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Introduction
Welcome to the twisted universe of Shattered. Feneryss, as the world is known, is a
place pregnant with possibility and rife with murderous espionage, political subterfuge, creatures of
nightmarish legend and various misconducts most unbecoming. Feneryss is a foreboding,
devastated world in which civilization endeavors to claw its way through a new technological age.
Indeed, this dark steampunk-themed roleplaying game will intrigue you in a way no other game has
before.
Shattered employs a classless character creation system. This game will, however, provide
you the tools needed to create nearly any character imaginable and a richly imagined world for your
character to thrive in. The system is built in such a way that there are no restrictions to a players
creativity. The content outlined in the following sections are guidelines and while you may use these,
we highly recommend that you work with your Game Master to craft your own ideas in order to add
your own flavor and get the most out of the game.
We recommend taking the time to read through the rest of this chapter, especially if you are a
newcomer to Pen & Paper Roleplaying Games (RPG). We will attempt to give you a good
foundation to build upon and hopefully answer your questions.
Throughout the book you may find that certain words are Capitalized and bolded. These
words are used frequently in Shattered to describe parts of or entire game play systems.
Shattered at a Glance
2
Welcome to Feneryss. On this shattered world, the sun has been blocked out by clouds of ash
and sulfuric gasses. Its a dangerous world, where only the strong and the clever survive.
Millennia ago a great cataclysm known as The Reckoning tore the planet apart, leaving the
existing civilizations in smoldering ashes. Only a few were left alive to carry on the human race.
Molten rock spilled forth from the core, boiling away the oceans, poisoning the atmosphere and
unleashing torrents of acid rain upon the remnants of the continents. Yet mankind continued on, living
in caves like their ancient ancestors, but surviving. However, as any fall from grace, once youve hit
bottom, you can only climb. And that is exactly what these survivors accomplished.
Melee Skill1
+ Strength2
= Melee Rating3
Each point in the Skill and its governing stat adds one step to your characters Rating, which
determines the Die Code (DC): the number of dice used for a roll. A Rating of 1 grants a character a
roll of 1d4 (One four-sided die). The Rating and Die Code increase by one step for each additional
point: 1d6 for a Rating of 2, 1d8 for a Rating of 3, etc. However, this pattern changes when you pass
a Rating of 4(1d10). A Rating of 5 keeps the first d10 and adds a second die (1d10 + 1d4). This step
in the MDS is called a Die Wrap. The new die starts at 1d4 and increases with each additional point
in the Rating until the next Die Wrap. Die Wrap occurs at a Rating of 5, 9, 13, and 17 and ending with
a maximum Rating of 20, which has a Die Code of 5d10. In the above example, the character has a
Melee Rating of 3. This means that you are rolling 1d8 on any tests that have to do with melee
combat. Below is an example of the die wrap process followed by the rating table that should assist in
learning our system.
For Example:
Strength: 4 = 1d10
+ Melee: 1 = 1d4
= Rating: 5 = 1d10+1d4
3
Rating
Dice
Rating
Dice
Rating
Dice
1d4
2d10
15
3d10 + 1d8
1d6
2d10 + 1d4
16
4d10
1d8
10
2d10 + 1d6
17
4d10 + 1d4
1d10
11
2d10 + 1d8
18
4d10 + 1d6
1d10 + 1d4
12
3d10
19
4d10 + 1d8
1d10 + 1d6
13
3d10 + 1d4
20
5d10
1d10 + 1d8
14
3d10 + 1d6
Character Creation
Step One: Concept
The first step to building a character in any system is finding your character concept. Who do
you want to play? Who, if you lived in this setting, would you want to be? There are many approaches
to finding ones concept, but if you need a little help, then this section is here for you. Coming up with
a character concept is an enjoyable process, but it may be a bit daunting for anyone that has no
background in role playing games. The biggest problem is generally where to start, so lets start at the
beginning.
1. Birth: Under what circumstances was your character born? Is your character a peasant? Is he
the son of a famous blacksmith? A persons worldview and personality are shaped from birth,
so where they were born and their status in life play an important part in building the concept.
2. Upbringing: How did your character grow up? Was he forced to live on the streets, stealing
food just to survive? Has he lived a pampered life with little real world experience? Has he
lived his life with his nose stuck in tomes? A characters upbringing will have a large impact on
their skills later in life, as well as how he reacts to things like insults and failure.
3. Motivation: Why is your character turning to a life in adventure? Has he gotten tired of his life
as a farmer? Is he looking for work as a mercenary? Your characters motivation is the reason
that he is in this adventure as well as why he chooses to continue.
4. Passion: What your character loves and hates are very likely related to their skills. His
passions also influence how he sees others. Does he have a passion for all things Arkna?
Does he think the most interesting thing in the world is the inner workings of a pocket watch?
Does he loathe being alone? Does he despise those wicked Vampires? A characters
motivation and passions, both positive and negative, will give a character the extra depth
needed to keep him interesting and fun to play.
5. Dreams: What is it that your character wants? What is his end game? This can be material like
gold or a castle, or abstract like power or love. A characters dreams are pushed forward by
their motivation and give a long-term sense of direction. A Vampire seeking Draculesti power,
a Wretched struggling tooth and nail for the top spot in his Clan, or a Rekindled seeking their
forgotten past are just a few simple examples.
6. Appearance: What does your character look like? Is he ruggedly handsome? Is his
appearance one that would frighten children? Does he constantly smell of noxious fumes?
Does he have any physical quirks, such as scars, birthmarks, or tattoos? Was he born with
genetic anomalies such as heterochromia? A characters appearance determines how others
react in their presence, this includes both NPCs and other party members. It is also a way to
further expand upon a characters personality.
7. Quirks: Does your character stutter when hes nervous? Is he tongue tied when talking to the
opposite sex? Quirks are small imperfections that make a character more realistic, though its
completely possible for a character to not have any major quirks worth mentioning.
Step Three: XP
As characters progress in the game, they gain points towards expanding their overall power in
the world of Feneryss, which is called XP, or Experience Points. XP can be spent anyway the player
sees fit and is only restricted by cost.
The character begins with a total of 110xp at character creation to spend where they see fit
among Stats, Combat Skills, Non-Combat Skills, and Talents.
It is recommended to spend at least 55xp on stats, 25xp on combat skills, 10xp on noncombat skills, and the last 20xp on talents. These are the recommended expenditures for a wellrounded character, but as Shattered is an open system, you can spend the XP in any manner you
prefer.
NOTE
Talents start on
Page 25 and
are organized
alphabetically
in their
respective
categories.
Character Stats
A Players Stats are the cornerstone of any and all situations that
they may encounter in the world of Feneryss. They are Strength,
Toughness, Agility, Intelligence, Willpower, Perception, and Charisma.
All players start with Rank 2 in each Stat. To advance a Stat to the next
rank, you must pay the experience cost of that Rank.
Strength:
This represents your characters physique and overall muscle mass. Its associated Skills are:
Melee, Athletics, and Intimidate. It is also used for a variety of Combat Actions, such as grappling and
bull rushing.
Characters can attempt to carry or drag anything they wish providing it Drag/Carry
Capacity
is their size or smaller. If characters have a 5 Strength or better, they can
Characters carry
carry or drag objects one size category higher and with a 10 Strength they
capacity is
can drag or carry one object two size categories higher. See Overburdened
determined by
in the condition section on Page 75 for penalties when carrying in excess of
50*Strength in
your capacity.
pounds (lbs.).
Toughness:
This is your ability to shrug off injuries and fatigue. This Stat directly influences your Health,
Damage Reduction, and Physical Resolve, and is the governing Stat for Block.
Agility:
This is a measurement of your speed and reflexes. Its Skills are: Ballistic, Hand to Hand,
Dodge, Acrobatics, Pilot, Security, Sleight of Hand, and Stealth.
Intelligence:
This is your overall ability to retain and apply information. It is used for Skills: Arkna, Alchemy,
Logic, Medicine, Mechaniks, Navigation, Survival, Vocation, and Lore.
Willpower:
Similar to Toughness, this is your ability to withstand mental trauma and fatigue. This is used
by Psychics and is the base Stat for Resolve and Interrogation.
Perception:
This is your overall awareness of your environment. Your Perception Rating determines your
Initiative Roll and is used for Awareness, Scrutiny, and Search.
Charisma:
This represents your ability to speak and deal with people. This Stat is essential for Marshals
of the Elements and is the basis for Devotion, Charm, Command, Connections, Deceit Diplomacy,
Disguise, Inquiry, and Perform.
Rank 1: 3xp
Rank 2: 6xp
Rank 3: 11xp
Rank 4: 20xp
Rank 5: 45xp
Rank 6: 100xp Rank 7: 195xp Rank 8: 340xp Rank 9: 530xp Rank 10: 750xp
For example, characters who increase their Toughness from Rank 2 to Rank 4 will spend 32xp (11xp
+ 20xp).
Combat Skills
Combat Skills
Combat Skills are the Skills that determine a player's effectiveness
during combat. These Skills include Melee, Ballistic, Hand to Hand,
Block, Dodge, Arkna, Devotion, Psy, and Resolve. Skill costs are
cumulative, and you cannot skip ranks.
Skill Name
Associated Stat
Melee Skill
Strength
Ballistic Skill
Agility
Hand to Hand
Agility
Block
Toughness
Dodge
Agility
Arkna
Intelligence
Devotion
Charisma
Psy
Willpower
Resolve
Willpower
Rank 1: 2xp
Rank 2: 5xp
Rank 3: 8xp
Rank 4: 20xp
Rank 5: 45xp
Rank 6: 100xp Rank 7: 180xp Rank 8: 270xp Rank 9: 375xp Rank 10: 495xp
Block (T)
This governs your ability to block or deflect an attack using a shield or weapon. To Block you
must roll Toughness + Block against the enemy's attack roll. If you have a shield add its soak bonus
to your damage reduction. If successful, each point you roll over the attackers roll further increases
your damage reduction.
For example, if you roll a successful block and beat your opponent's attack roll by 5,
you gain 5 bonus points to your damage reduction in addition to your shield and any
other bonuses you may have. Note that blocking has no effect against curses.
Dodge (Ag)
Dodge is the representation of a characters agility in combat situations. The Dodge Rating is
equal to your Agility + Dodge. To successfully dodge and negate all damage, the player must roll
equal to or greater than the opponents attack roll.
Arkna (Int)
This Skill broadly covers anything related to the use of magic from general knowledge to
specific identification. More specifically it is the measure of a characters ability to cast spells from any
of the casting schools. The roll for casting magic is Intelligence + Arkna.
Devotion (Cha)
Devotion represents a players connection with a specific ideal. This skill greatly influences the
Conviction Talent, which is the Talent for Marshals, as well as the miracles from the Talent. The roll
for Devotion is Charisma + Devotion.
Psy (WP)
Psy is the players ability to influence the world with their mind. Psy is the primary attack Skill
for Psychics, while Resolve (listed below) is the primary component of the Psy defense. The
Psychic is a powerful foe who can manipulate the battlefield and influence the thoughts of others
solely through the power of thought. They are especially deadly because, generally speaking, no-one
can readily identify a Psychic. Rolling for Psy is Willpower + Psy.
Resolve (WP or T)
The Resolve skill represents a characters ability to overcome mental or physical
adversity. The roll to resist some sort of physical ailment, such as poison or a sickness, is
Toughness + Resolve and for mental attacks, such as Fear or Curses, the Rating is Will Power +
10
Resolve. This cannot be taken in place of Dodge or Block for the purposes of avoiding physical
damage inflicted by melee or ranged attacks unless otherwise specified.
Non-Combat Skills
Skill Name
Associated Stat
Skill Name
Associated Stat
Acrobatics
Agility
Lore, Common
Intelligence
Alchemy
Intelligence
Lore, Secret
Intelligence
Athletics
Strength
Mechaniks
Intelligence
Awareness
Perception
Medicine
Intelligence
Charm
Charisma
Navigation
Intelligence
Command
Charisma
Pilot
Agility
Deceit
Charisma
Perform
Charisma
Diplomacy
Charisma
Scrutiny
Perception
Disguise
Charisma
Search
Perception
Inquiry
Charisma
Security
Agility
Interrogation
Willpower
Sleight of Hand
Agility
Intimidate
Strength
Stealth
Agility
Logic
Intelligence
Survival
Intelligence
Lore, Ancient
Intelligence
Vocation
Intelligence
Rank 1: 1xp
Rank 2: 3xp
Rank 3: 6xp
Rank 4: 15xp
Rank 5: 30xp
Rank 6: 55xp Rank 7: 100xp Rank 8: 170xp Rank 9: 260xp Rank 10: 360xp
Acrobatics (Ag)
This skill governs balance, tumbling, jumping, flipping, etc. A character can normally jump a
number of yards equal to their agility, but in certain instances their ability might need to be tested. In
those cases the GM determines a difficulty rating based on the acrobatic challenge. Failing an
acrobatics test usually indicates the character falls down, fails to make the jump or slips. Depending
on the circumstance, the character may be left prone or take falling damage should he fail this test.
Using an Acrobatics test to jump over or tumble under an NPC in combat will result in them rolling an
opposed Acrobatics test, failure means the character has been blocked. The roll for acrobatics is
Agility + Acrobatics.
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Alchemy (Int)
Alchemy is a process for making potions, poisons, and special substances, many of which can
benefit a character in and out of combat. Potions in Shattered run the gamut, from flash bombs and
crippling poisons that turn a characters muscles to jelly, to blissful hallucinogens and health vigors.
Alchemy can be used for myriad purposes. The test for concocting any of these substances is
Intelligence + Alchemy. To identify an unknown potion, you will make the same roll, but it is
opposed by the complexity of the potion. Rolling higher than its complexity reveals to you its nature.
Athletics (Str)
Sustained running, swimming, climbing, lifting or other strenuous physical activities that tax the
body. These activities are measured in hours, which determine the difficulty rating of the activity. This
test, which is rolled as Strength + Athletic, is continuous and cumulative and must be re-rolled after
each hour.
Example:
Failure in any of the mentioned tests, results in a level 1st hour: Difficulty Rating 2;
of Fatigue as specified by the GM.
2nd hour: Difficulty Rating 4; etc.
Awareness (Per)
Awareness is your attention to details and ability to perceive your environment. It is usually
passive, unless otherwise noted with a roll of Perception + Awareness, and can assist in spotting
traps, ambushes, and similar threats to players. Using awareness is usually a free action to spot
something out-of-place. Awareness is not completely dependent on sight; all senses come into play
when an awareness test is used. Awareness is also used to check for Surprise Attacks, in which
case it is an opposed check against the attackers Agility + Stealth.
Charm (Cha)
Charm reflects the characters ability to influence someone for their own purposes, providing
that there is no hostility between the two characters. When attempting to use charm, the Rating is the
sum of Charisma + Charm and is rolled against the opponents Scrutiny (Perception + Scrutiny). A
Charm test can be used to shift an NPCs disposition towards you from neutral to friendly, but
attempting a Charm against individuals that have hostile or negative feelings toward you is much less
effective.
Command (Cha)
Command involves giving orders to non-player characters and boons to your comrades in
combat. It could be ordering someone to move to a set location or to rally troops should their morale
break. A Command test is the sum of Charisma + Command and can be used to reduce other
players Fear Reactions by one step to a minimum of Gasp! after the player giving the Command is
successful with their own Fear Test which will be covered more in the Fear section on Page 77.
Deceit (Cha)
Deceit is a skill used to attempt to mislead a person or misrepresent the truth. This is used any
time a character interacts with a person and tries to lie to them. This roll is Charisma + Deceit and is
opposed by the targets Scrutiny. Using Deceit on multiple opponents causes each of them to test
against the Deceit roll. Having one opponent pass their test and see through your deception does not
necessarily mean everyone else is aware of your trickery, though that person may attempt to inform
their friends of your deceit.
Diplomacy (Cha)
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There are two ways to use Diplomacy, both of which are determined by Charisma +
Diplomacy:
Barter: Bartering with shopkeepers and other merchants can get you items at discounted
prices or sell items for more. This is an opposed roll against the traders Barter. The GM
determines the discount or markup. Failure means the items price is non-negotiable and this
test cannot be retried.
Negotiation: Talking with someone in a peaceful manner can be used to lower the hostility
opponents feel toward you and your cadre. It may also be possible to talk your way out of a
situation that would otherwise lead to violence. This is opposed by the opponent with a
Willpower + Resolve.
Disguise (Cha)
This skill encompasses any attempt to mask your appearance. A disguise can be a simple
mask, or more complex outfit. The time it takes to create a disguise is determined by how complex it
is and is rolled with Charisma + Disguise. The disguise comes at a cost of 10 times the Disguise
roll. When a disguise is used, anyone that has reasonable suspicion, may make a Scrutiny test
versus the Disguise roll.
Inquiry (Cha)
This represents a characters ability to gather information not publicly known, whether by
eavesdropping, direct questioning or other means. The test, Charisma + Inquiry, is opposed by a
Difficulty Rating determined by the GM based on the scarcity of the information. The higher the
success, the more useful the information gathered. Failure, naturally, means nothing of worth was
acquired. GM may determine whether or not multiple attempts are possible.
Interrogation (WP)
This is representative of a characters ability to extract quality information through forceful
means from an unwilling source. These means can be almost anything and may go so far as torture.
This test, Willpower + Interrogation, is taken for each question asked, and is opposed by Resolve,
either mental or physical depending on the methods used. The higher the success, the more useful
information gathered.
Intimidate (S)
This skill can be used in and out of combat. The player rolls Strength + Intimidate. The result
of this roll determines the players Fear Rating towards the opponent in the Fear section on Page 77.
Out of combat and at the GMs discretion, depending on its use, an Intimidate test can be paired with
a different Stat.
Logic (Int)
Used to attain tips from the GM as to how to solve puzzles. Any tips from the GM will be
controlled by the roll of Intelligence + Logic depending on the difficulty. The GM may require a
certain result to reward a given character insight to the problem at hand.
An additional use of Logic is an opposed Logic test. Success means the Opponent gains the
Confused condition for their next action which is explained further in the condition section on Page
76.
means the character simply does not know. This test, which is
Intelligence + Lore, Ancient, cannot be reattempted for the same
piece of information.
Example: Artifacts,
Heraldry, Legend,
World History
Example: Geography,
Politics, Towns, War
Mechaniks (Int)
Mechaniks encompasses the creation, repair, and sabotage of any non-magical device that
possesses some degree complexity. The Rating is determined by Intelligence + Mechaniks. It also
is used in Crafting.
Medicine (Int)
The roll for all Medicine checks is Intelligence +
Medicine. You can spend 1 action in combat to attempt to
remove the Dying condition from a character. Difficulty is
determined by the characters current negative health.
Medicine can also be used to heal people during combat; this requires 2 actions from yourself
and 2 actions from the person being healed. They are healed a number of health equal to the
Medicine roll. Players can only be healed once this way unless they take additional damage. A player
cannot gain more health than their current maximum.
Navigation (Int)
Navigation is primarily used with vehicles, such as airships, and it determines the efficiency of
planned routes of travel. This test is calculated as Intelligence + Navigation and the result impacts
the time it takes to travel to the intended location at GMs discretion. Other factors can give a bonus
like an accurate map, or a penalty like low morale.
Pilot (Ag)
Pilot is the characters knowledge and ability to maneuver vehicles such as airships, fighters,
etc. In certain instances, they may be required to make a test of their abilities if the need arises with a
roll of Agility + Pilot (i.e. evasive maneuvers).
Perform (Cha)
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Having Perform as a Skill allows the player to entertain crowds of people through dance,
storytelling, or music. This may be used to earn a small income, like a vocation, but the Perform Skill
has a second use as a Charm or distraction. The time allowed to use Perform varies based on the
action. As this may be reciting a two-line poem, a short story, or a complete opera. The GM
determines the length of time for using Perform, but the player may choose what action they are
actually taking. Using Perform as a Vocation yields money equal to the players roll of Charisma +
Perform per day.
Scrutiny (Per)
This Skill is the ability to tell truth from lies. This skill is used to counter Charm, Disguise, and
Deceit. This Skill, which is the sum of Perception + Scrutiny, is also used to detect forged
documents made through the Scribe Vocation. Beating an opponent does not mean you completely
see through their deception, but you may get a feeling of something being wrong or a hunch that they
are lying.
Search (Per)
When a character uses Search they roll Perception + Search. This is used in situations when
a character is actively looking for a specific object or person. Opposite to awareness where players
casually look around, they know exactly what they seek. The time taken to complete a search is up to
the GMs discretion.
Security (Ag)
Security is used to disable or work around non-magical traps, locks, doors, and other similar
contraptions. Actions may can include lock picking, hot wiring, etc. Many inhabitants of Feneryss find
skills such as these invaluable, whether they are a small time thief or private investigator. A security
test is taken against the devices security rating. Security Rating is Agility + Security and must meet
or exceed the Difficulty Rating of the device or trap in question, which is determined by the GM.
Failure depends upon the device. Certain locks may be retried, while others may only have one
chance. Failing to disable a trap means it was not disarmed and could even be triggered.
Stealth (Ag)
Stealth represents a characters ability to avoid being seen. Stealth tests can be made in
combat, within reason, providing that the character can evade the sight of their opponents and pass
the roll of Agility + Stealth vs. the opponents Awareness.
Survival (Int)
Should you find yourself lost in the wilderness or out of supplies, using Survival is key. You can
make a Survival check versus a difficulty rating set by the GM to attempt to find food, water, shelter,
or track animals-- anything that means keeping you and your allies alive. Your Survival Rating is
Intelligence + Survival, and it takes a variable amount of time based on the results of the roll and the
difficulty of the test. When tracking someone, it is an opposed Survival test. Failure means the player
15
was not able to accomplish their goals and may find themselves in danger of starvation, dehydration,
exposure to the elements, or losing their way.
Vocation (Int)
Players do not always start as adventurers. Often, their previous jobs often led them to their
current line of work. Some may still use their skills from time to time to supplement their income with a
roll of Intelligence + Vocation.
Cartographer: A career in map-making is highly valued in the new world since most maps
outside cities are useless due to seismic activity and a lack of explorers. Although it is
dangerous work, cartographers can be well compensated for their risk if their maps are
accurate. Accurate maps can reduce the travel time for airships and ground movement by 1
hour per 2 successes. An accurate map may also give a bonus to Survival checks at the GMs
discretion. A cartographers pay is equal to 6 x Vocation Roll per map.
Embalmer: Morticians are in high demand, and a good embalmer is key for major cities. A
properly embalmed corpse can add a bonus to a necromancers ability to reduce the
complexity to make a stitch by 1 per every 3 successes. An embalmers pay is equal to 4 x
Vocation Roll per corpse.
Farmer: Farming is a fairly well paid profession. Most farmers work together under one large
farm to maximize production, although a few small farms still exist. Because of the difficulty to
grow crops, the farms are well compensated even for their relatively low risk job. 10 x Vocation
Roll per day.
Scribe: A scribe is a low paying job after mass print became more prevalent. Many documents
still require a talented scribe to replicate. This can also be used to forge documents that grants
a +1 bonus to Deceit and Disguise per 3 successes. A scribes pay is equal to 2 x Vocation
Roll per day.
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Races
Part of the lure of the world of Shattered is the many races and their history in Feneryss. Here
we will explore and describe the different races you can chose to embody, or those you may
encounter in the vast and terrifying world.
Humans
Humans are as they always have been: creative, diverse and determined. Being that many of
the known races are descendants of old humanity, Humans in the current age generally see
themselves as masters of the world and superior to the other races.
Their culture is extremely malleable, often changing with each generation as new ideas and
perspectives take root. Most of humanity stays isolated unto itself, only interacting with the Lesser
Ones when absolutely necessary. That said, inter-racial relationships and marriages are becoming
more common, but as can be expected, prejudices exist and lead to confrontations rife with
superstition and distrust.
Human Language: The common tongue of humanity has taken hold as the dominant
language in the world. Despite this, the language is as varied as the people who speak it with
different accents and slang terms that change with the region. The language also has a very flexible
vocabulary that is constantly expanding. This language is very difficult to learn if it is not your first
language.
Given Names: There is no recorded pattern for given surnames or monikers for the species.
Aging: Human childhood can vary by region, but it is generally believed to end at age 16.
Depending on the region, some cultures have a stage in between childhood and adulthood, but
typically a human is considered an adult at the age of 17. The expected lifespan of a human is usually
80-85 years.
Average Height: 55 +/- 3
Average Weight: 180lbs +/- 45 lbs.
Racial Traits
Bigotry: Humans distrust all other races and gain +1 to scrutiny against deceit and charm rolls from
other races. In return they gain -1 to social interaction with all other races and a +1 to social
interaction with humans.
Determination: Humans are nothing if not determined to succeed, regardless of the odds. Because
of this, humans may gain a +1 to any applicable racial talents once per session. This may be any test
the character may normally make so long as they initiated the test. A human may not gain the bonus
to any test they did not initiate such as one that they were not aware of having taken (rolled in secret
by the GM) or a test they did not choose to take (one called for by the GM). You must declare you are
using this ability before taking the test.
Fated: Once per session, a human can choose to take one die at its maximum value. All other dice
are rolled as normal.
Example: 1d10 + 1d4 then becomes 10 + 1d4
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Human Ingenuity: Humans have a natural ability to solve serious problems. Once per session a
human may re-roll one Non-Combat test.
Skilled: Choose one Non-Combat Skill. This skill now starts at Rank 1. Once selected, this choice
may not be changed.
Stubborn: Humans can attempt to reroll a failed stabilize check one additional time to avoid the dying
condition once per session.
Alypse
Forever haunted by their role in the Reckoning and their nations ritual suicide, the Alypse now
maintain a shadow of their former power and status. Because of this they were forced into a world of
illusion and false personas to hide from the other races, else suffer their persecution.
Had their ritual succeeded, an extra-dimensional being of unimaginable power and destruction
called Ragnarok would have torn through the fabric of reality and lead a conquest over all existence.
Instead it killed untold billions in the process. The fortunate died, while those that remained fell to a
chronic and far-reaching curse of insanity.
This insanity did not end with the Reckoning, however, but instead was passed on to the
children of the survivors, whose devolution into the twisted labyrinth of insanity might be slower now
than it once was, but is ever present in their genetic makeup. Physically, they are serpentine in
appearance, with a sleek body and skin that produces a scaly shimmer. Despite their hereditary
disadvantages (some might call them cursed) this race is a master of deception. As a result, many
find their way into any aspect of life on Feneryss, but with an innate ability at subterfuge they often
reign supreme at law or politics.
Alypse Language: Synthri is a very mesmerizing tongue, using many soft, sibilant sounds and
inflections, combined with steady exhalations. This makes entire statements sound like a single
sinuous word. This language is extremely difficult to learn and next to impossible to master for a nonAlypse.
Given Names: Alypse names typically hold the recurring theme of the double R, a rolling
sound lending to the hypnotizing sound and flow of the Alypse sound of their language. For example:
Carrath, Thorrsious, Garrbon, Hharrco, Rrecrin, Athorrow, Westorren, Janorrius, Kathorr
Aging: 100 years
Average Height: 54 +/- 3
Average Weight: 180lbs +/- 45 lbs.
Racial Traits
Cloak of Deceit: Since the breaking of the world the Alypse have had to hide themselves from the
other races. They can at any time cloak their body and form an illusion to look like a normal human. If
discovered they take a -2 social penalty from all other races except humans.
Prejudiced: If the character fails a Charisma based check, they take a -1 to the next Charisma based
check they take. This does not stack.
Heritage: The ancestors pass down the knowledge of the apocalypse giving 1 rank to Secret Lore:
Apocalypse
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Pariah: Gain plus 1 to intimidate actions against non Alypse when not cloaked and their psychic
mask has been removed.
Tireless Retribution: The heritage and experiences of the Alypse have forged them into a tireless
people, but this has driven many of them to the brink of madness. Alypse ignore the effects of fatigue.
They instead gain 1 point of insanity for every 2 points of fatigue.
Unhinging Jaw: have the ability to unhinge their jaw causing a bite attack that deals 1d6+Strength
damage. This is a standard attack action (costs 2 AP).
Zealotry: Alypse gain 1 to Conviction points for every racial talent taken, max of 6.
Drones
Slaves of mechanical Giants of old, the Drones, as they are called, are a mechanical race that
was once a workforce but have now forged a city of their own far to the east. They now wander the
known world, quietly observing mankinds usage of their mechanical brethren and exploring the new
world left by the Reckoning. They are curious and analytical and often use logic over force whenever
possible. Drones range in appearance greatly, but often appear to have utilitarian purposes as their
original role in life was maintenance of their Giant.
Drone Language: Drones can adjust their harmonizers to speak any language required,
however these tones are synthetic and always sound very odd to any listener. When they are
communicating among themselves they prefer the use of binary code when writing and analog tones
when speaking.
Given Names: Drones carry a binary number as their true identification, however many
choose a standard designation for the flesh covered ones, usually a name that can be translated into
a prime number. Hypoc (67), B (pronounced Bee) (2), Iibc (23), C (pronounced Cie) (3), Mortob (83),
Grunyac (89), Zap (43), Lightab (59), Maleke (47)
Aging: No known maximum age
Average Height: No known average size
Average Weight: No known average weight
Racial Traits
Drone Dialect: Can communicate intrinsically with machines. Gain +1 to checks in dealing with any
type of computer system.
Gear head: As a basis for survival, all Drones are natural Mechaniks. They begin with Mechanik skill
level 1.
Immunities: Immune to the following: Poison, Drowning, Disease, and Sleep Effects
Metalman: Due to the fact a Drone is not made of flesh, divine and medicine healing does not affect
them at all. They must instead be repaired by using the Mechaniks Skill.
Metal Gears: Drones are naturally armored and therefore begin with armor value of 2. Drones may
wear cloth and leather armors but gain no armor from wearing them. They instead must upgrade their
natural armor.
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Modular: All armor locations can be upgraded as if they were prosthetics, but do not follow the rules
of prosthetic thresholds. Additionally, Drones may graft any assemblies to their bodies in order to
improve functionality. Their base complexity for any modifications is equal to their rank in mechanics.
No Rest for the Wicked: As a result of their having no need for sleep, they have more time to spend
in upgrading themselves or watching over the party when the fleshlings sleep, +1 resolve skill. A
Drone may still remove all its fatigue if it spends 8 uninterrupted hours of maintenance on itself.
Wretched
The Wretched, in the current age, have managed to make use of many of the mutations that
crippled their ancestors. Bastions of brutal, physical force, they no longer call the place of the ancient
fires home, but instead wander the deserts filled with sand and the ash of the dead, searching for
technology that was lost to the past in hopes of selling it for profit. They are either members of a Clan,
status within which is determined solely by strength, or lone wanderers striving to carve their own
path in the wastes. Their fixation on strength and aptitude makes them very ruthless and at times,
cruel. It also gives them a pathos of superiority when comparing themselves to other races-- and they
absolutely disdain the Vampires for their bloodborne disability.
Wretched Language: Gnarltongue is the name given to the language of the Wretched. It is
very guttural and is often described as angry due to its heavy use of hard inflections. The language is
not too difficult to learn, but the vocal sounds are atypical for and take much practice to properly
inflect.
Given Names: Due to the common prolific mutation among most wretched, most names carry
a harsh, guttural sound. Example: Grunyak, Harthur, Kargrundt, Haytundt, Yanthong, Alcangrathundt
Aging: Wretched are considered adults after the age of 14 and of marriageable age at 16. Life
spans can vary greatly among the Wretched, depending on their mutations, but the average is 60 and
anything beyond that is considered a gift of the universe.
Average Height: 66 +/- 3
Average Weight: 220lb +/- 45lb
Racial Traits
Adapted: Environmental hazards such as acid rain, extreme temperature, ultraviolet light, and toxic
air have no effect on one of the Wretched.
Immunity: Wretched are immune to the cancerous tumor mutation. They may still gain that mutation
and the tumor but ignore its penalties.
Low Light Sensitivity: Wretched gain Low Light Vision, but because they are used to the ashen
wastelands, take a -1 penalty to any visual based checks in bright light.
Mutant: Wretched take a -3 penalty to any test to interact socially with anyone that does not possess
at least one mutation or is also a Wretched.
Mutation: From birth the character has had deformations that set them apart from the rest of
humanity. Roll twice on the Power Level 1 mutations to determine which two mutations the player
has. In addition, purchasing chosen mutations costs the Wretched a fraction of the experience cost.
Mutations can be found in greater detail on Page 51.
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Nomads: Wretched start with one rank in Common Lore: Geography due to their nomadic nature.
Tremorsense: A Wretched is able to sense an oncoming earthquake before it actually manifests.
This has proven especially useful for them as they tend to live in the wastelands where seismic
activity is frequent.
The Rekindled
The Rekindled are not so much a race as they are a different state of existence. When an
individual dies, if they had something in life that they couldnt let go of, that pure will can at times,
force a new physical form into existence, constructed from segments of their old body and held
together by that same power of will. Needless to say, their new appearance can be quite unsettling to
some. Their rebirth tends to leave the Rekindled physically weak, and they make up for this through
willpower and mental fortitude.
Rekindled Language: The Rekindled have no unique language. In fact, when they speak, its
in all languages at once.
Given Names: All Rekindled know the name and race of their former selves. Many choose to
take their previous name, holding onto the only remaining piece of their old life. Others still, take a
new name, choosing to move on and press forward, having been given a second chance at life. As a
race there is no recorded set or pattern of names or dialects for the Rekindled.
Aging: 150 +/- 50 years
Average Height: Based on original race (pre-death)
Average Weight: Based on original race (pre-death)
Racial Traits
Atrophy: You are not accustomed to your new body. Furthermore, your new body is weak and frail
from the rebirth. You lose 1 square of movement during move actions.
Been there, done that: Your will to live was so strong that it conjured a body out of thin air. Thanks
to that iron will you are able to persevere through the toughest and most frightening of situations.
Gain +1 to your Mental Resolve.
Broken Memories: While you do not remember your past, it occasionally revisits you. You have 2
points of persistent insanity.
Deathbound: Even though you have escaped the jaws of death, you are still very closely tied to it. A
Shade NocShala knows exactly what you are, and like the unique Shade, you can see and interact
with the spirits of the dead.
Low Light Vision: Reduce penalties to checks due to low light by 1.
Malleable Mind: You start with one rank of either the Arkna or Psy talents.
Shell of its Former Self: Because their bodies are so fragmented, it is considerably more difficult for
enemies to inflict damage to crucial areas. For example, a bullet may completely miss, flying
harmlessly through their billowy coverings. Because of this, all Rekindled gain a +1 Bonus to Dodge.
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Shade
The Shade, as they have come to be called, were discovered shortly after the creation of the
Arkanik Drive. They were found in the Glass Forest, an area where bizarre towers, shards and spikes
of naturally formed volcanic glass stretched into the sky. Born with charcoal black skin with piercing
green eyes, they seem to blur with the shadows when they move. In encounters with Shades, their
presence alone can be quite unsettling as they are incapable of speech. They make up for this with
latent telepathic abilities, which allow them to communicate with anyone in close proximity as a whole
or individually. They are naturally curious to a fault and are extremely detail oriented. These abilities
lend themselves well to the shadow arts, however these tendencies can prove useful in any
profession.
Shade Language: Since the Shade speak telepathically, they are able to communicate to all
races as pure thought, lacking any kind of language. Typically these messages come in the form of
images, emotions, and basic impulses that can be universally understood.
Given Names: The Shade name their children based off of their personality, but because they
speak in pure thought, this doesnt manifest as any sort of language. At adulthood many Shade
choose to take up monikers of one form or another as their names in the common world. Dagger,
Lance, Steel, and Fire are all possible names for a Shade.
Aging: 60-65 years. Shade become fully mature at 10 years of age.
Average Height: 55 +/- 3
Average Weight: 130 lbs +/- 20 lbs
Racial Traits
Curiosity: Because of their curious nature, they gain a +1 to scrutiny tests at the risk of a -1 penalty if
it is used in a social situation. (At GMs discretion)
Free Runners: The Shade have adapted to their environment of razor sharp igneous rocks that could
maim or kill with one single misstep. They gain +1 to their movement (1 square, hex or about 3 feet
per movement action).
Its all in the Details: +1 to sight-based Perception tests.
Low Light Vision: Reduce penalties to checks due to low light by 1.
Dragonsbane: Due to their heritage as capable dragon hunters, players who choose this race start
with one rank in Secret Lore: Dragons.
Speechless: The Shade are speechless, and because of this many people find them to be unsettling
in social situations. All Shade possess a passive Fear Rating of 3. When using Intimidate this
becomes a +1 bonus to the test.
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Telepath: The Shade do not speak but have a latent ability to communicate telepathically. They may
speak to as many individuals as they wish within 10 yards. The range may be increased with Psy
talents.
Vampires
As the world was torn asunder, some humans escaped into cave systems deep underground.
Toxic gases from the surface as well as fissures in the rocks from inside the planet permeated the
caves and poisoned the refugees. Those which survived were mutated, changed into the sub-race
now known as Vampires. Living in the darkness for generations forced the Vampires to adapt to
survive, and they quickly grew to have exceptional night vision. The gases had unique effects upon
the physical appearance of these fledgling people. These changes included superficial modifications
such as pale white skin; red, orange or yellow eyes; elongated canines; and a sinister but seductive
look. The noxious fumes also weakened the Vampires to the effects of ultraviolet rays. Attempts to
return to the surface, despite the nearly complete block of solar radiation, would leave the explorers
writhing in pain for a few moments until unconsciousness took them. The unfortunate souls who could
not be pulled back inside the darkness never woke from their slumber and died or were, seemingly,
permanently weakened and useless. Eventually, the Vampires discovered wearing heavy clothing
covering their entire body or feeding on the blood of other races negated all effects of their sickness
for a time. The blood even gave some temporary benefits. However, the majority preferred to stay
inside the cave systems, never again seeing the light of day. The feeding of blood encouraged
Vampire Hunts, which were only curbed when the majority of the Vampire Covens outlawed
Cannibalism.
Vampire Language: Vampires speak in a variety of dead languages, some because they see
a sort of romance to it, and for others, because they value the privacy, and others still because its the
traditional dialect of their coven. To others, the collection of these tongues is called Valdim and can
be learned to a degree, though its impossible to know how many languages actually are in use.
Given Names: Within the hierarchy of each esteemed coven lies a system of naming that is
held in high esteem. With each new accomplishment a member is bestowed a brand new name,
given in honor and prestige belonging to each covens whims. While being in a Coven is not required
to gain a title, Vampires who are in the same Coven are more likely to give away a title to someone in
their Coven than a non-Coven Vampire.
Vampire Outcasts: usually given a derogatory human name
Vampire Soldier: (Male) Garthon, Harku, Jarnis; (Female) Islud, Kristo, Jusilun
Vampire Subtitle: many Vampires have -Vir for male, or -Vur for Female
Post fixed to their given name to denote them as someone of moderate rank higher than a soldier:
(Male) Garthon-Vir, (Female) Islud-Vur
Vampire Lord: the last, or family, name is changed to Portent
Draculesti Ascendant: Harbinger is prefixed to name: (Male) Harbinger Garthon-Vir Portent;
(Female) Harbinger Islud-Vur Portent
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Aging: 90-100 years (Vampire Lord: 115-125, Draculesti Ascendant: 150+; that
is assuming Vampire Lords and Draculesti Ascendants arent murdered). Vampires become
fully mature at 20 years of age.
Average Height: 57 +/- 3
Average Weight: average of 160lb +/- 45lb
Racial Traits
Bloodlust: As enemies fall around them in combat, the Vampire gains in strength. During combat the
vampire gains +1 to their damage for each enemy killed, be it by their hands or by the hands of their
allies, until the end of combat.
Dark Sight: Vampires are used to living in dark underground areas. As such, they take no penalties
in pure darkness, but see only in black and white. Vampires also gain a +2 bonus in Low-light
environments; however, Vampires take a -1 penalty to any visual based checks in anything above a
Low-light environment.
Feared: Vampire take a -4 penalty to any test to interact socially (Except intimidate which imbues a
+1 bonus) with anyone that is not a Vampire. The trait only comes into effect if the other being(s)
know the player is a Vampire.
Feed: While Vampires in Shattered will not die due to a lack of feeding, they will become weaker (see
Poisoned Blood Racial Trait). In order to counter this, they may feed on a non-Vampire humanoid
(live or freshly killed) and gain immunity to the effects of UV Radiation (negates UV Sensitive Trait) as
well as a bonus to certain skills for the next hour. Feeding negates all penalties incurred by Poisoned
Blood up to that point. The victim of the Vampire gains 1 fatigue point and +1 to Acrobatics, Athletics,
and Survival per mouthful of blood drunk by the Vampire for 1 hour. In order to feed upon an unwilling
victim, Vampires must successfully grapple them. Feeding is included in a successful grapple action,
if the player wishes to do so. The Vampire also gains a 1 hour buff per mouthful depending on the
race fed upon:
o Human: +1 to Survival, Logic, and Tactics
o Wretched: +1 to Low Light Vision, Athletics, and Acrobatics
o Alypse: +1 to Disguise, Deceit, and Charm
o Rekindled: + 1 to Any (1) Knowledge, Scrutiny, and Search
o Shade: +1 to Stealth, Security, and Sleight of Hand
The bonuses do not stack. Feeding on a new creature overrides the previous bonus.
Poisoned Blood: The volatility of the Vampire's blood requires them to feed on a non-Vampire
humanoid being or suffer a penalty of -1 per week on every roll up to -4. This penalty comes into
effect when in areas that possess low level UV Radiation or higher regardless of clothing. Areas that
are either complete darkness or indoor areas that possess negligible levels of UV radiation do not
invoke the penalty. Due to this mutation, Vampires are also immune to any and all poisons and
diseases, but they are still susceptible to the effects of mutations.
UV Sensitive: Exposure to UV Radiation, even that of the surface blocked by ash, will weaken all of
the race's rolls by -1. Also, every round that their skin is exposed to UV Radiation they will reduce
their maximum health by 10%, rounded down, to a minimum 0 health which bypasses armor and
toughness. This penalty can be negated by heavy clothing that covers the entire body.
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Insane Combatant: As your insanity increases, you gain bonuses to various combat traits. Higher
Ranks stack with previous ranks.
Rank 1 Bonus: For every 5 points of insanity, you gain a +1 to movement
o Requirements: Insanity 5, Willpower 3
o Cost: 11xp
Rank 2 Bonus: For every 10 points of insanity, you gain a +2 to Attack
o Requirements: Rank 1, Willpower 4
o Cost: 20xp
Rank 3 Bonus: For every 15 points of insanity, you gain a +3 to damage
o Requirements: Rank 2, Willpower 5
o Cost: 45xp
Lick the Blade: Spend a number of actions to increase your chance to hit with melee attacks.
Rank 1: Max of +3, reset on first hit.
o Requirements: Melee 3, Agility 2
o Cost: 14xp
Rank 2: Max of +4, reset on first hit.
o Requirements: Melee 5, Agility 4
o Cost: 65xp
Mental Static: The character, who must not be a Psychic, has gained the ability to increase the
difficulty of attempts of any Psychic within the area. Any Psychic targeting the player increases their
Strain by 2.
Requirements: 4 Willpower, Resolve 5, Must not be a Psychic
Cost: 65xp
Mess with the Bull: If you succeed while bull rushing an opponent, you cause damage equal to 1d6
+ Strength.
Requirements: Strength 3
Cost: 11xp
Muscle: You now add your Strength bonus instead of Agility to disarm when using a melee weapon.
Requirements: Strength 3, Melee 3 or Hand to Hand 3
Cost: 19xp
No Leg to Stand On: When you trip an opponent, you break their leg. This causes the opponent to
move at half of their stride, rounded down, until a Medicine check has been passed to heal the injury.
Requirements: Melee or Hand to Hand 4
Cost: 20xp
Not This Time: If your opponent fails to disarm you by 5 or more points, they are instead disarmed.
Requirements: Agility 4
Cost: 20xp
Quick Draw: As a free action you may draw a single weapon per round. Note that Heavy weapons
and Mounted weapons that have a setup time are not affected by this ability.
Requirements: Agility 3
Cost: 11xp
Improved Quick Draw: As a free action you may draw two one-handed weapons per round.
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o
o
Snap: You can now use the sunder action on an opponent. Through the use of this ability you can
break your opponents arms or legs, giving them a Bone Fracture which can be found in greater detail
in the Critical Health section on Page 74.The effects of the Bone Fracture persist until the victim
receives medical assistance.
Requirements: Melee or Hand to Hand 4
Cost: 20xp
Sticky Situation: If you successfully trip someone, you can stick an alchemical vial on them. The vial
shatters when they hit the ground and the victim is subject to its effects. The vial must have the Sticky
property.
Requirements: Agility 3, Melee or Hand to Hand 4
Cost: 31xp
Sweep: For 3 actions you can attempt to trip all opponents around you instead of just one. You make
your roll to trip once and it is applied to all targets.
Requirements: Melee or Hand to Hand 3
Cost: 8xp
Swift Foot: Gain +1 to Initiative rolls and 1 additional yard when moving.
Requirements: Agility 5
Cost: 45xp
Taunt: Make an opposed Willpower test on an opponent. If you are successful, that opponent stops
attacking their current target, and proceeds to attack you.
Requirements: Intimidate 2
Cost: 11xp
Combat Troll: Make an opposed Willpower test against up to 3 opponents of your choice. If
successful, they stop attacking their current targets and focus on you.
o Requirements: Taunt, Intimidate 3
o Cost: 17xp
Trip Shot: Trip someone and gain a free single shot attack with a firearm on them.
Requirements: Melee or Hand to Hand 2, Ballistics 2, Agility 3
Cost: 21xp
Unstoppable: Anytime you bull rush an opponent, or otherwise try to force them out of their square
and fail, they are still always moved a minimum of 1 square away.
Requirements: Agility 4, Willpower 3
Cost: 31xp
Cost: 19xp
Blood Feud: At the beginning of your turn, you may choose to gain your Toughness to damage but
you lose your Toughness to damage reduction until your next turn.
Requirements: Strength 4, Toughness 3
Cost: 31xp
Bouncing Strike: When engaged with more than one foe, you may attempt to use momentum to
strike a second target within range of your melee weapon. The same attack roll is used for each
opponent, but damage is rolled separately. This takes 3 actions to perform. If you miss, the attack
does not continue to any remaining targets.
Requirements: Strength 3, Melee Skill 4
Cost: 60xp
Cut Through: Whenever you deal enough damage to kill an enemy, you may make 1 additional
attack on an adjacent foe. Using this talent costs 1 action.
Special: If you also have the Menacing ability, you may opt to make the movement granted by
that talent before using the additional attack granted by this talent.
Requirements: Strength 5, Melee Skill 4 or Hand to Hand 4
Cost: 65xp
Dual Weapon Adept - Completely remove penalties for dual wielding. For melee weapons only.
Requirements: Ambidextrous, Agility 5, Melee skill 5
Cost: 90xp
Defensive Duelist: When armed with your melee weapon of choice, earn a plus +1 bonus to block.
Can only earn this bonus from one weapon at a time. May be taken multiple times to apply to different
weapons.
Requirements: Block 4, Melee Skill 3
Cost: 25xp
Master Defensive Duelist: Bonus from Defensive Duelist is now +2 to block. Can only earn
this bonus from one melee weapon at a time. Taking this applies the bonus to one weapon
type, and may be taken multiple times to apply to multiple weapons.
o Requirements: Defensive Duelist, Block 5, Melee Skill 4
o Cost: 45xp
Fierce Blow: On your next Melee or Hand to Hand attack roll you may sacrifice a number of points
up to your Melee or Hand to Hand rank. For every 1 point subtracted from the attack roll you gain 1
point to the damage, if successful.
Requirements: Strength 3, Melee Skill 2 or Hand to Hand 2.
Cost: 16xp
Feral Roar: You unleash a wall of wild noises that grant you and all of your allies within 25 yards, a
+1 bonus to charge.
Requirements: Toughness 2
Cost: 6xp
Fierce Charge: Using the momentum of a charge, the character may inflict additional damage on a
Melee or Hand to Hand attack. Dodging or Blocking after making a Fierce Charge takes a penalty to
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Die Rating equal to your rank in Fierce Charge. Cut-Through and Menacing may not be used in
conjunction with a Fierce Charge.
Fierce Charge 1: +1d6 melee or hand to hand damage to the first attack after charging.
o Requirements: Strength 3, Melee Skill 4 or Hand to Hand 4
o Cost: 33xp
Fierce Charge 2: +2d6 melee or hand to hand damage to the first attack after charging.
o Requirements: Strength 5, Melee Skill 5 or Hand to Hand 5
o Cost: 90xp
Foot Stomp: Once, against an opponent, you can roll a melee attack to reduce their movement by
half for 2d4 rounds. Takes 2 actions.
Requirements: Melee Skill 3, Agility 4
Cost: 28xp
Fueling Rage: For every missed melee attack you gain +1 to your next successful attack up to a max
of +5. Once you make a successful attack, your bonus gets reset.
Requirements: Strength 3, Melee Skill 3 or Hand to Hand 3
Cost: 19xp
Guardian: For any adjacent ally near the player, you can step in and take any attack using your block
skill. The ally must be within one stride. Guardian takes 1 action.
Requirements: Use a Shield
Cost: 5xp
Heavy Hitter: When using a weapon two-handed, you deal 1.5 times your strength in damage
instead.
Requirements: Strength 3, Melee Skill 3
Cost: 19xp
Improved Attack: Increase the damage of one type of natural attack, which is specified upon
purchase. A pair of fists, horns, a tail, or similar attack gains an additional 1d6 damage. This talent
can be taken up to 5 times for each type of natural attack. Each time doubling in cost, for one natural
attack, its effects stack or can be applied to a different attack. Note this does not affect manufactured
weapons of any kind.
Requirements: Hand-to-Hand 3, Strength 3
Cost: 25xp
Menacing: When you deal enough damage to kill an enemy, you may move up to half your Agility
bonus, rounded down, as a free action.
Special: This bonus movement can be used in conjunction with Cut Through to move and
attack a foe or attack a foe and then move.
Requirements: Agility 4, Melee Skill 4 or Hand to Hand 4
Cost: 40xp
Parry: If you successfully block with only a melee weapon (single- or dual-wielding), you may make a
counter-attack as a free action. This is a basic attack with one weapon and cannot be combined with
Attack talents, such as Unrelenting Attack or Cut-Through.
Requirements: Melee Skill 5
Cost: 35xp
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Performing Sweeps: Once per opponent, you can attempt to disarm them. This is your attack roll
versus the targets attack roll with the particular weapon. Upon success they are disarmed and
Confused for 1d4 rounds. This takes 2 actions.
Requirements: Melee Skill 3, Perform 4
Cost: 23xp
Savage Slash: When attacking with bladed weapons, you cause bleed damage for 1d4 rounds any
time you successfully deal damage.
Requirements: Melee Skill 2
Cost: 5xp
Shield Brothers: Any adjacent ally with a shield can join you to take cover from area of effect and
ranged attacks. For 2 actions, this grants both characters a +1 bonus point to their shield value.
However, if the both players possess this talent, they instead gain + 2 to their shield value.
Requirements: Shield, Block Skill 3
Cost: 8xp
Shield Slammer: Double shield value to damage roll when attacking with a shield.
Requirements: Strength 3
Cost: 11xp
Shifting Stance: You can use Agility instead of Strength for Melee Attack rolls OR Strength instead
of Agility for Hand to Hand Attack rolls. You may only chose one; however, this talent may be taken
twice in order to do both.
Requirements: Agility 3
Cost: 11xp
Swift Charge: Using training in speed and athletics, a character may charge farther than normal.
Swift Charge 1: You can move an additional 3 feet while charging.
o Requirements: Agility 3, Athletics 3.
o Cost: 17xp
Swift Charge 2: You can move an additional 6 feet while charging.
o Requirements: Agility 4, Athletics 3.
o Cost: 26xp
Swift Charge 3: You can move an additional 9 feet while charging.
o Requirements: Agility 5, Athletics 4.
o Cost: 60xp
Unrelenting Attack: For each of your attacks that are blocked by a single opponent, gain +1 to all
subsequent attack and damage rolls, up to a maximum of +5. This is reset when you switch targets or
make a successful hit.
Requirements: Toughness 3, Melee Skill 3
Cost: 19xp
Unstoppable: You continue fighting on even beyond 0 health. You still take critical damage and are
required to make stabilization checks as normal but you can still perform all actions normally. You still
die when decapitated at -25 health or if you fail 2 consecutive stabilization checks.
Requirements: Toughness 4
Cost: 20xp
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Whirling Dervish: For 3 Actions, you make a spinning attack, striking all targets within your melee
range as an all-out attack. You receive all bonuses and penalties of an All-Out Attack (See Combat).
Requirements: Agility 4, Melee Skill 4
Cost: 40xp
Wind Scythe: Your incredible melee weapon skills are such that you can project a ranged attack with
a melee weapon at full force, slicing your foes with the wind of your strokes. You can make a basic
attack at a -4 penalty, but gain a range increment equal to your Strength + Melee Skill. This attack
costs 2 actions and may be used more than once per round if the character has enough actions for
extra attacks. For each additional rank in Wind Scythe, reduce the penalty on your Attack roll by 1.
Rank Penalty Requirements
Cost
-4
-3
-2
Wild Visage: Your appearance strikes fear into the cultured and civilized. You gain a passive fear
rating of +2 while out of combat.
Requirements: Toughness 4
Cost: 20xp
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Dual Arrows: You can now fire 2 arrows at once from a two handed ranged weapon, such as a bow
or crossbow, causing double damage and not changing the reload time of the weapon. This takes 3
actions.
Requirements: Agility 3, Ballistic Skill 4
Cost: 31xp
Eagle Shot: Once against an opponent you can make a Ballistic attack roll to reduce their movement
by half for 2d4 rounds. Takes 2 actions.
Requirements: Ballistic Skill 3, Perception 4
Cost: 28xp
Hail of Bullets: Once per combat for 3 actions, you can make a Ballistic check against a number of
enemies equal to your ballistic skill, in an attempt to reduce their Mental Resolve by 2. If you succeed,
the effect lasts for 1d4 rounds. This is opposed by either Block or Dodge.
Requirements: Ballistic Skill 4, Perception 5
Cost: 65xp
Huntsman: You call or signal to your allies, targeting a non-humanoid creature that causes greater
damage for you and your allies against that creature for 1d4 rounds. Any attacks made against the
creature now gain 1d6 damage.
Requirements: Command 3, Perception 4
Cost: 26xp
Increased Range: Your ballistic attacks max effective range is now increased by 5 yards.
Requirements: Ballistics Skill 2
Cost: 5xp
Loose Cannon: You take great pride in blasting away at your opponents with mounted weapons.
You add 2x Ballistic skill to damage when firing mounted weapons with full or semi-auto.
Requirements: Ballistic skill 3
Cost: 8xp
Lucky Shot: You may only attack once this turn in order to use this talent. You gain a +4 bonus to hit
on this shot and a +1d6 bonus damage.
Requirements: Ballistic Skill 3, Agility 4
Cost: 28xp
Missed: If a shot misses an opponent because they successfully dodge, the shot continues on in a
straight line and hits another target if one is directly behind the original target. The second target has
the opportunity to block or evade the original attack roll. Only affects the primary and secondary
targets. Cannot be used in conjunction with Piercing Shot.
Requirements: Ballistic Skill 3
Cost: 8xp
No Scope: Whenever you attack a target within your weapons base max range (i.e. its max range
without scopes or other aids), you reduce the penalties by one increment.
Requirements: Command 3, Charisma 3
Cost: 17xp
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Piercing Shot: Your bullets can pass through an enemy and hit someone directly behind them. This
requires the bullet to do damage to the enemy. The second enemy rolls their reaction against the
original attack roll. Only affects the primary and secondary target.
Requirements: Ballistic Skill 4, Perception 4
Cost: 40xp
Planned Execution: If you take a 5 actions to prepare a shot from further than one range increment,
your next attack negates their ability to dodge that attack.
Requirements: Perception 3, Ballistic Skill 3
Cost: 19xp
Precise Shot: Reduce the penalty of shooting into melee by 1 per rank. (Cannot be reduced past 0)
Precise Shot 1:
o Requirements: Agility 2, Perception 1
o Cost: 9xp
Precise Shot 2:
o Requirements: Agility 3, Perception 1
o Cost: 14xp
Precise Shot 3:
o Requirements: Agility 3, Perception 2
o Cost: 17xp
Precise Shot 4:
o Requirements: Agility 3, Perception 3
o Cost: 19xp
Rapid Reload: Reduce reload time for all ballistic weapons by one action per rank in this talent.
(Cannot be reduced to less than 1 action)
Rapid Reload 1:
o Requirements: Agility 3, Ballistic Skill 2
o Cost: 16xp
Rapid Reload 2:
o Requirements: Agility 4, Ballistic Skill 3
o Cost: 28xp
Rapid Reload 3:
o Requirements: Agility 5, Ballistic Skill 4
o Cost: 65xp
Ricochet: You can attack an enemy that is out of sight by bouncing a bullet off a surface. While doing
this you take a -3 penalty to the attack.
Requirements: Ballistic Skill 3, Perception 4
Cost: 28xp
Ricochet Wanted: You can now attack an enemy that is out of sight by bouncing a bullet off
up to two surfaces at a -2 penalty per surface.
o Requirements: Ballistic Skill 4, Perception 5, Ricochet
o Cost: 65xp
Recoil with It: After firing a non-mounted gun, you can move 1 square in the opposite direction of the
shot for a free action.
Requirements: Ballistic Skill 3
Cost: 8xp
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Speed Shooter: This preemptive attack allows you to make a single surprise attack with a onehanded ballistic or thrown weapon while in plain sight of an opponent. This action takes place before
combat starts, cannot take place once combat has begun and must take place within 5 yards of the
target.
Requirements: Agility 5
Cost: 45xp
Dead-Eye: Increases the range of Speed Shooter by an additional 5 yards.
o Requirements: Speed Shooter, Quick Draw
o Cost: 66xp
Superheated Shot: There is far more powder than normal in your next shot which causes the round
to ignite, dealing an extra 2d6 damage as fire. This heats up your barrel and causes you to take 1
fatigue point.
Requirements: Ballistic Skill 3, Toughness 3
Cost: 19xp
These Are My Guns: At the start of combat, you draw your weapons in a stylized fashion and
impose an intimidate check to any opponents within 10 yards. If you so choose, you can use your
perform skill in place of intimidate. This action replaces your draw action.
Requirements: Perform 3, Ballistic Skill 3
Cost: 14xp
Trip Volley: Your ranged attacks can be used to attempt to trip an opponent. This attack, like other
trips, foregoes damage and requires 2 actions.
Requirements: Ballistics Skill 3, Perception 2
Cost: 14xp
Warning Shot: For 2 actions, you gain your rank in Ballistic Skill as a bonus to an Intimidate check
taken immediately after the shot.
Requirements: Ballistic Skill 2, Intimidate 2
Cost: 11xp
STEALTH
In politics, discretion is useful but stealth is everything. The need for knowledge of ones
political and even military peers gave birth to what has been called, the Shadow Arts. This of course
lasted until the spies, thieves, assassins, and smugglers wielded enough power to cleave themselves
from their hosts. These groups went underground, no longer being the shadowy fangs of politicians
and others who didn't want to get their hands dirty, they called themselves the Shadow Hearts.
Arkna
The things the Master does with ease are difficult for us to even comprehend. What he does in a
minute, I hope to accomplish in this lifetime. - Arkna Disciple of Lanis.
The practice of the Arkne arts is an ancient one, shrouded with mystery and riddled with
legends. Some believe it to be a deity all its own, but the largest prevailing theory is that it is a side
effect of the Reckoning.
Magic exists, in its basest form, within every sentient creature. Any intelligent creature able to
bridge the gap between their own magical energy and that of the universe around them could
potentially cast a spell. Even those that have that potential may never manipulate magical energy to
cast a spell, but may still be able to channel it for other purposes. Fenerrans who use magic are
called casters.
Arkna Talent: Gain the ability to use a school of magic. May be taken multiple times for different
Schools. The available schools are:
Primaltheurgy: Deals with the elements and elemental manipulation.
Necromancy: Deals with negative energy, death and reanimated creatures called Stitches.
Illusion: Deals with creating visual and auditory illusions.
Requirements: Arkna 1
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Rank 1: 5xp Rank 2: 15xp Rank 3: 30xp Rank 4: 50xp Rank 5: 75xp
Each Arkna school has its own rank structure and must be purchased individually of the other
schools.
For example, a character with Rank 3 Primaltheurgy does not pay the Rank 4 cost if
they are buying Rank 1 in Necromancy. Instead they pay the cost for Rank 1. The XP
cost for rank progression follows the same as Stats and Skills.
Spell Power (SP)
A spells power is determined by the casters rank in that spells particular school. This will
determine most numeric effects such as damage, targets, blast radius, and more. For Example, a
caster with 1 Rank in Primaltheurgy may deal 1d6 damage to a target within their range (explained
below), whereas a caster with 2 ranks in Primaltheurgy can cast a spell on a target within their
normal range that deals 2d6 damage. Casting a spell with a Spell Power greater than your ranks in its
school is called Overcasting, which is explained below.
Range
A caster, depending on the spell being cast, can send their spells a distance equal to twice
their intelligence. Therefore a spell caster with an Intelligence of 2 means they may cast most spells
up to 4 yards away. Players may choose to use a point of Spell Power to multiply their spells range.
Thus for one SP the multiplier becomes 3, increasing their Range to 6 yards, and for two SP this
increases to 8 yards, and so on.
Successful Casting
In order to cast any spell the base roll, Arkna + Intelligence, without any modifiers must
equal or exceed two times the Spell Power used. Thus if a character with an Arkna rating of 7 (1d10
+ 1d8) casts a spell of power 3 (DC 6), and rolls a 6 they would succeed, however they would fail if
the Spell Power were 4 (DC 8). Failure to cast a spell causes the character to gain an Overcast Point.
Overcasting and Overcast Points (OP)
Overcasting is when a caster attempts to use an Arkne spell which has a higher Spell Power
than the caster has ranks in that school. The caster gains one Overcast Point (OP) per point of Spell
Power that exceeds their ranks in the chosen Arkna School. A caster that uses the Overcast ability
can increase their Spell Power by any number they specify so long as it does not exceed the
Overcast Limit, which is 2x their Willpower; this means the potency of the spell can be
dramatically increased but the difficulty to successfully cast increases as well. Regardless of success
or failure of the Arkna check, Overcast Points are still incurred. Once a character has reached their
Overcast Limit they are unable to cast any spells. These points naturally dissipate at a rate of 1 per
hour, and 8 hours of uninterrupted rest will remove them all.
Resisting and Dodging
Harmful spells that affect player attributes (Stats and Skills) such as Curses are resisted by
taking a Resolve Test against the Casters Arkna check. Spells that deal direct damage however,
such as a fireball or lightning, can be Dodged or Blocked.
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Spell Schools
Primaltheurgy
Spells of the Primaltheurgy school control the power of the elements themselves- primarily
Fire, Cold, Lightning, and Acid. A Primalist must specify which element they are utilizing when casting
a spell. Damage, range, number of targets, blast radius, however, all factor into the Spells
requirements, measured in Spell Power, or SP.
Attribute
Spell
Power
Description
+1d6
Damage
1 Pt.
Range
Varies
(See page X)
Blast 1
(Yard)
2 Pts.
Additional
Target
1 Pt.
Status
Effects
1 Pt.
Wall Effect
1 Pt.
One point per 2 Yards in length. Wall base height and duration are equal
to your Ranks in Primaltheurgy. The base length of the wall is 1 yard.
Damage
Duration
2 Pts.
Deals the selected amount of damage, each turn for the duration. 1
additional round per 2 points spent.
Illusion
Illusions are magical energies manipulated in such a way that they trick one or all of a persons
senses, which is determined before casting. They are not able to deal damage, but can convince a
person of their existence, even to the touch. They remain until a moment of impact, where greater
than normal pressure is exerted on the illusion, such as an attack. The size and number of illusions
factors into the Spell Power requirements. To resist an illusion, you must make a successful Scrutiny
check against the Arkna check of the caster. If a character discovers your illusion, they do not have
to take a check against that illusion again, however other onlookers are not aware of the illusion until
they discover it for themselves or are told.
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Attribute
Description
Scale
Nightmare
4 points to cause fear equal to your mental resolve; 1 point to increase that fear rating
by 1. This cannot modified by bonuses to your fear rating gained from other sources.
Duration
Spell Example:
Invisibility:
Spell Power: 1
Duration: 1 round/rank
Target: 1 medium object or creature
Difficulty to Cast: 2
Illusion
Illusions are magical energies manipulated in such a way that they trick one or all of a person's
senses, which is determined before casting. They are not capable of dealing damage and come in
three forms: Glamour, Projections, and Concealments.
A Glamour veils an object or person, making them appear to be something other than what
they are. This can be used to grant bonuses to Disguise, Deceit, and so forth. Examples include:
Using a Glamour on yourself to have the face of an important politician, altering information on
personal documents to fake an ID, or disguising the rifle slung over your shoulder as a canvas tube.
Projections are proactive illusions in the sense that you create something that doesn't truly
exist. As you become more skilled, you can create more convincing and more realistic illusions which
are more capable of confounding common men or frightening your foes. Masters of projection can
create illusions that, to all five senses, are entirely real. However, they will shatter when met with
force.
Concealment does just that: conceal a person or object from being detected by all five senses.
It is the opposite of projections, in the sense that instead of attempting to create a simulacrum that is
veritable to all five senses you are removing all trace of them so that the sharpest eye and most
sensitive nose cannot find this item or individual.
Duration increments are rounds while in combat, and minutes out of combat.
Glamour Cost Attributes
Base
Power
+1 to disguise/deceit checks.
Duration
Duration
Nightmare
For every round enemies witness your illusion, the target must take a fear
check equal to your Arkna roll until they succeed
Hindrance
Seductive
You may create a seductive humanoid illusion with a specified race. Enemies
of opposite gender take -1 to perception checks and reactions. Enemies of
opposite gender AND of the same race as the illusion take -2.
+2 to stealth checks
Skill
Necromancy
The manipulation of life itself. These abilities are a powerful tool in the hands of any caster.
Able to cast curses, instill fear, and reanimate dead flesh, Necromancers are a force all their own.
Spell Power determines the number of targets, the potency of the curse, and the size and power of
their reanimated followers called Stitches. The Arkna check determines the duration of curses and
the Health bonus gained when reanimating a Stitch.
Innate Fear
Necromancers have a tendency to look much like the corpses they reanimate, and may appear
frail but are anything but. That being said, their appearance and mere physical presence are
unsettling and sometimes downright frightening. Add a bonus to your fear rating equal to your rank in
Necromancy when using the intimidate skill.
Curses
Part of a necromancers power is the ability to influence and drain the life force from living
things, and while this ability cannot kill, it can seriously debilitate an opponent. These Curses, as
they are called, last for a number of rounds equal to half of the Necromancers Rank, rounded down
to a minimum of one, and can effect anything from Character Stats to Actions per round. A
Necromancy can curse any living or nonliving thing as long as it has Stats, i.e. Strength, Agility, etc.
Using multiple curses of the same kind on a target before the previous curse ends will cause a
few things to occur. If the new curse is stronger than the previous, it replaces the previous curse. If it
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is the same power level as the previous curse, the duration is reset. If the new curse is weaker than
the previous curse, nothing changes. Cursing Toughness only affects a players damage reduction
and does not change their max or current health values.
Example: Cursing Strength with a -2 and Melee Skill with a -2 would result in a total of -4 to the
total Melee attack rating, or -1d8.
Attribute
Spell Power
Effect
Stat
3 Pts.
-1 to a chosen stat.
Combat Skill
2 Pts.
Non-Combat Skill
1 Pt.
Movement
2 Pts.
Actions
3 Pts.
Additional Targets
2 Pts.
Conviction
I have come for you. I have come to judge your transgressions and purify the world of the
blight that is death.
-Taek, the Battle of Deaths Door
Conviction (Talent): Gain Conviction Points (CP) and the ability to use Miracles. Your total
Conviction Points are equal to your rank in the Conviction talent + Devotion skill * 2 +
Charisma. Conviction points replenish at the beginning of every session or every 4 hours of game
play, whichever comes first. Note that players can only choose one element to follow unless
otherwise specified.
Requirements: Charisma 3. Must choose an element to follow.
Conviction 1: Conviction 2: Conviction 3: Conviction 4: Conviction 5:
5xp
15xp
35xp
75xp
185xp
The Elements
When choosing an element, there are five things to consider: Physical Signs, Faith Gifts,
Opposition, Opposition Powers, and Scrying.
Physical Signs are manifestations that mark a character as a Marshal of their particular
element. Their actual appearance can vary greatly from person to person and they do not usually
impact any required rolls, but are commonly for appearances and role play only.
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Gifts of Faith are bestowed upon Marshals when they reach certain levels of devotion. These
gifts are special abilities that a Marshal can call upon at any time for aid and vary greatly among the
elements.
Opposition is a law of the universe; push and pull, ebb and flow. It also applies to Marshals
and their faiths. For each element there is a counteractive element. Marshals of opposing elements
are capable of inflicting each other with Opposing Powers. These come into effect whenever a
Marshal chooses, and affect all Marshals within a number of yards equal to their 2 * Ranks in
Charisma. Opposing powers cease if the Marshal moves out of range, is knocked unconscious, or
killed.
Scrying is unlocked as soon as an element is chosen and grants you certain bonuses to
particular methods of perception and possibly control of that element.
Air
Physical Sign: You grow small ephemeral wings on your back that do not impede the wearing of
armor. No holes are created, they simply pass through.
Scry: You are able to sense the breath of all living creatures within a range equal to 2 * your ranks in
Conviction. This negates any penalties to actions or reactions against the enemies you have
detected. This may be used in Combat for 4 Actions and lasts until your next turn. Out of combat, this
requires 3 minutes of meditation and you continue to perceive all living things for an additional 2
minutes.
Faith's Gift: Wings of Freedom
Rank 3: Flightless wings can slow falls and allow the Marshal to hover above the ground for a
number of rounds equal to their Conviction Rank.
Opposed: Earth
Opposition Power: You are grounded. Massive amounts of gravity pull you towards the ground. You
cannot fly. Your movement speed is halved and being knocked prone causes 1d6 points of fall
damage.
Darkness
Physical Sign: Darkness seems to emanate from your eyes. Your irises turn black and seem to
radiate black energy at all times.
Scry: Within a range equal to 2 * Conviction Rank and for 2 actions while in combat, you can become
the shadows of others, leaving your shadow behind, in order to listen in on their conversations, but
you may not speak. These rules also apply to the rank 8 ability gained from being a Marshal of
Darkness. At any point the character you are shadowing may feel your presence and may try to
detect you. This is done by making a Perception check versus your Devotion.
Conviction's Gift: Night Eyes
Rank 2: Your irises turn black and seem to let off darkness like a vapor. You gain 5 yards of
Darksight. Once per day you may douse all light sources within a range equal to Conviction
ranks.
Rank 5: You have mastery over the darkness around you. You can forcefully lower the light
levels of all light sources within 5 yards of you to total darkness. Making any creature or person
without Darksight, blinded for the duration. This lasts for a number of rounds equal to half your
conviction ranks and cannot be used in tandem with scrying or the rank 8 ability.
Opposed: Light
Opposition Power: Your eyes glow and radiate light. You take a -5 penalty to your rolls when the
enemy is attempting to spot you. This applies when you are being someones shadow, allowing them
to instantly spot you. Anyone using the focus action to attack you gets two times the bonus.
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Death
Physical Sign: Your embrace of Death gives your skin a taut appearance, and your bones are
prominently visible.
Scry: For one action you are able to control the movement of a single, dead, non-sentient creature
and gain its senses within a number of yards equal to 2 * Conviction Rank. Note that you cannot
attack with the corpse nor can you use this ability to control Stitches or the undead. If the GM deems
it necessary to require a Devotion check to take over the corpse, they can specify.
Conviction's Gift: Deaths Embrace
Rank 3: When present at a death of a sentient creature, gain Health equal to your Conviction
Rank.
Opposed: Life
Opposition Power: Your connection with death becomes very weak and you begin to take one point
of fatigue and 1d6 damage that bypasses armor and Toughness.
Earth
Physical Sign: Your skin becomes rough, cracked, and fissured, mirroring the state of Feneryss.
Scry: You gain the tremorsense ability with a range equal to 2 * Conviction Rank.
Conviction's Gift: Strong as Oak
Rank 2: The Marshals skin becomes like a tough bark and bones become as strong as oak.
Gain +1 natural armor that cannot be bypassed.
Rank 5: You are able to erode mineral surfaces that you touch. For 1 conviction point you can
touch a wall or floor and erode a 1 foot thick section with diameter equal to half your conviction
rank in yards rounded down.
Opposed: Air
Opposition Power: If you do not use a move action during your turn, you must make an Athletics
Check versus the opposing Marshals Devotion Check in order to move on your next turn. If you fail
the Athletics Check then you cannot move next round. If you fail the test for 3 consecutive rounds,
you are engulfed in sand and begin to suffocate. An ally can help dig you out by spending 4 actions.
You must then vacate your current square or else begin sinking the next turn.
Life
Physical Sign: Your body is flawless in appearance: it has no acne, no unsightly deformities, and
never gets scarred regardless of the severity of the wound.
Scry: For one action you are able to control the movement of a single, living, non-sentient creature
and gain its senses within a number of yards equal to 2 * Conviction Rank. Note that you cannot
attack with the creature. If the GM deems it necessary to require a Devotion check to take over the
creature, they can specify.
Conviction's Gift: Gift of Life
Rank 1: You can restore your Health equal to your Conviction Ranks once per day.
Rank 4: You can automatically stabilize a character that is below 0 health, including yourself.
Their health is restored to no greater than 0. This requires 3 AP and this ability may only be
used a number of times per day equal to your half of your rank in Conviction.
Opposed: Death
Opposition Power: Your body begins to rot, and after 3 rounds, you take damage from healing
spells and abilities in addition to taking damage normally.
Light
Physical Sign: You become infused with light. If you become wounded, your wound shines brightly,
becoming a source equal to that of a torch.
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Scry: You gain the perception of light sources within a number of yards equal to 2 * Conviction Rank,
light in your immediate area brightens by one step.
Conviction's Gift: Beacon of Light
Rank 2: Whenever a Marshal is present, a light sources range is multiplied by a number equal
to half the Marshals Rank.
Rank 4: You move as if you are light itself, you add half your Conviction Rank to your partys
initiative. Before combat starts, take 4 damage that bypasses all armor and Toughness.
Opposed: Darkness
Opposition Power: You become blind for a number of rounds equal to half of their Conviction Rank.
In addition to this, if you have Rank 8, your blood affects your allies instead of your opponents.
Miracles
When a Marshal performs a miracle, they are calling upon the core essence of their faith to
perform an act not normally possible. Miracles are not purchased. Like talents, they are instead
unlocked when the Marshal meets certain requirements. Performing a Miracle consumes Conviction
points, so a Marshal must be careful not to lean on their faith too heavily. A Marshal may perform
Miracles from any Rank which is equal to or less than their Conviction Ranks.
Conviction Rank 1
Blessing: Remove one Curse actively afflicting you for 2 Conviction points. To remove a curse from
an ally, spend 3 CP and 2 AP.
Benefit: Remove curses from yourself or an ally.
Fearless Faith: Remove any active fear effects currently affecting yourself or an ally. Spend 2
Conviction to remove all fear effects on yourself and 3 to remove the fear effect of an ally. This ability
costs 2 actions.
Benefit: Remove fear effects from yourself or an ally.
Foresight - Level 1: You see your opponents attack before it happens, gaining a bonus to Reaction
attempts until the start of your next turn. This costs 1 Conviction and is used a free action. You must
declare that you are using this miracle before rolling. This miracle does not stack if used multiple
times.
Benefit: +1 Bonus to Reaction attempts for 1 CP.
Healing Touch - Level 1: The character has learned how to heal the wounds of an ally through the
expenditure of Conviction points. Using this Miracle costs two AP and requires that you lay a hand
upon your ally. This miracle cannot be used by Marshals of Death.
Benefit: Heal an ally at a ratio of 1 CP per 1 health point restored.
Vigor - Level 1: Remove 1 point of fatigue from yourself or an ally within touch. This ability costs 1
Conviction and 2 actions.
Benefit: Remove fatigue from yourself or an ally.
Conviction Rank 2
Communion - Level 1: Any time you are within speaking distance of another allied Marshal, you may
add 1 to your available Conviction points. This bonus Conviction point is lost if he or she leaves or is
44
otherwise not presently near you. If both Marshals have this miracle and follow the same element,
they may each add 2 to their total available Conviction points. At Conviction Rank 5, the bonus
doubles.
Benefit: Gain bonus CP if within range of another allied Marshal.
Minds Eye - Level 1: You access the omnipresence of your chosen element and can see things not
normally noticeable to your eyes. For 2 CP, gain a +1 bonus to your Perception for the next three
hours. This is a free action.
Benefit: +1 Bonus to perception for 2 CP.
Smite - Level 1: You can channel your divine Judgment into a melee attack. Spend 2 CP to deal an
additional 1d6 damage to an enemy for one turn. This Miracle requires 1 AP.
Benefit: Gain 1d6 to damage dealt until your next turn.
Valor - Level 1: You inspire courage and bravery in your allies. Spend 1 CP to give +2 to resist fear
and curses to a number of allies equal to your Ranks in Conviction, until the beginning of your next
turn. This is a free action.
Benefit: Give allies a +2 Bonus to resist fear and curses.
Conviction Rank 3
Blasphemy: For 2 CP and 2 AP you can cause 1 enemy to take the Gasp! fear effect with a display
of your power.
Benefit: Force an enemy to take the Gasp! fear reaction.
Chronos - Level 1: Time is compressed around you and your allies, such being that you are more
agile. All party members within a number of yards equal to your Ranks in Conviction gain one
additional AP per round while this miracle is in effect. This miracle can be sustained at a cost of 3 CP
and 3 AP per round.
Benefit: Gain additional actions for your allies
Divine Interruption - Level 1: For 2 CP you can cloud the mind of a caster and interrupt a spell
being cast. As a free action, decrease the spellcasters Arkna roll by 2. A caster must finish casting
the spell even if this miracle has been applied. Can only be used once per spell.
Benefit: Interfere with the casting of spells.
Hallowed/Unhallowed: Your enemies falter in your mere presence. You gain a bonus to your fear
index equal to the number of CP you expend for one round.
Benefit: Gain a bonus to your fear index for one round.
Healing Touch - Level 2: The character, through diligence of faith, has improved their ability to heal
those around them. Using this Miracle costs two AP and can only be used on an ally within range of
touch. This miracle cannot be used by Marshals of Death.
Benefit: Heal an ally at a ratio of two health per Conviction point.
Vigor - Level 2: Remove 2 points of fatigue from yourself or an ally within touch. This ability costs 1
CP and 2 AP.
Benefit: Remove fatigue from yourself or an ally.
Conviction Rank 4
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Close Minded - Level 1: Free Action. Your devotion to the tenets of your faith deters Psychic
intruders. As a free action, for 3 CP, decrease the total roll of a Psy attack by 2.
Benefit: Increase defense against Psy attacks.
Divine Strike - Level 1: The essence of your Deity is instilled in your comrades. For the remainder of
the turn your allies deal an extra 1d6 points of damage on all attacks. This miracle requires 4 CP and
4 AP to invoke.
Benefit: Grant a bonus to damage dealt by allies for one turn.
Requirement: Willpower 5
Foresight - Level 2: You see your opponents attack before it happens, and as a free action, gain a
+2 bonus to Reaction attempts until the start of your next turn. This requires 2CP to invoke. The
additional cost to maintain this miracle, is equal to 1CP plus the total number of rounds you have
used it. For example, the first round costs 2CP, the second round costs 3CP, the third round costs
4CP, and so on. This cost scaling resets at the end of combat.
Benefit: +2 Bonus to Reaction attempts
Zeal - Level 1: Inspire those around you to recklessly disregard their own safety to annihilate the
enemy. Willing allies (up to 1 ally per rank in Conviction), gain a +2 bonus to any offensive attack for
the duration but take a -1 penalty to any defensive roll. This requires 1CP and 1AP to invoke. The
additional cost to maintain this miracle, is equal to 1CP and 1AP plus the total number of rounds you
have used it. For example, the first round costs 2CP and 2AP, the second round costs 3CP and 3AP,
the third round costs 4CP and 4AP, and so on. This cost scaling resets at the end of combat.
Benefit: Grant a bonus to allied attacks.
Conviction Rank 5
Communion - Level 2: Any time you are within speaking distance of another allied Marshal, you may
add 2 to your available CP. This bonus is lost if he or she leaves or is otherwise not presently near
you. If both Marshals have this miracle and follow the same element, they may each add 4 to their
total available Conviction Points.
Benefit: Gain bonus conviction points if within range of another Marshal.
Divine Interruption - Level 2: For 2 CP you can cloud the mind of a caster and interrupt a spell
being cast. As a free action, increase the difficulty of a spell being cast by 4. A caster must finish
casting the spell even if this miracle has been applied. Can only be used once per spell.
Benefit: Increase the difficulty of a spell being cast.
Healing Touch - Level 3: The character has developed their capacity as a healer even further. The
Marshal can now heal at a range equal to their ranks in Conviction for 2AP. This Miracle cannot be
used by Marshals of Death.
Benefit: Heal an ally at a ratio of 2 health per 1 CP.
Valor - Level 2: You inspire courage and bravery in your allies. Spend 1 CP to give a number of
allies equal to your ranks in Conviction, +3 to resist fear and curses until the beginning of your next
turn. This is a free action.
Benefit: Give allies a +3 Bonus to resist fear and curses.
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Martial Arts
The arts of hand to hand combat predates all other forms of combat. Martial arts are a
common, yet varied, form of both assault and self-defense across Feneryss. For example, the
academy in Pulse teaches a rigid stance with killing blows and blocking moves. On the other hand,
the masters of Lokoran instruct their pupils on the arts of fluid movement in the form of counter
attacks and dodging the enemies blows.
Those that follow in the footsteps of the martial arts masters learn discipline, defense, and
lethal force in order to overcome the obstacles before them. When this talent is taken, two choices
must be made. First, the Combat Style, which dictates the method of attack and the actions that can
be made while attacking. Second, the Impact of the style, which further modifies the chosen style.
Your style and impact will always stay the same once they are chosen, so choose wisely. Once
Combat Style and Impact are chosen, the final piece is your race which, once again, modifies how
you utilize your martial art. Note that you can take multiple sets of Styles and Impacts, however at the
beginning of combat you must select one of each to use for the duration of combat.
At Ranks 2, 6, and 10 you learn special actions, called Katas, which are unique to your style.
In addition to Katas, at every odd rank (1, 3, 5, 7, and 9) you receive a bonus from your Impact.
Finally, every two ranks, you gain a +1 to your damage to unarmed hand to hand attacks, up to a +5
at rank 10.
Note that unless otherwise specified, any actions listed under Styles or Impacts that imply the
usage of hands or arms cannot be used while wielding any kind of melee or ballistic weapons. The
exception to this is a Natural Weapon (claws, teeth, etc.) which qualifies as being unarmed.
Requirements: Hand to Hand Rank 1 (This requirement increases by one with each consecutive
rank in Martial Artist)
Rank 1: 5xp Rank 2: 15xp Rank 3: 30xp Rank 4: 50xp Rank 5: 75xp
Styles
Effsaerae
The supreme art of war is to subdue the enemy without fighting.
Rank 2: Counter Attack: As a reaction, instead of attempting to dodge or block, you may attempt to
land a retaliatory strike in the form of a single hand to hand attack on your opponent. You still take
damage from your opponent.
Kai
Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.
Rank 2: Thunderclap: After making two or more attacks in a row, you may choose to Spend 1 action
to clap your hands together, sending a sound wave which inflicts Stun 1 to all entities in a radius in
yards equal to half your rank in Hand to Hand. This can only be done once per combat.
Daohd
Thus the expert in battle moves the enemy, and is not moved by him.
Rank 2: Counter Grapple: As a reaction, instead of attempting to dodge or block, you may attempt to
grapple your opponent.
47
Tenkhei
Opportunities multiply as they are seized.
Rank 2: You call that a knife? : If you are hit and damaged by a melee attack, you can make a single
hand to hand attack against your attacker as a Free Action.
Shinken
One mark of a great soldier is that he fight on his own terms or fights not at all.
Rank 2: Magic Fingers: If you have 1 rank in an Arkna School you can apply a spell worth 2 SP to
your fists, with the exception of ranged increments.
Impacts
Rage
Rank 1: After taking damage from an enemy, gain +1 to damage of the next offensive action. This
ability does not stack and resets after the bonus is applied.
Rank 3: After being attacked, either successfully or unsuccessfully, you can Charge twice as far as
you usually could in pursuit of the opponent who attacked.
Rank 5: Gain +1 to damage on the next offensive action after an ally takes damage from an enemy.
This stacks with Rank 1, and resets after it is applied.
Brutality
Rank 1: After doing damage to an enemy, gain +1 to damage of the next offensive action. This ability
does not stack and resets after the bonus is applied.
Rank 3: After doing damage to an enemy, for 1 additional AP, you can make a grapple check to
throw them a number of yards equal half your Strength.
Rank 5: After taking damage from an enemys solid projectile, you rip it out of the wound with your
bare hands, granting a bonus to your next Intimidate check equal to the damage dealt by the
projectile.
Vengeance
Rank 1: After seeing an enemy damage one of your allies, it fills you with rage and a lust for
vengeance. You gain an additional yard to your movement speed during your next turn for every point
of damage taken by a single ally this turn, up to a maximum of 4 yards.
Rank 3: When making Intimidate checks, you gain a bonus equal to the amount of damage you took
from the most recent attack against you.
Rank 5: If damaged and taken below 0 health, you can make a single free attack, worth two AP,
against the nearest enemy before having to begin your stabilization checks.
Pain
Rank 1: You can choose to sacrifice up to 3 health that bypasses all your damage reduction. The
amount of damage you take becomes a bonus to damage on your next attack.
Rank 3: You can sacrifice up to 5 damage that bypasses all damage reduction, to give up to 5 health
to an ally. This only works once per session.
Rank 5: Your ability at rank 1 can now sacrifice 5 health. Additionally, every point of health sacrificed
deals 3 additional damage to your next attack.
48
Poise
Rank 1: Your stance is so unassuming that your opponents underestimate you. You are able to
automatically pass a dodge check once per combat against a surprise attack.
Rank 3: You move with such grace that it distracts those around you. When you charge an opponent
who is not blind, they take a -1 penalty to their Dodge versus the charge.
Rank 5: Once per round, if you successfully dodge, you can move 1 square in any direction.
Avoidance
Rank 1: Once per combat you can declare before rolling for dodge check that you drop prone for a
free action gaining the bonuses and penalties of prone
Rank 3: for every successful dodge, gain a +1 to your next dodge attempt
Rank 5: On every successful dodge, you can move 1 square in any direction
Calm
Rank 1: Once per session, you can reduce the difficulty of a fear check by half your rank in martial
arts. Through this ability, if a source of fear would fall below your mental resolve, you are not affected
by it.
Rank 3: In fear situations that are less than 14, if you are with one or more allies you ignore any
penalties that are related to fear or that check.
Rank 5: You can never be Confused.
Balance
Rank 1: You can use a Focus action up to 3 times per round.
Rank 3: All Focus actions are now +2 instead of +1.
Rank 5: When you are tripped you automatically land on your feet.
Unwavering
Rank 1: You may reduce your Stride by 1 to gain a +1 bonus to your next Block roll. Your stride may
be reduced in this way to a minimum of 0. This must be declared prior to rolling your next Block
attempt.
Rank 3: You may now use a small shield while performing Martial Arts.
Rank 5: On a successful block, you perform a shield-bash.
You now gain your Martial Arts ranks to shield bash damage.
Races
Humans
Rank 4: Twice per session, with a successful block against a melee attacker, you can disarm the
opponent.
Wretched
Rank 4: For every 2 base mutations you possess, you gain +1 to Block while unarmed.
Alypse
Rank 4: Your skin secretes a poison that deals damage while grappling. It adds 3 points of damage
to your attacks while grappling. You are immune to your own poison.
The Rekindled
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Rank 4: When you attack an opponent, for each damage die that rolls its maximum, your opponent
takes 1 point of insanity.
Shade
Rank 4: For every 2 Hand to Hand Attacks, gain a +1 on your next dodge attempt.
Drones
Rank 4: You gain a bonus to block equal to your rank in mechaniks.
Vampires
Rank 4: in combat, Depending on the race of single targeted humanoid opponents, you gain
advantages against them. This does not stack with itself if you are facing multiple opponents.
Human: +1 Damage
Wretched: +1 Dodge
Alypse: +1 Attack
Rekindled: defense against 1 point of insanity per action round
Shade: +2 yards to your stride
Drone: +1 Block
Psy
Psy is a unique mutation that falls in the grey area between the Marshalls Conviction and the
Arkne arts. Conceptually, Psy is the capacity of ones mind to influence and change the physical
world around them. Simply put, mind over matter. When put into practice, a Psy user can move
objects, invade the minds of others in search of secrets, defend the minds of their allies, this is
typically referred to as Channeling. Because of the stress they put on themselves, Psy users
typically have an abnormally high Fatigue Threshold, though they are far from limitless.
A Psy users Fatigue Threshold is considerably greater than that of an average person. In
addition to Toughness and Resolve, the Psy users Rank in the Psy Talent is also taken into
account. Additionally, Psy users may ignore 2 Fatigue points, which they currently have, per rank in
Psy for the purposes of Channeling; any other penalties still apply.
When a Psy user channels their mind, they must pass a Strain Check. Once the effects are
chosen, the player rolls their Psy Rating: Willpower + Psy Skill. If the total rolled is greater than the
Strain, the power is successful. If the total rolled is less than the Strain, the Psy user fails and takes 1
point of Fatigue. Some powers might increase this penalty.
Some Psy abilities require an opposed test in addition to passing their Strain Check. In these
situations the target rolls a Resolve Check (Willpower + Resolve) to expel the Psy user from their
mind. If the Psychic assault is manifested physically, the target can use the standard Dodge or Block
Checks (Combat Reference) to avoid damage.
The base range for a Psychics powers are equal to their Willpower*Range Multiplier in
yards. The base Range Multiplier is 2. If desired, the Range Multiplier can be increased for 1
additional point of Strain per increment of the Range Multiplier.
Finally, if a Psy user is attacking with weapons via their abilities, they replace their standard
Melee or Ranged check with an opposed Psy check; for damage they use Willpower Rating for
damage in place of the standard Stat (usually Strength for melee and Ballistics for Ranged).
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Psychic: Gain the power to use Psy abilities and a bonus to your Fatigue Threshold equal to your
Psy (Talent) ranks. Additionally, a character may ignore 2 points of Fatigue (and the corresponding
penalties) per Rank of this talent when making a Strain Check to manifest a power. This does not
negate penalties to other actions taken while under the effects of Fatigue.
Rank
Requirements
Cost
Channeling
Ranged Maneuvers: As a Psychic, you may choose to use your abilities to perform combat
maneuvers from a distance. Each maneuver can be used within your Psychic range.
Action
Name
AP
Description
Bull
Rush
This attack does no damage but you can push an opponent up to a distance equal
to your Willpower. This is a Strain check versus your opponents Strength +
Hand to Hand.
Disarm
Roll a Strain check versus your opponents Agility + Weapon Skill (Melee or
Ballistic, depending on the weapon being targeted). Success means the target
drops its weapon.
Grapple
Roll a Strain check versus your opponents Strength + Hand to Hand. A Grapple
can be sustained each round for 1 action, however you take 1 point of fatigue for
each consecutive round. Opponents may attempt to break the grapple by beating
the Psychics original Strain check. Once the ranged grapple is initiated, the
Psychic must use all their concentration on continuing the grapple. As such, they
may only use actions available to them as if they were physically engaged in the
grapple.
Sunder
Trip
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Mind Erosion: With a deluge of Psychic power you can break the mind of your foe. For 2 AP inflict 1
point of Insanity or 1 Eccentricity.
Attribute
Strain Description
Base
Additional Target
+2
Increased Insanity +4
Move Object: For 2 AP, you can move inanimate objects with your mind and even throw them at
deadly speeds. You can move an inanimate object weighing up to 100lbs. This weight limit may be
increased for additional Strain. This may also be used to disarm an opponent, and follows the same
rules as a standard disarm, with the exception that you roll a Psy check. Your control of objects lasts
until you release them, are knocked unconscious, or killed. Any attacks made from objects affected
by this power follow the normal combat rules regarding range, damage, and actions used, etc. If you
fail the Strain check, you may try again on your next turn.
Attribute
Base
N/A
Additional
Objects
+2
+1
Increase
Weight
+1
N/A
Subtle Subterfuge: For 2 AP, you are able to slip into the minds of others and extract memories or
information. The target of this power can take a Resolve Check in order to stop the Psy user. Should
the target fail the Resolve Check, the Psy user gains an additional bonus to the next social check
made in combat. These bonuses do not stack with each other.
Thought
Level
Strain Social
Bonus
Example/Description
General
Emotions
+1
Motives
10
+2
Goals
15
+3
Owning a business.
Current
Thought /
Dreams
20
+4
Telepathy: For 2 AP, speak into the minds of willing individuals at twice your normal range.
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Attribute
Base
Two Way
+2
N/A
Additional
Targets
+1
N/A
You can converse with additional willing targets. They can only
talk with you and not with other targets.
Psy Talents
Shielded Mind: The character has developed an active guard that allows them to resist Fatigue on a
failed Strain Check. When taken, the character can ignore a number of Fatigue points equal to your
Ranks in Shielded Mind for the purposes of channeling only. This stacks with the Psy users innate
trait to ignore Fatigue. Psy users with Rank 2 of Shielded Mind and Rank 5 of Psy may cast Psy
abilities after passing out from Fatigue. This is not applicable in any other situation and you are still
considered Helpless.
Prerequisites: Resolve 2, Willpower 4
Rank 1: 25xp
Rank 2: 50xp
Mutations
Mutations have become increasingly common in the post-Reckoning world. Wretched are
almost certain to be mutated in one way or another, but are known to occur frequently among other
races. These mutations range from the benign to the useful and everything in between.
When purchasing mutations, players may select any power level, from 1 through 6. When the
power level is selected, and xp spent, the player rolls on the chart which corresponds to the power
level selected. If they do not wish to leave their mutation to chance and wish to choose their own, for
power levels 1-4 they may pay the power levels XP Cost * 3. Purchasing a mutation from power level
5 costs the base XP value * 5, and from power level 6 costs the base XP value * 10.
Players of Wretched characters roll for 2 random mutations from power level 1. They may also
purchase specific mutations from all power levels at a discounted rate as detailed in the Wretched
Chosen column in the table below.
Power Level Random Roll Random Chosen Wretched Chosen
1
1d8
3xp
9xp
6xp
1d8
10xp
30xp
20xp
1d6
25xp
75xp
50xp
1d6
40xp
120xp
80xp
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3 Muscle Mass: Preternaturally massive muscles allow you to increases your lifting, carrying, and
pushing limits by 2x.
Hulking: You are an absolute brute, you can lift, carry, and push up to 3x your normal
limit also increase your strength by 1. The increase to strength does not change your
ranks in strength. This replaces Muscle Mass. This also increases your size category by
one which carries with it any bonuses or penalties due to size.
o Requirements: Muscle Mass
o Cost: 40xp
4 Tail: You grow a tail. You can attack with your tail to deal 1d6+Strength damage.
Tail Spike: Your tail grows deadly spikes and the damage increases to 2d6+Strength
bonus.
o Requirements: Tail
o Cost: 20xp
5 Chameleon Skin: Your skin takes on the colors of its surroundings, gaining a bonus to stealth.
With this ever changing skin, you reduce opponents detection by one step, to a minimum of
suspicious.
6 Extra Heart: You now have a pair of hearts pumping blood throughout your body. When
reduced to negative hit points, your 2nd heart lets you automatically succeed on a failed
stabilization test. This only works once per session. In addition you can run for twice as long as
normal without gaining fatigue.
Afterlife: If you are killed, you can choose to lose your extra heart and return to 0 health.
This choice is permanent and you can no longer gain an Extra Heart.
o Requirements: Extra Heart, Toughness 6, At least 4 other base mutations.
Improvements do not count toward this total.
o Cost: 140xp
7 Environmental Adaptation: Your body can quickly adapt to extreme environments where
others cannot. This usually comes from growing fur or feathers or other physical growths. Live
comfortably in extreme climates that would normally cause fatigue or damage. This does not
mean you can survive in a fire or in lava, but you take no damage from radiant heat, extreme
wind, ultraviolet lightning, freezing temperatures, etc.
Natural Sunscreen: Vampires reduce the long term exposure to UV radiation by half
(rounded down).
o Requirements: Environmental Adaptation, Vampire
o Cost: 100xp
8 Reverse Jointed Legs: Your legs formed with reverse joints, allowing you greater speed and
jump height. +1 to stride, +1 to Acrobatics Checks.
Cost: 50xp
2 Razorback: Tiny barbs grow along your body that act as a natural deterrent for foes that get too
close. Anyone attempting to grapple you or anyone who is currently grappling you takes 1d6
damage every time a grapple roll is invoked.
3 Wings: You grow a set of wings on your back that can slow your descent if necessary. For
every 15 feet fallen, reduce it by 5 feet.
4 Dominant Arm: One of your arms has extremely strong bones and highly developed muscles.
Grants a +2 to hand to hand combat and +4 to Strength based checks to lift inanimate objects.
Double Jointed: Your dominant arm has developed an extra set of bones, joints and
tendons, which fold into the normal shape of your arm, and allow you to use your fist as a
weapon with reach 1.
o Requirements: Dominant Arm
o Cost: 50xp
5 Multiple Personalities: Your mind has fractured into another distinct personality. Whenever
someone attempts to read/control your mind or interrogate you, they are overwhelmed by these
personalities. You gain +3 to tests to resist mind manipulation for each personality. This can be
rolled more than once, its effects stack. Whenever the GM specifies, the player must change
personalities until the GM says to change again.
6 Black Plume: Your body has developed glands that produce a very thick black smoke. It takes
1 action to fill a 5 cubic yard area surrounding you with the dark cloud, causing anyone other
than you within the cloud to take 1 point of fatigue for each turn that is spent in the cloud. This
also imposes a -2 penalty to any attacks taken while within or directed at the cloud, including
your own attacks. Any cloud created this way can be nullified or countered by a strong gust of
wind, and can be seen through with infrared vision.
Bioreactor Upgrades
Bio-Plasma: You release superheated plasma from your bioreactor (this is considered fire damage),
igniting anything the plasma comes in contact with. This is considered a ballistic attack, has a range
of two yards and follows the rules for the Liquid Ammunition weapon trait. If hit, the victim of this
attack is lit on fire.
Requirements: Bioreactor, Toughness 4
Cost: 100xp
Fire Eater: The character can consume usually harmless fire sources, such as from torches or
a fire pit, instead of eating. In addition, if the character is hit by a non-magical fire based
attacks, he can negate a point of damage and fuel his next Bio-plasma attack with an
additional 1d6 to damage. This effect can be taken multiple times and its effects stack. The
cost for this is multiplicative, thus taking this a second time costs 290xp the third time costs
435xp, etc.
o Requirements: Bio-Plasma, Toughness 5
o Cost: 145xp
Bio-Spark: You shoot bolts of bio-electricity from your bioreactor. This is considered electrical
damage and does 1d6 damage + Toughness with a range increment of 3x Agility yards.
Requirements: Bioreactor, Willpower 5
Cost: 125xp
Bio Lightning: Your Bio-Spark attack can now hit an additional target up to 1 yard from the
original target. This can be purchased multiple times, each time it hits another target 1 yard
from the original target. No one target can be hit more than once per attack.
o Requirements: Bio-Spark
o Cost: 250xp
Magnetism: Character emits a strong magnetic field, disrupting mechaniks and also making it difficult
to use any kind of metal tool or weapon within 1 yard. Imposes a -4 penalty to any mechaniks tests or
combat actions using metal tools or weapons.
Requirements: Bioreactor, Willpower 5
Cost: 125xp
57
Magnetic Field: You can now control the field you emit by either slowing down or speeding up
objects that pass 1 yard by you. Any attacks made with metal weapons against you incur a
penalty equal to half your Toughness.
o Requirements: Magnetism
o Cost: 250xp
Equipment
When wandering the wilds of Feneryss, your equipment can be the difference between life and
painful agonizing death. In the following chapter, you will be introduced to much of the equipment you
may need for your adventures.
Many of the items are alphabetized by name but you may encounter other descriptors and
features that further inform your purchase. These attributes are described below and are as follows:
Cost, Complexity, Range, Damage Traits, Weight, Armor Value and Description.
Cost: The cost of an item or service in Feneryss is measured in Banknotes and is abbreviated as
Nts.
Complexity: This is a measure of how difficult it is to build or repair the item. Generally speaking the
repair complexity of an item is half of the complexity listed and such repairs can be sought out in
many of the larger settlements and cities of Feneryss.
Range: This is primarily listed with ballistic weapons, but can also be listed with thrown melee
weapons.
Damage: Measured in a number of d6, items with a damage attribute may also be accompanied by a
static damage modifier.
Traits: Traits detail the special qualities of the item and specify how they game systems.
Weight: This relatively straightforward measurement generally only comes into play if a player is over
encumbered, which reduces a characters agility and stride.
Description: This offers players an account of the items physical characteristics.
Weapons
If there is anything in which humanity excels, it is finding new ways to kill each other.
Armaments on Feneryss began as crude, blunt force objects and dull edged weapons. Slowly, along
with the machinations of humanity, they began to evolve. First iron and steel, then gunpowder. The
58
advent of firearms radically changed the face of combat around the same time the Arknic drive
revolutionized travel.
Swordsmen and close-quarter assassins gave way to musket men and snipers. Swords and
knives became last resort weapons and while there were still a variety of folk heroes that fought with
such items, many could not keep up with the advancement of guns and the destruction that only they
could unleash.
That said, both melee and ballistic weapons see heavy use to this day for private firms and
individuals seeking protection, or perhaps, for the thrill of adventure.
Melee Weapons
Name
Range
Damage
Brass Knuckles
1d6
Club
Weapon Traits
Nts CX
Light
20
2d6-2
120
Str
1d6+1
Light, Thrown
60
Flail
2d6-1
Unwieldy
150
Great Weapon
3d6
Heavy, Unwieldy
330
Halberd**
2d6+4
350
Improvised
1d6-1
Unbalanced
Improvised, Medium
2d6-2
Heavy, Unbalanced
Improvised, Large
3d6-3
Str+10 yds.
1d6+2
100
16
Katar
1d6+2
Balanced
100
Kukri
1d6+2
Light
100
Mace
1d6+4
Heavy, Unbalanced
180
Morning Star
1d6+2
Light, Unbalanced
110
Scythe
1d6+4
200
Spear**
Str+5 yds.
2d6
Thrown 5
180
11
Sword
2d6
Balanced
85
Staff
2d6-1
Balanced
150
Str+5 yds.
1d6
Thrown 5, Unwieldy
40
Dagger
Javelin
Throwing Knife
59
Tomahawk
Str+3 yds.
1d6+1
Unarmed Strike
1d6
War Axe
2d6+1
War Hammer
Whip
Thrown 3, Unwieldy
80
Unbalanced
210
2d6+1
Unbalanced
210
1d6-3
Trip 3, Unwieldy
40
Light
The Katar is commonly known as a punching dagger. It has a hand grip which places the blade above
the knuckles making it easier to place more force behind the blade. All Katars have the Balanced trait,
giving them a bonus to block.
Kukri
A Kukri is a blade with an inward curved edge that has a different center of gravity when swinging the
blade, making it easier to clear brush, cut food and chop limbs. The Kukri has the Light trait, making it
useable in a grapple.
Mace
The mace is next advancement in Clubs. It is a blunt weapon usually with a heavy metallic object on
the end of the handle. Maces are heavy and possess the Unbalanced trait. As such, this makes it
harder to block more agile attackers.
Morning Star
Morning stars are like maces, save for the metal spikes on the head. This adds additional piercing
and tearing capabilities. Morning stars have the Light trait, making them usable during grapples, they
also possess the Unbalanced trait making them harder to block with.
Scythe
Commonly used by farmers, the Scythe bears a long curved blade mounted on a tall staff. It was
quickly adopted as a signature weapon for the Marshalls of Death who occasionally refer to death as
a reaping or harvesting. The weapon itself can be very useful in combat by tripping opponents,
pulling them towards you, or gutting them outright. The Scythe has the Unwieldy, Heavy, and Trip 1
traits.
Spear
A spear is a pole that either has a sharpened end or a fixed metallic end piece that comes to a point.
Made for piercing as well as throwing, the Spear is a sturdy weapon that has been used as both a
hunting tool and a weapon. The Spear has the Thrown 5 trait.
Sword
Possibly the most symbolic weapon in times of war, Swords have long been the staple of all peoples,
from the lowly peasant to the mighty noble. Single edged or double-edged, the Sword comes in a
variety of styles and are the standard when it comes to fighting. Swords have the Balanced trait.
Staff
A staff is typically a cylindrical rod, made out of wood or metal. They range from 6 to 9 feet long and
are blunt objects. They're also great for setting off traps (10 ft. or longer advised for this). Staves have
the balanced trait.
Throwing Knife
Throwing knives are small daggers, balanced for throwing at a range and piercing a target's armor.
Throwing Knives have the unwieldy and thrown traits.
Tomahawk
A hand-held axe, Tomahawks are fantastic close quarters weapons that can also be thrown. The
Tomahawk has the Unwieldy and Thrown traits.
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Unarmed Strike
Don't have a weapon handy? You probably didn't need one anyways. Unarmed Strikes can flash out
in a moment of surprise and catch an enemy off guard. A poke to the eye, a jab to the throat and
that's that for the fight. Unarmed Strikes have the Balanced trait.
War Axe
War Axes are large two-handed weapons, usually double sided, created for one thing: Chopping
through legions of enemies in your way. War Axes are so large that they have the Unbalanced trait.
War Hammer
War Hammers are usually used while being mounted or for close combat action. It resembles a
hammer with a much longer handle. They can be used for bludgeoning or piercing through armor.
War Hammers have the Unbalanced trait.
Whip
A Whip is a piece of flexible cord with either flayed ends traditionally used to exert control over beasts
or slaves, literally whipping them into submission. This weapon has multiple uses outside of combat
from making a sound for a signal, to reaching a previously unreachable item, to silently choking
someone. The Whip has the Unwieldy and Trip 3 traits.
Ballistic Weapons
One Handed Ballistic Weapons:
Name
Rld
Weapon Traits
Nts CX
Double Barrel
5 yds.
2d6
15
Flare Gun
10 yds.
1d6+1
2 act
Incendiary
100
Flintlock Pistol
5 yds.
2d6+1
3 act
Inaccurate, Unreliable
240
1d6+1
2 act
70
Revolver
15 yds.
2d6+2
3 act
Reliable
380
22
Trigun
5 yds.
2d6
2 act
Unreliable
250
Double Barrel
A hefty sawed-off shotgun with two barrels. It provides plenty of kick for the size, and is commonly
used by motorists and people who often work or travel in tight spaces.
Flare Gun
The Flare Gun is a small one shot pistol shooting not bullets, but rather a tiny cartridge of flammable
material that can be used to illuminate darkness in a large area when shot in the air. The area stays
illuminated for 1 minute and is considered low light. The Flare Gun can also be used on an enemy,
igniting them in flames.
Flintlock Pistol
Flintlock technology was an early precursor to the new casing technology that has begun to gain
popularity in over the last decade. A flintlock pistol was typically a single shot weapon that, when
62
fired, worked like a miniature cannon. Once fired, the reload could take several minutes which has led
the flintlock pistol to be used primarily as a last resort weapon.
Hand Crossbow
A smaller handheld version of the crossbow. This weapon can be compact enough to sneak it past
guards. This is enough of a reason for this weapon to be in circulation today, assassins prize the
silence it brings to death from afar.
Revolver
The revolver is the descendant of the flintlock pistol. It commonly is more concealable and more
reliable. In addition, the revolver holds bullets instead of lead balls, with typically 6-8 in a cylinder
which is rotated as the gun is fired to line up the next shot. Given the newfound popularity of shell
based weapons, revolvers are usually expensive and hard to find.
Trigun
The Trigun was created after the revolver as a cheap alternative. Without the reliability or ammunition
capacity of the revolver, this was seen as a more common weapon among the poor. These threebarreled handguns were very popular among those less skilled but requiring inexpensive firepower.
Two Handed Ballistic Weapons:
Name
Range Damage
Mag
size
Rld
Weapon Traits
Nts CX
Crossbow
30
yds.
2d6+2
3
act
370
11
Flamethrower
10
yds.
1d6+1
4
act
180
21
Longbow
60
yds.
1d6+3
Reliable, Simple
260
Musket
30
yds.
2d6+2
4
act
Inaccurate, Unreliable
430
Nest of Bees
50
yds.
2d6
740
24
Rifle
70
yds.
2d6+3
2
act
Accurate
620
18
Shortbow
30
yds.
1d6+2
3
act
Reliable, Simple
300
Shotgun
10
yds.
2d6+3
3
act
Reliable, Scatter
620
14
Crossbow
Bow styled weapons are relics in this modern age, relics that have been redesigned and reinvented to
the point of unfailing perfection. The crossbow, which is a descendant of the original bow design,
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uses highly tensile wood or metal and a rope or wire to launch bolts moderate distances. They can
commonly be seen in use for as grappling launchers.
Flamethrower
This relatively new and extraordinarily sadistic invention is designed to inflict maximum pain on its
victims while demoralizing their allies. Liquid fuel is sprayed from its nozzle, and then ignited by a pilot
flame located, creating a stream of fire that can be sprayed in large arcs, allowing the user to hit
multiple targets at once.
Long Bow
Bow styled weapons are relics in this modern age, relics that have been redesigned and reinvented to
the point of unfailing perfection. The long bow can be considered the grandfather of all bow styled
weapons and uses a tensile piece of wood or metal and a piece of wire or string to launch and arrow
at moderate to short distances.
Musket
The musket is one of the earliest forms of firearms and works in exactly the same way as the flintlock
pistol, however its heavy frame and ability to equip a bayonet make it more useful in combat after the
first shot is fired.
Nest of Bees
This unwieldy, bulky weapon can only fire once, being impossible to reload during combat, and is
highly inaccurate. When fired, the Nest of Bees launches 32 crude, rocket-propelled arrows in a large
area. The arrows flight paths are very erratic and hitting their target can be incredibly random. After
firing a Nest of Bees, restocking the arrows costs of the normal cost and takes an hour to properly
position. Because of this, these cannot be reloaded in combat.
Rifle
The gentlemans weapon. Used for sportsmanship for nobles, and animal farming for the common
folk, this weapon is the wondrous in its many places of use. Being able to shoot from a range of 70
yards, hidden in a forest, or perhaps charging the enemy line, is of vast importance.
Shortbow
The sneaks bow. Able to fire in an almost prone position in a corridor no wider than your body can
squeeze into, the mobility of this weapon coupled with the silence and range it brings is almost
invaluable to those who wish to take advantage of it.
Shotgun
A powerful close range weapon, the shotgun is a symbol of fear, protection, and power, all in one.
Originally used for hunting, the Shotgun reduces its victims to a ruined, bloody mess.
Weapon Traits
Accurate
Grants a +3 to the ranged attack roll providing the wielder did not make a move action prior to firing. If
the wielder made move actions they roll normally.
Arc
64
Standard damage is dealt to the target. At the same time, voltage capacitors discharge electricity
through the weapon to the target. This temporarily stuns the target and they lose 2 actions in their
next turn. If there is another enemy within two yards of the original target, the electricity arcs to that
opponent. The second victim loses 3 actions in their next turn. Arc Stun can only be avoided if the
target has a grounding wire and the electricity cannot arc if it is grounded during the original strike.
Balanced
These weapons are manufactured with the utmost precision as such that the handle is the same
weight as the blade. These weapons confer a +1 bonus to block.
Burst
The shells that the weapon fires explode on impact, inflicting splash damage equal to half of the
weapons standard damage rounded down. Weapons with the burst trait will also be noted with the
range of the blast in yards. Characters hit by splash damage from a burst weapon must make a
dodge check that beats the firers original attack roll. Also, a Burst number of 2 or larger deal double
damage (including the damage bonus from your agility) to aircraft.
Cover
These weapons are large enough that you make take cover behind them to avoid area effect
attacks. Taking cover is a reaction and provides a +2 bonus to damage reduction when blocking area
attacks.
Crippling
These weapons are much more likely to hinder a foe and are devastating when it occurs. Add 2 to the
result on the critical damage table to determine which critical effect occurs.
Defensive
These weapons were intended for defense and are not the best for attacking. They confer a +3 bonus
to block and a -2 penalty to Melee Skill when used offensively.
Deploy: The player must first spend 2 actions to prepare the weapon to be fired.
Full Auto (Firearms only)
A weapon with this trait deals its base damage multiplied by three. Example: A gatling gun does 2d6
damage and has the Full Auto trait dealing 30 damage on the attack (A roll of 2d6 comes out to 10
multiplied by 3 equaling 30.)
Heavy
These weapons are so large and heavy that they require two hands to use. Additionally, they weigh
too much for anyone of less than exceptional strength to be able to wield properly. You must have a
minimum of 4 strength to be able to use one of these weapons.
Inaccurate
This weapon has a -3 attack penalty.
Incendiary
If an attack deals damage, the target is set on fire.
Light
These weapons are light and small enough that they may be used in a grapple. Additionally the
wielder may use these weapons in conjunction with Hand to Hand and Martial Arts talents.
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Liquid Ammunition
If a weapon has this trait, it fires a stream of liquid that deals damage or inflicts a status ailment on
contact. These weapons cannot have a range greater than 5 yards but fire in a cone shape.
Makeshift
These weapons have very basic designs and are far less effective against conventional armor. Half
their armor penetration against metal based armor.
Reliable
The technology used in reliable weapons have been so perfected that they cannot fail. If a 1 is rolled
on attack dice it is counted as a 2.
Scatter
Weapons with this trait fire multiple projectiles out of the same shell. These projectiles spread out
when fired and deal damage to an area, with the possibility of hitting one target multiple times. For
every 5 points rolled over the targets defensive roll, you gain an additional damage roll against that
target.
Semi-Auto
A weapon with this trait deals its base damage multiplied by two. Example: A revolver does 1d6
damage and has the Semi-Auto trait dealing 6 damage on the attack (A roll of 1d6 comes out to 3
multiplied by 2 equaling 6.)
Thrown
These weapons can be thrown in addition to attacking normally. By default, the range of a thrown
weapon is equal to your strength. Additionally, if the thrown quality is followed by a number (i.e.
Thrown 3) its range is your Strength + The following number (i.e. Thrown 3 is Strength+3 Yards).
Trip
These weapons can perform a trip maneuver at a range of squares equal to the number next to the
Trip label.
Unbalanced
Weapons with this trait have disproportionately sized striking points or other such aspects which
makes them unwieldy when used in defense. When in use, incurs a -2 penalty on all block attempts.
Unreliable
The weapon is of poor workmanship and uses old, slightly damaged or improvised parts to allow it to
function. If a 2 is rolled on attack dice it is counted as a 1.
Unwieldy
These weapons are too heavy or awkward to maneuver effectively. Weapons with this trait cannot be
used to block.
Armor
Given the number of smiths and tinkerers in the world, there is a great deal of variation in
armor. Some favor style while others favor usability. A few even try to marry the two. Considering this
fact, your character can dress however they wish and apply an armor value, or AV, to their whole
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ensemble. Armor value impacts a character's ability to shrug off damage while not interfering with the
style of the times. AV 1 clothing may be basic clothing, like a dress shirt. AV 10, on the other hand,
is probably a suit of high-tech powered armor!
Armor Value
Cost
100 nts
400 nts
900 nts
1600 nts
2500 nts
3600 nts
4900 nts
6400 nts
8100 nts
10
10000 nts
Shields
Shields are the bread and butter of modern military. They come in a variety of styles and can
also be used as weapons by performing a shield bash.
Type
Small
1d6
125
Medium
1d6+1
200
Large
1d6+2
375
Tower
2d6
Cover
700
Cover
These weapons are large enough that you may take cover behind them to avoid area effect attacks
where you are not the primary target. Taking cover is a reaction and provides a +2 bonus to damage
reduction when blocking area attacks.
Items
67
Multiple items of the same kind do not stack bonuses with each other unless otherwise noted. Any
amount over your max carry capacity makes you take -1 to all skill rolls.
Arkna Items
By utilizing this trinket, you are able to increase a single schools available Spell power, with the
corresponding level of the trinket. When Multi-School casting, the trinkets bonus Spell Power can
only apply to the Primary School.
Spell Point Bonus
Cost
+1
1000 Notes
+2
2000 Notes
+3
4000 Notes
Kits
These are specialized packs of tools that aid various craftsmen while doing their work outside of their
shop. Kits are measured on a scale of 1-10, these ratings determine the cost of the kit and their
maximum effectiveness, which is measured in Complexity. They may be required for crafting in the
field.
Name
Weight Cost
Description
First Aid
Kit
2lb
75
Survival
Kit
2 lb.
50
In the field, this kit reduces the difficulty rating by 3. The kit includes a
canteen, salted meat, bread, and tools to make shelter for the night.
The kit can be used for 5 Survival checks before its supplies run out. It
does not help with tracking.
Misc. Gear
Name
Weight
Cost
Description
Area Map
1 lb.
hex*100
Accurate maps can reduce the travel time for airships and
ground movement by its total travel time.
Bed Roll
1 lb.
15
Canteen
1 lb.
10
Candle
1 lb.
Compass
1 lb.
20
Crowbar
1 lb.
15
Chalk
1 lb.
Demon
Mask
1 lb.
30
Fire Starter
1 lb.
15
Fountain
Pen
1 lb.
10
Gambling
Dice
1 lb.
15
Gas Mask
1 lb.
30
Grappling
Hook
2 lb.
20
Hand Cuffs
1 lb.
20
Flare
1 lb.
15
Hour Glass
1 lb.
25
Ink, Vial
1 lb.
20
Lantern
1 lb.
30
Lock Pick
Set
1 lb.
30
Musical
Instrument
2 lb.
30
Paper
1 lb.
10
Playing
Cards
1 lb.
15
Rope
1 lb. per
10 yds.
5/ 10
yds.
Shovel
2 lb.
15
Signal
Whistle
1 lb.
10
Spyglass
1 lb.
30
Tent
3 lb.
30
Watch,
Pocket
1 lb.
50
Watch, Wrist
1 lb.
70
You always can tell the time of day. And its on your wrist.
Name
Weight Cost
Description
Ale
1 lb.
Bread
1 lb.
Usually made with some flour and water, baked and preserved, this
foodstuff can fill you up with very little.
Cheese
1 lb.
Chewable milk, preserves great, tastes great, goes great with meat
and crackers, just plain great.
Coffee
1 lb.
Mead
1 lb.
Meat
1 lb.
Meat of all kinds, fills you up, gives you enough energy to stay up on
watch during those long nights.
Moonshine
1 lb.
Tea
1 lb.
Whiskey
1 lb.
Wine
1 lb.
10
70
Water
1 lb.
15
Transportation
Name
Distance Cost
Multiplier
Description
Trains
1.5
Airships
*2
Arguably the safest way to travel and thus one of the most
expensive.
Armored
Cart
*1
The standard way to travel short distances. Not very safe from
bandits and things that go bump in the night.
Inns, taverns
Name
Cost
Lodging 15/night
Description
Your standard inn with beds and food.
Spa
20/hr.
Brothel
35/visit
Combat
Combat Order
Combat is comprised of 3 stages. To begin, Initiative is rolled. After that, the combat turn
starts, which may include surprise attacks. Combat lasts for as many turns as necessary, and
typically ends with one side victorious (i.e. with the last man standing, or all enemies arrested,
disabled, etc.). Below is a more detailed explanation of each of these stages.
1. Roll Initiative: All characters engaging in combat will roll Initiative, which is their Perception
+ Misc. Bonuses. The rolls for each player are added together to give the groups total
initiative. The same is done with the opponents rolls. The group with the highest total initiative
earns the chance to strike first in the initiative order. In the event of a tie, players win.
2. Group Initiative: All characters' Perception + Misc. Bonuses rolls added together.
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3. Take Turns: Combat begins with the highest group Initiative roll, be it Players or Opponents.
During the Players combat turn, the group can use their actions (Including Surprise Attacks)
in any order they desire, allowing for greater tactical flexibility.
Example: A group of five Players has just begun combat and they won the Initiative roll.
Player 1 can take a move action first, then wait for his teammates to position themselves
for a flanking attack. Player 3 uses a Psy ability on an opponent that lowers his defenses,
after which Player 5 follows up with a shot from his rifle on the weakened enemy before
spending his remaining actions to move farther away. After Player 4 has closed the
distance to use his Martial Arts skills, Player 1 attacks the same enemy with a flanking
bonus. Finally, Player 2 ends their turn with the summoning of a Stitch, and imbues it with
superhuman strength before directing it at his foes. So long as the correct number of
actions are taken and those actions were resolved correctly, the fight may progress to the
Enemies turn.
End of Combat: At the end of combat, assuming at least one character has the Medicine Skill, the
partys Health is restored to full. It is assumed, unless the GM specifies otherwise, that after combat
any healers spend time patching up the wounded.
Offensive Actions
Offensive actions are Actions taken with the intent to inflict harm in any way shape or form.
Action
Name
AP
Description
All Out
Attack
Melee attacks only; Gain +4 to the attack roll. You may not make any more
attacks until your next turn.
Basic
Attack
Bull Rush
This attack does no damage but you can push an opponent up to a distance
equal to your Strength. The attacker can choose to move with the target or
stay where he is. This is an opposed test of Strength + Hand to Hand
against your opponent.
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Cast
Arkna
Varies
You cast a spell according to the rules found in the Arkna Talent.
Charge
Disarm
This is an opposed check, rolling your Agility + Weapon Skill (for the
weapon you are using) or Agility + Hand to Hand versus your opponents
Agility + Weapon Skill (for the weapon you are trying to take away).
Success means the target drops its weapon.
Full-Auto
Hits
Uses 10 rounds or bolts to gain 3x the damage. Weapon must have the FullAuto trait and capable of firing all 10 bolts or rounds. When firing, this
imposes a -5 penalty to the attack roll.
Grapple
Semi-Auto
Hits
Uses 3 rounds or bolts to gain 2x the damage. Weapon must have the SemiAuto trait and capable of firing all three bolts or rounds. When firing, this
imposes a -3 penalty to the attack roll.
Shield
Bash
Attack with your shield, which is considered a melee attack, and deal 1d6 +
Shield Rating + Strength in damage.
Standing
Ground
Reserve an attack to strike an opponent that charges you. The attack takes
a -2 penalty and is taken in place of a reaction if charged.
Sunder
Trip
While attacking with a melee weapon or martial arts, you may forego
damage in order to trip your opponent. On a successful Melee or Hand to
Hand attack check versus your opponents Block or Dodge, they are left
prone and take all associated bonuses and penalties.
Two
Weapon
Attack
Only applicable when dual-wielding or when striking with both hands. The
second attack roll suffers a -4 penalty.
Attacking
This is your basic offensive action, and can be broken down into Melee and Ranged attacks.
Melee Attacks
Simply walking up to an opponent and slicing with your sword or smashing your fist into their
face are known as Melee or Hand to Hand Attacks. Attack rolls and damage are as follows:
Melee Attack Rating: Melee + Strength
73
Reactions
Reactions are actions taken to prevent harm to you or your allies. You cannot perform more
than one reaction against a single attack.
Action
Name
AP
Description
74
Block
0
(Reaction)
Dodge
0
(Reaction)
The character can attempt to Dodge attacks. If successful, the attack fails
and no damage is incurred.
Take
Cover
0
(Reaction)
Players that are targeted by opponents have a few choices for responding to attacks barreling
towards them. The first, Dodge, is an attempt to elude your attacker, thereby negating all of the
potential damage. The roll for Dodge is determined by Dodge + Agility, and succeeds if the Dodge
roll is higher than the attacker roll. The other option the player can use is blocking. When blocking, a
character takes the hit but absorbs some-- and possibly all-- of the incoming damage. The roll for
block is determined by Block + Toughness. A successful Block, which is a Block roll greater than or
equal to the attack roll, adds additional Damage Reduction which is explained below.
Dodge Rating: Dodge + Agility
Block Rating: Block + Toughness
Damage Reduction (DR)
When you take damage from an attack, trap or mistake of your own doing, you can in most
circumstances use your Damage Reduction (or DR for short), determined by Armor + Toughness, to
ease the blow. Armor is always applied first, then Toughness. There are certain attacks and damage
types, however, that are capable of bypassing Armor or even Toughness.
In the case of Blocking as a reaction, you have the chance to earn additional points of DR. If
you succeed on your Block roll by meeting or surpassing the attack roll, you gain any DR offered by
your shield (if you have one), as well as the difference between your successful Block and the Attack
roll. This is determined by subtracting the Attack roll from the Block roll.
For example:
Block:
14
- Attack:
10
= Bonus DR: 4
In the case of a failed Block check, you do NOT take any penalties to DR. You simply apply
damage as normal.
Damage Reduction: Armor + Toughness + Shield DR (if applicable)
Other Actions
The actions listed below include movement as well as a variety of actions with multiple
applications.
Action
Name
AP
Description
75
Aid
Another
This can be used for skills, attacks, or defensive maneuver such as block or
dodge. The aided person gains a +2 to that one test for each individual that
aids them.
Draw a
Weapon
Focus
Gain +1 for next action. May not focus more than twice in a round.
Jump
Move
Move a number of Yards (or Squares) equal to your Agility. This base
movement is called a Stride.
NonCombat
Skills
Non-Combat Skills that require interactions with the enemy or the environment.
Such actions could include Intimidate, Diplomacy, Security, etc. Non-Combat
skills that generally take no action points would be Lore tests, Logic,
Awareness, or ones that do not require interactions.
Prone
Run
Stand
Withdraw
All
Disengage and run from combat. You move up to 2 times your normal
movement. May not use any reactions until beginning of next turn.
Combat Conditions
These are unique situations that can help or hinder a player.
Condition
Name
Description
Surrounded
Any time 2 or more people are attacking one enemy, they gain a +1 to their
attack rolls per additional ally attacking. So 3 on 1 would gain +2, 5 on 1 would
gain +4.
Shooting into
Close Combat
Incurs a -4 penalty when you shoot an opponent that is engaged with another
person in melee, hand to hand combat or a grapple.
Range
Penalties
Ranged weapons all have a range increment based on the weapon. Ranged
attacks incur a -1 penalty for every range increment beyond the first.
Grappling
Secondary
Weapons
Critical Health
If characters reach or drop below 0 health, that health is considered critical health and the
character starts taking critical effects which are below. These effects range from wounded all the
way up to death.
When 0 health or below is reached, a character must pass a stabilization check to return to 1
health but they still retain the penalties of the critical effect. This check is a Physical Resolve check
against the amount of critical health they have taken. If the check is failed, they are now Dying and
Unconscious (Conditions & Diseases). If one of their allies does not stabilize them with a Medicine
check this turn, they must make one more test. Another failed check at this point means the character
dies. If this second check is passed, they remove half of the total amount of critical health they have
taken, remain in a coma, and must make another stabilization check to return to 1 health and regain
consciousness.
The Max amount of Critical health any character can have is 25. Upon reaching 25 critical
health the character is immediately killed with no chance to stabilize.
At the end of combat, all characters that reached or dropped below 0 health are returned to 1
health and regain consciousness. All penalties still remain until a medicine check is passed.
Critical
Health
Critical Effect
Penalties
1-3
Wounded
4-6
Bone Fracture
7 - 10
Compound
Fracture
11 - 17
Lose Arm
Reduced to 1 action, medicine test 10, lose one arm until replaced
with prosthetic
18 - 24
Lose Leg
Reduced to 1 action, medicine test 14, lose one leg until replaced with
prosthetic, reduced to half stride, after passed medicine test lose 1
movement of stride until replaced with prosthetic
25+
Decapitation
Conditions
As if the World of Feneryss wasn't dangerous enough, there are plenty of conditions to
confuse, blind, and freeze one in place.
Conditions
Acid Burn
When a character takes acid damage, their armor is reduced by 1 per turn for the acids duration.
Once the acid becomes inert or is neutralized, the victims armor is restored to full.
Bleed
Bleed is an added effect to attacks or certain types of damage. Bleed damage is determined by a roll
of 1d6, which ignores all DR, except natural DR gained from talents. The roll is made prior to the
afflicted character's actions for that turn. The medicine skill is used to stop bleeding and requires a
check of 5 per point of damage taken. Gaining bleed multiple times does not cause the damage or
duration to stack, but lasts for the highest duration.
Blinded
The character cannot see. Any action requiring vision, such as reading, automatically fails. All
Perception checks and Combat Actions take a -5 penalty. Blinded characters move at half speed.
Coma
Anyone with the coma condition remains unconscious until the cause of the condition has been
removed or an outside Medicine check is made against the cause of the coma. The most common
cause of a coma is a fear reaction, however a poison or disease could cause a coma at the GMs
discretion. Characters in a coma may not take any actions and cannot defend themselves.
Confused
A confused character must attempt to move his full stride on their turn. They must roll a d10 and
move according to the chart below. If the character encounters obstacles obstructing their full stride
distance (i.e. walls, enemies, etc.), movement stops.
1
North
North-East
East
South-East
South
South-West
West
78
North-West
10 Players Choice
Deafened
Becoming deafened either by direct damage to the ear or by extremely loud noises imposes a -3 to all
Perception checks for the duration.
Dehydration
If a character does not drink within 24 hours, they gain 2 fatigue, and an additional fatigue point every
12 hours thereafter. The fatigue from Dehydration does not go away until the character drinks one
and a half liters (~.4 Gallons) of water. Drinking a small amount of water may remove some points as
the GM allows.
Dying
When a character falls below 0 health, they must make a stabilization check. If they fail, they take on
the dying status and fall unconscious and can therefore take no actions. If they are not stabilized by
an ally with a Medicine check before next turn, they must make a second stabilization check. Should
they fail the second check while under the dying condition the character dies.
Falling
Falling unassisted will take 1d6 damage per 3 yards of the fall. Assistance from items such as ropes,
gliders, or other sources can reduce or negate falling damage.
Fatigued
When a character gains Fatigue, they take a -1 penalty to all checks for every 2 points of Fatigue that
they have gained. When their Fatigue exceeds their Physical Resolve they pass out due to
exhaustion and become Helpless.
Helpless
Any character that is unable to properly defend himself is considered helpless. Being tied up,
unconscious, paralyzed, or catatonic from fear counts as being helpless. While helpless, all attacks
against you automatically succeed.
Nauseated
Anyone nauseated may only make either a single attack or a single move action per turn.
Overburdened
Your Character is carrying more than their maximum load. They count their Agility as half while
carrying the load and take twice as much fatigue per hour while exerting themselves.
Poisoned
Suffering the effects and damage of the poison, as determined by the poison.
Paralysis
Lose all actions for a duration specified by the item or ability.
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Stun
Lose actions, rounded down, on your next turn, which is specified by an item or ability.
Set on Fire
When someone is set on fire, they immediately take 1d6 fire damage. On their next round, if they do
not immediately attempt to quell the fire, they take 2d6 fire damage as the flames spread and
intensify. For every round the fire remains unchecked, the damage will continue to increase by 1d6.
There are several methods to put out the fire. The fire may be put out for 5 actions, or for just 3
actions they can stop, drop, and roll, but this leaves them prone. Jumping in water or similar actions
will instantly put out the fire, but may cost 1 action for interaction (i.e. dumping a bucket of water over
yourself) in addition to any movement required. Someone who is on fire already cannot be set on fire
again.
Starvation
When a character does not eat for more than 1 day, they gain 1 fatigue per day. The fatigue from
Starvation does not go away until the character eats a full meal. Eating a small meal may remove
some points as the GM allows.
Stuck/Frozen
Your feet are frozen or stuck to the ground and you cannot make any move actions until you break
free either by using an attack action, or the time lapses on the spell or effects duration.
Suffocation
You are unable to breathe by some means. You take 2 points of fatigue every round until you are
helpless, at which point you take 10 damage that bypasses all reduction each round until you die. The
ability or effect is causing you to suffocate will specify a method of escape or will be otherwise
specified by your GM.
Fear
Fear is inflicted upon a character when they encounter terrifying beings or they find themselves
in situations that seem impossible to accomplish. In these moments characters must pass a Fear
check. This test is composed of two things:
1. The characters Mental Resolve, which is the sum of Will Power + Resolve.
2. The opponents Intimidate Check or the situations Fear Index.
Example:
Mental Resolve Rating
2
+
3
=
5
Resolve + Willpower = Mental Resolve
Any Intimidate checks or situational Fear Ratings that come below the characters Mental
Resolve Rating are ignored and no roll is needed from the Character. This scenario is referred to as
No Threat. If the Intimidate or Fear Rating is higher than the characters Mental Resolve, the
character must roll their Mental Resolve. The result is added to their Mental Resolve Rating and this
final sum determines success or failure. In the case of failure, the Fear Reaction, is determined by
subtracting the Mental Resolve check from the Intimidate or Fear Rating. Fear Reactions range from
mundane results like Gasp! all the way to No Force in Sin or Sand, all of which are listed below.
Certain reactions even give the player Insanity Points, which will be explained later in the chapter.
80
Creatures causing Intimidate checks against players gain different bonuses and penalties
when dealing in large numbers. For Creatures that are outnumbered by players within 1 stride, the
creatures take a -1 to the check. On the other hand, they gain +1 for every creature within 1 stride
that outnumbers the group. Characters that fail their fear checks can be intimidated again until they
pass their fear check, but only after the Fear Reaction has finished. Characters that pass their fear
check against a Creatures Intimidate are immune to fear checks for the rest of combat against that
creature.
Certain situations can have a Fear Index. A Fear Index is a rating of just how scary something
is and is initiated as soon as the character encounters it. If the situation is greater than the characters
Mental Resolve and the check is failed and the character is affected with a Fear Reaction. Each
situation and encounter is different from one another so whenever a fear check is invoked, players
must attempt the check. Here are some examples of instances where a Fear Index might arise in
your campaign:
Example
1-5
Sight of blood
5-14
15-23
24-26
33-35
36+
Seeing a Deity
Fear Reaction
#
Result
1-5
Gasp!: The Character is startled and loses half of their actions rounded down for one round.
Possible uses for lost actions include: vomiting, wetting oneself, zombie-like stare, or Nope.
610
Hyperventilating: A Character loses half his actions rounded down for 2 rounds and may
only move at half speed. The actions lost are spent trying to catch their breath or calm down.
1115
Quivering in your Boots: The Character is Terrified and loses all their actions for one
round. The character can still use defensive actions. The target gains 1 Insanity Point.
1620
Flee: The Character must run away by any means. If they cannot, they fall prone and are
helpless. If another character tries to stop them, in their panic they must pass a -4 Resolve
test to not attack them to get by. Once an attack happens, the Character will again try to flee.
The Character must continue to flee until the cause of their fear is out of sight or is no longer
able to influence them. The target gains 2 Insanity Points.
81
2125
Hysteria: Character begins to tremble and laugh uncontrollably. The character gains the
Confused condition and must make a move action. The character then attacks any nearby
friend or foe, using whatever weapons are equipped. This effect lasts for 2 rounds but can be
overcome if the fear is removed through conviction or if the event/enemy that caused the fear
is removed. You also gain 4 Insanity Points.
2630
Shock: The Character loses all actions for 3 rounds and stands in one place frozen. A
character suffering from shock may not take defensive actions for the duration. You also gain
6 Insanity Points.
3135
Catatonic: The Character falls to the ground. They are completely helpless and in a coma
until the fear can be removed. The character gains the Coma Condition which can be
removed by beating a 20 with a medicine check. You also gain 10 Insanity Points.
36+ No force in sin or sand: Sudden death, complete insanity, split personality or anything
entirely up to the GM. If a player dies from this degree of failure, any party member within
sight of this horrific event, must pass a 27-29 fear rating test.
Insanity
Feneryss is a frightening place to most. Those living on its surface tend to keep their heads
down and ignore the majority of what they see. But there are those that want to see beyond the
mundane horrors of everyday life and truly immerse themselves in the world they live in, some able to
walk away with only a few mental scars, others driven completely mad at it.
The mental scars left on characters that walk the world are measured with Insanity Points
that are gained from certain fear reactions and situations. For every 5 insanity points the character
has, their failed reactions to fear checks are increased by 1 step, so Gasp! one step up would now be
Hyperventilating. Characters can remove insanity by spending points on 3 different mental
conditions listed below. The 3 conditions are Eccentricities, Neuroses, and Psychoses, each one
using more insanity points then the next. Most of these mental conditions change the way your
character reacts in the world of Feneryss, some ranging from the mundane like Anorexia Nervosa all
the way up to Schizotypal.
Mental Conditions
Eccentricities (5 Points)
Anorexia Nervosa
The character refuses to eat more than once every two days.
Antisocial Personality Disorder
You are the outcast of the group, you rarely speak out, especially in crowds. Youre not comfortable in
highly social situations and must pass a fear test as specified by the GM. Additionally, while in a
crowded environment all Charisma based checks take a -1 penalty.
Borderline Personality Disorder
If the character ever fails a roll, they lament their failure as much as possible, verbally, physically, and
even telepathically if they are a Psychic. Until you make a successful test, you mope around and
complain about your inadequacies. Until you pass a test, your initiative in combat is always a 1.
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Dissociative Amnesia
A character who falls victim to dissociative amnesia subconsciously suppresses the memories of the
prior, failed, fear check and all events tied to it. The character doesnt know that they have forgotten
any details and remains ignorant until such issues are brought back up.
Exhibitionism
At random, you flash people, regardless of your race or gender. This is determined by the GM.
Narcissistic Personality Disorder
After facing hell and surviving you have come to the conclusion that you are the greatest thing
since...well, ever. Your arrogance is quite off-putting and you may find that your team leaves you
behind to start their own adventures. Every time you kill an enemy, you spend 1 action on your next
turn bragging about it.
Squeak
You have the desire to squeak and make other odd sounds at times, its very uncomfortable to ignore
these impulses but its bearable.
Stutter
Somewhere along the road you developed a slight (or severe) stutter. While it does hamper your
social interactions, it doesnt harm your social ties.
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Game Mastery
Shattered is a game with many sides that are open for interpretation. Once players build their
characters, you may wish lead them into a web of politics and treachery, or you may prefer to send
them to the frontlines of a war as Champions. The possibilities are endless. This chapter goes over
the general concepts of being a Game Master (GM) and will provide you with the tools to make the
game fun, interesting and challenging for both yourself and your players.
Bank Notes (Notes or Nts.) are the primary monetary system in use within the world. With it
players can purchase weapons, armor, goods and services. Each session, to account for general
looting, players gain a small amount of money each session. For ease of use we have broken down
Notes per Session into three categories, slow, normal, and fast. They are as follows:
Slow: Starts at 70 Notes per session. Every 10 Sessions this number increases by half.
Normal: Starts at 90 Notes per session. Every 10 Sessions this number increases by half.
Fast: Starts at 110 Notes per session. Every 10 Sessions this number increases by half.
Drag/Carry Capacity
Characters carry capacity is determined by 50*Strength in pounds (lbs.). Characters can
attempt to carry or drag anything they wish providing it is their size or smaller. If characters have a 5
Strength or better, they can carry or drag objects one size category higher and with a 10 Strength
they can drag one object two size categories higher.
Resurrection
When anyone dies, their soul takes up residence in the Lost Abyss while the physical body
remains in the world. If the party wishes to reclaim the lost souls, they may venture into the Abyss
and fight through hoards of demons and otherworldly horrors to gather the lost soul and integrate it
back with the corpse. The difficulty of this task can vary, but should be a deadly challenge that will
push all characters to their limits. Upon completion of the journey, players enter a massive hall that
contains every departed soul since the beginning of time. There they will encounter the spiritual form
of the lost soul and must defeat them in order to bring them back from the dead.
Die Base
1d4
+/-5
1d6
+/-5
1d8
+/-5
1d10
10
+/-5
1d10 + 1d4
14
+/-5
1d10 + 1d6
10
16
+/-5
86
1d10 + 1d8
11
18
+/-5
2d10
10
12
20
+/-5
2d10 + 1d4
12
15
24
+/-5
10
2d10 + 1d6
13
16
26
+/-5
11
2d10 + 1d8
14
17
28
+/-5
12
3d10
15
18
30
+/-5
13
3d10 + 1d4
17
21
34
+/-5
14
3d10 + 1d6
18
22
36
+/-5
15
3d10 + 1d8
19
23
38
+/-5
16
4d10
20
24
40
+/-5
17
4d10 + 1d4
22
27
44
+/-5
18
4d10 + 1d6
23
28
46
+/-5
19
4d10 + 1d8
24
29
48
+/-5
20
5d10
25
30
50
+/-5
Checks that affect multiple targets, such as a primalthurgist casting a fireball at several
enemies, only require one attack roll. Each target must then roll individually to avoid taking damage.
Detection
*Note* Grants bonuses to NPC Awareness ONLY if NPCs are not naturally suspicious or
higher. Detection bonuses only apply when the player has done something to warrant suspicion.
Condition Modifier
Unaware
Suspicious
+2
Alerted
+5
Pursuing
+9
Vision
You may encounter others in the world who have an unnatural enhancements to their sight or
other senses.
Name
Modifier
Description
Normal
Normal sight.
87
Darksight
Low Light
Tremorsense
Sonar
Thermal
88
Monsters
Grunts
Chaos Eater
These odd looking, ever shifting, creatures feed on entropy and the chaos of combat. They are
said to have gravity altering weapons which can fire multiple projectiles at once.
Health 35 Armor
Category
Size
Humanoid Medium
Stats
Rank
Strength
Melee
1d8
Toughness
Ballistic
1d10
Agility
Hand to Hand
1d10
Intelligence
Dodge
1d10
Will Power
Arkana
1d8
Perception
Devotion
1d4
Charisma
Psy
1d4
Resolve
1d4
Block
1d8
Common
Normal
1-3
Attack Actions
Volley: The Chaos Eater fires their rifle simultaneously at two targets.
Type
Ballistic
Damage
1d6
Bonus
Targets
2 Act
Modifiers: None
Traits
Enhanced Movement: Doubles movement range to, Agility * 2.
89
Eletrikuls
These abominations were once Alypse that went rabid with insanity. They have an extremely
limited intelligence, which might explain their tendency to collect useless shiny junk. That said, they
are savvy enough with weapons to warrant caution. Small groups of these have been known to
overwhelm even the most well-armed trade caravans.
Health 35 Armor
Category
Size
Humanoid Medium
Aggressive
Stats
Rank
Strength
Melee
1d4
Toughness
Ballistic
1d10
Agility
Hand to Hand
1d10
Intelligence
Dodge
1d10
Will Power
Arkana
1d8
Perception
Devotion
1d4
Charisma
Psy
1d8
Resolve
1d8
Block
1d8
Common
Normal
1-3
Attack Actions
Long Gun: The Eletrikul fires at you with their long range rifle.
Attack Range: 36 Yards
Type
Ballistic
Damage
1d6
Bonus
Targets
Single
2 Act
Traits
Call Creature: The creature calls 1 additional creature of the same type which appears at a location
specified by the GM after 2 rounds. This ability can only be used once.
90
Oozing Cultist
These insane humans have become known for worshiping a deity of transformation, whose
only requirement is that they slowly turn their blood into acid. Before this process ultimately kills them
they become bloodthirsty in ways that few living being know. When they lash out at an enemy, they
end up dousing their victims in their own acid blood.
Health 36 Armor 1
Category
Size
Humanoid Medium
Stats
Rank
Strength
Melee
1d10
Toughness
Ballistic
1d8
Agility
Hand to Hand
1d8
Intelligence
Dodge
1d8
Will Power
Arkana
1d8
Perception
Devotion
1d4
Charisma
Psy
1d8
Resolve
1d8
Block
1d4
Common
Normal
1-3
Attacks
Blood Swap: When the Oozing Cultist attacks an enemy, they inflict Acid Burn status effect for 1d2
rounds on the target.
Type
Hand to Hand
Damage
1d6
Bonus
Targets
Single
2 Act
Modifiers:
Status Effect: Acid Burn: When a character takes acid damage, their armor is reduced by 1
per turn for the acids duration. Once the acid becomes inert or is neutralized, the victims armor is
restored to full.
Traits
Enhanced Toughness: Gain max of 2*Toughness for first 50% of health, after the first 50% of
health, toughness returns to its base and also takes a -1 penalty.
91
Vampiric Acolyte
These former Humans, so desired to be among the ranks of Vampires that they have spawned
semi-magical abilities that bear some resemblance to the abilities of the Vampires themselves. They
mimic many of the Vampires customs and have even formed into Coven-like groups.
Health 36 Armor 1
Category
Size
Temperament Frequency
Humanoid Medium
Aggressive
Stats
Rank
Strength
Melee
1d10
Toughness
Ballistic
1d4
Agility
Hand to Hand
1d4
Intelligence
Dodge
1d4
Will Power
Arkana
1d8
Perception
Devotion
1d8
Charisma
Psy
1d4
Resolve
1d4
Block
1d8
Senses
Session
1-3
Attack Actions
Arkana Blast: The Vampiric Acolyte, casts a fast moving, purely magical, projectile towards their
target.
Attack Range: 36 Yards
Type
Arkana
Damage
1d6
Bonus
Targets
Single
2 Act
Traits
Counterattack: After damage is dealt to the creature, it can perform a counterattack as a reaction
once per round.
92
Watchful Sentry
When they awaken, raging black flames burst from their eyes. Otherwise, they remain still and
silent in an eternal vigil, unless they or the object of their protection are disturbed.
Health 33
Category
Armor
Elemental Medium
Size
Temperament Frequency
Weary
Stats
Rank
Strength
Melee
1d10
Toughness
Ballistic
1d8
Agility
Hand to Hand
1d8
Intelligence
Dodge
1d8
Will Power
Arkana
1d4
Perception
Devotion
1d4
Charisma
Psy
1d8
Resolve
1d8
Block
1d8
Uncommon
Senses
Session
Tremorsense
1-3
Attack Actions
Shield Bash: The Watchful Sentry strikes its targets with its shield. If the attack is successful, the
player is knocked prone
Type
Melee
Damage
1d6
Bonus
Targets
Single
2 Act
Traits
Regeneration: Watchful sentries heals 1d6 health at the start of each round.
93
Hardened
Brother of Flame
These men have been seduced by the power that was promised to them by Yuoi, the Fire
Breather. They are weak willed but are far from powerless themselves. Collectively they have taken
up the flamethrower as their weapon of choice and have found great pleasure in torturing their victims
with blistering heat and melting flesh.
Health 48 Armor 2
Category
Size
Humanoid Medium
Combat Skills Rank
Aggressive
Stats
Rank
Strength
Melee
1d10+1d4
Toughness
Ballistic
1d10+1d8
Agility
Hand to Hand
1d10+1d8
Intelligence
Dodge
1d10+1d8
Will Power
Arkana
1d8
Perception
Devotion
1d4
Charisma
Psy
1d8
Resolve
1d8
Block
1d10+1d8
Fear
Rank
Die Roll
Intimidate
1d10+1d4
Uncommon
Normal
1-3
Die Roll
Attack Actions
Blaze: The Brother of Flame unleashes a torrent of fire in a 12 yard line in front of him. Players
caught in the blaze are set on fire.
Type
Ballistic
Damage
2d6
Bonus
Targets
Area-Line
2 Act
Type
Ballistic
Damage
2d6
Bonus
Targets
Area-Line
2 Act
Damage
Melee
Bonus
2d6
Targets
2 Act
Traits
Physical Resistance: 2x Toughness
Immune: Set on Fire
Horrortank
Goliaths of splintered bone, mangled flesh and sinew, Horrortanks are stitches of unknown
origin, but are nonetheless a considerable threat throughout the sewers of Pulse. They are known to
stun their enemies then run them down so they can incorporate the corpse into their body.
Health 52 Armor 2
Category
Size
Mechanical Medium
Aggressive
Stats
Rank
Strength
Melee
1d10+1d4
Toughness
Ballistic
1d10+1d8
Agility
Hand to Hand
1d10+1d8
Intelligence
Dodge
1d10+1d8
Will Power
Arkana
1d4
Perception
Devotion
1d4
Charisma
Psy
1d8
Resolve
1d8
Block
2d10
Fear
Rank
Die Roll
Intimidate
1d10+1d4
Uncommon
Normal
1-3
Die Roll
95
Attack Actions
Unspeakable Horror: The Horrortank unleashes a barrage of rockets that emit high pitched sounds
that deafen their target before impact. Targets of this attack take a -1 penalty to their resolve and are
stunned for 1d2 rounds.
Type
Ballistic
Damage
Bonus
2d6
Targets
Area
2 Act
Area
2 Act
Ballistic
Damage
Bonus
3d6
Targets
Modifiers: Area
Bone Trap: The Horrortank is lined with grasping limbs and sharpened bones that impale any
opponents who become adjacent to it.
Type
Melee
Damage
2d6
Bonus
Targets
Single
2 Act
Modifiers: None
Traits
Creature Death Explosion: Upon the creatures death, everything within 1 yard of the creature takes
1d6 damage which bypasses armor.
Ignore Terrain: Move over terrain without hindrance.
Physical Resistance: Negates 2x Toughness physical damage.
Lords
Desiccated Hangel
Misfortune for all who cross paths with a Hangel, for they are not divine messengers from a benevolent
deity. These albino humanoids are born with large a pair of hands coming from each shoulder blade and
prehensile, very hand-like, feet. They have a supernatural ability to remove the hands off of a dead or alive
humanoid and add it to their pair on their back creating fearsome wings, from which they have earned their
name. In certain dusty books, they are referred to as guardians of the unknown and protectorates of the
unseen.
Health 63 Armor 3
Category
Size
Beast
Medium
Stats
Rank
Strength
Melee
2d10+1d8
Toughness
Ballistic
1d10+1d8
Rare
Normal
1-3
Die Roll
96
Agility
Hand to Hand
1d10+1d8
Intelligence
Dodge
1d10+1d8
Will Power
Arkana
1d10+1d4
Perception
Devotion
1d8
Charisma
Psy
2d10+1d4
Resolve
2d10+1d4
Block
2d10+1d4
Fear
Rank
Die Roll
Intimidate
2d10+1d8
Attack Actions
Desiccating Touch: The Hangel reaches out and with its touch drains the moisture from its victim.
Victims gain 5 points of fatigue and suffer from dehydration.
Type Melee Damage 3d6 Bonus +2 Targets Single 2 Act
Modifiers: Fatigue Damage x5, Dehydration
Rend: The Hangel makes an attempt to take off two victims hands with one brutal attack. When hit,
players dont lose their hand, but instead take gain fatigue as well as standard damage.
Type Melee Damage 5d6 Bonus +4 Targets 2 2 Act
Modifiers: Fatigue Damage x3, Additional Target x2
Gust: The Hangel uses its wings to create a powerful air current that hit its target so hard that it takes
them off their feet. Victims that fail to avoid this attack, are knocked prone and lose an action at the
beginning of their next turn.
Type Ballistic Damage 3d6 Bonus +2 Targets Single 2 Act
Modifiers: Knock Prone, Lose Action
Traits
Flight: Ignore Terrain
Enhanced Movement
Action Points +1
Enhanced Armor
97
Thank you for your time, we hope that you enjoyed this small taste of Shattered. We
plan to release more playtest materials as development continues so keep an eye
out.
If you have any comments, questions, or concerns please feel free to reach out to
us by:
Sending us an email at staff@shattered-rpg.com.
Joining our forums at shattered-rpg.com/forums.
Posting on our Facebook page facebook.com/ShatteredRPG.
Sending us a tweet @Shattered_RPG.
98