servitors: Genetically and magically enhanced servants
of the Hierates. Servitors are among the most terrifying
killers in the Vale of the Downtrodden. The Servitors are
employed by the Unites States government as agents of Annex
37, and under other agencies in other countries.
Sheolites: The proper name for Hell Hounds.
Sidhe: One of the many fae species inhabiting the
Glades of Mirth. Known sidhe include Princess Ianna and
Prince Foalan.
Soul: An immaterial body like a Spirit that some
entities may attain, but most Mortals do not possess. Mystics
have Souls, their Higher Self which they seek on the Pleroma.
The Children of Light once locked their Souls away in the
Perfect Ark, but since its destruction, they have been giving
way to Corruption. Souls cannot be destroyed, and a Mortal
with a Soul may reincarnate, returning to the Vale of the
Downtrodden to be reborn.
Spirit: An immaterial entity, the basis of consciousness.
Most material entities have Spirits which can, with training,
detach from their bodies to function independently. In certain
Realms, Spirits are treated as solid, and can be interacted with
normally. Spirits can be destroyed, and a Mortal with a
damaged Spirit goes mad. Mystics use their Spirits to
manipulate extradimensional energies, but they always run
the risk of going mad for this reason.
Splinters: The remains of the Relics of the Archons,
which shattered during the final battle for the Palaces of
Light. The Children of Light go questing for Splinters, in
order to bask in their holiness and regain their souls.
Sprites: A type of Energy Elemental, continually
radiating light.
Strange Flesh: Flesh composed of aberrant matter, flesh
of Unnatural creatures, which Ghls can consume and grow
more powerful.
Temple of Slaughter, The: A location in the Wastelands
of Suffering, a Realm of ancient, ruined temples to forgotten
deities of carnage; a place that is sacred to the Ghls.
Tenebrae: A Latin word meaning shadows, a term
commonly used for the sort of underworld that Unnaturals
live in within the oppressive and repressed Vale of the
Downtrodden. Sometimes called The Ten or just X for
short.
Thaumatronicist: A member of the Cult of
Thaumatronicists.
Throng: The term used by the Hierate Cult for a local
organization. Compare Collegium, Council of Night.
Tome: A book of magical power that Mystics seek in
the Vale and throughout the Pleroma.
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