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ELEMENTAL Complete Guide

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0% found this document useful (1 vote)
3K views

ELEMENTAL Complete Guide

Uploaded by

Hill Snover
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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COMPLETE GUIDE

Layton Snover (Order #24365958)


ELEMENTAL Complete Guide
Version 1.2

Writing and Design: Gildor Games


Front Cover Art: David Revoy
Back Cover Art: Lord Zsezse Works
Interior art featuring the amazing talents of:
Mohammed Agbadi, Jeff Brown, Chris Grobelski, Benoit Hsu,
Norah Khor, Camille Kuo, Aaron Lee, Joyce Maureira, Ramiz
Morina, Nottsuo, Joakim Olofsson, pixabay.com, Grzegorz
Pedrycz, Nick Ong, Borja Pindado, David Revoy, Michael
Richards, Emilien Rotival, Tan Ho Sim, John Sommo, Guilherme
Vargas, Ekaterinya Vladinakova, David Zhang

To the Gildorians: early adopters, patient playtesters, creators, lifelong friends.

Contact: gildorgames@yahoo.com

© 2018 Gildor Games. All Rights Reserved.


ELEMENTAL and its logo are trademarks of Gildor Games in the U.S.A. and other countries.
Gildor Games grants permission to print or photocopy this document, in whole or in part, for personal use only.
Electronic distribution is strictly forbidden.

Layton Snover (Order #24365958)


TABLE OF CONTENTS

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

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3
The Character Sheet

Layton Snover (Order #24365958)


Layton Snover (Order #24365958)
HOW TO PLAY

How to Play

Unleash Your Game! of ideas. A lot of game books contain interesting


and original setting material. This is a different kind
ELEMENTAL is a universal roleplaying game that of book. This book is for when you have an
does things a bit differently. Our design philosophy awesome character or story idea (maybe from a
can be summed up in four words: One rule, many movie, or another book) and want an easy way to
applications. In other words, the system covers any turn it into something you can play. To that end, we
genre and any situation with a few general rules, wanted to give you more than just a set of simple
rather than many specific rules. What this means is rules. In these pages you’ll find stats for hundreds
that the rules are easy to learn, easy to remember of powers, characters and creatures you’ve seen in
and easy to use at the table. Plus, there are no rules countless other games and stories. They are there
where none are needed. The game can “breathe” as familiar reference points, elements you can just
and let everyone experience the simple joy of drop into a game or modify to suit your needs.
roleplaying. The result, ironically, is that the focus
In short, ELEMENTAL takes a minimalist approach
of the game falls on what’s not in this book: the
to rules and a maximalist approach to playable
characters and the story. In other words, the rules
content. We think it’s a winning combination.
exist only to serve the fictional content you bring
We’ve run the game at conventions and the
to the table.
reception has been fantastic. The most common
Designing and playtesting this game has been a response we hear is some variant of "it's so easy to
gradual process of unlearning what other games play" or "I can just focus on the scene and not worry
were telling us we needed; of boiling everything about the rules". The rules are familiar and intuitive,
down to its “elemental” core. Antoine de Saint- so you should have no trouble introducing new
Exupery said it best: people to the game. There’s nothing particularly
“A designer knows he has achieved perfection not strange or novel about rolling 1d6 + attribute +
when there is nothing left to add, but when there is skill. And that’s a good thing! You’ll soon be
nothing left to take away.” creating PCs in minutes and NPCs on the fly.
We don’t presume to have achieved “perfection”, We can’t wait to see what you come up with!
but we feel as though we’ve “taken away” as much
as possible. There aren’t many rules to begin with, NEW TO ROLEPLAYING GAMES?
so there’s plenty of room for you to tailor the game If you don’t really know how a roleplaying game
to your taste. Don’t be afraid to tinker with or add works, the best way to grasp the concept is to see
to these rules. They don’t mind, it’s your game! it in action. There are a number of online shows like
ELEMENTAL powers the ideas you bring to the Critical Role and Acquisitions Inc where you can
table by giving you the tools to turn any source of watch people play RPGs. Pay attention to how the
inspiration into a great game. But we want to be conversation ebbs and flows. Because that’s what it
totally upfront about something: this isn’t a book mostly is: a conversation!

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6
HOW TO PLAY

ONE PAGE RULES


Creating a Character Combat
Take a look at the character sheet (page 4). Attacks are resolved by comparing an attack roll
You have 20 Experience Points (XP) to spend. Use and a defense roll using the preceding rules.
them to raise your four attributes (they start at 0) To make an attack roll, add your Agility (AGI), plus
and acquire new skills. To raise an attribute or skill any skills and other modifiers that apply to the
level by one, you must spend a number of XP equal attack, plus a die roll.
to the number you want to raise it to. To make a defense roll, add your Agility (AGI), plus
Example: I want to give my character the Battle any skills and other modifiers that apply to the
Rage skill at level 2. I need to spend 3 XP (1 for level defense, plus a die roll.
1, and 2 for level 2). I write “Battle Rage 2” under If the attack succeeds, the attacker makes a
the Will (WIL) attribute. damage roll by adding their Toughness (TOU), or
Remember: skills only go up to 3. Attributes can go the weapon’s Damage (DAM), plus any skills and
as high as you like. other modifiers that apply to damage, plus a die
Put any unused XP in “Reserve.” roll. Remember, the damage roll is an attribute roll
like any other, so if a 6 is rolled, you roll again.
Calculate your derived stats: Move, Health,
Initiative, Spirit. These are equal to 9 + the number Ouch!!
of XP you spent on the corresponding attribute. The resulting damage is subtracted from the
Example: I spent 6 XP to get my Toughness (TOU) defender’s Health. If they are wearing armor, this
up to 3. This gives me a Health of 15. This number can absorb all or part of the damage.
might go down if I get injured in the game, so I’ll
use the space underneath to track my current level. Using a Power
To cast a spell or use a power, make a casting roll
Playing the Game by adding your Awareness (AWA), plus your skill
To do anything in the game where success is level in the power, plus a die roll.
uncertain, make an attribute roll: The casting roll is opposed by an attribute roll
• Take the most relevant attribute. made by the GM, using the spell or power’s
Difficulty (DIF) attribute, plus a die roll.
• Add any skills that apply. If you’re not sure if a
skill applies, consult the skill description or ask If the spell succeeds, the spell description tells you
the GM. what happens. Whether the casting succeeds or
fails, you lose a number of Spirit points equal to the
• Add any situational modifiers that apply.
spell or power’s DIF.
Modifiers are always between -3 and +3.
• Add a die roll (d6). If you rolled a 6, you’ve
scored a break! Roll the die again and add the Be a Hero!
new result. If you roll 6 again, that’s great! But Did you leave any XP in your Reserve? That’s good,
you don’t get a third roll. because once per session you are allowed to
• Announce your total. The GM will make an sacrifice 1 XP from your Reserve to modify any roll
opposed attribute roll. Compare the results. by +3 or -3 after the fact. Even if the roll was made
by a companion or NPC!
- If your result is higher, you succeed.
If your result is lower, you fail.
-
- If the results are tied, the outcome is mixed,
Death
or you succeed at the cost of 1 Health. If you suffer damage that pushes your Health to 0
or a negative number, you’re in trouble! Make an
- If both sides rolled a break, the winning
attribute roll by adding your Toughness (TOU), plus
side gets a critical success, or the losing
a die roll. The GM will make the opposing roll using
side critically fails.
your current Health as the Difficulty (DIF) attribute.
That’s pretty much the whole game! (Example: if your Health is at -4, the DIF is 4).
Now, let’s see how it works in a few situations. If you fail…go back to the top of the page!

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7
HOW TO PLAY

CHARACTERS Example: The GM tells the players to create


Who will you be? Put those dice away. The first characters with 20 XP. You decide you want to play
thing you need to do is something the rules can’t a savage northern warrior-woman called Brynhild.
help you with: have a character concept. Rather You spend a few minutes thinking about Brynhild’s
than forcing you to pick a class, race or archetype, particular abilities, and decide to allocate your 20
ELEMENTAL gives you full control over your XP as follows:
abilities and restrictions, so you decide: who will
ATTRIBUTES / Skills Level XP Cost
you be? Got it? Good! Now we’ll help you put it on
paper. Don’t worry, this part is quick and easy. AGILITY 2 3 XP
Have a look at the character sheet on page 4. The Weapon Mastery: Sword 1 1 XP
main thing we need to do is enter scores for the TOUGHNESS 3 6 XP
four attributes on the left side of the sheet, and Armored Combat 1 1 XP
enter some skills in the spaces below. Once you get
Second Wind 1 1 XP
the hang of it, you’ll be able to go from a concept
to a playable character in about ten minutes. Mighty Blow 1 1 XP
AWARENESS 1 1 XP
Experience Points Survival: Northern Climes 1 1 XP
Experience points (XP) tell you how “powerful” or WILL 2 3 XP
“heroic” your character is. A 20 XP character is Battle Rage 1 1 XP
gifted. At 40 XP, you might be an action hero or
Intimidation 1 1 XP
“best of the best” at what you do. At 60 XP, your
exploits might be the stuff of legend. XP are a Total 20 XP
convenient way to set the tone of the game.
Furthermore, they help you keep track of your TIP: BALANCING ATTRIBUTES AND SKILLS
character’s advancing “experience” by giving you A good rule of thumb is to spend about half your
the basic currency to increase your attributes and XP on attributes, and the other half on skills. This is
skills. We’ll talk more about these later. just a general guideline though. Your character
Beginning player characters (PCs) typically start with concept should be the main thing you use when
20 XP to spend. The XP cost of raising the level of deciding how to spend your XP.
an attribute or skill by one is equal to the level you
want to bring it to. In other words, it costs 1 XP to When you gain XP, they are added to the
bring an attribute from 0 to 1, 2 XP to bring it from character’s XP Reserve. Between game sessions,
1 to 2, 3 XP to bring it from 2 to 3, 4 XP to bring it you may choose to spend some or all the XP in your
from 3 to 4 and so on. You can choose to leave an Reserve to raise existing skills and attributes, or
attribute at 0. Likewise, it costs 1 XP to acquire a learn new skills. Unused XP will always remain in the
skill at level 1, 2 XP to bring it from level 1 to level XP Reserve until you spend them as above, or use
2 and 3 XP to bring it from level 2 to level 3 (the them to perform a heroic action (page 15).
maximum level attainable in a skill). Thus, to buy a Example: At the end of her first adventure, Brynhild
skill and bring it directly to level 3 would cost gains 2 XP, which are added to her Reserve.
1+2+3 = 6 XP. Between sessions, you decide to remove them from
the Reserve and spend them on raising her Second
Wind skill from level 1 to level 2. Alternatively, you
could have learned a new skill perhaps, or left the
XP in your Reserve, saving them for future use.

GM TIP: ONE-TRICK PONIES


There is no explicit rule limiting how many XP you
can spend on a single attribute. Most players prefer
to create interesting and multi-dimensional
characters rather than over-specialized ones.
However, feel free to impose some kind of
restriction if you think it’s needed in your game.

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HOW TO PLAY
Gaining XP Toughness (TOU)
There is no hard and fast rule in ELEMENTAL about This is a general measure of bodily strength,
how XP should be awarded. The GM can use any constitution and the ability to resist punishment.
system that suits the campaign and players. For a
typical long-term campaign, an average gain of Awareness (AWA)
about 2 XP per character per session is about right, This is your general understanding of the world
but there’s nothing wrong with making it faster or around you: intelligence, education and general
slower. If you are the GM, consider the length of knowledge, but also senses, perception, instincts
the campaign, and how competent you want the and attunement fall within this category.
characters to become.
Languages: As a general rule, assume that
As a general piece of advice, avoid handing out XP characters can read and speak a number of
just for killing monsters and taking their stuff. languages equal to their AWA score. Characters
Better to reward individual and collective play that with AWA 0 can speak their native tongue but
advances the story in interesting directions and/or cannot read. Depending on the type of game being
contributes to everyone’s fun at the table. played, the GM may or may not require players to
The GM might award XP in the following instances; define a character's languages when it is created.
feel free to use any combination of these methods:
Adventuring: 1 XP at the end of the session for Will (WIL)
everyone who played. This attribute measures your strength of
Accomplishment: Additional 1 XP for everyone if personality: willpower, persuasiveness, courage,
the party accomplished something significant. sanity, charisma and leadership abilities fall under
Inspiration: A character’s heroism inspires others. this category. It is the ability to influence others,
When a character rolls a critical success (see page and not to be influenced oneself. It can also be a
13), the player receives 1 XP which he must measure of how “lucky” your character is in certain
immediately give to another character of his choice. circumstances beyond their direct control.
Failure: A spectacular failure can be a learning The table below provides a guideline for
experience or a cautionary tale for others. When a understanding what different attribute scores
character rolls a critical failure (see page 13), the represent. For character attributes, a score of 1 is
GM awards 1 XP to a character of her choice (the considered “human average”:
one who rolled the critical failure, or someone else).
Practice: Due to in-game experience or training,
Attribute Score Comparison
the GM immediately grants one or more characters Score XP Cost Description
a new skill at level 1. If a character already has the 0 0 Low
skill and helps train the other(s), they gain 1 XP
instead. This type of award is useful if characters 1 1 Average
train in a skill they will need later in the adventure. 2 3 Above Average
For instance, if the party is preparing to explore
3 6 High
underwater ruins, they might undergo specific
underwater training and receive the Aquatic skill. 4 10 Very High
5 15 Exceptional
Attributes 6 21 Amazing
Just as it is said that everything is composed of four 7-9 28-45 Legendary
elements, every character and creature in
ELEMENTAL has four character attributes that 10-12 55-78 Godlike
fundamentally determine how well they perform in
the game:

Agility (AGI)
This attribute is used whenever you want to
perform a task requiring dexterity, reflexes, speed
or hand-eye coordination.

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HOW TO PLAY
In addition, five non-character attributes are
commonly used in the game:
Derived Stats
Your character’s attributes will generally remain
Difficulty (DIF) constant throughout a session, improving only
when XP are spent between sessions. Derived
This attribute represents the difficulty of
stats, on the other hand, measure your character's
performing a challenging task that’s not opposed
current well-being. Derived stats tend to vary often
by another character or creature; such as scaling a
during the course of play, as your character suffers
wall, picking a lock, or casting a spell. A DIF 1 task
physical and mental trauma.
is tricky but not too difficult, while a DIF 6 task is
incredibly difficult. DIF scores are only given to
tasks that have a reasonable chance of failure.
Move
Difficulty rolls are explained on page 13. This stat measures how many yards you normally
cover in an action round (see page 16), given
Damage (DAM) typical combat conditions. Maximum Move is equal
to 9 + the number of XP spent on AGI. Thus, a
This attribute represents how much damage is
character with an AGI of 2 (3 XP) would have a
caused by firearms, traps, explosions and other
maximum Move score of 12.
sources of physical harm; excluding melee or
thrown weapons (these use the wielder’s TOU Carrying too much can slow you down. You can
instead). Damage rolls are explained on page 18. normally carry up to ten times your maximum
Health, in pounds. If you carry more than that, you
become Impaired (described on page 22, meaning
Armor (ARM)
your Move is reduced to 50% and you suffer -2 to
This attribute represents the degree of protection most rolls). You can lift up to twenty times your
afforded by a suit of armor, a creature’s natural maximum Health and move it a short distance.
protection, or a vehicle’s plating. The way it works
Equipment described later in the book has weights
is explained on page 19.
listed. For everything else, just guesstimate! The
exact number doesn’t matter as long as you’re
Potency (POT) carrying less than 10xHealth lbs.
This attribute represents the virulence of a disease,
When traveling overland or overseas, a party can
poison or radiation. Their effects are described on
cover Move x2 miles per day. Take the Move score
page 23.
of the vehicle, mount or slowest member of the
party, as applicable. If terrain or weather are
Area of Effect (AOE) particularly difficult, the party only covers Move x1
This attribute represents how many creatures can miles. If traveling day and night without rest, they
potentially be affected by a gun burst, explosion or travel at Move x3 under normal conditions, or
similar attack. It serves as a useful guideline when Move x2 if terrain or weather are difficult. However,
running combat scenes where maps and miniatures the resulting fatigue causes the party members to
are not used to keep track of everyone’s exact become Slightly Impaired (meaning they suffer -1
position. There is more information and typical AOE to their rolls) until they get some rest.
scores for different weapons on page 39.
Health
This stat measures what physical shape you are in
at the moment. Maximum Health is equal to 9 + the
number of XP spent on TOU. Thus, a character with
a TOU of 5 (15 XP) would have a maximum Health
score of 24. As explained above, you can carry up
to 10 times your Health (in lbs.) without suffering
encumbrance penalties.
If you get hurt, Health is reduced according to the
severity of the damage. If your Health falls to 0 or
less, you are at the brink of death (page 21). You
can regain depleted Health through various means
including rest and recovery (page 23).

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HOW TO PLAY
Initiative If several skills apply to a given roll, all the modifiers
are added up. However, level 3 represents the
This stat determines how likely you are to be
maximum ability you can attain in any given skill. If
caught off-guard, and when you act in an action
you benefit from powers or equipment that grant a
round (page 16). Maximum Initiative is equal to 9 +
skill you already have, the levels are added up but
the number of XP spent on AWA. Thus, a character
the total for that skill can only be raised to a
with an AWA of 1 (1 XP) would have a maximum
maximum of 3.
Initiative score of 10.
Initiative rarely changes during the course of play,
TIP: DESIGNING NEW SKILLS
although some skills and flaws may cause it to be
The skills on page 26 were carefully designed and
reduced by a number of “steps”. Initiative steps are
balanced to cover multiple genres, drawing on our
simply the levels corresponding to different AWA
experience creating hundreds of characters over
scores. For example, if your Initiative is normally 15
the years. However, some people feel the urge to
(AWA 3), a one-step reduction is 12 (AWA 2) and a
create a skill or power that isn’t in the book. Maybe
two-step reduction is 10 (AWA 1). One step below
you have a great idea for a spell that fits the
9 is 6, and two steps below 9 is 3.
character concept you have in mind. Or maybe you
think that a more specific skill like Parachuting or
Spirit Skateboarding would bring your character to life
This stat measures the mental and spiritual reserves better than the more general Athletics skill.
at your disposal. Maximum Spirit is equal to 9 + the Our advice: Go for it! Giving people the freedom to
number of XP spent on WIL. Thus, a character with play any character concept is a core feature of the
a WIL of 4 (10 XP) would have a maximum Spirit game, so creating something that isn’t in the book
score of 19. isn’t cheating, it’s using the system exactly as
Spirit decreases over the course of the game due intended. Just make sure the new skill or power
to mental exhaustion. This can happen if you cast a you’re creating isn’t a lot more useful than the
spell, use the Battle Rage skill, lose the will to resist existing ones. Otherwise, everyone will want to
interrogation, and so on. If your Spirit falls to 0 or have it and it won’t be unique anymore.
less, you are at the brink of madness (page 22).
Depleted Spirit is normally regained through rest
and recovery, as explained on page 23.
Flaws
You can customize your character even further by
Skills giving it a weakness, handicap, fault, hindrance or
some type of disadvantage in the game: a flaw.
The attribute scores determine how proficient you
Flaws are defined in the same way as skills, with
are in the four general areas. You may acquire
level 1 being the mildest and level 3 the most
further expertise in specific fields by learning skills.
severe. The levels generally correspond to a
Skills can be acquired at a level of 1, 2 or 3.
negative modifier to certain rolls, equal to the level
The skills are listed and described starting on page of the flaw (sometimes, the level translates as a DIF
26. In most cases, you simply add your skill level to level for doing something instead). Players are free
rolls that use the skill. to give their characters a flaw (or up to 3 levels
Some skills allow you to attempt things that would spread among several flaws). In exchange, the
be impossible to accomplish without the skill. character gets an extra number of XP to spend equal
Skilled actions are further discussed on page 14. to the sum total of the flaw levels.
Skills are categorized by related attribute, because Example: Ben Birkett has suffered from asthma
each skill tends to modify rolls based on one of the since he was a child. The player gives him the
four attributes. In some cases, a skill can be used Breathless flaw at level 2. Ben now has an extra 2
with another attribute, if it makes sense given what XP to distribute among his attributes and skills.
you are attempting. For instance, in most situations Flaws must generally be set once and for all when
the Stealth skill uses AGI. However, if you’re looking the character is initially created. They normally do
for the best route to approach a building without not change during the course of play, though you
being detected, using Stealth with an AWA roll might gain additional flaws (and associated XP) if
might be more appropriate. the corruption rules are used (page 126).

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HOW TO PLAY

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.

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HOW TO PLAY
Sometimes, an action is not directed at or opposed rolled on a DIF roll, it might indicate that some
by another creature. In this case, opposed attribute unlucky event or circumstance occurred. We
rolls are still made, one roll for the character encourage you to add descriptive color to explain
attempting the task, and one roll representing the the break, but it usually doesn’t have a particular
difficulty of the task, using the task’s DIF attribute. effect beyond simple success or failure. And
GMs should use the table below as a general guide remember: actual success is only achieved if you
when determining a task’s DIF: beat the opposing roll, regardless of breaks.

TASK IS… DIF Criticals


Tricky 1-2 If natural 6’s are rolled on both the opposing
Difficult 3-4 attribute rolls, the result is a critical; a “critical
success” for the winning side and/or a “critical
Formidable 5-6 failure” for the losing side.
A critical success means: “You succeed, AND…”,
GM TIP: SETTING AND ROLLING DIFFICULTY with an additional advantage attached to the
If you’re not sure, take DIF 2 (Tricky) by default. No success. This can be due to a truly heroic
need to agonize over the decision! Just make a performance or simply a stroke of luck. On the
reasonable call and roll. Your players don’t have to other hand, a critical failure (also known as a
know what DIF number you’re using, so if you think “fumble”) means: “You fail, AND…” with an
you got it wrong, you can simply change it the next additional negative game effect due to exceptional
time. In fact, you don’t even have to tell the player failure or bad luck.
if they succeeded or failed a roll. Perhaps you want
The GM decides what happens when a critical is
the player to make a roll, but the outcome isn’t
rolled. So if you are the GM, have fun with it! Use
immediately obvious to them. Just remember, only
your imagination and think of something
tasks that have a reasonable chance of failing
interesting that might happen if the scene was in a
should be given a DIF level. If it is an easy task, or if
book or movie. The next chapter gives examples of
success is necessary for the story to continue, you
possible critical effects in combat (pages 17-18).
should just let the character succeed automatically.
A critical might also trigger an XP award, as
explained on page 9.
Success and Failure
An attribute roll has five possible outcomes: Draws
If opposed attribute rolls are tied after all the
ATTRIBUTE ROLL RESULT OUTCOME attributes and modifiers are added up, this is called
Rolling higher than the opposing roll, Critical a draw. A draw normally results in some sort of
with breaks on both rolls Success mixed outcome. This can be a stalemate, partial
Rolling higher than the opposing roll Success success, a chance to re-attempt the action later,
success with an unexpected complication, failure
Rolls are tied Draw
with an unexpected benefit, or a dilemma where
Rolling lower than the opposing roll Failure the character has a choice between failure and
Rolling lower than the opposing roll, Critical success but at a cost.
with breaks on both rolls Failure
The GM decides what happens when a draw is
rolled. Maybe the former gang member agrees to
Breaks spill the beans, but only in exchange for a
If you roll a natural 6 on an attribute roll (meaning: significant payment or favor. Or maybe you picked
“6” is rolled on the die, before anything is added to that lock, but you broke the lockpicks in the
it), this is called a break. In this case, the die is rolled process, or alerted whoever’s on the other side.
a second time and you add the new result to the In short, a draw means: “You succeed, BUT…” or
total. This applies to all attribute rolls except when “You fail, BUT…”, with something that mitigates
the attribute is 0, in which case you don’t get a outright success or failure.
second roll. Only one additional roll is ever Example: X-TEC7, a cybernetic soldier, is fighting a
permitted, even if you roll a 6 again. swarm of bat-like aliens on a volcanic planet. He
When your character rolls a break, it means you fires his blaster at the swarm, and rolls a draw. The
have performed exceptionally well. If a break is GM considers the situation for a moment and

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decides that the blaster shot hit the aliens, but also TIP: MANAGING MODIFIERS
dislodged a chunk of stone on the ceiling of the Multiple factors can modify a die roll, so you should
cave. She describes an ominous rumbling, as pieces mentally add up the attribute and all the modifiers
of stone begin to fall from the ceiling. X-TEC7 and in your head before you roll the die; you’ll be
his companions need to clear out of the area soon, surprised how much easier and faster it is than
before the whole ceiling comes crashing down! rolling first and then working through the math.
Quick Draws: If you are the GM, “BUT…” can be a As a general rule, a player is responsible for
powerful narrative tool, allowing you to add drama remembering to apply relevant skills and other
to a situation, create an interesting outcome or modifiers listed on their character sheet, and any
steer the scene in an unexpected direction. modifiers linked to the character’s condition. If
However, there are times when you just want to there’s any doubt, ask the GM if a given skill or
move the game along rather than deal with the modifier applies to the situation. We recommend
added complexity of a mixed outcome. As an that the GM use her roll to take care of any
alternative, you can rule that the character modifiers linked to NPCs or circumstances. For
succeeds on a draw, but at the cost of 1 Health (if instance, if a player character fires a ranged weapon
they made an AGI or TOU roll) or 1 Spirit (if they at a target that’s far away, the GM might want to
made an AWA or WIL roll). In other words, you can apply the range penalty as a bonus to the target’s
succeed but it will take a bit more effort. If the defense roll rather than making the player take a
player does not want to expend the Health or Spirit penalty to his attack roll. Why? Mathematically, a
point, they can choose instead to fail the roll. penalty to the player’s roll is exactly the same as a
bonus to the GM’s roll. However, since the GM is
GM TIP: DRAMATIC DRAWS the final arbiter of everyone’s relative positions
Here’s a little secret (shh!): Draws give you the (especially if miniatures aren’t being used), it makes
ability to adjust the difficulty of an encounter on sense for the GM to apply modifiers linked to
the fly. Are the PCs struggling to get through what circumstances such as range or visibility, and let
should have been an easy encounter? Use the players just worry about their characters.
Quick Draw rule. Are they having too easy a time?
Then introduce a mixed outcome. In any case, if you
can’t think of anything interesting or you just want
Skilled Actions
to speed up the game, use the Quick Draw rule and Attribute rolls are usually defined as
let the PC succeed at the cost of 1 Health or 1 Spirit. “Attribute+Skill”. For instance, jumping across a
chasm might require you to “roll AGI+Athletics vs.
DIF 3”. What this means is that the character
Modifiers attempting to jump the chasm should make an
Skills, equipment and situational factors can modify attribute roll based AGI and add their Athletics skill
an attribute roll up or down. Suppose you attempt level, while the GM should make an attribute roll to
to block a sword-blow. If you’re wearing a shield, represent the difficulty of jumping the chasm, using
you get a positive modifier. If you’re Impaired, you DIF 3 as the attribute.
get a negative modifier. As there is no limit to the But what if your character doesn’t have the
modifying circumstances that can occur, there is no Athletics skill? Generally, you can still make the roll;
limit to the number of modifiers that can be in this example, you would simply add your AGI. In
stacked onto a single roll. But as with skill levels, no other words, most actions don’t require a skill, but
single modifier can be lower than -3 (penalty) or a skill can help.
higher than +3 (bonus). Of course, the sum of
However, some tasks are simply beyond the ability
several modifiers can very well exceed these limits.
of anyone who isn’t specifically trained in them. You
Example: Remember Roderick’s attempt to sneak need to have the Languages skill to have any
past Grodz the ogre? If Grodz had the Observation chance of deciphering Egyptian hieroglyphics, or
skill at level 1, he could add a +1 to his AWA roll. If the Computers skill to hack into a secure network.
he was asleep, the GM might rule that this warrants To describe such actions, the skill is noted with an
a –3 modifier on top of that. Meanwhile, Roderick asterisk. So if it says “roll AWA+Computers* vs. DIF
might have the Stealth skill at level 3 (+3 to his roll), 5”, this means that you need to have the Computers
and padded footwear adding a further +1 to his skill to even attempt the task.
roll. Just take the underlying attribute, add up all
the modifiers, and make the roll.

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Heroic Actions Stat Checks


Great heroes can accomplish miraculous things. Most situations are handled with attribute rolls, as
They might demonstrate unparalleled ability, or described previously. A stat check is a special type
enjoy a stroke of luck at just the right time. of roll you make when your current state – mobility,
Sometimes, they will throw caution to the wind in physical condition, alertness, luck, sanity or morale
assisting a companion, perhaps saving them from – is relevant and being tested.
certain doom. Once per session, you can sacrifice Stat checks are made by rolling two dice (2d) and
1 XP saved up in your Reserve to modify an multiplying the results. For instance, rolling 3 and
attribute roll by +3 or -3 after the fact. This must be 5 gives a result of 15. Compare this number to one
done immediately after the unmodified outcome of your derived stats (Move, Health, Initiative or
has been determined. The modifier can be applied Spirit). If the die roll is equal or lower, the check is
to any attribute roll, whether made by the a success. If it is higher, the check fails. Rolling
character, another party member, an NPC, or even double 1 (“snake eyes”) can be some sort of
a DIF roll. The only requirement is that you must be exceptional success, while double 6 (“boxcars”) is
present at the scene; another good reason to always a failure (regardless of the target number)
“never split up the party!” and can even be exceptional failure.
Example: Professor Tremayne, tired and injured Stat checks are normally made on 2d. However, the
after having explored the Caves of Bora-Bathul, is GM can make it more difficult by requiring a check
ambushed by a group of degenerate troglodytes. on 3d instead. Or the GM might ask for a 2d check,
Spears are hurled as Tremayne tries to duck behind and if this succeeds, ask for a third die to be
a rock formation. One of the troglodytes rolls a multiplied to see if it is a more significant success.
total of 13 on its attack (due to a break), while
Here are the most common situations that call for
Tremayne only rolls an 8 to avoid it. Tremayne is
a stat check. Most of these cases refer to specific
hit! To make matters worse, the GM then rolls the
situations mentioned later in the rules:
damage, which totals 5. As Tremayne only has 4
Health points left, he would normally be struck Move check: Running across difficult terrain
down and find himself at the brink of death. At this without tripping and falling, reaching a foe in time
point, the player could sacrifice 1 XP from his to make an attack this round, disengaging from a
Reserve and apply a +3 modifier to Tremayne’s foe without exposing yourself to a free attack.
defense roll or a –3 modifier to the trog’s attack roll. Health check: Shaking off the effect of being
Sadly, neither of these would be enough to change stunned, paralyzed, poisoned, crippled due to
the outcome: the difference between the rolls is too massive damage, or other afflictions that cause you
high. But wait! He can apply a -3 modifier to the to become Impaired (page 22).
spear’s damage, reducing it to 2 instead of 5. The Initiative check: Determining if you are surprised
stolen idol in Tremayne’s backpack deflected some at the start of combat (page 16).
of the spear’s deadly force! This leaves the poor Spirit check: Unlike other stat checks, Spirit checks
fellow at 2 Health points; hurting badly…but alive! almost always use your maximum (rather than
The character must have at least one XP in Reserve current) Spirit. Spirit checks are used to:
to accomplish this, and if the option is not exercised • Determine if circumstances are in your favor or
during a game session it cannot be “saved” for luck is on your side. For example, if you look for
future sessions. Only one XP can be applied to a an axe in a cottage shed and the scenario
given roll, however both opposing rolls could be doesn’t specifically mention that one is there, a
modified. For example, if the PCs try to foil an NPC’s Spirit check could be made to determine
attack, one character could sacrifice an XP to whether there happens to be one or not.
increase the defense roll and another character
• Shake off the effects of Intimidation, Fear or
could sacrifice an XP to reduce the attack roll.
other mind-affecting conditions.
Alternatively, you can use the XP sacrifice to reroll
• Determine if you remain stoic in the face of a
a stat check (yours or another character’s; stat
horrifying experience, if the optional sanity
checks are explained below). Only one reroll is
rules are used (page 125).
allowed, and the new result stands.
• Determine an NPC’s morale when it is losing a
The GM can also give major NPCs the benefit of
fight; failing the check might mean it surrenders
performing heroic actions in the same manner. It’s
or flees. One roll can be made for a group.
only fair!

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COMBAT everyone has had their turn, the action moves to


the next round, starting again with whoever has the
highest Initiative.
Order of Actions
GM TIP: QUICK INTIATIVE
“Combat” is really a catch-all term for any action
Take note of PC Initiative scores before the game
scene where it is important to know exactly who
begins; that way you won’t have to spend precious
does what and when. These kinds of situation often
time figuring out the order during play. If several
occur when the PCs encounter one or more NPCs
characters have the same Initiative, you can either
who are clearly foes, or when an NPC attacks a PC
ask them in what order they’d like to go, or simply
(or vice versa).
go to each PC in the order you noted them.
Whatever the case, the first step is to resolve
whatever triggered the combat situation. If the PCs Once a character’s turn comes up, they can do
stumble on a group of flesh-eating trolls, the GM something that takes 6 seconds or less; generally,
would describe the scene before moving to the this means one “action”. Of course, not everything
combat proper. If the PCs are in a tense negotiation a character does counts as an action. You can
with a group of NPCs and an NPC suddenly attacks breathe, walk, shout an order or cry out in pain and
a PC, the attack is resolved before moving to the still take an action. Defending against an attack
general combat situation. does not count as an action and can be executed
The next step is to determine if anyone is at will in addition to the normal action allowed.
“surprised”. If one or both sides in the encounter Also, it is usually possible to both move and attack
can potentially take the other side unprepared or on the same round, but the GM may impose
flat-footed, the GM can require surprise checks. The restrictions or penalties to the attack. For instance,
GM decides who, if anyone, can potentially be a character charging into combat with a spear
surprised. This completely depends on the might be required to place their Weapon Mastery
situation. If the PCs heard the trolls in advance skill (see page 36) into damage. A man firing a
(maybe they made a successful AWA roll) but the pistol on the run might suffer –3 to his attack roll.
trolls were unaware of the PCs, then only the trolls
should check for surprise. If the PCs are in a tense
negotiation and everyone has a hand near their
weapon, then nobody should check to see if they
are surprised when the NPC suddenly attacks.
To see if a PC or NPC is surprised, make a 2d Initiative
check. NPC groups should make a single check for
the entire group, using their highest Initiative (often,
that of the leader). If the check fails, the PC or NPC
group is surprised. A surprised character is unable to
act in the first round of the encounter as they gather
their wits or fumble for a weapon (though defense
rolls – which are “free” actions - are still allowed).
The action then moves to the first round of combat.
Each round is about 6 seconds long, so there are
ten rounds to a minute.
During a round, PCs and NPCs will take turns to act
in descending order of Initiative, from the highest
“step” to the lowest. So characters with Initiative 15
might go first, followed by characters with Initiative
12, followed by characters with Initiative 10. If
several characters have the same Initiative, the
players can decide in what order they act. NPCs on
the same side all act at the same time, on their
highest Initiative (often, that of the leader). If PCs
have the same Initiative as the NPCs, the players
can decide to act before or after the NPCs. Once

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Attack Rolls Defense Rolls


When you try to hit an opponent, with or without a The target of an attack tries to avoid it by making a
weapon, you make an attack roll. This is an attribute defense roll and comparing the result to the attack
roll, based on AGI in most cases, or AWA if you are roll. The defense roll is an attribute roll based on
using a heavy ranged weapon (such as a siege AGI, as the defender typically tries to parry or
engine or vehicle-mounted cannon). dodge the attack.
Attack rolls can be modified by a variety of factors. Remember, a defense roll is a free action so you
Common attack roll modifiers include: automatically make one against each attack that
comes your way, and this can happen any number
Skills: Skills like Weapon Mastery, Heavy Weapon,
of times during the round.
Unarmed Strike, Grappling and Multistrike can
modify attack rolls under certain conditions, as Defense rolls can be modified by a variety of
specified in the skill description. factors. Common defense roll modifiers include:
Range: Every type of distance weapon has a Base Skills: Skills like Weapon Mastery, Athletics, Missile
Range, expressed in yards. This is the range up to Deflection and Cover can modify defense rolls
which attack rolls are made with no penalty: under certain conditions, as specified in the skill
description.
RANGE Up to Attack Modifier
Cover and Concealment: If your body is partially
Base Range 0 protected or concealed, you might get a positive
BR x 2 -1 modifier to your defense rolls. The modifier
BR x 3 -2 depends on how much of the body is covered, and
whether the attack can penetrate the cover. Using
BR x 4 (max) -3
a shield or hiding in foliage is typically +1. Standing
Position: Attacking from a superior position can behind the battlements of a castle might be +2.
give you an advantage. For instance, attacking Firing through a narrow murder hole carved into a
from behind an opponent might grant +2 to the wall might give you +3.
attack roll, while attacking from higher ground
might grant +1.

Attacker Critical Successes


If the attack and defense rolls result in a critical
success in favor of the attacker, the GM decides
what the effect is. Here are some suggestions:
• The attacker finds a gap in the defender’s armor.
The defender does not deduct its ARM from the
damage suffered.
• The attacker knocks down the defender, who is
prone (Impaired; must spend one action getting
up, or suffer -2 to rolls and Move reduced 50%).
• A second adversary must also make a defense
roll against the attack or be hit as well.
• The defender is struck off-balance and the
attacker gets a second attack immediately.
• The blow shatters the weapon, shield or another
item on the defender’s person.
• The blow causes the defender to drop their
weapon.
• The attack maims the defender and the damage
roll affects both Health and Move. Move is
regained at the same rate as Health.
• The defender must make a Spirit check or else
retreat, surrender or seek to escape.

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Defender Critical Successes Draw Effects
If the attack and defense rolls result in a critical If the attack and defense rolls are tied after all
success in favor of the defender, the GM decides modifiers, the normal draw rules from page 13
what the effect is. Here are some suggestions: apply: The outcome is mixed, or the PC succeeds at
• The attacker’s weapon jams or breaks. the cost of 1 Health. If the result is a mixed
outcome, the GM is encouraged to come up with
• The attacker is struck off balance, suffering -3 to
something relevant to the situation.
their next defense roll.
Here are some generic suggestions:
• The attacker causes harm to self.
• The attack is partially deflected at the last
• One of the attacker’s allies must roll against the
second, resulting in a glancing blow: apply -3 to
attack or be hit instead.
the damage roll.
• The attack inadvertently hits an important
• The defender dodges the attack but leaves
object nearby – to the attacker’s detriment.
themselves open or knocked off-balance,
• The attacker impales self on the defender’s suffering -2 to their next defense roll.
weapon, which scores an automatic hit (ignore
• The attack hits and deals damage but leaves the
the defender’s skill modifiers when rolling
attacker exposed, suffering -2 to their next
damage).
defense roll.
• The attacker is struck off balance and the
• The attack misses the opponent but dislodges
defender gains a free attack immediately.
something in the area, causing an impediment
• The defender enrages the attacker by making or distraction. The defender suffers -2 to their
them look ridiculous. The attacker must make a next attack roll
2d Spirit check or suffer –1 to subsequent
• An ally suddenly blocks the attacker’s line of
defense rolls.
sight. The attacker can choose to hold the attack
or go through with it. If they go through with it,
the ally must make a defense roll against the
attack or be hit instead of the intended target.
• You succeed on the attack or defense roll, but
see or hear enemy reinforcements approaching.
• You fail the attack or defense roll, but your allies
show up at that moment.

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

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Battle Rage can modify damage rolls under certain Massive Damage
conditions, as specified in the skill description.
Massive damage occurs when a natural 6 is
TOU-Based Weapons: Weapons that rely on generated on a damage roll which results in a
bodily strength use the attacker’s TOU for the break (see page 13). The die is rolled a second time
damage roll. However, the type or size of weapon and the new result is added to the total, as normal.
can modify the damage roll (typically by +1 or -1) In addition, the defender must roll TOU+Endurance
as indicated in the weapon description. against the damage roll or become Impaired (Move
Unarmed Attacks: When striking a foe with bare 50%, -2 to rolls; see page 22). Remember that the
hands or feet, the damage roll incurs a -3 penalty. damage roll itself is not affected by ARM, so the
Beasts and monsters do not suffer this penalty victim might very well become Impaired even if
because they are assumed to have natural weapons little of no Health was actually lost due to armor.
such as claws or teeth. If you become Impaired due to massive damage,
Armor: Armor absorbs physical damage up to its on your turn you can either take an action at -2, or
ARM score. Whenever the defender suffers use your action to try shaking off the Impaired
damage, only the amount in excess of the ARM condition. Shaking off the condition is done by
score is transferred to their Health. This assumes making a successful 2d Health check. The condition
that the damage is from something that the armor also ends if you regain any Health thanks to a
is effective against; page 41 has more information healing power, Second Wind skill or other means.
on how armor protects against various forms of
damage. If the defender benefits from several
sources of ARM, only the best one applies (i.e. ARM
values don’t stack).

Typical Damage Scores


WEAPON DAM
Bare Hands or Feet TOU (-3)
Melee or Thrown Weapon (small) TOU (-1)
Melee or Thrown Weapon (medium) TOU
Beasts and Monsters TOU
Melee Weapons (large, two-handed) TOU (+1)
Bow 1
Pistol/Handgun 2
Submachine Gun 2
Blaster Pistol 3
Rifle 3
Shotgun 4
Hand Grenade 5
Heavy Machine Gun 5
C4 (2 lbs.) 9
Rocket 13

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Chases
SPECIAL SITUATIONS The following rules can be used for a foot chase
This chapter provides more specific rules for several
through crowded streets, spaceships hurtling
common occurrences in the game. They’re listed in
through a nebula, or investigators tracking down a
alphabetical order for ease of reference. These rules
serial killer. First, the GM must determine the
apply equally to PCs and NPCs.
appropriate unit of time and the most relevant
attribute for the chase. Examples:
Area of Effect Attacks
Attacks with AOE 2 or higher – bursts of gunfire, BASIS ATTR. TIME EXAMPLE
explosive devices, some powers – potentially cover Speed AGI* Minutes Foot or vehicle chase
a large area with a single attack. In these cases, any within line of sight
creature potentially in the area of effect should Stamina TOU ** Hours Overland pursuit,
make a defense roll against the attack roll or parties miles apart
casting roll. This includes any allies in close combat Guile AWA Days Following clues to
with the intended targets. Targets who fail their track a quarry
defense rolls typically suffer damage. Make a
* For vehicle chases, use vehicle AGI
separate damage roll for each creature affected.
**For mounted chases, use mount TOU

Breaking Things On every “round” (i.e. unit of time), each participant


Inanimate objects have an ARM score. To break an in the chase makes a roll on the relevant attribute.
object quickly (i.e. in a typical combat situation), Add any skills that apply. If several creatures are
you must deal damage to it greater than its ARM working together, use the Group Actions rule (one
with a single attack; any attack that deals damage character makes the roll, applying +2 or -2 if the
that is equal or less than its ARM is simply ignored. rest of the group helps or hinders).
The GM should use common sense to determine These rolls can also be modified by derived stats:
whether attack rolls should be made, and whether
Relative Speed (Move): if one side moves faster
the item can be affected by the type of damage in
than the other, it might get +1 to its roll (up to 50%
question. A bullet won’t destroy a wooden door,
faster), +2 to its roll (50-100% faster) or +3 to its
though it might make a hole in it. It might destroy
roll (more than 100% faster).
the lock, but aiming for the lock from a distance
would probably require an attack roll. Injury or Fatigue (Health): If one side is wounded,
fatigued or incapacitated, the GM can apply a
Here are some typical item ARM scores:
negative modifier to their roll.
OBJECT ARM Rolls are compared each “round”. If they are tied in
a draw, neither side gains ground during that
Bars, Metal 10
minute/hour/day and the chase continues.
Chain 10 If the pursuer’s roll is higher, they get closer to their
Crystal Decanter 0 quarry, may engage it with ranged weapons or get
Door, Normal 6 a clue as to the quarry’s whereabouts. In game
terms, the pursuer gains a +1 cumulative modifier
Door, Heavy 8 to subsequent chase rolls. If it succeeds a second
Handcuffs 10 time, the modifier goes up to +2, if it succeeds a
third time it goes to +3. On the fourth success
Lock 6
(successes need not be consecutive), the pursuer
Rope 2 catches up to and corners its quarry. On a critical
Shield 8 success, the GM might rule that the quarry has
fallen or crashed (if on a mount or vehicle),
Statue 8
suffering a Health damage roll using DAM equal to
Weapon 8 one-tenth the vehicle or mount’s Move.
If the pursued side’s roll is higher, it puts more
distance between itself and the pursuer. In game
terms, the pursued side gains a +1 cumulative
modifier to subsequent chase rolls. If it succeeds a
second time, the modifier goes up to +2, if it

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succeeds a third time it goes to +3. On the fourth Delayed Actions
success (successes need not be consecutive), the
When your turn comes up in the Initiative order,
pursued side gets away and loses the pursuer. On
you can choose to hold your action until a later
a critical success, the GM might rule that the
time in the round. You must declare your future
pursuer has fallen or crashed (if on a mount or
intention, and what circumstance will trigger your
vehicle), suffering a Health damage roll using DAM
action. For instance, you could say: “When the
equal to one-tenth the vehicle or mount’s Move.
gargoyle swoops down within range, I’ll stab it with
The chase ends when either the pursuer catches up my sword.” When and if the trigger occurs, you can
to the pursued or the pursued gets away, whichever immediately go through with your action, or cancel
happens first. it. You can’t decide to do something else until your
turn comes up again.
Death
If your Health is reduced to zero or a negative Falling
number, you are at the brink of death. You are You can automatically break a fall from a number
considered Paralyzed (page 22) and can take no of yards equal to or less than your AGI score. For
actions except perhaps mumble some final words. greater heights, make an AGI+Athletics roll in order
From this point on, any change in Health to avoid taking damage, against a difficulty roll with
determines whether you live or die. If you can be DIF equal to the number of yards fallen. If this roll
brought back to Health 1 or more through a fails, you take Health damage equal to the
healing power, spell, potion or the like, you live. If difference between the rolls. Armor generally offers
you suffer even a single point of Health damage, or no protection against falling damage.
if the healing attempt fails to bring you up to
Health 1 or more, you die. Life or death is Firing into Melee
determined as soon as any Health is recovered or
At some point, someone is going to decide that it’s
lost while at the brink of death, so the dying
a good idea to fire a ranged weapon at a foe that
character could not benefit from multiple uses of a
is adjacent to or engaged with one or more allies
spell or power.
or innocent bystanders. If the attack misses its
If no Health has been gained or lost within a few intended target, a randomly-determined creature
minutes, you can make a final TOU+Endurance roll near the intended target must also make a defense
to survive. This roll is made against a DIF level equal roll against the attack, or be hit instead. Taking
to your current Health. For example, if your Health careful aim with the Marksmanship skill (page 31)
is at -4, the GM makes the opposing roll at DIF 4. If reduces the chance of this happening.
the TOU roll is successful, you wake up alive at
Health 1. If not, the character dies. If you roll a draw, Group Actions
you pull through but might be left with a
To make a success roll for an entire group, the most
permanent injury of some kind.
competent character or group leader makes the
The brink of death rule may or may not be applied
roll. For example, to determine if the PCs encounter
to NPC’s, at the GM’s discretion. Major NPC’s might
a pack of dire wolves when moving through a
have the same last chance to be saved, while minor
forest, the ranger might make an AWA+Survival
NPC’s and monsters are automatically slain, or
roll, with success indicating that he leads the party
perhaps knocked out if reduced to exactly 0.
through the forest safely.
If a player character dies, the player should re-enter
If one or more others lend assistance, then the
the game with a new character at the earliest
leader makes the roll at +2. Such would be the case,
convenient point. The new character starts with
for example, if several characters were trying to
10% fewer XP than the former character when it
push something heavy out of the way. If the task
died. The 10% penalty applies even if the former
requires a specific skill (e.g. defusing a bomb), the
character is somehow brought back to life.
assisting character(s) must also have the skill.
If on the other hand, the presence of the group is a
hindrance, then the roll is made at -2. Such would
be the case, for example, if the PCs were sneaking
down a hallway. The stealthy rogue leads the group
and makes the roll, but suffers a penalty due to her
noisy companions.

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HOW TO PLAY
Impairment things. From that point on, any change in your
Spirit determines whether you regain your senses
Characters endure all sorts of abuse; they suffer
or completely succumb to madness.
being knocked around, knocked over, stunned,
starved, poisoned, blinded, and many such If no Spirit has been gained or lost within a few
indignities. Whatever the cause, they typically minutes, you can make a final WIL+Focus roll to
become Impaired, suffering -2 to any roll that preserve your sanity. This roll is made against a DIF
would logically be affected by the condition, and level equal to your current Spirit. For example, if
suffering Move reduced by 50%. your Spirit is at -4, the GM makes the opposing roll
at DIF 4. If the WIL roll is successful, you regain your
Sometimes, you can become a bit more or a bit less
senses and are at Spirit 1. If not, you go completely
Impaired, as follows:
mad and leave the game as a player character. If
Condition Roll Move Examples you roll a draw, you’ll regain your senses but might
Penalty Effect be left mentally scarred from the experience.
Frightened
Slightly No Moving in Combat
-1 Fatigued
Impaired Effect
Inebriated Movement during combat and other tactical
Massive Damage situations is determined by a creature’s Move
Knocked Prone score, in yards per round. However, opponents and
Move Encumbered unforeseen obstacles can make things difficult. At
Impaired -2
50% Blinded the GM’s discretion, you might be required to make
Tear Gassed
a Move check on 2d (or 3d if conditions are
Pepper Sprayed
particularly difficult). If the check fails, there is an
Grappled
unforeseen delay (e.g. you trip and fall) or
Restrained
Severely opponents may get free attacks, depending on the
-3 Move 0 Stunned
Impaired situation (e.g. if you disengage from close combat).
Poisoned
Incapacitated
Non-Lethal Combat
Effects can be cumulative, so for example if you are Sometimes you just want to knock out a foe,
knocked prone, then take massive damage and fail instead of dealing a killing blow. When you deliver
your TOU roll, you would end up Severely Impaired. a melee attack that would cause the target’s Health
Shaking off an Impaired condition depends on the to drop below 0, you can instead decide to reduce
cause. If you are knocked prone you might simply the target’s Health to exactly 0, knocking them out.
need to get back up (taking one round), if you are
blinded from a smoke grenade you might need to Paralyzed
leave the area, if you are fatigued or inebriated you You suffer -3 to defense rolls and +3 to damage
might simply need some rest. In other cases, you received from melee attacks. You cannot speak or
typically make a 2d Health check at appropriate take actions except to try shaking off the effect. This
intervals (which can be every round, minute, hour is done by making a 2d Health check, which can be
or day, depending on the condition); as soon as the attempted every following round or minute,
check succeeds, the impaired condition ends. The depending on the cause. The “shaking off” check
“shaking off” check always counts as an action on always counts as an action on the round it is made.
the round it is made.

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

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Poison, Disease & Radiation a short rest might involve prayer, meditation or
study, depending on the nature of your powers.
Most poisons, venoms, radiation and other toxic
substances have an attribute called Potency which A “long rest” of about eight hours, or the equivalent
measures how strong they are. Typically, a of a night’s sleep, grants you a TOU roll, with the
character exposed to such a substance must roll result added to your current Health, up to its
TOU+Resistance (poison) vs. POT, or suffer its maximum. Only one long rest can be taken each
effect. Here are the more common effects: day. If anyone in the party has the Medicine skill,
then it is added to the recovery roll.
Disease: Takes effect one day after exposure. You
suffer Health damage equal to the POT roll, and are Constructs and vehicles do not make recovery rolls;
Severely Impaired (Move 0, -3 to all rolls). Attempt they must instead be repaired with the Fixing skill
a 2d Health check every following day to shake off (page 29).
the condition. Some diseases may have additional
effects. Social Interactions
Venom: Takes effect TOU rounds after exposure. When you attempt to influence an NPC, roll
You suffer Health damage equal to the POT roll, WIL+Persuasion vs. WIL+Focus. The GM can apply
and are Severely Impaired (Move 0, -3 to all rolls). a modifier depending on the situation.
Attempt a 2d Health check every following day to This game system doesn’t put a lot of rules around
shake off the condition. social interaction; roleplaying is the primary means
Paralytic Poison: Takes effect TOU rounds after to handle these types of situations. The GM can
exposure. You are Paralyzed, unable to take actions, frequently call for a roll to add an element of
suffering -3 to defense rolls and +3 to damage chance to the outcome, but the result should
received from melee attacks. Attempt a 2d Health always be subservient to the character’s actions
check every following minute to shake off the and the needs of the story.
condition. Example: Balthazar tries to convince the king to
Truth Serum: Takes effect TOU minutes after lend some men-at-arms for an important quest the
exposure. You cannot knowingly tell a lie for one PCs wish to undertake. The player makes an
hour. impassioned speech, in character, pleading the
Radiation: If exposed to radiation, you must roll party’s case. Based on the player’s performance, the
TOU+Resistance (radiation) vs. POT when first GM might decide that the king agrees to lend
exposed, and every minute thereafter. As soon as assistance, and the roll determines if he sends ten
you fail the roll, radiation sickness takes effect one men or twenty men with the PCs. If on the other
day after exposure. You suffer Health damage hand, failing the roll had meant that the king
equal to the POT roll, and are Severely Impaired refused to lend any assistance, the player’s speech
(Move 0, -3 to all rolls). Every day following would not really have mattered since it just came
exposure, you lose one point from a random down to a roll in the end. When faced with a similar
attribute until POT points are lost. If an attribute situation again, the player might decide just to roll
falls below 0, you die. If you survive and receive the dice instead of acting in character. That’s “roll”
appropriate treatment, you may attempt a 2d playing, not role-playing.
Health check each following day to shake off the
effects. Swimming and Drowning
If you don’t have the Aquatic skill (page 27), you are
Rest and Recovery effectively Impaired when operating in water. This
At some point, the PCs are well advised to take a means you can swim at 50% Move and suffer -2 to
break from all their adventuring, or they risk most rolls. Without special equipment, you can
suffering the effect of fatigue (Slightly Impaired: -1 hold your breath for a number of rounds equal to
to rolls). Getting rest also allows characters to make TOU+Endurance if engaged in combat, or the same
recovery rolls to replenish depleted Health and number of minutes otherwise. After this time you
Spirit levels. begin to suffocate, suffering DAM 0 each round
until you drown or get some air.
A “short rest” of about one hour, with no strenuous
activity, grants you a WIL+Focus roll, with the result
added to your current Spirit, up to its maximum.
You can take as many short rests as desired and
needed during the day or night. If you use powers,

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HOW TO PLAY

POWERS times as you wish, as long as you spend the


required time and pay the Spirit cost. You can even
Unless the GM is running a game that is heavily attempt to cast a spell or power that drains more
based in mundane reality, there’s a decent chance Spirit than you currently have. However, this pushes
that PCs will at some point have access to your mind to the brink of madness (see page 22).
exceptional abilities of a magical or pseudo- You regain depleted Spirit points through rest and
scientific origin. Whatever the origin or nature of recovery, as explained on page 23.
these abilities, we refer to them collectively as Critical Success: If the casting roll results in a
powers, and they follow the rules below. critical success, the power works beyond your
There are two types of powers, arcane powers and expectations. For the purpose of determining the
super powers. Each has a different set of rules effect, your WIL is increased by the difference
governing how they are gained and used. between the casting roll and the difficulty roll.
Arcane powers are used in game worlds where Critical Failure: If the casting results in a critical
supernatural abilities are somewhat rare and failure, the power backfires and the release of
mysterious in nature. This includes spells in fantasy energy burns you for a number of Health points
settings, eldritch summonings in Lovecraftian equal to the power’s DIF.
settings, or psionic abilities in space opera settings. Resisting Power Effects: The target of a spell or
While the effects might vary widely from one power can sometimes try to resist its effects. If this
setting to another, the rules explained here are is possible, the target must make a defense roll,
exactly the same. The Fantasy, Horror and Science using the Attribute+Skill specified in the power’s
Fiction chapters later in the book describe specific description, and compare it against the casting roll.
spells or powers that might be available in these
kinds of settings. Casting Time
Super powers are used in pulp, superhero and This is the amount of time it takes to bring a spell
similar comic-book settings where larger than life or power into effect. The casting time for most
heroes and villains have special talents, powers is 1 round, meaning you can cast the
supernatural abilities, alien technology, weird power with a simple action: on your turn, if you are
science or the like. The way these work is explained able to concentrate (see below), you make the
in the Pulp & Superheroes section beginning on casting roll and the power comes into effect if the
page 151. roll is successful.
Some powers require longer to cast; 1 minute (10
Arcane Powers rounds), 1 hour, 1 day or even longer. These powers
To use spells or powers, you must first have the are generally of little use in combat.
Arcane Lore skill at a high enough level (see page
27). You can then learn specific powers available in Range
your game at level 1, 2 or 3, using XP just like any This is how far from the caster the power’s effect
other skill. Write down all the powers you know in can extend. Range categories are as follows:
the skill slots under the AWA attribute. You can only
Caster means that you can cast the power on
use a spell or power if you have learned it.
yourself only.
Arcane powers all have the following characteristics
Touch means you must cast the power on a
specified in their individual descriptions:
creature you touch (which can be yourself); possibly
having to make an unarmed attack roll if the target
Power Difficulty (DIF) is unwilling and unrestrained. The attack roll is
This is the difficulty of invoking the spell or power. made immediately after the casting roll.
Using a spell or power requires you to roll WIL x yards means you can target a spot, item or
AWA+[skill level in the power]* against a DIF roll creature up to the distance indicated, which is a
using the power’s DIF: this is called a casting roll. multiplier of your WIL (usually 10). You must be
Whether the roll is successful or not, the effort able to see the targeted location.
spent casting a power drains DIF points from your Sight means you can target a spot, item or creature
Spirit each time you make a casting roll. If you fail up to any distance away, as long as you can see it.
the casting roll, the power does not come into
Unlimited means you can target a spot, item or
effect. You can attempt to cast a power as many
creature up to any distance away, whether you can

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HOW TO PLAY
see it or not. If the target is a creature, you need to concentration be disrupted while you are casting a
name it by its true name. If it is an item, you must power or maintaining a power requiring
generally know its location. concentration, the power fails immediately. Note:
Spirit points are drained only when a casting roll is
Duration made, so if your concentration is broken before the
This is usually either Instant, meaning the power end of the casting time, the casting is interrupted
just has an instantaneous effect when cast, or the but no Spirit points are lost.
power lasts for a number of rounds, minutes or
hours, often expressed as a multiplier of WIL. Some Rituals and Ceremonies
rare powers are Permanent which means they last Several casters can join forces (and hands) to cast a
forever unless a specified condition is met or single spell or power, if two or more of them know
another power is used to cancel them. how to cast it. Dark cults and covens of hags are
Unless otherwise indicated, you can cancel a non- fond of this method. This is handled like other
permanent power you’ve cast, before the end of its Group Actions, with the caster leading the group
normal duration, as an action on your turn. making the casting roll at +2. The Spirit cost is
borne fully and equally by each participant.
Concentration
Invoking a power requires concentrating during the
Innate Powers
casting time. Once in effect, powers usually remain Items and NPC creatures of magical, psionic or
in effect automatically for the duration; however, advanced technological nature are able to replicate
some powers require concentration to maintain the use powers. The key difference is that they do
(this is specified in their description). Concentration not need to overcome a DIF roll; their powers can
must be uninterrupted for the required period of be activated automatically. Other than that, the
time. While concentrating, you cannot perform same rules apply: they have a WIL score which is
other actions during your turn, though you can still used to determine the magnitude of the effect, and
make defense rolls and perform “free” actions, i.e. the use of a power drains their Spirit. Sometimes,
simple tasks like moving or speaking. You must they still need to make a casting roll in order to
have a clear mind, so extreme physical or mental overcome a target’s defense. Creatures do this
discomfort makes it difficult or impossible to use exactly like characters. In the case of items, the
powers. If you take damage while concentrating, casting roll uses the wielder’s AWA and the item’s
you must roll WIL+Focus against the damage roll, skill level.
or your concentration is disrupted. Should your

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Skills and Flaws


SKILLS
AGILITY TOUGHNESS AWARENESS WILL
Assassination Aquatic Appraisal Animal Handling1
Athletics Armored Combat Arcane Lore Art1
Cover Charge Background1 Bargaining
Driving Endurance Computers Battle Rage
Grappling Mighty Blow Criminology Command
Marksmanship Resistance1 Fixing Focus
Missile Deflection Second Wind Heavy Weapon1 Followers
Multistrike Strength Languages1 Impersonation
Piloting Unlife Locks & Traps Intimidation/Fear
Riding Medicine Luck
Sailing Memory Oratory
Sleight-of-Hand Nightvision Persuasion
Stealth Observation Politics
Sworn Enemy1 Power or Spell1 Reputation1
Team Tactics Psychology Street Smarts
Unarmed Strike Research Trickery
Weapon Mastery1 Senses
Sixth Sense TIP: Print the character sheet
Survival1 template on page 4, or use the
editable PDF file (available at
Surgery
drivethrurpg.com) which lets you
Surveillance enter the information and Copy/
Trivia Paste your character’s skill, flaw
Underworld and power descriptions.

1. A specific application or specialty must be chosen; see skill description.

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Animal Handling: You know the habits of ordinary If arcane spells or powers are available, the skill
animals from your milieu, or one special beast type indicates your general ability to learn them. At level
to be defined. You know how to train such animals 1 you can learn spells or powers of up to DIF 3, at
and elicit desired behaviors. Add the skill level to level 2 you can learn spells or powers of up to DIF
attribute rolls pertaining to such activities. 6 and at level 3 you can learn spells or powers of
At level 3, you may have a beast companion or up to DIF 9 (the maximum level). Note: Spells and
familiar. The beast has a total number of XP equal powers must still be learned (using XP) as individual
to the XP you spent on WIL. Work with the GM to skills, and the Arcane Lore skill level does not
determine the type of beast and its stats. The beast modify casting rolls (casting rolls use the specific
will accompany you, act on your Initiative and spell or power skill level instead).
generally obey commands (commanding the beast
takes one round). If the beast dies, you can attract Armored Combat: You need this skill in order to
a new beast in a number of days equal to its XPs. fight in armor and use shields. At level 1, you can
use a shield if you have a free hand, and wear armor
Appraisal: You can determine the approximate weighing up to 20 lbs. At level 2, you can wear
value of items including jewelry, works of art and armor weighing up to 40 lbs. At level 3, you can
other rare or exotic items. You are also a skilled wear armor weighing up to 60 lbs., or power armor
scavenger, able to find items of value in cluttered, weighing more.
ruined or abandoned environments. Add the skill
level to attribute rolls pertaining to such activities. Art: You have artistic flair and are proficient in one
art form. Specialties include things like: cooking,
Aquatic: You are a proficient swimmer and feel at dancing, literature, a musical instrument (specify
home in watery environments. At level 1, you are which), painting/drawing, photography, sculpting,
only Slightly Impaired (instead of Impaired) in singing. Once per game session, you can put on a
water, meaning you suffer -1 to your rolls but can truly inspiring performance. This takes at least a few
swim at your full Move rate. In addition, you know minutes, and the player should take a bit of time to
how to use any diving equipment appropriate to describe it. All who witness the performance,
the setting. At level 2, you can remain underwater including the performer, recover a number of Spirit
for TOU hours without equipment. At level 3, you points equal to a WIL+Art* roll by the performer.
are completely native to water; you can remain
underwater indefinitely, communicate normally, Assassination: You are a trained killer. Add the skill
operate unimpaired and use powers as if on land. level to the first attack and damage rolls when
attacking an opponent by surprise with any
Arcane Lore: You are versed in the supernatural, in weapon. This includes opponents who are
whichever form it manifests itself in your world. You surprised on the first round of combat, and
may be able to identify manifestations of the opponents who are successfully attacked using the
occult, understand a magical tome or religious Stealth skill. Creatures that use ambush tactics on
symbol, recognize a divine omen or know how to their prey also have this skill.
use an alien or magic item. Add the skill level to
attribute rolls pertaining to such activities.

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Athletics: You are skilled at jumping, climbing, Background: Your background, profession,
dodging, escaping restraints, breaking falls, training, provenance or education gives you very
performing various physical stunts and feats of specialized knowledge in an area not covered by
balance. Add the skill level to attribute rolls other skills. You automatically know most things
pertaining to such activities; for instance, when related to your background. For more difficult tasks
making AGI rolls to dive out of the way of harmful requiring a roll, add the skill level. Examples of
traps or powers. backgrounds might include:
You can also use the skill to tumble and dodge in • An academic or scientific specialty like Biology,
combat. This allows you to add the skill level to Chemistry, Anthropology, Astronomy or History
defense rolls against physical attacks, however it is • A craft or trade like Brewing, Metalworking,
an active measure so you must forfeit your attacks Glassblowing, Farming, Shipbuilding, Carpentry,
(and most other actions) while doing so. Leatherworking, Gunsmithing, Armoring,
Construction or Stonemasonry
• An Engineering skill (Electrical, Mechanical, Bio,
Genetic…)
• A professional skill like Accounting or Law
• Knowledge of a particular place or culture

Bargaining: You are a skilled negotiator, trader,


merchant, seller and deal maker. You generally
know how to find buyers or sellers for something.
Add the skill level to attribute rolls pertaining to
such activities.

Battle Rage: You are able to enter a state of


berserk blood lust by making a successful 2d Spirit
check. One attempt can be made per round, as a
free action before attacking. While in this state, you
get a temporary Health increase equal to the XP
spent on the skill (this can push your Health beyond
its normal maximum), and apply the skill level to all
TOU-based damage rolls. Battle Rage drains one
Spirit point each round, and must continue until
you either run out of Spirit, or combat ends.

Charge: When you move into melee combat from


a distance, whether on foot or on a mount or
vehicle, your first attack delivers additional damage
equal to the skill level (if it hits). Furthermore, the
opponent must roll TOU against the damage roll or
be knocked prone, i.e. Impaired (Move 50%, -2 to
rolls) until they use an action to get back up.
Creatures that attack by diving, tackling or leaping
onto their foes have this skill.

Command: You know how to organize, command,


inspire and deploy groups large and small. You can
captain a ship and are versed in military strategy
and battlefield tactics. When you are part of a
group action, your Command skill is added to the
roll. Group actions are explained on page 21. You
can only apply this skill to rolls that are made by a
group. You cannot assist individual efforts, so could
not help someone pick a lock, for example.

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Computers: You know how to break into computer • Maintaining strenuous physical activity for an
systems, operate virtual networks and decipher extended period of time before suffering the
coded or encrypted information. Add the skill level effects of fatigue. Add the skill level to the
to attribute rolls pertaining to such activities. number of minutes, hours or days such activity
can be maintained, depending on the activity. If
Cover: You keep others out of danger and may add you make a roll to prevent or overcome fatigue,
this skill to an ally’s AGI defense rolls. You can grant add the skill level to the roll.
cover to the ally from a distance if you have a • Add the skill level to prevent being Impaired
ranged weapon, otherwise you must be next to the when receiving massive damage (see page 19).
ally. This is an active measure, so you cannot attack
• Add the skill level when making the TOU roll to
or take other actions except defend while granting
survive when at the brink of death (see page 21)
Cover (but the ally can fight or do other things).
Fixing: You can repair mechanical, electrical and
Criminology: You know how to gather and analyze
electronic devices, constructs or vehicles found
evidence from crime scenes. Ballistics, toxicology,
commonly in your world. It generally takes one
fingerprint collection, DNA analysis and other
hour to fix something, after which you make an
forensic sciences fall under this skill. You also know
AWA+Fixing* roll to determine how many Health
the methods of crime; extortion, identity theft,
points the damaged item regains. If there was some
racketeering, disposal of bodies and so on. Add the
sort of malfunction (e.g. a robot was Impaired by
skill level to attribute rolls pertaining to such
massive damage), the GM makes a DIF roll to see if
activities. Criminals and crime fighters both have
the malfunction is successfully repaired (DIF 3 by
this skill.
default). Fixing requires the proper tools. If you are
Driving: You are skilled at handling land vehicles out in the field with a repair toolkit, only one Fixing
common to your setting and background. Add the roll can be made for each instance the device took
skill level to attribute rolls when attempting difficult damage. If you can bring the item to an installation
maneuvers or avoiding attacks. Note: such rolls with the requisite spare parts (a lab, workshop,
normally use the vehicle’s AGI (not the driver’s). smithy, etc), then Fixing rolls can be made as often
as desired, each taking one hour to perform.
Endurance: You are better able to function in the
face of physical punishment. This includes:

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Focus: You are blessed with exceptional mental Example: a 40 XP character with the Followers skill
strength, whether from willpower, courage, at level 2 decides to attract followers. The initial
ancestry, religious devotion or fanaticism. Your skill follower group will have a total of 40x2=80 XPs. The
level is added to rolls made to maintain GM rules that the character has attracted a 30 XP
concentration, morale, or to resist the effects of “sidekick” and ten “grunts” each having 5 XP (1 in
Intimidation/Fear, enchantments, mind-affecting each attribute and a skill at level 1). Each time the
effects and interrogation attempts. You also add character gains an XP, the follower group gains 2
the skill level to WIL/Spirit recovery rolls, and when XP. These can be given to the current followers or
making a WIL roll to preserve your sanity while at saved up to attract a new grunt or sidekick. Killed
the brink of madness. followers are not automatically replaced, and
“replacements” must be recruited as initially.
Followers: You are a natural leader and can enlist While generally loyal, followers behave as
others to your cause. If the GM agrees, you may try individuals and not just automatons to do your
to attract followers, given about a month’s time in dirty work. They expect to be housed and fed
a populated area, and assuming there are no racial (including their families), and close henchmen
or cultural compatibility issues. The total follower expect a piece of the action; assume that each
XPs that can be attracted is equal to your XP total, follower XP costs around 10 gold pieces (gp) or
multiplied by the Followers skill level. Work with the $1000 per month.
GM to determine how the XPs will be split among
follower NPCs. No single follower’s XPs may exceed Grappling: You can tackle an opponent of similar
your XPs. As your XP total increases, so will the total size or less than you. Make an AGI+Grappling
XPs of the follower group. attack roll. If successful, your opponent takes no
damage but is Severely Impaired (Move 0, -3 to
rolls). On its turn, your opponent can attack you (at
-3) or attempt to break the hold by rolling
TOU+Strength vs. TOU+Strength (without the -3
penalty). Grappling is an active measure, so you
cannot take other actions while pinning down a foe.
Monstrous Ability: Creatures with tentacles, pincers,
claws and the like can grapple an opponent and
then attack them with another body part (bite,
poison sting, etc.) on subsequent rounds, while
keeping them restrained (defense rolls at -3). This
option isn’t available to player characters.

Heavy Weapon: You know how to use one type of


vehicle mounted weapon, artillery gun, siege
weapon or the like. You may add the skill level to
the attack or damage roll. Note: Heavy weapons
use the attacker’s AWA, rather than AGI.

Impersonation: You are an accomplished actor.


You can “become” someone else by changing your
appearance (with the proper materials), speech,
accent and manner. You can blend in almost
anywhere by knowing the proper customs,
manners and conversation. In addition, you know
how to imitate another’s handwriting and forge or
modify official documents, given enough time and
the right tools. In either case, viewers should roll
AWA+Observation vs. WIL+Impersonation to
detect a fake. Creatures that can change their
appearance with illusions or other means also have
this skill.

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Intimidation: You can terrify someone through from the attack roll for the purpose of
your appearance or manner by making a successful determining if you hit an adjacent creature.
WIL+Intimidation vs. WIL+Focus roll. This can be • Kill Shot: You are adept at striking vital areas on
used to interrogate someone and extract the body. You may add the skill level to the
information from them. It can also be used as an damage roll if your target is within Base Range.
action in combat to frighten an opponent. If
In both cases, the weapon can be fired only once
successful, the terrified opponent is Slightly
during the round. Reducing Initiative by two steps
Impaired (-1 to rolls). The frightened opponent can
means that you act on the same Initiative as if your
shake off the effect by making a successful 2d max
AWA was two points lower. Examples: 19 becomes
Spirit check, using an action.
12, 15 becomes 10, 12 becomes 9. Below that, 10
Monstrous Ability: Some creatures have an becomes 6 and 9 becomes 3.
improved version of the frightening effect called
Fear. Unlike Intimidation, Fear does not require an Medicine: You have medical knowledge and know
action, and all opponents witnessing the creature how to treat injured, poisoned or diseased
must make the above roll or become Slightly creatures. You can administer the treatments
Impaired. If multiple creatures causing Fear are below. It is assumed that you have a medical kit on
present, only one roll is made but it is at +2 (as per hand. Otherwise, make the rolls at -2.
the group actions rule). Fear is not available to • First Aid: You tend to a character’s fresh wounds
player characters. for one minute. Roll AWA+Medicine* vs. DIF,
where DIF is equal to the number of minutes
Languages: You know an additional number of
elapsed since the patient was last injured. For
languages equal to the skill level, and may be able
example, if you began to administer First Aid
to decipher ancient or obscure languages on a
right after the patient was injured, your first
successful AWA+Languages* roll.
attempt is against DIF 1. On a success, the patient
recovers 1 Health. You can administer First Aid
Locks & Traps: With the proper tools, you can
multiple times to the same patient.
attempt to pick keyed locks and crack combination
locks. Add the skill level to attribute rolls pertaining • Treating the wounded: You and all allies under
to such activities. You also know how to set and your care add your skill level when making
disable complex traps and snares of different kinds. TOU/Health recovery rolls after long rests (page
This skill can be used for building, setting and 23). If several healers are present, use the one
defusing explosive devices. Traps of a magical or with the highest skill level.
technological nature might also require other skills • Treating the sick/poisoned: Roll AWA+Medicine*
as well such as Arcane Lore or Fixing. Detecting a vs. POT (see page 23). On a success, the patient
trap requires an AWA+Observation roll against the automatically succeeds on the next Health check
trap maker’s AWA+Locks & Traps roll. Disabling a they make to shake off the impaired condition.
trap requires an AWA+Locks & Traps roll against Otherwise, you can reattempt the treatment after
the trap maker’s AWA+Locks & Traps roll. If the the next Health check. Note: The treatment does
trap-maker has the skill and means to create an not heal any previously suffered Health damage.
effective trap, it can only be disabled by someone • Saving a life: If you tend to a character at the
who also has the skill. brink of death and they must make a TOU roll to
survive (see page 21), they add your skill level. If
Luck: Breaks tend to go your way. Whenever you there are several critically injured characters, you
roll a break on any attribute (a natural 6 permitting can only tend to one.
a second roll), add the skill level to the total.
Memory: You have a photographic memory. Add
Marksmanship: You can perform the following the skill level whenever a roll is made to remember
feats of accuracy with any targeted range weapon details from the past.
(AOE 1), whether fired or thrown:
• Aim: If you don’t move during the round and take Mighty Blow: You can apply +3 to a TOU-based
a few seconds to aim (Initiative reduced by two damage roll up to one, two or three times per
steps; see below), you may add this skill to the combat encounter, depending on the skill level. To
attack roll. If firing into melee (see page 21) and do so, you must sacrifice one point of Health before
you miss your target, you deduct the skill level the attack roll is made.

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Missile Deflection: You can deflect missiles with a difficulty roll. If successful, you choose one of the
hand or weapon. Add the skill level to defense rolls following benefits:
against arrows, crossbow bolts, sling stones and • Inspiration: for the duration of the fight, you and
similar light, low-tech projectiles. If the defense roll all your allies get a boost to your derived stats
is equal or greater than twice the attack roll, you (Move, Health, Initiative, Spirit) equal to the
catch the missile or cause it to bounce back Oratory skill level.
towards the enemy. You must be standing relatively
• Courage: For the duration of the fight, you and all
still, so the skill cannot be used in conjunction with
your allies add the Oratory skill level to rolls
Athletics.
against fear, losing morale and other mind-
affecting effects; this is similar to the Focus skill.
Multistrike: This skill allows you to make an
additional number of melee attacks equal to the • Frenzy: for the duration of the fight, you and all
skill level. However, all your attacks are made at -2 your allies get +1 to all TOU-based damage rolls.
to the attack and damage rolls. For example, if you But if they have the Weapon Mastery skill, they
have the skill at level 2, you can make three melee cannot allocate it to defense.
attacks instead of one. The attacks can target the Performing Oratory takes at least one minute and
same or multiple opponents, however you can’t only one attempt can be made on any creature or
make more than two attacks against the same group. The effect is cancelled immediately if you
opponent. You can use Multistrike in combination are incapacitated, slain or otherwise leave the fight.
with other skills like Weapon Mastery (with a melee
weapon), Unarmed Strike or Charge. Persuasion: Add the skill level to WIL rolls you
Monstrous Ability: Large creatures with multiple make to influence, convince, seduce, bluff, fast-talk
appendages can use Multistrike in combination or otherwise get agreement from someone, using
with Grappling. In this case, the penalty is only charm or quick wit. The attempt is opposed by the
applied to the attack roll (since there is no damage target’s WIL+Focus roll, possibly modified by the
roll with Grappling). Player characters cannot use target’s disposition and the nature of the request.
Multistrike in combination with Grappling.
Piloting: You are skilled at handling aircraft or
Nightvision: You can see clearly in the dark up to spacecraft common to your setting and
20 yards away per skill level. background. Add the skill level to attribute rolls
when attempting difficult maneuvers or avoiding
Observation: Like Sherlock Holmes, you have the attacks. Note: such rolls normally use the vehicle’s
unusual ability to notice significant little clues. This AGI (not the pilot’s).
is not the same as Senses, because it relies more on
mental acuity. Senses may cause you to see Politics: After spending a bit of time in a society,
something, but you need Observation to notice it you understand the power structures and can
as relevant. The skill level is added to rolls identify the key individuals who wield influence,
pertaining to activities such as identifying signs of either overtly or behind the scenes. Given a bit
passing creatures (tracking), detecting traps or more time, you can establish yourself in these
finding secret doors. circles, trade information and begin to wield some
influence yourself. Eventually, you become very
Oratory: You have the ability to inspire groups of connected and often seem to “know the right
others through your words, exhorting them to people”, or someone who owes you a favor. When
greater efforts towards a common goal. Before or you need a favor, you can attempt a WIL+Politics
during combat, you may roll WIL+Oratory* against roll to get it. The GM should set the difficulty based
the highest opponent attribute. For instance, if foes on the nature of the request, your familiarity with
were led by a dragon with TOU 10, use this for the the area, reputation with the locals, etc.

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SKILLS & FLAWS
Power or Spell: You have the ability to use one databases, the internet, etc. Add the skill level to
spell, power or supernatural ability and add the skill attribute rolls pertaining to such activities. This
level to the casting roll. A spell or power can only does not apply to interviewing live sources, which
be learned if you have the Arcane Lore skill at the is covered by the Street Smarts skill.
appropriate level (see description). The GM has the
final say on what specific powers are available in Resistance: You are unusually resistant to one of
the setting. the following: acid, cold/frost, electricity, fire/heat,
Monstrous Ability: Some NPC creatures have Innate poison/disease, radiation or spells/powers. You
spells or powers. This means they don’t need to may ignore the effects of any “natural” occurrence.
overcome a DIF roll in order to use their powers For instance, if you have Resistance (fire/heat) you
(however they may still need to make a casting roll could move through a burning building, if you have
in order to overcome a target’s defense). Resistance (cold/frost) you could survive in
extremely cold climes without special clothing, and
Psychology: You are highly attuned to the if you have Resistance (poison/disease) you won’t
emotions of those around you and are able to contract a naturally-occurring disease. Against
sense another character’s general motivation and attacks of the specified type (or unusually intense
state of mind with a successful AWA+Psychology exposure), you add the skill level to any TOU rolls
vs. WIL roll. made to resist the effects. In addition, you have an
innate ARM score equal to your TOU multiplied by
Reputation: Your personal reputation, title or the skill level, which fully or partially absorbs any
affiliation precedes you. You tend to impress others damage of that type.
as a result, and may enjoy privileges in some circles. Monstrous Ability: Creatures can have Resistance to
In cases where your reputation might be a factor, other things, like non-magical attacks or non-silver
add the skill level to WIL rolls made to elicit positive weapons. In some cases, creatures have complete
reactions from others. Immunity to one or more of these damage types,
meaning they ignore damage from any source of
Research: Research allows you to effectively find the relevant type. These options are not available
things out through the usual channels of to player characters.
investigation: newspaper clippings, libraries,

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SKILLS & FLAWS
Riding: You are skilled at riding horses or other Sixth Sense: Some people have an acute sense of
beasts common to your setting and background. danger and other intangible "things in the air", or
Add the skill level to attribute rolls when perhaps they’re just extremely wise. They can
attempting difficult maneuvers or avoiding attacks. sometimes sense when they’re being watched,
Note: such rolls normally use the mount’s AGI (not when something’s wrong, when there is a major
the rider’s). villain nearby, or instinctively know the right course
of action. In practice, you may ask for a “sixth sense”
Sailing: You are skilled at handling watercraft clue from the GM one, two or three times per game
common to your setting and background. Add the session, depending on the skill level.
skill level to attribute rolls when attempting difficult
maneuvers or avoiding attacks. Note: such rolls Sleight-of-Hand: You are skilled at picking
normally use the vehicle’s AGI (not the sailor’s). pockets, hiding or planting items, juggling and
performing various other tricks and feats of
Second Wind: You can shake off damage thanks prestidigitation. Add the skill level to attribute rolls
to biological regeneration, divine aid or simple pertaining to such activities.
hardiness and stamina. As a one-round action, you
can recover a number of Health points equal to a Stealth: You can move silently and hide or
TOU roll. This special recovery roll can be camouflage yourself successfully, whether in the
accomplished once, twice or three times per game shadows, vegetation or another hiding place. You
session, depending on the skill level. The Medicine are also able to follow someone without being
skill cannot be applied to the roll since it is a purely seen. To remain undetected, you roll AGI+Stealth
innate ability. Second Wind can be used to come against the target’s AWA+Senses. If you initiate
back from being knocked down to zero or negative combat while undetected, your first attack is
Health (but remember: you’ll die if the roll fails to resolved before your foes can react. If they were
bring you back to Health 1 or more, per the Death potentially caught unprepared, they should then
rules on page 21). make a surprise check (2d Initiative) to see if they
can act on the first round of combat.
Senses: The skill level is added to seeing, hearing, Vehicles and electronic equipment that grant
smelling and tasting rolls. Stealth typically add a skill level when rolling to
defend against detection attempts by radar or
other electronic means.

Street Smarts: You are adept at locating people in


urban areas and gathering information from them.
Add the skill level to attribute rolls pertaining to
such activities. This does not apply to finding
information from libraries and the like, which is
covered by the Research skill.

Strength: You are blessed with exceptional


strength. Add the skill level to TOU-based damage
rolls, and when performing feats of strength.

Surgery: You understand anatomical structures.


Given the right tools, you can perform surgical
operations and autopsies. You can perform Surgery
to repair an undead creature or construct made of
organic material, such as a cyborg, flesh golem or
zombie. This works exactly like the Fixing skill: it
takes one hour to perform the operation, after
which you make an AWA+Surgery* roll to
determine how many Health points the damaged
creature regains. Surgery requires the proper tools.
If you are out in the field with surgical tools, only
one Surgery roll can be made for each instance the

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SKILLS & FLAWS
creature took damage. If you can bring the creature Sworn Enemy: You add the skill level to attack and
to a medical installation with the requisite tools damage rolls when fighting a certain race, type of
then Surgery rolls can be made as often as desired, creature or NPC and its minions, to be specified.
each taking one hour to perform.
Team Tactics: You are more effective at fighting in
Surveillance: You are capable of tailing others a team of allies who also have this skill. At level 1,
while remaining unseen and observing them at a you gain +1 to attack rolls when fighting alongside
distance, possibly using electronic tools including unimpaired allies who also have the Team Tactics
wiretaps, directional microphones, hidden cameras, skill. At level 2, you gain +1 to attack and defense
bugs, radar and direction-finding equipment. You rolls. At level 3, you gain +1 to attack, defense and
can also design, install and monitor this equipment. damage rolls. You gain the full benefit determined
Add the skill level to attribute rolls pertaining to by your skill level as long as at least one ally also
such activities. has the skill, regardless of their own level. Creatures
that use pack tactics to gang up on their foes may
Survival: You are familiar with one type of have this skill.
environment. You know the basic skills necessary to
survive in that milieu: significant landmarks, Trickery: You use guile to gain an advantage in
hunting for food, building a shelter, keeping warm combat, and can perform the following maneuvers:
(or cool), avoiding dangers, knowing the • Taunt: As an action, you can compel a foe to
inhabitants, predicting the weather, finding your direct its next attack towards you with a
way, using maps and navigational equipment, etc. successful WIL+Trickery vs. WIL+Focus roll. If
Add the skill level to attribute rolls pertaining to the trick is employed on a player character, the
such activities. PC can choose to forego her next attack instead.
Choose among the environment types below; • Distraction: As an action, you cause a foe to
depending on the campaign being played, they suffer -3 on its next defense roll (regardless of
might need to be defined more specifically. who attacks it) with a successful WIL+Trickery vs.
Air/Skies Underground AWA+Observation roll. After the first distraction
Cities Underwater attempt, the foe will be on its guard so
Planes/Multiverse Desert/Wasteland subsequent distraction attempts by you are
Seas/Lakes/Rivers Wilderness
made at -2.
Space/Alien Planets

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SKILLS & FLAWS
Trivia: You are a wealth of apparently useless Unlife: You are an undead or artificial being of
information on many and varied topics. You might some kind: a vampire, robot, android, golem,
be able to pull a relevant piece of information “out clockwork creature or the like. Your body gives you
of your hat” with a successful AWA+Trivia roll. You ARM 1, 2 or 3 depending on the skill level. This
are also able to bluff your way as an “expert” on protection doesn’t stack with worn armor (use the
almost any subject with a successful AWA+Trivia vs. highest score). Furthermore, you do not breathe
AWA (+relevant skill) roll. and are completely immune to disease, poison and
possibly other things that only affect living beings,
Unarmed Strike: You are adept at fighting without at the GM’s discretion. However, you are unable to
a weapon, either due to skill or because you have heal Health naturally or through any biological,
natural weaponry such as claws or fangs. When chemical or magical means. Resting does not grant
fighting without a weapon, the skill level is added recovery rolls. Instead, you must be repaired with
to your attack rolls. In addition, the -3 damage the Fixing skill; or the Surgery skill, if you are
penalty for unarmed attacks is reduced by the same composed primarily of organic material. See the
amount. At skill level 2, therefore, your attack rolls Fixing or Surgery skill description.
are made at +2 and the base damage is TOU-1
instead of TOU-3. This skill also applies to attack Weapon Mastery: You possess exceptional skill
rolls when using a power that requires touching an with one type of weapon, which must be specified
unwilling target. and defined fairly narrowly, e.g. pistol, shotgun,
Monstrous Ability: Since beasts and monsters long sword, lightsaber, etc. The skill level can be
ignore the -3 damage penalty for unarmed attacks, added to either attack rolls or damage rolls. The
they only benefit from the attack roll bonus. choice must be made before dice are rolled, and is
assumed unchanged from round to round unless
Underworld: You are familiar with crime you expressly declare a change in stance.
syndicates, terrorist groups, mercenary bands and If you are using a melee weapon that can parry the
other shady organizations. Add the skill level when attacks, you have the option to allocate the skill to
rolling to determine if you know something about defense rolls instead. This generally can’t be done
such groups. if ranged weapons are being used.
If you are using a small melee weapon (DAM: TOU-
1 typically), you can wield one in each hand. In this
case, you may split the skill modifier as desired
between attack rolls, defense rolls (if applicable)
and damage rolls. For instance, if you wield daggers
and have the skill at level 3, you could choose to
take +1 on attack rolls and +2 on damage rolls.
If you are using an automatic or semi-automatic
ranged weapon, you can add the skill level to the
number of attacks instead of the other options, if
enough ammunition remains. For instance, if you
use an assault rifle and have the skill at level 2, you
could make three attacks (i.e. fire three single shots
or three bursts) instead of one, instead of using the
skill for the attack or damage roll. This option can’t
be used with bows, crossbows, thrown weapons,
bolt-action rifles, antique firearms and other
weapons with a low rate of fire.

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SKILLS & FLAWS

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.

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SKILLS & FLAWS
Outcast: Due to reputation, temperament or
appearance, you tend to elicit negative reactions
from others. Deduct the flaw level when making
social interaction rolls. If you are admired by some
and reviled by others, you might have the
Reputation skill and the Outcast flaw, applying
whichever one is appropriate to the audience.

Phobia: You are deathly afraid of something that’s


fairly common. Whenever the feared object or
situation is encountered, you must make a WIL roll
vs. DIF X (where X is the flaw level) or refuse to face
the object of your phobia.

Sunlight Sensitivity: Your skin and eyes cannot


handle direct sunlight; if exposed, you must deduct
the flaw level to all rolls. Protective clothing can be
worn to compensate, but it must cover all the skin
and obscure the face.

Unluck: You are cursed by Fate to some degree.


Whenever you roll a break on any attribute (a
natural 6 permitting a second roll), deduct the flaw
level from the total.

Unmistakable Feature: You can easily be


identified because of a physical trait, symbol or
garment that’s always in evidence on your person.
The flaw level reflects how obvious, well-known and
difficult to hide the feature is.

Vulnerability: You are especially vulnerable to one


of the following: acid, cold/frost, electricity,
fire/heat, poison/disease, or spells/powers. You
must deduct the flaw level from TOU rolls made to
resist aggressions of this type, and increase any
damage suffered by the same amount.
Monstrous Vulnerability: Creatures can have a
Vulnerability to something else, like silver weapons
or bludgeoning weapons.

Weakness: You deduct the flaw level when making


rolls requiring strength. This includes TOU-based
damage rolls with melee weapons or unarmed.

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EQUIPMENT

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

MEDIEVAL WEAPONS Ammo Rel Range DAM AOE Lbs. Notes/Enhancements


Axe, Battle or Wood - - - TOU 1 7
Axe, Small - - 8 TOU-1 1 2 Hatchet, Tomahawk, etc
Axe, Great (two-handed) - - - TOU+1 1 11
Ballista 1 1 50 7 1 - Crew: 2
Bow, Long - - 50 1 1 4* * Add 2 lbs. for 20 arrows
Bow, Short - - 40 1 1 2* * Add 2 lbs. for 20 arrows
Catapult 1 2 100 8 4 - Crew: 6
Club, Small - - - TOU-1 1 2 Includes baton, nunchaku, etc.
Club, Large (two-handed) - - - TOU 1 10
Crossbow, Heavy 1 1 60 2 1 18* * Add 2 lbs. for 20 bolts
Crossbow, Light 1 1 45 2 1 5* * Add 2 lbs. for 20 bolts
Dagger or Knife - - 8* TOU-1 1 1 * Throwing Knife only
Dart or Shuriken, Poisoned - - 8 0* 1 0.25 * Target rolls TOU vs. POT or is
poisoned (see poison effects p.23)
Flail - - - TOU 1 5
Hammer, Throwing - - 8 TOU-1 1 2
Hammer, War - - - TOU 1 5
Javelin - - 10 TOU-1 1 2
Lance - - - TOU 1 8
Mace - - - TOU 1 4
Morningstar - - - TOU 1 4
Net - - - * 1 3 * Target is Severely Impaired; can
try to escape each round with a
2d Health check
Object, Hard - - - TOU-2 1 1 Rock, chair, mailed fist, torch
Oil Pouch, Burning - - 12 1 1 1
Polearm (Halberd, Pike…) - - - TOU+1 1 16
Punch or Kick - - - TOU-3 1 -
Sling - - 40 0 1 1* * Add 2 lbs. for 20 stones

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EQUIPMENT
MEDIEVAL WEAPONS Ammo Rel Range DAM AOE Lbs. Notes/Enhancements
Spear - - 5 TOU 1 4
Staff - - - TOU-1 1 6 Can split Weapon Mastery skill
Sword, Long - - - TOU 1 5
Sword, Short - - - TOU-1 1 3 Includes Rapier, Sabre, Scimitar,
Machete, Sword Cane, Sickle, etc.
Sword, Great (two-handed) - - - TOU+1 1 9
Sword, Katana - - - TOU+1 1 4
Trident - - 8 TOU 1 5
Whip - - 4 * 1 3 * Target rolls TOU vs. TOU or is
prone (Impaired) or disarmed

ANTIQUE FIREARMS Ammo Rel Range DAM AOE Lbs. Notes/Enhancements


Cannon, Black Powder 1 1* 100 6/5 2/4 - Solid Shot / Shrapnel
* If less than 4 crew, Rel: 2
Machine Gun, Gatling 10 1 50 3 2 40 May not move
Pistol, Flintlock 1 2 10 2 1 3
Pistol, Revolver 6 1 15 2 1 4
Rifle, Musket 1 2 25 3 1 15 Bayonet DAM = TOU-1
Shotgun, Blunderbuss 1 2 20 4 1 12 Apply range penalty to DAM

MODERN WEAPONS Ammo Rel Range DAM AOE Lbs. Notes/Enhancements


Acid, Mild - - 4 1 1 1
Brass Knuckles - - - TOU-2 1 1
C4/Semtex - - - 9 4 2 2 lbs.
Cannon, Automatic - - 100 8 4 - a.k.a. Chain Gun, Autocannon
Chainsaw - - - 5 1 20 On a critical failure: hits user
Dynamite - - 4 2 2 2 1 stick
Flamethrower 10 1 5 5 4 70 Ignores partial body armor
Grenade, Fragmentation - - 10 5 4 2
Grenade Launcher 1 1 50 * * 8 * Same effect as Grenade type
Grenade, Smoke - - 10 * 4 2 * Obscures area for 1d6 rounds,
all within the area are Impaired
Grenade, Tear Gas - - 10 * 4 2 * Target rolls TOU vs. DIF 3 or is
Impaired; can try to shake off with
a 2d Health check
Machine Gun, Heavy 20 1 100 5 2 84 May not move
Machine Gun, Medium 25 1 60 4 2 30 M60, MG34, MG42, etc.
Mine - - - 5 4 10
Missile Launcher - - 200 14 4 - 1 round aim grants +1 to attack
Molotov Cocktail - - 12 1 1 2
Pepper Spray 1 - 2 * 1 2 * Target rolls TOU vs. DIF 3 or is
Impaired; can try to shake off with
a 2d Health check
Pistol, Automatic 8 1 25 2 1 3 Silencer: Range reduced 50%
Rifle, Assault 30/3 1 50 3 1/2 9 Laser sight: Marksmanship 1
Rifle, Hunting 6 1 50 3 1 10 Telescopic sight: Range x2
Rifle, Sniper 11 1 100 5 1 35 Fires once per round
Rocket Launcher 1 1 50 13 4 10 RPG, light anti-tank weapons
Shotgun 6 1 25 4 1 10 Apply range penalty to DAM
Submachine Gun 30/3 * 1 25 2 1/2* 10 * Single Shot / Burst
Stun Gun/Taser 1 1 4 * 1 3 * Target rolls TOU vs. DIF 3 or is
Severely Impaired; can try to
shake off with a 2d Health check
Tank/AT Gun, Light - - 150 12 / 5 1/4* - * Armor Piercing / Explosive
Tank/AT Gun, Medium - - 150 16 / 8 1/4* - * Armor Piercing / Explosive
Tank/AT Gun, Heavy - - 200 21 / 12 1/4* - * Armor Piercing / Explosive

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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.

ARMOR ARM Lbs. Notes/Enhancements


Light (Leather, etc.) 1 20 Includes appropriate clothing, footwear, headgear (e.g. leather cap)
Medium (Chain, etc.) 2 40 Includes appropriate clothing, footwear, headgear (e.g. helmet)
Heavy (Full Plate) 3 60 Includes appropriate clothing, footwear, headgear (e.g. helm)
Shield - 10 +1 to defense rolls
Flak Jacket/Kevlar Vest 2* 12 * ARM 4 against bullets

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.

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CIVILIAN LAND Crew/Pass AGI Move ARM Health Notes/Enhancements
Car, Compact 1/3 3 20/72 3 7 Neon, Prius, Mini Cooper, etc.
Car, Early 20th Century 1/3 3 10/32 2 6 Model T, etc.
Car, Mid-Sized 1/4 3 40/80 3 8
Car, Sports 1/3 3 60/112 3 7 Mustang, Corvette, Ferrari, etc.
Dirt Bike 1 4 30/64 2 6
Horse & Carriage 1/3 2 20* 2 8 * or other animal’s Move
Motorcycle 1/1 4 40/72 2 6 Street bike
Semi / Tractor Trailer 1/1 1 10/60 4 12 Mack, Peterbilt, etc.
SUV 1/7 3 40/80 3 11

MILITARY LAND Crew/Pass AGI Move ARM Health Notes/Enhancements


APC, Modern 2/8 2 14/40 3 12 1 Medium MG, 1 Heavy MG
Armored Car, WWII 2/3 2 10/40 4 11 Light Tank Gun, 1 Medium MG
Infantry Fighting Vehicle 3/7 1 10/28 4 12 Auto Cannon, Missile Launcher
Jeep 2/3 3 20/80 1 6 1 Heavy Machine Gun (MG)
Tank, Modern Battle 4 1 10/48 12 17 Hvy Tank Gun, 2 Med & 1 Hvy MG
Tank, WWII 4 1 10/20 5 12 Med Tank Gun, 2 Medium MG

CIVILIAN AIR Crew/Pass AGI Move ARM Health Notes/Enhancements


Biplane 1 3 20/60 1 10
Corporate Jet 2/10 3 50/400 2 12 Learjet, etc.
Helicopter, Commercial 1/3 3 40/100 2 9
Small Propeller Plane 1/3 3 40/96 2 10 Cessna Skyhawk, etc.
Space Shuttle 1/40 3 140/1600 4 12

MILITARY AIR Crew/Pass AGI Move ARM Health Notes/Enhancements


Bomber, WWII 10 2 20/252 2 15 8 Heavy Machine Guns, Bombs
Fighter, Modern Jet 1 4 100/1400 4 12 Auto Cannon, 8 Missiles, Bombs
Fighter, WWII 1 3 40/300 2 10 6 Heavy Machine Guns
Helicopter, Attack 2 3 40/120 4 12 Auto Cannon, 16 Missiles
Helicopter, Vietnam Era 4/12 3 30/96 2 12 2 Medium Machine Guns

WATERCRAFT Crew/Pass AGI Move ARM Health Notes/Enhancements


Cigarette Boat 1/3 3 40/80 2 8
Galleon 20/80 1 4/12 4 16 46 Black Powder Cannons
Galley 20/100 1 4/16 4 15 Catapult
Hydrofoil 1/9 2 8/26 3 12 Can sport various weapons
Patrol Boat, Vietnam Era 4 2 6/24 4 11 3 Heavy MG, 2 Medium MG
Patrol Boat, WWII (PT) 10 2 6/20 2 11 2 Heavy MG, 4 Torpedo Tubes
Rowboat 1/3 1 2/4 2 6
Small Yacht 1/9 2 4/20 2 11

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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 -

1. Typical encumbrance value, representing bulk as well as pure weight.

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Game Master’s Guide

LEVEL-SETTING starting a long campaign, you may want to start the


player characters at 20 XP and have them work their
Regardless of genre, the game assumes that player way up the ladder, eventually growing to be major
characters are somewhat gifted individuals. Anyone forces in the world. But if you’re running a one-off
can reach 15 XP through experience and training. A scenario or short campaign, we recommend
lucky few are blessed with uncommon gifts. This generating player characters at an appropriate XP
applies to the player characters certainly, but also level for the genre. To further fit characters to the
to the most important allies and adversaries they setting, the setting expansions give typical
will encounter during their adventures. attributes and skills for various character
As the GM, one of the first and most important archetypes from that setting. Use these as a guide,
things to decide is how “realistic” vs. “heroic” you but don’t force players to abide by them – unlike
want your game to be. This will affect the whole other systems, ELEMENTAL gives players full
tone and feel of your game. As you can see from control over their abilities and doesn’t force them
the table below, different genres typically lend to play certain races or classes. The best characters
themselves to different levels along this scale. If aren’t just gifted; they’re also unique.

LEVEL XP Examples / Appropriate for…


Mook 3 Typical cannon fodder: TOU 0, Health 3, 1 in other attributes
Ordinary
Normal 5 1 in each attribute and one skill at level 1
Characters
Competent 10 Squad leader, guard captain, etc.
Generic NPCs
Expert 15 Field commander, uncommon/experienced professional
Gifted 20-29 Starting-level PCs in a campaign; Cthulhu investigators

Special Trained 30-39 Post-Apocalyptic, Cyberpunk, Sci-Fi Horror


Characters Elite 40-49 Pulp Heroes, Action Heroes, Space Opera
PCs Heroic 50-59 Heroic Fantasy, character party is renowned for its exploits
Important NPCs Superheroic 60-99 Classic Superheroes (Marvel Avengers, etc.)
Iconic 100+ God-like NPCs (Gandalf, Yoda, Superman, etc.)

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DESIGNING ADVENTURES For instance, you might come up with an


interesting reward (e.g. a magic sword) but rather
It may be strange to begin a chapter on adventure than defining where it is and how to find it, you can
design by minimizing the importance of adventure let the party “find” it if you feel they’ll need it for
design. However, it is true that the success of a the next encounter – or you simply want to reward
game session depends on many factors, only some them for a fine performance. The same philosophy
of which are under the GM’s control, and even can be applied to any encounter: no need to define
fewer which can be planned in advance. Every GM exactly when it will occur, just use it (or not) when
has experienced times when they’ve spent hours the time feels right during the session. Following
preparing a game that fell flat, and other times this model, all you’re doing when writing your
when they ran something by the seat of their pants adventure is creating a “bag of tricks” to pull from.
to great effect. The goal of this particular chapter is What “tricks” do we need, then? Before a game
to bring attention to a few elements we think do session, we recommend generating and organizing
deserve to be considered in advance. Much like material under three headings:
play itself, we want game preparation to be quick 1. Background
and fun rather than a burden, so if it’s not on this
2. Encounters
list, it probably doesn’t matter that much.
3. Appendix
Adventures traditionally follow a rigid structure
where things happen in a certain order, at a certain How much you need to have prepared is up to you,
time, or keyed to specific locations on a map. In depending on how comfortable you are with filling
contrast to this approach, we advocate a more fluid, in the details on the fly. I personally find I like to
player-driven model in which interesting things are have 1-2 pages of text under each of the above
triggered by player actions rather than external headings, and another 1-2 pages of maps,
design. In essence, you’re trying to create a sense handouts, images or other props. The free
that the characters are somewhat masters of their ELEMENTAL Discovery Guide contains a sample
fate, and that nothing is completely inevitable. adventure that follows this template. Let’s have a
look at what goes into each heading:

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Background the party back on track (or back together) if


necessary to get to…
This section includes background information that
• End: Can be a bit more structured than the
needs to be understood and absorbed in advance
middle. Even if there are different means to get
of running the adventure, but probably doesn’t
there and the specifics might depend on what
need to be referred to during the adventure. It
happened before, it should be climactic or
might contain:
dramatic. Throw the kitchen sink, don’t fear the
Player Characters: If the adventure is a one-shot, TPK (Total Party Kill) and let the dice fall where
provide guidelines for what types of characters the they may!
players should generate, XP levels, skill/spell/power
Setting: This isn’t the kind of game where you need
restrictions, and so on. The GM can provide these
a thick sourcebook to describe your setting. The
guidelines to the players and then review the
players care more about their characters and what
scenario while the players create their characters.
happens to them, so all you need here is a nice
Synopsis: The overall “plot”. But don’t plan out the canvas for their adventures, with a few interesting
story like a book! Here’s the main thing the GM things to spice it up. Here’s what it might include:
should come up with in advance: some kind of
• Game Setting/Era: Include any special
“twist”; something unusual or memorable that will
equipment, powers or “house” rules specific to
make this adventure stand out from the dozens of
the setting. Tinkering with the ELEMENTAL
other adventures like it. The twist can be a surprise
system is encouraged…it’s your game!
turn of events, a revelation, a unique location, or a
unique situation the PCs find themselves in. In • Background/History: only the relevant and juicy
terms of how the story unfolds, we should think a bits…forget about stuff the players will never
bit about the beginning, middle and end, but let learn or care about!
“what happens” be mainly dictated by the players. • Background Location Features/Description: use
• Beginning: Have an interesting “hook” that your imagination and put the characters
compels the PCs to take action. somewhere interesting. Forget “boxed text”,
which always sounds bad when you read it
• Middle: Consider how events might unfold (try
aloud; better to write down a few evocative
to think of several possibilities). Remain
words you can use to quickly set the scene.
flexible…this is typically the most “player-driven”
Remember, the players are only doing
part of the adventure, so avoid the temptation
something when you’re not talking!
to “railroad”. Instead, just consider means to get

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Encounters Rewards: Think outside the treasure box!


• Coins/gems/valuables
This section includes details for the significant
scenes that might take place, which can include • Special items (magic, gadgets, vehicles…)
locations, events, NPC interactions or challenges • Clues
(collectively referred to as “encounters”). • Plot achievements
Encounters are what the GM uses to drive the • XP awards (individual or group)
action, respond to things the PCs decide to do, and
• Follower(s)
give the PCs things to respond to. Each encounter
description probably needs to be referred to once • Favor, debt or obligation (from an NPC)
during the session, before running it. Don’t clutter • Reputation
this section with creature and NPC stats; better to Props:
put them all together at the end (next section).
• Maps
A good scenario has an interesting and varied mix
• Combat tracking aids (e.g. PC Initiative scores)
of encounters. Mix it up! Have at least one major
challenge against each attribute: • Links

AGI: combat encounters, tests of speed (running) • Handouts


or movement (stealth), sleight-of-hand, scaling • Images
sheer surfaces. • Videos
TOU: combat, tests of strength, tests of endurance • Music
(survival) or constitution (poison, radiation, heat,
Don’t over-use images; make sure they’re as good
cold, drowning, hunger…).
or better than what players can visualize from your
AWA: finding clues, puzzles, seeing or hearing words. No art is better than bad art!
things, gathering information, detecting a lie,
Let’s conclude this section by addressing the age-
detecting a weakness to exploit.
old question: “where can I get ideas from?” Here’s
WIL: roleplaying encounters, leading others, a secret: get your ideas from the players. Ask them
persuading or deceiving others, tests of will, to flesh out their characters with personalities and
bargaining for one’s life (or someone else’s). backgrounds. Think about interesting situations or
dilemmas that each character might face. Now try
Appendix to link these situations together. If that’s not
enough, go back to your players and ask them for
This section includes game stats and other specific
more details on their characters. Congratulations,
details you might refer to multiple times during the
you’ve just come up with an adventure or campaign
session. For example:
outline. It was essentially fed to you by the players,
Stats: Including descriptions and roleplaying notes and they didn’t even realize it!
for NPC’s, monsters, etc. If the adventure features
pre-generated PC’s, include them as well as
character sheets for the players.
Stat block format for NPCs and monsters:
Name
AGI _ Move __
TOU _ Health __
AWA _ Initiative __
WIL _ Spirit __
• Skills/Flaws/Spells
• ARM (if applicable)
• Other game effects, restrictions etc.
• Evocative words that bring the character or
monster to life in a memorable way; roleplaying
notes.

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CREATING CONTENT characters, but in general we don’t recommend it.


Let them use the archetypes as guidelines and
ELEMENTAL is remarkably fast and flexible when it suggestions to help them create exactly the
comes to figuring out game stats for fictional character they want. As an alternative, you could
content. Creating an NPC is usually a simple matter provide the players with a list of skills that you want
of picking four numbers for the attributes and a few every PC, or at least one PC, to have. This makes
appropriate skills. What’s more, this book contains sense if everyone has the same background or is
hundreds of examples you can use as starting supposed to have received the same training, as in
points for your own creations. These examples a military campaign.
cover broad genre categories like “fantasy” and While we believe that players should be allowed to
“horror”, but you could just as easily create similar create the character they want, this doesn’t mean
content for any setting, whether from a movie, a they can play anything. Ultimately, you the GM
book or your own imagination. need to be comfortable with it. The rules place no
The easiest way to create new content is to simply restriction on how players can allocate their XP or
“reskin” existing content. Zombies are listed in the what available skills and powers they can choose.
Fantasy section, but you can just as easily transpose This kind of freedom works well if the players are
them to your apocalyptic horror setting. Want your interested in playing characters that fit the kind of
zombies to be “runners”? Ok then, let’s take away story you’re interested in exploring. But it also puts
their Unarmed Strike and Grappling skills but give the onus on you to give players specific guidance
them AGI 2 instead of 0. You get the idea. on what kinds of characters are appropriate, and to
Here are the kinds of things you might need to veto any character idea that isn’t (or better yet,
create stats for: work with the player to amend it).

Character Archetypes Equipment


This is how ELEMENTAL handles things like “races” You might want to think about the weapons, armor,
and “classes”, as seen in other games. Just list the vehicles and other items available in your setting.
skills you might choose and the attribute you might The Equipment section (starting page 39) explains
favor if you were creating a specific character type how they work and has lists of typical historical and
for the setting. You could tell the players they need modern items (futuristic items are described
to pick from an archetype when designing their starting on page 135). These lists should give you a
good starting point to build from.

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Powers TOU: This reflects how much damage a creature


can dish out as well as how much it can take. As a
In many settings, characters can acquire spells or general rule, the larger the creature, the higher its
powers of some kind. There are hundreds of TOU. Creatures that fight without weapons are
examples in this book. This isn’t to say they are all assumed to have natural modes of attack (claws,
available in your game; this completely depends on fangs, etc), so unlike characters they do not suffer
the setting. You might even want to come up with a -3 penalty to unarmed damage.
different powers that better fit the flavor of your
Health: this is usually calculated in the same way
game. Some players like to invent new powers to
as for characters. One notable exception is that
fit a character concept. In general, you should let
small or disposable creatures with TOU 0 can have
them do so. Just work with the player to come up
less than 9 Health.
with the effects, and assign a reasonable DIF level
by comparing it to existing powers. Many of the "Small” creatures have Health 6.
powers listed in this book were originally conceived “Tiny” creatures have Health 3.
by players. Disposable “mooks” and lesser minions might also
In games where “magic” or something similar is have TOU 0 and Health 3 or 6, even if they are
common, powers might be available when normal-sized.
characters are initially created. In other types of AWA: This score generally represents the
games, powers are discovered during play; by creature’s intelligence and insight. If the creature
finding a dusty old tome or gaining the confidence has acute senses, give it the Senses skill. For
of a shaman, perhaps. Once available, powers are supernatural creatures, AWA represents their ability
learned just like other skills, by spending XP (and to use spells or powers.
you also need to have the Arcane Lore skill).
Initiative: This is calculated the same way as for
If powers are not available in your setting, make
characters. Per the combat rules, make Initiative
sure the AWA and WIL attributes are important in
rolls to determine if the creature is surprised, and
other ways. This is especially true if there are a lot
the Initiative score determines in what Initiative
of combat encounters, because players might be
order it acts during a round. If a group is composed
tempted to put all their XP into AGI, TOU and
of several types of creatures, they all act together
related skills. One way to deal with that is to make
on their highest Initiative.
investigation and/or social interaction important
and fun parts of the game. WIL: This generally relates to the creature’s morale,
bravery or will to fight. For supernatural creatures,
it may measure how powerful their spells, psionics
Creatures or other powers are.
Most campaign worlds are populated with all
Spirit: This is calculated the same way as for
manner of ordinary and exotic beasts, animals,
characters. Spirit rolls can be used to determine the
monsters, beings or other entities. Creatures
combat morale of a creature or group of creatures.
generally follow the same rules as characters. Most
Whenever the GM feels it appropriate, have the
creature special abilities can be captured with the
creature or group of creatures make a 2d Spirit
existing skills – see the examples below. If no skill
check. If it fails, they might retreat, flee, surrender
applies, you can give the creature a unique special
or lose their will to fight.
ability and define its game effects.
Monstrous Abilities: You can define any other
Here are some specific guidelines for creatures:
powers, restrictions or distinguishing features the
AGI: This represents the creature’s general reflexes creature may have. Examples include skills, spells,
in combat. Large creatures often have a low AGI, flaws, breath weapons, energy drain,
but their proficiency with natural or wielded immunities...you name it! Creatures can have
weapons typically gives them combat skills such as existing skills or new abilities entirely. Some skills
Unarmed Strike, Weapon Mastery or Grappling. have improved “monstrous” versions with special
Move: this will usually depend on the creature’s rules that apply only to monsters. For instance,
innate means of locomotion, rather than its AGI. creatures with “Innate” spells or powers don’t need
Creatures with several modes of locomotion to overcome a DIF roll in order to use them. To
(swimming, flying, climbing...) should be given a make life easier, try to use existing skills, flaws and
Move score for each one. Flying Move is typically spells/powers as much as possible. Here are some
3x a creature’s land Move. examples:

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MONSTROUS ABILITIES SKILLS/FLAWS XP Value: A creature’s XP value indicates roughly
Proficient with claws/fangs/etc Unarmed Strike how it equates to a PC with comparable XP. XPs for
attributes and skills are calculated the same way as
Multiple appendages Multistrike
for PCs. Special abilities that aren’t skills are given
Natural armor ARM score
an XP value of 1, 3 or 6 depending on how powerful
Pincers or tentacles Grappling they are.
Causes fear or sanity loss Intimidation (Fear)
While the XP value is a useful guideline for
Can see in the dark Nightvision designing encounters, ELEMENTAL isn’t the kind of
Hard to kill Second Wind game where you need to carefully balance
Hard to detect Stealth challenge levels to the PCs. Let the players decide
Can ambush/attack by surprise Assassination whether the odds are with them or not. Sometimes,
(e.g. from below, or above) avoiding or fleeing an encounter is the wisest
Good climber Athletics
course of action. Embrace unpredictability and
have fun being as surprised as the players when the
Has a racial enemy Sworn Enemy
supposedly expendable goblins put up a stiff fight,
Has a racial/signature weapon Weapon Mastery or when the PCs take down a major villain with a
Can leap or charge its enemies Charge lucky break on the damage roll. The next challenge
Golem Unlife is always right around the corner!
Undead Unlife
Is a robot, cyborg or android Unlife, What About Rules?
Flaw:Vulnerability
ELEMENTAL is like a basic model of car with no
(Electricity, EMP)
options. It runs great and has everything you need,
Can regenerate Second Wind
and nothing more. It’s extremely customizable. Just
Can make devastating attacks Mighty Blow swap in leather seats, a fancy navigation system
Takes less damage from… Resistance and custom rims, and suddenly it feels like not just
Has innate magical abilities Innate Spell/Power a good car, but your car.
Has acute senses Senses It’s the same with the rules. If you’ve been a GM
Berzerk/frenzied fighter Battle Rage before, chances are you never play RPGs exactly the
way it says in the book. We all love our houserules!
Uses misdirection/distraction Trickery
So houserule away. If you’re adding something on
Charm or sleep resistant Focus
top of the existing system, you should be fine. If
Uses pack tactics to gang up Team Tactics you want to change something about the existing
Shuns the light Sunlight Sensitivity system, now you’re opening the hood and tinkering
with the engine. You might be okay, but it’s a little
more risky.

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RUNNING THE GAME traveling overland, it might be days or even weeks.


So, if you want to accelerate the game, think about
We could write an entire book about how to run a taking game time up a level and ask something like:
good game, and it would still be incomplete “What do you do for the next hour?”
because we continue to refine our skills and learn The players want to control their characters’
new things all the time. So we’re just going to touch actions, but not everyone wants or needs to be
on a couple of points that you may not have read doing something important all of the time. A
elsewhere and that highlight the type of gaming common mistake is for the GM to ask each player
that ELEMENTAL was designed for. in turn what his or her character does. This is fine
for an action scene, but you don’t necessarily want
Pacing to do it systematically during the “slower” parts.
ELEMENTAL is designed to play as quickly as telling Not only does it slow the game down even further,
a story. After your first couple of sessions, the time it forces all players to do something even though
spent looking up or adjudicating the rules should they may not have something useful or interesting
be minimal. The game follows the “rulings, not to do. There are two better ways:
rules” philosophy. Rather than providing a rule for First, you can call for a party decision rather than
every situation, the game provides a flexible individual actions. Let the players have a discussion,
mechanic that empowers you to make your own arrive at a consensus and announce their plan.
judgment for “what to roll” in any situation. For When individual actions are called for, you can
people who are used to games that constantly make a general call for actions. The first player to
require you to double check situation-specific speak announces and resolves their action. You
rules, this can be very liberating. make another general call to the others, and so on
Of course, the story is being told by several people, until all characters wanting to act have had a
so games can get bogged down if a large group is chance to do so. Play then moves to the next unit
involved. The following guidelines will help you of game time.
move the game along no matter how big the party, This gives players who have nothing useful to do a
and without taking over the game and railroading chance to enjoy the game in silence, yet gives
the players. everyone a chance to act if they wish. Also, it’s more
First, the GM must actively dictate and manage realistic: characters “doing nothing” can be
“game time.” What is game time? Simply put, it’s assumed to be eating, resting, reading, maintaining
the basic unit of time measurement in the scene at their equipment or otherwise engaged in all the
hand. If you’re playing a combat, game time will be necessary but mundane tasks in the life of an
in rounds (6 seconds). If the PCs are searching an adventurer.
area, it might be minutes or hours. If they are

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GAME MASTER’S GUIDE

Player Engagement background. The PCs can lead skirmishes, infiltrate


the enemy camp, battle the enemy leaders,
You want players who are engaged and active
negotiate terms of surrender, steal or destroy an
participants. If you monopolize the conversation,
enemy weapon, etc. The outcome of these
they’ll feel like bystanders. Don’t do that!
encounters determines which side wins the day, or
Remember, you are but one participant in this
at least influences the outcome of the larger battle
game (albeit one with a special role), so don’t take
in a meaningful way.
up more “air space” than you need to. Describe
interesting situations using concise and evocative Compared to other games, ELEMENTAL favors PC
language, then get out of the way. perspective in a couple of ways. First, by eliminating
rules that create a separation between the player
The rules assume that the game is run from the PC’s
and the character. For instance, there are no rules
perspective. Maintaining PC perspective reduces
that tell players how their characters should
the “distance” between the player and the
behave: no alignments, motivations, drives, or
character, thereby maximizing player immersion in
anything of the sort. Second, combat is designed
the game. The player sees the world through the
so you can run it with or without miniatures and
eyes of the PC, and has full control over the PC’s
battlemaps. Minis and maps are cool, but
actions, as if they were the PC themselves.
sometimes they’re not great at maintaining PC
A good way to keep players engaged and maintain perspective because they pull the players away to a
PC perspective is to avoid rolling for NPCs who third-party perspective looking down on the action.
aren’t directly engaging the players. Only roll dice Third, this isn’t the type of game where the players
for things that directly challenge the PCs, and are expected to inject story elements outside of
describe everything else as part of the background. their characters’ decisions. Collaborative
This is a bit different from how some other games storytelling can be fun, but it encourages players to
approach things. For instance, some games have a act “out of character” and that isn’t the experience
set of rules for playing out mass battles involving we’re going for.
large armies (RPGs initially grew out of wargames, On the other hand, you should feel free to add
after all). In ELEMENTAL, we recommend playing collaborative storytelling or “alignment” rules if
mass battles from a PC perspective. The benefit of you’re into that sort of thing. We bring up these
this approach is that you don’t need a complicated points to explain how ELEMENTAL was designed to
subsystem, you can handle it in much the same way be played, but that’s not to say that you can’t play
as you would any other adventure: the PCs play it differently. Don’t be afraid to think outside the
through a number of encounters (set up by the GM box and try different things. If you and your players
or initiated by the players), with the battle in the are having fun, you’re playing it the right way.

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FANTASY

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!

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FANTASY

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)

Half-Elf Highest: WIL Skills: Focus, Nightvision


Lowest: TOU
Half-Orc Highest: TOU Skills: Endurance, Intimidation, Mighty Blow, Nightvision, Second Wind, Strength
Lowest: AWA
Fiendling Highest: AWA Skills: Arcane Lore, Nightvision, Resistance (heat/fire); Flaw: Outcast; Spells (DIF):
Lowest: TOU Minor Sorcery (0), Fire of Vengeance (1), Witch Gloom (2)

CLASS Attributes Typical Skills & Spells


Barbarian Highest: TOU AGI: Athletics, Cover, Multistrike, Riding, Stealth, Weapon Mastery; TOU: Charge,
Lowest: WIL Endurance, Mighty Blow, Second Wind, Strength; AWA: Animal Handling, Arcane
Lore, Observation, Senses, Survival; WIL: Battle Rage, Focus, Intimidation, Trickery;
Spells (DIF): Animal Speech (1), Animal Sense Projection (3), Awrok’s Flight (3), Beast
Form (4), Caeradinn’s Elemental Discourse (4)
Bard Highest: WIL AGI: Athletics, Multistrike, Sleight-of-Hand, Weapon Mastery (swords and daggers);
Lowest: TOU AWA: Arcane Lore, Background (any), Medicine, Psychology, Trivia; WIL: Art,
Intimidation, Persuasion, Oratory, Trickery; Spells (DIF): Dancing Lights (0), Minor
Illusion (0), Reconstruction (0), Witch Glow (0), Wizard’s Hand (0), Animal Speech (1),
Bazrak’s Rage (1), Faerie Fire (1), Hand of Healing (1), Lordly Presence (1), Secret
Script (1), Witch Sight (1), Dancing Flames (2), Flash (2), Minor Elemental Servant (2),
Phantom Sight (2), Song of Healing (2), Vanishing (2), Bazrak’s Command (3), Bazrak’s
Fury (3), Cure (3), Dispelling (3), Major Illusion (3), Masque of Terror (3), Phantasm (3),
Shattering (3), Sleep Song (3), Speak With the Dead (3), Water Mirror (3), Word of
Healing (3), Wind of Healing (4), Windwalk (4), Whispering Wind (4), Jester’s Joke (5),
Mind Blast (5), Music of the Gods (5), Shade (5), Awesome Presence (6), Eternal Sleep
(6), Inhabit Other (6), Turn to Beast (6), Spiritwalk (7), Sword Call (7), Power Word:
Stun (8), Rapture (8), Death’s Keeper (9), Power Word: Death (9), Power Word:
Healing (9)
Cleric Highest: WIL AGI: Cover, Weapon Mastery (mace, hammer, crossbow); TOU: Armored Combat,
Lowest: AGI Mighty Blow; AWA: Arcane Lore, Background (History, Theology), Medicine,
Psychology, Research, Sixth Sense, Surgery, Survival; WIL: Animal Handling, Focus,
Followers, Oratory, Persuasion; Spells (DIF): Minor Sorcery (0), Reconstruction (0),
Witch Glow (0), Arcane Shield (1), Hand of Decay (1), Hand of Healing (1), Witch Sight
(1), Bazrak’s Bark (2), Essence Filter (2), Eternal Flame (2), Flash (2), Hoan’s Undead
Banishment (2), Prayer of Healing (2), Song of Healing (2), Vanishing (2), Bless/Curse
Weapon (3), Cure (3), Dispelling (3), Minor Necromancy (3), Speak With the Dead (3),
Water Mirror (3), Word of Healing (3), Blind Faith (4), Celestial Light (4), Death Ward
(4), Essence Surgery (4), Sage’s Wisdom (4), Sculpture (4), Soul Gaze (4), Wind of
Healing (4), Windwalk (4), Minor Demon Summoning (5), Raise Golem (5-8), Swarm

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Plague (5), Divine Servant (6), Magic Circle Enchantment (6), Major Necromancy (6),
Pestilence (6), Sacrifice (6), Self-Image Replication (6), Abjuration (7), Death Swarm
(7), Dreamwalk (7), Lay to Rest (8), Death’s Keeper (9), Heaven’s Wrath (9), Succor (9)
Druid Highest: AWA AGI: Weapon Mastery (staff, club, dart, sling, short sword, dagger, spear, javelin);
Lowest: AGI TOU: Resistance (poison/disease); AWA: Animal Handling, Arcane Lore, Background
(Theology, Herbalism), Languages (druidic), Medicine, Psychology, Senses, Surgery,
Survival, Background (woodworking); WIL: Focus; Spells (DIF): Reconstruction (0),
Animal Speech (1), Faerie Fire (1), Hand of Healing (1), Leap (1), Regeneration (1),
Witch Sight (1), Fire Form (2), Oilskin (2), Prayer of Healing (2), Spider Climbing (2),
Witch Gloom (2), Animal Sense Projection (3), Cure (3), Dispelling (3), Fish Breathing
(3), Gaseous Form (3), Spirits of Nature (3), Thunder Strike (3), Wall of Wind (3), Water
Mirror (3), Word of Healing (3), Beast Form (4), Caeradinn’s Elemental Discourse (4),
Plant Animation (4), Sculpture (4), Snake Sticks (4), Stoneskin (4), Tree Animation (4),
Tree Shape (4), Whispering Wind (4), Wind of Healing (4), Windwalk (4), Any Beast
Form (5), Elemental Summoning (5), Mind Blast (5), Quicksand (5), Raise Wall (5),
Swarm Plague (5), Forest Beckoning/Ward (6), Turn to Beast (6), Aging (7), Death
Swarm (7), Dreamwalk (7), Myriad Beast Forms (7), Song of the Wyrm (7), Rapture (8),
Wave of Destruction (8), Death’s Keeper (9), Heaven’s Wrath (9), Whirlwind of
Destruction (9)
Fighter Highest: AGI AGI: Athletics, Charge, Cover, Driving, Marksmanship, Missile Deflection, Multistrike,
Lowest: AWA Riding, Team Tactics, Weapon Mastery; TOU: Armored Combat, Endurance, Mighty
Blow, Second Wind, Resistance (any), Strength; AWA: Arcane Lore, Background
(History), Medicine, Psychology, Senses, Survival, Background (weaponsmith); WIL:
Animal Handling, Command, Intimidation, Followers, Oratory, Reputation, Trickery;
Spells (DIF): Arcane Shield (1), Arcane Armor (3), Soul Gaze (4)
Monk Highest: AGI AGI: Assassination, Athletics, Grappling, Missile Deflection, Multistrike, Stealth,
Lowest: WIL Unarmed Strike, Weapon Mastery (shortsword, staff, club); TOU: Endurance, Mighty
Blow, Resistance (spells/powers, poison/disease), Second Wind, Strength; AWA:
Arcane Lore, Background (History, Theology), Nightvision; WIL: Focus; Spells (DIF):
Boil/Freeze (0), Minor Illusion (0), Shocking Grasp (0), Firehand (1), Hand of Decay (1),
Regeneration (1), Bazrak’s Flying Fist (2), Claws of the Dragon (2), Diminishment (2),
Enhancement (2), Essence Filter (2), Essence Transfer (2), Fire Form (2), Neural
Transfer (2), Oilskin (2), Vanishing (2), Witch Gloom (2), Bazrak’s Breath (3),
Caeradinn’s Psychic Switch (3), Essence Burn (3), Fireball (3), Fluency/Babble (3),
Gaseous Form (3), Shattering (3), Skill of the Snake (3), Wall of Wind (3), Essence
Surgery (4), Stoneskin (4), Mind Blast (5), Word of Passage (5), Elemental Imbalance
(6), Dreamwalk (7)
Paladin Highest: TOU AGI: Cover, Multistrike, Riding, Sworn Enemy, Team Tactics, Weapon Mastery; TOU:
Lowest: AWA Armored Combat, Charge, Endurance, Mighty Blow, Resistance (poison/disease),
Second Wind; AWA: Arcane Lore, Background (Theology), Medicine; WIL: Focus,
Intimidation, Oratory, Persuasion; Flaw: Code of Honor; Spells (DIF): Hand of
Healing (1), Witch Sight (1), Bazrak’s Bark (2), Essence Filter (2), Essence Transfer (2),
Hoan’s Undead Banishment (2), Prayer of Healing (2), Awrok’s Flight (3), Bazrak’s
Command (3), Bless/Curse Weapon (3), Cure (3), Dispelling (3), Holy Armor (3),
Righteous Anger (3), Smite (3), Blind Faith (4), Celestial Light (4), Death Ward (4),
Essence Surgery (4), Soul Gaze (4), Thunder Blast (5), Magic Circle Enchantment (6),
Abjuration (7)
Ranger Highest: AGI AGI: Assassination, Athletics, Marksmanship, Multistrike, Stealth, Sworn Enemy,
Lowest: WIL Weapon Mastery (sword, bow); AWA: Animal Handling, Arcane Lore, Locks & Traps,
Observation, Senses, Sixth Sense, Survival; WIL: Focus; Spells (DIF): Animal Speech
(1), Gideon’s Whistling Stones (1), Hand of Healing (1), Leap (1), Witch Sight (1),
Seeker’s Blessing (2), Witch Gloom (2), Animal Sense Projection (3), Cure (3), Fish
Breathing (3), Wall of Wind (3), Caeradinn’s Elemental Discourse (4), Stoneskin (4),
Windwalk (4)
Rogue Highest: AGI AGI: Assassination, Athletics, Marksmanship, Sleight-of-Hand, Stealth, Weapon
Lowest: TOU Mastery (short swords, daggers, crossbows, short bows); TOU: Mighty Blow; AWA:
Appraisal, Arcane Lore, Background (Poisons), Criminology, Languages, Locks &
Traps, Observation, Psychology, Senses, Underworld, WIL: Bargaining, Focus,
Impersonation, Intimidation, Luck, Persuasion, Street Smarts, Trickery; Spells (DIF):

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Minor Illusion (0), Wizard’s Hand (0), Bazrak’s Bark (2), Mechanical Manipulation (2),
Vanishing (2), Bazrak’s Command (3), Major Illusion (3), Windwalk (4), Impostor (5)
Sorcerer Highest: WIL TOU: Resistance (any); AWA: Arcane Lore; WIL: Focus, Intimidation, Luck, Persuasion,
Lowest: TOU Trickery; Spells (DIF): Dancing Lights (0), Minor Illusion (0), Minor Sorcery (0),
Reconstruction (0), Shocking Grasp (0), Witch Glow (0), Wizard’s Hand (0), Arcane
Shield (1), Bazrak’s Bolts (1), Eyes of the Dragon (1), Leap (1), Witch Bolt (1), Witch
Sight (1), Abib’s Levitation (2), Blood Freeze (2), Dancing Flames (2), Dragonskin (2),
Flash (2), Gift of Luck (2), Growth/Reduction (2), Phantom Sight (2), Snow Balls (2),
Spider Climbing (2), Vanishing (2), Witch Gloom (2), Awrok’s Flight (3), Bazrak’s
Command (3), Dispelling (3), Ethereal Phasing (3), Fireball (3), Fish Breathing (3),
Gaseous Form (3), Major Illusion (3), Masque of Terror (3), Minor Wildcast (3),
Murphy’s Curse (3), Phantasm (3), Shattering (3), Skill of the Snake (3), Sleep Song (3),
Thunder Strike (3), Water Mirror (3), Stoneskin (4), Whispering Wind (4), Raise Wall
(5), Swarm Plague (5), Telekinesis (5), Awesome Presence (6), Eternal Sleep (6),
Forcetrap (6), Major Wildcast (6), Turn to Beast (6), Death Swarm (7), Dreamwalk (7),
Spiritwalk (7), Power Word: Stun (8), Rapture (8), Power Word: Death (9)
Warlock Highest: WIL TOU: Resistance (any); AWA: Arcane Lore, Background (History, Theology),
Lowest: AGI Languages, Nightvision, Research; WIL: Animal Handling, Focus, Intimidation, Luck,
Persuasion, Trickery; Spells (DIF): Minor Illusion (0), Wizard’s Hand (0), Animal
Speech (1), Bazrak’s Bolts (1), Faerie Fire (1), Firehand (1), Fire of Vengeance (1), Hand
of Decay (1), Leap (1), Lordly Presence (1), Secret Script (1), Witch Bolt (1), Witch Sight
(1), Abib’s Levitation (2), Bazrak’s Bark (2), Dancing Flames (2), Dragonskin (2), Gift of
Luck (2), Minor Elemental Servant (2), Ozric’s Tentacles (2), Spider Climbing (2),
Vanishing (2), Witch Gloom (2), Animal Sense Projection (3), Arcane Armor (3),
Awrok’s Flight (3), Bazrak’s Command (3), Bless/Curse Weapon (3), Dispelling (3),
Fireball (3), Gaseous Form (3), Major Illusion (3), Masque of Terror (3), Phantasm (3),
Sleep Song (3), Scourge of Flame (3), Shattering (3), Smite (3), Speak With the Dead
(3), Vampire’s Kiss (3), Borrowed Power (4), Whispering Wind (4), Contact Other Plane
(5), Gideon’s Displaced Senses (5), Elemental Summoning (5), Mind Blast (5), Minor
Demon Summoning (5), Telekinesis (5), Awesome Presence (6), Divine Servant (6),
Forcetrap (6), Magic Circle Enchantment (6), Major Necromancy (6), Dreamwalk (7),
Petrification (7), Song of the Wyrm (7), Orb of Imprisonment (8), Power Word: Stun
(8), Rapture (8), Power Word: Death (9)
Wizard Highest: AWA AWA: Arcane Lore, Background (Alchemy, Other), Research, Sixth Sense, Surgery,
Lowest: TOU Trivia; WIL: Focus; Spells (DIF): Boil/Freeze (0), Dancing Lights (0), Minor Illusion (0),
Reconstruction (0), Shocking Grasp (0), Witch Glow (0), Wizard’s Hand (0), Acidic
Spittle (1), Arcane Shield (1), Bazrak’s Bolts (1), Eyes of the Dragon (1), Gideon’s
Elastic Elongation (1), Gideon’s Whistling Stones (1), Leap (1), Secret Script (1), Witch
Bolt (1), Witch Sight (1), Zvaltt’s Animal Bonding (1), Zvaltt’s Polarization (1), Abib’s
Hovering (2), Abib’s Levitation (2), Blood Freeze (2), Dancing Flames (2), Eternal Flame
(2), Flash (2), Growth/Reduction (2), Magic Seal (2), Mind Reading (2), Minor
Elemental Servant (2), Ozric’s Tentacles (2), Phantom Sight (2), Spider Climbing (2),
Snow Balls (2), Thunder Clap (2), Vanishing (2), Witch Gloom (2), Awrok’s Flight (3),
Bazrak’s Command (3), Bless/Curse Weapon (3), Dispelling (3), Ethereal Phasing (3),
Fireball (3), Fish Breathing (3), Gaseous Form (3), Gideon’s Improved Elastic
Elongation (3), Gideon’s Shocking Blood Ward (3), Major Illusion (3), Masque of
Terror (3), Minor Necromancy (3), Phantasm (3), Shattering (3), Skill of the Snake (3),
Sleep Song (3), Thunder Strike (3), Vampire’s Kiss (3), Water Mirror (3), Bounty of
Water (4), Gideon’s Fragmented Perceptions (4), Gideon’s Improved Aeronauticality
(4), Gideon’s Mnemonic Aid (4), Gideon’s Multi-Purpose Entropic Protector (4),
Gideon’s Temporary Metabolic Cessation (4), Sage’s Wisdom (4), Sculpture (4),
Stoneskin (4), Translocation (4), Whispering Wind (4), Contact Other Plane (5),
Elemental Summoning (5), Gideon’s Displaced Senses (5), Mind Blast (5), Raise Golem
(5-8), Raise Wall (5), Shade (5), Telekinesis (5), Word of Passage (5), Awesome
Presence (6), Eternal Sleep (6), Forcetrap (6), Magic Circle Enchantment (6), Major
Necromancy (6), Turn to Beast (6), Clone (7), Dreamwalk (7), Petrification (7),
Spiritwalk (7), Sword Call (7), Power Word: Stun (8), Rapture (8), Soul Trap (8), Troll
Call (8), Power Word: Death (9), Succor (9)

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FANTASY

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

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Translocation Thunder Blast Item Invulnerability
Tree Animation Word of Passage Item Recall
Tree Shape Myriad Beast Forms
Whispering Wind DIFFICULTY 6 Petrification
Wind of Healing Awesome Presence Raise Stone Golem
Windwalk Divine Servant Skull Stone
Eldritch Lore Song of the Wyrm
DIFFICULTY 5 Elemental Imbalance Spiritwalk
Anti-Magic Ward Eternal Sleep / Awaken Sword Call
Any Beast Form Forcetrap Wind of Rust
Contact Other Plane Forest Beckoning / Ward
Elemental Summoning Inhabit Other DIFFICULTY 8
Gideon’s Displaced Senses Magic Circle Enchantment Lay to Rest
Impostor Major Necromancy Hero's Blessing
Jester’s Joke Major Wildcast Hero's Curse
Mana Stone Pestilence Orb of Imprisonment
Mind Blast Raise Clay Golem Power Word: Stun
Minor Demon Summoning Sacrifice Raise Iron Golem
Music of the Gods Self Image Replication Rapture
Quicksand Turn to Beast Soul Trap
Raise Flesh Golem Vaprach’s Curse Troll Call
Raise Wall Wave of Destruction
Shade DIFFICULTY 7
Spell Magnet Abjuration DIFFICULTY 9
Spell Mirror Aging Death’s Keeper
Swarm Plague Clone Heaven’s Wrath
Sword Magnet Death Swarm Power Word: Death
Sword Mirror Draconic Form Power Word: Healing
Telekinesis Dreamwalk Succor
Temporal Projection Force of the Eternal Warrior Whirlwind of Destruction

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Abib's Levitation
SPELLS A-Z
DIF: 2 Casting Time: 1 round
The spells are presented below in alphabetical
order, regardless of DIF. If several versions of a spell Range: WILx10 yards Duration: WIL minutes
are indicated (separated by a /), the caster may You can lift one object or creature into the air as
choose to cast either one at the time of casting (he long as you concentrate on the spell, up to the
need not learn each one separately). The general maximum duration. Targets can be lifted or
rules concerning spellcasting are found on page 24. lowered only vertically, at a maximum rate of Move
6. The object or creature lifted can weigh no more
Abib's Hovering than WILx200 lbs. Unwilling creatures can roll
DIF: 2 Casting Time: 1 round TOU+Resistance (spells/powers) against the
casting to resist its effect, in which case the spell is
Range: WILx10 yards Duration: WIL minutes
cancelled. If during their ascent they can get a
You can lift yourself or another creature or object secure hold on a fixed object (tree branch, tied rope
one yard (3 feet) into the air. Unwilling creatures etc.), then a successful TOU+Strength roll against
can roll TOU+Resistance (spells/powers) against the casting will prevent them from rising further.
the casting to resist its effect, in which case the spell The target of the spell may not move further away
is cancelled. The object or creature lifted can weigh from the caster than the spell’s range. When the
no more than WILx200 lbs. If a creature is lifted, spell ends, the target floats gently to the ground.
then it may move at will horizontally, at a rate no
faster than Move 6. If it is an object, then you may Abjuration
control its movement. You must concentrate in
DIF: 7 Casting Time: 1 round
order to keep the object or creature afloat.
Furthermore, the target of the spell may not move Range: WIL yards Duration: WIL minutes
further away from you than the range of the spell. This spell is designed to ward off undead creatures
If your concentration ceases or the target moves and creatures from the lower planes. Once in effect,
out of range, then the spell is immediately broken. all such creatures within WIL yards of you must roll
TOU+Resistance (spells/powers) against the casting
at -3. Those failing their roll are thrown out of the
area by a tremendous force, landing prone 10 yards
away (Impaired; Move 50%, -2 to rolls until they use
an action to get back up). Thereafter, the creatures
cannot enter the area of effect, or use their powers
on creatures within the area. Spells and attacks can
still be made from within the area. The area of effect
is always centered on you and moves with you.

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.

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Aging Any Beast Form
DIF: 7 Casting Time: 1 round DIF: 5 Casting Time: 1 round
Range: WILx10 yards Duration: Permanent Range: Caster Duration: WIL hours
This terrible curse causes a single creature to You change into an animal form. The
permanently age by WILx10 years. If the target ages transformation lasts for the duration, or until you
beyond its maximum life expectancy, it withers and choose to cancel the spell. The spell is cancelled
dies. Otherwise, it loses a point of TOU (and automatically if you drop to 0 Health or die. The
corresponding Health). The spell’s target must roll form can be any natural animal (including giant
TOU+Resistance (spells/powers) against the versions and dinosaurs). You can turn into a normal
casting to resist the effect. or giant-sized version of the animal, as long as it
has equal or less XP than you. Your attributes, stats,
Animal Sense Projection skills and other special abilities are replaced with
those of the chosen beast. Note: giant-sized
DIF: 3 Casting Time: 1 minute
versions of beasts have higher TOU/Health than
Range: WILx10 mi Duration: WIL minutes their normal-sized brethren, but other stats and
You project your senses to a place no further than abilities are usually the same. When you revert back
WILx10 miles away. You may then “see” through to your normal form, your derived stats such as
the eyes of any natural animal located in the area. Health and Spirit return to the levels they were at
You will sense everything the animal senses, before the transformation. You are limited by the
including smells, sights and sounds. If there are nature of the new form, so you cannot speak. Your
several animals in the area, you can switch your equipment melds into the new form, rendering it
senses from one to the other at will, for the unusable.
duration of the spell. You may not influence the
animal’s actions in any way. Arcane Armor
DIF: 3 Casting Time: 1 round
Animal Speech Range: Touch Duration: See below
DIF: 1 Casting Time: 1 round You create an invisible force field around the
Range: Caster Duration: WIL minutes recipient. The field blocks any type of attack that
You gain the ability to speak with and comprehend deals Health damage. Make a WIL roll. The field will
natural animals for the duration of the spell. This absorb a number of Health points equal to the roll
can also come in useful if you want to imitate the before being destroyed (any excess damage on the
sound of an animal. You may persuade an animal last strike carries over to the recipient). Only attacks
to perform a small favor on a successful that would normally hit the recipient will cause
WIL+Persuasion vs. WIL roll. This roll can be damage to the armor. The armor remains for one
modified by the animal’s attitude towards you, and hour or until destroyed.
the favor being asked.
Arcane Shield
Anti-Magic Ward DIF: 1 Casting Time: 1 round
DIF: 5 Casting Time: 1 round Range: Touch Duration: See below
Range: Touch Duration: 1 hour You create an invisible wall of force which moves in
front of the recipient. It blocks any type of ranged
You bestow one target total immunity from all
attack that deals Health damage (but not melee
magical spells and effects with a DIF score equal to
attacks). Make a WIL roll. The shield will absorb a
or lower than you WIL.
number of Health points equal to the roll before
being destroyed (any excess damage on the last
strike carries over to the recipient). Only attacks
that would normally hit the recipient will cause
damage to the shield. The shield remains for one
hour or until destroyed.

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Awesome Presence Examples: “Drop”, “Approach”, “Flee”, “Grovel”,
“Halt”, etc. The order must be within the target’s
DIF: 6 Casting Time: 1 round
power, so “die” would not work, while “sleep” might
Range: WILx10 yards Duration: See below simply cause them to lie down. Targets must roll
You suddenly become frightening, powerful and WIL+Focus against the casting to resist the effect.
larger than life. Clouds may form overhead, a ray of Upon casting the spell, you may decide whether to
light might envelop you, lightning may crackle. affect one target for WIL rounds or up to WIL
Your voice might boom, or become melodious and targets (within range) for one round.
beautiful, depending on the desired effect. As this
happens, you speak a short sentence, suggesting a Bazrak’s Bolts
course of activity to up to 10xWIL creatures in DIF: 1 Casting Time: 1 round
range. Addressed creatures must roll WIL+Focus Range: WILx10 yards Duration: Instant
against the casting or feel compelled to follow the
suggestion. The suggestion must sound reasonable This spell causes crackling bolts to shoot from your
and so clearly suicidal commands will be ignored. fingertips. A number of bolts equal to your Arcane
Lore skill level can be fired, each causing DAM 0.
While the visible effect dissipates after the
The bolts can be split among different targets
suggestion is spoken, affected creatures will remain
within range, or focused on one target. Targets
compelled by your words for up to WIL hours and
must roll AGI+Athletics against the casting to avoid
pursue the suggested course of action to the best
each bolt. The bolts pass through normal armor, so
of their abilities during that time. If you or your
the target’s ARM is ignored unless it of magical
allies cause damage to an affected creature, the
origin.
spell is immediately broken for that creature.

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.

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Bazrak’s Flying Fist Bazrak’s Fury
DIF: 2 Casting Time: 1 round DIF: 3 Casting Time: 1 round
Range: WILx10 yards Duration: WIL rounds Range: WILx10 yards Duration: 1 minute
This spell creates a magical mailed fist that flies to The target of this spell becomes a frenzied fighting
an opponent up to the spell’s range and makes machine for one minute. Unwilling recipients can
unarmed attack rolls using your AGI+Unarmed roll WIL+Focus against the casting to resist the
Strike. The Fist’s DAM is equal to your Arcane Lore effect. The recipient temporarily gains an extra WIL
skill level. It will continue to attack as long as you Health points, which are lost first. It also gains +2
concentrate, up to the spell’s duration. If you cease to all attack rolls and TOU based damage rolls. Its
concentration, the Fist vanishes and the spell is Weapon Mastery skill cannot be placed in defense,
broken. Armor works normally against damage however. If all enemies are killed or rendered
caused by the Fist, however the Fist is magical so it unconscious before the spell ends, the recipient
is not affected by a creature’s resistance to non- must make a 2d Spirit check or attack the nearest
magical attacks. creature, friend or foe. If attacking friends, the
recipient can attempt the 2d Spirit check each
round until the spell expires.

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

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return to the levels they were at before the Boil / Freeze
transformation. You are limited by the nature of the
DIF: 0 Casting Time: See below
new form, so you cannot speak. Your equipment
melds into the new form, rendering it unusable. Range: WILx10 yards Duration: See below
The Boil spell causes an area of liquid to start
Bless/Curse Weapon heating spontaneously, as long as you concentrate
DIF: 3 Casting Time: 1 round on the spell. The affected volume of liquid will
reach boiling point after a number of rounds equal
Range: Touch Duration: WIL minutes
to the number of cubic yards affected (or fractions
Bless Weapon turns an ordinary weapon into a thereof). For instance, a bathtub (1 cubic yard) will
magic weapon for the duration of the spell. If boil the round after the spell is cast. The spell can
wielded in melee, the weapon gains +1 to attack, affect a maximum of WIL cubic yards. The reverse
defense and damage rolls. If it fires missiles (e.g. a of the spell, Freeze, essentially works the same way
bow, crossbow or sling), the weapon gains +2 to but freezes the liquid instead. Both versions will
attack rolls. If the weapon itself is fired or thrown as affect a limited area even if it is contained in a larger
a missile (e.g. an arrow, bolt, thrown spear), it gains body of water, such as a lake.
+3 to attack or damage rolls (your choice, when
you cast the spell). Borrowed Power
Curse Weapon works the same way, but the DIF: 4 Casting Time: 1 round
modifiers bestowed are negative.
Range: WILx10 yards Duration: WIL hours

Blind Faith By casting this spell upon a target creature, the


caster is able to switch one of its attributes with the
DIF: 4 Casting Time: 1 round
creature's. The target creature can try to resist this
Range: WILx10 yards Duration: 1 hour effect by making a roll against the casting with the
When you cast this spell, one recipient is filled with attribute that is being "switched”. Derived stats
faith that they cannot be harmed. It will take no (Move, Health etc.) are unaffected.
damage from the first successful physical or
magical attack against it. The next successful attack Bounty of Water
has a 1 in 6 chance of harming it normally and DIF: 4 Casting Time: 1 round
breaking the spell. If this doesn’t happen, the third
Range: WILx10 yards Duration: WIL rounds
attack has a 2 in 6 chance of harming it normally
and breaking the spell. The chance continues to You cause a torrent of water to emerge from the
increase by 1 until the spell is broken or the ground, walls and ceiling from any area within range.
duration has elapsed. Each round after casting, enough water comes forth
to fill 100 cubic yards of space, or enough to fill a
Blood Freeze 10x10 yard room 1 yard deep. All creatures within 6
yards of where the water emerges (AOE 6) must roll
DIF: 2 Casting Time: 1 round
AGI+Aquatic against the casting every round,
Range: WILx10 yards Duration: See below otherwise they lose their balance and become
You lower a target’s body temperature, causing it Impaired (Move 50%, -2 to rolls). If the water is
to become Impaired (Move 50%, -2 to rolls) unless contained in a small enough area where it can’t
it rolls TOU+Resistance (spells/powers) against the escape, then two failed rolls in a row indicate the
casting. The spell lasts up to WIL rounds. During victim is drowning and suffers a DAM 0 roll each
this time, the target can attempt to shake off the round until someone saves them. The GM could rule
effect as an action, with a 2d Health check. that 3 failed rolls are necessary, if for instance the
containment area is large or if the victim is huge.
Dispelling (DIF 3) will stop the flood, but water
Blood Rain
already present will remain.
DIF: 0 Casting Time: 1 round
Range: WILx100 yards Duration: WIL minutes
You cause the sky, or ceiling, to rain blood in a
WILx100 yard stationary radius around where
you’re standing when you cast the spell.

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Breathable Air Clone
DIF: 1 Casting Time: 1 round DIF: 7 Casting Time: 1 minute
Range: WILx10 yards Duration: WIL hours Range: Caster Duration: WIL hours
You cause a WILx10 yard radius stationary sphere You create a temporary clone of yourself. The clone
around you to have breathable air for WIL hours. has TOU equal to your WIL and the same AGI as you,
Harmful gases cannot penetrate the area. The but an AWA and WIL of 0. Furthermore, the clone
sphere remains where it was summoned. has no skills or spells. The clone's mind overlaps with
yours, although its mind is by no means complete.
Caeradinn’s Elemental Discourse The clone can carry out reasonably complex tasks
commensurate with its low AWA, and is essentially
DIF: 4 Casting Time: 1 minute
an extension of you. The clone is created wreathed
Range: WIL yards Duration: See below in simple illusions which mimic your possessions,
You gain the ability to communicate telepathically though they serve no other purpose, and can be
with an elemental body within range (i.e. a rock, discarded at the clone's will (as the clone may have
burning campfire, pond etc.). Keep the discourse real clothes or the like available). The clone itself is a
simple, due to the limited intelligence of the weak magical construct, and is detectable as such in the
elemental spirit inhabiting the body. Furthermore, normal ways (e.g., Witch Sight will reveal its true
elemental spirits will tend to answer questions in a nature). Due to the mental overlap of the clone's
truthful but cryptic way. They will not be mind with yours, the clone has the following abilities
omniscient, but they will know what they have seen, while within WILx100 yards of you:
heard or sensed in the area. You may ask up to WIL • You sense where the clone is even if you cannot
questions and receive WIL answers before the spell see it.
ends.
• You can communicate telepathically with the clone
(silently and accurately convey concepts, as if
Caeradinn’s Psychic Switch talking to yourself).
DIF: 3 Casting Time: 1 round • You can cast spells through the clone. You cast the
Range: Caster Duration: WIL minutes spell normally, the only difference being the spell's
You may switch any two of your attributes for the point of origin, which is the clone: all effects (not
duration of the spell. Derived stats (Move, Health including side effects) use the clone as the caster.
etc.) remain unchanged. • You can swap the clone's senses with your own
at will. For example, you can swap sight with the
Celestial Light clone, and see through the clone's eyes (and the
clone would see through yours). You can then
DIF: 4 Casting Time: 1 round
swap back to your normal sight at will.
Range: WILx10 yards Duration: WIL minutes
You summon forth a light from the heavens (or
ceiling), which blazes down in a WILx3 yard radius
(AOE=WILx3) centered somewhere within range.
All seeing creatures in the affected area must roll
TOU+Resistance (spells/powers) against the
casting or be blinded (Impaired: Move 50%, -2 to
rolls). Undead creatures will, in addition, take
damage equal to a WIL roll. As an action, a blinded
creature can try to shake off the effect with a 2d
Health check.

Claws of the Dragon


DIF: 2 Casting Time: 1 round
Range: Caster Duration: WIL minutes
This spell grants +3 to the damage you inflict with
your bare hands.

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Contact Other Plane Note that you are unable to do anything else while
concentrating on the flame dance: if you interrupt
DIF: 5 Casting Time: 1 minute
this activity, the spell is broken.
Range: Caster Duration: 1 minute
You mentally contact a god, the spirit of a long- Death’s Keeper
dead sage or some other mysterious entity from DIF: 9 Casting Time: 1 hour
another plane. Contact with an extraplanar
Range: Touch Duration: Permanent
intelligence can strain or even break your mind: if
the casting fails, you suffer an additional DAM 0 roll This most powerful spell brings back a slain
to your Spirit (in addition to the normal casting creature as long as the body is available, it has been
cost) and go temporarily insane until the Spirit dead no longer than WIL centuries, the soul is
points are recovered. While insane, you speak in willing and it did not die of old age. It will neutralize
gibberish, can’t understand what others say or take poisons and other toxins in the body and restore
any useful actions. lost limbs, but curses or other afflictions of a
If contact is made and your mind remains whole, magical nature are not removed. Undead are not
you may ask the entity up to WIL questions before affected. You apply your hands to the corpse whilst
the spell ends. Answers gleaned are generally one chanting the words of the spell, and the subject
word such as “yes”, “no”, “maybe”, “never”, wakes from the dead, weak (Health at 1) but
“unclear” or “irrelevant”. otherwise alive and able to recuperate fully. The
subject has 10% fewer XP than it had before it died
(these are deducted as desired by the player, if the
Cure
subject is a PC). This spell can only be attempted
DIF: 3 Casting Time: 1 minute once on a given creature each time it dies; if the
Range: Touch Duration: Instant casting fails, the creature’s death is permanent.
You remove all poison and cure all disease from
one creature. Note: Health damage already Death Swarm
incurred from the disease or poison is not healed DIF: 7 Casting Time: 1 round
by means of this spell. Range: WILx10 yards Duration: WIL rounds
You target one creature, causing it to be
Dancing Lights
surrounded by a swarm of biting insects. Each
DIF: 0 Casting Time: 1 round round the spell is in effect, they suffer a DAM 0 roll
Range: WILx10 yards Duration: Concentration and are Impaired (Move 50%, -2 to rolls). There is
You create up to WIL lights within range that look no roll to resist the spell.
like torches, lanterns or glowing orbs hovering in
the air. You can move them independently, but Death Ward
they blink out as soon as you break concentration. DIF: 4 Casting Time: 1 round
Range: Touch Duration: WIL hours
Dancing Flames
You bless one creature, granting it some measure
DIF: 2 Casting Time: 1 round of protection from death. The first time they would
Range: WILx10 yards Duration: Concentration drop to Health 0 or less as a result of taking
You begin weaving fire patterns in the air with your damage, the target instead drops to Health 1 and
hands. This spectacle has a hypnotic effect on all the spell ends. If the target is subjected to an effect
onlookers: all seeing creatures, including allies, that would kill it instantaneously without dealing
must roll WIL+Focus against the casting or be damage (e.g. a Power Word: Death spell), that effect
entranced by the dancing flames. They will stop is negated and the spell ends.
doing whatever they are doing and simply stare,
unaware of what is going on around them. If a Diminishment
dazed creature is attacked, it defends at -3 but is DIF: 2 Casting Time: 1 round
shaken out of its trance if it takes damage. An Range: Touch Duration: WIL minutes
unaffected creature can try to shake a dazed
creature from its trance, requiring a successful WIL Upon casting this spell, you immediately try to
vs. WIL roll (one attempt can be made each round). touch a creature by making an unarmed attack roll.
If you do, one point is drained from an attribute you

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choose, and the corresponding derived stat the new form (AGI+Athletics vs. DIF 4 to avoid).
maximum is reduced as well. Attributes cannot be Draconic Form lasts a maximum of one hour,
reduced below 0 by means of this spell. although you may cancel it at any time.

Dispelling Dragon’s Breath


DIF: 3 Casting Time: 1 round DIF: 4 Casting Time: 1 round
Range: WILx10 yards Duration: See below Range: WILx3 yards Duration: Instant
You attempt to cancel a spell that is cast on a You breathe forth a deadly substance, much like a
creature, place or item within range. In order to dragon. You must choose among five breath forms
succeed, the casting roll must overcome the when the spell is cast: Fire (cone), Frost (cone), Acid
targeted effect's casting roll. If Dispelling is (spurt), Gas (cloud) or Lightning (bolt). The deadly
attempted on a permanent spell like Magic Item exhalation has AOE and DAM scores equal to your
Enchantment or Raise Golem, it only suppresses the WIL. Targets caught in the breath’s area of effect
effect of the targeted spell for WIL rounds. must roll AGI+Athletics against the casting to avoid
taking damage.
Divine Servant
DIF: 6 Casting Time: 10 minutes
Dragonskin
Range: WILx10 yards Duration: See below DIF: 2 Casting Time: 1 round
Range: Touch Duration: WIL minutes
You beseech an otherworldly entity for aid. The
entity must be known to you. It could be your You turn the recipient's skin into rigid dragon
patron deity, a demon prince or other being of scales of a color you choose. These scales grant
cosmic power. If successful, the entity sends a ARM 1 against physical blows, and ARM equal to
powerful servant; typically an angel, elemental, your WIL against cold/frost (white), acid (black),
demon, devil or the like. When the creature poison/disease (green), electricity (blue) or
appears, it is under no compulsion to serve you, so fire/heat (red). If the recipient benefits from several
it will typically demand some form of payment in sources of ARM, only the best one applies (i.e. ARM
exchange for the requested service. Depending on values don’t stack).
the creature and service requested, payment could
be in the form of gold, a magic item, a quest or
blood sacrifice. WIL rolls should be made in the
negotiation, as appropriate. The harder the task,
the higher the payment. Tasks that are aligned with
the creature’s own goals or ethos will be more
favorably viewed, requiring less or no payment.
If a bargain is struck, the creature attempts to
complete the task, reports back to you and returns
to its home plane. If no bargain is struck, the
creature immediately returns to its home plane.

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

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Dreamwalk You improve the target's associated attribute by WIL
points and weaken the opposing element’s attribute
DIF: 7 Casting Time: 1 round
by the same amount. The lowered attribute cannot
Range: Touch Duration: Instant go under 0, so this may limit how high the other
You send yourself and up to WIL other creatures in attribute will rise.
contact with each other to another plane of For example, you cast Earth Elemental Imbalance on
existence, at or near a location to be specified. The Lord Halminok who has TOU 2 and AGI 4. Since you
spell can also be used to send an unwilling creature have WIL 5, you would normally cause Halminok’s
to another plane. You try to touch the target by TOU to increase to 7. However, since his AGI can only
making an unarmed attack roll as the spell is cast. go down 4 points, he ends up with AGI 0 and TOU 6.
If touched, the target is sent to a random location If Halminok suffers an injury while the spell is in
on another plane named by the caster. effect, the extra Health points due to his increased
TOU will be lost first.
Eldritch Lore
DIF: 6 Casting Time: 1 minute Elemental Summoning
Range: Touch Duration: WIL minutes DIF: 5 Casting Time: 1 minute
By touching a magical item or place and casting Range: WILx10 yards Duration: See below
this spell, you have visions of its past history for WIL You summon a creature from one of the four
minutes. The level of detail is left up to the GM. elemental planes to this world. The summoning
must be performed at an appropriate location (near
Elemental Imbalance a body of water, a raging fire, in windy conditions,
DIF: 6 Casting Time: 1 round etc). Elemental creatures summoned have the
following stats:
Range: Touch Duration: WIL minutes
The bodies of most creatures are composed of a ELEMENTAL (FIRE, WATER, AIR OR EARTH)
mixture of all four elements (Air, Water, Fire, and AGI 3 Move 15 (30 in element)
Earth). Upon casting this spell, you touch a creature
TOU caster’s WIL Health variable
(possibly needing to make an unarmed attack roll),
AWA 0 Initiative 9
thereby creating an imbalance in its natural physical
make up, and increasing the proportion of one WIL 0 Spirit 9
element relative to another. For example, you can Skill: Endurance 2, Resistance (non-magical
increase the amount of elemental fire in the target's attacks) 2, Nightvision 1
body, and in so doing reduce the amount of
Flaw: Vulnerability 3 (opposite element; fire
elemental water.
opposed to water, air opposed to earth)
There are four versions of the spell; you choose any
Elemental Immunity: Elementals are immune to
one of them upon casting it. The imbalance directly
their own element.
affects the target's attributes by strengthening one
and weakening another: You have a telepathic link with the Elemental within
the spell's range, but must concentrate in order to
Version Associated Opposing maintain control over it by giving it simple orders.
Each minute, you must roll WIL+Focus against a DIF
1. Air AGI TOU
level equal to the number of minutes elapsed. As
2. Fire WIL AWA soon as this fails, the Elemental breaks free of your
3. Earth TOU AGI control and becomes hostile to you for one hour or
4. Water AWA WIL until destroyed. You can dismiss the Elemental back
to its own plane at will, but only while it is still under
your control.

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Enhancement this spell. Note: Health damage already incurred
from the disease or poison is not healed by means
DIF: 2 Casting Time: 1 round
of this spell.
Range: Touch Duration: WIL minutes
You add one point to any attribute of a creature Essence Surgery
you touch; the corresponding derived stat DIF: 4 Casting Time: 1 minute
maximum increases accordingly. An attribute can
Range: Touch Duration: Instant
only ever be raised by one point, so repeated
castings on the same attribute will not have a You transfer part of your vital essence to heal
cumulative effect. yourself or another creature. Once the spell is
completed, you touch the target and attempt to
restore lost limbs. You must sacrifice a number of
Eruption of Earth
your own Health points equal to the recipient’s
DIF: 4 Casting Time: 1 round TOU, and cannot sacrifice more than WIL points by
Range: WILx10 yards Duration: WIL rounds means of this spell.
You cause a mass of sand, soil and stones to erupt
from the ground from any area within range. Each Essence Transfer
round after casting, enough earth will come forth to DIF: 2 Casting Time: 1 minute
fill 100 cubic yards of space, or enough to fill a 10x10 Range: Touch Duration: Instant
yard room 1 yard deep. All creatures within 6 yards
of where the earth emerges (AOE 6) must roll You transfer part of your vital essence to heal
AGI+Athletics against the casting every round, yourself or another creature. Once the spell is
otherwise they lose their balance and become completed, you touch the recipient, granting it 1d6
Impaired (Move 50%, -2 to rolls). If the earth is Health for each Health point you sacrifice. For
contained in a small enough area where it can’t example, sacrificing 5 Health would heal the
escape, then two failed rolls in a row indicate the recipient by 5d6 Health points. This spell can only
victim is buried alive and suffers a DAM 0 roll each be used for healing, it may not push the recipient's
round until someone saves them. The GM could rule Health beyond its maximum. Furthermore, you
that 3 failed rolls are necessary, if for instance the cannot sacrifice a number of Health points greater
containment area is large or if the victim is huge. than your WIL.
Dispelling (DIF 3) will stop the eruption, but earth
already present will remain. Eternal Flame
DIF: 2 Casting Time: 1 round
Essence Burn Range: Touch Duration: Permanent
DIF: 3 Casting Time: 1 round You cause an object to ignite with a special fire that
Range: Touch Duration: Instant illuminates a 20-yard radius. The flame does not
Upon casting this spell, you immediately try to burn, and will alight on all materials, even metal.
touch a creature by making an unarmed attack roll. Furthermore, it cannot be extinguished by non-
If you do, the target is drained of WILd6 Health (do magical means. The Eternal Flame can assume any
not reroll 6’s). In so doing, you are drained of 1 color you choose.
Health point for each d6 of damage you inflicted.
Eternal Sleep / Awaken
Essence Filter DIF: 6 Casting Time: 1 round
DIF: 2 Casting Time: 1 minute Range: Touch Duration: See below
Range: Touch Duration: Instant This spell will not affect lycanthropes, undead,
You transfer part of your vital essence to cure enchanted creatures, or creatures from other
yourself or another creature. Once the spell is planes. Upon casting the spell, you immediately try
completed, you touch the target and attempt to to touch a creature by making an unarmed attack
eliminate all poison or disease from the recipient's roll. If you do, the target falls into a deep sleep from
body. You must sacrifice a number of your own which it cannot be awakened normally. The sleep is
Health points equal to the poison’s POT, and permanent until the prescribed conditions set by
cannot sacrifice more than WIL points by means of the caster are met. These conditions must be

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possible and reasonable (GM’s discretion). The Fireball
target does not age and requires no food or water
DIF: 3 Casting Time: 1 round
while under the spell.
Range: WILx10 yards Duration: Instant
The reverse of the spell, Awaken, wakes a single
creature from magical slumber. You cause a ball of fire to streak forth from your
hands. When it reaches its target point, which must
Ethereal Phasing be in your line of sight, the Fireball explodes in a 6-
yard radius sphere (AoE 6). All creatures within the
DIF: 3 Casting Time: 1 round
area of effect must roll AGI+Athletics against the
Range: Caster Duration: See below casting, to avoid the flames. Make a damage roll
Once this spell comes into effect, you roll a die each against each creature burned, using your WIL.
round: on a roll of 4-6, you shift from your current
plane to the Ethereal Plane, or back to your current Fire Form
plane if you are in the Ethereal Plane. When shifting DIF: 2 Casting Time: 1 round
back to your current plane, you will appear in a
Range: Caster Duration: WIL minutes
chosen unoccupied space no further than WIL
yards from your previous location. While in the You turn yourself and all your equipment into a
Ethereal Plane, you can see what’s happening in blazing bonfire about the same size as you. When
your previous plane (in ghostly shades of gray), but in Fire Form, you cannot move, speak, cast spells or
cannot affect or be affected by creatures who aren’t act in any way. You can only be harmed by water,
themselves in the Ethereal Plane, nor can you be which inflicts a DAM 1 roll per round or attack. This
seen by them unless they use Phantom Sight or damage is caused to your maximum Health,
similar means. The spell ends when you have meaning it is permanent until you raise your TOU.
shifted WIL times, or you can cancel it any time If oil is poured over you when you are in Fire Form,
before as an action. it heals 1d6 Health per pouch or equivalent.

Eyes of the Dragon Firehand


DIF: 1 Casting Time: 1 round DIF: 1 Casting Time: 1 round
Range: Touch Duration: WIL minutes Range: Caster Duration: WIL minutes
You touch a creature (which can be yourself), Your hands catch fire. The fire does not burn you,
granting it the visual acuity of a dragon for the but it can be used to ignite other things.
duration. The recipient gains the Senses and Furthermore, it provides illumination in a 20-yard
Nightvision skills at level 3. This is not cumulative radius. If used to strike an opponent, it grants +1
with existing skills so if the recipient already has to the damage you inflict with your bare hands.
Senses or Nightvision, the spell simply raises them
to level 3. Fire of Vengeance
DIF: 1 Casting Time: 1 round
Faerie Fire
Range: WILx10 yards Duration: Instant
DIF: 1 Casting Time: 1 round
On any round after you take damage from a
Range: WILx10 yards Duration: 1 minute
creature, you may point an accusatory finger at it
You cause up to WIL creatures or objects within and cast this spell. The creature must roll
range to glow with a faint blue, green or violet light AGI+Athletics vs. the casting or be enveloped in
(your choice). Targeted creatures can try to resist hellish flames. If this happens, make a damage roll
the effect by rolling TOU+Resistance using your WIL.
(spells/powers) against the casting. Otherwise, they
suffer -1 to their defense rolls and cannot become
invisible for the spell’s duration.

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Fish Breathing Forcetrap
DIF: 3 Casting Time: 1 round DIF: 6 Casting Time: 1 round
Range: WILx3 yards Duration: 24 hours Range: WILx10 yards Duration: See below
This spell grants up to WIL creatures within range A shimmering bolt shoots from your fingers
the ability to breathe underwater for 24 hours. towards a target creature. The target must roll
AGI+Athletics against the casting or be struck by
Flash the bolt, which erupts into multiple bands of force
that envelop the target. The target is now
DIF: 2 Casting Time: 1 round
Paralyzed: unable to act, suffering -3 to defense
Range: WILx10 yards Duration: See below
rolls and +3 to damage from melee attacks.
A blinding light flashes in front of a creature’s eyes, Anyone else touching the victim must roll
causing it to become Impaired (Move 50%, -2 to TOU+Resistance (spells/powers) against the
rolls) unless it rolls TOU+Resistance (spells/powers) casting or become entrapped as well. Victims can
against the casting. The spell lasts up to WIL attempt to break free once per round on their turn,
rounds. During this time, the target can attempt to by rolling TOU+Resistance (spells/powers) against
shake off the effect as an action, with a 2d Health the casting.
check.
Forest Beckoning / Forest Ward
Fluency / Babble DIF: 6 Casting Time: 1 hour
DIF: 3 Casting Time: 1 round Range: See below Duration: Permanent
Range: WILx10 yards Duration: WIL minutes These powerful enchantments are placed upon a
Fluency allows one creature to speak an additional wooded area in which you are located when you
language of your choice for the duration. cast the spell. Any creature entering within WIL
Babble cancels the effect of Fluency or causes all miles of where you cast Forest Beckoning must roll
verbal communication in a given language to be WIL+Focus against the casting or be compelled to
unintelligible within range. go to the place where the spell was cast. Affected
creatures will not even realize this, assuming that
Force of the Eternal Warrior they simply stumbled upon the place.
Forest Ward works the same, except that creatures
DIF: 7 Casting Time: 1 round
who fail the roll will not find the place, even if they
Range: Touch Duration: WIL minutes are actively looking for it. Making the roll doesn’t
A willing recipient’s AGI and TOU scores become mean they will automatically find the place, only
equal to your WIL for the duration. Its derived stats that they have a normal chance of doing so.
also change, but any Health damage remains.

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Foul Air Gideon’s Elastic Elongation
DIF: 1 Casting Time: 1 round DIF: 1 Casting Time: 1 round
Range: WILx10 yards Duration: 1 minute Range: Touch Duration: WIL minutes
The air in a WILx3 yard radius sphere within range You touch an item upon casting this spell and the
becomes totally unbreathable. Creatures remaining item's solidity becomes somewhat compromised.
in the area lose 1 Health per round from choking and As the forces holding matter together are warped,
are Impaired (Move 50%, -2 to rolls). the item in question, which cannot be larger than
WIL cubic yards, becomes stretchable and cannot
Gaseous Form hold a rigid form. However, it gains a certain
malleability and can be drawn out to WIL times its
DIF: 3 Casting Time: 1 round
normal length. Weapons targeted in this manner
Range: Touch Duration: WIL minutes will suffer a -3 penalty to damage as the material
You transform a willing creature and all its becomes too rubbery to do serious damage. Note
equipment into a visible cloud of mist. The target that this spell does not affect biologically active
cannot speak, attack, cast spells, use equipment or items. No attempts have been made to affect the
manipulate objects while in this state. It gains undead with this spell, however speculations
Resistance to non-magical attacks at level 2, per the indicate that it may prove of moderate annoyance.
skill. It can float through the air at 50% Move. It can
pass through the smallest apertures (keyholes, etc.) Gideon's Fragmented Perceptions
but cannot pass through liquids. You (the caster,
DIF: 4 Casting Time: 1 round
not the target) may cancel the spell at will.
Range: WILx10 yards Duration: See below
Giant Strength / Weakness This spell may affect up to WIL creatures you choose
within range. Affected creatures must roll
DIF: 2 Casting Time: 1 round
WIL+Focus against the casting or become confused
Range: WILx10 yards Duration: WIL minutes and temporarily unable to distinguish friend from
Giant Strength grants a targeted creature the foe. This sudden perceptual shift manifests itself
Strength skill at level 3 for the duration. Weakness such that each round the creature will either:
gives the Weakness flaw at level 3 for the duration.
Unwilling targets can roll TOU+Resistance d6 Effect
(spells/powers) against the casting to avoid the 1-2 Stand completely confused, unable to attack and
effect. If the target already has the skill or flaw, it is only able to defend at -2
replaced by the spell effect (i.e. they are not 3-4 Attack the closest creature (friend or foe). If
cumulative). several are nearby, it attacks one at random
5-6 Wander away in a random direction
Gideon's Displaced Senses
DIF: 5 Casting Time: 10 minutes Affected creatures can roll WIL+Focus against the
casting each round, with success indicating that the
Range: WIL mi Duration: WIL minutes
spell is broken for that creature.
You send your senses roaming across the
countryside, to any location within WIL miles that is Gideon's Improved Aeronauticality
known to you, or obvious (such as behind a door).
As an additional effect, you can display a ghostly DIF: 4 Casting Time: 1 round
image and project the sound of your voice across Range: Caster Duration: 1 hour
the distance, if desired. Warning: while your senses This adaptation of Awrok's Flight allows you the
are wandering, your body is Paralyzed: you are freedom to move in three dimensions for one hour.
unable to act, suffer -3 to defense rolls and +3 to As this is a purely mental effort on your part, the
damage from melee attacks. relative velocity is a function of how fresh you are,
and your Move is equal to three times your current
Spirit while in the air. While movement requires
concentration, you can stay suspended in the air
and engage in other strenuous activity.

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Gideon's Improved Elastic Elongation Gideon's Multipurpose Entropic Protector
DIF: 3 Casting Time: 1 round DIF: 4 Casting Time: 1 round
Range: Touch Duration: WIL rounds Range: Touch Duration: WIL minutes
The effects of this incantation are similar to those of You specify an energy type such as fire, electricity,
the original Gideon’s Elastic Elongation spell, except sonic, acid, or poison gas, and create a protective
that this spell affects biological materials as well. membrane against it. Upon completion of this spell,
Upon casting the spell, you immediately try to touch you belch forth a large volume of web-like material
a creature with an unarmed attack roll. If you do, the that envelops the target's body and hardens into a
target loses a certain degree of cohesion. This is thin, transparent, flexible cocoon. While weapons
disorienting, causing the target to become Impaired can still be used, the target's other belongings are
(Move 50%, -2 to rolls) on the first round of effect, as protected against the effects of the energy type
limbs begin drooping and extending randomly until specified, but inaccessible for the duration of the
control is asserted. The target gains an ARM score spell as they are encased in the spell membrane. The
equal to your Arcane Lore skill level, as rubbery flesh spell provides an ARM score of WILx2 against the
gives way under bludgeoning attacks and reseals to specified form of energy for the duration.
a certain degree around piercing and slashing
attacks. Objects held in the target’s hands will drop Gideon's Shocking Blood Ward
unless the target rolls AGI+Sleight-of-Hand against
the casting each round, as fine motor skills are DIF: 3 Casting Time: 1 round
compromised in the elongation. Elongation allows Range: Touch Duration: WIL minutes
the target to strike others in melee combat up to WIL This started as a simple experiment in polarization
times its body length away (caster’s WIL). Warning: a which took a left turn somewhere. The net effect of
critical defense roll against an elongated attack may casting this spell is to cause the target’s blood to
result in limb loss if the defender can sever the become super-charged with electricity. While
rubbery limb in the process. harmless to the target, the target’s electrified blood
delivers an electric shock to anyone coming into
Gideon's Mnemonic Aid contact with it, via flesh or a metallic weapon or
DIF: 4 Casting Time: 1 minute object. Such contact will result in the victim
suffering a damage roll, using your WIL. Any cutting
Range: See below Duration: WIL minutes
or piercing weapon that damages the target
This spell allows you to show others your memories, (including claws and teeth) is assumed to come into
or others to show you theirs. This is particularly contact with the target’s blood.
useful when attempting to recall someone's features
or demeanor and allows for full recreation of scenes Gideon's Temporary Metabolic Cessation
within the confines of the spell area, which is equal
to a 10-yard cube in front of the creature whose DIF: 4 Casting Time: 1 round
memories are being shown. When cast upon Range: WILx10 yards Duration: See below
someone else, you must remain in physical contact You immobilize one target, causing them to become
with the subject for the spell’s duration. While it is Paralyzed: unable to act, suffering -3 to defense rolls
possible to extract memories from an unwilling and +3 to damage from melee attacks. The target
subject, the latter gets a WIL+Focus roll against the must roll TOU+Resistance (spells/powers) against
casting to resist the effect. the casting to resist the effect. A new roll can be
made each round until the spell is broken. This spell
only works on targets that have a metabolism. This
excludes undead creatures, constructs, amoebic or
gelatinous creatures and magically created hybrids.

Gideon’s Whistling Stones


DIF: 1 Casting Time: 1 minute
Range: Touch Duration: WIL days
This simple enchantment makes stones whistle
when someone other than you walks on the
affected area. You can program the melody to be

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pleasant or shrill and quiet or loud, so that it can be Hand of Healing
heard up to a maximum of WILx100 yards from its
DIF: 1 Casting Time: 1 round
point of origin. You can enchant an area as large as
a WILxWIL yard square. You trace the area in a Range: Touch Duration: Instant
bright arc of thaumaturgical energy which fades as The creature touched as you cast Hand of Healing
the incantation ends. recovers WIL points of lost Health.

Gift of Luck Hatred


DIF: 2 Casting Time: 1 round DIF: 4 Casting Time: 1 minute
Range: Touch Duration: WIL minutes Range: WILx10 yards Duration: 1 hour
You give the creature touched the benefit of re- You cause a group of up to WILx3 creatures you
rolling a single one of their die rolls, within the choose to be filled with hatred. They begin arguing
spell’s duration. The recipient may choose to keep with each other at first. Have each creature affected
the new roll or the original roll. The spell is broken roll WIL+Focus against the casting. Those who
as soon as the die has been rerolled, or the duration succeed will feel the spell's effect but will otherwise
expires. Casting the spell multiple times on the remain in control. Those who fail the roll will feel
same creature allows it to reroll multiple different compelled to attack the other affected creatures
rolls, but any single roll cannot be rerolled more after a number of minutes equal to their roll.
than once.
Heaven’s Wrath
Growth / Reduction DIF: 9 Casting Time: 1 round
DIF: 2 Casting Time: 1 round Range: Sight Duration: WIL rounds
Range: WILx5 yards Duration: WIL rounds
A churning storm cloud forms, centered on a point
Growth temporarily adds a number of points to a you can see and spreading to 120 yards in radius.
target creature’s TOU equal to your Arcane Lore Lightning flashes in the area, thunder booms and
skill level. Reduction subtracts the same amount of strong winds roar. You must concentrate on the
TOU, down to a minimum of 0. Unwilling creatures spell to maintain it. Each round, you may cause one
can roll TOU+Resistance (spells/powers) against of the following effects:
the casting to resist the effect. The creature’s size Hail: Large hailstones rain down from the cloud
roughly doubles in the case of Growth and roughly and every creature under it suffers a DAM 0 roll.
halves in the case of Reduction. If there isn’t enough Lightning: You call down up to WIL bolts of
room to double in size, the creature grows as much lightning from the cloud to strike creatures or
as it can in the space available. Its Health adjusts to objects of your choice beneath the cloud (Note: a
the new TOU score for the duration. Worn and given creature or object can’t be targeted by more
carried items change size as well, but return to than one bolt). Targeted creatures and objects
normal size if they are dropped. must roll AGI+Athletics against the casting or suffer
a damage roll using your WIL.
Hand of Decay Fog: An eerie calm descends on the scene,
DIF: 1 Casting Time: 1 round accompanied by a thick magical fog. All creatures
Range: Touch Duration: Instant under the fog are effectively Impaired (Move 50%,
-2 to rolls) while in the shrouded area.
Upon casting this spell, you immediately try to
Wind: Hurricane-force winds buffet the area. Fogs,
touch a creature with an unarmed attack roll. If you
mists and similar phenomena are dispersed, and
do, make a damage roll using your WIL. The wound
any ships under the cloud must roll AGI+Sailing
caused by this spell is visibly repellent and does not
against the casting to avoid capsizing.
heal except through magical means.

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Hero’s Blessing Hoan's Undead Banishment
DIF: 8 Casting Time: 1 minute DIF: 2 Casting Time: 1 round
Range: Touch Duration: 1 hour Range: WILx5 yards Duration: 1 minute
Upon casting this spell, you temporarily grant You cause undead creatures to flee or be
someone an additional number of XP equal to the destroyed. All undead creatures within range must
XP spent on your WIL. You allocate these additional roll WIL+Focus against the casting to avoid the
XP to the recipient’s attributes and existing skills. effect. If a creature fails the roll, the effect depends
For example, if you have WIL 6 you can allocate an on its total XP relative to the XP you spent on WIL.
additional 21 XP, as you choose, to the recipient’s If the creature’s XP is lower, the creature is instantly
existing attributes and skills. New skills cannot be destroyed. If the creature’s XP is equal or higher, it
learned with these additional XP. attempts to move away from you for the spell’s
duration, taking no other actions and unable to get
Hero’s Curse within the spell’s range of you.
DIF: 8 Casting Time: 1 round
Holy Armor
Range: Touch Duration: 1 hour
DIF: 3 Casting Time: 1 round
Upon casting this spell, you immediately try to
touch a creature with an unarmed attack roll. If you Range: Touch Duration: WIL minutes
do, you drain WIL points from the target’s A creature you touch is blessed with an invisible suit
attributes for one hour, divided among them as you of armor that gives it ARM 3. Holy Armor is invisible
choose (derived stats are also reduced to anything other than magical detection (Witch
accordingly). Example: if your WIL is 6, you could Sight, for instance), and it is weightless, so it does
choose to drain the target creature’s TOU by 3, AGI not encumber the wearer. Holy Armor does not
by 2 and AWA by 1. If an attribute drops below 0, stack with other types of armor (apply the highest
the target creature suffers an additional effect: ARM), but the recipient may carry a shield.

ATTRIBUTE EFFECT IF REDUCED BELOW 0


Impostor
AGI Paralyzed
DIF: 5 Casting Time: 1 round
TOU Unconscious
Range: Caster Duration: WIL hours
AWA Total Memory Loss
You assume the appearance of any other individual
WIL Charmed (by caster) you have met. The copied individual must be a
humanoid of approximately the same size (i.e.
Hoan's Chant within 1 foot) and build (within 60 lbs). This is an
illusion which can copy a person’s speech pattern
DIF: 1 Casting Time: 1 round
and appearance, including clothing. Equipment can
Range: WILx10 yards Duration: See below be copied if you carry something of similar shape,
You fall into a trance whilst chanting. As long as you although function will never be reproduced. For
concentrate and the chanting continues, all allies instance, the spell can cause a normal sword to look
within range gain +1 to their defense rolls. The like a magical sword of approximately the same
nature of the chant is such that you are not aware size, but the copy will not have magical properties.
of what is happening around you. During this time, Anyone more familiar than you with the copied
you are Paralyzed: can take no other actions, suffer individual rolls AWA+Observation against the
-3 to defense rolls, and melee attacks against you casting to realize that there’s something off with
deal +3 damage. If you take damage, you must roll the copy’s appearance or manner.
WIL+Focus against the damage roll to maintain
concentration. The spell drains 1 point of Spirit per Inhabit Other
round spent chanting. You can break the chant at
DIF: 6 Casting Time: 1 minute
any time. If you run out of Spirit, the spell is broken
(and you are at the brink of madness, see page 22). Range: WILx10 yards Duration: Permanent
You permanently switch bodies with another
creature. Unwilling targets must roll WIL+Focus
against the casting to resist the effect. The switched

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entities gain the attributes, derived stats and Jester’s Joke
physical abilities of the new body, including innate
DIF: 5 Casting Time: 1 round
powers such as breath or gaze attacks. Spells and
skills are also switched, i.e. retained from the Range: WILx10 yards Duration: See below
previous form. This spell is permanent, and cannot After you cast this spell, the first thing you say will
be cancelled unless recast. seem hilariously funny to up to WIL designated
listeners within range, as long as they can hear and
Ironbite understand you, and fail a WIL+Focus roll against
DIF: 4 Casting Time: 1 round the casting. Those affected will laugh
uncontrollably and become Severely Impaired
Range: WILx3 yards Duration: WIL rounds
(Move 0, -3 to rolls). As an action, a victim can
You cause a single iron weapon within range to attempt a 2d Spirit check to shake off the effect.
become searing hot for the duration. This causes
no harm to the wielder, but the weapon can light Lay to Rest
things on fire, and anyone hit with it will suffer an
DIF: 8 Casting Time: 1 round
additional damage roll using DAM equal to your
Arcane Lore skill level. Range: WILx10 yards Duration: Permanent
This spell causes all undead creatures within range
Iron Guard to be reduced to lifeless remains (if non-corporeal,
DIF: 4 Casting Time: 1 round they are reduced to dust). Targeted creatures must
Range: Touch Duration: WIL rounds roll TOU+Resistance (spells/powers) against the
casting to resist the effect.
Any metal passes harmlessly through the
recipient’s body. Any other substance still harms
Leap
the recipient, so a flaming sword would still burn,
and a poisoned dagger would still poison. DIF: 1 Casting Time: 1 round
Range: Caster Duration: Instant
Item Invulnerability You are able to make a giant leap, horizontally or
DIF: 7 Casting Time: 1 hour vertically, jumping a number of yards equal to your
Range: Touch Duration: Permanent current Move. You can cast this spell while running.

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

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making the circle: chalk or wax may be enough to modified by the item’s skill level, and the item’s WIL
contain a minor demon, but more powerful entities for determining the effect. Using the item drains
will require powdered gems, mercury and the like. the item’s Spirit normally. Once the item runs out
The circle can be no more than 10 yards in of Spirit, it loses its magical properties.
diameter. Assume that the value of material Returning to the example, Ulfryd’s crystal gains WIL
components must be at least equal to 100 times and Spirit equal to Ulfryd’s, and the Major Illusion
the entity's XP total (in gold pieces). Assume also spell at a level equal to Ulfryd’s Arcane Lore. Ulfryd
that you can make the enchantment strong enough gives the crystal to Oswald, who can now use it to
for a creature whose XP do not surpass twice your cast Major Illusion as an innate spell. Each use
own. Failing any of these requirements, or failing to drains 3 Spirit from the crystal.
cast the spell successfully (the GM should make the
casting roll secretly) means the ward is too weak Magic Seal
and no match for the creature - much to the
caster's regret, generally. DIF: 2 Casting Time: 1 round
Range: Touch Duration: See below
Magic Item Enchantment You magically lock a closed door, window, gate,
DIF: See below Casting Time: See below chest or other entryway. You and other designated
creatures can open the object normally. You may
Range: Touch Duration: See below
also set a password that, when spoken within 2
You create a magic item that allows its user to cast yards of the object, suppresses the lock for 1
another spell. You need not know the spell you minute. Otherwise, DIF rolls for picking the lock or
want to enchant the item with, as long as your forcing it open are made at +3. The spell is
Arcane Lore skill would theoretically allow you to permanent, but you can cancel it with a touch.
learn it. Over time you can create several items, or
one item with several spells. However, the Major Illusion
cumulative DIF of the spells enchanted in such
items can never exceed your WIL, multiplied by DIF: 3 Casting Time: 1 round
your Magic Item Enchantment skill level. For Range: WILx10 yards Duration: WIL minutes
example, if you have WIL 4 and Magic Item You create the illusion of an object, creature or
Enchantment at level 2, you could create a single other visible phenomena. The illusion cannot cover
item with a DIF 8 spell, one item with a DIF 5 spell a volume greater than a 10x10x10 yard cube. The
and a second item with a DIF 3 spell, one item with image seems completely real, including sounds,
two DIF 4 spells, or four items with DIF 2 spells. Until smell and temperature appropriate to the thing
these items are used up or destroyed, you cannot depicted. Sensory inputs cannot be intense enough
create additional items. to cause damage (e.g. heat cannot burn, sound
Enchanting an item takes one day and costs 1,000 cannot deafen, etc.). By concentrating on the
gp per DIF level of the spell you want to enchant illusion while within range, you can cause it to walk,
the item with. For example, Ulfryd enchants a move, emit sounds or even speak in a manner that
crystal with a powerful rune, granting it the power appears completely natural. Physical interaction
of Major Illusion (DIF 3). It will take him 3 days and with the illusion reveals it for a fake because things
cost 3,000 gp in materials, labor and facilities. pass right through it. Viewers using an action to
At the end of the crafting process, make a Magic examine the illusion can roll AWA+Observation
Item Enchantment casting roll against the DIF level against the casting to see it for what it is.
of the spell you want to enchant the item with;
failing the roll means that you have spent the time
and money for nothing; you can abandon the effort
or start over.
If you succeed, the item gains a WIL score and
maximum Spirit equal to yours, and the enchanted
spell at a skill level equal to your Arcane Lore skill.
It can be used by anyone, and follows the normal
rules for innate spells: casting the spell requires no
DIF roll; if a casting roll is still required to overcome
a target’s defense, use the item wielder’s AWA

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Major Necromancy WIL+Focus roll. WIL rounds later, a creature
affected by the spell can attempt a 2d vs. maximum
DIF: 6 Casting Time: 1 minute
Spirit check. If it succeeds, the spell ends for that
Range: WIL yards Duration: 24 hours creature. If it fails, the creature remains under the
This spell must be cast at night. It allows you to turn spell for WIL more minutes.
up to WIL humanoid corpses into Ghouls under your
control. After 24 hours have elapsed, the creatures Mechanical Manipulation
are no longer under your control unless you cast the DIF: 2 Casting Time: See below
spell on them again before the duration has elapsed.
Range: WILx3 yards Duration: Instant
You may optionally create one Ghast instead of two
Ghouls, one Wight or Mummy instead of three You understand the workings of various non-
Ghouls, or one Ghoul Lord or Zombie Lord instead magical mechanical devices and can manipulate
of five Ghouls. See the Monsters section for creature them at a distance. This allows the opening of locks
statistics. or barred doors and can be used to activate traps
(although the resulting effect may still be harmful).
Major Wildcast To cast the spell, you must wiggle your fingers for
2d6 rounds as if utilizing the device. You can only
DIF: 6 Casting Time: 1 round affect one mechanism each time you cast the spell.
Range: See below Duration: See below
This method of spellcasting taps into the raw force Mind Blast
of chaos called Wild Magic, resulting in an effect DIF: 5 Casting Time: 1 round
that you only partially control.
Range: WILx10 yards Duration: See below
Upon a successful casting, roll 1d6. The result
You select up to WIL targets within range. The
indicates the DIF of the spell effect that you bring
targets must roll WIL+Focus against the casting or
forth. You may choose any spell with the DIF score
suffer Spirit damage equal to the amount failed by,
indicated, which works normally, using the Major
and become Impaired (Move 50%, -2 to rolls). A
Wildcast roll as its casting roll.
victim can attempt a 2d check vs. maximum Spirit
each round, as an action, to shake off the effect. If
Mana Stone reduced to 0 Spirit or less, a victim “snaps” and
DIF: 5 Casting Time: 1 minute teeters at the brink of madness (see page 22). If the
Range: Touch Duration: See below fully drained victim is in combat, a 2d check vs.
maximum Spirit can decide whether it keeps
You enchant an ordinary gemstone so that it can
attacking or abandons the fight. If being
hold Spirit points that can be used to cast spells.
interrogated, the victim might finally break and
You may store WIL points of Spirit into a gem worth
answer questions. The spell has no effect on
no less than 100 gp per Spirit point stored. The gem
golems and other mindless creatures.
must then be worn around your neck or on a ring
in order to grant you the extra Spirit points. These
extra points will only be consumed after your Mind Guard
normal Spirit has been used up (so you are advised DIF: 3 Casting Time: 1 round
to save these extra points for emergency use only). Range: Touch Duration: WIL hours
Points contained inside the gem never return once This spell protects the recipient from all types of
consumed. If the gem is emptied of its Spirit, it is mental attacks, granting +3 to rolls against being
reduced to dust. charmed, mind reading, fear, Mind Blast and other
mind-affecting spells and effects.
Masque of Terror
DIF: 3 Casting Time: 1 round Mind Reading
Range: WILx3 yards Duration: WIL minutes DIF: 2 Casting Time: 1 round
Your face appears to change, assuming a form so Range: WILx10 yards Duration: WIL rounds
horrible that all those within range must roll You read the mind of another creature and
WIL+Focus against the casting or become Slightly understand their current surface thoughts for the
Impaired (-1 to rolls) and flee in terror. Friendly duration. Such an intrusion goes unnoticed as you
creatures are also affected, but they get +3 to the are only receiving broadcast signals.

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Minor Demon Summoning It is small (1 foot high) and far too weak to fight.
However, it can communicate telepathically with
DIF: 5 Casting Time: 1 hour
you, lift up to 5 lbs. and move at a rate of 10
Range: WILx10 yards Duration: See below (assume it has 0 in each attribute). Depending on
This spell summons a minor Demon before you. the element, it may be able to light something on
The casting of the spell requires you to sacrifice fire, pour water, dig a hole or blow out a torch. It
some of your own blood as you chant the words of will remain for WIL minutes or until it takes any
the spell, letting it spill into the area where the damage, which sends it back to its home plane.
Demon must appear. In game terms, the casting
drains 5 Health as well as 5 Spirit. The creature Minor Illusion
summoned will be forced to perform a single task DIF: 0 Casting Time: 1 round
for you. Once the task has been performed, the
Range: WILx3 yards Duration: WIL rounds
creature is free to return to its home plane. Or it
may try to seek out and kill you. You create a sound or image of an object for up to
Demons come in many shapes and sizes. Use the WIL rounds. If an image is created, it can’t be larger
random system below to generate a minor Demon, than a 2x2x2 yard cube, does not move and does
whose appearance is limited only by the GM's not include any other sensory effects. This includes
imagination: touch, so something coming into contact with the
illusion passes right through it. Creatures taking at
DEMON, MINOR (Variable XP) least one round to examine the illusion can roll
AWA+Observation against the casting to see it for
AGI: 1d6 Move: variable*
what it is.
TOU: caster’s WIL Health: variable
AWA: 1d6 Initiative: variable Minor Necromancy
WIL: 1d6 Spirit: variable DIF: 3 Casting Time: 1 minute
Innate Spells (@ level 1): One per DIF level, up to Range: WIL yards Duration: 24 hours
the Demon’s AWA
This spell creates mindless undead servants under
*Roll 1d6. A roll of 6 indicates that the demon can fly at
your control. You can raise the remains of up to WIL
twice its ground move.
humanoid corpses. They will turn into Zombies if the
corpses aren’t fully decomposed, or Skeletons if only
Minor Elemental Servant the bones remain. After 24 hours have elapsed, the
DIF: 2 Casting Time: 1 minute creatures are no longer under your control unless
Range: WILx10 yards Duration: WIL minutes you cast the spell on them again before the duration
has elapsed. You may optionally create 1 Gildorian
You call forth a minor elemental spirit. The
Skeleton instead of 2 Skeletons. See the Monsters
elemental will perform your bidding, though it
section for creature statistics.
must remain within range of you, or it disappears.

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Minor Sorcery Murphy’s Curse
DIF: 0 Casting Time: 1 round DIF: 3 Casting Time: 1 round
Range: WILx10 yards Duration: See below Range: Touch Duration: WIL hours
You choose one of the following effects: Upon casting this spell, you immediately try to
• Your voice booms loudly for up to WIL rounds touch a creature with an unarmed attack roll. If you
do, the target must re-roll every one of its dice,
• Flames flicker, brighten, dim or change color
taking the worst of the two rolls, for the duration.
for up to WIL rounds
Only die rolls that are made for actions undertaken
• Harmless tremors shake the ground for up to by the creature, or pure “luck” rolls, are re-rolled.
WIL rounds Defense rolls are unaffected.
• A sound you choose is heard briefly from
somewhere within range Music of the Gods
• An unlocked door or window flies open or DIF: 5 Casting Time: 1 round
slams shut Range: WILx10 yards Duration: See below
• You alter the appearance of your eyes for up to You cause an otherworldly, ethereal music to
WIL rounds resonate as if from the heavens. Those hearing it
will be filled with deep emotion: apathy if the music
Minor Wildcast is soft and dream-like, bloodlust if it is violent, and
DIF: 3 Casting Time: 1 round so forth. You conduct this supernatural orchestra,
willing the music to express the emotions you
Range: See below Duration: See below
desire. Maintaining the performance requires
This method of spellcasting taps into the raw force concentration. Those hearing the music within
of chaos called Wild Magic, resulting in an effect range, including allies but excluding you, must roll
that you only partially control. WIL+Focus against the casting to avoid falling into
Upon a successful casting, roll 1d6. The result a trance and becoming Severely Impaired (Move 0,
indicates the DIF level of the spell effect that you -3 to rolls). One minute later, assuming the music
bring forth, per the table below: continues, a victim can attempt a 2d check vs.
maximum Spirit to break out of its trance. The Spirit
D6 ROLL SPELL DIF check can be attempted once every minute
1-3 1 thereafter. If the Spirit check is successful, the spell
4-5 2 ends for that creature.
6 3
Myriad Beast Forms
You may choose any spell with the DIF score DIF: 7 Casting Time: 1 round
indicated, which works normally, using the Minor Range: Caster Duration: WIL hours
Wildcast roll as its casting roll.
You gain the ability to turn into different animals.
The ability lasts for the duration, or until you
Mole Burrowing choose to cancel the spell. The spell is cancelled
DIF: 3 Casting Time: 1 round automatically if you drop to 0 Health or die. The
Range: Caster Duration: WIL minutes forms assumed can be of any natural animal
(including giant versions and dinosaurs). You can
You can burrow into normal mud, sand or earth at
turn into normal or giant-sized version of animals,
a rate of one-tenth your Move. The spell works
as long as they have equal or less XP than you. Your
through anything as hard as packed earth, but you
attributes, stats, skills and other special abilities are
may not move through solid stone, such as that
replaced with those of the chosen beasts. Note:
found in caves and dungeons.
giant-sized versions of beasts have higher
TOU/Health than their normal-sized brethren, but
other stats and abilities are usually the same. While
the spell is in effect, you can turn into any beast as
a simple one round action, and any injuries are
automatically healed. If you revert back to your
normal form, the spell ends immediately. When the

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spell ends, your derived stats such as Health and Pestilence
Spirit return to the levels they were at before you
DIF: 6 Casting Time: 1 round
cast the spell. You are limited by the nature of the
new forms, so you cannot speak. Your equipment Range: WILx10 yards Duration: See below
melds into the new forms, rendering it unusable. You unleash a terrible disease on one creature
within range. The target must roll TOU+Resistance
Neural Transfer (poison/disease) against the casting. If it fails, the
DIF: 2 Casting Time: 1 round victim suffers a damage roll, using your WIL. One
hour later, even if the damage was healed, the
Range: Touch Duration: See below
victim becomes Severely Impaired (Move 0, -3 to
You establish a neural connection with another rolls). The victim can attempt to shake off the
creature. You may then begin transferring Spirit impaired state each day thereafter, by making a
points from yourself to the recipient, at the rate of successful 2d Health check.
one point per round, as long as you remain in
physical contact. There is no limit to the number of Petrification
Spirit points you can transfer in this way, but each
DIF: 7 Casting Time: 1 round
point transferred above the recipient’s normal
maximum causes it to lose one Health point. Range: WILx10 yards Duration: See below
You turn a single creature and all its equipment into
Oilskin stone if it fails a TOU+Resistance (spells/powers)
DIF: 2 Casting Time: 1 round roll against the casting. This condition lasts WIL
rounds, unless you concentrate on the spell for one
Range: Caster Duration: WIL minutes
minute after it is cast, in which case it is permanent.
You skin become so slick that blows and weapons A successful Dispelling can remove the curse.
simply slide off. You gain +1 to defense rolls
against most physical attacks. Phantasm
DIF: 3 Casting Time: 1 round
Orb of Imprisonment
Range: WILx10 yards Duration: WIL rounds
DIF: 8 Casting Time: 1 round
You create an illusion that takes root in the mind of
Range: WILx10 yards Duration: WIL centuries
a single creature within range if it fails an
You hurl an orb of shifting colors towards a AWA+Observation roll against the casting. The
creature. When it hits its target, the Orb appears to phantasm can be no larger than a WILxWILxWIL
grow and envelop the hapless creature. Unwilling yard cube and is perceivable only to the target. You
targets must roll TOU+Resistance (spells/powers) must concentrate on the phantasm in order to
against the casting to break free of the colors. maintain it. Mindless creatures like undead or
Otherwise, the target is trapped within the sphere, contructs cannot be affected. The phantasm covers
in stasis, for WIL centuries. Creatures so trapped are all senses including sound, smell, temperature and
in a state of perpetual dreaming, unconscious of touch. The target may consciously attempt to
present time and space, and immune to the effects disbelieve the phantasm by taking an action and
of age. making an AWA+Observation roll against the
casting. While affected by the spell, the target
Ozric’s Tentacles treats the phantasm as if it were real. It will
DIF: 2 Casting Time: 1 round rationalize seemingly illogical outcomes from
interacting with the phantasm. For example, if it
Range: WILx3 yards Duration: WIL minutes
attempts to walk across a phantasmal bridge that
Your arms turn into huge tentacles. Starting the spans a chasm, the inevitable fall might be blamed
following round, each tentacle can make an attack on being pushed or blown off by a sudden gust of
roll against any creature within range, using your wind. If the phantasm is something that could
WIL. A creature struck by a tentacle becomes logically deal damage to the target, it may inflict
Severely Impaired: Move 0, -3 to rolls. As an action, DAM 0 each round to the target’s Spirit (although
the victim can attempt a 2d Move or 2d Health the target believes it is suffering physical wounds).
check in order to break free. A target whose Spirit is reduced to 0 will believe it
is slain and fall unconscious.

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Phantom Sight Plant Animation
DIF: 2 Casting Time: 1 round DIF: 4 Casting Time: 1 round
Range: Caster Duration: WIL hours Range: WILx10 yards Duration: WIL minutes
Invisible and ethereal creatures and objects This spell must be cast in an overgrown area. You
become visible to you (ethereal creatures appear cause all plants within WILx10 yards of you (at the
ghostly and translucent). time of casting) to grab and hold others. Each
round they remain in the area, all foes you
Plague Rats designate must roll AGI+Athletics against the
DIF: 4 Casting Time: 1 round casting or become Severely Impaired (Move 0, -3
to rolls). Impaired creatures can attempt to free
Range: WILx5 yards Duration: WIL minutes
themselves each round by rolling AGI+Athletics
This spell only works in a city or dungeon against the casting, but the plants will keep
environment where rats breed. You call forth a attempting to grab them as long as they remain in
swarm of the vile creatures. The Plague Rats will the area.
viciously attack everyone within range of the spell,
except you. They remain in the area for the duration Polish / Soil
of the spell before dispersing.
DIF: 0 Casting Time: 1 round
PLAGUE RAT SWARM (32 XP) Range: WILx10 yards Duration: Instant
AGI 2 Move 0 Polish causes the item or area affected to become
TOU 3 Health 15 spotlessly clean. Soil causes the item or area to
AWA 0 Initiative 9 become quite filthy. You can affect a maximum area
of WILxWIL yards within range.
WIL 4 Spirit 19
Skills: Resistance (AOE 1 attacks) 2, Senses 2 Power Word: Death
Biting: A swarm does not make normal attacks. DIF: 9 Casting Time: 1 round
Instead, it automatically inflicts DAM 0 each round
Range: WILx10 yards Duration: Instant
to anyone it is in contact with, ignoring armor
unless it completely covers the body. You utter a word of power and point to a creature
Small Spaces: Can pass through any space large you can see within range. If the target has less XP
enough to fit a rat. than you, it dies on the spot.

Disease: Anyone bitten by the rats catches the


plague if they fail a TOU+Resistance
Power Word: Healing
(poison/disease) vs. POT 4 roll. Within a day, the DIF: 9 Casting Time: 1 round
victim suffers a POT 4 damage roll and becomes Range: Touch Duration: Instant
Severely Impaired (Move 0, -3 to all rolls). The
You touch a creature, and a wave of healing energy
victim may attempt a 2d Health check every
washes over it. The target regains all Health and
following day to shake off the condition.
Spirit points. If it is Impaired, the condition ends.
Undead creatures and constructs are not affected.

Power Word: Stun


DIF: 8 Casting Time: 1 round
Range: WILx10 yards Duration: Instant
You utter a word of power and point to a creature
you can see within range. If the target has less XP
than you, its mind is overwhelmed and it becomes
Paralyzed: cannot act, -3 to defense rolls, +3 to
damage received from melee attacks. The target
can attempt a 2d Health check each round, as an
action, to shake off the effect.

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Prayer of Healing Raise Iron Golem
DIF: 2 Casting Time: 1 minute DIF: 8 Casting Time: 1 month
Range: Touch Duration: Instant Range: Touch Duration: Permanent
You recite a prayer, lay hands on a creature and This is the process of creating and animating an
make a WIL roll. The creature regains that many Iron Golem under your command (see Monsters
points of Health. section for stats). The casting time must be spent
fashioning the construct using 80,000 gp of
Quicksand materials, culminating in an eldritch incantation
that brings it to life (or a terrible semblance
DIF: 5 Casting Time: 1 round
thereof). If the spell fails, the construction effort has
Range: WILx10 yards Duration: Permanent been for naught, and you must begin again from
You turn a WIL yard radius area (AOE=WIL), scratch. On a critical failure, the Golem wakes up
centered on a point you choose within range, into and attempts to destroy its maker.
quicksand. Land-based creatures and objects in the
area must roll AGI+Athletics against the casting to Raise Stone Golem
move out of the area or grab hold of something.
DIF: 7 Casting Time: 1 month
Otherwise, they become Severely Impaired (Move
0, -3 to rolls) and begin to sink. Each round Range: Touch Duration: Permanent
thereafter, they should make a 2d Health check to This is the process of creating and animating a
remain above the quicksand. As soon as a check Stone Golem under your command (see Monsters
fails, they begin to suffocate, suffering DAM 0 each section for stats). The casting time must be spent
round until they die or are rescued by someone. fashioning the construct using 70,000 gp of
materials, culminating in an eldritch incantation
Raise Clay Golem that brings it to life (or a terrible semblance
thereof). If the spell fails, the construction effort has
DIF: 6 Casting Time: 1 month
been for naught, and you must begin again from
Range: Touch Duration: Permanent scratch. On a critical failure, the Golem wakes up
This is the process of creating and animating a Clay and attempts to destroy its maker.
Golem under your command (see Monsters section
for stats). The casting time must be spent
fashioning the construct using 60,000 gp of
materials, culminating in an eldritch incantation
that brings it to life (or a terrible semblance
thereof). If the spell fails, the construction effort has
been for naught, and you must begin again from
scratch. On a critical failure, the Golem wakes up
and attempts to destroy its maker.

Raise Flesh Golem


DIF: 5 Casting Time: 1 month
Range: Touch Duration: Permanent
This is the process of creating and animating a
Flesh Golem under your command (see Monsters
section for stats). The casting time must be spent
fashioning the construct using 50,000 gp of
materials, culminating in an eldritch incantation
that brings it to life (or a terrible semblance
thereof). If the spell fails, the construction effort has
been for naught, and you must begin again from
scratch. On a critical failure, the Golem wakes up
and attempts to destroy its maker.

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Raise Wall Regeneration
DIF: 5 Casting Time: 1 round DIF: 1 Casting Time: 1 round
Range: WILx10 yards Duration: See below Range: Caster Duration: Instant
You regenerate tissue damage and regain a
You cause a wall to rise out of the ground, made
number of Health points equal to a WIL roll.
from whatever material the ground is composed of
(earth, ice, water...). The wall can be up to 5 yards
high and WILx10 yards long, or 10 yards high and
Righteous Anger
WILx5 yards long. It can be shaped as you choose. DIF: 3 Casting Time: 1 round
If you attempt to enclose one or more creatures, Range: Touch Duration: WIL minutes
they must roll AGI+Athletics against the casting to
Designate a recipient and make a WIL roll. The
avoid being enclosed. The wall’s solidity depends
recipient is filled with such righteous anger that it
on the material:
gains a temporary boost in Health equal to your
roll. The magically gained Health is lost first if the
Material ARM Health
recipient is damaged while the spell is in effect.
Sand 0 20
Earth 3 20 Rope Animation
Ice 5 20 DIF: 2 Casting Time: 1 round
Stone 8 20 Range: WILx10 yards Duration: WIL minutes
You hold the end of a rope no longer than WILx10
Solid walls last until destroyed by time or force.
yards long, and animate it to your will. You may
Walls made of non-solid materials (water, sand) last
cause the rope to tangle or disentangle itself, tie or
as long as you concentrate on them.
undo any knot, stretch itself vertically rigid, etc. You
may command the rope to tie itself around a
Rapture creature. The target must roll AGI+Athletics against
DIF: 8 Casting Time: 1 round the casting to avoid becoming Severely Impaired
Range: WILx10 yards Duration: WIL hours (Move 0, -3 to rolls) as long as you hold on to the
other end of the rope. As an action, the victim can
You charm one creature if it fails a WIL+Focus roll
attempt a 2d Move or 2d Health check in order to
against the casting (the roll is made at +2 if the
break free.
target is fighting you or your allies). You have a
telepathic link with the charmed creature as long as
Sacrifice
you are on the same plane, and it will do its best to
obey you for the duration. If the charmed creature DIF: 6 Casting Time: 1 minute
takes damage from you or your allies, it can Range: Touch Duration: See below
attempt a new WIL+Focus roll against the casting
You bless another creature so that any harm to it
to break the spell.
partially affects you instead. Upon casting the spell,
you specify a duration of up to WIL months. Until
Reconstruction that time, half of any Health damage suffered by the
DIF: 0 Casting Time: 1 minute recipient (rounded down) is borne by you instead of
Range: Touch Duration: Instant the recipient, and you feel the same pain as the
recipient no matter how far away you are from each
You repair one object from the broken pieces. The
other. Once cast, you cannot cancel the spell, and it
item must be small enough that you can lift it when
will last until the duration expires or you or the
repaired. You can physically repair magic items, but
recipient is slain.
their magical properties won’t be restored with this
spell. You can repair up to WIL fractures or breaks.
The GM should make the DIF roll secretly. On a
Sage’s Wisdom
critical failure, the spell appears to work but in fact DIF: 4 Casting Time: 1 round
the pieces are badly welded together, and the item Range: Touch Duration: WIL minutes
will break the first time it is used.
You grant one creature an AWA score of 6 for the
duration. The blessing only works if the recipient’s
AWA is initially less than 6.

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Scourge of Flame Self-Image Replication
DIF: 3 Casting Time: 1 round DIF: 6 Casting Time: 1 round
Range: WILx10 yards Duration: WIL rounds Range: WILx10 yards Duration: WIL minutes
You cause a mass of roaring flames to appear You create an illusion that causes up to WIL other
anywhere within range. The flames cover a 2-yard creatures you designate to assume your
radius (AOE 2) and remain for WIL rounds. appearance. Their clothing, equipment and voice
Creatures in the area must roll AGI+Athletics will likewise be copied. The illusion affects all
against the casting or suffer a damage roll, using onlookers, including the targets themselves. A
your WIL. Damage rolls are suffered each round successful AWA+Observation roll against the
they remain in the area. casting is necessary to distinguish a fake, since the
appearance and manner of the copy is subtly
Sculpture different from the original. Copied equipment is
only copied in appearance, so a sword made to
DIF: 4 Casting Time: 1 round
look as a staff would still function as a sword.
Range: Touch Duration: Permanent
You can shape a piece or section of solid stone or Shade
clay however you wish. The volume of stone or clay
DIF: 5 Casting Time: 1 minute
shaped by the spell can be no larger than a
WILxWILxWIL yard cube. Range: Caster Duration: WIL hours
Your spirit temporarily leaves your body in the form
Secret Script of a shadow-like twin. The shade cannot physically
affect things, nor can it be harmed by normal
DIF: 1 Casting Time: 1 minute
means (physical objects pass right through it). The
Range: Touch Duration: WIL months shade can fly at twice your Move and pass through
This spell only works on a book or scroll written by the smallest spaces. You can see, hear and even
your own hand. Upon casting this spell, the text speak through the shade. You may cast only one
appears unintelligible to all but you and anyone else spell through the Shade: Inhabit Other (DIF 6).
you designate. Alternatively, the writing can be made While projecting through the shade, you are
to say something entirely different. Phantom Sight unaware of your surroundings and your physical
allows the reader to see through the illusion and body is effectively Paralyzed (cannot act, -3 to
discern the original text. Witch Sight allows the defense rolls, +3 to damage received from melee
reader to detect the enchantment, but not to see attacks). If you suffer damage, you may voluntarily
through it. Dispelling can remove the illusion, but on break the spell and return to your physical body, or
a critical failure the original text is destroyed. roll WIL+Focus against the damage to maintain
concentration on the spell.
Seeker’s Blessing
DIF: 2 Casting Time: 1 round
Shattering
Range: Touch Duration: WIL minutes DIF: 3 Casting Time: 1 round
Range: WILx10 yards Duration: Instant
You polarize the metal tip of a projectile, allowing
other projectiles of that type to more easily follow You point at an object within range. The object
the ensorcelled missile to its destination. Thus, the must roll ARM against the casting, or it breaks.
first projectile has no special bonuses. If it hits its Non-magical items make this roll at -3. See typical
target, every subsequent missile of that type fired by ARM scores on page 20. The object must be
anyone at the same target, adds your Arcane Lore inorganic and made of one piece, so if you want to
skill level to the attack roll. If the enchanted missile destroy a sword you could target the blade or the
is extracted and moved before the duration of the hilt. Golems and similar constructs that can shatter
spell expires, any subsequent missiles will be are affected by this spell, and roll against the
attracted to the new location. One casting allows you casting using TOU+Resistance (spells/powers).
to imbue up to WIL missiles with the spell.

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Shocking Grasp General intelligence is gained, along with the ability
to speak in a hollow, sepulchral tone (the gem is
DIF: 0 Casting Time: 1 round
emitting the sound, which echoes in the otherwise
Range: Touch Duration: Instant
hollow skull). The undead creature can perform at a
Upon casting this spell, you immediately try to level given by the table above. It can display initiative
touch a creature with an unarmed attack roll. If you within its orders, but no more: an animated general
do, lightning springs from your hand. Make a given the order "take these troops and defeat that
damage roll using your Arcane Lore skill level as the army", would do so to the best of its ability, utilizing
DAM score. Metallic armor offers no protection. appropriate battlefield tactics. However, it would not
break off the attack to inform its master that the
Skill of the Snake army is actually composed of allies. At the higher
DIF: 3 Casting Time: 1 round levels of intelligence, there are rumors that the
undead gain levels of self-consciousness. They are
Range: Touch Duration: WIL rounds
forbidden by the spell from disobeying their orders
You grant one creature an AGI score of 6 for the in the slightest or taking actions not supported by
duration. The blessing only works if the recipient’s orders, but they can use badly formulated orders to
AGI is initially less than 6. the disadvantage of their master. In the former
example, for instance, a very intelligent undead
Skull Stone general might order its troops to concentrate on the
DIF: 7 Casting Time: 1 hour leaders of the friendly army, knowing them to be
friends of the caster. Nevertheless, the draw for
Range: Touch Duration: Permanent
necromancers to create such undead is immense,
You imbue a formerly mindless Golem or undead since they can be given very general commands —
creature (typically a skeleton or a zombie — a super-genius skeleton (especially a disguised one)
free-willed undead cannot be affected by this spell) single-mindedly pursuing the goal of killing a single
with AWA (but not a soul). In casting this spell, the person can do so in unbelievably cunning ways.
subject's brain, or the remains thereof, is removed Should you die, the undead affected by this spell
and replaced with a specially prepared gem. The retain their intelligence and gradually gain their own
crystalline structure of the gem acts as a focus to free will over a period of one year. Defeating one of
draw together and intensify the dark forces already these undead in battle has a 2 in 6 chance of
present in the creature, giving it an intelligence of its smashing the skull of the undead, therefore
own. In no case can the AWA of the affected creature destroying the gem in a backlash of energies.
exceed yours at the time of casting. Otherwise, the gem may be extracted and reused.
Although the creature has AWA, it does not have
free will and is still subservient to you. However, the
added AWA enables it to remember and carry out
more complex commands and, within certain limits,
even display some initiative.

Gem Value AWA Ability Level


100 gp 0 Obey simple commands,
limited memory
500 gp 1 Simple strategies (ambush),
good servant
1,000 gp 2 Intelligent communication
2,000 gp 3 Command of mindless
creatures of similar type
5,000 gp 4 Impersonation of humans
10,000 gp 5 Extremely cunning

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Sleep Song Smokeshape
DIF: 3 Casting Time: 1 round DIF: 0 Casting Time: 1 round
Range: WILx10 yards Duration: WIL minutes Range: WILx10 yards Duration: Instant
This spell allows you to put chosen creatures to This spell allows you to shape an area of smoke, gas
sleep. The spell can affect a total amount of TOU or vapor into any form. The shape must be no
equal to your WIL, split as you desire among larger than a WILxWILxWIL yard cube. The shape is
creatures within range. Targets must roll visible for a few seconds and you can cause it to
TOU+Resistance (spells/powers) against the move briefly before it dissipates.
casting to resist the effect. Victims fall into a
sorcerous slumber until either the spell ends, or the Snake Sticks
sleeper takes damage, or someone uses an action
DIF: 4 Casting Time: 1 round
to wake them (it takes one round to wake a single
creature). Range: WILx3 yards Duration: WIL minutes
You turn normal wooden sticks into poisonous
Smite adders. You can turn up to WIL sticks into snakes.
DIF: 3 Casting Time: 1 round
ADDER
Range: Caster Duration: See below
AGI 3 Move 9
Upon casting this spell, you immediately attempt to TOU 0 Health 3
strike a creature with an armed or unarmed melee
AWA 0 Initiative 9
attack. If you do, the blow deals normal damage,
plus an additional damage roll using your Arcane WIL 0 Spirit 9
Lore skill level as the DAM score. In addition, the Bite: Delivers POT 3 poison (Venom; see page 23)
target must roll TOU+Resistance (spells/powers)
against the casting or become Impaired (Move Alternatively, the spell can transform a single
50%, -2 to rolls). The victim can attempt a 2d Health branch, bough, staff or stake into a boa constrictor.
check each round, as an action, to shake off the
effect. A failed casting doesn’t prevent the attack, BOA CONSTRICTOR
but simply causes it to deal the same damage it AGI 2 Move 6
normally would.
TOU 3 Health 15
AWA 0 Initiative 9
WIL 0 Spirit 9
Skill: Grappling 1

Snakes aren’t under your command, so they will


indiscriminately attack the nearest creatures within
range of their Move.

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

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ball, they become Impaired (Move 50%, -2 to rolls). some form of payment in exchange for its service.
If struck by a third ball, they become Severely Depending on the requested service, payment
Impaired (Move 0, -3 to rolls). Being struck by four could be in the form of gold, a magic item or a
or more snow balls has no further effect other than quest. WIL rolls should be made in the negotiation,
causing further humiliation. Impaired creatures can as appropriate. The harder the task, the higher the
attempt to shake off the effect by making a 2d payment. Tasks that are aligned with the Dragon’s
Health check, using an action. own goals will be more favorably viewed, requiring
less or no payment. If a bargain is struck, the
Song of Healing Dragon attempts to complete the task, reports
back to you and then flies back to its lair. If no
DIF: 2 Casting Time: 1 minute bargain is struck, it immediately flies back to its lair.
Range: WILx3 yards Duration: Instant
You designate up to WIL creatures within range; Soul Gaze
they recover WIL points of lost Health. DIF: 4 Casting Time: 1 round
Range: WILx10 yards Duration: Instant
Song of the Wyrm
You gaze upon a creature and can know its total XP
DIF: 7 Casting Time: 10 minutes value. If the target makes an AWA+Arcane Lore roll
Range: WILx10 yards Duration: See below against the casting, it feels your gaze. It may then
This incantation summons an Ancient Dragon attempt a WIL+Focus roll against the casting to
before you (see Dragon, Ancient in the Monsters hide itself from the unwanted prying and prevent
section). When the Dragon appears, it is under no you from gaining the knowledge.
obligation to serve you, so it will typically demand

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Soul Trap Spell Magnet
DIF: 8 Casting Time: 1 round DIF: 5 Casting Time: 1 round
Range: WILx10 yards Duration: See below Range: WILx10 yards Duration: WIL minutes
The creature targeted by this spell must roll You cloak one creature in a coat of darkness. The
WIL+Focus against the casting. On a failed roll, you target cannot make rolls to resist against spells for
force the target’s soul into a gemstone. While its the duration. The target may roll TOU+Resistance
soul is so trapped, the target’s body and all the (spells/powers) against the casting to resist this
equipment it is carrying cease to exist. The gem spell.
holds the target indefinitely or until the gem is
broken, at which time the target’s body re-forms Spell Mirror
next to the gem and in the same state as when this DIF: 5 Casting Time: 1 round
spell was cast on it, with all the equipment it was Range: Touch Duration: WIL minutes
carrying when it was trapped. You, and you alone,
can communicate telepathically with the trapped You imbue one creature with a shimmering,
reflective suit of armor. The spell grants the target
soul. Other creatures that inspect the gemstone see
a protection that causes spells that are specifically
a tiny figure inside it. You must provide a gemstone
directed at the target to “bounce back” and affect
worth at least 100 gp times the target creature’s XP.
their caster instead. Casters subjected to “bounced”
spells follow the normal rules to resist the effects of
Speak with the Dead their own spells. Spell Mirror does not work against
DIF: 3 Casting Time: 1 round spells that affect an area or more than one target.
Range: Touch Duration: 10 minutes
You grant a corpse a semblance of life for a while.
Spider Climbing
The corpse must have a mouth, cannot be an DIF: 2 Casting Time: 1 round
undead creature and cannot have been the Range: Touch Duration: WILx10 min.
recipient of this spell within the last 10 days.
You grant one recipient the ability to scale sheer
You can ask the corpse up to WIL questions until surfaces, vertically or upside-down, at half their
the spell ends. The corpse knows only what it knew normal Move, while leaving their hands free.
in life (including languages) and is unable to
comprehend new information or events that Spirits of Nature
happened after it died. Answers are generally brief,
cryptic or repetitive, and can be misleading if you DIF: 3 Casting Time: 1 round
hostile or recognized as an enemy. Range: WILx10 yards Duration: WIL rounds
This spell can only be cast in a natural outdoor
setting. You cause the spirits of the trees, stones or
other natural formations to be unleashed upon a
single creature within the range. Nature spirits will
appear as flying, ghostly shapes, ever-changing
and wailing frightfully. The creature attacked by the
spirits will not suffer any physical damage, but it
must roll WIL+Focus against the casting or be so
terrorized as to suffer a DAM 0 roll to Spirit, and
become Impaired for the duration of the spell
(Move 50%, -2 to rolls) as it tries to fight off the
insubstantial ghosts.

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.

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The target creatures or the object must be in Swiftfoot / Clubfoot
physical contact when you cast the spell. They are
DIF: 1 Casting Time: 1 round
transported to any location you designate on the
same plane of existence, with whatever they are Range: WILx10 yards Duration: WIL minutes
carrying, as long as you know the exact location. If With Swiftfoot, you imbue one creature with an
you have seen the destination, they will arrive at the extra WIL points of Move on land. The reverse,
desired location. If you have not seen it but you Clubfoot, slows the target’s land Move by WIL
know where it is, they will appear (1d6-1) x10 miles points. Unwilling targets can roll TOU+Resistance
from the desired location. (spells/powers) against the casting to resist the
effect.
Stoneskin
DIF: 4 Casting Time: 1 round Sword Call
Range: Touch Duration: WIL minutes DIF: 7 Casting Time: 1 round
You make the skin of a willing creature as hard as Range: WILx10 yards Duration: WIL rounds
stone, granting it ARM 3 for the duration. A number of swords and daggers you hold, up to a
maximum of WIL, fly out of your hands and
Succor simultaneously attack targets you designate. Make
DIF: 9 Casting Time: 1 day attack rolls for each weapon, using your AWA.
Make damage rolls using DAM 1. You must
Range: Touch Duration: See below
concentrate while the spell is in effect, or the blades
You imbue a specially prepared object worth no will stop their deadly dance and fall to the ground.
less than 5,000 gp with a powerful enchantment.
You then give it to a willing creature, along with a Sword Magnet
command word to be spoken when the item is
DIF: 5 Casting Time: 1 round
used. To make use of the item, the recipient must
speak the command word and break the item (1 Range: WILx10 yards Duration: WIL minutes
action). When this is done, the creature and You wreathe one creature in web-like strands of
everything it carries are instantly transported to a darkness. The target suffers a -2 penalty to defense
location predetermined by you; usually your abode rolls against physical blows and projectiles, and +2
or some other well-known location. No other to damage received from them, for the spell’s
creatures can be affected. duration. The target must roll TOU+Resistance
Alternatively, you can cast the spell to transport (spells/powers) against the casting to resist the
yourself to the possessor of the enchanted item, effect.
when it is broken and the command word spoken.
You will have a general idea of the location and Sword Mirror
situation of the item’s possessor, but be compelled DIF: 5 Casting Time: 1 round
to go to their location.
Range: Touch Duration: WIL rounds

Swarm Plague You imbue one creature with a shimmering,


reflective suit of armor. Any physical blow or
DIF: 5 Casting Time: 1 round
projectile directed against the target attacks the
Range: WILx10 yards Duration: Concentration attacker instead, who must defend against its own
You call forth a cloud of flying insects in a WIL yard attack rolls and suffer its own damage rolls.
radius (AOE=WIL) centered on a point within range.
The swarm remains in that location as long as you Telekinesis
concentrate on it. Creatures in the area become DIF: 5 Casting Time: 1 round
Slightly Impaired (-1 to rolls). In addition, they must
Range: WILx10 yards Duration: Concentration
roll TOU+Resistance (spells/powers) against the
casting, immediately and each round they remain You gain the ability to move creatures and objects
in the area, or suffer a damage roll, using your WIL. by thought alone. Each round of concentration, you
can attempt to move one creature or object. You
may switch your attention freely from one target to
the other but only one will be affected on any given

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round. Moving something or maintaining it in the Temporal Projection
air requires concentration.
DIF: 5 Casting Time: 1 minute
Moving a creature: You can use an action to move
Range: Caster Duration: WIL minutes
a creature up to 10 yards in any direction within
range. While under the telekinetic grip, the creature You cast your spirit back through the corridors of
is Severly Impaired (Move 0, -3 to rolls). The target time. This allows you to "see" into the past, as a
can attempt a TOU+Resistance (spells/powers) roll spectator in the exact spot you are standing in. You
against the casting to resist the effect each round. can cast your mind back up to WILx100 years. You
Smashing the target into something causes can "lock" on to a specific event if you know
damage equal to the amount the target’s resistance approximately when to look. You may not act,
roll failed by. move or speak in the past scene, and your spirit is
Moving an object: You can use an action to move invisible to the normal eye. Witch Sight shows you
an object weighing no more than WIL tons, moving as a ghostly form devoid of substance, an outline
it up to 10 yards in any direction within range. If the that can't be harmed or heard. In the present, you
object is being worn or carried, the wearer may appear to have fallen into a deep trance and are
attempt a TOU+Strength roll against the casting effectively Paralyzed: cannot act, -3 to defense rolls,
each round to keep it from being pulled away. You +3 to damage received from melee attacks.
can exert fine control on objects under the
telekinetic grip, such as manipulating a simple tool, Thunder Blast
opening a door or a container, or pouring the DIF: 5 Casting Time: 1 round
contents from a vial. If you hurl an object at Range: WILx3 yards Duration: Instant
someone or use it to attack, the target should roll
AGI+Athletics against the casting or suffer damage You strike the ground with a thunderclap, creating
equal to the amount failed by. a wave of destructive energy that targets any
number of creatures you choose within range.
Targeted creatures must roll TOU+Resistance
(spells/powers) against the casting or suffer a
damage roll using your WIL, and be knocked prone,
becoming Impaired (Move 50%, -2 to rolls) until
they use an action to stand back up.

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

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path (AOE 4). Target creatures must roll Tree Animation
AGI+Athletics against the casting to avoid being
DIF: 4 Casting Time: 1 round
struck. Make a damage roll against each creature
struck, using your WIL. Creatures made of metal or Range: WILx10 yards Duration: 1 hour
wearing metal armor suffer -1 to the AGI roll and This spell animates a tree or other large plant within
+1 to the damage roll (and the armor damage range and places it under your control. Animated
reduction is ignored). trees generally obey your wishes, but they are
intelligent and will never do anything that brings
Translocation harm to the forest.
DIF: 4 Casting Time: 1 round
ANIMATED TREE
Range: WILx10 yards Duration: Instant
AGI 1 Move 10
You instantly transport yourself and up to WIL
TOU * Health *
other willing creatures to any spot within range.
The location does not have to be seen; you can AWA 1 Initiative 10
simply visualize or specify it. Creatures transported WIL 1 Spirit 10
in this way can bring only as much as they can carry, Skill: Multistrike 2, Stealth 2 (in forest), Unarmed
and they must be in contact with you when you cast Strike 2
the spell. If the desired location has no space to
Flaw: Vulnerability (Fire) 2
accommodate you and everyone else you bring,
the spell fails and you each suffer a DAM 3 roll. Bark: ARM 2
*Tree size (TOU) equal to your WIL
Treasure / Trinket
DIF: 2 Casting Time: 1 round
Tree Shape
Range: Touch Duration: WIL hours DIF: 4 Casting Time: 1 round
Range: WILx10 yards Duration: 1 hour
Treasure: Causes one item to appear to be worth
about ten times its real value for the duration. You transform yourself and up to WIL willing
Trinket: Causes one item to appear to be worth companions within range into stout oak trees. The
about one-tenth its real value for the duration. spell lasts a maximum of one hour, but you (and
you alone) may cancel it beforehand. Targets of the
Creatures who actively examine the affected item
spell can be harmed normally while in tree form.
must roll AWA+Observation against the casting to
see the object as it really is. In any event, the illusion
will last WIL hours or until you dismiss it.
Troll Call
DIF: 8 Casting Time: 1 round
Range: WILx10 yards Duration: WIL hours
You summon WIL fierce Trolls to serve you for WIL
hours. Trolls will appear within range, but you can
send them to accomplish tasks farther afield. See the
Monsters section for Troll stats.

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

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abilities are replaced with those of the chosen Vaprach’s Curse
beast. When it reverts to its normal form, the
DIF: 6 Casting Time: 1 round
target’s derived stats such as Health and Spirit
return to the levels they were at before the Range: WILx10 yards Duration: Permanent
transformation. The target is limited by the nature This horrid curse causes one creature within range,
of its new form, so it cannot speak. Its equipment who fails a TOU+Resistance (spells/powers) roll
melds into the new form, rendering it unusable. against the casting, to slowly and agonizingly rot
away. The target loses WIL Health points
Turn to Water immediately and is Impaired (Move 50%, -2 to
DIF: 0 Casting Time: 1 round rolls). Thereafter, it will continue losing 1 Health
point per day until it dies. Health points lost due to
Range: WILx3 yards Duration: Permanent
this spell cannot be healed naturally or with healing
You turn any liquid into ordinary water. The liquid spells until Cure is successfully cast on the victim.
must be clearly visible to you (for instance, it is
impossible to turn a creature's blood into water). Wall of Wind
The spell affects a maximum volume equivalent to
DIF: 3 Casting Time: 1 round
a WILxWILxWIL yard cube.
Range: WILx10 yards Duration: WIL rounds
Vampire’s Kiss You cause a wall of strong winds to rise from the
ground. It can be up to 20 yards long and 5 yards
DIF: 3 Casting Time: 1 round
high, shaped as you choose. Every creature caught
Range: Touch Duration: See below along the path of the wall must roll TOU against the
Upon casting this spell, you immediately try to casting or be thrown back, suffering a DAM 3 roll.
touch a creature with an unarmed attack roll. If you The wind keeps fog, smoke and other gases at bay.
do, the target suffers a damage roll, using your WIL. Gaseous creatures and small flying creatures
Your own Health increases by half the damage cannot pass the wall. Loose, lightweight objects
caused. You can push your Health up to twice its coming into contact with the wall fly upward. This
normal maximum by means of this spell. The stolen includes arrows and other small projectiles, which
Health is lost first if you take damage, and any automatically miss their targets.
remaining will dissipate after WIL hours.
Ward of Passage
Vanishing DIF: 3 Casting Time: 1 minute
DIF: 2 Casting Time: 1 round Range: Touch Duration: Until Triggered
Range: Touch Duration: 1 hour You trace an invisible ward around an area 10 yards
You make up to WIL creatures invisible, along with in radius or less. If any other creature enters the
any items they are wearing or carrying, including area, you become aware of the intrusion. The ward
any light emitted from such items, as long as they is permanent until triggered and it will signal you
are on the target’s person. Invisible creatures make no matter how much time has elapsed or how far
their defense rolls and first attack roll at +2. When away you are.
an invisible creature attacks or casts a spell, the
spell ends for that creature. If an invisible creature Water Mirror
initiates combat while undetected, its first attack is DIF: 3 Casting Time: 1 minute
resolved before foes can react. If the foes were Range: Touch Duration: WIL minutes
potentially caught unprepared, they should then
You cause a small expanse of water to reflect a
make a surprise check (2d Initiative) to see if they
scene from anywhere on the same plane of
can act on the first round of combat.
existence. No sound accompanies the image. You
must know exactly where the area is located in
order for the spell to have a normal chance of
functioning. Approximate knowledge results in a -
2 penalty to the casting, and no knowledge at all
results in automatic failure. Creatures observed in
this way can roll AWA+Senses against the casting
in order to get the feeling they are being watched.

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Wave of Destruction round). You must concentrate on the whirlwind to
maintain it, or it dissipates immediately.
DIF: 8 Casting Time: 1 minute
Range: Sight Duration: See below Whispering Wind
You cause a wall of water to emerge at a point you DIF: 4 Casting Time: 1 minute
choose within range. The wave can be up to 100
Range: Unlimited Duration: See below
yards long, 70 yards high and 20 yards thick (AOE
60). Every creature within the area must roll You cause a magical breeze to issue forth. The
TOU+Aquatic against the casting to escape the Whispering Wind can carry a spoken message to
wave, otherwise they are caught inside it, suffer a any recipient you wish, wherever they may be. The
DAM 6 roll and are Severely Impaired (cannot move wind will travel at a rate of 100 miles per hour if the
away from the wave, -3 to rolls). Each round recipient is on the same plane of existence. If the
thereafter, the wave and all who failed their rolls recipient is on another plane of existence, the
move 20 yards away from you, picking up any new message will arrive in 1d6 weeks. The Whispering
creatures along the way. Creatures caught in the Wind can carry a maximum of WIL words. You will
wave may attempt a 2d Health check each round to not know if and when the message reaches its
escape. Each round after the first, the wave’s DAM destination, so the GM should make the DIF roll
is reduced by 1 and its height is reduced by 10 secretly and not reveal if the casting was successful.
yards until it dissipates. You must concentrate on
the wave to maintain it, or it dissipates immediately. Wind of Healing
DIF: 4 Casting Time: 1 round
Whirlwind of Destruction Range: WILx10 yards Duration: Instant
DIF: 9 Casting Time: 1 minute
You designate up to WIL creatures within range and
Range: WILx100 yards Duration: Concentration make a WIL roll; they regain that many points of
You create a whirlwind of about WIL yards in radius lost Health.
around its center (AOE=WIL) and WILx5 yards high.
You may control its movement up to the maximum Wind of Rust
range of the spell, causing it to Move at a rate equal DIF: 7 Casting Time: 1 round
to your Spirit maximum. Anyone coming into
Range: WILx10 yards Duration: Instant
contact with the Whirlwind of Destruction must roll
TOU against the casting or be sucked into the The Wind of Rust causes all iron and steel objects in
typhoon, suffering a damage roll using your WIL range, except those you carry, to rust and become
and becoming Severely Impaired (cannot move useless. Magic items can roll ARM against the
away from the whirlwind, -3 to rolls). They will take casting to resist the effect (see typical ARM scores
damage and be dragged along by the typhoon on page 20). Iron Golems and similar constructs can
each round until they break free by making a 2d roll TOU+Resistance (spells/powers) to resist the
Health check (one attempt can be made each effect.

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Windwalk of-Hand against the casting to avoid the effect. The
spell can be cancelled by someone casting
DIF: 4 Casting Time: 1 round
Dispelling or Witch Gloom with a higher casting roll.
Range: Touch Duration: WIL hours
The creature you touch becomes unhindered by Witch Sight
difficult terrain. Shrubs will part at its passage, DIF: 1 Casting Time: 1 round
stones will roll away, and the creature's feet will not
Range: WILx3 yards Duration: Concentration
sink into swamp-mud. Spells and other magical
effects cannot restrain it or reduce its Move. It You can detect magical emanations on objects,
automatically escapes non-magical restraints and places and creatures within range. You can
Grappling attacks. It is not Impaired in water and determine approximately how powerful the
can swim at its full Move. The spell does not affect detected magic is. The spell can penetrate most
barriers but is blocked by 1 foot of stone, 1 inch of
encumbrance limits and penalties.
metal or 1 yard of wood or dirt.
Witch Bolt
Wizard’s Hand
DIF: 1 Casting Time: 1 round
DIF: 0 Casting Time: 1 round
Range: WILx3 yards Duration: See below
Range: WILx3 yards Duration: WIL rounds
Crackling electricity bolts from your fingers towards
A spectral hand appears anywhere within range.
one creature within range. The target must roll
You can use actions to control the hand. It can
AGI+Athletics against the casting or suffer a DAM
manipulate objects, open unlocked doors or
0 roll from electrical damage. Each round
containers, stow or retrieve items from open
thereafter, you can use your action to automatically
containers, or pour the contents out of a vial. It
deliver another DAM 0 roll to the target, by
can’t attack, activate magic items or carry more
maintaining concentration on the bolt. The spell
than WILx2 lbs.
ends if the target moves out of range or finds cover,
if you lose your concentration, choose to do
something else, or WIL rounds have elapsed.
Word of Healing
DIF: 3 Casting Time: 1 round
Witch Gloom Range: WILx10 yards Duration: Instant
DIF: 2 Casting Time: 1 round You designate one creature within range and make
Range: WILx10 yards Duration: WIL minutes a WIL roll. The creature regains that many point of
lost Health.
You cause a magical darkness to spread out in a 5-
yard radius from either a chosen point within range
or an object you touch. Creatures with Nightvision Word of Passage
can’t see through the darkness, and non-magical DIF: 5 Casting Time: 1 round
light can’t penetrate it. If cast on an object, the Range: WILx3 yards Duration: WIL minutes
gloom then moves with the object but it will be
You cause a passage to be bored into a non-living
blocked if the object is completely covered or
contained in an opaque receptacle. The spell can substance such as a stone wall. The passage will be
be broken by someone casting Dispelling or Witch up to 2 yards wide, 3 yards tall and WIL yards deep,
Glow with a higher casting roll. and will last for the duration of the spell. The
passage creates no instability in the structure
surrounding it. Stone, metal, water, gas, or even fire
Witch Glow
are affected, though magical substances, sanctified
DIF: 0 Casting Time: 1 round areas and magically locked objects cannot be
Range: Touch Duration: WIL hours penetrated. If the passage is in a solid substance
You cause one item, which can be no larger than a and any creatures are still in it when it disappears,
3x3x3 yard cube, to give off light in a 10-yard they will be safely ejected to the location where you
radius. The light can be any color you choose. The cast the spell.
spell ends after WIL hours or if you cancel it as an
action. If you target an object held or worn by a
hostile creature, the creature can roll AGI+Sleight-

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Zvaltt’s Animal Bonding Zvaltt's Polarization
DIF: 1 Casting Time: 1 minute DIF: 1 Casting Time: 1 round
Range: WILx10 yards Duration: Permanent Range: WILx10 yards Duration: See below
You summon a small animal, bonding it to the You may cause designated items to attract or repel
person named. The bonded animal will wish to each other. One casting allows you to affect WIL
remain with the target and do its best to please pairs of objects. On the round the spell is cast and
them, and will try to seek out its master if they each round thereafter, you concentrate and name
become separated. Should the person bonded to two objects within range, and the effect wished for.
the animal kill the animal, then all animals of that For instance, you may say "Roderick's sword, orc's
species will behave aggressively in the presence of ring, attract!". The lighter object of the two will race
the murderer for one year after the slaying. towards, or be repelled by, the heavier object. The
effect is instantaneous and the objects are
When casting the spell, you name a subject within
immediately de-polarized. In the example above,
range by his true name. A small animal appropriate
the orc's ring flies towards Roderick's sword,
to the environment will appear within range in 2d6
bounces off it and fall to the floor.
minutes. Roll on the table below (1d6) and select
an animal with the appropriate stats: Note that objects must weigh no more than 10 lbs
per time they are named (i.e. it is possible to name
Roll AGI TOU AWA WIL Example the same two objects repeatedly on successive
1. 1 0 1 2 Songbird rounds, if they are heavier than 10 lbs).
2. 1 1 2 0 Cat Items must be named each round. If items are not
3. 0 1 2 1 Toad
named on any round after the spell is cast, one use
of the spell is lost. You must concentrate on the
4. 1 2 0 1 Boar
items named, so no other actions may be
5. 2 1 1 0 Lizard undertaken while the spell is in effect.
6. 2 0 1 1 Bat
A creature holding a named item may roll
TOU+Strength against the casting to prevent it
The creature bonded to the animal can teach the from flying away. If the item is being worn loosely
animal one "trick" soon after the bonding. It can be (such as a hat), then an AGI+Sleight-of-Hand roll is
trained to learn one additional trick each year required. Other worn items such as cloaks cannot
thereafter. fly away, but can be used to attract or repel other
items.

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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:

MAGIC ITEM EXAMPLES WIL Spirit Spells


6 Potions of Healing 2 12 Prayer of Healing 1
Ring of Invisibility 1 10 Vanishing 1
Staff of the Archmage 6 30 All @ level 2: Elemental Summoning, Dispelling, Fireball,
Scourge of Flame, Vanishing, Thunder Strike, Word of
Passage, Dreamwalk, Telekinesis, Forcetrap, Witch Sight,
Growth/Reduction, Witch Glow, Wizard’s Hand
Weapon, Enchanted 5 24 Bless Weapon 1

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

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MONSTERS

AIR MAIDEN (29 XP) Skills: Athletics 3


AGI 4 Move 19 Falling Rocks: Thrown boulders have a DAM score
TOU 2 Health 12 equal to the number of Apes that threw the boulder
AWA 2 Initiative 12 (more Apes = bigger boulder).

WIL 1 Spirit 10 Mountain Apes live in caves, much like prehistoric


humans. They have their own language. They look
Skill: Resistance (non-magical attacks) 3
like baboons but are about the size of gorillas. They
Swirling Winds: With a successful attack, no generally ambush parties from high up, hurling
damage is inflicted. Instead, the Maiden will cause boulders down to crush their victims.
the victim to become Impaired (Move 50%, -2 to
rolls) while she is in melee range. BAT, GIANT NIGHTWING (21 XP)
AGI 2 Move fly 24
AMBER CRYSMAL (47 XP)
TOU 2 Health 12
AGI 0 Move 9
AWA 0 Initiative 9
TOU 4 Health 19
WIL 0 Spirit 9
AWA 4 Initiative 19
Skills: Stealth 2 (in dimly lit or shadowy areas),
WIL 4 Spirit 19
Nightvision 2, Senses 2
Innate Spells (all @ level 1): Mind Blast, Neural
Screech: Once per encounter, a group of
Transfer, Power Word: Stun, Rapture, Telekinesis
Nightwing Bats can emit a piercing screech. All
Hard: ARM 4; any non-magical weapon that hits hearing creatures within 10 yards must make a
this creature has a 1 in 6 chance of breaking. TOU+Endurance vs DIF 2 roll or be Impaired (Move
50%, -2 to rolls); victims can attempt a 2d Health
APE, MOUNTAIN (18 XP) check each round to shake off the effect
AGI 3 Move 15
TOU 2 Health 12
AWA 1 Initiative 10
WIL 1 Spirit 10

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BEETLE, GIANT (16 XP) BULLYWUG (9 XP)
AGI 2 Move 12 AGI 1 Move 9 (swim 15)
TOU 3 Health 15 TOU 1 Health 10
AWA 0 Initiative 9 AWA 1 Initiative 10
WIL 0 Spirit 9 WIL 0 Spirit 9
Poison Bite: If the target takes damage, it must Skills: Stealth 2 (in swamps only), Charge 2 (leap)
make a TOU vs. POT 4 roll or become Slightly These intelligent bipedal frogs typically fight with
Impaired; if it fails against a second bite, the target spears.
becomes Impaired; if it fails against a third bite, it is
Severely Impaired; if it fails against a fourth bite, it CHAOS KNIGHT (76 XP)
is Paralyzed. The victim can attempt a Health check AGI 3 Move 15
every minute to shake off the effect.
TOU 5 Health 24
Carapace: ARM 1
AWA 3 Initiative 15
BEHIR (55 XP) WIL 3 Spirit 15
AGI 3 Move climb 15 Skills: Multistrike 1, Resistance (spells/powers) 1,
TOU 7 Health 37 Second Wind 2, Nightvision 3
AWA 1 Initiative 10 Innate Spells (@ level 1): Acidic Spittle, Arcane
Armor, Fireball, Foul Air, Major Illusion, Mind
WIL 1 Spirit 10
Reading, Murphy’s Curse, Soul Gaze, Vanishing,
Skills: Grappling 1, Nightvision 2, Senses 1 Witch Sight, Wizard’s Hand
Immunity: Electricity Chaos Sword: a twisting weapon of changing
Lightning Breath: once every 3 rounds, can exhale shades of crimson, that seems alive in its grip like a
a bolt of lightning 6m long (AOE 2); targets roll loathsome tongue. It grants +1 to attack, defense
AGI+Athletics vs. DIF 3 or suffer a DAM 13 roll. and damage, but in the hands of someone not
Swallow: If a human-sized or smaller opponent is sworn to Chaos, it will attack a random creature
grappled (using the tail), the behir can attack it with within range, friend or foe.
its bite starting on the next round. If it succeeds, the Baroque Armor: ARM 3
victim takes damage and is swallowed whole. Polymorph: Able to assume human form.
Swallowed creatures are Severely Impaired and
The Chaos Knight is a grotesque, toad-like bipedal
suffer a DAM 4 roll each round. But if the behir
creature from the Plane of Chaos. It is partially clad
takes damage from outside, it must roll TOU vs. the
in baroque breastplate, shinplates, bracers and
damage or regurgitate the swallowed creature.
gauntlets. If slain on this plane, it is sent back to the
Only one creature can be swallowed at a time.
Plane of Chaos.
BRAIN-EATER (54 XP)
COBRA, KING (15 XP)
AGI 1 Move 10
AGI 2 Move 9
TOU 2 Health 12
TOU 0 Health 3
AWA 3 Initiative 15
AWA 1 Initiative 10
WIL 4 Spirit 19
WIL 1 Spirit 10
Skills: Grappling 2 (tentacles), Unarmed Strike 1,
Skills: Senses 2, Intimidation 1
Resistance (spells/powers) 2, Arcane Lore 3,
Nightvision 2 Poison Bite: If a target is bitten, it must make a
TOU vs. POT 2 roll or suffer venom’s effect TOU
Innate Spells (@ level 1): Abib’s Levitation,
rounds after exposure: The victim suffers Health
Dreamwalk, Mind Blast, Rapture, Soul Gaze
damage equal to the POT roll, and is Severely
Eat Brain: If the Brain-Eater makes a successful Impaired (Move 0, -3 to all rolls). Make a 2d Health
Unarmed Strike on a creature it has grappled in its check each following day to shake off the
tentacles, the attack causes DAM 11 condition.
Breastplate: ARM 1

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DARK RIDER (74 XP)
AGI 4 Move 19
TOU 5 Health 24
AWA 3 Initiative 15
WIL 4 Spirit 19
Black Spear: Half the damage caused by its spear is
absorbed by the Dark Rider in the form of temporary
Health.
Innate Spells (@ level 2): Blood Freeze, Masque of
Terror, Minor Necromancy, Troll Call, Vampire’s Kiss
Immunity: Immune to non-magical attacks.
It is swathed in a long cloak and carries a long spear.
Its face is invisible, lost in the shadow of the hood
that covers its head. It often rides a Hell Horse.

CRABSPRING (33 XP)


AGI 2 Move 15
TOU 3 Health 15
AWA 1 Initiative 10
WIL 1 Spirit 10
Skills: Grappling 2, Stealth 2 (in rocky terrain),
Aquatic 1, Charge 3 (leap), Senses 2
Shell: ARM 3

CROCODILE (23 XP)


AGI 0 Move 6
TOU 3 Health 15
AWA 0 Initiative 9
WIL 1 Spirit 10
DEATH KNIGHT (90 XP)
Skills: Grappling 2, Stealth 2, Unarmed Strike 2, AGI 2 Move 12
Aquatic 2, Senses 2
TOU 5 Health 24
Hide: ARM 1
AWA 4 Initiative 19
CROCODILE, GIANT (47 XP) WIL 4 Spirit 19
AGI 0 Move 12 Skills: Multistrike 2, Weapon Mastery (long sword)
TOU 6 Health 30 2, Resistance (spells/powers) 2, Unlife 3, Arcane
Lore 3, Nightvision 2
AWA 0 Initiative 9
Spells (@ level 2): Bazrak’s Command, Bless/Curse
WIL 1 Spirit 10
Weapon, Dispelling, Fireball, Forcetrap, Smite,
Skills: Grappling 3, Multistrike 1, Stealth 2, Thunder Blast
Unarmed Strike 3, Aquatic 2, Senses 2
Armor & Shield: ARM 3, +1 defense
Thick Hide: ARM 2

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DEEP ONE (17 XP) DEMON, BALOR (116 XP)
AGI 1 Move 10 (swim 10) AGI 3 Move 15 (fly 30)
TOU 1 Health 10 TOU 9 Health 54
AWA 1 Initiative 10 AWA 4 Initiative 19
WIL 1 Spirit 10 WIL 6 Spirit 30
Skills: Arcane Lore 1, Nightvision 2, Senses 1 Skills: Weapon Mastery (sword and whip) 2,
Innate Spell: Phantom Sight 1 Resistance (cold, electricity, spells, non-magical
attacks) 1, Nightvision 2
Flaw: Sunlight Sensitivity 1
Immunities: Immune to fire and poison
Spear: Range 5, TOU
Death Throes: When it dies, the Balor explodes
Net: If it hits, the target is Severely Impaired (Move
dealing DAM 14 to all within a 10-yard radius who
0, -3 to rolls); can try to escape each round with 2d
fail an AGI vs. DIF 4 roll
Health check.
Fire Aura: All creatures within melee range of the
Slippery: A Deep One gains +2 to defend against
Balor take DAM 0 from heat each round
or escape from Grappling attacks.
Teleport: As an action, can automatically teleport
Sticky Shield: +1 to defense rolls. If a weapon
itself to a spot it can see up to 40 yards away.
misses the Deep One, its wielder must make a
TOU+Strength vs. DIF 2 roll or the weapon
becomes stuck to the Deep One’s shield. It can be
pulled free as an action by making a TOU+Strength
vs. DIF 2 roll.
Amphibious: Although Deep Ones breathe by
means of gills, they can survive indefinitely on land.

DEEP ONE PRIEST (37 XP)


AGI 2 Move 12 (swim 12)
TOU 3 Health 15
AWA 3 Initiative 15
WIL 2 Spirit 12
Skills: Grappling 1 (pincer staff), Arcane Lore 2,
Nightvision 2, Senses 1
Innate Spell: Phantom Sight 1
Spells (all @ level 1): Bazrak’s Flying Fist, Forcetrap, DEMON, GUARDIAN (53 XP)
Holy Armor, Minor Sorcery, Water Mirror, Wind of AGI 2 Move 12 (fly 24)
Healing, Witch Sight
TOU 5 Health 24
Flaw: Sunlight Sensitivity 1
AWA 2 Initiative 12
Slippery: A Deep One gains +2 to defend against
WIL 2 Spirit 12
or escape from Grappling attacks
Amphibious: Although Deep Ones breathe by Skill: Multistrike 2, Weapon Mastery 2 (whip),
means of gills, they can survive indefinitely on land. Resistance (non-magical attacks) 1
Innate Spell: Bazrak’s Fury 2
Iron Scales: ARM 3
Breath: usable 3 times per day, a cone of fire 10
yards long, 3 yards wide at its base (AOE 2) which
causes DAM 5 to those caught in its path who fail
an AGI+Athletics vs. DIF 3 roll.
Tongues: Able to converse in any language.

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DEMON LORD (153 XP) Familiar: Imps like to bond with other creatures,
AGI 3 Move 15 (fly 30) acting as servants while goading their masters
towards their own ends. If they are within one mile
TOU 11 Health 75
of each other, the Imp and its master can
AWA 4 Initiative 19 communicate telepathically, and the master senses
WIL 5 Spirit 24 what the Imp senses. If they are within 10 yards of
Skills: Unarmed Strike or Weapon Mastery 3, each other, the Imp can share its Spirit points with
Resistance (spells/powers) 1, Senses 1 its master.
Innate Spells (@ level 2): Death Swarm, Dispelling,
Ethereal Phasing, Gaseous Form, Minor Demon
Summoning, Plague Rats, Scourge of Flame,
Spiritwalk, Witch Sight
Thick Hide: ARM 3
Immunity: Immune to non-magical attacks
Foul: The Demon produces a foul stench, swarm of
flies or something similar. A creature in melee
combat with it must roll TOU vs. POT 4 or become
Impaired (Move 50%, -2 to rolls) until it moves out
of melee range.
Telepathy: The Demon Lord can communicate
telepathically with any creature within 40 yards that
has a language.

DEMON, ICE (63 XP)


AGI 2 Move 12 (fly 24)
TOU 7 Health 37
AWA 3 Initiative 15
WIL 4 Spirit 19
Skills: Weapon Mastery 2, Resistance (non-magical
attacks) 1
Ice Sword: Anyone taking damage from the sword
must roll TOU vs. DIF 4 or become Impaired (Move DEMON, MINOR (Variable XP)
50%, -2 to rolls). The victim can attempt a 2d Health AGI 1d6 Move variable*
check every hour to shake off the effect. TOU 1d6+1 Health variable
Coat of Ice: ARM 3 AWA 1d6 Initiative variable
A horned giant the size of two men, with giant bat WIL 1d6 Spirit variable
wings dripping with icicles, armor like sheets of ice
Innate Spells (@ level 1): select one per DIF level
and a huge sword of white metal that seems to be
up to the Demon’s AWA
steaming with frost.
Roll 1d6. A roll of 6 indicates that the creature can
DEMON, IMP or QUASIT (33 XP) fly at twice its ground move.
AGI 3 Move 12
DEMON, TIGER (32 XP)
TOU 0 Health 9
AGI 3 Move 15
AWA 1 Initiative 10
TOU 5 Health 24
WIL 2 Spirit 12
AWA 1 Initiative 10
Skills: Arcane Lore 2, Nightvision 2
WIL 2 Spirit 12
Innate Spells (@ level 1): Beast Form, Hand of
Skill: Weapon Mastery (Scythe) 1
Decay, Masque of Terror, Vanishing, Witch Sight
Immunity: Immune to all weapons except the
Immunity: Immune to fire, poison and disease
scythes of demonic origin they wield themselves.

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DINOSAUR, DIPLODOCUS (86 XP) DINOSAUR, TRICERATOPS (39 XP)
AGI 1 Move 12 AGI 1 Move 15
TOU 11 Health 75 TOU 6 Health 30
AWA 0 Initiative 9 AWA 0 Initiative 9
WIL 2 Spirit 12 WIL 2 Spirit 12
Skills: Multistrike 2, Charge 3, Mighty Blow 3, Skills: Unarmed Strike 1, Charge 2, Senses 2,
Senses 1 Intimidation 1
Thick Hide: ARM 3
DINOSAUR, PTERODACTYL (11 XP)
AGI 2 Move fly 24 DINOSAUR, TYRANOSAURUS REX (51 XP)
TOU 2 Health 12 AGI 1 Move 15
AWA 0 Initiative 9 TOU 8 Health 45
WIL 1 Spirit 10 AWA 0 Initiative 9
Skills: Grappling 1, Senses 2 WIL 2 Spirit 12
Skills: Stealth 1, Unarmed Strike 2, Senses 2,
Intimidation (Fear) 1
Thick Hide: ARM 2

DOPPELGANGER (40 XP)


AGI 2 Move 12
TOU 2 Health 12
AWA 2 Initiative 12
WIL 3 Spirit 15
Skills: Assassination 2, Nightvision 1,
Impersonation 3, Trickery 2
Innate Spells: Impostor 2, Mind Reading 2

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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.

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DRAGON, WYRMLING (27 XP) DRAGON TURTLE (67 XP)
AGI 2 Move 12 (fly 24) AGI 3 Move 9 (swim 15)
TOU 4 Health 19 TOU 9 Health 54
AWA 1 Initiative 10 AWA 1 Initiative 10
WIL 2 Spirit 12 WIL 1 Spirit 10
Skills: Nightvision 1, Senses 1 Skills: Multistrike 2, Unarmed Strike 1, Resistance
Scales: ARM 1 (heat/fire) 1, Nightvision 2
Immunity: Dragons are immune to their native Steam Breath: once every 3 rounds, the dragon
element, i.e. fire-breathing red dragons are can exhale a scalding steam breath, which works
immune to fire, gas-breathing green dragons are equally underwater and above water. Each creature
immune to poison, etc. in the area (AOE 4) must roll TOU vs. DIF 3 or suffer
a DAM 10 roll.
Breath: once every 3 rounds, the dragon can
exhale a deadly breath, the nature of which
DRIDER (37 XP)
depends on the type of dragon; fire, frost, lightning,
acid or poison gas are typical. Each creature in the AGI 3 Move 15 (climb 15)
area (AOE 1) must roll AGI+Athletics vs. DIF 2 or TOU 4 Health 19
suffer a DAM 5 roll. AWA 1 Initiative 10
WIL 1 Spirit 10
Skills: Multistrike 2, Nightvision 2, Focus 2
Innate Spells (@ level 1): Dancing Lights, Witch
Gloom, Faerie Fire
Flaw: Sunlight Sensitivity 2
Poisoned Arrows: Longbow Range 50, DAM 3
These creatures are the product of implanting the
Spider Queen’s egg into a humanoid creature.
Within three months of implanting the egg, the
victim’s lower body will transform into that of a
giant spider and it will grow fangs.

DUST DEVIL (26 XP)


AGI 3 Move fly 15
TOU 1 Health 10
AWA 1 Initiative 10
WIL 1 Spirit 10
Skills: Resistance (non-magical attacks) 3,
Nightvision 1
Innate Spell: Sleep Song 1
Blind: Anyone taking damage from the Dust Devil
must make a TOU vs. DIF 1 roll or become Impaired
due to blindness (Move 50%, -2 to rolls). As an
action, the blinded victim can attempt to shake off
the effect with a 2d Health check.

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These savage warriors are the sworn enemies of the
dark elves. Their innate constitution makes them
resistant to the spider venom and spells of the dark
elves. Favored weapons are war picks with handles
made of bone poured with molten iron for added
strength, or pikes bearing the Gray Dwarf banner:
the Iron Skull. Patrols and war parties will usually be
accompanied by Hell Hounds. The stats above refer
to a typical warrior.

EAGLE, GIANT (14 XP)


AGI 2 Move fly 37
TOU 3 Health 15
AWA 1 Initiative 10
WIL 1 Spirit 10
Skills: Senses 2

ELEMENTAL (FIRE, WATER, AIR, EARTH) (21 XP)


AGI 3 Move 15 (30 in element)
TOU 4 Health 19
AWA 0 Initiative 9
WIL 0 Spirit 9
Skills: Endurance 2, Resistance (non-magical
attacks) 2, Nightvision 1
DWARF (12 XP)
Flaw: Vulnerability 3 (opposite element; fire
AGI 1 Move 9
opposed to water, air opposed to earth)
TOU 2 Health 12
Elemental Immunity: Elementals are immune to
AWA 1 Initiative 10 their own element.
WIL 1 Spirit 10
ELEMENTAL, GRAVE (23 XP)
Skills: Weapon Mastery (axe or hammer) 1,
Armored Combat 2, Resistance (poison/disease) 1, AGI 3 Move 15 (30 in graveyards)
Nightvision 1 TOU 4 Health 19
Armor: Chainmail (ARM 2), Shield (+1 defense) AWA 0 Initiative 9
These stats refer to a typical dwarven warrior. WIL 0 Spirit 9
Skill: Endurance 2, Resistance (non-magical
DWARF, GRAY (29 XP) attacks) 2, Nightvision 1
AGI 1 Move 9 Flaw: Vulnerability 3 (living matter; suffers +3
TOU 2 Health 12 damage from unarmed attacks)
AWA 1 Initiative 10 Bury: On a massive damage roll, the victim is
WIL 2 Spirit 12 buried alive and will die unless rescued within a
number of minutes equal to its TOU.
Skills: Weapon Mastery (war pick) 1, Armored
Combat 2, Arcane Lore 2, Resistance This is a rare variant of the Earth Elemental.
(poison/disease, spells/powers) 2, Nightvision 2,
Survival (underground) 1, Focus 2
Innate Spells (@ level 1): Growth/Reduction,
Vanishing
Flaws: Greed (gold) 2, Sunlight Sensitivity 2
Armor: Scale mail (ARM 2) and shield (+1 defense)

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FANTASY
FLYTRAP, GIANT (19 XP)
AGI 0 Move 0
TOU 2 Health 12
AWA 0 Initiative 9
WIL 0 Spirit 9
Skills: Assassination 2, Grappling 2, Stealth 2,
Endurance 2
Immunity: Immune to mind-affecting effects
Acid: Once grappled, a victim automatically suffers
DAM 0 each round as it is slowly digested by the
plant’s enzymes.

ELF (12 XP)


AGI 2 Move 12
TOU 1 Health 10
AWA 1 Initiative 10
WIL 1 Spirit 10
Skills: Stealth 1, Weapon Mastery (sword or bow)
1, Armored Combat 1, Nightvision 1, Senses 1,
Focus 1
Armor: Leather (ARM 1)
These stats above refer to a typical elven warrior
GARGOYLE (23 XP)
ELF, DARK (25 XP)
AGI 2 Move 9 (fly 24)
AGI 2 Move 12
TOU 3 Health 15
TOU 1 Health 10
AWA 0 Initiative 9
AWA 1 Initiative 10
WIL 1 Spirit 10
WIL 1 Spirit 10
Skills: Stealth 2 (in rocky terrain), Charge 2,
Skills: Stealth 1, Weapon Mastery (sword or
Resistance (non-magical attacks) 1, Nightvision 1
crossbow) 1, Armored Combat 1, Nightvision 2,
Senses 1, Focus 1 Immunities: Petrification, poison/disease
Innate Spells (@ level 1): Dancing Lights, Faerie Stonelike Skin: ARM 2
Fire, Witch Gloom Statue: Gargoyles can remain motionless for years,
Flaw: Sunlight Sensitivity 2 making them indistinguishable from normal
statues.
Armor: Chain Shirt (ARM 1)
These perversions of nature can fly, yet they are
Dark Elf Poison: Anyone taking damage from a
made of living stone.
dark elf crossbow bolt must roll TOU+Resistance
(poison) vs. POT 2 or become Impaired (Move 50%,
-2 to rolls). The victim can attempt a 2d Health
check each subsequent hour to shake off the effect.
The stats above refer to a typical dark elf warrior.

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GAZER (89 XP) There are intelligent weapons of such great power
AGI 3 Move float 15 that when their wielders die, their souls become
TOU 5 Health 24 burned into the weapon. The weapon releases these
undying souls as ghostly figures to wield the
AWA 5 Initiative 24
weapon again and continue the fight.
WIL 6 Spirit 30
Innate Spells (@ level 1; can cast up to three per GHOUL (11 XP)
round): Forcetrap, Petrification, Power Word: AGI 1 Move 10
Death, Power Word: Stun, Rapture, Sleep Song, TOU 1 Health 10
Telekinesis, Thunder Strike
AWA 0 Initiative 9
Antimagic Cone: A Gazer’s central eye continually
WIL 0 Spirit 9
produces a 50-yard antimagic cone extending
straight ahead from the creature’s front. All magical Skills: Unlife 1, Nightvision 1, Senses 1
and supernatural powers and effects within the Undead: ARM 1
cone are suppressed; even the Gazer’s own eye Paralysis: A successful attack causes victim to be
rays. Once each round, during its turn, the Gazer Paralyzed on a failed TOU roll vs. the damage roll.
decides which way it will face, and whether the The victim can attempt to shake off the paralysis as
antimagic cone is active or not (the Gazer an action with a 2d Health check.
deactivates the cone by shutting its central eye).
Note that a Gazer can bite only creatures to its GHOUL LORD (50 XP)
front. AGI 4 Move 19

GHAST (19 XP) TOU 4 Health 19

AGI 2 Move 12 AWA 2 Initiative 12

TOU 2 Health 12 WIL 4 Spirit 19

AWA 1 Initiative 10 Skills: Unlife 2, Nightvision 1, Senses 1


WIL 0 Spirit 9 Undead: ARM 2

Skills: Unlife 1, Nightvision 1, Senses 1 Paralysis: A successful attack causes victim to be


Paralyzed on a failed TOU roll vs. the damage roll.
Undead: ARM 1
The victim can attempt to shake off the paralysis as
Paralysis: A successful attack causes victim to be an action with a 2d Health check.
Paralyzed on a failed TOU roll vs. the damage roll.
Rot: Bite causes a rotting disease. On a failed TOU
The victim can attempt to shake off the paralysis as
roll vs. the damage roll, victim loses one point of
an action with a 2d Health check.
TOU immediately and each week thereafter, finally
Stench: A creature entering within melee range of turning into an ordinary ghoul controlled by the
a Ghast must roll TOU vs. DIF 2 or become Slightly Lord. A Cure spell reverses the effect.
Impaired (-1 to rolls) as long as they remain within
melee range. GIANT, FIRE (56 XP)
AGI 1 Move 12
GHOST BLADE (29 XP)
TOU 8 Health 45
AGI 2 Move 12
AWA 1 Initiative 10
TOU 3 Health 1
WIL 1 Spirit 10
AWA 2 Initiative 12
Skills: Multistrike 1, Weapon Mastery (greatsword,
WIL 1 Spirit 10
boulder) 3, Senses 1, Focus 1, Intimidation 1
Skills: Weapon Mastery 3, Unlife 1
Plate Armor: ARM 3
Ghost Warrior: Only the weapon can be damaged.
Boulder: Base Range 20, DAM 8 (TOU)
The ghostly wielder is just an image, so it cannot be
harmed in any way. An attacker must specifically Immunity: fire/heat
state that he is targeting the weapon.
Object: The weapon has ARM 10, however it is
shattered if it suffers a single point of damage.

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FANTASY
GIANT, FROST (44 XP) GNOLL (10 XP)
AGI 1 Move 15 AGI 1 Move 10
TOU 7 Health 37 TOU 1 Health 10
AWA 0 Initiative 9 AWA 0 Initiative 9
WIL 1 Spirit 10 WIL 0 Spirit 9
Skills: Multistrike 1, Weapon Mastery (greataxe, Skills: Multistrike 1, Armored Combat 1,
boulder) 2, Senses 1, Focus 1, Intimidation 1 Nightvision 1
Patchwork Armor: ARM 2 Armor: Hide (ARM 1) and shield (+1 to defense)
Boulder: Base Range 20, DAM 7 (TOU) Ranged Attacks: Fights with spear (Range 5, TOU)
Immunity: Cold/frost and longbow (Range 50, DAM 1)

GIANT, HILL (32 XP) GNOLL, PACK LORD (22 XP)


AGI 1 Move 15 AGI 2 Move 12
TOU 6 Health 30 TOU 3 Health 15
AWA 0 Initiative 9 AWA 1 Initiative 10
WIL 0 Spirit 9 WIL 1 Spirit 10

Skills: Multistrike 1, Weapon Mastery (club, Skills: Multistrike 1, Armored Combat 1,


boulder) 2, Senses 1, Intimidation 1 Nightvision 1, Focus 1, Oratory 2 (Frenzy)
Furs: ARM 1 Armor: Hide (ARM 1) and shield (+1 to defense)
Boulder: Base Range 20, DAM 6 (TOU) Ranged Attacks: Fights with spear (Range 5, TOU)
and longbow (Range 50, DAM 1)
GIANT, STONE (48 XP)
AGI 2 Move 15
TOU 7 Health 37
AWA 1 Initiative 10
WIL 0 Spirit 9
Skills: Athletics 2, Multistrike 1, Stealth 2 (in rocky
terrain), Weapon Mastery (greatclub, boulder) 1,
Nightvision 1, Senses 1, Focus 1, Intimidation 1
Stonelike Skin: ARM 2
Boulder: Base Range 20, DAM 7 (TOU)

GIANT, STORM (129 XP)


GNOME (12 XP)
AGI 2 Move 20 (swim 20)
AGI 1 Move 9
TOU 9 Health 54
TOU 1 Health 10
AWA 6 Initiative 30
AWA 2 Initiative 12
WIL 6 Spirit 30
WIL 1 Spirit 10
Skills: Multistrike 1, Weapon Mastery (greatsword,
Skills: Arcane Lore 1, Background (alchemy) 1,
boulder) 3, Aquatic 3, Resistance (cold/frost) 1,
Fixing 1, Languages (small beasts) 1, Nightvision 1
Arcane Lore 3, Intimidation 1
Spell: Minor Illusion 1
Innate Spells (@ level 1): Abib’s Levitation, Fish
Breathing, Heaven’s Wrath, Thunder Strike
Scale Armor: ARM 1
Boulder: Base Range 20, DAM 9 (TOU)
Immunity: electricity/lightning

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FANTASY
GNOME, DEEP (26 XP) GOBLYN (39 XP)
AGI 1 Move 9 AGI 3 Move 15
TOU 1 Health 10 TOU 4 Health 19
AWA 2 Initiative 12 AWA 1 Initiative 10
WIL 0 Spirit 9 WIL 4 Spirit 19
Skills: Stealth 2 (in rocky terrain), Armored Combat Skills: Grappling 2, Stealth 2, Nightvision 2,
1, Appraisal 1, Arcane Lore 1, Nightvision 2, Focus 1 Intimidation (Fear) 2
Innate Spells (@ level 1): Elemental Summoning This horrific creature was once human, now warped
(Earth), Flash, Treasure/Trinket by evil magic into serving its master’s every whim.
Flaw: Greed (gemstones) 1 It is known to feast on live victims by taking hold of
Chain Shirt: ARM 1 them with its claws and literally tearing them apart.
Poisoned Dart: Range 10, DAM 0; anyone taking
GOLEM, CLAY (33 XP)
damage must roll TOU+Resistance (poison) vs. POT
2 or become Impaired (Move 50%, -2 to rolls). The AGI 1 Move 9
victim can attempt a 2d Health check each TOU 5 Health 24
subsequent minute to shake off the effect. AWA 0 Initiative 9
The Deep Gnomes live in underworld caves WIL 0 Spirit 9
containing fireplaces, fine pottery implements, a Skills: Unarmed Strike 2, Resistance (spells/powers)
banquet hall and kitchens (for they excel in the 1, Unlife 1, Nightvision 1, Battle Rage 1
culinary arts, though their food is strange to
Construct: ARM 1
surface-dwellers). More practical-minded than
artistic, they love making things and are avid and Immunities: non-magical attacks, acid, poison,
skilled stone-cutters. Wood is unknown to them, paralysis, mind-affecting and form-altering effects
and they will be truly amazed at seeing some. In Acid Absorption: Acid damage heals it instead
fact, they may even be willing to give up one of Gouge: When it hits, opponent must roll TOU vs.
their precious gems in exchange for a wooden DIF 3, or the damage comes off their maximum
implement. Health. Such damage will not heal unless removed
with a Cure spell or similar magic.
GOBLIN (8 XP)
AGI 2 Move 12 GOLEM, FLESH (20 XP)
TOU 0 Health 6 AGI 1 Move 10
AWA 0 Initiative 9 TOU 4 Health 19
WIL 0 Spirit 9 AWA 0 Initiative 9
Skills: Assassination 1, Riding 1 (wolf), Stealth 1, WIL 0 Spirit 9
Nightvision 1, Animal Handling (wolf or rat) 1 Skills: Unarmed Strike 1, Nightvision 1, Resistance
Shortbow: Though they can fight hand-to-hand if (spells/powers) 1, Battle Rage 1
needed (usually with short, curved swords), they Flaw: Vulnerability (Fire) 2
prefer to stand back and fire their short bows
Immunities: non-magical attacks, lightning,
(Range 25, DAM 0).
poison, paralysis, mind-affecting and form-altering
These small and silent killers of the night have effects
malevolent yellow eyes and long, pointy noses and Lightning Absorption: Lightning damage heals it
ears. No doubt aware of their size disadvantage, instead
goblins tend to strike by surprise and melt back
into the shadows, patiently wearing down their
foes. If captured, goblins will reveal their cowardly
natures, doing or saying whatever they can to save
their skins.

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GOLEM, GLASS (45 XP)
AGI 1 Move 10
TOU 6 Health 30
AWA 0 Initiative 9
WIL 0 Spirit 9
Skills: Weapon Mastery 2, Resistance
(spells/powers) 1, Second Wind 3 (in direct sunlight
only), Unlife 1, Nightvision 2
Construct: ARM 1
Immunities: non-magical attacks (except blunt
weapons), poison, paralysis, mind-affecting and
form-altering effects
Blinding Radiance: Once every 3 rounds, can
cause all opponents in melee range to roll TOU vs.
DIF 3 to avoid being Impaired (Move 50%, -2 to
rolls). As an action, a victim can attempt a 2d Health
check to shake off the effect.
GRIFFON (23 XP)
GOLEM, IRON (55 XP)
AGI 2 Move 12 (fly 37)
AGI 1 Move 10
TOU 4 Health 19
TOU 7 Health 37
AWA 0 Initiative 9
AWA 0 Initiative 9
WIL 0 Spirit 9
WIL 0 Spirit 9
Skills: Grappling 1, Multistrike 1, Charge 1,
Skills: Weapon Mastery 3, Resistance
Nightvision 1, Senses 3
(spells/powers) 1, Unlife 3, Nightvision 2
Construct: ARM 3 HAG (56 XP)
Immunities: non-magical attacks, fire, poison, AGI 1 Move 10
paralysis, mind-affecting and form-altering effects
TOU 4 Health 19
Fire Absorption: Fire damage heals it instead
AWA 2 Initiative 12
Poison Breath: Once every 5 rounds, can exhale
WIL 2 Spirit 12
poisonous gas up to 5 yards away. Each creature in
the area (AOE 2) must roll TOU vs. DIF 3 or suffer a Skills: Unarmed Strike 1, Resistance (non-magical
DAM 9 roll. attacks except silver weapons) 1, Arcane Lore 2,
Nightvision 1, Trickery 2
GOLEM, STONE (41 XP) Innate Spells (all @ level 1): Animal Speech,
AGI 1 Move 10 Contact Other Plane, Cure, Dancing Lights,
TOU 6 Health 30 Diminishment, Gideon’s Displaced Senses, Minor
Illusion, Phantasm, Pestilence, Sleep Song, Thunder
AWA 0 Initiative 9
Strike, Turn to Beast, Vanishing, Water Mirror,
WIL 0 Spirit 9 Witch Sight
Skills: Weapon Mastery 2, Resistance Mimicry: A Hag can copy any voice she has heard.
(spells/powers) 1, Unlife 2, Nightvision 2 Roll AWA vs. WIL 2 to detect as fake.
Construct: ARM 2 Illusory Appearance: A Hag can assume the form
Immunities: non-magical attacks, poison, of another humanoid creature of similar size. The
paralysis, mind-affecting and form-altering effects illusion covers anything carried or worn. Taking an
Slow: once every 3 rounds, can cause all opponents action to make an AWA vs. DIF 4 roll is required to
in melee range to roll WIL vs. DIF 3 to avoid being see through it.
Impaired (Move 50%, -2 to rolls). Victim can make Hags sometimes form covens of three, which
a 2d Spirit check each round to shake off the effect. enables them to cast their spells in ceremony.

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HALFLING (12 XP) Hell Hounds roam in packs, preying upon the weak.
AGI 2 Move 10 They are relatively cunning, and fearsome in
TOU 1 Health 10 appearance with their gaunt bodies, red eyes and
snapping jaws inside which a brazier seems to burn.
AWA 1 Initiative 10
WIL 1 Spirit 10 HIPPOGRIFF (10 XP)
Skills: Athletics 1, Stealth 1, Resistance AGI 1 Move 15 (fly 24)
(poison/disease) 1, Focus 1, Luck 1, Trickery 1 TOU 2 Health 12
AWA 0 Initiative 9
HANGMAN’S TREE (39 XP)
WIL 1 Spirit 10
AGI 1 Move 0
TOU 6 Health 30 Skills: Multistrike 1, Unarmed Strike 1, Senses 2

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.

HELL HORSE (36 XP)


AGI 2 Move 24 (fly 37)
TOU 5 Health 24
AWA 1 Initiative 10
WIL 2 Spirit 12
Innate Spell: Ethereal Phasing 1 (includes the rider)
Immunity: Immune to fire/heat
Grant Resistance: The Hell Horse grants the
Resistance (fire/heat) skill at level 2 to its rider
Once a pegasus, captured by a demonic cult,
clipped of its wings and turned to evil. HOBGOBLIN (12 XP)
AGI 1 Move 10
HELL HOUND (23 XP)
TOU 1 Health 10
AGI 2 Move 19
AWA 1 Initiative 10
TOU 3 Health 15
WIL 1 Spirit 10
AWA 1 Initiative 10
Skills: Sworn Enemy (elves) 1, Team Tactics 1,
WIL 2 Spirit 12 Armored Combat 2, Nightvision 1, Specialty 1
Skills: Team Tactics 1, Charge 1, Nightvision 1, (Riding, Heavy Weapon or Animal Handling)
Senses 2 Armor: Chainmail (ARM 2) + shield (+1 to defense)
Immunity: Immune to fire/heat Weapons: Fights with sword (TOU) and longbow
Fire Breath: once every 3 rounds, can exhale fire (Range 50, DAM 1)
up to 6m away (AOE 2); targets roll AGI+Athletics
vs. DIF 2 or suffer a DAM 4 roll.

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HOBGOBLIN WARLORD (34 XP) HUMAN, BANDIT (6 XP)
AGI 2 Move 10 AGI 1 Move 10
TOU 3 Health 15 TOU 1 Health 10
AWA 1 Initiative 10 AWA 1 Initiative 10
WIL 2 Spirit 12 WIL 1 Spirit 10
Skills: Multistrike 2, Riding 1, Sworn Enemy (elves) 1, Skill: Intimidation 1, Activity-Related Skill 1 (e.g.
Team Tactics 1, Weapon Mastery (sword, javelin) 1, Sailing, Riding, Arcane Lore, Stealth)
Armored Combat 3, Heavy Weapon 1, Nightvision 1, Weapons: Small and/or ranged weapons such as
Animal Handling 1, Command 2 club, scimitar, dagger, sling or crossbow
Armor: Plate mail (ARM 3) + shield (+1 to defense) These stats cover roadside bandits, outlaws,
Weapons: Fights with sword (TOU) and javelin common thugs, pirates, cultists and the like.
(Range 10, TOU-1)
HUMAN, BERSERKER (11 XP)
HOOK HORROR (20 XP) AGI 1 Move 10
AGI 1 Move 10 (climb 10) TOU 2 Health 12
TOU 4 Health 19 AWA 1 Initiative 10
AWA 1 Initiative 10 WIL 2 Spirit 12
WIL 0 Spirit 9
Skills: Weapon Mastery (battle axe) 1, Armored
Skills: Assassination 1, Multistrike 1, Unarmed Strike Combat 1, Battle Rage 1
1, Nightvision 1, Senses 1 Hide Armor: ARM 1
Exoskeleton: ARM 2 Battle Axe: TOU
Monstrous and cunning, it resembles a 9-foot tall
cross between a beetle and a vulture, with great
barbed hooks for claws.

HUMAN, ASSASSIN (31 XP)


AGI 3 Move 15
TOU 1 Health 10
HUMAN, COMMONER (5 XP)
AWA 1 Initiative 10
AGI 1 Move 10
WIL 1 Spirit 10
TOU 1 Health 10
Skills: Assassination 2, Athletics 2, Stealth 2, Mighty
AWA 1 Initiative 10
Blow 1, Background (Poisons) 1, Trickery 2
WIL 1 Spirit 10
Weapons: Shortsword (TOU-1) and light crossbow
(Range 45, DAM 2) coated with POT 3 venom. Skill: Background (any) 1
Weapon: Small or improvised weapon such as
club, dagger or pitchfork (TOU-1)

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HUMAN, TRAINED FIGHTER (8 XP)
AGI 1 Move 10
TOU 1 Health 10
AWA 1 Initiative 10
WIL 1 Spirit 10
Skills: Weapon Mastery 1, Armored Combat 2
Medium Armor: ARM 2
Shield: +1 defense
Weapons: Medium and/or ranged weapons such as
long sword, spear, bow or crossbow

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.

HUMAN, NEANDERTHAL (6 XP)


AGI 1 Move 10
TOU 2 Health 12
AWA 0 Initiative 9
WIL 1 Spirit 10
Skills: Survival 1
Weapons: Primitive weapons such as spear, stone
axe, club or stone hammer (TOU)

HUMAN, TRIBESMAN (6 XP)


AGI 1 Move 10
TOU 1 Health 10
AWA 1 Initiative 10
WIL 1 Spirit 10
Skills: Team Tactics 1, Survival 1
Spear: Range 5, TOU

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HYBRID HORROR (6-40 XP) Skills: Locks & Traps 2, Nightvision 1
AGI 1d3+1 Move 12-19 Flaw: Sunlight Sensitivity 2
TOU 1d6-1 Health 9-24 Weapons: Fight with sharp, rusty daggers (TOU)
AWA 1d6-3 Initiative 9-15 and slings (Range 10, DAM 0).
WIL 1d6-3 Spirit 9-15 Winged Kobold (Variant, 10 XP): Fly 12; instead of
dagger: whip (Range 3, TOU vs. TOU or target is
Skills: Charge 1, Battle Rage 1, Intimidation (Fear)
either knocked prone (Impaired) or disarmed;
1 (2 against former acquaintances)
instead of sling: drops rocks (DAM 1)
These part-human, part-beast monstrosities are
These egg-laying reptilian humanoids live
the results of a sorcerer’s insane experiments. The
underground and like to gather trinkets. They are
creatures’ faces are twisted with hate, but there is a
expert trap-makers and tunnelers.
faint sign of human recognition before they die.

HYENA, GIANT (HYAENODON) (12 XP)


AGI 2 Move 19
TOU 3 Health 15
AWA 1 Initiative 10
WIL 0 Spirit 9
Skills: Charge 1, Senses 1

ICE TOAD (24 XP)


AGI 1 Move 10
TOU 3 Health 15
AWA 1 Initiative 10
WIL 0 Spirit 9
Skills: Grappling 1 (tongue), Unarmed Strike 1
(bite), Charge 2 (leap), Nightvision 1
Swallow: If a human-sized or smaller opponent is
grappled by the tongue, the toad can attack it with
its bite starting on the next round. If it succeeds, the LICH (154 XP)
victim takes damage and is swallowed whole. AGI 3 Move 12
Swallowed creatures are Severely Impaired and TOU 3 Health 15
suffer a DAM 2 roll each round. But if the toad takes AWA 8 Initiative 45
damage from outside, it must roll TOU vs. the
WIL 6 Spirit 30
damage or regurgitate the swallowed creature.
Only one creature can be swallowed at a time. Skills: Unarmed Strike 1, Resistance (cold/frost,
Frost Aura: Once every 3 rounds, the toad can electricity) 3, Unlife 3, Arcane Lore 3, Nightvision 2,
radiate an intense cold which causes all creatures in Focus 3, Intimidation 1
melee combat with it to roll TOU+Resistance Spells (all @ level 1): Acidic Spittle, Anti-Magic
(cold/frost) vs. DIF 2 or suffer a DAM 0 roll and Ward, Arcane Shield, Bazrak’s Bolts, Dispelling,
become Impaired (Move 50%, -2 to rolls). Victims Dreamwalk, Fireball, Gideon’s Fragmented
can use actions to attempt shaking off the effect Perceptions, Major Necromancy, Minor
with a 2d Health check. Necromancy, Pestilence, Power Word: Death,
Icy Skin: ARM 1 Power Word: Stun, Rapture, Snow Balls, Thunder
Clap, Vanishing, Water Mirror, Witch Sight,
KOBOLD (5 XP) Wizard’s Hand
AGI 2 Move 12 Undead: ARM 3
TOU 0 Health 6 Immunity: non-magical attacks.
AWA 0 Initiative 9 Phylactery: The Lich’s soul is contained in a
phylactery. Unless the phylactery is destroyed, a
WIL 0 Spirit 9

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slain lich reforms a new body near the phylactery Skills: Stealth 1, Weapon Mastery (trident) 1,
after 2d6 days have passed. Mighty Blow 3, Nightvision 1, Senses 1, Survival 1,
Paralysis: A successful attack causes victim to be Focus 1
Paralyzed on a failed TOU roll vs. the damage roll. Scales: ARM 1
The victim can attempt to shake off the paralysis as Demon’s Gift: The Lizard King wields a trident that
an action with a 2d Health check. grants it temporary Health equal to half the
Magic Items: Liches always have one or more damage it causes.
magic items at their disposal, at the GM’s
discretion.

LIZARD, GIANT (6 XP)


AGI 1 Move 10 (climb 10)
TOU 2 Health 12
AWA 0 Initiative 9
WIL 0 Spirit 9
Skill: Nightvision 1
Scales: ARM 1

LIZARD MAN (12 XP)


AGI 1 Move 10 (swim 10)
TOU 2 Health 12
AWA 1 Initiative 10
WIL 0 Spirit 9
Skills: Stealth 1, Weapon Mastery (javelin, club) 1,
Senses 1, Survival 1 MINOTAUR (40 XP)
Scales: ARM 1 AGI 1 Move 15
Shield: +1 defense TOU 5 Health 24
Javelin: Range 10, TOU-1 AWA 1 Initiative 10
WIL 2 Spirit 12
LIZARD SHAMAN (26 XP)
Skills: Unarmed Strike 2, Weapon Mastery 2,
AGI 1 Move 10 (swim 10) Charge 2, Nightvision 1, Senses 2, Battle Rage 2,
TOU 2 Health 12 Intimidation 2
AWA 3 Initiative 15 Thick Hide: ARM 1
WIL 2 Spirit 12
MUMMY (27 XP)
Skills: Stealth 1, Unarmed Strike 1, Arcane Lore 2,
AGI 0 Move 9
Senses 1, Survival 1
TOU 4 Health 19
Spells (@ level 1): Beast Form (crocodile), Dragon’s
Breath, Eyes of the Dragon, Plant Animation, Skill of AWA 0 Initiative 9
the Snake WIL 1 Spirit 10
Scales: ARM 1 Skills: Unarmed Strike 2, Resistance
(poison/disease, non-magical attacks) 1, Unlife 2,
LIZARD KING/QUEEN (32 XP) Nightvision 1, Focus 2, Intimidation 1 (gaze)
AGI 2 Move 12 (swim 12) Flaw: Vulnerability (Fire) 2
TOU 3 Health 15 Undead: ARM 2
AWA 1 Initiative 10 Mummy Rot: Anyone struck by the Mummy must
WIL 2 Spirit 12 roll TOU vs. DIF 2 or be cursed with Mummy Rot:
victim loses one point off their maximum Health
each day until they die or receive a Cure spell
(which reverses the effect).

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MUMMY LORD (89 XP)
AGI 1 Move 9
TOU 5 Health 24
AWA 5 Initiative 24
WIL 5 Spirit 24
Skills: Unarmed Strike 2, Resistance
(poison/disease, spells/powers, non-magical
attacks) 2, Unlife 3, Background (history, theology)
1, Nightvision 1, Focus 2, Intimidation 1 (gaze)
Spells (all @ level 1): Bazrak’s Bark, Bazrak’s Bolts,
Bazrak’s Flying Fist, Contact Other Plane, Death
Swarm, Dispelling, Forcetrap, Hand of Decay, Holy
Armor, Minor Necromancy, Minor Sorcery,
Pestilence, Swarm Plague
Flaw: Vulnerability (Fire) 2
Undead: ARM 3
OGRE (21 XP)
Rejuvenation: If a Mummy Lord is destroyed but
AGI 1 Move 15
its heart is intact, it regains a new body at full
Health and Spirit one day later TOU 5 Health 24

Feast: If a Mummy Lord consumes a specific kind AWA 0 Initiative 9


of victim (to be specified, e.g. an ancient enemy, or WIL 1 Spirit 10
someone who awoke it), it regains a semblance of Skills: Weapon Mastery 1 (Greatclub), Nightvision
life. After three such victims are consumed, the 1, Intimidation 1
Mummy Lord appears fully human again
Hide Armor: ARM 1
Mummy Rot: Anyone struck by the Mummy Lord
must roll TOU vs. DIF 3 or be cursed with Mummy OOZE (36 XP)
Rot: victim loses one point off their maximum AGI 0 Move 6 (climb 6)
Health each day until they die or receive a Cure
TOU 3 Health 15
spell (which reverses the effect).
AWA 0 Initiative 9
MUMMY, ICE OR SAND (37 XP) WIL 0 Spirit 9
AGI 0 Move 9 Skills: Stealth 2, Unarmed Strike 2, Resistance (acid,
TOU 3 Health 15 cold, heat, electricity) 2, Nightvision 1
AWA 1 Initiative 10 Immunities: poison, mind-affecting effects
WIL 2 Spirit 12 Amorphous: Oozes can pass through spaces as
Skills: Assassination 2, Stealth 3, Unarmed Strike 2, small as 1 inch wide
Resistance (poison/disease, non-magical attacks) 2, Spider Climb: Can move along walls and ceilings.
Unlife 2, Nightvision 1, Focus 2, Intimidation 1 Split: If an Ooze is subjected to a slashing or
(gaze) electrical damage it splits into two oozes, each with
Flaw: Vulnerability 2 (heat/fire for Ice Mummy, half the Health of the original (rounded down) and
cold/frost for Sand Mummy) TOU 2 instead of 3. It can be split again, which
Undead: ARM 2 divides its Health and lowers TOU by one each time.

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.

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FANTASY
OWL, GIANT (14 XP)
AGI 2 Move fly 24
TOU 2 Health 12
AWA 1 Initiative 10
WIL 1 Spirit 10
Skills: Senses 2, Nightvision 2
These guardians of the woodland realms live in
highly organized societies. They have their own
hooting language.

PEGASUS (17 XP)


AGI 2 Move 24 (fly 37)
ORC (11 XP) TOU 4 Health 19
AGI 1 Move 10 AWA 1 Initiative 10
TOU 2 Health 12 WIL 2 Spirit 12
AWA 0 Initiative 9 Skills: Senses 1
WIL 1 Spirit 10 Flaw: Code of Honor 1 (undying bond with rider)
Skills: Stealth 1, Weapon Mastery 1 (battle axe,
PURPLE WORM (82 XP)
scimitar or spear), Armored Combat 1, Nightvision
1, Senses 1, Intimidation 1 AGI 0 Move 19 (Burrow: Earth 12, Rock 6)
Hide Armor: ARM 1 TOU 10 Health 64

These stats refer to a typical orcish warrior AWA 0 Initiative 9


WIL 0 Spirit 9
Skills: Multistrike 1, Unarmed Strike 3,
Nightvision 1
Swallow: If an attack is successful against one
target, the target takes damage normally and also
must make an AGI+Athletics vs. DIF 3 roll or be
swallowed whole. Swallowed creatures are Severely
Impaired (Move 0, -3 to rolls) and suffer a DAM 4
roll each round. But if the worm takes damage from
outside, it must roll TOU vs. the damage or
regurgitate the swallowed creature(s). Multiple
creatures can be swallowed.
Tail Stinger: If an attack is successful against a
second target (using Multistrike), the second target
takes damage normally and also must roll
TOU+Resistance (poison/disease) vs. POT 3 or
suffer the venom’s effect TOU rounds after
ORC CHIEF (26 XP) exposure: the victim suffers Health damage equal
AGI 2 Move 12 to the POT roll, and is Severely Impaired (Move 0, -
3 to rolls). It can attempt a 2d Health check every
TOU 3 Health 15
following day to shake off the condition.
AWA 1 Initiative 10
Rubbery Skin: ARM 3
WIL 2 Spirit 12
Tunneling: The Purple Worm can burrow through
Skills: Multistrike 1, Stealth 1, Weapon Mastery rock at Move 6, leaving a 3-yard diameter tunnel in
(battle axe) 2, Armored Combat 2, Nightvision 1, its wake.
Senses 1, Intimidation 1, Battle Rage 1, Oratory 1
(battle cry)
Partial Plate Armor: ARM 2

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FANTASY
RAKSHASA (83 XP) SCREECHER (12 XP)
AGI 3 Move 15 AGI 1 Move 12 (climb 12)
TOU 3 Health 15 TOU 0 Health 6
AWA 4 Initiative 19 AWA 0 Initiative 9
WIL 4 Spirit 19 WIL 1 Spirit 10
Skills: Arcane Lore 3, Nightvision 1, Art Skills: Athletics 2, Stealth 1, Team Tactics 1,
(Storytelling) 2, Trickery 1 Nightvision 1, Senses 2, Intimidation (Fear) 1
Innate Spells (all @ level 1): Bazrak’s Command, Screechers are forest-dwelling carnivorous white
Dreamwalk, Gideon’s Improved Aeronauticality, apes that operate in groups of at least a dozen.
Major Illusion, Mind Reading, Minor Illusion, There is a bloodthirsty malice in their red eyes. They
Rapture, Soul Gaze, Vanishing, Witch Sight, are patient, following their victims at a safe
Wizard’s Hand distance, screeching incessantly at night to keep
Flaw: Vulnerability 2 (magic weapons) them awake, then finally making their move with
Malleable Form: ARM 1 savage abandon when their prey are at their most
tired, unnerved and vulnerable.
Polymorph: Can assume any humanoid form (in its
natural form it resembles a tiger-headed human)
SHADOW (25 XP)
Immunities: Immune to non-magical attacks and
AGI 2 Move 15
all spells/powers of DIF 6 or below (unless it wants
to be affected). TOU 1 Health 10

Dreadful Visions: Anyone taking damage from the AWA 0 Initiative 9


Rakshasa begins to experience horrible images and WIL 0 Spirit 9
dreams. The victim no longer gets Health or Spirit Skills: Stealth 2 (in dim light or darkness),
recovery rolls after taking short or long rests. The Resistance (acid, cold, fire, electricity, non-magical
curse must be magically removed. attacks) 3, Unlife 1, Nightvision 1
Evil Reborn: If slain on the Material Plane, the Flaw: Sunlight Sensitivity 3
Rakshasa’s essence returns to its home plane,
Undead: ARM 1
where it reforms a new body. This process can take
several months or years. Amorphous: Shadows can pass through spaces as
small as a ½ inch wide (under a door, for instance).
RAT, GIANT (7 XP) Vitality Drain: The Shadow’s touch causes normal
AGI 2 Move 12 damage and the victim must make a TOU roll vs.
the damage roll or lose one point of TOU. Victims
TOU 0 Health 6
brought below 0 TOU will be slain, rising again as
AWA 0 Initiative 9 Shadows 1d6 hours later. Otherwise, TOU returns
WIL 0 Spirit 9 to normal after a night’s rest.
Skills: Nightvision 1, Senses 2

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FANTASY
SKELETON (4 XP) Web: Can shoot a sticky strand at one creature
AGI 2 Move 12 (Base Range 6); if it hits, the victim is Severely
Impaired (Move 0, -3 to rolls). The victim can either
TOU 1 Health 10
be freed by someone else (taking one round) or it
AWA 0 Initiative 9 must use an action and make a TOU+Strength vs.
WIL 0 Spirit 9 DIF 2 roll.
Skills: Unlife 1, Nightvision 1, Intimidation 1
SPIDER, PHASE (28 XP)
Flaw: Vulnerability (bludgeoning) 3
AGI 2 Move 15 (climb 15)
Undead: ARM 1
TOU 2 Health 12
Gildorian Skeleton (Variant, 12 XP): once smashed,
it reconstitutes itself in one minute. It will rebuild AWA 1 Initiative 10
itself twice before it is permanently destroyed, so it WIL 3 Spirit 15
must be killed 3 times! Skill: Stealth 1, Nightvision 1
Innate Spell: Ethereal Phasing 1 (starts in the
SPIDER, CRYSTAL (28 XP)
Ethereal Plane)
AGI 2 Move 12
Poison Bite: If a victim takes damage from the
TOU 2 Health 12 spider, it must roll TOU+Resistance (poison) vs.
AWA 0 Initiative 9 POT 2 or become Paralyzed: no actions, -3 to
WIL 1 Spirit 10 defense rolls, +3 to damage received from melee
attacks; the victim can attempt a 2d Health check
Skill: Resistance (slashing weapons) 2
every following minute to shake off the effect.
Crystal Body: ARM 3
This creature is native to the Ethereal Plane but can
Crystal Web: This creature spins its glass web in
make brief forays into the Material Plane. Its web,
entryways or passages where unwary passers-by
made of ethereal material, alerts the creature which
are likely to travel. If a group of potential victims is
then ambushes its victims. Only Witch Sight or
present, the first in line must roll AWA+Senses vs.
similar magic will reveal the web’s existence.
DIF 2 to avoid suffering a DAM 3 roll.
Ray of Light: The spider can direct a light attack at SWARM (29 XP)
one target within 30 yards. The victim must roll TOU AGI 2 Move (see below)
vs. DIF 2 or suffer a DAM 2 roll and become partially
TOU 3 Health 15
blinded (Impaired; Move 50%, -2 to rolls). The
victim can attempt a 2d Health check as an action AWA 0 Initiative 9
each round to shake off the blinding effect. WIL 4 Spirit 19
Shatter: Slashing weapons have a 2 in 6 chance of Skills: Resistance (AOE 1 attacks) 2, Senses 2
breaking when they hit the creature. Move: Depends on the type of creature it is
composed of; Crawling Insects 9, Snakes 10, Rats
SPIDER, GIANT (26 XP)
12, Fish 12 (swim), Flying Insects 15 (fly), Bats 15
AGI 2 Move 15 (climb 15) (fly), Birds 19 (fly)
TOU 2 Health 12 Biting or Stinging: A swarm does not make
AWA 0 Initiative 9 normal attacks. Instead, it automatically inflicts
WIL 1 Spirit 10 DAM 0 each round to anyone it is in contact with,
ignoring armor unless it completely covers the
Skills: Stealth 1, Nightvision 1, Senses 2,
body. A swarm normally covers a 10-yard diameter
Intimidation 1
space or so (AOE 4).
Poison Bite: If a victim takes damage from the
Small Spaces: Can move through any space large
spider, it must roll TOU+Resistance (poison) vs.
enough to fit the type of creature it is composed of.
POT 2 or become Paralyzed: no actions, -3 to
defense rolls, +3 to damage received from melee
attacks; the victim can attempt a 2d Health check
every following minute to shake off the effect.

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FANTASY
TROGLODYTE (13 XP) Innate Spells (@ level 1): Bazrak’s Command, Beast
AGI 1 Move 10 Form (bat), Beast Form (wolf), Gaseous Form,
Plague Rats, Rapture, Spider Climbing, Vampire’s
TOU 2 Health 12
Kiss
AWA 0 Initiative 9
Flaw: Sunlight Sensitivity 3
WIL 0 Spirit 9
Undead: ARM 3
Skills: Stealth 2, Unarmed Strike 1, Nightvision 1
Sire: Victims killed with Vampire’s Kiss will
Flaw: Sunlight Sensitivity 2 eventually rise again as vampires under the
Stench: Anyone in close combat with a Troglodyte Vampire’s control
must roll TOU+Resistance (poison) vs. DIF 2 or Regeneration: The Vampire recovers one point of
become Impaired (Move 50%, -2 to rolls). The Health every round, even if Health is under zero.
victim can attempt to shake off the effect as an Damage from sunlight or holy water does not
action by making a 2d Health check. Once the regenerate (see below).
effect is shaken off (or if the resistance roll
Allergies: Direct exposure to sunlight or holy water
succeeds), the victim is immune to the effect for
causes the Vampire to become Impaired (Move
one hour.
50%, -2 to rolls) and lose of 4 Health per round.
Troglodyte communities fester deep underground. Unholy: If a holy symbol is displayed, the Vampire
They are bestial, savage and without a trace of must make a WIL vs. WIL roll in order to attack the
decency, dignity or mercy. one holding it.

TROLL (31 XP) Forbiddance: A Vampire may not enter a private


dwelling unless invited.
AGI 1 Move 10
Stake to the Heart: A vampire hit with a called shot
TOU 5 Health 24
to the heart (-3 to the attack roll) must make a TOU
AWA 0 Initiative 9 roll vs. the damage roll. If successful, it takes
WIL 0 Spirit 9 damage normally. If it fails, it disintegrates to dust.
Skills: Unarmed Strike 1, Nightvision 1, Senses 2
WEREBEAR (35 XP)
Rubbery Skin: ARM 1
AGI 2 Move 15
Regeneration: Recovers 2 Health per round, even
TOU 4 Health 19
when under 0. Can only be killed if brought to 0
Health by fire or acid, or if fire or acid are applied AWA 1 Initiative 10
to it when it is at 0 Health. WIL 2 Spirit 12
Severed Limbs: If it takes damage, there is a 3 in 6 Skill: Senses 1, Battle Rage 1
chance that a body part is severed, becoming a Innate Spell: Beast Form (bear or bear/human
monster with 0 in each attribute and Health equal hybrid) 1
to the damage suffered.
Infection: Anyone bitten by the beast must make
Trolls never fight with weapons, preferring instead a TOU vs. DIF 2 roll or be afflicted with Lycanthropy,
to maul their victims with their dirty claws and becoming a Wereboar at the next full moon.
sharp teeth. There is an aquatic variety with the
Immunity: Non-magical attacks except silver
same stats, but which can only regenerate in salt
weapons.
water.
Lycanthropy: The werebeast normally appears in
VAMPIRE (45 XP) its original humanoid form, though it can cast Beast
Form if it wishes. When the full moon rises, the
AGI 4 Move 19
curse cannot be resisted and it will automatically
TOU 4 Health 19 transform, remaining in beast form for the full
AWA 4 Initiative 19 duration of the spell.
WIL 4 Spirit 19 The above stats apply to humanoid, hybrid or beast
Skills: Unarmed Strike 1, Second Wind 1, Unlife 3, form and assume it is armed with a melee weapon
Intimidation 1 in humanoid or hybrid form.

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FANTASY
WEREBOAR (32 XP) Lycanthropy: The werebeast normally appears in
AGI 2 Move 15 its original humanoid form, though it can cast Beast
Form if it wishes. When the full moon rises, the
TOU 3 Health 15
curse cannot be resisted and it will automatically
AWA 1 Initiative 10 transform, remaining in beast form for the full
WIL 1 Spirit 10 duration of the spell.
Skill: Charge 2, Second Wind 1, Battle Rage 1 The above stats apply to humanoid, hybrid or beast
Innate Spell: Beast Form (boar or boar/human form and assume it is armed with a melee weapon
hybrid) 1 in humanoid or hybrid form.
Infection: Anyone bitten by the beast must make
WERETIGER (31 XP)
a TOU vs. DIF 2 roll or be afflicted with Lycanthropy,
becoming a Wereboar at the next full moon. AGI 2 Move 15
Immunity: Non-magical attacks except silver TOU 3 Health 15
weapons. AWA 1 Initiative 10
Lycanthropy: The werebeast normally appears in WIL 1 Spirit 10
its original humanoid form, though it can cast Beast Skills: Stealth 1, Weapon Mastery (longbow) 1,
Form if it wishes. When the full moon rises, the Charge 1, Battle Rage 1
curse cannot be resisted and it will automatically
Innate Spell: Beast Form (tiger or tiger/human
transform, remaining in beast form for the full
hybrid) 1
duration of the spell.
Infection: Anyone bitten by the beast must make
The above stats apply to humanoid, hybrid or beast
a TOU vs. DIF 2 roll or be afflicted with Lycanthropy,
form and assume it is armed with a melee weapon
becoming a Weretiger at the next full moon.
in humanoid or hybrid form.
Immunity: Non-magical attacks except silver
weapons.
Lycanthropy: The werebeast normally appears in
its original humanoid form, though it can cast Beast
Form if it wishes. When the full moon rises, the
curse cannot be resisted and it will automatically
transform, remaining in beast form for the full
duration of the spell.
The above stats apply to humanoid, hybrid or beast
form and assume it is armed with a melee weapon
in humanoid or hybrid form.

WERERAT (25 XP)


AGI 2 Move 15
TOU 1 Health 10
AWA 1 Initiative 10
WIL 1 Spirit 10
Skill: Stealth 1, Senses 1, Battle Rage 1
Innate Spell: Beast Form (giant rat or rat/human
hybrid) 1
Infection: Anyone bitten by the beast must make
a TOU vs. DIF 2 roll or be afflicted with Lycanthropy,
becoming a Wererat at the next full moon.
Immunity: Non-magical attacks except silver
weapons.

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FANTASY
WEREWOLF (27 XP) WOLF, DIRE OR WORG (16 XP)
AGI 2 Move 15 AGI 2 Move 19
TOU 2 Health 12 TOU 3 Health 15
AWA 1 Initiative 10 AWA 1 Initiative 10
WIL 1 Spirit 10 WIL 0 Spirit 9
Skills: Senses 1, Battle Rage 1, Intimidation (Fear) 1 Skills: Team Tactics 1, Charge 1, Nightvision 1,
Innate Spell: Beast Form (wolf or wolf/human Senses 2
hybrid) 1 This cunning and malevolent breed of wolf is
Infection: Anyone bitten by the beast must make commonly used as a pet or steed by giants, orcs
a TOU vs. DIF 2 roll or be afflicted with Lycanthropy, and goblins.
becoming a Werewolf at the next full moon.
Immunity: Non-magical attacks except silver WOLF, WINTER (25 XP)
weapons. AGI 1 Move 19
Lycanthropy: The werebeast normally appears in TOU 4 Health 19
its original humanoid form, though it can cast Beast AWA 1 Initiative 10
Form if it wishes. When the full moon rises, the WIL 0 Spirit 9
curse cannot be resisted and it will automatically
transform, remaining in beast form for the full Skills: Stealth 2 (snowy terrain), Team Tactics 1,
duration of the spell. Unarmed Strike 1, Charge 1, Senses 2
Immunity: Cold/frost
The above stats apply to humanoid, hybrid or beast
form and assume it is armed with a melee weapon Cold Breath: once every 3 rounds, can exhale a
in humanoid or hybrid form. cone of frost up to 5 yards away. Each creature in
the area (AOE 2) must make an AGI+Athletics vs.
WIGHT (21 XP) DIF 2 roll or suffer a DAM 4 roll.
AGI 2 Move 12
YETI (49 XP)
TOU 3 Health 15
AGI 1 Move 15 (climb 15)
AWA 1 Initiative 10
TOU 6 Health 30
WIL 2 Spirit 12
AWA 1 Initiative 10
Skill: Resistance (non-magical attacks except silver
WIL 1 Spirit 10
weapons) 1, Unlife 1, Nightvision 1
Skill: Multistrike 1, Stealth 2 (in snowy terrain),
Flaw: Sunlight Sensitivity 2
Unarmed Strike 2, Nightvision 1, Senses 2,
Undead: ARM 1 Intimidation (Fear) 1
Vitality Drain: The Wight’s melee attack causes Flaw: Vulnerability (Fire) 1
normal damage and the victim must make a TOU
Thick Hide: ARM 1
roll vs. the damage roll or lose one point of TOU. A
victim brought below TOU 0 is slain. If the victim’s Immunity: Cold/Frost
body is not destroyed it will rise again as a Zombie Chilling Gaze: targets one creature within 10 yards;
under the Wight’s control 24 hours later. Otherwise, must roll TOU+Resistance (cold/frost) vs. DIF 3 or
TOU returns to normal after a night’s rest. suffer a DAM 3 roll due to cold and be Paralyzed:
Longbow: Base Range 50, DAM 1 cannot act, -3 to defense rolls, +3 to damage
received from melee attacks, can attempt a 2d
WOLF (7 XP) Health check each round to shake it off.
AGI 1 Move 15 Cold Breath: once every 3 rounds, can exhale a
TOU 1 Health 10 cone of frost up to 10 yards away. Each creature in
the area (AOE 4) must roll TOU+Resistance
AWA 0 Initiative 9
(cold/frost) vs. DIF 3 or suffer a DAM 6 roll.
WIL 0 Spirit 9
It is said that none has glanced a yeti and lived to
Skills: Team Tactics 1, Charge 1, Senses 2 tell the tale, though huge footprints are sometimes
seen in the snow.

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FANTASY
ZOMBIE (9 XP) ZOMBIE LORD (50 XP)
AGI 0 Move 9 AGI 2 Move 12
TOU 2 Health 12 TOU 3 Health 15
AWA 0 Initiative 9 AWA 3 Initiative 15
WIL 0 Spirit 9 WIL 3 Spirit 15
Skills: Grappling 1, Unarmed Strike 1, Second Wind Skills: Grappling 1, Unarmed Strike 1, Second Wind
1, Unlife 1, Nightvision 1, Intimidation 1 2, Unlife 2, Arcane Lore 1, Nightvision 1,
Undead: ARM 1 Intimidation (Fear) 1
Hard to Kill: The Zombie uses its Second Wind skill Spells (all @ level 2): Minor Necromancy, Speak
the first time its Health drops to zero or less. with the Dead
Undead: ARM 2
Vitality Drain: The Zombie Lord’s touch causes
normal damage and the victim must make a TOU
roll vs. the damage roll or lose one point of TOU. A
victim brought below TOU 0 is slain. If the victim’s
body is not destroyed it will rise again as a Zombie
under the Lord’s’s control 24 hours later. Otherwise,
TOU returns to normal after a night’s rest.
Stench: Anyone in close combat with a Zombie
Lord must roll TOU+Resistance (poison) vs. DIF 3 or
become Impaired (Move 50%, -2 to rolls). The
victim can attempt to shake off the effect as an
action by making a 2d Health check. Once the
effect is shaken off (or if the resistance roll
succeeds), the victim is immune to the effect for
one hour.

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HORROR

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

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HORROR
OCCUPATIONS Highest Lowest Typical Skills & Flaws
Medical Doctor AWA TOU Background (Biology, Chemistry), Medicine, Psychology, Surgery
Military Officer TOU AWA Team Tactics, Weapon Mastery, Background (Military), Surveillance,
Survival, Command
Missionary WIL AGI Background (Theology), Fixing, Medicine, Psychology, Art, Focus, Oratory,
Persuasion
Musician WIL TOU Psychology, Art (Instrument), Oratory, Reputation; Flaw: Addiction
Parapsychologist AWA AGI Arcane Lore, Background (Anthropology), Psychology, Research, Sixth
Sense, Art (Photography), Focus
Pilot AGI TOU Piloting, Fixing, Surveillance, Survival (Air/Skies),
Police Detective AWA TOU Weapon Mastery, Criminology, Observation, Psychology, Impersonation,
Persuasion, Street Smarts, Surveillance
Police Officer TOU WIL Driving, Grappling, Unarmed Strike, Weapon Mastery, Criminology,
Medicine, Observation, Psychology, Intimidation, Street Smarts
Private AWA TOU Weapon Mastery, Computers, Criminology, Locks & Traps, Observation,
Investigator Persuasion, Psychology, Research, Art (Photography), Impersonation,
Politics, Street Smarts, Surveillance, Trickery
Professor AWA WIL Background, Languages, Research; Flaw: Absent-Mindedness
Soldier TOU AWA Assassination, Athletics, Cover, Driving or Piloting or Sailing, Grappling,
Marksmanship, Stealth, Team Tactics, Unarmed Strike, Weapon Mastery,
Aquatic, Armored Combat, Endurance, Second Wind, Fixing, Heavy
Weapon, Medicine, Surveillance, Survival; Flaw: Flashbacks
Tribe Member AGI WIL Athletics, Stealth, Weapon Mastery, Aquatic, Arcane Lore, Background
(Herbalism), Senses, Survival, Focus
Zealot WIL AWA Stealth, Background (History), Locks & Traps, Focus, Oratory, Persuasion,
Psychology

MONSTROUS Highest Lowest Typical Skills & Flaws


Angel WIL AWA Skills: Cover, Sworn Enemy (demons), Mighty Blow, Strength, Focus; Spells:
Eldritch Flight, Essence Transfer; Flaw: Code of Honor (patron god)
Demon TOU AWA Skills: Sworn Enemy (angels), Endurance, Resistance (any), Intimidation;
Spell: Magic Sense/Shroud; Flaws: Sunlight Sensitivity, Vulnerability (cold
iron)
Patchwork TOU AWA Skills: Strength, Unlife, Battle Rage; Flaws: Flashbacks, Outcast,
Vulnerability (electricity)
Vampire Any Any Skills: Unarmed Strike, Endurance, Second Wind, Strength, Unlife,
Persuasion; Flaws: Addiction (fresh blood), Sunlight Sensitivity, Phobia
(garlic, entering uninvited)
Werewolf TOU AWA Skills: Unarmed Strike, Nightvision, Senses, Intimidation; Spell: Beast Form
(wolf); Flaw: Phobia (wolf’s bane)

If the check succeeds, you maintain your senses


SANITY and are able to process the situation. If the check
Repeated exposure to the horrific, and the gradual fails, you lose one point of WIL; your maximum
discovery of things we were not meant to know, Spirit is also reduced accordingly. In addition, you
cause people to mentally deteriorate over time. The temporarily “snap” and must act accordingly.
following is an optional rule for horror-themed Perhaps you squeeze that gun trigger, or make a
games where losing your grip on sanity is a factor. run for the window! The GM has a say and can
suggest or veto a course of action. If your WIL falls
When you experience something shocking or
below zero, you completely succumb to madness
horrifying, you must make a 2d check against your
and leave the game as a player character.
maximum Spirit. If you witness something truly
Otherwise, you can regain WIL by spending XP
unspeakable, make a 3d check.
between sessions, using the normal rules.

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CORRUPTION SPELLS A-Z


The lure of power is strong, but it can warp those Magic should be rare in Horror settings, and
who seek it. The following rule can be used in any probably dangerous. Characters can only learn
campaign (in any genre) where the characters can spells they specifically find in forbidden books, are
fall prey to forces of darkness. taught by practitioners of the occult, etc. Spells are
A character who suffers the effects of Corruption learned normally using XP; if appropriate within the
immediately gains 1 XP, and one level in a flaw. story, the GM might allow a spell to be learned
The GM decides when and how Corruption is during the adventure or game session. As usual,
triggered in the particular game being played. For you must have the Arcane Lore skill at the
example, Corruption might occur when a character: appropriate level (Arcane Lore represents
knowledge of the Occult). If several versions of a
• Performs an evil act.
spell are indicated (separated by a /), you may
• Spends an XP to gain +/- 3 to a roll (i.e. calls
choose either one at the time of casting (you need
upon dark forces for aid).
not learn each one separately). The general rules
• Acquires a corrupt item.
concerning spell casting are found in the Powers
• Uses a Power in anger.
section of the core rulebook (see page 24).
• Uses a Power (anytime).
The Fantasy section gives numerous examples of
spells that could be considered in a Horror game
(starting on page 57). Effects should be described
in a manner that conveys the tone and feel of a
Horror setting, rather than a fantastic one. Below
are some additional spells that might be
particularly appropriate.

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).

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Commands must be expressed by some method Magic Sense/Shroud
the entity understands. If the spell is successful, the
DIF: 2 Casting Time: 1 round
entity must obey commands you give it. If the
entity resists the spell, it may follow the instructions Range: See below Duration: See below
to the letter but seek to twist the words to its With Magic Sense, you sense any supernatural
advantage (and to your detriment, usually). The GM creature, object or effect within a range of WILx100
should make the difficulty roll secretly. The entity yards, whether you can actually see it or not. The
can attempt a 2d Spirit check to shake off the effect duration is Instant.
if given an order that is clearly self-destructive or The spell can be reversed to conceal you and
against its nature. anything magical on your person from Magic Sense.
This version of the spell has a duration of WIL
Eldritch Flight minutes. When Magic Shroud is in effect, the Magic
DIF: 3 Casting Time: 1 round Sense casting roll must overcome the Magic Shroud
Range: Caster Duration: WIL rounds casting roll in order to detect you or anything
magical on your person.
You are able to fly at double your Move.
Major Consecration
Grave Sense
DIF: 4 Casting Time: 1 minute
DIF: 3 Casting Time: 1 round
Range: Touch Duration: WIL hours
Range: WIL miles Duration: WIL hours
You create an area of holy ground in a WILx10 yard
You can see and hear through the senses of undead stationary radius around you. Any supernatural evil
creatures, as if through your own eyes and ears. The creature entering the area must roll WIL+Focus
creatures must have been animated by you against the casting or be Impaired (Move 50%, -2
(through Minor Necromancy, for example; see page to rolls) as long as they remain within it.
78). If there are several creatures within range, you
can switch between them as a free action once per
Minor Consecration
round. If a creature moves out of range, the
connection is severed. The spell grants no control DIF: 2 Casting Time: 1 minute
over the creatures, nor can you speak to or through Range: Touch Duration: WIL minutes
them by means of this spell. You create an area of holy ground in a WILx3 yard
stationary radius around you. Any supernatural evil
Grave Speak creature entering the area must roll WIL+Focus
DIF: 3 Casting Time: 1 minute against the casting or be Slightly Impaired (-1 to
Range: See below Duration: 10 minutes rolls) as long as they remain within it.

You reach beyond the grave and question the spirit


Nightmare
of a deceased individual. You must know the name
of the deceased, and possess a treasured item DIF: 7 Casting Time: 1 hour
(which can be the corpse, or part thereof). Range: WILx10 miles Duration: See below
You can ask the deceased up to WIL questions until This spell requires you to know a target’s true
the spell ends. The deceased typically knows only name, and possess something that belongs to the
what it knew in life (including languages) and is target. The next time it falls asleep, the target is
generally unable to comprehend new information afflicted with horrific nightmares containing scenes
or events that happened after it died. Answers are implanted by you. The target must roll WIL+Focus
generally brief, cryptic or repetitive, and can be against the casting. Failure will cause it to:
misleading if you are hostile or recognized as an Not make a recovery roll from resting.
enemy.
Lose one point of WIL and corresponding Spirit, per
If the casting fails, the spell attracts the attention of the Sanity rules on page 125.
a demon or other malevolent entity instead. The
Become Slightly Impaired (-1 to rolls). The victim
entity may impersonate the spirit of the deceased
can try to shake off this condition with a 2d Spirit
and seek to provide inaccurate or dangerous
check once per following day.
information leading to the caster’s death.

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Spirit Shield Summoning
DIF: 3 Casting Time: See below DIF: 6 Casting Time: 10 minutes
Range: WILx3 yards Duration: See below Range: WILx10 yards Duration: See below
This spell creates a barrier in a WILx3 yard To summon an otherworldly entity, one must meet
stationary radius around you. Any ghosts, certain unique requirements. Many demons require
poltergeists, ethereal creatures or other incorporeal a blood sacrifice (performed in a specific way, of
beings must roll WIL+Focus against the casting in course), while a Great Old One might require the
order to penetrate the barrier. The Spirit Shield ritual to be performed at a certain time of the year.
does not prevent such beings from taking actions Please consult your occult tome of reference, and
against you from outside the barrier. For example, perform the instructions exactly as specified.
while they might not be able to enter the area Once these conditions are met, this spell summons
themselves, they could still hurl objects inside it. the entity before you, at any point within range. If
The spell is ineffective against material creatures. the entity is not bound or restrained in some way
You can choose to cast the spell in one of two (through Binding or Magic Circle Enchantment, for
versions: either with a Casting Time of 1 minute and instance), it will probably ignore any entreaties and
a Duration of WIL minutes, or a Casting Time of 1 simply act according to its nature.
round and a Duration of WIL rounds. If proper precautions are taken, you may request a
service and try to strike a bargain with the entity by
rolling WIL+Bargaining vs. WIL+Focus. The GM
may apply modifiers to the roll depending on the
cleverness of the request and the nature of the
entity. The GM should make the roll secretly and
consult the table below:

WIL ROLL ENTITY’S RESPONSE


Critical The entity agrees to the bargain, follows
Success the instructions and gives the caster a
phrase or object allowing the caster to
summon it again automatically
Success The entity agrees to the bargain and
follows the instructions. It then returns
to its realm
Draw The entity agrees to the bargain and
follows instructions to the letter, but
seeks to twist their meaning to its
advantage (malevolent beings will try to
punish the summoner in the process). It
then returns to its realm
Failure The entity refuses the bargain. If
unconstrained, it is unleashed upon the
world, leaving the caster physically
unharmed (but maybe not his friends)
Critical The entity pretends to agree to the
Failure bargain, but doesn’t follow through with
it. Instead, it tries to exact revenge,
torment and/or kill the caster

A Binding spell can supersede the above result for


a time. If that is the case, the result indicates how
the entity behaves after the Binding has elapsed.

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MONSTERS

The Fantasy expansion has numerous examples of BLOB


creatures that could be considered in a Horror AGI 0 Move 9
game (starting on page 97). When transposing
TOU 6 Health 30
Fantasy creatures to a Horror setting, they should
be given the Intimidation (Fear) skill, as people in AWA 0 Initiative 9
our world are mentally ill-equipped to deal with the WIL 4 Spirit 19
supernatural. Below are some additional creatures Skills: Grappling 3, Unarmed Strike 3, Second Wind
that might be particularly appropriate. 2, Senses 3, Intimidation (Fear) 1
Immunities: Poison and disease, mind-affecting
BLACK TREE
effects
AGI 1 Move 10
Absorption: When a victim is killed, it is absorbed
TOU 8 Health 45 by the Blob, adding one point to its TOU, and
AWA 2 Initiative 12 corresponding Health.
WIL 3 Spirit 15
Skills: Unarmed Strike 3, Resistance (piercing
weapons) 1, Intimidation (Fear) 1
Flaw: Vulnerability (fire) 3
Tough Bark: ARM 3
Entangling Roots: A creature that starts its turn
within 6 yards of the Black Tree must make a 2d
Health or 2d Move check to avoid being Severely
Impaired (Move 0, -3 to rolls) until its next turn.
Bloodsucking Branches: Anyone suffering a
critical failure or massive damage is impaled by a
branch and Severely Impaired (Move 0, -3 to rolls;
2d Health check every round to shake off)
Sticky Sap: Anything touching the tree is stuck fast,
requiring a TOU+Strength vs. DIF 4 to pull free.
Pulling free can be attempted immediately; if it
fails, it can be attempted again later as an action.

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BYAKHEE except cold iron) 2, Intimidation (Fear) 1 (in its
AGI 2 Move 9 (fly 24) natural form), Persuasion 3, Street Smarts 1
TOU 3 Health 15 Dark Gifts: The Seducer can grant wishes –for a
price. If a Seducer’s gift is accepted, the target also
AWA 1 Initiative 10
gains between 1 and 5 points of flaws, depending
WIL 1 Spirit 10 on the size of the gift. Here are some examples of
Skills: Grappling 1, Intimidation (Fear) 1 Dark Gifts:
Innate Spells: Sometimes; GM’s discretion DARK GIFT EXAMPLES
Tough Hide: ARM 2 Ability Target gains XP, but must take
Blood Drain: While foe is grappled/restrained, equivalent points in flaw penalties
Byakhee automatically drains blood from its victim, Wealth Target signs a lucrative contract, or
reducing TOU by one point each round until it dies. inherits a tidy sum (2 flaw points)
Lost TOU recovers at the rate of one point per day. Love Object of the target’s affections falls in
Cosmic Steed: Can fly through space and carry a love with the target (2 flaw points)
rider Revenge Someone named by the target suffers
a misfortune (2 flaw points)
There flapped rhythmically a horde of tame, trained,
Power The target ascends to a leadership
hybrid winged things…not altogether crows, nor
position (3-5 flaw points)
moles, nor buzzards, nor ants, nor decomposed
human beings, but something I cannot and must not Accepting a Dark Gift puts the recipient on a
recall. —H.P. Lovecraft, The Festival slippery slope, of course. Dark Gifts tend to create
unintended consequences and further
CRAWLING HAND complications requiring more Dark Gifts to “make
AGI 3 Move 9 right”. Once the target accumulates a number of
TOU 2 Health 12 flaw points equal to his WIL, his soul is utterly
corrupted and he is surely doomed. How this
AWA 1 Initiative 10
manifests itself is up to the GM.
WIL 3 Spirit 15
Skills: Athletics 1, Grappling 1 (throttle), Stealth 1 DEMON, SPINED
AGI 2 Move 12
DEMON, PAZUZU
TOU 3 Health 15
AGI 2 Move 12 (fly 24)
AWA 1 Initiative 10
TOU 6 Health 30
WIL 2 Spirit 12
AWA 3 Initiative 15
Skills: Athletics 2, Stealth 1, Unarmed Strike 2,
WIL 2 Spirit 12 Endurance 2, Resistance (poison/disease, non-
Skills: Stealth 2, Unarmed Strike 3, Endurance 2, magical attacks except cold iron) 2, Senses 1,
Resistance (non-magical attacks except cold iron) Intimidation (Fear) 2
2, Intimidation (Fear) 2, Persuasion 2, Trickery 2 Volley of Spines: The demon unleashes a volley of
Immunities: poison and disease, mind-affecting sharp spines as an action. Targets up to 20 yards
effects from the demon (AOE 4) must roll AGI+Athletics vs.
Illusionary Appearance: Pazuzu can asume DIF 4 or suffer a DAM 1 roll
human form
DIMENSIONAL SHAMBLER
DEMON, SEDUCER AGI 1 Move 10
AGI 1 Move 10 TOU 4 Health 19
TOU 2 Health 12 AWA 1 Initiative 10
AWA 4 Initiative 19 WIL 1 Spirit 10
WIL 4 Spirit 19 Skills: Grappling 1, Intimidation (Fear) 1
Skills: Weapon Mastery (any) 1, Endurance 2, Thick Hide: ARM 3
Resistance (poison/disease, non-magical attacks Trans-Dimensional Travel: As a one-round action,
the Shambler can shimmer and fade out of the

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current dimension into another, taking any held GHOST
item or grappled creature with it. This costs the AGI 5 Move 24
Shambler 4 Spirit points, plus the TOU of any other
TOU 1 Health 10
creature transported (e.g. if the grappled creature
has TOU 2, the cost is 6 Spirit). Objects and victims AWA 2 Initiative 12
lost are never found again. WIL 4 Spirit 19
Shuffling towards him in the darkness was the Skills: Stealth 3, Unlife 2, Senses 3, Intimidation
gigantic, blasphemous form of a thing not wholly (Fear) 3
ape and not wholly insect. Its hide hung loosely upon Undead: ARM 2
its frame, and its rugose, dead-eyed rudiment of a Immaterial: A Ghost is invisible. When in ethereal
head swayed drunkenly from side to side. Its form, it can only be harmed by magical attacks or
forepaws were extended, with talons spread wide, ultraviolet light; it can materialize at will, in any
and its whole body was taut with murderous form it had in life; as a child, for instance, or as it
malignity despite its utter lack of facial description. appeared at the moment of its death.
—H.P. Lovecraft and Hazel Heald, The Horror in the
UV Sensitivity: A Ghost can be harmed by
Museum
weapons that use UV technology. Exposure to
ELDER THING sunlight causes it to suffer a DAM 0 roll each round.

AGI 1 Move 12 (fly 15) Bane: Every Ghost is vulnerable to a bane,


something associated with its life or death.
TOU 7 Health 37
Whatever it is, the Ghost must make a WIL vs. DIF 6
AWA 3 Initiative 15 roll in order to attack anyone holding its bane. But
WIL 1 Spirit 10 if the Ghost makes the roll, it flies into a rage and
Skills: Grappling 1, Multistrike 3, Intimidation gains the Battle Rage skill at level 2
(Fear) 1 Move Objects: A Ghost can manipulate things in
Innate Spells: Sometimes; GM’s discretion the material world even when in ethereal form; if it
hurls an object at a foe, use the Ghost’s AGI to
Thick Hide: ARM 7
attack and its TOU for damage
Technology: use advanced technology
Resolution: A Ghost is a restless spirit that cannot
They represented some ridged barrel-shaped object find peace because of something unresolved from
with thin horizontal arms radiating spoke-like from its past life. Should whatever keeps a Ghost active
a central ring and with vertical knobs or bulbs be resolved, the Ghost fades away from the
projecting from the head and base of the barrel. Each physical world.
of these knobs was the hub of a system of five long,
flat, triangularly tapering arms arranged around it KILLER CLOWN
like the arms of a starfish. AGI 3 Move 15
H.P. Lovecraft, Dreams in the Witch House TOU 3 Health 15
AWA 1 Initiative 10
FOUL SCARECROW
WIL 2 Spirit 12
AGI 2 Move 12
TOU 3 Health 15 Skills: Athletics 2, Unarmed Strike 2, Observation 1,
Intimidation (Fear) 2, Persuasion 2, Trickery 2
AWA 1 Initiative 10
WIL 2 Spirit 12 MI-GO, THE FUNGI FROM YUGGOTH
Skills: Multistrike 2, Stealth 2, Weapon Mastery AGI 1 Move 10 (fly 19)
(scythe) 2, Mighty Blow 2, Unlife 2, Senses 1, TOU 1 Health 10
Intimidation (Fear) 1
AWA 2 Initiative 12
Flaw: Vulnerability (Fire) 2
WIL 2 Spirit 12
Construct: ARM 2
Skills: Grappling 1 (seize and fly), Unarmed Strike
1, Resistance (bullets, piercing weapons) 3,
Intimidation (Fear) 1
Innate Spells: Sometimes; GM’s discretion

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Hypnosis: By introducing ultrahigh and ultralow STAR SPAWN OF CTHULHU
frequency tones into its buzzing, the Mi-Go can put AGI 1 Move 24 (swim 24)
humans listening to it into a trance state. Those
TOU 9 Health 54
within 12 yards of a buzzing Mi-Go must succeed
in a WIL vs. WIL roll or become incapable of action. AWA 7 Initiative 37
Mi-Go can speak telepathically to humans, which WIL 7 Spirit 37
costs 1 Spirit per 5 rounds. The human can resist Skills: Grappling 2, Multistrike 3, Unarmed Strike 2,
the communication with a WIL vs. WIL roll. Intimidation (Fear) 1
Void Light: Creates a sink from which photons will Innate Spells: Yes; GM’s choice
not emerge. The Mi-Go must spend 1 Spirit for
Hide and Blubber: ARM 10
every cubic yard of blackness desired. No light can
escape the affected area, making a useful visual Regeneration: Recovers 3 Health each round as
protection for these fragile aliens. The darkness long as it is alive
may be like a sheet or a spherical volume. They all lay in stone houses in their great city of
Interstellar Travel: Mi-Go are able to fly through R’lyeh, preserved by the spells of mighty Cthulhu for
interstellar space, however the Earth’s atmosphere a glorious resurrection when the stars and the earth
makes their maneuverability clumsy at best. might once more be ready…
Alien Chemistry: Ordinary photographic plates H.P. Lovecraft, The Call of Cthulhu
will not take an image of these beings.
XENOMORPH
They were pinkish things about five feet long; with
AGI 3 Move 19
crustaceous bodies bearing vast pairs of dorsal fins
or membranous wings and several sets of articulate TOU 3 Health 15
limbs, and with a sort of convoluted ellipsoid, AWA 2 Initiative 12
covered with multitudes of very short antenna, WIL 3 Spirit 15
where a head would ordinarily be…Sometimes they
Skills: Athletics 1, Grappling 1, Stealth 1,
walked on all their legs and sometimes on the hind-
Nightvision 1, Senses 1, Intimidation (Fear) 1
most pair only.
Paralyzing Tail: A successful attack causes the
H.P. Lovecraft, The Whisperer in Darkness
victim to be Paralyzed if they fail a TOU+Resistance
POSSESSED PUPPET OR DOLL (poison) roll vs. the damage roll. The victim can
attempt to shake off the paralysis as an action with
AGI 3 Move 12
a 2d Health check.
TOU 2 Health 12
Acid Blood: If damaged by a piercing or slashing
AWA 2 Initiative 12 attack, an acid splash causes DAM 0 to all those in
WIL 2 Spirit 12 melee combat with the alien. Armor can absorb the
Skills: Stealth 1, Unlife 2, Focus 2, Intimidation damage, but its effectiveness will be reduced
(Fear) 1, Trickery 1 thereafter (ARM reduced by 1)

Construct: ARM 2

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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

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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

Insectoid TOU WIL Grappling, Unarmed Strike; Flaws: Outcast


Many-Limbed AGI TOU Athletics, Grappling, Multistrike, Unarmed Strike, Weapon Mastery; Flaws:
Frailty
Parasite/Host TOU AGI Battle Rage, Focus; Flaws: Clumsiness, Handicap, Outcast

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

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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.

MELEE WEAPONS Ammo Rel Range DAM AOE Lbs. Notes/Enhancements


Stun Baton - - - TOU* 1 2 * Target rolls TOU vs. DIF 3 or is
Severely Impaired; can try to
shake off with a 2d Health check
Sword, Laser - - - TOU+3 1 5 Ignores armor; cannot be parried
by other weapons; allows Missile
Deflection skill on blaster fire
Sword, Molecular - - - TOU+2 1 8
Vibro-Axe - - - TOU+2 1 8 On a critical fail: hits wrong target

RANGED WEAPONS Ammo Rel Range DAM AOE Lbs. Notes/Enhancements


Flak Gun 6 1 24 6 6 15 Fires exploding shrapnel balls
Flamer, Heavy 30 1 9 14 4 30 Ignores partial body armor
Flamer, Light 10 1 5 7 4 5 Ignores partial body armor
Grenade, EMP - - 10 5* 4 0.25 * Only affects electronics (robots,
power armor, vehicle
computers…); ignores ARM
Grenade, Fragmentation - - 10 5 6 0.25
Grenade, Smoke - - 10 * 6 0.25 * Obscures area for 1d6 rounds,
all within the area are Impaired
Grenade, Stun - - 10 * 2 0.25 * Target rolls TOU vs. DIF 3 or is
Severely Impaired; can try to
shake off with a 2d Health check
Grenade, Thermal - - 10 11 2 0.25 Ignores partial body armor
Grenade Launcher 20 1 48 * * 8 * Same effect as Grenade type
Machine Gun, Blaster 10 1 48 7 2 12
Machine Gun, Colonial 500/50 1 70 5 1/2 35 Targeting grants Marksmanship 1
Machine Gun, Laser 80 1 100 8 2 20
Missile Launcher, Portable 1 1 100 15 2 8 Guided missiles: +1 to attack
Pistol, Blaster 100 1 24 3 1 1
Pistol, Disintegrator 5 1 6 11 1 5 Massive damage: loss of limb
Pistol, Gyrojet 10 1 24 5 1 3
Pistol, Laser 50 1 30 1 1 2
Pistol, Plasma 8 1 24 7 1 7 Ignores partial body armor
Rifle, Blaster 100 1 48 5 1 5
Rifle, Disintegrator 5 1 10 11 1 12 Massive damage: loss of limb
Rifle, Gyrojet 30 1 48 12 6 10 Minimum Range: 40
Rifle, Laser 100/10 1 60 4 1/2* 8 * Single Shot / Burst
Rifle, Plasma 12 1 48 11 1 12 Ignores partial body armor
Submachine Gun, Blaster 100/10 1 24 3 1/2* 1 * Single Shot / Burst
Submachine Gun, Laser 100/10 1 30 1 1/2* 4 * Single Shot / Burst
Stun Gun 12 1 10 * 1 1 * Target rolls TOU vs. DIF 3 or is
Severely Impaired; can try to
shake off with a 2d Health check

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MOUNTED WEAPONS Ammo Rel Range DAM AOE Lbs. Notes/Enhancements
Autocannon, Light 10 1 100 7 4 -
Autocannon, Medium 10 1 100 8 4 -
Autocannon, Heavy 10 1 150 12 4 -
Bomb, Small - - Drop 27 6 250
Bomb, Medium - - Drop 38 20 500 Conditions can impose penalty to
Bomb, Large - - Drop 49 40 1K the attack roll e.g. lack of visibility
Bomb, Block Buster - - Drop 49 60 4K or very high altitude
Bomb, City Buster - - Drop 49 100 8K
Cannon, Small 50 1 100 11 4 - Can only fire once per round
Cannon, Medium 40 1 150 16 4 - Can only fire once per round
Cannon, Heavy 30 1 200 22 6 - Can only fire once per round
Cannon, Super Heavy 20 1 300 27 6 - Can only fire once per round
Flamethrower, Heavy 30 1 9 14 4 - Ignores partial body armor
Grenade Launcher 20 1 48 5 6 -
Laser Cannon, Light 100 1 300 5 1 -
Laser Cannon, Medium 100 1 300 11 1 -
Laser Cannon, Heavy 100 1 300 16 1 - Can only fire once per round;
Laser Cannon,Super Heavy 100 1 300 27 1 - multiple cannons can be linked
Laser Cannon, Massive 100 1 300 38 1 -
Laser Cannon, Mega 1 1 300 49 1 -
Minigun 100 1 48 7 2 -
Missile, Light 1 1 400 15 2 -
Missile, Heavy 1 1 400 22 4 -
Plasma Cannon 20 1 100 12 2 - Ignores partial body armor
Pulse Laser Cannon 10 1 150 6 6 -
Torpedo, Light 1 1 600 46 6 - Half range in water
Torpedo, Heavy 1 1 600 59 6 - Half range in water

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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).

ARMOR ARM Lbs. Notes/Enhancements


Body Armor 4 4 Can be worn under clothing
Combat Armor 6 12 Includes jumpsuit, helmet, boots and gloves
Energy Skin 8* 5 *Only protects against laser attacks
Glide Suit 1 8 Allows wearer to glide at horizontal Move 100 (descend Move 10)
Personal Force Field 4* 4 * If worn alone as a belt; if worn with other armor, adds 3 to ARM
Polymer Shield - 6 +2 to defense rolls
Smart Suit 2 12 Grants Resistance (heat, cold) 2 and Stealth 1
HUD, radio (75 mi range), oxygen (8 hours), thrusters to maneuver
Spacesuit 1 20
in zero-gravity (Move 12); grants Resistance (cold, radiation) 3
Spacesuit, Combat 4 26 Same as above but heavier and with ARM 4

POWER ARMOR ARM Lbs. Notes/Enhancements


Assault Suit 14 200 Grants Strength 2
Command Suit 12 200 Grants Senses 2, Command 1, Move 15
Grants Weapon Mastery 1 (mounted Medium Auto-Cannon),
Fire Support Suit 16 300
Senses 2, Strength 2
Speed Suit 8 100 Triples Move; Jump 2xMove horizontally or 1xMove vertically
Scout Armor 8 100 Grants Senses 2, Stealth 2
Zero-G Armor 8 100 Magnetic pads, Propulsion thrusters (Move 12 in zero-gravity)

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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.

LAND VEHICLES Crew/Pass AGI Move ARM Health Notes/Enhancements


A.P.C. 16 2 10/30 17 15+60 Medium Autocannon, 2x Miniguns
Car, Hover 4 3 60/130 3 9
Cargo Truck 2 2 30/70 5 18
Exploration Vehicle 18 1 6/10 6 22 Amphibious
Limousine, Armored 10 3 60/120 10 11
Motorcycle, Hover 1 4 30/90 0 5
Tank, Hover 4 1 10/30 29 15+60 Super Heavy Cannon, 2x Miniguns
Tank, Main Battle 4 1 10/20 30 19+80 Heavy Cannon, 2x Miniguns

MECH WALKERS Crew/Pass AGI Move ARM Health Notes/Enhancements


Anti-Infantry 1 3 48 5 15+60 Robotic arms (TOU 8); quad-linked
Light Laser Cannons, quad-linked
Small Cannon, Heavy Flamethrower, 2x
Miniguns
Assault 1 2 36 14 19+80 Robotic arms (TOU 10); dual-linked
Heavy Autocannons, missile launcher
with 12 Light Missiles and 8 Heavy
Missiles
Brawler 1 2 36 16 19+80 Robotic arms (TOU 10) with chain-
blades (DAM=TOU+3), jump jets grant
Charge 2 with arm attack; missile
launcher with 8 Heavy Missiles
Heavy 1 1 24 20 22 Robotic arms (TOU 12); dual-linked
+100 Heavy Cannons, dual-linked Medium
Laser Cannons, missile launcher with
16 Heavy Missiles
Scout 1 3 72 11 15+60 Robotic arms (TOU 8); dual-linked
Heavy Laser Cannons, missile launcher
with 8 Heavy Missiles
Stealth Walker 1 3 48 5 15+60 Robotic arms (TOU 8); dual-linked
Heavy Laser Cannons, missile launcher
with 8 Heavy Missiles; Stealth system
grants Stealth 2

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STARSHIPS Crew/Pass AGI Move ARM Health Notes/Enhancements
Battleship 1000 1 50/500/ 23 39 4x dual-linked Light Laser Cannons,
HS +200 bomb bay with 2 City Busters, 4 Block
Busters and 12 Large Bombs, 4x
Missile Launchers with 16 Heavy
Missiles, 2x torpedo tubes with 20
Heavy Torpedoes
Bomber 5 4 90/1200 14 19 2x dual-linked Medium Laser Cannons,
bomb bay with 20 Large Bombs, 8
Medium Bombs and 12 Small Bombs,
missile launcher with 12 Light Missiles
Cutter 50 3 100/1200 8 27 2x dual-linked Medium Laser Cannons,
/HS +120 1x Super Heavy Laser Cannnon, 2x
torpedo tubes with 8 Heavy Torpedoes
Dropship 4/40 4 90/1200 14 19+80 1x dual-linked Medium Autocannons

Fighter 1 5 140/1800 7 15+60 1x quad-linked Medium Laser Cannons


Freighter, Light 5 4 110/1400 6 19+80 1x dual-linked Heavy Laser Cannons
/HS
Freighter, System 300 2 60/700 10 32 2x dual-linked Heavy Autocannons

Passenger Liner 3200/2800 0 40/300/ 13 36 6 shuttles for planetary excursions


HS
Pirate Ship 50 3 100/1200 8 27 2x dual-linked Light Laser Cannons, 2x
+120 dual-linked Medium Laser Cannons, 2x
torpedo tubes with 8 Light
Torpedoes+8 Heavy Torpedoes
Research Ship 50/200 3 80/1000/ 8 27 2 shuttles and 1 exploration vehicle
HS
Shuttle 1/50 5 100/1400 5 15
Space Station 20,000 0 10/100 20 35 6 Fighters for defense
+320
Strike Carrier 3700 0 20/100/ 13 36 4x quad-linked Light Laser Cannons, 2x
HS torpedo tubes with 20 Heavy
Torpedoes; carries 3 Dropships, 12
Fighters, 3 Bombers and 500 marines
Troop Ship 1250/900 1 50/300/ 11 36 2x Heavy Autocannons, 2x missile
HS launchers with 16 Heavy Missiles; 3
Dropships

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.

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PSIONIC POWERS A-Z


The powers are presented below in alphabetical Battle Meditation
order. If several versions of a power are indicated
DIF: 4 Casting Time: 1 round
(separated by a /), you may choose to cast either
one at the time of casting (you need not learn each Range: WILx10 yards Duration: 1 Spirit/round
one separately). The general rules concerning You focus deeply on your surroundings and
Powers are found on page 24. enhance the tactical intuition to your allies. For
every round you remain in concentration and
Anger/Peace expend 1 Spirit, all allies in range receive +1 to their
DIF: 3 Casting Time: 1 round attack, defense, driving and piloting rolls. You must
actively concentrate to maintain the effect; if you
Range: WILx10 yards Duration: WIL rounds
take damage during this time, you must roll
With Anger, you create feelings of open hostility in WIL+Focus against the damage roll to maintain
one creature. The target must roll WIL+Focus concentration, or the Battle Meditation ends.
against the casting, or it immediately starts fighting
the nearest creature. The target attacks known Breath Control
enemies first, but turns on friends if none are
DIF: 0 Casting Time: 1 round
present. Peace removes feelings of hostility, but
does not make the target friendly. The target must Range: Caster Duration: 1 Spirit/5 min
roll WIL+Focus against the casting, or immediately You can hold your breath for long periods of time,
cease all hostile actions for the duration. If expending 1 Spirit for every 5 minutes.
attacked, the target defend itself and is allowed
another roll to free itself of the power’s effect. Charismatic Force
Likewise, if you or your allies perform an action the
DIF: 3 Casting Time: 1 round
target finds reprehensible, such as attacking its
allies, the target is entitled to make another roll to Range: Caster Duration: WIL minutes
break free of the power’s effect. You radiate exceptional confidence and charm. You
gain the Persuasion and Oratory skills at a level
equal to your Arcane Lore skill. If you already have
these skills, they are raised by the Arcane Lore skill
to a maximum level of 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.

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Crush Deflection, it is raised by the Arcane Lore skill to a
maximum level of 3.
DIF: 3 Casting Time: 1 round
Range: WILx10 yards Duration: Instant Demoralize
You can physically crush objects and creatures with DIF: 6 Casting Time: 1 round
the power of your mind. The target must roll
Range: WILx10 yards Duration: WIL rounds
TOU+Resistance (spells/powers) against the
casting to resist the effect. Otherwise it suffers a You utterly demoralize your enemies, causing them
damage roll, using your WIL. Objects must instead to stand in awe, become dejected or freeze in fear.
make an ARM roll at -3 to resist the effect. All adversaries within range must roll WIL+Focus
against the casting or lose the will to fight.
Cure
DIF: 3 Casting Time: 1 minute
Empathy
Range: Touch Duration: Instant DIF: 1 Casting Time: 1 round
Range: WILx10 yards Duration: WIL rounds
You remove all poison and cure all disease from
one creature. Note: Health damage already Empathy is the ability to read surface emotions.
incurred from the disease or poison is not healed With a successful casting, you learn the emotional
by means of this power. state of one target within range. So long as the
power is on, you gain or increase the Persuasion
Darksight skill at level 1 when dealing with the target, as you
understand the target’s current state of mind
DIF: 1 Casting Time: 1 round
(though you don’t necessarily know the reasons
Range: Caster Duration: WIL minutes why the target is feeling that way).
You alter your vision to see normally without light,
negating all penalties for bad lighting, even Fly
conditions of darkness created by psionics or DIF: 4 Casting Time: 1 round
technology. You must be capable of sight in order
Range: Caster Duration: WIL minutes
for the power to function—it does not allow the
blind to see. You gain the ability to fly at three times your
normal Move.
Decipher
DIF: 1 Casting Time: 1 minute
Range: Touch Duration: Instant
Whether exploring the ancient texts of a long-dead
civilization or stealing coded papers from enemy
spies, the ability to understand texts in an alien
language can reveal valuable information. You gain
an immediate basic understanding of the contents,
though you do not know specifics. For instance,
you might learn that the text is a coded message
regarding a secret space station, but you do not
glean its location, function, size, or whatever—only
that it exists.

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

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Foresight Lightning
DIF: 3 Casting Time: 1 minute DIF: 3 Casting Time: 1 round
Range: Caster Duration: WIL minutes Range: WILx10 yards Duration: Instant
You glimpse scenes from the vicinity in the future. With this sinister ability, you direct arcs of lightning
Visions of the future are not static; any change may at up to three targets in front of you. Targets must
alter their potential outcome, however, the DIF roll AGI+Athletics against the casting or suffer
increases by 2 each time you try to revisit the scene damage rolls, using your WIL.
of a previous vision.
Machine Mind
Forget DIF: 4 Casting Time: 1 round
DIF: 1 Casting Time: 1 round Range: Caster Duration: WIL minutes
Range: WILx10 yards Duration: Instant You become as one with your vehicle. You gain the
You cause one creature to forget everything that Driving or Piloting skill with any vehicle under your
has occurred in the last WILx10 minutes. The target control, at a level equal to your Arcane Lore skill. If
must roll WIL+Focus against the casting to resist you already have Driving or Piloting, it is raised by
the effect. the Arcane Lore skill to a maximum level of 3.

Healing Energy Mind Cage


DIF: 2 Casting Time: 1 round DIF: 7 Casting Time: 1 round
Range: Touch Duration: Instant Range: Touch Duration: WIL days
You can transfer any number of Spirit points into Upon casting this power, you immediately try to
your own or another creature’s Health. touch a creature with an unarmed attack roll. If you
do, the target’s mind is utterly cut off from sources
Ignite of psionic energy and the target is unable to use
any powers for WIL days.
DIF: 1 Casting Time: 1 round
Range: WILx10 yards Duration: Instant
Mind Probe
You cause an object to instantly heat to its
DIF: 3 Casting Time: 1 minute
combustion point. If clothing catches fire, the
wearer suffers DAM 0. If cast on a combustible Range: Touch Duration: Instant
object, the fire spreads as normal. You penetrate and pry into another creature’s
mind. The target must roll WIL+Focus against the
Increased Senses casting or suffer Spirit damage equal to the amount
failed by, and you retrieve one sought-after image
DIF: 2 Casting Time: 1 round
or piece of information from the target’s mind. If
Range: Caster Duration: WIL minutes reduced to 0 Spirit or less, the victim “snaps” and
Your senses sharpen considerably. You gain the teeters at the brink of madness (see page 22). If the
Senses skill at a level equal to your Arcane Lore skill. target has the Arcane Lore skill and successfully
If you already have Senses, it is raised by the Arcane resists the casting, the target actually turns the
Lore skill to a maximum level of 3. tables on the caster, who becomes the victim and
suffers Spirit damage equal to the amount failed
Ionize by. This power has no effect on robots and other
mindless creatures.
DIF: 5 Casting Time: 1 round
Range: WILx3 yards Duration: Instant
Mind Reading
You deliver a ray of ion damage to a robot, suit of
DIF: 2 Casting Time: 1 round
power armor, vehicle computer or other electronic
device. If the device has a Health score, the power Range: WILx10 yards Duration: WIL rounds
inflicts a damage roll to it, using your WIL and You read the mind of another creature and
ignoring ARM. Otherwise, the device is simply understand their current surface thoughts for the
knocked out until it can be restarted. duration. Such an intrusion goes unnoticed as you
are only receiving broadcast signals.

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Mind Riding Mind Trick
DIF: 4 Casting Time: 1 round DIF: 2 Casting Time: 1 round
Range: WILx10 yards Duration: WIL rounds Range: WILx3 yards Duration: Instant
You place your mind inside another creature’s You can make an otherwise unpalatable suggestion
body. If the target is unwilling or oblivious, it must seem perfectly reasonable to the weak-minded
roll WIL+Focus against the casting to resist the individual. Such a suggestion cannot involve the
effect. You gain no control over the target, but have direct danger or threat to harm the target. The
access to its senses and can see, hear, smell, taste, target must roll WIL+Focus against the casting to
and feel everything the target does. If the target is resist the effect.
injured in any way, you must make another casting
roll or lose contact. If the target dies, the spell is Object Reading
broken and you become Slightly Impaired (-1 to
DIF: 3 Casting Time: See below
rolls) for one day.
Range: Touch Duration: Instant
Mind Swap You see into the past of a specific, inanimate object,
discovering who held it, where it has been, etc.
DIF: 8 Casting Time: 1 round
Holding it for one round grants you a quick image.
Range: Touch Duration: Permanent Holding it for one minute shows more detail as you
Legends tell of psions able to achieve immortality see previous owners and scenes related to the
by transferring their minds to other bodies. If object, starting with the most recent and working
unwilling, the intended target must roll WIL+Focus backward. In both cases you see only images—you
against the casting to resist the effect. Otherwise, cannot learn a person’s name or current
you successfully transplant your mind into the whereabouts through this power.
target’s body, and cause the target’s mind to
Postcognition
inhabit your former body. Each individual retains
their AWA, WIL and associated skills and flaws, but DIF: 4 Casting Time: 1 minute
gain their new body’s AGI, TOU and associated Range: Caster Duration: WIL rounds
skills and flaws. You view your current surroundings as they were
up to WIL days ago. For all intents and purposes,
you view the scene as if you were actually there in
the past. So if you turn, you see the scene from a
different angle.

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.

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The power can be reversed to conceal you from Regeneration
Psychic Sense, and the area within WIL miles of you
DIF: 1 Casting Time: 1 round
from Remote Viewing. This version of the power has
a duration of WIL minutes. When Psychic Shroud is Range: Caster Duration: Instant
in effect, the Psychic Sense or Remote Viewing You regenerate tissue damage and regain a
casting roll must overcome the Psychic Shroud number of Health points equal to a WIL roll.
casting roll in order to see through it.
Remote Viewing
Push DIF: 2+ Casting Time: 1 minute
DIF: 4 Casting Time: 1 round Range: See below Duration: WIL rounds
Range: WILx10 yards Duration: Instant
You gain knowledge of present events and
You send out a powerful wave of telekinetic power locations across vast distances by projecting your
in front of you (AOE: 4). Creatures in its path must own inner eye away from yourself to another
roll TOU+Resistance (spells/powers) against the location. You need not have ever been to the
casting or suffer a damage roll using your WIL and location for this power to work. You can see the
be knocked prone, becoming Impaired (Move 50%, desired location as if you were standing there, for
-2 to rolls) until they use an action to get back up. the duration. The vision is always very clear, but you
Rage only have visual knowledge of the environment and
no other senses. To use this power, you must close
DIF: 6 Casting Time: 1 round your eyes and stretch your consciousness to the
Range: Caster Duration: WIL minutes desired area. The power’s DIF depends on how far
You channel your anger into a fearsome and away you try to project your consciousness:
destructive rage. You gain the Battle Rage, Focus DIF 2 – Same City
and Intimidation skills at a level equal to your DIF 3 – Same Continent
Arcane Lore skill. If you already have these skills,
DIF 4 – Same Planet
they are raised by the Arcane Lore skill to a
maximum level of 3. DIF 5 – Nearby Planet
DIF 6 – Same Star System
DIF 7 – Same Sector
DIF 8 – Same Galaxy

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.

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Stun Moving an object: You can use an action to move
an object weighing no more than WIL tons, moving
DIF: 4 Casting Time: 1 round
it up to 10 yards in any direction within range. If the
Range: WILx10 yards Duration: See below object is being worn or carried, the wearer may
You project a cone of energy that can stun foes attempt a TOU+Strength roll against the casting
within range (AOE=WIL). Targets must roll each round to keep it from being pulled away. You
TOU+Resistance (spells/powers) or WIL+Focus can exert fine control on objects under the
against the casting (whichever is highest) or telekinetic grip, such as manipulating a simple tool,
become Severely Impaired (Move 0, -3 to rolls). A opening a door or a container, or pouring the
stunned victim can try to shake off the effect as an contents from a vial. If you hurl an object at
action, by making a 2d Health or 2d Spirit check. someone or use it to attack, the target should roll
Alternatively, you can target a single creature AGI+Athletics against the casting or suffer damage
within range, in which case instead of Severely equal to the amount failed by.
Impaired it is Paralyzed (unable to act, -3 to defense
rolls, +3 to damage received from melee attacks). Telepathic Broadcast
This power is ineffective against robots and other DIF: 2+ Casting Time: 1 minute
inorganic beings.
Range: See below Duration: 1 round
Surge You can send a short message to someone you
know, choosing from the table below based on
DIF: 3 Casting Time: 1 round
where you think the target is. To use this power,
Range: Caster Duration: WIL rounds you must close your eyes and stretch your
Your Move increases by the number of XP placed consciousness to the desired area. The power’s DIF
in WIL, you can jump horizontally or vertically a depends on how far away you try to project your
number of yards equal to a WIL roll, and you gain consciousness:
the Athletics skill at a level equal to your Arcane DIF 2 – Same City
Lore skill. If you already have Athletics, it is raised DIF 3 – Same Continent
by the Arcane Lore skill to a maximum level of 3.
DIF 4 – Same Planet
Telekinesis DIF 5 – Nearby Planet
DIF 6 – Same Star System
DIF: 5 Casting Time: 1 round
DIF 7 – Same Sector
Range: WILx10 yards Duration: Concentration
DIF 8 – Same Galaxy
You gain the ability to move creatures and objects
by thought alone. Each round of concentration, you
can attempt to move one creature or object. You
Telepathic Link
may switch your attention freely from one target to DIF: 1 Casting Time: 1 round
the other but only one will be affected on any given Range: WILx10 yards Duration: WIL minutes
round. Moving something or maintaining it in the
You transmit your thoughts to someone you are
air requires concentration.
aware of within range. Once contact has been
Moving a creature: You can use an action to move established, mental communication works in both
a creature up to 10 yards in any direction within directions. For as long as the power lasts,
range. While under the telekinetic grip, the creature communication occurs as if the subjects were
is Severly Impaired (Move 0, -3 to rolls). The target talking face-to-face. Skills such as Intimidation,
can attempt a TOU+Resistance (spells/powers) roll Persuasion and Trickery can be used through the
against the casting to resist the effect each round. telepathic link.
Smashing the target into something causes
damage equal to the amount the target’s resistance
roll failed by.

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CHARACTERS

ASSASSIN (23 XP) BOUNTY HUNTER (21 XP)


AGI 3 Move 15 AGI 2 Move 12
TOU 1 Health 10 TOU 2 Health 12
AWA 1 Initiative 10 AWA 1 Initiative 10
WIL 2 Spirit 12 WIL 1 Spirit 10
Skills: Assassination 2, Athletics 1, Marksmanship Skills: Weapon Mastery (knife, baton) 1, Weapon
1, Stealth 1, Weapon Mastery (sword) 1, Armored Mastery (rifle) 1, Armored Combat 1, Endurance 1,
Combat 1, Background (Drugs/Poisons) 1, Locks & Senses 1, Surveillance 2, Intimidation 1,
Traps 2, Observation 1, Intimidation 1 Observation 2, Street Smarts 1, Trickery 1
Flaws: Code of Honor (always finishes the job) 2 Flaws: Greed 1, Outcast 1
Equipment: Body Armor (ARM 4), Molecular Sword Equipment: Body Armor (ARM 4), Blaster Rifle,
(TOU+2), Laser Rifle Molecular Knife (TOU+1), 3x Stun Grenades, Stun
Baton, handcuffs
ASSASSIN, MASTER (48 XP)
AGI 3 Move 15 CYBORG (38 XP)
TOU 2 Health 12 AGI 2 Move 12
AWA 2 Initiative 12 TOU 4 Health 19
WIL 2 Spirit 12 AWA 1 Initiative 10

Skills: Assassination 2, Athletics 2, Marksmanship WIL 2 Spirit 12


1, Stealth 3, Weapon Mastery (sword) 3*, Weapon Skills: Weapon Mastery (sword) 2, Weapon
Mastery (rifle) 2, Armored Combat 1, Background Mastery (rifle) 1, Armored Combat 1, Endurance 3,
(Drugs/Poisons) 1, Locks & Traps 2, Observation 1, Resistance (radiation) 1, Unlife 2, Nightvision 2,
Senses 1, Impersonation 2*, Intimidation 2 Observation 2, Focus 2, Intimidation 1
Flaws: Code of Honor (always finishes the job) 2 Flaws: Code of Honor (complete the mission) 2,
Equipment: Body Armor (ARM 4), Laser Sword Vulnerability (electricity) 2
(TOU+3), Laser Rifle Construct: ARM 2
Cyberware (*): Face Changer (Impersonation 2), Equipment: Combat Armor (ARM 6), Molecular
Enhanced Reflexes (WM: Sword 2). Skills marked Sword (TOU+2), 4x Frag Grenades, Laser Rifle
with * include cyberware.

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DIPLOMAT (28 XP) HACKER (18 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 1 Spirit 10
Skills: Driving 1, Psychology 1, Research 1, Skills: Driving 1, Computers 3*, Fixing 2, Research
Underworld 1, Bargaining 2, Intimidation 2, Oratory 1, Street Smarts 1
1, Persuasion 2, Politics 2, Street Smarts 2 Cyberware (*): Cyberjack (Computers 2). Skills
Equipment: Personal data device marked with * include cyberware.

EXPLORER (21 XP) LAW ENFORCEMENT (9 XP)


AGI 1 Move 10 AGI 1 Move 10
TOU 1 Health 10 TOU 1 Health 10
AWA 2 Initiative 12 AWA 1 Initiative 10
WIL 2 Spirit 12 WIL 1 Spirit 10
Skills: Driving 1, Piloting 1, Stealth 1, Weapon Skills: Weapon Mastery (pistol, baton) 1, Armored
Mastery (pistol) 1, Armored Combat 1, Background Combat 1, Observation 1, Intimidation 1, Politics 1
(science) 1, Observation 1, Survival 2, Trivia 2 Flaws: Code of Honor (perform duty) 1
Equipment: Smart Suit (ARM 2), Laser Pistol, Equipment: Body Armor (ARM 4), Automatic Pistol,
Machete (TOU-1), Personal Data Device, Survival Stun Baton, handcuffs
Gear
MARINE (10 XP)
AGI 1 Move 10
TOU 1 Health 10
AWA 1 Initiative 10
WIL 1 Spirit 10
Skills: Driving 1, Stealth 1, Team Tactics 1, Weapon
Mastery (rifle) 1, Armored Combat 1, Locks &
Traps 1
Equipment: Combat Armor (ARM 6), Laser Rifle,
Molecular Knife (TOU), 2x Frag Grenades

MARINE OFFICER (18 XP)


AGI 1 Move 10
TOU 1 Health 10
AWA 2 Initiative 12
WIL 2 Spirit 12
Skills: Driving 1, Stealth 1, Team Tactics 1, Weapon
Mastery (pistol, sabre) 1, Armored Combat 1, Locks
& Traps 1, Command 1, Intimidation 1, Oratory 1
Equipment: Combat Armor (ARM 6), Laser Pistol,
Molecular Sabre (TOU+1)

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MERCHANT, GALACTIC (16 XP) PSYCHIC WARRIOR (32 XP)
AGI 1 Move 10 AGI 2 Move 12
TOU 1 Health 10 TOU 1 Health 10
AWA 2 Initiative 12 AWA 2 Initiative 12
WIL 2 Spirit 12 WIL 2 Spirit 12
Skills: Piloting 1, Bargaining 2, Command 1, Skills: Missile Deflection 1, Weapon Mastery
Persuasion 1, Politics 1, Reputation 1, Street (sword) 3, Armored Combat 1, Endurance 1, Mighty
Smarts 1 Blow 1, Arcane Lore 2, Focus 1, Intimidation 1
Flaws: Greed 1 Powers: Deflection 2. Stun 2, Surge 2
Equipment: Personal data device Flaws: Code of Honor 2
Equipment: Energy Skin, Laser Sword (TOU+3)
PIRATE (6 XP)
AGI 1 Move 10 PSIONICIST (27 XP)
TOU 1 Health 10 AGI 1 Move 10
AWA 1 Initiative 10 TOU 1 Health 10
WIL 1 Spirit 10 AWA 3 Initiative 15
Skills: Piloting 1, Stealth 1, Weapon Mastery WIL 2 Spirit 12
(cutlass, pistol) 1, Intimidation 1 Skills: Weapon Mastery (knife, pistol) 1, Armored
Flaws: Greed 2, Outcast 1 Combat 1, Arcane Lore 2, Focus 1
Equipment: Spacesuit (ARM 1), Cutlass (TOU-1), Powers: Deflection 2, Speak Language 2,
Blaster Pistol Telekinesis 2
Equipment: Body Armor (ARM 4), Energy Knife
PIRATE OFFICER (16 XP) (TOU+2), Laser Pistol
AGI 2 Move 12
TOU 1 Health 10 SCIENTIST (13 XP)
AWA 1 Initiative 10 AGI 1 Move 10
WIL 1 Spirit 10 TOU 1 Health 10

Skills: Piloting 1, Stealth 1, Weapon Mastery AWA 2 Initiative 12


(cutlass, pistol) 1, Armored Combat 1, Endurance 1, WIL 1 Spirit 10
Fixing 1, Observation 1, Command 1, Intimidation Skills: Background (any two sciences) 2, Fixing 1
2, Trickery 1
Equipment: Personal data device
Flaws: Greed 2, Outcast 1
Equipment: Armored Spacesuit (ARM 3), Molecular
Cutlass (TOU+1), Blaster Pistol

PIRATE CAPTAIN (35 XP)


AGI 2 Move 12
TOU 2 Health 12
AWA 2 Initiative 12
WIL 2 Spirit 12
Skills: Piloting 1, Stealth 1, Weapon Mastery
(cutlass) 2, Weapon Mastery (pistol) 1, Armored
Combat 1, Endurance 1, Second Wind 1,
Observation 1, Command 2, Followers 3,
Intimidation 2, Oratory 2, Trickery 1
Flaws: Greed 2, Outcast 1
Equipment: Combat Armor (ARM 6), Molecular
Cutlass (TOU+1), Plasma Pistol

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SMUGGLER (15 XP) STARSHIP ENGINEER (12 XP)
AGI 2 Move 12 AGI 2 Move 12
TOU 1 Health 10 TOU 1 Health 10
AWA 2 Initiative 12 AWA 3 Initiative 15
WIL 2 Spirit 12 WIL 1 Spirit 10
Skills: Armored Combat 1, Underworld 1, Skills: Fixing 1
Bargaining 1, Politics 1, Street Smarts 1, Trickery 1 Equipment: Personal data device, tool belt
Flaws: Greed 1
Equipment: Energy Skin, Laser Pistol STARSHIP GUNNER (9 XP)
AGI 1 Move 10
SPY (20 XP) TOU 1 Health 10
AGI 2 Move 12 AWA 2 Initiative 12
TOU 1 Health 10 WIL 1 Spirit 10
AWA 2 Initiative 12 Skills: Heavy Weapon 2
WIL 2 Spirit 12 Equipment: Personal data device
Skills: Athletics 1, Stealth 1, Computers 1, Fixing 1,
Locks & Traps 1, Observation 1, Underworld 1, STARSHIP MEDIC (9 XP)
Politics 1, Street Smarts 1, Trickery 1 AGI 1 Move 10
Equipment: Laser Pistol, Molecular Knife (TOU) TOU 1 Health 10
AWA 2 Initiative 12
STARSHIP CAPTAIN (17 XP)
WIL 1 Spirit 10
AGI 1 Move 10
Skills: Medicine 2
TOU 1 Health 10
Equipment: Personal data device, Medical kit
AWA 2 Initiative 12
WIL 2 Spirit 12 STARSHIP PILOT/NAVIGATOR (8 XP)
Skills: Piloting 1, Unarmed Strike 1, Weapon AGI 1 Move 10
Mastery (pistol) 1, Survival (deep space) 1, TOU 1 Health 10
Command 2, Intimidation 1, Oratory 1,
AWA 2 Initiative 12
Persuasion 1
WIL 1 Spirit 10
Flaws: Code of Honor (chain of command) 1
Equipment: Personal data device Skills: Piloting 1, Survival (deep space) 1
Equipment: Personal data device
STARSHIP CREW (5 XP)
AGI 1 Move 10 THUG (6 XP)

TOU 1 Health 10 AGI 1 Move 10

AWA 1 Initiative 10 TOU 1 Health 10

WIL 1 Spirit 10 AWA 0 Initiative 9


WIL 0 Spirit 9
Skills: Any one skill at level 1
Equipment: Personal data device Skills: Grappling or Unarmed Strike 1, Weapon
Mastery 1, Underworld 1, Intimidation 1, Street
ALIEN CREATURES AND MUTANTS Smarts 1
Many creatures from the Fantasy (page 97) and Skills: Outcast 1
Horror (page 129) expansions can be used by Equipment: Weapon e.g. club, knife, pistol
simply “reskinning” them as mutants or aliens.

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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

BATTLE BOT (35 XP) SENTRY BOT (18 XP)


AGI 1 Move 10 AGI 2 Move fly 12
TOU 4 Health 19 TOU 0 Health 6
AWA 1 Initiative 10 AWA 1 Initiative 10
WIL 1 Spirit 10 WIL 0 Spirit 9
Skills: Unarmed Strike 2, Weapon Mastery (laser Skills: Weapon Mastery (SMG) 1, Resistance
machine gun, grenade launcher) 2, Resistance (radiation) 2, Unlife 3, Nightvision 2, Senses 2,
(radiation) 2, Unlife 3, Nightvision 2, Senses 2, Focus 2
Focus 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 3
Construct: ARM 3
Weapons: 2x Laser Submachine Guns
Weapons: Laser Machine Gun, Grenade Launcher

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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).

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Here’s how to read the Super Power descriptions: Alien: You are not of this world. You may look
Range: This is usually some multiplier of your POW, incredibly strange (giant insect or space monkey,
expressed in yards. You can usually target any spot anyone?) or be completely clueless about our
within range, as long as you have line of sight to it. world. Beyond the obvious roleplaying challenges
this poses, you suffer a -2 penalty on any
Manifestations: These are specific ways the Power
knowledge or interaction rolls with earthlings.
could manifest itself for a given hero. They are
suggestions and examples only, you are free to Allergy: If exposed to a something uncommon, to
come up with anything you choose for your be specified (like gold, holy ground, or a mineral
character (with GM approval, of course). from your home planet), you are robbed of all your
powers and become Impaired (Move 50%, -2 to
Effect: This simply describes how the Power works.
rolls).
Some Powers require you to specify one particular
type of matter or energy the power affects or uses. Alter Ego: You normally go about your business as
Choose from the following: an ordinary (though highly talented) human. To
become a superhero and gain access to your
• Energy: Cold, Darkness, Electricity, Fire/Heat,
powers, you need to do something like put on a
Kinetic/Force/Gravity, Light, Magnetism, Mental,
suit, turn green, drink blood, pop a pill, etc.
Radiation, Sound, Vacuum, Wind.
Whatever the gimmick, it takes at least one round
• Matter: Air, Biological (Animal/Human tissue), to perform, during which you can do nothing else.
Poison/Disease, Earth/Stone, Metal, Plant, Furthermore, you cannot access your Powers if you
Water, Solid Force or Light. are somehow prevented from using the gimmick.
If the Power targets others with some form of Arrogance: You can’t resist lecturing your foes,
attack, you make a POW roll, and each target announcing their doom, showing how smart you
makes a roll to resist the effect using an are, talking about your master plan, scolding them
Attribute+Skill specified in the Power’s description. for their misdeeds, coming up with a clever quip,
If the target succeeds, it successfully resists the etc. On the first round of any combat, you must
attack. If the target fails, it suffers the Effect spend one round doing nothing other than talking
specified. Draws are handled normally. while everyone else gets on with the fight (likely
Major Effect: Some Powers have a Major Effect. ignoring your words). If you are surprised, you must
This happens if the POW roll is double the target’s do this on the first round you would normally be
resistance roll or more, or if you roll a critical able to act (i.e. not the round you are surprised).
success against the target creature. Dependency: You must consume or have contact
with some sort of common substance at least once
SUPER FLAWS every 24 hours. An aquatic creature might need to
immerse itself in water, a vampire might need to
Even the mightiest heroes aren’t perfect, and the
drink a pint of blood, etc. Failure to do so causes
most fearsome villains aren’t invincible. Every hero
you to become progressively weaker until you die.
and has a weakness, something the cleverest
On the first day without the substance you become
villains will eventually discover and try to exploit. In
Slightly Impaired (-1 to rolls), on the second day
game terms, every hero must be given one Super
you are Impaired (Move 50%, -2 to rolls) and on the
Flaw. It isn’t linked to any specific attribute, nor
third day you are Severely Impaired (Move 0, -3 to
does it have a modifier associated with it. No XP are
rolls). If still without the needed substance, you die
gained for it; that’s just the price you pay for being
at the end of the third day.
a superhero!
Here are a few to choose from. Feel free to come
up with something else if it’s interesting, POWER LEVELS
consequential and the GM allows it. Pulp and Superhero games range from heroes and
villains who are basically normal people with
exceptional skills and talents, to god-like beings

POWER LEVEL XP Range POW Examples / Appropriate for…


Pulp Heroes 40-60 4-6 Crime fighters with special talents or weird science
Comic Book Superheroes 70-90 4-9 Classic “four-color” superheroes and supervillains
Cosmic Champions 100-120 4-12 Godlike beings waging battles across the Multiverse

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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

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Absorption Altered Form
Range: Hero Range: Hero
Possible Manifestations: Waves of energy, body Possible Manifestations: Body composed of a
of reflected matter, magic specific matter or energy, elasticity, stretching.
Effect: You reduce by a POW roll any damage Effect: Your body is composed of a particular type
suffered from one type of matter or energy, to be of energy or matter (to be specified when the
specified. See the Matter and Energy types listed on power is acquired). You can stretch or contort your
page 152. body into any shape, flatten yourself into ooze, or
Major Effect: If the POW roll is twice the damage reach POW yards out with your arms. Furthermore,
roll or more, you may either direct the damage you take -3 to damage rolls from falling or
back to the original attacker or transfer it to collisions and recover 1 Health per round when in
increase your own Health for POW rounds (even contact with the matter or energy in question.
going beyond your normal maximum).
Animal Control
Acceleration Range: 1 mile
Range: Hero Possible Manifestations: Jungle folk, animal
Possible Manifestations: Super speed, adrenaline characteristics, high tech device, charms
surge, super-analytical mind, temporal control Effect: You mentally detect, control and
(“bullet time”) communicate with natural animals up to 1 mile
Effect: You can take two actions per round instead away. You may control a swarm of rats, birds,
of one. For actions that take longer to perform, insects or reptiles, or up to POW larger animals of
actions that take minutes to perform are a given type. If the animals are initially hostile
accomplished in the same number of rounds, while towards you, they may roll WIL+Focus vs. POW to
actions that take hours to perform are resist the effect.
accomplished in the same number of minutes. Major Effect: You create a permanent link with the
Note that this power does not affect your Move animals. They can now be summoned or dispelled
(the Speed power does that), nor does it accelerate as an action, no matter how far away.
actions that require interacting with creatures or
devices that can’t match the accelerated pace. Animal Form
Range: Hero
Possible Manifestations: Totem animal,
shamanism, morphability, magic
Effect: You change into an animal form. The
transformation lasts until you choose to cancel it. It
is cancelled automatically if you drop to 0 Health or
die. The new form can be any natural animal
(including giant versions and dinosaurs) with the
same or lower XP than you. Note: giant-sized
versions of animals have higher TOU/Health than
their normal-sized brethren, but other stats and
abilities are usually the same. Your attributes,
derived stats, skills and other special abilities are
replaced with those of the chosen animal. When
you revert back to your normal form, your derived
stats such as Health and Spirit return to the levels
they were at before the transformation. You are
limited by the nature of the new form, so you
cannot speak or use powers. Your equipment
melds into the new form, rendering it unusable.

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Armor approximately the same size as you. Onlookers can
roll AWA+Observation vs. POW to notice that
Range: Hero
something is off (apply a penalty to the roll if far
Possible Manifestations: Body armor, hardened away, or a bonus if the onlooker is familiar with the
skin, a shell, powered suit. original). If copying a person, you gain the
Effect: You have a form of protection which grants appearance and voice of the original but not the
you ARM equal to your POW. This power does not original’s stats, skills or knowledge.
stack with other sources of ARM (use the highest).
Damage
Attack Range: Hero
Range: Hero Possible Manifestations: Claws, rock hard fists,
Possible Manifestations: Extra body parts, martial signature weapon, martial arts, super strength.
arts, brawler, weapon skill, flurry of blows Effect: You ignore the -3 damage roll penalty for
Effect: You gains +3 to attack rolls in melee unarmed attacks and gain +3 to damage rolls in
combat. melee combat.

Binding Damage Field


Range: POWx10 yards Range: See below
Possible Manifestations: Glue, ice, vines, electrical Possible Manifestations: Acid, fiery aura,
net, mud, handcuffs, spider webs, lasso radiation, raw energy, cold, spikes.

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

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Deadly Touch Earthquake
Range: Touch Range: POWx10 yards
Possible Manifestations: Corruption, toxin, virus Possible Manifestations: Tremor, Sonic vibration
Effect: To use this power, you try to touch a Effect: You cause violent tremors in a POW yard
creature with an unarmed attack roll. If you do, the radius (AOE=POW), centered on a point within
target must roll TOU+Resistance (poison) vs. POW range. The tremors last POW rounds. Anyone
or be infected: TOU rounds later, the victim suffers standing in the area of effect must roll
Health damage equal to the POW roll. If the victim AGI+Athletics vs. POW or fall prone, becoming
survives, it becomes Severely Impaired (Move 0, -3 Impaired (Move 50%, -2 to rolls until they use an
to rolls) and must attempt a 2d Health check every action to get back up). Targets in the area must roll
following day to shake off the condition. each round, until the earthquake stops. Walls and
buildings found within the area of effect suffer a
Decay damage roll each round, using your POW.
Range: Touch Major Effect: The victim suffers a DAM 3 roll from
falling debris and is hurt or pinned down, becoming
Possible Manifestations: Rust, corrosion, rot, acid
Severely Impaired instead (Move 0, -3 to rolls). As
Effect: Your touch can destroy matter if you an action, the victim can attempt to shake off the
choose. Each round spent in contact with a living or effect by making a 3d Health check.
dead substance can destroy POW lbs. of it. You can
try to touch a creature with an unarmed attack roll. Energy Control
If you do, make a damage roll using your POW.
Worn armor can absorb the damage once, but it is Range: POWx10 yards
then destroyed. Possible Manifestations: Body of energy, device,
magic
Defense Effect: You summon and manipulate one type of
Range: See below Energy (see energy types listed on page 152). You
may cause one of the following effects in any area
Possible Manifestations: Swirling winds, mystic
within range measuring AOE=POW:
shield, fast reactions, uncanny sense
Control: You make the area very distracting or
Effect: You grant either yourself or an adjacent
uncomfortable. All creatures within the area are
creature +3 to defense rolls against most physical
Impaired (Move 50%, -2 to rolls) as long as they
attacks. You can still take other actions, but you
remain in the area. The effect lasts as long as you
must designate a target (the creature you are
maintain concentration on it.
defending) on your turn.
Damage: You cause a burst of energy that inflicts
a DAM 1 roll to all creatures in the area who fail a
Duplication
TOU+Resistance vs. POW roll (Resistance must be
Range: POWx3 yards against the appropriate type of energy). Major
Possible Manifestations: Dimensional twin, Effect: the target is Impaired (Move 50%, -2 to
homunculus, illusion, future self rolls); as an action, it can attempt a 2d Health check
Effect: You create a clone of yourself, which to shake off the effect.
appears within range (it may then move out of Nullify: You protect the area from the given energy
range freely). The clone has the exact same type as long as concentration is maintained. The
attributes, derived stats, skills and powers as you, energy is negated and cannot penetrate the area.
except for the Duplication power itself. However it
is an imperfect copy, so it is Slightly Impaired (-1 to Energy Drain
all its rolls). Furthermore, anyone witnessing the Range: POW yards
clone can roll AWA+Observation vs. POW in order
Possible Manifestations: Device, parasitic touch,
to detect a flaw (perhaps it doesn’t sweat, breathe,
vampirism
cast a shadow, or something similar). The clone is
under your telepathic control, requiring one round Effect: You choose an adversary’s attribute and
to be given orders. You can dismiss the clone at any make an opposed POW roll against it. If successful,
time. You can only create one clone at a time. the attribute is temporarily reduced by one point.
The corresponding derived stat maximum is also

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reduced accordingly. The power can be used Flight
several times on the same target/attribute, but no
Range: Hero
attribute can be brought below 0. If the target has
Super Powers and its POW is reduced, it loses one Possible Manifestations: Wings, jet pack, alien
of its Powers (determined at random). As an action, ability
the affected target can attempt an Attribute vs. Effect: You can fly at the following rate:
POW roll each round to shake off the effect.
Major Effect: the victim’s attribute is reduced by POW MAXIMUM SPEED Attack
two points instead of one, with a corresponding (divide by 2 to get mph) Penalty
reduction in the derived stat and a loss of two 4 2xMove 0
powers, if applicable. 5 4xMove -1
6 10xMove -1
Explode
7 20xMove -2
Range: POW yards
8 40xMove -2
Possible Manifestations: Bomb, radioactive form,
gathering energy 9 100xMove (~Mach 1) -3

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.

Fear Force Field


Range: POWx10 yards Range: POWx3 yards
Possible Manifestations: Cold stare, horrible Possible Manifestations: Pure energy, force field,
visage, mask, dark cowl tangible illusion
Effect: You project such menace that all enemies Effect: You create an energy bubble around
within range must roll WIL+Focus vs. POW or be yourself, which extends up to POWx3 yards around
struck with terror, becoming Slightly Impaired (-1 you (it can cover a smaller area, if you desire). The
to rolls) for POW minutes. Force Field does not move, however you can decide
Major Effect: The target surrenders or flees (if it is whether it prevents entry only, exit only or both.
an NPC). The field’s ARM is equal to your POW, and its
Health is equal to the POW’s derived stat
maximum. For example, if your POW is 8, the Force
Field has ARM 8 (meaning that it absorbs up to 8
points of damage) and it has a Health of 45,
meaning that it can withstand 45 points of damage
before being destroyed. You must concentrate on
the Force Field in order to maintain it.

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

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seems completely real, including sounds, smell and Immunity
temperature appropriate to the thing depicted.
Range: Hero
Sensory inputs cannot be intense enough to cause
damage (e.g. heat cannot burn, sound cannot Possible Manifestations: Body adaptation, suit,
deafen, etc.). By concentrating on the illusion while transmutation
within range, you can cause it to walk, move, emit Effect: You take no damage from one type of
sounds or even speak in a manner that appears Energy or Matter, to be specified (see types listed
completely natural. Physical interaction with the on page 152).
illusion reveals it for a fake because things pass
right through it. Viewers using an action to examine Intangibility
the illusion can roll AWA+Observation vs. POW to
Range: Hero
see it for what it is.
Possible Manifestations: Density control, mist
A phantasm that takes root in the mind of a single
form, energy form, ghost, phasing, swarm of insects
creature within range if it fails an
AWA+Observation vs. POW roll. The phantasm can Effect: You can assume an intangible form that
be no larger than a POWxPOWxPOW yard cube cannot affect or be affected by physical and energy
and is perceivable only to the target. You must attacks or objects. In this form you can pass
concentrate on the phantasm in order to maintain through barriers such as walls, but cannot affect the
it. Mindless creatures like undead or contructs physical world while intangible. Though you are
cannot be affected. The phantasm covers all senses visible and may speak, you pass silently, gaining +2
including sound, smell, temperature and touch. The to stealth rolls. All items on your person also
target may consciously attempt to disbelieve the become intangible and do not function. Any living
phantasm by taking an action and making an things you carry do not become intangible, and are
AWA+Observation vs. POW roll. While affected by dropped. It takes an action to assume intangible
the phantasm, the target treats it as if it were real. form or revert back to tangible form.
It will rationalize seemingly illogical outcomes from When intangible, you are still vulnerable to at least
interacting with the phantasm. For example, if it one form of attack. For instance, if you turn to mist,
attempts to walk across a phantasmal bridge that you might be vulnerable to fire or wind attacks,
spans a chasm, the inevitable fall might be blamed while a ghost would be vulnerable to magical or
on being pushed or blown off by a sudden gust of psychic attacks.
wind. If the phantasm is something that could
logically deal damage to the target, it may inflict
DAM 0 each round to the target’s Spirit (although
the target believes it is suffering physical wounds).
A target whose Spirit is reduced to 0 will believe it
is slain and fall unconscious.

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.

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PULP & SUPERHEROES
Invention Leap
Range: Touch Range: Hero
Possible Manifestations: Gadgets, scientist, super Possible Manifestations: Massive strength,
genius springs, thick legs
Effect: This unique power must use AWA as your Effect: You can jump great distances:
POW, requires the Fixing skill at level 3, and you
must have access to proper parts, facilities (e.g. a POW Vertical Horizontal
lab) and resources. It allows you to assemble a Distance Distance
device that can mimic either any Super Power, or 4 4 yards 8 yards
up to POW XP worth of skills. The device uses your
5 6 yards 12 yards
POW (AWA) and can be used by you or given to
someone else. It takes a full day to assemble a 6 8 yards 16 yards
device, and only one device can be assembled at 7 12 yards 24 yards
any given time. If a new device is assembled, the 8 16 yards 32 yards
previous device stops functioning or is
9 24 yards 48 yards
disassembled.
10 32 yards 64 yards
Invisibility 11 48 yards 96 yards
Range: Hero 12 64 yards 128 yards
Possible Manifestations: Cell alteration, cloaking
device, stealth suit You ignore falling damage for heights up to your
vertical distance. You may scale any height as long
Effect: You make yourself nearly invisible, along
as you have an opposing wall within half your
with any items you are wearing or carrying, but not
horizontal distance to bounce off of. Finally, you
including light emitted from such items. You always
automatically gain the Charge skill at level 3 when
leave some trace of your passing (a sound, a
leaping into combat (see skill description).
shimmer, a smell…), so others get an AWA+Senses
vs. POW roll to detect you if given a reason to do
so, or if you close within 10 yards, or if you make
your presence known. The GM might apply
situational modifiers to the roll, for instance if you
are emitting light or standing in the rain. While
invisible, you gain +2 to your attack and defense
rolls if undetected, or +1 if you have been detected.
If you attack someone while undetected, you then
become automatically detected by that creature. If
you initiate combat while undetected, your first
attack is resolved before your foes can react. If they
were potentially caught unprepared, they should
then make a surprise check (2d Initiative) to see if
they can act on the first round of combat.

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.

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Malfunction Mind Control
Range: POWx3 yards Range: POWx10 yards
Possible Manifestations: Electromagnetic pulse, Possible Manifestations: Rings of energy,
hex, bad luck mesmerism, voodoo dolls
Effect: On a POW vs. DIF 5 roll, you cause a Effect: You turn others into puppets under your
technological device within range to fail. If the control. Targets must roll WIL+Focus vs. POW to
device can do multiple things, then a randomly resist the effect (the roll is made at +2 if the target
determined important subsystem, function or is fighting you or your allies). The power lasts as
application will fail. long as you concentrate, providing the target
Major Effect: You can target a specific subsystem, remains within range. If you also have the Telepathy
function or application. power, a telepathic link is created that allows
control and communication to occur even if the
Matter Control subject ventures out of range. The target will do its
best to obey you, but if compelled to act against its
Range: POWx10 yards nature (e.g. perform a suicidal action, or attack a
Possible Manifestations: Concentration, magic, loved one), it can attempt another roll in order to
mutant powers, altered form break free of your grip.
Effect: You summon and/or manipulate one type You can attempt to control more than one creature
of Matter (see matter types listed on page 152). You within range by taking a penalty on the POW roll: a
may cause one of the following effects within -1 penalty if attempting to control two creatures, -
range: 2 if attempting to control three creatures and -3 if
Manipulation: You manipulate up to POW tons of attempting to control the maximum of four
the matter in question, using POW as the basic creatures.
attribute for any pushing, binding, lifting, attacking Major Effect: When control ends, the subject
or similar rolls. “wakes up” with no memory of what occurred while
Shape: You shape up to POW tons of the matter they were controlled.
however desired. Solid shapes made with existing
material last until destroyed by time or force. Non- Mind Reading
solid shapes (sand, water, metal pieces) or shapes Range: POWx10 yards
made with summoned material last only as long as
Possible Manifestations: Concentration, telepathy
you concentrate on them. If you attempt to
imprison one or more creatures with a cage or Effect: You can read another’s surface thoughts.
barrier (max AOE=POW), they must roll The target automatically rolls WIL+Focus vs. POW
AGI+Athletics vs. POW to avoid being enclosed. to resist the effect, and AWA+Psychology vs. POW
The barrier’s ARM is equal to your POW and its to be aware that someone is in their head.
Health is equal to the corresponding derived stat Major Effect: You can also do one of the following:
(regardless of the material). Memory Detection: You can uncover a single
Construct: You give a vaguely human or memory or piece of knowledge. If the Major Effect
monstrous form and semblance of life to the was due to a critical success, you are even able to
substance. This requires concentration. The change or erase the memory or piece of
construct has AGI 2, TOU (POW), AWA 0, WIL 0, knowledge.
derived stats calculated normally and the Unlife Sense Projection: You can see, hear, taste, touch and
skill at level 2. In addition, it is able to fly at its feel through the target’s senses. This requires
normal Move of 12. It obeys your telepathic concentration.
commands but may not go beyond the power’s
range, and dissolves once concentration ends.

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PULP & SUPERHEROES
Minion Possession
Range: POWx10 yards Range: POWx10 yards
Possible Manifestations: Servant, sidekick, gang, Possible Manifestations: Ghost, soul swapping
guards, robots Effect: You literally inhabit and take control of
Effect: You summon one or more loyal allies under another being. The target must roll WIL+Focus vs.
your command. They arrive within range in 1d6 POW to resist the effect (the roll is made at +2 if
rounds. Your minions must be designed in advance. the target is fighting you or your allies). If the target
They can be given any weapons, armor or vehicles succumbs, you take control of its body for POW
allowed by the GM. They can have no more than rounds. While possessed, the target retains all its
POWx5 XP distributed among them, and may have attributes, derived stats, skills, powers and abilities;
Super Powers if they have attributes of 4 or more it is simply controlled by you. Meanwhile, you have
(per the normal rules). If a minion is killed, it is left your former body behind, leaving it Paralyzed:
replaced somehow (hired, summoned, rebuilt, cannot act, -3 to defense rolls, +3 to damage
resurrected…) in 1d6 days. received from melee attacks. If either body takes
damage, you must roll WIL+Focus against the
Meld with Stone damage roll, or the possession is immediately
broken and both minds snap back to their original
Range: Hero
bodies.
Possible Manifestations: Earth control,
Major Effect: You take control of the target for as
transformation into sand.
long as you wish (unless the possession is broken
Effect: You meld into sand, earth or stone (but not due to taking damage, as explained above). You
metal). You can sink into a wall or under the can then move the target’s body out of range, if
ground, remaining just beneath the surface. While you desire.
in this state:
You can move through sand at full Move, earth at Ranged Attack
50% Move or stone at 10% Move.
Range: POWx10 yards
Other creatures must roll AWA+Observation vs.
Possible Manifestations: Bolt, blast, force, heat
POW in order to detect you.
ray, fire, throwing object, high tech gun, grenade
If detected you can be attacked, suffering -1 to
Effect: You make a ranged attack of some sort. The
defense rolls but gaining ARM 3 while in the
target(s) must roll AGI+Athletics vs. POW or suffer
melded state.
damage. The attack’s AOE and DAM must add up
While in the melded state, you can see and hear but to your POW. For instance if you have POW 8, your
cannot speak or make attacks. attack could deal a DAM 7 roll to a single target
If you ambush foes by erupting through the earth, (AOE 1), or a DAM 4 roll to 4 targets (AOE 4), etc.
they must make 3d Initiative checks to avoid being
surprised (unable to act on the first round of
combat).

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.

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PULP & SUPERHEROES
Restoration
Range: See below
POW Move Stealth Defense
Possible Manifestations: Healing touch, miracles,
4 50% +1 +1
blessed, alien science
5 50% +1 +1
Effect: You can do any of the following:
6 25% +2 +2
Touch one creature (or yourself) and cause them to
regain Health equal to a POW roll. 7 25% +2 +2

Cause up to POW chosen creatures within POWx3 8 10% +3 +3


yards to regain POW Health. 9 10% +3 +3
Remove any poison, disease or sickness from one 10 Microscopic
creature (or yourself) with a touch, if a POW roll 11 Atomic
overcomes the effect’s POT roll. This application
12 Sub-Atomic
does not heal any damage previously inflicted by
the poison or disease.
The above applications can only be administered Your Move is reduced to a percentage of normal,
once per day to any given subject. This means a you gain bonuses to stealth rolls and AGI defense
subject could receive a healing touch and a remove rolls against normal-sized opponents. In
poison application, but not two healing touches on Microscopic, Atomic or Sub-Atomic form, you can
the same day. generally not directly affect nor be affected by the
normal world. you can enter the smallest spaces,
Shrinking but exist in an environment with its own challenges
and dangers. you maintain your normal attributes,
Range: Hero derived stats, skills and powers in the microscopic
Possible Manifestations: Pill, suit, magic words, world.
mutated metabolism
Effect: You shrink yourself and your equipment Speed
down while retaining your normal strength. At Range: Hero
POW 4 you can roughly halve your size, and each
Possible Manifestations: Powerful legs, blur of
level after that roughly halves your size again (or
motion, ground vehicle
you can choose to shrink less than the maximum).
Effect: You can move like lightning, by your own
power or with technological assistance:
POW Move Ability Attack
Multiplier* Gained Penalty
4 2x 0
5 4x -1
6 10x -1
7 20x -2
8 40x -2
9 100x (~Mach 1) Any Surface -3
10 Supersonic Deflection -3
11 Near Light Speed Vibrate N/A
12 Warp Speed N/A
*Divide resulting Move by 2 to get mph
The Attack Penalty is suffered by foes attempting
to strike you, if they are stationary. N/A means that
you are moving too quickly and cannot be hit by
stationary foes.
At higher levels, you gain special abilities:
Any Surface: You can move across any surface,
even water, or up the side of a building.

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PULP & SUPERHEROES
Deflection: You gain or improve the Missile Stun
Deflection skill to level 3. You may use it to dodge
Range: POWx3 yards
any physical projectile, even a bullet!
Possible Manifestations: Mind lash, deafening
Vibrate: You can cause your molecules to vibrate
noise, electricity, toxin, dazzle, blinding light, mud
so quickly that you can literally pass through solid
objects at 50% your normal Move. This is Effect: You project a cone of energy that can stun
exhausting so you must expend 1 Health per round foes within range (AOE 4). Targets must roll
while doing so. TOU+Resistance (spells/powers) or WIL+Focus vs.
POW (whichever is highest) or become Severely
Storm Impaired (Move 0, -3 to rolls). A stunned victim can
try to shake off the effect as an action, by making a
Range: 6 miles
2d Health or 2d Spirit check.
Possible Manifestations: Thunder & lightning
Major Effect: The victim is Paralyzed instead
Effect: You can either summon a storm or drive (unable to act, -3 to defense rolls, +3 to damage
one away within 1d6 rounds after using this power. received from melee attacks).
Summoning a storm can only be done outdoors. It
appears overhead in a stationary 6 mile radius. Fires Super Agility
are extinguished in 2d6 rounds. Creatures in the
Range: Hero
area are Slightly Impaired (-1 to rolls). The ground
becomes very slick, requiring Move checks to avoid Possible Manifestations: Uncanny reflexes, ESP,
slipping and falling prone (Impaired: Move 50%, -2 danger sense
to rolls until they use an action to get back up). You Effect: As an action, you can switch your POW with
are unaffected by any harmful or distracting effects your AGI. Powers and derived stats are also
from the storm, but your allies and enemies are switched between the two attributes.
affected.
You must concentrate on the power to maintain it. Super Awareness
Each round after the storm appears, you may cause Range: Hero
one of the following effects:
Possible Manifestations: Massive brain, super
Fog: An eerie calm descends on the scene, senses, Zen training, ESP, premonitions
accompanied by a thick fog. All creatures under the
fog are effectively Impaired (Move 50%, -2 to rolls). Effect: As an action, you can switch your POW with
your AWA. Powers and derived stats are also
Lightning: You call down a bolt of lightning to
switched between the two attributes.
strike a creature or object you can see. The target
must roll AGI+Athletics vs. POW or suffer damage
roll, using your POW.
Super Sense
Wind Blast: You cause a strong wind to sweep Range: See below
through an area up to POWx10 yards away from Possible Manifestations: X-Ray vision, animal
you. The wind causes all within AOE 6 to roll TOU senses, mutation, infrared vision, radar, ESP
vs. POW roll or suffer a DAM 0 roll and fall prone, Effect: This power grants you a special sense such
becoming Impaired (Move 50%, -2 to rolls until as X-Ray vision, super smell, super hearing or bio-
they use an action to get up). electrical sensors (the sense must be chosen when
you first acquire the power). You use POW for
detection rolls with the appropriate sense, which
can function up to POW miles away if
unobstructed. The sense can also detect things
through solid objects up to POWx10 yards away,
though such rolls are made at a -3 penalty. Each
Super Sense can be blocked by a relatively common
material (e.g. lead for X-Ray vision) or circumstance
(e.g. loud noises for super hearing).

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PULP & SUPERHEROES
Super Toughness If attempting to snag an item away from someone,
you make a POW roll as above to latch on to the
Range: Hero
item. If you latch on to the item, the holder can then
Possible Manifestations: Massive size, super attempt a TOU+Strength vs. POW roll to hold on to
strength, power armor, incredible constitution it. Otherwise, you tear the item from the holder’s
Effect: As an action, you can switch your POW with grasp and it falls to the ground.
your TOU. Powers and derived stats are also Major Effect: You retrieve and immediately catch
switched between the two attributes. the snagged victim or object with your hands.
A question that sometimes comes up in superhero
games is how much a character with exceptional Telekinesis
TOU (i.e. super-strength) can lift. Use the table Range: POWx10 yards
below as a rough guideline, on the basis of the
Possible Manifestations: Animation, mind over
character’s TOU, plus their Strength skill:
matter
TOU+ Lifting Examples Effect: You gain the ability to move creatures or
Strength Capacity objects by thought alone. Each round of
4 500 lbs. Lamp Post concentration, you can attempt to move one
5 1,000 lbs. Tree creature or object. You may switch your attention
6 1 ton Statue
freely from one target to the other but only one will
be affected on any given round. Moving something
7 2 tons Car
or maintaining it in the air requires concentration.
8 5 tons Small Truck
Moving a creature: You can use an action to move
9 10 tons Large Truck
a creature up to 10 yards in any direction within
10 20 tons City Bus, Bulldozer range. While under the telekinetic grip, the creature
11 50 tons Tank is Severely Impaired (Move 0, -3 to rolls). The target
12 100 tons can make a TOU+Resistance (spells/powers) vs.
13 200 tons Commercial Jet POW roll to resist the effect each round. Smashing
the target into something causes damage equal to
14 500 tons
the amount the roll failed by.
15 1,000 tons
Moving an object: You can use an action to move
an object weighing no more than POW tons,
Super Will moving it up to 10 yards in any direction within
Range: Hero range. If the object is being worn or carried, the
Possible Manifestations: Concentration, divine wearer may attempt a TOU+Strength vs. POW roll
beauty, fanaticism each round to keep it from being pulled away. You
can exert fine control on objects under the
Effect: As an action, you can switch your POW with
telekinetic grip, such as manipulating a simple tool,
your WIL. Powers and derived stats are also
opening a door or a container, or pouring the
switched between the two attributes.
contents from a vial. If you hurl an object at
someone or use it to attack, the target should roll
Swinging AGI+Athletics vs. POW or suffer damage equal to
Range: See below the amount failed by.
Possible Manifestations: Web-lines, cable gun
Telepathy
Effect: You can swing through feature-rich
environments such as tall buildings or forest trees Range: POW miles
at 2xMove, and move along any vertical or Possible Manifestations: Communicator, psychic
horizontal surface. Your lines can safely hold up to connection
POWx100 lbs of weight.
Effect: You can communicate mentally with others.
When falling, you can make a POW vs. DIF roll to You can establish a connection with up to POW
catch yourself at a mid-point of your descent. The other willing minds within range, enabling them to
DIF is equal to the distance to the nearest anchor communicate with you and (if you allow it) each
point (in yards) divided by 10. You can use the same other.
method to snag a falling victim, or an object.

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PULP & SUPERHEROES
Teleportation Whirlwind
Range: See below Range: POWx10 yards
Possible Manifestations: Teleportation discs, Possible Manifestations: cyclone, poltergeist
phasing out, cloud of smoke Effect: You summon a whirlwind at any point
Effect: You instantly transport yourself and up to within range. The whirlwind has AOE 4 and can
POW other willing creatures, or a single object no move at a rate equal to your POW’s derived stat
larger than a POWxPOWxPOW yard cube, to maximum (e.g. your max Initiative determines the
another location. The target creatures or the object whirlwind’s Move rate if your POW is AWA). You
must be in physical contact for the power to work. must concentrate to maintain the whirlwind, and
They are teleported to any location you designate use actions to move it. Anyone coming into contact
within range, with whatever they are carrying, as with it must roll TOU vs. POW or be knocked prone,
long as you know the exact location. If you have becoming Impaired (Move 50%, -2 to rolls) until
seen the destination, they will arrive at the desired they use an action to get back up.
location. If you have not seen it but you know Major Effect: The victim thrown violently against
where it is, they will appear (1d6-1) x10 miles from something hard, suffering damage equal to the
the desired location. amount their TOU roll failed by.
You must concentrate for one round or one minute
to use the power. This determines the maximum
distance travelled:

POW Max. Range for Max. Range for


Concentrating 1 rd. Concentrating 1 min.
4 10 yards 100 yards
5 100 yards 1 mile
6 1 mile 10 miles
7 10 miles 100 miles
8 100 miles 1,000 miles
9 1,000 miles Same Planet
10 Same Planet Same Solar System
11 Same Solar System Same Dimension
12 Same Dimension Anywhere/Multiverse

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INDEX

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

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INDEX

Potency (attribute). See POT Rituals, 25 Surprise, 16


Potion of Healing, 96 Robots, 150 Swimming, 23
POW, 151 Roderick, 12, 14 TOU, 9
Power armor, 137 Round, 16 TOU-based weapons, 19
Power difficulty, 24 Rules (modifying), 50 Touch, 24
Power levels (superheroes), Sanity, 125 Toughness (attribute). See
152 Setting, 46 TOU
Powers (designing), 49 Shaking off, 15, 19, 22, 23 Traveling speed, 10
Powers (rules), 7, 24 Shields, 41 Tremayne, 15
Prone, 22 Short rests, 23 Truth serum, 23
Props, 47 Skilled actions, 14 Unarmed attacks, 19
Psionic Powers, 140 Skills, 7, 11, 26 Vehicles, 41
Quick draws, 14 Skills (designing), 11 Vehicles (futuristic), 138
Races, 54 Small creatures, 49 Venom, 23
Radiation, 23, 41 Social interaction, 23 Weapons, 39
Range, 17 Spells (fantasy), 57 Weapons (futuristic), 135
Range (powers), 24 Spells (horror), 126 When do you roll?, 12
Recovery, 23 Spirit, 11 WIL, 9
Recovery rolls, 23 Staff of the Archmage, 96 Will (attribute). See WIL
Reserve, 7, See XP Reserve Starships, 139 XP, 7, 8, 9
Resisting power effects, 24 Stat checks, 15 XP Reserve, 7, 8
Rest, 23 Stunned, 22 XP value (creatures), 50
Restrained, 22 Super Flaws, 152 X-TEC7, 13
Rewards, 47 Super Powers, 153
Ring of Invisibility, 96 Super Powers (rules), 151

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Layton Snover (Order #24365958)

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