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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

Special Craig Brasco, Luis Garcia, Mattias


Thanks: Silvsten, Peter Kovalsky, Trina
Williamson, Michael Williamson,
Roger Jones, & Daniel Rezendes
Cover Artist: Adrian Humphrey
fweak.deviantart.com
Hrvoje Beslic: hbdesign.deviantart.com
Jeremiah Morelli: www.morjers-art.de
Katrina Lin: k-atrina.deviantart.com
Lorraine de Bruin: renahmoonsinger.deviantart.com
Michael O: www.bymichaelo.com
Mike McCain: mikebot.cgsociety.org
Myke K: www.geneticmess.blogspot.com
Nicholas Kay: www.nicholaskay.com
Pavel Savchuk: sobaku-chiuchiu.daportfolio.com
Peter Ortiz: standalone-complex.deviantart.com
Sabrina Pohle: www.splinteredshard.com
Tony Rudolph: zulusplitter.deviantart.com
Veli Nystrm: vablo.deviantart.com
Yap Kun Rong: krypt.cgsociety.org

A Note about Contributors


All of the artwork in this book
has been donated by the artists.
In addition to the above credits,
each image placed in the book
links back to the artists gallery.
Please take the time to visit them
and consider buying a print. This
book would not have been possible
without the generosity of these
artists. I am eternally grateful for
their support. I am also grateful
for the constructive criticism of my
friends and family. Finally, I am
grateful for the superb editing and
commentary of Peter Kovalsky. I
could not ask for a better editor.
Except as otherwise identified, all written
portions of this book and Synapse logo 2009
Greg Christopher, all rights reserved. All
artwork in this book is owned by its artist.
The mention of, use of, or reference to any
company, trademark or product in this book is
not a challenge to the trademark or copyright
in question. This book is not for sale.
Download a free copy at
www.chubbyfunster.com.

A Note about Gender


The English language is sexually specific in how it handles pronouns. As a result, an author must always struggle with whether to use he, she, he/she,
his, her, his/her, or any pronouns at all. In an effort to balance against all the books in the past which ignored this problem and simply used masculine
pronouns throughout, this book is written exclusively with female pronoun forms when referring to the player. That being said, Synapse is designed
for people, not genders. We embrace all players regardless of their gender.


Table of Contents:
Character Creation Outline

10

Chapter 1: Brain Chemistry


Attributes . . . . . . . . . . . . . . . . . . . . . . .
Talents . . . . . . . . . . . . . . . . . . . . . . . . .

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

Chapter 4: Life Experience


Life Experiences . . . . . . . . . . . . . . . . .

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

Chapter 8: Resolution Mechanics


The Core Mechanic . . . . . . . . . . . . . . .
Skills & Conversations . . . . . . . . . . . .
Combat Resolution . . . . . . . . . . . . . . .
Stress . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Stress Rolls & Stress Reduction . . . .
Trust Points . . . . . . . . . . . . . . . . . . . . .

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

Appendix D: Culture Templates

179

Appendix E: Example of Play

189


What is a roleplaying game?


A roleplaying game (RPG) is played by a group of typically four to
six people, usually around a table. The goal of the game is to tell an
interesting, collaborative story and to have fun doing it. To tell the story,
you use your imagination. There are no winners or losers because the
game is about cooperation.
One person, called the gamemaster (GM), is in charge of managing the
game and establishing the basis of the story. Every other person around
the table controls a single character in the story, like a character in a book
or movie. People who are controlling characters are called Players. The
game involves using your imagination to determine how your character
will interact with an imaginary world. The world and everything in it,
including all of its non-character inhabitants, is described by the GM.
The GM describes where your characters
are in this world and in return each player
tells the GM what they would like their
characters to do. Your decisions should be
played out through improvisation based on
how you feel your character would react.
The rules for adjudicating the success and
failure of these actions is called a game
system. The game system uses dice the
same dice that you find in traditional board
games to add the element of chance.
Sometimes your characters will fail. Other
times they will succeed. The odds of success
are based on your character design. You
will have better chances of success at some
actions and poorer chances with others.
Knowing when to attempt certain actions
based on these chances introduces the
element of strategy.

The Flow of Play:


The GM typically has a story in mind that she is trying to tell. She has
made notes about the personalities of the other people in the world,
such as the innkeeper, sheriff, soldiers, and so on. She has also prepared
challenges for the characters, typically in the form of combat with some
kind of enemies who are working in opposition to the heroes. She has
usually created a dastardly villain with diabolical plans, which the players
must struggle to overcome. As the players take actions in the world,
interact with its inhabitants, solve problems, etc., the GM will reveal
more of the plot.
The attempt by the players to advance the plot to its conclusion is called
an adventure. A typical adventure will take many hours of gameplay,
usually broken up into chunks of play called sessions. The adventure
may be only one in a series of adventures that together make up a
campaign. The length of the story and its complexity depends on both
the storytelling ability of the GM and the contributions of the players.
However, players are not passive observers. They are the primary actors.
The story is like a novel whose pages are blank until you read them. The
future is based on your real-time decisions, not written ahead of time.
The story is dynamic, complex, and unpredictable.
Why play an RPG?
Why should you play an RPG instead of
playing a board or video game? You have a
limited amount of time to spend on your
entertainment and you should get the most
value for your time and money.

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.

What is a Game World?


All gameplay takes place inside of a game world. The game world is the
imaginary geographic area in which your characters exist. A game world
might be an entire planet, a single continent, or a smaller geographic
area. A game world is a component within a concept called setting. A
setting is difficult to define, but it encompasses a particular culture, time,
theme, style, or context. Genre is a slightly different but related concept
to use for grasping this. Synapse is a universal system that can be used
with any conceivable setting in which you are playing an intelligent
lifeform. The only limit is your imagination.
A good way to understand a setting is to focus on the aspects that set
it apart from the modern day. For instance, a Vampire setting that
occurs in the modern day is simply called Vampire, whereas one that
occurs in the Middle Ages might be Medieval Vampire or Dark Ages
Vampire. You can have different game worlds within the same setting.
For example, you can have two different games that occur in an Ancient
Roman setting. One could take place in Gaul while another takes place
in Egypt or Rome itself. A setting is sometimes called a universe if it
consists of multiple imaginary planets instead of a single world. Star
Wars or Star Trek are probably the most recognizable examples of a
universe in popular culture.

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.

As friendly as you might be with your fellow party members, your


character is her own person. She has an idea about what is or is not in
her best interests and she has her own goals. You are fully empowered to
treat your party members however you wish. That being said, it may be
advantageous for you to try to keep relationships harmonious, since it
can be very hard to accomplish your goals if everyone in the party thinks
you are annoying.

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.

What can you do?

Why do you do it?

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.

What if you die?

How to use this book

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.

This book is a guide to character creation and to basic mechanics. It will


teach you everything you need to know to create your character and
interact with the game.

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.

Synapse character creation is an involved process. The reason it takes


some time is that you are creating a fairly realistic model of the human
experience, and we are very complex creatures. Character creation
involves making a series of decisions. Each decision will be explained
to you. Choose the option you want. It is that simple. Rest assured that
once your character is completed, actual play proceeds at a very fast pace.
Your character sheet (the last few pages of this book) can be used to
record your decisions as you make them. It is designed in a format where
one page is used to keep track of your character creation choices and a
second page contains almost all the information you need when you are
actually playing the game. When you are actually playing the game, you
will be looking at the information on your character sheet for what your
character desires, knows, and is capable of. There are also supplemental
pages for Magic, Vampirism, and your Possessions.

Determination Boxes

Every major character creation element has a determination box,


which looks like this one. They contain the guidance you need to make
a valid character.
Most decisions about your character are managed through a point-buy
system. This means that you have a number of points to spend and a
variety of choices, each of which costs some amount of points. Some
sections roll points over into a future one, so if you dont spend all your
points on one section, those points can be used for something else.
Read these boxes very carefully as you build your character.

Outline of Character Creation:


Step 1. Define your brain chemistry

You will determine your specific brain chemistry, represented by seven


attributes, five exceptional talents that you have, and one talent which
you lack. These concepts together represent your unique brain and form
the foundation on which your character is based.

Step 2. Define your biology

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.

Step 3. Define your culture

What do you need to play?

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.

Step 6. Determine your connections

Step 4. Determine your life experience

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.

Step 7. Determine your possessions

Step 5. Define your personality

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

Every attribute starts out at 4. You get 12 points to allocate as you


wish, and you can voluntarily reduce an attribute by a point to gain a
point to spend on a different attribute. You can do this as many times
as you like, but no attribute can be made lower than 1.

Processing speed
Analytical processing quality
Movement and coordination
Communication and language
Tolerance for change and surprise
Sensory processing quality
Strength of personality

Synapse:

Synapse represents the speed at which information is processed by your


brain. This is integral in avoiding possible danger, particularly in combat,
and making decisions when your character is experiencing an adrenaline
rush. Synapse affects your reaction time and how quickly you take
actions both in and out of combat.
Characters with a high Synapse value think faster than other people and
are capable of reacting at incredible speeds. Hong-Kong action movies
revolve around martial artists with high Synapse values. The gunslinger
who can draw his six-shooter as fast as you can blink has a high Synapse.
People with high values in this attribute literally think faster than other
people. Time unfolds more slowly to them. They move faster than other
characters because their brain is able to quickly issue mental commands,
not because their muscles are any faster or stronger.
Characters with low Synapse are slow thinkers, poor drivers, and
bad liars. They cannot think quickly on their feet and find themselves
frequently at a loss for words. They stand by stunned while others act.

Cognition:

Cognition represents the ability to understand complex information.


Cognition is essential for understanding advanced technology, geting
certain kinds of Training, and higher-order thinking as a whole. In
magical settings, it is essential to learning some kinds of magic.
Characters with a high Cognition are respected by others for their
brilliance, but that does not make them wise or tactful. They are capable
of solving complex logic problems, puzzles, and other mental challenges.
The proverbial mad scientist, the absent-minded professor, the gadgeteer,
and the precocious pre-teen are usually high Cognition characters.
Learning and inventing new things comes easy to characters with high
values in this attribute.
Characters with low Cognition are dull-witted, sticklers for tradition,
and mechanically-challenged. They dont want to try new things because
they dont know how they will turn out. They have trouble figuring out
problems and tend to avoid academic subjects whenever possible. Games
like chess make their brains hurt.
12

Spatial:

Spatial represents the awareness of the relative locations of objects in


space, how objects move through space, and how to predict those
movements. Where Synapse allows you to avoid being hit, Spatial is
integral when you are the one trying to do the hitting. Any character
who plans on engaging in combat should put some points in Spatial.
Characters with high Spatial are graceful and coordinated. They make
excellent sharpshooters and fencers. They are powerful opponents in
combat because they generally hit what they are aiming for. They
tend to enjoy physical activity and sports with a strong emphasis on
coordination like tennis or baseball.
Characters with low Spatial are clumsy and accident-prone. They can
fire a shotgun at the broad side of a barn and miss. These kinds of people
should not be running with scissors.

Empathy:

Empathy represents the ability to imagine what is occurring inside


the mind of another person. This is essential when you try to connect
emotionally with others, to communicate effectively, and attempt to
understand culture and language. Empathy directly determines the
number of Languages you can learn.

Stability:

Stability represents the ability to make decisions under stress. Combat


in particular can cause large amounts of stress and characters unable to
deal with that stress will have trouble functioning effectively. Stability is
essential to how well you can resist the accumulation of stress and how
much residual stress it takes to begin affecting your characters ability to
function. It is vital to keeping your sanity when things are unexpectedly
changing and you are forced to adapt.
Characters with a high Stability attribute are able to keep their cool
under stress and still perform necessary tasks. They can keep their lunch
down while under duress and keep moving when their legs are begging
to rest. They can push themselves far beyond the point at which a normal
person would just give up.
Low Stability characters have a tendency to break down under pressure.
They are easily shaken, quick to back down from conflict, and have many
nervous ticks and behaviors. These people are frequently thought of as
cowards and weaklings.

Highly empathetic characters are much better at interacting with the


people and cultures around them. A character that plans on doing a
lot of talking a lot should have a high Empathy. These characters have
an easier time interacting with people in conversations, make and keep
more friends, and generally get what they want when people come into
non-violent conflict. Highly empathetic characters are the peacemakers,
the politicians, and the business leaders.
Characters with low Empathy are tactless, brutish, and irritating. They
tend to make offensive comments, treat others in ways that actually
undermine their own goals, and tell long, boring stories. Anyone with
an Empathy of 1 or 2 is actually sociopathic and lacks the ability to
comprehend that other people even have emotions or feel pain.
13

Focus:

Focus represents the ability to concentrate, handle multiple tasks at


once, and perform incredibly precise tasks. Focus determines how well
you can fight while wounded and how aware you are of events occurring
in the world around you. Focus can also be used in combat to empower
one single, deliberate attack through Aiming.
Characters with a high Focus tend to be very good at ranged combat
due to the Aiming bonus. Highly focused characters are able to keep
their body perfectly still when others would flinch, they see things that
others might miss, and create things that are too detailed for others to
duplicate. They are rarely surprised and able to perform tasks requiring a
steady hand and a clear mind.
Characters with a low Focus have trouble staying on task. Their minds
tend to wander aimlessly for hours. They overlook things, forget things,
and make careless mistakes. When a low Focus character offers to help
you, the smart response is to politely decline.

Magnetism:

Magnetism represents the strength of your characters personality. This


is not necessarily concern for other people, thought it may be a part of
it. Magnetism is your ability to shape interactions with other people in a
way that benefits your objectives, either for good or ill.
Characters with a high Magnetism have a strong passive effect on those
around them, but also the ability to directly inspire those that follow
their leadership. Magnetic characters are often natural leaders, dedicated
healers, inspirations to others, and champions of moral causes. However,
they might just as easily be megalomaniacs out for themselves.
Characters with low Magnetism are weak and easy to push around. They
do not take charge or attempt to lead others. They will go along with
whatever plan is put forward by the strongest person around them. These
are the kind of people who were bullied on the playground as kids.

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

No Related Talents Allowed


1 Related Talent Allowed
2 Related Talents Allowed
All Three Related Talents Allowed

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.

Knowledge: Knowledge is the ability to remember things that you have


learned. This might be the location of a particular landmark or the name
of a long dead king. Characters with exceptional knowledge can ask
the GM for information and often receive fairly reliable answers. Do
I remember what that symbol means? Can I tell what rank this soldier
has based on the medals she is wearing?

Characters who are awkward at deception cannot keep a straight face


when lying or concealing ill-timed humor. As a result, they often appear
to lack tact or social grace. When they have done something wrong, they
look obviously guilty. Characters without any ability to deceive should
probably avoid criminal activity for their own safety.
Reaction: Reaction is the ability to react to new stimuli. It might take
the form of getting out of the way of an incoming punch or pulling
up on the yolk before your airplane smashes into the ground. Reaction
controls the time delay between when you notice the grenade at your
feet and when you actually do something about it. Characters with
exceptional reaction can assign 1 less weight to their attempts to react
in combat than would normally be required.
Characters who are awkward at reaction often freeze up in stressful
situations. They are often dumbfounded like the proverbial deer in
headlights. Their car insurance rates are usually high. Friends dont let
friends drive without reaction. Characters without reaction cannot react
in combat.
Judgment: Judgment is the ability to make good snap decisions based
on limited information. Characters with exceptional judgment appear
to be lucky. They always seem to know what to say, which card to pick,
and which stock to buy. Exceptional judgment allows you to change
motivational appeals in conversations after the GM tells you the
consequence of your choice. However, you can only change once.
Characters who are awkward at judgment never seem to catch a break.
They can never win a game of chance or skill. Their stock picks always
nosedive. No matter which route they take, it will invariably become the
longest possible route to the destination.

Characters who are awkward at knowledge are uninterested in the idea


of learning. They do not read very well, if at all. They have no interest
in understanding complex ideas and have a very simple outlook.
Characters without knowledge cannot take any Education or Training
life experiences. They cannot use advanced machinery, electronics, or
computers except to accomplish very basic tasks.
Deduction: Deduction is the ability to apply information that you
know to solving problems. Deduction is figuring out which button to
push, how a machine works, or who killed Colonel Mustard. Characters
with exceptional deduction can ask the GM if they can figure out a
problem and often receive fairly reliable answers. Which of these two
seems most likely to be the killer? Can I determine which button will
turn the machine on?
Characters who are awkward at deduction are unable to figure out how
things work without an explanation They dont get jokes or understand
magic tricks and they dont know who is buried in Grants Tomb.
Innovation: Innovation is the ability to generate new thoughts, ideas,
and technological devices. Innovation skills tend to allow you to create
new objects (e.g. equipment for the party) and repair existing ones.
Characters with exceptional innovation can usually ignore the penalty
for lacking the right tools for a job (GM judgment).
Characters who are awkward at innovation cannot create new objects
or ideas. They cannot use any skill, even non-innovation skills, to create
new things. For example, they cannot create that new virus or program,
even if they have computer skills. Patents are not pending.

16

Spatial Talents:

Empathy Talents:

Trajectory: Trajectory is the ability to predict motion through space.


This is essential to ranged weapons, from the throwing spear to the
rocket launcher. Throwing weapons and grenades, bows, guns, blasters,
and missiles are all highly dependent upon trajectory. Trajectory covers a
wide range of skills that govern these types of actions.

Impression: Impression is the ability to perceive how other people


perceive you or will perceive you if you perform a certain action. This
allows you to adjust your behavior to ensure that your actions are viewed
in the most positive light. Characters with exceptional impression are
able to spin terrible gaffes into stories of personal triumph. Its all about
how you react to and frame the event.

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.

Characters who are awkward at impression tend to act in ways that


cause people to dislike them. This is not a conscious effort on their part,
they simply lack tact and discretion. They tell their wife that the dress
really does make her look fat, and they sleep on the couch as a result.
Persuasion: Persuasion is the ability to convince others. It might involve
convincing someone to make a decision in your favor or getting a
merchant to lower his prices. Persuasion covers interactions with a small
number of people at a time (i.e. not public speaking) and it is important
for many communication skills.
Characters who are awkward at persuasion have a very hard time
interacting with other people. They have few friends and are extremely
isolated. The inability to take persuasion skills is a significant drawback
in almost any setting or universe.
Seduction: Seduction is the ability to influence people by using
your sexuality. It involves extraordinarily complex social interaction,
sophisticated body language, complex behaviors, and minute variations
in speech and language. Seduction can be used to get your way in a wide
range of potential conversations. Characters with exceptional seduction
can substitute an unskilled Seduction roll for ANY conversational roll if
the target has the appropriate sexual orientation to be interested.
Characters who are awkward at seduction are clueless when interacting
with anyone they find sexually attractive. They are not immune to
seduction attempts by others in fact, they are often more susceptible.
Characters without seduction are at +1 difficulty when interacting
socially with an NPC that is attractive or gorgeous.

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.

Willpower: Willpower is the ability to function despite emotional


trauma. Under normal circumstances, when you are placed under
extreme mental stress, your brain will react by shutting down functions.
This stress might be from the horrors of combat, torture, imprisonment,
or emotional distress caused by relationships. Characters with
exceptional willpower are highly resistant to these kinds of situations
and are at -1 difficulty when making Stress rolls and Coping attempts.

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.

Characters who are awkward at willpower cannot function under


pressure. Any attempt to use a skill while under a tight time constraint
or while in danger will automatically fail. They cannot make Coping
attempts under any circumstances and always have to use relaxation to
remove any Stress. Additionally, they automatically fail any willpowerrelated Stress rolls.

Toughness: Toughness is the ability to function despite physical


trauma. When you take damage in combat, this causes Stress, which is
difficult to shake. It is hard to think clearly with a spear stuck in your
thigh. Toughness allows you to resist these effects and automatically
take two less Stress from any injury. You can also keep fighting even
at zero strength or endurance, though you experience stabilization and
death normally. You may be able to keep on your feet after being shot,
but the blood is still pouring out of the wound at the same rate.
Characters who are awkward at toughness are terrified of being
injured. They will probably never initiate combat and are extremely
likely to break and run when they are wounded. For characters without
toughness, any injury-related Stress is doubled. Additionally, they
automatically fail any toughness-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.

Characters who are awkward at awareness are clueless about what is


going on around them. They lose their keys frequently, trip over objects
because they were not watching where they were going, and they should
not be trusted to hold things for safe keeping. They can never act during
a surprise round, even if they were aware that combat was starting.

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.

Presence: Presence is the ability to passively influence someone


without speaking. Presence governs a few skills that are used to affect
other people. It can be used to command forces, intimidate people, and
make political speeches. Characters with exceptional presence get +5 to
starting Connections. They draw the attention of anyone who can see
them and can only suppress their charms if they disguise themselves,
but otherwise it is an uncontrollable, constant effect and they stick out
in a crowd. They simply cannot pass unnoticed.
Characters who are awkward at presence cannot accumulate a positive
reputation with any group of people. Their good deeds are forgotten
almost as soon as they are known, while their bad deeds never seem
to fade from memory. They have a hard time controlling subordinates
as well. Any retainer or NPC working for pay under their control is
willfully obstinate, difficult to control, and lazy. These characters also get
-5 to starting connections.

Characters with exceptional inspiration can make a motivation roll to


encourage someone else to succeed on a task, against the same difficulty
that they are using for their roll. You must be able to speak to them the
entire time. The margin of success on your roll is subtracted from their
die result. This effect can also be used to assist a Coping Attempt made
by a party member.
Characters who are awkward at inspiration cannot interact with animals
in any way and have difficulty interacting with children. Dogs bark, cats
run, horses buck, and donkeys kick. Animals simply dont trust them.
Neither do most people. They appear to be distant and lacking emotion.
Long-term relationships are very hard to maintain. Whenever you
make a conversational attempt to get an NPC to exert themselves (e.g.
work on a project, create something, go find something, etc.), raise the
difficulty of the task by 1.

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

Every character begins with a value of 3 for each body characteristic.


You do not receive flexible points to increase these values as you wish.
Instead, your values are entirely determined by other choices you make
in character creation.

Strength represents your ability to use your muscles. A character with


a high strength can lift heavier objects, throw objects farther, run faster,
jump higher, and otherwise perform better physically. Whenever you
perform an action that is grounded in your physical self, you can add
your current strength value as a bonus to that roll. See the Resolution
Mechanics chapter for more information on this effect.

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.

When you are injured, you


lose strength points. For every
lost point of strength, subtract
1 from your Focus until that
strength point is restored. This
represents the pain of injury
clouding your mind.

Strength points recover naturally at a rate of 1 per week while doing


nothing except resting. All factors based on strength, including carrying
capacity and movement rate, are based on your current strength, not
your maximum strength. When you are injured, you become physically
weaker and have a harder time doing things.

If strength points are reduced


to zero, you are incapacitated.
This is not death, simply the
inability to move because you
are so severely wounded. If
strength is reduced below zero,
you are dead. Strength can
never go negative further
wounds simply kill you.

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

20 lbs per point


50 lbs per point
1m per point
2m/sec per point

Strength in Unarmed Combat: If you attack someone with your bare


fists or feet, you deal Endurance damage to your opponent in an amount
equal to half of your strength, rounded down.
22

Endurance:

Endurance represents your ability to breathe under exertion. A character


with a high endurance can run, swim, fight, or otherwise physically exert
themselves for extended periods of time without becoming exhausted.
Many tasks drain your endurance over time (e.g. swimming). Some
attacks can deal endurance damage instead of strength damage
(mainly unarmed attacks). If your endurance is reduced to zero, you
are unconscious. If you are unconscious and cannot breathe (e.g.
underwater), you will suffocate in a number of minutes equal to your
maximum endurance. Otherwise, you will simply stay unconscious until
you are restored by regaining another endurance point from rest.
Endurance points recover naturally at a rate of 1 per fifteen minutes
while doing nothing except resting.
Sleep:
Your racial choices will determine how much sleep is needed for
members of your species. If you do not meet your speciess minimum
sleep requirement, you lose 1 endurance immediately. You then take
another endurance loss per additional time period equal to the amount
of sleep needed per day.
For example, if your species needs 12 hours of sleep per day, you take
1 endurance loss at the end of a day in which you did not sleep and
then another endurance loss every 12 hours thereafter. These endurance
points cannot be recovered normally, only through sleep. If this process
reduces your endurance to zero, you lose consciousness.

Resilience:

Resilience represents your immune system. A character with a high


resilience rarely gets sick and easily fights off the effects of poisons,
diseases, and other biological dangers. When you become exposed to
a toxin, you must make a Toxin Resistance roll. On this roll, you get a
number of chances to resist based on your current resilience. Each
chance is a single six-sided dice roll where a result of 1 means that you
resist the toxin. So if you have a resilience of 3, you would roll 3d6 and
if any dice came up as a 1, you would resist the toxin. Some types of
extremely hazardous toxins may reduce your chances.
If your resilience is reduced to zero, you will suffer some form of
incapacitation; in the form of a coma, delirium, or similar effect. Note
that some toxins may not be poisons or diseases in the traditional
sense, but could be chemical hazards, radiation, mummy rot, or similar
dangers.
Actual diseases like the Black Plague
may be infectious. In this case, anyone
exposed must make a Toxin Resistance
roll to avoid contracting the disease.
If caught, the disease will then deal
resilience damage consistently over
time until it is cured or the subject
dies.
The GM may make the rolls in secret
and you may not even know you have
a disease until the GM tell you that
your resilience starts dropping.
As long as you are not infected with a toxin or disease, resilience points
recover naturally at a rate of 1 per week, regardless of any actions taken.

Endurance
Maximum Breath Holding

15 secs per point

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

The Human Species:

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.

If you want to create your own custom species:

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.

If you do NOT want to create your own custom species:

If you do not feel like drawing up a custom genetic mix, we encourage


you to use a template instead. The human template presented to the
right is an example of a template design. As you can see, there is a
choice for every gene option. Human characteristics form the baseline,
so all 20 points are carried over into culture. This represents the vibrant
nature of human culture compared to other intelligent species. There
are more templates in Appendix C for common RPG species such as
Dwarves or Goblins.
Even when choosing from a template, your GM must ultimately
approve your species choice based on the appropriateness for the
campaign. If you want to be a Merfolk in a dungeon fantasy game, your
GM may consider that to be an unacceptable choice.

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

Genes Quick Reference


Size

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:

This determines the size of members


of your species. There are creatures of
other sizes in the universe, but they
are typically unplayable due to those
considerations. Your GM may permit
sizes outside of the range if desired.

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

Your species is at the human average. This confers no particular


advantage or disadvantage.

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:

Locomotion determines your species


method of moving around.

Semi-Upright: -3 points

Locomotion
Semi-Upright
Biped
Quadruped
Undulation
Multi-Legged
Wings

-3
0
4
6
10
20

Your species walks semi-upright like


chimpanzees and other apes. You
can only walk on two legs for a short
distance, otherwise you must use
all four limbs to move. You cannot use your arms for anything while
moving, thus dramatically limiting your ability to carry objects in your
hands while running. You move faster than a biped as a result of this
movement style and you have strong arms.
Unarmed Damage +1
For movement rate calculations, add +2 to strength
Cannot move more than a few steps while holding objects in hands

Biped: 0 points

Your species walks on two legs like humans. This confers no particular
advantage or disadvantage.

Quadruped: 4 points

Your species walks on four legs in addition to having arms, like a


centaur. Your lower body may have the appearance of any animal you
wish, from horse to lion to dragon, provided that your other choices for
species align with that concept. For example, if you choose to have the
lower body of a lion, you will need Paws for feet. Four legs provides a
significant movement bonus and gives you improved balance. However,
the tracks you leave are easier to follow because you leave more of them.

Undulation: 6 points

Your species walks by slithering like a snake or swimming like merfolk.


You do not have legs, but have a tail instead. You move slightly faster
than a two legged creature, make less noise while moving, and tracking
you is much more difficult.
If your tail is designed for underwater movement, do not use the below
modifiers and instead remove underwater movement penalties. If your
tail is designed for overland movement, use the below modifiers.
For movement rate calculations, add +1 to strength
-1 difficulty of any attempt to move without making a noise

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

Body Length = 1.5x your height


For movement rate calculations, double strength
-1 difficulty of any attempt to stay on your feet despite unsafe footing
+1 difficulty of any attempt to move without making a noise

27

Locomotion (continued):
Gliding: 12 points

Your species has some form of wings or membranes that allow it to


coordinate a descent, but not actually fly. Additionally, you can walk on
the ground in a semi-upright form, like a flying squirrel. This convey
many obvious advantages, just as freedom of movement in areas that
would be impassible to most species. Species with this gene tend to live
in Arboreal environments where they can make the best use of their
movement advantage.
Cannot walk more than a few steps while holding objects in hands
Can greatly reduce downward velocity in a fall and exert some control
over the landing
Flight speed determined by angle of fall, maximum glide angle is 25

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 genes determines how your


species vascular system works.

Cold Blooded: -2 points

Blood
Cold Blooded
Warm Blooded
Independent
Vampiric

-2
0
4
*

Your species relies upon external energy


to control your blood temperature, like
most reptiles. In warm environments,
you are energetic and powerful. In cold environments, you are weak and
lethargic. In temperate environments, you are very similar to a warmblooded creature in terms of behavior.
In warm environments, -1 difficulty of a roll where you are adding
your Strength to your Attribute
In cold environments, +1 difficulty of a roll where you are adding
your Strength to your Attribute
Double damage from cold or heat sources, including magical ones

Warm Blooded: 0 points

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.

Your species uses internal energy to maintain a constant blood


temperature. This is the human norm and confers no particular
advantage or disadvantage aside from the standard vulnerability to
extreme temperatures.

Independent: 4 points

Your speciess blood temperature is constant regardless of the situation.


The reasons for this are unique to your biology and will need to be
explained. You are capable of surviving in almost any temperature
extreme, provided that you can breathe of course. Species with this gene
might live in extreme environments like Deserts, Ice, or Mountains.
Half damage from cold or heat sources, including magical ones
Immune to Frostbite, Stroke, and other temperature-related ailments

29

Gender:

This determines how wide the


variations are between genders in your
species. The effects of these options
appears small at first glance, but
they will have a large impact on your
culture and sexuality.

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 have significant differences in size and


shape. One gender may be much larger and possess features like
horns that the other gender does not. Additionally, they have massive
differences in coloration, similar to many species of birds. One
gender is brightly colored (typically the male) while the other is more
camouflaged. This has a different effect for each gender.

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.

Dichromatic species depend upon these gender differences to determine


sexual pairings. The brightly colored gender is prone to display itself
whenever it spots a potential mate in an attempt to impress them. This
provocative behavior tends to draw attention, sometimes unwanted.

+1 difficulty of any conversational roll with any species that is not


either Hermaphrodite or Gonadal
Connections -1

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

The genders of your species have significant differences in size and


shape. One gender is typically larger physically and takes on certain
social roles as a result. This is the human norm and confers no particular
advantage or disadvantage.

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:

This determines how long an average


member of your species lives.

Brief: -8 points

Lifespan

Brief
Short
Normal
Long
Infinite

-8
-4
0
4
8

Your species has a very short


developmental process and then dies
shortly after reaching maturity. You
have a maximum lifespan of about 15 years, similar to a dog or other
domesticated animals. You are extremely energetic and frantic to take
advantage of every second. In your short lifespan, you have experienced
significantly less than the average person. You anger quickly but may
forget the offense the next moment.
You get 25 points to spend on Motivations instead of the normal 15
You always have at least 2 Stress that can never be removed
Stress reduction from Relaxation takes two hours less than normal per
point of stress relieved
Life Experience -4

Short: -4 points

The members of your species age quickly with a maximum lifespan


of about 40 years. As a result, you have individuals with an excitable
disposition. In your short lifespan, you have experienced less than the
average person. You tend to embrace fads and social movements.
You get 20 points to spend on Motivations instead of the normal 15
You always have at least 1 Stress that can never be removed
Stress reduction from Relaxation takes one hour less than normal per
point of stress relieved
Life Experience -2

Normal: 0 points

Your species has a maximum lifespan of about 70 years. This is the


human norm and confers no particular advantage or disadvantage.

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

Your species has a long and


slow developmental process and
then does not age after reaching
maturity. You have exceptional
calm and clarity of thought. In
your extended lifespan, you have
experienced significantly more
than the average person. It takes
a lot to anger you, but your wrath
can last for centuries.
You get 5 points to spend on
Motivations instead of 15
You will enter a catatonic state
when your stress level is equal to
your Stability, instead of the
usual double
Stress reduction from Relaxation
takes two hours more than
normal per point of stress
relieved
Life Experience +4

31

Diet:

This determines what your species


consumes as sustenance.

Necrophagy: -4 points

Diet
Necrophagy
Photosynthesis
Omnivore
Detrivore
Herbivore
Carnivore

-4
0
0
1
2
4

Your species can only consume raw


dead meat, like a vulture. You lack the
teeth and jaws to actually kill your
prey, only to scavenge from corpses for
food. This causes other species to view
you suspiciously. You are inherently weaker than other species because
you do not have to exert yourself as much to acquire food. However, in
some environments finding food can be very difficult for you.
Strength -1
+1 difficulty of any conversational roll with any other species
Cannot choose Teeth or Mandibles for Augments

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:

This determines when your species


sleeps and how much they need to feel
rested and alert.

Crepuscular: -4 points

Sleep Cycle
Crepuscular
Nocturnal
Diurnal
Metaturnal
None
Controlled

-4
-2
0
2
4
*

Your species is active during dawn and


dusk, but sleeps during the majority
of both day and night. This poses
more practical problems than being nocturnal and should generally be
avoided unless taken by the whole party.
16 hours of each day must be spent sleeping during the middle of
both the night to avoid sleep based Endurance loss

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:

This determines what your species has


for outer skin. Your skin color can be
anything allowed by the GM.

Bare: 0 points

Your species has soft normal skin. This


is the human norm and confers no
particular advantage or disadvantage.

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.

+2 difficulty for anyone attempting to Grapple you


Either you must submerge your skin for at least one hour per day to
keep it moist or consume twice the normal amount of food per day for
a creature of your size to allow for steady secretion of fluids. This
choice is permanent and must be made at character creation.

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:

This determines what your species uses


for hands.

Paws: -6 points

Your species has a paw like a cat or


dog. This creates makes grasping
objects nearly impossible due to the
lack of an opposable thumb. However,
you have a small edge in climbing due
to the rough texture of your paw pads.

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:

This determines what your species


uses for feet or instead of feet.

Feet: 0 points

Your species has a foot with short


flexible toes and minor nails. This
is the human norm and confers no
particular advantage or disadvantage.

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:

This determines what your species uses


to communicate.

Growls or Calls: -5 points

Language
Growls or Calls
Expressive
Chemical
Telepathy
Gesture

-5
0
2
10
*

Your species can only communicate in


growls like a dog or in calls like a bird.
You may be able to understand other
languages, but you cannot speak them. However, you communicate
expressively with members of your own species.

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

Your species can communicate telepathically with any other sentient


being. The receiving entity perceives the sound of your voice inside of
their conscious thoughts. Images cannot be sent in this manner. You can
also communicate as if Expressive, if you choose to do so. This is merely
a supplement to that communication.

Gesture: X points

If your species can only communicate using gestures, this characteristic


is worth -6 points. However, if you can communicate in specialized
gestures with your own species only in addition to Expressive (e.g.
through tentacle movements), this characteristic is worth 2 points.
As with chemical communication, these signals are very basic.

Vision:

This determines what your species


sees with its eyes. Synapse does not
have complex rules for vision like
many RPG games. You will not have
to calculate sight distances, range
penalties, and other side effects of
tracking such information to a precise
degree. The GM will be the final
authority on what you do or do not
see in a given situation and she may
add to or subtract from a difficulty to
represent your physiological condition.

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

Your species has no augments. This


is the human norm and confers no
particular advantage or disadvantage.

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

Your species generates a natural neurotoxin poison. If it is injected into


the enemy via a fixed stinger on your abdomen, like a bee, it is worth
4 points. If it is injected into the prey via Teeth or a Tail (must be a
striking tail), it costs 6 points. If it is absorbed through contact with
your slippery skin, like many poisonous frogs, it is worth 8 points.
When the venom is delivered, roll 1 die. The neurotoxin deals 1
resilience damage per minute up to a maximum equal to the die result
For stingers, you do not need to purchase another body part. The
stinger comes with the Venom gene. You can attack with the stinger in
combat, deal +1 penetration damage, and deliver your venom.
For teeth or tails, any hit in combat that deals slashing damage using
that body part will deliver your venom.
For slippery skin, any skin contact with your enemy will deliver your
venom. An additional dosage of toxin will be delivered every five
seconds of contact. For anyone who knows that your species has this
ability, being within 10 meters of you will cause 1 Stress per minute.
Even outside of that radius, they will be very weary of your presence.
Social contact is extremely difficult and physical intimacy of any kind
with any other species is impossible unless they are immune to toxins.

Lungs:

This determines what your species


breathes to stay alive.

Methane: -3 points

Lungs
Methane
Carbon Dioxide
Nitrogen
Oxygen
Gills
Amphibious
None

-3
-2
-1
0
0
3
10

Your species breathes methane from


the air using lungs. Since most other
species do not breathe methane, this
poses a significant hindrance as you
must rely upon a breathing mask to
breathe on most planets. You can function in environments with low
methane 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.

Carbon Dioxide: -2 points

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:

This determines what your species


can sense beyond the normal sensory
range. You can have multiple selections
from this gene group.

None: 0 points

Your species has no heightened senses.


This is the human norm and confers
no particular advantage or disadvantage.

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

Your species has an exceptional sense of smell, like a bloodhound. You


can smell the faintest of scents and track exceptionally well.
-1 difficulty for any attempt to track something by smell
-1 difficulty for any attempt to detect something that has a smell,
such as searching a room for a person that is hiding from you.

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:

This determines your speciess brain


control systems.

Animalistic: -10 points

Intelligence
Animalistic
Lycanthrope
Atavistic
Berserk
Sentient

Your species is constantly in an


animalistic frame of mind. Motivations
higher than basic biological needs such
as food, shelter, and sex are never considered.
This is not recommended for player species, but it may be useful for
semi-intelligent allies.

-10
-8
-4
-2
0

You do not have a culture, life experience., or possessions.


For Motivations, you only have Acquisition, Aggression, Construction,
Obligation, Play, and Sensuality.
Start with a base of 1 in each Motivation and distribute 25 points
between them as you wish.

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.

How does Culture affect the game experience?

Because a large portion of a characters Motivations are driven by


cultural choices, the culture that your character comes from has a
profound effect on their personality. However, this effect applies
equally to non-player characters (NPCs). So if your character enters
a new region where your GM has designed a different culture, the
NPCs living in that area will have different personalities as well. The
Motivations of NPCs have a profound impact on your interactions with
them in conversation. For example, if you try to bribe someone who is
not motivated strongly by wealth accumulation, you will probably fail.

Culture Determination

Every culture is built from a total number of points, dependent upon


setting. Your GM will tell you how many base points your characters
have to spend on culture. The Base Points chart provides general
guidelines in this area.
If you have any rollover points from your racial choices, add that
number to the base points. Any unspent culture points transfer
directly into Connections at a 1:1 ratio.

If you want to create your own custom culture:

Go through this chapter and make a choice for each Condition


presented. Many of the choices are dependent upon previous choices,
so you should go in order of presentation to avoid having to backtrack.
Unless otherwise specified, you can only make one choice per condition.
The conditions in this chapter can create virtually any culture that you
want for any setting that you want to play.

If you do NOT want to create your own custom culture:

If you do not feel like drawing up a custom cultural design, we


encourage you to use a template instead. The templates presented on
the next page are examples of template designs. As you can see, there
is a choice for every Condition. You may have more points to spend
on top of this template. For example, you could raise the technology
of your culture, increase its political stability, or improve its political
system. The templates can serve as a baseline from which you can add
or remove whatever elements you choose.
There are more templates in Appendix D for a diverse range of
historical cultures. Your GM may also give you several cultural templates
to choose from or tell you to choose from a list of the templates in this
book.
44

Example of Using a Cultural Template:


Lets assume that you chose to be human in the last chapter and you are
going to be playing in a medieval fantasy game. You have 21 points to
spend on culture; 16 base points for Medieval, based on the table from
the previous page plus 5 rollover points for being Human.
You consult the Templates in Appendix D and decide that you want
your character to resemble a Viking. This is an 18 point template, so you
raise your position to Peripheral and take a Minor Skill to bring your
total to 21 points. You copy the information to your culture chart and
get the resulting chart below.
Viking Norse + Changes
Terrain

Coastal

Loyalty

Feudal

Power

Tribal

Economy

Resource

Position

Peripheral

Stability

Fracture

Corruption

Non-Existent

Warfare

Constant

Technology

Competitive

Violence

Aggressive

Crime

Restitution

Magic

Sacrifice & Runic

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!

Results of Cultural Choices:


Life Experience +3 -2 = +1
Wealth +1 -3 = -2
Strength +1
Reduce all combat related stress by 1
Skill: Net Fishing (DEX)
Skill: Bartering Goods (PER)
Skill: Improving Reputation (PRES)
Skill: Romantic Courting (SED)
Skill: Heavy Lifting (BAL)
Skill: Enduring Hardship (TOU)
Skill: Military Engineering (KNO)
Skill: Appearing Confident (DEC)
Skill: Assessing Danger ( JUD)
Skill: Concealing Beliefs (DEC)
Skill: Assessing Value ( JUD)
Skill: Identifying Plants (KNO)
Skill: Identifying Symbols (KNO) +1 XP
Skill: Offering Sacrifices (IMP)
Skill: Animal Skinning (DEX)
Skill: Your Choice

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

Culture Conditions Quick Reference


Economy

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

Dance & Song


Ritual

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:

This determines what your terrain


your culture evolved in. Not only does
this provide a variety of Skills and
Body bonuses, but feel free to allow
it to guide a choice of clothing and
architectural style as well.

Plains: 0 points

Your culture developed on flat plains


like those surrounding large river
valleys like the Indus, Yellow, or Rhine
river. Most major civilizations started
in these regions. This represents the
standard baseline of human cultural
development.
Aff iliation +1

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

Your culture developed on a coastal area that is attached to a significant


land mass. Large quantities of territory of this type exist on the edges of
every continent worldwide.
Skill: Net Fishing (DEX)
Achievement +2

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

Skill: Animal Riding (BAL)


Endurance +1

Forest: 4 points

Your culture developed in heavily wooded area, like Germany, Eastern


Russia, or eastern North America. Operating in this environment with
low visibility while travelling from place to place has taught you to pay
more attention to faint sounds.
Skill: Noise Detection (AWA)
Construction +3

Skill: Wood Carving (DEX)


Endurance +1

Savannah: 1 point

Your culture developed in open savannah, a warm grassland climate like


much of Africa and Australia. Due to the danger from large predators,
you pay a lot of attention to your surroundings.
Skill: Long-Range Spotting (AWA)
Aggression +2

47

Terrain (continued):
Tundra: 4 points

Your culture developed in a tundra climate like most of Russia and


Canada. The prevalence of snow for much of the year and heavy reliance
on hunting for sustenance has given you some survival skills. Doing
almost any sort of work in this climate required additional exertion.
Skill: Animal Tracking (AWA)
Retention +3

Skill: Shelter Building (INN)


Strength +1

Wetlands: 4 points

Your culture developed in a wetlands region like the Okeefenokee.


Agriculture is near impossible and fish constitute a large portion of
your diet. You have been exposed to more insects and diseases than the
average person from a more hospitable climate.
Skill: Pole Fishing (DEX)
Revenge +3

Skill: Noise Detection (AWA)


Resilience +1

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

Skill: Identifying Plants (KNO)


Endurance +2

Mountain: 6 points

Your culture developed in a mountainous region like the Andes or


Himalayas. Traversing this terrain is very difficult and your people are
very hardy as a result. You are experienced at travel through rugged
terrain and have an easier time dealing with geographic hazards.
Skill: Mountain Climbing (BAL)
Autonomy +4

Skill: Distance Hiking (BAL)


Strength +2

Jungle: 7 points

Your culture developed in a jungle region like the Amazon or Congo.


Your hunting practices are based on concealment and ambush rather
than pursuit, due to operating in such dangerous environment. As a
result, you constantly examine subtle elements of your environment for
clues about what could happen. You are also more resistant to disease.
Skill: Personal Camouflage (DEC) Skill: Detail Spotting (AWA)
Skill: Identifying Poisons (KNO) Sensuality +5
Resilience +2

Ice: 7 points

Your culture developed in a frozen region like the Arctic or Northern


Russia and Canada. Survival in this environment is extremely difficult
and you are well trained to endure it.
Skill: Ice Fishing (DEX)
Skill: Snow Tracking (AWA)
Strength +1

Skill: Snow Hiking (BAL)

Obligation
Endurance +1

+5

Aquatic: 10 points

Your culture developed underwater, like merfolk. This can only be


taken if your species is capable of breathing underwater. You can use
movement and combat skills underwater without penalty.

Subterranean: 11 points

Your culture developed underground, like Dwarves or Kobolds. Life


underground is significantly different from life on the surface and you
are adapted to these circumstances. You must have some form of vision
in complete darkness to take this condition.
Skill: Noise Detection (AWA)
Skill: Trap Disarming (DEX)
Resilience +2

Skill: Trap Detection (AWA)


Strength +2
Aggression +5
48

Power:

This determines to which members of


your society hold political power. This
may or may not coincide with who
people actually swear their loyalty to.

Anarchy: 0 points

Your culture is controlled by no one.


It is exceptionally difficult to organize
anything and you can only maintain
justice or law as far as your sword
reaches.
Autonomy +1

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

Your culture is controlled by the leaders of small groups connected


by family relationships; tribes, clans, etc. Your culture places great
emphasis on personal honor and many relationships involve negotiating
exchanges of goods instead of currency.
Skill: Bartering Goods (PER)
Recognition +2

Tyranny: 1 point

Your culture is controlled by a single individual who wields absolute


power. This is different from a monarch who has some legitimacy in the
form of aristocratic endorsement. This individual rules purely by fear
and personal magnetism. People who live in these societies learn how to
follow instructions, no matter how trivial.
Skill: Avoiding Attention (DEC)
Order +2

Theocracy: 2 points

Your culture is controlled by religious authorities that rigorously enforce


their philosophical doctrine. Opposition to the established order is not
simply treason, but also heresy. You are very careful about what you say.
Skill: Concealing Beliefs (DEC)
Absolution +2

Skill: Appearing Innocent (DEC)

Caste: 2 points

Your culture is controlled through strictly enforced class structures.


Interaction between individuals from different castes is frowned upon.
Marriage outside of caste is uncommon at best and abhorrent at worst.
Skill: Respectful Speaking (PER)
Cooperation +2

Skill: Seeking Assistance (PER)

Aristocracy: 3 points

Your culture is controlled by a network of nobility. Esteem in the eyes of


your peers is extremely important. You are adept at knowing where you
stand in the pecking order and whose ring you need to kiss.
Skill: Recognizing Heraldry (KNO) Skill: Flattering Speech (DEC)
Skill: Romantic Courting (SED)
Dominance +3

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

Skill: Price Haggling (PER)


Skill: Smooth Talking (DEC)

49

Power (continued):
Citizenship: 4 points

Your culture is ruled by a democratic legislature. Citizens are adept at


self-starting political behavior and grass-roots organization. When
problems occur people look to themselves for solutions, not a leader.
Skill: Defusing Conflict (PER)
Skill: Generating Support (INS)
Aff iliation +3

Skill: Proposing Plans (PER)


Skill: Assessing Honesty ( JUD)

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

Racial Purity: 5 points

Your culture is ruled by a political elite based on species, like in Nazi


Germany or South Africa under Aparteid. Divisions within these
societies are very important and radically affect behavior.
Skill: Appearing Confident (DEC) Skill: Appearing Innocent (DEC)
Skill: Black-Market Trading ( JUD) Skill: Concealing Beliefs (DEC)
Skill: Delivering Insults (INN)
Rejection +4

Merit: 5 points

Your culture is ruled by a democratic legislature and a permanent


bureaucracy based on merit. As a result, you are an achievement
oriented person with great ambitions and basic social skills.
Skill: Improving Reputation (PRES) Skill: Leading People (PRES)
Skill: Generating Sympathy (IMP) Skill: Public Speaking (PRES)
Skill: Appearing Important (DEC) Achievement +4
50

Loyalty:

This determines who commands


loyalty in your culture. It may or
may not be synchronized with who
actually holds power. For example, it is
possible for there to be a Citizenship
power structure with Patronage loyalty
(Imperial Rome).

Loyalty

Tribal
Religious
Patronage
Feudal
Dictator
State

0
1
1
2
3
4

Tribal: 0 points

People in your culture are most loyal to small groups connected by


family relationships; tribes, clans, and so on. If there is a conflict
between the family leadership and a higher authority, people will
follow the leadership of the family.
Cooperation +1

Religious: 1 point

Feudal: 2 points

People in your culture are loyal to formalized political hierarchies.


Medieval Europe and Japan are prime examples of this. Feudal is a
more extreme form of patronage where the success of an individual is
wholly based on how he is viewed by his superior in the hierarchy. This
does not have to be paired with Aristocracy, though it traditionally is.
Any political system where your success is wholly in the hands of your
superior would be considered feudal.
Skill: Improving Reputation (PRES)
Skill: Romantic Courting (SED)

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.

People in your culture are loyal to their religious organization above


everything else. This usually involves significant tithing if the religion
does not control the political system.

Skill: Displaying Reverence (DEC)


Skill: Appearing Innocent (DEC)
Skill: Knowing Laws (KNO)

Skill: Displaying Reverence (DEC)


Absolution +2

State: 4 points

Patronage: 1 point

People in your culture are influenced to be loyal to local individuals with


political ambitions, typically the wealthy. These individuals distribute
their wealth and perform favors to maintain this loyalty. Imperial
Roman electoral politics and American party bosses in the 19th century
are both examples of this type of loyalty.
Skill: Displaying Respect (DEC)
Security +2

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

This determines what economic system


0
dominates your culture. This is not
1
precisely related to technology level.
2
Typically, the lower point choices can
4
be taken even in higher technology
settings. For example, there could
5
be a nomadic culture even in a space
fantasy setting. But there would not be an information culture in the
stone age. Consult with your GM if you are not sure whether your
choice is appropriate for the technology level of the campaign setting.

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

People in your culture are involved in highly specific businesses. This


could be Monaco for Gambling, Switzerland for Banking, or Haiti for
Sugar. People living in these societies are highly entrepreneurial.
Skill: Assessing Value ( JUD)
Skill: Price Haggling (PER)
Skill: Deal Negotiation (PER)
Skill: Smooth Talking (DEC)
Skill: Operating Businesses ( JUD) Construction +4

Resource: 1 point

People in your culture are involved in the extraction of natural resources


for sale. This might be an agrarian economy in the Middle Ages
or a mining colony in a space fantasy game. These societies tend to
overproduce a few kinds of goods and then trade the excess.
Skill: Heavy Lifting (BAL)

Retention +2

Industrial: 2 points

People in your culture are involved in the processing of raw materials


into finished products. This could be Dutch weavers in the Middle
Ages, Victorian England several hundred years later, or modern China.
Mercantile abilities are prized in your society.
Skill: Understanding Machinery (DED)
Skill: Price Haggling (PER)

Acquisition +2

52

Stability:

This determines how stable your


culture is politically. Cultures in flux
are dynamic but dangerous. Cultures
that are highly stable tend to allow
more time for their people to study,
train, and accumulate wealth.

Collapsed: 0 points

Stability
Collapsed
Revolution
Civil War
Fractured
Consistent
Established

0
2
3
4
5
6

Your cultures political system has completely collapsed, often due to


military conquest or civil war. Individuals expect a totally new political
system when the dust settles. The Post-Endor Galactic Empire, postapocalypse wasteland, or Mexico after the fall of Tenochitlan would be
good examples of this condition. If your culture is in Anarchy, you must
take this condition.
Retention +1

Your culture is currently in open war between two rival factions.


Individuals expect a large degree of political change when the dust
settles. The United States in the 1860s and Spain or China in the 1930s
would be good examples of this condition.
Life Experience +3

Rejection +3

Fractured: 4 points

Your culture is being split between two or more rival factions.


Individuals expect a significant degree of political change when those in
power are replaced. The modern United States or Russia in the late 19th
century would be good examples of this condition.
Life Experience +3
Aff iliation +3

Wealth +1

Consistent: 5 points

Revolution: 2 points

Your culture is currently in the throes of a violent revolution. Individuals


expect a huge political change when the dust settles. Revolutionary
France or Iran would be good examples of this condition.
Life Experience +2

Civil War: 3 points

Blame Avoidance +2

Your culture is mostly stable. Individuals expect some degree of political


change from day to day. Modern Europe or Japan would be good
examples of this condition.
Life Experience +3
Obligation +4

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:

This determines what position your


culture has compared to rival cultures.
This is not related to technology level
at all. For example, there were actually
primitive nomads with superpower
status in real history; the Mongols.

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

Your culture has no land basis. This


may be because your people are like
the Jews or Gypsies in that you are
scattered throughout the world in
enclaves and ghettos, living in the shadow of other cultures while
trying to preserve your own. Life under these conditions is difficult.
Alternatively, this position may refer to groups that are intact in one
location but subordinate to another culture, such as the Welsh in Great
Britain or Native American culture in the modern United States.
Wealth -2

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

Your culture is located on the


edge of the politically important
nations. This could be England
up until the Norman Conquests,
Medieval Japan, or modern
Australia. You dream of one day
gaining access to the wealth of the
core regions.
Skill: Enduring Hardship (TOU)
Acquisition +2

Minor Power: 2 points

Your culture is a minor player in


the diplomatic world. This could
be modern Spain or Medieval
Venice. Knowing about other
players on the international scene
is very important.
Skill: Managing Relationships (MUL)
Skill: Appearing Important (DEC)
Exposition +2

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:

Major Power: 3 points

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

Imperial Power: 5 points

Your culture is a powerful empire with significant geographical reach.


This could be Imperial Spain or ancient Carthage, or it could be an
intergalactic empire. You view other cultures as inferior to your own and
have no qualms about crushing them beneath an iron boot.
Skill: Intimidating Speech (PER)
Skill: Knowing Geography (KNO)
Skill: Resisting Intimidation (WIL)

Aggression +4
Wealth +2

Superpower: 6 points

Your culture has no major competitors. This could be ancient Rome or


the modern United States. You have near zero respect for other cultures,
except that required to keep them under control. The idea of another
nation seriously challenging yours is not considered.
Skill: Intimidating Speech (PER)
Skill: Argumentative Discourse (PER)
Skill: Charming Speech (PER)

Dominance +4
Wealth +3

This determines what amount of


corruption exists in your culture.
Corruption is a generic term that could
describe organized crime, political
machines, or any other manner of
nefarious deeds.

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

Your culture has a small but controllable level of corruption. Modern


European states would be good examples of this status. There are some
incidents, but generally you are unconcerned about corruption in the
organizations you interact with.
Skill: Inspiring Trust (PRES)

Construction +2

Prevalent: 2 points

Your culture has a significant amount of corruption. This could


be Victorian England, 19th century America, or modern Russia.
Corruption is a problem and you take anticipatory steps to either avoid
it or you are prepared to pay the price of corruption in an interaction.
Skill: Illicit Interaction ( JUD)
Skill: Speaking Innuendo (REA)

Blame Avoidance +2

55

Corruption (continued):

Technology:

Overwhelming: 4 points

Your culture is rife with corruption. Accomplishing the slightest task


requires all manner of bribery and complaint. This could be modern
Mexico or Nar Shadda. You have given up hope that you can have an
interaction that is truly legitimate. Every palm must be greased.
Skill: Illicit Interaction ( JUD)
Skill: Speaking Innuendo (REA)
Skill: Locating Black-Markets (AWA)
Skill: Spotting Law-Enforcement (AWA)

Retention +3
Wealth -2
Strength +1

This determines what technology


level your culture has relative to its
neighbors. Your GM will determine
the actual technology level that exists
in your setting.

Technology
Advanced
Competitive
Uncompetitive
Backward

-3
0
3
7

Advanced: -3 points

Your culture is slightly ahead technologically. An example of this would


be medieval Holland or Renaissance Italy. Your society places enormous
importance on academic pursuits and innovation over physical labor.
Skill: Small Talk (PRES)
Endurance -1

Achievement +3
Resilience -1

Competitive: 0 points

Your culture keeps pace with other nations technologically. An example


of this would be modern France or the Ottoman Empire during the
Renaissance. You are taught the value of learning from a young age.
Acquisition +1

Uncompetitive: 5 points

Your culture lags slightly behind others technologically. An example


of this would be the Aztecs or medieval Japanese. Your culture focuses
great energy on ostentatious displays and public spectacle.
Skill: Heavy Lifting (BAL)
Endurance +1

Exhibition +4
Strength +1

Backward: 7 points

Your culture is significantly behind others technologically. An example


of this would be modern Mongolia or ancient Scandinavia. Your
isolation has made you exceptionally hardy.
Skill: Fighting Unarmed (BAL)
Endurance +2

Autonomy +5
Strength +1

56

Warfare:

This determines how often your culture


is mobilized for war. Cultures at war
frequently are more exposed to stress
than those predominantly at peace.
Frequency of warfare in your culture
affect how much military training the
average citizen possesses.

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

Your culture is at war once in a generation. Many individuals have


military skills. Most modern major powers, such as France or China,
would be a good example of this characteristic. Combat is seen as an
occurrence that you should be prepared for.
Dominance +1

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

Your culture is never at war, typically because there are no competitors


on your borders but it could be because of pacifistic beliefs or a
monoculture that precludes conflict.
Skill: Defusing Conflict (PRES)
Play +3
Skill: Appearing Non-Threatening (PRES)
Skill: Encouraging Others (INS)
57

Violence:

This determines how your culture feels


about violence.

Innocent: -4 points

Your culture has no conception of


violence. This is very rare and only
occurs in extremely primitive societies
or extremely advanced societies that
have moved beyond violence for many
generations.

Violence
Innocent
Pacifism
Defensive
Selective
Aggressive

-4
-2
0
2
6

Aggressive: 6 points

Your culture is supportive of violent conquest. The killing of innocents is


typically only frowned upon when it becomes truly excessive. Medieval
Vikings would be typical of this kind of society.
Skill: Appearing Confident (DEC)
Skill: Assessing Danger ( JUD)
Reduce all combat related stress by 1

Acquisition +4
Strength +1

Double all combat related stress


Play +3

Pacifism: -2 points

Your culture views violence as abhorrent. This is common in modern


societies. Observing violent acts causes severe anxiety and stress.
Increase all combat related stress by 1
Security +2

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

Your culture allows violence against certain portions of the enemy


population. Typically this is a restriction of violence to adult males with
a prohibition on harming women and children.
Skill: Appearing Confident (DEC)
Skill: Assessing Danger ( JUD)

Revenge +2
58

Sexuality:

This determines how your culture feels


about public displays of sexuality.

Repressive: -1 point

Sexuality
Repressive
Ignored
Traditional
Open
Celebratory

Your culture strongly disapproves


of public displays of sexuality.
Pornography, erotic writing or poetry,
and any depiction of sexual acts in public is prohibited.
Skill: Concealing Beliefs (DEC)
Life Experience -2

-1
0
0
2
5

Dominance +2

Crime:

This determines what the punishment


for criminality is within your culture.

Shame: 0 points

Shame
Restitution
Labor
Imprisonment

Your culture has no formal system


of punishment. Criminal acts are
controlled through shame and
ostracization. This is common in primitive societies.

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

Your culture punishes most criminality by demanding compensation.


For crimes like theft, this might involve paying a fine to the injured
party. In the case of physical violence, this might mean an eye for an
eye. Executions for crimes like murder are very public.
Skill: Assessing Value ( JUD)

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

Your culture punishes most criminality by demanding compensation


through labor. Sentences are short for minor crimes and long for serious
crimes. Executions are rare and with typically limited attendance. These
kind of societies frequently impose labor taxes as well.
Skill: Heavy Lifting (BAL)
Skill: Enduring Hardship (TOU)

Skill: Romantic Courting (SED)

Imprisonment: 2 points

Sensuality +1

Celebratory: 5 points

Your culture endorses public displays of sexuality. Sexuality typically


viewed favorably as a path to enlightenment or self-awareness.
Sensuality +4
Resilience +1

Cooperation +2

Labor: 2 points

Your culture overlooks public displays of sexuality. Sexuality typically


viewed as a personal issue and people are free to do as they wish.

Skill: Romantic Courting (SED)


Endurance +1

Crime

Rejection +2

Your culture punishes most criminality by imprisonment. Sentences are


short for minor crimes and long for serious crimes. Executions are very
rare and typically restricted to the public.
Skill: Spotting Law-Enforcement (AWA) Blame Avoidance +3
Skill: Appearing Non-Threatening (PRES)
59

Religion:

This determines what kind of religion


dominates your culture.

Animist: 0 points

Your culture worships animal and


nature spirits. This is the most
common form of religion for
indigenous peoples. These cultures
tend to be highly superstitious and
paranoid about any unusual activity.

Religion
Animist
Ancestor Worship
Pantheist
Polytheist
Philosophy
Monotheist
Science

0
1
2
3
5
6
9

Ancestor Worship: 1 point

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

Your culture worships nature as a single omnipresent entity. Nature is


respected but not prayed to for specific intercessions. This can cover a
wide variety of religions from generic nature worship, deism, humanism,
and many other similar religions.
Skill: Identifying Plants (KNO)
Skill: Calming Others (INS)

Your culture worships a complex pantheon of gods with limited


portfolios of powers. These religions have complex mythologies and
internal rivalries between groups of worshipers. Knowing what to
sacrifice to these gods and when to do so can be of vital importance.
Skill: Identifying Plants (KNO)
Skill: Identifying Symbols (KNO)
Skill: Offering Sacrifices (IMP)

Revenge +3

Philosophy: 5 points

Cooperation +1

Skill: Crafting Totems (PREC)

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

Your culture worships a single omnipresent and omnipotent deity.


This allows nearly anything to be resolved by faith, giving believers an
incredible will to endure suffering in this world.
Skill: Enduring Hardship (TOU)
Absolution +4
Skill: Appearing Confident (DEC)
Life Experience +2
Skill: Calming Others (INS)
Wealth +1

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:

This is how your culture views


supernatural events and magic.
Whether the magic actually works
is a different question. You can make
multiple selections from this condition.
For example, your people may believe
in both Runic and Ritual. If you are
exposed to a kind of magic which you
do not believe to be possible, this can
cause Stress.

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

Your culture suspects that there


are supernatural forces at work but
has no organized framework or specific ideas for understanding it.
Superstitions are at their base the selective remembrance of unusual
activity while overlooking the high frequency of mundane occurrences.
Exposition +1

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

Your culture believes that elements of the environment have magical


properties. Combining these elements into magical potions or burning
them to create magical effects. If your setting supports magic potions,
this must be taken for your character to feel certain that it will work.
Skill: Complicated Cooking (PREC)

Construction +2

Sacrifice: 1 point

Your culture believes that invisible powers must be appeased through


the sacrifice of animals, plants, objects, or in certain settings more
abstract concepts like life force or memories. In many settings, this type
of magic is not actually functional. However, your character may still
strongly believe that it does work.
Skill: Animal Skinning (DEX)

Exhibition +2

Runic: 1 point

Your culture believes that magical powers are unlocked through


powerful symbology and runes. This magic is common for inflicting
your enemies with curses and hexes.
Skill: Identifying Symbols (KNO)

Revenge +2

Dance & Song: 2 points

Your culture believes that magical powers can be tapped through


rituals dominated by dancing or singing. Native American rain dances
are the typical example of this. Like sacrificial magic, this does not
actually work in most settings but your character strongly believes that
it does. However, if your setting supports bardic magic, this may be a
requirement to use it.
Skill: Rhythmic Dancing (BAL)
Skill: Rhythmic Chanting (MUL)

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

Your culture believes in the intercessionary power of personal prayers.


These may be functional access points to powerful magic, such as a
cleric in a medieval fantasy setting. Alternatively, the prayers may simply
be a placebo.
Skill: Calming Others (INS)
Skill: Seeking Assistance (PER)

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

Your culture believes that magical powers are unlocked by academic


study and contemplation. There are typically magic schools where the
craft is taught like an academic field. This study typically benefits society
in a variety of ways.
Skill: Critical Analysis (KNO)
Skill: Basic Research (DED)

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:

This is who your culture educates and


to what degree they are educated.

None: 0 points

Your culture provides no organized


education system of education. Your
parents are your educators.

Education
None
Elite
Limited
Common
Universal

0
1
3
5
7

Play +1

Elite: 1 point

Your culture provides educational opportunities only to the elite,


whether they be political, economic, or religious in nature. The common
person has almost no hope of becoming educated.
May only purchase Education if in possession of a Title or Rank
Cooperation +2

Limited: 3 points

Your culture provides very limited educational opportunities that


are available to everyone, usually limited to basic literacy. Some
opportunities exist for higher advancement but they are rare.
May purchase Education for double normal cost
Security +2

Common: 5 points

Your culture provides decent educational opportunities to most


individuals. This may occur under the auspices of a military academy,
the church, or private institutions. The quality of that education may
vary slightly from place to place, but it is everywhere.

Universal: 7 points

Your culture provides quality educational opportunities to all individuals.


This is the standard for all modern societies.
May purchase Education for standard costs
Life Experience +2
Understanding +5

Skill:

This is an optional way of giving your


culture experience with particular
skills that are unique to your lifestyle.

Skill

None
Minor
Major

0
2
4

None: 0 points

You get no bonus skills.

Minor: 2 points

Your culture has experience with a particular skill. The skill


cannot require overly specialized training regimens, such as use of
flamethrowers or fighter jet piloting. You can take this up to three times
for three different skills.
Skill: Your Choice

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

May purchase Education for standard costs


Order +4
63

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!

Create your own custom life experience

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.

Life Experience Determination

You get 15 points to spend on life experience. Negative experiences


can be taken to give you additional points to spend on positive
experiences. You cannot take more than -10 worth of negative
experiences without GM approval. You are not obligated to choose
an option from every category. If you do not make a choice, you are
assumed to be average in that respect. For example, if you do not
choose an option under Beauty, you are assumed to be of average
attractiveness. Choose those elements of life which interest you and
build your unique life.
Additionally, you need to choose a single starting language for your
character. This is typically named after the culture that you just got
finished creating. If you come from the Anduali culture, you are
assumed to speak Anduali. You will probably want to coordinate with
your party members on language so that you can speak with them.
Your character can learn more languages in the Training section of
their life experiences. You cannot learn more languages than you have
Empathy, regardless of whether you can spend the life experience
points to do so. This represents your brains inherent limitations.

A Note Regarding Skills

Although they are described in greater depth under Resolution


Mechanics, you may be required to invent skills for your character while
moving through this section. Therefore it will be helpful for you to
know that when inventing a skill, use either a verb, such as Skydiving, or
a verb and a modifier, such as Smooth Talking. Compound words may
also be allowed, such as Long-Distance Running. Consult with your
GM regarding whether you think a skill is validly constructed.

65

Beauty:

This represents your physical beauty.


Your appearance may only be relevant
to members of your own species or it
may be applicable to every species. You
can only take one experience from this
category.

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

+1 difficulty in all social encounters


Connections -3

Unattractive: -3 points

You have below average attractiveness. Many social interactions end up


poorly for you and you have become accustomed to staying out of the
spotlight. You have fewer friendships than others and a poor selection
of mates. Sometimes people whom you interact with regularly do not
even know your name or would be able to recognize you if approached.
+1 difficulty in social encounters with your own species
Connections -1

Attractive: 3 points

You have above average attractiveness. Things just naturally seem to go


well for you. Your interactions with others are generally positive and
you have many friends and an excellent selection of mates. Sometimes
people whom you have barely interacted with know your name or
recognize you when they spot you in a crowd.
-1 difficulty in social encounters with your own species
Connections +1
66

Parents:

This represents the parental quality


and structure of the family you were
born into. You can only choose one
experience from this category.

Enslaved: -5 points

Parents
Enslaved
Orphan
Absentee
Divorced
Infamous
Murdered
Single
Stable
Doting

-5
-3
-1
-1
-1
-1
-1
1
3

You were either born into slavery


or the freeborn child of a slave,
depending on what Social Status you
take. Your parents ability to care for
you was severely impaired as a result.
You cannot take a social status worth 1 or more points. You consider
freedom to be exceptionally important and aspire to succeed.
Autonomy +1
Wealth -5

Orphan: -3 points

Achievement +1
Connections -2

You were abandoned as a very young


child and cared for by either foster
parents or an orphanage. The care that
you received was significantly below
average. You cannot take a social status
worth more than 1 point. You never felt
adequately cared for, so you seek out
people who are generous and you hoard
everything of value in case your life gets
turned upside down again. The selection
you make from the Siblings category
reflects the number of children in your
orphanage or foster home.
Recognition +1
Security +1
Wealth -3
Connections -1

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

One of your parents was murdered in cold blood. No clear evidence


was ever found. The perpetrator is still at large. You have talked to a
lot of people who could have known something and as a result you
have several people who you personally suspect did it, but you have no
support from local law enforcement. Your other parent struggled to put
food on the table due to the loss of a breadwinner.
Revenge +2

Wealth -1

Single: -1 point

One of your parents died in an accident, from a disease, or simply


packed up and left. Your other parent raised you by themselves under
significant hardship. You have missed out on a lot of opportunities. You
have always aspired to make a better life for yourself and repay your
remaining parent for all the love they have shown you.
Achievement +1
Wealth -2

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:

This represents the number of siblings


you have in your family, as well as
your position in the age mix. You can
only choose one experience from this
category.

Siblings
Extreme
Many
One
None

-4
-1
1
4

Extreme: -4 points

You had many times more siblings compared to other members of


your culture. This provided you with extremely high levels of social
interaction when you were growing up. Decide if you were in the older
or younger half.
If in the older half, Obligation +1 & Dominance +1
If not, Play +1 & Recognition +1
For both, Connections +2 & Wealth -4

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 were an only child.


This gave you a lot more
attention than the average
child receives and your
parents used all their
resources to help you
without having to divide
their attention among
others. However, this came
with a tendency towards
personal vanity.

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:

This represents the status you were


born into. You can choose one
experience from this category. Settings
with extreme social stratification may
require that you make a choice in this
category.

Slave: -4 points

Connections -1

Peasant: -1 point

Social Status
Slave
Minority
Peasant
Bourgeoisie
Religious
Elite
Inherited

-4
-1
-1
3
3
5
8

If your parents were Enslaved, you


were born into slavery. If not, you
were enslaved as a young adult. Regardless of your parentage, you are
a slave now and you are someone elses property. This has conditioned
you to submit to authority and follow orders. Work out the details of
your owner with the GM. If your setting does not support slavery, this
option cannot be selected.
If your parents were slaves, Autonomy -2 & Retention +4
If not, Autonomy +1 & Aggression +1
For both, Connections -2
For both, cannot start with any Wealth

You are a member of a downtrodden economic class. You are treated


differently from others in legal matters, property ownership, and
freedom of movement. You strongly resent this imposition and strive to
rise above it. 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.
Recognition +1
Wealth -1

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:

This represents the relative age of the


character at game start. Keep in mind
that a young member of one species
may actually be older than an adult
from another species. You can choose
one experience from this category.

Starting Age
Child
Young
Adult
Mature

-10
-5
5
10

Child: -10 points

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:

This represents a significant amount


of suffering that you experienced
as a child. You can choose multiple
experiences from this category.

Crippling Injury: -10 points

Suffering
Crippling Injury
Mental Abuse
Sexual Abuse
Physical Abuse
Plague / Disease
Bullied
Vulnerable

-10
-5
-5
-5
-3
-1
-1

You were critically wounded as a child.


Choose a limb to permanently cripple
(cannot be an Augment). You can no
longer use that limb for anything. This injury has significantly harmed
your ability to function on a daily basis. You are also physically weaker
because of lack of exercise.
Endurance -1

Sexual Abuse: -5 points

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

-2 difficulty for any attempt at Seduction, but gain 1 point of


residual stress any time you use it.

Strength -1

Cannot use a Skill that requires the missing limb


(e.g. Running with one leg).
+1 difficulty whenever using a Skill that a normal person
would use the missing limb to help with (e.g. Climbing)

Mental Abuse: -5 points

You were mentally abused as a child. It has left lasting impressions,


particularly with respect to sustained stress. One or both of your parents
may have yelled excessively and made you paranoid of getting in
trouble. Alternatively, a caregiver could have severely teased you about
an emotionally charged issue such as weight, minority status, or similar
aspect of your life.
Affiliation -2
Increase all residual stress gains by 1

Rejection +2

72

Physical Abuse: -5 points

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

Plague / Disease: -3 points

You were exposed to a particularly damaging plague or disease as a


child, but survived. This has given you permanent immunity to that
specific danger, but your body has been permanently damaged as a
result. This damage leaves you slightly more vulnerable to other diseases
and poisons.
Resilience -1
Immunity to a specific disease or plague
You were systematically bullied by other kids. You have vowed to not let
that happen again. You have a distaste for seeing anyone being pushed
around or intimidated by street toughs or similar individuals.
Revenge +4

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

This represents exposure to unusual


events as a child. You can choose
multiple experiences from this
category.

Death: 1 point

Exposure
Death
Terrain
Warfare
Occult
Supernatural

1
2
3
3
3

You were exposed to the death of a


person close to you as a child. This has given you a certain acceptance
that death is a part of life. You have a slightly lower drive to acquire
things because you know that you will die one day and it will amount to
nothing. However, throughout the experience you met a few individuals
you might never have known otherwise.
Acquisition -1
Obligation +4

Retention -1
Connections +1

Terrain: 2 points

Bullied: -1 point

Cooperation -2

Exposure:

Security +4

You were exposed to an extreme environment as a child. You might have


been lost in the woods for a few days or gone backpacking with a school
group in a foreign locale. Regardless, the experience had a profound
impact on how you feel about the environment and you learned valuable
life lessons about survival in another climate.
Achievement +2
Skill: Survival (KNO) of your choice (ex. Mountain Survival)

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 taught by a businessperson or tradesperson in a specific


business or trade. You have a good education in basic affairs and
specialized knowledge of a particular craft. This might be carpentry,
performing arts, or any number of other professions.

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

You were not educated in any


substantial way as a child, not even by
your parents. You are critically short
on critical knowledge for functioning
in society.
Play +4

Education
None
Limited
Apprenticeship
Tutored
Quality

Remove 2 Skills gained from culture

Apprenticeship: 3 points

You were exposed to the Supernatural at a young age. Perhaps you


witnessed a vampire fighting off a pack of werewolves or had a long
chat with a sentient mutant. 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 are
no supernatural powers in your setting.

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

Remove 4 Skills gained from culture

You were taught by a tutor in a wide range of skills. This is common


among economic elite in societies lacking universal education. This tutor
taught you a great deal, but kept you indoors and under supervision for
most of the day. This is something you may or may not be bitter about.
Understanding +4

Gain 3 Skills of your choice

Quality: 10 points

You were taught by a developed educational system in a wide range


of skills. This is common in modern and futuristic societies. In less
advanced societies, this might only be available to residents of highly
developed cities. For example, someone living in Constantinople,
Nanjing, or Baghdad in the Dark Ages might be able to take this, but
very few of their contemporaries could.
Understanding +6

Gain 5 non-combat Skills of your choice


74

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

You have spent a lot of time riding animals. This is presumed to be a


horse, but may vary based on your setting. In a sci-fi desert setting, you
could be riding giant Iguanas. Regardless, you are adept at maneuvering
this animal in and out of combat.

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

Gain 1 Skill at riding the animal of your choice

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 training in interacting with people. You may be a professional


negotiation, an envoy of the King, or a trained courtier. You have an
uncanny ability to bend people to your way of thinking.

Energy Fields: 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.

Gain 2 Skills of your choice related to social influence

Gain 1 Skill in creating a poison of your choice


Gain 1 Skill in using the chosen poison

Driving: 4 points

Power Armor: 4 points

Gain 2 Skills related to driving a single type of land vehicle

Skill: Power Armor (BAL)


The above skill allows you to operate in power armor without making
any rolls to keep your balance, even when hit by enemy fire.

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.

You have experience using a form of powered combat armor in battle.


You are also able to maintain the armor over time to ensure optimal
operation and protection.

Acrobatics: 6 points

You have spent significant time training your body to be extremely


flexible and agile. This may have been through actual acrobatic training
for sporting events or it may be for more nefarious purposes.
Gain 2 Skills of your choice related to flexible movement
Gain 1 Skill of your choice related to quick movement

76

Computer: 6 points

You have spent significant time training with computing devices.


The nature of these devices is highly dependent upon your setting.
An early 21st century character might be adept at hacking into
computer networks via the internet while a futuristic character may be
reprogramming automated hover drones.
Gain 2 Skills of your choice related to computer programming
Gain 1 Skill of your choice related to computer security

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

You have considerable experience in the aerospace field. Exactly how


this occurred is highly dependent upon setting, so you have great
flexibility in choosing skills to reflect your training.
Gain 2 Skills in piloting aircraft or spacecraft of your choice
Gain 2 Skills in repairing those vehicles

Linguistics: 6 points

You have been trained in multiple languages. This could be because


you were raised in a highly mixed community and spent a lot of time
interacting with speakers of different languages or it could be the result
of intensive directed study in an academic environment.
Gain knowledge of two additional Languages

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.

Gain 4 Skills of your choice related to small electronics

Skill: Medical Evaluation ( JUD)


Skill: Emergency Treatment (PREC)
The above skill allows you to use medical technology to stabilize a
patient and keep them alive when the stabilization period ends. They
will heal at twice the normal rate while under your care.

Explosives: 8 points

Spycraft: 8 points

Gain 1 Skill in creating an explosive of your choice


Gain 1 Skill in using the chosen explosive
Skill: Grenade Throwing (TRA)
Skill: Disarming Explosives (PREC)

Skill: Appearing Innocent (DEC)


Gain 3 Skills of your choice related to espionage

You have been trained to work with small electronic devices. In a


Modern setting, this may be electronics like refrigerators or household
alarm systems. In a more advanced setting, it could be anything from
interplanetary communicators to sensor equipment.

You have experience creating and using a type of explosive, as well as


their general use and disarmament. You are able to work the explosive
into a usable form without injuring yourself and you are able to apply it
as a weapon ensures optimal destruction.

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 invested considerable time in learning a specific trade or


business. This can vary considerably based on your setting, ranging from
inn keeping to international currency trading. This training is not as
singularly focused as that gained through Apprenticeship.
Gain 4 Skills related to the trade of your choice
78

Martial Arts: 10 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

You have learned how to create and repair robotic equipment.


This includes designing new kinds of robots, programming their
artificial intelligence functions, the physical construction of the
robot, modification and enhancement of existing robots, and their
maintenance and repair.
Skill: Robotic Design (KNO)
Skill: A.I. Programming (KNO)
Skill: Robotic Construction (PREC)
Skill: Robotic Modification (PREC)
Skill: Robotic Repair (PREC)

Biotech: 12 points

You have learned how to create and modify biological organisms in


amazing ways based on genetic recombination. This includes designing
new kinds of viruses and bacteria, restructuring the body to increase
its capabilities, and altering the genetic code to curtail or eliminate
diseases. This training has required extensive study of the human body,
giving you restorative ability comparable to a paramedic. You have also
already performed some enhancements on your own body that increase
your resistance to diseases and toxins. This training is only allowed in
futuristic settings where genetic enhancement is possible.
Skill: Biotech Design (KNO)
Skill: Biotech Surgery (PREC)
Skill: Medical Evaluation ( JUD)
Skill: Emergency Treatment (PREC)
The above skill allows you to use medical technology to stabilize a
patient and keep them alive when the stabilization period ends. They
will heal at twice the normal rate while under your care.
Resilience +1

Capital Ship: 12 points

You have considerable experience in commanding a capital ship,


including in space combat operations. You have experience managing
a complex network of people to accomplish a specific goal. In many
ways, you have the strategy and management skills of a CEO or similar
leader. You are also familiar with a variety of space vessels and capable
of piloting a few individual craft.
Skill: Space-Combat Tactics (KNO)
Skill: Strategic Planning (KNO)
Skill: Military Command (PRES)
Skill: Organizational Management (PRES)
Gain 2 Skills in flying spacecraft of your choice

79

Nautical: 12 points

You have considerable experience in commanding a naval vessel,


including in naval combat operations. You have experience managing
a complex network of people to accomplish a specific goal. In many
ways, you have the strategy and management skills of a CEO or similar
leader. You are also familiar with a variety of smaller naval vessels and
capable of piloting individual craft when necessary.
Skill: Naval-Combat Tactics (KNO)
Skill: Strategic Planning (KNO)
Skill: Military Command (PRES)
Skill: Organizational Management (PRES)
Gain 2 Skills in piloting naval craft of your choice

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

You have experience in operating Mechs in and out of combat. You


are formidable on the battlefield as a small-unit commander, capable
of maintaining and repairing mechs in the field, and adept at precision
fire to maximize potential salvage. You have also been trained in basic
infantry combat in case you are forced into combat while dismounted.
Skill: Small-Unit Tactics (KNO)
Skill: Military Command (PRES)
Skill: Mech Operation (BAL)
Skill: Mech Repair (PREC)
Skill: Mech Modification (PREC)
Gain 1 Skill with the weapons of your choice

Skill: Performing Surgery (PREC)


Skill: Medical Evaluation ( JUD)
Skill: Medical Treatment (PREC)
The above skill allows you to use medical technology to stabilize a
patient and keep them alive when the stabilization period ends. They
will heal at four times the normal rate while under your care.
Gain 3 Skills of your choice related to the medical field

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:

This represents experiences you have


had that allow the casting of magic.
These points represent the time spent
studying or practicing your magical
tradition. You can choose multiple
experiences from this category,
provided the setting supports all the
forms selected.

Articulation: X points

Magic
Articulation
Concoction
Glyph
Grimoire
Rhythm
Ritual
Sacrifice
Talisman

*
*
*
*
*
*
*
*

Your culture must believe in Prayer, Talent, or Analytical magic to take


this option. You can cast magic by speaking a specific sequence of words
while making particular gestures. If you are unable to make gestures or
speak words for any reason, you cannot use your magical powers.
Gain Essence equal to your Cognition value for every 2 points
spent on this experience
Mana +1 per point spent
Can channel 1 Mana per second or point of Weight in combat
Can learn new magic by studying as an apprentice for 3 months
per Essence point of the magic learned
Regenerate 1 Mana for every six hours spent in quiet contemplation

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

Your culture must believe in Analytical magic to take this option.


You can cast magic by reading aloud from a complex text. The magic
you learn from this tradition represents those spells you have in your
personal grimoire (spell book). You can transcribe your magic onto
piece of parchment and sell them as scrolls to other magicians that
follow your tradition, however this is very rare and the prices charged
are usually exorbitant. The act of reading unlocks the magic, but does
not destroy the spellbook or scroll when it is read. Since the risk of
losing your magic to theft or accident is so high, a magician commonly
transcribes backup copies of his spells and hides them somewhere. Of
course, rumors of such locations are the subject of many treasure tales.
Gain Essence equal to your Cognition value for every 2 points
spent on this experience
No Mana
Can channel 1 Mana from the environment per minute by
reading from spell book
Upon completion of casting, magic occurs immediately
Cannot cast magic without personal spellbook
Can acquire new magic by copying it to your spell book.
This takes 1 hour per Essence point of the magic

Gain Essence equal to your Spatial value for every 2 points


spent on this experience
Mana +1 per point spent
Can channel 1 Mana per minute by creating music
Cannot learn magic that costs more than 5 Essence.
Can learn new magic by studying as an apprentice for 3 months per
Essence point of the magic learned
Regenerate 1 Mana for every six hours spent practicing your music

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

Gain Essence equal to your Magnetism value for every 2 points


spent on this experience
No Mana
All Mana is immediately channeled by engaging in the sacrifice,
but the sacrifice takes 1 minute to complete
Can learn new magic by going on a religious quest for your deity/spirit

Gain Essence equal to your Magnetism value for every 2 points


spent on this experience
Mana +3 per 2 points spent
Can channel 1 Mana per second or point of Weight in combat
Cannot cast magic without personal talisman
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

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

All motivations have a base value of 1. Your motivations are then


modified by your culture and life experience choices. In addition to
that, you have 15 points to distribute as you wish. No motivation can
have a value greater than 10 or less than 1. Points can be spent to raise
or lower these values.
These points can be used to negate the influence of your life so far,
representing your will to resist the influence of others. So if you start
from a culturally and life experience derived Dominance value of 5,
you could spend a point to reduce that to a Dominance value of 4.
This costs 1 point.
EXCEPTION: If you have the Eccentricity talent, do not use your
culture & life experience values at all. Build your entire motivational
distribution, starting from base values of 1 and using 50 points to
distribute as you wish.
Lets imagine that there are
two characters in a party.
One has a high Acquisition
value and a low Obligation
value. The other has the
opposite values. If these
two characters came upon
a valuable treasure, the
former character would be
interested in keeping the
treasure while the latter
would interested in using
the treasure to assist others.
Obviously, this would lead
to some disagreement.
Neither is right. They just
want and believe very
different things.
85

Motivation Distribution Example


The below chart is an example of motivation design. As you can see, every value starts with a base of 1. The cultural and life experience effects are
added in. The subtotal at this point represents what the starting motivations are of someone who has lived in that culture and gone through those life
experiences. For this example, we have assumed some culture and life experience choices. On top of this, you can distribute 15 points as you wish.
The Hero represents an actual
heroic character. She has a strong
Absolution, meaning she is more
likely to apologize for her mistakes
and try to seek forgiveness and
make amends for her errors. She
is also strongly motivated for
Achievement. She is reasonably
motivated to work with others
cooperatively (Cooperation) and
to help those in need (Obligation).
She is less motivated to dominate
others than an average person of
this culture would be that was a
conscious decision the player made
to reduce that value.
The Villain represents an individual
with less moral fiber. He is strongly
resistant to his cultures pressure
to apologize and seek forgiveness.
He has a strong desire for material
gain, highly independent, and he
has no trouble attacking others to
get it. There was also a decision to
not resist the cultural tendency to
dominate others, unlike the Hero.

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

Culture Life XP Subtotal


4
5
1
2
3
2
3
3
4
1
1
1
2
3
-2
2
3
4
1
2
1
2
3
1
2
-1
1
3
4
2
3
1
2
2
1
4
1
2
2
3
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:

Absolution is the motivation to be forgiven. Apology is the primary


method of fulfilling the motivation. When you apologize, you are
acknowledging your faults while asking the person receiving the
apology to accept you despite those faults. Confession is a similar act,
whereby you are admitting your past deeds openly and accepting the
consequences.
Characters with high Absolution values feel profound guilt when they
commit crimes or violate social norms. That does not prevent them from
committing the act it only affects how they feel afterwards. Character
with low Absolution values feel very little remorse for their misdeeds
and mistakes.

Achievement:

Achievement is the desire to overcome challenges. Normal, everyday


life is not enough to satisfy this motivation. It demands exceptional
acts. It is not enough to climb a mountain you must climb the
highest mountain. Each success only raises the bar for the next. The joy
of victory is short lived and quickly replaced by even more grandiose
desires.

Characters with high Acquisition values have an intense desire to


acquire money so that it can be spent on equipment, vehicles, property,
or even minor baubles. Character with low Acquisition values tend to
have an easier time saving money for more important things, keeping to
their budget, and planning for future expenses and unforeseen setbacks.

Affiliation:

Affiliation is the desire to spend time meeting and talking to others.


Nothing is more important in life than keeping in touch with others.
If you meet someone on the street, you can always spare time to stop
and chat. An interesting story can keep you captivated for hours on
end, especially in comfortable surroundings. It never hurts to ask for
directions. Who knows? You might meet a new friend.
Characters with high Affiliation values have an intense desire to be
around people. They will often have to be dragged along when the
party leaves an area with interesting people to talk to. Character with
low Affiliation values tend to have short conversations, few friends, and
seldom moments of loneliness.

Characters with high Achievement values an insatiable challenge.


If everyone else is afraid to attempt it, that only makes the challenge
that much more desirable. Character with low Achievement values are
interested in the easy money, the cheap thrill, and putting things off.

Acquisition:

Acquisition is the desire to accumulate tangible objects; goods, money,


property, vehicles, etc. Any money earned is almost immediately spent
on the most interesting choices available. The idea of saving money
does not make much sense. In acquiring more stuff, you feel a rush of
excitement, joy, and a slight hint of snobbery at being able to afford that
which others go without.
87

Aggression:

Aggression is the desire to use


hostility to achieve your goals.
This might involve violence, the
threat of violence, verbal attacks,
or economic force. Sometimes
people just refuse to do what
you want. They are stubborn,
insolent, or unpleasant. They
are practically begging for a
punch in the face. When kind
words and sweet nothings fail,
you have to be prepared to take
it to the next level. Sometimes,
the only thing people respect
is a big stick. A really really big
stick.
Characters with high Aggression values are quick to resort to violence.
They have little respect for others and tend to bully those that are
weaker than them. Characters with low Aggression values are reluctant
to use violence unless absolutely forced to do so.

Autonomy:

Autonomy is the desire to act independently of coercion. You have no


problem following someone else, provided the decision to follow them
was a choice that you made. Any attempt to force you to do something
will fail. You will just shut down and refuse. A donkey admires your
stubbornness.
Characters with high Autonomy values are reluctant to do anything
when coerced. They are insistent on being free from manipulation. If
they sense any manipulation at all, they will shut down and disengage.
Characters with low Autonomy values tend to be easily threatened and
coerced into doing almost anything.

Blame Avoidance:

Blame Avoidance is the desire to be perceived as innocent. If there is a


problem, it wasnt your fault. If fault can be denied, it will be. If someone
else can be framed, they will take the fall. Personal responsibility is a
foreign concept. The perception of your innocence by your peers is of
incredible importance. You will go to extreme lengths to avoid appearing
to be incompetent. You once thought you made a mistake, but you were
wrong.
Characters with high Blame Avoidance values never accept
responsibility for anything. When they fail, it was the sun in their eyes,
a sweaty grip, or an impossible task in the first place. Characters with
low Blame Avoidance values will admit to lack of skill or lapses in
judgement from time to time.

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:

Cooperation is the desire to work with other people towards a common


goal. Some tasks are too big for you to handle on your own. You
recognize your limitations. It is important to get help from people you
know to solve problems. You might be overlooking something. You
always remember that two heads are better than one.

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:

Dominance is the desire to control other people. You have a vision,


purpose, and plan. Other people just need to accept that and follow your
orders. You have the best solution available. It is important that your
vision of the future be realized. Other people exist to serve you.
Characters with high Dominance values are domineering and
controlling. They boss other people around and have trouble cooperating
with similarly motivated companions. Characters with low Dominance
values are reluctant to take charge and tend to simply follow the
leadership of others.

Exhibition:

Exhibition is the desire to be entertaining. You like to tell thrilling


stories, perform in front of others, and make people laugh. You are the
life of the party. When there is a lull in conversation, you feel the need
to jump in and fill the vacuum. Wearing ostentatious clothes and acting
in an unusual way is fun and exciting to you.
Characters with high Exhibition values tend to attract attention to
the party whenever there are people around to be impressed by their
skills. Bards and other entertainers tend to have high Exhibition values.
Characters with low Exhibition values are easily embarrassed and do
not like attention.

Exposition:

Exposition is the desire to share information. You like to know obscure


information, trivia, and secrets. However, you dont just want that
information for its own sake, but rather so that you can tell others. You
have a very hard time keeping secrets and cant stand it when other
people keep secrets from you. You like to read books so that you can tell
other people what you learned.

Characters with high Exposition values tend to read everything,


constantly brings up tangential information, and should not be trusted
to keep secrets. Characters with low Exposition values are not that
interested in knowing much of anything.

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.

Characters with high Recognition values are always taking credit


for their successes and making sure that everyone knows about it.
Characters with low Recognition values does not feel the need to brag
about their victories.

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.

Recognition is the desire to be admired. Your walls are covered in


trophies, medals, and other memorabilia of your own success. You need
other people to recognize you for the awesome person that you are.
Whatever you do, it is important that people know you are the best at
doing it. Good deeds are worth doing so that people will recognize you
for being so great.

Rejection:

Rejection is the fear of being perceived negatively and the desire


to disassociate yourself from anything or anyone that might lower
your standing. You are highly sensitive to social status distinctions,
particularly gender and ethnic variations. If someone has become
disgraced socially, you will walk away from them, no matter how close
you were before. There is nothing that scares you more than being
associated with someone that you consider below you.
Characters with high Rejection values have a very hard time interacting
with people of a lower social order than them, especially criminals and
members of other species. Characters with low Rejection values tend to
overlook social distinctions and see people as having inherent worth.

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:

Sensuality is the desire to experience pleasure. You are drawn to


attractive people like a fly to honey. You enjoy a soft bed, a warm fire,
and the gentle (or not-so-gentle) touch of your mate. Wine is the
greatest creation of mankind. You always wear the finest and most
flattering clothes possible. Luxuries are necessities to you.
Characters with high Sensuality values are very flirtatious and forward
with potential mates while characters with low Sensuality values are
generally oblivious to their presence.

Understanding:

Understanding is the desire to know. This is different from Exposition


the desire share information. You want to know these things for
yourself. You need to know what is on the other side of that mountain,
under that rock, and behind that tree. You are a natural explorer and you
can spend hours figuring out math problems and reading books.
Characters with high Understanding values are intrepid explorers who
will push the party to keep going. They always want to camp on the
other side of the next hill, keep reading into the night, and searching for
that lost tome of secret knowledge. Characters with low Understanding
values are not interested in those runes on the wall and wants to just go
home because it is getting dark.
91

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

In addition to the question of personhood,


Types
your character has a conception of morality
Reactionary
based on social dynamics. There are six
Self-Interest
types of morality in Synapse, one of which
Conformity
you should choose as your dominant type.
Legal
They are listed in order of complexity and
prevalence over time. For example, futuristic
Rights
game worlds are going to have many more
Rationality
people making moral decisions based on
reasoning than medieval ones. Each type defines what standard you use
determine whether an action is right or wrong.
You may have situations where multiple characters agree on the same
course of action, but for different reasons. For example, lets say that
the party has captured an enemy and that everyone agrees the enemy
is a person. Everyone might be in favor of bringing the enemy to local
law enforcement. One character might want to do this because there
may be a reward for doing so (self-interest). Another might want to do
this because it is the proper thing to do according to the law (legal).
Another might want to do it because the enemy has a right to a fair
trial (rights). The last party member might agree simply they feel that it
is expected of them (conformity).
However, you might have disagreement just as easily. One character
might be in favor of ransoming the enemy back to his companions (selfinterest). Another may be in favor of killing them on the spot because
nobody will be able to punish them (reactionary). A third may be in
favor of killing them because of a complex argument, e.g., that it is too
far to the local law enforcement location and that there is not enough
time to bring them to justice and still accomplish other, more important
goals (rationality).
What is important here is how the characters are making their decisions,
not what the ultimate decision might be. The world is too complex for
Synapse to define how you should act in every circumstance. Instead,
you should define what method your character uses to approach these
issues.
93

Morality Types:
Reactionary:

Reactionary moral reasoning only considers the


possibility of punishment. Any act for which
there is no punishment is permissible. Any act
for which there is a strong punishment is to
be avoided. This concept of morality is called
reactionary because it is highly dependent
upon the surrounding society and is common
among young children and intelligent animals
like dogs or apes. The reaction of society is
what is important in the moral calculation, not
the intrinsic nature of the act.

Self-Interest:

Self-interested moral reasoning only considers the end result and


how it relates to you. An act which benefits you is considered good.
An act which injures you is evil. Concern for other individuals is only
important if their interests are related to your own. You may save
someone in danger, but only because they are necessary to accomplish
some objective of yours, even if that objective is merely to appear caring
to onlookers. Absent a compelling goal, you have no actual concern for
other people. You feel remorse when you discover later that you could
have done better for yourself in a situation. You do not feel remorse for
causing pain to others, unless it undermined your goals.

Conformity:

Conformist moral reasoning only considers the opinions of observers


with respect to your role. An act which is expected by your observers
is good. An act which is not expected of you is bad. The goal of your
behavior is to earn the respect of your peers. You may save someone in
danger because you know that observers will think positively of you.
Your act is not based on the fear of being punished for not saving them
or on self-interest. If your society did not expect you to save people in
danger, you would not lift a finger.

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:

Rights-based moral reasoning is dependent upon intrinsic rights.


All persons are treated with equal respect based on these rights. If
something violates these rights, it is evil. If something is not related
to these rights, it is permissible. If something is required to enforce
these rights, it is good. You would help the person in danger because
they have a right to assistance from their peers in times of trouble.
You would expect someone else to leap to your assistance if you were
suffering. Your primary concern is with the general welfare and equal
treatment of everyone. Note that exactly what your rights are will vary
between cultures.

Rationality:

Rational moral reasoning is based on philosophical precepts and logic.


Certain actions are absolutely morally good and others are absolutely
morally evil for reasons of philosophy. Your primary concern in rational
moral reasoning is the degree to which the decision conforms to your
philosophical position. You (the reader) can look up a variety of moral
philosophies on the internet. For example, Utilitarianism is a philosophy
which judges every act with respect to how much utility it brings to
all people. If the killing of one person is necessary for the happiness
or welfare of many more people, then it may be permissible or even
required. If the death of a person is viewed to bring insufficient benefit
to everyone else, then it is determined to be evil.

94

Making Decisions in the Game:


One of the hallmarks of roleplaying games is that your character will be
presented with complex choices. Should you help an old woman or keep
going down the path after the thief? How do you make these choices?
The personality that you have just developed will provide guidance for
these questions.
For example, lets assume the Hero
whose motivations are listed here
has come across one of her longtime rivals, who is hanging off the
edge of a cliff on a rope. A quick
glance at the major motivations
of this character reveals two
motivations that are strong and
would apply to this situation;
Obligation
and
Revenge.
Absolution and Achievement
are strong motivations for this
character, but they do not relate
to the actual situation, so they are
ignored.
The motivational setup for this
Hero indicates that she would
want to help them (Obligation)
more than she would want to
punish them for past misdeeds
(Revenge). Therefore, all things
being equal, the character should
want to help her rival get back up
to safety. She may not like it, but
she feels it is the right thing to do
based on her own morality.

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

However, it is possible that the situation might be more complex.


Perhaps this rival actually committed a serious crime against her.
Perhaps the rival has been condemned to death by a local authority.
If the player can make a reasonable argument for bending their
motivational numbers to take an action other than that indicated by the
grid, and if the GM agrees with the players logic, then such actions may
be allowed without a roll. If the GM does not agree with the players
logic, the player can make a motivation suppression.

Motivation Suppression:

A player can make a motivation suppression to temporarily reduce


one of their motivations so that they can take an alternative course
of action. A motivation suppression represents the rational decision
by the character to try and resist their natural impulses. A motivation
suppression involves voluntarily taking a single stress point and
temporarily reducing a motivation of your choice by 5 points.
You can permanently alter your motivations as a result of this roll.
Whenever you perform a motivation suppression, make an Eccentricity
roll. If you succeed, permanently reduce the suppressed motivation by 1
point and raise the motivation that you are going to follow by 1 point.
This change represents the long term effects of suppressing or giving
in to certain temptations. Over a long period of time, your characters
motivations may change significantly. This represents your personality
changes over the course of your life.
95

Chapter 6:
Connections

96

Connections:

Connections Determination

Everyone is connected to other people in their lives. Some are born


out of necessity, others out of common affection, and others still out
of calculation. Connections represent those relationships with a strong
personal connection. Obviously, you can find and hire people to perform
many of the services your connections might perform. However, the
people with whom you have Connections are reliable, reasonable, loyal,
and generally friendly (except Rivals, Enemies, and Debts, of course).

Unspent points can be retained for use during play to gain connections
via Socialization as described on the next page.

Connections consist of two components; Types and Relationships.


Types represent the nature of the person in question and relationships
represent how you are connected to them. The point values of each
component are added together. The minimum point value of a
connection is 1, except Rivals, Enemies, and Debts. Each connection
should be listed on your character sheet as represented in the example
to the right.
You must create a connection for every party member that you are
travelling with to justify why you are working with them. Consult the
rules for Party Members for complete details on forming these kinds of
relationships.

A new character receives a number of points to spend on connections


equal to five times their Empathy. Negative connections can be taken
to give you additional points to spend on positive connections. You
cannot take more than -10 worth of negative connections. Your life
experiences can also modify your initial point total in either direction.

Creating an Example Connection:


Type

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

Gaining Connections During Play:

It is possible to gain new connections during play by using


Socialization. As you spend more time interacting with someone in the
game world, it is possible to shift their disposition towards friendship.
Once someone becomes your friend, you can continue to socialize with
them. When you succeed with social skills on someone who is already
a good friend, the GM will award you connection points that can only
be used to purchase a connection with this person. Obviously, the
connection must be feasible. You cannot talk someone into becoming
your relative, nor can you talk a destitute beggar into being your patron.
You may have connection points that are unspent, either because the
GM refunded the points of a terminated connection or you did not
spend all your points at character creation. Once you shift someones
disposition far enough, you can use these points to buy them as a
connection. Again, the connection must be feasible.
Sometimes
the
starting
situation of the campaign
is not appropriate for your
character to have connections.
You might be travelling into
an area that is inaccessible
to the outside world, like
an isolated island or a
peripheral planetary system
in an interstellar game. In
that case, the GM may have
you keep all of your points
unspent and then acquire
connections during play. Also,
you can voluntarily keep a
portion of your connection
points unspent because you
intending to form those
connections during play.

Locating Connections During Play:

Unless the Connection is following you around (like a Retainer would)


then you will need to locate them to utilize their abilities. You should
come up with a basic idea of what they would be doing and where
they would be most of the time. If you are able to have your character
communicate with them either face-to-face or via technology like a
telephone, the GM should allow you to utilize them. Keep in mind that
connections which provide services do not necessarily provide them
for free. You must fairly pay your connections for their assistance. A
connection can only have Skills or Possessions related to their usefulness
in this capacity.
However, the GM may decide to terminate the connection with
whom you are trying to communicate. This should generally only be
used to further the plot. In such cases, the GM might tell you that
your connection is dead, missing, or otherwise unavailable. If you are
denied access to your connection permanently, the GM will refund your
connection points and they can be spent on new relationships.
For example, you may know a local singer who is connected with
high society and whom you are using for information on the rumors
circulating in those circles (Entertainer Contact). When you go to find
her, instead you stumble upon her dead body lying in street outside her
house. The GM then gives you back five connection points to represent
the loss. Solving the murder may then become a part of the game.

Losing Connections During Play:

It addition to the GMs ability to terminate your connections and


refund your points, you will lose your connections if you do not
maintain them. You must engage in regular Socialization with all your
connections. Some connections require more maintenance than others.
Your GM will tell you when you feel that you are losing touch with a
connection. If you do not socialize with them in a reasonable amount
of time, the GM may terminate the connection. You will not be given
point refunds for connections lost in this way.

98

Type Descriptions:
Party Member:

Each person in your party must be


connected to you in some manner.
A party member can only be paired
with specific Relationship options.
You can make a party member your
Ally, Family, Friend, or Lover for
1 point instead of the normal cost
of that choice. The party member in
question must reciprocate by taking
the same Connection towards you.
You can also take a party member as
a Retainer, Contact, or Favor for the
normal point cost. This will actually
create the obligation implied in that
relationship (i.e. if you take someone
as a retainer, you must pay them for
their services). To represent this, they
put the same cost you paid on their
character sheet (your retainer would
get 5 points for her connection to
you, and call you her Patron).

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

All party member connections MUST be agreed to by all involved


players. You cannot force anyone into a relationship with you that they
do not want.
If a new party member enters the game after it has started, they can
come in as any of the above relationships as long as it is logical, agreed
upon by all players, and supported by the GM.

Rebel:

A Rebel is someone who is opposed to the established political


order in which they live. This may be a guerilla hiding in the
jungle, a foreign spy, runaway slaves, or any other type of person who
would be arrested by an agent of the law if they were detected. As a
result, they are problematic to reach and tend to be of limited utility to
you. Locating this connection should require some substantial time and
energy, such as hiking deep in the jungle or meeting at odd hours in an
unusual place.
Can have almost any skill, but they should only have a few.
Should not be a Retainer or Ally unless they are in a position to easily
evade the law. For example, a runaway slave could be posing as your
slave while travelling inside a slave-owning area.

Outcast:

An Outcast is someone who is


looked down upon by their society.
They are generally tolerated, but
they may be subjected to abusive
harassment occasionally. This
might be a member of an ethnic
minority, a foreign worker, a
new immigrant, a drug addict, a
mentally ill person, or any other
type of person with whom an
average member of society would
not want to associate strongly. A
character with a Rejection value of
5 or higher cannot take this kind
of connection.
An outcast can have almost any skill, but they should only have a few.
Can be paired with any relationship option.
99

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:

A Transporter is someone who can


move people or things. Depending
on the nature of what is being
transported, this may make them
an illicit or legitimate individual.
An illicit transporter could be a
slave trader, human trafficker, drug
trafficker, smuggler, or similar. A
legitimate transporter could be
a ship captain, stagecoach driver,
freighter, truck driver, charter
pilot, bus driver, or similar. Illicit
connections are inherently more
difficult to contact than legitimate
ones due to the secret nature of
their lifestyle, unless they live in a
society rife with corruption.
Cannot be paired with the relationship options of Patron or Debt
unless they are illicit.

Entertainer:

An Entertainer is someone who is involved in public entertainment.


This could be an actual entertainer like a dancer, singer, musician,
comedian, poet, writer, magician, or similar performer. Alternatively, it
could be someone who supports such people like their makeup artist,
choreographer, composer, lyricist, magicians assistant, bouncer, etc.
Finally, it might be someone who owns or works in an entertainment
venue like a dance club, theater, opera house, comedy club, speak-easy,
or similar establishment.
Can be paired with any relationship option.

Investigator:

An Investigator is someone who is an expert at acquiring information.


Depending on the nature of the information being acquired, this may
make them an illicit or legitimate individual. An illicit investigator
could be a spy, informant, undercover operative, traitor, or similar.
A legitimate investigator could be a private investigator, reporter,
researcher, criminologist, detective, or profession. Illicit connections
are inherently more difficult to contact than legitimate ones due to
the secret nature of their lifestyle, unless they live in a society rife with
corruption and criminality.
Can be paired with any relationship option.

Elite:

An Elite is someone who is either passively or actively involved in


governmental decision-making. A passively involved individual might
be a minor noble, wealthy businessman, corporate lobbyist, or similar
individual who is limited to only partially influencing actual decisionmakers. An actively involved individual would be a major noble,
police chief, mayor, sheriff, senator, president, prime minister, king,
or similar person with actual political power. In societies with high
levels of corruption, the elite could be a leader of organized crime or a
manipulative shadow government.
Can be paired with any relationship option.
100

Clergy:

A member of the Clergy is someone who is involved in the actual


administration of a religious institution. This could be someone as
minor as a parish priest, imam, rabbi, medicine man, witch doctor, or
similar person involved in direct contact with believers. Alternatively,
it could be someone who serves a purely administrative or symbolic
function such as a cardinal, religious scholar, mullah, or similar person
who does not have much contact with the believers of their religion on
a day-to-day basis.
Can be paired with any relationship option.

Healer:

A Healer is someone who is believed to be able to heal the body from


physical damage. The actual success of their treatments may vary. Most
pre-modern societies rely heavily on magical, supernatural, or religious
ideas about the healing of the body. These methods are, except in the
case of actually magical worlds, effectively only as placebos. However,
healers should be treated with seriousness and respect if your culture
actually believes their healing methods work. In a modern or futuristic
world, this may be an actual physician or a supporting staff member
like a nurse or medical technician. If cybernetics are used, this could be
someone who designs or repairs the cybernetic technology.
Can be paired with any relationship option except Debt.

Merchant:

A Merchant is someone who is involved in legitimate mercantile


transactions. This could be someone doing the purchasing or logistical
functions for a large organization such as a corporation or consortium.
This could be someone involved in retailing like a store clerk or shop
owner. Alternatively, it could be a solo operator such as a caravan
merchant like Marco Polo.
Can be paired with any relationship option.

Mechanic:

A Mechanic is someone involved in the repair or maintenance of


technology based on the application of principles from physics and
materials science. This might be an engine, vehicle, aircraft, spacecraft,
watercraft, heavy industry, robotics, structures, or practical engineering
related to these fields. A mechanics 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.

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:

A Producer is someone who physically creates something for a living.


This could be a sculptor, carpenter, mason, blacksmith, factory worker,
or craftsman of any sort. A producers primary value to the character is
usually her practical knowledge related to fixing or finding equipment.
Can only have skills or possessions related to their production.
Cannot be paired with the relationship options of Patron, Ally, Rival,
Enemy, or Debt.

Criminal:

A Criminal is someone currently or formerly involved in criminal


activity other than transportation or investigation (see descriptions
for these Types for details). A criminal might be a pickpocket, robber,
burglar, kidnapper, forger, assassin, bomber, or someone coordinating
such activity. Illicit connections are inherently more difficult to contact
than legitimate ones due to the secret nature of their lifestyle, unless
they live in a society rife with corruption. You can take a criminal
relationship with an ex-criminal if you wish, making them easier to
contact but leaving them with fewer ties to the current underworld.
Can be paired with any relationship option.

Military:

A Military individual is someone actively or formerly involved in


military operations. This could be someone who is a lowly infantryman
or it could be a powerful general. Her abilities may be useful to
characters because of practical value (i.e. actual combat skills) or due
to connections with individuals involved in military operations (such as
knowing the coast guards current patrol pattern). Military connections
are inherently more difficult to contact than regular ones due to the
cloistered nature of their lifestyle. You can take a military relationship
with an ex-military individual if you wish, making them easier to
contact but leaving them with fewer ties to the current military.

Linguist:

A Linguist is someone who knows or has access to a large number of


languages. For practical purposes, these individuals should know at
least twice the number of languages than an average person in their
culture would know. This might be an international businessperson
who has learned many languages to perform their business operations
more efficiently, a professional translator, or someone who works in
a university as an actual linguistics professor. A linguists primary
usefulness to the character is usually her practical value related to the
translation of languages unknown to the party.
Can only have communication and translation Skills.
Cannot be paired with the relationship options of Patron, Ally, Rival,
Enemy, or Debt.

Intellectual:

An Intellectual is someone who is involved in theoretical, analytical,


or philosophical endeavors. This could be an academic, sage, wise-man,
philosopher, mathematician, or similar individual who devotes their life
to ideas. An intellectuals primary usefulness to the character is usually
her practical value related to obscure information unknown to the party.
Cannot be paired with the relationship options of Patron, Ally, Rival,
Enemy, or Debt.

Can be paired with any relationship option.


Retainers must be ex-military.
102

Relationship
Descriptions:
Trainer:

A Trainer is someone who can provide


professional training in no more than
three skills. Depending on the type
of Trainer, the sorts of skills available
may be limited. A trainer may derive
her income from training people (e.g.
Martial Arts Instructor) or they may
simply be an active professional who
has agreed to train you on the side
(e.g. your neighbor that is in Army).
Trainers require fair compensation for
their services. Specialized skills like
electronics repair are likely to cost a
lot more to train for than mundane
ones like fishing.

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:

A Patron is someone who supports you financially. They provide a


fixed income payment to the character in exchange for some kind of
reciprocal obligation. Larger income payments require larger obligations
in return. A patronage could be as simple as a retail job or as complex as
a vassalage. If your character has a job, it must be reflected as Patronage.
The income payment may be in monetary units, goods, or services.

Retainer:

A Retainer is someone that you are paying in order to secure their


services. If they accompany you in your travels, they should be paid a
sum commensurate to the tasks they are performing and the risks that
they are exposed to. Classic retainer concepts include the mercenary
soldier, the travel guide, the squire, or the shield bearer. However,
sometimes you may not want them to travel with you but instead stay
in a single location and perform a task. For example, you might want a
fletcher (producer) to be on contract making arrows specifically for you
in a nearby town. You provide him a steady income and he is a reliable
source of arrows for you. The possibilities are endless. The size of your
payments should correspond to the value of the services rendered. A
retainer can refuse to follow orders that they feel they are not being
paid enough to carry out (e.g. suicidal charge into enemy ranks).

Ally:

An Ally is someone who has a strong personal loyalty to the character.


In most respects, allies are similar to a Retainer. However, instead of
being paid in proportion to the risks taken, allies are entitled to pay,
treasure, or other proceeds as if they were another member of the
party. Furthermore, they should not be ordered around or treated like
inferiors. They are independents, not subordinates. For all practical
purposes, they are simply additional party members.

103

Contact:

A Contact is someone who provides you with information. You must


pay for the information you receive and the information will be limited
by the nature of the contact. For example, Military contacts will be
limited to information related to their role as members of the military.
Unless the military is fighting crime or engaged in black-market
dealings, that military contact should not know anything about the
criminal underworld.

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:

An Ancestor is a deceased relative who can provide basic access to a


skill that is related to their type. In practical terms, an ancestor can give
you the ability to take a single Skill despite lacking the Life Experience.
For example, a military ancestor could provide access to a combat skill
despite the character lacking combat training. The skill must be fairly
common and something that could realistically be taught to a family
member. Some things are really only taught in academic or professional
environments (e.g. organic chemistry or aerospace design). Ultimately,
this is subject to GM approval.

Hospitality:

A Hospitality relationship is with a person who can provide you shelter


and basic supplies in times of extreme need. This might be a local
priest who can hide you in his church, an outlaw who lets you stay at
his camp, or a local merchant who lets you sleep above his shop. These
services and supplies are provided free of charge, but if restitution is not
eventually paid in some way, the relationship should decay.

Resource:

A Resource is someone who functions as a secure connection to a


particular type of good or service. Unlike if they were a Retainer, you
are one of many customers. You simply have a secure access point for
this resource at a fair price and you do not have to waste time looking
for a vendor. Depending on the nature of what is being purchased, this
may make them an illicit or legitimate individual. An illicit resource
could be a criminal who provides the services of a fence or sells
contraband goods like drugs or weapons. A legitimate resource could
be an owner of a legally operated gun store, a quality blacksmith that
you have a rapport with, or a translator you know will accept small
payments for limited translations.

Family:

A Family relationship is a partnership based on mutual obligation. A


family member relationship carries with it a strong obligation of loyalty
and assistance. Your parents might be providing you with income as a
kind of Patron, but you would have a strong obligation to assist them
in a wide range of tasks and could possibly be ordered around slightly.
Your uncle might be a kind of trainer, but you might feel obligated
to help clean out his garage one weekend. A family relationship is a
cheap way to gain access to a lot of things, but be careful to not drown
yourself in obligations.

Friend:

A Friend relationship is generally the same as a Family relationship, but


it is more fragile to maintain and the obligations it carries are weaker.
Friendships require more maintenance than Family relationships, since
the bond is based purely on association without any blood ties. You also
should have a harder time getting a friend to help you with a serious
problem than a family member. Your friend might help you fix a flat
tire or move into a new apartment, but they probably wont break you
out of the state penitentiary.

104

Lover:

A Lover is an extreme form of friend. Such relationships require a large


expenditure of time and energy to maintain, but in turn provide a near
perfect alignment of interests. A lover will do nearly anything for you,
if you are keeping the love alive. A lover that is ignored or scorned may
be developed into a Rival or Enemy by the GM.

Rival:

A Rival is a low-intensity foe who is not actively attempting to


attack the character. This might be a local aristocrat whose childhood
boyfriend was stolen by the character and any time she gets a chance
to foil the character she will take it, however she does not actively chase
down the character to do her harm. The GM will probably place the
rival in a position to block your progress. For example, if you need
special approval to access the royal vault to look for a particular item,
that aristocrat will probably be the royal treasurer in charge of such
approvals. This makes your gameplay experience more challenging.
Unlike most other relationships, which cost Connection points, Rivals
give you connection points to spend on other connections because
their net effect is negative. They exist precisely to foil your character.
A Rivalry gives you an amount of Connection points equal to the point
cost of the Type so a Military Rival is worth -5 points.

Enemy:

An Enemy is a high-intensity foe that actively tries to attack you. That


local aristocrat might have been so offended by the slight against them
that they have dedicated their life to killing you. They are not waiting
passively for you to run across them. They are hunting you down. The
GM will probably have enemies show up at precisely the wrong time
and do precisely the wrong thing. You arrive to see them escaping with
the treasure. They show up to challenge you to a duel when you are
exhausted or injured. They are your own personal villain. This makes
your gameplay experience much more challenging. Similar to Rivals,
Enemies give you Connection points. Due to their more dangerous
nature, they give points equal to twice the point cost of the Type, so a
Criminal Enemy is worth -10 points. The point value is also used by
the GM to determine how dangerous the Enemy is.

Debt:

You enter into a Debt relationship when you borrow substantial


amounts of money. The lender is assumed to have significant resources
at her disposal to enforce debt collection. In practical terms, the debt
is used to purchase Property. The point value of the connection is not
based on the type, but instead you gain 1 additional property point
per point of Debt. So if you get 8 points of property to use, your debt
connection is worth -8 points. You must use all points gained for the
same piece of property, but you can take multiple debts for multiple
pieces of property.
The debt also creates an ownership relationship for the lender against
the property you purchase (collateral). So if you use the 8 points of
property to buy a house and then you default on the debt, the lender
can seize the house in compensation. Whether the debt is subject
to interest and the amount of interest being charged will be decided
by the GM based on the appropriateness in relation to the setting.
For example, a modern mortgage could carry a fixed interest rate of
somewhere between 5% and 8% in the United States. However, in a
different setting, that percentage might not be appropriate.
The above description applies
to legitimate debts, like a house
mortgage. However, you may want
to get a lot of money and not be
able to put up collateral to support
it. In that case, you can borrow
through illegal connections at twice
the standard rate (i.e. you gain 2
additional property points per point
of Debt). The lender does not have
legally recognized rights against your
collateral. However, if you default,
the lender becomes an enemy with a
value equal to twice that of the debt
value (e.g. the -8 point debt would
become a -16 point Enemy).
105

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

An average character rolls 5 six-sided dice (5d6) to determine their


Wealth. The result of all the dice added together is multiplied by
100, and that result is your starting money. This is the amount of
liquid money that you have available at the moment. So the average
character could have anywhere from 500 to 3000 monetary units
available.
Some life experiences confer bonuses or penalties to Wealth. These
are extra dice to roll for this purpose. So, if you have a +2 bonus to
Wealth, you roll 7d6 instead of 5d6.

Example Currencies by Time Period

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

Example Currencies within a Time Period


Medieval
Bezant
Ducat
Florin
Dinar
Dobla
Ecu
Franc

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

Some life experiences grant you bonuses to Wealth. You receive a


number of Property points equal to half your bonus, rounded up. So,
if you have a +5 bonus to Wealth, you get 3 Property points to spend.
If you do not have a positive Wealth bonus, you do not own Property.

Each point in a property type represents property valued at 50,000


currency units. So a piece of Land worth 5 Property points would
be valued at 250,000 currency units. Since property worth depends
on value rather than size, the amount of Land, Structures, Animals,
Vehicles, Businesses, Libraries, and Fortifications owned by two different
characters could vary widely despite being worth the same number of
property points. For example, the productive value of the Land could
vary and that would be reflected in the Lands value. Additionally, the
value of property varies widely across time. Due to these factors, use
your judgment and consult with the GM to determine how much
property is purchased per currency unit.
For property requiring active management, you can perform this task
yourself but this will take up a lot of your time and you will need to
use your own skills. If you dont know how to farm, you will probably
not be able to reap large harvests on your farmland. Therefore you will
probably want to hire someone to manage it on your behalf. It may be
helpful to hand over this job to a Connection. Discuss with your GM
what would be a fair rate for such a service in your game world.
Selling property for hard currency should, in most cases, come at a
significant cost. The character will usually receive much less for the
liquidated value than the theoretical value of keeping the property.
108

Property Descriptions:
Animal:

Property
Animal
Business
Fortification
Investment
Land
Library
Rank
Structure
Title
Vehicle

Animals represent property in the form of


domesticated livestock. The property point
value of the herd is equal to the theoretical
cost of purchasing all the animals. Do
not assume that this is an inappropriate
property for a futuristic setting (e.g.
Banthas). A herd is valuable because it
is mobile and can be relocated to avoid
danger, taxation, or just for a change of
scenery. Management of the herd is fairly
simple compared to most forms of revenuegenerating property. Hiring someone to manage it for you is relatively
cheap as a result. Certain kinds of animals also provide a steady stream
of usable resources: furs, milk, cheese, meat, horn, bones for weapons,
and so on. If you do not purchase Land to support your animals, you
are assumed to be using common lands. This may result in a wide range
of risks to your animals. If common grazing lands do not exist in your
setting, you must purchase Land to support your herd.
Animal Profits: You can buy and sell individual animals at any time for
their market value. Each month, the herd generates profit based on the
result of a Herding roll by the caretaker of the herd and a decision from
the GM about the environment of the animals during that period. If
permitted, your animals can breed during their mating season. The GM
will determine how many animals are born each year (varies by animal).

Business:

Businesses represent property in the form of functioning commercial


enterprises. The property point value of the business is equal to the
theoretical cost of buying all the equipment and inventory to run the
business. A business is capable of generating strong returns compared
to other forms of property, but it requires a lot of energy and oversight
to manage properly. Hiring someone to manage your business can be
very expensive.
Businesses may provide useful resources to you during the game. For
example, it could be very helpful to own a pawn shop, even if the
revenues are small. Businesses are the most flexible and potentially
profitable of the property types, but also the most fragile. An economic
downturn can eliminate a lot of your property very quickly. Businesses
are even more risky than outright investments in financial instruments.
Are you prepared to take the risks?
Business Profits: Each
month, the business
generates profit based
on the result of a
Management roll by
the manager of the
business and a decision
by the GM about the
business climate.
You can leave profits in the business and when the profits reach 50,000
units, the business will increase in value by one property point. You can
leave losses in the business and when the losses reach 50,000 units, the
business will decrease in value by one property point. If this reduces the
business to zero property points, it goes bankrupt. Alternatively, you
can cover losses out of your pocket or you can take money out of the
business and put it back in your pocket.
109

Fortification:

Fortifications represent property in the form of a structure designed


for vigorous defense, like a castle or a space station. The property point
value of the fortification is equal to the theoretical cost of buying the
land on which the fortification sits, building it, and stocking it with
equipment and reserve provisions. Fortifications are different from
regular structures in that they typically require special dispensation
from the government to build. The local duke might not take kindly
to your decision to build a huge castle on your farmland. Fortifications
can obligate you to perform some kind of defensive service to the local
government at a time of their choosing. However, fortifications can be
very useful for escaping enemies. You can usually sleep soundly in your
own castle without fear for your life.
Fortification Upkeep: Each month, your fortification has a base upkeep
of 1d6 per property point, multiplied by 25 current units. This must be
paid or else the fortification will fall into decay. While in decay, base
upkeep continues to be calculated and tracked. When it reaches 50,000
currency units, the fortification will decrease in value by one property
point. On top of base upkeep, you must pay the salaries of all servants
and defenders.

Investment:

Investments represent property in the form of a financial instrument,


like a mutual fund portfolio. The property point value of the instrument
is equal to the invested funds, not the current liquidation value. You
can generate reliable returns over time. Do not assume that this is an
inappropriate property for a pre-modern setting (e.g. investing in trade
caravans). Investments can grow or shrink in value as the economy
changes, so they involve more risk than stuffing the money in your
mattress. When you make your investment, you can choose to invest
conservatively, diversified, or aggressively.
Investment Profits: Profits are percentage gains on the invested funds
over the course of a year. Conservative investments generate profits
of (1d6 minus 2) percent. Diversified investments generate profits of
(2d6 minus 4) percent. Aggressive investments generate profits of (2d6
minus 6, multiplied by 10) percent. These rolls are made secretly by the
GM at the start of the year. So if you are aggressively invested and she
rolls a 1, your investments lose 20% over the year. However, if she had
rolled a 6, your investment would make 30% profit that year. If you ask
your GM how your investment is doing mid-year, she is encouraged to
give you a current status that reflects the volatility of your choices (e.g.
aggressive values change widely from day to day).

110

Land:

Land represents property in the form of territorial rights, like a


plantation or a planetary body that you own. The property point
value of the land is equal to original purchase value. Land is typically
valued by either location in a developed area or productive value in an
undeveloped area. If your land is producing some kind of agricultural
product, you must hire people and/or purchase machines to work
the land. If you are not going to be around, you will also need to hire
someone to manage it. Land is typically more valuable in pre-modern
times. Note that when you purchase a Business, Fortification, or
Structure, the price of the land is included. You do not need to purchase
additional land unless you want to have surrounding territory or land in
a different area.
Land Profits: Each season,
agricultural land generates
profit based on the result of
a Farming roll by the land
manager and a decision by
the GM about the climate.
Non-agricultural land varies
widely in use and thus does not
generate profits by any steady
model. You must negotiate with
the GM regarding how nonagricultural land will generate
profits.
Land Upkeep: Each month, your land has a base upkeep of 1d6 per
property point, multiplied by 10 current units. This must be paid or
else the land will fall into decay (overgrown, unusable, etc). While in
decay, base upkeep continues to be calculated and tracked. When it
reaches 50,000 currency units, the land will decrease in value by one
property point. If the point value of land reaches zero, you still own it
but it would be unable to generate any monetary returns until restored
via reinvestment of 50,000 currency units. On top of base upkeep, you
must pay the salaries of all caretakers and field workers.

Library:

Libraries represent property in the form of information, like books or


a database. The property point value of the library is equal to original
purchase value of the items within it. Libraries are useful for conducting
research. They are particularly valuable in worlds with magic that is
learned from books or when securing access to books on a rare subject
matter is difficult, like ancient Egypt. The information contained within
the library may or may not be completely legal to own. If your Library
contains illegal materials, the price of acquiring such materials should
be increased appropriately by your GM.
Library Profits and Upkeep: Normally, libraries do not generate profits or
accumulate upkeep in any substantial amount. For physical books, you
must pair a library with a Fortification or Structure in which to store
them. For digital libraries, you must determine what servers on which it
is being stored. These auxiliary matters may accumulate upkeep. If you
open your library to the public and charge access fees, it ceases being a
library and is instead a Business.

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:

Structures represent property in the form of a structure either


designed for residence, like a house or mansion, or designed for a
commercial purpose, like a warehouse or dock. Those designed with
a military purpose of a non-defensive measure (e.g. barracks) are also
considered structures. Those with a defensive purpose are covered
under Fortification. The property point value of the structure is equal
to the theoretical cost of buying the land on which the structure sits,
building it, and stocking it with furniture and appliances. A structure
is a useful location for storing excess equipment, resting, hiding things,
or building things. Relaxing in your own home reduces the number of
hours necessary to remove a Stress point by one hour.
Structure Upkeep: Each month, your structure has a base upkeep of 1d6
per property point, multiplied by 25 current units. This must be paid
or else it will fall into decay. While in decay, base upkeep continues to
be calculated and tracked. When it reaches 50,000 currency units, the
structure will decrease in value by one property point. On top of base
upkeep, you must pay the salaries of all servants and caretakers.

Vehicle:

Vehicles represent property in the form of a mechanical means of


conveyance, like a truck or spaceship. The property point value of the
vehicle is equal to the purchase price on the open market. Vehicles are
exceptionally useful in moving around the game world. You may be
required to own an official license and/or registration to operate the
vehicle and this may need to be renewed on a frequent basis. Military
vehicles will often require a Title or Rank to possess legally. Unlike
most other forms of property, vehicles can be stolen fairly easily. If you
leave your Ferrari parked in a slum neighborhood, dont expect it to be
waiting for you when you get back.
Vehicle Upkeep: Each vehicle has a different upkeep, determined by the
GM or defined in a setting supplement. A modern pickup truck needs
only a few things to keep going, gasoline and occasional maintenance,
while an interstellar spacecraft would obviously require much higher
upkeep involving a wide range of inputs.

Title:

Title represent the value of having a feudal status, like a Count, or


religious status, like a Cardinal. The property point value of the rank
is compared to other individuals. A character with a Title valued at 3
property points is a less powerful person than one valued at 6 property
points. The names of your titles are left up to you and the GM.
Titles allow you to collect taxes or tithes from a specific jurisdiction. The
degree to which you push these rights will be reflected in the feelings
of your subjects to your rule. Heavy taxation breeds resentment and
anger. Titles also typically grant some kind of law enforcement or legal
powers over that jurisdiction. You can also own things that other people
cannot simply buy, such as Fortifications or military equipment. Titles
carry obligations to some political figure above you unless you pay twice
the normal price to be independent.
Consult with your GM before you place any property points in title.
112

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

Required Components of Mech Design:


Core Structure: Each Mech
Required
Cost per ton
must contain 1 Ton of Core
Core
100,000
Structure in each section. This
Engine
150,000
represents the actual physical
Cockpit
500,000
structure upon which the
other components are built
and the baseline armor that protects against small arms fire and light
vehicle weapons. It cannot be reduced or removed. A Mech never needs
more than 1 Ton of Core Structure per section, but you can add more
Armor as an Optional Component.
The Engine: In order to move, a Mech needs an engine. An engine
weighs at least 1 ton per 10 tons of Mech including the engine weight.
So if you have a 50 ton Mech, the Engine weighs at least 5 Tons. You
can assign extra tonnage to the engine to increase your speed. The
engine must be assigned to the Center Torso section.
The Cockpit: In order to be piloted, a Mech needs a cockpit. A cockpit
weighs 1 ton and must be assigned to the Head section. The cockpit
contains all the electronics and life support systems to operate the mech
and keep the pilot alive in any environment.

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

Penetration Energy Explosive


Cost
3
1
1
Included
+2 per ton
5,000
+2 per ton
7,500
+2 per ton 10,000

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

If a section carrying ammunition is destroyed, the ammunition is lost.


Explosive or Incendiary ammunition destroyed in this manner causes
damage as if that ammunition hit the Mech in all adjacent sections.
114

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

Weight Reload Cost


1
0
5,000
2
1
7,500
4
2
10,000
6
4
15,000
10
5
30,000
1
0
7,500
2
1
10,000
4
2
15,000
6
3
20,000
2
4
10,000
2
1
5,000

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:

This is an example of a 50 ton Mech.


Core Structure: 8 Tons
The Engine: 5 Tons
The Cockpit: 1 Ton
Armor: 3 Tons of Fibrous in Head and Center Torso, 1 Ton of Fibrous in all other sections
Weapons: 1 Heavy Autocannon on each Arm, 1 Ton of Heavy Explosive Shells on each side of Torso,
and 1 Light Laser mounted on Head.
Miscellaneous: 2 Tons of Setting Specific Electronics
Example

Head
Center Torso
Left Torso
Right Torso
Left Arm
Right Arm
Left Leg
Right Leg
Total

Breakdown
Core
Engine
Cockpit
Armor
Weapons
Miscellaneous
Total

Required Armor Weapons Misc


2
3
2
2
6
3
0
0
1
1
4
0
1
1
4
0
1
1
6
0
1
1
6
0
1
1
0
0
1
1
0
0
14
12
22
2

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:

Equipment has a weight. If that weight exceeds your comfortable


carrying capacity, halve your movement rate. If that weight equals your
maximum carrying capacity, you cannot move. You cannot carry more
than your maximum capacity. Additionally, once your weight carried
exceeds your comfortable carrying capacity, you lose 1 Endurance point
per minute until you either drop the extra weight or fall unconscious.

Durability:

Equipment has an armor type, representing the innate toughness of the


object. A porcelain vase obviously has a weaker armor type than a steel
door. In addition to this, it has a strength value and can take damage
just like a living creature. If an objects strength is reduce to zero, it
is destroyed and can only be repaired by someone with either a skill
that could actually create the object from scratch or that is specifically
designated to repairing it.
The amount of equipment potentially available is so vast that these
values are not listed, but dictated by the GM if you decide to deal
damage to a random object. For example, you might decide to attack a
wooden door. Your GM would determine what armor type would apply
(presumably banded in this case) and how much strength the door has
(lets assume 3 in this case). If you attacked that door, damage dealt
would be reduced as if the door was wearing banded armor and if you
dealt more than 3 points of damage that would destroy the door.

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:

Some ranged weapon fires a wide variety of ammunition types. A


standard ammunition value is listed for these weapons and if you wish
to use specialized ammunition then you can consult with your GM for
modifications to these values. For example, you might want to use a
.357 Magnum instead of a standard pistol. Your GM might decide that
.357 ammunition deals an extra penetration damage point.
117

Melee Weapons:

These weapons are for use in melee combat.


Melee Weapons
Battleaxe
Dagger
Flail
Hand axe
Longsword
Mace
Morningstar
Net
Pick
Pike
Polearm
Quarterstaff
Rapier
Scimitar
Shortsword
Spear
Warhammer
Whip

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

Longsword: A bladed weapon with a straight double-edged blade


of about three feet in length. If used to thrust or stab your opponent,
this weapon deals penetration damage. Otherwise, this weapon deals
slashing damage.

Quarterstaff: A long shaft with rounded ends that is used in battle


primarily as a blocking defensive weapon. This is the only weapon that
can also be used to both Block and Parry in combat. The parry bonus
listed in the weapons chart also applies to blocking attempts.

Mace: An impact weapon with a heavy head on a solid shaft used to


bludgeon opponents. The head is typically a metallic head of iron or
steel, but this category also includes stone and wooden clubs as well as
nunchaku.

Rapier: A bladed weapon with a long narrow blade several feet in


length, designed for quick thrusting strikes against your opponent.
This is a poor slashing weapon, but is excellent for thrusting. If used to
thrust or stab your opponent, this weapon deals penetration damage.
Otherwise, this weapon deals slashing damage.

Morningstar: A mace with spikes or flanges on the head to puncture


armor. This includes spiked clubs.
Net: A weapon designed to incapacitate an opponent while a blow is
dealt. A successful attack incapacitates the target except that they can
attack the netting. The amount of damage required to destroy the
netting is based on its material basis. A simple rope net is much easier
to damage than one made of metallic fibers.
Pick: A mace with a single protruding spike to maximize penetration
damage. Like a warhammer, this weapon excels at delivering some
damage through even the best armors. This also includes kamas and
sickles.
Pike: A very long shaft with a spiked tip on the end intended to be
braced against an enemy charge attack. This weapon is cumbersome
to use and typically requiring significant practice to use effectively in
battle. However, against cavalry charges it is unmatched.
Polearm: A very long shaft with a spear tip, hammer, axe, or pick in a
combination head. A polearm typically causes two different kinds of
damage depending on how the head is used. For example, a Halberd
is a polearm that has a head combination of an axe and a spear. If used
in battle as a spear, it deals spear damage. If used to hack at the enemy
like an axe, it deals battleaxe damage. Like a pike, these weapons are
typically cumbersome to use and require significant practice to use
effectively. Consult your GM for guidance before purchasing.

Scimitar: A bladed weapon with a curved single-edged blade of about


three feet in length. This includes falchions, kopeches, cutlasses, and
similar weapons. This is a poor thrusting weapon, but is excellent for
slashing. If used to thrust or stab your opponent, this weapon deals
penetration damage. Otherwise, this weapon deals slashing damage.
Shortsword: A bladed weapon with a double-edged blade of about two
feet in length. If used to thrust or stab your opponent, this weapon
deals penetration damage. Otherwise, it deals slashing damage.
Spear: A shaft with a spiked tip on the end intended to be thrust into
the enemy from a distance. This includes advanced heads like those of
tridents and ranseurs.
Warhammer: A mace with a small impact point to maximize damage.
This weapon excels at delivering some damage through even the best
armors, though it is a poor blocking weapon.
Whip: A unique weapon used to strike an opponent at a distance. It
deals minimal damage but can be used from a significant distance. Also
causes 1 stress point gain in any person targeted by this weapon at the
moment it is first used (2 points if they are surprised by the attack).
This stress can be resisted normally.

119

Ranged Weapons:

These weapons are for use with many different skills.


Assault Rifle: A semi or fully automatic magazine loaded slug-throwing
or energy weapon designed to maximize firepower with minimal
reductions in range. This weapon must be fired from the shoulder.
Crossbow: A bow that projects arrows via mechanical device. This
weapon requires much less training that a traditional bow and is
effective at armor penetration. Reloading this weapon takes a full
minute unless equipped with repeating technology.
Flame Thrower: An incendiary weapon that shoots ignited fuel at a
target, typically used only in military situations. This weapon is illegal
to use as a civilian in virtually every setting.

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

Range Weight Cost


500
12
750
250
6
400
25
18
2500
200
4
350
250
15
1500
100
7
375
200
3
250
1000
10
500
150
3
125
75
10
500
100
1
25
250
5
625

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.

Rifle: A breech or magazine loaded slug-throwing or energy weapon


that is capable of accurate fire at long range. Depending on setting,
semi-automatic fire may be possible. This weapon must be fired from
the shoulder.

Missile Launcher: A rocket or missile launching weapon, typically used


only in military situations. This weapon is illegal to use as a civilian in
virtually every setting.

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.

Musket: A long muzzle-loading slug-throwing projectile weapon held


in two hands. If multiple shooters are within a few meters of each other,
they must fire in volleys or else risk igniting the powder of anyone
reloading their weapon. This weapon must be fired from the shoulder
and can only be used Aimed.

Shotgun: A slug-throwing weapon that fires cartridges of pellets for


maximizing damage at the expense of range and penetration.

Pistol: A slug-throwing or energy weapon held in a single hand that


fires a single shot per trigger pull. Depending on setting, semiautomatic fire may be possible. Black powder weapons of this type have
1/4th the listed range and can only be used Aimed.

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.

Sling: A hurling weapon used to throw stones. Requires significant


space to use safely. This weapon can only be used Aimed.

120

Projectiles:

These are either projectiles launched by a ranged weapon or


throwing weapons.
Arrow: Ammunition for bow weapons. This includes bolts for
crossbows.
Bullet: Ammunition for slings and pre-modern gunpowder
weapons, typically a small rock or molded metal ball. If fired by a
gunpowder weapon, it deals triple listed damage.
Dart: A throwing weapon that resembles a large arrow. It is
typically adorned with feathers. Can be used from a mount.
Energy: Ammunition for energy weapons, typically a bolt of pure
energy. Only used in futuristic weaponry.
Flame: Ammunition for flame throwers, typically a combination
of gasoline and tar.
Flashbang: A hand-held throwing stun-grenade deals full damage
within a radius of 5 meters and none beyond that. Additionally,
it blinds and deafens anyone within 20 meters of the detonation
location with the explosion in their field of vision for 2d6
seconds. Vision spots and ringing ears can continue for minutes
or hours afterwards depending on how close the victim is to the
explosion.
Gauss: Ammunition for ultra-high-velocity ballistic weapons,
typically a light piece of metal. This is fired at extreme velocity
using electromagnets. Despite the nature of the projectile, this is
an energy weapon due to extreme velocity and energy delivered
upon impact.

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

Grenade: A hand-held throwing explosive that deals full damage within


a radius of 5 meters and 1 less damage of each type per 5 meter increment
beyond that (out to zero damage beyond 25 meters).
Javelin: A throwing weapon that resembles a short spear. It can be used from
a mount at +1 difficulty (no penalty if using stirrups).
Pistol Round: Ammunition for modern pistols, SMGs, and some light rifles.
Wide varieties of this ammunition are available with a range of specifications.
Rifle Round: Ammunition for modern rifles and assault rifles. Wide varieties
of this ammunition are available with a range of specifications.
Shotgun Shell: Ammunition for shotguns. A shell filled with hundreds of
pellets that spread out after the shell leaves the barrel of the shotgun.
Throwing Axe: A throwing weapon that is a lighter version of the hand axe.

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:

This equipment is used to reduce


damage to your body in combat.
Leather: An armor based on
heavy cloth, leather, fur, or hide.
Banded: An armor based on
attaching plates or studs to
leather armor.
Scale: An armor based on small
overlapping metal plates.

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

Mail: An armor based on interlocked metal rings.


Plate: An armor based on large overlapping metal plates.
Flak: An armor based on steel or ceramic plates sewn into light cloth.

Large: A good shield approximately one to one and a half


meters in diameter. Use this size for Kite Shields and modern
Riot Shields. Triple block bonus against ranged weapons.

Fiber Weave: An armor based on dense synthetic fiber materials.


Ceramic: An armor based on ceramic plates designed to resist energy.
Ultra-Dense: An armor based on futuristic materials science.

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:

The animals and equipment listed in


this section relate to animals that are
useful to completing tasks.
Attack Dog: A dog that is trained
to attack under certain conditions,
usually verbal commands but also
perhaps
automatically
against
anyone who appears threatening to
the owner.
Barding: Armor for horses and
other mounts. Cost is a multiple of
the cost of the armor basis used. For
example, banded mail barding would
cost 800.

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

Sled: A load carrying vehicle which must pulled by an animal, typically


used in environments like ice or sand.
Tack: The harness, bridle, and saddle used for a personal mount.
Wagon: An enclosed load or passenger carrying vehicle designed for
long-distance travel pulled by animals.
Warhorse: A reliable and fast personal mount. This animal is suitable for
combat use or for heavy load carrying.
Working Dog: A dog that is trained to perform highly specialized tasks
under certain conditions. Examples include herding, hunting, stunt,
guide, therapy, rescue, search, tracking, or drug dogs.

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

The Core Mechanic:


The GM will inform you when you need to roll dice to resolve an action.
They will tell you what Talent, and therefore also what Attribute, is
applicable. They will also give you a difficulty for the task and any other
information you need to know, such as whether or not you need special
tools. You can also ask if a Skill that you have is applicable to the roll
being made.

Making the Roll:

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:

If another character is trying to prevent you from accomplishing the


task, they make their own roll and the margins of success are compared.
This is called an Opposed Roll. For example, you might be trying to
hack into a computer system and the administrator who is running the
system is trying to prevent you from doing so.
The character who is initiating the conflict is called the Initiator and
the other is the Defender. The defender is given a difficulty value by the
GM based on the challenge that they face in preventing the initiator.
This may be different from the difficulty of the initiator. Whoever has
the highest margin of success succeeds at the task.
Note that for some tasks the two rolls may occur at very different
moments in time. In the computer example above, the administrators
efforts to install security features may been made several months before
the hacker tries to break the system.

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.

Lacking the Tools of the Job:

If you attempt to do something that requires highly specialized tools,


such as picking a lock without lockpicks, you can still make the attempt
under the assumption that you are using improvised tools. However, you
must add 1 to the difficulty to represent the challenge of performing the
task in this manner. The GM will inform you that you need specialized
tools when they give you the Talent and difficulty of the tasks.
126

Skills:

A Skill represents competency in a particular task. A starting character


begins play with a number of skills received by making Culture and
Life Experiences choices. A Skill is either a verb, such as Skydiving, or
a verb and a modifier, such as Smooth Talking. Compound words may
also be allowed, such as Long-Distance Running. The exact phrasing of
any Skill acquired during play or invented during character creation is
subject to GM oversight.
Possession of a Skill allows you to roll 1 less die on that kind of task,
as described on the previous page. Furthermore, after acquiring a skill
any subsequent Snake Eyes results in gaining Experience in that skill.
This represents the ongoing accumulation of expertise. Each point of
Experience accumulated subtracts 1 from relevant die results.
The modifying word is used to specify exactly what you are good at. This
distinction is important. If the task you are trying to do in the game
does not reasonably fall under the skill, it does not apply. For example,
you may be excellent at Mechanical Lockpicking. If you encounter an
electronic lock in the game, this skill will not be relevant to the task. You
will not roll 1 less die or gain any benefit from your experience. Since
this distinction is so important, the GM must approve the final wording
for a skill to ensure that it is fair.
You are encouraged to try new things in the hope that you might roll
Snake Eyes and gain that as a skill. So feel free to improvise with what
you have available. Grab something and try to use it. Who knows what
you might learn for the future.

Conversations:

When you make a roll to influence someone, the GM may require


that you specify what Motivation you are appealing to in your target.
The GM will subtract the Motivation that you chose from the targets
strongest motivation and provide you with a modifier to subtract from
your die results.
For example, you chose to appeal to a targets Cooperation. The GM
consults their notes and this individual has a Cooperation of 4 and their
highest Motivation is a 6. The GM tells you that you can subtract 2
from your die results.
Disposition: Every NPC will have a Disposition towards your character.
This represents her attitude towards you and can range from -5 to +5.
The GM should never explicitly tell you the Disposition of any NPC,
but she may give you clues in the form of body language descriptions
and the use of indicative phrases. For example, if an NPC tells you that
she would love to help you because she really respects you for helping
her friend, odds are good that she has a good Disposition towards you.
For each negative point of Disposition, you roll an additional die to
influence them. For each positive point of Disposition, you roll one less
die to influence them. Thus if you were attempting to influence someone
with a disposition of -3, you would roll 3 more dice.

Physical Tasks:

The GM may decide that a task if easier if your character is physically


fit, then they may allow you to add your Strength or Endurance to your
attribute. Melee attacks in combat always allow you to use your Strength
in this manner.
For example, if you attempt to knock down a door with a swift kick, the
GM could tell you that the task is a Balance roll where you add your
Strength to your Balance value.

127

Example Rolls : Car Chase

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:

During the resolution phase, each action is resolved in order from


highest to lowest Weight. If this results in the death or incapacitation
of a combatant before their actions would take place, those actions are
discarded. Any actions with the same Weight occur simultaneously.

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.

Calculating Hits: If you are attacking someone, the GM will provide


you with a difficulty based on the challenges posed by the environment.
This could incorporate poor visibility, the presence of intervening
obstacles, distances involved, and so on. This is the difficulty of hitting
them if they just stand there.
If they do not react to your attack, you make a standard roll to hit them.
If they do react, they make their own roll and margins of success are
compared. If you succeed by a margin of 1 or more, you deal full damage
to the target. If you rolled the exact number needed to hit, it results in
only half normal damage (rounded down) being dealt.
Each weapon has a fixed amount of damage dealt based on the
equipment charts. All weapons do Strength damage unless otherwise
stated. Holding a one-handed melee weapon in two hands adds one
point of damage. Unarmed attacks do Endurance damage unless you are
trained in a martial art of some kind.

The grappling penalty is cumulative over multiple attacks, so if you


grapple someone once for -2 and then again for -3, then they would
have a -5 penalty. If the grappling penalty exceeds a combatants
strength, they are considered pinned. While holding an opponent in a
pin, you can do nothing with the limbs you are using to restrain them.

Reducing Damage through Armor: Each armor type has a set of


values representing the defense it provides against a variety of attacks.
These values represents the amount of strength damage stopped by the
armor for the respective damage types. Some armor may be very good at
stopping damage from some sources and woefully deficient in stopping
damage from other sources. Many weapons deal more than one type of
damage depending on how they are used to attack.

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.

Exposure Stress: When an unusual event occurs, the degree to which


that event is shocking to you can cause stress. Sources of exposure can
be events you considered impossible or events with sudden violent
consequences. Furthermore, events that involve injury to other beings
can enhance this stress. The use of magic or supernatural powers, the
presence of alien beings, or the sudden triggering of traps or explosives
can have these effects.

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.

Moral Stress: This comes from engaging in activities that violate


your personal morality. The stress comes from the degree to which
your behavior deviates from what you believe to be the correct moral
behavior for that situation. Even seemingly minor behavior like sexual
promiscuity might cause stress for some moral codes, with criminal
behavior like arson or theft causing significant amounts. Murder and
rape should be at the top of the list in terms of stress gain. Killing
something almost always cause some stress, especially a being you
consider an animal or a person.

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

Making a Stress Roll:

Stress Reduction:

When a character takes stress,


Talent
Use for
they must make a Stability
Bravery
Physical Danger
roll based on the kind of stress
Toughness
Physical Pain
experienced and use a Talent
Willpower Mental Anxiety
as applicable in the chart to
the right. This roll is against a
difficulty value equal to the amount of stress gained. This represents the
fight-or-flight physiological response. If your character has certain kinds
of Life Experiences, the number of dice rolled may be reduced.

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.

Relaxation: This is a method of achieving slow but permanent stress


reduction. If your character rests in a safe environment for a number of
hours, they will lose a stress point. A safe environment is defined as a
place where the character feels like the likelihood of additional stress
gain is extremely low. For example, a hotel room where there is a
reasonable assumption of anonymity would be a safe environment. That
same hotel room when you are fairly sure the police could bust down
the door at any moment is not. The duration of rest required to lose one
stress point is equivalent to ten hours minus your Stability score.
Coping Attempts: These are active attempts to get a grip on the
situation. So long as you are not in immediate danger and you have a
stress level higher than 3, you can make a coping attempt. Each attempt
takes five minutes of game time and you can make multiple attempts so
long as the conditions are still met. To make a coping attempt, make a
Willpower roll with a difficulty of 2. You lose stress points equal to the
margin of success and gain an equal number of Residual Stress points.
Residual stress does not technically need to ever be removed, but it
will accumulate and begin to cause negative side effects. For every full
multiple of your Stability, you suffer a cumulative +1 penalty to all rolls
until your residual stress levels are reduced. For example, a character
with 5 Stability and 12 residual stress points would get +2 to all rolls.
If they had a Stability of 7, they would only get +1 to all rolls despite
the same level of stress. Residual stress can only be removed through
relaxation and only after all normal stress points are removed.
The Motivation to Relax: A character that has more stress than their
Stability is treated as if they have a motivation to relax with a value
equal to the number of Stress points they have. This motivation drives
the character to seek relaxation to alleviate the stress.
132

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.

Giving Out Trust Points:

Whenever the GM presents the players with a situation that deprives


the player(s) of agency (the ability of the player to make meaningful
choices), they should award that player(s) with a Trust Point. The RPG
community frequently refers to this phenomenon as Railroading, where
no matter what choices the players make the outcome will be the same.
At this point, the game ceases to be about the players.
For example, a player might be approached by police who want to arrest
her. In most situations, the GM should be providing the character
with a reasonable chance of escaping that situation. However, if every
direction in which they flee is guarded by more police, a helicopter is
circling overhead calling out their position, and several K9 units show
up to hunt them down; the player will feel like they have no possibility
for escape.
Lets imagine that instead, the GM tells the player that police are
approaching but also tells the player that if they simply allow the police
to arrest them without incident and suffer the consequences, they will
get a trust point in compensation for that loss of freedom. The GM
should be up front about the situation and the loss of freedom should
translate into a good story in the end.

Using Trust Points:

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

The Basics of Magic:


Essence:

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

Some powers have a mana cost listed Always On with a duration of


Permanent. When a character who has Mana in their person takes
these powers, they are always in effect. For example, when such a
character chooses Sense Undead, they can always sense the presence of
undead creatures. However, if a character who lacks Mana takes this
power (e.g. someone who is using Concoction) they can cast the magic
for an amount of Mana equal to the Essence point cost. In that case,
the duration is set to 24 hours and you must target yourself.

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

You summon a monstrous being to do your bidding. The monster attacks


anyone of your choosing. It has intelligence (equivalent to 3 in every
attribute) and causes a 6 stress point gain in anyone viewing it (this is in
addition to exposure stress). It can never experience stress or fall into a
catatonic state, but it can be destroyed. It attacks unarmed. If sufficiently
powerful, the GM may allow skills as well. The monster has a strength
equal to three times the mana cost paid. When casting, make a Precision
roll. If successful, you can choose the type of monster so long as it is
appropriate for the cost paid (e.g. no 3 strength Ogres). Otherwise, the
GM randomly what kind of monster it is.
Mana Cost: X
Target: None

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

Allows you to creates a magical sensory presence that can detect a


specific condition has occurred. When the conditions are fulfilled, you
are alerted by a telepathic sound tone. This tone will wake you from your
sleep. For example, you might cast Alarm on a locked chest that will
alert you whenever anyone opens it.
Mana Cost: 2
Target: Area

Duration: 1 Week

Animate Dead: 6 points

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

Animate Rope: 2 points

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

Aura Vision: 2 points

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.

Mana Cost: Always On


Target: Self

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

Bark Skin: 3 points

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

Beast Voice: 2 points

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

You call the closest animal of a particular type to do your bidding.


As soon as this power is used, this animal will make every reasonable
attempt to reach the caster as quickly as possible. For the duration, the
animal has a very positive disposition towards the you, but will flee if
abused or injured. A beckoned animal will not engage in combat. The
animal can perform basic tasks known to a standard animal of its type,
but not specialized tasks.
Mana Cost: 1
Target: None

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

You grants someone incredible morale. They automatically succeed at


any stress roll, regardless of the number of dice that would have been
rolled. This has no effect on someone without Courage.
Mana Cost: 2
Target: Person

Duration: 1 Minute

Brawn: 4 points

You create a magical effect that


makes someone more powerful
physically. This raises maximum
strength and does not heal
damage, though it may have a
similar effect by raising the base
as well. For example, you may
have a maximum strength of 3,
but a current strength of 2. If you
raise strength by 1, you maximum
strength will rise to 4 and your
current strength will rise to 3.
You are still injured, but you are
stronger than you were before. It
may be possible that when the
effect expires, the target could be
killed, incapacitated, or knocked
unconscious. Each time you use
this power, you must choose
strength, endurance, or resilience
to temporarily raise by 1.
Mana Cost: 3
Target: Person

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

Dancing Blade: 2 points

You create a magical presence that causes a melee weapon to attack


a target you designate based on a command that you give to it. For
example, the traditional flying sword that attacks anyone who enters
the room. The weapon floats at a height equal to where you would hold
it in your hand and moves at your movement rate. It can perceive its
surroundings as if you were there and it has a 3 in every attribute.
Mana Cost: 3
Target: Weapon

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

Dark Vision: 2 points

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

Duration: 1 combat cycle

Dead Hand: 5 points

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

Death Vision: 1 point

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

You can create completely control the mind of another person 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. You can control their actions as if they were your own
character. However, you cannot force them to engage in behaviors that
are blatantly suicidal (e.g. jumping off a cliff ). This does not prevent
clever deceptions such as moving them into a dangerous situation.
Mana Cost: 12
Target: Person

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

Eagle Eye: 6 points

You grant someone awareness of the location of a particular object or


person, regardless of distance. You must have specific knowledge of the
object (e.g. Queen Julias scepter or my childhood friend Susan). This
awareness is a general feeling, not a special form of vision.

You grant someone incredible vision, comparable with a powerful bird


of prey or a modern telescopic sight. This does not in any way degrade
your vision at close ranges, view of the entire environment is enhanced.

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

You summon a magical being of pure elemental energy to fight for


you. The elemental attacks anyone of your choosing. It has intelligence
(equivalent to 3 in every attribute) and causes a 2 stress point gain in
anyone viewing it who has never seen an elemental before (this is in
addition to exposure stress for magic). It can never experience stress or
enter a catatonic state, but it can be destroyed. It attacks unarmed. The
elemental has a strength equal to the mana cost paid (the GM may also
adjust its size based on this as well). When casting, make a Precision
roll. If successful, you can choose the element (fire, water, earth, etc.) of
your elemental. Otherwise, the GM randomly assigns an element.
Mana Cost: X
Target: None

Duration: X Minutes

Duration: Instant
143

Elementalism: 4 points

You can create magic energy that is attuned to a particular element.


You can take this power multiple times and choose a different element
each time. This power is the basis for generating more powerful magical
effects using the element(s) you have chosen. Using this power gives
you the ability to generate the element in your palm at any time. For
example, if you choose the Fire element, you can generate a small flame
in your hand or flowing sand that falls from your hand. This is not in
sufficient quantity to seriously injure anyone unless they are exposed for
an extended duration to the element. Consult the table below to choose
an element.
Elements
Acid
Earth
Fire
Ice
Lightning
Rot
Sand
Sonic
Water
Wind

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

The effect listed under exposure is what happens to anything brought


into contact with the elemental energy for an extended duration. Once
taken, you will always be slightly affected by this element in a way that is
slightly unusual. The side effects listed in the column are just examples.
Feel free to invent your own. For example, you might decide that instead
of accidentally shocking people with built up static, your Lightning side
effect might be that your hair stands on end frequently.
Mana Cost: Always On
Target: Self

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

You create a magical lifeforce that makes plants grow at an increased


rate. This effect is limited to an area of 100 square meters. Plant growth
and size within the area is doubled.
Mana Cost: 5
Target: Area

Duration: 3 Months
144

Entangle: 2 points

You creates a magical lifeforce within a mass of vines or tendrils. The


vines can follow simple commands that you give relating to grasping
nearby objects, such as grab the red-haired woman. They are not given
enhanced toughness and can be cut, burned, or otherwise destroyed.
Mana Cost: 2
Target: Area

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

You create a magical effect that provides someone with exceptional


talent. If the target actually lacks that talent, they are merely granted a
normal amount of it. Each time you use this power, you must choose a
talent to temporarily grant.
Mana Cost: 5
Target: Person

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

You create a magical lifeforce within a physical object that allows it to


function with a limited intelligence. The golem 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 speak or communicate, unless you
also use Speak on it. It can engage in combat, but has no skills. It has a
strength equal to seven times the mana cost paid. Its composition should
reflect the amount spent; a weak golem may be made of clay, while a
strong one might be made of stone or even more dense material.
Mana Cost: X
Target: Object

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

Improve Weapon: 5 points

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

You can make someone completely invisible, except to True Sight.


This does not make them silent, odorless, or otherwise imperceptible.
Any matter that gets on the target after the casting of this will not be
invisible, so if someone throws sand in the air it could reveal their shape.
Mana Cost: 3
Target: Person

Duration: 1 minute
147

Iron Skin: 7 points

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

You can send a single telepathic message directly to another intelligent


beings brain as if you had Telepathy. Distance is not a factor, however
you must be familiar with the person you are contacting in this way.
Mana Cost: 3
Target: Person

Duration: Instant

Necromancy: 7 points

You summon an undead to do your bidding. The undead attacks anyone


of your choosing. It has intelligence (equivalent to 3 in every attribute)
and causes a 4 stress point gain in anyone viewing it. It can never
experience stress or got into a catatonic state, but it can be destroyed. It
attacks unarmed. If sufficiently powerful, the GM may allow it to have
skills. The undead has a strength equal to the mana cost paid. When
casting, make a Precision roll. If successful, you can choose the undead
so long as it is appropriate for the cost paid (e.g. no 1 strength vampires).
Otherwise, the GM randomly determines what kind of undead it is.
Summoning the undead is typically viewed unfavorably by most moral
systems.
Mana Cost: X
Target: None

Duration: X Hours

You create a magical effect that makes someone more competent in a


general way, granting a +1 bonus to all rolls.
Mana Cost: 2
Target: Person

Duration: 1 Hour

Mentalism: 3 points

You create a magical effect that makes someone more competent in a


particular mental process. Each time you use this power, you must
choose an attribute. That attribute is temporarily raised by 1.
Mana Cost: 1
Target: Person

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

You can create affect the mind of


another person in a way that drives
them insane. 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. 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: 6
Target: Person

Phantom: 3 points

You summon an incorporeal undead with limited powers. The phantom


is bound to a particular area with a radius of 50 meters or less. The
phantom cannot be commanded by the spell, except to specify certain
beings at the time of casting which the phantom should not harass.
All other beings spotted by the phantom will be harassed in any way
possible. The phantom can never experience stress or fall into a catatonic
state, but it can be dispelled, turned, or rebuked as any other undead.
A phantom cannot deal damage but appears to attack as if it can to
cause fear (however, it may be able to deal damage via manipulation of
physical objects). It is destroyed by any amount of damage received, but
can only be damaged by magical sources or other incorporeal creatures.
A phantom can choose to make itself visible or not, depending on the
strategy it is pursuing. It can move up to 1 lb. objects in minor ways,
such as knocking cups off tables and counter-tops. If seen, it causes
a 6 stress point gain in anyone viewing it. Summoning the undead is
typically viewed unfavorably by most moral systems.
Mana Cost: 6
Target: Area

Duration: 1 Year

Plant Voice: 2 points

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

Mana Cost: Always On


Target: Self

Duration: Permanent

Poison: 2 points

Paralysis: 6 points

You can completely prevent someone from making physical movements.


They are unable to take any actions while paralyzed. The target rolls
Willpower against your Willpower to resist this effect.

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

You can transform someone into a completely different creature type.


You can only turn someone into a creature which you have seen before.
For example, you might turn someone into a chicken but you might not
be able to turn them into a Unicorn if you have never seen one before.
The target can use any new body parts as if skilled. If the new form is
capable of talking (e.g. a Dragon), they can speak as well.
Mana Cost: 8
Target: Person

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

You gain awareness of thoughts occurring in the mind of any sentient


being within a 10 meter radius. If you choose to focus on no one in
particular, your mind will be immersed in a flow of random thoughts
from anyone in the vicinity. If one of these random thoughts interests
you, you can determine who is thinking it. While active, this spell
reduces Focus by 2. It can be terminated at any time.
Mana Cost: 3
Target: Self

Duration: 10 Minutes

Probing Vision: 4 points

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

You can protect yourself from magical or environmental damage. This


magic prevents the first point of damage dealt by any magical source or
from a force of nature, such as a fire or lightning bolt.
Mana Cost: 3
Target: Person

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

Reveal Secrets: 3 points

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: Always On


Target: Self

Mana Cost: 3
Target: Object

Duration: Permanent

Reveal Truth: 4 points

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

You create a magical lifeforce within a large saucer or disk, typically a


round shield, up to three feet in diameter. The saucer floats at a height
of 2 feet off the ground. It can be pushed around easily, but is not selfpropelled. It can carry up to 500 lbs, so long as it fits on the saucer.
Mana Cost: 2
Target: None

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

Sense Life: 3 points

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

Sense Magic: 3 points

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

Sense Matter: 2 points

You have awareness of all instances of a particular type of matter within


a 50 meter radius, such as gold or plastic. This awareness is a general
feeling, not a special form of vision. You must specify what type of
matter you sense when you take this power.
Mana Cost: Always On
Target: Self

Duration: Permanent

Sense Undead: 2 points

You have awareness of any undead within a 50 meter radius. This


awareness is a general feeling, not a special form of vision.
Mana Cost: Always On
Target: Self

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

You create a sheen on a surface that is extraordinarily slippery. You can


be very specific about precisely what area is covered, not to exceed 10
square meters per point of mana cost paid. Anyone walking across the
slick must made an Acrobatics roll against difficulty 3 or fall down, as if
running on ice. You are immune to this effect.
Mana Cost: X
Target: Area

Duration: 10 Minutes

Shieldbearer: 2 points

You create a magical presence that causes a shield or similar object to


defend a target you designate based on a command that you give to it.
For example, the traditional flying shield that blocks anything attacking
you. The shield can float at a height equal to where you would hold it in
your hand and moves at a three meters per second. It can perceive its
surroundings as you could if you were there, it has a 3 in every attribute,
and it attacks as if trained in Block.
Mana Cost: 3
Target: Object

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

Soul Binding: 8 points

You bind the magical presence of a supernatural being; such as a devil,


demon, ghost, or similar entity; into a physical object such as a gem
or statue. Alternatively, the soul of a creature that has just died can be
bound so long as the casting begins within a few moments of death
(even though the magic actually takes some time to cast). When casting,
make a Willpower roll against the soul being bound. If this roll fails,
the soul is not bound to the object and the GM should have really bad
things happen.

Speak: 3 points

You create a magical lifeforce within a physical object that allows it to


speak. If the object has suitable components (such as a statue with a
sculpted mouth), then it can actually appear to speak. Otherwise, the
voice is projected but the object itself does not actually move. The voice
is as loud or as soft as any sound you could make. It can be made to
speak when a complex circumstance is met, such as to any members of a
particular species with a particular eye color on a certain day.
Mana Cost: 4
Target: Object

Duration: Permanent

Spell Storing: 6 points

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.

You summon a magical horse to do your bidding. The steed appears


instantly beside you. For the duration, the horse has a very positive
disposition towards you, but will flee if abused or injured. It will not
engage in combat, but it can perform all of the normal tasks a horse is
capable of (e.g. mount, draft, etc). The steed will be destroyed if dealt
any form of damage, but it will never tire.

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.

Stone Skin: 5 points

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

Stone Touch: 10 points

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

You summon a large quantity of insects. You must choose an origin


for the insects, such as a ventilation duct or a grating (subject to GM
approval). Thousands of small insects emerge from that location and
descend upon an enemy of your choice. They swarm the targets body
and impose a -5 Focus penalty, which should effectively disable most
people. It also causes a 6 stress point gain in the target and a 2 stress
point gain to anyone standing nearby. Over time, the target will be
completely drained of Endurance but otherwise unharmed.
Mana Cost: 3
Target: Object

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

You can magically trap an object. It cannot be disarmed with mundane


trap skills. You must choose another magic power to occur when the
trap is activated that targets either a Person or an Object. The magic
is cast upon the person triggering the trap or the surrounding area,
whichever is applicable. Both this power and the one being used are cast
simultaneously. When casting, make a Precision roll against a difficulty
equal to the Essence point value of the power you are using in the trap.
If this roll fails, the process fails. However, you must still pay the Mana
cost of both powers. The GM should also have the power misfire in a
very annoying way. If successful, the object is trapped.
Mana Cost: 2
Target: Object

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

True Sight: 4 points

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.

You can transform yourself


into a vapor form. Your body
and anything you are carrying
is transformed into water
vapor. Your cloud of vapor
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. You can choose
to end this effect before the
duration expires.
Mana Cost: 4
Target: Self

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

Water Breathing: 2 points

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

Water Vision: 2 points

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

Wizard Eye: 4 points

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

The Basics of Vampirism:


Creation:

Vampires are created by draining Initial Values


a mortal of their blood and then
Blood
10
pouring vampiric blood into their
Vigor
5
mouth. A starting character is one
of these newly made vampires,
sometime within their first year of unlife (unless they purchase
additional time via life experiences). Vampires can instantly discern other
vampires by sight.

Common Features:

Vampire characters do not have Endurance, instead this is replaced by


Blood; a value which measures the amount of blood in the vampires
blood system at any given moment. Vampire characters also lack
Resilience, but instead have Vigor; a value which measures the power and
age of the vampire. Vigor is the sum of all Lineage choices and reflects
the amount of points available to buy those choices at character creation.
A vampire that is reduced below 0 Strength or Blood is immediately
destroyed and their body is reduced to ash.
Since
they
lack
those
Damage
Reduction
characteristics, vampires can
Slashing
2
never take Endurance or
Impact
4
Resilience damage. As a result
Penetration
3
they are immune to all toxins
Energy
0
and poisons. Vampires also
reduce Strength damage as if
Shrapnel
4
they were wearing a vampiric
Explosive
0
armor type as shown in the
chart to the right. If a vampire wears armor, both their natural damage
reduction and that gained from the armor is applied.
However, this advantage comes with a cost. Exposure to sunlight or
fire deals 1 Strength damage per second and sharp wooden objects (e.g.
stakes) stabbed into the heart cause complete paralyzation and blackout
of the mind until the object is removed. Vampires are incredibly drowsy
during the day and sleep during this time in some area where they are
protected from the suns rays. This drowsiness increased the difficulty for
any daytime roll by 2. Exposure to a variety of stimuli that would not
alarm the average mortal, such as a fireplace, might cause Stress gains in
vampires. The GM will inform you of this when it happens. Vampires
also cannot fall into a catatonic state, but if they meet the conditions for
it they will fall into a frenzy as if they were Berserk.

159

Lineage:

A Lineage represents the collection of vampiric powers available to


an individual. Certain powers and certain combinations of powers are
exceptionally rare and prized as a result. Some vampires are extremely
proud of their Lineage and flaunt it, much like a mortal flaunts a family
name with great status (e.g. Kennedy, Rothschild, etc). Other vampires
could care less about Lineage.
When creating a new vampire, the creator has a chance to control what
vampiric powers are passed down to the new vampire. If a character
decides to create their own progeny, they must make a Precision roll
against a difficulty of 5 as they are feeding the blood to the drained
body. If they succeed, they can specifically choose the Lineage of the
vampire they are creating from any vampiric powers in their own
Lineage. If they fail, the GM chooses which powers to form the new
Lineage. Regardless of who is making the choices, the total cost of all
powers passed to the new vampire must equal 5 and all powers with
negative point values must be passed down. Thus over time, a Lineage
will become tainted with more negative point value powers. This creates
value in pedigree and that is why vampires of certain Lineages consider
themselves superior to others.
When building a Lineage at character creation, you may purchase
whichever powers you wish so long as they have a total equal to your
Vigor. You may take up to -3 in negative point value powers to allow
the purchase of more positive value powers.

Using Blood:

Vampiric powers are fueled by Blood expenditures


(usually in amounts equal to their point value)
2 Blood can be used heal 1 Strength damage
if the vampire is able to rest for 15 minutes
1 Blood can be used raise your total Strength by 1 for 5 minutes.

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.

Learning New Vampiric Powers:

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

You do not cast a reflected image nor do you appear in photographs or


on film. This makes fame in a modern setting essentially impossible and
exposes you to great risk of discovery if you are not careful.

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

You are capable of temporarily preventing a mortal from using basic


logic. For 1 Blood, you can send them into a dumbfounded state. They
will be incapable of accomplishing any task requiring even the most
basic of decision making. They cannot even figure out how to use a door
handle or determine that the best way to bypass an object in their way is
to walk around it. This effect will end at daybreak.

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

You are immune to the Strength damage caused to vampires by the


Suns rays. You are also not subjected to the drowsiness normal vampires
experience during the day. However, you do get tired and must sleep as a
human must to maintain your edge. Instead of suffering Endurance loss
as a normal member of your species that is not getting enough sleep, the
Blood cost of Rising (which for you occurs at dawn instead of sundown)
increases by 1 Blood each night which you fail to sleep adequately until
you get enough sleep. Any reference made by any other vampiric power
you have to a night instead refers to a day and vice versa.

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

You can change your appearance in a minor way as a disguise. For 1


Blood, you can change the following aspects of yourself in a minor way;
hair color & length, eye color, skin tone, facial structure, nose shape, lip
thickness, and facial hair (if male). You can use this to make yourself
unrecognizable to even close friends, family, or lovers. In this form,
you will not receive any social benefits or penalties based upon your
reputation or previous interactions. You will essentially be a stranger to
everyone. This will not remove the harmful effects of a negative point
cost appearance power (e.g. Gaunt) because the alterations are minor.
The effect lasts until dawn.

Faith: -2 point

You have a vulnerability to faith.


If you attempt to move within 5
meters of a faithful person who
is wielding a holy symbol (e.g.
a crucifix), you must make a
Courage roll against a difficulty
of 5. Exposure to Holy Water
causes 1 strength damage per
cup of liquid (the amount in a
typical flask) and extreme pain.

Filth: -1 point

You have no natural desire for


cleanliness and sanitation. You
do not feel the need to clean
yourself or your living space
with any regularity and you
have a body odor that reflects
that. You must roll an extra
dice in any social context where
someone is able to smell you or
see the filth on your body.

Garlic: -1 point

You have a vulnerability to garlic. If you are within 5 meters of a clove


of garlic or make contact with clove of garlic, you will experience
extreme nausea and a temporary strength reduction that will eventually
cause you to become incapacitated. This strength reduction occurs over
several seconds, so you may step away from the garlic before becoming
completely incapacitated. Vampires like you are responsible for the falseconfidence of hunters everywhere.

Gaunt: -2 points

Your skin is extremely tight and leathery in appearance. Anyone


interacting with you that is able to see your skin will be disturbed by the
effect. They will be eager to end the conversation and you must roll 2
extra dice in any social context where your skin is visible.

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

You are extremely resistant to social coercion. You are immune to


Command, Insanity, and Savagery. Any attempts to soften your
demeanor, schmooze you, or make you feel guilty automatically fail.

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

You have extremely pale skin. While not as disturbing or unnatural


as Gaunt, this is slightly unnerving to those with whom you interact
socially. You must roll an extra dice in any social context where your skin
is plainly visible.

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

You are capable of temporarily increasing the motivations of a mortal.


For 1 Blood, you can raise any motivation by 5. This effect will end at
daybreak. You can only use this on any particular mortal once per night.

Phylactery: -2 points

Shortly after your creation as a vampire, your creator removed your


heart from your body and placed it in a secure container such as an
urn or chest. They retain possession of your heart as a form of absolute
protection and control over you. You may be able to negotiate with them
to have it returned, but you will need to protect it. Since your heart is
removed, you cannot be paralyzed by wood through the heart. However,
if your disembodied heart is destroyed, you are immediately destroyed as
well. Once removed, your heart is not affected by vampiric powers that
affect the rest of your body (e.g. Interred). Once recovered, it cannot
mended back into your body.

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

You have an extreme psychosis involving hallucinations and delusions.


This may be through an interpretive lens like megalomania or narcissism
where this false information is created to fit a theme like I am the most
important being in the universe, or it might simply be unstructured
random thoughts that occur frequently and undermine coherency.
Regardless, this can be severely debilitating to social interaction and
must be roleplayed.

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

You delight in causing pain to others. Any opportunity you have to


torment someone without repercussion should be indulged. You get +3
to Aggression, +3 to Revenge, and -3 to Obligation.

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

You have the ability to dramatically move objects using supernatural


force. For 2 Blood, you can generate a powerful shockwave. You can
direct this shockwave into a cone shape coming from your hand or you
can have it project outward in every direction from your center of mass.
Anyone caught in the shockwave is thrown back several meters, knocked
from their feet, and stunned for 3d6 combat rounds. Light objects like
aluminum cans or paper may be blown a significant distance away. The
shockwave does not deal damage directly, but it could knock someone
into something that might, such as into a wood chipper or off a cliff. If
you are holding onto something that might be affected by this power,
such as grasping someones wrist, you must choose whether to grant the
held object immunity to the effect or to let go of it. You cannot exert
your body to work against your own powers.

Shroud: 1 point

You can control shadows. For


1 Blood, you can change the
shape of any shadow to be
anything you want. You can
expand or reduce the shadow
by 25% if desired. You can
reshape the shadow as often as
you wish. The shadow can be
dissolved by a powerful direct
source of light. The changes
you make will last until dawn.

Scenthound: 4 points

You have a highly sophisticated sense of smell, like a bloodhound or


shark. You can detect odors at extreme distances and follow people
by tracking their odor. The presence of powerful odors may require an
Awareness roll to avoid being overcome by nausea.

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

You have a vulnerability to silver. All strength damage from silver


weapons is doubled. Vampires like you are responsible for the falseconfidence of hunters everywhere.
171

Sixth Sense: 2 points

You have a supernatural warning system to alert you of danger. You


cannot be ambushed, surprised, or otherwise taken advantage of. You
know when something isnt right. You can always tell when something
strange is about to happen.

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.

Spirit Sight: 1 point

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

You are capable of communicating directly with another intelligent


beings brain as if you had Telepathy. This does not grant them the
ability to communicate back, though having Reading could make thing
interesting. For 2 Blood, you can communicate with the mind of anyone
that you can see and focus on. This effect lasts for the entire night.

Temperamental: -2 points

You have an angry and violent disposition. Whenever stress is gained,


you gain 1 additional point with no ability to resist. This make it highly
likely that you will fall into a frenzy as if you were Berserk because a
vampire cannot experience a catatonic state either.

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.

Velvet Caress: 2 points

You can give shadows a physical manifestation and manipulate them.


For 2 Blood, you can change a shadow into a substantive physical
material that feels like velvet to the touch. If you have Shroud, you can
reshape the shadow as desired without additional Blood cost. If you
envelope someone in the shadow, they can be suffocated by it. You can
use the shadow to block movement. The shadow can be dissolved by
a powerful direct source of light. The changes you make will last until
dawn unless you choose to end it earlier.

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

You have a powerful addiction to a particular type of activity or


substance. You must indulge this vice every night. Illicit drugs are
obviously a common choice, but you could be addicted to anything that
the GM allows; sex, pornography, video games, television, gambling,
food, pain, cutting, etc. If you fail to indulge your vice for at least an
hour in a given week, you gain 2 residual stress that cannot be removed
except by engaging in the vice as a form of relaxation. For example, if
you have a vice of gambling and fail to indulge it, to remove the residual
stress gained you must gamble for a number of hours as if you were
engaging in relaxation.

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

Hearing & Olfactory


Berserk
Total

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

Olfactory & Touch

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

Teeth & Tail

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

Waves & Olfactory


Atavistic
Total

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

Teeth & Tail

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

Sacrifice & Runic

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

Grand Duchy of Moscow

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

Manifest Destiny USA


Terrain

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.

Alyssa: I have a Focus of 5 and Awareness. So I am rolling 1 die right?

Sherry: You come


Participants
Player
through the main doors
GM
Sherry
and find yourself in a
Player
Alyssa
large open room. There
are a series of booths
Statistics
manned by embassy staff and
Synapse
a line of people waiting to be
Cognition
helped. What do you want to do?
Spatial
Alyssa: I will get in the line. How
Empathy
many people are in front of me?
Focus
Strength
Sherry: Six other people.

Sherry: You catch the end of the conversation. It appears that he is


being denied help because he cant prove his current residency. He
appears to be homeless.

Character
Jaime
7
4
5
4
5
5

Alyssa: How long does it look like I will be standing here?


Sherry: You dont really know that because you dont know how long it
takes to help each person.
Alyssa: OK. I will just wait then. While I am waiting, I look around
and see if I can eavesdrop on anyone.
Sherry: You see a man at one of the windows who is getting upset with
the staff member he is talking to.
Alyssa: I will try to listen in on that. Is that possible?

Sherry: Thats right.


Alyssa: [Rolls 1 die: result of 3]

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.

Sherry: Make an Awareness roll with a Difficulty of 2.


190

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.

Sherry: There is a Difficulty of 3 because you are grappling the other


guard, though you easily beat that. You are comparing to a 10 right, 5
strength + 5 spatial? So with both the skill and the talent, you are only
rolling 1 die.
Alyssa: Thats right. [Rolls 1 die: result of 5] A hit!
Sherry: He takes 2 Endurance damage because you have a Strength of
5. That is enough to knock him down but he is not unconscious.
Alyssa: Okay, now I am going to throw this other guy into the path of
the guy with the phone.

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: OK. What are these guys doing next round?

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.

Alyssa: OK, I am going to roll Fighting Unarmed. That is a Balance


skill and I have Balance. So I dont need to roll any dice. I just need to
add together my Strength of 5 and Spatial of 5. So I have a margin of
success of 10. That should pin him, I bet.

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.

Alyssa: Good. Ok, now I am going to hit this other guy.


191

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: Make a Balance roll against a Difficulty of 4. The fire


extinguishers acts like having 1 more Strength and you can add
Strength to this roll.

Sherry: Lets make a Deduction roll to figure out which way to go


based on the map.

Alyssa: Alright, so I am trying to beat 11 with three dice, since I have


Balance. [Rolls 3 dice: result of 10] Barely made it!

Alyssa: Oh no, I dont have Deduction and only a Cognition of 4. What


is the Difficulty?

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.

Sherry: Dont worry, its only a 1. The map is designed to be read in a


high pressure situation, it is for evacuations.
Alyssa: OK [Rolls 1 die: result of 2]
Sherry: You are pretty sure based on this map there is a stairwell at the
end of this hall that will take you up three more levels, then you can
take an access ladder up onto the roof from a maintenance room.
Alyssa: OK. I move down the hall pretty quick and get up that
stairwell.
Sherry: You have no problems. All the staff is fleeing into their offices.
You climb up a ladder and into a small alcove with a steel door that
looks like it leads towards the roof exit. There is a padlock on the door
and it is locked. You can hear on the radio that they are clearing the
levels one by one. It sounds like they are on the third level right now.

Alyssa: I want to open it and go outside.


Sherry: It it a pretty flimsy metal door, but it appears to be stuck. You
hear on the radio that they are on the fourth level now.
Alyssa: Ah! Out of time. Lets just kick it open I guess.
Sherry: Make a Balance roll against a Difficulty of 2.
Alyssa: [Rolls 1 dice: result of 6] BAM!
Sherry: The door bounces open and you feel the cold wind from
outside flow over you. However, you are not on the roof. You are on
some kind of fire escape. There is a hole and a ladder going down, but it
has been broken off about three feet down. The whole place is covered
in snow. There is no easy way down from here.
193

Alyssa: Yikes, can I jump up to the roof from here at least?


Sherry: No, you need another three feet of reach to grab the edge of
the roof, assuming you can pull yourself up.

Sherry: Yeah. It looks like someone cut it off intentionally with a


blowtorch. You notice that there is a small ledge underneath the fire
escape though. You might be able to stand on it and hide from anyone
that opens the door. Maybe even climb down the wall...

Alyssa: Can I stand on the railing of this thing?

Alyssa: Alright, lets do that. I have Rock Climbing, will that help?

Sherry: Yes. It is slick though.

Sherry: Yeah. That works. Difficulty is 4.

Alyssa: Well, not much choice I guess. I will try to stand on the railing
and grab the roof.

Alyssa: Oh well, this could end badly. So I am trying to beat 11 with


two dice, since I have Balance and Rock Climbing. No Box Cars!
[Rolls 2 dice: result of 8] Yes!

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: Where is my bag?


Sherry: Just a few feet away. No problem.
Alyssa: *sighs* First bit of good news all day. Lets get out of here before
they come looking for me. What does it look like around here?
Sherry: You are in a side alley off the main street. Around a hundred
feet away down the alley, you see the homeless guy that was denied help
in the embassy packing some things into the back of his car.
Alyssa: Well, Im definitely not going out onto the main street. I want
to go down the alley and talk to the guy.
Sherry: You walk up and he looks over at you nervously.
Alyssa: OK, I am going to say, Hi, my name is Jamie. I heard you in the
embassy. I think we can help each other.

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

As you could see in this example, if you are performing actions at


which you are skilled and/or talented, you can succeed fairly easily.
When you step outside of your comfort zone, you start to risk failure.

Alyssa: Well, you need money and I need a ride. I will give you $10,000 to
give me a ride to Paris.

This example also illustrates the speed of resolution, both in combat


and outside of it. Synapse is designed in a way that you put your time
into developing the character before you arrive at the table to play.
The actual game plays out quite quickly, facilitating an action-packed
experience and allows enjoyable storytelling.

Sherry: Wow, thats a little extreme.

Game on!

Sherry: What do you mean?

Alyssa: Hey, shock and awe, baby!


Sherry: Yeah, sure. Im assuming we are heading into a Persuasion roll
here? Appealing to... Acquisition?
Alyssa: You betcha. Hehehe
Sherry: OK, he really needs the money. You get a +4 to your attribute
for choosing that motivation. He is still hesitant though and worried
that you are trying to trick him with the cash.
195

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

Circle Exceptional Talents, Strike Out Awkward


Current

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

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