Into The Shadows RPG PDF
Into The Shadows RPG PDF
Into The Shadows RPG PDF
Version 2.000
Into The Shadows
Role-Playing Game of Horror and Adventure - Version 2.000
"The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We
live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should
voyage far. The sciences, each straining in its own direction, have hitherto harmed us little; but some day the
piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful
position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and
safety of a new dark age."
-H. P. Lovecraft, from The Call of Cthulhu-
These rules are meant to be used as either a stand-alone system, or as replacement rules for use with
other horror/supernatural RPGs. The characters are agents of good, confronting the supernatural evil that lurks
in the shadows of our world. They can happen across this evil accidentally, work as an independent team, or as
members of a larger organization.
To play you will need two or more players, preferably 3-4, and some six-sided dice, the kind most
commonly found. Please read the rules carefully all the way through before playing.
TABLE OF CONTENTS
INTRODUCTION ____________________________________________________________________ 3
VERSION INFORMATION ____________________________________________________________ 3
1.0 CHARACTERS ___________________________________________________________________ 4
1.1 CONCEPT _____________________________________________________________________ 4
1.2 FILLING OUT THE CHARACTER SHEET ____________________________________________ 4
1.3 CHOOSING ATTRIBUTES ________________________________________________________ 5
1.4 CHOOSING SKILLS _____________________________________________________________ 7
1.5 EXPERIENCE AND ADVANCEMENT _______________________________________________ 7
1.6 EXAMPLE CHARACTERS ________________________________________________________ 9
2.0 SKILLS ________________________________________________________________________ 11
2.1 SKILL LIST ___________________________________________________________________ 12
2.2 SKILL DESCRIPTIONS __________________________________________________________ 15
3.0 MAGIC ________________________________________________________________________ 31
3.1 SPELL MECHANICS ____________________________________________________________ 31
3.2 SPELL LIST ___________________________________________________________________ 33
3.3 SPELL DESCRIPTIONS__________________________________________________________ 34
4.0 PSIONICS ______________________________________________________________________ 46
4.1 PSIONICS MECHANICS _________________________________________________________ 46
4.2 PSIONIC ATTRIBUTES__________________________________________________________ 48
5.0 PRIESTS _______________________________________________________________________ 59
5.1 PRIEST ABILITY MECHANICS ___________________________________________________ 59
5.2 PRIEST ABILITY DESCRIPTIONS _________________________________________________ 59
6.0 BASIC GAME MECHANICS _______________________________________________________ 62
6.1 ATTRIBUTES AND SKILLS ______________________________________________________ 62
6.2 DICE VALUES_________________________________________________________________ 62
6.3 WILD DIE ____________________________________________________________________ 62
6.4 MISFORTUNES ________________________________________________________________ 62
6.5 KARMA POINTS _______________________________________________________________ 63
6.6 SURVIVAL POINTS ____________________________________________________________ 63
6.7 PERFORMING ROLLS __________________________________________________________ 63
7.0 COMBAT ______________________________________________________________________ 65
7.1 INITIATIVE ___________________________________________________________________ 65
7.2 DIFFICULTY __________________________________________________________________ 65
7.3 DEFENSIVE SKILLS ____________________________________________________________ 66
7.4 AREA OF EFFECT ATTACKS ____________________________________________________ 66
7.5 DAMAGE _____________________________________________________________________ 67
7.6 HEALING ____________________________________________________________________ 68
7.7 SPECIAL MODIFIERS ___________________________________________________________ 68
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1998 Craig Griswold
Into The Shadows
Role-Playing Game of Horror and Adventure - Version 2.000
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Into The Shadows
Role-Playing Game of Horror and Adventure - Version 2.000
INTRODUCTION
These rules were created using West End Games’ D6 Role-Playing System - a fantastic idea for anyone
who’s less than satisfied with most of-the-shelf RPGs. I enjoy horror/adventure games like Chaosium’s Call of
Cthulhu and Tri Tac’s Stalking the Night Fantastic, but the rules systems for those games are often difficult,
slow, or needlessly complex. So, I created my own completely independent game system based on West End
Games’ generic D6 rules. I’ve tried to be as comprehensive as possible with the game, covering everything I felt
was important to basic game-play in these rules.
Why the D6 System? I had been playing the Star Wars RPG for a couple years, before a friend
introduced me to the D6 System for creating custom RPGs. I realized at once that this was a great way to get
the best of both worlds with these games. Use this system with the campaign materials for whatever other system
you like - or make your own. It’s that simple. And best of all - it’s free!
And now, a note on copyrights. These rules are free in their present form, but that doesn’t mean that
you can steal them, plagiarize from them, or charge someone else for them. In fact, legally you can’t. Don’t ask
to be prosecuted.
Thys boke is one
And God's curse another;
They that take the one
God geve them the other.
Steal not this Book my honest Friend
For fear the Galows should be your hend,
And when you die the Lord will say
“And wares the Book you stole away?”
VERSION INFORMATION
Version 1.0 4/6/98 Incorporated the basic rules, with a few minor issues that needed to be correcting.
Version 1.1 4/16/98 Incorporates fixes to the skill descriptions; Poisoning was removed for further development
in the upcoming GM’s book; added Weapons Expert skill; added more Shadows; added examples to the text
using sample characters; expanded Table of Contents and Introduction section; and cleaned up description of
PSI rules.
Version 1.2 4/29/1998 Corrected Mythos Lore, intensive proof-reading, added explosives and heavy weapons
sections, added Hummer to vehicles, added NPCs, added more Shadows.
Version 1.3 7/21/1998 Added new combat modifiers, 2 new skills, spell specializations, and updated special
abilities. Also added sample campaign info.
Version 1.31-2 7/22/1998-8/17/1998 Fixed minor errors in 1.3’s pagination, quotes, etc.
Version 2.000 1/01/2000 Corrected examples for experience and stats for Herposapien. Fixed some format issues
and created an easily updated table of contents. Added to BPI section. Incorporated additional spells and psionics
from The Book Of Shadows sourcebook.
THANKS
Thanks to the following for patience, help, play-testing, and/or advice: Amy Griswold, Jeremy Fielder,
Greg Machacek, and Dennis Stalnaker.
And for inspiration: Charles Fort, H.P. Lovecraft, Arthur Machen, Clark Ashton Smith, Robert E.
Howard, Ambrose Bierce, Robert W. Chambers, Richard Tuchulka, Nick Pollatta, H.G. Wells, John Carpenter,
Bruce Campbell, Sam Raimi, Robert Bloch, Arthur Conan Doyle, Neil Gaiman, Mike Mignola, Caleb Carr, and
many others.
Email: shadows@pcisys.net
World-Wide-Web Site: http://members.tripod.com/~into_the_shadows/
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1.0 CHARACTERS
“All that is necessary for the triumph of evil is for good men to do nothing.”
-Edmund Burke, statesman and orator-
1.1 CONCEPT
Character concept is very important in role-playing games. When it’s time for everyone to make up
characters here’s a few important things to consider:
• What type of campaign is the GM designing? Are you basing it on another game system, a favorite
television show or movie, a series of novels or comics? Is it meant to be straight horror, or are there
elements of humor and/or adventure mixed in?
• What types of characters are the other players making? It’s best to have a mix of characters that compliment
each other.
Player: The name of the real person who plays the character. (You.)
Character Name: The character’s real name.
Type of Character: Is the character an independent investigator, an inquisitive reporter, a helpless victim, or the
agent of some secret government agency for dealing with the supernatural?
Gender: The character’s gender: Male or Female.
Age: The character’s age in years. There are no modifiers for playing an especially young or old character, but
the attributes should be distributed appropriately.
Height: The character’s height in feet and inches.
Weight: The character’s weight in pounds or kilograms.
Physical Description: This is a description of the character’s physical appearance, and may include skin color,
eye color, ethnic characteristics, distinguishing marks and scars, tattoos, body piercing, hair color, hair length,
and hair texture.
Personality: A description of how your character generally acts and reacts. For ease of use it is best to restrict
these descriptions to only a few words. Characters can be stoic and precise, friendly but sloppy, charismatic and
aloof, greedy and persistent, or just about anything else you can think of.
Character Quirks: Besides their physical form and personality, a character can have any number of unusual
traits to distinguish them from everyone else. This could be a wardrobe of silk shirts, a chain-smoking habit, a
strange accent, an affinity for bad movies, a pet mouse, a fear of snakes, a tendency to quote Bible verses, or
something else that sets your character apart. Take a close look at some of your favorite characters from TV,
film, and literature for more examples.
Attributes: The character’s basic abilities in game terms. Each of these abilities is used to decide the result of
various actions the character will attempt during the course of an adventure. Specific skills are associated with
each attribute.
Physique(PHY): A measure of the character’s strength and resilience.
Reflex(REF): The character’s hand-to-eye coordination, dexterity, and reflexes.
Canny(CAN): The character’s intelligence, meaning their perceptiveness, creativity, and ability to
process information - not how much they know.
Education(EDU): The character’s acquired knowledge and learning.
Technical(TEC): The character’s scientific and engineering training.
Will(WIL): A measure of the character’s willpower, charisma, and sanity.
Move: How many meters the character can move during a round. Characters start out with a base Move of 10.
Magic Sensitive: ‘Yes’ or ‘No.’ The character may be open to occult energies without possessing the skill to
harness them initially. A character who is not sensitive to magic is not allowed to purchase the Magic attribute.
PSI Sensitive: ‘Yes’ or ‘No.’ The character may be open to psionic powers without possessing any initially. The
character must be sensitive to psionics to purchase any psionic attributes.
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Karma Points: A special type of point the character can spend when appropriate to temporarily give a dramatic
boost to their abilities. Characters initially start out with one Karma point, but may spend and earn more points as
time goes by. See the Basic Game Mechanics section for more information on Karma Points.
Survival Points: Another special type of point that can be used to temporarily improve a character’s abilities. In
between adventures, they can also be spent to permanently improve skills, attributes, and special abilities.
Characters initially start out with no Survival Points, these points are earned as experience for each successful
adventure. See the Basic Game Mechanics section or Experience and Advancement below for more.
Life Points: A measurement of how much damage a character can take. Characters initially receive a number of
Body Points equal to 20 plus a Physique roll. See the Combat section for details on taking and healing damage.
Special Abilities/Disadvantages: Character’s may have special abilities that set them apart from most people,
including advanced psionic abilities, or magic spells, among other things. They may also have problems or
disabilities that set them apart as well.
Equipment: Starting equipment is agreed on by players and game masters. Over the course of the campaign
equipment will be used, lost, stolen, replaced, and acquired.
Weaponry: The character’s currently available weapons, and their game statistics.
Example: Michelle wants to create a character that will be an agent for a special government agency
that investigates and deals with the paranormal. She decides her character didn’t start out as an agent, though,
but as an adventurous archeologist. She fills out the character’s age, weight, and other general information .
Then she comes up with a name by looking through various books and magazines: China McAdams. The name
gets her thinking about vivid character description and background, so she fills these in as well before allocating
attributes.
For attributes she looks at what skills an archeologist like China should have and decides that she’d
like average or above in all areas except Technical – which she decides she won’t use much. So she allocates
only 1D+2 to Technical, an average 3D to Education, and distributes the rest evenly among the remaining
attributes for a 3D+1 in each. She decides to leave her Move as normal and doesn’t want any Special Abilities or
Disadvantages for her character.
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Move: Each character starts with a base Move of 10, this is how many meters the character can go in one full
movement. Move can be increased to 12 for a cost of 1D from the character’s initial pool of attribute dice. 12 is
the maximum movement for a normal human. A character can also gain attribute dice by initially reducing their
Move. By reducing their Move to 8, a character gains 1D to their initial attribute pool. For reducing Move to 5,
the character gains another 1D. Character’s with a Move of 0 or 1 would gain another 1D, but would be
paralyzed and almost useless in the game so this is not recommended.
Special Abilities: Players should be allowed to purchase a limited range of special abilities that will give their
character an clear advantage in certain situations. There are also special abilities available that do not present any
significant advantage in terms of game play, such as rumination, and these would cost nothing. The GM should
be careful not to allow anything too powerful. The GM must approve any and all special abilities, and is the final
authority on determining a cost for the ability. No more than 3D in Special Abilities should be purchased by any
character.
Ability: Cost:
Ambidextrous - The character is equally proficient with either hand, and receives no 1D
handedness penalties for firing a weapon with either hand.
Cryptesthesia – Sixth sense, 3 in 6 chance of sensing a dangerous situation. GM rolls secretly. 2D
Character does not get specific information, just impressions.
Eidetic Memory – accurately detailed, or photographic, memory 1D
Independently Wealthy - Character does not need to work, not a millionaire. 1D
Quick Draw - Drawing a weapon, or switching a weapon from one hand to the other, does not 1D
count as an action for the character.
Magic: The character can have the ability to learn and cast spells and incantations. Magic is a separate attribute
used only by the magically proficient. Magic spells are effectively treated as skills beneath this attribute. Unlike
normal skills though, spells must be learned. Characters start out with only one spell initially. For more on this
see the section on Magic. This attribute is purchased like the six basic attributes, and must be allocated from the
same 18D attribute pool. The minimum value for this attribute, if selected, is 1D, just like the other attributes.
Psionics: Psionics are treated differently than magic. There are several different psionic attributes, and all of the
various abilities beneath each attribute - treated as skills - are available to the character immediately. See the
Psionics section for a list of the various psionic attributes and abilities. Like all other attributes psionic attributes
must be allocated a minimum of 1D each, if used, from the basic attribute pool.
Priests: Priests are treated as uniquely in this game as magic and psionics. Priests must purchase the Piety
attribute to perform the appropriate rites and rituals to any effect. Piety is the basis of priestly skills, the ritual
and dogma provide the focus but piety - faith - provides the power. See the Priests section for a list of potential
priest skills and abilities. A minimum 1D of Piety must be purchased initially to use these skills.
Disadvantages: Characters should not be given extra dice for minor problems. Minor problems are called quirks,
and include such things as a fear of snakes. Quirks aren’t worth added dice, but they may make the character
more interesting or believable. Real disadvantages should give a frequent or constant hindrance to a character in
some way that affects game play. Below are some examples, it is up to the GM to allow a character any particular
disadvantage and to assign a value to it. No more than 3D of Disadvantages should be given to any character.
Problem: Value:
Curse – The character has some form of uncontrollable arcane curse that was either inherited 1D to 3D
or cast upon them directly. Could be anything from a very nasty odor to a massive hunger that
causes the character to eat a full meal every four hours or suffer a –10 to their base Life
Points.
Medical Problem - The character has some type of medical complication, possibly a disease 1D to 3D
or condition, that restricts or impairs the character in some way that affects game play. If it
does not affect game play, such as cigarette addiction, then it’s not worth anything.
Paranoia - This is not a simple once-in-a-while delusion, the character is actively paranoid 2D
and is constantly questioning others, and taking unusual precautions.
Physical Impairment - The character suffers from an impairment that prevents certain types of 1D to 3D
physical activity. One example would be missing or useless arms and/or legs. Others would
include blindness or deafness.
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Example: John is making his character, and after checking with the other players, decides to be a
psychic. He allocates 2D from his attributes to go towards psionics, and decides he wants to purchase Eidetic
Memory for his character from the Special Abilities, which will cost him another 1D. He decides not to take on
any Disadvantages to offset these costs, so he is down to 15D to allocate to his six basic attributes.
Once that’s been decided he allocates the rest of his attribute dice as follows: PHY 1D+2; REF 2D;
CAN 3D+1; EDU 3D+1; TEC 1D+2; WIL 3D. He decides on a name, Malcolm Cross, and fills in the details on
his character being sure to specify that he is PSI Sensitive.
Improving Skills: The cost in Survival Points to improve a skill by one pip is equal to the number listed before
the D in the skill value. Each skill may normally be improved no more than one pip between adventures without
special approval from the GM, but the character may improve as many separate skills as they have Survival
Points for.
Under normal circumstances no more than one pip should be allowed, examples of why more might be
allowed would be: extensive use of the skill being raised, alien or magical learning enhancement, an extended
time period between adventures, or simply a generous GM allowing the player to make up for a low value in a
much needed skill. Skill specializations are considered separate from their base skills, and are not improved with
their base skill. Skill specializations cost only half the normal amount to improve, rounded up. Advanced skills
cost twice the normal amount to improve.
Training time is none if the character used the skill during the last adventure. Otherwise, one day per
Survival Point spent to improve the skill if the character has a teacher with a skill level at least equal to the
desired level of the improvement, two days per point spent without a teacher. The character can reduce training
time by one day for each additional Survival Point spent.
Magic spells, psionic powers, and priest abilities are improved the same way that skills are.
Improving Attributes: The cost in Survival Points to improve an attribute by one pip is equal to 10 times the
number listed before the D in the attribute value. Attribute values are restricted by the race/species of the
character, normal humans cannot have higher than 5D in any attribute. Normally it requires one week of training
per Survival Point spent if the character has a teacher with an attribute value at least equal to the desired value.
Training is twice as long without a teacher.
Improving Move: The cost in Survival Points for improving the Move value by one is equal to the current value.
The Move value is restricted based on the race/species of the character, normal humans cannot have a Move
value higher than 12. It normally requires one week of training per Survival Point spent if the character has a
teacher with a Move value at least equal to the desired value. Training is twice as long without a teacher.
Gaining New Special Abilities: A character who is not Magic or PSI Sensitive may purchase sensitivity at the
GM’s discretion for 20 Survival Points. Characters may have sensitivities to both if desired – but may not have
abilities in both sections.
A character who has Magic or PSI Sensitivity may purchase abilities within one of those sections. A
character with the Magic attributes may not have psionic attributes, nor may a character with psionic attributes
purchase Magic. The cost for gaining a new attribute is 20 Survival Points, and ten weeks training time with an
appropriate teacher.
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Piety, the priest attribute, cannot be purchased under normal circumstances – and cannot be gained by
anyone with magic or psionic abilities without first renouncing - giving up completely - those abilities.
Example: After Michelle’s first adventure with China she may decide to increase some of her skills. As
she is a starting character with low scores in most skills the GM allows her to increase them as much as she
likes. Let’s say the GM gives China 7 Survival Points for her first adventure. If Michelle decides to increase
China’s History skill, which is currently at 3D, the same as her EDU attribute, it would cost her 3 Survival
Points to increase the skill to 3D+1 (3 points is the number in front of the D, and is the cost for each pip
improved), 6 points to increase it to 3D+2, 9 points to increase it to 4D, 13 points to increase it to 4D+1 (once
the skill reaches 4D it costs 4 points to increase it another level).
If Michelle spends the 6 points to increase her History skill to 3D+2 it would take China 6 days to train
unless she used her basic History skill during the previous adventure. Her History specialization in Egyptian
history would not increase with her History skill, because the specialization makes it a separate skill. This would
leave her with 1 Survival Point to spend later.
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Into The Shadows
Role-Playing Game of Horror and Adventure - Version 2.000
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Into The Shadows
Role-Playing Game of Horror and Adventure - Version 2.000
PRIEST SPELLCASTER
Character Name: Miguel Sanchez Character Name: Sonia Celine
Player: Phil Player: Fran
Age: 35 Gender: Male Age: 27 Gender: Female
Height: 5’8” Weight: 170 lbs. Height: 5’7” Weight: 130 lbs.
Physical Description: Short, black haired Hispanic Physical Description: Well-built Mediterranean
, brown eyes, well groomed. Stocky build. No girl with thick, black hair and a tattoo of a
distinguishing marks. pentagram on her left thigh.
Personality: Quiet and serene. Maintains a calm Personality: Friendly and energetic.
peace, and enjoys helping others. Quirks: Perpetually amused. Likes physical
Quirks: Alcoholic, free of drink for 10 years. contact, touching and hugs.
Serves sparkling grape juice during ceremonies. Background: Daughter of a corporate executive
Background: Entered the priesthood after the and a housewife. She rebelled against the
church helped him recover from alcoholism. Was mainstream and came across her talent for the
recruited by the Bureau of Paranormal Investigation occult. Recruited by the Bureau of Paranormal
after being recommended by a colleague for his Investigation at a psychic fair.
open mind.
Physique: 2D+2 Education: 2D+2 Physique: 2D Education: 2D
History 3D Swimming 2D+1 Locale(Venice) 3D
Religious Doc 3D+2 Magic (Euro Occ) 3D
Mythos Lore 2D+1
Supernatural 2D+1
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Into The Shadows
Role-Playing Game of Horror and Adventure - Version 2.000
2.0 SKILLS
“Don't touch that please, your primitive intellect wouldn't understand things with alloys and compositions and things with
... molecular structures.”
-Ash from the film ‘Army of Darkness’-
Each attribute is responsible for a range of skills. Skills are listed with a brief description under the appropriate
attribute. If a player desires a skill not available here, the player and GM should come to an agreement on what attribute
governs that skill, a brief description of the skill, and what types of specialization are available.
Skill Levels: Characters effectively start out with every skill listed below, with the exception of Advanced and Specified
skills. Each skill starts out at the same level as the attribute it is listed under. Skill levels can be increased beyond this by
spending dice from the characters initial 7D of skill dice, or by spending Survival Points. Initial skill dice are allocated in
the same way that dice from the attribute pool are, as either whole dice or broken down into pips. Rules for increasing skill
levels after the character is created is listed in the first section under Experience and Advancement.
Skill Specializations: Skill specialization denotes a particular area of expertise within a skill. For example, instead of just
building up her Firearms skill, Michelle could have her character specialize in Firearms: Revolvers. If a player wishes to
have their character specialize in a particular skill, then they may spend 1 pip in that specialization to gain 1D of value for
that specialization. The skill specialization must be listed separately on the character sheet from the base skill, noting the
area of specialization. Skill specializations are treated as separate skills once purchased, and do not increase automatically
with the base skill.
No more than 1 pip may be spent this way initially for any particular skill, and no more than three skill
specializations may be purchased initially for any one character. Suggested specialization types are listed next to each skill
in the skill list. Some skills do not have specializations, and are exempt from this option. Rules for increasing skill
specialization levels after the character is created is listed in the first section under Experience and Advancement.
Additional Starting Skills: Every character is assumed to start with either a Language skill in their own language of 9D,
or two bilingual Language skills of 6D each. This skill does not cost anything initially, nor do characters gain anything by
reducing it.
Specified Skills: Skills with an (S) after the title denote a skill that the character is not able to use automatically with a
skill level equal to the attribute it is listed under. Language is currently the only skill to have this restriction. Characters
must spend 1 pip on the skill to learn a language other than their native tongue when the character is created. A specific
language must be specified when the skill is taken. A character can learn as many languages as they wish when the
character is initially created by spending 1 pip on each to get the skill at their base Education attribute level, listing each
language separately on their character sheet. It is up to the GM to allow characters to learn new languages after the
character is created. The cost should be at least 5 survival points to start out with 1D in the desired language, and a period
of study determined by the GM.
Advanced Skills: Skills with an (A) after the title denote a skill that require double the normal skill and survival points to
learn and advance. Characters are not able to use these skills without purchasing them first. Characters must have the
prerequisite skills listed under the skill description before purchasing this skill. Also, characters do not add their attribute
dice to their skill roll when rolling this skill. Once purchased, the skill starts out at 1D regardless of the character’s
attribute score.
Example: Michelle looks at the skill list, she’s decided on what general skills she wants already, and selects skills
that round out her character. She decides on which skills she wants to improve beyond the level of the attribute they’re
under, she counts 16 and allocates 1 pip for each.3pips or 1D of that will go towards purchasing specializations in 3 skills.
That leaves her with 5 pips, so she decides to add those to 5 separate skills giving them each a total of 2 pips.
The skills Michelle selected are Climbing/Jumping, Dodge, Firearms, Riding, Unarmed Combat, Blind Fighting,
Find, Hide/Sneak, Archaeology, Language (she specified Hieroglyphics), Motor Vehicle Operations, Bargain, and Sanity.
In addition she chose the three specializations: Survival (Desert), History (Egypt), and Mythos Lore (Egyptian), so she’ll
get a +1D in each to reflect her time and experience in archeological digs in Egypt.
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Into The Shadows
Role-Playing Game of Horror and Adventure - Version 2.000
2.1 SKILL LIST
• Archery – Specializations include: Long Bow, Crossbow, or Other Specific Type of Bow
• Black Powder – Specializations include: Musket, or Other Specific Black Powder Weapon
• Blowgun – Specializations include: none
• Dodge – Specializations include: Versus Firearms, Versus Archery, Or Other Specific Attack
• Firearms – Specializations include: Derringer, Revolver, Auto Pistol, Rifle, Assault Rifle, Shotgun, SMG, Machine
Gun, Spear Gun, Arrow Gun, or Other Specific Weapon Type
• Grenade – Specializations include: Grenades, Grenade Launcher, or Other Specific Weapon Type
• Gymnastics – Specializations include: none
• Heavy Weapons – Specializations include: Artillery, Missiles, LAW, or Other Specific Weapon Type
• Martial Arts (A) – Specializations include: none
• Melee Weapons – Specializations include: Ax, Chainsaw, Club, Hammer, Knife, Sword, Whip, or Other Specific
Weapon Type
• Melee Weapons Parry – Specializations include: Versus Ax, Chainsaw, Club, Hammer, Knife, Sword, Whip, or Other
Specific Attack Type
• Pick-pocketing – Specializations include: none
• Riding – Specializations include: Camel, Elephant, Horse, Mule, or Other Specific Beast
• Running – Specializations include: Long Distance, or Sprinting
• Slingshot – Specializations include: none
• Stun Weapons – Specializations include: TASER, Stunner, Chemical Mace, Pepper Spray, or Other Specific Weapon
Type
• Throwing Weapons – Specializations include: Bola, Boomerang, Chakram, Knife, Shuriken, Spear, or Other Specific
Weapon Type
• Unarmed Combat – Specializations include: none
• Unarmed Combat Parry – Specializations include: none
• Weapons Expert (A) – Specializations include: Ax, Chainsaw, Club, Hammer, Knife, Sword, Whip, or Other Specific
Melee Weapon Type
• Armorsmith – Specializations include: Archaic, Kevlar, Ceramic, or Other Specific Armor Composition
• Arson – Specializations include: Target Type (House, Office Building, Skyscraper)
• Biology – Specializations include: Zoology and Botany
• Chemistry – Specializations include: Organic, Inorganic, Biochemistry, and Physical
• Communications Technology – Specializations include: Specific Form of Communications
• Computers – Specializations include: Operation, Programming, Tapping, Hacking, Repair or Other Specific Computer
Discipline
• Criminal Investigation – Specializations include: Fingerprinting, or Other Specific Investigative Technique
• Demolition – Specializations include: Specific Target Type (Bridge, Building)
• Electronic Surveillance – Specializations include: Wiretapping or Other Specific Form of Electronic Listening
• First Aid – Specializations include: none
• Gunsmith – Specializations include: Derringer, Revolver, Auto Pistol, Rifle, Assault Rifle, Shotgun, SMG, Machine
Gun, Spear Gun, Arrow Gun, or Other Specific Projectile Weapon
• Medicine (A) – Specializations include: Forensic, Emergency, Toxicology, Pharmacology, or Other Specific Medical
Practices
• Motor Vehicle Operations – Specializations include: Car, Truck, Boat, or Other Specific Vehicle Type
• Motor Vehicle Repair – Specializations include: Car, Truck, Boat, or Other Specific Vehicle Type
• Navigation – Specializations include: none
• Photography – Specializations include: none
• Pilot – Specializations include: Specific Type of Aircraft
• Security Technology – Specializations include: Specific Type of Device
• Sensors – Specializations include: Geiger Counter or Other Specific Sensory Equipment
• Trade Skills – Specializations include: Carpentry, Electrical, Plumbing, Or Other Specific Discipline
• Watercraft Operations – Specializations include: Specific Type of Wind or muscle-powered water craft
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• Acting – Specializations include: Shakespeare or Other Specific Type of Performance
• Bargain – Specializations include: Specific Product, Region, Culture, or Government
• Interrogation – Specializations include: none
• Intimidation – Specializations include: none
• Magic Resistance – Specializations include: Specific Spell
• Meditation – Specializations include: none
• Mental Defense – Specializations include: Specific Psionic Attribute
• Persuasion – Specializations include: none
• Sanity – Specializations include: none
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2.2 SKILL DESCRIPTIONS
PHYSIQUE SKILLS
Climbing/Jumping
Minimum Time Required: One Round +
This skill is used when the character attempts to leap up, over, or across - or climb a tree, ladder, rope, wall, or other
obstacle. The difficulty is based on the specific task and conditions.
Lifting
Minimum Time Required: One Round
This skill is used for lifting and carrying heavy objects. The difficulty depends on the weight of the target object and the
attempted duration it will be carried. The character must make a successful roll initially based on the weight of the object
to lift it. Then depending on the weight of the object will make further rolls to continue carrying it, with a cumulative
modifier added to the difficulty with each roll.
Stamina
Minimum Time Required: N/A
This is the character’s ability to withstand prolonged physical exertion. The GM should have the player roll if the character
is engaged in prolonged strenuous activity. The amount of time between rolls should be determined by the GM, and vary
by the type of activity being performed. If the character fails a Stamina check they receive a -1D to all skill and attribute
rolls until they rest. This penalty is cumulative for every failed roll until the character gets rest. A successful Stamina roll
after the initial failure does not negate this penalty, it just means an additional penalty is not gained.
Swimming
Minimum Time Required: One Round
When a character fails their swimming check, drowning rules apply. Roll 2D at the start of each round. If the result is less
than the total number of rounds the character has been drowning, then the character suffocates and will die if not rescued
quickly. A character may attempt to save themselves from drowning once per round by making another difficulty roll at +5
difficulty. Characters suffer a –3D penalty to attempt any other actions while drowning.
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REFLEX SKILLS
Archery
Minimum Time Required: One Action
Used to fire bows and related weapons. Difficulty is based on range, see the Combat section.
Black Powder
Minimum Time Required: One Action
Used to fire archaic firearms including muskets, black powder pistols and rifles, and related weapons. Difficulty is based
on range, see the Combat section.
Blowgun
Minimum Time Required: One Action
Used to fire blowguns and related weapons. Difficulty is based on range, see the Combat section.
Dodge
Minimum Time Required: One Action
Used to Dodge any ranged physical attacks including firearms, grenades, arrows, and other distance weapons. See the
Combat section for more information.
Firearms
Minimum Time Required: One Action
Used to fire modern guns including revolvers, automatics, and related weapons. Difficulty is based on range, see the
Combat section.
Grenade
Minimum Time Required: One Action
Used to throw grenades, fire grenade launchers, and related weapons. Difficulty is based on range, see the Combat section.
Gymnastics
Minimum Time Required: One Action
Used to perform various tumbling and acrobatic moves. Difficulty is based on the complexity of the maneuver and
conditions. See Climbing/Jumping for similar modifiers.
Heavy Weapons
Minimum Time Required: One Action
Used to fire heavy military ordinance including missiles, rockets, LAWs, artillery, and related weapons. Difficulty is based
on range, see the Combat section.
Example: China is forced into combat against an evil cultist named Chan. Chan has Martial Arts and attacks China
in a round he has won initiative. Chan attacks unarmed and adds his 1D+1 in Martial Arts to his 5D in Unarmed Combat.
China declares that she will do a full Dodge, rolls her 4D Dodge and gets a total of 12. This is added to Chan’s base
difficulty of 5 for a difficulty of 17. If China had decided to normal Dodge and do other things this round then his difficulty
would equal her Dodge roll instead.
Chan rolls 6D+1 (5D + 1D+1) and gets a 19 total, successfully striking China. Now he rolls for damage. His PHY is
3D, and his Martial Arts is added during unarmed combat for a total of 4D+1 damage.
Melee Weapons
Minimum Time Required: One Action
Used when the character attacks using hand-to-hand weapons such as knives, swords, clubs, whips, and related weapons.
Difficulty is based on the specific weapon, see weapon descriptions and the Combat section.
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Pick-pocketing
Minimum Time Required: One Action
Used to remove objects from , or plant them on, the target’s person. The target makes an opposed Canny roll to discover
the attempt. The GM should apply modifiers based on appropriate conditions.
Condition: Modifier:
No major distractions +0
Small crowd, minor distractions +5
Large Crowd, major distractions +10
Darkness +5
Riding
Minimum Time Required: One Action
Used to ride a beast of burden or conveyance. The difficulty is based on the creature’s Disposition rating. Disposition
ratings are given for various species, but the GM may vary this rating between individual mounts. If the character succeeds
then they get the creature to do what they want. The effect of failing depends on the amount the character failed by.
Running
Minimum Time Required: One Action
Any ground movement over half-speed requires a roll based on the difficulty of the terrain. It is up to the GM to determine
the effects of failing a roll, most likely falling down – requiring an action to get back up – and possibly taking damage. See
the section on Movement for more information.
Slingshot
Minimum Time Required: One Action
Used to fire slings, slingshots, and related weapons. Difficulty is based on range, see the Combat section.
Stun Weapons
Minimum Time Required: One Action
Used to fire or strike with non-lethal weaponry such as TASERs, pepper spray, chemical mace, and related weapons.
Difficulty is based on range or the weapon’s Difficulty rating, see the Combat section.
Throwing Weapons
Minimum Time Required: One Action
Used for primitive throwing weapons such as throwing knives, shuriken, chakram, boomerangs, spears and related
weapons. Difficulty is based on range, see the Combat section.
Unarmed Combat
Minimum Time Required: One Action
This is the character’s ability to fight hand-to-hand without the use of weapons. In addition to striking an opponent, the
character can use this skill to hold back all or part of the physical damage they do against an opponent - while doing the
normal combat effects such as stun, wound or incapacitate – on a Moderate difficulty roll. Holding back damage is not
considered an action in itself, so it does not affect the number of actions being performed in a round.
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If a character succeeds in hitting an opponent in unarmed combat, use the character’s Physique to determine
damage. Characters may also attempt to grapple with an opponent, in order to subdue or pin them. Add +10 to the
difficulty of performing such a maneuver, but if the character succeeds with a Stun result or better - then they have
achieved some type of an advantage over their opponent determined by the game master - such as a headlock or arms
pinned.
CANNY SKILLS
Animal Training
Minimum Time Required: Hours to Months
This skill allows the character to train animals in various types of tasks, to perform independently, or on command.
Difficulty is based on the intelligence and trainability of the animal, which the GM may feel free to vary by species and
individual, as well as the difficulty of the task, the training methods available (rewards, punishment, etc.), and the stimulus
the animal will respond to perform the action. Most basic tricks will require days or weeks to learn at Moderate difficulty.
Blind Fighting
Minimum Time Required: One Action
This skill assists the character in picking out targets that are either invisible, or in conditions of low-light or total darkness.
Difficulty is based on the lighting conditions. If successful, the character receives no special penalties that round for the
given conditions. The character receives a –5 difficulty modifier if either the character or the opponent made a successful
attack against the other in the last or current round.
Example: China is fighting a mad dwarf in a dark cave. The darkness is not total so the GM declares it equivalent to
Thick Smoke. China wins initiative and decides to use her Blind Fighting skill and fire her gun. The GM decides the base
difficulty for using the Blind Fighting skill is 13. China is at –1D for declaring 2 actions this round, so she rolls 2D+2 and
gets a 3 and a 6. The 6 is on the wild die, so she rolls again and gets a 4. China adds it up 3+6+4=13, and +2 for the skill
is 15. She succeeds and then can use her Firearm skill to shoot without a penalty for darkness.
Combat Training
Minimum Time Required: One Round to Several Minutes
This skill includes basic training, care, and maintenance of military weapons, as well as basic survival techniques in
military exercises. This gives the character the knowledge to use standard-issue military weapons, but does not substitute
or contribute to those specific weapons skills. It includes basic camouflage skills, knowledge of military apparel and
accessories, and basic battle scenarios.
Cryptography
Minimum Time Required: One Round to Several Minutes
The character has the skill to write and decipher secret codes. Difficulty to successfully encode a document can either be a
set value for a pre-determined code, or the character can create their own code in which case their skill roll becomes the
difficulty for another character to decipher it. Difficulty to decipher can either be a base value for a specific code, or an
opposed roll against the skill of the character who created the code.
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Disguise
Minimum Time Required: One Round to Several Minutes
The use of this skill includes advanced make-up and costuming techniques for disguising, or altering, a character’s
appearance. Difficulty is based on how different the character wants to appear from their normal appearance. A simple
change in hair color would be Easy. A hunchback with a limp, and a mottled face would be Very Difficult.
Diversion
Minimum Time Required: One Round to Several Minutes
Use of this skill includes creating a disturbance to misdirect attention from a specified person, location, or event. The
difficulty is an opposed roll against the Canny of any witnesses.
Evidence Disposal
Minimum Time Required: One Round to Several Minutes
Use of this skill includes the knowledge of various techniques for destroying potential material evidence. It includes a
knowledge of the properties of common items, and tools and techniques for destroying, obfuscating, or dispersing these
items or otherwise making them unrecognizable. This could involve anything from dissolving in acid, mauling, freezing,
shredding, burning, blowing-up, melting, burying, submerging in large bodies of water, and any combination thereof.
Difficulty should be based on the unusual nature of the evidence and the scene.
Find
Minimum Time Required: One Round
This skill is used to spot hidden targets. If the target has been deliberately hidden, then the user must make an opposed roll
against the Hide/Sneak skill of the character who hid it. If the target is not deliberately hidden the Difficulty should be
based on the character’s knowledge of the target.
Forgery
Minimum Time Required: One Round to Several Minutes
Use of this skill includes falsifying written, printed, and electronic documents to say what the character wants. When the
document is being examined for authenticity the examiner makes an opposed Canny roll against the character’s skill,
modified by the difficulty of the type of document.
Gambling
Minimum Time Required: One Round to Several Minutes
This skill is used to increase the character’s payoff in games of chance. It doesn’t affect purely random games like slots,
but works with games that are affected by skill like poker and blackjack. Difficulty is most often based on an opposed roll
against the other players.
Guerrilla Warfare
Minimum Time Required: One Round to Several Minutes
This skill gives the character familiarity with harassing hit-and-run assault techniques. It allows the character to come up
with both attack and defense scenarios. Difficulty is usually based on an opposing roll against the target’s – or one
representative thereof – Guerrilla Warfare skill.
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Hide/Sneak
Minimum Time Required: One Round
Use of this skill includes hiding the character, or other objects from view – and for moving silently. It can be used for
hiding objects in the characters luggage, concealing microphones in a room, or hiding in the bushes beside the road.
Characters attempting to find the character make an opposed roll using their Find skill.
Lock-picking
Minimum Time Required: One Round to Several Minutes
Use of this skill includes opening various types of locking mechanisms including padlocks, door locks, combination locks,
safes, and related hardware. Difficulty is based on the type of locking mechanism.
Research
Minimum Time Required: One Round to Several Days
Use of this skill includes the use of libraries, private collections, and other types of databases to find specific pieces of
information. The difficulty depends on the research materials available, the volume of those materials, search methods
available, and time available. In addition, it’s up to the GM to determine if the desired information is even available. Once
difficulty is determined the GM should base the search results on how much the roll succeeded by.
Stage Magic
Minimum Time Required: One Action to Several Minutes
This skill covers the character’s ability to perform illusions, from the most basic card tricks to more elaborate illusions like
the sawing a woman in half. Difficulty is based on the individual trick for larger illusions, an opposed roll against the
target’s Canny for up-close illusions. The character should receive a bonus based on the quality of any specially designed
props used in the illusion as well.
Streetwise
Minimum Time Required: One Round to Several Days
A character uses this skill to purchase black market or contraband goods, or make contact with members of the criminal
element. It includes the ability to learn information about illegal activities, local criminals, street gangs, organized crime,
and crime bosses. Difficulty is based on the level of contact or information required.
Surveillance
Minimum Time Required: One Round to Several Days
Use of this skill includes watching a target from hiding, and developing a detailed analysis of events related to that target.
Difficulty is based on an opposed roll against the target’s Canny.
Survival
Minimum Time Required: One Round to Several Hours
Use of this skill includes survival in hostile environments like jungle, desert, arctic, and other unwelcome terrain. The skill
can be used to make snap analyses of a situation from a survival perspective, or allow the character the ability to find food
and shelter. Difficulty is based on the hostility of the environment and how many people the character is attempting to aid.
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Tracking
Minimum Time Required: One Round to Several Minutes
Use of this skill specifically allows a character to find signs of a target’s movement through the immediate area for the
purpose of tracking where they have come from, or where they have gone. The Find and Surveillance skills do not cover
this ability. The base difficulty of this skill is the difficulty of the terrain, see the Movement section, modified by special
conditions.
Value
Minimum Time Required: One Round
This skill includes the ability to judge the local market value of a target item, estimate the availability of similar goods, and
relative quality. Difficulty depends on how common the item is.
Writing
Minimum Time Required: One Round to Several Days
Use of this skill includes writing in a variety of styles to accomplish a specific task. Writing may be prosaic, stylish,
accurate, detailed, interesting, emotional, or any combination thereof.
EDUCATION SKILLS
Anthropology
Minimum Time Required: One Round to Several Days
This skill involves the study of man from biological, cultural, and social viewpoints. This skill can be used to shed light on
the physical and cultural aspects of various human and subhuman social groups. The difficulty should be based on the
level of insight desired, and how closely related to humans the subjects are.
Archaeology
Minimum Time Required: One Round to Several Days
This skill involves the study of the past through identification and interpretation of the physical remains of humanoid
cultures. The character can use this skill to excavate and evaluate artifacts and sites, date these finds with reasonable
accuracy, and draw conclusions on the daily life of the owners. Difficulty is based on conditions, relationship to known
races and cultures, and available equipment.
Bureaucracy
Minimum Time Required: One Round to Several Days
This skill includes knowledge of various bureaucracies as well as their processes and procedures. The character can use
this skill to expedite common practices, like applying for a weapon license, or to find information available through that
agency. Difficulty depends on how unusual the request is.
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Business
Minimum Time Required: One Round to Several Days
Use of this skill includes knowledge of business practices and procedures. This includes knowledge of business costs,
contacts, and finding detailed information on a specific company. Difficulty is based on the type of information desired, or
the type of company being investigated.
Crime
Minimum Time Required: One Round to Several Hours
This includes knowledge of common criminal enterprises and techniques. The character can use this skill to determine
likely targets for burglaries, robberies, extortion, and other common crimes. The character can also determine what
techniques would be likely to be used in such cases. This skill does not allow the character to perform these crimes with
any skill beyond the planning stage however. Skills like Climbing and Intimidation are necessary to pull these crimes off.
Difficulty is based on the unusual nature of a crime or proposed location.
Esoteric Science
Minimum Time Required: One Round
This skill includes a practical knowledge of scientific disciplines not widely accepted by the public or by the popular
scientific community. It includes such areas as UFOlogy, Orgone research, Kirlian photography, Hollow or Flat Earth
theories, and many others. It can be used for knowledge on one of these areas, who the major researchers are, and how
these scientists and scholars work. Difficulty is based on the uniqueness of the research and the depth of knowledge
sought.
History
Minimum Time Required: One Round
This is simply the study of man’s past. It includes a working knowledge of the timetable of history from earliest records to
present day. The level of difficulty depends on the level of detail desired, and the relative importance of the events.
Language (S)
Minimum Time Required: One Round
Each time this skill is taken, one language must be specified. The character automatically receives a level of 9D in their
native language. Languages purchased when the character is created cost 1 pip and start out at a level equal to the
character’s Education attribute. Languages purchased after the character created cost an initial amount determined by the
GM, at least 10 survival points, a GM determined amount of study, and start out at 1D of proficiency. Languages
purchased after the character is created rise independently, and do not rise with the character’s Education. All the
languages a character can speak are purchased separately and listed separately on the character’s sheet. The difficulty of
language use is determined by the complexity of the idea being communicated.
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Example: China is attempting to read the warning carved into the front of a tomb using her Language: Hieroglyphics
skill. The GM determines that the base difficulty for this message is 17 because it includes some detailed ideas. China rolls
3D+1 for her skill and gets a 14, not good enough. Since she came close, the GM gives her some of the information in the
message, but not the entire thing.
Law
Minimum Time Required: One Round to Several Days
Use of this skill includes knowledge of laws, legal procedures, penalties, legal tactics and negotiations. The character can
use this skill to do things like read and write contracts, prosecute and defend, and file motions. Difficulty of this skill is
based on the complexity of the laws involved or the seriousness of the crimes.
Law Enforcement
Minimum Time Required: One Round
Use of this skill includes knowledge of law enforcement techniques, policies, and procedures. The character may be able
to use this skill to deal with police and law enforcement agencies, knowing what can be excused with a warning, whether
bribery may be appropriate, or whether it is best to simply cooperate with officials. Difficulty is based on how common
contact with the official is and what type of information is desired. Most police departments would fall into the Very Easy
to Moderate range, while government agencies like the FBI or ATF would fall into the Moderate to Heroic range.
Locale
Minimum Time Required: One Round
This skill denotes knowledge of a particular area. It can be used to find tourist attractions, major highways and landmarks,
and good restaurants. Difficulty is based on how specific the knowledge desired is. Finding Major highways should be
Easy to Moderate, the location of a specific bar could be Easy to Heroic.
Magic
Minimum Time Required: One Round
Use of this skill includes knowledge of the basic tenets and principles behind a system of mystic or arcane knowledge,
common spells, and protections. This does not give a character the ability to cast spells, nor can it be used to help a
character learn new spells. Difficulty is based on the public knowledge of the system, and how specific or detailed the
knowledge is the character wants. Most Voodoo and European Witchcraft spells would be Easy to Difficult, while Jewish
Cabala would be Difficult to Heroic.
Mythos/Pantheon Lore
Minimum Time Required: One Round
Mythos is Greek for word, or story. This skill represents a character’s general knowledge of a collection of related
occult/religious stories, myths, and folklore. This could include knowledge of a commonly known set of myths like the
Greek or Norse mythologies, or a less well known set of stories like the Chthonic Mythos. Difficulty is based on how
common the knowledge is, and how specific or detailed the information. The term ‘Chthonic’ refers to underworld or
infernal deities, so the knowledge spans different mythological groupings. The Chthonic Mythos includes such figures as
Hades, Set, Satan, Dagon, Hel, and various other occult and mythological creatures with underworld associations.
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Example: China is confronted by a strange dog-headed figure while investigating an unusual tomb. She uses her
Mythos Lore specialty in Egyptian lore to determine who the figure is. Since her Mythos Lore is a specialty the base
difficulty is based solely on the detail and commonness of the information. The GM decides that since this is a pretty
common figure in Egyptian lore that she has a base difficulty of 7. She rolls 4D and gets a 20 – well beyond what she
needed. So in addition to telling her that this is Set, the GM also reminds her of his background and place in the Egyptian
myths.
Paleontology
Minimum Time Required: One Round to Several Days
This skill includes the study of fossils or evidences of ancient life. It includes knowledge of ancient plant and animal life,
the time periods in which they lived, evolutionary theory, and continental drift. By examining modern plants and animals
they may be able to determine how they evolved from known fossil species, or they may be able to classify new fossils
using existing data. The difficulty is based on the age and condition of the fossil, and/or the unusual nature of the life form.
Parapsychology
Minimum Time Required: One Round
This skill involves the study of psychic phenomenon, specifically those related to ESP and life after death - reincarnation,
and communing with spirits. This skill does not allow the character to harness psychic abilities, or to learn new abilities if
they already have the potential. The character has general knowledge of the various psionic disciplines and their respective
abilities and capabilities. Difficulty is based on how specific the knowledge is the character needs.
Psychology
Minimum Time Required: One Round to Several Days
The study of human and animal behavior, and the human thought process. The character can use this skill to attempt to
understand or predict individual or group behavior. The character may also try to evaluate a subject with questioning to
determine their psychological makeup. The difficulty is based how abnormal the group or individual is, and how far ahead
the character is attempting to predict.
Religious Doctrine
Minimum Time Required: One Round
Use of this skill includes knowledge of religious history, scripture, ceremonies, and important personages. The difficulty is
based on public knowledge of the religion, and the detail of information the character requires. This skill does not allow a
character to perform religious rites and ceremonies to any effect, see the Priest section for more information.
Supernatural
Minimum Time Required: One Round
This skill involves knowledge of various supernatural creatures and entities, including normal whereabouts, capabilities,
and weaknesses. Difficulty depends on how common the creature is, and how detailed the information is that the character
needs. Basic knowledge of werewolves and vampires would be Easy, Mummies would be Moderate, and Dybbuk would
be Difficult or Very Difficult. An individual entity, such as Vlad Dracula or Dorothy Dinglet would range from Easy to
Heroic.
TECHNICAL SKILLS
Armorsmith
Minimum Time Required: One Round to Several Days
Use of this skill includes repairing damage to man-made armors, as well as manufacture new ones. Cost and difficulty of
the repair is based on the amount damage the armor has suffered. Time taken depends on the type of armor and tools
available.
Example: John’s character Malcolm has his Kevlar™ vest damaged in a fire fight and asks attempts to repair it. The
armor is moderately damaged, so the GM rules that the difficulty is 12 and will cost $125 to repair (25% of $500). His
Technical skill is 1D+2, John gets lucky and rolls a 6 on his wild die, rolls again and gets a 4. Adding 2 he gets a total of
12 and makes exactly what he needed to successfully repair the vest.
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Armor may also be improved at a cost and difficulty based on the desired increase. Armor may not be increased
beyond 150% of its original value. Time required is determined by the GM based on the increase in value and tools
available.
Armor may also be manufactured. The cost, difficulty and time required depend on the type of armor being made,
how cheaply the character wants to make it, and the tools available. For creating unique armor it is up to the GM to
determine values, cost, and time required.
Arson
Minimum Time Required: One Round to Several Minutes
This is the character’s ability to set fires to destroy an intended target, and knowledge of various combustibles and
accelerants. Not all structures can be destroyed by fire, so it is up to the GM to determine the difficulty, and time required,
as well as the end result.
Biology
Minimum Time Required: One Round to Several Days
This skill gives the character general knowledge of the anatomy and physiology of common types of plants and animals.
The character can use this skill to make basic assumptions regarding the anatomy and physiology of newly discovered life
forms, as well as existing ones. Difficulty is based on the resemblance of a creature to a common existing one, or the
profusion of a given known life form.
Chemistry
Minimum Time Required: One Round to Several Days
This skill involves the nature, composition, and properties of material substances, and their transformations and
interconversions. The character has basic knowledge of elements, atoms, molecules, and the reactions between them. The
character can use this skill to manufacture common elements and compounds, identify substances, and analyze the
properties of newly discovered substances. Difficulty is based on how common the substance is. Unique substances should
require a Very Difficult or Heroic roll and several hours to analyze.
Communications Technology
Minimum Time Required: One Round to Several Minutes
Use of this skill includes the understanding of various communications technologies, and operation of most forms of
communication devices. Operation of most devices are at easy difficulty, unless it is an unfamiliar design and marked in an
unknown language. The character can also use this skill to locate and jam target frequencies, or to communicate through
some form of interference. The difficulty for these procedures varies by the type of interference, or may require an
opposed roll against an opponent’s skill.
Computers
Minimum Time Required: One Round to Several Hours
Use of this skill includes operation, maintenance, and repair of most common forms of computer equipment. The character
may be able to program common computer languages, and hack into target systems as well. The difficulty of a given task
depends on its complexity. Hacking into a target system may have a set difficulty, or require an opposed roll against the
Computer skill of a System Administrator or Security Specialist on the other end.
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Task Type: Base Difficulty:
Computer operation Easy
Programming in a common language Moderate to Difficult
Programming in an uncommon language Difficult to Very Difficult
Creating a virus on a Mac to take out an alien computer system Heroic
Hacking into a minor system Moderate
Hacking into a secure system Difficult
Hacking into an important government system Very Difficult
Hacking into a Microsoft® owned system Heroic
Repairing a basic personal computer Moderate
Repairing a mainframe system Difficult
Criminal Investigation
Minimum Time Required: One Round to Several Days
Use of this skill includes basic investigation techniques such as fingerprinting, anthropometrics, trace evidence, and
physical analysis of a crime scene. The character may be able to determine what happened based on the crime scene,
determine what type of weapon was used based on bloodspatter, and how long ago everything occurred. Difficulty and
time taken should depend on the individual crime, how well preserved the scene is, and what clues the character has found
or been given.
Demolition
Minimum Time Required: One Round to Several Minutes
Use of this skill includes setting explosives, and knowledge of civil engineering techniques to determine where and how
much explosives to apply to strategic areas for the desired effect. Common explosives for the character to use would
include gunpowder, dynamite, and C-4. The difficulty depends on the type of structure being demolished.
Electronic Surveillance
Minimum Time Required: One Round to Several Minutes
This skill includes the use of wiretapping and other listening devices, as well as the use of electronic countermeasures to
prevent listening. The use of such devices is generally Easy. Placing a device relies on the Hide skill, but this skill may
assist in determining the best general areas. Countermeasures may require a find roll, but generally the equipment will alert
the character to the presence of most listening devices, and assist the character in locating the device if the character makes
an opposed skill roll against the Hide roll used to place it.
First Aid
Minimum Time Required: One Round
The skill covers the use of first aid kits, and basic life-saving techniques. For difficulties and uses consult the Damage
section under Combat.
Gunsmith
Minimum Time Required: One Round to Several Hours
Use of this skill includes repairing damage to existing firearms, as well as the ability to manufacture new ones. Cost and
difficulty of repair is based on the damage. Time taken depends on the type of firearm and tools available.
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Firearms may also be manufactured. The cost, difficulty and time required depend on the type of firearm being made,
how cheaply the character wants to make it, and the tools available. For creating unique weapons it is up to the GM to
determine values, cost, and time required.
Medicine (A)
Minimum Time Required: One Round to Several Hours
Advanced Skill – requires First Aid of at least 5D. Use of this skill includes advanced medical procedures, such as
surgery, disease diagnosis, and prescribing drugs. Difficulty is based on the state of the target, type of procedure being
performed, and the instruments available. Setting broken bones should have a Very Easy to Moderate difficulty, cosmetic
surgery should be Easy to Very Difficult. The character may also add the value of this skill to their First Aid skill when
using that for basic or emergency procedures.
Navigation
Minimum Time Required: One Round to Several Minutes
The ability to plot a course between locations. The difficulty of this skill depends on available information, detail of the
course, and tools available. To head North using a compass is a Very Easy roll, to navigate across Chicago using a map is
Moderate, to plot a course across the Atlantic with a sextant and a chronometer is Difficult, and to navigate around an
Alien city is Very Difficult or Heroic.
Photography
Minimum Time Required: One Action
Use of this skill includes taking pictures with a variety of photographic equipment and films, and knowing what settings
and equipment to use when photographing under various conditions for best results. Difficulty is based on the subject and
conditions. Taking a picture of a house in daylight is Easy, taking a picture of a flying saucer at night is Difficult to
Heroic.
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Pilot
Minimum Time Required: One Round
The character understands how to operate a variety of aircraft, including planes, gliders, and helicopters. The difficulty
depends on the type of terrain(air) and any special maneuvers the character is doing. See the Movement section for more
information.
Security Technology
Minimum Time Required: One Round to Several Minutes
Use of this skill involves identifying, arming, monitoring, and disarming modern security devices. This skill does not
include the ability to open mechanical locks – covered under the Lock-picking skill – but does include opening electronic
locks. Using the control panels to arm/disarm alarms is Easy, otherwise the difficulty depends on the exact security
measures. Breaking into a small store or office building would normally be Moderate, large stores and office buildings
would be Difficult, secure government facilities would be Very Difficult to Heroic. In certain cases it may devolve to
making opposed roles between the character’s Hide skill and a guard’s Find.
Sensors
Minimum Time Required: One Round
The skill covers the use of basic detection equipment, including devices such as remote cameras, Geiger counters, and
atmosphere analyzers. The character should use this as a substitute to the Search skill under certain circumstances, such as
making an opposed roll against a target’s hide if they are within range of a remote camera the character is monitoring.
Otherwise difficulty depends on the nature of the search and the tools available.
Trade Skills
Minimum Time Required: One Round to Several Hours
Use of this skill includes carpentry, plumbing, and electrical work. The difficulty, cost, and time involved depend on the
complexity of the work. Building a wall or installing an outlet would be Easy, building the framework of a small house
Moderate, and adding plumbing or electrical service to an alien temple Heroic.
Watercraft Operations
Minimum Time Required: One Round
The character understands how to operate a variety of sail powered and muscle powered water craft, including boats and
windjammers. The difficulty depends on the type of terrain(water) and any special maneuvers the character is doing. See
the Movement section for more information.
WILL SKILLS
Acting
Minimum Time Required: One Round to Several Hours
Use of this skill includes performing a predetermined role believably. In a drama the lines will be written for the character,
so it will only be a matter of performance. If a character is acting impromptu then they will need to make the words
believable as well, which may require the use of other skills. In a scheduled performance difficulty should range from Easy
to Difficult depending on the role. Impromptu, a character may need to make an opposing role against the target’s Canny
to make the role work.
Bargain
Minimum Time Required: One Minute
This skill is used to haggle over prices or other conditions of an agreement. Difficulty is always an opposed roll between
the two parties. This skill should only be used when the GM decides bargaining is appropriate. Characters can rarely walk
into a department store and haggle with the clerk over the cost of a non-damaged item. If price is being bargained over the
price should be altered by 2% in favor of the character with the highest roll, for every point that character is ahead. The
GM will have to determine the results of other negotiations, such as diplomatic, based on the difference between the
characters rolls.
Example: China is attempting to raise some quick cash by selling a common artifact to a museum. The buyer offers
her $1000 for it, a fair price, but China attempts to haggle him up. She rolls her Bargain skill of 3d+2 and gets a 13. The
buyer rolls a skill of 2D+2 and gets a 10. The difference is 3 in China’s favor, which means a difference of 6%. China has
managed to haggle them up to $1060.
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Interrogation
Minimum Time Required: One Round to Several Hours
Use of this skill enables the character to question other characters using a variety of legal and illegal means. It includes
techniques used by police and government agencies to question witnesses and suspects, lawyers use on trial witnesses, and
criminals use on captives. The difficulty is based on an opposed roll against the target’s Mental Defense. The character
gets modifiers based on the situation. If the character has the target tied up or confined, add +5. If they are threatening the
target with bodily harm then add +3 to +10 depending on their methods. If they are inflicting bodily harm (torture) then
+10 to +15, but the GM may want to intervene. If the target holds the upper hand then the bonuses are reversed.
Intimidation
Minimum Time Required: One Round
Use of this skill allows the character to scare or strike fear into another character to get what they want. The difficulty is an
opposed roll against the target’s Mental Defense, modified by the desired result. If the character just wants the target to
step aside, and the character looms over the target, then the modifier should be +5 to +7, if the character is smaller than the
target and wants them to flee, they should get a –10.
Magic Resistance
Minimum Time Required: One Action
This skill allows the character to resist the effects of magic spells. See the Magic section for more information.
Meditation
Minimum Time Required: One Hour
Use of this skill allows the character to place themselves into a restful state. Difficulty is based on the condition of the
character and the environment the character is in. This state increases the speed at which Magic Points and Psionic Points
are recovered. See the Magic and the Psionic sections for more information.
Mental Defense
Minimum Time Required: One Action
This skill allows the character to resist the effects of psionic abilities, and intimidation. See the Psionic section or the
Interrogation and Intimidation skills for more information.
Persuasion
Minimum Time Required: One Round to Several Minutes
Use of this skill enables the character to persuade others to do things they normally wouldn’t do, even if it’s not in their
best interest. The difficulty is an opposed roll against the target’s Mental Defense, modified by conditions.
Sanity:
Minimum Time Required: Special
This is the character’s ability to maintain their mental stability when confronted with the horrific, unnatural, or
bewildering. When such a situation occurs the character rolls his Sanity against a difficulty based on the situation. Please
note that while certain situations, like being confronted by a vicious attack dog, may terrify the character, they will not
horrify them and should not be checked against Sanity. Further, encountering the same or similar sets of horrifying
circumstances in the same adventure should not force the players to roll again. Each time a character sees a similar horror
within a relatively short period of time they receive a -3 modifier to their difficulty.
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Situation: Difficulty:
Unexpectedly find mangled animal 5
Unexpectedly find human corpse 7
Unexpectedly find part of human 8
Great deal of blood 8
Unexpectedly find mangled human corpse 10
Trapped in a coffin or tomb 10
See a ghoul or other humanoid creature 10
Witness a violent death 13
Meet someone who is known to be dead 15
Undergo physical or psychological torture 15
See alien or other-dimensional entity 20
See corpses rising en masse from the grave 20
See an elder god 30
If the character fails, subtract the character’s roll from the difficulty and compare it to the table below to
determine the result. A character affected by a Sanity failure can be brought back to full stability by having another
character using the Psychology make a successful roll with a difficulty equal to the amount the initial roll failed by. This
takes at least one complete round to perform, with both characters taking no other actions. Penalties are cumulative unless
otherwise noted.
Example: A pit opens up underneath Malcolm and China as they navigate strange subterranean caverns. Both
characters fail a Difficult Climbing/Jumping roll to avoid falling and tumble into the darkness. They land on a moist,
spongy surface, taking no damage. China turns on her flashlight and the two see they are on a plain of flesh, bruised and
bleeding from their landing. Distorted, eyeless faces grimace in pain underfoot.
The GM decides that the characters must make a Sanity roll with a difficulty of 12. Michelle rolls 4D and
succeeds for China with a 15. John rolls for Malcolm and gets a 1 on the wild die, reducing his roll to a 5. Since he failed
by 7, Malcolm is Frightened and can take no action for the rest of the round. The GM rolls 1D, gets a 2, and Malcolm also
suffers a –1D penalty to all skill rolls for 2 rounds.
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3.0 MAGIC
"Reality can be beaten with enough imagination."
-Anonymous-
Magic: Magic is a separate attribute available only to the magically sensitive. This attribute is purchased like the six basic
attributes, and must be allocated with the same 18D pool. The minimum value for this attribute, just as the six basic
attributes, is 1D.
Purchasing the Magic attribute at 1D after the character is created should cost the character 20 Survival Points,
and a year or more of study with an NPC having 3D or more in Magic. This is only with the GM’s permission, and the
character must be Magic Sensitive first.
Magic spells are effectively treated as skills beneath the Magic attribute, and start out with a value equal to the
level of the character’s Magic attribute. Like normal skills the character’s spell proficiency can be improved for individual
spells by allocating pips from the character’s skill pool, or by spending Survival Points. Unlike normal skills though, spells
must be learned. Any spell that has not specifically been learned cannot be used. Characters start out with only one spell
initially, and may learn more at the GM’s discretion.
Spell Specializations: Like skills, a character may specialize a spell to denote a specific area of expertise. For example,
instead of simply taking a Detect spell a character may have Detect: Gold. Specializations must be approved by the GM. If
a player wishes to have their character specialize in a particular spell, then they may spend 1 pip in that specialization to
gain 1D of value for that specialization. The spell specialization must be listed separately on the character sheet from the
base spell, noting the area of specialization. Spell specializations are treated as separate skills once purchased, and do not
increase automatically with the base spell.
No more than 1 pip may be spent this way initially for any particular spell, and no more than three spell
specializations may be purchased initially for any one character. Suggested specialization types are listed next to each spell
in the list below. Some spells do not have specializations, and are exempt from this option. Rules for increasing spell
specialization levels after the character is created are the same as those listed for skills in the first section under Experience
and Advancement.
Learning New Spells: Characters can learn new spells from a variety of sources, including skillful mentors and spell
books. It takes two weeks and 5 survival points to learn a new spell, though the training time may be cut in half by
doubling the cost. Once learned, a spell is not forgotten and can be used at will with a successful roll.
Difficulty: The difficulties listed under each spell are meant to be base difficulties. These numbers should be modified by
the GM to account for unique events. If the spellcaster were trying to get set up a Transportal spell to get the characters
away from a hungry werewolf or a nuclear bomb test, then the stress of working under these conditions should increase the
base difficulty. Weather conditions, lighting, or even how long the character has gone without food, can all play a part as
well. The GM should adjust accordingly to each situation.
Magic Resistance: The Magic Resistance skill has three main uses.
1. There are certain spells that allow the target to make an opposed roll. In cases where the character’s Magic Resistance
is higher than the attribute or skill listed, you may use that instead.
2. Where there is no opposed roll, or saving throw of some type, available the character can use the Magic Resistance in
the same way Dodge is used during normal combat. The character uses an action and rolls their resistance, the result
is then used as the difficulty for the spellcaster’s spell - only if it was higher than the initial difficulty.
3. If the character declares that all he is doing that round is resisting magic, then the roll is added to the caster’s initial
difficulty.
Magic Sensitivity: Characters can be sensitive to magic without possessing the ability to cast spells. These characters can
sometimes feel occult energies like the weather. They may notice areas of intense magical energy, feel when powerful
spells are cast nearby, and become restless during certain important times. The character cannot actually use this ability to
detect magic or spellcasters.
Magical Focus: Characters must choose one form of magic focus either gestures, vocalization, or components, in order to
cast spells. It costs 1D from the attribute dice pool to be able to cast spells without a focus. But, choosing an additional
focus will give an additional 1D to the character’s initial attribute pool. If the character is unable to use their focus - such
as if they are bound, gagged, or deprived of components - then they cannot cast spells.
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Components for each spell should be determined between the GM and the player, based on the type of spell and
the type of magic practiced by the character. To limit the use of a certain spell the GM may assign cost-prohibitive
components. Examples of spell components could include incense, candles, wands, bells, live animals, gems, feathers, etc..
Magic Points: Every character with the Magic attribute starts with a number of Magic Points, or MPs, equal to a roll on
their Magic attribute plus twenty. For example a character with 2D in Magic to start rolls 2D and gets a total of 6, they add
20 and start with 26 Magic Points. The total number of Magic Points increases by 1 for every pip the Magic attribute is
increased.
Magic Points regulate the number of spells a character can cast. Each time a spell is cast, take the difficulty of the
spell - after factoring in all appropriate modifiers – and divide by 10, rounding up, to determine the cost and subtract that
from the character’s total Magic Points. Whether the spell succeeds or fails the points must still be subtracted unless the
spell fails before being cast - see interference.
For spells that use opposed rolls instead of difficulty multiply the number of dice the spell caster rolls by four and
add any pips to that number. For example a mage casting Bind rolls his Magic attribute against the target’s Reflex. The
caster has 3D+1 in Magic, so the number used to determine the Magic Point cost is (3x4=12)+1=13. 13 divided by 10,
rounded up, is 2. Which gives a cost of 2 Magic Points.
When a character reaches 0 Magic Points they may no longer cast spells. The character may also not go below 0,
so if the character only has 1 or 2 Magic Points left they cannot cast any spells that require more than that. Magic Points
are recovered at a rate of 1 per hour, 2 per hour if the character is able to successfully use the Meditation skill under Will.
Interference: If a character is damaged, or stunned, while attempting to cast a spell or at any point during the round,
before the spell is cast, then the spell automatically fails. No Magic Points are spent for this type of spell failure.
Preparation Time: A spell caster can reduce the difficulty of casting certain spells by increasing the preparation time.
This is considered to add to the Time to Cast, so if a character is interrupted or injured while preparing they will have to
start from scratch. Spells that are cast instantly receive a -5 modifier for every round spent in preparation up to a maximum
of -10. All other spells receive a -5 modifier for each unit of time equal to the initial casting time spent, up to a maximum
of -15. In other words, if they double the Time to Cast for a spell they receive a -5 modifier, they may triple it for a -10, or
quadruple it for a -15.
Snap Casting: The Time to Cast may be reduced by half for a +5 difficulty modifier. The casting time may be further
reduced by half as many times as you like for a +5 difficulty modifier each time. If the time to cast is reduced to less than 1
round (5 seconds), then the Time to Cast is considered to be instant.
Playing a Spellcaster: The Magic attribute does not confer any occult knowledge on the character. This attribute only
gives the character the sensitivities and talent needed to cast spells. It is recommended that the player purchase the Magic,
Mythos/Pantheon Lore, and Supernatural skills to gain this knowledge. Meditation and Magic Resistance are also useful
skills for spellcasters. The player should decide on a mystic discipline as well, to flesh out the character. Spells the
character is allowed to use should be based on this discipline, as well as possibly the character’s mode of dress,
personality, history, and quirks.
When creating a spellcaster, follow these steps in determining the character’s magical abilities:
1. Purchase the desired value for the character’s Magic attribute from the character’s initial attribute pool.
2. Determine the type or style of magic the character is familiar with and note it on the character sheet. Examples
include: Alchemy, Gnostic, Jewish Cabalistic, Eastern Mysticism, Vodun, Medieval Witchcraft, etc.
3. Choose the character’s initial spell(s), and any spell specializations.
4. Determine the character’s initial Magical Focus, and specify any additional ones, noting them all on the character
sheet.
5. Figure the character’s base Magic Points and note this on the character sheet.
Example: Fran is building a spellcasting character called Sonia. She decides to allocate 1D+1 for her Magic
attribute initially. Fran decides that Sonia will be adept at European Occult magic, and decides to give her Raise to start
with. She decides to start her character with both Vocalization and Gestures for foci, and adds the 1D gained to her
attribute pool for taking a second focus, back into her Magic attribute – so she has 2D+1. Finally she rolls her Magic
attribute and gets a 2, and a 4 on the wild die – for a total of 6 – plus 1 is 7. She adds the 7 to the base of 20 and starts
with 27 Magic Points.
Fran also decides to spend 1D of her Skill pool to increase her skill with the Raise spell from 2D+1 to 3D+1. Now
Fran spends the rest of Sonia’s Skill and Attribute pools normally.
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3.2 SPELL LIST
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3.3 SPELL DESCRIPTIONS
ACCLIMATE
Difficulty: special
Time to Cast: 1 round
Range: self or touch
Area of Effect: 1 target
Duration: 1 hour
This spell will allow the target to survive in extreme environments, such as in an unbreathable atmosphere. The difficulty
is based on the degree of acclimation the target requires for the desired environment. Examples below are for human
targets, the GM on a case-by-case basis should determine difficulty for non-human targets.
ANIMATE ZOMBIE
Difficulty: special
Time to Cast: 3 hours
Range: 2 meters
Area of Effect: One corpse
Duration: based on state of target
This spell infuses the dead body of a human or other animal with mystical energy allowing it to animate in some
semblance of life. This spell does not give the caster control over the creation, the Command spell must be used for this.
The zombie will last a period of time determined by the GM. A body without any type of preservation will last only a few
days, depending on the weather. A preserved corpse should hold up for a month or more. A badly decayed corpse will not
animate, and zombies will simply fall apart when they reached an advanced state of decay. Zombies possess the original
Physique plus 1D that the body had in life, an Reflex of 2D, and a Canny and Will of 1D. The difficulty is based on the
type and state of the corpse being animated.
BANISH
Difficulty: Target’s Will
Time to Cast: 1 hour
Range: 10 meters
Area of Effect: target entity
Duration: instant
This spell will automatically return an extradimensional entity to their dimension of origin. The difficulty is an opposed
Will roll of the target, modified by the following conditions. If the caster fails to banish the target initially, subsequent
banishing will increase by 5 in difficulty for each failed attempt. Beings protected by magic, or imprisoned by magic, will
have the difficulty increase by ten, twenty, thirty, or more. The banish spell will also not work if cast from the entity’s
dimension of origin.
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Subject: Modifier:
Target is willing to be banished. -5
Target is unwilling to be banished. +0
Target is violently opposed to being banished. +5
Target’s race/type is unknown. +10
Target’s dimension of origin is unknown. +5
Target’s race/type is known and familiar to the caster. -5
Target’s dimension of origin is known and familiar to the caster. -5
Target’s ‘true name’ is known to the caster. -10
BARRIER
Difficulty: special
Time to Cast: instant
Range: 15 meters
Area of Effect: special
Duration: 30 minutes
This spell creates a barrier of mystic energy that acts like a transparent wall. When the barrier is created the character rolls
and compares the result to the table below for the barrier’s strength value. Any result less than 5 is considered a failure.
This value represents the amount of defense the barrier provides against attack, incoming attacks roll damage upon striking
the barrier and the barrier’s strength value is rolled and result subtracted from the damage. Any remaining damage gets
through to the intended target – who may then use their own Physique and other defenses to resist the damage.
The strength value is also used when someone or something attempts to penetrate the barrier bodily. It requires a
successful opposed Physique roll against the strength of the barrier to move through it. The barrier can be a maximum of
25 square meters at base difficulty, increase the difficulty by 5 for each additional 25 square meters. The difficulty of the
spell is equal to the caster’s modified roll for purposes of determining Magic Point cost.
Example: China is pursuing a group of cultists through a cave. The last cultist casts a Barrier up to protect
them. The cultist has 4D in Barrier, and the GM rolls a 3, 4, 6, and a 2 on the wild die – for a total of 15. The strength of
the Barrier is 2D+2. China fires two shots at the retreating cultists and hits, but the barrier adds to the strength of their
damage resistance and effectively stops the damage.
Frustrated she looks around the cave and sees that the cultists have left behind an explosive device that will go
off in a few seconds. China throws herself at the Barrier to try to push through. China’s PHY is 3D+1 so Michelle rolls a
2, 4, 5, and a 2 on the wild die – with the extra +1 totals 14. The GM rolls the Barrier’s Strength Value and gets a 5, and a
6 on the wild die. He rolls the wild die again because of the 6 and gets a 2. The three rolls added together with the +2
total 15. China is unable to push through, so she’ll have to find another way of dealing with the bomb, or try again next
round.
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BINDING
Difficulty: Target’s Reflex
Time to Cast: instant
Range: 15 meters
Area of Effect: One character
Duration: special
This spell creates a set of mystical energy bands that could take the form of glowing bands, rope, chains, straps or
whatever appropriate the caster imagines. To successfully bind the target the caster must make an opposed roll using their
Magic against the target’s Reflex. Once bound the target of the spell is unable to move arms and legs until the spell is
dropped, or they break free. The caster must concentrate in order to keep the victim confined, as long as the spell is being
maintained the caster suffers a –1D penalty to all other skill rolls. The caster cannot meditate, sleep, or recover Magic
points until the spell is released. The target can attempt to break free once per round by making an opposed PHY roll, the
chains have an effective PHY of 5D.
CALLING
Difficulty: special
Time to Cast: 1 hour
Range: special
Area of Effect: target entity
Duration: 24 hours
This spell will summon individuals or members of a specific race, if successful the target(s) will be compelled to journey
to the spot where the spell is cast. The base difficulty is based on the desired range of the spell’s effect, if no targets exist
within the desired range then the spell automatically fails. Individual targets make a Will roll and add it to the difficulty of
the spell. If the caster fails to summon the target initially, subsequent callings will increase by 5 in difficulty for each failed
attempt. Some races, or specific entities may be guarded or protected by magic that will increase the difficulty by ten,
twenty, thirty or more. It should also be noted that the Calling spell will not free an imprisoned entity, though it may
compel them to attempt escape.
Subject: Modifier:
Target is willing to be called. -5
Target is unwilling to be called. +0
Target is violently opposed to being called. +5
Target’s race/type is unknown. +10
Target’s location is unknown. +5
Target’s race/type is known and familiar to the caster. -5
Target’s location is known and familiar to the caster. -5
Target’s ‘true name’ is known to the caster. -10
Example: Dark Young cultists fearing the BPI’s interference decide to call on the K’N’Klai. Their occultist
mage Gordon Bromley decides that since they are on the eastern coast of America the K’N’Klai should not be far, he will
cast out for a thousand kilometer range to be certain of a response. Since there is no real interference or stress involved
the GM sets the base difficulty at 16. Bromley is basically familiar with the race, and they are willing to respond due to his
Dark Young connections so there will be a modifier of 5 in Bromley’s favor. The modified difficulty is 11. Bromley has a
3D+1 in Calling and rolls a 4, 3, and a 4 for a total of 11, plus 1 is 12. Bromley succeeds in calling most of the K’N’Klai
in a thousand kilometer radius, though it will take time for many to arrive.
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CHAT
Difficulty: special
Time to Cast: One round
Range: special
Area of Effect: one location
Duration: 5 minutes
This spell allows the caster to create two magic windows, one at the caster’s location and one at a target location. The
windows allow 2-way verbal and visual communication. Difficulty is based on the location of the second window relative
to the caster’s location. If used in conjunction with the Detect spell, a successful ‘precise’ Detect result is equivalent to
line-of-sight casting.
CLOUD
Difficulty: special
Time to Cast: one round
Range: 5 meters
Area of Effect:
Duration: 3 minutes
The caster can create an area of fog to obscure vision. The base difficulty depends on the density of the fog, and should be
modified by the GM for weather conditions. Weather conditions will also affect how long the fog lasts, under normal
conditions the fog will dissipate after 3 minutes. Characters may make a conscious Magic Resistance roll at the same level
of difficulty as the spell to see through the fog without penalty. See the Combat section for combat modifiers for cover.
COMMAND
Difficulty: Target’s Will
Time to Cast: 1 round
Range: 10 meters
Area of Effect: target individual or group
Duration: 6 hours
This spell allows the caster to gain control of a target’s conscious actions. The target is aware of what is happening during
the period of time that the caster is in control. The caster must make a successful opposed roll against the target’s Will.
Add difficulty modifiers from the tables below to the target’s roll before determining the result.
Anytime the target is forced to do something that they are intensely opposed to the target may roll their Will and
compare it to the initial spell roll. The target gets an additional +5 modifier every time this occurs. The target
automatically gets a chance to break free every 15 minutes, in addition to any other opportunities.
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The GM may allow the caster to use the Permeate spell to permanently control zombies, golems, and other
constructs and sub-sentient life. This may only be allowed during the target’s creation, or may be allowed at any time
depending on the circumstances and GM’s discretion.
CONCEAL
Difficulty: special
Time to Cast: instant
Range: 5 meters
Area of Effect: up to 500 lb. of material
Duration: 12 hours
The caster can conceal a target’s nature or identity. The difficulty depends on what is being concealed and in what way.
Each addition hour of effect costs +1 difficulty. Characters may make a conscious Magic Resistance roll at the same level
of difficulty as the spell to see through it.
DAMAGE
Difficulty: special
Time to Cast: instant
Range: 25 meters
Area of Effect: One target
Duration: instant
This is a simple spell to cast damage-causing bolts of magic energy. The exact form the bolts take depends on the caster,
they may be colored lightning, arrows, boomerangs, even bullets. The difficulty is based on the average of the damage dice
being attempted: +4 difficulty for each 1D of damage. The caster can specify at the time that the damage is stun only, but
must do so when the spell is cast. The maximum damage inflicted by this spell is 8D. The difficulty of the spell is equal to
the caster’s modified roll for purposes of determining Magic Point cost.
DEEP
Difficulty: special
Time to Cast: 1 hour
Range: touch
Area of Effect: One target
Duration: 12 hours
The caster can use this to increase the capacity of various types of storage. The difficulty is based on the size of the object,
and the amount of increase. The outside of anything thus enchanted appears normal, it is only the interior space that is
folded to increase its size.
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DEFENSE
Difficulty: Special
Time to Cast: instant
Range: 10 meters
Area of Effect: 1 target
Duration: 6 rounds
This spell allows the caster to create a protective aura around the target. When the defense is set up the caster rolls their
Defense spell and compares the result to the table below for the character’s damage resistance modifier. This modifier
serves as body armor, and is added to the character’s Physique for damage resistance rolls. The difficulty of the spell is
equal to the caster’s modified roll for purposes of determining Magic Point cost.
DETECT
Difficulty: special
Time to Cast: 5 minutes
Range: special
Area of Effect: special
Duration: 1 hour
The spell allows the caster to detect a specified animal, vegetable, mineral, or energy. The difficulty depends on what is
being scanned for, as well as the area being scanned.
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ELDRITCH AURA
Difficulty: Moderate
Time to Cast: 1 round
Range: touch
Area of Effect: target weapon
Duration: 6 hours
This is a variation on the Enhance spell, designed to allow a weapon to affect creatures normally resistant to conventional
attacks but affected by magic. Creatures affected would include ghosts, vampires, werewolves, and most others. The
weapon has the same difficulty, ranges, and damage, but can affect these creatures for the duration of the spell. Firearms,
bows, and heavy weapons thus enchanted may be used to strike an opponent, but their ammunition is not automatically
enchanted. Each individual missile requires separate enchantment.
ENCRYPT/DECRYPT
Difficulty: special
Time to Cast: 1 round
Range: 1 meter
Area of Effect: target text, or other data
Duration: 1 day
This is a simple spell intended to protect text or other data from being understood. When the spell is cast, the caster rolls
for the Encrypt spell. This value becomes that roll that others must make an opposed roll against to clearly see or hear the
target text or data. The opposed roll can be another caster's Decrypt spell - another use of the same spell - or a
Cryptography skill roll to attempt to interpret the data. The caster may also specify a 'key' when casting the spell,
allowing another caster aware of this key to decrypt the data by casting Decrypt with only an Easy difficulty roll.
ENHANCE
Difficulty: special
Time to Cast: 1 round
Range: touch
Area of Effect: target weapon
Duration: 6 hours
With this spell, the caster is able to increase a weapon’s range or damage. The difficulty of the spell is based on the
amount of increase to the weapon. When range values are increased multiply the amount of increase by each value. For
example, a weapon with range of 4/8/15 enhanced by 1.5 becomes 6/12/23.
IMPRISON
Difficulty: Target’s Will
Time to Cast: 1 round
Range: 10 meters
Area of Effect: target entity
Duration: 1 day
This spell is used to confine a target creature to a small physical area on a single dimensional plane. The base difficulty to
cast the spell is an opposed roll against the target’s Will, if successful then the value of the roll becomes a difficulty
modifier for any action that is attempted by or towards the imprisoned creature. The caster may use the Permeate spell to
link this spell to a physical structure of some kind, holding the target indefinitely.
Example: Cultists are attempting to free the elder demon Vorsorax from an ancient temple where he was
imprisoned by Solomon thousands of years ago. The strength of the Imprison spell was a 30. The cultists intend to free him
using a Transportal spell into the temple. As the temple is now on the ocean floor the cultists are opening the portal to an
unfamiliar location roughly six kilometers away. The GM sets the difficulty at 17. The strength of the Imprison spell adds
to the difficulty, requiring a total of 47. They will quadruple the casting time to reduce the difficulty by 15, but will still
have an incredibly hard time getting him out.
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IMPROVE
Difficulty: special
Time to Cast: 1 round
Range: touch
Area of Effect: target non-living object
Duration: 6 hours
This is a variation on the Enhance spell, primarily designed to improve technical or mechanical function of a device. The
difficulty is based on the type of improvement, and the simplicity of the device. The range of possible uses is enormous,
only a fraction is represented below. The GM will have to determine difficulty for each individual situation as it arises.
Cell phones, satellite phones, pagers, radios, and watches are all ideal candidates for this type of enhancement. The
downside is that since the device has magic enchantments, it can be easily detected by its aura.
LOCK/UNLOCK
Difficulty: special
Time to Cast: 1 round
Range: touch
Area of Effect: target door, lid, or other opening
Duration: 1 day
This is a simple spell intended to seal a door or other opening from unwanted intrusion. When the spell is cast, the caster
rolls for the Lock spell. This value becomes that roll that others must make an opposed roll against to open the target. The
opposed roll can be another caster's Unlock spell - another use of the same spell - or a PHY roll to attempt to physically
break the target open. The GM may even allow the target to be opened by doing damage equal to or greater than the
caster's roll.
Example: China is attempting to open a door sealed by Quietus the Necromancer during his escape. Quietus has
a 4D skill with the Lock/Unlock spell and rolled a total of 15. China first attempts to knock the door in with her shoulder,
she rolls her Physique. She has a 3D+1 for her Physique and the player rolls a 2, 5, 6,and a 1 on the wild die - for a total
of 14. She fails to open the door and the GM decides the complication is that she breaks her communicator watch in the
attempt.
The next round the player decides China will shoot the door in frustration. She successfully rolls to hit with her
Colt at point-blank range and rolls damage. She gets a 3, 4, 6, 3, and a 2 on the wild die - for a total of 18. The door
swings open and she feigns a kiss at the smoking barrel as she strides on through.
MARK
Difficulty: Very Easy
Time to Cast: 1 action
Range: 2 meters
Area of Effect: 2 meters
Duration: 1 round
This spell allows the character to saturate an object or area with magic energy. The only effect being that it becomes a
highly visible marker to anyone who can detect magic. The caster can continue to leave up to a 2 meter wide trail by
spending one action every round. This spell can be used to mark a trail or an area. Difficulty is only rolled for the first
round if this spell is being maintained, and requires one action per round.
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MORPH
Difficulty: 10 to change appearance, 15 to imitate another
Time to Cast: 1 minute
Range: touch
Area of Effect: target
Duration: 6 hours
This spell allows the caster to alter their appearance for disguise purposes. They can either make themselves look different,
specifying elements, or attempt to imitate a specific individual. Difficulty modifiers are based on how different the
character will appear, and how much knowledge the character has over who they are attempting to imitate.
Example: Lu Sin of the Purple Tiger Cult casts Morph on a assassin to make them a duplicate of China
McAdams. This has a base difficulty of 15. The target is a woman of similar build to China, but Asian so the GM adds +3
to the difficulty. Lu Sin has met China on several occasions but not intimately, so the GM gives no modifiers for his
knowledge. The total difficulty is 18. Lu Sin has 4D+2 in Morph, the GM rolls a 2, 5, 4, and a 6 on the wild die. He rolls
again on the wild die because of the 6 and gets a 5. The total, including the +2 is 24, so Lu Sin succeeds admirably.
PERMEATE
Difficulty: 10
Time to Cast: 1 hour
Range: touch
Area of Effect: One object
Duration: Permanent
This spell enchants a non-living object to make the effect of a spell permanent. In order to successfully permeate an object
with magic the caster must make a successful permeate difficulty roll, as well as make a successful roll on the spell they
wish to make permanent. One example would be to permeate a gun with Conceal to make it hidden to metal detectors. In
this case the caster would have to make the Permeate roll, a difficulty of 10, and the roll for Conceal, a base of 3. If either
spell fails, then both are considered failures. Two spellcasters can work together, one on each spell, to permeate an object.
For each enchantment on an object beyond the first the difficulty increases by 5.
PURIFY
Difficulty: special
Time to Cast: 1 round
Range: touch
Area of Effect: up to 100 lbs. of target material
Duration: 1 week
This spell allows the caster to preserve non-living organic material, such as food or other remains, and purify food and
drink so as to nullify poisons and disease. Base difficulty is Easy for 100 lbs. of material, modified by the condition of the
material. Purified material will remain clean and free from decay or disease for at least a week after the spell is
successfully cast.
Condition: Modifier:
Material is already clean and free of disease (preserve only) -5
Material is somewhat clean +0
Material is highly decayed, somewhat contaminated, or polluted +5
Material is deliberately poisoned +10
Material is massively poisoned or polluted +15
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RAISE
Difficulty: special
Time to Cast: instant
Range: 15 meters
Area of Effect: special
Duration: 10 minutes
The caster creates and controls an visible energy field that can be used to lift and move objects. The difficulty is based on
the weight of the object, see the Lifting skill in the Skill section for base difficulty and modifiers. Targets can be moved up
to 10 meters per round.
The energy moves on the character’s action, and can be used to hold a weapon, in which case the PHY and REF
for combat purposes are equal to the user’s Raise. Every time a roll is made using the Raise spell the difficulty is either
equal to the appropriate combat difficulty, or the character’s roll for situations like damage.
Example: China has been captured by street thugs, and left with her wrists tied above her head and suspended
from the rafters. Sonia attempts to lift use her Raise spell to lift a knife up to where the rope is tied to the rafters. She first
rolls at Very Easy difficulty to lift the knife to where she wants it. The GM sets a difficulty of 3 and Fran rolls 3D+1, gets
a total of 10 – making it easily.
The next round she wants to cut the rope with the knife and lower China gently to the floor. That’s two actions so
she has a –1D penalty to each roll. Cutting the rope is very easy, so the GM decides on a difficulty of 3 again. Sonia rolls a
3, and a 4 on the wild die – added to the +1 totals 8 so she succeeds easily. To lower China is Moderate difficulty because
of her weight, the GM sets a difficulty of 12. Fran rolls a 3, and a 5 on the wild die – added o the +1 totals 9. China drops
to the ground and suffers 1D of damage for the fall.
REPAIR
Difficulty: special
Time to Cast: 1 round
Range: touch
Area of Effect: 1 target object
Duration: Permanent
This spell allows the caster to instantly repair damage to a vehicle, weapon, or other piece of equipment. The amount
repaired is based on the amount the caster rolls. The caster rolls their Repair and divides the result by 4, rounding up, to
determine the amount of Body Points restored. The difficulty of the spell is equal to the caster’s modified roll for purposes
of determining Magic Point cost.
REVIVE
Difficulty: special
Time to Cast: 1 round
Range: touch
Area of Effect: 1 target character
Duration: Permanent
This spell allows the caster to instantly heal damage to a living creature. The amount healed is based on the amount the
caster rolls. The caster rolls their Revive and divides the result by 4, rounding up, to determine the amount of Life Points
restored. The difficulty of the spell is equal to the caster’s modified roll for purposes of determining Magic Point cost.
Example: Malcolm is wounded by several shots from a mission that went bad, and is rescued by a second team
of BPI agents. One of them casts Revive on Malcolm with a value of 3D+1. The GM rolls for the caster and gets a 4, 5,
and a 3 on the wild die – added to the +1 gives a total of 13. The total is divided by 4, getting 3.25, and rounded up, for a
result of 4. Malcolm has 4 Life Points instantly healed. Magic Point cost for the caster was 13, divided by 10 and rounded
up equals 2 points.
SOAR
Difficulty: special
Time to Cast: 1 round
Range: 5 meters
Area of Effect: 1 target character
Duration: 1 hour
This spell allows the target the ability to fly at a Move of 10. The target uses their Soar value for movement rolls based on
terrain difficulty (high winds and obstacles) and maneuvers. If the target becomes unconscious while flying they will
automatically float uncontrolled with the wind. When the spell wears off, the target will drop like a rock.
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SUMMON
Difficulty: Target’s Will
Time to Cast: 1 hour
Range: 10 meters (see below)
Area of Effect: target entity
Duration: instant
This spell will automatically summon an extradimensional entity from their dimension of origin. The difficulty is an
opposed Will roll of the target, modified by the following conditions. If the caster fails to summon the target initially,
subsequent summoning will increase by 5 in difficulty for each failed attempt. If successful the target will appear in an
appropriately sized target area within the spell’s range. Some dimensions, races, or specific entities may be guarded or
protected by magic that will also increase the difficulty by ten, twenty, thirty or more. It should also be noted that the
Summon spell will not free an entity imprisoned in the dimension from which the spell is being cast.
Subject: Modifier:
Target is willing to be summoned. -5
Target is unwilling to be summoned. +0
Target is violently opposed to being summoned. +5
Target’s race/type is unknown. +10
Target’s dimension of origin is unknown. +5
Target’s race/type is known and familiar to the caster. -5
Target’s dimension of origin is known and familiar to the caster. -5
Target’s ‘true name’ is known to the caster. -10
SUPPRESS
Difficulty: Target’s Will
Time to Cast: 1 round
Range: 15 meters
Area of Effect: target creature
Duration: 1 hour
The caster can use this spell to cancel out one or more of the target creature’s senses – sight, hearing, touch, taste, smell,
magic sensitivity, psionic, or any other special senses. To cancel out one sense requires an opposed roll against the target’s
Will. Each additional sense beyond the first is a +10 modifier to the difficulty. If the psionic senses are being suppressed
each of the psionic attributes, sixth sense, and psionic sensitivity count as separate senses. The effects of suppressing any
sense are at the GM’s discretion, though it will almost always be immediately obvious to the target that the sense is
suppressed.
TRANSLATE
Difficulty: special
Time to Cast: 1 round
Range: 30 meters
Area of Effect: self or target creature
Duration: 1 hour
This is a simple spell designed to allow the caster or target to communicate in any audible language. The target does not
actually learn or understand the language itself, the spell simply provides an interface which translates the language as it is
heard or spoken by the target. This spell will not allow the target to read or write, only to speak and listen. Base difficulty
is based on the similarity of the language in question to the target’s own.
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TRANSPORTAL
Difficulty: special
Time to Cast: 3 rounds
Range: 5 meters
Area of Effect: up to 3 meter by 3 meter portal
Duration: 1 minute
This spell creates a portal that can transport the caster, and anyone else that steps through from either side, instantly a
distance dependent on the skill of the caster. The difficulty depends on the distance between the caster and the target
location for the second portal. It is up to the GM to determine what happens if the spell fails. The portal may not open
where desired, or may not open at all.
UNDO
Difficulty: special
Time to Cast: instant
Range: 10 meters
Area of Effect: 1 spell
Duration: -
The caster can counter another character’s spell, either as it is cast – such as with Damage – or after – such as with Barrier
or Conceal. The caster must make an opposed roll against the opposing character’s spell roll if the spell is being countered
as it is cast. If the opposing character’s roll is higher, then the target spell is resolved normally. If the caster’s Undo roll is
equal to or higher – then the opponent fails to cast the spell but must still spend the Magic Points for the attempt. The
difficulty of the spell is equal to the caster’s modified roll for purposes of determining Magic Point cost in this case.
If the spell is being countered after it has already taken effect, then the caster must roll higher than the difficulty
required to cast the spell being countered in order to negate it. For instance, if the caster is trying to make a gun visible
that another spellcaster used Conceal on, the difficulty would be 15 (the amount required to conceal a target from 1 sense).
Example: Sonia attempts to cast Raise on a sacred tiki and move it to her hand. One of the cultists decides to
counter this with an Undo spell. Sonia has a base difficulty of Very Easy, the GM sets it at 4, to move the tiki. Fran rolls
3D+1 and gets a 4, 5, and a 4 on the wild die – added to the +1 for a total of 14.
The cultist casts Undo at 3D, and the GM rolls a 3, 5, and a 5 on the wild die – for a total of 13. Had
Sonia gotten a 13 or less her spell would have failed, but instead she barely succeeds and waves the tiki triumphantly.
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4.0 PSIONICS
"It is not enough to have a good mind; the main thing is to use it well."
-Rene Descartes-
Psionics: There are several different psionic attributes available, each one confers a separate ability and subsequent list of
skills. Like all other attributes any psionic attributes purchased must be allocated a minimum of 1D each from the
character’s initial attribute pool. Players may purchase no more than three psionic attributes when initially creating the
character.
Purchasing a new psionic attribute later on may be done with the GM’s permission - though it should require
some significant event or learning process. In addition, it will cost 20 Survival Points for each new psionic attribute.
Characters initially begin with all of the powers listed under the psionic attributes they purchase. These powers
start off at a value equal to that of the attribute they are listed under, just like skills. They may also be improved
independently of the attribute, like skills, by spending points from the character’s initial skill pool, or later by spending
Survival Points. All psionic powers require one action to perform unless otherwise noted.
If a character wants to perform a task that the GM agrees is within the scope of the character’s psionic attribute,
but not covered directly under the powers listed there, the GM may either create a specific power for the character or treat
this as a special use and have the character roll their base attribute against whatever difficulty modifier the GM decides on.
An example would be if a player wanted their character to bend a metal spoon using their Telekinesis. The GM decides it
is a basic task that doesn’t require a new power and sets a base difficulty level of Easy for the action, since it’s just a
simple soup spoon.
Difficulty: The difficulties listed under each power are meant to be base difficulties. These numbers should be modified
by the GM to account for unique events. If a psychic were trying to get an impression from a bomb or a bloody knife, then
the stress of working with these objects should increase the base difficulty. Weather conditions, lighting, or even how long
the character has gone without food, can all play a part as well. The GM should adjust accordingly to each situation.
Mental Defense: The Mental Defense skill can be used three different ways.
1. In certain cases psionic abilities may require an opposed roll involving the target. If the target has a higher Mental
Defense skill the target may choose to roll against that instead of the specified attribute.
2. The character may spend an action to use their Mental Defense similar to the way the Dodge skill is used in normal
combat. If the character is performing another action they may use one action to roll Mental Defense, and then psionic
attacks against that character will have a difficulty equal to the targets Mental Defense roll - unless the existing
difficulty was already higher.
3. If the character is using Mental Defense and takes no other actions that round, then they may add their Mental
Defense roll to the psionic’s existing difficulty.
PSI Sensitivity: A person can be open to psionic energies without possessing psionic attributes and abilities. These
characters may sense, at the GM’s discretion, great disturbances in local activity or the use of major psionics. These people
may find themselves uneasy in the presence of extremely powerful individuals, but cannot actually use this ability to detect
psionics or psionic activity.
Interference: If a character is damaged, or stunned, while attempting to use a psionic power that lasts more than one
action, or requires more than one action to perform, then the use of the power fails at that point.
Source of Abilities: The source of the character’s psionic abilities should be noted when the character is created. Options
include that the character was born with innate psionic abilities, the character learned the abilities somehow, or the abilities
were inflicted on the character as a result of a traumatic experience or the use of an experimental drug or surgical
technique.
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Uncontrolled Psionics: The psionic can earn a +2D modifier to their attribute dice pool by designating any psionic
attribute as “uncontrolled.” All skills/abilities associated with that attribute suffer a +10 difficulty modifier. In addition,
during times of intense stress or frustration there is a 3 in 6 chance of the ability activating spontaneously at the source of
the stress. It is up to the GM to determine the exact results. When a character feels this ability activating spontaneously
they may make a Difficult Will roll to suppress it.
As an example, the character has Uncontrolled Pyrokinesis and while chasing an undead psychopath on his way
to his next victim the character is stopped by a policeman who see that the character is armed and covered in blood. The
GM determines that this is a stressful situation and rolls a d6. The result is a 2, so the GM declares that the cop’s hat is
about to ignite. The player has the option of suppressing this, but decides it’s best to let it happen and the character takes
off in the ensuing chaos.
Limited Psionics: To earn another +2D modifier to their attribute pool a psionic may be allowed to take a disadvantage
that forces them to spend Psionic Points, or PP, to use their abilities.
The psionic starts with a number of Psionic Points equal to a roll of the total of their psionic attributes plus 20.
For example, a character has 1D+2 in Telepathy and 3D+2 in Block. The total dice is 5D+1 (1D+2 + 3D+2) so they roll
and get a total of 18. They add 20 and get a total of 38 Psionic Points.
Whenever the character attempts to use a psionic power they must spend a number of Psionic Points equal to the
modified difficulty of the power divided by 10, and rounded up. A power with a difficulty between 1 and 10 costs 1
Psionic Point to use, 11 to 20 costs 2 to use, etc. The character may not spend more points than they have. Psionic Points
regenerate at a rate of 1 per hour, 2 per hour if the character is able to successfully use the Meditation skill under Will. A
power that is never activated because a character is damaged during the power activation does not cost Psionic Points for
that use, see Interference.
For powers that use opposed rolls instead of difficulty, multiply the number of dice the psionic rolls by four and
add any pips to that number. For example a psionic using Alter Memories rolls their Control attribute against the target’s
Will. The character has 2D+2 in Control, so the number used to determine the Psionic Point cost is (2x4)+2=10, which
costs 1 Psionic Point to use.
Psychic Focus: A psionic may choose a form of focus - either gestures, vocalization, or physical components - in order to
use their psionic abilities, in return for a 1D bonus to the character’s attribute pool. This focus affects all of the character’s
psionic abilities. The character can choose more than one type of focus, and receives the 1D bonus for each separate focus
type they choose. Choosing more than one focus of the same type does not increase the bonus. If the character is unable to
use their focus - such as if they are bound, gagged, or deprived of components - then they cannot use their abilities.
Examples of foci can include physical components such as tarot cards, astrological charts, moles or other
features, to use Precognition abilities. Some telepaths and controllers must speak out loud what they are attempting to
project into a target’s mind, and some telekinetics must use gestures to focus their abilities.
Playing a Psionic: The psionic attributes do not confer any knowledge of psionic research or parapsychology. The player
should take the Parapsychology skill under Education to gain this knowledge. Meditation and Mental Defense are also
useful skills for psionics.
Also, while the psionics rules allow for frequent use of the psionic powers, it is often easier and more productive
to avoid using them for commonplace things. If a character is using Telekinesis to open doors all the time the GM may
want to punish them in some way, like having a nosy reporter witness the use of the powers and threaten to expose them.
When creating a psionic character follow these steps in determining the character’s psionic abilities:
1. Purchase each of the character’s desired psionic attributes using points from the character’s initial attribute pool.
2. Determine the character’s Source of Abilities and note it on the character sheet.
3. Determine any uncontrolled psionic abilities and note them on the character sheet.
4. Determine if the character uses any foci and note the specifics on the character sheet.
5. Optionally improve the character’s value in specific powers by spending points from the character’s initial skill pool.
6. Determine if the character uses Psionic Points, and if so figure their base value and list it on the character sheet.
Example: John allocated 2D for his character, Malcolm, to spend on psionics, now he looks through the Psionic
attributes to determine what he wants. He decides to purchase Psychometry and Precognition (with special permission
from the GM) at 1D apiece. He decides the source of his abilities is an unknown mix various of mind-altering drugs he
experimented with as a teen. Next, he decides to make Precognition an uncontrolled ability (at the GM’s insistence) and
uses the 2D gained to improve both Psionic attributes to 2D. John decides not to restrict Malcolm with a focus, or by using
Psionic Points.
Finally he decides to spend 1D of his Skill pool to increase his Read Object power under Psychometry to 3D. This
was the power he was most interested in. He spends the rest of his Skill pool normally.
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Block: This is the talent to block others psionic abilities. It can be used to protect the character, or spread out as a shield to
protect a small group as well.
Clairvoyance: This is the talent to sense things that are happening a distance away, outside the normal range of the
character’s senses.
Control: This talent allows the user to control the minds of others. It is not recommended for use by player characters, but
is included for the use of the GM.
Precognition: The talent to see into potential futures. It is not recommended for use by player characters, but is included
for the use of the GM. If used by a player character- it makes an interesting uncontrolled psionic that will allow the GM
to occasionally give the players vague clues, such as at the beginning of an adventure.
Psychometry: This is the talent to read psychic impressions from objects and people, giving an idea of their history and
associated traumatic experiences.
Pyrokinesis: This talent includes the ability to spontaneously generate flames or fires. It may be used to ignite flammable
materials, or throw balls of fire.
Regulate: This talent allows the user to control their own bodily systems to a fine degree, and influence the systems of
others as well, for the purpose of relaxing the body, and healing.
Spirit: The talent to project the user’s spirit from their corporeal form.
Telekinesis: The talent to lift and move things with the power of the mind.
Telepathy: The talent to read, communicate with, and influence the minds and emotions of others.
BLOCK POWERS
GROUP SHIELD
Difficulty: special
Range: 10 meters
Area of Effect: special
Duration: 15 minutes
This power allows the user to project a psionic shield to protect a small group of characters. All of the targets for this
power must be within 10 meters of the character, but not everyone within 10 meters is automatically protected. The player
chooses which characters to target and looks up difficulty based on the number of targets and the strength of the shield.
For the Group Shield to protect the user, the user must be declared one of the targets. The strength of the shield is added
automatically to the difficulty of any psionic powers used against the characters.
Example: A cultist psychic is attempting to shield a group of 5 cultists, including himself from Malcolm’s psionic
abilities. The cultist has a base difficulty of 25 to shield all 5 with a shield strength of 5. He has a 4D in Group Shield, and
rolls a total of 21. This is a failure, so there is no effect. Had he succeeded then Malcolm would have a +5 difficulty on
any psionic powers used against these targets.
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PERSONAL SHIELD
Difficulty: special
Range: -
Area of Effect: self
Duration: 30 minutes
This power allows the user to set up a personal psionic shield that will automatically increase the difficulty of any psionic
powers used against them, and alert them to any psionic contact or attacks. This may only be used to defend the character
themselves. The difficulty of the power depends on the strength of the shield. The strength of the shield is added
automatically to the difficulty of any psionic powers used against the character.
SUPPRESS
Difficulty: special
Range: 10 meters
Area of Effect: 1 target psionic
Duration: 1 round
This power enables the character to suppress another character’s psionic abilities. When this power is in effect the target
must first make a successful opposed roll against the user’s Suppress power to use their own psionic powers. A new roll
must be made each time the target attempts to use a power as long as this is in effect. Using the Suppress power counts as
one action for the user every round it’s in use – the user is unable to heal or recover PP normally while this power is in
effect.
CLAIRVOYANCE POWERS
LOCATE
Difficulty: special
Range: –
Area of Effect: special
Duration: 10 minutes
This power enables the character to detect a specified animal, vegetable, or mineral. The difficulty depends on what is
being scanned for, as well as the area being scanned. This does not give any specific information on the state of the
subject, only the location.
Area: Modifier:
1 kilometer +0
10 kilometers +5
100 kilometers +10
1000 kilometers +15
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REMOTE SENSE
Difficulty: special
Range: special
Area of Effect: 5 meters diameter
Duration: 1 minute
With this power the character can project his senses to allow them to be used at great distances. The difficulty is based on
how far away the character is trying to sense, and how many of the senses they are attempting to use. They player may use
this power to see into locked rooms, around corners, or inside boxes, but may only use their natural senses. If they use this
ability to look inside a cave, and the cave is dark, then the character won’t see anything but darkness. Putting on night-
vision goggles won’t help because the character is not seeing directly though their eyes. Blind and deaf characters can use
this to see and hear as long as their brains are capable of interpreting the information. The character can sense everything
within a 5 meter diameter area of the specified location, using the specified senses.
Example: A psychic is attempting to spy on the characters in the next room with both sight and hearing. The
psychic knows where they are relative to him, in a soundproofed room only 5 meters away. The GM determines that the
base difficulty for this use would be 3 with a +5 modifier for using two senses – sight and hearing. If the psychic rolls an 8
or higher they can see and hear what is going on in a 5 meter diameter area of the room.
CONTROL POWERS
ALTER MEMORIES
Difficulty: Target’s Will
Range: 10 meters
Area of Effect: One character
Duration: permanent
With this power the character can forcibly alter a target’s memories. Unless the character has Telepathy they cannot read
the character’s present memories, or verify that the new ones were successfully implanted. Difficulty modifiers apply
based on the type of alteration being performed. Add difficulty modifiers from the tables below to the target’s roll before
determining the result. Whenever the power fails, the target has a Moderate chance of sensing the intrusion if they are PSI
sensitive.
FREE MIND
Difficulty: special
Range: 15 meters
Area of Effect: One character
Duration: instant
This user can implement this power to free a target from the effects of psionic abilities. The difficulty is equal to the
difficulty of the initial psionic power used on the target, unless the target was willing – in which case the user must make
an opposed roll against the victim’s Will to break them free.
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MIND CONTROL
Difficulty: Target’s Will
Range: 10 meters
Area of Effect: One character
Duration: 15 minutes
This power allows the character to supersede the target’s willpower and take control of the character’s actions. The target
is conscious and aware of what is happening during the period of time that the user is in control. The user must make a
successful opposed roll against the target’s Will. Add difficulty modifiers from the tables below to the target’s roll before
determining the result.
Anytime the target is forced to do something that they are intensely opposed to the user must roll again against
the target’s Will using the same modifiers. The target gets an additional +5 modifier every time this occurs. The target gets
a chance to break free every 15 minutes, in addition to any other opportunities. Whenever the power fails, the target has a
Moderate chance of sensing the intrusion if they are PSI sensitive.
Example: The cunning Cagliostro is attempting to make China McAdams his mental slave. He has 4D in Mind
Control and the GM rolls a 4, 3, 2, and a 5 on the wild die – for a total of 14. China uses her Will to resist at 3D+1.
Michelle rolls a 4, 3, and a 4 on the wild die, plus 1 – for a total of 12. Cagliostro wins and has China hide in an alley
waiting for Phil’s character, Miguel. As Miguel passes the front of the alley, Cagliostro orders China to shoot her friend.
China is opposed to this, so both characters roll again for control. This time the GM rolls a 5, 3, 6, and a 2 on the wild die
– for a total of 16. Michelle rolls a 3, 5, and a 6 on the wild die for China, so she re-rolls the wild die getting a 5 this time.
Her total is 20, so she breaks free and shoots Cagliostro instead.
OVERLOAD
Difficulty: Target’s Will
Range: 10 meters
Area of Effect: One Target
Duration: instant
This power is an attack against the character’s nervous system and bodily functions. When activated the user rolls against
the target’s Will. If the user rolls higher then treat the user’s roll as a damage roll, and the target’s roll as Physique, to
figure damage.
PRECOGNITION POWERS
COMBAT SENSE
Difficulty: -
Range: -
Area of Effect: self
Duration: 1 round
This power allows the user to add the value for the Combat Sense power to the character’s combat-related rolls. To add the
value to any one of the skills listed below costs the character one action per round. The character can use this power on
more than one skill per round, but it costs one action per skill modified.
• Canny – for initiative purposes only
• Any weapon skills, except Grenade, and Heavy Weapons
• Dodge
• Riding or vehicle-related skills – for dodge purposes only
• Unarmed Combat
• Melee Weapons Parry and Unarmed Combat Parry
Example: John’s character, Malcolm Cross, enters into combat against 3 zombies. John wants to use Malcolm’s
Combat Sense for initiative and to shoot. This counts as two actions. Malcolm rolls 5D+1 for initiative and gets a 4, 3, 2,
6, and a 4 on the wild die – for a total of 20. The zombies get less so he goes first.
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He declares that he will fire his pistol at one of them. In addition to this action he has declared two uses of his
Combat Sense (to boost initiative and Firearms) for a total of three actions. This means he will have a –2D to all of his
actions. He didn’t get a reduction to his initiative because initiative doesn’t count as an action, use of Combat Sense is
considered one so it still adds to his total number of actions.
Malcolm adds 2D to his firearms for his Combat Sense, and a –2D for taking 3 actions. He ends up rolling his
regular skill value for the shot.
FORTUNE
Difficulty: See Below
Range: Touch
Area of Effect: One Target
Duration: 1 round
This power allows the user to see into the near future of an individual if events continue on their present course. The
difficulty is based on how far forward the user is attempting to look, and the level of detail desired. Information comes in
the form of visions and intuitive knowledge. The GM will tell the user what information is received and it is up to the
player to make sense of it. This power only shows the user a likely future, the actual events may end up being modified by
players actions – as they try to prevent what was glimpsed.
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Example: Malcolm is attempting to consciously use his uncontrolled Precognition to Sense Possible Future to
see what’s going to happen to the United States if the cultists succeed in summoning the elder god. He is only looking up
to 24 hours ahead, and looking at a specific region, so the GM sets the base difficulty at 7. Since this psionic attribute is
uncontrolled, he gets a +10 difficulty modifier to make the difficulty 17. John rolls 2D for his character’s power and gets a
5 and a 6 on the wild die, he rerolls the wild die and gets another 6, so he rolls again and gets a 2. Adding all of the rolls
together gives him a total of 19. The GM describes a scene of chaos and destruction, with uncontrolled fires lighting a
blackened sky filled with winged monstrosities – but doesn’t give any solid clues to the location or timeline.
PSYCHOMETRY POWERS
READ OBJECT
Difficulty: 5 or 10
Range: touch
Area of Effect: target
Duration: instant
This power allows the character to scan the psychic impressions left on an object by those who have touched it in the past.
For the most part, only intense emotional or psychological disturbances will be left, in addition to a general perception of
the past owner(s). Of the owner, general impressions can be read including a physical description and the owner’s common
emotional state in relation to the object. The last time an owner touched the object is also generally available, with the
emotional state of the owner at the time it was used. If the object is new or rarely used, then no impressions may be
available. Other impressions will be in the form of brief visual-only scenes that may be disjointed, or otherwise confused.
Difficulty is 5 for impressions of any intense events in the object’s past, 10 for a general reading of the object’s owner.
PYROKINESIS POWERS
FLAME CONSTRUCT
Difficulty: Special
Range: touch
Area of Effect: -
Duration: 1 round
This power allows the character to create objects of pure flame, such as a fireball, or a sword of flame. Objects are created
in the user’s hands, but can be thrown or dropped by the character afterward. The flame does no harm to the user, but may
damage anything it comes into contact with. When the object is created the roll the character’s Pyrokinesis attribute and
compare the result to the table below for the object’s damage value. Any result less than 5 is considered a failure. This
value represents the damage inflicted on anything that comes into contact with the flames. If the character uses this power
to create a fireball or a sword, then it would require a second action – thus giving each action a –1D as detailed in the
Combat section - to throw the ball or swing the sword, but the damage would be added to the character’s Physique when
computing damage. A construct may be maintained so that it will not dissipate, but this requires the character to spend one
action per round maintaining the construct. The character cannot meditate, sleep, or recover Psionic Points until the
construct dissipates.
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IGNITE OBJECT
Difficulty: Special
Range: 5 meters
Area of Effect: One target
Duration: One Action
This power allows the character to focus their pyrokinetic abilities on an object, causing it to heat considerably, and
potentially catch fire. The difficulty is based on the properties of the object. This power can be used as an attack, but if the
difficulty roll fails the target only feels warm. The heat and flames do damage to the object, and possibly anyone holding
it, equal to the result of the successful roll, as per normal damage.
Example: A psychotic pyrokinetic attempts to ignite both Sonia and Malcolm. The pyro has a 5D in Ignite
Object, and for attempting two actions gets a –1D penalty to both. The GM sets a difficulty of 17 for each, and rolls for the
attack on Sonia. He gets a 6, 5, 3, and a 4 on the wild die – for a total of 18. The roll is successful, so Sonia takes 18 points
of damage, minus her damage resistance.
Malcolm elects to use his Mental Defense to resist the attack instead of the normal difficulty. John rolls 3D+2
and gets a 2, 4, and a 5 on the wild die – for a total of 11. Since the base difficulty of 17 is higher that would remain the
difficulty. He wants to make it more difficult, so he elects to spend 2 Survival Points and roll 2 more dice to add to the
result. He gets a 5 and a 4, added to the 11 he already rolled is 20. Now the base difficulty for the pyro to ignite Malcolm
will be 20.
The GM rolls for the pyro and gets a 4, a 6, a 3, and a 5 on the wild die – for a total of 18. If the GM wanted, he
could spend Survival Points for the pyro to increase his roll as well, but decides against it.
IGNITE SELF
Difficulty: Special
Range: self
Area of Effect: self
Duration: 6 rounds
This power allows the character to ignite themselves, usually just hair and/or hands, with a protective envelope of flame.
The flame does no harm to the user, but may damage anything it comes into contact with. When the defense is set up the
character rolls their Pyrokinesis attribute and compares the result to the table below for the character’s defense.
This defense can be used two ways. It serves like body armor, added to the character’s Physique for defense
against appropriate attacks at the GM’s discretion. It also represents the damage inflicted on any appropriate things that
come into contact with the flames.
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REGULATE POWERS
HEALING
Difficulty: Special
Range: touch
Area of Effect: self or one target character
Duration: -
This power allows the user to heal damage faster than normal. The power requires a full round to use, during which neither
the user nor the target may attempt any other actions. The user concentrates and touches the target character. Then the
target rolls their PHY and the user rolls their Healing. The results are added together and divided by 4 – rounding up – to
determine the amount of damage healed. This is in addition to whatever other healing the target does that day. This power
can only be used on a target once every 24 hours, whether the target is the user or another character. The GM may allow
the character to use this power more than once in a 24 hour period, but at a cost of no less than 10 Survival Points or 1
Karma Point.
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SPIRIT POWERS
ASTRAL PROJECTION
Difficulty: special
Range: -
Area of Effect: self
Duration: special
This user can project their spirit outside their body to move and act independently like a non-corporeal entity. While in this
state their spirit follows the rules for ectoplasmic or discarnate entities. Their skill level in the Astral Projection power is
used in place of the Ectoplasm attribute, and any damage that they suffer in this state will be mirrored in their corporeal
form upon return to their body. To give the character greater ability with individual Ectoplasm powers they may purchase
specializations for the Astral Projection power in the use of those individual abilities.
The visible difference to anyone capable of seeing the astral form, as opposed to a normal ghost or other
discarnate entity, is that the spirit remains connected to the body by a thin silver cord. This guides the spirit back when it is
ready to return, regardless of if the body has been moved. The body can only survive one hour without its spirit, and at the
end of that period the silver cord will automatically snap the astral form back unless the form is restricted in some way, or
makes a Difficult Will roll to avoid returning. If the body is not preserved by magical intervention it will die immediately
at that point.
DREAM TRAVEL
Difficulty: special
Range: -
Area of Effect: self
Duration: special
This user can project their spirit into the dream realms, normally requiring only an Easy difficulty roll to succeed. Exactly
what form the dream realms take are up to the GM, and may vary between campaigns. Inspiration for such realms may
come from Neil Gaiman’s Sandman comic series, H. P. Lovecraft’s Dreamlands stories, or any fertile imagination. Time
will most likely pass at a faster rate in the dream world though, allowing several weeks to pass in the dream realm while
only hours have elapsed in the waking world.
The character will have stats and skills identical to those in the waking world, but may use their Dream Travel
skill in place of most Canny rolls unless the GM determines otherwise. Damage suffered to a character’s dream form must
be healed on return to the waking world, though it does not damage them physically. If a character dies in the dream
world, however, they will die in the waking world as well.
The GM may optionally allow the character to enter someone else’s dreams, for various reasons. If the target is
willing it should normally require only an Easy difficulty roll to succeed, otherwise the difficulty is an opposed roll against
the target’s Will.
TELEKINESIS POWERS
LEVITATE
Difficulty: Special
Range: -
Area of Effect: self
Duration: special
This power allows the character to lift themselves off the ground and fly about at a rate equal to 3 times the number before
the D the character has in this power. This power is also used as the movement skill. Difficulty is based on terrain, the type
of maneuvers being performed, and the number of moves being made each round. See the Movement section for specifics
on movement rolls. If the character is rendered unconscious they will automatically drop to the ground, see the section in
the Movement section on falling damage.
Example: Sonia is pursuing a rogue psychic across the Golden Gate Bridge. The psychic decides to Levitate up
to the top to elude pursuit. He has 3D+1 in Levitate, so he can fly 9 meters per movement. The towers stand about 158
meters above the rest of the bridge, so he decides to fly all out – 4 full moves. Since this counts as 4 actions the psychic
will get a –3D to his roll. The GM determines that the terrain difficulty is Easy, an 8, since there are high winds but not
very bad. The GM would roll for the psychic but with the -3D modifier he only has a +1 remaining, so the GM treats this
as a roll of 1. This is a failure of 7, when compared to the movement failure table results in Out of Control. If the
character were on the ground he would trip and fall, since he is flying the GM rules that he gets entangled in the support
cables and will require an action next round to get free. Meanwhile Sonia has a free shot at him.
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LIFT
Difficulty: Special
Range: 10 meters
Area of Effect: target
Duration: 1 round
This power allows the user to lift objects, other than themselves, with their mind. The difficulty is based on the weight of
the object being lifted. This power only allows the character to lift objects and move them around inside the power’s
range, within line-of-sight, at a rate of 10 meters per round. For every additional 10 meters the character wants to move the
object that round add +5 to the difficulty. Moving the objects in other than basic, straight-line movement also adds to the
difficulty. See the maneuver chart in the Movement section for modifiers. The user may lift more than one object with this
power, but each separate object requires a separate action, and separate difficulty rolls, that round.
If the user throws an object as an attack, roll again against the objects difficulty, modified by the target’s Dodge
if applicable, to determine if the attack hits. Damage is based on the character’s Lift skill – instead of PHY – modified by
the weight of the object, with a +1D to damage for each additional 10 meters of speed on that object.
PUNCH
Difficulty: Special
Range: 10 meters
Area of Effect: self
Duration: one action
This power is a physical attack against a target character or object. When activated, the user makes an opposed roll against
the target’s Reflex. If the user rolls higher, then the user rolls again using the value for this power as damage. The target
can resist this damage as if it were a normal physical attack.
TELEPATHY POWERS
CONTACT MIND
Difficulty: Target’s Will or Easy
Range: 10 meters
Area of Effect: One character
Duration: 1 round
This power allows the user to set up a two-way link with a target character. If the target is willing, then the contact
requires only an Easy difficulty roll. If the target is not willing, then the difficulty is an opposed roll against the target’s
Will. This communication does not allow the user to read the target’s thoughts – the user and target must consciously
exchange thoughts to communicate. The user gets a –5 difficulty modifier if the target is asleep.
PROJECT EMOTION
Difficulty: Target’s Will
Range: 10 meters
Area of Effect: One character
Duration: 15 minutes
This power allows the character to supersede the target’s willpower and take control of the character’s emotions. The
target is generally unaware of the attack, and must act accordingly – as would be appropriate for that character. The user
must make a successful opposed roll against the target’s Will, specifying the emotion to be projected before rolling. Add
difficulty modifiers from the tables below to the target’s roll before determining the result. Whenever the power fails, the
target has a Moderate chance of sensing the intrusion if they are PSI sensitive.
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SCAN MIND
Difficulty: Target’s Will
Range: 10 meters
Area of Effect: One character
Duration: 1 round
This power allows the user to probe the target’s mind for specific information. Difficulty is based on an opposed roll
against the target’s Will, and modified by specific circumstances including the detail of information sought. Each piece of
information the user is checking for requires a separate roll. This power requires a full round to perform, in which the user
can take no other actions.
Example: China is a prisoner of a Amon-Hotep, a powerful Egyptian psychic who wants to learn the secrets of
the Bureau of Paranormal Investigation – who China works for. He attempts to Scan Mind on her for detailed memories of
the Bureau. Amon-Hotep has a 5D in Scan Mind, so the GM rolls a 3, 4, 6, 2, and a 4 on the wild die – for a total of 19.
Michelle rolls China’s Will to resist, which is 3D+1. She gets a 5, 6, and a 1 on the wild die. Since the wild die was a 1 the
GM subtracts the 1 and the highest roll from her total, leaving her with 5. Amon-Hotep has a +15 difficulty modifier for
attempting to retrieve detailed memories though, so added to China’s result it is a total difficulty of 20. Amon-Hotep fails.
SENSE EMOTION
Difficulty: 5 or Target’s Will
Range: 20 meters
Area of Effect: One Target
Duration: instant
This power allows the user to sense the general emotional state of the target. As long as the target is not aware of the probe
the difficulty is only 5. If the target is consciously resisting then it is an opposed roll against the target’s Will.
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5.0 PRIESTS
"Even though I walk through the valley of the shadow of death, I will fear no evil for you are with me..."
-Psalm 23:4, King James Bible-
Piety: Priestly skills, or abilities, are based on the Piety attribute. This attribute is purchased like the six basic attributes,
and must be allocated with the same 18D pool. The minimum value for this attribute is 1D. Piety is considered a measure
of the character’s faith, and is the basis for priestly skills.
Abilities: Listed below are common, generic abilities for use by clergy. The GM determines exactly which skills the
character is allowed to have, based on the character’s profession - such as minister, nun, vicar, etc. - and religion. They
should have all of the appropriate skills to start, so learning more should not be an issue. If the GM allows the character to
learn a new holy skill or ability, however, it should be considered difficult and time-consuming. It is up to the GM to
determine what is required of each particular skill use based on the character’s religion. For instance, a blessing may
require gestures, vocalization, components - in the form of a holy water sprinkler, and 10 full minutes to accomplish. It is
important to remember that these abilities require a certain amount of ritual attached to them in order to work.
Priest abilities begin at the same value as the character’s Piety attribute. These can be improved independent of
the Piety attribute in the same way as the skills for the six basic attributes. Either by allocating pips from the character’s
initial skill pool, or by spending Survival Points.
Playing a Priest: GMs may penalize priests who do not act up to the level of their Piety attribute. This could be a
temporary or permanent reduction of the priest’s Piety score, loss of Karma points, loss of Survival Points, or an increase
in all of the priest ability difficulty rolls. Priests are unable to use magic items of any type. They must avoid the use of
heavy weapons, and only use weapons in a holy and just cause. Priests may not commit murder, and holy war is acceptable
only under the conditions above.
It’s also important to note that the abilities listed below are not all inclusive. Knowledge of religious doctrine,
such as scripture, is covered under the Education skill of the same name. The specific religion practiced by the priest
should be specified when the character is created. Priests may also want to take psychology and other social skills to round
out their abilities.
Example: Phil has decided to make a priest character named Miguel Sanchez. He allocates 2D from his
attribute pool for the Piety attribute, and makes the character a Catholic priest. Next he selects his skills as normal, but
includes his Priest abilities when allocating his Skill pool, so that he increases all but Prayer and Sermon by one pip to
2D+1.
BLESS
Difficulty: special
Time to Perform: 10 minutes
Range: 5 meters
Area of Effect: one target character
Duration: 1 day
This ability allows the pious to attract their deity’s attention to a character, giving them a certain amount of favor in the
turn of events. When the blessing is made the purpose of the blessing must be specified. In the use of skills that contribute
directly toward the purpose stated with the blessing the affected character receives a +1 to skill rolls. This does not count
towards damage and resistance rolls. If the character spends a Karma point or a Survival point, the bonus from the blessing
is doubled for that action or round, and the character still receives the normal bonuses for this action. There is no way to
increase the blessing bonus beyond this temporary +2.
Blessing a character more than once has no additional effect. The base difficulty to achieve the desired effect is
10. Modifiers include +5 for a small group (2-3), +10 for a moderately sized group (4-8), and +15 for a large group(9+).
There is a further +5 modifier for blessing characters who do not believe in the priest’s ideology.
Example: Miguel successfully blesses China McAdams for the task of rescuing a sacred relic from an unholy
cult. China does not get the +1 bonus for raising money for the expedition or driving there, because these are not
necessary to the task. The GM will allow the bonus for sneaking around the temple, and for fighting cultists and their
guardian creatures.
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CEREMONY
Difficulty: special
Time to Perform: varies
Range: varies
Area of Effect: varies
Duration: varies
This is the ability to perform religious rites and ceremonies. This includes standard weekly services, holiday services,
marriage ceremonies, baptisms, bar mitzvahs, absolution, last rites, or whatever specific ceremonies are common to that
religious doctrine. The base difficulty for a common ceremony is 5, an unusual ceremony is 8 or 10. Modifiers may also be
added by unusual situations, or unwilling participants. Failure usually means that the ceremony was performed incorrectly
in some way, but it may have no negative effects in game terms.
EXORCISE
Difficulty: special
Time to Perform: 4 hours
Range: 3 meters
Area of Effect: 1 target
Duration: permanent
The skill of expelling evil spirits from places, persons, or things. This skill is found in many religions including Judaism,
and Christianity. In the early days of the Christian church almost anyone could perform exorcisms. In the third century it
was restricted to a minor order called the exorcists. As of 1972 this order was suppressed. These days exorcism is
regulated by canon law, and requiring Episcopal permission - coming from a bishop. Performing an exorcism requires 4
hours of intense ceremony followed by an opposed roll between the priest’s exorcise skill and the Will attribute of the
possessor.
If the priest fails the exorcism may continue with the opposed roll coming again every 4 hours until the possessor
is driven out or the priest gives up. The ceremony is very intensive, and unless aided by another priest the exorcising priest
should be forced to make stamina rolls every two hours to continue. When two or more priests are working together
average their Exorcise abilities together before rolling. Once cast out, a possessing entity is banished and may not return to
the same host. Please note that this ability can only affect those beings specifically vulnerable to such rites. Other entities,
such as alien beings, may, or may not, be affected.
PRAYER
Difficulty: special
Time to Perform: 2 minutes +
Range: -
Duration: instant
This ability allows the pious to commune with the their deity. Anyone can pray, but the pious are more likely to receive
some obvious form of response. The difficulty of the roll depends on the intervention desired. It’s up to the GM to
determine the exact effects of any successful rolls. The GM may also decide if the character must declare the desired result
beforehand to determine difficulty, or if the result should simply be based on the roll. If the character fails they may not
make another prayer roll for 24 hours unless they spend a Karma point.
PROTECT
Difficulty: special
Time to Perform: constant
Range: self
Area of Effect: 5 meters
Duration: instant
This priest can ward off evil spirits in the area around them by a ritual of chanting and gestures. While performing this
ritual any evil entity affected by holy and blessed objects must make an opposed roll of the entity’s Will versus the priest’s
Protect in order to enter the area. This effect lasts only as long as the priest continues the effort. If the priest is forced to
continue for an extended period the GM may have him make a stamina roll or suffer a -1D penalty on the opposed rolls.
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SANCTIFY
Difficulty: special
Time to Perform: 10 minutes or more
Range: touch
Duration: until removed, defiled, or disrupted
This allows the character to make objects holy. The most common uses are for sanctifying host (wafers for communion),
water, wine, buildings and ground. It can also be used to sanctify other objects, such as weapons, at a greater level of
difficulty. The base difficulty for common objects is 5. Unusual objects are 10. Modifiers of 3 or more should also be
factored in if the attempt is rushed, or if the object itself is impure. Sanctifying unholy objects, cursed or permeated with
evil energies, has a base difficulty of 15 or 20. Objects that are enchanted cannot be blessed until the spell is removed, if a
spell is cast on a holy object make an opposed roll between the casters Magic attribute and the Sanctify of the character
that blessed it to determine which remains.
Example: Miguel is attempting to Sanctify the grounds of an old cursed cemetery in order to drive out
the evil spirits dwelling there. Since the cemetery has not actually been the site of unholy ceremonies, but has been the
breeding ground of evil spirits the GM sets a difficulty of 15. Miguel has only 2D+1 in Sanctify, Phil rolls a 4, and a 5 on
the wild die. Phil decides it is worth it to spend 2 Survival Points to increase his chance of success, and rolls an additional
dice for each Survival Point spent. He rolls a 3 and a 4. Now the total is 4+5+1+3+5=18. Miguel succeeds and several
hideous creatures flee the grounds, angrily falling upon his companions.
SERMON
Difficulty: special
Time to Perform: half hour
Range: within hearing range
Duration: 1 day
How well the character can invoke emotion in a crowd. The ability may be used to pacify, unite, or incite a group of
townsfolk. The effect is temporary, depending on the memory of the targets, and other influences. The base difficulty is 5
for a small group, 10 for a moderately sized group, and 15 or more for a larger group. Modifiers include a -5 for each
additional half hour spent, and +5 or more for other factors. A failure could mean that the targets become disinterested and
leave, or that they are simply unaffected by the oration.
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6.0 BASIC GAME MECHANICS
“Caleb, those people back there, they wasn't normal. Normal folks, they don't spit out bullets when you shoot 'em, no sir.”
-Loy Colton from the film ‘Near Dark’-
Example: Malcolm’s Smith & Wesson .38 revolver does 3D+2 damage. So when he hits with it he rolls 3 six-
sided dice and adds 2 to the result.
Example: Phil’s character, Malcolm, hits with his revolver and rolls 3D+2 damage. He rolls a 3 on the first
dice, a 4 on the second dice, and a 6 on the wild die. Because the wild die was a 6 he rolls again. He rolls another 6, so he
rolls again and gets a 2. He adds the results together and still adds his +2 bonus for a total of 3+4+6+6+2+2=23.
6.4 MISFORTUNES
When the initial result on a Wild Die is a 1 the character receives either a penalty to their roll, or a complication.
The GM can either decide which to give, or roll 1D to determine. A result of 1-5 indicates a penalty – a roll of 6 indicates
a complication.
Penalties: A penalty indicates that the character drops the result of the Wild Die from the total, as well as the result of the
highest other roll. If this results in a total of 0, then it indicates automatic failure.
Complication: A complication is a more creative misfortune that the GM generates on the spur of the moment. The
character suffers no penalties, and may still succeed in their skill attempt, but has an unforeseen problem. This could mean
that their gun jams after firing the round, they sneak up behind the target but accidentally alert another, or the batteries in
their flashlight could run out. This is a good opportunity for the GM to balance out players who have an unfair advantage.
Example: Michelle’s character China rolls 4D to hit with her pistol. She rolls a 2 on the first dice, a 6 on the
second dice, a 5 on the third dice, and a 1 on the wild die. Because of the 1 she rolled on the wild die the GM will need to
determine what type of misfortune results.
If the GM determines it’s a penalty then the 1 and the highest other roll – a 6 – are dropped from the total.
Michelle’s roll would be 5+2=7 then.
If the GM determines it’s a complication, then Michelle gets her full roll – 2+6+5+1=14 – but something bad
happens. She may have succeeded in hitting her target, but the grunt of pain alerts other opponents nearby or the gun
could crack or jam, preventing her from using it again right away.
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6.5 KARMA POINTS
Karma points are the character’s ability to positively influence their destiny in times of great difficulty, or at
particularly climactic moments. Player characters begin with one Karma Point, and can earn more by using Karma
appropriately. Most non-player characters will not be given Karma Points, but major or recurring non-player characters
may have one or more to start.
When a player spends a Karma Point, all of the skills, attributes, and special abilities for that character are
doubled for one round. This does not include weapon damage values, armor values, or other values attributed to a device
and not the actual character. The character must declare that they are spending a Karma Point at the beginning of the round
when action is declared to use one. Only one karma Point may be used per round.
Characters automatically earns back any Karma Points used during an adventure as long as they did not spend the
point to do evil, or be less than heroic. This means that if the character uses a point to kill a helpless person, kill outside of
self-defense or the defense of others, cause gratuitous harm, personal gain, avoid personal danger, or to save their own life
they have lost that point and do not receive it back at the end of the adventure. A character may earn an extra Karma Point
at the end of the adventure, in addition to getting the spent one back, if they exposed themselves to great danger in defense
of others, or were otherwise using it to fight great evil.
Characters may not have more than five Karma points at any time. Once they reach this point, they can only
maintain their number by using them appropriately.
Example: China and Sonia are facing the Cult of Oblivion’s plan to start a nuclear war by detonating a nuclear
device in downtown Chicago. The bomb has only seconds left before detonating, and two cultists remain to make sure she
doesn’t deactivate it. China needs to stop the cultists, so that Sonia can attempt to deactivate the bomb.
Michelle decides to spend a Karma Point and have China shoot each cultist twice. That’s four actions, so she
receives a –3D penalty. China’s Firearms skill is 4D, but the Karma Point doubles it to 8D for this round so she will still
get to roll 5D for each shot.
Example: After China shoots the two cultists, Sonia still needs to disarm the bomb. Her Technical skill is 3D+1.
The GM gives her a difficulty of 20 because the bomb is not meant to be disabled easily. Fran rolls and gets a 5, 3, and a 2
on the wild die – with the +1 totals 11. Since it’s not enough Sonia decides to spend Survival Points to increase her roll.
She spends 2 Survival Points initially and rolls a 5 and a 2 – which makes a total of 18 so far. She spends another Survival
Point and rolls a 2 – for a total of 20. She succeeds in disarming the bomb.
Base Difficulty: Difficulty is the value the character is attempting to match or exceed with their dice in order to succeed in
their skill attempt. Base Difficulty is determined by the type of task being performed in relation to the skill. Difficulties
may either be assigned a specific number, or the difficulty may be grouped according to six different levels.
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If Base Difficulty is classified according to ranges then it is up to the GM to determine the exact base difficulty
within that range for any particular task. See the Skill section for specific examples of base Difficulty for many skills.
Difficulty Modifiers: Once the Base Difficulty is determined it may be necessary to alter the difficulty to suit unique
circumstances. Examples of these modifiers are available in most cases under the skill description.
Example: Sonia is attempting to demolish an office building full of zombies. The base difficulty under
Demolition for office buildings is Difficult, a range between 16-20. Since the building is in California, and designed to be
earthquake-proof, the GM sets the base difficulty at 19. The GM also sets a +5 difficulty modifier because the Sonia can’t
get inside to set explosive charges, so everything must be accomplished from the outside. He adds another +3 modifier
because of the stress Sonia’s under to finish before the zombies can find a way out. With a final difficulty of 27, Sonia will
probably need to spend more Survival Points to get this to work.
Opposed Rolls: When one character is working directly against another there is no predetermined difficulty number.
Success or failure is determined by having both players roll the appropriate skill, apply any modifiers the GM allows, and
compare the results. Generally the character with the highest total succeeds over the other character. One example of
opposed rolls is in the damage section of combat where the attacking player rolls damage for an attack, and the defender
rolls Physique to defend. If the defender’s total is higher then they suffer no damage. If the attacker’s roll is higher then
damage is based on the difference between the two rolls.
Preparation Time: Characters can sometimes improve their chances to perform a skill by 1D, by doubling the time it
takes to perform the task. Not all skills can be prepared for, such as defensive skills, it is the GM’s option which skills and
skill uses to allow this with.
Hurrying a Skill: Characters can sometimes reduce the amount of time it takes to perform a skill in half, but the character
is only then able to use half their normal number of dice to roll. Not all skills can be hurried, such as any skill that requires
one round or less to perform, so it is GM’s discretion which skills to allow this with.
Example: Phil’s character, Miguel, wants to quickly hack into a minor business network. The GM informs him
that it will take two rounds. Miguel wants to do it in one, so he announces that he’s hurrying the skill. Now it will only take
one round, but Miguel can only use 1D+1 instead of his normal 2D+2. If Miguel took his time and did it in four rounds, he
would get an extra die to make his roll 3D+2.
Free Actions: Characters may perform some actions, without taking up an action for game purposes, and without
requiring a success roll. Free actions include the following:
• Speaking one or two sentences during a round.
• Making an initiative roll at the beginning of the round.
• Making a half-speed movement in Moderate or easier terrain, see the Movement section for more details.
• Making a Physique roll to resist damage. A character always rolls full dice to resist damage, unless
otherwise noted.
• Making an opposed roll against an effect. Effectively the same as using Physique to resist damage, some
opponents skills, spells, and powers may require the character to roll using one of their own attributes or
skills to resist.
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7.0 COMBAT
“To be sure of hitting the target, shoot first and, whatever you hit, call it the target.”
-Anonymous-
In the course of most adventures characters will be forced into combat, or a similar situation that requires round
by round skill resolution to resolve. Combat is fought in increments called rounds. Each round is considered to be five
seconds. For the most part, combat is handled in the same manner as normal skill use, but requires a simple step-by-step
process to separate character’s actions and determine who goes first. During combat follow these basic steps:
1. Initiative
2. Characters who go first declare their actions
3. Defending characters may roll defensive skills if they are able
4. Characters roll to see if their actions succeeded
5. Next character declares their actions…etc. This repeats until everyone has taken their turn.
7.1 INITIATIVE
To determine the order in which participants can act during a round every player rolls their character’s base
Canny attribute. Characters go in order of the results highest first, then the next highest, etc. until the lowest has gone. The
GM may roll for non-player characters individually, or for each type or group of character. Characters may opt to ‘hold’
their action to any point in the round after their initiative if they wish to respond to someone else’s actions. Once the ‘held’
action is used, it takes precedence over actions by characters with lower initiative rolls.
Example: Each of the characters roll for initiative and get a 23, 12, and 6 respectively. The GM rolls a 17 for a
group of goblins, and 8 for a police officer who has wandered into the scene. The character with 23 goes first, followed by
all of the goblins, then the character with 12, the officer with 8, and the character with 6 goes last.
Group Initiative: If the GM wishes to allow it, characters who are working together, keeping close, and in constant
communication, may make a group initiative roll utilizing the Canny roll for the character with the highest Canny in the
group. This means all of the characters will effectively go simultaneously.
Declaring Actions: Each character declares their actions for the round at the beginning of their turn. A character who has
not had their turn yet can declare a defensive skill use at any time, see Defensive Skills below, otherwise a character must
declare defensive skills during their turn. If a character takes their turn without using any defensive skills, then they
receive none for the rest of the round.
Every action a character takes beyond the first incurs a –1D penalty on all the actions performed by them that
round. A character performing two actions suffers –1D to each action, a character performing three actions suffers –2D,
etc. This modifier does not affect initiative, damage, and damage resistance rolls.
Example: Malcolm and China are confronted by a bridge troll. Each rolls for initiative. Malcolm gets a 10,
China gets a 13, and the troll gets a 6. China goes first and declares that she is going to Dodge and shoot the troll once
with her pistol. The GM declares that the troll will Dodge. He also decides that the troll will attack once later, if possible,
so he gives the troll a –1D modifier for taking two actions when rolling the Dodge. China rolls her Dodge first, then rolls
to hit with her Firearms skill and misses the troll.
Malcolm chooses to hold his action and see what the troll will do.
The troll decides to attack China with it’s remaining declared action, once Malcolm sees this he decides to act by
shooting the troll once. Malcolm rolls and hits the troll, rolls damage and kills it.
Surprise: When one character wishes to surprise another, the attackers must make a successful Hide/Sneak roll, opposed
by the defenders Find roll. If successful, the attackers take their turns first, and the defenders are not allowed to make use
any Defensive Skills before their turns. Once the attackers have taken their initial turns the remainder of the turn resolves
normally.
7.2 DIFFICULTY
Characters have a Base Difficulty to hit based on the type of weapon they are using. Unarmed combat has a Base
Difficulty of Very Easy. It is up to the GM to determine the exact difficulty based on the specified range, and apply
appropriate modifiers.
Melee Weapons: Melee Weapons have a Base Difficulty (Very Easy to Heroic) to use listed under the description of that
weapon in the Weapons & Equipment section.
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Ranged Weapons: Ranged weapons have the beginning of three ranges - short, medium, and long - listed under their
description in the Weapons & Equipment section. Anything closer than short range is considered to be Point Blank. Point
blank range is Very Easy difficulty. Short range is Easy difficulty. Medium range is Moderate difficulty. And, long range
is Difficult.
Example: China and Sonia are attacking a couple of Gibbet Fiends. China sneaks up on one and attacks it with
a hatchet. The hatchet has a base difficulty of Easy, so the GM decides to make it a 6.
Sonia is going to shoot the second with her Walther PPK. The fiend is 10 meters away, and the range on her
pistol is 12/20/40 – which means that point blank range is 0-11 meters, short range is 12-19, medium range is 20-39, and
long range is 40+. The base difficulty for point blank range is Very Easy. Since the fiend is on the edge of being short
range the GM decides to make the difficulty 5.
If a character has not already taken their turn they may declare use of a defensive skill when another character
declares an attack against them. This skill counts as an action, so they will also need to specify how many other actions
they wish to use this round and modify their roll appropriately. If a character’s turn comes up and no one has attacked
them, they may declare they are using a defensive skill in anticipation of being attacked. If they choose not to, they won’t
be able to take any defensive actions if they are attacked later in the round.
Blast Radius: Area of effect weapons list the blast radius for the weapon, long with separate damage values for each
radius. For example a standard Fragmentation Grenade has blast radiuses of 0-2/4/6/10 and damage values of
5D/4D/3D/2D. This means everyone within 2 meters of the blast takes 5D, everyone within 4 meters takes 4D, everyone
within 6 meters takes 3D, and within 10 meters takes 2D.
Detonators: Grenades have different types of detonators. The grenade may be set to explode on impact, or after a
predetermined time. If a timer is used, the grenade will explode at the end of the round it is set to. Molotov cocktails
explode only on impact.
Tossing Grenades Away: If a character is close to where a grenade lands they may attempt to grab it and toss it away
before it explodes. This costs three actions: one to move to the grenade – if it’s within range of one move - one to grab the
grenade, and the last to throw it. This means the character will have at least a –2D modifier to these rolls.
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7.5 DAMAGE
When an character is hit successfully in combat the attacker will roll damage, and the defender will roll
resistance. The attacker’s damage will be their Physique if the attack is unarmed hand-to-hand. If the attacker is using a
melee weapon then damage will be their Physique with a damage bonus specified under the weapon description. If the
attacker is using a ranged weapon then damage will either be as with melee weapons above, or the weapon may have a
predetermined damage value.
Resisting Damage: The defender will make an opposed roll using their Physique against the damage rolled. If the damage
roll is greater, then the character suffers damage to their Life Points equal to the difference. If the defender’s roll was
higher then no damage occurs. A defender’s Physique roll can be modified by body armor, apply the bonus described
under the body armor’s description to the defender’s Physique before rolling.
Life Points: Life Points are a measure of how much damage a character can take before dying. When a character reaches 0
Life Points they are considered dead. The player may need to start building a new character.
Maiming: Optionally, a GM may allow a character to become maimed instead of Mortally Wounded. The GM will select
a part of the body rendered useless by the attack, and the part will have to be removed or compensated for in some way.
Common maiming would include loss of an eye, arm, or leg.
Damage Effects: In addition to reducing Life Points, when a character takes damage they may suffer addition effects
based on the amount suffered from that individual attack. Effects are cumulative until the character recovers. Wounded
and greater effects are likely to leave some visible scarring, severity and location are left to GM’s discretion, and might be
noted on the character sheet.
Damage: Effect:
1-4 None
5-9 Stunned: suffers a –1D penalty to skill and attribute rolls, except damage resistance, for the rest of
the round as well as the next round. If a character’s PHY reaches 0D they fall unconscious 2D
minutes.
10-14 Wounded: falls prone; can take no actions for the rest of the round; suffers a –1D penalty on skill
and attribute rolls, except damage resistance - until healing back 5 Life Points. A character whose
PHY reaches 0D through these modifiers becomes Incapacitated.
15-19 Incapacitated: falls prone and knocked unconscious for 10D minutes. Cannot act until at least half
of the damage from this attack is healed.
20+ Mortally Wounded: falls prone and is unconscious. Cannot do anything until at least half of the
damage from this attack is healed. Character will continue to lose 1D of Life Points per turn until
dead unless another character makes a First Aid roll at a difficulty level of Difficult.
Stun Damage: Certain weapons do stun damage only. Stun damage does not affect Life Points. The victim is rendered
unconscious for a number of minutes equal to the number of damage points. There are no lasting effects from stun damage.
(Optional) Armor Damage: As body armor is used in combat it suffers wear and damage. Armor should be considered to
be damaged whenever the wearer suffers 10 or more points through it. Damaged armor looses 2 pips of effectiveness for
every time it is damaged until it is repaired. See the Armorsmith skill for details on armor repair.
Weapon Damage: As a result of hits in combat, or complication rolls, a weapon may become damaged. Weapons have a
PHY based on their materials for resisting damage. Wooden weapons have 1D+1, stone weapons have 1D+2, and metal
weapons have 2D. Every 3 points of damage, or part thereof, a weapon suffers has a cumulative effect on the weapon.
Melee weapons lose –1D of their damage value for every 3 points of damage total. Ranged weapons, such as firearms,
suffer a +5 difficulty to their use for every 3 points of damage. Any weapon that suffers 10 or more points of damage is
rendered useless. Any weapon that suffers 13 or more is destroyed.
Example: China is hit by a herposapien’s claw attack. The herposapien has a PHY of 3D and gets a +1D
damage bonus with its claws. The GM rolls damage and gets a 5, 4, 6, and a 3 on the wild die – for a total of 18 points of
damage. China resists with her PHY of 3D+1, had she remembered to put on her light Kevlar™ vest she’d get a bonus of
+2D+1 to resist. Michelle rolls a 4, 3, and a 2 on the wild die – for a total of 9. The 9 is subtracted from the 18 damage
for a total of 9. China loses 9 Life Points and is Stunned, so she suffers a –1D penalty to all skill rolls for the rest of this
round and the next.
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7.6 HEALING
Characters may either heal Life Points naturally, or with the aid of medical assistance. Character’s may use their
own First Aid skill to assist their healing if the GM allows, but characters should not be allowed to perform medicine on
themselves. The character may not heal beyond their normal Life Point value.
Natural Healing: Characters may have to heal without the aid of medical intervention. This is the slowest method. With
each day of rest characters roll their PHY to heal, dividing the result by three and rounding up to determine the number of
points healed each day. If a character is unable to rest the GM can divide the normal amount of damage healed by 2-3 per
day.
First Aid: Regular attention by someone with First Aid skill allows the character to heal at a faster rate. This includes the
use of bandages, cleaning solutions, and minor antibiotics. The character with First Aid rolls their skill and adds it to the
character’s PHY roll to determine how many points are healed. Character’s performing First Aid on themselves suffer a –
1D penalty.
Medicine: The use of the Medicine skill involves more complicated procedures, possibly including minor surgery,
prescription medicine, and regular attention. The character with Medicine skill rolls their skill and adds that number
directly to the number of Life Points the character heals per day.
Example: China took 9 points of damage on her last adventure. The next day she rests, attempting to recover.
Michelle rolls China’s PHY of 3D+1 at the end of the day and gets a 2, 6, and a 5 on the wild die – for a total of 13. 13
divided by 3, rounded up, is 5. China heals 5 Life Points for the day.
Cover: A character may find cover behind objects in combat situations. This increases the difficulty to hit the character as
well as providing some extra resistance against damage. For additional Difficulty Modifiers the GM may either come up
with an arbitrary number, or roll the number of dice on the table below and add the result to the attacker’s difficulty.
Physical cover also effectively adds to the character’s damage resistance, as long as the GM decides that the
cover is able to absorb some of the damage.
Hit Location: In cases where the location of a hit is important here is a random method for determining hit location. Roll
1D and compare it to the table below. This can be used to determine if the attack strikes an area protected by armor or
cover, in the case of maiming, or the GM may optionally wish to modify damage based on hit location.
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Called Shots: A character may designate a specific hit location for an attack by accepting a –1D modifier on their to hit
roll. This includes making specific attacks on a character’s weapons and other equipment.
Switching Hands: Switching a weapon from one hand to another requires one action.
Handedness: Players should select whether their characters are right or left-handed when the character is created. Using a
one-handed weapon in the character’s non-primary hand gives the character a -1D modifier to their roll to hit.
Paired Weapons: Characters can use two identical weapons in either hand, attacking simultaneously at the same target
with a special modifier. The character rolls once for both to-hit and damage for both weapons. They receive a -1D penalty
to hit, but roll 1.5 times normal damage, rounded up. This counts as a single attack for purposes of determining penalties
for the number of actions attempted.
Attacking two separate targets, or using dissimilar weapons, requires two separate attacks - taking into account
the modifiers for multiple actions, as well as using a weapon in the character’s “off” hand.
Ammunition/Reloading: Most projectile weapons have a limited number of shots listed as ammo in their description.
Reloading an automatic weapon with an external magazine takes one round. Reloading a rifle with an internal magazine
requires two rounds. Reloading a revolver takes two rounds normally, one round with a speed-loader.
Rate of Fire: Some weapons have a maximum number of shots that may be fired in one round. The character may fire that
number or less, but never more. Bows and crossbows are the most common examples of this limitation. Other weapons can
be fired as many times as a character’s skill will allow.
Burst and Full-Auto Firing: Semi and full-automatic rifles and pistols may be fired in 5 round bursts, or in a full-auto
spray.
Firing a 5 round burst adds 1D to the weapon damage, but consumes ammo more quickly.
Firing a full-auto spray empties the clip in one round. The character can aim the spray at as many targets as the
total ammo being used divided by 10, rounded down, treating each target as a separate attack and rolled normally with
appropriate penalties for multiple actions, but with 2D added to the weapon’s damage on each successful hit.
Example: Malcolm picks up a Thompson M1 and fires a full-auto spray at three targets, since the clip has 30
rounds he can fire at up to 3 targets with a full-auto spray. He is using a Karma Point, so his normal 2D+2 Firearms skill
is doubled to 5D+1. For using three actions he suffers a –2D penalty to each shot, so his roll for each one will be 3D+1.
Each target he hits will suffer 6D damage, instead of the normal 4D.
Burn Attacks: Some attacks have a lingering effect on the target, including flame throwers, Molotov cocktails, and acid
sprays. In addition to the normal – immediate – damage, these attacks will do damage to the victim at the end of every
round thereafter, diminishing only 1 pip per round in intensity until the damage reaches less than 1D or the effect is
countered. The character may be able to do something in one action or one round to stop the attack completely – such as
jumping into a pool of water or removing some or all of the character’s clothing. If not, the GM should allow the character
to fight the effect, when appropriate. The character must make an opposed roll on their Reflex against the current damage
value of the attack. If the character rolls greater then the effect is reduced a number of pips equal to the difference. If the
damage value of the attack is greater, then there is no effect.
Example: Miguel is hit with a Molotov cocktail that does 4D damage to him. Regardless of whether he suffered
a loss of any Life Points, the burning liquid will do 3D+2 damage at the end of the next round, 3D+1 the round after that,
etc. until the effect is countered or the damage reaches less than 1D and it dissipates. Miguel attempts to fight off the
effect, rolling his REF of 3D against the damage of 3D+2. Phil rolls a 4, 3, and a 6 on the wild die for his character.
Because of rolling a 6 on the wild die, he rolls again and gets a 5. The total is 18. The GM rolls damage and gets a 6, a 4,
and a 3 on the wild die – added to the +2 gets a total of 15. The effect is reduced by 3 pips (1D) that round to 2D+2, and
will be at 2D+1 the next, etc..
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ignore the scales and proceed normally. Otherwise take the difference between the two modifiers for the adjusted modifier
to be used.
Scale: Modifier:
Character –
Car 2D
Tank 6D
Carrier 10D
Lower Vs. Higher: When a character lower on the scale is attacking an opponent higher on the scale, the lower scale
character adds the adjusted modifier to their attack roll and the higher scale opponent dodges normally. The lower scale
character rolls damage normally, but the higher scale opponent adds the adjusted modifier to their damage resistance roll.
Higher Vs. Lower: When a character higher on the scale is attacking an opponent lower on the scale, the higher scale
character attacks normally, but the lower scale character adds the adjusted modifier to their dodge. The higher scale
character gets to add the adjusted modifier to their damage roll, but the lower scale character defends normally.
Example: A dragon of Tank scale is attacking China and Malcolm. China has a 13mm T-Gewehr , and Malcolm
has a Thompson M1. China wins initiative and declares she will shoot once and dodge. Since she is using a Tank scale
weapon, there are no modifiers to either her attack roll or the dragon’s damage resistance. She rolls her Firearms skill at
–1D for taking two actions. She rolls a 3, 6, and a 1 on the wild die. The GM determines it’s a penalty and subtracts the 1
and the highest other roll from her total – leaving her with a roll of 3. Her difficulty was 5, so she misses.
Malcolm attacks next. Since his weapon is Character scale he adds 6D to his Firearms roll of 2D+2 when
attacking, hitting the dragon easily. He rolls damage normally, and gets a total of 16 points. The dragon rolls to resist and
adds 6D to his PHY to resist, for a total of 12D. The GM rolls a total of 40 to resist, and the dragon doesn’t even notice
the attack.
The dragon decides to attack China and rolls his 3D+2 in Unarmed Combat. China declared a Dodge earlier
and gets to add 6D to it to avoid the dragon’s attack. Her total Dodge roll was a 27. The GM rolls for the dragon and gets
a 6, 3, and a 5 on the wild die – added to the +2 for a total of 16. The dragon misses. Had he hit the GM would have
rolled 12D for the damage, 6D for the dragon’s PHY and 6D to adjust for scale, and China would have resisted normally.
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8.0 MOVEMENT
Jack Goodman: "Stick to the road."
David Kessler: "Beware of the moors."
Jack Goodman: “Oops.”
-Excerpt from the film ‘An American Werewolf in London’-
Terrain Difficulty: When a character makes one or more full moves they must roll the appropriate movement skill, such
as Climbing, Running, Swimming, Motor Vehicle Operation, or Pilot. Difficulty is based on the terrain type, determined
by the GM, and modified by conditions such as weather. Characters only make one roll to see if movement was successful,
receiving normal penalties for taking multiple actions.
Maneuvers: When a character or vehicle attempts a move other than roughly straight-line movement they are considered
to be making a maneuver. When a character performs such a stunt the difficulty for the maneuver is added to that move.
Maneuvers are considered a modifier to a move, not a separate action. Only one maneuver can be performed per move.
Failing Movement: When a character fails movement themselves or in a vehicle the GM should compare the difference
by which the move failed to the table below.
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Collisions: Damage from a collision is determined by the speed of the character or vehicle (the number of moves declared
that round), modified by particulars of the collision. Damage is assumed to be in the scale of the character/vehicle
colliding. The GM should feel free to modify the base damage as needed for individual circumstances. These values are
only intended as general guidelines.
Example: Miguel is running full-tilt through a crowd after a werewolf. He is making four full moves, across a
crowded sidewalk. The ground is flat, but the people are considered obstacles, so base difficulty is Moderate. It isn’t
raining or anything, so the GM sets difficulty at 11. Since Miguel hasn’t improved his running skill he rolls his REF which
is 3D, which is –3D for taking for actions but he spends 3 Survival Points to compensate. Phil rolls a 1, 5, and a 4 on the
wild die. Miguel fails by 1, which compared to the movement failure table indicates only a slip of control, and a –1D
penalty to all actions for the rest of the round. Miguel isn’t doing any other actions, so there is no real effect. He moves a
full 40 meters successfully.
Falling: Characters and objects suffer damage from falling based on how hard they hit the ground. Damage is considered
to be the same scale as the falling item. Damage value is 1D for every 3 meters fallen – to a maximum of 10D when they
reach ‘terminal velocity.’
Travel: To figure distance traveled over periods of time longer than one round use the equations below.
Have the character make one difficulty roll based on the average terrain difficulty, or any special obstacles the
GM wishes to place in the way of the character. Skill dice should be reduced based on the number of moves declared per
round, as if the action was taking place during a single round. It is up to the GM to determine the results of a failure, where
the character fails and exactly what happens.
Stamina: Characters or mounts going 3 or more moves in one round must make a Stamina roll every minute starting at
Very Easy difficulty and increasing one level each time. Characters and mounts going 2 moves each round must make a
similar Stamina roll every 10 minutes.
8.2 VEHICLES
There are a variety of vehicles available for use in a variety of tasks. There are all-purpose vehicles, as well as
those designed for specific tasks. Some are armed, some capable of flight or submersion. To better understand each
vehicle, and use it in a role-playing environment it must be give clearly defined statistics. Here is an explanation for the
way vehicles are listed in Into The Shadows.
Vehicle Damage: Like characters, vehicles can resist damage. They do this using their Body Strength. Like characters,
vehicles have points that indicate how much damage the vehicle can suffer before it is rendered useless or destroyed. All
vehicles are given 20 Body Points for this purpose, these Body Points are in scale according to the vehicle. Once a vehicle
reaches 0 Body Points it is effectively destroyed. In addition to suffering a loss of Body Points, vehicles suffer additional
effects from taking damage. Compare the amount of Body Point damage a vehicle suffers to the table below.
Unstable: An Unstable result means that the vehicle is shaken by the attack but not damaged. Unstable vehicles
suffer –1D to Maneuverability, Fire Control on all weapons, and Damage from weapons for the rest of that round
and the next round. Passengers suffer no damage.
Light Damage: Vehicle takes some damage. Passengers may suffer 1D damage. Roll 1D. 1-3 indicates the
vehicle loses 1D of Maneuverability. 4 indicates a weapon - if any - was hit and destroyed, determine which
randomly or treat as a 5 if no weapons exist. 5-6, vehicle loses one from the number of moves it can make in one
round, most vehicles are able to make 4 moves/round initially. If a vehicle is reduced to 1 move/round and loses
one move, they are at only one half-move per turn.
Heavy Damage: Vehicle takes grave damage. Passengers may suffer 3D damage. Roll 1D. 1-3 indicates the
vehicle loses 2D of Maneuverability. 4-6, the vehicle loses 2 from the number of moves it can make per turn –
see Light Damage.
Severe Damage: Vehicle takes extreme damage. Passengers may suffer up to 6D damage. Roll 1D. 1-2 indicates
the engine was destroyed, the driver may have to make a Difficult or greater roll to avoid collision or the vehicle
may simply roll to a stop or drop to the ground. 3 indicates the vehicle is out of control and automatically crashes
or whatever is applicable. 4, all weapons systems are disabled. 5-6, the vehicle suffers structural damage that
reduces protective cover to the passengers.
Destroyed: The vehicle is destroyed instantly. Passengers may take up to 11D damage.
Where damage to passengers on a vehicle is indicated, damage is character scale. The amount of damage may be
modified by the GM according to where the character is sitting in relation to the damage. Generally only characters close
to the point a vehicle is struck incur any damage.
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Vehicle Ramming: If a character chooses to ram their vehicle into an opponent, the difficulty is based on the difficulty of
the terrain plus 5 or the plus the opponent’s Dodge roll, whichever is higher. If the character fails the roll by rolling less
than the terrain difficulty then see the Failing Movement section. If the character exceeds the terrain difficulty, but does
not match or exceed the total difficulty, then the attack misses. Otherwise the attack is successful and both vehicles suffer
appropriate collision damage.
Vehicle Mounted Weapons: A vehicle can only shoot at targets within the fire arc of its weaponry. Turrets are considered
to be able to fire in all arcs, otherwise a fire arc is roughly a 90° area, 45° to either side of the center of the described arc.
For targets above or below a vehicle’s horizontal plane the 45° rule should also apply. Most vehicles do not have weapons
capable of firing directly into a top or bottom fire arc.
Example: China is driving a Fort Exploration and being pursued by a pair of cultists in a Uranus SL. Well
ahead of them, she slams on the brakes and cranks the wheel hard to do a bootlegger-reverse. The terrain difficulty is Very
Easy, the GM decides a 1, and the bootlegger adds a modifier from +6 to +15. The GM makes it a +8 since there is
nothing bad in conditions, just the stress of pursuit. The total difficulty is a 9. She rolls 2D+1 plus 1D+2 for the vehicle’s
maneuverability, 4D altogether. She rolls a 3, 6, 4, and a 2 on the wild die – for a total of 15.
Next round she attempts to ram. China is moving 2 moves, attempting to ram the other car, the cultists are moving
twice and attempting to Dodge. China has a –1D penalty for attempting two actions so she rolls 1D+1, and adds 1D+2
for the vehicle’s maneuverability, for a total of 3D. She rolls a 3, 4, and a 5 on the wild die – for a total of 12. The
cultist driver has 2D in Motor Vehicle Ops, adds 2D+2 for the vehicle’s maneuverability, and subtracts 2D for
attempting 3 actions – the Dodge is a separate action – for a total of 2D+2. The GM rolls a 5, and a 4 for the wild die –
added to the +2 totals 11. China hits the other car. Both vehicles suffer 4D for moving twice and +3D for a head-on
collision.
The GM rolls damage for China’s car and gets a total of 25 points. She rolls the vehicle’s Body Strength and gets
a total of 12, so the car takes 13 points. The GM compares the results to the vehicle damage table and determines that the
engine is destroyed, and China suffers only 3D damage because the result was on the low end of Severe.
The GM rolls damage for the cultists’ car and gets a total of 27 points. The vehicle Body Strength is 1D+1, and
the GM rolls a 5 on the wild die – added to the +1 for a total of 6. The vehicle suffers over 20 points of damage, so it is
completely Destroyed and the cultists take 8D damage each.
8.22 MOTORCYCLES
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FORT EXPLORATION
Vehicle: Fort Exploration 4 door 4x4
Type: Sport/Utility Vehicle
Scale: Car
Length: 189.5” Height: 67.5” Width: 70.2”
Weight: 3300 lb.
Range: 408 miles
Skill: Motor Vehicle Operations
Drivers: 1
Passengers: 4
Cargo: 900 lb.
Cover: Full
Cost: $20,500
Maneuverability: 1D+2
Move: 60 ; 110 MPH / 176 KPH
Body Strength: 2D+2
FORT CENTAUR
Vehicle: Fort Centaur 4 door
Type: Mid-Size Sedan
Scale: Car
Length: 197.5” Height: 55.1” Width: 73”
Weight: 2850 lb.
Range: 288 miles
Skill: Motor Vehicle Operations
Drivers: 1
Passengers: 5
Cargo: 500 lb.
Cover: Full
Cost: $19,000
Maneuverability: 2D
Move: 70 ; 130 MPH / 208 KPH
Body Strength: 1D+1
LINCOLNSHIRE CONTINENT
Vehicle: Lincolnshire Continent 4 door
Type: Luxury Sedan
Scale: Car
Length: 208.5” Height: 56” Width: 73.6”
Weight: 3868 lb.
Range: 420 miles
Skill: Motor Vehicle Operations
Drivers: 1
Passengers: 4
Cargo: 700 lb.
Cover: Full
Cost: $38,500
Maneuverability: +2
Move: 70 ; 130 MPH / 208 KPH
Body Strength: 2D
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URANUS SL
Vehicle: Uranus SL 4 door
Type: Economy Sedan
Scale: Car
Length: 176.9” Height: 53.8” Width: 66.7”
Weight: 2350 lb.
Range: 415 miles
Skill: Motor Vehicle Operations
Drivers: 1
Passengers: 4
Cargo: 500 lb.
Cover: Full
Cost: $11,000
Maneuverability: 2D+2
Move: 65 ; 120 MPH / 176 KPH
Body Strength: 1D+1
QUICKSILVER VILLAGE-PERSON
Vehicle: Quicksilver Village-Person
Type: Mini-Van
Scale: Car
Length: 190.2” Height: 65.9” Width: 73.7”
Weight: 4000 lb.
Range: 400 miles
Skill: Motor Vehicle Operations
Drivers: 1
Passengers: 6
Cargo: 900 lb.
Cover: Full
Cost: $25,000
Maneuverability: +1
Move: 55 ; 100 MPH / 160 KPH
Body Strength: 2D
FORT ESCORTE
Vehicle: Fort Escorte 4 door
Type: Economy Sedan
Scale: Car
Length: 174.7” Height: 53.3” Width: 66.2”
Weight: 2325 lb.
Range: 380 miles
Skill: Motor Vehicle Operations
Drivers: 1
Passengers: 4
Cargo: 500 lb.
Cover: Full
Cost: $12,000
Maneuverability: 3D
Move: 55 ; 100 MPH / 160 KPH
Body Strength: 1D
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FORT MESTEÑO
Vehicle: Fort Mesteño convertible 2 door
Type: Sports Car
Scale: Car
Length: 182.5” Height: 53.2” Width: 71.8”
Weight: 3391 lb.
Range: 385 miles
Skill: Motor Vehicle Operations
Drivers: 1
Passengers: 1
Cargo: 500 lb.
Cover: Full
Cost: $16,500
Maneuverability: 2D+2
Move: 85 ; 152 MPH / 243 KPH
Body Strength: 1D+2
HUMMER
Vehicle: High mobility, multipurpose wheeled vehicle (HMMWV or “humm-vee”)
Type: Multipurpose Utility Vehicle
Scale: Car
Length: 15’ Height: 5’9” Width: 7’
Weight: 4970 lb.
Range: 350 miles
Skill: Motor Vehicle Operations
Drivers: 1
Passengers: 5
Cargo: 3,500 lb.
Cover: Full
Cost: $40,500
Maneuverability: 2D+2
Move: 40 ; 70 MPH / 115 KPH
Body Strength: 3D+2
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8.3 MOUNTS
Certain types of animals have been domesticated over the millennia and used for transportation. Mounts
are treated much the same way as vehicles in combat, riders use their Riding skill as opposed to a vehicle-related
skill, and add the creature’s Reflex for dodging and maneuvers. Unless special equipment is being used, a mount
generally provides 25% cover to the rider.
The character’s Riding skill should be used against the creature’s disposition when mounting the
animal, and whenever the GM feels appropriate – such as if the character wants to make the mount do something
it doesn’t want to.
COMMON MOUNTS
ARABIAN CAMEL
Type: Desert Pack Animal
Physique: 4D
Stamina 7D
Reflex: 2D
Canny: 2D
Will: 1D
Special Abilities:
Desert Adaptation – Keen eyesight and smell, protected from blowing sand, store fat in hump on back to survive
long periods without food
Life Points: 32
Move: 10
Size: 1.8-2.0 m tall
Disposition: Easy
The Arabian, or Dromedary, Camel is a common mount and pack animal in the arid regions of the
Middle East, India, and Africa, and has been recently introduced into the dry, arid regions of Central Australia.
They are characterized by a long curved neck, a deep narrow chest, wooly fur coat, broad 2-toed feet, and a
single fibrous hump for storing fat. The size of the hump varies with the state of the camel, becoming almost non-
existent during times of starvation. Their broad, padded feet are adapted well for traveling on sand, and can
easily be injured on hard or slippery surfaces.
The camel is a herbivore. They eat thorny plants, dry grasses, saltbush, or whatever else they can find.
They have adapted thick, grasping lips to accommodate this diet.
Arabian Camels are rarely aggressive, with the exception of rutting males. The Arabian Camel has a
life-span of 40-50 years, reaching full sexual maturity by age 6. Breeding usually occurs during the winter.
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ASIAN ELEPHANT
Type: Large Pack Animal
Physique: 6D
Lifting 8D
Unarmed Combat 6D+2
Reflex: 3D
Canny: 2D
Will: 1D
Special Abilities:
Prehensile Trunk – Can be used to grasp delicate objects, lift, squirt water, breathe, trumpet, and smell
Tusks – PHY+1D Damage
Excellent Hearing and Smell – offsets poor eyesight, reduced modifiers for darkness
Trample Attack – PHY+1D Damage
Life Points: 48
Move: 12
Size: 2.7-3.3 m tall
Scale: Car
Disposition: Moderate
The Asian, or Indian, Elephant has large ears, a large rounded body, thick legs with padded cylindrical
feet, and a long prehensile trunk for a nose. They are well adapted for use as pack animals and transportation,
being able to traverse even mountainous terrain with quiet agility. Males have two bony tusks that erupt when the
elephant is about one year old. They live as old as 70 years.
Elephants are herbivores, eating about 150 kg of vegetation and drinking 40 gallons of water. They
have thick gray skin, but it is very sensitive. The elephants take frequent mud and dust baths to protect
themselves from heat and insects.
DOMESTIC HORSE
Type: Versatile Mount
Physique: 4D
Reflex: 3D
Running 4D+1
Canny: 2D
Will: 1D
Special Abilities:
Hoof Attack – PHY+2 Damage
Life Points: 32
Move: 22
Size: 1.7-2.5 m tall
Disposition: Easy
Horses have been bred domestically for so long that they are almost completely extinct in the wild.
Most horses have long limbs, a long barrel-like body, a long neck and head, and a short tail with long hairs that
often can touch the ground. Hair is also long along the back of the back of the neck and on the forehead. The tail
can be used to keep insects away from the animal. Coloration varies considerably including white, tan, brown,
and black.
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9.1 WEAPONS
Knife, Machete: Large broad-bladed knife with Sword, Rapier: Double-edged dueling sword with
18” blade for cutting vegetation. a 3 ft. blade.
Leather Whip: A 12’ flexible thong or lash Sword, Standard: Common sword with a 35” long
attached to a handle. blade.
Nightstick: A police or military issue club with Sword Cane: Cane with a concealed blade that is
molded grip on one end, about 18”-24” long. exposed when the handle is twisted and pulled out
with the blade attached.
Nunchaku: An extremely versatile oriental weapon
that started out as a grain thresher. It consists of two
short handles connected by a chain, or rope.
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Boomerang
Flat, angled Australian throwing stick.
Skill: Throwing Weapons: Boomerang
Ranges: 4/8/15
Damage: PHY+1
Cost: $5
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Crossbow Slingshot
A bow fixed crosswise on a stock with a trigger to Forked metal bar with an elastic band strung
hold and release the string. between the forks to launch a metal shot.
Skill: Archery: Crossbow Skill: Slingshot
Ranges: 50/100/200 Ranges: 6/10/20
Damage: 3D+1 Damage: PHY+2
Rate of Fire: 1 Rate of Fire: 2
Cost: $200 (Crossbow), $12@ (Bolt), Cost: $20 (Slingshot), $5/60 (Shot)
$40 (4-Bolt Mounted Quiver)
Spear Gun
Crossbow Pistol Uses compressed air to fire a metal spear with
Smaller version of the crossbow, with a shorter attached line. Designed for underwater use. 10
range but more concealable. meter maximum range.
Skill: Archery: Crossbow Skill: Firearms: Spear Gun
Ranges: 15/30/75 Ranges: 2/4/8
Damage: 3D Damage: 5D
Rate of Fire: 1 Rate of Fire: 1
Cost: $50+ (Crossbow), $8@ (Bolt) Cost: $60
9.13 FIREARMS
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SHOTGUNS
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Stunner
Insulated hand-held grip with two blunt steel posts
set in the end. The posts are touched to a target, and
the trigger depressed to activate a powerful charge
between them.
Model: Hand-Held Stunner
Skill: Stun Weapon: Stunner
Difficulty: E
Damage: 12D (Stun Only - will not work through
non-conductive armor)
Ammo: 5*
Cost: $50+
*Can be used for several “dry firings” without
seriously depleting the charge.
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9.2 EQUIPMENT
Flak Jacket
Military jacket with shoulder padding, and Riot Helmet
protective covering for front and back torso and Armored helmet with clear face shield.
groin. Protection comes from armor plates and Normally used by riot police and SWAT teams for
ballistic cloth. Weight is about 10 lb. protection.
Model: Flak Jacket Model: Riot Helmet
Protection: +3D Protection: +1D
Cost: ? Cost: $ 300
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10.0 GAMEMASTERING
“Ash... That transmission. Mother's deciphered part of it, it doesn't look like an SOS.”
-Ellen Ripley from the film ‘Alien’-
10.1 BASICS
POINTERS
A GM needs to be in control all the time. You are the judge, and your word is final. This doesn’t mean
you have to follow the letter of the rules at all times. The rules are there to make your job easier. If they don’t
work in a given situation – don’t use them. Feel free to fudge a die roll if necessary to make things easier or
harder for the players. You want them to feel challenged, but don't throw them into a meat grinder.
Be fair and consistent in your decisions. Don’t favor one or two players because you like them.
Distance yourself from the action. If you get too wrapped up in playing the bad guy, you’ll find you don’t want
the characters to kill off your characters and may cheat or get upset when things don’t go your way. You are the
storyteller, but the story is interactive. You should be prepared, but need to be flexible to change as the adventure
unravels.
Don’t bog down play with too many details. It’s your job to set the mood and the pace – fast or slow
depending on the situation. Sometimes, too, you’ll just need to stop. Give the players a break at least every few
hours. People need to use the washroom, get drinks and munchies, and ground themselves now and again.
Most of all – give the players what they want. Everyone is playing to have fun. If you aren’t having fun
you won’t play.
DEUS EX MACHINA
The machine of the gods, meaning a tool the GM may need to use to advance the story. The GM should
never feel the game is out of their control. Occasionally you may need to insert a special NPC, or strange
weather, or some other ‘act of God’ in order to keep players headed in the right direction. This doesn’t mean you
should control the game, then the players might as well sit and listen as you read them a book. But if the
adventure revolves around the characters discovering a hidden doorway, or talking to a specific NPC, there are
ways to guide them there without pulling them by the ear.
One example would be if you need the characters to find a series of difficult or unusual clues to solve a
mysterious death. Once they enter the house where the deceased lived and died they feel an intense chill. Then
through the course of the adventure things may rattle or breathe to draw the character’s attention to a desk or box
that they need to search. A ghostly form, possibly just a hand, may even appear to point to a picture frame, or
through a door. The ghostly encounters serve no purpose other than to guide the characters when they need it.
Other unexpected help may come on the fly from a mistake of the opposition, a mysterious stranger, or
anything else you can devise. The key with this is always to be discreet, not to pull the players along a preset
course, but keep them from getting too far off track.
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2. Decide On A Location
Self-explanatory, every adventure needs to take place somewhere. This could be as general as a planet,
or specific as a room. The location may require maps, specific statistics for features and/or residents, and detailed
descriptions. It’s important to determine a location before all of the details of an adventure are worked out so that
local details can be worked into the adventure, lending the scenario more credibility.
An example would be that the GM has decided to have an adventure based on mysterious
disappearances. Both campers and counselors are missing from a popular summer camp. If the GM decides that
the location is near a large lake, or a beach, a lake monster could be responsible. If it is in the mountains, a
sasquatch. The location could also be near swamps, caves, an old graveyard, or a historic battlefield.
ELEMENTS
One of the most important things to consider when making adventures for use in the horror genre, is the
wide variety of elements to base them on. The work of various authors serve well as a source of background or
inspiration elements, the most obvious of which is H. P. Lovecraft. Even Lovecraft has different cycles and facets
to his work. An entire campaign can easily be based on the stories that involve the Dreamlands cycle, individual
stories like the Dunwich Horror, or the Cthulhu cycle. As an alternative, there are a number of excellent authors
who inspired Lovecraft, or are considered to be his contemporaries or protégés. The stories of Robert W.
Chambers, Lord Dunsany, Arthur Machen, Ambrose Bierce, Edgar Allen Poe, Frank Belknap Long, Robert E.
Howard, Clark Ashton Smith, Robert Bloch and others can provide just as rich a background for your game
worlds – and perhaps bring some elements to your games unexpected by players who aren’t quite so well versed
in these works. Modern authors offer another, largely untapped, potential draw. Stephen King is an obvious
choice, as well as Caleb Carr, Dean Koontz, Clive Barker, Anne Rice, and Robert Anton Wilson.
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Movies and television can offer just as much, though in different ways. Movies tend to be less detailed
than the stories and novels of a good author, but they have a compelling visual element which can help draw
players into their roles. The X-files and it’s predecessor, Kolchak: the Night Stalker, as well as Twilight Zone,
Outer Limits, Tales From the Darkside, Night Gallery, and Tales from the Crypt, are excellent examples that
offer a wide variety of inspirations. The Alien trilogy, the Evil Dead series, the Phantasm series, Men in Black,
and countless other movies are all easily available on video.
To anyone not familiar with the current state of the medium, comic books may seem an unusual choice
for inspiration. There are, however, a number of excellent, award winning, graphic novels and comics. Mike
Mignola’s Hellboy, Neil Gaiman’s Sandman, DC’s Sandman Mystery Theatre, and Dan Brereton’s Nocturnals
are all high-quality representatives of the field. The various movie-inspired comics from Dark Horse Comics are
also good.
Classical mythology - including Egyptian, Greek, and Roman – have inspired role-playing games from
the beginning. There are a selection of other less well known religions with pantheons and such that are highly
suited to gaming. Norse mythology is well known. Celtic less so. Indian, Native American, Vodun, Babylonian,
Australian Aborigine, and others are equally suited. The horror genre is well represented with stories of old gods
returning, or attempting to return, and other mythic beasts.
Closely related is folklore. Tales of dragons and giants abound in many cultures. Vampires and
werewolves, trolls, witches, ghosts, lake monsters, and any number of other creatures are also quite popular.
While some of these may seem trivial or commonplace to the average gamer, their effectiveness rests in how they
are presented. Characters may discover a bridge troll living under the Golden Gate Bridge. When the step into the
dank, briny area beneath the bridge and are confronted with the trussed up, mutilated corpses of those victims
confronted by the troll, who failed to pay his toll, they may think twice. When the brutish ape-like creature,
barely detectable except for the labored breathing in the darkness, sweeps down on them from above – they may
reconsider their previous misconceptions entirely.
Favored too, is a particular brand of folklore well known throughout Europe – the faerie. These tales are
sometimes overlooked by gamers, but their rich history and detail as well as their usefulness as an element of
horror, is evidenced in the writings of Arthur Machen, several popular issues of the Sandman comic, as well as in
movies like Legend and Willow. Many of the creatures represented are mischievous, if not downright
bloodthirsty - perfect for the occasional unexpected twist. Red Cap, Jenny Greenteeth, and Fir Dearg are some of
my personal favorites.
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• Kali-Yuga: The end of the world as we know it. As the age of chaos begins, all hell starts to break loose.
The characters are probably still working on the side of order, trying to seal up the cracks and keep the dam
holding another day. The characters are most likely private individuals brought together by a central
character or by chance, so they most likely don’t have access to a lot of resources, public cooperation, or
forewarning of trouble.
• The Agency: The characters work for a commercial, government, military, or religious organization that
investigates strange happenings and deals with them. The organization could be public, or a secret ‘black
ops’ group. It could freely admit to what it’s doing, or do it’s best to cover things up to avoid possible panic.
Since the characters are working for someone else, they may have access to better resources than the average
character, and may be able to get special equipment on loan.
• Nemesis: The characters are united by their opposition to a central bad-guy. It could be a politician, an evil
genius, sorcerer, demon, or even the Devil himself. The characters may be somewhat organized, but still
have to rely on the group’s limited resources to accomplish things.
• Exterminators: The characters are united by their opposition to a race of bad guys. They could be acid-
squirting aliens, malicious goblins, giant worms, zombies, vampires, or even ghosts. The characters could be
the direct-line descendants of a family of monster hunters, commercial public exterminators, or even just
some unlucky people who constantly wander into outbreaks of the dreaded infestation.
• Where No-One Has Gone Before: The characters are explorers of the hidden corners of the world. Areas
unchanged through centuries or even millennia. They may be after treasure, fame, knowledge, or even
power.
• Ouroborus: The characters are eternal champions, reincarnated again and again to protect the Earth in the
eternal struggle. The characters might be fighting on a specific side, or be neutral in the great conflict. Either
way their goal is largely to protect their home turf. Since they probably have certain surviving memories in
each incarnation a certain amount of knowledge and resources will be handed down. In addition, should the
characters die it is relatively easy to bring them back in the game, though with a completely different
character.
• Role: What part does that NPC play in the adventure? A surly bartender, cooperative innkeeper, or even a
clueless thug.
• Physical Appearance: Does the character have an unusual appearance? What race is the NPC? Any scars,
tattoos, deformities? What color, quality, and style of hair does the character have – if any?
• Personality: Pick two words that best describe how the character acts. Quiet and cocky? Dark and
brooding? Friendly and comical? Greedy and mischievous?
• Character Quirks: What unusual behavioral traits does the character possess? Do they compulsively wash
their hands? … avoid eye contact? … suck a lollipop?
• Background: Where does the character come from? What is their history?
• Goals: What does the character want to accomplish? This often determines how they act in a variety of
situations.
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When assigning attributes to an NPC give most NPCs a pool of dice just like characters receive.
Average humans only receive only 12D to distribute between the various attributes, exceptional NPCs receive
18D. The minimum amount of dice assigned to any basic attribute is 1D for a human, and the maximum for each
is 5D though an average human should have no more than 3D or 4D.
When assigning skills NPCs are not restricted the way characters are. The GM may assign an NPC any
number of skills and in any value. It is recommended that average characters have a relatively small number of
skills with no more than 5D in any one. Exceptional characters can have whatever skills the GM decides,
compare to the table below for guidelines on assigning skill levels.
When assigning special abilities and disadvantages, NPCs normally receive the same consideration as
player characters by receiving extra attribute dice in return for disadvantages, and losing some in return for
abilities. Characters built without any consideration for the character construction method should be considered
Shadows.
When assigning Survival Points and Karma Points, keep in mind that most NPCs do not appear on a
regular basis, or do not actively participate in combat. These NPCs normally have 0-3 Survival Points and no
Karma Points. Important NPCs, or those who recur on a regular basis, may have as many as 10 Survival Points.
Major human villains, and similar NPCs, may have as many as 11-15 Survival Points and 1 or more Karma
Points.
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NPC DESCRIPTIONS
DOCTOR
Type: Medical Doctor
Physique: 1D+2
Reflex: 2D
Canny: 2D
Education: 2D
Business 3D
Technical: 2D+2
First Aid 5D, Medicine 2D+2
Will: 1D+2
Special Abilities/Disadvantages: None
Story Hooks: None
Life Points: 28
Survival Points: 0-3 normally
Move: 10
Equipment: Medical Bag, Lab Coat, Beeper
POLICE OFFICER
Type: Police officer
Physique: 2D
Reflex: 2D
Dodge 4D, Firearms 4D, Melee Weapons: club 4D,
Canny: 2D
Education: 2D
Law Enforcement 3D+1
Technical: 2D
Motor Vehicle Operations: Squad Car 4D
Will: 2D
Special Abilities/Disadvantages: None
Story Hooks: None
Life Points: 28
Survival Points: 0-3 normally
Move: 10
Equipment: Light Kevlar™ Vest (+2D+1), S&W .38 Special (3D+2)
STREET THUG
Type: Street Thug / Criminal
Physique: 2D+1
Reflex: 2D
Dodge 4D, Firearms 3D+1, Melee Weapons: knife 4D,
Canny: 2D+1
Streetwise 4D
Education: 1D+1
Crime 3D
Technical: 2D
Will: 2D
Special Abilities/Disadvantages: None
Story Hooks: None
Life Points: 29
Survival Points: 0-3 normally
Move: 10
Equipment: Knife (PHY+1D), Colt M1991-A1 (5D)
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Survival Points: As a general rule Survival Point rewards should range between 3-15 points per adventure. Each
character should receive a base reward formulated on how well the group did as a team, ranging from 3-8, and
supplement that with bonuses for how the individual character performed. The group reward should be only 3 or
4, if the group was basically unsuccessful or did not work well together, and 5 or more if the team succeeded and
worked well together.
Individual bonuses should be based on how well the character did, if the player stayed in character,
whether the character cooperated well with the group, and did they have fun. Each of these should give the
character a bonus to the number of points they receive between 0 and 4. Please keep in mind characters should
not receive more than 15 Survival Points each per game.
Karma Points: Characters receive Karma Points for an adventure based on how well they used their Karma
Points during the adventure. If a character does not use any Karma Points during the adventure, then they do not
normally receive any at the end. If a character uses a Karma Point inappropriately, such as to save their own life,
or for personal gain, then they do not receive any Karma Points back. If the character used a Karma Point in an
appropriate manner, such as when putting themselves at risk to save others or fighting off evil, then the character
will receive that Karma Point back at the end of the adventure. If the character used a Karma Point at an
especially dramatic moment, such as the final battle with a superior opponent or to save a city or world from
destruction, then the character should receive two Karma Points at the end.
METRIC CONVERSIONS
1 Kilometer = 0.62137 miles
1 MPH = 1.6 KPH
1 pound = .45 KG
1 meter = 3.3 feet
1 foot = .3 meters
1 inch = .025 meters
GAME CONVERSIONS
1 round = 5 seconds
Move = KPH / 2.88 (round to nearest #, or nearest multiple of 5)
KPH = Move*2.88
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Included here is information on a possible campaign involving the Bureau of Paranormal Investigation,
a government organization mentioned in the history of the sample characters listed earlier. The characters are all
relatively new recruits to the BPI, have finished their indoctrination, and been assigned together as a field unit.
They may either be assigned a specific geographical area, and receive instructions and new equipment at a local
field office, or they may be given national assignments based on need or their specific areas of expertise. The
GM should create administrative and support NPCs as needed.
Description: The BPI began life in 1917 as Project Raven, named for the birds off ill omen that Noah first sent
from the ark to see if the flood was receding. The project started in large part as a method study of German
paranormal research and development after the United States joined World War 1. One of the first agents was an
expert on debunking the occult named Erich Weiss, A.K.A. Harry Houdini. He worked for the project in secret
and even many of his family members were not aware that the stomach wounds, which he suffered in 1926 and
led to his death, were actually incurred on a mission he undertook for Project Raven.
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In late 1937 Project Raven became another Bureau of the Department of Defense called the Bureau of
Paranormal Investigation. Franklin D. Roosevelt empowered the BPI to work on projects intended to counter
Hitler's own experiments into the occult. Although the BPI was responsible for many important missions during
this time - much of its work remains classified to this day and can not be revealed to the public. The BPI came
under attack in the early 1950's by J. Edgar Hoover, but he relented mysteriously after a visit to their
headquarters in Washington D.C.. The BPI is known to have experimented with psychoactive drugs and their
effect on psychic powers in the 60's. Shortly afterward, the Psychic Services division was formed.
From 1968 to 1976 the BPI's Psychic Services division provided psychic support from remote sites to
agents in the field. However, in 1976 the division suffered a major blow. During the course of a mission the
entire Psychic Services force suffered massive psychic feedback resulting in the deaths of half the division and
permanent brain damage to another quarter of it. As a result the division was closed and the remaining personnel
were absorbed into other divisions. There have been no moves to reopen the division since.
The main purpose of the BPI is the investigation of paranormal phenomena and its effect on the security
of the United States. In reality, they are often also forced to act on the data they retrieve in a timely manner. They
research paranormal phenomena, including ways to harness and combat it - and are often the first line of defense
against paranormal threats. While the BPI is not a completely covert organization, they do not share their
findings with the general public, and many paranormal discoveries are kept out of the public eye to avoid a panic.
For example, the BPI has at least one vampire working with the organization – but the existence of vampires is
kept secret to avoid possible panic.
Cigarette Gun
Espionage weapon, a normal looking cigarette that fires a single .22 round 2 seconds after being lit.
Model: OSS/CIA cigarette gun
Skill: Firearms: cigarette gun
Ranges: 2 / 4 / 8
Damage: 2D
Ammo: 1
Colt M1991-ME1
The popular government-issue sidearm, magically-enhanced. It has a special enchantment that conceals the gun
and its contents from metal detectors, as well as enhanced range and damage.
Model: Colt M1991-ME1 Auto Pistol
Skill: Firearms: auto pistol
Ranges: 23/45/68
Damage: 6D
Ammo: 7 (14 with Deep Clip – listed below)
Auto: yes
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Kid Gloves: This is a pair of magically enhanced white gloves that reduce any damage that the wearer rolls in
unarmed or melee weapon combat to Stun-Only damage. They also have the ability to resize themselves
automatically to the wearer's hands.
Soda Bomb: Also referred to as "Enola Cola", this is simply a grenade disguised as can of soda. Use the statistics
provided for various grenades in the main rulebook. Regular cola represents fragmentation grenades, cherry cola
is used for incendiary grenades, root beer represents high explosives, and caffeine-free cola is used for smoke
grenades (range: 7/20/40, creates a 5m radius smoke cloud for an average of 3 minutes - depending on weather
conditions).
Spirit Dagger
The phurba is a brass, three-edged, Tibetan spirit dagger, used in Buddhist ceremonies. The BPI issues phurbas
that are magically-enhanced to affect supernatural creatures not vulnerable to non-magical weapons, and be
invisible to metal detectors, as well as to increase damage.
Type: Phurba
Skill: Melee Weapons: Knife
Difficulty: VE
Damage: PHY+2D
Stun-Glove
A standard-looking leather work glove from the top that contains an impulse generator in the palm, as well as the
bottom sides of the fingers. Used like a normal Stun Baton, but more easily concealable.
Model: Stun Baton
Skill: Stun Weapon: Stunner
Difficulty: E
Damage: 10D (Stun Only - will not work through non-conductive armor), PHY+1 (if used as melee weapon)
Ammo: 5
Velvet Gloves: These are a pair of magically enhanced, red velvet gloves that increase the damage done by the
wearer in unarmed or melee weapon combat by +2D. They also have the ability to resize themselves
automatically to the wearer's hands.
Business Suit: This is simply a nondescript men's or women's two-piece suit, magically enhanced to provide
+1D+2 protection against physical attacks. One of the interior pockets is enhanced to hold about 8 times what a
normal pocket would, and the suit will automatically resize itself to fit the wearer.
Deep Clips: Magically enhanced firearm clips that hold double normal capacity.
Luggage: BPI agents are issued durable luggage that is equipped with secret compartments, and with special
lining that gives a false X-ray image of luggage contents. It can be magically enhanced to make the contents
undetectable by olfactory, and metal sensing equipment if needed.
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Pager: The pager is a standard electronic alpha-numeric pager equipped with a special Cryptographic Key
Generator, activated when an agent inputs his/her 6 digit PIN code. Until the key is entered, any messages that
appear on the pager are replaced with nonsense messages such as “Call home, Mom.” The pager can be set to
audible or vibrate alarm, and can also act as a homing beacon, much like the watch.
Pocket Comb: Magically-enhanced, flat, 5” long, black comb. The comb is nearly indestructible. Most uses for
the comb are not obvious, but it may be used to prop open doors or to jam the gears of infernal machines.
Sleep Patch: A calmative agent mixed with DMSO to make it deliverable through the skin in the form of a
small, sticky patch, much like the commonly used nicotine patches. Once the patch is in place the target must
make an opposed PHY or Stamina roll against 7D to avoid falling unconscious. The patch is good for up to 12
hours, after which it may be removed or replaced. Once a patch is removed the target will recover: make opposed
rolls to recover, against 7D the first round, 6D the second, 5D the third, etc.. Also referred to as a "Sticky
Mickey" and used to quickly subdue human subjects where violence is unnecessary.
Sunglasses: These magically-enhanced sunglasses allow agents to see the Kirlian aura of whatever the agent is
viewing through them. The color of the aura indicates health, psionics, and magic to the trained observer. Many
creatures otherwise invisible can be seen through the glasses because of their auras.
Magical energy shows as green, psionic energy as blue. Good health as light colors – white, yellow, light blue, or
light gray. Poor health as dark colors – purple, dark gray, and black.
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3. Repeating Crossbow
BPI DS-7 Repeating Crossbow
A bow fixed crosswise on a stock with a trigger to hold and release the string. This model can be reloaded
from a magazine of 5 bolts, and re-strung, with a pump-action lever - much like a shotgun. It takes one
action to reload the crossbow, and one round to replace the magazine.
Skill: Archery: Crossbow
Ranges: 50/100/200
Damage: 3D+1
Ammo: 5
Rate of Fire: 1
4. Grenades:
• 4 standard incendiary grenades
• 1 blessed-silver fragmentation grenade (The "Holy Hand Grenade")
• 1 iron fragmentation grenade
5. Ammunition:
• 10 sharpened and hardened wooden stakes
• 24 standard wooden arrows
• 12 cold iron arrowheads
• 12 silver arrowheads
• 12 Flaming arrowheads - covered in flammable pitch, must be lit. Fire adds +2D damage, see Burn
Attack rules in section 7.7 of the main rulebook.
• 3 hollow glass arrowheads, can be filled with liquid or minerals, will break on impact. 4D damage for
use of holy water against vampires, in addition to the damage for the wooden bolt.
• 5 crystal vials of Holy water, enough to fill sprayer if emptied, or fitted for use with 40mm launcher.
Use damage as Molotov Cocktail when used against vampires.
• 1 large container of salt.
• 1 bag of cotton packing, usable as fodder for the launcher.
6. Miscellaneous
• 2 windproof lighters
• Spirit Dagger
• 2 Colt M1991-ME1 pistols with 4 deep clips and 100 rounds of standard ammunition.
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12.0 SHADOWS
“I don't know what the hell's in there... but it’s weird and pissed off, whatever it is.”
-Clark from John Carpenter's The Thing-
Various things live in the shadow and light surrounding human knowledge and civilization. Some of
these things may be considered good or evil, but they should be judged on their actions alone. Below are a
number of sample creatures for GMs to use in the course of adventures. When creating new Shadows for use in
your campaign there is no required formula to follow. It is extremely easy to make a Shadow that can instantly
kill the characters before they have a chance to react, or Shadows that they can wade through as if they don’t
exist. The key is to make Shadows that challenge the characters, but are not outside of the characters’ abilities to
handle.
SHADOW DESCRIPTIONS
BIGFOOT / SASQUATCH
Type: Sasquatch
Physique: 6D
Lifting 8D,
Reflex: 2D
Dodge 4D, Unarmed Combat 5D
Canny: 1D+2
Hide 6D
Will: 3D
Intimidation 3D
Special Abilities/Disadvantages: none
Story Hooks:
Solitary – These creatures prefer to avoid humans where ever possible. If cornered they may become aggressive.
Life Points: 44
Survival Points: 0-3 Normally
Move: 10
Size: 2-2.5 meters tall
Primitive relatives of man have been living in the shadows of civilization for thousands of years.
Sasquatch are large ape-like beings related to Yeti, which are covered in thick brown to white fur, with black
face, feet, and hands and – unlike apes – stand fully erect. They try to avoid humans as much as possible, but
encroaching on their living spaces may lead to more frequent, potentially hostile, encounters.
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BRONZE MAN
Type: Golem: Bronze Man
Physique: 5D
Lifting 8D
Reflex: 3D
Melee Weapons 5D, Melee Weapons Parry 4D, Dodge 4D,
Canny: 1D
Find 3D, Tracking 3D
Will: 1D
Special Abilities/Disadvantages:
Armored Form - The Bronze Man’s form has a +2D to PHY for defense purposes.
Story Hooks:
Tool – The Bronze Man is just a tool to be used by others, and lacks independent initiative.
Life Points: 40
Move: 10
Size: 2.1 meters tall
The Bronze man is the construct of Gaulish smiths and mages, a bronze figure molded over the bones of
a Roman centurion killed by the defending Gauls between 100 and 50 BC. The Bronze Man is animated by a
combination of sorceries, and controlled by a scroll in the form of a brass tablet. Whoever holds the tablet, and
recites the incantation there-on, commands the Bronze Man.
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CAPTAIN BRINE
Type: Undead Pirate
Physique: 4D+1
Reflex: 3D+2
Melee Weapons 4D+1, Melee Weapons Parry 4D, Unarmed Combat 4D
Canny: 3D
Education: 2D
Magic: Vodun 4D
Technical: 2D
Watercraft Operations 4D+2
Will: 3D+1
Intimidation 4D+2, Magic Resistance 4D, Mental Defense 4D
Special Abilities/Disadvantages:
Blackpowder Pistols – Brine has an enchanted pistol that does not require charging and can fire unlimited shots
at a rate of 1/round. Range: 4/10/20 Damage:5D
Cutlass – Brine has an enchanted cutlass, Easy, PHY+2D damage
Invulnerability – Brine can only be harmed by magic or blessed attacks.
Link to Treasure – Brine can sense the location of any piece of his treasure, anywhere on Earth.
Undead – Brine is undead and cannot be killed, only destroyed. Biological agents, stun devices, and poisons are
useless against him.
Story Hooks:
Guardian – Brine is cursed to guard his treasure, and will go anywhere and kill anyone to do so.
Life Points: 36
Survival Points: 10
Move: 10
Size: 2 meters tall
Elias Wentworth was a Royal Navy captain who retired in the late 1600’s to pursue a career on the high
seas as a pirate captain under the name ‘Captain Brine.’ He worked under a Letter of Marque from the British
government attacking Spanish ships and bases in the West Indies, until he got greedy and began to attack vessels
indiscriminately. He amassed a large fortune and became paranoid of protecting it, so he began trafficking with
Vodun priests in the Caribbean who, he was sure, could assist him in living forever. Indeed, the preparations
worked, for after his death by hanging from a British court he rose from the grave and hijacked a vessel to take
him to the island where he secretly buried his treasure. For several hundred years he slept there, peacefully
guarding his hoard until it was discovered by treasure hunters in the early 1900’s. Before Brine could act, the
treasure had been spirited away and divided up among various collectors and museums.
Since then Brine has been compelled to track down each individual piece of treasure and return it to his
island. Brine has no compunction against killing to retrieve his treasure, and prefers to in many cases in revenge
for its theft.
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DRAGON, EUROPEAN
Type: Dragon, European
Physique: 6D
Reflex: 2D+2
Flying 4D, Unarmed Combat 3D+2
Canny: 2D
Find 3D, Survival 3D+2, Tracking 3D
Education: 1D
History 3D+1, Magic 2D+2, Supernatural 3D
Will: 3D+2
Bargain 4D, Intimidation 5D, Magic Resistance 5D
Special Abilities/Disadvantages:
Bite – PHY+1D damage
Dragon Sight – Dragons can see great details at great distance, +2D to sight-based Canny rolls
Fiery Breath – 4D damage(at the creature’s scale)
Scaly Armor - +1D to resist damage to physical attacks
Wings – Dragons can fly at a Move of 50.
Story Hooks:
Greedy – Dragons hoard treasure. They value it so highly that they have been known to capture important women
and hold them for ransom to increase their wealth.
Solitary – Most dragons avoid humans, as well as others of their kind. They prefer to spend their time alone in a
secluded cavern or other large structure, guarding their hoard of valuables.
Life Points: 50
Survival Points: 0-11 normally
Move: 10 / 50 Flying
Size: 5-50+ meters long
Scale: Car to Carrier, normally Tank
Dragons have walked the Earth since the earliest days of humans. They may have evolved from
dinosaurs, come here from another dimension, or been created by a powerful god to guard his tithes. European
dragons are majestic, inspiring creatures with great horned heads, iridescent scaly skin, powerful tails, and wings.
They are also mischievous, greedy, conniving, and bullying. They have a great knowledge of history, and an
appreciation for fine art, song, and dancing, when they care to share their time and experience.
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GIBBET FIEND
Type: Ghoul
Physique: 3D+1
Climbing/Jumping 5D
Reflex: 2D+2
Dodge 4D+1
Canny: 2D
Hide/Sneak 4D+2
Education: 1D
Technical: 2D
Will: 2D
Special Abilities/Disadvantages:
Bite – PHY+2 damage
Nightvision – Gibbet Fiends can see as well in total darkness as in daylight.
Poikilothermism – Their bodies take on the temperature of their surroundings, making them feel corpse-like to
the touch and Very Difficult to detect with heat sensitive methods.
Sense Evil – Gibbet Fiends can “smell evil” on a person, living or dead, from up to 10 meters away. Evil is not
inherent in the persons themselves, but in their actions.
Story Hooks:
Taste for Evil – Gibbet Fiends prefer to feed on the corpses of those who have done great evil in life, such as
murderers, torturers, lawyers, and con men.
Aversion to Sunlight – Though not actually harmed by it, Gibbet Fiends avoid sunlight obsessively. If cornered
by daylight they are as likely to cower, as to fly into a berserk frenzy.
Life Points: 33
Survival Points: 0-8 normally
Move: 10
Size: .45-1 meter tall
Gibbet Fiends are a race of diminutive ghouls who have a taste for the corpses of those who have
committed great evil in their lives. In the past, they centered around hanging trees and gallows to find their fare,
but in recent times they are often forced to watch prisons, asylums, and law offices waiting for their prey to die,
or commit suicide. Only during a period of great famine will the Gibbet Fiend turn to robbing graves, and even
then they can smell the evil on a corpse.
Gibbet Fiends are most often encountered absconding with all or part of an intended meal and cause
great alarm, though they mean no harm to the just or the living. Hungry Gibbet Fiends will also harass living evil
people – driving them crazy with their shrill, tittering laughter. They appear as small, malicious humanoids with
pale-gray skin and stringy hair. They often dress in human fashions that are, at best, several years out of date.
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GOATSUCKER
Type: Chupacabras
Physique: 4D
Reflex: 3D
Dodge 4D, Unarmed Combat 6D
Canny: 2D
Find 3D+2
Will: 1D
Intimidation 4D
Special Abilities/Disadvantages:
Claws – PHY+2 damage
Fangs – PHY+1D damage
Sucking Organ – The creature has a long tubular tongue with a horn-like tip. Once it has made a hole in the
victim with its fangs the organ is inserted into it and used to consume its vital fluids.
Story Hooks:
Carnivorous – These creatures are aggressive carnivores who enjoy the easy prey afforded by domesticated
animals.
Life Points: 38
Survival Points: 0-3 Normally
Move: 15
Size: 1.25-1.4 meters tall
El Chupacabras, the Goatsucker, derives its name from its penchant for drawing the blood out of goats through
small circular orifices in the animal's body. Rabbits, chickens and household pets, are also highly featured parts
of its diet. The most interesting of these wounds is located on the animal's head, where the creature's sucking
organ pierces deep into the cerebellum, slaying the victim painlessly before consuming the vital fluids.
The Goatsucker has been described as approximately four feet tall, weighing around seventy pounds,
with powerful talons on its hind legs, and painfully-thin, clawed arms. It has a pointed face, a fanged, lipless
mouth and enormous red eyes. It is primarily nocturnal, but has also been seen by day.
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HERPOSAPIEN
Type: Herposapien
Physique: 3D
Swimming 4D
Reflex: 2D+1
Unarmed Combat 3D
Canny: 2D
Hide/Sneak 3D+2
Will: 1D
Intimidation 2D+2
Special Abilities/Disadvantages:
Bite – PHY+1 damage
Claws – PHY+1D damage
Color Changing – Herposapiens can change color chameleon-like to blend into any environment. As long as they
are still, they receive a +15 to the difficulty of finding them when they are using this ability.
Water Adaptation – Herposapiens are equipped equally for land and water. Their long tails provide excellent
propulsion while swimming (+2D Swimming), and they can hold their breath up to 20 minutes before surfacing.
Story Hooks: none
Life Points: 32
Survival Points: 0-3 normally
Move: 10 / 30 swimming
Size: 5-8 meters long (2-3.5 meters tall when standing erect)
The herposapien, or 'lizard man' is a massive iguana-like creature 5-8 meters in length, including the
tail. It is carnivorous, aggressive, and will attack any large animal that comes close to the water where it lives.
Like crocodiles, it often drags its prey under water to stash in a cave or hole until it decides to feed.
The creature is smart, and fast, but it's most dangerous feature is its natural ability to change coloration
to blend into most any environment. The creature does not actually become invisible, but will usually be able to
remain unseen when it is not moving.
These creature is sentient, but only at a rudimentary level - like a cave man. It mainly uses its
intelligence for problem-solving and limited tool use. It communicates with others of its kind through growls and
color changes, and cannot understand human speech. It's equally comfortable with quadrupedal or bipedal
movement, but usually only stands upright in order to get a better view of its surroundings or to threaten an
enemy.
It is a native of the Amazon region, but its people have begun to migrate elsewhere to avoid
encroaching development. It is possible that there could be more than one of the creatures in a given area.
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LAKE MONSTER
Type: Generic Lake Monster
Physique: 3D
Swimming 5D
Reflex: 3D
Dodge 4D
Canny: 2D
Hide/Sneak 4D+2
Will: 1D
Special Abilities/Disadvantages:
Bite – PHY+2 damage
Water Adaptation – These creatures can stay underwater for up to 6 hours at a time, though most of them breathe
air, and have fins and flattened tails which give them a +2D to the use of their Swimming skill.
Story Hooks:
Camera Shy – Lake Monsters move quickly enough through the water that characters have a minimum difficulty
of Very Difficult to get a remotely credible picture of one.
Solitary – These creatures not only tend to avoid humans and boats, but don’t even consort with their own kind.
Presumably they do manage to find each other for irregular breeding cycles.
Life Points: 32
Survival Points: 0-3 normally
Move: 21
Size: 8-15 meters long
Scale: Tank
Lake monsters, like the famous ‘Nessie’ of Loch Ness or ‘Ogopogo’ of Lake Okanagan, are familiar
legends across North America and Europe. These creatures are sighted on a semi-regular basis, but no conclusive
evidence of their existence or non-existence has ever been found. They tend to avoid humans, but even in the
large lakes and inlets they occupy, run-ins are inevitable.
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PETROLEUM OOZE
Type: Metamorphic Liquid
Physique: 4D
Reflex: 5D
Dodge 6D+1
Canny: 1D+2
Hide/Sneak 6D
Will: 1D+2
Special Abilities/Disadvantages:
Breakdown Molecular Structures – The ooze is capable of breaking down molecular structures by touch, a
necessary adaptation for feeding. If used for attack it does PHY+2D damage.
Distinctive Smell – The ooze is easily identified and detected by an oily, volatile smell, +2D to Search rolls for it
based on smell.
Instability – Petroleum ooze has a very unstable molecular structure making it vulnerable to energy attacks. Fire
or electrical damage will not only ignite the ooze, but explode it doing damage of 8D up to 2 meters away, 6D to
4 meters away, 4D to 6 meters away, and 2D to 8 meters away. Damage occurs in the same scale as the
creature’s. The ooze is of course killed instantly by this.
Metamorphic – The ooze can change shape at will, not to the degree of being able to simulate likeness, but the
ability can be used to flow through small cracks, extend multiple pseudo-pods, or puddle harmlessly on the
ground. Ooze gets a +10 Running modifier, and +1D+2 to resist impact/slashing damage. The ooze normally
floats on water.
Story Hooks:
Territorial – Petroleum ooze is found in areas of rock rich in standard petroleum, on which it feeds. The ooze
does not take trespassing on its territory lightly, and often attacks humans who stumble upon open pools of
petroleum, and on oil company workers who attempt to drill into the area.
Life Points: 36
Survival Points: normally 0
Move: 14
Size: 2–20 meter diameter pool
Scale: Character to Tank
Petroleum Ooze is the term used to describe a race of unstable amoeba-like life-forms that evolved from
the liquid hydro-carbon fluids that pool beneath the Earth’ surface. The creatures vary drastically in size, and
range in color from yellow to black. They have an indefinite, changeable form which can pool, extrude pseudo-
pods, rise up like a snake, and flow across surfaces.
Petroleum Ooze is extremely dangerous when confronted with humans. The ooze feeds on normal
petroleum products, which the humans attempt to remove from the environment for their own uses. The ooze is
often quick to recognize this and strikes out appropriately.
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RED CAP
Type: Goblin
Physique: 4D
Reflex: 4D
Melee Weapons 5D, Melee Weapons Parry 5D
Canny: 3D+2
Find 4D, Hide/Sneak 5D+2
Education: 2D
Magic 4D, Mythos Lore: Faerie 6D, Supernatural 4D+1
Technical: 1D
Will: 3D+1
Intimidation 4D+2, Magic Resistance 6D
Special Abilities/Disadvantages:
Claws – PHY+1D damage
Faerie – Like most faeries Red Cap is unlikely to attack someone who turns their clothes inside out, or has a
charm of a stone with a hole in it naturally worn through in a river. He is turned away, though not harmed by
holy objects. He can also see in total dark without penalty.
Iron Boots – PHY+2 damage
Pikestaff – Moderate, PHY+2D damage
Story Hooks:
Fae – Red Cap is of the race of faerie, but banished. His boots anchor him to the mortal realm.
Life Points: 32
Survival Points: 13
Move: 10
Size: 1 meter tall
Red Cap is an evil faerie that lives in ruined towers along the Scottish border of England. He is said to
have long, pointed teeth, skinny fingers tipped with eagle talons, large fiery eyes, long grisly hair that reaches his
shoulders, iron boots, a pikestaff, and an old red cap on his head. He likes to frequent the site of old, bloody
battles and re-dyes his cap in the blood of those who linger too long in these places.
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SIMON
Type: Human Oddity
Physique: 5D
Reflex: 3D+2
Melee Weapons 4D+1, Melee Weapons Parry 4D, Unarmed Combat 4D
Canny: 3D+1
Diversion 4D, Hide/Sneak 4D+2, Surveillance 4D+2, Survival 4D, Tracking 4D+1
Education: 1D+1
Locale 3D
Technical: 1D+1
Motor Vehicle Operations 2D+2
Will: 3D+1
Intimidation 4D+2, Magic Resistance 4D, Mental Defense 4D
Special Abilities/Disadvantages:
Chromidrosis – Simon has colored sweat, an unusual, but not unnatural condition. His sweat has a red tint,
making him appear slightly bloodied after continued exertion.
Immortality – Simon is able to regenerate *even from death* unless he is decapitated. He is unable to regrow lost
limbs.
Regeneration – Simon heals 1 Life Point every 5 minutes.
Story Hooks:
Obsessive Compulsive – Simon always wears a mask of some kind, usually a ski mask, that completely hides his
face and head.
Psychopath – Simon is a compulsive murderer who prefers to target teachers and schoolchildren. He stalks them
relentlessly unless killed or captured.
Life Points: 55
Survival Points: 10
Move: 12
Size: 1.8 meters tall
Simon is an abnormal human with an unusual past. He was an orphan left on the doorstep of Underhill
Orphanage as a baby. Simon was always quiet and withdrawn, and when he reached school-age this was
constantly used against him. The other kids constantly ganged up on Simon to taunt and torture him in a variety
of cruel ways. The final blow came in high school when he was lured to a secluded spot under the pretext of an
intimate meeting with a girl. Half of his class was there and ridiculed him standing behind a tree in nothing but
shorts.
Simon snapped, and that very night he began a murderous rampage against his class mates. In the end,
all were dead and he was in police custody. He was found unfit to stand trial and placed in the Ward Home for
the Criminally Insane. Simon has broken out of the home 3 times, and thought to have died several times always
to return. Simon routinely uses a chainsaw, hatchet, and/or machete in his crimes. He wears a ski mask or other
mask to completely cover his head, possibly to disassociate himself from his actions.
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SNOW GOON
Type: Animated Inanimate
Physique: 3D+1
Reflex: 2D
Unarmed Combat 2D+2
Canny: 1D
Find 2D, Hide/Sneak 2D+2, Tracking 3D
Will: 1D
Special Abilities/Disadvantages:
Claws (tree limbs) – PHY+1 damage
Vulnerability – Prolonged exposure to heat or warm sunlight will cause the goon to melt, loosing 1D of PHY per
hour. Once the snow goon’s PHY is reduced to 0, they dissipate. They also take double damage from heat and
flame-based attacks.
Story Hooks:
Extremely Chaotic – Snow goons tend to spend their short existence doing as much damage to life and limb, each
others included, as possible. There are exceptions however, and at least one animate snow goon danced and sang
with a group of children instead for several hours before melting.
Life Points: 33
Survival Points: 0-3 normally
Move: 6
Size: 1-2 meters tall
Snow Goons are evil spirits sometimes compelled to enter the constructed forms of snow men,
animating them and wreaking havoc until they melt or are destroyed. They are usually found on cursed ground,
former burial sites, and similar places, but may be found anywhere and in any numbers. Some are carnivorous,
others even cannibalistic.
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TROLL, BRIDGE
Type: Troll
Physique: 5D+1
Reflex: 3D+2
Canny: 1D+2
Find 2D+2
Will: 2D
Intimidation 3D+2, Magic Resistance 3D+1
Special Abilities/Disadvantages:
Climbing Claws – +2D to Climbing skill, PHY+1 damage
Shadow Meld – The troll can melt into the darkness beneath their bridge, becoming largely invisible, and giving
them a +2D to their Hide/Sneak skill when doing so.
Story Hooks:
Territorial – Bridge Trolls tend to be extremely protective of their bridge, and will always take revenge on any
who harm their bridge. Occasionally trolls may ask a toll of those who use their bridge as well.
Life Points: 35
Survival Points: 0-3 normally
Move: 10
Size: .5-1.5 meters tall
Bridge Trolls are a subspecies of troll that live under bridges, docks, and similar structures. They hide
underneath and spring on unsuspecting prey to feed. Trolls can be tricked into letting their prey go occasionally,
but if you harm a troll’s bridge there is no reasoning with the creature. Trolls are ugly, gnarled humanoids in old
clothes or rags, they are carnivorous and wont to eat anything they can get their hands on.
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WEREWOLF, CLASSIC
Type: Classic Werewolf
Physique: 6D
Reflex: 3D
Canny: 2D
Tracking 6D
Will: 1D (WIL of the victim -1D)
Intimidation 4D
Special Abilities/Disadvantages:
Claws - PHY+1D damage
Invulnerability – Can only be harmed by magic, psionics, or silver - only silver or complete destruction will
prevent a werewolf from rising from death.
Story Hooks:
Cursed – Most werewolves are not happy with their lot and try to hide their curse. If they feel remorse at the
actions of their other selves they may even attempt to bind or confine themselves whenever these attacks occur.
Life Points: 44
Survival Points: 1-6 normally
Move: 12
Size: 1.7-2.2 meters tall
Werewolves are the results of the ancient curse of Lycanthropy - it’s origins unknown. “Even a man
who is pure at heart and says his prayers by night, may become a wolf when the wolvesbane blooms and the
autumn moon shines bright.” The unlucky soul is a normal human most of the time, with appropriately unique
statistics, but changes uncontrollably on the three days of the full moon into a great half-human/half-wolf they
will automatically go out hunting and killing prey - including humans.
Anyone who is bitten by a werewolf, and survives, will inherit the curse and begin to transform at the
start of the next full moon. The personality of the victim will be subverted by the werewolf’s, but may assert
itself by making a Difficult WIL roll - the victim’s WIL is at -1D while in werewolf form. Even then, they have
only basic influence over the werewolf - being able to select or avoid prey but not much more.
It takes one full round to turn into wolf form and back, during which the character is incapable of any
other actions.
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Personality: You are quiet and subdued, living in Personality: Driven by curiosity, you’ve never lost
your mind mostly. But your love of old things a childlike sense of wonder and your intense desire
brings on a curiosity that drives you to investigate to explore.
things that are sometimes best left alone. Quirks: Fear of bats, carries a bola everywhere.
Quirks: Love of old books and antiques. Background: You studied Archaeology in the field
Background: You’ve had a love of antiquities and found after you got you degree that you
since an early age. Dusty old books, old fashioned couldn’t shut yourself up in a classroom. You lead
clothes, and numerous antiques line your living expeditions in the field and consult on unusual
space. finds.
Physique: 2D+1 Education: 4D
Stamina Anthropology Physique: 2D+2 Education: 4D
History Climbing/Jumping Archaeology
Language Lifting Anthropology
Stamina History
Language
Reflex: 2D+2 Technical: 2D+1
Archery Gunsmith Reflex: 2D+1 Technical: 2D
Dodge Motor Veh Ops Dodge Motor Veh Ops
Firearms Photography Firearms
Running Riding
Canny: 3D+2 Will: 3D Unarmed Combat
Find Bargain Canny: 3D+2 Will: 3D+1
Research Persuasion Find Bargain
Sanity Hide/Sneak Magic Resistance
Streetwise Sanity
Move: 10 Survival
PSI Sensitive: Yes No Move: 10
Magic Sensitive: Yes No PSI Sensitive: Yes No
Karma Points: Magic Sensitive: Yes No
Survival Points: Karma Points:
Life Points: Survival Points:
Special Abilities: None Life Points:
Equipment: Several old books, out-of-style Special Abilities: None
clothes, magnifying glass, notepad and antique pen, Equipment: Khaki expedition clothes, backpack,
Weaponry: IAR Model 1872 Derringer rope, grappling hook, windproof lighter, cigars,
flashlight, sunglasses, $2000 cash
Weaponry: S&W .38 Special, bola, machete
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Role-Playing Game of Horror and Adventure - Version 2.000
Personality: Quiet and watchful. You enjoy Personality: Stoic, vengeful, and extreme.
protecting people from harm. People helped you Monsters are a menace, they are not human. They
when you were young and you get joy from deserve to die.
reciprocating. Quirks: Hates monsters. Not always fond of
Quirks: Mild paranoia, overly cautious. humans.
Background: Former Army infantryman, decided Background: Demons broke loose from the
to enter police work, but was turned down. Decided netherworld and your family paid the price. You
to become a bodyguard instead. Has seen some believe in insuring that no one else suffers at the
weird stuff since. hand of these inhuman hordes.
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Role-Playing Game of Horror and Adventure - Version 2.000
Personality: Quiet and aloof. Likes to observe Personality: Very calm and authoritative when
before forming opinions. Tends to be negative and working, relaxed and boisterous when not.
dark humored. Quirks: Greedy, but generous with money.
Quirks: Chain smoker. Drinks heavily. Background: Former commando who ran into
Background: Has worked dozens of jobs before strange things in the jungles of South America.
writing took off. Life has given him a dark, creative Prefers to work for cash, but takes the supernatural
style that translates well into horror stories. very seriously and will work for free for a good
Investigates paranormal on the side as a form of cause.
research for his work.
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OCCULTIST PARAPSYCHOLOGIST
Character Name: Character Name:
Player: Player:
Age: Gender: Age: Gender:
Height: Weight: Height: Weight:
Physical Description: Physical Description:
Personality: Detached and aloof from the rest of Personality: Stoic, and methodical. Likes to
humanity. Maintains an elitist attitude and a observe. Rational even in the face of danger.
flamboyant air. Quirks: Constantly making notes, writing things
Quirks: Perpetually amused. down. Saves everything.
Background: Son of a wealthy family, now alone. Background: You were always interested in the
You’ve never had to work too hard. You spend paranormal, and worked hard through college to
your days pouring over occult texts, and mingle earn a place at a university where you could study
with society at night. the phenomena further. You’ve often found things
outside the realm of your textbooks fascinating.
Physique: 2D+2 Education: 3D+2
Physique: 2D Education: 3D Stamina Esoteric Science
Stamina Anthropology Parapsychology
Magic Psychology
Mythos Lore
Supernatural
Reflex: 2D+2 Technical: 2D+1
Reflex: 2D+1 Technical: 2D Dodge Computers
Dodge Motor Veh Ops Firearms First Aid
Firearms Sail Operations Melee Weapons Motor Veh Ops
Melee Weap Parry Sensors
Canny: 3D Will: 3D+2
Canny: 3D Will: 3D+2 Find Mental Defense
Cryptography Acting Research Sanity
Find Magic Resistance Surveillance
Gambling Meditation Writing
Research Sanity Move: 10
Magic: 1D PSI Sensitive: Yes No
Raise Magic Sensitive: Yes No
Karma Points:
Survival Points:
Life Points:
Move: 10 Special Abilities: None
PSI Sensitive: Yes No Equipment: Notebook, Binoculars, Flashlight,
Magic Sensitive: Yes No Stopwatch, Compass, Magnifying Glass, Camera
Magic Points: 22 Weaponry: Sword Cane
Magical Focus: Vocalization
Type of Magic: European Mysticism
Karma Points:
Survival Points:
Life Points:
Special Abilities: Independently Wealthy
Equipment: Luxury Car, Flashy Clothes, $2000
Cash
Weaponry: IAR Model 1872 Derringer
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Personality: Boisterous and friendly. Enjoys the Personality: Negative and suspicious. Would like
company of people, quick to forgive and forget. to be around people more, but has seen to much to
Quirks: Non-violent, vegetarian. be able to trust them.
Background: raised in a devout Catholic Quirks: Always looking for motivations and
household, it was inevitable that you would end up hidden agendas. Alcohol abuser.
becoming a priest. You enjoy helping people, and Background: You were a loyal police officer until
see everyone as a walking miracle. You also being framed for extortion. The charges didn’t
consider it your job to shepherd and protect the stick, but you left the force anyway and started your
flock from the wolves that plague them. own office.
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Personality: Friendly and helpful. Enjoys helping Personality: Inquisitive, and methodical. Takes a
people with problems. detached perspective on everything.
Quirks: Avoids touching other people because of Quirks: Constantly making notes, writing things
uncontrolled precognition. down or records notes. Loves uncovering scandal.
Background: After discovering abilities during Background: You’ve been a nosy little snitch all
high school. You made a habit of using them to you life, and decided to have fun after high school
help others, despite the potential for abuse. You by getting a job at a newspaper. You’ve bounced
have a small consulting business that you use to from paper to paper in search of new things, and
help individuals, police, and federal agencies. enjoy sifting through the trash.
Physique: 2D+2 Education: 3D+1
Physique: 2D Education: 3D Climbing/Jumping Crime
Stamina Business Stamina History
Language Locale
Law Enforcement Law Enforcement
Locale
Parapsychology Reflex: 2D+2 Technical: 2D+2
Reflex: 2D+1 Technical: 2D Dodge Computers
Dodge First Aid Firearms Photography
Stun Weapons Motor Veh Ops
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Personality: Charismatic and controlled. Can warm Personality: Calm and authoritative. Does not
to a person immediately, then turn around and kill believe in hurrying.
them in cold blood. Quirks: Very superstitious about the old ways.
Quirks: Thrill seeker, risk taker. Background: You grew up on the reservation with
Background: You constantly put your life on the a fascination for tribal magic, and when the shaman
line in the service of your country. You kill, kidnap, began to teach you to talk to the spirits you found
interrogate, chase cars, and seduce foreign agents. you had a talent for it as well. You travel the old
Not just a job, a career! tribal lands now, to see the old spirits.
Physique: 3D+1 Education: 1D+2
Physique: 3D+2 Education: 2D Climbing/Jumping History
Climbing/Jumping Language Lifting Language
Swimming Locale Stamina
Stamina
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Player:
Type of Character:
Character Name:
Age: Gender: Height: Weight:
Physical Description:
Personality:
Quirks:
Background:
PHYSIQUE: EDUCATION:
REFLEX: TECHNICAL:
CANNY: WILL:
Equipment:
Weaponry:
Model: Scale: Difficulty: Ranges: Damage: Ammo:
/ /
/ /
/ /
/ /
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Player:
Type of Character:
Character Name:
Age: Gender: Height: Weight:
Physical Description:
Personality:
Quirks:
Background:
REFLEX: TECHNICAL:
CANNY: WILL:
Type of Magic:
Magical Focus:
Magic Points: ( )
Equipment:
Weaponry:
Model: Scale: Difficulty: Ranges: Damage: Ammo:
/ /
/ /
/ /
/ /
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Player:
Type of Character:
Character Name:
Age: Gender: Height: Weight:
Physical Description:
Personality:
Quirks:
Background:
REFLEX: TECHNICAL:
CANNY: WILL:
Psionic Points: ( )
Weaponry:
Model: Scale: Difficulty: Ranges: Damage: Ammo:
/ /
/ /
/ /
/ /
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Role-Playing Game of Horror and Adventure - Version 2.000
Player:
Type of Character:
Character Name:
Age: Gender: Height: Weight:
Physical Description:
Personality:
Quirks:
Background:
REFLEX: TECHNICAL:
CANNY: WILL:
Religion:
Equipment:
Weaponry:
Model: Scale: Difficulty: Ranges: Damage: Ammo:
/ /
/ /
/ /
/ /
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