Beruflich Dokumente
Kultur Dokumente
Game Design:
Layout Design:
Art Direction:
Typesetting:
Editor:
Greg Christopher
Greg Christopher
Greg Christopher
Greg Christopher
Peter Kovalsky
Artists:
Alayna Lemmer: www.alayna.net
Alexander Nanitchkov: www.artofinca.com
Alexandra Schastlivaya: fleur-art.blogspot.com
Antoine Miguel: pataplouf.deviantart.com
Aram Aramesh: abtin.gfxartist.com
Banu Andaru: www.banuadhimuka.com
Courtney Howlett: seageart.daportfolio.com
Darek Zabrocki: darekz-art.website.pl
David Cheung: vofff.blogspot.com
Delilah K: delilah88.deviantart.com
Emily Chan: www.eychan.org
Farhat Ali: farhatali-2005.deviantart.com
Flint Anderson: tauceti.deviantart.com
Frank Hong: frankhong.artworkfolio.com
Gabriel Perez: wiredgear.deviantart.com
Table of Contents:
Character Creation Outline
10
11
12
15
Chapter 2: Biology
Body Characteristics . . . . . . . . . . . . . .
Species & Genes . . . . . . . . . . . . . . . . .
Gene Quick Reference. . . . . . . . . . . . .
21
22
24
25
Chapter 3: Culture
Cultural Template Example . . . . . . .
Cultural Quick Reference. . . . . . . . .
Cultural Conditions . . . . . . . . . . . . . .
43
45
46
47
64
66
Chapter 5: Personality
Motivations . . . . . . . . . . . . . . . . . . . . .
Morality . . . . . . . . . . . . . . . . . . . . . . . .
Morality Types . . . . . . . . . . . . . . . . . . .
Motivation Suppression . . . . . . . . . . .
84
85
93
94
95
Chapter 6: Connections
96
Type Descriptions . . . . . . . . . . . . . . . . 98
Relationship Descriptions . . . . . . . . . 103
Chapter 7: Possessions
Wealth . . . . . . . . . . . . . . . . . . . . . . . . . .
Property . . . . . . . . . . . . . . . . . . . . . . . . .
Mechs . . . . . . . . . . . . . . . . . . . . . . . . . . .
Equipment . . . . . . . . . . . . . . . . . . . . . . .
106
107
108
114
117
125
126
127
129
131
132
133
Appendix A: Magic
The Basics of Magic . . . . . . . . . . . . . .
Magic Powers . . . . . . . . . . . . . . . . . . .
134
135
136
Appendix B: Vampirism
158
The Basics of Vampirism . . . . . . . . . . 159
Vampiric Powers . . . . . . . . . . . . . . . . . 164
Appendix C: Species Templates
174
179
189
Key Features
Cooperation
Imagination
Improvisation
Chance
Strategy
RPGs provide...
Complex social interactions that cannot be replicated in other games.
Creativity is used to make every game. You define your character.
You are the creator. You are not consuming someone elses game.
Imagining yourself in the role of someone else reinforces empathy.
Spend quality time with your friends and family away from the screen.
Repetitive simple math is extremely helpful to young players.
As a player, you have the same prerogative and should only join games
that you are interested in playing. If the idea of a dystopian futuristic
Moscow doesnt interest you, offer up your own idea for a game world
for which you could be the gamemaster. Maybe you have some cool
ideas for a medieval fantasy world where an evil dragon is running
roughshod over the defenseless peasants. Alternatively, you can always
just pass on the chance and move on to a different group. Everyone is at
the table to have fun. Play whatever you want to play. Dont stick around
if you are going to be unhappy, but also dont be afraid to try new things
in new settings.
The gamemaster will probably have an idea about what kind of world
she wants to build, but the GM and the players should talk about it
and decide on a game world together. This may be the most important
decision you make in the entire game because it will affect many things.
The game itself will come into existence because the gamemaster has a
story to tell in a particular game world and/or setting. She might say
to the group, I have a great idea for a game in a dystopian futuristic
Moscow. Since the gamemaster is going to be doing a lot of work
designing this game world for play, she needs to be working on a game
world she enjoys in a setting she enjoys. It will make for a better game.
What is a Character?
When you are moving around the game world, you
are pretending to be a character which you have
designed. You try to imagine what this person would
think, feel, and as a result what she would do. The
gamemaster describes the world to you and you tell
her what you think your character would do in that
circumstance. For example, your character might have just walked all
day along a dusty road and the gamemaster tells you that as you come
over the last hill, you see a bridge crossing over a river and on the other
side of the river is a small town. You may decide that your character is
parched and runs down the hill to drink from the river. You may decide
that your character stops and decides to watch from the top of the hill
to see if she can notice anything about the town before deciding to go
down towards the bridge. The choices are yours.
A character is simply an avatar or representation of your presence in
the game world. This book will assist you in creating a written record
of your character in the form of a character sheet. The purpose of the
character sheet is to help you remember what the character wants to do
and what she is capable of doing. Synapse contains rules about how your
character interacts with the world. These rules are collectively referred to
as mechanics. A portion of the game mechanics exist solely to help you
make decisions for your character. In Synapse, your character will have
a culture in which she was raised, a worldview representing what she
believes, and a set of skills representing what she can do. These aspects
of your character will be recorded on your character sheet and you can
reference them throughout play to help you make decisions.
Over time, your character will change based on the decisions you make.
Unlike many RPGs, characters in Synapse do not accumulate experience
points, nor do they gain levels. Instead, you are what you do most often.
If you decide to greet everyone with a smile, ask a lot of questions, and
try to help others, your social skills will improve over time, through
practice. Over time, your character will change as a result.
As in real life, you do not have missions or objectives beyond those you
set for yourself or agree to perform. You may find it helpful to develop
some short-term and long-term goals for your character. You may have
materialistic goals like getting enough money together to buy a Ferrari
or a mansion. Alternatively, you may have social goals like finding
your true love, making more friends, or being respected as a hero. You
may decide to throw your attachment to material goods and human
connections aside to head off into the wilderness to find the Lost City
of Gold. The goals that you want to accomplish and how you go about
accomplishing them are yours to decide.
That being said, some characters begin play with limitations on their
behavior. For example, if you start play as an active duty soldier, it is
assumed that the military has a great deal of control over you. When
you made the choice to be a soldier, you took on that set of duties.
Part of the appeal of roleplaying is the fun of pretending to be someone
else. In many ways, that is an issue of material condition. If you are not
a wealthy person in real life, it can be fun to pretend to be a wealthy
world-travelling adventurer simply because the material conditions
of that lifestyle are exciting. It is fun to engage in running shootouts
down dark alleyways, even though you have never fired a gun in real
life. However, unless you carefully designed her to be just like you,
your character will also have a lot of personality traits that you do not.
You may be very generous and humble while your character is greedy
and materialistic. As professional actors in the real world could tell
you, pretending to have emotions and desires that you do not actually
have is challenging. You may find that it substantially changes your
perspective on life to take a walk not just in a different pair of shoes, but
in a different mind. You may find that the people of the world are even
more diverse than you ever thought before. Some differences in thought
cannot be simply discussed intelligently, but must be experienced to be
understood. Walk a mile in someone elses mind. It can change your life,
and it can be really fun as well.
What is a Party?
What is a Gamemaster?
It is possible that you are playing the game with just two people: yourself
and the gamemaster. However, in most cases, you will be playing with a
number of other players. These players have their own characters with
which to interact with the game world. Collectively, the players form a
party. As you will see when you get to the Connections chapter, your
character will already have relationships with the other characters in
the party when the game begins. These relationships should set the
tone for your interactions with each other. Feel free to flesh out these
relationships to a greater degree than you would a normal relationship
in the game world. You may decide that your character feels that her
cousin Tim, even though she loves him, is a bit of a dolt. Tims player
may decide that your character, though he loves her, is a bit of a bossy
control-freak. These kind of details can add a great deal of flavor to the
game.
You control your character. Other players have their own characters. So
how do you know what exists around your party? This is the role of the
gamemaster (GM). The GM will describe the game world around you,
from the smallest blade of grass at your feet to the highest mountain in
the distance. What she tells you is the baseline and you may be able to
find out more information if you ask. For example, your characters might
be walking down a path in the forest and the GM tells you that you
come across a closed box lying in the road. At this point, you need to
take the initiative and tell the GM what you are doing something like
I run over to the box and look inside. The GM might then tell you
what is inside the box or she might tell you that the box is nailed shut.
If so, you then need to come up with a way to open the box (e.g. smash
it). As you take actions, the GM tells you what happens. Exploring the
game world and interacting with what you find is a large part of what
roleplaying is all about.
The GM is also in control of all the people in the world that are not
controlled by one of the players. These are called non-player characters
(NPCs). You will spend a lot of the game interacting with the NPCs.
Making decisions about how to treat other people, what to say to them,
how to respond to their requests, and what to do about their actions is
another large part of what roleplaying is all about.
So what is the GM ultimately trying to do? These are questions that
concern plot. The GM will have some idea about what she would like
you to accomplish. Lets say that the GM described a person in the
nearby town where the game started: a small girl who was worried about
her missing father. The girl told the party that her father went off into
the woods and the party decided to go after him. The partys effort to
unravel the secret of what happened to the missing man and find him
before it is too late is called the plot or the story.
Lets say that you just found that girls father lying on the ground on a
forest path. You dont know what happened you just found this guy. He
is wounded and if you dont get him some help pretty soon, he is going
to die. So what do you do? Lets say you decide you are going to try to
heal him up, stop the bleeding, and take care of him. You may know a
lot about medicine in your real life or you may have been watching a lot
of primetime dramas on TV, but does your character know those things?
All this talk about what to do raises the question: what are you doing
all this for? The answer is motivations. Motivations are one of the
central innovations that Synapse brings to the roleplaying game genre.
Motivations provide you with information about how your character
thinks, how she feels, and what she desires.
Your character sheet contains a list of all your Life Experiences. This
is what has happened in your life so far. Maybe you are a great pilot,
or a ninja, or an archaeologist. If you have the Aerospace Training life
experience, you know a lot more about flying a plane than the average
person. If it is not on your character sheet, you are just as knowledgeable
or trained as the average person. Your life experience defines what you
are really good at doing.
Remember when I mentioned mechanics, back when we were talking
about what your character is? There are rules that govern how you
take actions during play. With any task, there is a chance that you will
succeed and there is a chance that you will fail. The more experienced
you are, the more likely you are to succeed. Success and failure are
determined through the use of dice. Synapse uses only six-sided dice
because it is a game designed to be played by anyone, even those with no
experience in roleplaying. You can just use the same six-sided dice you
find in a board game like Monopoly. Each person will need at least three
of these dice to play the game.
Now, back to the man lying wounded on the forest path. Perhaps you
are a doctor know how to help him. Your GM will tell you to roll some
dice and, based on some calculations, you may succeed at helping him.
Then again, maybe you cant heal the man. However, you might build an
improvised cart and pull him back to town. You might use a magic spell
to fly back to town and rally some helping hands. Finding solutions to
problems is at the heart of roleplaying games.
Maybe your character is helping the girl because she has a strong desire
to help other people in need. Maybe your character is helping the man
because she wants the towns admiration as a hero. Maybe your character
is breaking up a thieves den because she wants to get her hands on
some of the loot. Maybe your character hates a wizard because long ago
that wizard killed her brother and she wants revenge! When you create
your character, you will write down how strongly she feels about each
motivation. During play, you will reference your character sheet to help
you make decisions.
You are pretending to be someone else. She thinks differently from
you. Sometimes, you may be placed in a position where what you want
conflicts with what your character wants. You might come across a large
quantity of money with no apparent owner. As a player, you may want
to use this money to buy your character more equipment or property
because you like those things. However, your character might be more
inclined to use that money to help her friends or a particular cause.
Usually, these conflicts are wrapped up in the concept of winning. In
a roleplaying game, there is no winner. The goal of the game is to have
fun and tell an interesting story. There are a lot of games out there
that encourage players to only think about themselves, to help others
only when absolutely necessary, and to amass wealth and power to the
exclusion of all else. Synapse is not a game like that. Try to resist the
temptation to focus purely on your own gain.
Sometimes, characters die. There are rules that dictate the circumstances
and game mechanics that control just how much physical punishment
your character can absorb before dying. Combat in Synapse is very
fast and brutal. If you pick a fight with someone who is a much better
fighter than you, you will probably die unless they decide to only beat
you unconscious. Combat is a very fast path to deaths door. Engage in it
at your own risk.
There may be a time when you choose to die. Maybe a door can only
be closed from the wrong side and the zombies are coming down the
steps. You should not fear a heroic death. What do you lose? A piece
of paper? A small emotional investment? Sometimes, the path of death
may be voluntary. You may want to embrace it. If you want to die in this
manner, you might want to have a conversation with your GM first. If a
character dies, just go through the character creation process again and
make a new character. Your GM can help.
It should also be noted that some settings may actually have the ability
to bring your character back from the grave, either through magical or
technological solutions. If so, death may only be a temporary hindrance.
Determination Boxes
Next you will determine the biological basis of your character. Your
genes represent the innate physiology that you are born with. Your racial
or intraspecies variation is purely aesthetic unless you choose to make it
important.
In order to play Synapse, you will need this book, a pencil, a copy of
the character sheet in the back of this book to write your characters
details on, and three six sided dice (d6).
It will be useful, but not essential, to have additional dice & scratch
paper. If you need more visual connection to the game, you may want a
miniature figure to help conceptualize the scene and a miniature battle
mat to draw upon. Sometimes it can be difficult to imagine how things
look without visual aids of some kind.
You will then build the culture in which you were raised as a child.
This represents the subtle impact of the society around you on how you
think. In some instances, your entire species may share the same culture.
However, most of the time you will have a unique culture within your
own species as well as in contrast to other species.
Finally, you will determine what kind of material conditions you live in.
This is based on your creation choices so far. You may only have a few
pieces of equipment and the clothes on your back. Then again, you may
be a magnate with extensive holdings. It depends on your choices.
You will now advance through time from the birth of your brain to its
current state at the start of the first adventure. Life experience can be
positive or negative. Positive experiences can open doors to skills and
physical advantages, such as muscular strength. Negative life experiences
hamper your freedom in the game itself. Dont be afraid of negative
experiences. Remember that even heroes have their flaws.
You will now determine what relationships you have in the game world.
You may have friends, allies, contacts for information, illicit connections,
and so on. This step will firmly root your character into the game world.
You will then build the schematic that your brain uses to process the
information you receive about the world around you. During this step,
you will determine what motivations dominate your thoughts from
day to day. Your life experiences are central to this process, as is how
they interact with your cultures pressures with respect to concepts like
religion & morality.
10
Chapter 1:
Brain Chemistry
11
Attributes:
Attributes are the basis of your character. They are used as the basis for
all skill rolls, as well as used to derive secondary statistics. The value of
each attribute is a number between 1 and 10. An average human has a 4
in every attribute. Values beyond 10 are possible through supernatural or
technological means, but 10 represents the pinnacle of biology.
Attribute
Synapse
Cognition
Spatial
Empathy
Stability
Focus
Magnetism
Attribute Determination
Processing speed
Analytical processing quality
Movement and coordination
Communication and language
Tolerance for change and surprise
Sensory processing quality
Strength of personality
Synapse:
Cognition:
Spatial:
Empathy:
Stability:
Focus:
Magnetism:
14
Talents:
A talent represents innate ability in a particular type of mental process.
There are 21 possibilities and your character will be exceptionally
talented in five of these. Taking a talent on your character sheet
represents that you are really good at that aspect of life.
Though they may be exceptional in only five ways, every character can
perform tasks related to all talents except one. At this talent, they are
considered awkward. This represents something that your brain simply
cannot do, a flaw in your characters nature. Any time you would have to
make a roll based on this talent, you automatically fail. You cannot take
skills related to it or gain experience towards such a skill.
Talent Determination
Choose five talents from the list below. These are the talents at which
you are exceptional. Then choose one talent which you lack completely.
You will gain a bonus on all actions based on your exceptional talents,
but will automatically fail any action based on the talent at which you
are awkward.
As shown below, you are restricted in the number of talents you
can have that relate to an attribute based on the attribute value. For
example, if you have a Spatial of 7, you can only take two of the
Spatial talents. Choose wisely.
Attribute
Synapse
Cognition
Spatial
Empathy
Stability
Focus
Magnetism
Attribute Value
<5
5-6
7-8
9-10
Deception
Knowledge
Trajectory
Impression
Bravery
Awareness
Eccentricity
Talents
Reaction
Deduction
Balance
Persuasion
Toughness
Precision
Inspiration
Judgment
Innovation
Dexterity
Seduction
Willpower
Multitasking
Presence
15
Synapse Talents:
Cognition Talents:
Deception: Deception is the ability to think ahead and then act in a way
that undetectably misleads others. The most common form of deception
is lying, but it is not limited to conversation. It might take the form of a
clever feint in combat or knowing how to forge a document.
16
Spatial Talents:
Empathy Talents:
Characters who are awkward at trajectory cannot hit the broad side of
a barn. They are terrible at most sports and they should never be given
a grenade or a gun. The inability to take trajectory skills is a significant
drawback in almost any setting or universe.
Balance: Balance is the ability to control your bodys movements. This
is useful if you are trying to traverse a treacherous environment or walk
on a narrow ledge. It is especially valuable in combat because balance
is essential for all forms of melee and unarmed combat. Balance is also
important for riding things like animals, bicycles, and skateboards.
Characters who are awkward at balance are extraordinarily clumsy. If
something can be knocked over, they are likely to knock it over. Their
dancing makes Elaine look good. The inability to take balance skills is a
significant drawback in almost any setting or universe.
Dexterity: Dexterity is the ability to manipulate fine objects. Dexterity
is essential to slight of hand and thievery of all sorts. Opening a lock
requires exceptional manual dexterity. Parlor magicians, criminals,
and tricksters tend to have this talent and use it frequently. Using any
instrument that requires complex finger movements (e.g. guitar) would
draw upon dexterity.
Characters who are awkward at dexterity are ham-handed. They tend to
drop coins while standing at the front of the line, drop their phone in
the toilet, and suffer from similar unfortunate slip-ups. The inability to
take Dexterity skills is a significant drawback to living a life of crime.
17
Stability Talents:
Bravery: Bravery is the ability to ignore fear of death in combat and
engage in risky behavior as a whole. The GM may call for a bravery
roll any time you attempt something extremely risky, such as advancing
towards an enemy in combat without cover. Failing a bravery roll means
that you lose your nerve and either attempt to flee or cower, much like
someone who fails a Stress roll. As such, bravery is a key talent for
characters that plan on charging into combat and taking risks.
Characters who are awkward at bravery are absolute cowards. They are
terrified of threats to their person and will retreat from any danger. They
automatically fail any bravery-related Stress rolls.
18
Focus Talents:
Awareness: Awareness is the ability to notice changes in the
environment. This doesnt guarantee that you will always have a
chance to react, but it is certainly a prerequisite. Awareness could be as
simple as noticing the smoke rising from a far-off chimney or seeing a
rattlesnake before it strikes. Awareness is essential to many visual skills
and a character with a talent for awareness is very perceptive.
Precision: Precision is the ability to carry out very precise and deliberate
actions. Shooting a long range weapon like a sniper rifle that requires
careful aiming is a precise action. Mixing chemicals together in specific
amounts or preparing a complicated trap/bomb would also be governed
by this talent. Precision also governs the ability to move silently and
avoid detection.
If you dont get these tasks exactly right, they will fail. There are usually
no half-measures or partial successes. Failure might even involve
blowing yourself up in the case of explosives-handling. Precision is also
important for several Magic and Vampiric powers. An imprecise demon
summoning spell can end very, very badly.
Characters who are awkward at precision have shaky hands and cant
concentrate enough to carefully manipulate objects. They are poor cooks
because they put the wrong amounts of each ingredient into the mix.
They tend to spill their drinks and drop their food on the ground by
accident. Without precision, a character attempting to move silently will
step on every single brittle twig in the forest.
Multitasking: Multitasking is the ability to perform multiple
simultaneous actions. It is primarily used in combat because characters
that are exceptionally talented are not limited to a minimum weight for
their attacks in combat. They can also perform two tasks at the same
time that would normally require absolute focus; such as piloting a
vehicle while checking a computer for information or engaging in
thoughtful conversation on the phone while hacking into a computer
system. This ability is extremely rare.
Characters who are awkward at multitasking are easily confused when
trying to do multiple things at once. They cannot take more than one
action in a single combat round.
19
Magnetism Talents:
Eccentricity: Eccentricity is the ability to resist social conventions.
Most characters have a very hard time acting outside of the guidelines
society provides for them. Eccentrics are able to forge their own path,
popular or not, and feel self-confident while doing it. Exceptional
Eccentrics have enormous freedom to build their Motivations.
Characters who are awkward at eccentricity are very conventional and
stick to established traditions. They do not get any points to spend on
Motivations; their motivations are only shaped by their culture and life
experiences. They must choose conformity or legal as their morality type.
Inspiration: Inspiration is the ability to encourage others. This might
be accomplished through a well-timed kind word of encouragement,
a soft touch of reassurance, or in some cases a stirring speech or
song. Then again, it might involve veiled threats and a powerful stare.
Inspiration involves manipulating the emotions of others through both
contact and personal conversation.
20
Chapter 2:
Biology
21
Body:
Your brain is not an independent entity. It is placed inside of a body. The
capabilities of this body will enormously impact your characters life, so
defining biology is the next logical step into the game world. Synapse
models your body using three characteristics; Strength, Endurance, &
Resilience. Unlike attributes, body characteristics change frequently.
The value of each characteristic is represented in points (e.g. Strength
Points). The starting value is a maximum and events can occur in the
game to temporarily reduce them during the course of play.
Strength:
Body Determination
If you are at zero strength, you can be stabilized by someone with the
appropriate Life Experience. Stabilization will keep you alive for a
number of hours based on the roll results. If you are not stabilized, you
will die within a few minutes from blood loss. Before your stabilization
period ends, you must receive some kind of genuine medical care or
magical assistance to survive.
Distances in the below chart are listed in meters, however you can feel
free to convert these to yards per second if you wish.
Strength
Comfortable Carrying Capacity
Maximum Carrying Capacity
Walking Movement Rate
Running Movement Rate
Endurance:
Resilience:
Endurance
Maximum Breath Holding
Resilience
Chances to Resist a Toxin
1 per point
23
Species:
Your Species represents the entire population which shares your
particular chromosome mix. It is defined in game terms by 16 genes.
Species Determination
You can build your species from a total of 20 points. The design is
subject to GM approval. Your GM may choose to bypass this aspect
of character creation and limit your selection to a few species that she
has already designed. Typically this is done to speed up creation time.
You can choose to not spend these points and transfer any unspent
points roll into Culture at a 4:1 ratio, rounded down. This converts the
20 surplus Human species points into 5 Culture points.
The human species represents the norm. All of the genes for humanity
are zero points, as you can see in the example on this page.
Go through this chapter and make a choice for each gene. Unless
otherwise specified, you can only make one choice per gene. Record
your choices on your character sheet. The genes in this chapter can be
used to create virtually any kind of species you wish, from the mundane
to the bizarre.
Human
Size
Locomotion
Blood
Gender
Lifespan
Diet
Sleep Cycle
Skin
Grip
Feet
Language
Vision
Augments
Lungs
Heightened
Intelligence
Average
Biped
Warm Blooded
Dimorphic
Normal
Omnivore
Diurnal
Bare
Thumb
Feet
Expressive
Normal
None
Oxygen
None
Sentient
Total
Excess
Rollover (4:1)
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
20
5
24
Small
Average
Large
-3
0
3
Locomotion
Semi-Upright
Biped
Quadruped
Undulation
Multi-Legged
Wings
-3
0
4
6
10
20
Blood
Cold Blooded
Warm Blooded
Independent
Vampiric
-2
0
4
*
Gender
Hermaphrodite
Gonadal
Dimorphic
Dichromatism
Lifespan
Brief
Short
Normal
Long
Infinite
-5
-3
0
*
-8
-4
0
4
8
Diet
Necrophagy
Photosynthesis
Omnivore
Detrivore
Herbivore
Carnivore
Sleep Cycle
Crepuscular
Nocturnal
Diurnal
Metaturnal
None
Controlled
Skin
Bare
Fur
Slippery
Hardened
Shell
Chameleon
Grip
Paws
Thumb
Suction
Claws
-4
0
0
1
2
4
-4
-2
0
2
4
*
0
1
2
4
6
8
-6
0
4
*
Feet
Feet
Tail
Webbed
Paws
Talons
Hooves
Claws
Language
Growls or Calls
Expressive
Chemical
Telepathy
Gesture
Vision
None
Weak
Restricted
Color blind
Normal
Ultravision
Low-Light
Echolocation
Infravision
Insectoid
Darkvision
0
0
1
2
3
4
*
-5
0
2
10
*
-8
-4
-2
-1
0
3
5
5
7
8
10
Augments
None
Teeth
Antennae
Mandibles
Tentacles
Horns
Tail
Venom
Lungs
Methane
Carbon Dioxide
Nitrogen
Oxygen
Gills
Amphibious
None
Heightened
None
Waves
Hearing
Olfactory
Touch
Vision
Intelligence
Animalistic
Lycanthrope
Atavistic
Berserk
Sentient
0
2
3
4
5
*
*
*
-3
-2
-1
0
0
3
10
0
1
2
3
4
5
-10
-8
-4
-2
0
25
Size:
Size
Small
Average
Large
-3
0
3
Small: -3 points
Your species is smaller than the human average. This makes you harder
to hit in combat because you are a smaller target. Your small stature also
makes you harder to notice in crowds or dark areas.
Larger species often view you with some suspicion because they feel like
you are able to slip out of their sight at any time and cause them harm.
Your species may even have a reputation of thievery or mischief as a
result of this perception, whether justified or not.
Your short legs mean you have a hard time keeping up with larger
species when you are moving over long distances. Your short arms mean
you have trouble with large weapons designed for use by larger species.
However, you feel that these drawbacks are insufficient to hold you back
from achieving your dreams.
Strength -1
+1 difficulty of any attempt to strike you with a ranged weapon
+1 difficulty of any attempt to notice your presence
Cannot use Large Weapons
Must use Medium-sized Weapons two-handed
Normal: 0 points
Large: 3 points
Your species is larger than the human average. This makes you easier to
hit in combat because you are a bigger target. Your height makes you
easier to notice in crowds. Smaller species may view you with some
suspicion because they feel like you are able to smash them to bits. Your
species may even have a reputation of brutishness or violence as a result
of this perception, whether justified or not.
Your long gait means you have a easy time when you are moving over
long distances. Your long arms mean you are able to use large weapons
with ease but small weapons are difficult for you to handle. Your species
as a whole generally has an abundance of confidence. Some might say
overconfidence.
Strength +1
-1 difficulty of any attempt to strike you with a ranged weapon
-1 difficulty of any attempt to notice your presence
Cannot use Small Weapons
Can use Large Weapons one-handed
26
Locomotion:
Semi-Upright: -3 points
Locomotion
Semi-Upright
Biped
Quadruped
Undulation
Multi-Legged
Wings
-3
0
4
6
10
20
Biped: 0 points
Your species walks on two legs like humans. This confers no particular
advantage or disadvantage.
Quadruped: 4 points
Undulation: 6 points
Multi-Legged: 10 points
Your species walks on more than 4 legs. Your lower body may have
the appearance of any arthropod you wish, from spider to scorpion to
lobster, but it must be an arthropod. For example, you could choose to
have the lower body of an ant, but not a six-legged horse. You must also
choose the 2 point version of Claws for your feet.
This confers a significant movement bonus as well as enhanced footing
and balance. Additionally, you are very silent when moving about. Most
species with this characteristic live Subterranean environments where
they can make the best use of their advantages.
Body Length = 3x your height
For movement rate calculations, triple strength
-2 difficulty of any attempt to stay on your feet despite unsafe footing
-2 difficulty of any attempt to move without making a noise
27
Locomotion (continued):
Gliding: 12 points
Wings: 20 points
Your species has wings in addition to your normal body shape. They
can be two large wings like an angel or multiple smaller wings like an
insect. This confers no particular advantage or disadvantage, beyond the
obvious ability to fly. Your wings might be feathered like a bird, have
bat-like membranes, or even scaled like a dragon. The power of flight
conveys many obvious advantages, such as freedom of movement in
areas that would be impassible to most species. Species with this gene
tend to live in Mountain environments where they can make use of
their movement advantage.
Can greatly reduce downward velocity in a fall and gain actual control
of flight after a duration
Flight speed = 5x your Walking Movement Rate
Wingspan = 2.5x your height
28
Blood:
Blood
Cold Blooded
Warm Blooded
Independent
Vampiric
-2
0
4
*
Vampiric: X points
You are a vampire and your blood is not your own. You must drink the
blood of others to maintain your supply of this precious resource. Your
other racial choices form the basis for the species that you had before
you were turned into a vampire. Sunlight and a few other hazards pose
enormous danger to your life while things that would have posed a great
threat before are now insignificant.
Unless dictated by setting, taking this characteristic requires GM
approval. Vampiric is worth a number of points equal to the blood
system of the body you had before you became a vampire. Consult
Appendix B: Vampirism for more information on how vampirism works
and to determine your characters vampiric powers.
Your starting age represents the age at which you became a vampire.
You can purchase additional years of being a vampire for 5 life
experience points per half-century. Each half-century purchased grants
+1 to Vigor.
Independent: 4 points
29
Gender:
Gender
Hermaphrodite
Gonadal
Dimorphic
Dichromatism
-5
-3
0
*
Hermaphrodite: -5 points
The members of your species do not have defined gender at birth and
possess both/all sexual organs. They may be able to use both/all sexual
organs as adults or they may develop one set of sexual organs during
puberty through hormones that are released based on the gender
balance requirements of the population. They may not have a gender
and simply reproduce asexually, or they may be able to change genders
if socially pressured. Members of a species with clear gender lines has a
hard time getting an accurate bead on your intentions.
+1 difficulty of any conversational roll with any species that is not
either Hermaphrodite or Gonadal
Connections -4
Gonadal: -3 points
Dichromatism: X points
The genders of your species vary only in sexual organs, which are small
and inconspicuous. This is unsettling to other species, who often resolve
the tension by making jokes like are there any Dwarven women?
Conversations with members of other species tend to go poorly.
If you are the brightly colored gender, this gene is worth -3 points and:
+2 difficulty of any attempt to hide or conceal yourself in some way
You feel a strong motivation (with a value of 7) to pursue any potential
mate that is not unattractive or hideous and is not obviously
committed to another mate.
Dimorphic: 0 points
If you are the camouflaged gender, this gene is worth 1 point and:
-1 difficulty of any attempt to hide or conceal yourself in some way
You will be often approached by potential mates
30
Lifespan:
Brief: -8 points
Lifespan
Brief
Short
Normal
Long
Infinite
-8
-4
0
4
8
Short: -4 points
Normal: 0 points
Long: 4 points
The members of your species age very slowly with a maximum lifespan
of about 150 to 200 years. As a result, you have individuals with a
cooler and more relaxed disposition. In your extended lifespan, you have
experienced more than the average person. You tend to avoid fads and
social movements present in the shorter-lived species.
You get 10 points to spend on Motivations instead of 15
Stress reduction from Relaxation takes one hour more than normal
per point of stress relieved
Life Experience +2
Infinite: 8 points
31
Diet:
Necrophagy: -4 points
Diet
Necrophagy
Photosynthesis
Omnivore
Detrivore
Herbivore
Carnivore
-4
0
0
1
2
4
Photosynthesis: 0 points
Your species can only convert energy using sunlight. You never have
to eat. However, you must maintain frequent contact with the soil to
absorb nutrients and consume some water occasionally. When you are
exposed to direct sunlight, you are strong and energetic. When you are
indoors or underground, you are weaker and lethargic. While exposed
to indirect sunlight, you behave normally.
In direct sunlight, -1 difficulty of a roll where you are adding your
Strength to your Attribute
While indoors or underground, +1 Difficulty of a roll where you are
adding your Strength to your Attribute
Omnivore: 0 points
Detrivore: 1 point
Your species can only consume inorganic matter like soil or rocks.
Your face tends to be dirty with the leftovers of such material and
other species find this disturbing. Even detrivore species have trouble
concentrating in conversations with you because they are interested in
these bits. However, you are exceptionally hardy and never have trouble
finding food.
Strength +1
+1 difficulty of any conversational roll with any species
Herbivore: 2 points
Your species can only consume vegetation and often in very large
amounts compared to the food ingested by an omnivore. Finding food
may consume a significant portion of your day. Since you are often prey
for larger animals, you are more aware of your surroundings and have
the ability to run farther before becoming exhausted. However, your
inherent tendency is to flee from battle.
Endurance +1
-1 die on any Stress Roll
Carnivore: 4 points
Your species can only consume meat. Your body is stronger and faster
than other species so that you can find food more easily. This leads to a
little suspicion from other species, who worry that they might end up
being your next meal. They may be right.
Strength +2
Endurance +1
+1 difficulty of any conversational roll with any species
Your species consumes both vegetation and meat. This is the human
norm and confers no particular advantage or disadvantage.
32
Sleep Cycle:
Crepuscular: -4 points
Sleep Cycle
Crepuscular
Nocturnal
Diurnal
Metaturnal
None
Controlled
-4
-2
0
2
4
*
Nocturnal: -3 points
Your species sleeps during the day and is active at night. This poses
many practical problems and is generally a nuisance. If you take this
choice, obviously you must also choose some way of seeing in the dark,
like Echolocation or Darkvision.
16 hours of each day must be spent sleeping during the day to avoid
sleep based Endurance loss
Diurnal: 0 points
Your species sleeps at night and is active during the day. This is the
human norm and confers no particular advantage or disadvantage.
8 hours of each day must be spent sleeping at night to avoid sleep
based Endurance loss
Metaturnal: 2 points
Your species sleeps in short naps throughout both day and night, like
a cat. They are easily alerted and rarely find themselves in a position of
surprise when awakening.
12 hours of each day must be spent sleeping to avoid sleep based
Endurance loss at any times you wish, so long as you sleep at least one
hour per sleep event and are never awake for more than 4 solid hours
You can make Skill rolls to detect sounds or movement while sleeping
None: 4 points
Your species never sleeps. You will need to rest from physical and
mental exertion, but you never actually fall asleep. You may daydream,
but obviously you can never have normal dreams either.
You never experience sleep based Endurance loss
Controlled: X points
Your species can sleep for extended periods of time and then go for
extended periods of time without sleeping.
8 hours of each day must be spent sleeping to avoid sleep based
Endurance loss. You can store up to your daily sleep requirement per
2 points invested in this gene. So if you invest 4 points in this gene,
you can sleep two extra sleep durations in one day and then not sleep
for the next two days as a result. You can invest up to a maximum of
10 points into this gene (storing up to 5 nights worth of sleep)
33
Skin:
Bare: 0 points
Skin
Bare
Fur
Slippery
Hardened
Shell
Chameleon
0
1
2
4
6
8
Fur: 1 point
Your species has significant hair on top of your skin. The fur is thick
and deep like a bear or canine. It provides some insulation against cold
dangers, but finding clothing that fits properly may be difficult.
Reduce all Strength or Endurance damage from cold exposure by 1.
If you also have an independent blood system, this is in addition to
halving it and is applied last.
Slippery: 2 points
Your species is covered in moist slippery skin, like a frog. This makes
grappling very difficult for your opponent. You will also need to
occasionally moisten your skin to maintain this coating.
Shell: 6 points
Your species has a significant shell into which you can retreat, like a
turtle. This reduces the damage taken from attacks if they hit the shell
portion of your body.
Reduce all slashing and impact damage taken by 2 if they are made
against your shell
You can pull all your limbs and head into the shell as a combat action
You pull all your limbs and head into the shell automatically when
entering a catatonic state
Chameleon: 8 points
Your skin can change color to enhance your camouflage. You are not
invisible, simply colored to match your background environment. This
makes spotting you in natural terrain very difficult. In an unnatural
environment, such as the interior of building, you are easily noticed.
+2 difficulty for anyone attempting to visually detect you in a natural
environment like woods, a field, or even an extreme like a desert.
-1 difficulty for anyone attempting to visually detect you in a
developed environment like inside of a building or on a city street.
Hardened: 4 points
Your species has strong defense in the form of hardened outer skin, like
an armadillo or rhinoceros. This reduces damage taken from attacks.
Reduce all slashing and impact damage taken by 1
34
Grip:
Paws: -6 points
Grip
Paws
Thumb
Suction
Claws
-6
0
4
*
You cannot hold anything requiring a strong grip (e.g. sword) or use
most tools (e.g. hammer). Using objects like doorknobs is difficult, but
still possible given focus and time. You can use your paw to manipulate
objects much like a human using their foot to try to do things.
-1 difficulty for any climbing attempt
Thumb: 0 points
Your species has fingers with an opposable thumb. This is the human
norm and confers no particular advantage or disadvantage.
Suction: 4 points
Your species has hands with suction-based grip. This provides much
better grip than a human hand, allowing you to hold onto things
that would normally be wrenched from your grasp, and makes you an
excellent climber.
Strength +2 for purposes of pushing or pulling, including Grappling
-2 difficulty for any climbing attempt
Claws: X points
Your species has claws on the tips of your fingers. Claws allow you
to make raking attacks on your enemies and improve your climbing
abilities. If these claws are attached to a hand with opposable thumbs,
this is a 2 point gene.
If these claws are attached to a paw-like hand, this is a -2 point gene
because you cannot grip a large range of things. You gain all the effects
of Paws (include both climbing bonuses), except you can manipulate a
larger range of objects. You can use your paw to manipulate objects as if
a human were using their fingers but not using their thumb.
+1 slashing damage to any unarmed attack with your hands
-1 difficulty for any climbing attempt
Feet:
Feet: 0 points
Feet
Feet
Tail
Webbed
Paws
Talons
Hooves
Claws
0
0
1
2
3
4
*
Tail: 0 points
Your species has a tail instead of legs, either because you move like a
snake or live underwater and swim. You must have Undulation to take
this choice. It confers no particular advantage or disadvantage.
Webbed: -1 point
Your species has a webbed feet instead of flexible toes, like a duck or a
frog. You move at twice your Walking Movement Rate when swimming.
35
Feet (continued):
Paws: 2 points
Your species has a paw like a cat or dog. These paws have pads that
significantly increase your traction and reduce impact damage, resulting
in the ability to go farther without hurting your feet. The soft pads also
lessen the sound of your foot hitting the ground, making you quieter.
-1 Difficulty for any attempt to move quietly or over long distances
You cannot wear shoes
Talons: 3 points
Claws: X points
Your species has claws on the tips of your toes. Claws allow you to make
raking attacks on your enemies and improve your climbing abilities. If
these claws are attached to a foot, this is a 2 point characteristic. If these
claws are attached to a paw, this is a 4 point characteristic because you
are given all the characteristics of a Paw as well.
+1 slashing damage to any unarmed attack with your feet
-1 difficulty for any climbing attempt
Your species has talons like a bird. These give you better grip in
precarious situations, but have less strength for long-term travel by foot.
Additionally, your talons function as very powerful weapons. However,
the sound of your walking is louder than a foot since your talons click
against hard surfaces.
+2 slashing damage to any unarmed attack with your feet
+1 difficulty for any attempt to move over long distances
+1 difficulty for any attempt to move quietly
You cannot wear shoes
Hooves: 4 points
Your species has hooves like a goat or horse. These hooves give you
better footing and reduce impact damage, resulting in the ability to go
farther without hurting your feet. Additionally, your hooves function as
very powerful weapons. However, the sound of your walking is louder
than a foot.
+2 impact damage to any unarmed attack with your feet
-1 difficulty for any attempt to move over long distances
+1 difficulty for any attempt to move quietly
You cannot wear shoes
36
Language:
Language
Growls or Calls
Expressive
Chemical
Telepathy
Gesture
-5
0
2
10
*
Expressive: 0 points
Your species has flexible lips and a tongue for expressing complex
sounds. This is the human norm and confers no particular advantage or
disadvantage.
Chemical: 2 points
Your species can communicate using pheromones, but only with your
own species. The message conveyed by these signals is very basic, limited
to concepts like moods, emotions, and simple desires. You can also
communicate as if Expressive, if you choose to do so. The chemicals are
merely a supplement to that communication.
Telepathy: 10 points
Gesture: X points
Vision:
None: -8 points
Vision
None
Weak
Restricted
Color blind
Normal
Ultravision
Low-Light
Echolocation
Infravision
Insectoid
Darkvision
-8
-4
-2
-1
0
3
5
5
7
8
10
Your species cannot see at all. You have no vision system of any kind.
You will never see anything. To compensate, you have learned to listen
more intently.
-2 difficulty for any attempt to hear a noise
Weak: -4 points
Your species cannot see very clearly in any environment. You have
trouble seeing details even under the best circumstances. You must
choose your actual vision method as well and pay the point cost for both
choices (e.g. Weak Ultravision).
+2 difficulty for any attempt to detect something visually
Restricted: -2 points
Your species has a smaller angle of normal vision, so you have a harder
time seeing your flanks. You must choose your actual vision method as
well and pay the point cost for both choices (e.g. Restricted Low-Light).
There will be things that the GM will not inform you about simply
because it is outside of your vision arc.
37
Vision (continued):
Color blind: -1 point
Your species cannot discern color at all. You must choose your actual
vision method as well and pay the point cost for both choices (e.g. Color
blind Normal).
Normal: 0 points
Your species can see well in the light, but your vision becomes
progressively poorer in darkness. With little or no light, you cannot see
anything. This is the human norm and confers no particular advantage
or disadvantage.
Ultravision: 3 points
Your species can see only ultraviolet light. Your vision is exceptionally
fine due to high color differentiation, but ultraviolet light is stopped by
solid surfaces so you cannot see at all in underground environments or
buildings without using fluorescent lights. You can see best during the
day, better at night than even low-light vision, and better underwater
than any other kind of vision.
Low-Light: 5 points
Infravision: 7 points
Your species can see in very low light environments, like a cat. As long
as there is some light, you can see fairly well. In total darkness, you
cannot see anything.
Your species can see heat and light. When there are significant
variations in heat, such as a warm body standing next to a cold stone,
you can see clearly. When there are low variations in heat, such as a cold
sword lying on a cold stone, you have trouble discerning the differences.
Echolocation: 5 points
Insectoid: 8 points
Your species cannot see at all. Instead ultrasonic sounds are emitted to
produce echoes, which are then converted by the brain into an image of
your surroundings. You function as if you could see in any environment,
but you cannot perceive color and texture differentials are very difficult
to notice.
High decibel sounds can effectively blind you. Any sound over 100
decibels causes 1 stress point gain per instance, or 1 point per minute of
exposure for extended sounds.
Your species can see only infrared light. Your eyes are multi-faceted,
like a flys. This allows a very detailed image to be created of the world
around you. Shadows and darkness are no protection for anyone trying
to escape your gaze. You also have a very deep field of peripheral vision.
Darkvision: 10 points
Your species can see equally well in light and dark. Color differences
tend to fade away in extreme light or dark, but you can discern color in
most circumstances.
38
Augments:
This
determines
what
unique
adaptations your species has. You can
have multiple selections from this
gene group.
None: 0 points
Augments
None
Teeth
Antennae
Mandibles
Tentacles
Horns
Tail
Venom
0
2
3
4
5
*
*
*
Teeth: 2 points
Your species has sizeable canine teeth. These teeth are useful in combat.
+1 penetration damage to any bite attack
Antennae: 3 points
Your species has antennae sprouting from the top of the head. This
makes wearing headgear very difficult, but it provides you with
additional sensory data that increases awareness. However, these senses
can be overloaded in some circumstances, making sensing more difficult
under those circumstances.
+1 difficulty when making an Awareness roll when exposed to
extreme vibrations, sounds, or powerful odors
-1 difficulty when making an Awareness roll in serene environments
You cannot wear helmets or hats unless custom fitted
Tentacles: 5 points
Your species has up to four octopus-like tentacles that can be used for
grasping. Short tentacles that have no function are not covered by this
characteristic, but are simply cosmetic aspects of your character (i.e. cost
no points). Tentacles usable only for communication purposes are paid
for through the Gesture gene.
-2 difficulty when Grappling
-2 difficulty for any climbing attempt
Horns: X points
Your species has horns. If the horns are small and non-functional, they
are worth -1 point. They make wearing headgear difficult. If the horns
are large enough to be used as weapons, they are worth 2 points.
You cannot wear helmets or hats unless custom fitted
For large horns, +1 penetration damage to any charge attack
Tail: X points
Your species has a tail. If the tail is prehensile, it can be used to grasp
small objects and is worth 4 points. If the tail can be used instead as a
striking weapon, it is worth 3 points. If it merely improves balance, it is
worth 1 point.
-1 difficulty of any attempt to stay on your feet despite unsafe footing
If usable as a striking weapon, +1 slashing damage when attacking
with the tail
Mandibles: 4 points
Your species has large mandibles that can be used to grip and crush
objects, like an ant or beetle. This is exceptionally dangerous in close
combat and deals more damage than teeth alone. Mandibles can also
serve as a grappling appendage.
-1 difficulty when Grappling
+2 penetration damage and +1 slashing damage to any bite attack
39
Venom: X points
Lungs:
Methane: -3 points
Lungs
Methane
Carbon Dioxide
Nitrogen
Oxygen
Gills
Amphibious
None
-3
-2
-1
0
0
3
10
Your species breathes carbon dioxide from the air using lungs.
Since most other species do not breathe carbon dioxide, this poses a
significant hindrance as you must rely upon a breathing mask to breathe
comfortably on many planets. You can function in environments with
low carbon dioxide amounts, but this will feel like a high-altitude. This
gene is really only suitable for futuristic settings due to the hindrance. If
your diet is Photosynthesis, you must take this for zero points, but you
can breathe even in low carbon dioxide environments like Earth.
Nitrogen: -1 point
Your species breathes nitrogen from the air using lungs. Most planets
have enough nitrogen in their atmosphere to provide minimum support,
but you must rely upon a breathing mask to breathe comfortably on
a few planets. You can function in environments with low nitrogen
amounts, but this will feel like high-altitude to your body. This gene is
really only suitable for futuristic settings due to the hindrance imposed.
Oxygen: 0 points
Your species breathes oxygen from the air using lungs. This is the
human norm and confers no particular advantage or disadvantage. You
can function in environments with lowered oxygen amounts, but this
will feel like high-altitude to your body.
Gills: 0 points
Your species can only breathe underwater through gills. You cannot
function at all out of water, but you can function perfectly underwater.
Amphibious: 3 points
Your species can breathe from both air and water. You can function well
in underwater environments and in the open air equally. You can also
function in environments with lowered oxygen amounts, but this will
feel like high-altitude to your body.
None: 10 points
Your species does not breathe at all. You cannot be suffocated in any
way and you are immune to inhaled toxins.
40
Heightened:
None: 0 points
Heightened
None
Waves
Hearing
Olfactory
Touch
Vision
0
1
2
3
4
5
Waves: 1 point
Your species can sense some form of waves that are imperceptible to
other species, like X-rays, Radio waves, seismic pressure waves, or
similar kinds of waves. These each provide their own special, but small,
advantage. If you want to detect more than one type of wave, you can
pay the cost of this characteristic multiple times. Work with your GM
to develop this ability.
Hearing: 2 points
Your species has exceptional hearing, like a cat. You can hear sounds
that other species may not even be aware exist.
-1 difficulty for any attempt to hear a noise
Olfactory: 3 points
Touch: 4 points
Your species has an exceptional sense of touch, like a spider. You can
feel slight vibrations through solid materials.
-1 difficulty for any Dexterity based roll unless exposed to recurrent
vibrations, like the body of an automobile when the engine is running.
Vision: 5 points
Your species has exceptional vision, like a hawk or owl. You can see
much more clearly at great distances.
-2 difficulty for any attempt to detect something visually
41
Intelligence:
Intelligence
Animalistic
Lycanthrope
Atavistic
Berserk
Sentient
-10
-8
-4
-2
0
Atavistic: -4 point
Your species has moments of time where you return to your animalistic
heritage due to fear. No amount of control can restore order except
physical restraint. Shark frenzy is an example of this behavior.
Sentient: 0 points
Your species is in near complete control of your brain. This is the human
norm and confers no particular advantage or disadvantage.
Lycanthrope: -8 points
You are a lycanthrope and your physical form changes under certain
conditions (e.g. during a full moon). This may be the traditional choice
of Werewolf, or it might be a rarer choice like Wererat, Weretiger, or
Werebear. Unless dictated by setting, taking this gene requires GM
approval. While in your lycanthropic form, you are completely unaware
of your actions and the GM should jump straight to a description of
you regaining consciousness. Unless your lycanthropic form is pursued
by other party members, the actions you make while in this form are
simply narrated by the GM in the form of NPC conversations that arise
after the fact.
For rare instances when it might need to be calculated, your physical
change grants +4 strength and +2 endurance in addition to the
physical form changes such as claws, tail, etc.
You are exceptionally vulnerable to a particular substance (typically
silver). This vulnerability is based on setting.
If you fail a Stress roll, you go into a frenzy and attack anything that
is in front of you. You cannot be calmed except by being completely
restrained or allowed to run free for at least 30 minutes.
Berserk: -2 points
Your species loses mental control when certain conditions are met and
lashes out violently. Once unleashed, a berserk individual can only be
calmed down by close friends or when violence has run its course.
If you would enter a catatonic state, instead you go into a frenzy and
attack the source of stress until either you incapacitated or knocked
unconscious. While in a frenzy, you cannot perform any task except
unarmed and melee attacks. If the source is killed, you can calm down
with a successful coping attempt.
42
Chapter 3:
Culture
43
Culture:
Your innate mental abilities and your body are only one aspect of who
you are. They form a baseline from which you grow into your life. You
are born into a culture and that culture shapes how you view the world,
what opportunities are available to you, how you react emotionally to a
variety of stimuli, and much more.
A culture is determined by 16 different
Base Points
Conditions. Conditions define what
Ancient
12
kind of social environment you grew
Medieval
24
up in and this has a strong impact
Enlightenment 32
on what you value in life: money,
sex, friendship, power, etc. Many of
Modern
40
these choices have an impact on your
Futuristic
48
personality in the form of Motivations.
These are discussed in great detail in the following chapter; however,
for our purposes here it is important to know a little about them.
Motivations are what will be used to help you determine what your
character is interested in doing. So if you see a cultural choice which
gives you +1 to Aggression, then you know that choosing it will make
your character more interested in committing acts of violence.
Additionally, many conditions give you Skills. If a condition gives you a
skill that you already acquired earlier in the process, gain 1 Experience
in that skill instead.
Culture Determination
Coastal
Loyalty
Feudal
Power
Tribal
Economy
Resource
Position
Peripheral
Stability
Fracture
Corruption
Non-Existent
Warfare
Constant
Technology
Competitive
Violence
Aggressive
Crime
Restitution
Magic
Skill
Minor
Sexuality
Religion
Education
1
1
4
1
0
0
-2
6
Repressive
-1
Polytheist
None
Total
1
2
0
2
20
As you can see, this creates a fairly plausible Viking. Your character
is slightly poorer than average, but stronger and more accustomed to
combat stress. You have a range of skills appropriate for a sea raider of
the Viking mold. You even have an open skill choice that could easily be
a weapon skill. If you look at the motivational shifts in the chart below,
you can see that your character is highly motivated to acquire wealth,
dominate others, and exact revenge on your enemies.
Your cultural choices laid the foundation of a realistic Viking warrior!
Motivations
Absolution
Net
Achievement
+2
+2
Affiliation
+3
+3
Acquisition
Aggression
+2 +1 +4
+7
Autonomy
Blame Avoidance
Construction
Cooperation
+2
+2
Exhibition
+2
+2
Dominance
Exposition
+2 +2
+4
Obligation
+1
+1
Play
+1
+1
+2
+2
Order
Recognition
Rejection
Retention
Revenge
Security
+2
+2 +3 +2
+2
+7
Sensuality
Understanding
45
Terrain
Plains
Savannah
Island
Coastal
Desert
Forest
Tundra
Wetlands
Arboreal
Mountain
Jungle
Ice
Aquatic
Subterranean
1
1
4
4
4
4
Nomadic
Industrial
Resource
Information
Niche
6
6
7
7
10
11
Stability
Anarchy
Tribal
Tyranny
Theocracy
Caste
Aristocracy
Plutocracy
Citizenship
Party
Racial Purity
Merit
Loyalty
Civil War
Revolution
Fractured
Established
1
2
2
3
4
4
4
5
5
Position
Patronage
Dictator
State
-3
Uncompetitive
Competitive
Backward
Warfare
Frequent
Common
Infrequent
Rare
Never
5
Violence
Innocent
Enclave
Isolated
Monoculture
Peripheral
Minor Power
Colonial
Major Power
Imperial Power
Corruption
-2
Defensive
Aggressive
1
2
5
6
Prevalent
Overwhelming
-2
Pantheist
Polytheist
Philosophy
Monotheist
Science
Magic
Open
Runic
Prayer
Talent
Analytical
Labor
Restitution
Imprisonment
1
2
1
1
1
2
2
2
3
4
5
Limited
Common
Universal
Skill
None
Elite
Shame
Education
Traditional
Herbal
Sacrifice
Superstitious
Spirits
-4
Ancestor Worship
-1
Celebratory
Crime
Repressive
Ignored
-1
Animist
None
Sexuality
Non-Existent
Inconsequential
Selective
Religion
-2
4
6
Constant
Pacifism
2
3
Advanced
Tribal
Feudal
Superpower
Religious
Collapsed
Consistent
Power
Technology
1
5
7
None
Major
Minor
46
Terrain:
Plains: 0 points
Terrain
Plains
Island
Savannah
Coastal
Desert
Forest
Tundra
Wetlands
Arboreal
Mountain
Jungle
Ice
Aquatic
Subterranean
0
1
1
1
4
4
4
4
6
6
7
7
10
11
Island: 1 point
Your culture developed on small islands like the Greek Islands, many
of the Pacific Islands, or the Caribbean. Your extensive interaction with
the sea has strongly influenced your lifestyle.
Skill: Oceanic Swimming (BAL)
Exposition +2
Coastal: 1 point
Desert: 4 points
Your culture developed on the edges or inside of a large desert like the
Gobi or Sahara. The harsh climate has made you stronger over time
through conditioning. Your economic system is based on herding due to
the difficulty of farming and lack of fisheries.
Skill: Animal Herding (PER)
Rejection +3
Forest: 4 points
Savannah: 1 point
47
Terrain (continued):
Tundra: 4 points
Wetlands: 4 points
Arboreal: 6 points
Your culture developed a lifestyle of living in the tree canopy, like Elves.
You are capable of swinging and moving through the tree tops without
falling. Your culture has a kinship with the forest and you have learned
to identify plants and what is likely to occur if you eat them.
Skill: Tree Climbing (BAL)
Exhibition +4
Mountain: 6 points
Jungle: 7 points
Ice: 7 points
Obligation
Endurance +1
+5
Aquatic: 10 points
Subterranean: 11 points
Power:
Anarchy: 0 points
Power
Anarchy
Tribal
Tyranny
Theocracy
Caste
Aristocracy
Plutocracy
Citizenship
Party
Racial Purity
Merit
0
1
1
2
2
3
4
4
4
5
5
Tribal: 1 point
Tyranny: 1 point
Theocracy: 2 points
Caste: 2 points
Aristocracy: 3 points
Plutocracy: 4 points
Your culture is ruled by economic elites. These elites may or may not use
corporations or other economic organizations depending on the setting.
The only way to advance socially is through wealth acquisition, business
growth, and ostentatious living.
Skill: Assessing Value ( JUD)
Skill: Deal Negotiation (PER)
Acquisition +3
49
Power (continued):
Citizenship: 4 points
Party: 4 points
Your culture is ruled by a single party system. These systems are almost
always totalitarian, like under Communism. Everyone is expected to
participate in the system and know how to behave.
Skill: Concealing Beliefs (DEC)
Skill: Appearing Innocent (DEC)
Skill: Black-Market Trading ( JUD) Skill: Organizing People (INS)
Blame Avoidance +3
Merit: 5 points
Loyalty:
Loyalty
Tribal
Religious
Patronage
Feudal
Dictator
State
0
1
1
2
3
4
Tribal: 0 points
Religious: 1 point
Feudal: 2 points
Dictator: 3 points
People in your culture are loyal only a single powerful individual. You
are accustomed to the naked exercise of power and almost expect to be
mistreated by your political elite. The British Empire, Mongol Empire,
and Nazi Germany are excellent examples of this form of loyalty.
State: 4 points
Patronage: 1 point
Dominance +2
Order +3
People in your culture are loyal to the state above any individual.
Modern democracies are examples of this form of loyalty, as are many
mixed systems liked constitutional monarchies or republics. You view
the government itself with reverence and respect.
Skill: Appearing Important (DEC)
Skill: Leading People (PRES)
Skill: Generating Sympathy (IMP)
Skill: Public Speaking (PRES)
Recognition +3
51
Economy:
Economy
Nomadic
Resource
Industrial
Information
Niche
Nomadic: 0 points
People in your culture are on the move. They typically have very few
goods of any kind and raiding is a common occurrence. You do not put
down roots and try to live only with what you can carry.
Obligation +1
Information: 4 points
People in your culture are involved in the manipulation of data and the
providing of services. This could be American culture in the early 21st
century or Bothan culture in a Star Wars campaign. These people have a
strong understanding of electronics and computers.
Skill: Basic Research (DED)
Skill: Vehicle Driving (REA)
Skill: Operating Electronics (KNO) Skill: Basic Computing (KNO)
Order +3
Niche: 5 points
Resource: 1 point
Retention +2
Industrial: 2 points
Acquisition +2
52
Stability:
Collapsed: 0 points
Stability
Collapsed
Revolution
Civil War
Fractured
Consistent
Established
0
2
3
4
5
6
Rejection +3
Fractured: 4 points
Wealth +1
Consistent: 5 points
Revolution: 2 points
Blame Avoidance +2
Wealth +2
Established: 6 points
Your culture is highly stable. Individuals are not used to political change.
Medieval Arabia or China would be good examples of this condition.
The daily life of an average citizen involves very little danger.
Life Experience +3
Cooperation +4
Wealth +3
53
Position:
Enclave: -2 points
Position
Enclave
Isolated
Monoculture
Peripheral
Minor Power
Colonial
Major Power
Imperial Power
Superpower
-2
0
0
1
2
2
3
5
6
Retention +2
Isolated: 0 points
Your culture is located far away from your peers and have little influence
on them. They have little influence on your culture in return. Viking
Iceland, Hawaii & Easter Island, or Siberia would be good examples of
this status.
Autonomy +1
Monoculture: 0 points
Your culture is the only culture as far as you know. The idea of not
cooperating with other people seems unusual to you. Rival cultures may
have existed in the past, but they have been annihilated or absorbed.
This could be the culture of many science fiction settings, but it does
not exist on Earth so far. Your GM must approve this choice.
Peripheral: 1 point
Colonial: 2 points
Your culture is subservient to a political master. This could be the prerevolutionary United States or 19th century Canada. You are focused
on building a new society, but chafe a little at the overbearing political
directives of the mother country. Brushes with the law have taught you
to conceal things quite well on your person.
Skill: Concealing Weapons (DEX)
Skill: Appearing Important (DEC)
Construction +2
Obligation +1
54
Position (continued):
Corruption:
Your culture is a major player on the world stage. This could be modern
India or Germany, or it could also be Renaissance France. Your nation
poses a significant threat to its neighbors.
Skill: Managing Relationships (MUL)
Skill: Knowing Geography (KNO)
Skill: Resisting Intimidation (WIL)
Recognition +3
Aggression +4
Wealth +2
Superpower: 6 points
Dominance +4
Wealth +3
Corruption
Non-Existent
Inconsequential
Prevalent
Overwhelming
0
1
2
4
Non-Existent: 0 points
Your culture has zero or near zero corruption. Often this is because
there is nothing to corrupt. For example, there was very little corruption
in most North American native tribes, because there were very few ways
to reap personal gain through political manipulation. This might also
apply to some kind of utopian society in a science fiction setting.
Obligation +1
Inconsequential: 1 point
Construction +2
Prevalent: 2 points
Blame Avoidance +2
55
Corruption (continued):
Technology:
Overwhelming: 4 points
Retention +3
Wealth -2
Strength +1
Technology
Advanced
Competitive
Uncompetitive
Backward
-3
0
3
7
Advanced: -3 points
Achievement +3
Resilience -1
Competitive: 0 points
Uncompetitive: 5 points
Exhibition +4
Strength +1
Backward: 7 points
Autonomy +5
Strength +1
56
Warfare:
Warfare
Constant
Common
Frequent
Infrequent
Rare
Never
-2
-1
0
1
2
3
Constant: -2 points
Your culture is always at war. Almost all individuals have basic military
skills. The Arabian, Mongolian, and Spanish Empires during their
growth centuries would be a good example of this characteristic.
Skill: Military Engineering (KNO)
Revenge +2
Wealth -3
Common: -1 point
Your culture is at war at least once a decade. Most individuals have basic
weapons training. This is typical of almost all medieval societies and
most Renaissance societies. Combat is a regular occurrence and you are
prepared for it in some way.
Skill: Military Engineering (KNO)
Aggression +2
Frequent: 0 points
Wealth -2
Infrequent: 1 point
Your culture is at war once in a hundred years or so. This is common for
most minor powers, like modern Portugal or Ireland.
Skill: Defusing Conflict (PRES)
Aff iliation +2
Rare: 2 points
Your culture is only at war on the rarest occasions, maybe once in several
generations. Many isolated primitive societies experience this level of
warfare. Warfare is typically brief, with few casualties.
Skill: Defusing Conflict (PRES)
Exhibition +2
Skill: Appearing Non-Threatening (PRES)
Never: 3 points
Violence:
Innocent: -4 points
Violence
Innocent
Pacifism
Defensive
Selective
Aggressive
-4
-2
0
2
6
Aggressive: 6 points
Acquisition +4
Strength +1
Pacifism: -2 points
Defensive: 0 points
Your culture only allows violence when you are defending yourself.
While strongly against the idea of intentionally killing another person,
preparations are made for the possibility of it.
Aff iliation +1
Selective: 2 points
Revenge +2
58
Sexuality:
Repressive: -1 point
Sexuality
Repressive
Ignored
Traditional
Open
Celebratory
-1
0
0
2
5
Dominance +2
Crime:
Shame: 0 points
Shame
Restitution
Labor
Imprisonment
0
1
2
2
Absolution +1
Restitution: 1 point
Ignored: 0 points
Your culture does not have a concept of sexuality because it either has
an asexual reproduction system or a hermaphroditic biological base.
Play +1
Traditional: 0 points
Your culture disapproves of public displays of sexuality, but they are not
illegal in most cases. Extreme displays are curtailed through legal action.
Rejection +1
Open: 2 points
Imprisonment: 2 points
Sensuality +1
Celebratory: 5 points
Cooperation +2
Labor: 2 points
Crime
Rejection +2
Religion:
Animist: 0 points
Religion
Animist
Ancestor Worship
Pantheist
Polytheist
Philosophy
Monotheist
Science
0
1
2
3
5
6
9
Your culture combines nature worship with ancestor worship. The goal
of ancestor veneration is to ensure the ancestors continued well-being
and positive disposition towards the living, and sometimes to ask for
special favours or assistance.
Security +2
Pantheist: 2 points
Revenge +3
Philosophy: 5 points
Cooperation +1
Polytheist: 3 points
Sensuality +2
Your culture does not worship deities or spirits, but instead adheres to
a comprehensive philosophical perspective. Many forms of Buddhism,
including Confucianism, would be typical of this perspective.
Skill: Critical Analysis (KNO)
Skill: Rhetorical Speaking (PRES)
Skill: Identifying Symbols (KNO)
Understanding +4
Life Experience +1
Monotheist: 6 points
Science: 9 points
Your culture does not worship any supernatural forces of any kind.
Instead, it relies on science and reason to discern answers to existential
questions. These kind of societies tend to be technologically advanced.
Skill: Critical Analysis (KNO)
Skill: Rhetorical Speaking (PRES)
Skill: Identifying Symbols (KNO)
Exposition +5
Wealth +2
Resilience +2
60
Magic:
Superstitious: 0 points
Magic
Superstitious
Spirits
Herbal
Sacrifice
Runic
Dance & Song
Ritual
Prayer
Talent
Analytical
None
0
1
1
1
1
2
2
2
3
4
5
No Magic
Spirits: 1 point
Your culture believes that there are invisible spirits that influence
events. There is no organized structure to this, but if something unusual
happens your first instinct is to imagine that a spirit of some kind is
behind it rather than seriously investigate.
Skill: Imaginative Storytelling (PRES)
Security +2
Herbal: 1 point
Construction +2
Sacrifice: 1 point
Exhibition +2
Runic: 1 point
Revenge +2
Play +2
Ritual: 2 points
Your culture believes that magical powers can be tapped through rituals.
This is a hallmark of early Catholicism and a lot of Satanic and Pagan
beliefs. In settings that support magic circles and other ritualistic magic,
this must be taken for your character to feel like the magic will succeed.
Skill: Identifying Symbols (KNO)
Skill: Rhythmic Chanting (MUL)
Blame Avoidance +2
61
Prayer: 2 points
Security +2
Talent: 3 points
Your culture believes that individuals simply have a talent for magical
powers. At some point in their life, these magical abilities simply
manifest themselves.
Skill: Appearing Confident (PRES)
Life Experience +2
Achievement +3
Analytical: 4 points
Understanding +3
Wealth +1
None: 5 points
Your culture does not believe in magic. This may be beneficial if magic
does not really exist, but if magic actually does exist then you will
definitely be shocked when you see it. This choice is incompatible with
all other options within this condition.
Double stress gain from any supernatural or magical event.
Skill: Critical Analysis (KNO)
Recognition +4
Skill: Basic Research (DED)
No Magic
Life Experience +2
Wealth +2
62
Education:
None: 0 points
Education
None
Elite
Limited
Common
Universal
0
1
3
5
7
Play +1
Elite: 1 point
Limited: 3 points
Common: 5 points
Universal: 7 points
Skill:
Skill
None
Minor
Major
0
2
4
None: 0 points
Minor: 2 points
Major: 5 points
Your culture has significant experience with a particular skill. The skill
cannot require overly specialized training regimens, such as use of
flamethrowers or fighter jet piloting. You will begin play with strong
practical experience in the chosen skill. You can only take this one time.
Skill: Your Choice with 3 Experience
Chapter 4:
Life Experience
64
Life Experience:
At this point, your culture will have shaped your life in many minor
ways. It may have made you quicker to anger or provided you with a
better chance at an education. However, all you have determined so far
are the odds on the table. You have not rolled the dice of life. That time
has now come.
Your character is directly influenced by a plethora of events that occur
in her life. Your family life will have an impact for good or ill. You
may be born to a wealthy aristocrat or a starving pauper. You may meet
people or make decisions that can open doors to skills and possessions.
You may find yourself in possession of a beautiful body or you may train
yourself to have a powerful one. Events can happen that limit or expand
your social connections and status. Your life is a mix of fate and choice.
This chapter allows you to sculpt your characters life as if from clay.
Exercise your creativity!
Go through this chapter and make a choice for each life experience
presented. For some categories, you can make multiple choices per
experience category. For others, you will only be able to make one
choice. This will be specified in the description and exists for fairly
obvious reasons, such as your parents cannot be divorced and married
simultaneously. Record your choices on your character sheet. The
experiences in this chapter can be used to create virtually any kind of
life you wish, from the mundane to the bizarre.
65
Beauty:
Beauty
Hideous
Unattractive
Attractive
Gorgeous
-5
-3
3
5
Hideous: -5 points
You are absolutely repulsive. You are a social outcast and you have
trouble making friends. Any interaction with others is significantly
harder for you. Taking a leadership position is nearly unthinkable
for you. You will probably be the end of your genetic line. You are
memorable only in a negative context.
Gorgeous: 5 points
You are absolutely gorgeous. Things nearly always go your way. Your
interactions with others are extremely positive and you are very popular.
Forming relationships is easy. You are extremely recognizable and
anyone you interact with is certain to remember you later.
-1 difficulty in all social encounters
Connections +3
Unattractive: -3 points
Attractive: 3 points
Parents:
Enslaved: -5 points
Parents
Enslaved
Orphan
Absentee
Divorced
Infamous
Murdered
Single
Stable
Doting
-5
-3
-1
-1
-1
-1
-1
1
3
Orphan: -3 points
Achievement +1
Connections -2
Absentee: -1 point
Your parents were consistently absent from your life. They could have
been world travellers, business people who worked long hours or
commuted long distances, or simply consumed in their own world such
as parents who spend their evenings at entertainment venues and leave
their children with a caretaker. You have always felt a little unwanted
and unappreciated for your accomplishments and worth as a person.
Recognition +1
Connections -1
Security +1
Divorced: -1 point
Your parents divorced when you were a young child. This cannot be
taken if your culture does not allow divorce (Repressive sexuality would
not). You were able to spend some time with both parents and learned
to play them off each other. You have may have even lost faith in a lot of
the concepts of love and marriage for your culture. Children of divorce
tend to be extremely cynical about their own relationships and trend
towards infidelity.
Security +1
Wealth -1
Dominance +1
Infamous: -1 point
One of your parents has a severely tainted public image. This may be
because of some crime long ago by an ancestor, for which punishment
was served, but which taints your familys name in the present. It could
be a public act which continues to haunt your parent from their own
past. Your parent could even have been executed for their transgressions.
You have always had few friends and been very concerned about how
you are viewed.
Recognition -1
Connections -1
Autonomy +2
67
Murdered: -1 point
Wealth -1
Single: -1 point
Construction +1
Connections +1
Stable: 1 points
Your parents provided a very stable home life for you. You were able to
spend significant quality time with your parents and have solid faith in
a lot of the concepts of love and marriage for your culture. You tend to
take your personal relationships very seriously and value fidelity.
Security +2
Wealth +1
Doting: 3 points
Your parents provided a stable home life for you and showered you with
affection. Someone outside of your family might call you spoiled, but
you feel grateful for the attention paid to your development. You were
able to spend a lot of quality time with your parents and have enormous
faith in a love. This also provided you with a strong financial position.
Security +2
Wealth +2
Siblings:
Siblings
Extreme
Many
One
None
-4
-1
1
4
Extreme: -4 points
Many: -1 point
You had many siblings compared to other members of your culture. This
provided you with excellent social interaction when you were growing
up, but reduced the family resources available to you. Decide if you were
in the older or younger half.
If in the older half, Obligation +2
If not, Play +2
For both, Connections +2 & Wealth -1
One: 1 point
You had only a single sibling. This provided you with decent social
interaction when you were growing up. Decide whether you were the
oldest or the youngest sibling.
If the oldest, Dominance +2
If not, Blame Avoidance +2
For both, Connections -1 & Wealth +2
68
None: 4 points
Minority: -1 point
You are a member of a social class that is looked down upon by the
majority. This might be due to species, ethnicity, or because you are an
immigrant. In cases of strong gender discrimination, your gender might
qualify for this status. A variety of biological factors might qualify in
a fantasy world (requires GM approval). You have strong feelings
of resentment toward the dominant culture and you expect people
to discriminate against you. Some opportunities may be completely
closed to you, such as Combat training or Education. Discuss these
consequences with the GM when you take this choice.
Rejection +2
Security +2
Wealth +2
Social Status:
Slave: -4 points
Connections -1
Peasant: -1 point
Social Status
Slave
Minority
Peasant
Bourgeoisie
Religious
Elite
Inherited
-4
-1
-1
3
3
5
8
Autonomy +1
Bourgeoisie: 3 points
You are from a family that makes its living off business ventures, rents,
trades or other forms of income generation that does not involve labor.
You have not had strong reasons to work very hard and this has given
you a touch of elitism. In some settings, this class might be referred to
as Burghers, Merchants, or Corporatists.
Dominance +1
Wealth +2
Order +1
69
Religious: 3 points
There are two main paths into the religious orders. One is as a young
adult from a noble family, but for some reason you have no inheritance
to look forward to. Perhaps this is because you are the second or third
child and the first born stands to inherit everything, or because your
family is too poor to provide for your future. The second is joining the
orders as a young child, usually an orphan. Monasteries are known for
providing this kind of entryway into the religious class. As a member
of a religious order, you are given exemptions to a large number of laws
and your daily life generally involves telling other people what to do.
Order +3
Wealth +1
Sensuality -1
Access to religious titles.
Elite: 5 points
You are a member of the economic elite. Your family wealth is extensive
and involves multiple property holdings. You are generally unaware of
the problems most people face. All social opportunities are open to you,
though you may look upon certain professions as disgraceful.
Dominance +2
Cooperation -1
Access to noble titles.
Sensuality +1
Wealth +2
Inherited: 8 points
You are a member of the economic elite, as above. However your family
wealth stretches back several generations and enjoys special standing
within the political system. You are old money. You even look down
on lesser elites.
Dominance +2
Cooperation -2
Connections -3
Sensuality +2
Wealth +4
Free 3 point noble Title
70
Starting Age:
Starting Age
Child
Young
Adult
Mature
-10
-5
5
10
Your character is considered a young child by your species. You are very
immature compared to the average member of your society. Most people
look down upon you as a result. You must make enormous efforts before
you are taken seriously. This choice requires significant discussion with
the GM regarding appropriateness to the campaign. Most opportunities
and resources are not available to you.
Play +4
Cannot take any Training
Sensuality -9
Cannot start with any Wealth
Young: -5 points
Your character is around the age of sexual maturity for your species. You
are immature compared to the average member of your society. Most
people look down upon you as a result. You are typically not taken
seriously at first glance. The opportunities and resources available to you
are significantly reduced.
Play +3
Cannot take any Training
Sensuality -3
Wealth -3
Adult: 5 points
Your character is well past the age of sexual maturity for your species.
You are older and more mature than the average starting character, but
you still have a lot to learn. You are typically treated with respect by
other members of your society. The opportunities and resources available
to you are greater than average.
Play -2
Order +2
Obligation +2
Wealth +3
+3 Experience to a Skill that you have already taken
Mature: 10 points
Your character is far past the age of sexual maturity for your species.
You are a fully mature adult or even into your twilight years. You are
typically treated with great respect by other members of your society.
The opportunities and resources available to you are abundant and you
have a considerable personal wealth accumulated.
Play -4
Order +3
Obligation +3
Wealth +5
+5 Experience to 3 different Skills that you have already taken
71
Suffering:
Suffering
Crippling Injury
Mental Abuse
Sexual Abuse
Physical Abuse
Plague / Disease
Bullied
Vulnerable
-10
-5
-5
-5
-3
-1
-1
You were sexually abused as a child. It has tainted love and sexuality
for you. You use your sexuality for manipulation and control, not true
fulfillment. You are bitter about the prospects of happiness in your
personal relationships and tend to view anyone who is interested in you
as having some secret agenda they are working behind your back.
Sensuality -6
Rejection +2
Strength -1
Rejection +2
72
You were physically abused as a child. It has left you with a slight
physical weakness, but has made you rebellious and obstinate. You are
more easily exhausted than other people. The fear triggered by violence
has made you more prone to losing control in combat situations.
Cooperation -2
Revenge +2
Increase all combat related stress by 1
Aggression +2
Endurance -1
Vulnerable: -1 point
You were exposed to the threat of violence on a near daily basis. This
might be because you were raised in a high crime area or subjected
to raids by neighboring tribes. You are paranoid about your physical
security and tend to avoid conflict because you have seen the downside.
Aggression -2
Death: 1 point
Exposure
Death
Terrain
Warfare
Occult
Supernatural
1
2
3
3
3
Retention -1
Connections +1
Terrain: 2 points
Bullied: -1 point
Cooperation -2
Exposure:
Security +4
Warfare: 3 points
You were exposed to warfare in some form as a child. You had to learn
how to use a weapon to defend your home, family, and friends. This
has made you slightly jaded and more willing to accept or take violent
actions, justifying them as necessary given the nature of the world. You
are also able to keep your cool in violent situations.
Revenge +2
Reduce all combat related stress by 1
Skill: Combat in the weapon you used in the war (ex. Sword Combat)
73
Occult: 3 points
Limited: -2 points
Dominance +1
Understanding +1
Stress from magic novelty is reduced by 2.
Play +2
Supernatural: 3 points
You were exposed to the Occult at a young age. Perhaps you witnessed
a ceremony conducted by a local coven of witches or lived in a haunted
mansion for a short time. Regardless, you are aware that there are secret
unnatural things going on in the world and you intend on finding out
more about them. You cannot take this option if there is no magic in
your setting.
Achievement +1
Understanding +1
Stress from supernatural events is reduced by 2.
This represents formal education
received as a child. You can choose
one experience from this category.
None: -4 points
Education
None
Limited
Apprenticeship
Tutored
Quality
Apprenticeship: 3 points
Education:
You were given a small amount of education in the most basic of skills.
You are less knowledgeable than the average individual in your society.
Either you just didnt spend a lot of time paying attention or access to
information and education was denied to you, perhaps because of social
status. Sometimes you say things that might lead one to think you are a
yokel or bimbo.
Understanding +2
Gain a Skill in a trade of your choice and 3 experience in that skill
Tutored: 6 points
-4
-2
3
6
10
Quality: 10 points
Training:
This represents formal training that you have received. You can choose
multiple experiences from this category. You may even take the same
experience twice, so long as you are choosing new kinds of skills.
The GM can prohibit you from taking a form of training if it is
inappropriate for the setting. For example, you should not take Energy
Fields in a medieval fantasy game. In order to take an experience, you
must have a Cognition equal to or greater than half its point value.
Criminal: 2 points
You have spent some time on the wrong side of the law. This may have
been hanging out with a gang of local toughs or juvenile delinquents. It
could have been some involvement with an organized crime syndicate.
Gain 1 non-technical Skill of your choice related to criminal activity
Riding: 2 points
Training
Criminal
Riding
Weapons
Athletics
Concealment
Diplomacy
Driving
Energy Fields
Poisons
Power Armor
Acrobatics
Computer
Herbalism
Linguistics
Military
Wilderness
77
2
2
2
4
4
4
4
4
4
4
6
6
6
6
6
6
Aerospace
Cybernetics
Electronics
Explosives
Mechanical
Paramedical
Spycraft
Tradecraft
Martial Arts
Robotics
Biotech
Capital Ship
Mech
Nautical
Physician
Psionics
8
8
8
8
8
8
8
8
10
10
12
12
12
12
12
12
Weapons: 2 points
You have been taught to use a common weapon reliably in battle. This
may have been by a formal teacher or simply out of necessity. Rare
weapons like flamethrowers or kusari cannot be learned in this way.
Gain 1 Skill with a common weapon of your choice
Athletics: 4 points
You have spent significant time training your body for physical activity.
This may have been for a specific sport or it may have simply been
generalized training. You are more fit than the average person.
Endurance +1 OR Strength +1
75
Concealment: 4 points
You have training in the art of stealth. This may have been related to
a criminal past, military experience, or even some advanced forms of
martial arts like Ninjitsu. Perhaps you are experienced in concealing
vehicles from aerial surveillance using camouflage or in entering a house
without making a noise. You are probably the kind of person who has a
list of victims.
Gain 2 Skills of your choice related to concealing your presence
Diplomacy: 4 points
You have experience operating energy shields. These may have been
personal energy shields for combat use, protective shields used in harsh
environments like a volcanic planet, or those mounted on a vehicle like
a Mech or a Spacecraft.
Gain 2 Skills related to using or repairing energy shields
Poisons: 4 points
You have experience creating and using a type of poison. You are able
to work the poison into a usable form without injuring yourself and you
are able to apply it to either a weapon or directly to the target in a way
that ensures optimal delivery of the agent.
Driving: 4 points
You have been behind the wheel of a fast maneuverable land vehicle.
You might have spent some time on the racing circuit or as a getaway
driver. Those who try to keep pace with you typically fail.
Acrobatics: 6 points
76
Computer: 6 points
Herbalism: 6 points
You have spent significant time working with natural compounds. You
are able to perform primitive medicine using natural potions, teas,
poultices, salves, and similar remedies.
Skill: Gathering Herbs (KNO)
Skill: Herbal Medicine (KNO)
The above skill allows you to use herbal remedies to stabilize a patient
and keep them alive when the stabilization period ends, however they
still heal at a normal rate. The GM may decide that some wounds are
too severe to be stabilized with this skill (e.g. severed hand).
Wilderness: 6 points
You have been trained to survive in the wilderness. This may have been
informal, such as accompanying a family member on their own forays
into the wilderness when you were a child. Alternatively, it could be a
formal regimen like that received in Special Forces military training.
Gain 3 Skills of your choice related to wilderness survival
Aerospace: 8 points
Linguistics: 6 points
Military: 6 points
You have been trained by a military force in the arts of war. You are
capable of building basic defensive engineering works and trained in the
primary weapons for your way of war.
Gain 2 Skills with two different weapons of your choice
Skill: Military Engineering (KNO)
77
Cybernetics: 8 points
You have learned how to create and install cybernetic equipment into
the body. This includes the basic programming of these devices, the
biomedical aspects of installation, modification and enhancement of
existing cybernetics, and their maintenance and repair. However, this is
not medical science and does not allow you to heal patients under your
care in any significant way.
Skill: Cybernetic Design (KNO)
Skill: Cybernetic Surgery (PREC)
Skill: Cybernetic Modification (PREC)
Skill: Cybernetic Repair (KNO)
Mechanical: 8 points
You have been trained to work with complex machines with moving
parts, like vehicles and industrial machinery. What you are capable of
modifying or repairing will vary by setting, but could include anything
from cars powered by internal combustion engines to space freighters
with fussion turbines.
Gain 4 Skills of your choice related to the repair or modification of
vehicles or machines.
Paramedical: 8 points
Electronics: 8 points
You have been trained to deliver high quality field medicine, like a
trained paramedic or EMT. This is typically only available in Modern or
more technologically advanced settings.
Explosives: 8 points
Spycraft: 8 points
You have been trained to work as a covert operative. You are adept
at appearing normal and innocuous while secretly taking stock of
everything occurring around you. You may be proficient in some skills
often relegated to criminals, such as silent movement or pickpocketing.
Tradecraft: 8 points
You have been highly trained in a particular martial art. This includes
rigorous mental and psychological training, as well as increased stamina
and strength from physical training.
Gain 1 Skill in the hand-to-hand combat style of your martial art
Endurance +1
Strength +1
Robotics: 10 points
Biotech: 12 points
79
Nautical: 12 points
Physician: 12 points
You have studied extensively in the medical science field and have
practical experience in the analysis of injuries, choosing a course of
treatment, and performing surgeries to remedy ailments. This is the
highest form of real medical skill available. Only magic can exceed the
healing powers available to a physician.
Mech: 12 points
Psionics: 12 points
You have been trained to influence the world around you with your
mind. The nature of this influence is highly dependent upon setting and
may range from premonition only to applying force to move objects.
Gain 6 Skills of your choice related to Psionics
80
Magic:
Articulation: X points
Magic
Articulation
Concoction
Glyph
Grimoire
Rhythm
Ritual
Sacrifice
Talisman
*
*
*
*
*
*
*
*
Concoction: X points
Your culture must believe in Herbal magic to take this option. You do
not cast magic, instead you imbue magical power into liquids using
plant extracts and animal products. The results are called potions. In
some settings, you might be referred to as an Alchemist. Your setting
and/or GM will determine how much Mana is drawn from various
components and what special components may be needed for each
potion. Unless dictated by setting, your potions remain in a usable form
until drunk, regardless of the march of time.
Gain Essence equal to your Focus value for every 2 points
spent on this experience
No Mana
Can channel 1 Mana from the components per hour by brewing
Can learn new magic by studying as an apprentice for 6 months
per Essence point of the magic learned
Glyph: X points
Your culture must believe in Runic magic to take this option. You
can cast magic by creating symbols. The magic is unlocked by the act
of drawing the symbols on some kind of medium (e.g. rock, wood,
parchment, etc.). This is not a method of storage, like in a traditional
magic scroll, but a kind of ritual that unlocks the power of the magic.
You must detail the nature of your symbols and discuss the medium
you are using with the GM before play begins. The symbols may vanish
once the magic is unlocked or remain forever for a higher cost.
Gain Essence equal to your Focus value for every 3 points
spent on this experience
No Mana
Can channel 1 Mana from the environment per minute
by writing glyphs
Upon completion of casting, magic can occur at any time specified
If glyphs are physically damaged before magic is triggered,
the magic is lost
Can learn new magic by studying as an apprentice for 6 months
per Essence point of the magic learned
81
Rhythm: X points
Your culture must believe in Dance & Song magic to take this option.
You can cast magic by creating some form of music; singing, musical
instruments, ritualistic dance, etc. You must detail what kind of music
you are creating. You cannot cast magic without engaging in the musical
act and if you are prevented from doing so you may be rendered useless.
If your magic is tied to a particular type of instrument you may be at a
loss if that instrument is destroyed or damaged. Wise magicians keep
reserve instruments handy just in case.
Grimoire: X points
Ritual: X points
Your culture must believe in Spirits or Ritual magic to take this option.
You can cast magic by engaging in long, complex rituals. These rituals
can incorporate a wide range of behaviors and impose stringent
requirements, including activities that touch on other casting methods,
such as conforming to certain lunar timetables, engaging in animal
sacrifice, dancing to cadenced music, etc. You must detail the nature of
your rituals before play begins.
Gain Essence equal to your Stability value for every 3 points
spent on this experience
Mana +1 per 2 points spent
Can channel 1 Mana per hour by engaging in the ritual
Other Ritual magic users may participate in the ritual with you and
share their Mana in the casting
Can learn new magic by going on a religious quest for your deity/spirit
Regenerate 1 Mana for every six hours spent in quiet devotion to your
patron deity or spirit
82
Sacrifice: X points
Talisman: X points
Your culture must believe in Sacrifice magic to take this option. You
destroy animals, plants, and physical objects to a deity or spirit. In return
for this gesture, your deity grants you Mana to cast your magic. Each
magic power you purchase must be tied to a specific sacrifice, subject to
setting appropriateness and GM approval.
Your culture must believe in Spirits or Prayer magic to take this option.
You can cast magic by channeling energy through some kind of physical
object, usually a holy symbol, spirit totem, or piece of jewelry. You must
detail the nature of your particular talisman.
83
Chapter 5:
Personality
84
Motivations:
Motivations are your immediate instinctive desires. These are built from
a variety of influences. The most powerful impact will be from your
own choice on how to distribute your 15 motivation points. However,
you start out with strong inclinations that come from your culture and
life experience. The result is a range of motivations from 1 to 10. Your
character strongly desires to experience their highest value motivations.
When you are playing the game, you should have your character work
towards these goals.
Motivations
Absolution
Achievement
Acquisition
Affiliation
Aggression
Autonomy
Blame Avoidance
Construction
Cooperation
Dominance
Exhibition
Exposition
Obligation
Order
Play
Recognition
Rejection
Retention
Revenge
Security
Sensuality
Understanding
Apologizing or confessing
Overcoming obstacles
Obtaining things
Spending time with others
Attacking or belittling others
Standing up to authority
Avoiding loss of face or esteem
Building something
Cooperating with others
Controlling others behavior
Entertaining others
Delivering information
Taking care of others
Making things organized
Seeking diversion
Seeking admiration
Avoid unwanted associations
Hoarding things
Retaliating for something
Being cared for by another
Seeking physical pleasure
Asking questions
Motivations Determination
Example
Absolution
Achievement
Acquisition
Affiliation
Aggression
Autonomy
Blame Avoidance
Construction
Cooperation
Dominance
Exhibition
Exposition
Obligation
Order
Play
Recognition
Rejection
Retention
Revenge
Security
Sensuality
Understanding
Base
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
0
+5
0
0
0
0
0
0
+2
-3
0
0
+3
0
0
0
0
0
0
0
0
+2
Hero
5
6
3
3
4
1
1
2
4
1
2
1
6
2
1
4
3
2
4
2
3
3
-3
0
+3
0
+2
+4
0
0
0
+1
0
0
0
0
0
+2
0
0
0
0
0
0
Villain
2
1
6
3
6
5
1
2
2
5
2
1
3
2
1
6
3
2
4
2
3
1
As you can see, the choices that the player makes on distributing their points for motivations has a profound impact on the personality of the
character they are playing.
86
Motivation Descriptions:
Absolution:
Achievement:
Affiliation:
Acquisition:
Aggression:
Autonomy:
Blame Avoidance:
Construction:
Construction is the desire to build things. You like to work with your
hands and make things. The long hard work for a big project is worth
the payoff of completing it. You like to see the fruits of your labor,
whether they are buildings, gizmos, tools, toys, or a whole business.
Some might call you a creative genius. You just believe that hard work
pays off. Self-sufficiency is a cardinal virtue.
Characters with high Construction values are always seeking to make
long term, permanent gains. That could mean a safe haven for the
party, powerful gadgets and items, or just a palisade wall around your
makeshift camp. Characters with low Construction values prefer to buy
things rather than make them.
Cooperation:
88
Characters with high Cooperation values will seek out help as a first
response to problems. They are eager to accumulate allies and friends.
Characters with low Cooperation values rarely ask for help and never
under any circumstances asks for directions.
Dominance:
Exhibition:
Exposition:
Obligation:
Obligation is the desire to care for others. You cant stand to see
someone suffering without jumping in to help. You are highly sensitive
to other peoples pain and do your best to alleviate it. Sometimes people
accuse you of mothering them or being overbearing. You really dont
want to upset anyone though, you just want to help.
Characters with high Obligation values make excellent healers. They
tend to be more selfless than most and work to alleviate suffering.
Characters with low Obligation values are callous and uncaring. The
world actually owes them something.
89
Order:
Recognition:
Characters with high Order values need a good plan before they
attempt almost any substantial task. They really hate being lost or
unclean. They have a detailed inventory of all their equipment and make
excellent improvised maps. Characters with low Order values are sloppy
and unclean. They often only realize they are low on money when they
spend the last coin.
Order is the desire for structure. You need a plan. Everything must
be placed in the right location. Efficiency and cleanliness are very
important to you. You cant stand for things to be out of sequence.
People occasionally accuse you of being obsessive-compulsive.
Sloppiness is a vice.
Play:
Play is the desire to have fun. Study, hard work, and boredom are
intolerable. You need to laugh and have a good time. You are always
finding ways to enjoy yourself. Keeping track of time is difficult and you
dont mind being late. There is always time to stop and smell the roses.
Characters with high Play values are rarely serious and usually quite
loud and outgoing. They tend to act like children at inappropriate times.
Characters with low Play values are dour and taciturn.
Rejection:
Retention:
Retention is the desire to hoard objects. You never know when it might
come in handy in the future. It always helps to have a reserve to draw
upon. You hoard objects because it makes you feel safe. If you dont have
anything to fall back on, you feel exposed and vulnerable.
Characters with high Retention values rarely, if ever, sell anything.
Anything they find, they keep. They agonize over unnecessary spending.
Characters with low Retention values have a tendency to accidentally
leave items behind and needlessly waste supplies.
90
Revenge:
Revenge is the desire to retaliate. People need to know that you are not
someone to be messed with. Nobody angers you and gets away with it.
An eye for an eye is insufficient you want the whole head. Revenge is
a dish best served cold, and you are an excellent cook.
Characters with high Revenge values cannot accept defeat. Defeat only
makes them angrier. Characters with low Revenge values will turn the
other cheek and move on. They actually forgive people.
Security:
Security is the desire to be taken care of. You need to feel that there
is someone else out there looking out for your interests. You like to be
mothered, doted on, and cared for. When you are sick, you break down
and need someone to take care of you. You are needy. This may also be
tied to a higher religious concept instead of other people, if you need
that belief system to function in your daily life.
Characters with high Security values are whiny and needy. They can
barely accomplish anything without asking for help. Characters with
low Security values do not like to be helped and views offers of help as
borderline insulting. Of course, they can handle it on their own. Was
that in doubt?
Sensuality:
Understanding:
Morality:
Morality is difficult to define and Synapse leaves a lot up to the player.
It would be impossible to define even a majority of moral systems in a
comprehensive way because of their incredible complexity, so instead we
look at general guidelines and leave a lot of the heavy lifting to you and
your game group.
One of the most important factors in how
Categories
you treat others is how you conceive of them
Persons
in your mind. One of the choices you need
Animals
to make for your characters morality is
Objects
how they categorize others. There are three
categories into which your character places
all living beings: persons, animals, and objects. If you view another being
as a person, then you view them as a legitimate moral entity. They have
access to whatever legal protections and human rights your society
determines should be applied to everyone. However, if you view another
being as an animal or an object, they do not have access to those legal
protections or human rights unless covered under the protection of
another being who is a legitimate moral life.
You need not attempt to comprehensively
define what categories you place all life into.
What is important is that when you encounter
enemies, you discuss how you view them within
this system. However, you are free to pre-define
certain forms of life in these categories before
the game even starts, if that is what you want.
For example, lets assume your character is
walking through a farm and comes across a pig.
Is the pig viewed as a person, animal, or object?
How you conceive of the pig has a powerful
impact on your decisions about how to treat it.
It may be the difference between life and death.
Persons:
If pigs are viewed as persons, then your character would treat them with
the same respect and dignity that would be afforded to another person.
She would not consider killing, eating, abusing, or otherwise harming a
pig. She may even help a pig if it was in trouble, viewing the pig as if it
were any other person in their society.
Animals:
If pigs are viewed as animals, however, then your character will only
respect the pig so long as it is owned by another person. If it was a wild
pig or if the character owned the pig, there would be no prohibition
on killing the pig. However, there would be prohibitions against
unnecessarily abusing it. Torturing animals is, in most cultures, not
acceptable behavior and viewed as a sign of a diseased mind. However,
eating them for sustenance is almost always permitted.
Objects:
If pigs are viewed as objects, they also have no rights except those that
extend from being owned by a person. However, there would be no
prohibitions of any kind on treating a pig which you owned or found
in the wild, just as there are no prohibitions on how you should treat
rocks or dirt. However, if you injured someone elses pig, it might be a
property rights violation, just as if you had broken a door or chair that
belonged to someone.
These are not trivial distinctions. If you view another species, culture, or
other group as objects, then you have no problem killing them, beating
them, torturing them, and so on. You would treat that group with
less concern than you would treat your own domesticated animals. If
another character viewed that same group as Persons, you would have a
big conflict over how to treat them. Just like conflicts over motivations,
these will provide interesting gameplay experiences. Especially if you
meet characters in the game world who think you are not a person.
92
Morality Types:
Reactionary:
Self-Interest:
Conformity:
Legal:
Legal moral reasoning only considers the law. You trust that those
who made the laws had everyones best interests at heart. They know
better than you. If something is against the law, it is evil. If something
is not against the law, it is permissible. If something is required by law,
it is good. If the law dictated that you should help those in danger, you
would jump to assist the person in danger. If the law dictated you to not
assist them without a compelling reason, you would stand idly by. Your
primary concern with any action is the legal ramifications. Note that
strict religious codes would be considered a legal form of morality.
Rights:
Rationality:
94
Motivations
Absolution
Achievement
Acquisition
Affiliation
Aggression
Autonomy
Blame Avoidance
Construction
Cooperation
Dominance
Exhibition
Exposition
Obligation
Order
Play
Recognition
Rejection
Retention
Revenge
Security
Sensuality
Understanding
Hero
5
6
3
3
4
1
1
2
4
1
2
1
6
2
1
4
3
2
4
2
3
3
Motivation Suppression:
Chapter 6:
Connections
96
Connections:
Connections Determination
Unspent points can be retained for use during play to gain connections
via Socialization as described on the next page.
Military
plus
Relationship
Ally
+5
equals
Connection
Military
Example
Party Member
Party Member
Party Member
Party Member
Military
Criminal
Healer
Producer
Outcast
Ally
10
Friend
Friend
Family
Retainer
Family
Friend
Hospitality
Lover
Friend
Total
1
1
1
5
4
3
3
1
1
20
97
98
Type Descriptions:
Party Member:
Type
Party Member
Rebel
Outcast
Soother
Transporter
Entertainer
Investigator
Elite
Clergy
Healer
Merchant
Mechanic
Technician
Producer
Criminal
Military
Linguist
Intellectual
0
1
1
2
2
2
2
3
3
3
3
4
4
4
5
5
5
5
Rebel:
Outcast:
Soother:
A Soother is someone who can help you relax. They could help your
relax through manipulation of your body or through reaching out to
your mind. This might be a psychiatrist, massage therapist, prostitute,
acupuncture specialist, or any other person who would have the ability
to relax you by practicing their craft. Alternatively, it might be someone
with access to a mechanized way of relaxing, such as the owner of a
hot tub, pool, sauna, spa, mud-bath, or similar contrivance. Finally, it
might be someone who controls access to an environmental relaxation
location; such as the guardsman at the gate into the imperial gardens
where you like to secretly stroll in the early morning hours.
Relaxation times are halved when utilizing this connection
Cannot be paired with the relationship options of Patron, Ally, Rival,
Enemy, or Debt.
Transporter:
Entertainer:
Investigator:
Elite:
Clergy:
Healer:
Merchant:
Mechanic:
Technician:
A Technician is someone involved in the repair or maintenance of nonmechanical technology. This could be electronics, appliances, diagnostic
equipment, medical equipment, or similar technology. A technicians
primary usefulness to the character is usually her practical knowledge
related to fixing or finding useful equipment.
Cannot be paired with the relationship options of Patron, Ally, Rival,
Enemy, or Debt.
101
Producer:
Criminal:
Military:
Linguist:
Intellectual:
Relationship
Descriptions:
Trainer:
Relationship
Trainer
Patron
Retainer
Ally
Contact
Favor
Ancestor
Hospitality
Resource
Family
Friend
Lover
Rival
Enemy
Debt
+10
+10
+5
+5
+3
+2
+2
+1
+0
-1
-2
-3
*
*
*
Patron:
Retainer:
Ally:
103
Contact:
Favor:
A Favor is someone who owes you a limited debt that cannot be repaid
through money. Favors can function as Allies, Contacts, or Resources.
The character can decide what function they will serve when the
time comes to call in the debt, so they have a great deal of flexibility.
However, after youve called in a limited number of favors, the debt is
repaid and the Favor must be removed from your character sheet.
Ancestor:
Hospitality:
Resource:
Family:
Friend:
104
Lover:
Rival:
Enemy:
Debt:
Chapter 7:
Possessions
106
Wealth:
Everyone begins play with some amount of money. That amount is
going to vary widely between characters. If they were to walk away
from their life completely, this would be the money in their pocket. In
a modern or futuristic setting, most of these funds would likely be in a
bank of some kind. In a pre-modern setting, this would be money saved
in a secret hiding place or lockbox.
Depending on your setting, this translates into an amount of currency.
For example, in a modern setting this might convert directly to
American dollars or alternatively convert into British pounds at a
3:2 ratio, so that 2000 units would be either $2000 or about 1500.
You can use these funds to purchase equipment from this chapter.
Your GM can also give you a conversion ratio into currency used in
any other RPG book and you can purchase equipment using that book,
with the GMs permission. Your GM may also allow you to create a
currency for your cultural group and set a conversion ratio to the
dominant currency in their gameworld.
Wealth Determination
Conversions
Ancient
Medieval
Exploration
Victorian
Modern
Future
Currency
Denarii
Byzant
Doubloon
Pounds
Dollars
Credits
Ratio
5:1
4:1
3:1
2:1
1:1
1:2
Ratio
4:1
2:1
1:1
1:2
1:3
1:4
1:12
Modern
Pounds
Euros
Dollars
Pesos
Rubles
Rupees
Yen
Ratio
3:2
4:3
1:1
1:15
1:30
1:45
1:100
107
Property:
In addition to cash on hand, any character with a Wealth bonus receives
additional wealth in the form of Property. You can allocate your
property points across multiple types of property. For example, if your
character had 5 property points, you can put 2 points in Land, 1 point
in Structure, 1 point in Animal, and 1 point in Title. You could then be
a minor noble, with a decent estate, a small residence, and a small herd
of animals. Profit-yielding types of Property can generate additional
cash per month for your character. Other forms of property require
upkeep over time to maintain. Consult the description of each property
type for details on the default method of calculating profit or upkeep.
Some settings may use alterative methods for profits and/or upkeep.
Property Determination
Property Descriptions:
Animal:
Property
Animal
Business
Fortification
Investment
Land
Library
Rank
Structure
Title
Vehicle
Business:
Fortification:
Investment:
110
Land:
Library:
Rank:
Ranks represent the value of having a civil service status, like a governor
or sheriff. The property point value of the rank is compared to other
civil service individuals. A character with a rank valued at 3 property
points is a less powerful person than one valued at 6 property points.
The names of your ranks are left up to you and the GM.
Ranks allow you to access certain facilities, personnel, or information
that someone without that rank would be unable to obtain. For
example, a sheriff could access criminal records that a person off the
street would simply be unable to acquire. Ranks usually come with some
kind of civic obligation, even if it as simple as a job you are expected to
perform, and may draw a salary. The value of having a rank will vary
widely from setting to setting.
Consult with your GM before you place any property points in rank.
111
Structure:
Vehicle:
Title:
Mechs:
A Mech is a special type of vehicle with
a modular design that supports complex
customizations. A Mech is built from
a number of points called Tons, each
representing a metric ton of weight. Once
designed, a Mech is referred to by that
number; e.g. a 50 ton Mech. A Mech
chassis is subdivided into 8 sections.
Different components are loaded into each
section. No single section can weigh more
than 15 tons.
Sections
Head
Center Torso
Left Torso
Right Torso
Left Arm
Right Arm
Left Leg
Right Leg
Optional Components:
Armor: Armor stops strength damage dealt to that section. Depending
on setting, armor may be available that provides different stopping
power per Ton and that stops certain types of damage more effectively
than others.
Weapons: Weapons will vary significantly by setting in terms of weight,
damage dealt, and reloading time. For weapons requiring ammunition,
the ammunition must be stored in the same section or an adjacent
section to the weapon.
Miscellaneous: Depending on the setting, a wide variety of additional
components may be available. These might include sensor arrays,
countermeasures, stealth or cloaking systems, or even rocket propulsion
systems to enhance jumping capabilities. Weights for these systems
and their many uses will be defined by the setting. Heat Sinks are also
included in this category.
113
Mech Armor:
The Mech starts with a basic level of protection provided by the core
structure. The standard core armor reduces damage dealt by a fixed
amount. Additional armor also reduces damage but is ablative and thus
destroyed by the damage reduced. For example, if you have 1 extra ton
of Fibrous armor and your Mech is dealt 6 Penetration damage, the
Fibrous armor would absorb 2 points of damage but lost in the process.
The core structure would then reduce that damage by 3 points and 1
point would slip through, damaging the section by 1 strength. You can
add several additional tons of armor to section and their effects are
cumulative, but only one type can be used within a single section (e.g.
you cannot have both Fibrous and Ceramic armor on the same mech
section). Any damage types not listed in the chart below are ignored by
Mechs unless of extreme value (e.g a large boulder could deal impact
damage but not a warhammer).
Mech Armor
Core
Fibrous
Ceramic
Reactive
Taking Damage:
Each section has a strength value of 2. Any hits in combat that bypass
the armor of that section deal damage to this value. If it reaches zero,
that section and any components in it are destroyed. If the Left or
Right Torso is destroyed, the associated arm is disabled until that torso
section is repaired. If a Leg is destroyed, the Mech is knocked to the
ground and disabled until the leg is repaired. If the engine is destroyed,
the Mech is disabled until the engine is repaired. If the Head is the
destroyed, the pilot can make a Mech Operations roll to eject against a
difficulty equal to the amount of damage not reduced by armor. If the
pilot fails to eject, she is killed.
Heat:
Each Mech has a fluctuating heat level. When exposed to extreme heat
or when firing weapons, this heat level rises. When a Mechs heat level
exceeds 20 points, any ammunition you are carrying will be destroyed.
Explosive or Incendiary ammunition destroyed in this manner causes
damage as if the Mech was just hit with that type of ammunition in
that location. Furthermore, increase all difficulties by 1 per heat point in
excess of 20. For example, if your Mech has a heat level of 22, increase
all difficulties by 2. If your Mechs heat level exceeds 25, your engine
will shut down until your heat level falls back below 25.
However, if you continue to accumulate heat beyond 25 and reach 30
(e.g. another mech is attacking you with heat weapons), your Mech will
overheat and all sections will be destroyed. If the pilot fails to eject, she
is killed. A Mech destroyed in this manner cannot be salvaged in any
way. As long as they are not occupied with another task, the pilot can
make a Mech Operations roll to eject against a difficulty equal to the
heat value in excess of 25. Note that if heat is below 25, this succeeds
automatically.
A Mech automatically reduces its heat by 2 heat points per
combat round. This rate can be accelerated by adding Heat Sinks as
Miscellaneous components. Each additional Heat Sink reduces heat by
an additional point per combat round.
Miscellaneous
Heat Sink
Heat
Weight
-1 per combat round
1
Cost
2,000
Mech Weapons:
These weapons require use of an appropriate weapon skill. Range is listed in Meters. Weight is listed in Tons. Reload is listed in combat rounds.
A Reload of 0 means it can be fired multiple times in the same combat round. Ammunition is listed in quantities to make 50 attacks before
replenishment. Heat values listed under damage represents additional heat generated in a Mech when hit with such a weapon. This additional heat is
reduced by both core and additional armor as if it were Energy damage, but it does not actually destroy additional armor as normal damage would.
Mech Weapons
Machine Gun
Light Autocannon
Medium Autocannon
Heavy Autocannon
Gauss Cannon
Pulse Laser
Light Laser
Medium Laser
Heavy Laser
Missile Launcher
Flame Thrower
Damage
4 Penetration
Varies by Ammunition
Varies by Ammunition
Varies by Ammunition
15 Penetration
4 Energy
6 Energy , 1 Heat
8 Energy , 2 Heat
10 Energy , 3 Heat
Varies by Ammunition
1 Energy, 5 Heat
Range
3,000
3,000
4,000
5,000
6,000
2,000
2,500
3,000
4,000
10,000
250
Heat
0
1
1
2
3
2
4
6
8
2
1
Mech Ammo
Damage
Weight Cost
Machine Gun Rounds
4 Penetration
1
1,000
Light Incendiary Shell
2 Energy
2
1,000
Medium Incendiary Shell
3 Energy
3
2,000
Heavy Incendiary Shell
4 Energy
4
3,000
Light Armor Piercing Shell
5 Penetration
2
2,000
Medium Armor Piercing Shell
7 Penetration
3
3,000
Heavy Armor Piercing Shell
9 Penetration
4
4,000
Light Explosive Shell
3 Explosive
2
5,000
Medium Explosive Shell
4 Explosive
3
7,500
Heavy Explosive Shell
5 Explosive
4
10,000
Gauss Slug
15 Penetration
2
15,000
Anti-Aircraft Missile
3 Explosive
5
2,500
Anti-Personnel Missile
6 Shrapnel
5
2,500
Anti-Armor Missile
4 Penetration, 4 Explosive
5
5,000
Flame Thrower Fuel
1 Energy, 5 Heat
2
2,500
115
Example Mech:
Head
Center Torso
Left Torso
Right Torso
Left Arm
Right Arm
Left Leg
Right Leg
Total
Breakdown
Core
Engine
Cockpit
Armor
Weapons
Miscellaneous
Total
Total
6
10
5
5
9
9
3
3
50
Cost
800,000
750,000
500,000
60,000
60,000
10.000
2,180,000
116
Equipment:
Every physical object in the game world is considered equipment.
Encumbrance:
Durability:
Weapon Sizes:
Every weapon has a size listed for it. This represents the bulk of the
weapon when used in combat. A normal size character can use a
small or medium-sized weapon in a single hand or a large weapon in
both hands. Small characters cannot use large weapons and must use
medium-sized weapons in both hands. Large characters cannot use
small weapons and can use large weapons in one hand. A two-handed
melee weapon can only make a single attack per combat round.
The following medium-sized weapons can be made two-handed for an
additional 100 currency units; Mace, Morningstar, Warhammer, Pick,
Battleaxe, Flail, or Longsword. The resulting weapon weighs 1.5 times
the original weight and deals one extra damage of its currently strongest
damage type. The weapon is now considered Large.
Weapon Ranges:
Every ranged weapon has a range listed for it. This range represents
the maximum range at which the weapon can target an object. The
projectile may actually travel much further than the range listed and
may end up hitting a person or part of the environment. However, you
cannot control the projectile at that range. The GM will adjust the
difficulty based on relative distance, considering the capabilities of the
weapon. For example, shooting someone at 50 meters with a musket
may have the same difficulty number as hitting someone at 500 meters
with a rifle, simply because the rifle is a better weapon.
Ammunition:
Melee Weapons:
Damage
1 slashing, 2 impact, & 1 penetration
1 slashing or 2 penetration
3 impact and 1 slashing
1 slashing and 1 impact
3 slashing or 2 penetration
2 impact
2 impact and 1 penetration
- none 1 impact and 3 penetration
4 penetration
- based on head design 2 impact
1 slashing or 3 penetration
4 slashing or 1 penetration
2 slashing or 2 penetration
3 penetration
3 impact and 1 penetration
1 slashing
Parry
-2
-1
-2
-2
+1
-1
-1
cannot
-1
cannot
cannot
+2
+3
+0
+0
cannot
-2
cannot
Size
Weight Cost
Medium
10
150
Small
1
25
Medium
12
200
Medium
5
50
Medium
8
300
Medium
10
75
Medium
12
175
Large
2
30
Medium
10
250
Large
10
150
Large
15
300
Large
5
40
Medium
6
500
Medium
9
350
Medium
6
200
Large
4
50
Medium
12
225
Medium
2
100
Battleaxe: A shaft with an axe head on the end, typically intended for use in combat. This weapon is exceptional in that it deals three different types of
damage, representing the unique way in which its head cuts, smashes, and slices through armor as well.
Dagger: A bladed weapon with a short blade of three to six inches in length, usually double edged. This includes knives, stilettos, kusari, and other
specialized forms of this weapon type. If used to thrust or stab your opponent, this weapon deals penetration damage. Otherwise, this weapon deals
slashing damage.
Flail: A shaft with a spiked ball attached to the end via a chain intended to be swung in combat, usually from an elevated position or a mount.
Hand axe: A short shaft with an axe head on the end. This weapon is typically not carried as a weapon but is an improvised usage of the hand axe tool.
A tomahawk would be an example of a version specifically designed for combat use.
118
119
Ranged Weapons:
Ranged Weapons
Assault Rifle
Crossbow
Flame Thrower
Longbow
Missile Launcher
Musket
Pistol
Rifle
Shortbow
Shotgun
Sling
Submachine Gun
Size
Large
Large
Large
Large
Large
Large
Medium
Large
Large
Large
Large
Medium
Longbow: A bow that projects arrows via elasticity for a long range. This
is actually a rare form of bow in history, but ubiquitous for a bow used
in the modern era. This includes composite longbows. High pull weight
means this bow cannot be used from atop mounts.
Shortbow: A bow that projects arrows via elasticity for a short range.
Most bows throughout history as weapons have been shortbows. Low
pull weight means this bow can be used from atop mounts.
Submachine Gun: A semi or fully automatic magazine loaded slugthrowing or energy weapon that can be held in one hand. This weapon
is less powerful and has a shorter range than an assault rifle, but has
greater utility at short range and in confined spaces.
120
Projectiles:
Projectiles
Arrow
Bullet
Dart
Energy
Flame
Flashbang
Gauss
Grenade
Javelin
Pistol Round
Rifle Round
Shotgun Shell
Throwing Axe
Damage
Range Weight Cost
2 penetration
5
1 penetration
2
1 penetration
10
10
4 energy
25
2 energy
100
1 explosive
25
1
40
3 penetration & 2 energy
50
5 explosive, 5 shrapnel
20
1
50
3 penetration
15
2
40
3 penetration
10
5 penetration
20
1 impact and 4 shrapnel
25
1 impact and 1 penetration
10
3
40
121
Shields:
Shields
Buckler
Small
Large
Block
+1
+2
+3
Cost
100
150
200
This equipment
is used to block
with a blocking
skill. Reduction
characteristics
for shield match the armor basis of the shield. Weight
characteristics for a shield are 1/5th of the weight of the armor
basis multiplied by the block bonus. For example, a large solid
steel shield reduces damage as if it were plate armor and weighs
30 lbs. (50/5 x 3). Any damage that gets through a shield
creates a -2 penalty to Block per damage point until the shield is
repaired by a skilled professional.
Buckler: A basic shield approximately a half meter in diameter.
Double block bonus against bladed weapons.
Small: A decent shield approximately a meter in diameter.
Double block bonus against ranged weapons.
Body Armor:
Body Armor
Leather
Banded
Scale
Mail
Plate
Flak
Fiber Weave
Ceramic
Ultra-Dense
Weight Cost
15
100
25
200
30
250
40
400
50
500
25
600
20
800
20
1250
40
3000
Reduction
Leather
Banded
Scale
Mail
Plate
Flak
Fiber Weave
Ceramic
Ultra-Dense
Slashing
1
2
3
4
5
1
1
1
4
Impact
1
1
1
2
2
1
0
1
2
Penetration
0
1
1
1
2
2
4
2
4
Energy
0
0
0
0
0
1
1
4
4
Shrapnel
0
1
1
1
2
4
5
2
6
Explosive
0
0
1
1
2
3
2
3
4
122
Animals:
Animals
Attack Dog
Barding
Camel
Cart
Donkey
Horse
Ox
Pony
Sled
Tack
Wagon
Warhorse
Working Dog
Cost
500
x4
650
350
250
500
350
400
200
100
500
800
300
Camel: A mount suitable for use in the deserts but prone to injury in
rough terrain or from debris on any surface.
Cart: A load carrying vehicle, typically pulled by an animal. Cost
provided is for two wheeled carts. Double cost for four wheeled
varieties.
Donkey: A reliable load carrying animal suitable for use in virtually any
terrain. This animal is unsuitable for combat use.
Horse: A load carrying animal suitable for use in normal terrain.
Capable of fast movement as a personal mount. This animal is
unsuitable for combat use.
Ox: A load pulling animal capable of pulling very heavy carts, sleds, and
wagons. This animal is unsuitable for combat use.
Pony: A reliable and fast personal mount. This animal is unsuitable for
combat use or for load carrying.
123
Gear:
This is a list of miscellaneous equipment for use in a variety of settings. Consult your GM for pricing. If you suspect an item may not be appropriate
for your game (e.g. Audio Bugs in Medieval settings), dont use it.
Gear
Audio Bug
Backpack
Bandages
Barrel
Basket
Batteries
Bedroll
Bell
Binoculars
Blanket
Block & Tackle
Blowtorch
Bottle
Bucket
Caltrops
Camcorder
Camera
Camp Stove
Candle
Canteen
Canvas
Cell Phone
Chain
Chalk
Chest
Cigarette Lighter
Compass
Computer
Crowbar
Ear Muffs
Firewood
First Aid Kit
Fishhook
Fishing Net
Flashlight
Flask
Flint & Steel
Gasoline
Grappling Hook
Hammer
Handcuffs
Holster
Ink
Inkpen
Instrument
Jammer
Jug
Kerosene
Ladder
Lamp
Lantern
Laptop
Lock
Lockpicks
Manacles
Matches
Metal Detector
Mirror
NV Goggles
Oil
PDA
Pole
Pouch
Quiver
Radio
Ram
Rations
Rope
Sack
Scale
Scope
Scroll Case
Scuba Gear
Sealing Wax
Sewing Needle
Shovel
Signal Whistle
Signet Ring
Sledge
Sleeping Bag
Soap
Spellbook
Spyglass
Suitcase
Syringe
Telescope
Television
Tent
Thermos
Torch
Vial
Waterskin
Whetstone
124
Chapter 8:
Resolution Mechanics
125
You roll a number of six-sided dice equal to the difficulty of the task. If
you have an applicable Skill, you roll 1 less die. If you have an applicable
Talent, you roll 1 less die. Both of these reductions can occur on the
same roll. If this reduces you to rolling no dice, the task automatically
succeeds. If margins matter, treat this as a result of zero.
The final result is then compared to your Attribute value plus any
Experience that you in that Skill. If your result is equal to or lower than
that combined number, you succeed at the task.
Opposed Rolls:
Snake Eyes:
If you roll at least two results of 1 on your dice, regardless of how many
dice you rolled, you gain whatever you were doing as a new Skill. If you
already had a Skill for what you were doing, you gain 1 Experience in
that Skill. See the next page for more information on Skills.
Skills:
Conversations:
Physical Tasks:
127
You are driving a sports car through a city in the rain. The GM tells
you to make an Awareness roll to see if you notice anything unusual.
She gives you a Difficulty of 2. You have an Awareness of 5, so when
you roll a 4 and a 6, you know things are about to get complicated.
The GM tells you that while stopped at a light, a car full of Yakuza
pulls up alongside you. One of the Yakuza realizes who you are and
starts barking at his friends. You look up to see the light turn green.
You tell the GM that you want to floor it and try to evade them.
She tells you that this would normally be a Synapse roll, but since
it is raining at night, she is going to make it a Precision task with a
Difficulty of 3 because the road conditions are fairly dangerous.
You have no special training in driving, however you do have Precision
as a Talent, so you only have to roll 2 dice. Since your Focus is a 7, you
have about a 50-50 chance of success. You get a 3 and a 4 on your roll,
barely making it a success.
The GM describes how you floor it and shoot across the intersection.
The Yakuza follow you through a few close turns before a garbage
truck pulls out of an alleyway unexpectedly. You swerve hard to the
right, mounting the curb for a few dozen meters before sliding back
into road. The Yakuza clip the end of the garbage truck and smash into
a building. They scream in frustration as you fade into the distance.
If you hadnt had Precision, you would have probably crashed. Then
again, if you had Awareness you might have never encountered the
Yakuza in the first place.
128
Combat Resolution:
As you explore the game world, you may become involved in violence.
Any situation in which characters are trying to commit violence against
others is called a Combat. Your attempts to injure others or avoid injury
yourself are resolved via Combat Rounds. Each round represents about
five to ten seconds. Combats are composed of a series of rounds that
lasts until there is no one left with the capacity or will to continue
fighting. While you are engaged in combat, you can only use short
exclamatory speech and Combat skills. You may use a few other skills
if your GM permits it, but what you are doing must be fairly simple.
Nobody does long-division in the middle of a melee.
A Combat can begin with some characters unaware that combat is
starting. If some of the participants in the Combat are not aware that
Combat is starting, the first Combat round will be a surprise round.
During the surprise round, the only combatants able to act are those
that initiated the combat and those that succeed at a Skill roll to detect
the impending attack. Everyone else is considered to be unaware
and thus unable to take actions during this round. Other than that
limitation, a surprise round is adjudicated normally.
Each Combat cycle has two phases; Declaration and Resolution.
Declaration Phase:
During the declaration phase, you declare all the actions that you intend
to accomplish in the next few seconds. For each action that you declare,
you must assign a Weight. This represents how fast you want the action
to be performed. The total Weight of all your actions must be equal to
or less than your Synapse.
Actions are declared in reverse order of Synapse, so that the character
with the lowest Synapse must declare their actions first and the
character with the highest Synapse goes last. This means that faster
combatants will be able to see how things are developing before they
take actions. NPCs under GM control are treated no differently from
other characters in this respect and the GM will declare their actions at
the proper time.
Aiming: If a character only takes 1 action in a Combat Cycle, they can
choose to target a vulnerable area and deal additional damage equal to
their Focus. Doing so does NOT affect the Weight of the action.
Attacking: If you want to attack another character in combat, you can
either use a weapon skill like Swordsmanship or you can attack as an
untrained Balance roll. Attacks have a minimum weight of 2 to reflect
the degree of attention that must be paid to the task.
Reactions: If someone declares that they are attacking you, you may
react to avoid it if you are declaring actions after they do. This is treated
as any other action, but it must have a Weight equal to or higher than
the attack. If your reaction has a higher Weight than the attack, subtract
the difference between the two Weights from your die results.
If you choose to react and you have an applicable skill like a Block or
Parry, you may use it here. If you do not have an applicable skill, you
may attempt to dodge as an untrained Reaction roll. The GM will give
you a difficulty based on the speed of the attack. Avoiding a sword blow
might be only a difficulty of 3 while dodging bullets may be a 5.
129
Resolution Phase:
Moving: You can declare that you want to move around during a
combat round as an action. You can move up to your Walking Movement
Rate in meters per point of Weight you assign to the action. Anyone
attacking you while you are moving will have their Difficulty adjusted
by the GM to reflect the challenge of a moving target.
Grappling: You may also make grappling attacks in combat. A grappling
attack imposes a penalty on all actions taken by the opponent equal to
the margin of success on a standard roll or the difference between the
compared margins on an opposed roll. This value is called a grappling
penalty. If you succeeded by a margin of 4 against an opponent who
only had a margin of 1, that opponent would suffer a -3 grappling
penalty. They can break the grapple by making another grappling attack
(subject to the penalty you now impose). If they succeed, they are now
grappling you.
If you have someone grappled, you can also attempt to throw them. This
requires making another grappling attack that can knock them off their
feet or shove them a short distance (exact consequences subject to GM
approval). The throw itself does not injure the target, but the result can
be highly damaging (e.g. into a vat of acid).
For example, if you are hit by a sword you may be dealt 3 slashing
damage (if the blade is swung) or 2 penetration damage (if the blade is
thrust). If you are wearing Scale armor, this is very important because
that armor would stop all 3 slashing damage but only 1 penetration
damage. Depending on the attack, armor may or may not stop damage.
130
Stress:
Things are going to happen that your character is not going to enjoy.
Violence, conflict, and difficult choices are just a few possibilities. When
your mind experiences these harmful situations, they cause Stress points.
Stress can accumulate over time until it breaks down your characters
mental functions and ultimately drives them screaming for the hills or
into a catatonic meltdown. Obviously, you dont want that to happen. So
you will need to consciously manage your stress levels.
The GM will inform you that you are taking a certain number of stress
points. You may then make a Stress Roll to resist the effects. There are
many ways that your stress level rises. Common reasons are listed below.
However, the GM can use their judgment to give you Stress at any time.
Combat Stress: When a combat begins, the GM may tell you that you
gain a number of stress points depending on how the Combat started
and how many enemies are involved. Ambushes can be very unnerving.
Combat against enemies that you perceive to have less ability that your
party may result in no stress points at all. However, if you are facing
superior numbers or an enemy with powerful presence like a Dragon,
you may gain a lot of stress.
Any injury received in combat causes stress gain equal to twice the
amount of the damage taken. This represents the shock, pain, and
disorientation of injury.
Nervous Stress: This comes from engaging in activities where there
is a risky outcome. The stress comes from uncertainty in the mind
about the ultimate result, not because of the morality of the act. The
amount of stress gain is dependent upon the severity of the risk. Both
attempting and being targeted by risky social interactions like seduction,
intimidation, or heated arguments can cause nervous stress. Failure at
these attempts can also cause stress.
131
Stress Reduction:
Once a moment of stress has passed, you are going to want to bring
your stress level back down. There are two ways to do this; relaxation
and coping attempts.
If you fail this roll, you gain the Stress points and you must make an
attempt to escape from the cause of the Stress if that is possible (e.g. run
away from a combat). If your character finds themselves in a situation
where they cannot flee from the danger, they will cower and fall to the
ground until the danger passes.
If you succeed on the roll, you do not gain any Stress points.
Catatonic State: Your character will enter a catatonic state if your
characters stress points ever become two times larger your Stability. In
a catatonic state, the brain is overwhelmed by stress and shuts down.
Once in this state, they are effectively incapacitated until their stress
level is reduced to be equal to their Stability via Relaxation. They must
be physically moved by someone else into a safe environment where
their stress can be reduced by relaxation until it reaches the required
level. Except under the most unusual circumstances, you are going to
want to avoid this at all costs.
Someone who is in a catatonic state appears to be off in another world.
They may say seemingly nonsensical things, often repetitively, and always
appears to be either gazing off into the distance or staring intently
at a particular location, usually their hands. Normal conversation is
impossible with such a person.
Trust Points:
Trust points are an optional mechanic that your GM can employ to
facilitate more dramatic play. The points are given to the players by the
GM under certain circumstances. They can later be redeemed by the
players for a system reward.
There are going to be points in the game where the GM is going to
want the players to behave a certain way or endure some form of
suffering as a part of the story. The GM might want the character to go
through something as a transition to a different part of the story. This
creates tension between the player and the GM because the player does
not know everything the GM has planned on the other side of an event.
For example, in the classic novel The Count of Monte Cristo, the main
character is imprisoned for a long time. This imprisonment is a vital
part of the story and profoundly affected the character. However,
if you were playing that story as the player, you would be really upset
if your character was arbitrarily imprisoned. You dont know that a
great treasure lies in your path of escape. You just perceive the GM is
punishing you for no reason.
Trust points are a way to
diffuse this conflict. They
reinforce the idea that the
game is collaborative. That
on one hand, the GM has a
plot in mind that she wants
to see developed and on the
other hand, the player has
their own desires for their
character to succeed in a
dramatic way. When a trust
point is used, both the GM
and the players get to inject
their desires into the game.
A trust point can be used eliminate the highest die rolled. It can be
used for any action, but it does not allow you to roll a different number
of dice than you normally would. Trust points can be used either after
your dice are rolled or after an opponents dice are rolled and success or
failure was determined. You can use multiple trust points on the same
task if you want to do so.
For example, after rolling three dice and getting results of 1, 2, and
5, you realize that this is higher than your attribute value and you are
going to fail the task. You tell the GM you want to use a trust point to
eliminate the 5, giving you a new total of 3 and allowing you to succeed.
133
Appendix A:
Magic
134
In order to purchase spells, you must have Essence. You can gain essence
by taking Magic training. Your total Essence represents your overall
magical power and is used as a modifier in some circumstances. You
can purchase a number of magic powers at character creation with a
total point value equal to your starting Essence. Some powers have a
prerequisite listed in their description. This means that you must take
the listed power first before you can spend points on that power.
Always On Powers
Casting Magic:
In order to cast magic, you must power it with Mana. This mana cost
listed in each spell description. A value of X represents a variable cost of
your choice. You cannot cast magic if it would require more Mana than
you have access to. When the magic takes effect, the Mana is depleted.
Depending on your Magic experience, you may either regenerate Mana
naturally or rely upon using Mana from a source other than yourself.
Magic also takes a certain amount of time to cast. This is how long it
takes to channel the Mana needed to cast the magic, based upon the
channeling rate of your Magic experience. During the entire casting
time, the caster must remain focused entirely on the task at hand. If the
caster loses that focus or is injured in any way during the casting time, it
results in magic failure. Magic failure causes the depletion of the mana
used in the casting, but no effect occurs.
Each magic power also lists a duration. This is used to determine how
long the magic stays in effect. When this time is reached, you can
choose to renew the magic by spending the mana cost again. If you do
not choose to do this, the magic effect ends.
Each magic power also lists a target. This indicates what kind of things
can be targeted by the power. For example, you cannot turn a door
Invisible, only a living being. Unless specified otherwise, seeing the
target is sufficient to cast the magic on them.
135
Powers
Alphabetical
Aberration
7
Adhesion
3
Alarm
1
Animate Dead
6
Animate Rope
2
Aura Vision
2
Ball
10
Bark Skin
3
Beam
3
Beast Voice
2
Beckon
1
Blind
Blink
Bolster
Brawn
Charm
Cloud
Comprehension
Cone
Dancing Blade
Darkness
Dark Vision
Daze
Dead Hand
Deaf
Death Watch
Discharge
Discovery
Dismissal
3
12
4
4
4
8
2
6
2
5
2
2
5
2
1
12
5
5
Dispel
Dominate
Drain
Eagle Eye
Elemental
Elementalism
Enchantment
Energize
Enrichment
Entangle
Fear
Feast
Flight
Flood
Fog
Gift
Globe
Golem
Guidance
Homunculus
Identification
Impervious
Improve Weapon
Infect
Intercession
Interruption
Invisibility
Iron Skin
Knock
8
8
8
6
4
4
15
5
3
2
4
2
7
4
3
3
8
8
3
6
5
10
5
3
3
15
5
7
2
Light
Luck
Mentalism
Message
Necromancy
Nourishment
Obsession
Paralysis
Phantom
Plant Voice
Poison
Polymorph
Portal
Probing Vision
Protection
Reading
Recall
Refresh
Reincarnation
Relaxation
Repose
Resistance
Restoration
Resurrection
Reveal Secrets
Reveal Truth
Saucer
Scry
Seal
1
5
3
3
7
3
5
6
3
2
2
15
12
4
3
4
5
5
10
3
1
2
8
10
3
4
3
5
3
Seance
Sense Life
Sense Magic
Sense Matter
Sense Undead
Shield Bearer
Sleep
Slick
Simulacrum
Soul Binding
Speak
Spell Storing
Steed
Stone Skin
Stone Touch
Swarm
Teleport
Threshold
Trap
Treant
True Sight
Utility
Vaporize
Wall
Water Breathing
Water Vision
Web
Whirl
Wizard Eye
2
3
3
2
2
2
3
2
8
8
3
6
2
5
10
3
10
3
2
7
4
4
5
7
2
2
2
2
4
136
Powers
By Point Value
Alarm
1
Beckon
1
Death Vision
1
Light
1
Repose
1
Animate Rope
2
Aura Vision
2
Beast Voice
2
Comprehension
2
Dancing Blade
2
Dark Vision
2
Daze
Deaf
Entangle
Feast
Knock
Plant Voice
Poison
Resistance
Seance
Sense Matter
Sense Undead
Shield Bearer
Slick
Steed
Trap
Water Breathing
Water Vision
Web
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
Whirl
Adhesion
Bark Skin
Beam
Blind
Enrichment
Fog
Gift
Guidance
Infect
Intercession
Mentalism
Message
Nourishment
Phantom
Protection
Relaxation
Reveal Secrets
Saucer
Seal
Sense Life
Sense Magic
Sleep
Speak
Swarm
Threshold
Bolster
Brawn
Charm
2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
4
4
4
Elemental
Elementalism
Fear
Flood
Probing Vision
Reading
Reveal Truth
True Sight
Utility
Wizard Eye
Darkness
Dead Hand
Discovery
Dismissal
Energize
Identification
Improve Weapon
Invisibility
Luck
Obsession
Recall
Refresh
Scry
Stone Skin
Vaporize
Animate Dead
Cone
Eagle Eye
Homunculus
4
4
4
4
4
4
4
4
4
4
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
6
6
6
6
Paralysis
Spell Storing
Aberration
Flight
Iron Skin
Necromancy
Treant
Wall
Cloud
Dispel
Dominate
Drain
Globe
Golem
Restoration
Simulacrum
Soul Binding
Ball
Impervious
Reincarnation
Resurrection
Stone Touch
Teleport
Blink
Discharge
Portal
Enchantment
Interruption
Polymorph
6
6
7
7
7
7
7
7
8
8
8
8
8
8
8
8
8
10
10
10
10
10
10
12
12
12
15
15
15
137
Magic Powers:
Aberration: 7 points
Duration: X Minutes
Adhesion: 3 points
You can make your hands and feet sticky enough to support your body
weight so you can climb walls and ceilings like a spider. You cannot wear
shoes or gloves if you want this to work properly.
Mana Cost: 1
Target: Self
Duration: 1 minute
Alarm: 1 point
Duration: 1 Week
You can infuse a new lifeforce into a dead body. This animated being
is called a zombie, regardless of its state of decomposition (e.g. only a
skeleton may remain). Since this power does not restore the original
soul or intelligence of that creature, it does not matter how long it has
been dead. The zombie has a limited intelligence (equivalent to 2 in
every attribute) and can follow complex commands that you give, such
as attack anyone entering this room unless they bear this emblem. It
cannot speak or communicate, unless you also use Speak on it. It can
engage in combat, but it has no skills. It has a strength equal to the
Mana spent on its cost. Creating undead monsters is typically viewed
unfavorably by most moral systems.
Mana Cost: X
Target: Corpse
Duration: Permanent
You create a magical lifeforce within a rope. The rope can tie and untie
itself on command. It can also move around following simple commands
that you give, such as slide across that floor and tie yourself to the
railing.
Mana Cost: 1
Target: Rope
Duration: 1 Minute
You have the ability to see the emotional state of others by examining
their auras. Everyone you see will glow with a particular hue. An
individual with a bright aura has a very high stress level and a weak
aura has the reverse. The color of the hue reflects the true nature of the
individual. Vampires, for example, glow in their own special color.
Duration: Permanent
138
Ball: 10 points
You can create a ball of magic energy in your hand. This magical energy
is composed of a kind of elemental energy that you are capable of
creating using Elementalism. You can throw this ball at a target, but
must make a Trajectory roll to hit it. They can react because the ball
moves as if actually physically thrown. The GM assigns a difficulty to
this roll based on the environment, visibility, and distances involved.
In addition to the exposure effect of the Elemental energy being used,
anyone hit by the ball takes 1 strength damage per 2 points of mana
spent on the casting. On impact, the ball explodes dealing half damage
(round down) to anyone within a radius of 1 meter per 2 points of mana
spent on the casting. This secondary blast is instantaneous and no one
can react.
After casting, you can hold the ball in your hand for a number of
minutes equal to the duration. If thrown, the duration ends. If the
duration ends without having been thrown it, the ball dissipates
harmlessly.
Mana Cost: X
Target: Self
Duration: X Minutes
Prerequisite: Elementalism
You can turn your skin into stiff tree bark. This stops the first 2 damage
of any type. However, your appearance might be very unnerving to
onlookers as you will appear to be a sentient tree person.
Mana Cost: 6
Target: Self
Duration: 1 Minute
Beam: 3 points
You can create a narrow beam of magic energy that shoots from one
of your fingers. This magical energy is composed of a kind of elemental
energy that you are capable of creating using Elementalism. You must
make a Trajectory roll to hit the target. They cannot react because the
beam is instantaneous like a bullet. The GM assigns a difficulty to
this roll based on the environment, visibility, and distances involved.
In addition to the exposure effect of the Elemental energy being used,
anyone hit by the beam takes 1 strength damage.
If you know Beam, you can use that to deliver any other magic effect
that would normally require physical contact over a distance instead,
such as Stone Touch or Sleep. However, you must still make a Trajectory
roll to hit the target in that case.
Mana Cost: 2
Target: Person
Duration: Instant
Prerequisite: Elementalism
You have the ability to speak to animals and understand their replies.
The GM must determine what level of intelligence and memory actually
exists in a given animal.
Mana Cost: Always On
Target: Self
Duration: Permanent
139
Beckon: 1 point
Duration: 1 Hour
Blind: 3 points
You can stop someone from using their normal vision. This does not
suspend magical vision, such as Aura Vision. The target rolls Awareness
against your Willpower to resist this effect.
Mana Cost: 3
Target: Person
Duration: 1 minute
Blink: 12 points
You can instantly move yourself from your current location to another
location within 10 meters. Once you arrive, you must make an
Awareness roll every 5 seconds until you succeed before you can act.
Mana Cost: 1
Target: Area
Duration: Instant
Prerequisite: Teleport
Bolster: 4 points
Duration: 1 Minute
Brawn: 4 points
Duration: 1 Day
Charm: 4 points
You can create affect the mind of another person in a way that improves
their disposition toward you by one step. The target rolls Willpower
against your Willpower to resist this effect. If the target loses this
contest, they do not realize the magic was used. If the target succeeds in
this contest, they realize that the magic was used and that it failed. This
should almost always be extremely upsetting.
Mana Cost: 5
Target: Person
Duration: Permanent
140
Cloud: 8 points
You can create a whirling cloud of magic energy around you. This
magical energy is composed of a kind of elemental energy that you
are capable of creating using Elementalism. The cloud has a radius
of 1 meter per 2 points of mana spent on the casting. No one cannot
react because the cloud appears instantly. In addition to the effects of
Elemental exposure, everyone in the cloud takes 1 strength damage per
2 points of mana spent on the casting.
Mana Cost: X
Target: Area
Duration: X minutes
Prerequisite: Elementalism
Comprehension: 2 points
You grant someone the ability to speak and read a particular language.
The language must be specified when cast.
Mana Cost: 2
Target: Person
Duration: 1 Hour
Cone: 6 points
You can create a broad cone of magic energy that shoots from one of
your hands. This magical energy is composed of a kind of elemental
energy that you are capable of creating using Elementalism. The cone
has a radius of 1 meter per 2 points of mana spent on the casting. No
one cannot react because the cone appears instantly. In addition to the
effects of Elemental exposure, everyone in the cone takes 1 strength
damage per 2 points of mana spent on the casting.
Mana Cost: X
Target: Area
Duration: Instant
Prerequisite: Elementalism
Duration: 1 Minute
Darkness: 5 points
You can create a magic darkness that envelopes the area. This darkness
completely obscures all forms of vision except Dark Vision (natural
Darkvision is obscured). The darkness forms in a rough circle around
you with a radius of 100 meters.
Mana Cost: 7
Target: Area
Duration: 10 minutes
You grant someone the ability to see in the dark as if using Darkvision.
Mana Cost: 3
Target: Person
Duration: 1 Hour
141
Daze: 2 points
You can stun someone temporarily. They are unable to take any actions
for an entire combat round. The target rolls Awareness against your
Willpower to resist this effect. This does not actually paralyze the target.
Mana Cost: 2
Target: Person
You create a magical lifeforce within a dead hand. The hand must be cut
off from the arm to which it was formerly attached. It does not matter
how long the body has been dead, so long as the bones are intact. The
hand has limited intelligence (equivalent to 2 in every attribute) and
can follow complex commands that you give, such as clean this floor
until noon, then go outside and pull weeds until dusk. It cannot engage
in combat and has 1 strength. Using this spell may repulse certain
individuals on either moral grounds or squeamishness.
Mana Cost: 2
Target: Corpse
Duration: 1 Day
Deaf: 2 points
You can stop someone from hearing anything. While deafened, they
cannot perform any action that requires aural feedback, such as singing
or even talking, without significant errors. The target rolls Awareness
against your Willpower to resist this effect.
Mana Cost: 2
Target: Person
Discharge: 12 points
You infuse the potential to use a magic power into an object, typically
a staff or rod. Both this power and the one being infused are cast
simultaneously. When casting, make a Precision roll against a difficulty
equal to the Essence point value of the power you are infusing into the
object. If this roll fails, the process fails. However, you must still pay
the Mana cost of both powers. If you fail on this roll, the GM should
have the power misfire in a very annoying way. If successful, the power
is stored in the object. It can be released by speaking a code word of
your choice, determined at the time of casting. When the code word is
spoken, the power occurs as if it was just cast.
However, Mana must be drawn from a source to cast the spell. This
source must be attached to the object, typically a gem which is inset. You
must fill the source with Mana using either Energize or Soul Binding.
Each time you speak the code word, the Mana cost of the spell is paid
by the source. If the infused power has a variable cost, the amount paid
during the original casting will determine the cost paid when used. If
the source cannot pay the cost, speaking the code word has no effect.
The source may be given additional Mana through Energize, but if it is
ever reduced to zero, the source and the object dissolve to dust.
Mana Cost: 6
Target: Object
Duration: Permanent
Duration: 1 minute
You have the ability to see whether a wounded person is dead or alive.
This may seem trivial in most situations, but it could be vital on the
battlefield or when you think someone may be feigning death.
Mana Cost: Always On
Target: Self
Duration: Permanent
142
Dominate: 8 points
Duration: 1 Hour
Discovery: 5 points
Drain: 8 points
You can siphon the life force from someone and use it to heal yourself.
You must be touching the target with your bare skin to use this magic.
The target takes 1 strength damage for every 3 mana spent in the
casting. You cannot reduce them below zero strength in this manner.
For every point of damage, you heal 1 strength damage to your own
body. The healing process occurs slowly and takes an hour per point
of strength healed. Stealing life force in this way is typically viewed
unfavorably by most moral systems.
Mana Cost: X
Target: Person
Duration: Permanent
Mana Cost: 3
Target: Self
Mana Cost: 3
Target: Person
Duration: Instant
Dismissal: 5 points
You can send summoned beings back to their original locations, like an
Aberration or Elemental. The mana cost to cast this magic is equal to
the Essence point value of the magic which summoned the being. This
magic has no effect on animated beings like Zombies.
Mana Cost: X
Target: Summoned Being
Duration: Permanent
Dispel: 8 points
You can stop any magical effect. You roll your Willpower against the
Essence point value of the magic you are dispelling. This cannot be used
to stop magic that is being cast. It only affects magic that is active.
Mana Cost: 4
Target: Magic
Duration: 10 Minutes
Elemental: 4 points
Duration: X Minutes
Duration: Instant
143
Elementalism: 4 points
Exposure
Corrodes
Soils
Ignites
Freezes
Shocks
Nauseates
Grinds
Deafens
Saturates
Blows
Side Effect
Irritating Touch
Dirty Skin
Smoky Smell
Cool Skin
Static Shocks
Rotten Smell
Beach Smell
Buzzing Noise
Wet Hair
Wild Hair
Duration: Permanent
Enchantment: 15 points
You infuse a magic power into piece of equipment such that the wearer
of the equipment always enjoys the powers effect. Both this power and
the one being infused are cast simultaneously. When casting, make
a Precision roll against a difficulty equal to the Essence point value of
the power you are infusing into the object. If this roll fails, the process
fails. However, you must still pay the cost of both powers. If you roll no
successes at all on this roll, the GM should have the power misfire in a
very annoying way. If successful, the power is enchanted into the object.
Once infused, the magic can only be removed by dispel.
Mana Cost: 10
Target: Object
Duration: Permanent
Energize: 5 points
You fill a physical object, such as a gem or statue, with stored Mana
that can later be utilized for casting instead of drawing from the caster.
When casting, make a Precision roll. The object now has an amount
of Mana equal to the number of successes rolled. You can use this
power multiple times on the same object, but if you ever fail to roll any
successes, the object storing the energy is destroyed.
This Mana can be used to fuel a magic power being used. You can only
draw Mana from one object during any particular casting (i.e. you
cannot use five different objects to cast a single spell). When an objects
stored Mana is reduced to zero, it dissolves into dust.
Mana Cost: 3
Target: Object
Duration: Permanent
Enrichment: 3 points
Duration: 3 Months
144
Entangle: 2 points
Duration: 1 Minute
Fear: 4 points
You can make someone feel powerful sensation of general fear. The
target rolls Willpower against your Willpower to resist this effect. Roll
extra dice equal to the amount of mana you spend on casting this magic.
If the target loses this contest, they immediately gain an amount of
stress equal to the amount of mana you spend on casting this magic.
Mana Cost: X
Target: Person
Duration: Instant
Feast: 2 points
You summon a hot fresh table of food. The table is made of sturdy wood
and supports a generous feast that feeds up to 8 people a complete meal.
When the duration expires, the table and any remaining food dissolves
to dust.
Mana Cost: 3
Target: None
Duration: 1 Hour
Flight: 7 points
You can fly through the sky effortlessly. You are not affected by
aerodynamics in your movements, though you may be buffeted by winds.
You can fly at up to ten times your running speed.
Mana Cost: 4
Target: Person
Duration: 1 minute
Flood: 4 points
You summon a large quantity of water. You must choose an origin for
the water, such as a sewer pipe or doorway (subject to GM approval).
10,000 gallons of fresh water is created per point of the mana cost paid.
It has a velocity equal to the force of gravity (e.g. as if it were falling
vertically out of the origin, regardless of its direction). This does not
grant any ability to control the water flow, it simply creates it.
Mana Cost: X
Duration: Instant
Target: Object
Fog: 3 points
You can create a temperature differential in the air around you that
triggers the formation of heavy fog. This fog completely obscures all
forms of vision except Water Vision beyond a range of 3 meters. The fog
forms in a rough circle around you with a radius of 100 meters.
Mana Cost: 3
Target: Area
Duration: 10 minutes
145
Gift: 3 points
Duration: 1 Day
Globe: 8 points
You can create a globe of magic energy that surrounds your body. This
magical energy is composed of a kind of elemental energy that you are
capable of creating using Elementalism. The globe has a radius equal
to your height + 1 meter. In addition to the exposure effect of the
Elemental energy being used, anyone who comes into contact with the
globe takes 1 strength damage.
Mana Cost: 3
Target: Self
Duration: 10 minutes
Prerequisite: Elementalism
Golem: 8 points
Duration: Permanent
Guidance: 3 points
You can contact a supremely powerful being to seek advice. The nature
of this being is appropriate for your religious tradition, such as a deity
or nature spirit. The being communicates with you telepathically. You
may ask them a single question about how you should act (e.g. should
I go to the King or the Queen for help) and they will do their best to
answer. You may ask a follow-up questions for clarification and they will
respond. Using this power excessively to find solutions to your problems
may result in an unfortunate accident.
Mana Cost: 2
Target: Self
Duration: 10 Minutes
Homunculus: 6 points
You create a small magical being that performs tasks for you. A
homunculus can never engage in combat, but has intelligence (equivalent
to 3 in every attribute) and can follow multiple complex commands
that you give or perform general tasks on its own initiative, such as go
into the forest and find reasonable quantities of these ten ingredients.
They are likely to be found in the following places. If you encounter any
dangers, return and inform me of the situation. It can also use skills that
you have (but not your talents or attributes). The homunculus weights
about 5 lbs. and has 1 strength, 1 endurance,
and 1 resilience.
Mana Cost: 8
Target: None
Duration: 1 Month
Identification: 5 points
You have the ability to know the magical effects that have been used in
an enchantment. Simply by touching the enchanted object, the function
is perfectly known.
Mana Cost: Always On
Target: Self
Duration: Permanent
146
Impervious: 10 points
You are completely immune to all magical effects and magical damage
of any mage with a lower Essence total than you. This does not prevent
you from casting magic yourself.
Mana Cost: Always On
Target: Self
Duration: Permanent
You infuse a magic power into a weapon so that it deals more damage
and strikes true. When casting, make a Precision roll. If fail, the weapon
is destroyed and the process fails. If successful, roll 1 less die when
making attacks with the weapon and deal 1 additional Energy damage
if the target is hit. Weapons enhanced with this magic are capable of
hitting enemies that are normally immune to normal weapons, such as
spirits or werewolves.
Mana Cost: 3
Target: Weapon
Duration: 1 Day
Infect: 3 points
You can infect someone with a magical disease by touching them. The
target rolls Toughness against your Willpower to resist this effect. If they
fail, they take 1 Resilience damage each month until either the magic is
removed by Dispel or they are killed. This disease is not capable of being
transmitted to other people.
Mana Cost: 6
Target: Person
Duration: Permanent
Intercession: 2 points
You have the ability to heal strength damage by calling upon your
religious patron. So long as you are a devout follower and the target
of the healing is not significantly opposed to your patron (e.g. if you
are a priest of the Water god, you cannot heal arsonists), you can heal
1 strength damage to 1 person every day. Some faiths may require that
you use this power frequently or with particular discretion.
Mana Cost: Always On
Target: Person
Duration: Permanent
Interruption: 15 points
You can stop time. You experience 1 combat round per 2 points of mana
spent on the casting in which only you can take actions. During this
period, the rest of the world around you appears to be frozen in time.
Mana Cost: X
Target: Self
Duration: Instant
Invisibility: 5 points
Duration: 1 minute
147
You can turn your skin into solid iron. This stops the first 8 damage
of any type. However, your appearance might be very unnerving to
onlookers as you will appear to be an iron golem.
Mana Cost: 10
Target: Self
Duration: 1 Minute
Knock: 2 points
You can magically open a locked object. This does not remove any traps
or magical wards, though it will suppress Seal for a few seconds so that
you can open object or door.
Mana Cost: 2
Target: Object
Duration: Instant
Light: 1 point
You can create a magic light source that has the brightness of a torch.
This must be cast on an object or portion of an object.
Mana Cost: 1
Target: Object
Duration: 1 hour
Luck: 5 points
Message: 3 points
Duration: Instant
Necromancy: 7 points
Duration: X Hours
Duration: 1 Hour
Mentalism: 3 points
Duration: 1 Hour
148
Nourishment: 3 points
You create a magical lifeforce within food that enriches those that
consume it. This spell can affect a mass of food weighing up to 10 lbs.
Anyone consuming at least 2 lbs of the food loses 1 stress, 2 residual
stress, and will not be hungry again for a full day.
Mana Cost: 3
Target: Food
Duration: 1 Hour
Obsession: 5 points
Phantom: 3 points
Duration: 1 Year
You have the ability to speak to plants and understand their replies. The
GM must determine what level of intelligence and memory actually
exists in a given plant.
Duration: 1 Hour
Duration: Permanent
Poison: 2 points
Paralysis: 6 points
You can infect someone with a magical poison by touching them. The
target rolls Toughness against your Willpower to resist this effect. If they
fail, they take 2 Resilience damage. This poison is not capable of being
transmitted to other people.
Mana Cost: 5
Target: Person
Mana Cost: 5
Target: Person
Duration: 1 hour
Duration: Instant
149
Polymorph: 15 points
Duration: 1 Day
Portal: 12 points
You can create a magical passage between two openings. You must
choose two different locations to form the endpoints of this passage.
While the magic is in effect, anything passing through one opening
will emerge from the other opening. You must be familiar with both
locations and they must be fixed like a door or hole in the ground. It
cannot be a moving object such as a car or airplane. Distance is not a
factor.
Mana Cost: 10
Target: Object
Duration: 1 Minute
Protection: 3 points
You create a magical effect that protects someone from a particular type
of damage. The first point of damage dealt to their physical body (e.g.
after any armor you are wearing reduces it), is resisted. Each time you
use this power, you must choose slashing, impact, penetration, energy,
shrapnel, or explosive to temporarily resist. This does not stop magical
damage of any kind.
Mana Cost: 2
Target: Person
Duration: 1 Minute
Reading: 4 points
Duration: 10 Minutes
You grant someone the ability to see through matter as if it merely were
not there, much like Darkvision removes darkness. You can pick which
matter they see through and which they do not, for example you may
want to see through a wall, but still see the furniture and people in the
room beyond.
Mana Cost: 2
Target: Person
Duration: 1 Minute
150
Recall: 5 points
You summon a particular object to your hand. The object can be located
anywhere, but you must have both seen and touched it before. As soon
as the power is used, the object disappears from its location and appears
in your hand. The object summoned cannot weigh more than 10 lbs.
Mana Cost: 3
Target: Self
Duration: Instant
Refresh: 5 points
You create a magical effect that heals someones physical body. This
heals 1 strength damage for every 3 mana spent in the casting, though
it cannot raise someone beyond their maximum strength. Crippled
limbs can also be restored for an additional 3 mana per limb healed. The
healing process occurs slowly and takes an hour per point of strength
healed.
Mana Cost: X
Target: Person
Duration: Permanent
Reincarnation: 10 points
You transfer your dying soul into a new body. This power must be used
before you actually die. You must select a living person of the same
species to transfer into. This person must be present at the time of the
casting and is killed in the process. Their body is rendered inert and will
not decompose. It will stay perfectly preserved until you die, at which
time your soul will be transferred into the new body. You retain all of
its memories, skills, and personality. However, you now inhabit the new
body which retains its brain chemistry and biology. Killing someone and
transferring your soul into their body is typically viewed unfavorably by
most moral systems.
Mana Cost: 15
Target: Person
Duration: Permanent
Relaxation: 3 points
You grant someone a sense of peace and tranquility. This can only be
cast on someone who is not in any danger and is already engaging in
rest. Removes an additional 1 stress per hour of relaxation. If any danger
emerges during the duration, its effect immediately ceases.
Mana Cost: 3
Target: Person
Duration: 1 Day
Repose: 1 point
You can send a dead soul on to the next world by touching their corpse.
The soul is now immune from being used in any way, such as Seance.
Additionally, the corpse can no longer be animated or resurrected.
Mana Cost: 1
Target: Corpse
Duration: Instant
Resistance: 2 points
Duration: 1 hour
Restoration: 8 points
You create a magical effect that restores someones physical body to its
perfect state. This heals all strength damage and restores all crippled
limbs, though it cannot raise someone beyond their maximum strength.
You must spend an amount of mana equal to five times their maximum
strength. The healing process occurs instantly.
Mana Cost: X
Target: Person
Duration: Permanent
151
Resurrection: 10 points
You restore a soul to its dead body and restores its lifeforce. This power
must be used within 1 month of death. The body is restored to zero
strength, endurance, and resilience. The person remains unconscious
until their endurance rises back up to 1. They remain incapacitated until
their strength and resilience rise back to 1. The resurrection process
permanently reduces the targets resilience by 1.
Mana Cost: 15
Target: Corpse
Duration: Permanent
Scry: 5 points
You can see what is happening in another location by closing your eyes.
You must be familiar with the location in question. This could be a fixed
location like your home or a favorite bar. Alternatively, it could be a
moving object that you know well, such as a car or airplane which you
have ridden in before. You cannot hear anything. You cannot take any
action while projected besides observing events, including casting.
Mana Cost: 6
Target: None
Duration: 10 Minutes
Seal: 3 points
You have the ability to see anything that was intentionally hidden from
view. This includes everything from the archetypal secret doors to keys
hidden under flower pots.
You can magically lock an object, like a chest or door. This can only be
bypassed by Dispel or Knock. If the object is destroyed or physically
forced open, the duration automatically ends.
Mana Cost: 3
Target: Object
Duration: Permanent
You have the ability to discern the truth of any statement made in your
presence. You can only be deceived by magical means.
Mana Cost: Always On
Target: Self
Duration: Permanent
Saucer: 3 points
Duration: 1 Day
Duration: 1 Week
Seance: 2 points
You can conduct rituals to contact the dead. This power summons a dead
soul of your choice, subject to setting appropriateness and GM approval.
The soul can be seen and heard by you, but not by onlookers unless they
have some special power to do so. It can hear and understand anyone in
its presence. You may negotiate and bargain with them for anything you
wish. Unless you choose to dismiss them earlier, the soul will return to
the underworld when the duration expires.
Mana Cost: 4
Target: None
Duration: 10 Minutes
You have awareness of all life within a 50 meter radius, from plants to
people. This awareness is a general feeling, not a special form of vision.
Mana Cost: Always On
Target: Self
Duration: Permanent
152
You have awareness of all magic within a 50 meter radius, from active
powers to enchantments. This awareness is a general feeling, not a
special form of vision.
Mana Cost: Always On
Target: Self
Duration: Permanent
Duration: Permanent
Duration: Permanent
Sleep: 3 points
You can make someone fall asleep by touching them. The target rolls
Willpower against your Willpower to resist this effect. If the target loses
this contest, they do not realize the magic was used. They simply feel
sleepy and doze off. While sleeping, the target cannot be awakened
except by extreme methods such as pouring water on their face or
violently shaken. When they awaken, they cannot remember the
circumstances of how they fell asleep in the first place.
Mana Cost: 2
Target: Person
Duration: 8 Hours
Slick: 2 points
Duration: 10 Minutes
Shieldbearer: 2 points
Duration: 1 Minute
153
Simulacrum: 8 points
You create a magical being that looks similar to a specific living being.
You must select a living person of the same species to use as a host,
though they need not look similar to the being your are duplicating.
This person must be present at the time of the casting and is killed in
the process. Their soul is expelled from the body and replaced with a
complacent magical lifeforce. The body will continue to age normally.
Killing someone and replacing their soul is typically viewed unfavorably
by most moral systems. You can target yourself with simulacrum,
provided you meet the requirements. It has the same biological
characteristics as the host body. The simulacrum has intelligence
(equivalent to 3 in every attribute) and can follow multiple complex
commands that you give or perform general tasks on its own initiative,
such as clean this house using all the tools in the closet and inform our
neighbors if any problems arise. A simulacrum can engage in combat,
but is considered to have no skills.
Mana Cost: 10
Target: Person
Duration: Permanent
Speak: 3 points
Duration: Permanent
You infuse a magic power into a small physical object such as a gem,
staff, or rod. Both this power and the one being infused are cast
simultaneously. When casting, make a Precision roll against a difficulty
equal to the Essence point value of the power you are infusing into the
object. If this roll fails, the process fails. However, you must still pay the
cost of both powers. The GM should also have the power misfire in a
very annoying way.
If successful, the power is stored in the object. It can be released by
speaking a code word of your choice, determined at the time of casting.
When the code word is spoken, the power occurs as if it was just cast.
Mana Cost: 2
Target: Object
Duration: Permanent
Steed: 2 points
Once bound, a soul has Mana equal to the combined sum of all its
attributes. A normal human has an attribute total of 28. This Mana can
be used as per Energize. When an objects Mana is reduced to zero,
it dissolves into dust. Binding souls is typically viewed unfavorably by
most moral systems.
Mana Cost: 6
Target: Supernatural Being
Mana Cost: 2
Target: None
Duration: Permanent
Duration: 1 Hour
154
Teleport: 10 points
You can instantly move yourself from your current location to another
location with which you are familiar. This could be a fixed location like
your home or a favorite bar. Alternatively, it could be a moving object
that you know well, such as a car or airplane which you have ridden
in before. Distance is not a factor. Once you arrive, you must make an
Awareness roll every 5 seconds until you succeed before you can act.
You can turn your skin into hard stone. This stops the first 5 damage
of any type. However, your appearance might be very unnerving to
onlookers as you will appear to be a stone golem.
Mana Cost: 8
Target: Self
Duration: 1 Minute
You can turn a living being to stone with a single touch. The target rolls
Toughness against your Willpower to resist this effect. If the target loses
this contest, they are killed instantly and turned to stone.
Mana Cost: 7
Target: Person
Duration: Permanent
Swarm: 3 points
Mana Cost: 8
Target: Area
Duration: Instant
Threshold: 3 points
You create a magical lifeforce within a door. The door can follow
a simple command that you give relating to the operation of its
locking mechanism, such as open only for elves. It cannot speak or
communicate, unless you also use Speak on it.
Mana Cost: 4
Target: Door
Duration: Permanent
Trap: 2 points
Duration: Permanent
Duration: 1 Minute
155
Treant: 7 points
You create a magical lifeforce within a tree. The tree can now move
its branches as if they were arms and can move around using its roots
as legs. The treant has limited intelligence (equivalent to 2 in every
attribute) and can follow complex commands that you give, such as
attack anyone coming through these woods. It cannot speak or
communicate, unless you also use Speak on it. It can engage in combat,
but is considered to have no skills. It has a strength equal to seven times
the amount spent on its cost. Its composition should reflect the amount
spent; a weak treant may be made from an aspen tree, while a strong
one might be made from an oak.
Mana Cost: X
Target: Tree
Duration: Permanent
You have the ability to see through any spell that creates a false
perception, such as Invisibility. Magic cannot deceive you in any way.
Mana Cost: Always On
Target: Self
Duration: Permanent
You summon a magical tool to help you. The tool appears instantly
beside you. It can be of any reasonable size, from a screwdriver to an
extension ladder, but it must be muscle powered and operable by a single
individual (e.g. no bulldozers or lumberjack saws). The GM has final
approval of what is and is not a tool. The tool has a quality comparable
to a standard tool of its type and can be destroyed if damaged.
Utility: 2 points
Mana Cost: 2
Target: Self
Vaporize: 5 points
Duration: 1 Hour
Duration: 1 Hour
Wall: 7 points
You can create a wall of magic energy that forms a flat plane. This
magical energy is composed of a kind of elemental energy that you
are capable of creating using Elementalism. The wall has a total area in
square meters equal to the square of the amount of mana spent on the
casting. For example, if you spent 2 mana to cast this magic, it would
create a wall up to 4 square meters in area. In addition to the exposure
effect of the Elemental energy being used, anyone who comes into
contact with or tries to pass through the wall takes 1 strength damage
per 2 points of mana spent on the casting.
Mana Cost: X
Target: Area
Duration: 10 minutes
Prerequisite: Elementalism
156
You can give yourself the ability to breathe underwater. This does not
allow you to breathe in other liquids.
Mana Cost: 2
Target: Self
Duration: 1 Hour
Web: 2 points
You create a network of sticky webs within a specific area. The webs
must have something to anchor on, so this could be cast in a forest
but not in an open field. The area cannot exceed 10 square meters per
point of mana cost paid. Anyone within the area must make a Precision
roll (add Strength) against a difficulty equal to the mana cost paid to
perform any movement or action. You are immune to this effect.
You grant someone the ability to see through water or heavy fog as if
it merely were not there, much like Darkvision removes darkness.
However, they cannot see through suspended matter, such as silt.
Mana Cost: X
Target: Area
Mana Cost: 3
Target: Person
You create a magical presence that causes small objects and debris to
swirl and dance about at random. It cannot attack, defend, perform
complex actions, or exhibit any other kind of intelligence. This can be
used to create sandstorms, dancing light sources that look like large
groups of people moving in the night, create chaos and mayhem by
flinging small objects about at random, and so on. These flying objects
cannot actually hit anyone caught in their path hard enough to deal
damage, they will always ricochet slightly. If you know Light, the objects
can be made to glow as if the subject of Light for no additional cost.
The total area affected cannot extend beyond a 25 meter radius from
your location.
Duration: 1 Hour
Duration: 10 Minutes
Whirl: 2 points
Mana Cost: 3
Target: Area
Duration: 1 Minute
You create a small magical eye that can float around and observe things
for you. It moves at your normal walking speed and can fly in any
direction. If you close your eyes, you see as if one of your eyes was at the
Wizard Eyes location. You can only give the eye directions while your
eyes are closed. It completely lacks intelligence and is destroyed by any
amount of damage dealt.
Mana Cost: 3
Target: None
Duration: 1 Hour
157
Appendix B:
Vampirism
158
Common Features:
159
Lineage:
Using Blood:
Rising:
Every night when a vampire rises from sleep, they lose 1 Blood. If you
cannot pay this price, you are paralyzed as if stabbed in the heart with a
wooden stake until such time as you are fed more blood.
Feeding:
A vampire can feed from a mortal by retractable fangs. The act triggers
a massive surge of pleasure and relaxation in the mortal and prevents
them from taking any action for the duration of the feeding or for a
few minutes afterward. When this sensation ends, the mortal does
not remember what happened, though they may have vague memories
of the vampire if they were socially interacting prior to the feeding
(e.g. seduced into going to a hotel room). The vampire feels the same
pleasure as a mortal might savoring a good meal, but they remain aware
of their surroundings and are unable to act in ways that might disrupt
the process. After feeding, the bite marks on the subject are healed. All
harmful bacteria and viruses in the newly acquired blood is destroyed.
A mortal has an amount of Blood equal to their Resilience. Every minute
of feeding, the vampire drains 1 Resilience from the mortal and gains 1
Blood for themselves. If this reduces the mortals Resilience to zero, the
mortal is killed and the vampire will experience the same Stress gain
they would have gained for killing someone in any other manner (or not
if they are so inclined).
160
Feeding on Vampire:
A vampire can let another vampire feed from them without losing
control of their body. The vampire whose blood is being consumed (the
host) feels only a minor discomfort. If a vampire attempts to feed on
an unwilling vampire, they must first incapacitate them in some way.
Feeding takes too long to perform as a combat action. For every minute
of feeding, 1 Blood is transferred between the two. In addition to this,
several things may occur.
Each vampire must make a Willpower roll for each point of Blood
transferred. If the host rolls the higher number, the feeding vampire
is enthralled. They must treat the host as if she were a lifelong best
friend and any actions taken against her are subject to a 2 dice penalty.
A vampire can only be enthralled to one host at a time. Each time a
vampire feeds from the same host again, increase the roll result of the
vampire that is being fed upon by 5. An enthralled vampire can feed
from any vampire without fear of being enthralled. A vampire can feed
from their own thrall without consequence.
If the host is completely drained of blood, the vampire feeding upon
them can attempt to consume their soul. This process takes 1 minute per
Vigor possessed by the host. Each vampire must make a Willpower roll
as if they were transferring a final point of Blood. If the host rolls the
lower result, they are consumed. The feeding vampire gains the lowest
non-negative point value power of the hosts Lineage (randomly break
ties). If the feeding vampire already possesses all of the non-negative
powers in the Lineage, they instead gain all of the negative point
value powers. This transfer of power may result in immediate physical
transformations.
Ghouls:
If you feed blood to a human that still has human blood in their system,
they are changed into a Ghoul. Ghouls track Blood like Vampires do, but
they retain their Body as before. They can use Blood to heal damage and
temporarily raise their Strength, but they cannot create new vampires
nor can they possess vampiric powers. Ghouls do not age as long as they
have at least 1 Blood in their system, but as soon as this is no longer the
case they will experience rapid aging up to their actual age. If they are
too old, this may actually kill them. If unused, Blood leaves their system
naturally after a month.
A vampire can also learn new vampiric powers through feeding if the
host is willing. The host must intend to transfer the power and the
receiver must not already be enthralled to another vampire. The feeding
vampire immediately becomes enthralled to the host and they gain a
vampiric power that the host possesses. The host must make a Precision
roll against a difficulty of 5 to control which power is transferred. If they
fail, the GM chooses which power is transferred.
161
Powers
Alphabetical
Acumen
3
Alacrity
3
Amnesia
-1
Animation
5
Auras
1
Avarice
-1
Beastial
-3
Blackout
1
Blindsight
4
Blink
2
Blurry
-1
Carrier
Clarity
Command
Communion
Companion
Condensation
Confound
Consumption
Contortion
Convocation
-1
3
3
3
2
1
1
-3
1
1
Daywalker
Debonair
Dread
Facade
Faith
Filth
Garlic
Gaunt
Glimpse
Grace
Hedonism
Hematic
Hypoxia
Indomitable
Insanity
Interred
Invitation
Languid
Magus
Mimic
Mirage
5
2
3
1
-2
-1
-1
-2
1
3
-1
3
-3
1
2
1
-1
-1
*
2
1
Misdirection
Mist
Oracle
Pale
Pallid
Parkour
Passion
Phylactery
Potency
Projection
Psychosis
Radiant
Raptor
Rapture
Reading
Regeneration
Resolve
Sadism
Sanguine
Savagery
Scenthound
1
3
2
-1
*
2
1
-2
2
3
-3
1
1
2
2
2
3
-1
*
3
4
Selectivity
Shade
Shockwave
Shroud
Silence
Silver
Sixth Sense
Solitary
Spirit Sight
Summoning
Telepathy
Temperamental
Toxicity
Transformation
Unfazeable
Vanish
Velvet Caress
Ventriloquism
Vice
Vitality
Water
-2
1
2
1
3
-1
2
-1
1
4
2
-2
2
2
2
4
2
1
-1
1
-1
162
Powers
By Point Value
Bestial
-3
Consumption
-3
Hypoxia
-3
Psychosis
-3
Faith
-2
Gaunt
-2
Phylactery
-2
Selectivity
-2
Temperamental
-2
Amnesia
-1
Avarice
-1
Blurry
Carrier
Filth
Garlic
Hedonism
Invitation
Languid
Pale
Sadism
Silver
-1
-1
-1
-1
-1
-1
-1
-1
-1
-1
Solitary
Vice
Water
Pallid
Magus
Sanguine
Auras
Blackout
Condensation
Confound
Contortion
Convocation
Facade
Glimpse
Indomitable
Interred
Mirage
Misdirection
Passion
Radiant
Raptor
-1
-1
-1
*
*
*
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
Shade
Shroud
Spirit Sight
Ventriloquism
Vitality
Blink
Companion
Debonair
Insanity
Mimic
Oracle
Parkour
Potency
Rapture
Reading
Regeneration
Shockwave
Sixth Sense
Telepathy
Toxicity
Transformation
1
1
1
1
1
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
Unfazeable
Velvet Caress
Acumen
Alacrity
Clarity
Command
Communion
Dread
Grace
Hematic
Mist
Projection
Resolve
Savagery
Silence
Blindsight
Scenthound
Summoning
Vanish
Animation
Daywalker
2
2
3
3
3
3
3
3
3
3
3
3
3
3
3
4
4
4
4
5
5
163
Vampiric Powers:
Acumen: 3 points
You can use blood to enhance your quality of thought. For 3 Blood,
you can raise your Cognition by 1. You can use this power to raise your
attribute above 10. This effect lasts until dawn.
Alacrity: 3 points
You can use blood to enhance your speed of thought. For 3 Blood,
you can raise your Synapse by 1. You can use this power to raise your
attribute above 10. This effect lasts until dawn.
Amnesia: -1 point
All memories of your life before you became a vampire are completely
lost, even those of your family and friends. Your Connections still exist
and function normally, but they must be created by the GM and kept
secret from you. You can discover them in the course of play, either
by accident or if you are determined to search for clues. If you do not
pursue them, they may fade over time.
Animation: 5 points
You can animate a mortal corpse and control it as a zombie. For 5 Blood,
you can touch a corpse and infuse it with unlife. If the mortal has been
dead for more than 1 week, it cannot be raised in this way. The zombie
has the same strength it did in life and it will be destroyed if that much
damage is dealt to it. It has a 3 in every attribute and has no skills. You
can give it simple commands such as attack anyone who enters this
area. The zombie must be fed 1 Blood every week (including the first
week of unlife) in order to remain animated. If this is not done, the
zombie will dissolve to dust.
Auras: 1 point
You can see the emotional state of others by examining their auras. For
1 Blood, you can gain this ability for one hour. Everyone you see will
glow with a particular hue. An individual with a bright aura has a very
high stress level and a weak aura has the reverse. The color of the hue
reflects the true nature of the individual. Vampires, mortals, ghouls,
werewolves, and other types of creatures each glow in their own special
color. Discovering what each of the colors mean is up to you.
Avarice: -1 point
You are obsessed with the accumulation of wealth and power. Any
opportunity you gain power and resources should be indulged. You get
+3 to Acquisition, +3 to Retention, and +3 to Construction.
Bestial: -3 points
You have bestial features like pointed ears, pronounced teeth, and
significant claws. You are clearly a monster. Anyone notices your
condition will have severe panic reactions to seeing you.
Blackout: 1 point
You can erase memories from the mind of a mortal by gazing into their
eyes. For 1 Blood, you can remove any specific memories that a mortal
has, up to and including all of them, for a particular period of time. For
example, you could erase all memories of what happened last Friday or
just memories of her interaction with John on Friday afternoon. You
cannot specify a time period longer than 24 hours. You can only use this
on any particular mortal once per night.
Blindsight: 4 points
You can see in the dark. This is not based on smell or sound, you simply
see as if there were adequate light.
164
Blink: 2 points
You can teleport a short distance. For 2 Blood, your body and anything
you are carrying is teleported to any location within 50 meters. If you
cannot see the destination, such as blinking through a wall, you risk
injuring yourself by arriving inside an object (GM discretion). You must
make an Awareness roll to avoid disorientation once you have arrived at
your new location. Momentum is conserved when using this power, so
if you were moving in a direction when you blink then you will continue
moving in that direction afterward.
Blurry: -1 point
Carrier: -1 point
Communion: 3 points
You can use blood to enhance your emotional connection with other
people. For 3 Blood, you can raise your Empathy by 1. You can use this
power to raise your attribute above 10. This effect lasts until dawn.
Companion: 2 points
You can bond with a living nocturnal animal of your choosing. You can
only create one such bond at a time. You must locate the animal and
spend 2 Blood to establish the connection. You can communicate with
the companion at all times as if using Telepathy and you may give it
short simple commands. It will communicate with you and attempt
to follow your commands as if it were an Ally. If the animal dies, you
immediately gain an amount of residual stress equal to the number of
years the animal has been your companion. You cannot form a bond
with a new animal until the old one has been dead for over a year.
You are a carrier for disease. Unlike most vampires, your blood does not
automatically destroy harmful bacteria and viruses. You remain immune
to their effects, but you can keep them in your system. You must be
careful to feed from healthy sources or else you might spread diseases
between mortals. This could contribute to a public health epidemic and
raise questions about why the disease is spreading so fast.
Clarity: 3 points
You can use blood to enhance your attention. For 3 Blood, you can raise
your Focus by 1. You can use this power to raise your attribute above 10.
This effect lasts until dawn.
Command: 3 points
You can bend the will of other intelligent beings to your will. For 3
Blood, you can give a single command to anyone and they must obey
it. This command can be as simple as give me the stone or it could be
complex instructions about what to do or say over the course of several
hours. However, the command must relay an action to perform, not an
emotion to feel (e.g. fear). The impulse to follow the command will end
at daybreak. A mortal is powerless to resist, but a Ghoul or vampire can
roll to resist with an opposed Willpower roll.
165
Condensation: 1 point
You have the ability to generate supernaturally thick fog. If you are close
to a body of water or the air is sufficiently humid, for 1 Blood you can
cause a heavy fog to come in. This fog will be at least a mile in diameter
and severely restrict normal vision. The fog will last until dawn.
Confound: 1 point
Consumption: -3 points
You must consume the flesh of a mortal to drain their blood, not simply
feed from their neck. This causes obvious problems such as making it
necessary to kill or severely injure a lot of mortals. Other vampires may
find you repulsive or even worthy of death.
Contortion: 1 point
You can move your body in ways that would normally be impossible
due to the arrangement of muscle and sinew. You can force your body
through holes that your shoulders would normally be too wide to enter,
bend your body in unnatural directions, and escape from almost any
bindings.
Convocation: 1 point
You can conduct rituals to contact the dead. For 1 Blood, you can
summon a dead soul of your choice, subject to setting appropriateness
and GM approval. The soul can be seen by Spirit Sight. This does
not confer any special ability to communicate with or control them.
However, if you are able to do so, you may negotiate and bargain with
them for anything you wish. Unless you choose to dismiss them earlier,
the soul will return to the underworld at dawn.
Daywalker: 5 points
Debonair: 2 points
You are socially graceful and well-spoken. You roll 1 less dice in all social
situations, regardless of context.
Dread: 3 points
You can trigger feelings of supernatural terror. For 3 Blood, you can look
into someones eyes and cause this effect. They will see their greatest fear
and immediately fall into a catatonic state while jabbering incoherently.
This effect will end at daybreak. A mortal is powerless to resist, but a
Ghoul or vampire can roll to resist with an opposed Willpower roll.
166
Facade: 1 point
Faith: -2 point
Filth: -1 point
Garlic: -1 point
Gaunt: -2 points
Glimpse: 1 point
You can see the past by looking at a mirror or reflective surface. For 1
Blood, you can touch a reflective surface and see the past through it. The
images will be visible only to you. The glimpses you see will reflect the
most recent moments in time where extreme emotions were felt in front
of this surface. The glimpses are visual only and not accompanied by the
sounds. For example, you may touch a mirror in a hotel room and see a
couple arguing a few nights ago. What exactly they are arguing about
may not be evident.
Grace: 3 points
You can use blood to enhance your coordination. For 3 Blood, you can
raise your Spatial by 1. You can use this power to raise your attribute
above 10. This effect lasts until dawn.
Hedonism: -1 point
You are obsessed with the pleasures of the flesh. Any opportunity to
engage in a sensual experience or play with reckless abandon should be
indulged. You get +3 to Play, +3 to Sensuality, and +3 to Security.
167
Hematic: 3 points
You can transform your body into pure blood. For 3 Blood, your body
and anything you are carrying is transformed into blood. Your pool of
blood will stay together as a unit and cannot be dispersed by another
liquid, though a strong current can force you to move in a direction
against your will. In stagnant water or across a floor, you can move at
your standard movement rate. You can move against the pull of gravity
but at a slow pace. While transformed, you cannot take damage from
any source except fire, energy, or explosives. Unless you choose to end it
earlier, the effect will end at dawn.
Invitation: -1 point
You cannot enter anyones house or living area without being invited in.
Once you have been invited into the area, you can come and go as you
please at any time in the future.
Languid: -1 point
You are a slow riser. You spend the first hour of the night slowly waking
up. You cannot do anything at that time.
Magus: X points
You can heal Strength damage but the damage to your skin never
heals. Over time, this will result in a corpse-like appearance that you
may or may not be able to conceal, depending on how and where you
are wounded. If you are sufficiently damaged, anyone who notices your
condition will have severe panic reactions to seeing you.
You have access to magic spells as if you were naturally talented. You
cast magic using physical gestures and words like with Articulation. You
get the same number of Essence points to spend on purchasing magic as
points you spend on this power. Instead of Mana, you must spend Blood
to cast your magic. You can channel 1 Mana per second or Synapse
round. You can only learn new magic powers from other vampires with
Magus. The learning process is the same as any other vampiric power.
Indomitable: 1 point
Mimic: 2 points
Hypoxia: -3 points
Insanity: 2 points
You can drive a mortal completely insane. For 2 Blood, you can look into
their eyes and cause this effect. They will experience +15 to a random
motivation. Their thoughts will be totally dominated by this motivation
and they will do anything in their power to have it satisfied. This effect
will end at daybreak.
You can change your appearance, voice, and scent to duplicate a specific
person, whether mortal or vampire. For 2 Blood, you can create this
effect. In this form, you will not receive any social benefits or penalties
based upon your reputation or previous interactions. However, you will
gain those same effects for the person you are duplicating. The effect
lasts until dawn.
Interred: 1 point
You can meld your body into the earth to escape from the rays of the
sun. For 1 Blood, you can dissolve your body into any sizeable quantity
of dirt (e.g. no flower pots). You must be touching the dirt with your
bare skin to trigger this transformation. You can remain interred this
way until the next sundown.
168
Mirage: 1 point
You can create a compelling visual illusion. For 1 Blood, you can create
a visual illusion of anything you can imagine, from a grizzly bear to a
bookcase. The illusion cannot be larger than 5 meters in diameter
and it cannot move in any way. Anyone who touches the illusion will
immediately notice its false nature. If viewed for a sufficient length of
time, the false nature may also be revealed (e.g. a living being frozen
in place will eventually be too suspicious to believe in). You can make
the illusion permanent by paying an additional 4 Blood. Otherwise, the
effect ends at dawn.
Misdirection: 1 point
You can make mortals subconsciously avoid noticing you. For 1 Blood,
you can generate this effect for five minutes. Any mortal who looks at
you will simply not notice you, just as someone can somehow not notice
their keys sitting on the counter when they are looking for them. You
are not invisible, their mind is just not paying attention to you.
Mist: 3 points
You can transform your body into a fine mist. For 3 Blood, your body and
anything you are carrying is transformed into water vapor. Your cloud of
mist will stay together as a unit and cannot be dispersed by a strong
wind, though a strong wind can force you to move in a direction against
your will. In stagnant air, you can move at your standard movement rate.
You can take no action other than movement. You cannot take damage
from any source except fire, energy, or explosives. Unless you choose to
end it earlier, the effect will end at dawn.
Oracle: 2 points
You have the talent of prophecy. You are capable of making statements
of absolute accuracy, but vague interpretation. Other vampires may seek
you out for advice before taking risky action. This grants you a certain
aura of respectability and an insight into the affairs of others. Be careful,
lest you become a Cassandra.
Pale: -1 point
Pallid: -X points
You have less blood in your system than an average vampire. You have
fewer Blood points equal to the number of negative points you spend on
this power.
Parkour: 2 points
You have amazing acrobatic abilities. You can jump five times farther
than a normal person of your strength value. You do not take falling
damage unless you are falling from a height greater than 1 mile (e.g. no
jumping out of airplanes).
Passion: 1 point
Phylactery: -2 points
169
Potency: 2 points
Raptor: 1 point
Projection: 3 points
Rapture: 2 points
You can make yourself stronger than other vampires. 1 Blood can be
used raise your Strength by 2, instead of the normal 1. This effect lasts
for 15 minutes, instead of the usual 5.
You can see what is happening in another location. For 3 Blood, you can
close your eyes and see what is occurring at another location. You must
be familiar with the location in question. This could be a fixed location
like your home or a favorite bar. Alternatively, it could be a moving
object that you know well, such as a car or airplane which you have
ridden in before. As with glimpse, you cannot hear anything. You cannot
take any action while projected besides observing events, including the
use of vampiric powers.
Pychosis: -3 points
Radiant: 1 point
You have extremely robust and warm skin. You look even healthier than
the average human. Other vampires do recognize you as actually being
a vampire unless you exhibit indicative behavior, such as feeding, or use
vampiric powers. If you have both Radiant and Gaunt, your skin has
the texture and color of someone who has spent far too much time in
the sun over the years. If you have both Radiant and Pale, your skin
tone appears normal and a vampire can only discern your true nature
at very close range. If you have all three; Radiant, Gaunt and Pale, your
skin tone appears normal, but about 30 years older than it should, and a
vampire can only discern your true nature at very close range.
You have exceptionally keen vision, like a bird of prey. You can see much
farther and with greater detail than a normal human. This provides
obvious advantages.
You can distract mortals with a powerful gaze. For 2 Blood, you can
look into the eyes of a mortal and totally captivate them for as long as
eye contact is maintained. During this time, they cannot think or do
anything except look into your eyes. Any physical attack against them
will end the effect. Once you break eye contact with them, they will
slowly recover their mental functions over a span of a few minutes as if
they were just woken from a deep sleep.
Reading: 2 points
You are capable of reading the surface thoughts of a mortal mind. For 2
Blood, you can read the mind of any mortal that you can see and focus
on. If you choose to focus on no mortal in particular, your mind will be
immersed in a flow of random thoughts from any mortals in the vicinity.
If one of these random thoughts interests you, you can determine which
mortal is thinking it. This effect lasts for one hour and temporarily
reduces your Focus by 2. It can be terminated at any time.
Regeneration: 2 points
You can heal faster and more quickly than other vampires. 1 Blood,
instead of the normal cost of 2, can be used heal 1 Strength damage.
This healing occurs within 1 second or as a single action if in combat.
Resolve: 3 points
You can use blood to keep your cool in a difficult situation. For 3 Blood,
you can raise your Stability by 1. You can use this power to raise your
attribute above 10. This effect lasts until dawn.
170
Sadism: -1 point
Sanguine: X points
You have more blood in your system than an average vampire. You get
additional Blood points equal to the number of points you spend on this
power.
Savagery: 3 points
You can trigger the animal instinct inside others. For 3 Blood, you can
look into their eyes and cause this effect. They will fall into a frenzy as
if they were Berserk. They cannot recover from this state until every
conceivable threat in the vicinity is destroyed. A mortal is powerless to
resist, but a Ghoul or vampire can roll to resist by making an opposed
Willpower roll.
Shockwave: 2 points
Shroud: 1 point
Scenthound: 4 points
Selectivity: -2 points
You can only feed from a particular source of blood. This source should
be uncommon, but not so rare that it requires an enormous expenditure
to locate. Examples include rats, dogs, the noble class, beggars, etc. The
GM must approve whatever source you select.
Shade: 1 point
You can meld into a shadow and become invisible. For 1 Blood, your
physical form will meld with a shadow of sufficient size, subject to GM
approval. Even if the shadow is partially pierced, such as by a flashlight
beam, you will remain completely invisible. If the shadow is completely
destroyed, such as by turning on a brilliant light source, then this effect
will end. Unless you choose to end it earlier, the effect will end at dawn.
Silence: 3 points
You can suppress sound. For 3 Blood, any sound that is made within 5
meters of you does not occur. If someone was standing right next to you
screaming, nobody would hear it. This effect lasts for 1 hour.
Silver: -1 point
Solitary: -1 point
You prefer to operate on your own. All vampires are somewhat solitary
creatures, but this represents a more extreme version on this akin to an
anxiety disorder. Whenever stress is gained as a result of conversation,
you gain 1 additional point. You will also gain stress in a high density
environment like a nightclub or sports arena. The size of the stress
gained in these situations is subject to GM judgment. You also get +2 to
Autonomy.
You can see incorporeal spirits. For 1 Blood, you can activate this power.
Any ghosts, spectres, shadows, or other types of incorporeal spirits
will now be visible to you. This does not confer any special ability to
communicate with or control them, but they might be surprised if you
start talking to them.
Summoning: 4 points
You can see summon spirits, demons, devils, elementals, and other
beings from alternative dimensions or planes. For 4 Blood, you can
summon a being of your choice, subject to setting appropriateness and
GM approval. This does not confer any special ability to communicate
with or control them. However, if you are able to do so, you may
negotiate and bargain with them for anything you wish. If they are
not bound or contained in some way, they could attack you if they are
sufficiently aggressive. If you spend eight hours drawing an intricate
pentagram on a flat surface, you can bind the summoned creature to
the surface area within the pentagram for the duration of the ritual. The
creature will return to their home at dawn unless you pay 1 additional
Blood to retain them.
Telepathy: 2 points
Temperamental: -2 points
Toxicity: 2 points
Your blood is toxic to mortals. You can apply your blood to a weapon
and it will add additional Resilience damage to any attacks made with
it. For every 1 Blood applied to it, your weapon will deal 1 additional
Resilience damage to any mortal target. You can also pour your blood
into a liquid that a mortal is drinking, causing the same damage per
Blood applied. However, the taste difference can be detected. Vampires
with this power can create Ghouls and new vampires because the
moment the blood is transferred the target ceases to be mortal.
Transformation: 2 points
You can transform your body into an alternative form. You must pick
from the following forms; bat, cat, owl, raven, snake, or wolf. For 2
Blood, you can transform into an average size animal of that form. The
transformation process takes about 1 minute and cannot be made in
combat. If desired, you can always have the same appearance when you
transform. You can remain in this form until dawn. If you are dealt any
strength damage, you are immediately transformed back your normal
form. While transformed, you can only perform actions that a normal
animal of that type could perform (e.g. no talking), however you may
use vampiric powers provided they do not involve actions you cannot
perform. You cannot feed while transformed.
172
Unfazable: 2 points
You have a relaxed and calm disposition. You automatically resist the
first 2 Stress points from any source.
Vanish: 4 points
You can completely disappear. For 4 Blood, your body and anything you
are carrying can become completely invisible to any visual senses. This
effect does not extend to any other senses. You may be detected by other
senses, such as hearing. This effect lasts for 1 hour.
Ventriloquism: 1 point
You can create a compelling auditory illusion. For 1 Blood, you can
create the sounds of either a random human voice or your own voice as
if they are coming from another place. You can make the sound appear
to come from anywhere within 100 meters of your physical location.
This voice can say anything you wish in any language that you know. If
you have Mimic, you can duplicate a specific voice with this power. You
can continue to generate sounds in this way for up to five minutes.
Vice: -1 point
Vitality: 1 point
You are an early riser. You wake up one hour before sundown. You can
use this time however you wish, except of course to go outside into the
fading sunlight.
Water: -1 point
You cannot cross running water. Being around significant running water
(e.g. a river) causes stress gain appropriate for the volume of water,
subject to GM judgment.
173
Appendix C:
Race Templates
174
Human
Size
Average
Blood
Warm Blooded
Locomotion
Gender
Lifespan
Biped
Dimorphic
Normal
Diet
Omnivore
Skin
Bare
Sleep Cycle
Diurnal
Grip
Thumb
Language
Expressive
Augments
None
Feet
Vision
Feet
Normal
Lungs
Oxygen
Intelligence
Sentient
Heightened
Wood Elf
None
Total
Sleep Cycle
Grip
Thumb
Language
Expressive
Augments
Heightened
0
0
0
0
0
0
Infinite
Skin
Bare
None
Grip
Thumb
Language
Expressive
Feet
Feet
Vision
Ultravision
Lungs
Gills
Augments
Heightened
Intelligence
None
Dimorphic
Lifespan
Sleep Cycle
Lifespan
Omnivore
Warm Blooded
Biped
Warm Blooded
Diet
Blood
Gender
Blood
Dimorphic
Gender
Average
Locomotion
Average
Biped
Size
Size
Locomotion
High Elf
Infinite
Diet
Omnivore
Skin
Bare
Feet
None
Feet
Vision
Low-Light
Lungs
Oxygen
Intelligence
Aquatic Elf
Hearing
Sentient
Total
Size
Average
Blood
Warm Blooded
Locomotion
Gender
Biped
Dimorphic
Lifespan
Sleep Cycle
Grip
Thumb
Language
Expressive
Augments
Heightened
0
0
0
5
0
0
19
Infinite
Diet
Omnivore
Skin
Bare
Feet
None
Feet
Vision
Restricted Infravision
Lungs
Oxygen
Intelligence
None
Hearing
Sentient
Lifespan
Sleep Cycle
Sleep Cycle
Grip
Thumb
Grip
Thumb
Language
Expressive
Language
Expressive
Augments
Augments
Heightened
Heightened
0
0
3
0
-2
18
Diet
Omnivore
Skin
Bare
Feet
None
Tail
Vision
Ultravision
Lungs
Oxygen
Intelligence
None
Hearing
Berserk
Total
0
0
0
3
0
-2
19
0
5
0
0
2
0
Long
Infinite
Warm Blooded
Lifespan
Dimorphic
Blood
Gender
-2
Average
Cold Blooded
Size
Half-Elf
Blood
Undulation
19
Locomotion
Total
Average
Size
None
Dark Elf
Locomotion
Gender
Biped
Dimorphic
Diet
Omnivore
Skin
Bare
Feet
Diurnal
Feet
Vision
Low-Light
Lungs
Oxygen
Intelligence
None
Hearing
Sentient
Total
0
0
4
0
0
0
0
0
0
5
0
0
2
0
11
175
Hill Dwarf
Size
Average
Blood
Warm Blooded
Locomotion
Average
Blood
Warm Blooded
Locomotion
Gonadal
-3
Gender
Diet
Omnivore
Skin
Bare
Lifespan
Sleep Cycle
Long
Diurnal
Grip
Thumb
Language
Expressive
Feet
Feet
Vision
Infravision
Lungs
Oxygen
Intelligence
Sentient
Augments
Heightened
Goblin
Size
Gender
Biped
Mtn Dwarf
Size
None
None
Total
Augments
Heightened
7
0
0
8
Expressive
Feet
Feet
Vision
Low-Light
Lungs
Oxygen
Intelligence
Sentient
Augments
Heightened
Teeth
None
Total
Diurnal
Feet
Language
Expressive
Augments
Heightened
Intelligence
Sentient
11
Language
Expressive
Augments
Heightened
Heightened
0
3
Lungs
Oxygen
Intelligence
None
Olfactory
Sentient
Total
Low-Light
Sentient
Thumb
Augments
Vision
Intelligence
Grip
Expressive
Feet
Oxygen
Sleep Cycle
Language
Feet
Lungs
10
None
Normal
Thumb
Bare
Darkvision
Lifespan
Grip
Skin
Vision
Sleep Cycle
Diurnal
Warm Blooded
Omnivore
Blood
Long
Diet
-3
Lifespan
Dimorphic
Feet
Small
Gender
Feet
Bare
17
Biped
Skin
Long
Total
Warm Blooded
Locomotion
Thumb
Blood
Omnivore
Grip
Oxygen
Size
-3
Diet
Gonadal
Metaturnal
Lungs
Gnome
Sleep Cycle
10
Total
Warm Blooded
Biped
Darkvision
None
-3
Lifespan
Vision
None
Blood
Small
-3
Language
Feet
Long
Small
Omnivore
Thumb
Bare
Expressive
-3
Grip
Skin
Language
Gonadal
Bare
Normal
Skin
Omnivore
Thumb
Lifespan
Metaturnal
Diet
Grip
Sleep Cycle
Gender
Warm Blooded
Diet
-3
Sleep Cycle
Blood
Gender
Gonadal
-3
Biped
Locomotion
Lifespan
Size
Small
Locomotion
Biped
Deep Dwarf
0
0
0
0
0
5
0
0
9
Halfling
Size
Locomotion
Gender
Biped
Dimorphic
Diet
Omnivore
Skin
Bare
Feet
Diurnal
Feet
Vision
Infravision
Lungs
Oxygen
Intelligence
None
Olfactory
Sentient
Total
0
0
0
0
0
0
0
0
0
7
0
0
3
0
7
176
Orc
Size
Average
Blood
Warm Blooded
Locomotion
Gender
Lifespan
Diet
Biped
Half-Orc
Size
Average
Blood
Warm Blooded
Locomotion
Gonadal
-3
Gender
Carnivore
Normal
Lifespan
Biped
Dimorphic
Normal
Diet
Omnivore
Skin
Bare
Sleep Cycle
Nocturnal
-2
Sleep Cycle
Grip
Thumb
Grip
Thumb
Language
Expressive
Language
Expressive
Augments
Heightened
Skin
Feet
Feet
Vision
Low-Light
Lungs
Oxygen
Augments
Heightened
Intelligence
Ogre
Bare
Size
Locomotion
Blood
Teeth
Olfactory
Berserk
Total
0
0
5
0
-2
3
Large
Warm Blooded
Biped
Expressive
Feet
Language
Expressive
Augments
Heightened
Vision
0
5
0
0
10
Language
Expressive
Augments
Heightened
Oxygen
Intelligence
Atavistic
Total
Thumb
Thumb
Lungs
None
Grip
Grip
10
Heightened
Darkvision
Teeth
Metaturnal
Sleep Cycle
Vision
Augments
Sleep Cycle
0
0
-4
14
Size
Total
Normal
Bare
Feet
Half-Ogre
Sentient
Locomotion
Gender
Biped
Hobgoblin
Total
0
0
7
3
0
5
0
7
Lifespan
Normal
Sleep Cycle
Metaturnal
Grip
Thumb
Language
Expressive
Augments
Heightened
Bare
0
0
Vision
Darkvision
10
Lungs
Oxygen
Intelligence
Berserk
-2
14
Size
Sentient
Skin
Total
Intelligence
Oxygen
None
Lungs
Infravision
Warm Blooded
Carnivore
Teeth
Vision
Feet
Blood
Diet
Feet
Feet
Bare
-5
-3
Feet
Skin
Large
Gonadal
Diurnal
Omnivore
Lifespan
Lifespan
Skin
Language
Intelligence
Olfactory
Normal
Diet
Blood
Biped
4
4
Thumb
Oxygen
-2
Hermaphrodite
Carnivore
Grip
Lungs
Teeth
Cold Blooded
Gender
Warm Blooded
Diet
Diurnal
Low-Light
-3
Blood
0
-5
Sleep Cycle
Vision
Small
Locomotion
Hermaphrodite
Long
Feet
Size
Large
Gender
Lifespan
Feet
Diurnal
Kobold
Locomotion
Gender
Diet
Skin
Feet
Biped
Dimorphic
Omnivore
Bare
Feet
0
0
0
0
2
0
0
0
0
Vision
Darkvision
10
Lungs
Oxygen
Intelligence
Sentient
Teeth
None
Total
2
0
0
17
177
Snakefolk
Size
Locomotion
Blood
Gender
Lifespan
Diet
Average
Cold Blooded
Undulation
Lizardfolk
Size
Average
Blood
Cold Blooded
-2
Normal
Lifespan
Sleep Cycle
Grip
Thumb
Language
Expressive
Augments
Heightened
Locomotion
Gonadal
-3
Gender
Carnivore
Long
Lifespan
Diet
Biped
Gonadal
Carnivore
Sleep Cycle
Nocturnal
-2
Sleep Cycle
Metaturnal
Grip
Thumb
Grip
Claws
Language
Expressive
Language
Expressive
Augments
Teeth
Augments
Tail
Heightened
Skin
Feet
Vision
Lungs
Heightened
Intelligence
Apefolk
Size
Locomotion
Bare
Tail
Normal
Oxygen
Large
Diet
Omnivore
Skin
Fur
Diurnal
Grip
Thumb
Language
Expressive
Augments
Teeth
Lungs
Heightened
Intelligence
-4
13
Feet
Normal
Oxygen
Hearing
Atavistic
Total
Skin
Feet
Vision
Bare
Feet
Normal
Lungs
Amphibious
Intelligence
Sentient
Catfolk
Touch
Total
Size
Locomotion
-3
Gender
4
0
0
0
3
0
11
Blood
Average
Cold Blooded
-2
Normal
Undulation
Dimorphic
Diet
Omnivore
Skin
Bare
Feet
None
Tail
Vision
Ultravision
Lungs
Oxygen
Intelligence
Sentient
None
None
Sleep Cycle
Nocturnal
-2
Sleep Cycle
Grip
Claws
Grip
Language
Expressive
Language
Expressive
Augments
Augments
Tail
Heightened
Olfactory
Heightened
0
0
0
-4
1
Feet
Vision
Lungs
Intelligence
-3
Carnivore
Claws
Low-Light
Oxygen
Sentient
Total
0
0
0
0
Normal
Gonadal
Fur
Lifespan
Normal
Skin
Lifespan
Diet
Warm Blooded
Blood
Warm Blooded
Gender
Blood
Large
Centaur
Biped
11
Average
Locomotion
Total
Size
Normal
Vision
Dimorphic
Lifespan
Feet
-3
Warm Blooded
Sleep Cycle
Semi-Upright
Blood
Gender
Merfolk
1
4
5
0
0
17
Size
Locomotion
Gender
Quadruped
Dimorphic
Diet
Omnivore
Skin
Bare
Feet
Vision
Diurnal
Thumb
Hooves
Normal
Lungs
Oxygen
Intelligence
Sentient
None
Total
4
0
0
0
0
0
0
4
0
0
1
0
0
0
12
178
Appendix D:
Culture Templates
179
Hunter - Gatherer
Terrain
Savannah
Loyalty
Tribal
Power
Economy
Anarchy
Nomadic
Stability
Collapsed
Corruption
Non-Existent
Warfare
Infrequent
Position
Technology
Violence
Isolated
Competitive
Defensive
Sexuality
Traditional
Religion
Animist
Education
None
Crime
Magic
Skill
Ancient Egypt
Terrain
Shame
Spirits
None
Total
Stability
Position
Fractured
Major Power
Corruption
Inconsequential
Warfare
Common
Technology
Violence
Sexuality
Corruption
Non-Existent
Warfare
Infrequent
Technology
Violence
Elite
None
Total
Competitive
Defensive
Sexuality
Traditional
Religion
Animist
Education
None
0
1
0
3
1
1
4
3
1
Crime
Magic
Skill
Ancient Greece
Terrain
-1
Stability
Position
Warfare
Constant
Education
Tribal
Economy
Resource
Position
Major Power
Technology
Advanced
-3
Violence
Selective
0
0
1
Loyalty
Stability
Corruption
Warfare
Sexuality
Religion
Education
0
1
0
10
4
1
3
1
1
Fractured
Prevalent
Common
Traditional
Crime
Restitution
Magic
Sacrifice
Skill
Achaemenid Persia
Terrain
Polytheist
Elite
None
3
2
-1
0
1
3
1
1
0
Plains
Tribal
Economy
Resource
Consistent
Position
Imperial Power
Corruption
16
Tyranny
Stability
Total
Power
Loyalty
Prevalent
1
1
5
5
2
Advanced
-3
Technology
Advanced
-3
Defensive
Violence
Defensive
Traditional
Crime
Restitution
Magic
Sacrifice
Skill
Plains
Peripheral
Terrain
Theocracy
State
Civil War
Ancient Babylon
Power
Inconsequential
Coastal
Corruption
Religion
16
Total
Resource
None
Economy
Loyalty
Sexuality
Spirits
Citizenship
0
1
Shame
Power
Violence
Polytheist
Isolated
Sacrifice
Skill
Collapsed
Defensive
Magic
Education
Position
Stability
Technology
Restitution
Religion
-3
Crime
Resource
Loyalty
Advanced
Traditional
Tribal
Economy
Resource
Tribal
Economy
Ice
Anarchy
Tyranny
Terrain
Power
Desert
Power
Loyalty
Inuit Tribes
Polytheist
Elite
None
Total
-2
Warfare
Sexuality
Religion
Education
1
1
0
16
Crime
Constant
Traditional
Restitution
Monotheist
Magic
Superstitious
Skill
None
Elite
Total
-2
0
1
6
0
1
0
17
180
Roman Republic
Terrain
Plains
Patronage
Power
Citizenship
Economy
Resource
Loyalty
Stability
Position
Fractured
Major Power
Corruption
Inconsequential
Warfare
Constant
Technology
Violence
Sexuality
Skill
Visigoth Tribes
Resource
Position
4
1
Elite
None
Total
-2
Education
17
4
Loyalty
Tribal
Stability
Position
Constant
Religion
Forest
Economy
Warfare
3
1
Tribal
Nomadic
Collapsed
Minor Power
1
0
0
2
Peripheral
Inconsequential
Sexuality
Fractured
Corruption
Terrain
Power
Stability
Violence
Sacrifice
Economy
Magic
Tribal
Selective
Polytheist
Aristocracy
Technology
Traditional
Coastal
Power
Loyalty
-3
Restitution
Education
Terrain
Advanced
Crime
Religion
Carthaginian Republic
Traditional
Polytheist
Elite
None
Total
Resource
Fractured
Imperial Power
Technology
Advanced
Violence
Selective
Sexuality
Religion
Monotheist
Education
Elite
Restitution
Religion
Monotheist
Education
None
Magic
Skill
Prayer
None
Total
1
2
0
21
Crime
Magic
Skill
Corruption
Prevalent
Constant
Traditional
Restitution
Prayer
None
Total
Warfare
Sexuality
Religion
Education
1
1
0
15
Traditional
Crime
-2
Patronage
-2
Sexuality
Constant
Aggressive
Imperial Power
Plains
Warfare
Violence
Position
Stability
Fractured
Prevalent
4
5
2
Economy
Warfare
Selective
Inconsequential
Competitive
Resource
Violence
Corruption
Technology
Economy
Aristocracy
Corruption
Defensive
Position
Aristocracy
-3
Power
Stability
Patronage
Power
Loyalty
Advanced
Sacrifice
Loyalty
Technology
Magic
Terrain
Plains
-3
Restitution
Byzantine Empire
Terrain
Advanced
Crime
Skill
Roman Empire
3
1
4
5
Constant
Traditional
Crime
Restitution
Magic
Sacrifice
Skill
Umayyad Caliphate
Terrain
Polytheist
Elite
None
1
3
1
1
0
19
Plains
Religious
Theocracy
Economy
Resource
Stability
Total
Power
Loyalty
-2
Fractured
2
1
4
Position
Imperial Power
-3
Technology
Advanced
-3
Violence
Selective
-2
Corruption
Warfare
Prevalent
Constant
Sexuality
Religion
Monotheist
Education
Elite
1
2
0
23
Crime
Magic
Skill
Traditional
Restitution
Prayer
None
Total
5
2
-2
0
1
6
2
1
0
22
181
Medieval Turks
Terrain
Mountain
Loyalty
Tribal
Power
Economy
Stability
Tribal
Resource
Civil War
Position
Minor Power
Technology
Competitive
Violence
Selective
Corruption
Warfare
Prevalent
Medieval Venice
Terrain
Economy
Niche
Position
3
2
Stability
Warfare
Frequent
Technology
Violence
Sexuality
Religion
Monotheist
Religion
Education
None
Education
Skill
Medieval Franks
Terrain
Prayer
None
Total
Feudal
Economy
Resource
Fractured
Position
Major Power
Technology
Competitive
Violence
Selective
Corruption
Warfare
23
0
Aristocracy
Stability
Plains
Power
Loyalty
Prevalent
3
1
4
3
2
Crime
Magic
Skill
Viking Norse
Violence
Selective
Traditional
Restitution
Monotheist
Prayer
Elite
None
Total
Tribal
Resource
Fracture
Isolated
Religion
Education
1
2
0
26
1
1
4
0
Crime
Magic
Skill
Mongolian Empire
Terrain
Skill
None
Education
None
Fractured
Restitution
Magic
Spirits
18
Skill
Tribal
Crime
Education
Elite
Aggressive
Education
Plains
Violence
24
6
1
Total
Backward
Religion
Elite
None
Technology
Magic
Prayer
Warfare
Superpower
Polytheist
Restitution
Religion
Competitive
Monotheist
Restitution
Nomadic
Corruption
-1
Position
Repressive
Economy
Stability
-1
Tyranny
Loyalty
Common
Power
Sexuality
Crime
25
Sexuality
-1
Aggressive
Repressive
Violence
Total
-2
Monotheist
None
Defensive
Warfare
Constant
Religion
Prevalent
Competitive
Warfare
Sexuality
Skill
Corruption
Technology
Fractured
-3
Technology
-1
Prayer
Peripheral
Non-Existent
Repressive
Magic
Position
Stability
Advanced
Loyalty
Corruption
Sexuality
Resource
Position
Feudal
Economy
Feudal
Stability
Loyalty
Economy
Coastal
Aristocracy
Power
Terrain
Power
Coastal
-2
Labor
Terrain
Constant
Crime
Minor Power
Inconsequential
Consistent
Corruption
-1
Magic
Repressive
Restitution
Patronage
Plutocracy
-2
Crime
Power
Loyalty
Constant
Sexuality
Island
Medieval Britons
Prevalent
1
0
4
6
2
7
Constant
-2
Repressive
-1
Animist
None
None
Total
6
1
1
0
0
25
182
Medieval China
Terrain
Plains
Feudal
Power
Aristocracy
Economy
Resource
Loyalty
Stability
Consistent
Medieval Japan
Terrain
Coastal
Feudal
Power
Aristocracy
Economy
Resource
Position
Minor Power
Loyalty
Stability
Civil War
Position
Imperial Power
Technology
Advanced
-3
Technology
Backward
Violence
Defensive
Violence
Selective
Corruption
Warfare
Prevalent
Frequent
2
0
Corruption
Warfare
Sexuality
Repressive
-1
Sexuality
Religion
Philosophy
Religion
Education
Crime
Labor
Magic
Superstitious
Skill
None
Education
Valois France
Terrain
Limited
Total
Resource
Consistent
Position
Major Power
Technology
Competitive
Violence
Selective
Warfare
25
Feudal
Economy
Corruption
Aristocracy
Stability
Plains
Power
Loyalty
Prevalent
3
1
5
3
Tudor England
Terrain
Violence
Defensive
Religion
Monotheist
Education
Limited
Magic
Skill
Prayer
None
Total
Consistent
Sexuality
2
2
0
29
Violence
Selective
1
1
0
23
Uncompetitive
-1
Feudal
Technology
Repressive
Competitive
Warfare
Technology
Coastal
Minor Power
Sexuality
Labor
Total
Resource
-2
Corruption
Education
Economy
Corruption
Minor Power
Position
Position
Stability
Religion
Aristocracy
Stability
Power
Loyalty
Resource
Animist
Elite
Prevalent
3
1
5
2
Warfare
Crime
Magic
Skill
Habsburg Austria
Terrain
Stability
Education
Elite
Total
2
0
27
0
2
1
2
1
0
Plains
Feudal
Consistent
Selective
26
Violence
Total
Monotheist
None
Elite
None
Competitive
Religion
Skill
Prayer
Technology
Sexuality
Warfare
Monotheist
Restitution
Imperial Power
Corruption
-1
Position
Repressive
Resource
-1
Prayer
Frequent
Economy
Loyalty
Repressive
Magic
Prevalent
Aristocracy
-1
Restitution
Fractured
Power
Common
Crime
Economy
Sexuality
None
Feudal
-1
Spirits
Aristocracy
Repressive
Magic
Coastal
Power
Loyalty
-2
Restitution
Skill
Terrain
Constant
Crime
Constant
Crime
Prevalent
Renaissance Italy
Prevalent
3
1
5
5
2
0
Constant
-2
Repressive
-1
Religion
Monotheist
Education
Elite
Crime
Magic
Skill
Restitution
Prayer
None
Total
2
1
2
1
0
27
183
Poland-Lithuania
Terrain
Plains
Religious
Power
Aristocracy
Economy
Resource
Loyalty
Stability
Fractured
Position
Major Power
Technology
Uncompetitive
Violence
Selective
Corruption
Warfare
Sexuality
Crime
Religion
Magic
Education
Skill
Spanish Empire
Terrain
Prevalent
Resource
Position
Peripheral
Technology
Uncompetitive
Violence
Selective
4
2
Stability
Corruption
Monotheist
Religion
Education
Elite
Total
1
2
0
26
Plains
Feudal
Economy
Resource
Consistent
3
1
5
Crime
Magic
Skill
Caribbean Natives
Terrain
Sexuality
Total
Isolated
Backward
Defensive
Elite
Education
None
Total
25
Skill
Violence
Selective
1
2
0
29
Education
None
Tribal
Animist
Skill
-3
Religion
Magic
Advanced
Island
6
2
Technology
Corruption
Shame
Spirits
None
Total
0
1
0
0
0
Warfare
Prevalent
Crime
Magic
Skill
Mayan Kingdoms
Terrain
Labor
Prayer
Elite
None
Religious
2
1
Consistent
Corruption
Inconsequential
Warfare
Common
-1
0
Position
Isolated
Backward
Selective
Sexuality
Traditional
Religion
Polytheist
Education
None
11
Stability
Violence
Resource
Jungle
Economy
Technology
23
Theocracy
Loyalty
-2
Total
Power
7
1
Constant
Education
Elite
None
Monotheist
Prayer
Prayer
Religion
Magic
Imperial Power
Traditional
Crime
Position
Fractured
Monotheist
Sexuality
Stability
Religion
-1
Restitution
Resource
Repressive
Crime
Economy
Monotheist
Restitution
Infrequent
Violence
1
4
-1
Warfare
Aristocracy
Repressive
Non-Existent
Selective
-2
Religious
Power
Loyalty
Sexuality
Corruption
Violence
Constant
-1
Collapsed
Technology
Plains
Repressive
Stability
-3
Terrain
-2
Resource
Position
Ottoman Empire
Constant
Economy
Loyalty
Advanced
Warfare
Prevalent
Anarchy
Technology
Fractured
Power
Imperial Power
Prevalent
Warfare
Position
Corruption
Economy
Sexuality
None
Feudal
-1
Prayer
Aristocracy
Repressive
Restitution
Forest
Power
Loyalty
-2
Aristocracy
Stability
Terrain
Constant
Power
Loyalty
Crime
Magic
Skill
Shame
Sacrifice
None
Total
5
0
1
7
2
0
3
1
0
0
29
184
Aztec Empire
Terrain
Forest
Religious
Power
Theocracy
Economy
Resource
Loyalty
Warfare
Constant
-2
Sexuality
Traditional
Religion
Polytheist
Education
None
Violence
Crime
Magic
Skill
Dutch Republic
Terrain
Aggressive
Shame
Sacrifice
None
Total
Stability
Position
Established
Major Power
Corruption
Inconsequential
Warfare
Frequent
Technology
Violence
Sexuality
Education
Skill
Total
Violence
Religion
Education
None
Education
1
0
28
4
5
6
3
1
Magic
Skill
Swedish Empire
Terrain
Sacrifice
None
Total
Resource
Established
Position
Major Power
Warfare
Sexuality
Religion
Education
2
2
0
Prevalent
34
27
3
1
6
3
2
Stability
Corruption
Warfare
Tsarist Russia
Terrain
Total
35
Forest
Dictator
Fractured
Major Power
3
1
4
3
Monotheist
Education
34
-1
Violence
Total
Repressive
-2
Religion
None
Constant
Limited
None
Warfare
Technology
Overwhelming
Sexuality
Prayer
Corruption
Monotheist
Limited
Resource
Traditional
Magic
Monotheist
Economy
Position
Aristocracy
Stability
Traditional
Selective
Power
Loyalty
-2
Prayer
Skill
Constant
Magic
Overwhelming
Imprisonment
-2
Imprisonment
Consistent
Crime
Constant
Crime
Skill
Economy
Corruption
Feudal
Aristocracy
Stability
Power
Loyalty
Forest
Selective
None
Competitive
Polytheist
Shame
Violence
Limited
Technology
Religion
Crime
Prayer
Defensive
Monotheist
Imperial Power
Sexuality
Competitive
Magic
Position
Selective
Technology
Imprisonment
Traditional
Violence
-3
Traditional
Resource
Sexuality
Economy
-2
Backward
Dictator
Constant
Technology
Aristocracy
Warfare
Plains
Power
Loyalty
Inconsequential
Isolated
Advanced
Crime
Religion
Resource
Corruption
Niche
Theocracy
Terrain
Consistent
State
Economy
Religious
Power
Bourbon France
Stability
Plutocracy
Loyalty
Coastal
Power
Loyalty
Position
Inconsequential
Backward
Corruption
Technology
Mountains
Economy
Fractured
Isolated
Terrain
Stability
Position
Incan Empire
Uncompetitive
Selective
Crime
Imprisonment
Magic
Prayer
Skill
Elite
None
Total
4
3
2
2
2
1
0
34
185
Mughal Empire
Terrain
Plains
Loyalty
Dictator
Power
Economy
Stability
Caste
Resource
Fractured
Position
Imperial Power
Technology
Uncompetitive
Corruption
Warfare
Overwhelming
Skill
French Colonies
Terrain
Dictator
Power
Economy
Position
Imperial Power
Technology
Uncompetitive
Violence
4
4
Stability
Corruption
Monotheist
Religion
Education
Prayer
Elite
None
Total
1
2
0
34
Coastal
Dictator
Aristocracy
Economy
Resource
3
1
Crime
Spanish Colonies
Terrain
Sexuality
6
3
Crime
Imprisonment
Magic
Superstitious
Skill
None
Religion
Education
Monotheist
Limited
Total
Corruption
Prevalent
Technology
Competitive
Violence
Selective
Warfare
Education
1
0
0
32
Coastal
Feudal
3
1
None
Sexuality
Religion
Monotheist
Religion
Education
Elite
Education
Crime
Magic
Skill
Restitution
Prayer
None
Total
Stability
Consistent
Corruption
Prevalent
Colonial
Violence
Selective
29
0
3
0
Competitive
State
Technology
Coastal
Resource
Warfare
31
Economy
Position
Total
Plutocracy
-1
Limited
Power
Repressive
Selective
Skill
Loyalty
Monotheist
Superstitious
Terrain
-1
Magic
Dutch Colonies
Repressive
Imprisonment
-2
Competitive
Frequent
Crime
Constant
Colonial
Colonial
Warfare
Violence
31
Consistent
Overwhelming
Position
Stability
Corruption
Technology
Consistent
Resource
Stability
Position
Economy
Religion
Total
State
Limited
Citizenship
Philosophy
Restitution
Coastal
Power
Loyalty
Sexuality
Resource
Traditional
Sexuality
Selective
Terrain
-1
Economy
Loyalty
British Colonies
Repressive
Aristocracy
-2
Violence
Defensive
Power
Constant
Competitive
Frequent
None
Warfare
Technology
Overwhelming
Skill
Overwhelming
Established
Superstitious
Corruption
Resource
Magic
Consistent
Colonial
Warfare
Stability
Position
Caste
Sexuality
Power
Loyalty
Loyalty
-1
Restitution
Education
Repressive
Crime
Magic
Plains
-2
Aggressive
Religion
Terrain
Constant
Violence
Sexuality
Ming China
4
1
5
2
2
0
Common
-1
Traditional
Crime
Imprisonment
Magic
Superstitious
Skill
None
Monotheist
Limited
Total
2
2
6
0
3
0
31
186
British Empire
Terrain
Coastal
Loyalty
State
Power
Economy
Stability
Merit
Industrial
Consistent
Napoleonic France
Terrain
Plains
Loyalty
Dictator
Power
Economy
Industrial
Position
Imperial Power
Competitive
Stability
Position
Imperial Power
Technology
Advanced
-3
Technology
Violence
Selective
Violence
Corruption
Warfare
Sexuality
Prevalent
Frequent
Monotheist
Religion
Education
Superstitious
Skill
None
Limited
Total
Consistent
Position
Minor Power
Technology
Competitive
Violence
Selective
Sexuality
Prevalent
Infrequent
Infrequent
Education
Total
37
State
Merit
0
0
32
Crime
Imprisonment
Magic
Superstitious
Skill
None
Monotheist
Universal
Total
Economy
Stability
Position
Superpower
Frequent
Religion
Education
38
Consistent
Warfare
Industrial
Overwhelming
Sexuality
Party
Corruption
0
2
Violence
State
Traditional
Loyalty
Power
Selective
Elite
Violence
Infrequent
Plains
Warfare
Terrain
Soviet Union
Technology
33
-3
Total
Advanced
None
Technology
Prevalent
Monotheist
Skill
Corruption
-1
Superstitious
Superpower
Fractured
Repressive
Magic
Position
Stability
Selective
Imprisonment
Industrial
Competitive
Crime
Economy
Education
Total
Warfare
Violence
Minor Power
Overwhelming
2
2
Consistent
Corruption
Technology
Loyalty
Power
Stability
None
Plains
Religion
Skill
Position
Terrain
Limited
Religion
None
Monotheist
Superstitious
Industrial
Common
Economy
Sexuality
Skill
State
Monotheist
Racial Purity
Traditional
Selective
Plains
Power
Loyalty
-2
Superstitious
United States
Terrain
Constant
Magic
Sexuality
Magic
Overwhelming
Imprisonment
-1
Imprisonment
Education
Fractured
Crime
Repressive
Crime
Religion
33
Industrial
Warfare
State
Economy
Corruption
Citizenship
Stability
Plains
Power
Loyalty
Warfare
Sexuality
Magic
Education
Corruption
-1
Imprisonment
Religion
Repressive
Crime
Merit
Antebellum South
Competitive
Selective
Traditional
Crime
Imprisonment
Magic
Superstitious
Skill
None
Philosophy
Universal
Total
4
2
5
6
4
0
0
2
0
2
5
0
7
0
41
187
Nazi Germany
Terrain
Plains
Dictator
Power
Racial Purity
Economy
Industrial
Loyalty
Stability
Position
Consistent
Major Power
Corruption
Inconsequential
Warfare
Common
Technology
Violence
Sexuality
Position
5
1
Traditional
Monotheist
Universal
None
Total
Industrial
Consistent
Position
Major Power
Technology
Competitive
Violence
Defensive
Crime
Imprisonment
Magic
Superstitious
Skill
None
Warfare
Sexuality
Religion
Education
Prevalent
Rare
Open
Science
Universal
Total
2
5
3
2
Superstitious
Skill
None
Saudi Arabia
Terrain
Philosophy
Universal
Total
Technology
Advanced
-3
Violence
Defensive
Crime
Imprisonment
Magic
Superstitious
Skill
None
Education
0
7
0
Total
39
State
Established
Minor Power
Competitive
Defensive
2
2
6
2
Power
Economy
Stability
Technology
Competitive
Violence
Selective
Warfare
Monotheist
Religion
Education
Prayer
Universal
None
Total
Established
Sexuality
Magic
Industrial
Minor Power
Corruption
-1
Imprisonment
Merit
Position
Repressive
Crime
Skill
Loyalty
Rare
Universal
Warfare
Religion
Israel
Science
Dictator
Inconsequential
34
Open
Corruption
Sexuality
Rare
Desert
Industrial
Position
Warfare
Prevalent
Terrain
Economy
Stability
Corruption
Theocracy
Loyalty
Consistent
Desert
Power
41
Education
Magic
Violence
Major Power
Imprisonment
Position
Stability
Religion
Selective
Crime
Technology
Industrial
Economy
Competitive
Merit
Sexuality
0
2
Education
State
Power
Traditional
State
Merit
Loyalty
-1
Religion
34
Major Power
Common
Consistent
Coastal
Warfare
Sexuality
Industrial
Terrain
Inconsequential
0
2
Party
Post-War Japan
Corruption
Violence
Loyalty
Corruption
Stability
-1
Stability
Economy
Plains
Economy
Dictator
Power
Terrain
Power
Loyalty
Selective
Prayer
European Union
Technology
Magic
Skill
Coastal
-3
Imprisonment
Education
Terrain
Advanced
Crime
Religion
Empire of Japan
2
2
0
38
Prevalent
Frequent
Open
Crime
Imprisonment
Magic
Superstitious
Skill
None
Monotheist
Universal
Total
5
2
6
2
2
0
0
2
2
2
6
0
7
0
40
188
Appendix E:
Example of Play
189
Embassy Escape
This is an example of solo play. The character, Jaime, is suffering from
amnesia and lost in Switzerland. She has recovered her ID as a US
National and a sizeable amount of money. She just had an altercation
with the local police and sought refuge in the US Embassy. She is aware
of her combat skills, but does not remember how she got them.
Character
Jaime
7
4
5
4
5
5
Alyssa: Well, I guess I have no chance here then, since I cant prove
residency either. I look around again to see if I notice anything else that
is interesting.
Sherry: You see a man talking on a phone to someone else in hushed
tones. He is scanning the room while he is talking as if he is looking for
someone.
Alyssa: Thats not good. OK, I need to get out of here. I drop out of
line, keep my head down, and try to leave.
Sherry: You almost make it to the door before the man who was on
the phone calls out for you to stop where you are. Two embassy guards
who were standing by the door move to stop you. You hear the sound of
handcuffs being pulled out.
Alyssa: Argh... OK. I drop my bag and hold my hands out to show that
I am unarmed.
Sherry: The guards move to grab you. One puts his hand on your
shoulder. You think he is about to handcuff you.
Alyssa: I am not going to let this happen. Where are they exactly?
Sherry: They are both about the same distance away, within three or
four feet. The man with the phone is coming towards you and appears
to be drawing his gun.
Alyssa: Im going to attack them.
Sherry: Alright, we are going to start the first Combat Round then.
They are surprised that you are resisting due to the fact that you are
unarmed and there are people with guns nearby. So you are the only one
who can act this round, I just hope you know what you are doing.
Alyssa: OK. I should get three attacks. I have a Synapse of 7 and each
attack requires a minimum weight of 2. I can make three attacks this
round and they should be unable to stop me, right?
Sherry: You dont even need to roll for that, you have a great grip on
him. You slide the guard into his stomach as he approaches and he leans
forward off balance. Thats the end of the first combat round.
Sherry: Right
Alyssa: First, I am going to grab this guy who has his hand on my
shoulder and start a grapple on him. Then I am going to punch the
other guy to knock him out of the fight. Then I am going to throw the
first guard in the way of the guy with the phone.
Sherry: The guard you threw is stunned for now. The other guard is a
little confused as to why he is laying on the ground. The man with the
gun looks like he is trying to shoot you.
Sherry: Alright. These guys arent going to be able to react. The guy
who already has his hands on your shoulder is an easy grapple because
he is off balance, so roll against a Difficulty of 1.
Alyssa: Well, I dont want to kill this guy, so I am going to reach out
and grab his gun, then yank it out of his hand. Then I am going to grab
him and throw him as well.
Sherry: Lets save some time and just say you do that. These guys are
too slow to stop you. You easily take the gun from him and throw him
on the ground. They all put their hands up like they are surrendering.
Combat is over for now. You hear some more guards coming from the
other side of the door.
Sherry: He cant react anyway, so yeah. This guy is totally under your
control now, consider him effectively pinned.
Alyssa: I point the gun at the door and glance around for an escape
route. I need to get out of this place.
Sherry: You see a door off to the right. You have no idea where it leads.
You cannot see the rest of the room clearly because all the civilians are
screaming and running around. It is chaos in here.
Alyssa: I am going to start moving towards the door while pointing my
gun at the main entrance.
Sherry: Two more guards come bursting through the door.
Alyssa: I dont shoot. I tell them to back away.
Sherry: Alright, they step back through the door and close it.
Alyssa: OK. I grab my bag and run over to that side door.
Sherry: You burst through the door and see you in the middle of a
wide hallway. There is a door marked Stairwell just ahead of you down
the hall on the right side. There are a few people in here but they are
confused civilians running away from you because they saw you had a
gun in your hand.
Alyssa: I look around for a trash can or something. I want to get rid of
this gun. I dont want to get shot because I am carrying a gun.
Sherry: You see a flip-lid trash can in a nook off the hallway.
Alyssa: I drop it in there. Then I am going to head down the hall to
that stairwell.
Sherry: When you reach the bottom of the stairs, a man with a gun in
his hand is standing at the top of the steps talking into a headpiece. You
can see he is wearing an earpiece as well. He is dressed like the guy who
tried to stop you just a few moments ago. He doesnt see you yet, he is
paying attention to the conversation on the earpiece.
Alyssa: Argh! I wish I kept the gun now... OK, I am going to try to run
up the stairs at him and try to get the jump on him before he realizes
what is happening.
Sherry: Too late. He notices you just as you start up the steps and turns
to face you. The first combat round has started and he is not surprised.
He has a lower Synapse than you, so he has to declare first. You see that
he is raising his gun to shoot you.
Alyssa: Im going to punch him in the groin, then push him down the
steps. I am going to give the punch a weight of 5 and the push a weight
of 2. I doubt he can beat a 5.
Sherry: He cant, but there is a Difficulty of 3 to hit him because you
just ran up the steps and you are off balance.
Alyssa: OK [Rolls 1 die: result of 4] A hit!
Sherry: You punch him in the groin and he groans painfully.
Alyssa: OK. So I throw him down the steps?
Sherry: Yes. He makes a sickening crunch, then slides down limply.
Alyssa: Oops... I didnt mean to hurt him that bad.
Sherry: You threw him down the steps, what did you expect?
Alyssa: OK, I admit I was a little reckless. I drop back down to him and
take off his earpiece. I want to put it on myself and listen in. It might
help to have a little more information about what they are doing.
Sherry: You hear them giving a general alert for all unassigned guards
to report to the Armory immediately. A loud klaxon is now blaring
throughout the whole building.
Alyssa: Uh oh. Thats not good. Okay, I go back up the steps and start
looking around.
192
Sherry: The stairwell doesnt continue up to a third level. You open the
door, step out into a corridor, and see the embassy staff going into their
offices and closing the doors. Which direction do you want to go?
Alyssa: Ah! I have no idea where I am. Oh, I got an idea! Is there a fire
escape map on the wall or something?
Sherry: Yes. You find one just a few feet from the stairwell door. It is a
decent map of the building.
Alyssa: Uh... I look around. Is there anything I can use to break off the
padlock?
Sherry: Well, there is a fire extinguisher on the wall. It is pretty heavy.
Alyssa: Good. Im going to try to smash the lock with it then. What
talent should I use? Can I use the fire extinguisher to give me a bonus
to my roll?
Alyssa: I need to get out of here. I guess the roof is my best bet. How
do I get up to the roof. Obviously, I cant take this stairwell.
Sherry: The lock falls off. You swing open the door and you are in some
kind of airflow room for the ventilation system. There is another door
that is labeled as an exit.
Alyssa: Alright, lets do that. I have Rock Climbing, will that help?
Alyssa: Well, not much choice I guess. I will try to stand on the railing
and grab the roof.
Sherry: You pull yourself up and get a grip on the roof with one hand
just as the railing gives way and breaks off unconnected from the wall.
You are holding your bag in the other hand. You would have to drop it
to grab on with both hands or risk falling.
Alyssa: I guess I will let go of the bag and grab on. Bye bye money.
Sherry: You are able to get a good grip now.
Alyssa: No Climbing roll?
Sherry: You need to make one if you want to move around. Just
hanging there, no.
Alyssa: OK, I am going to drop back onto the fire escape. Can I do
that?
Sherry: Yes. It shakes a little, but apart from that one side that you
pulled out of the wall, it is holding on.
Alyssa: Good. I want to look down through the hole in the floor. The
ladder is seriously broken off? What kind of crappy place is this?
Sherry: Good job. You pull yourself onto the ledge just as you head
footsteps approaching and then suddenly the door flies open.
Alyssa: Ah! I freeze!
Sherry: You hear some shuffling of feet and the metal of the fire escape
groans a little bit, but after a few seconds they pull back inside and the
door closes.
Alyssa: YEAH! It worked!
Sherry: Dont count your blessings yet, you still need to get down.
Alyssa: OK, can I climb down from here?
Sherry: Yeah. Make three successive Climbing rolls against a difficulty
of 4 each time.
Alyssa: Sure. [Rolls and succeeds] [Rolls and succeeds] [Rolls and
succeeds] Awesome!
Sherry: Alright, you make it down without falling.
194
Alyssa: Lets press our luck. I have 4 Empathy. but not Persuasion. So I
have to get 8 or less. Difficulty?
Sherry: 2
Alyssa: [Rolls 2 dice: result of 7]
Sherry: He looks at the money for a long moment and then sighs.
Okay, its a deal.
Alyssa: AWESOME! Paris, here we come!
Closing Thoughts
Alyssa: Well, you need money and I need a ride. I will give you $10,000 to
give me a ride to Paris.
Game on!
Player Name
Character Name
Species
Morality Type
Attributes
Synapse
Cognition
Spatial
Empathy
Stability
Focus
Magnetism
Strength
Endurance
Resilience
Mana
Essence
Blood
Vigor
Notes:
Trust Points
Languages
Talents
Deception
Reaction
Judgment
Knowledge
Deduction
Innovation
Trajectory
Balance
Dexterity
Impression
Persuasion
Seduction
Bravery
Toughness
Willpower
Awareness
Precision
Multitasking
Eccentricity
Inspiration
Presence
Motivations
Absolution
Skills
Talent
Experience
Achievement
Acquisition
Affiliation
Aggression
Autonomy
Blame Avoidance
Construction
Max
Comfortable Carrying Capacity
Maximum Carrying Capacity
Walking Movement Rate
Running Movement Rate
Breath Holding Maximum
Stress
Residual Stress
Cooperation
Dominance
Exhibition
Exposition
Obligation
Order
Play
Recognition
Rejection
Retention
Revenge
Security
Sensuality
Understanding
196
Biology
Connections
Life XP
Size
Beauty
Locomotion
Parents
Blood
Siblings
Gender
Social Status
Lifespan
Starting Age
Diet
Suffering
Sleep Cycle
Exposure
Skin
Education
Grip
Training
Feet
Training
Language
Magic
Vision
Unspent Points
Total
Augments
Lungs
Heightened
Motivation Calculations
Intelligence
Absolution
1+
Achievement
1+
Acquisition
1+
Affiliation
1+
Aggression
1+
Autonomy
1+
Blame Avoidance
1+
Construction
1+
Cooperation
1+
Dominance
1+
Exhibition
1+
Technology
Exposition
1+
Warfare
Obligation
1+
Order
1+
Play
1+
Recognition
1+
Rejection
1+
Retention
1+
Revenge
1+
Total
Culture
Rollover 1/4th
Terrain
Power
Loyalty
Economy
Stability
Position
Corruption
Violence
Sexuality
Crime
Religion
Magic
Education
Skill
Total
Roll unspent points into Connections
Security
1+
Sensuality
1+
Understanding
1+
197
Magic Powers
Description
Vampiric Powers
Description
Target
Blood Cost
Duration
Vigor
Mana Cost
Essence
Damage Reduction
Armor
Slashing
2+
Penetration
3+
Impact
Energy
Shrapnel
Explosive
Total
4+
0+
4+
0+
198
Weapons
Damage
Parry Bonus
Range
Ammunition
Equipment
Value
Size
Weight
Value
Shield
Weight
Block
x2
Damage Reduction
Slashing
Impact
Penetration
Energy
Shrapnel
Explosive
Currency
Amount
Property
Type
Upkeep
Accumulated Profits
Point Value
199
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200