ELEMENTAL Complete Guide
ELEMENTAL Complete Guide
Contact: gildorgames@yahoo.com
Contents
The Character Sheet ...................................................................................................... 4
HOW TO PLAY ................................................................................................................ 6
One Page Rules .................................................................................................. 7
Characters........................................................................................................... 8
Core Mechanics .................................................................................................. 12
Combat ................................................................................................................ 16
Special Situations............................................................................................... 20
Powers ................................................................................................................. 24
SKILLS AND FLAWS ........................................................................................................ 26
Skills .................................................................................................................... 26
Flaws ................................................................................................................... 37
EQUIPMENT .................................................................................................................. 39
Weapons ............................................................................................................. 39
Armor ................................................................................................................... 41
Vehicles ............................................................................................................... 41
Miscellaneous Items .......................................................................................... 43
GAME MASTER’S GUIDE ................................................................................................. 44
Level-Setting ....................................................................................................... 44
Designing Adventures ........................................................................................ 45
Creating Content................................................................................................. 48
Running the Game ............................................................................................. 51
FANTASY ....................................................................................................................... 53
Archetypes .......................................................................................................... 54
Spell List .............................................................................................................. 57
Spells A-Z............................................................................................................. 59
Magic Items ........................................................................................................ 96
Monsters ............................................................................................................. 97
HORROR ....................................................................................................................... 124
Archetypes .......................................................................................................... 124
Sanity................................................................................................................... 125
Corruption ........................................................................................................... 126
Spells A-Z............................................................................................................. 126
Monsters ............................................................................................................. 129
Characters........................................................................................................... 133
SCIENCE FICTION .......................................................................................................... 134
Archetypes .......................................................................................................... 134
Weapons ............................................................................................................. 135
Armor ................................................................................................................... 137
Vehicles ............................................................................................................... 138
Cybernetics ......................................................................................................... 139
Psionic Powers A-Z ............................................................................................. 140
Characters........................................................................................................... 146
Robots ................................................................................................................. 150
PULP & SUPERHEROES .................................................................................................. 151
Super Powers ...................................................................................................... 151
Super Flaws ........................................................................................................ 152
Power Levels ....................................................................................................... 152
Powers A-Z .......................................................................................................... 153
INDEX ........................................................................................................................... 166
How to Play
Agility (AGI)
This attribute is used whenever you want to
perform a task requiring dexterity, reflexes, speed
or hand-eye coordination.
CORE MECHANICS NPC actions are part of the background, and player
actions determine how a story unfolds. For
At the heart of the game is a simple mechanic to instance, if there is a large battle involving PCs and
figure out if you succeed at an action you are NPC allies, the NPC allies might engage enemy
attempting. This mechanic underpins pretty much “mooks”, giving the PCs the time and the
every rule and situation that can come up, hence opportunity to take care of the main villains.
the game’s simplicity: you don’t have to learn Without PC intervention, situations nearly always
multiple systems, remember exceptions or look up end badly. Only the PCs can save the day!
a bunch of tables. In our games, we like the
complexity to stem from character interactions and
challenges thrown at us by the GM, and we believe
Attribute Rolls
the rules should get out of the way. Actions are normally resolved by comparing two
attribute rolls. The character who rolls highest
Another way we keep it simple is by basing all die
wins the contest and succeeds in what they are
rolls on the good old six-sided die (“d6”). So when
attempting. If the rolls are tied, this is called a draw;
we say “roll 2d”, we mean two six-siders.
we’ll explain what this means on page 13.
An attribute roll is made by taking the most
When Do You Roll? relevant attribute and adding a die roll to it (1d6).
In human-run RPGs (as opposed to computer In many cases you can use a character attribute for
games), players can try to do literally anything they this roll.
can imagine. When you want your character to do Example: Roderick the gnome wants to sneak past
something, the GM decides whether to call for a Grodz the ogre and steal the Shield of Gallantry.
roll. If the task is easy, or if success is necessary for Roderick makes an attribute roll based on AGI
the story to continue, the GM should allow the (since this is most related to sneaking) by taking his
character to automatically succeed. Other actions, AGI score and adding a die roll to it. Grodz makes
like jumping across a chasm, require the character an attribute roll based on AWA (since this is most
to make a roll to see if the attempt succeeds, related to alertness and spotting things) by taking
partially succeeds or fails. his AWA score and adding a die roll to it. Whoever
The GM should make rolls for NPCs, but only when rolls the highest total succeeds in what they’re
they attempt something that directly affects a PC. trying to do. If Roderick rolls higher, he successfully
In most cases we don’t recommend rolling for NPCs sneaks past the ogre. If Grodz rolls higher, he spots
when they fight each other, for instance. In general, the would-be thief.
Damage Rolls
If the defense roll exceeds the attack roll, the
defender typically escapes the attack unscathed. If
the attack roll exceeds the defense roll, the
defender typically suffers a damage reduction to
their Health. The amount of damage is determined
by an attribute roll made by the attacker: the
damage roll. The damage roll is based on the
weapon’s DAM. In the case of natural weapons,
melee weapons or thrown weapons that use the
attacker’s size or strength, DAM is determined by
the attacker’s TOU.
As with any attribute roll, the damage roll is subject
to breaks and modifiers. If the result of the damage
roll is zero or negative, the attack causes no
damage whatsoever.
Damage rolls can be modified by a variety of
factors. Common damage roll modifiers include:
Skills: Skills like Weapon Mastery, Heavy Weapon,
Unarmed Strike, Strength, Charge, Mighty Blow and
Madness
If your Spirit is reduced to zero or a negative
number, you are at the brink of madness. This can
happen if you use a power that consumes more
Spirit than you currently have, or if you are
subjected to severe mental stress. At this point, you
might “snap”, go temporarily insane, act irrationally
until the end of the encounter, or finally talk if being
interrogated. You keep control of the character, but
the GM might force you to do or not do certain
FLAWS
AGILITY TOUGHNESS AWARENESS WILL
Clumsiness Breathless Absent-Mindedness Addiction*
Handicap Frailty Blindness Cowardice
Sunlight Sensitivity Deafness Code of Honor*
Vulnerability* Flashbacks
Weakness Greed*
Outcast*
Phobia*
Unluck
Unmistakable Feature*
Absent-Mindedness: Your mind is usually level) or you run for cover, run away or refuse to
elsewhere. This causes your Initiative to be reduced undertake a dangerous activity. Deduct the flaw
by a number of steps equal to the flaw level. For level when making a roll to resist torture.
example, if you have AWA 3 and the flaw at level 2,
your actual Initiative is 10 instead of 15. In addition, Code of Honor: You have a set of values, morals,
you tend to be distracted or forgetful. Deduct the principles, a behavior pattern or religious beliefs
flaw level when rolling to remember something. that restrict your ability to act freely in all situations.
Even if it’s something you would normally The flaw level depends on how restrictive or
remember, the GM might require you to make an compelling the principles are. If you ever violate
AWA roll vs. DIF X where X equals the flaw level. your principles, you become Slightly Impaired (-1
to rolls) until you can atone for your actions.
Addiction: You are addicted to a substance such
as alcohol, tobacco, caffeine, marijuana or heroin. Deafness: Your hearing is poor. You suffer a
Failure to consume the desired substance 1, 2 or 3 penalty to rolls that rely on hearing, equal to the
times a day (depending on the flaw level) causes flaw level.
you to become Slightly Impaired (-1 to all rolls)
until the cravings can be satisfied. If presented with Flashbacks: You have suffered a severe trauma in
the opportunity to partake of the substance, you the past. When in a situation that is reminiscent of
must make a WIL roll vs. DIF X (where X is the flaw the traumatic event, you must make a WIL roll vs.
level) to resist the temptation. DIF X, where X equals the flaw level. Failure causes
you to freeze in terror and become Severely
Blindness: Your vision is poor. You suffer a penalty Impaired (Move 0, -3 to rolls). You can attempt to
to rolls that rely on sight (including attack and shake off the effect as an action, by making a 2d
defense rolls) equal to the flaw level. Wearing Spirit check.
corrective lenses diminishes the penalty by one.
Frailty: You are somewhat fragile (and possibly
Breathless: You are short-winded. After TOU small). Your max Health is reduced by the flaw level.
minutes of strenuous activity such as running or
fighting, you suffer the flaw level as a penalty to AGI Greed: You crave something like gold, revenge,
and TOU rolls, until you take a short rest (1 hour). information about something, or a type of food. If
presented with the opportunity to gain the object
Clumsiness: Deduct the flaw level when rolling to of your affection, you will pursue it no matter how
accomplish a task requiring manual dexterity. In unwise the decision. You can attempt to resist this
situations where tripping, dropping something or urge by making a WIL roll vs. DIF X, where X is equal
knocking something over is likely (such as when to the flaw level.
sneaking around a darkened house), you must
make an AGI roll vs. DIF X (where X is the flaw level) Handicap: You are old, obese or physically
to avoid doing so. impaired somehow. Deduct the flaw level whenever
you roll to perform a feat of agility that involves
Cowardice: In a life-threatening situation, you jumping, climbing etc. Furthermore, your maximum
must make WIL roll vs. DIF X (where X is the flaw Move is reduced by the flaw level.
Equipment
WEAPONS
Ammo is the number of times the weapon can be typical combat situation against human-sized
fired before having to be reloaded. If two numbers opponents. Everyone caught in the area must roll
are shown, the second generally refers to a burst (1 to avoid the attack. If the AOE is above 1, this
burst = 10 bullets). includes any allies adjacent to or in close combat
Rel indicates the number of rounds it takes to with the affected foes. If the weapon creates a
reload the weapon once Ammo is expended. circular blast, the AOE number also represents the
yard radius of the blast around its center. When two
Range is the distance, in yards, at which the
numbers are indicated this generally means the
weapon can fire with no penalty to the attack roll.
weapon can fire in either single shot or burst mode.
The weapon can fire up to twice this distance at -1
to the attack roll, three times the distance at -2 and Lbs. is the encumbrance of the item in pounds. This
four times the distance at -3. represents bulk as well as pure weight.
DAM is the attribute used for rolling the weapon’s Notes/Enhancements includes, among other
damage. For melee and thrown weapons, DAM is things: the effect of firing with telescopic or laser
equal to the character’s TOU, sometimes with a sights (Note: they restrict to firing once per round);
modifier as indicated. and any special conditions the weapon may inflict
such as Impairment, Paralysis or Poison (see rules
AOE (Area of Effect) is the attribute that represents
concerning these conditions starting on page 22).
the number of foes affected by the attack in a
ARMOR
ARM: Armor absorbs physical damage up to this Radiation: Offers no protection unless designed
score; any excess damage is transferred to the specifically for this purpose.
wearer’s Health. Armor isn’t as effective against Remember, you need the Armored Combat skill
energy or chemical attacks: (page 27) to wear armor without being hindered. If
Heat/Cold/Explosive: Only works if it fully covers the you benefit from several sources of ARM, only the
body, leaving no areas exposed. best one applies (i.e. the ARM values don’t stack).
Acid: Offers protection but is itself damaged in the Lbs.: This is the encumbrance of the item in
process, reducing its ARM score by 1 thereafter. pounds. It represents bulk as well as pure weight,
Electricity: Only protects if not made of metal. and applies when the armor is fitted and worn.
Double the value if not worn or fitted properly.
VEHICLES
Vehicles include everything from bicycles to cars, round. This refers to speed in typical combat
tanks, aircraft, and spacecraft; even mecha, in some situations, rather than the theoretical maximum.
settings. Remember, vehicles are not characters, so ARM is the amount deducted from any damage
they do not get their own turns or actions. However inflicted on the vehicle. Any excess damage passes
they can be driven or attacked by characters, so through to the vehicle’s Health.
they have the following statistics:
Health is the amount of damage the vehicle can
Crew/Pass indicates how many people are sustain before being rendered inoperable. If the
required to operate the vehicle (including weapon vehicle sustains massive damage (meaning: the
systems), and how many additional passengers it damage roll is a break), it must make an ARM roll
can carry. vs. the DAM roll to avoid becoming Impaired (Move
AGI indicates maneuverability so it is the attribute 50%, -2 to rolls). Alternatively, the vehicle can suffer
used when someone makes a roll to drive or pilot a malfunction, as decided by the GM. Unlike living
the vehicle (the roll can be modified by the driver’s creatures, vehicles cannot shake off the condition
Piloting or Driving skill). AGI is also used for defense or heal naturally. They can he “healed” by someone
rolls when the vehicle is targeted by an attack. with the Fixing skill and the right tools; see the skill
Attack rolls from the vehicle use the attacker’s description on page 29.
attributes instead. Notes/Enhancements includes maximum capacity
Move is the vehicle’s rate of acceleration per in cargo and men, mounted weapon systems or
round, followed by its top speed, in yards per other features. Mounted weapons use the
operator’s AWA and Heavy Weapon skill.
MISCELLANEOUS ITEMS
ITEM Lbs1 Notes ITEM Lbs1 Notes
Backpack 2 12 lbs. full Lock 1
Barrel (empty) 70 500 lbs. full Lockpicks 1
Bedroll 6 Manacles 6
Blanket 4 Musical Instrument 2 10 lbs if bulky
Bottle 2 Nightvision Goggles 3 Skill @ level 2
Book (large) 4 Oil (1 pint) 1
Camera 2 Professional Parabolic Microphone 4 Range: 200 yd.
Candle 1 4 yds for 1 hr Pick (miner’s) 10
Cellphone - Pole (10 feet) 7
Cell Interceptor 5 Pot (iron) 10
Chain (4 yards) 10 Potion 1
Chest (empty) 25 300 lbs. full Quiver (full) 2 20 arrows
Climbing Gear 12 Rations (1 day) 2
Clothes (incl. footwear) 4 Winter: 8 lbs. Rope (20 yards) 10
Coins or gems (50) 1 Shovel 5
Computer (laptop) 5 Sledgehammer 10
Crowbar 3 Soap -
First Aid Kit 2 Spyglass 1
Flashlight 3 20-yd. beam Tent (two-person) 20
Flask/Tankard 1 Toolkit 5
Flint & Steel/Tinderbox 1 Torch 1 10 yds for 1 hr
Grappling Hook 3 Transmitter Detector 1
Hammer 2 Trap (hunting) 25
Handcuffs 2 Umbrella 2
Holy Symbol 1 Wand 1
Ladder (10 feet) 25 Waterskin/Canteen (full) 5 1 lb. empty
Lantern/Lamp 2 12 yds for 6 hrs Whetstone 1
Lighter - Whistle -
Fantasy
One of our design goals with ELEMENTAL is to take what an orc or a dragon is, so providing stats for
the work out of RPGs; to let you move quickly and them is more useful as a reference point than
easily “from inspiration to game.” This means we providing stats for something you’ve never heard
need to address not just how the game runs at the of. The expectation is that you will use these as a
table, but also what it takes to create great worlds starting point to build your own original creations.
and scenarios (if you are the GM) or make exactly We want to help you turn any source of inspiration
the character you want (if you are a player). into a game, but the inspiration part is up to you.
The rest of this book is designed to help you with And so we begin with the genre that practically
that. defines roleplaying games: Fantasy. This chapter
The following chapters aren’t written with the idea honors the tradition of fantasy roleplaying games
that you’ll sit down and read them like a normal with a wealth of content. The following pages
book. Rather, they are designed to be a toolkit, a contain templates for creating typical character
quick and easy list of options you can use to create races and classes, while leaving you free to
your characters and populate your adventures. The customize your character with exactly the abilities
entries provide game information stripped of any you want. There are over two hundred spells to
setting or background information, because they choose from, and a bestiary containing all the
are designed to fit into a variety of settings. For this monsters you expect. Go ahead and drop them into
reason, we try to focus on common examples of your games, or modify them to craft your own
characters, creatures and spells. Everyone knows diabolical creations!
ARCHETYPES
RACE Attributes Typical Skills & Spells
Dwarf Highest: TOU Skills: Armored Combat, Background (stonework), Background (metalsmith,
Lowest: WIL stonemason, brewer), Endurance, Nightvision, Resistance (poison/disease),
Weapon Mastery (axes, hammers)
Elf Highest: AGI Skills: Arcane Lore, Focus, Languages, Marksmanship, Nightvision, Senses, Stealth,
Lowest: TOU Weapon Mastery (swords, bows, crossbows); Flaw: Sunlight Sensitivity (dark elves);
Spells (DIF): Any DIF 0 Spell, Faerie Fire (1), Witch Gloom (2)
Halfling Highest: AGI Skills: Athletics, Focus, Luck, Resistance (poison/disease), Stealth, Trickery
Lowest: TOU
Human Highest: Any Any
Lowest: Any
Dragonfolk Highest: TOU Skills: Arcane Lore, Resistance (acid, cold, electricity, heat or poison), Strength;
Lowest: AGI Spells (DIF): Acidic Spittle (1), Bazrak’s Breath (3), Claws of the Dragon (2),
Dragonskin (2), Draconic Form (7), Dragon’s Breath (4), Eyes of the Dragon (1)
Gnome Highest: AWA Skills: Arcane Lore, Background (Alchemy), Fixing, Focus, Languages (small beasts),
Lowest: WIL Nightvision; Spells (DIF): Minor Illusion (0)
SPELL LIST
DIFFICULTY 0 Essence Filter Mind Guard
Blood Rain Essence Transfer Minor Necromancy
Boil / Freeze Eternal Flame Minor Wildcast
Dancing Lights Fire Form Mole Burrowing
Minor Illusion Flash Murphy's Curse
Minor Sorcery Giant Strength / Weakness Phantasm
Polish / Soil Gift of Luck Righteous Anger
Reconstruction Growth / Reduction Scourge of Flame
Shocking Grasp Hoan's Undead Banishment Shattering
Smokeshape Magic Seal Skill of the Snake
Turn to Water Mechanical Manipulation Sleep Song
Witch Glow Mind Reading Smite
Wizard’s Hand Minor Elemental Servant Speak with the Dead
Neural Transfer Spirits of Nature
DIFFICULTY 1 Oilskin Thunder Strike
Acidic Spittle Ozric's Tentacles Vampire's Kiss
Animal Speech Phantom Sight Wall of Wind
Arcane Shield Prayer of Healing Ward of Passage
Bazrak’s Bolts Rope Animation Water Mirror
Bazrak’s Rage Seeker’s Blessing Word of Healing
Breathable Air Snow Balls
Eyes of the Dragon Song of Healing DIFFICULTY 4
Faerie Fire Spider Climbing Blind Faith
Firehand Thunder Clap Beast Form
Fire of Vengeance Treasure / Trinket Borrowed Power
Foul Air Vanishing Bounty of Water
Gideon’s Elastic Elongation Witch Gloom Caeradinn’s Elemental
Gideon’s Whistling Stones Discourse
Hand of Decay DIFFICULTY 3 Celestial Light
Hand of Healing Animal Sense Projection Death Ward
Hoan's Chant Arcane Armor Dragon’s Breath
Leap Awrok’s Flight Eruption of Earth
Lordly Presence Bazrak’s Ball Essence Surgery
Regeneration Bazrak’s Fury Gideon’s Fragmented
Secret Script Bazrak’s Breath Perceptions
Swiftfoot / Clubfoot Bazrak’s Command Gideon’s Improved
Witch Bolt Bless/Curse Weapon Aeronauticality
Witch Sight Caeradinn’s Psychic Switch Gideon’s Mnemonic Aid
Zvaltt’s Animal Bonding Cure Gideon’s Multi-Purpose
Zvaltt's Polarization Dispelling Entropic Protector
Essence Burn Gideon’s Temporary Metabolic
DIFFICULTY 2 Ethereal Phasing Cessation
Abib’s Hovering Fireball Hatred
Abib's Levitation Fish Breathing Ironbite
Bazrak’s Bark Fluency / Babble Iron Guard
Bazrak’s Flying Fist Gaseous Form Plague Rats
Blood Freeze Gideon’s Improved Elastic Plant Animation
Claws of the Dragon Elongation Sage’s Wisdom
Dancing Flames Gideon’s Shocking Blood Ward Sculpture
Diminishment Holy Armor Snake Sticks
Dragonskin Major Illusion Soul Gaze
Enhancement Masque of Terror Stoneskin
Acidic Spittle
DIF: 1 Casting Time: 1 round
Range: WIL yards Duration: See below
You spit a gob of acid, which hits a single target
unless they make a successful AGI+Athletics roll
against the casting. The acid causes WIL points of
Health damage the first round, WIL-1 damage the
second round, WIL-2 damage the third round, and
so on until 0. For example if you have WIL 2, the
acid causes 2 points of damage on the first round
and 1 point of damage on the second round. The
acid can be wiped or rinsed off, but this will take
one round and destroy any object being used to
wipe. Worn armor will reduce the damage on the
first round only, and will be permanently damaged
so that its ARM score is reduced by 1 thereafter.
Bazrak’s Breath
Awrok’s Flight
DIF: 3 Casting Time: 1 round
DIF: 3 Casting Time: 1 round
Range: WILx3 yards Duration: See below
Range: Touch Duration: See below
This spell enables you to breathe out a cone of fire,
The creature touched (which can be you) grows frost or gas. The cone is WILx3 yards long and has
wings of some sort and is able to fly at triple its AOE=WIL. Creatures in the area of effect must roll
Move. The spell lasts a number of minutes equal to AGI+Athletics against the casting, or suffer one of
a WIL roll, made secretly by the GM using your WIL. the effects below:
The flying sensation and lack of footing are
• Fire or Frost: Damage equal to difference
somewhat disorienting and unfamiliar to most, so
between the casting roll and the defense roll;
spells cannot be cast while flying, and recipients
armor offers protection only if it covers the
other than you are Slightly Impaired (-1 to rolls)
entire body.
while flying.
• Gas: Targets are Impaired (Move 50%, -2 to
rolls). As an action, a target can attempt a 2d
Bazrak’s Ball
Health check to shake off the effect.
DIF: 3 Casting Time: 1 round
Range: WILx10 yards Duration: Instant Bazrak’s Command
This spell causes a magical ball of force to shoot DIF: 3 Casting Time: 1 round
from your hand. It may be aimed at a single target, Range: WILx10 yards Duration: See below
which can avoid the missile if it successfully rolls
AGI+Athletics against the casting. If it hits, make a At the end of the casting, you give a short, clear
damage roll using your WIL. Armor works normally one-sentence command of up to WIL words. The
for damage absorption. spell’s target(s) will immediately follow the order to
the best of their ability. Examples: “Stab the
gnome”, “Eat your hat”, etc. Targets must roll
Bazrak’s Bark
WIL+Focus against the casting to resist the effect.
DIF: 2 Casting Time: 1 round Upon casting the spell, you may decide whether to
Range: WILx10 yards Duration: See below affect one target for WIL rounds or up to WIL
At the end of the casting, you give a clear one-word targets (within range) for one round.
command. The spell’s target(s) will immediately
follow the order to the best of their ability.
Bazrak’s Rage
DIF: 1 Casting Time: 1 round
Range: WILx10 yards Duration: 1 minute
The target of this spell becomes a frenzied fighting
machine for one minute. Unwilling recipients can
roll WIL+Focus against the casting to resist the
effect. The recipient temporarily gains +1 to all
attack rolls and TOU based damage rolls. The
Weapon Mastery skill cannot be placed in defense,
however. If all enemies are killed or rendered
unconscious before the spell ends, the recipient
must make a 2d Spirit check or attack the nearest
creature, friend or foe. If attacking friends, the
recipient can attempt the 2d Spirit check each
round until the spell expires.
Beast Form
DIF: 4 Casting Time: 1 round
Range: Caster Duration: WIL hours
You change into an animal form. The
transformation lasts for the duration, or until you
choose to cancel the spell. The spell is cancelled
automatically if you drop to 0 Health or die. The
new form is a specific natural animal type, which
must be chosen when you learn the spell (you can
learn several versions as separate spells). You can
turn into a normal or giant-sized version of the
animal, as long as it has equal or less XP than you.
Your attributes, stats, skills and other special
abilities are replaced with those of the chosen
beast. Note: giant-sized versions of beasts have
higher TOU/Health than their normal-sized
brethren, but other stats and abilities are usually
the same. When you revert back to your normal
form, your derived stats such as Health and Spirit
Draconic Form
DIF: 7 Casting Time: 1 round
Range: Caster Duration: 1 hour
This powerful transformation turns you into a
dragon. Your equipment is absorbed into the
dragon form and cannot be used, nor can spells be
cast. When in dragon form, you gain an additional
WIL points of TOU, as well as the associated Health
increase, and you can now run at Move 15 or fly at
Move 45. Your other stats remain unchanged. Once
every 3 rounds you may exhale a deadly breath
with AOE equal to WIL, and DAM equal to TOU in
This spell makes one non-living object, which can be Lordly Presence
as large as a gate or door, indestructible by non-
magical means. Against magical weapons and DIF: 1 Casting Time: 1 round
attacks, its ARM score is increased by WIL. Range: Touch Duration: WIL minutes
You grant someone the Persuasion and Oratory
Item Recall skills at a level equal to your Arcane Lore skill level.
DIF: 7 Casting Time: 1 round If the recipient already has these skills, they can be
raised to a maximum of level 3.
Range: Unlimited Duration: See below
You cause one non-living object to teleport from Magic Circle Enchantment
its present location into your hand, even if it is on
another plane of existence. The object must weigh DIF: 6 Casting Time: 1 hour
no more than WILx2 lbs. You must be very familiar Range: Touch Duration: WIL centuries
with the item and its exact location, or the spell will This is the enchantment necessary to activate
not work. You must also have prepared the item pentacles, pentagrams, thaumaturgic triangles and
beforehand by sprinkling it with a special powder other wards. The circle can either contain an extra-
costing 1,000 gold pieces; the powder becomes planar creature, or protect those within it by
invisible and does not interfere with the item in any preventing extra-planar creatures from entering it.
way. If another being possesses the item on its The circle also grants +3 to defense rolls against
person, the spell will not work, but you will sense ranged attacks from such creatures. Note that each
who the possessor is and where they are. type of circle will only work against one type/group
of extra-planar creature, which must be specified at
casting: e.g. demons, devils, elementals or angels.
It is essential to use the proper ingredients when
Snow Balls
DIF: 2 Casting Time: 1 round
Range: WILx10 meters Duration: See below
Upon casting this spell, you throw a magic snow
ball with an attack roll, using your AGI. If it hits, the
freezing effect causes the target to become Slightly
Impaired (-1 to rolls). On the next round, another
snow ball magically appears in your hand. You will
thus receive WIL snow balls at the rate of one per
round. Snow balls must be thrown on the round
they materialize; holding a ball in your hand causes
it to melt, thereby freezing you. Snow balls have a
cumulative effect. If a target is struck by a second
Spiritwalk
DIF: 7 Casting Time: 1 round
Range: Touch Duration: Instant
You instantly transport yourself and up to WIL
other willing creatures, or a single object no larger
than a WILxWILxWIL yard cube, to another location.
Thunder Clap
DIF: 2 Casting Time: 1 round
Range: WIL yards Duration: See below
This spell radically polarizes your hands, creating a
highly short-lived and unstable field. You then
bring your hands together, realigning the polarities
to create a deafening thunderclap. This partially
stuns all creatures within range who fail a
TOU+Resistance (spells/powers) roll against the
casting. Affected creatures become Impaired
(Move 50%, -2 to rolls). As an action, a victim can
attempt a 2d Health check to shake off the effect
(the effect dissipates after WIL rounds regardless).
Caution: this spell should be avoided in the
presence of flammable gases.
Thunder Strike
DIF: 3 Casting Time: 1 round
Range: WILx10 yards Duration: Instant
You cause a lightning bolt to leave your fingers and
extend up to the range of the spell. The bolt targets
all creatures and conductible objects in its general
Turn to Beast
DIF: 6 Casting Time: 1 round
Range: WILx10 yards Duration: WIL hours
You transform one creature within range (which
can be you) into a new form. Unwilling targets must
roll WIL+Focus against the casting to resist the
effect. The transformation lasts for the duration, or
until cancelled by you, or the target drops to 0
Health or dies. The new form can be any natural
animal (including giant versions and dinosaurs)
with the same or lower XP than the target. The
target’s attributes, stats, skills and other special
MAGIC ITEMS
A magic item allows its user to cast spells. The spells properties. Some items are permanent, but they are
are innate to the item, meaning that you don’t extremely rare (see “Artifacts”, below).
need to overcome a DIF roll in order to activate If the spell requires a casting roll to overcome a
them. A spell activated through an item uses the target’s defense, use the wielder’s AWA and add
item’s WIL score to determine the effect, and drains the item’s skill level.
the item’s Spirit. An item’s Spirit doesn’t come back, Magic items are created using the Magic Item
so when it is used up, the item loses its magical Enchantment spell (see page 76). Examples:
ARTIFACTS are unique and powerful items that character's good and bad luck is evenly balanced
have permanent powers and don’t necessarily and the dice have no effect.
follow the normal rules. They might replicate Heartfang: This spear has Base Range 10 and
existing powers or do something different entirely. causes DAM: TOU. If it hits its target, it buries into
They might only reveal their powers when used by its flesh. On its next turn, the spear extracts itself
a specific type of creature (“A knight of pure heart”, from the wound, automatically causing DAM 3 as
“He who bears the Eye of Morwyn”, etc), or they its barbed tip tears through muscle and sinew! It
might require knowing a specific formula or then returns to its wielder’s hands. On its turn, a
command word to activate. creature can prevent the spear from extracting
Destroying an artifact might likewise prove difficult. itself from the victim by making a TOU+Strength
Perhaps it needs to be cast into the fires of a vs. DIF 3 roll (this must be accomplished each
specific volcano, or something similar. An artifact is round, to prevent the spear from leaving). If the
generally the crux of an entire quest or adventure, spear brings a creature’s Health to 0 or less, it finds
rather than just something to be used by the the victim’s heart and hideously extracts it.
heroes. Here are some examples: The Black Sword: This sword is a sentient,
The Cloak of the Bat: Grants Stealth 1. In areas of malevolent demon. It is free-willed and capable of
dim light or darkness, the wearer can grasp the independent action as a creature with a score of 6
edges with both hands and fly as a bat with Move in each attribute. It may grant its wielder +3 to
15. Also in dim light or darkness, the wearer can attack, defense and damage (on top of the base
cast Beast Form to turn himself into a bat for one damage of TOU+1 and any skills that apply). It may
hour, once per day. fly itself through the air (not the wielder) at Move
The Dice of Destiny: This item appears as a white 24. Whenever the sword causes Health damage, it
die and a black die. Whomever rolls the Dice of drinks the same amount of Spirit from the
Destiny together determines his fate. If the white unfortunate victim and transfers half of it to the
die is higher, a beneficial event will occur for the wielder’s Health. The wielder can thus gain up to
roller. If the black die is higher, then the character twice his normal Health in this way. Gained Health
will suffer a detrimental event. The event, which the is lost first in combat, and after the fight it
GM is free to decide upon, should be all the better dissipates at the rate of one point per hour. When
or worse depending on the difference between the the sword drains all of a creature’s Health or Spirit,
two dice. The event will occur in a number of the victim dies in agony and any remaining Spirit is
months equal to the sum of the dice. Once rolled, sucked dry and transferred as above. The sword’s
the dice won't have any further effect on the appetite for souls is prodigious, so until it is sated
creature, although they can be passed onto it may roll WIL vs. WIL to compel its wielder to strike
another creature. Finally, it is important that the the nearest friend or foe. Sometimes, it is unclear
creature rolls the dice willingly, or the result will who wields who.
have no effect. If the result is a tie, then the
MONSTERS
DRAGON, ANCIENT (140 XP) Immunity: Dragons are immune to their native
AGI 2 Move 15 (fly 45) element, i.e. fire-breathing red dragons are
immune to fire, gas-breathing green dragons are
TOU 12 Health 87
immune to poison, etc.
AWA 3 Initiative 15
Breath: once every 3 rounds, the dragon can
WIL 6 Spirit 30 exhale a deadly breath, the nature of which
Skills: Multistrike 2, Unarmed Strike 3, Nightvision depends on the type of dragon; fire, frost, lightning,
2, Senses 2, Intimidation (Fear) 1 acid or poison gas are typical. Each creature in the
Scales: ARM 4 area (AOE 4) must roll AGI+Athletics vs. DIF 4 or
suffer a DAM 13 roll.
Immunity: Dragons are immune to their native
element, i.e. fire-breathing red dragons are Polymorph: At the GM’s option, some dragons are
immune to fire, gas-breathing green dragons are able to assume humanoid form
immune to poison, etc.
DRAGON, YOUNG (65 XP)
Breath: once every 3 rounds, the dragon can
exhale a deadly breath, the nature of which AGI 2 Move 15 (fly 45)
depends on the type of dragon; fire, frost, lightning, TOU 7 Health 37
acid or poison gas are typical. Each creature in the AWA 1 Initiative 10
area (AOE 6) must roll AGI+Athletics vs. DIF 4 or WIL 4 Spirit 19
suffer a DAM 18 roll.
Skills: Multistrike 2, Unarmed Strike 1, Nightvision
Polymorph: At the GM’s option, some dragons are
2, Senses 2
able to assume humanoid form
Scales: ARM 2
DRAGON, ADULT (95 XP) Immunity: Dragons are immune to their native
AGI 2 Move 15 (fly 45) element, i.e. fire-breathing red dragons are
immune to fire, gas-breathing green dragons are
TOU 9 Health 54
immune to poison, etc.
AWA 2 Initiative 12
Breath: once every 3 rounds, the dragon can
WIL 5 Spirit 24 exhale a deadly breath, the nature of which
Skills: Multistrike 2, Unarmed Strike 2, Senses 2, depends on the type of dragon; fire, frost, lightning,
Nightvision 2, Intimidation (Fear) 1 acid or poison gas are typical. Each creature in the
Scales: ARM 3 area (AOE 2) must roll AGI+Athletics vs. DIF 3 or
suffer a DAM 11 roll.
AWA 1 Initiative 10
WIL 1 Spirit 10
Skills: Grappling 2, Multistrike 2, Stealth 2
Flaw: Vulnerability (fire) 3
Tough Bark: ARM 3
Tentacles: A grappled opponent is yanked
upwards and “hung” by a tentacle, automatically
taking DAM 0 each round in addition to being
Severely Impaired (Move 0, -3 to rolls). If a tentacle
is specifically targeted, it can take 4 points of
damage before being severed (and it benefits from
the ARM). Severed tentacles regrow in one hour.
HUMAN, COMMON FIGHTER (5 XP) These stats cover elite guards, professional soldiers,
mercenaries, veterans and the like.
AGI 1 Move 10
TOU 1 Health 10
AWA 1 Initiative 10
WIL 1 Spirit 10
Skills: Armored Combat 1
Light Armor: ARM 1
Shield: +1 defense
Weapons: Typically sword or spear (TOU)
These stats cover common guards, militiamen and
the like.
Burrow: Can burrow through snow or sand and Acid: Oozes are made of acid and can eat through
attack foes by surprise (Stealth, Assassination) 2 inches of non-magical wood or metal in one
round. If it hits a target wearing armor, the armor
Touch of Pain: Anyone struck by the Mummy must
absorbs part of the damage normally but then the
roll TOU vs. DIF 2 or be Slightly Impaired (-1 to rolls)
ARM score is reduced by 1. If it is hit by a non-
due to frostbite (Ice Mummy) or burning (Sand
magical weapon, the weapon suffers a cumulative
Mummy). The victim can try shaking off the effect
-1 to damage (and is destroyed once it reaches -4).
starting the next day and every following day by
If the attacker is engaged in melee combat with the
making a 2d Health check.
Ooze, it suffers DAM 0 from an acid splash.
Horror
ARCHETYPES
OCCUPATIONS Highest Lowest Typical Skills & Flaws
Antiquarian AWA TOU Appraisal, Background (Antiquarian), Languages, Observation, Research,
Bargaining
Artist WIL TOU Background, Observation, Psychology, Art, Reputation
Athlete AGI AWA Athletics, Grappling, Marksmanship, Unarmed Strike, Aquatic, Strength,
Endurance, Second Wind, Reputation
Author AWA TOU Background, Arcane Lore, Languages, Psychology, Research, Trivia, Art
(Literature), Reputation
Clergy Member WIL AGI Background (Theology), Psychology, Research, Focus, Followers, Oratory,
Persuasion
Criminal TOU AWA Grappling, Sleight-of-Hand, Stealth, Unarmed Strike, Weapon Mastery,
Appraisal, Background (Chemistry), Criminology, Locks & Traps,
Observation, Surveillance, Underworld, Bargaining, Impersonation,
Intimidation, Street Smarts, Trickery; Flaw: Greed
Dilettante WIL TOU Driving, Riding, Weapon Mastery, Appraisal, Trivia, Art, Persuasion, Politics,
Reputation
Drifter TOU WIL Athletics, Stealth, Observation, Survival, Trickery, Street Smarts; Flaw:
Outcast
Engineer AWA WIL Driving, Background (Engineering), Background (Physics), Fixing, Research
Entertainer WIL TOU Psychology, Art, Impersonation, Oratory, Reputation, Trickery
Farmer TOU WIL Driving, Background (Farming), Fixing, Observation, Survival
Hacker AWA TOU Computers, Fixing, Research, Politics (social networks)
Journalist AWA AGI Art (Photography, Writing), Background (History), Research, Impersonation,
Persuasion, Politics, Street Smarts
Lawyer WIL TOU Background (Law), Psychology, Research, Bargaining, Oratory, Persuasion
Librarian AWA TOU Arcane Lore, Background, Languages, Research
Aging
DIF: 7 Casting Time: 1 round
Range: WILx10 yards Duration: Permanent
This terrible curse causes a single creature to
permanently age by WILx10 years. If the target ages
beyond its maximum life expectancy, it withers and
dies. Otherwise, it loses a point of TOU (and
corresponding Health). The spell’s target must roll
TOU+Resistance (spells/powers) against the
casting to resist the effect.
Banishing
DIF: 4 Casting Time: 1 round
Range: WILx10 yards Duration: Instant
You attempt to force an extra-dimensional entity
back to its realm. The target of the spell must roll
WIL+Focus against the casting to resist the effect.
Binding
EQUIPMENT DIF: 6 Casting Time: 1 round
The weapons, vehicles and other equipment Range: WILx10 yards Duration: WIL days
available in a horror game largely depend on the You attempt to force an extra-dimensional entity
types of characters being played and the time into servitude for the duration. The target of the
period in which the game is set. See the equipment spell must roll WIL+Focus against the casting to
lists starting on page 39. resist the effect (in which case it acts as it pleases).
MONSTERS
Construct: ARM 2
CHARACTERS
CULTIST (5 XP) POLICE, PATROLMAN (10 XP)
AGI 1 Move 10 AGI 1 Move 10
TOU 1 Health 10 TOU 1 Health 10
AWA 1 Initiative 10 AWA 1 Initiative 10
WIL 1 Spirit 10 WIL 1 Spirit 10
Skills: Arcane Lore 1 Skills: Driving 1, Weapon Mastery (baton, pistol) 1,
Flaw: Code of Honor (cult teachings) 1 Armored Combat 1, Intimidation 1, Street Smarts 1
Spells: Sometimes; GM’s discretion Equipment: Kevlar Vest, Automatic Pistol, Baton
Equipment: Ceremonial robes, dagger (TOU-1)
POLICE, LIEUTENANT (18 XP)
CULT LEADER (38 XP) AGI 1 Move 10
AGI 1 Move 10 TOU 1 Health 10
TOU 1 Health 10 AWA 2 Initiative 12
AWA 2 Initiative 12 WIL 2 Spirit 12
WIL 3 Spirit 15 Skills: Driving 1, Weapon Mastery (pistol) 1,
Armored Combat 1, Criminology 1, Observation 1,
Skills: Weapon Mastery (dagger) 2, Arcane Lore 2,
Research 1, Surveillance 1, Command 1,
Command 2, Followers 2, Oratory 2, Persuasion 2
Intimidation 1, Street Smarts 1
Spells: Any three at level 2
Equipment: Kevlar Vest, Automatic Pistol
Equipment: Ceremonial robes and dagger (TOU-1)
POLICE, SWAT (15 XP)
MAD SCIENTIST (27 XP)
AGI 2 Move 12
AGI 1 Move 10
TOU 2 Health 12
TOU 1 Health 10
AWA 1 Initiative 10
AWA 4 Initiative 19
WIL 1 Spirit 10
WIL 3 Spirit 15
Skills: Athletics 1, Driving 1, Marksmanship 1, Team
Skills: Arcane Lore 2, Background (weird science) 2 Tactics 1, Armored Combat 1, Locks & Traps 1,
Spells: Any one at level 2; suggestions: Magic Item Intimidation 1
Enchantment (page 76), Minor Necromancy (page Equipment: Kevlar Vest, Automatic Pistol, Baton,
78), Major Necromancy (page 77), Raise Flesh Submachine Gun
Golem (page 82)
Equipment: Scientific equipment, creations, one SERIAL KILLER (42 XP)
weapon AGI 2 Move 12
TOU 5 Health 24
AWA 1 Initiative 10
WIL 3 Spirit 15
Skills: Assassination 1, Driving 1, Multistrike 2,
Stealth 2, Weapon Mastery (trademark weapon) 1,
Endurance 2, Mighty Blow 1, Second Wind 2,
Observation 1, Battle Rage 1
Flaw: Outcast 1
Equipment: Trademark Weapon
Science Fiction
There are far too many flavors of Science Fiction to cover in one chapter. Below are a few common tropes.
Use them “off the shelf”, or take them as a starting point and rename/modify them to suit your needs!
ARCHETYPES
ALIEN RACES Highest Lowest Typical Skills & Flaws
Aquatic AWA TOU Sworn Enemy, Aquatic, Survival (Oceans); Flaws: Addiction (immersion in water)
Bestial AGI AWA Stealth, Unarmed Strike, Strength, Nightvision, Senses, Intimidation; Flaws:
Clumsiness, Outcast
Construct TOU AGI Resistance (radiation), Unlife, Computers, Fixing, Memory, Nightvision,
Observation, Senses, Trivia, Focus; Flaws: Addiction (power source), Code of
Honor (programming), Outcast, Vulnerability (electricity)
Human Any Any Any
Plant-Like AWA WIL Endurance, Second Wind, Senses; Flaws: Addiction (sunlight), Vulnerability
(fire/heat)
Reptilian AGI WIL Assassination, Athletics, Stealth, Unarmed Strike, Senses; Flaws: Vulnerability
(cold)
Telepath WIL TOU Arcane Lore, Senses, Sixth Sense; Psionic Powers (any); Flaws: Weakness
WEAPONS
See general rules concerning weapons on page 39. turret could have four blaster cannons linked
Below are some additional notes concerning together. In this case, the cannons fire at the same
futuristic weapons: time, so the firer makes just one attack roll. The
Linked Weapons: Heavy weapons are sometimes defender(s) would then make separate defense
linked and operated together. For instance, a gun rolls against each cannon, and suffer individual
damage rolls for every cannon that hits.
ARMOR
See general rules concerning armor on page 41. Power Armor: The weight of power armor does
Below are some additional notes concerning not encumber its wearer as long as it is functioning
futuristic armor: properly. In addition to the enhancements listed, all
Notes/Enhancements: Some armor grants the Power Armors grant Senses 1, Nightvision 3,
wearer skills. If the wearer already has the listed Resistance (poison/disease, heat, cold) 3 and come
skill, it may be raised by the listed amount but only equipped with HUD, communication equipment,
to a maximum of level 3. oxygen tanks and energy for up to 72 hours (6
hours to recharge).
VEHICLES
See general rules concerning vehicles on page 41. power is diverted to shields (meaning no weapons
Below are some additional notes concerning are fired and engines are powered down), shields
futuristic vehicles: recharge 10% of their maximum value per round.
Move: This refers to speed in typical combat Notes/Enhancements: Mech walkers have
situations in a planet’s atmosphere, rather than the mechanical arms that can be used to lift things or
theoretical maximum. In space, use the same values strike opponents using the TOU score indicated.
but increase the scale by 100. “/HS” indicates When using the arms in combat, use the mech’s
hyperspace capability. AGI for attack and defense rolls, and the mech’s
Health: When “+X” Health is indicated this means TOU for damage. When using the arms, the
the vehicle is equipped with energy shields that operator can apply his Driving skill to either attack,
provide additional Health of “X”, which is depleted defense or damage in any given round. Other
before the vehicle suffers physical damage (shields mounted weapons use the operator’s AWA and
do not benefit from ARM damage reduction). If all Heavy Weapon skill, as normal.
CYBERNETICS
Cybernetic implants grant their recipients Because of the strain that cybernetic implants place
additional skills or increase existing skills. For on the mind and body, you cannot gain more skill
instance, a retractable blade implant in the arms levels from cybernetics than the sum total of your
might grant you Unarmed Strike 2, meaning you TOU and WIL. So if you have TOU 2 and WIL 3, you
acquire the skill at level 2 or increase it to level 3 if can gain at most 5 levels of skills from cybernetics.
you already have it at level 1 or 2. Remember, no
skill may be raised beyond level 3.
Confusion
DIF: 2 Casting Time: 1 round
Range: WILx10 yards Duration: WIL rounds
You can overload weaker minds with this power.
You pick a single target within range, who rolls
WIL+Focus against the casting. If it fails, the victim
becomes Slightly Impaired (-1 to rolls) for the
duration. If the casting roll is equal to twice the
resistance roll or more, the victim is Impaired
instead (Move 50%, -2 to rolls).
Control Animal
DIF: 1 Casting Time: 1 round
Range: Caster Duration: WIL minutes
You gain the Animal Handling skill with any animal,
at a level equal to your Arcane Lore skill. If you
already have Animal Handling, it is raised by the
Arcane Lore skill to a maximum level of 3.
Deflection
DIF: 2 Casting Time: 1 round
Range: Caster Duration: WIL rounds
You increase your reflexes and situational
awareness in combat. You temporarily gain the
Missile Deflection skill at a level equal to your
Arcane Lore skill. If you already have Missile
Precognition
DIF: 4 Casting Time: 1 round
Range: Caster Duration: WIL rounds
You have a limited ability to glance into the
immediate future. If the casting is successful, you
may ignore your Initiative and act any time during
a round, starting the round after the power is cast.
You may even interrupt another creature’s action.
Furthermore, you gain +1 to all your rolls while the
power is in effect.
Psychic Sense/Shroud
DIF: 2 Casting Time: 1 round
Range: WIL miles Duration: See below
With Psychic Sense, you sense any psionically
endowed creature, object or effect within WIL
miles, whether you can actually see it or not. The
duration is Instant.
Self Enhancement
DIF: 1 Casting Time: 1 round
Range: Caster Duration: WIL rounds
You add one point to any one of your attributes,
and the corresponding derived stat maximum
increases accordingly. An attribute can only ever be
raised by one point, so repeated castings on the
same attribute will not have a cumulative effect.
Speak Language
DIF: 1 Casting Time: 1 round
Range: Caster Duration: WIL minutes
This power allows you to speak, read and
understand any advanced (non-animal) language.
CHARACTERS
ROBOTS
ANDROID (25 XP) REPAIR BOT (19 XP)
AGI 1 Move 10 AGI 1 Move 9
TOU 1 Health 10 TOU 1 Health 10
AWA 1 Initiative 10 AWA 1 Initiative 10
WIL 1 Spirit 10 WIL 0 Spirit 9
Skills: Resistance (radiation) 2, Unlife 2, Computers Skills: Resistance (radiation) 2, Strength 1, Unlife 2,
2, Memory 2, Nightvision 2, Observation 1, Trivia 1, Fixing 3, Nightvision 2, Focus 2
Focus 2, Persuasion 2 Flaws: Vulnerability (electricity) 2, Addiction (power
Flaws: Vulnerability (electricity) 2, Addiction (power source) 1, Code of Honor (programming) 3
source) 1, Code of Honor (programming) 3 Construct: ARM 2
Construct: ARM 2 Magnetic Pads: can move up and down metal
Human-looking: if Android loses half its Health, its surfaces
true nature is revealed (metal endoskeleton) Tools: assortment; including laser cutter
Pulp Superheroes
SUPER POWERS
Super Powers are gained and used very differently look very different, but from a rules perspective
than Arcane Powers. First, you don’t learn them like they work the same way.
skills using XP but rather you automatically gain Attributes with Super Powers linked to them are
them when an attribute reaches a level of 4 or called Power attributes, or POW. If a roll is required
more. You gain one Super Power when an attribute to use a Super Power, you make the roll using your
reaches 4, and one additional Super Power for each POW, meaning whichever of the four attributes the
level above 4. Power is linked to (POW is not a separate attribute).
Example: Arachnoid has AGI 6, TOU 6 and AWA 4. Super Powers are not bought like skills, so they do
This means he has three Powers linked to AGI not have a level attached to them; if a roll is
(Defense, Leap, Attack), three Powers linked to TOU required, you just roll your straight POW.
(Armor, Binding, Swinging) and one Power linked to Unlike Arcane Powers, Super Powers have no
AWA (Super Sense). Casting Time. Unless specified otherwise, activating
You are free to link any Super Power with any a Super Power is just a one-round action. Super
attribute. As described here, the Super Powers are Powers have no DIF, meaning they can be activated
simply generic game effects. You are free to specify automatically, as often and for as long as desired
whatever form you wish the power to take for your (they don’t drain Spirit or any other stat). Some
character, and rename it appropriately. Super Powers require Concentration to maintain,
For example, the Ranged Attack power could which works the same as for Arcane Powers: you
represent a special bow that fires explosive arrows can’t do anything else except defend, and your
(if linked to AGI), throwing massive objects at concentration can be broken if you take damage
enemies (TOU), a high-tech energy weapon (AWA) (roll WIL+Focus against the damage roll to
or a blast of psychic force (WIL). All these things maintain concentration).
POWERS A-Z
Absorption Defense Invisibility Speed
Acceleration Duplication Languages Storm
Altered Form Earthquake Leap Stun
Animal Control Energy Control Malfunction Super Agility
Animal Form Energy Drain Matter Control Super Awareness
Armor Explode Mind Control Super Sense
Attack Fear Mind Reading Super Toughness
Binding Flight Minion Super Will
Broadcast Force Field Meld with Stone Swinging
Chameleon Illusion Paralysis Telekinesis
Damage Immortality Possession Telepathy
Damage Field Immunity Ranged Attack Teleportation
Deadly Touch Intangibility Restoration Whirlwind
Decay Invention Shrinking
Effect: You cause one target within range to roll Effect: You activate or dismiss a dangerous aura or
AGI+Athletics vs. POW or become Impaired (Move field centered around you wherever you go.
50%, -2 to rolls). As an action, the target can Choose one energy or matter type when you
attempt a 3d Health check to break free. acquire the power. All creatures caught in the area
must roll AGI+Athletics vs. POW to jump out of the
Major Effect: the victim is Severely Impaired
way, or they suffer a damage roll. The field’s AOE
instead (Move 0, -3 to rolls).
and DAM must add up to your POW. For instance,
if your POW is 8, the field could deliver a DAM 7
Broadcast roll to a single target (AOE 1), or a DAM 4 roll to 4
Range: POW miles targets (AOE 4 i.e. 4-yard radius), etc.
Possible Manifestations: Cybernetic implant,
device, helmet, interfacing
Effect: You can tap into radio, television, wireless
and cellular broadcasts as long as there is a
connection to the network within POW miles.
Normal transmissions require you to roll POW vs.
DIF 3, and encrypted transmissions typically require
you to roll POW vs. DIF 5.
Major Effect: In addition to listening and viewing
the transmission being broadcast, you can
manipulate the sounds or images being
transmitted. Anyone else viewing or listening must
roll AWA+Observation vs. POW in order to realize
that the broadcast is being tampered with.
Chameleon
Range: Hero
Possible Manifestations: Malleable form, mimicry,
illusionary appearance.
Effect: You assume the appearance (but not the
stats) of another being, animal or object of
Effect: To use this power, you must first stand still 10 Supersonic -3
and take no action for one round as you gather 11 Near Light Speed N/A
energy. On your turn the following round, you 12 Warp Speed N/A
literally cause an explosion, centered on yourself,
that delivers a damage roll, using your POW, to all The Attack Penalty is suffered by foes attempting
creatures within POW yards (AOE=POW) who fail to strike you, if they are stationary. N/A means that
an AGI+Athletics vs. POW roll. You are unaffected you are flying too quickly and cannot be hit by
by the explosion, or reform immediately afterward. stationary foes.
Illusion
Range: POWx10 yards
Possible Manifestations: Holographic images,
light manipulation, mind tricks, dream weaving
Effect: You can cause either one of the following:
An illusion of an object, creature or other visible
phenomena. The illusion cannot cover a volume
greater than a 10x10x10 yard cube. The image
Immortality
Range: Hero
Possible Manifestations: Undead, god-like, alien
life form, dimensional being
Effect: For you, death is but a temporary state. You
cannot die of old age. If slain, you return at some
predetermined or dramatically convenient point,
having lost 10% of the XP you had before you died
(these are deducted as desired by the player, if the
hero is a PC). Unfortunately, there is a way you can
die or be killed permanently. If you are a PC, the
means by which this can happen should be
discussed and agreed upon with the GM. You are
well advised to keep the means a secret and to
prevent it from falling in the wrong hands.
Languages
Range: Hero
Possible Manifestations: Device, mind reading
Effect: You can communicate with any sentient
being, even an animal. If exposed to a new
language you become conversational in a few
minutes and fluent in a few hours.
Paralysis
Range: POW yards
Possible Manifestations: Poison sting, fetid
breath, tendrils
Effect: You temporarily immobilize a foe within
range. The target must roll Attribute vs. POW using
its highest attribute, or be Paralyzed: cannot act, -3
to defense rolls, +3 to damage received from melee
attacks. To shake it off, the victim can use an action
to attempt a new Attribute vs. POW roll.
INDEX
Acid damage, 41 Classes, 54 Health, 10
Action round. See Round Cold damage, 41 Heartfang, 96
Actions, 16 Combat, 7 Heat damage, 41
Adventures (designing), 45 Concealment, 17 Heavy weapons, 17
AGI, 9 Concentration, 25 Heroic actions, 7, 15
Agility (attribute). See AGI Corruption, 126 Impairment, 22
Alien races, 134 Cover, 17 Incapacitated, 22
AOE, 10, 39 Creating content, 48 Initiative, 11, 16
Arcane Powers, 24 Creatures (designing), 49 Initiative steps, 11
Archetypes, 48 Criticals, 13 Innate powers, 25
Archetypes (fantasy), 54 Cybernetics, 139 Languages, 9
Archetypes (horror), 124 DAM, 10, 39 Level-setting, 44
Archetypes (science fiction), Damage (attribute). See DAM Linked weapons, 135
134 Damage rolls, 7, 18 Long rests, 23
Area of Effect. See AOE Damage scores (typical), 19 Luck (check), 15
Area of effect attacks, 20, 39 Death, 7, 21 Madness, 22
ARM, 10, 41 Defender critical successes, 18 Magic items, 96
ARM scores (objects), 20 Defense rolls, 7, 17 Major Effect (super powers),
Armor (attribute). See ARM Delayed actions, 21 152
Armor (equipment), 19, 41 Derived stats, 7, 10 Manifestations (super powers),
Armor (futuristic), 137 Dice of Destiny, 96 152
Artifacts, 96 DIF, 10, 13 Mass battles, 52
Attack rolls, 7, 17 Difficulty (attribute). See DIF Massive damage, 19
Attacker critical successes, 17 Difficulty, setting, 13 Matter types, 152
Attribute rolls, 7, 12 Disease, 23 Mecha, 138
Attribute score comparison, 9 Disengaging, 15 Miniatures, 52
Attributes, 7 Draws, 13 Miscellaneous items, 43
AWA, 9 Draws (combat effects), 18 Modifiers, 14
Awareness (attribute). See Drowning, 23 Monsters (fantasy), 97
AWA Dual-wielding, 36 Monsters (horror), 129
Balthazar, 23 Duration (powers), 25 Monstrous abilities, 49
Base Range, 17, 39 Effect (super powers), 152 Mooks, 44, 49
Ben Birkett, 11 Electrical damage, 41 Morale, 15, 49
Black Sword, 96 Encounters, 47 Move, 10
Blinded, 22 Encumbrance, 10, 22, 39, 41, Moving in combat, 22
Breaking things, 20 43 New characters, 21
Breaks, 7, 13 Energy shields, 138 Non-character attributes, 10
Brink of death, 21 Energy types, 152 Non-lethal combat, 22
Brink of madness, 22 Experience Points, 7, See XP Occupations, 124
Brynhild, 8 Explosive damage, 41 One Page Rules, 7
Casting rolls, 7, 24 Falling, 21 Pacing, 51
Casting Time, 24 Fatigued, 22, 23 Paralytic poison, 23
Ceremonies, 25 Firing into melee, 21 Paralyzed, 22
Character attributes, 9 Flaws, 11, 37 PC perspective, 52
Character creation, 7, 8 Flying creatures, 49 Player engagement, 52
Characters (horror), 133 Frightened, 22 Plot, 46
Characters (science fiction), Game time, 51 Poison, 23
146 Grodz, 12, 14 Position, 17
Chases, 20 Group actions, 21 POT, 10, 23