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WEG Open Fantasy

Character Creation

In order to start generating a character you will need a piece of paper and a copy of the character sheet included in this book. Scribble down any notes or non-finalized numbers on the sheet of paper before you copy it down on the character sheet. This way it prevents you from constantly erasing or crossing stats out. It is also recommended that you read through all the options below before picking one, that way you can form what kind of path you want your character to take.

General Overview

When making your own starting character; use these guidelines. This chapter describes each characteristic in more detail.

These guidelines assume you’ll make a normal Human character. If not, talk with your game master about the minimums, maximums, and other requirements for the character race you want to use. Peruse the “Non-Human Races” chapter for some sample ideas. See the various sections in this chapter for details on dice distribution and figuring out other aspects of your character.

Attributes: Distribute 18 dice among the seven attributes. The minimum is 1d and the maximum is 5d in all attributes except ExtraNormal attributes, which remains at 0d for most characters. See the races for each races attribute bonuses.

Backgrounds: Go through the various backgrounds available to characters and add the pips or dice to the appropriate skills.

Education: This determines what kind of education your character received growing up. Characters can possibly learn Extra-normal attributes here.

Professions: Read carefully through the professions available. Each profession gives skill bonuses and may even raise a character’s ExtraNormal attributes above 0d.

Skills: Distribute six dice among the skills. The maximum number of dice added to any one skill is 2d. Move: This equals 10 meters per round, or whatever value is given for your race.

Body Points: To determine your body points, roll your character’s Physique and add 20 to the total. For every 3d in stamina you may roll an extra 1d and add that total to your Body Points.

Wounds: See the appropriate table in the “Damage and Body Points” section of the “Damage” chapter to determine the range of Body Points associated with each Wound level.

Strength Damage: A character’s Strength Damage is equal to their Physique or lifting, whichever is higher.

Silver: Silver reveals how much wealth your character has amassed. Each character starts out with 3d6x10 silver coins.

Character Points: Characters start with five Character Points.

Fate Points: Characters start with one Fate Point. For equipment, Advantages, Disadvantages, Special Abilities, background, and character features, see the appropriate sections in this chapter for more details on how to fill out these optional sections.

Funds: Each character starts out with a base of 180 silver coins. Consult the below chart to determine any bonuses or penalties to a character’s silver.

The final total becomes the final starting funds.

Determining Funds

Characteristic Modifier 1d in Charisma -60 silver 1d in Intellect -60 silver 4d or more in Charisma +60 silver 4d or more in Intellect +60 silver 8d or more in trading skill plus its highest specialization +60 silver

Equipment

A player of a starting character may select one small weapon and a little protective gear plus a few tools of the character’s chosen trade. Some basic equipment is explained in the “Equipment” chapter; the game master may allow other options. Characters may also spend the silver they get at character creation on any additional items.

Height & Weight

Players who want their characters significantly larger or smaller than the average Human have a few options. If the size is proportionately larger or smaller, then the character must have the Size Advantage.

If the size is a hindrance, then the character should have the Hindrance Disadvantage as well.

Attributes

Each character has seven attributes, which measure basic physical and mental abilities that are common to every living creature (and some nonliving things), no matter what universe or dimension they exist in.

Agility: An indication of balance, limberness, quickness, and full body motor abilities.

Coordination: A quantification of hand-eye coordination and fine motor abilities.

Physique: An estimation of physical power and ability to resist damage.

Intellect: A measure of strength of memory and ability to learn. 4 Acumen: Your character’s mental quickness, creativity, and attention to detail.

Charisma: A gauge of emotional strength, physical attractiveness, and personality.

Extra-normal: An assessment of your character’s extraordinary abilities, which could include magic, miracles, or other extra-normal talents. It is often listed by its type, rather than by the term “Extranormal.” Most characters begin with a score of 0d, since people with such abilities are extremely rare. Those who have an Extra-normal attribute must decide how it’s manifested. Characters almost never have more than one Extra-normal attribute. Magic, Miracles and Spirit are three Extranormal attributes described in this book.

When you put dice in an attribute, you can either put whole dice in each attribute, or you can give each a mixture of whole dice and pips. Each die equals three pips.

Experienced Characters

If you are making an experienced character, you’ll need to figure out how many more years that character has been around than one starting out.

Defined Limits

Using the initial novice totals of six skill dice, five Character Points, and one Fate Point, add 10 skill dice, 15 Character Points, and two Fate Points to the initial totals for each year the character has been a full-time active adventurer. (For part-timers, halve these figures, rounding up.)

Existing Personae A player basing her character on an existing fictional entity should ignore the skill and Disadvantage limits and, with their game master’s approval, create the character by distributing dice as best reflects how the character appears in his, her, or its stories.

Skills

Skills are more specific applications of an attribute. For example, the skill dodge is a more specific use of your character’s Agility. Characters learn them through instruction or experience.

Skills are areas of expertise that are not necessarily common to every living creature. Some creatures simply don’t have the capacity to learn certain skills.

All skills beneath a given attribute begin at that attribute’s die code. To highlight skills in which the character has trained or has some experience, add pips or dice to the base attribute value. As with attributes, when creating your character you can either put whole dice in each skill, or you can give each a mixture of whole dice and pips. Remember that each die equals three pips.

You can also specialize in skills. Specializations reflect a greater familiarity in a particular area covered by a base skill. One skill die equals three specialization dice. Of course, one specialization die still equals three pips.

You don’t need to have any extra dice in the base skill in order to take a specialization in that skill, but when you give your character specializations in that manner, they are treated as separate skills. If you give your character specializations in base skills he already has, those specializations are considered bonuses to the base skill when attempting tasks of that type.

Once you’ve chosen at least one specialization and put one or two pips or dice in it, you have to use the remaining specialization dice and pips to either purchase more pips in the same specialization or purchase one or more pips in other specializations.

You roll the specialization’s die code only when you use the specific item or knowledge reflected by the specialization. Otherwise, you roll the base skill (or attribute if you didn’t put additional dice in the full skill).

A character may not put dice in any skill associated with the Extranormal attribute unless that character already has dice in that attribute.

The maximum number of dice the character may start with in any base skill is 3d greater than the governing attribute, with no more than 3d greater than the base skill in any specialization.

Advantages, Disadvantages, & Special Abilities

Advantages and Disadvantages are benefits or problems your character has. Some affect the character’s attributes and skills, while others serve as useful roleplaying tools for rounding out the character.

Special Abilities are unusual talents or powers the character has that most other Humans don’t have. The next chapter, “Character Options,” discusses these characteristics. You may ignore this section if you don’t want to add them to your character.

Skills

As this skill list includes broad definitions not applicable in all eras or worlds for which these rules could be used, the game master has the final say on actual skill applications. For difficulties associated with each skill, see the “Example Skill Difficulties” chapter.

Agility acrobatics: Performing feats of gymnastics, extraordinary balance, and dance (and related performance arts), as well as breaking falls. Useful for running obstacle courses or doing courtly promenade.

Fighting: Competence in unarmed combat.

Climbing: Scaling various surfaces.

Contortion: Escaping from otherwise secure physical bonds by twisting, writhing, and contorting the body.

Dodge: Slipping out of danger’s way, whether avoiding an attack or a sprung booby trap.

Flying: Maneuvering under one’s own power (such as with wings).

Jumping: Leaping over obstacles.

Melee combat: Wielding hand-to-hand weapons.

Riding: Controlling and riding domesticated mounts.

Stealth: Moving silently and avoiding detection, whether through shadows or crowds.

Coordination breath weapon: Using a natural breath weapon against one or multiple opponents.

Charioteering: Accelerating, steering, and decelerating chariots (in particular) or any kind of cart-and-animal vehicle.

Lockpicking: Opening a mechanical lock without possessing the key or combination.

Marksmanship: Shooting any kind of mechanical device — such as a bow or sling — that projects missiles across a distance.

Pilot: Operating any water-faring vehicle, including steering, applying the oars, or managing the sails.

Sleight of hand: Nimbleness with the fingers and misdirection, including picking pockets, palming items, and stage magic.

Throwing: Hitting a target accurately with a thrown item, including stones, javelins, bottles, and knives. Also used for catching thrown items.

Physique lifting: Moving or lifting heavy objects, as well as representing the ability to inflict additional damage with strength-powered weapons.

Running: Moving quickly on the ground while avoiding obstacles and keeping from stumbling.

Stamina: Physical endurance and resistance to pain, disease, and poison.

Swimming: Moving and surviving in a liquid medium.

Intellect cultures: Comprehension of customs, traditions, art, history, politics and views on outsiders of various regions or groups, as well as the ability to generalize about common cultural forms.

Devices: Using and designing complex mechanical equipment. Actually building items requires crafting.

Healing: Dressing wounds, applying splints, and disinfecting injuries, plus an understanding and application of medical procedures, such as diagnosing illnesses and performing surgery.

Navigation: Determining the correct course using external reference points, such as stars, maps, or landmarks, as well as creating maps.

Reading/writing: Familiarity with and ability to understand various forms of written communication, as well as the ability to create literary compositions, including forging papers and identifying such forgeries. Characters do not begin with the ability to read or write.

Scholar: This skill represents knowledge and/or education in areas not covered under any other skill (such as alchemy, cooking, arcane lore, etc.). This may be restricted to a specific field (represented by specializations) or a general knowledge of a wide range of subjects. It is used to remember details, rumors, tales, legends, theories, important people and the like, as appropriate for the subject in question. However, the broader the category, the fewer the details that can be recalled. It covers what the character himself can recall. Having another skill as a specialization of the scholar skill means that the character knows the theories and history behind the skill but can’t actually use it. Scholar can be useful with investigation to narrow a search for information.

Speaking: Familiarity with and ability to understand various forms of verbal communication. Characters know the Trade Speech (assuming the setting has one) and one “native” language in which they have spoken fluency. Additional languages in which a character has proficiency can be represented by specializations of this skill.

Trading: Knowledge of business practices, exchange rates, the monetary value of goods and opportunities, and other information regarding barter and sales, including the ability to determine how to make money with another skill the character has. Trading can complement bluff, charm, and persuasion when haggling over prices for goods and services being bought or sold.

Traps: Installing, altering, and bypassing security devices, as well as identifying various kinds of traps (gas, pit, wire-triggered, etc.).

Acumen artist: Making works of art, like paintings, music compositions, and dance choreographies.

Crafting: Creating, fixing, or modifying equipment, weapons, armor, and vehicles, as well as woodworking, metalworking, constructing buildings, and the like.

Disguise: Altering features or clothing to be unrecognizable or to look like someone else. Also useful in acting performances.

Gambling: Playing and cheating at games of strategy and luck.

Hide: Concealing objects, both on oneself and using camouflage.

Investigation: Gathering information, researching topics, analyzing data and piecing together clues.

Know-how: Figuring out how to perform an action in which the character does not have experience, as well as a catch-all skill encompassing areas not covered by other skills (such as utilitarian sewing or cooking).

Search: Spotting hidden objects or people, reconnoitering, lipreading, or eavesdropping on or watching another person. streetwise: Finding information, goods, and contacts in an urban environment, particularly through thieves’ guilds and similar criminal organizations, black markets, and other illicit operations. Also useful for determining possible motives and methods of criminals.

Survival: Surviving in wilderness environments, including the ability to identify plants, animals, and their nutritional and medicinal uses.

Tracking: Following the trail of another person, animal, or creature, or keeping after a moving target without being noticed.

Charisma animal handling: Controlling animals and making them perform tricks and follow commands.

Bluff: Lying, tricking, or deceiving others, as well as verbal evasion, misdirection, and blustering. Disguise can complement uses of this skill. Also useful in putting on acting performances.

Charm: Using friendliness, flattery, or seduction to influence someone else. Also useful in sales and bartering transactions, putting on performances (such as singing, acting, or storytelling), and situations involving etiquette.

Command: Effectively ordering and coordinating others in team situations.

Intimidation: Using physical presence, verbal threats, taunts, torture, or fear to influence others or get information out of them.

Mettle: Ability to withstand stress, temptation, other people’s interaction attempts, mental attacks, and pain. The game master may allow a specialization in a specific faith tradition or belief system to enhance many, though not all, applications of mettle.

Persuasion: Influencing others or getting information out of them through bribery, honest discussion, debate, diplomacy, or speeches. Also useful in negotiations, business transactions, storytelling, and oration.

Extra-normal: Magic

Magic is one possible Extra-normal attribute. For specific information on Magic, see its chapter in this book.

Alteration: Casting spells involving change.

Apportation: Casting spells involving movement.

Divination: Casting spells involving knowledge.

Conjuration: Casting spells involving creation.

Extra-normal: Miracles

Miracles is another possible Extra-normal attribute. For specific information on Miracles, see its chapter in this book.

Divination: Requesting divine aid to gain knowledge of the past, present or future.

Favor: Requesting divine aid to help, improve, heal or benefit someone or something.

Strife: Requesting divine aid to cause injury or destruction.

Game Mechanics

Within the descriptions of several Advantages, Disadvantages, and Special Abilities, you’ll notice references to game mechanics that haven’t been explained yet (like the Critical Failure die result and the names of difficulty levels). If this is your first time playing Magic & Flintlock’s d6 edition, you can ignore these for now. You’ll learn more about them in the “Game Basics” chapter. Once you start playing adventures, you’ll find the game mechanics in this chapter useful.

Using Character Options

Every character option in this chapter has its own rules for implementation. There are, if you look hard enough, some nightmarish combinations. If something seems like it is could cause trouble in the game later on, check with your game master before choosing it. Ultimately, the game master has final say on the choice of all Advantages, Disadvantages, and Special Abilities, as well as final say on the interpretation of those choices. Players who misuse their character options, particularly their Disadvantages, may find their Advantages or Special Abilities meeting with some unfortunate accident.

Organization Advantages, Disadvantages, and Special Abilities are listed alphabetically in their respective sections. Advantages and Disadvantages are further organized into ranks. These ranks are numbered; higher-numbered ranks are more powerful. They are abbreviated R1, R2, R3, R4, and so on. Special Abilities don’t have listed ranks. Instead, the descriptions give the initial cost for gaining one rank in that ability.

Note: Game masters may allow higher ranks of character options than the examples given here. Players and game masters should discuss the best way to represent their characters’ unique set of traits.

Costs at Character Creation Each rank in an Advantage or Disadvantage is worth one creation point (or one skill die, if you’re using defined limits) per number.

Advantages cost creation points, while Disadvantages give you creation points (or skill dice). Thus, a Rank 1 Advantage costs one point or die, while a Rank 4 Disadvantage gives you four points or dice.

The cost of one rank of the Special Ability is included in parentheses. Some Special Abilities, such as Immortality, do not lend themselves to being taken more than once. Players may also add Limitations to their Special Abilities, which reduce their effectiveness (and the cost), or Enhancements, which increase their effectiveness (and the cost); these are described at the end of this section.

In settings where characters with Special Abilities are common, additional ranks of each Special Ability cost one point (or skill die) per rank at character creation. In settings where characters with Special Abilities are uncommon, additional ranks of each Special Ability cost the value listed with the Special Ability. As one instance, the total cost of two ranks of Iron Will in a game where Special Abilities are uncommon is four, while in a game where they are common, the cost is three.

When using defined limits for attributes and skill dice, players may use skill dice or dice received from Disadvantages to get Advantages and Special Abilities.

Note: At character creation, Advantages cost one skill die per rank.

Additionally, players may use creation points that they earn from giving their characters Disadvantages to buy more skill dice (at a rate of one creation point for each skill die) or more attribute dice (at a rate of four creation points for each attribute die).

A maximum of 10 extra skill dice received from Disadvantages is recommended for any game. Advantages Authority (R1)

The character has some measure of power over other people in his region. The scope of the character’s rank, duties, and power in his local jurisdiction dictate the rank in this Advantage. An Authority (R1) Advantage might belong to someone who, because of circumstance, does not have a lot of opportunity to use his authority or someone who is very low in rank.

Law Enforcement is one version of this Advantage that gives adventurers some measure of abilities associated with being a deputized agent of the law. Authority: Law Enforcement (R1) means the character can carry a weapon and has limited authority to enforce the law. Mercenaries, bounty hunters, and bail bondsmen might need this Advantage in certain settings.

Restrictions/Notes: It is not necessary to have the Authority: Law Enforcement Advantage to own a weapon in those regions that allow ordinary citizens to own them. However, if owning a weapon is illegal in a country and limited to deputized officials, then this version of the Advantage would be necessary.

Remember, too, that outside of the character’s jurisdiction or permit limits, this Advantage may have little or no value.

Authority (R2)

Same as Authority (R1), but the character has more influence, possibly commanding a small number of troops or being in charge of a small company or town. With Authority: Law Enforcement (R2), the character is actually part of the city watch or royal guard and is allowed to make full arrests and search and seizures.

Restrictions/Notes: See Authority (R1) for more information.

Authority (R3)

Same as Authority (R1), except that the character has a great deal of power and influence. The head of a large guild or someone whose authority is simply never questioned would have this Advantage.

With Authority: Law Enforcement (R3), the character could be a high-ranking officer in the watch or army, having authority over those with Rank 2 of this Advantage.

Restrictions/Notes: Higher levels of Authority indicate a wider sphere of influence, such as a large region, an alliance of kingdoms, or an empire. Otherwise, see Authority (R1) for more information.

Contacts (R1)

The character “knows somebody” or a group of somebodies who will generally help out the character if he makes a decent appeal or sufficiently compensates the contact. This level of contact only sticks around for a limited amount of time (part of an adventure or maybe throughout a short adventure).

The character might know a “group” with a wider range of influence (but less power) that will help out, again, for a modest fee or under the right circumstances. The influence might not be as direct, but it is easier to come by. For instance, there might be a widespread religious group that will provide food or shelter for a small donation (much lower than getting such things at an inn). They won’t do much about that a raging giant chasing you, but they can be of immense help under the right circumstances.

Restrictions/Notes: Contacts should not automatically help the character, but they should be reasonable in their negotiations. Multiple contacts of various ranks may be selected and they may be stacked. For instance, a certain person might be a Contact (R1) in most circumstances, but he could be a Contact (R2) or even a Contact (R3) in the right place — such as a mercenary who might help out for a fee versus normal foes, but when fighting his “hereditary enemies,” he might be almost invincible and eager to help. Remember that contacts are game master’s characters. They should be created and played rationally. If a player refuses to roleplay or takes advantage of contacts, he should be penalized when trying to use them (and possibly lose them). There should also be a reason in the character’s story why he has these contacts.

Contacts (R2)

This Advantage is identical to Contacts (R1), except the contact is more powerful, more influential, easier to get hold of, willing to do more favors or affects the game on a larger scale.

If the contact is supposed to be a large group, it now has much greater influence over a wider area. For instance, instead of having the religious group as a contact, the character might be able to call on occasionally the aid of servants of the lord of a region.

Restrictions/Notes: Under no circumstances should any contact, regardless of rank number, make roleplaying and thinking superfluous.

Contacts are totally under the control of the game master. Even powerful and influential contacts from this rank should be kept under a tight rein. See Contacts (R1) for more information.

Contacts (R3)

The contact or contacts chosen should be nearly supernormal, supernatural, or uncanny in origin. For instance, a character’s Contact (R3) might be a “thieves’ guild” with cells in every city — and the members can turn up at the oddest moments.

Work with the game master to come up with some interesting contacts. It might be a group of highly spiritual monks who can be called upon for “mystical aid” — or maybe a really complete occult library.

Restrictions/Notes: Again, as with Contacts (R1) and (R2), don’t let the contacts take over the game — and don’t let the player’s character abuse them. Contacts are game master controlled, but they will usually only be brought into play at the character’s request.

Contacts (R4)

There is some sort of strange “force” that “watches over” and occasionally helps the character. In many ways, this Advantage is not as useful in most adventure situations as the other versions of Contacts, but it can have dramatic effects on occasion.

Some examples of this include a particularly powerful game master character who steps in occasionally to help the character when he’s in trouble. Or, a widespread secret society might, for some reason, want to step in and aid the character at times.

Generally, the character can get minor assistance — as could be gotten from Contacts (R1) or Contacts (R2) — on a fairly regular basis — and under the same sort of circumstances as having lower versions of Contacts — but “the big stuff” only happens when the game master thinks it appropriate. The character might get killed before the Contacts (R4) intervenes — maybe the character just wasn’t doing something the contact felt was important to it — but, most likely, assistance will be provided.

Restrictions/Notes: Players’ characters should take this option only if they want to take Disadvantages relating to it. For example, if a character wants to have a group of wizards who like him and will supply him with substantial aid on a regular basis (like a knight who’s outfitted with new weapons and armor at the beginning of every adventure and who can call for more during certain times in the adventure), then he should take Disadvantages that relate to that. The character could be a member of an organization (see the Disadvantage Employed), or he must do reciprocating favors for the wizards (see the Disadvantage Price), or there are equally powerful people who want to eliminate him because of his contacts (see the Disadvantage Enemy).

If the character does not want to take extensive Disadvantages relating to the contact, then Contacts (R4) should be unpredictable and not always useful. For example, the wizards might provide the character with plenty of magical equipment, but it might not always be what the character needs or might not work correctly all of the time.

Contacts, Patrons, Enemies

In fantasy settings, family and employment often exist as important aspects of a character’s life. Contacts, Patrons, and Enemies can represent not only people the character knows, but also people that the character is related to by blood, marriage, apprenticeship, or fostering.

Furthermore, having friends in high places often means the character attracts the attention of the friends’ friends … and enemies. Players willing to roleplay long, associative networks may add lower-level Contacts in exchange for an equivalent number of Ranks in one or more Enemies. The player must purchase one Contact or Patron of Rank 2 or greater. All additional Contacts and Enemies must have an association with that primary Contact or Patron. As long as the total number of Ranks in the additional Contacts equals the total number of Ranks in the Enemies, the Enemies do not count toward the Disadvantage maximum.

Cultures (R1)

This is another Advantage that can be utilized in more than one way. The first way is the simplest. The character has knowledge of a particular (usually unusual) culture that he can use to his benefit when among people of that culture. This gives a bonus (usually +1) to interactions in that culture and uses of the cultures skill to recall details of the society.

Restrictions/Notes: A character with Cultures (R1) has about the level of knowledge of a frequent tourist — no more. Unless the character has skills like streetwise, speaking, and other supporting skills, he acts as if he has visited the culture and learned a decent amount about their ways, but he is definitely an outsider. This Advantage may be taken more than once for different cultures.

The character’s background must reflect the “special insight” he has into the culture or cultural trends.

Cultures (R2)

This option can be used pretty much like Cultures (R1), only on a larger scale. Instead of choosing a small, unusual culture, the character might choose an “non-human” culture (one totally different from his own) and gain an understanding of it comparable to the understanding in Cultures (R1). Or, he could choose to learn more about a relatively small cultural group (to the point where the character would be accepted as one who has spent a lot of time with the people).

Restrictions/Notes: The same as for Cultures (R1), but the character has about the level of knowledge of an outsider who has lived in the culture for a while. Either that or he would get more useful information on non-human cultures or “sweeping” cultural examinations.

Cultures (R3)

The character is either a native of an unusual culture or has the knowledge and the respect as if she were one. A person who has lived a significant portion of her life in a culture and has that sort of understanding of it would have Cultures (R3) — only the character is actually a part of the game setting’s dominant culture as well.

If an non-human culture can be, and is, selected, then the character has an extreme familiarity with it.

Restrictions/Notes: As with Cultures (R1) and (R2), the character must choose what sort of cultural familiarity to have. Also, there must be a compelling reason the character has this familiarity or understanding. Finally, if the character chooses to be a “native” of a particular culture, she should probably have to learn speaking: (the culture’s major language) at least +1d.

Cultures (R4)

This selection should be taken only if the game setting employs the use of non-human cultures (those not totally understood by the dominant culture). The character understands the non-human culture and can interact within it — he is still an non-human to it, but he is treated better than any other outsider (most likely).

Restrictions/Notes: The character should have related Disadvantages, and there has to be some extensive background description 8 telling why the character has this Advantage. Otherwise, see the other entries regarding Cultures.

Equipment (R1)

The character gains a piece of equipment he would not normally have because it is too expensive or “unavailable,” but only if it is allowable under the game setting. For instance, a character could start the game with leather armor but not chain mail — the latter is generally too expensive for the average adventurer. Alternatively, the character could take lots of little pieces of equipment instead — more than what the game master would normally allow.

Basically, equipment totaling in cost not more than about a few gold pieces (or a price difficulty of Moderate) would fit in this category.

Restrictions/Notes: Typically, as long as the character is not careless with it, Equipment taken with any rank of this Advantage is replaceable, unless the Burn-out Disadvantage is included with it. Equipment (R1) may be selected more than once or in combination with higher ranks of the Equipment Advantage with game master approval.

Equipment (R2)

The character gains a piece of equipment that would be very hard to get because of expense or availability. Standard military weapons that are usually out of reach of the normal citizen are available. In addition, equipment totaling in cost not more than a dozen gold pieces (or a price difficulty of Difficult) would probably be okay. In game settings that have magical equipment, objects of fairly low power would probably be obtained using this Advantage.

Restrictions/Notes: See Equipment (R1) for more information. Equipment (R2) may be selected more than once or in combination with higher ranks of the Equipment Advantage with game master approval.

Equipment (R3)

Items of equipment that are normally unavailable to just about anyone can be picked up using this Advantage. Any one item on any equipment chart can be selected, or the game master can make up a “special” item that has unusual effects or Special Abilities. Alternatively, they can just be really expensive or virtually unavailable items. Equipment totaling a few handfuls of gold (or a price difficulty of Very Difficult) falls under this category.

Restrictions/Notes: The game master should watch this Advantage carefully. It can only be selected once at character creation — though the Rank 1 and Rank 2 versions can also be selected — but it can still unbalance a beginning character. Generally, things that can be taken away fairly easily — like magic wands and swords, low-powered miraculous artifacts, and other related equipment — would be suitably appropriate for characters with minimal experience.

Equipment (R4)

Really bizarre and, most likely, powerful equipment is open to the character — but only one such piece or a collection of small, related pieces. No one else can use the equipment without making some sort of exhaustive skill total, and it can probably not be repaired or duplicated. Equipment with Special Abilities or atypical game characteristics fits into this category.

The equipment could be a weapon more powerful than most personal weapons in the game setting. Or it could be a magical spell that could not normally be used by the character or anyone else in the world at its relatively low difficulty. Or it could be a collection of gadgets and gizmos that can perform many different mundane tasks — but how, nobody knows.

Restrictions/Notes: The character should have Disadvantages related to the equipment. Maybe Enemies want to steal it, or it has an Advantage Flaw so it doesn’t work all the time — or the same way every time. In addition, the equipment should not make the character so powerful that opponents fall before him. In game mechanic terms, the equipment should be just slightly more powerful or more useful than what is available normally. The more powerful the item, the more Disadvantages and restrictions should be related to it.

Special Equipment

Game masters who want a stricter way of giving characters special equipment can use this rule: Characters with the Equipment Advantage may create one or more items with the Special Abilities rules for a total number of points equal to 2 times the rank in Equipment.

All items designed under this rule must have the Magically Empowered (any rank) Enhancement plus Burn-out (R1), may be lost or stolen, Limitation. The Equipment Advantage may have the Burn-out Disadvantage also as long as it’s different than “may be lost or stolen.” Fame (R1)

The character, for some reason, is fairly well known. The character has a dense penetration of recognition, but with little wide-sweeping effects (for instance, everyone in town knows who they are, but no one from more than a few days’ travel away has ever heard of them). Whenever the game master or the player thinks the character might be recognized (and the Fame Advantage would come into play), the game master should roll 3d. If the result is 15 or higher, the character is recognized. Otherwise, he has to do something “special” to be recognized (and gain the benefits of recognition). If a character with Fame (R1) is recognized, he should gain small perks, like getting immediate service in a tavern, avoiding small legal hassles (like routine wagon checks when entering a city), or just be treated generally better (perhaps the character gets a couple of bonus points to persuasion, bluff, and charm attempts). Like most roleplayed Advantages, the game master should decide on the results.

Restrictions/Notes: Fame may be chosen multiple times as long as the player defines how each Fame is different. For example, a character might have Fame (R1) in regards to his fighting abilities, but another type of Fame pertaining to his intelligence or some other ability.

Fame (R2)

The character is very well known. The character would probably be recognized in most fairly civilized cultures and almost definitely in her home culture. The game master should roll 3d and, on a 15 or higher, a person from another culture recognizes the person and reacts (usually favorably). In the character’s own culture, this reaction comes on an 8 or more. If the character draws attention to herself in her own culture (identifies herself), then the reaction will most likely be automatic (game master’s option).

Restrictions/Notes: At this level of Fame, the character should be treated like a well-known bard or popular fighter. Some game master’s characters will be immune to this Fame, but most will have some sort of (generally positive) reaction. Otherwise, see Fame (R1) for more information.

Fame (R3)

There is a pretty good chance anyone in the game setting will recognize the character (or what the character is) fairly easily. The base die total needed is 8, and it can be modified by circumstance.

The character has the status of a high-ranking noble or religious personage.

Restrictions/Notes: They are the same as for Fame (R1) and Fame (R2) — certain people just won’t be impressed. In addition, characters with Fame (R3) should almost always have to take at least one rank in the Disadvantage Infamy — no matter how nice, talented, or generally well-liked a person is, there’s always somebody out there who wishes her harm.

Patron (R1)

The odds are that most players’ characters are not independently wealthy. But they might have access to wealth in the form of patrons.

If the characters are treasure hunters, patrons might include minor nobles, small fiefs, or even retired adventurers. Patron (R1) means the character has a backer who will fund one expedition, with all proceeds going to the patron. All of the costs (room, board, travel and expenses) are covered by the patron, with the understanding that the player’s character is basically just a worker-for-hire. Anything that the adventurer discovers or purchases becomes the property of the patron.

Patron (R2)

A Patron (R2) expects much less from those he backs. The character may receive less financial support, but the adventurer has greater freedom of action.

An expansionistic government is a common example of an organization qualifying for Patron (R2). They cover a character’s travel expenses in exchange for news about new lands to conquer. Anything that the character finds on his own (like artifacts) remain his own.

Patron (R3)

A Patron (R3) will give a character a limited stipend and cover most expenses, then offer to purchase whatever the character recovers. Without consistent results, the funding will be cut off.

Size (R1 or more)

The character is much larger or smaller than the average Human.

For every rank in this Advantage, the player receives up to +3 to his character’s scale modifier (which starts at zero). The player must specify whether the character is bigger or smaller than the average Human.

Restrictions/Notes: Generally, the character’s weight is proportional for his height, but a Disadvantage, such as Hindrance: Reduced Toughness, or a Special Ability, such as Hardiness, could be used to represent a very thin or very large character (respectively). Likewise, to reflect a longer stride, the character should have the Hypermovement Special Ability, while a shorter stride would get the Hindrance: Shorter Stride Disadvantage. Obviously, no character may take the Size: Large and the Size: Small Advantages.

For details on using scale, see the “Combat Options” chapter.

Trademark Specialization (R1)

This Advantage works a lot like a combination of the Skill Bonus Special Ability and Fame. The character is remarkably good at one very specific thing, and he is known for it. Choose any specialization that the character has (or would like to have in the future), and the character gains +2d to the roll when it is used. In addition, when the character uses it, there is a game master-option chance that people will recognize how “naturally good” the character is at the specialization, and this might produce interesting situations. Also, the character might be contacted or recognized by certain people because of how good he is at that one specialization.

Restrictions/Notes: This character acts as if trained in the use of this skill. No character may have more than two Trademark Specializations.

Wealth (R1 or more)

The character with this Advantage probably has an estate or a series of investments that will keep him comfortable for a good long time. Alternatively, the character could be minor nobility or be married to a minor noble. This doesn’t mean the character can buy everything — he is still subject to the availability of items.

For each rank in this Advantage, the character has 10 gold coins in readily available cash once per month. The accounts never have more than 10 gold coins times the number of ranks each month (fees and living expenses keep it at that level), and the amount could be less by the end of the month. Adventure bonuses could temporarily raise the figure, though the character would have to purchase an additional rank of Wealth to make the increase permanent.

Restrictions/Notes: Characters should select only one rank of Wealth, unless there is some reason they might have Wealth (R1) and another rank of Wealth in other circumstances. Also, this wealth does not always help and disappears if misused (and it should be a major concern to the character at times), but it should be there most of the time. Game masters will probably think of ways to work around wealth and players should play along — if you can throw money at every problem, then they aren’t that much fun to try to solve, are they?

Disadvantages

The most likely Disadvantage a character with Wealth would have is Devotion, such as “helping all those in need” or “righting all wrong doing.” Otherwise, there should be fairly extensive reasons why the character can’t use his wealth to resolve every situation — or hire somebody to do it for him (which is really the same thing).

Many Disadvantages exist as counterparts to the Advantages or Special Abilities listed herein. A Skill Bonus Special Ability is the positive end of a Hindrance Disadvantage. Some have roleplaying effects, while others alter attributes and skills.

When choosing Disadvantages, keep a few things in mind:

1. You’re going to have to live with the Disadvantage. Take only Disadvantages that you don’t expect to ever get rid of — there are rules for eliminating Disadvantages, but the game master may allow their use only after lots of adventuring.

2. Choose more roleplaying Disadvantages than game-mechanic ones. Instead of taking easy-to-use modifiers to skill attempts or abilities, select Disadvantages that you can roleplay. Granted, you won’t want to have an overwhelming number of either type of Disadvantage, but Disadvantages that can be roleplayed and can work themselves into an adventure story are much more interesting than simple modifiers to difficulty numbers.

3. The Disadvantage has to be a disadvantage. Any Disadvantage that can be easily worked around, no matter how potent, or that actually helps the character on a regular basis is not a Disadvantage.

For example, if a character has an Advantage Flaw where he can’t use his Advantage when the temperature is below 60, and the character is always adventuring in places where the temperature is at least that high, then it is not a Disadvantage. Check all Disadvantages (and other character options, for that matter) with your game master and explain to him what you think they mean before you start playing the game. That way, you can avoid this problem before it crops up. Game masters who figure out the player was purposely trying to break the system may take away the Disadvantage and an equal amount of Advantages, Special Abilities, and maybe even Character and Fate Points.

Achilles’ Heel (R3)

The character has a particular serious weakness. It is not something that most other characters find especially dangerous or inconvenient, but the character suffers severe modifiers to difficulties or even damage when exposed to it. Some examples include: Allergy: The character is strongly affected by reasonably common things that she cannot always avoid. When exposed to the allergen, the character must generate a Moderate Physique or stamina total (as an action) or she takes 3d in damage. The character can resist the damage through applicable defenses, but she has to generate the stamina total as an action every round she is exposed to the allergen.

Cultural Allergy: The same as above, but there is some social situation that causes the character to freeze (exposure to nudity, the sight of soldiers, etc.) and lose all Critical Success rerolls until the condition is gone.

Environmental Incompatibility: The character is sensitive to something in the environment: an extreme of temperature, the chemical content of rain water, a component of the atmosphere, or something similar. Exposure to this without the proper protection causes the character to take a -4 modifier to his damage resistance total or a +1 modifier to all difficulties (which increases by +1 per minute exposed) until the character is out of the harmful situation.

Metabolic Difference: The character needs more life support (typically food) than “normal” and begins to take damage after hours of malnutrition. For food, the character eats the equivalent of twice as many meals per day as the average Human. For instance, the character must eat a meal every four hours or, every hour after the four are up, the character loses one Body Point that cannot be recovered except by eating. As another example, three times per day, a different character may need to eat twice as much as a normal Human or suffer a Stunned Wound level.

Nutritional Requirements: The character must ingest an element not commonly consumed by Humans (blood, dead Human flesh, etc.) to survive. Often, the character encounters prejudice because of this, and she certainly develops physical problems if she fails to consume this substance in a reasonable amount of time.

Rot: The character’s body is rotting. She periodically loses pieces of herself (such as fingers or toes) and must pause to fuse them back on (this is a simple action but takes a round to perform). The character suffers no damage from this, but it should inconvenience her. For instance, in combat, the character’s fingers might fall off, causing her to drop her weapon — this makes an excellent Critical Failure complication.

Vulnerability: A particular form of attack or interaction affects the character much more severely than other characters. For example, a character with a vulnerability to close combat weapons might “freeze up” when he sees another character point a sword at him — making the other 10 character +5 to hit him (most likely during the first round of combat only). Another character might automatically apply +10 to the difficulty of any attempts to resist another character’s bluff attempts. (The less likely the situation is to occur, the greater the difficulty modifier.)

Restrictions/Notes: The Achilles’ Heel should be very serious, but not “instant death” for the character. There should always exist some way to avoid it (not easily), or some chance that the character can counter it. The more likely it affects the character, the less it actually should do. It’s equally possible that the Achilles’ Heel imposes different modifiers under different circumstances.

Achilles’ Heel (R4)

The character’s weakness is even more severe than the Rank 3 version of this Disadvantage. Some examples include: Allergy: The same rules apply as for Allergy, save that the character cannot perform any actions except running away while exposed to the allergen.

Cultural Allergy: The same rules apply as for Cultural Allergy (R3), save that not only does the character lose all Critical Success rerolls if exposed to the specified social situations, she also is at +1 to all difficulties.

Environmental Incompatibility: The modifier to the damage resistance total goes up, or the condition is more likely to occur, or the modifier increases each round. Rot: The character loses major parts of his body periodically due to rotting (such as limbs) and must pause to replace them. Doing so requires no skill total but does take three rounds to perform. The trigger that causes this to take effect should occur no less frequently than a Critical Failure.

Symbiosis: The character is bound symbiotically to another, drawing strength or energy from her. Symbiosis can be either physical or mental. For every 100 meters by which one character is separated from the other, the character loses one pip (cumulative) to either their physical attributes (Agility, Coordination, and Physique) or their mental attributes (Intellect, Acumen, or Charisma). (Remember: three pips equal one die.) If the character’s symbiote is killed, the character loses 1d from the attributes affected until she can convince another character to willingly bond with her (the bonding process should be simple — like sharing blood — but participants must willingly want it to happen). For an extra rank in this Disadvantage, the character is bound both mentally and physically to another, and loses from both sets of attributes if separated. For the separation to equally affect the “host,” he must also have this version of the Achilles’ Heel Disadvantage.

Restrictions/Notes: Additional ranks of the Achilles’ Heel Disadvantage indicate even more deadly situations. See Achilles’ Heel (R3) for other notes.

Advantage Flaw (R1)

This Disadvantage is linked to a particular Advantage or set of skills. Whenever the character uses it, there is some a chance for a negative modifier or roleplaying disadvantage. Here are some examples for certain Advantages and skills: Contacts: The Contact helps the character, but he is either “annoying” about it or a “hard bargainer.” Where a normal Contact would assist the character for an almost negligible fee, the Flawed Contact will haggle and nag until “rewarded.” Some reason should exist why the character would want to keep the contact happy.

Cultures: When the character gets hints or knowledge about a culture, he knows everything except some sort of critical piece of information. Or, if the character has the “sweeping knowledge” of lots of cultures, his interpretations sometimes are almost totally wrong (game master option). In order to make this Flaw work, the character should not find out about the error until it would be “interesting.”

Equipment: In most cases, some sort of minor mechanical imperfection exists in the equipment that no normal means can fix.

For equipment that requires a skill total, game masters could either add 3 to the difficulty of all actions using it, or, on a Critical Failure, the equipment won’t work or malfunctions. For equipment that wouldn’t normally require a skill total, occasional side effects could happen or maybe it requires a periodic Moderate skill check of some kind to keep operating.

Skills: If the character fails at the skill check with one of a set of three related skills, she can’t reroll Critical Successes either until the end of the scene or until she succeeds at the skill check.

Wealth or Funds: The character cannot access his wealth easily. Either it is tied up in red tape most of the time (especially if the character has most of the money invested), or he has to go somewhere to get it, or someone else (reasonably friendly) has control over it and doesn’t always release it easily.

Restrictions/Notes: In general, at Rank 1, a flaw should not debilitate a character or take away his Advantage on a regular basis — but it should make it a little less of a sure thing.

Advantage Flaw (R2)

This Disadvantage works in exactly the same manner as Advantage Flaw (R1), above, but with more serious results. If the Flaw came into play occasionally (like every time the character visited a desert), it now comes into play much more frequently (like when he is in any dry environment). If the Flaw made things a little more difficult, then the Flaw makes things a lot more difficult (the difficulty modifier doubles from the Rank 1 version).

Restrictions/Notes: Having circumstances that effectively take away the complete benefit of the Advantage is certainly within the bounds of Advantage Flaw (R2), and those circumstances can occur reasonably often (no more than during one quarter of a normal adventure, however). They will force the player to roleplay and to think about ways to get around the Flaw or to try other options, rather than just relying on a particular Advantage, Special Ability, or skill set.

The rules for Advantage Flaw (R2) are otherwise the same as Rank 1.

Advantage Flaw (R3)

This rank takes on some of the characteristics of an Achilles’ Heel (R3), but more in direct relationship to an Advantage, an attribute, or a large set of skills. The rules for the flaw are the same as for Advantage Flaw (R2), but the effects are even more severe. Not only does the character lose the benefits of the Advantage or attribute (or undergoes a condition that essentially negates it), but he also suffers an additional Disadvantage.

Infection: Under certain circumstances, the character passes along select abilities and characteristics to another character. The character has an infection score of Physique +2d. (This is not a skill and players may not raise it except by taking additional ranks in this version of the Disadvantage.)

The game master and the player should determine how the character spreads the infection. It could happen as the side effect of an attack, through physical contact, or through some other means.

When the character performs the requisite action, he generates an infection total (which does not count as a separate action). The target generates a Physique or stamina total as well (which does not count as an action). If the character’s infection total exceeds (not equals) the target’s Physique or stamina total, the target is infected.

An infection passes certain Special Abilities and Disadvantages to the target (specified by the player and the game master when the player gives the character this Disadvantage). It is possible for the infection to pass on more ranks in Disadvantages than Special Abilities, but is not possible for it to pass more ranks in Special Abilities than Disadvantages.

Keep in mind that the infected character may well hate the character responsible for his new state, so the infecting character may have gained an Enemy. In fact, there should exist some overwhelming reasons why this is actually bad for the infecting character — it is a Disadvantage, after all.

Game masters who do not feel that the Enemy Disadvantage is enough of a negative could also work in other sorts of Advantage Flaws as side effects of spreading the infection.

For an extra rank in the

Advantage Flaw: Infection Disadvantage, the infection die code increases to Physique+4D. Also, the penalties for infecting another characters should be more severe — maybe the character infected then knows things about the infecting character that will give him an advantage over his enemy, or perhaps the infecting character temporarily loses abilities or attribute pips.

Minor Stigma: There is something that the character cannot do without performing the “proper rituals” before or after (a fighter whose cult must “purify” him after killing someone; a wizard who cannot use Magic without special equipment).

Stench: The character smells terrible due to one of his Advantages or just because he exists. Add 6 to the difficulty of all stealth attempts, as everyone can smell him coming. This also affects interaction attempts, giving them at least a +1 to the difficulty.

Restrictions/Notes: Advantage Flaw (R3) takes a powerful Advantage and turns it into a worse-than-useless Disadvantage for a comparatively brief period of time. A single advantage can have more than one Advantage Flaw, and, if the character wants several Flaws of various ranks, can link to one Advantage. See other ranks of Advantage Flaw for more information and examples.

Age (R1)

The character is a teenager or just past middle age. And, since this is a roleplaying game and not real life, he’ll stay that way. In general, characters who are “too young” often have to roleplay through episodes where they are not taken seriously, where they are ignored, and where they have less rights and control than older characters. Those who are “too old” get treated in much the same way — characters in their prime often defer to the character, but they also treat him as if he were infirm or possibly senile.

Restrictions/Notes: In general, the game master should try to treat the character as if he were “too old” or “too young” and have fun with it. Game mechanics are seldom required, as good roleplaying can make things work here, but if they become necessary, add 3 to the difficulty of intimidation and persuasion actions performed by the character when his age would interfere (a young character trying to lead a group of experienced characters, or an older character trying to convince younger characters that he is “with it”). A character may only have one version of Age.

Age (R2)

The Disadvantage is the same, only more so. Instead of being a teenager, the character is a preteen child. Instead of being just past middle age, the character is old. The roleplaying situations are basically the same, but the effects are more dramatic.

Restrictions/Notes: An old character receives +1 to the difficulty of physical actions — those that rely on Agility, Coordination, and Physique — requiring unusual exertion (running, jumping, fighting, etc.). A young character adds 1 to the difficulty of all mental actions — those that use Intellect, Acumen, or Charisma — when attempting to solve “adult” problems or interact with adults. Players should roleplay both versions true to type. Two Disadvantages suitable for association with this one include Reduced Attribute (especially for Age: Old) and Hindrance.

Characters may be “young” or “old” and not take this Disadvantage. Older characters in good shape have no problems jogging, lifting, fighting, or whatever, and young, intelligent people can often interact and think just as well — if not better — than adults. This Disadvantage addresses those characters, young and old, who can’t keep up as easily.

Bad Luck (R2)

The character is exceptionally unlucky. This Disadvantage is under the game master’s control most of the time. The easiest way to handle it is, whenever the player rolls a Critical Failure but something bad happens (in addition to taking away the highest die in the roll). The game master can choose from not allowing the player to reroll Critical Successes until the end of the scene, the character loses an action during the next round, or invoking some sort of strange but not too terrible “bad luck effect.”

Restrictions/Notes: A character may take Bad Luck (R2) if he already has the Good Luck or Great Luck Special Ability. The character might even, on occasion, use the benefits of the Good Luck or Great Luck Special Ability to get out of trouble or partially negate the effects of Bad Luck (R2) — that’s the way it works. Also, the game master should remember that the character has Bad Luck (R2) — not the player. If the player gets into a consistent “streak” of rolling Critical Failures on the dice, then the game master should start “skipping” the invocation of Bad Luck (R2) occasionally — more than three or four occurrences of Bad Luck (R2) during an adventure is a little much.

Bad Luck (R3)

The rules for this Disadvantage are the same as for Bad Luck (R2). However, a Critical Failure or a total equal to one more than the die code of the skill or attribute causes Bad Luck (R3) to activate. (For example, if the character has 5D in a skill and rolls a total of 6 on the dice — which is one more than the die code in the skill — the Disadvantage comes into play.) The effects are exactly the same, only the game master might make the setbacks more uncomfortable.

Restrictions/Notes: See Bad Luck (R2).

Bad Luck (R4)

The same as Bad Luck (R2) and Bad Luck (R3), but the character suffers the effects on a Critical Failure or a total equal to or less than two more than the die code of the skill or attribute. (So, if the character with a skill of 5d rolls a 6 or 7, then the Disadvantage is activated.)

The minimum effect is that the character loses her actions on the round and probably something disastrous happens.

Restrictions/Notes: See Bad Luck (R2) and Bad Luck (R3). Since Bad Luck (R3) can have such devastating effects, the game master might want to overrule occurrences of it. For example, if, during a standard scene of an adventure, a character is trying to persuade a shopkeeper to sell him an item at a better price, he might roll a low total on the dice. The game master could have something disastrous happen — the shopkeeper keels over with a heart attack just as the chief of the city watch walks in and the character is suddenly suspected of murder — but does it serve any purpose in the adventure? Possibly, but if it doesn’t, save it until later. Then, when the character is at the climax of the adventure and he doesn’t roll a disastrously low total — but the game master feels a “dose of bad luck” would improve the story — he can use that as an excuse. Players should understand that Bad Luck is arbitrary and will often occur at the worst possible moment.

Burn-out (R1 or more)

Under a certain set of proscribed circumstances, the Advantage goes away — permanently. The player and the game master should work out the circumstances, with the following criteria:

1. The Burn-out should have a chance of occurring about once or twice an adventure.

2. The Burn-out should be something the character can avoid — but she might not want to avoid it.

3. A logical reason for the Burn-out to occur should exist. 4. Both the player and the game master operate under the knowledge that the Burn-out will occur at some point.

Some examples of when a Burn-out could occur include: • An opponent soundly defeats the character in an adventure.

  • The character completes a particular quest of great importance (this would probably only happen after several adventures but is something the character wants to complete for some reason).
  • The character suffers a particular effect (she loses most of her Body Points or Wounds, she is the victim of a particular type of uncommon attack, etc.).
  • A character’s Advantage is somehow negated (a Contact who has a good chance of being killed, a piece of Equipment that someone is trying to steal or destroy, etc.).

This Disadvantage is worth a number of ranks equal to one-half (rounded up) of the Advantage with which it’s associated.

Restrictions/Notes: Any Advantage could have the possibility of Burn-out. Just think of a logical (or, perhaps, supernatural) reason an Advantage would go away. There should exist a decent chance that it could go away, but the character should have some chance of avoiding that occurrence … for a while.

Cultural Unfamiliarity (R1)

The character is not from the “mainstream” culture of the society he spends the most time in. The player should decide on the character’s native kingdom, which is somewhere with a different culture than the one he is normally in. For instance, a Dwarf character might be in a setting where Dwarves and Humans generally get along. However, because Dwarves and Humans have different, there might be the occasional “cultural clashes.” Bigots might get in the way of the character, and the character might not always “know” things about the setting that natives would automatically understand. The character is an outsider.

Restrictions/Notes: At the worst, game masters can treat the Disadvantage like Prejudice (R1) but, most often, the character is just 12 unfamiliar with aspects of the mainstream. Characters cannot usually take this Disadvantage more than once.

Cultural Unfamiliarity (R2)

The character is of a culture almost totally different from the “mainstream” he operates in. The character should constantly make mistakes and social gaffs. All attempts at streetwise or similar “getting around town” skills should have +6 to the difficulty (at least). In addition, the character should probably have trouble with the native language (he could even take the Disadvantage Language Problems).

Restrictions/Notes: The rules are the same as for Cultural Unfamiliarity (R1).

Cultural Unfamiliarity (R3)

The character is, in all respects, an non-human. He’s probably from another region with a completely different culture, or whatever fits the game setting. Regardless, he just doesn’t fit in (socially, and, most likely, physically). Otherwise, this Disadvantage works exactly the same way as the other rank versions.

Restrictions/Notes: See Cultural Unfamiliarity (R1).

Debt (R1)

The character owes money, or something else valuable, to someone. In most cases, some sort of lending institution or credit house exists, and the payments aren’t too arduous. The character just has a harder time getting credit and has to turn over a substantial amount of any profits he makes on an adventure to the lender.

Restrictions/Notes: Players should take this Disadvantage if they intend for their characters to live up to it. The character should have a reason he doesn’t want to default on the debt, which the player works out beforehand. Also, Debt (any rank) with Enemy (any rank) can be an interesting combination — maybe the character is in deep to a loan shark or a manipulative and unscrupulous lender.

A character may have this Disadvantage with the Advantage Wealth (any rank), as long as there is some reason it can’t be just paid off. A character with Wealth (R3) (phenomenal resources) might be stuck in a contract where he has to turn over the profits of any adventure to someone, for example — he still has his wealth, but he has to cough up all the little neat things and rewards he gets at the end of the adventure (or the character has to persuade the lender/contract holder to let him keep them).

Debt (R2)

The character owes a lot of money (or something else valuable) to someone dangerous, or the results of owing this debt are dangerous. For instance, the character could owe his life to a really strange old wizard, and, every time that person needs a favor (usually going off somewhere dangerous and doing something suicidal), the character has to drop everything and go.

Restrictions/Notes: The rules are the same as for Debt (R1).

Debt (R3)

The character owes almost everything to someone or something. In the case of worldly goods, the character must turn over nearly everything to the “lender” at the end of an adventure — the character must “borrow” these things back at the beginning of the next adventure … and it is up to the game master what the “lender” gives back. In most cases, this means the character is either Employed or under some similar sort of restriction.

Restrictions/Notes: Debt (R3) is so wide-sweeping that players may not usually combine in it with the lower versions or link to individual Advantages unless the player and the game master are particularly inventive. A character with Debt (R3) might “owe” the possession of a Rank 3 or Rank 4 Advantage to a particular source (a character might have receive Equipment from a supernatural source) and have to pay some sort of tithe (a sacrifice, all the money the character obtains, etc.) to get the use of the Advantage.

Devotion (R1)

The character feels compelled to take certain actions out of love, code of honor, or perceived duty to something or someone else. The character may, at times, do things he finds morally questionable in order to achieve a greater good. With Devotion (R1), the character’s beliefs do not come into play very often.

Devotion (R2)

The character with the Devotion (R2) Disadvantage believes very strongly in something and will attempt to persuade others of the truth of his beliefs. His patriotism or loyalty to an ideal plays a role in his day-today life.

Devotion (R3)

At this rank, the character’s belief in the cause motivates almost all his actions. The character would willingly die for her belief. Additionally, her duties to the object of her devotion increase.

Employed (R1)

The character has a job, an apprenticeship, ties to a religious order, fealty ties, or other social bonds that request frequent attention. He may need to perform certain deeds, rituals, or prayers on a monthly or daily basis to stay connected to his employer (and generally receive benefits thereof). The more complex the requirements, the less often they need be done. Maybe the job relates to what the character wants to do during adventures, or maybe not. Regardless, the character wants to keep her job (or has to, for some reason), and she must take responsibility for missing work and fulfilling her obligations.

Restrictions/Notes: The player and the game master might have to work to roleplay this, but an occasional conflict should arise between what the character wants to do and what she has to do. The character might even have to keep some activities secret or lose her job.

Some examples include a bard attached to a household; a monk who must regularly check in with his religious order; mercenary or bounty hunter under contract; bodyguard; and city watch. The less freedom the character has in making decisions during the adventure and what she wants to do during her working hours (and perhaps even her spare time), the greater the rank in Employed.

Employed (R2)

The character works for someone, or something, that pretty much runs his life. When he goes on adventures, he either has to go through lots of red tape to get permission, or it’s because he was assigned the mission. As a result, the character has little free will regarding what he does or how he does it, and he should come into conflict with his employer on occasion. Also, since the character is an employee, if he is on a mission, he usually has to turn over his share of the loot for corporate disposal — he’ll get something out of it, certainly, but not a full share.

Restrictions/Notes: The rules are the same as for Employed (R1). Just make sure that “the job” is fairly inconvenient for the character, but there are reasons he doesn’t quit. Maybe he has the Wealth Advantage only so long as he has the Employed (R2) Disadvantage — that would be a good way of tying in the Disadvantage.

Employed (R3)

The character is, for all intents and purposes, a slave. This does not mean the character is poor or without means — just without free choice. The character does virtually everything because he must. For example, a character might be the head of a large guild. But the only way things get done is for the character to do them or be there to oversee they’re getting done. Adventures only occur when they are in direct concordance with the interests of the “employer.” In all other ways, this Disadvantage is like its lower rank versions.

Restrictions/Notes: See Employed under the other ranks.

Enemy (R1)

An individual or group has it in for the character. An Enemy who is a single person of power and influence no greater than the character might actually want the character dead. An Enemy (R1) of power and influence greater than the character simply wants to hassle the character for some reason. Maybe in the town the character operates, the law enforcement authorities have his name and picture on file — and they’ll use any excuse to run him in or hassle him because they think of him as a troublemaker. Or, perhaps, the character’s evil stepfather throws everything out on the street if he’s one minute late with the rent, or the character’s liege always assigns him the most boring or most dangerous missions. The Enemy does not have to have a position in the character’s life — he can just be someone who, for some reason known to the game master (and probably the player, but not always the character), has a grudge against the character.

Restrictions/Notes: There is no reason a player can’t use this Disadvantage similarly to an Advantage Flaw or as a complement to other Disadvantages or even Advantages. Maybe a character’s Contact is sweet and helpful (a noblewoman in the court who tells the character a little more about the mission he’s been assigned), but someone who influences the Contact is an Enemy (the noblewoman’s advisor who has been trying to seduce her and resents the fact that she likes the character better) and 13 sometimes makes it hard for the contact to help. Enemy (R1) characters should either show up only occasionally (maybe once during an adventure), or they should be minor annoyances that can only be a real problem if the character doesn’t deal with them when they show up. Multiple Enemies of various ranks can be selected (just don’t go overboard).

Enemy (R2)

The rules are the same as for Enemy (R1), only the character is more powerful, more annoying, and/or more a part of the character’s life. Restrictions/Notes: It should be mentioned that killing the Enemy or running away should not get rid of the Disadvantage — at least not easily. At the very least, the character should have to go though a few adventures to “remove” the Enemy from his life. Usually, the character has to deal with the Enemy for quite a long time. Multiple Enemies can, of course, be selected.

Enemy (R3)

Again, the rules are the same as for Enemy (R1) and Enemy (R2). Most likely, a group of people or a very powerful person hounds the character, wishing to kill or otherwise remove the character from the game setting. They often hurt people she knows and do vile deeds just because the character won’t like them. The Enemy (R3) should get involved in, directly or indirectly, most adventures the character goes on. Just about everything bad that happens to the character would please the Enemy — and he is probably responsible for a lot of them.

Restrictions/Notes: Enemy (R3) is a very powerful, and very important, Disadvantage. Many beginning game masters might not want to go to the trouble of creating and constantly maintaining a villain or group of villains relating to the character — but others will enjoy it.

Talk to your game master about this option before you select it.

Hindrance (R1 or more)

The character has a minor physical or mental handicap that makes certain actions more difficult. The Hindrance could be a permanent physical injury, a particular mental block regarding certain types of activities, a limitation innate to the character’s race, or the result of age.

The player and the game master should work out some sort of affliction and then choose a group of related skills that get difficulty modifiers totaling +3. Some examples of sets of three skills getting a +1 modifier to the difficulty of each include: Bad Knee: acrobatics, jumping, running

Gruffness or Arrogance: bluff, charm, persuasion

Trick Shoulder: climbing, melee combat, throwing

Uncoordinated: acrobatics, melee combat, sleight of hand

Unobservant: investigation, speaking, search

The players may use this Disadvantage to restrict one form of their characters’ movement. A two-meter reduction in one form of movement (running, swimming, jumping, or climbing) is equivalent to a +1 difficulty modifier, so a player could take a small movement restriction along with difficulty modifiers to skills.

The minimum movement rate for a character is one meter. Characters with a native environment requiring an alternative means of movement other than walking (such as swimming or burrowing) may take one rank of Hindrance: Atypical Move to represent the inability to walk or jump. Instead, the character uses his base Move to represent his base swimming or burrowing Move. Thus, a water-dwelling character without legs and with this type of Hindrance would have a swimming Move of 10 (instead of 5), could not walk, and would be limited in the kind of jumping he could perform.

Players who wish to reduce their characters’ damage resistance total (to represent delicate physical natures) may take a -1 modifier to that total for each rank in this Disadvantage.

Restrictions/Notes: Players may use specializations — with game master approval. Three specializations that the game master thinks the player might have to use reasonably often (like investigation: find clues or marksmanship: bows) could substitute for one general skill. Hindrance (R1) can be selected several times, as long as the game master thinks it appropriate. Since it is very much the counterpart to the Skill Bonus Special Ability, additional restrictions and notes can be related to the ones found there.

Each additional rank in Hindrance increases the total difficulty modifier by +3, which may affect the few skills in a Rank 1 group, or can increase the number of skills covered by the Hindrance.

Infamy (R1)

The character is about as well-known as a character with Fame (R1), but for different reasons. The odds of being recognized are the same as for Fame (R1), but the reaction is quite different. The character experiences hostility, prejudice, and intentional slights — in game mechanic terms, the character should have the difficulty of all interactions increased by at least +3.

Restrictions/Notes: There is a reason for this negative attention. Either the character did something, is accused of having done something, or is suspected of having done something not particularly pleasant, or the character has, through other strange circumstances, earned a “bad rep.” Sometimes, this Infamy will help the character — but it shouldn’t help too much. If the character has a combination of Fame and Infamy (by selecting both options), then maybe he’s earned a reputation like Robin Hood — certain people would look up to him or respect him, and there would be definite fear there most of the time, but there would also be a lot of people who would enjoy seeing the person leave or die. Of course, Infamy (R1) should be something minor — maybe the character is a former criminal, or he did something questionable in the past and was cleared. People are not overtly hostile, but they are unfriendly when they recognize him. Several ranks of Infamy can only be selected if the character is infamous for multiple reasons — but the effects should be cumulative, and this can only be done if the game master thinks it is appropriate. A character with Infamy (R3) would hardly have to worry about Infamy (R1) in most cases, so it would not be a proper combination.

Infamy (R2)

The character is, most likely, wanted for a crime of a fairly serious nature, or he did something (or is thought to have done something) in the past that makes him hated and reviled by most people. The rules are essentially the same as for Infamy (R1) and the recognition chances are similar to Fame (R2), but the modifier to interactions usually should be at least +6.

Restrictions/Notes: As stated under Infamy (R1), unless combined with Fame, this Disadvantage only allows for the negative aspects of notoriety. A character who has Infamy (R2) would be considered by nearly everyone (but not everyone) to be “scum” and someone who “deserves no better than he gets.” When combined with an equal or higher rank of Fame, there is often that “fear and respect” option — many characters will still try to betray or hurt the character in some way, but most won’t be that open about it.

Infamy (R3)

The character has trouble going out in public because a lot of people hate her to the point of violence. Chances are good that, if she fails an interaction (with a +9 to the difficulty), the other person will drive her away. The player could select Enemy (R1) in addition to this Disadvantage to reflect those hunting her. However, the character could use disguises and avoid populated areas. Most likely, the character has to move around until she can “live down” her infamy (if ever) or until she dies.

Restrictions/Notes: See Infamy (R1) and Infamy (R2).

Language Problems (R2)

The character does not understand the language of the area she spends most of her time in. She must learn skill pips in the specialization speaking: (local language). Otherwise, she receives a +6 difficulty modifiers in addition to any other modifiers for what she’s attempting to convey or understand.

Restrictions/Notes: The character cannot begin the game with more than one pip in speaking: (local language), but she may improve the skill at +2 to the cost. However, the character should speak another language in the game setting fluently.

Learning Problems (R1 or more)

When the character attempts to learn a new skill, or improve an old one, he does so at +2 per rank to the Character Point cost. Alternatively, the character can only learn or improve a skill if she attempts it and fails. A character should have to fail with a single skill at least three times per adventure before being allowed to learn or improve the skill.

This Disadvantage is associated with a single attribute, and it applies to specializations. There should be some sort of reason for this in the character’s background, such as difficulty reading or a lack of education.

Restrictions/Notes: This is the counterpart to the Quick Study Special Ability, and it should be treated in much the same way. This 14 Disadvantage can be taken multiple times, either for the same attribute (with a cumulative increase in skill cost) or for different attributes.

Poverty (R1)

Since characters who adventure tend to accumulate wealth, this Disadvantage is only available at Rank 1. The character begins the game with the shirt on his back and, maybe, a few pieces of cheap and substandard equipment. The character should also have the attitude of someone who is “poor,” whatever that might be in the game setting.

If using Funds as an attribute, this Disadvantage subtracts 10 from relevant totals.

Restrictions/Notes: As an excellent combination, this Disadvantage could be selected with Debt or Price to make the situation more realistic. Poverty can only be selected once.

Prejudice (R1)

The character is of a minority group — or maybe it is just the character himself — that is subject to prejudice and discrimination.

The character receives modifiers (from +2 to +4) to difficulties during normal interaction with characters not of the minority group, and is generally treated unfairly by society. The group the character belongs to, or the reason he is discriminated against, should be identified when the character gets this Disadvantage, and the player should know how he can expect to be treated in most cases.

Restrictions/Notes: The game master has to be careful with this one. It is hard to roleplay a prejudice without getting too carried away and being offensive to someone. When used in a setting where there are many different intelligent races, however, it can be quite interesting — especially if there are several characters in the group who are prejudiced against.

Prejudice (R2)

The minority group the character belongs to is oppressed. The character experiences disparity virtually every day. While other characters of the same minority group may not actually experience this prejudice (that is, they didn’t select this option), it is probably because they aren’t in positions where this discrimination can be easily practiced.

Restrictions/Notes: The character often experiences discrimination, and most interactions are performed at a +3 to +6 to the difficulty. This prejudice should be roleplayed at every opportunity. However, game masters and players should only use this Disadvantage when both sides are comfortable with using it in a pretend situation (see Prejudice (R1) for more information).

Price (R1)

This is a Disadvantage similar to Advantage Flaw. But, instead of there being something wrong with the character’s Advantage or a set of three related skills, there is a “price tag” attached. Every time the character wants to use the ability, he has to pay a Price at least a few times during the adventure to continue using the ability.

The Price might be an actual fee — and a significant one at that. If the fee isn’t paid, the Advantage goes away until the price can be paid. But this won’t work for many Advantages (at least not in an interesting manner), so there are other ways to do it. Most likely, the Price will be a roleplaying effect. Maybe every time a Contact does a favor for a character, he not only demands the normal, negotiated recompense (if any), but the character must do a favor of equal importance for the character. Or, whenever a piece of Equipment is used, parts of it need replacing or servicing by a specialist (who may charge a high fee or ask a favor), most likely after the adventure.

One more suggestion for Price (R1) would be that the character has to pay one Fate Point or three Character Points at the end of an adventure where the Advantage or skills were relied upon, to “pay for” the usage. This reflects the fact that the use of the Advantage takes something out of the character when it is used.

Restrictions/Notes: The Price should be fairly easy to meet, but it should take some work. At this rank, it should be something that the character can roleplay along with an adventure or resolve between short adventures or parts of longer adventures (like paying off the recipient of the Price). However, if the character does not pay the Price, the Advantage does go away — and, if (in the game master’s opinion) the character does this too often, both the Advantage and the Price should go away permanently. Price can be taken often at various ranks, and the same Price can be linked to more than one Advantage — though, unless the Price is actually double (the character has to pay the same price twice as often), it only counts as one Disadvantage.

Price (R2)

The Price for using a particular Advantage, or group of Advantages or set of three related skills, is much higher than mentioned in Rank 1, but the rules are the same. Contacts will be extremely hard to pay off or do favors for — maybe an entire short adventure has to be devoted to paying back a contact who helped out.

Optionally, paying two Fate Points or six Character Points at the end of an adventure where the Advantage was used is a quick way of paying the price.

Restrictions/Notes: See Price (R1).

Quirk (R1)

The character suffers from a personality quirk that makes certain types of roleplaying and interaction more difficult. This quirk could simply be a habit or a mannerism that has gone too far, or it could be a minor psychological problem. Some examples include: Dependency: The character has a slight dependency on a substance or even a roleplaying event. The character might be a heavy pipe smoker who, if he doesn’t smoke at least once every few hours of game time, gets irritable and loses Critical Success rerolls during interactions. Or maybe the character always has to have the last word in any situation and will often beat an argument into the ground rather than “lose.”

Kleptomania: When in a store or surrounded by small, portable items, the character will occasionally try to “lift” something. When possessed by his Quirk (see rules below), the character suffers +3 to the difficulty of sleight of hand, lockpicking, or related attempts at theft because he really doesn’t know he’s doing it.

Indecision: The character does not like making decisions and will delay making them. When roleplaying, the player should actively participate in group discussions, but he should be wishy-washy and indecisive at critical moments.

Stutter: When under pressure, relaxed, nervous (such as failing a skill roll), or some other fairly common “mood” hits the character, he stutters. The upshot is the character suffers +3 to the difficulty of any interaction at this time, and the player should roleplay having a hard time getting his ideas across to the other players. This lasts until the player rolls a Critical Success.

Restrictions/Notes: Good roleplayers will have fun with these, and other, Quirks that they come up with. Indeed, this Disadvantage is often more fun to play than many Advantages — but the game master should make certain it is being roleplayed. Whenever the game master thinks it appropriate, he should make the player generate a mettle or Charisma total against a base Moderate difficulty to “indulge” in his Quirk automatically (that is, “suffer” for it). The negative effects of the Quirk immediately come into play. Also, if the character repeatedly makes this roll, resisting the impulses of the Quirk, the game master should start modifying the difficulty upwards until the character fails. Multiple Quirks can be selected.

The game master may allow multiple inclusions of the same version of this Disadvantage, with all modifiers cumulative and an increase by +5 per inclusion to the mettle difficulty.

Additional Note: Some players may choose to have their characters roleplay Quirks they already have or might like to play. Sometimes this works, sometimes it doesn’t. It can be hysterical to have a player “steal” dice out from under another player’s nose (symbolizing the fact that the character is taking necessary items away from the other player’s character) as long as things don’t go too far … that is, when people start getting upset). However, players who are “indecisive” should not play characters who are indecisive — since they would be anyway. This is too much like getting a Disadvantage for nothing.

Quirk (R2)

The rules for Quirk (R2) are the same as for Quirk (R1), only the chance of occurrence is much greater and the effects are larger.

Dependency: The character needs to fulfill his dependency much more often (once a scene, perhaps). The character also experiences one automatic Critical Failure per scene that he doesn’t (a smoker might have a coughing fit in the middle of a tense negotiation or during a stealth attempt, for example).

Secret: There’s something about the character that she needs to hide. If it were discovered, it would put her friends, family, and even her own life at risk. This could be a civilian identity (if she has a heroic alter ego) or a skeleton in the closet.

Restrictions/Notes: The difficulty of resisting the “impulse” is now Difficult, but all other rules are the same as under Quirk (R1).

Quirk (R3)

These “personality quirks” are much more serious. The character might be a junkie, a psychotic with a certain type of behavior, or has a severe phobia (he’s deathly afraid of something). Some examples: Dependency: The character is a junkie, always after a “fix.” The “fix” might be an illegal substance, or a perfectly normal one, or even a type of roleplaying interaction (maybe the character has to try to come as close to dying as he can).

Paranoid: The character trusts no one. He receives a +6 to the bonus number when trying to resist bluff attempts, but he also receives this “bonus” when trying to be persuaded — and he must be persuaded before he’ll help even his closest friends. “Everyone is out to get him.”

Phobic: The character is deathly afraid of something. It could be heights, open spaces, spiders, or another person (such as an authority figure or one with whom he has frightening memories). Unless the character makes his mettle roll (below), he dissolves into terror.

Vengeful: The character cannot stand to “lose” or be “wronged.” If the character perceives himself as looking foolish (or whatever), she will go to great lengths to get even (in reality, the character probably takes it too far).

Restrictions/Notes: The character has a Very Difficult Charisma or mettle roll to make to overcome the Quirk — at the least. If, in the game master’s judgment, there is a reason the character should have modifiers to the difficulty, then he will. Players who don’t want to play a character who can frequently lose control should avoid this option. Other rules are the same as under Quirk (R1)

Reduced Attribute (R2 or more)

Something about the character’s species, age, physical condition, or some other factor has permanently reduced one attribute by one pip per rank. The character may not reduce the attribute die code below 1d, and the attribute die code may never be increased by spending Character Points (though gaining a Special Ability would help).

Restrictions/Notes: With the exception of permanently restricting access to an Extra-normal attribute, a player may not give a character this Disadvantage at character creation.

Only one rank may be taken with an Extra-normal attribute of 0d, and the character’s species must be required to take at least 1d in the affected attribute. Characters who have this Disadvantage on an Extra-normal attribute before having any die code in that attribute may never take that Extra-normal attribute.

The reduction in die code increases by one pip for each additional rank taken in this Disadvantage. (Remember that three pips equal one die.) The character may have different variations on this Disadvantage for each attribute, including Extra-normal attributes, such as Magic, Miracles or Spirit.

Special Abilities

Before allowing players to create characters with Special Abilities, the game master may wish to peruse this list to see if there are any she would prefer not to appear in her games. She may also decide that certain Special Abilities require specific Limitations on them or Disadvantages on the character.

Any Special Ability that gives a bonus to the die roll or the skill total also allows the character to use that skill as if trained. Bonuses received from taking multiple ranks of the same Special Ability are added together.

Skills gained with a Special Ability are not improved when that Special Ability is improved. Instead, they are increased as a normal skill. Unless stated otherwise in the Special Ability, it does not count as an action for the character to get the bonus from a Special Ability.

However, except for such automatic abilities as Natural Armor or Combat Sense, the character must state that she is relying on the Special Ability or she does not receive the bonus.

Accelerated Healing (3)

The character gains a +1d per rank to his Physique for all natural healing attempts, and a Critical Failure is treated as 1, rather than having a negative effect on the die roll.

Ambidextrous (2)

The character is equally adept with her right or left hand. She may perform an action with each hand in the same round, and, though she takes the multi-action penalty, she receives a +1 per rank to each skill total. The actions must involve the hands or similar manipulative appendage and each action must require only one limb. If the character performs only one hand-related action in a round, she does not get the bonus. Some skills that characters could employ with either hand include fighting, lockpicking, marksmanship, throwing, lifting, artist, and the map-making aspect of navigation, though, of course, not every task covered by each skill is relevant. A character may take multiple ranks of this Special Ability for two pairs of hands and multiple ranks for each additional manipulative limb.

Animal Control (3)

This gives the character the ability to control one particular species of animal, bird, or insect. The character gets a +10 bonus to her animal handling total for that species. She must generate an animal handling versus the Charisma or mettle of the animal (more than one animal can be targeted, although this is a multi-action). If the character gets a high enough success (game master’s decision), the animal is controlled for a number of minutes equal to the animal handling skill total times 10. A controlled animal serves its master faithfully, even sacrificing itself on her behalf. The Special Ability has a range of sight or voice. The character may gain one more species for each rank.

Note: A swarm of insects counts as one animal, as does a school of small fish. Almost any creature with a Intellect die code of less than 2d could be considered an animal, unless the game master says otherwise (for example, a horse would be animal, but a zombie with a Intellect of 1d would not).

Armor-Defeating Attack (2)

When a character with natural weapons (the character’s fists, claws, teeth, etc.) attacks someone protected by armor, this ability negates the Armor Value, up to +1d per rank. The character must specify how the attack negates the armor: An acidic mist slips through any openings, enchanted claws reach directly to the flesh and the like. There should be at least one type of armor that is unaffected by this.

Atmospheric Tolerance (2)

The character can breathe one form of atmosphere (such as dusty air, frigid air, or extreme altitudes) that would be lethal to most other characters. A character may not have more than one rank in this ability, but he may have different versions for different atmospheres.

Attack Resistance (2)

The character is highly resistant to a certain type of attack. She gains +1d per rank to her damage resistance roll against this type of attack.

Energy Attacks: Resistant to blasts of severe heat, fire, electricity, light, intense cold and so on, but not the ability to survive in extremes of such environments.

Extra-normal Attack: Resistant to damage from any Extra-normal based (such as Magic or Miracles) attack.

Mental Attacks: Resistant to mental harm from any source. It does not provide protection against interaction attempts.

Non-enchanted Weapons: Resistant to physical damage from nonmagical weapons, but not from poisons, energy, or similar materials.

Attribute Scramble (4)

The character can adjust an opponent’s (or a friend’s) attributes temporarily. She gains the scramble skill at +1 per rank in a single version of this Special Ability (it is an Acumen skill, described only here), which she also can increase as a normal skill. The scrambler must pick as her focus either physical or mental attributes, though never Extra-normal or Special Abilities. (Physical attributes encompass Agility, Coordination, and Physique. Mental attributes include Intellect, Acumen, and Charisma.) She only may do both by taking this Special Ability once for each version.

When she goes after a target with a fighting roll, she may choose (as a multi-action) to also perform a scramble attack versus her target’s mettle or Charisma. (This is not an action for the target.) No close combat attack is necessary for a willing target, but the act of scrambling still counts as an action. If her total is higher (not equal to), she may shift her target’s attribute points around, within certain limits. The close combat attack does no damage.

She may increase one or more related attributes by a number equal to the amount she takes away from other related attributes — but she may not decrease or increase any one attribute by more than 2d (6 pips).

The change lasts for a number of rounds equal to the difference between the scramble attack and the target’s mettle or Charisma. A character who has been adjusted cannot be scrambled again until the original adjustment wears off.

Blur (3)

The character can appear indistinct to the naked eye or non-enchanted visual aids (spyglasses, mirrors, etc.). Commonly, a character with this Special Ability will only be spotted out of the corner of the eye. This adds 1 to the character’s dodge, stealth, and hide totals, as well as +1 to all default search, tracking, investigation, and attack difficulties against the character that the blurring character is not actively trying to defeat. (These modifiers are per rank in this Special Ability.) On the character’s turn, she may automatically become blurry, without taking an action, and remain so until she chooses otherwise. Blurring also makes it difficult for the character to hold a conversation with others.

Combat Sense (3)

The character can sense danger. She is never surprised. Rather, she and her attacker must determine initiative as normal. Even if the attacker still goes before the character does, any combat modifier from the surprise is reduced by 2. A character may not have this ability more than once.

Confusion (4)

The character can hamper the thoughts of those he comes into physical contact with, at will. He gains the confuse skill at +1 per rank (it is a Charisma skill, described only here), which he can increase as normal.

As a multi-action with a fighting attack, he may also perform a confusion attack versus his target’s mettle or Charisma. (This is not an action for the target.) If his total is higher (not equal to), the target is confused. Characters may not play cards (if the game master is using game-enhancing cards with the adventures) or spend points, and they receive a +5 difficulty modifier to even simple actions for a number of rounds equal to 2 times the rank of this Special Ability.

Darkness (3)

The character can project a field of darkness around himself, adding +5 per rank to the difficulty of any sight-based skill totals. The field extends in a half-sphere around the character with a radius equal to one meter per rank. The field can be maintained for a maximum of one minute per rank before dispersing.

Elasticity (1)

The character can stretch, elongate, and compress his body, allowing him to expand his height or become so narrow he can pass through keyholes, cracks, or any other opening he could normally see through. It takes one round or more to slip through small openings, depending on their depth. The character gains +1 per rank to contortion, dodge, or sleight of hand totals, in addition to disguise attempts he performs on himself.

Endurance (1)

The character has great endurance, and gains a +3d per rank to Physique or stamina checks when performing taxing physical tasks (such as holding one’s breath underwater for a long period or running a long distance).

Enhanced Sense (3)

One of the character’s five senses is heightened to abnormal levels. The bonus to the skill total received depends on the sense: sight is +1; hearing is +2; touch, taste, and smell are +3. The bonus is per rank and applies to all skills (including combat ones) related to the sense. Enhanced hearing also may affect initiative rolls. To have multiple enhanced senses, this Special Ability must be taken at least once for each sense.

Environmental Resistance (1)

The character is resistant to extremes of heat, cold, and pressure, and he gains a +3d per rank to Physique or stamina checks to resist ill effects from these environmental conditions. The character is not resistant to heat or cold attacks, as these come and go too quickly for the Special Ability to provide protection.

Extra Body Part (0)

The character has an extra limb or organ. If external, these may be secondary arms or legs, a tail, or some more exotic bodily addition, such as fins, tentacles, or antennae. If internal, the parts are organs such as extra eyes, hearts, or mysterious glands. Unless specified by a Disadvantage or Limitation, the extra parts are included in the character’s body tastefully. Additionally, except in cases where the character has an Enhancement or another Special Ability that uses this one (for example, Extra Body Part: Tail and Natural Hand-to-Hand Weapon: Tail), the extra part is nonfunctional. A character may have only one rank in this Special Ability, but she may have multiple versions to represent multiple additional organs or limbs.

Extra Sense (1)

The character can detect something that a normal Human cannot, such as changes in pressure, seismic activity, radiation fluctuations, and so on. She gains a +1d to her search rolls in attempting to detect the specific energy or environmental change and +1Ddto her investigation rolls in figuring out source or other relevant information. The game master may also allow a +1 skill total bonus to other activities that would benefit from whatever the extra sense can detect. All modifiers are per rank in this Special Ability.

Fast Reactions (3)

The character gains +1d per rank to his Acumen when determining initiative, and, up to three times during the adventure, he may receive one additional action for one round.

Fear (2)

The character can provoke fear in those who can see or hear him. He gains a +1 per rank to all his intimidation totals and his target has a +1 increase to combat defense difficulties against the horrifying being. Inspiring fear requires an action, but it is the target that rolls her mettle or Charisma (which does not count as an action for her) against a difficulty of 15 to negate the effects.

Flight (6)

The character can fly, either by nature or by virtue of having wings. The character’s flying rate equals his base Move (including Hypermovement, if applicable) times 2 times the number of ranks. The flying skill is required to maneuver.

Glider Wings (3)

The character can fly by drifting with air currents. The game master decides how much wind there is available and how fast it moves the glider. Characters with this Special Ability need the flying skill to control their passage. A character may not have this ability more than once.

Hardiness (1)

The character can take damage better than normal. She adds 1 per rank to her damage resistance total against any type of damage.

Hypermovement (1)

The character is extremely fast, adding +2 meters per round per rank to her base Move rate, which in turn affects all other types of movement.

Immortality (7)

The character is immortal, though she will grow older, at a decreased pace compared to the rest of her species. If she is reduced to zero Body Points or loses all her Wounds, she doesn’t die. Instead, one of two 17 situations occurs: she continues to live, though minimally, in this world, or she returns to her home dimension. She does not go unconscious or bleed to death (as mortally wounded characters do), nor can she heal without magical or miraculous aid or the Accelerated Healing Special Ability — her arms could be lopped off, her abdomen eviscerated, or whatever. She may perform only the most minimal of physical actions, such as squirming, and some actions may be impossible. She may rely on her Agility for initiative purposes only (if her Acumen total does not apply for some reason).

There should be one particular set of circumstances whereby the character will die forever. These sets of circumstances should not be too unusual — killed directly by magic, drowning, decapitation, and so on are all good examples.

A character may not have this ability more than once.

Immunity (1)

The character is highly resistant to disease and poisons and receives a +1d per rank to Physique or stamina checks when determining whether he has contracted an illness or is suffering from ingested poisons.

Increased Attribute (2)

Some strange ability (or physiological trait) allows the character to gain +1 bonus per rank to all rolled totals related to that attribute. (For Physique, this also includes the damage resistance total and Strength Damage.) A character may have multiple ranks of this Special Ability, as well as multiple versions of it.

Note: To get another rank in this Special Ability after character creation costs 4 times the number in front of the “d” of the attribute that it affects plus the number of ranks currently in the Special Ability. (This is instead of the normal cost to increase Special Abilities.)

Infravision/Ultravision (1)

The character gains the ability to either see in the dark using infravision or ultravision. Infravision allows the character to see changes in heat, while ultravision enables the character to make the most of the available light. Each provides a +2 per rank in a single version of this Special Ability to sight-based totals (including attacks) while in dim or dark conditions. Obviously, extreme heat or bright light (including daylight) prevent this Special Ability from working.

Intangibility (5)

The character can reduce his physical density to virtually zero for one minute per rank. During that time, his damage resistance score against physical and energy (such as fire) attacks is +3d per rank, but his movement rate is halved. An intangible character can pass through solid objects, providing they do not contain wards or other spells of protection designed to repel passage of this nature. He may not pass through fiery or energy barriers. While intangible, the character cannot carry any object along (including clothing), nor can he attempt any physical attack. It takes a full round for a character to become intangible or solid, during which he can do nothing else. The character must spend at least one minute solid before attempting intangibility again.

Invisibility (3)

The character can become transparent. This adds 1 per rank to the character’s dodge, stealth, and hide totals, as well as +1 per rank to all default search, tracking, investigation, and attack difficulties against the character that the invisible character is not actively trying to defeat. Additionally, no character may take an action to “spot” the character unless the game master feels there is sufficient provocation, such as brushing against others or removing something in a crowded area.

The invisibility covers the character’s basic clothes only and a few small items in pockets or pouches attached to the clothes — not any gear she’s carrying, or anything she picks up. Also, remember that the character is transparent when invisible — she can’t hide things behind her back.

Iron Will (2)

The character is highly resistant to all interaction attempts and mental attacks. He gains a +1d per rank to all mettle rolls and +2 to the standard difficulty of any such attempts against this character.

Life Drain (5)

This ability allows the character to drain attribute pips, Body Points, or Wound levels from his target.

The character must choose one set of attributes to target, either physical (Agility, Coordination, Physique), mental (Intellect, Acumen, Charisma), Wounds, or Body Points. For example, most vampires drink blood, and thus lower Body Points, while succubi target the soul and so weaken mental attributes. The player must specify in what manner the character drains these attributes (biting the neck, hypnosis, or another means). It should involve some sort of successful attack result (either physical or mental).

When the character wishes to employ Life Drain, he makes an attack on his target using the relevant skill. For every four points over the target’s defense roll, the character drains one pip per rank off each of the target’s relevant attributes or three points per rank from the character’s Body Points or one Wound for every two ranks. (Remember that there are three pips in each die.)

If any of the target’s attributes or Body Points ever go to zero (or the character reaches the Dead Wound level), the target goes into a coma. She may try once per day to wake up by making a successful Moderate stamina or Physique roll. She regains one attribute point (to each attribute affected) every hour after the attack. Body Points and Wound levels return at the normal rate.

For each attribute pip the character drains, he may add one pip to any attribute in his chosen category. He would get one Body Point for each Body Point drained or one Wound for each Wound drained.

Life-Drained attributes and unused Body Points or Wounds disappear at a rate of one pip or point per hour. A character may have multiple ranks of this Special Ability, as well as multiple versions of it.

Longevity (3)

The character lives longer than the average Human. Often, this Special Ability has a Flaw attached that governs what the character must do to maintain his life. The character should gain peripheral bonuses during game play because of his “longer outlook.” A character may not have this ability more than once.

Luck, Good (2)

The character is blessed with unusually good luck. Once per adventure, a character with Good Luck can receive one of the following benefits just by asking for it: action, breakthrough, haste, or second chance. See “Luck Benefits” for details on each of these options. Calling upon one’s luck does not count as an action.

Good Luck can only be declared once per rank during a particular adventure, but it may be declared at any time, and it cannot be canceled by any other effect. A character may have up to two ranks of this Special Ability.

Luck, Great (3)

A character with Great Luck can call on one of the following benefits once per adventure per rank: action, alertness, breakthrough, haste, hero, opponent fails, or second chance. See “Luck Benefits” for details on each of these options. Calling upon one’s luck does not count as an action.

If the character has not used his Great Luck during an adventure and something really disastrous happens, the game master may choose to counteract the effects and temporarily “burn out” the character’s Special Ability — that is, the character’s Great Luck has been used up for the adventure. Usually, this is used when the character does something stupid or the player is the victim of incredibly bad luck — die rolling, not the Disadvantage — and something “stops” the effect. This is a “last ditch,” game master-controlled effort when circumstances get out of control. It is also a nice thing for inexperienced roleplayers to have — just in case they do something they really shouldn’t have, they get another chance.

Luck Benefits action: Add 2 to all of the character’s skill or attribute totals for the round.

Alertness: When the character calls upon this benefit, he gains a special “sixth sense” outside of all other rules and roleplaying situations that will help him to spot a previously unseen item, character, or clue selected by the game master. The benefit does not confer omniscience, however — and the game master can select her own time for having it come into effect. It is normally used to allow a character to spot something he missed in a previous search, something that is important to the adventure. Breakthrough: Add 1d to any one skill die code in which the character has no additional pips or dice (in other words, a skill in which the character is untrained). The benefit also eliminates the unskilled modifier for using that skill. Haste: Gain one additional action for one round. Hero: Receive one bonus Fate Point, which the character must use on an action immediately after requesting it. Opponent fails: After an opponent or enemy has completed an action against the character, the character may call upon this benefit to cancel the effects entirely. This nullifies the opponent’s action, and play continues. The lucky character may not use this benefit to cancel an action that is not directed at least partially at him. Second chance: Using this benefit allows the character to attempt any action she has just tried again, from the very beginning. This benefit cannot negate “bad choices” — the character must perform the action performed again — nor does it allow the character to “get back” Fate Points or Character Points on the original action. The character merely gets another chance, immediately following the first attempt, to perform the action again. All effects from the first attempt are ignored.

Luck Notes

A character may have up to two ranks each in Good Luck and Great Luck. This Special Ability can be taken with the Bad Luck Disadvantage — sometimes really good things happen, sometimes really bad things happen.

Master of Disguise (3)

The character has a natural talent for disguise. She gains a +5 bonus per rank to disguise totals for altering her own appearance and demeanor, +2 when changing someone else’s looks, and a +1d bonus per rank to any Charisma-based actions while in that disguise.

Multiple Abilities (1)

The character has multiple minor abilities that improve a few different tasks. All bonuses are added to the skill or attribute total, not to the die code. The bonuses should be fairly limited in their applications, pertaining to specific uses of particular skills (like specializations do), but there can be several of them for each selection of this Special Ability. The maximum total bonus for each rank is +4.

Natural Armor (3)

The character has plates, toughened skin, scales, or something similar. His own surface adds 1d per rank to his damage resistance roll to nonmagical physical (not mental) attacks and contact poisons, corrosives, or similar materials.

Natural Hand-to-Hand Weapon (2)

The character has some sort of natural weapon —such as claws, pincers, bone sword, or stinger — that adds 1d per rank to his Strength Damage when determining his damage with the natural weapon. The character uses fighting to attack, unless the weapon is something that detaches from him or (in the case of a magical weapon) exists separately. In this latter case, the character employs melee combat to wield it.

Natural Magic (5 or more)

The character can use a magic spell as a natural ability. An example of this would be a character who can dispel magic by his nature, rather than through the use of a countermagic spell. The cost of the ability — and the number of ranks the character has in it — equals the difficulty of the spell. (See the “Magic” chapter for details on spells.)

The chosen spell may not be charged (that is, have a fixed limit to the number of times it can be cast).

The character must adhere to the requirements of the spell, including its gestures, incantations, components, and so on. The casting of the spell is automatic (there is no need to roll a Magic skill to perform it), but the character does need to attempt any targeting skill or skill required by the casting (such as one needed to perform a gesture). If any of these fail, the spell does not work.

The player and the game master need to discuss what spell the character will have, and what the range, duration, and so on will be. It is suggested that some limitations be placed on the use of this ability to maintain game balance — for instance, a character who can toss fireballs as a natural ability might have to recharge for a certain number of rounds before doing so again.

A character may have this Special Ability once each for different spells.

Natural Ranged Weapon (3)

The character has some sort of natural ranged weapon, using marksmanship to target it. Long range equals 20 times the number of ranks in this Special Ability times the character’s Physique or lifting (as appropriate) in meters.

The damage for physically enhanced projections is the character’s Strength Damage plus 1d per rank, while the damage for all other types of blasts is 3d per rank. The projection must have a visible effect (such as a bone spikes or a sparkling beam) and it may not do mental damage.

Note that, regardless of the nature of the projection, there are no additional effects from this type of Special Ability unless an Enhancement allows otherwise.

Omnivorous (2)

The character can gain nourishment from any organic substance (though she is not immune to poisons). She can also chew through just about any organic substance with no adverse effects to her teeth or jaws. A character may not have this ability more than once.

Paralyzing Touch (4)

The character can freeze her target with the merest touch. When she makes a fighting attack, she may, instead of doing damage, paralyze her victim, who remains that way until he makes a successful Charisma or mettle roll against the fighting skill total. He may attempt to do so once per round; the only other actions he may take are mental-based ones and Extra-normal or Special Ability ones that do not require movement.

Note: Characters who are heavily armored or covered will be harder to hit. The game master needs to decide how much skin is exposed and adjust the attack difficulty accordingly. A character may not have this ability more than once.

Possession, Limited (8)

The character can possess the body of a living creature or a corpse.

The character must be within three times the rank of this Special Ability in meters of the target in order to possess it. Possessing a corpse doesn’t require a roll, but it does take an action. Possessing a living being involves making a Charisma or mettle check by the possessor versus a standard interaction difficulty (see the “Mental Defenses” section for details). Exceeding (but not equaling) the difficulty means the target has been possessed. The target can actively defend if she is aware of the potential danger.

To gather knowledge about his host body’s life, the possessing character must generate a successful investigation total against the target’s Intellect roll (this does not count as an action for the target). Information the possessor gains depends upon the level of success achieved; see the accompanying chart for details.

With Limited Possession, the character does not gain control of the new form. Instead, he must use persuasion, intimidation, or other interaction skills to convince his host to do what he wishes. Exiting a host body is commonly a simple action. As long as the possessing character exits before the host dies, he simply moves on to his own or another form. Killing a possessing spirit usually involves taking it completely by surprise with a killing blow to the host form or using a spell to force it to remain in the body until it can be slain.

Possession, Full (10)

The character can possess the body of a living creature or a corpse. This works in the same way as Limited Possession, save that the possessing character gains her new form’s physical attributes (Agility, Coordination, Physique), retains her own mental attributes (Intellect, Acumen, Charisma), and gains complete control over the new form.

Quick Study (3)

The character has an uncanny ability to learn new skills and improve old ones, limited to one attribute. He always learns new skills as if he had a teacher (even if he doesn’t), and he can improve skills he already knows at a cost of one Character Point less than normal. This Special Ability applies to specializations and combines very well with the Age Disadvantage, if the character is young — he is a prodigy, and that is why he has learned his starting skills so quickly. This Special Ability can be taken once for each attribute.

Sense of Direction (2)

The character has a good sense of direction. He gains +1d per rank to navigation and tracking rolls.

Shapeshifting (3)

The character can manipulate the shape, color, and overall appearance of her body, though mass and body compositions remain the same. The 19 character must choose a specific creature to emulate, gaining one form for every three additional points spent on this Special Ability. At six ranks in this ability, the game master may allow shifting among one class of creatures (such as birds or furniture) as long as all forms chosen for previous ranks were within the same class.

Body Points, Wounds, and the Intellect attribute remain unaffected by this Special Ability, but the dice in the Agility, Coordination, Physique, Acumen, and Charisma are redistributed to match the new form (although the die code in the mettle skill remains the same regardless of the change in form). Additional dice in skills above the base attribute score remain the same, though the total dice in each skill changes to reflect the adjustments in the base attribute.

Likewise, not all skills will be usable in the new form. Attribute dice can also be used to include Special Abilities in the new form. One attribute die can be spent to gain one rank in one Special Ability or to get a +2 skill total bonus (split among up to two skills). The game master may allow a larger skill total bonus or more skills to fall under the bonus if the desired effect is particularly narrow (such as a bonus for a single sense).

For an example of how Shapeshifting can work, see the accompanying sidebar.

Shapeshifting may be done at will, though a Limitation may force it to be triggered by stress or environmental factors. If shifting voluntarily, the character must generate a disguise total of 11 to bring about the change, and a second total to turn back again. Each change takes one full round in which the character may do nothing else. Failure at the check means the transformation does not occur, and the character cannot try again for at least an hour.

It is highly recommended that the hero comes up with some typical forms and their game characteristics before beginning play.

The new form need not exactly resemble a “typical” version of the emulated creature or object.

Silence (3)

The character can move in complete silence. He gains +2d per rank to all stealth checks and a +1d per rank when attacking from behind.

Possession Knowledge Chart Result Points* Needed Knowledge Attained 0 Basic Details: target’s name, age, home city 1-4 More personal details: target’s job, financial states, any current schedule 5-8 More in-depth personal details: identities and backgrounds of family, friends, lovers 9-12 Very personal details: secrets, private like and dislikes, etc.

Everything there is to know

*Result points equal the difference between the investigation total and the target’s Intellect roll.

Skill Bonus (1)

Skill Bonus represents a natural talent (a character with the Charismatic group might be “friendly and outgoing”), a particular knack (a character with the Animal Friendship group has a “way with animals”), years of devotion to a profession prior to beginning adventure, or the result of an extended life. The character chooses a group of three related skills in which he gains +1 to the skill total of any action performed with those skills (or specializations of that skill). The skills need not be under the same attribute. The character may or may not actually have pips in those skills, and the game master must approve the fact that they are “related.” Some examples of skill groups include: Acting: bluff, charm, disguise

Acute Balance: acrobatics, climbing, stealth

Animal Friendship: animal handling, riding, survival

Athletics: lifting, running, throwing

Charismatic: bluff, charm, persuasion

Close Combat: fighting, melee combat, dodge

Eidetic: reading/writing, scholar, investigation

Investigative: investigation, search, streetwise

Leadership: command, intimidation, persuasion

Mechanical Aptitude: crafting, lockpicking, traps

Observant: investigation, search, tracking

Ranged Combat: dodge, marksmanship, throwing

Players may substitute other related skills for the ones listed in the groups above, or create their own groups as long as there is a common thread and the game master approves the grouping.

Three specializations may replace one general skill, getting a +1 for three different specializations. (The specializations don’t have to be under the same general skill.) This may be done for up to all three skills in the group, choosing six specializations instead of two skills or nine specializations instead of three skills.

Additionally, the character acts as if trained in these skills even if he doesn’t have any additional pips in them, and so does not get the unskilled modifier. This Special Ability does not affect the cost of improving the related skills.

Game masters may allow a higher bonus for fewer skills (such as a set of two skills where one gets a +1 bonus and the other gets a +2 bonus, or a +3 bonus to a set of three specializations). However, the bonus per rank may total no more than +3.

At each additional rank, the player may increase the bonus by +1 for three of the skills affected by this Special Ability. A character may have different versions of this ability for different groups of skills, though the skills in each group may not overlap.

Skill Minimum (4)

The character can select three related skills that will always gain a minimum total of 3 times the number before the “d.”

The player may not select Skill Minimum for any skill that has any other Advantage or Special Ability tied to it. Also, the skills must be related in some way (see the Skill Bonus Special Ability for information on related skills). The character may only select general skills, but the specializations underneath that general skill are affected as well. This Special Ability may be selected only once for each group of skills.

Teleportation (3)

The character can move instantly to another place up to 10 meters per rank away. The character must see her destination clearly. In combat, this action takes an entire round. The character may take along whatever she can carry.

Transmutation (5)

The character can alter his substance to something else, while retaining his form (such as a man who turns to stone). Characters with this ability may only shift into one specific substance, which the player must specify when his character gets the Special Ability.

Generally, this substance gives the character distinct advantages. The player may select up to 4 points (not ranks) in other Special Abilities that relate to the chosen form, per rank in this Special Ability. (Thus, two Transmutation ranks mean 8 points in other Special Abilities.) Natural Armor, Hardiness, and Environmental Resistance are common ones.

Uncanny Aptitude (3)

This Special Ability is similar to the Skill Bonus Special Ability in that some sort of bizarre ability gives the character added bonuses to certain actions. However, instead of selecting a group of skills that the character gains a bonus to, the player and the game master work out circumstances where these abilities come into play. For instance, a character might gain a +1 bonus to all Agility-related skills totals when in sunlight.

A character may have several variations of this ability, reflecting different bonuses. Each variation could have several ranks, with the bonuses adding to each other.

Ventriloquism (3)

The character can throw her voice up to three meters away per rank. No skill roll is required to do this, but if it is part of a trick attempt, she receives a +2d bonus per rank to bluff and charm rolls.

Water Breathing (2)

The character can breathe water and will not drown underwater. She gains +1d per rank to all swimming rolls because she doesn’t need to worry about drowning.

Youthful Appearance (1)

The character looks much younger than she actually is and receives a +1d per rank to bluff, charm, or disguise attempts that involve posing as someone youthful. In general, characters should not look more than 10 to 20 years younger than they are, regardless of the number of ranks, though game master discretion and common sense should rule here.

Special Ability Enhancements

Enhancements allow Special Abilities to be somehow more than the typical version. Each Enhancement may be taken more than once for each Special Ability, either altering the ability in similar though distinct ways or, for some, through stacking the effects. The cost of the Enhancement adds to the associated Special Ability’s total cost (base cost plus the cost for additional ranks).

Additional Effect (1): The Special Ability produces a useful, though minor, side effect that is a natural extension of the power. The more useful the side effect, the greater the number of ranks. Some examples include a skill bonus when using the ability, doing residual damage (such as reflection with Natural Armor or setting fires with Natural Ranged Weapon), or adding functionality to an Extra Body Part.

Bestow (1 or more): The character may share her Special Ability with a certain type of target: sentient living, non-sentient living, or nonliving. The player must choose which group when including this Enhancement. The cost of this Enhancement equals one-half (rounded up) of the Special Ability total (base cost plus additional ranks cost plus Enhancement costs). She may only use her Special Ability on herself and on members of her target group with a multi-action penalty. The character may give her Special Ability to one person per action.

Some Special Abilities will require better stories concerning how the character can manage sharing them than others (such as Youthful Appearance or Ambidextrous), while others may not have this Enhancement (such as Longevity or Immortality). The target has control over the use of the Bestowed Special Ability for as long as the Bestowing character allows. A character may only have one rank in this Enhancement, but she may have multiple versions of it.

Extended Range (3): The factor used to determine the range of the character’s Special Ability is increased. Every rank of this Enhancement allows the player to add one half of the ranks in the Special Ability (rounded up) to the factor when determining the range. Thus, to increase the range factor by half the ranks costs three, by the ranks in the ability costs six, by 1.5 times the ranks costs nine, and so on.

Magically Empowered (4 for 1 rank; 5 for 2 ranks): The Special Ability comes from a magical source — a feature of the character’s species, a result of the character’s parentage, a means of explaining a mysterious ancient artifact, and so on. A Special Ability provided by a spell does not need this Enhancement, nor does Natural Magic require it. A magic item created for a character because of the Equipment Advantage would.

Two ranks exist for this Enhancement. At Rank 1, with a cost of four, the power with this Enhancement has a magical power source, but it is not truly magical in nature. If it does damage, protective Special Abilities or magical spells of any defensive nature can defend against it as normal. It can act on characters in astral form, spirits, and other magical creatures or magical items not affected by normal harm. It does harm to those beings and items at one-half of its damage total, before modifiers and rounded down.

If it provides protection, it defends at one-half its total, before modifiers and rounded down, against magical blasts or Special Abilities that demons, ghosts and other magical or spiritual beings have. In both cases, these bonuses are in addition to the normal applications of the Special Ability. At Rank 2, with a cost of five, the power with this Enhancement is magical in nature. If it does damage, protective Special Abilities only defend at one-half their die code (rounded down) against its attacks, but the Enhanced Special Ability can be completely shielded against by other magical Special Abilities (protecting Special Abilities with this Enhancement; spells that protect against magical attacks; and protective versions of Natural Magic). It can be used against spirits, astral beings, and other magical or spiritual creatures or magical items not affected by normal harm. For both cases, this is in addition to the regular manifestations of the Special Ability.

If the Special Ability with this level of Enhancement provides protection to the character, it can defend against normal and magical powers (offensive Special Abilities with this Enhancement; damage dealing spells; and protective versions of Natural Magic; Special Abilities of a magical nature possessed by demons, ghosts, and the like). To include this Enhancement with a Special Ability in an item, the item’s Special Ability should also have the Limitation Burn-out (R1), item can be lost or stolen.

Multiple Targets (2): The character may use the Special Ability more than once per round without incurring a multi-action penalty.

For each rank in this Enhancement, the character gains one additional use of the Special Ability. This adds to any other bonus actions provided by a power; it does not multiply it.

Special Ability Limitations

These Limitations can be associated with Special Abilities, restricting their functionality and reducing their total cost (base cost plus the cost for additional ranks plus any Enhancements — not the per rank cost).

Limitations may not lower a Special Ability’s total cost below one, and all Limitations must have some sort of effect on play — just like Disadvantages. Each of a character’s Special Abilities may have more than one of each Limitation, as they can either describe similar but distinct negative situations or, in some cases, stack the effects.

Ability Loss (3 for 1 rank; 4 for 2 ranks): The character temporarily loses his Special Ability at regular intervals or, when the Special Ability is used, he loses the ability to use a common skill in which he has experience (that is, additional pips or dice). Examples include: a character who cannot shapeshift when the sun is out; a character who cannot use his natural weapons on a particular day of the month or during a certain phase of the moon. The character is aware of what the circumstances are that will cause this. For an additional point and additional rank, the character must undergo some sort of (fairly simple) procedure to regain his ability or skill use. A Special Ability may have up to two ranks in a single variation of this Limitation, but a character may have it multiple times for different Special Abilities, circumstances, or combinations of Special Abilities and skills.

Allergy (3 for 1 rank; 4 for 2 ranks): The character has a minor allergy. Exposure to a fairly common substance (smoke, sunlight, particular food, etc.) causes the character to lose all Critical Success rerolls until the condition is removed. For an additional point and additional rank, the effects are worse, and the character loses all actions due to coughing fits, watering eyes, or similar discomfort until she can get away from the allergen. A Special Ability may only have one rank in this Limitation, though it may have several different Allergies.

Burn-out (1): See the Disadvantage by this name for suggestions that could also be applied to a Special Ability. The more likely the Burn-out, the greater the number of ranks in this Limitation. A Special Ability may have multiple variations of this Limitation, representing different triggers for the Burn-out.

Debt (3): Someone (or, more likely, some entity) gave the character the Special Ability, along with certain obligations and restrictions. The character must continually beg the giver to retain the Special Ability, or she must perform certain tasks at the giver’s request in exchange for continued use of the Special Ability. A Special Ability may only have one rank in this Limitation.

Flaw (1): All difficulties associated with using the Special Ability are increased by +2 per rank. The greater the rank associated with this Flaw, the greater the difficulty modifier.

Minor Stigma (3): The character cannot use the Special Ability without performing the “proper rituals” before or after (someone with a natural weapon who must sketch an image of his intended victim before hunting him down; a shapeshifter who must be purified by his cult after killing someone). A Special Ability may only have one rank in this Limitation.

Others Only (2 for 1 rank; 3 for 2 ranks; 4 for 3 ranks): The character may not use the Special Ability himself; he may only allow others to use it. The value of this Limitation depends on how many groups of “others” he can use it on: For two points and one rank, the character may affect sentient living, non-sentient living, and nonliving targets. For three points and two ranks, the character can affect only two of the three groups. For four points and three ranks, the character can affect only one of the three groups. This Limitation may not be taken more than once per Special Ability. Additionally, like the Bestow Enhancement, some Special Abilities may require valid reasons before the game master allows the Limitation’s inclusion. Some abilities, such as Immortality and Longevity, may not have this Limitation. The target who gets the Special Ability has control over its use as if she actually had the ability, for as long as the giving character allows. Allowing another person access to the Special Ability counts as an action for its owner, while using the newfound 21 Special Ability counts as an action for the one who gets it (though gaining access to it does not). The Special Ability’s owner may only give the Special Ability to one character per round, but the target may be different each round.

Price (1): The character must fulfill certain obligations in order to use the Special Ability. Perhaps when using Water Breathing, the character must remain in the water for at least 24 hours for every 24 hours out of it or suffer -4 modifier per rank in this Limitation to his damage resistance total for changing environments so quickly. Alternatively, there could be a Character or Fate Point fee of three Character Points per rank in the Limitation per adventure in which the character uses the Special Ability.

Restricted (1): The Special Ability is hindered in a way not covered by any other Limitation. The more restrictive the situation, the greater the number of ranks in this Limitation. For instance, a Natural Weapon (either kind) may only be useful against certain creatures. A Special Ability may have multiple variations of this Limitation, each representing a different restraint.

Side Effect (2): One of the character’s Special Abilities has some sort of annoying side effect that appears with its use, such as constant whistling, a continuous glow, or a terrible stench. Add 4 per rank to the difficulty of all stealth attempts when the Special Ability is in use, as everyone can figure out she’s coming. This will also affect interaction attempts, adding at least a +1 per rank to the difficulty.

Singularity (1 per Special Ability): The character may use only one of a group of two or more Special Abilities each round. It does not take an action to switch Special Abilities. He may change the Special Ability in use at the beginning of his turn in a round, and he may rely on the chosen Special Ability until the next time he changes it. For a second rank (and one additional point per Special Ability), it does take an action to switch Special Abilities. A Special Ability may not have more than two ranks in this Limitation, and all Special Abilities in the same group must have this Limitation at the same rank. Not all of a character’s Special Abilities need be in the same Singularity group.

Super-science (2): The Special Ability is contained in a piece of equipment — such as a arquebus, a staff, or a ring — developed through a technological means not readily available and certainly experimental (it could even be from the future). The item could be lent to another character or taken away with a successful grab and used by someone else, though at a +5 to the difficulty. On a Critical Failure, the item malfunctions and requires repair. Unless combined with the Burn-out Limitation, a destroyed item may be recreated in a number of days equal to the total cost of the Special Ability (including all ranks, Enhancements, and Limitations).

Races

Some, though certainly not all, fantasy settings feature humanoid races of equal or greater standing than the Humans themselves. This chapter generalizes the more common ones. Game masters can modify these generic characters to suit their setting or use them to design their own non-Human races.

When creating a new character with the below races, every character based on that species must have certain background Special Abilities, Disadvantages, and possibly Advantages. However, enough points should remain with which the player may customize the character. Usually, the character ends up with more options than normal for the average person in the game setting. When making new packages, to help them balance with what’s available to Humans, account for any potential alteration to attribute minimums and maximums through Special Abilities and Disadvantages.

Reading the Stat Lines

Within each races description lies a stat line that indicates what the attribute bonuses are. Some races will have greater attributes than humans while others may be somewhat limiting. This can be both advantageous and limiting to some players. Along with each race are a list of Advantages and Disadvantages as described above.

Racial Traits

The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.

Attribute Increase

Every race increases one or more of a character’s ability scores.

Age

The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.

Size

Characters of most races are human sized, a size category including creatures that are roughly 1.25 to 2.5 meters tall. Members of a few races are smaller (between .5 and 1.25 meters tall), which means that certain rules of the game affect them differently. The most important of these rules is that smaller characters have trouble wielding heavier weapons. Move

Your Move determines how far you can move when traveling and fighting.

Advantage, Disadvantages, Special Abilities

Any Advantages, Disadvantages or Special Abilities that are common to the race or subrace are listed here.

Languages

All characters begin the game knowing their native language. In most campaign worlds, Humans all (or nearly all) speak the same language, often called “Common.” Each demi-human race has its own language, i.e. Elvish, Dwarvish, or Halfling, and members of the demi-human races begin play knowing both their own language and Common (or the local Human language if it isn’t called Common).

Characters with Intellect of 3d or higher may choose to begin the game knowing one or more languages other than those given above; the number of additional languages that may be learned is equal to each full Intellect “d” above 3d. Characters may choose to learn other demi-human languages, as well as humanoid languages such as Orc, Goblin, etc. The game master will decide which humanoid languages may be learned. The player may choose to leave one or more bonus language “slots” open, to be filled during play. Some game masters may even allow player characters to learn exotic languages such as Dragon; also, “dead” or otherwise archaic languages might be allowed to more scholarly characters.

Below is a chart with all the known languages in Open Fantasy.

Standard Languages Language Typical Speakers Script Common Humans Common Dwarvish Dwarves Dwarvish Elvish Elves Elvish Giant Ogres, giants Dwarvish Gnomish Gnomes Dwarvish Goblin Goblinoids Dwarvish Halfling Halflings Common Orc Orcs Dwarvish Exotic Languages Language Typical Speakers Script Abyssal Demons Infernal Celestial Celestials Celestial Draconic Dragons, dragonborn Draconic Deep Speech Aboleths, cloakers — Infernal Devils Infernal Primordial Elementals Dwarvish Sylvan Fey creatures Elvish Undercommon Underworld traders Elvish Subraces

Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world.

Dwarf

Dwarves are stout but muscular and rugged people that often have long brown or read beards. Although they stand quite a bit shorter than the average human, the dwarves are by no means considered small as their very presence brings an air of authority to everyone present. There are many misconceptions about dwarves being drunkards and having an eternal grudge against elves but nothing could be further from the truth. The dwarves, although they do enjoy their ale, are a civilized race that will stand up to anyone that would dare to challenge them. Although they have had their difficulties with elves in the past, they have actually come to a common understanding with all the subraces, excluding the insidious drow.

Dwarf Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Attribute Increase. Your Physique increases by 1d. Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Size. Dwarves stand between 1.25 and 1.5 meters tall and average about 150 pounds. You gain no bonus for a size Advantage

Move. Your base walking speed is 6 meters. Advantages. You gain the following; Advantages: Infravision (R1)

Trademark Specialization: scholar: stone work (R1; +1d to notice quality and nature of surrounding stone)

Special Abilities. You gain the following Special Abilities:

  • Attack Resistance: Poison and Magic (both at R2; +2d to damage resistance rolls)
  • Skill Bonus (R1; Dwarven Close Combat: fighting, lifting, melee combat)

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Arcane Dwarf

Not all dwarves are capable of casting effective arcane magic, but this particular clan of dwarves is. When most others of their race went to focus on mining and what the arcane dwarves consider, mere superstitions, they built grand underground towers and started studying the arcane arts. Those that spent time in musty tomes started getting a lot of knowledge and understanding in magic making them a formidable force.

Attribute Increase. Your Intellect increases by +1d.

Advantage: Arcane Knowledge (R1; You gain the ability to draw on arcane knowledge and gain a +1d bonus to any arcane knowledge checks.)

Special Ability: Augury (R2; Once per day after an eight hour rest, you may cast augury as a 2nd level spell.)

Deep Dwarf

Hidden deep in the farthest reaches within the caverns below the world, many surface races have completely forgotten about the Deep Dwarves. Although cautious of others and skeptical of most others good intentions, these dwarves will give everyone one free pass to impress them unless you are somehow affiliated with their most hated enemies, the Duergar or the Drow.

Attribute Increase. Your Physique increases by +1.

Advantages: Increased Weapon Training (R1; You gain an additional +1 to your attack rolls with the Warhammer), Skilled (R1; You gain an additional +1d to any skills involving knowledge of underground.)

Duergar

Hated by most other dwarven subraces, this group of dwarves commits a great amount of evil in the realm below the surface. Enslaving and robbing underground caravans, they will take advantage of anyone they can to gain that upper hand. They are brutal and will not hesitate to kill or harm anyone they feel is a threat.

Attribute Increase. Your Acumen increases by +1.

Special Abilities: Immunities (R1; You are immune to all Paralysis and Poison effects), Increased Infravision (R1; Your infravision works at twice the distance than normal.)

Elemental Dwarf

Connected to the elemental realm of earth, these dwarves are commonly found underground in non-stone settings or else in woods where there is lots of dirt to feel comfortable around. These dwarves are often dirty and don’t bathe all that often making them give off a pungent odor. They are powerful people however and many come to seek their guidance when it comes to earth magic or just simple farming techniques.

Attribute Increase. Your Acumen increases by +1.

Advantage: Skilled (R1: You receive an additional 1 experience point after every session which must be used in Acumen or Charisma skills or be lost.) Special Ability: Earth Meld (R3; You are able to meld with the earth so that no one can notice you without a -3d penalty on a search or tracking check. You cannot move through the earth, but you can hide in it and often can be found sleeping the earth rather than on a bed.)

Hill Dwarf

These dwarves have decided not to live in the mountains or underground like their other kin, preferring rather the rolling hills and the wealth that can come from agriculture and mining the earth. Most dwarves that people encounter are actually hill dwarves since many others have secluded themselves from the world. This changes underground however where most good natured dwarves are their mountain relatives.

Attribute Increase. Your Acumen increases by +1.

Special Ability: Dwarven Toughness (R1; Your Body Point maximum increases by 1 for every full “d” in Physique, and it increases by 1 every time you gain an additional full “d”.)

Infernal Dwarf

These often evil people are the result of a forced union between dwarf and demon. Whenever these children are born to non duergar, they are often hidden away so that the outside world will not know the disgrace of such a child. Duergar clans that have these children will immediately raise them to a revered position of near worship for all that they represent.

Attribute Increase. Your Charisma increases by +1.

Advantage: Infernal Tongue (R1; You can speak, read and write Infernal in addition to your other languages.) Special Abilities: Celestial Hatred (R2; You gain a +2 to attack rolls whenever you fight celestial outsiders), Fire Resistance (R1; You gain an additional attack resistance to fire of +1d.)

Mountain Dwarf

Naturally reclusive, you have managed to branch out into the world after outsiders came into your home and convinced your family and clan elders to start taking a more active role in the world around you. Valuable trade has come into your clan and you eagerly search other regions that could hold valuable resources.

Attribute Increase. Your Intellect increases by +1.

Advantage: Skilled (R1; You receive an additional 1 experience point after every session which must be used in Physique or Intellect skills or be lost.)

Planar Dwarf

While mining deep underground, an ancient clan of dwarves discovered a realm deeply saturated in planar energy. After being infused with such power these dwarves were able to detect planar activity all around them making them excellent scouts and guides when it comes to other worlds. Many of these dwarves go on great excursions to other realms and some spend their entire lives away from their ancestral homes.

Attribute Increase. Your Charisma increases by +1.

Special Abilities: Detect Planar (R1; Any time someone opens a gate to another plane, teleports or summons and planar creature you can detect it up to a range of 2 kilometers. Although you will not know the gates or teleports destination you can often get a sense of what kind of creature was summoned), Ethereal Vision (R1; You are able to gaze into the ethereal plane just as a human sees the material world. You cannot see through illusions or other attempts to hide identities.)

Primal Dwarf

Although referred to as primal, these dwarves are quite civilized and can party with the best. They love good feasts, ale and especially a good fight. These dwarves seek a good death in battle and believe that it is each member of their societies duty to find an honorable death. All primal dwarves over 100 years of age are exiled honorably so that they can go and find the death they all seek.

Attribute Increase. Your Physique increases by +1.

Special Abilities: Rage (R2; You gain the ability to rage giving you +2d to Physique and all combat skills but -2d to all other skills. You cannot make any other skills checks while raging and can only fight until your rage ends at which point you are at -1d to all skills for 30 minutes), Spell Resistance (R1; You gain an additional +1d to your damage resistance against Magic.)

Stone Dwarf

Dwarves that have dug near the surface have sometimes founded entire cities in cliff faces that are exposed to the sun. These dwarves have become the masters of cliff architecture and their sold homes are never in danger of collapse or from avalanches caused by stone or snow. While most cliffs have been delved for precious metals, the cliff dwarves have managed to find rich deposits behind the cliffs they call home and defend their finds.

Attribute Increase. Your Agility increases by +1.

Special Ability: Giant Grudge (R2; You have a racial tradition of hatred towards giants and gain a +2 to your defensive rolls against such creatures), Increased Resistance (R2; Your poison and magic damage resistance rolls all increase by +2.)

Elf

A tall and graceful people, elves in recent years have become extremely reclusive and only show up on the world stage when things are growing dire. They prefer to stay hidden away believing that the world has fallen away from the way the natural order initially intended and as such they too feel that they no longer have much of a place in the world. This pride has led many to curse them and bid them farewell. If the elves do not wish to share their wisdom and knowledge to make the world a better place, then kings and elders have decided that they aren’t needed. Every now and then however a curious elf emerges from their deep woodland homes looking for adventure.

Elf Traits

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Attribute Increase. Your Agility increases by +1d. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Size. Elves range from under 1.25 to over 1.75 meters tall and have slender builds.

Move. Your base walking speed is 10 meters. Special Abilities: You gain the following Special Abilities: Infravision (R1) Keen Senses (R3; You are able to find secret doors more often than normal with a +2d to search checks. You are so observant that you have a +1d on a chance to find a secret door with a cursory look.)

Fey Ancestry (R2): Elves are immune to the paralyzing attack of ghouls. Also you have attack resistance to Magic at +1d.)

Observant (R1): You are less likely to be surprised in combat, reducing the chance of surprise by -1d.)

Trance (R1): you don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. The Common word for such meditation is “trance.” While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.) Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Aquatic Elf

As an aquatic elf you are able to live under the water just like a normal elf on land. You have great swimming abilities and can move faster in the water than you can on land. Although you are able to survive out of water, it is quite uncomfortable and after a few days your skin starts to dry out and you start to feel drained of energy.

Attribute Increase. Your Physique increases by +1.

Special Abilities: Elf Weapon Training (R1). You gain a +1 bonus with following skills: dodge, marksmanship, melee combat), Swim Speed (R1). Your swim speed is 20 meters and you gain a +1d bonus to swimming), Increased Infravision (R1; Your infravision works at twice the distance than normal.), Water Breathing (R1). You can breathe underwater).

Drow

An inhabitant of the caves and tunnels below the surface, these evil creatures are always seeking to enslave others for the dark purposes. Being mostly worshippers of demons, the drow are highly religious and often fall prey to this fervor and being manipulated by the matriarchy that rules through religious fear.

Attribute Increase. Your Intellect and Charisma each increase by +1.

Advantages: Skilled (R1). You receive an additional 1 experience point after every session which must be used in Miracles skills or be lost.), Extra Language (R1; You can speak, read and write Undercommon along with Common and Elvish.)

Special Abilities: Drow Weapon Training (R1). You have a +1 bonus when using the following skills: dodge, marksmanship, stealth), Increased Infravision (R1; Your infravision works at twice the distance than normal.), Spell Resistance (R2). You receive a +2d bonus to damage resistance versus Magic.)

Earth Elf

Living close to ground and wrapping themselves in the comfort of the earth, these elves are quite different than most of their tree residing kin. These elves have lived on or just below the ground for many years and don’t understand how their cousins can live in trees. Some have speculated that the drow emerged from the earth elves as they have similar features but the earth elves skin tone, though darker, is not black like a drow’s.

Attribute Increase. Your Physique increases by 1d.

Special Abilities: Elf Weapon Training (R1). You gain a +1 bonus with following skills: lifting, melee combat and stamina), Earth Anatomy (R1; due to your kinship with the earth you only take half damage from bludgeoning attacks), Healing Earth (R1; as long as you have bare skin in contact with the earth, you are able to regain twice the number of Body Points back through natural healing.)

Feral Elf

Having broken off from the typical High Elves, these elves believe that they are the true masters of the world. Since the elves were first on the land they should be the ones who rule and subjugate others. Since their viewpoints differ greatly from their goodly cousins, many wars have broken out between the two groups until the feral elves, like the drow, were driven out of the forests and forced to live elsewhere.

Attribute Increase. Your Physique increases by 1d+1.

Special Abilities: Elf Weapon Training (R1). You gain a +1 bonus with following skills: dodge, lifting and melee combat), Rage (R1). You gain the ability to rage giving you +1d to Physique and all combat skills but -1d to all other skills. You cannot make any other skills checks while raging and can only fight until your rage ends at which point you are at -1d to all skills for 30 minutes), Poison Resistance (R1). You gain a +2 bonus to your stamina rolls against poison.)

Fire Elf

Often considered a dangerous part of elven society, these elves dabble in the elemental plane of fire and have been infused with fire into their very genes. This power has caused some of these elves to become power hungry but due to their elven heritage many of these power struggles happen internally rather than spilling out into the greater world.

Attribute Increase. Your Physique and Charisma both increase by +1.

Special Abilities: Fire Ball (R1). You gain the ability to cast fireball once per day as a Charisma skill. This spell cannot be increased but may be relearned through Magic), Fire Resistance (R1; You gain +1d to damage resistance against fire), Fire Touch (R1; when making a unarmed strike, your damage automatically becomes lethal and does an additional +2 fire damage.)

High Elf

As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races.

Attribute Increase. Your Intellect increases by +1.

Advantages: Skilled (R1). You receive an additional 1 experience point after every session which must be used in Magic skills or be lost.), Extra Language (R1). You can speak, read, and write one extra language of your choice.) Special Abilities: Elf Weapon Training (R1). You gain a +1 bonus with following skills: dodge, marksmanship, melee combat), Cantrip (R1). You know one Magic spell of your choice at a level equal to your Intellect.

This spell’s ability cannot be increased but may be relearned via Magic).

Metal Elf

While most elves reside in the forests of the world, these elves are few of the seen ones. Since most elves have withdrawn into the world and hidden in great forests, the metal elves have felt out of touch with reality and have since migrated back into normal society but often keeping their identities secret. Those that have made themselves known are usually shunned by the rest of their kin, especially if they share their metalworking knowledge with others.

Attribute Increase. Your Physique increases by +1d.

Special Abilities: Damage Reduction (R1; all damage you take is reduced by 3), Electrical Immunity (R1). You are immune to all electrical damage), Metal Knowledge (R2). You get a +2d bonus to any skill checks having to do with crafting metal or metal knowledge.)

Wild Elf

Often equated to the elven equivalent of barbarians, these elves are actually quite civilized despite their often nomadic nature. As with elves being a very secret society, the wild elves have managed to move across entire country sides without anyone knowing. Those small communities that know of the wild elf groups in their region often rely on them for trade and defense.

Attribute Increase. Your Acumen increases by +1.

Advantages: Extra Language (R1). You can speak, read, and write one extra language of your choice), Survival (R2). You gain +2d to all survival checks.)

Special Abilities: Elf Weapon Training (R1). You gain a +1 bonus with following skills: fighting, lifting and melee combat.)

Wind Elf

Using their natural abilities to glide on air, many have mistaken the wind elf as a celestial being when really they are more elemental. Mostly found in forests or secluded plains, these people love free floating through the air and performing often intricate “dance” maneuvers through the wispy breezes. They are fun loving but very mistrustful of other people.

Attribute Increase. Your Charisma increases by +1.

Advantage: Acrobatics (R1; due to your wind like nature, you get a +3 bonus to any acrobatics checks.)

Special Abilities: Feather Fall (R1; Once a day you may use the feather fall spell and regain the use of this ability after an eight hour rest), Float (R2; as long as there is a wind, you are able to float and glide through the air at a speed of 20 meters.)

Wood Elf

Hidden deep in forests, these reclusive elves defend the natural balance with all their strength. They believe all races but themselves are a blight to the natural order and will attempt to keep anyone from cutting down more trees than necessary or any other action that could damage the natural world they have sworn to protect.

Attribute Increase. Your Physique increases by +1.

Advantages: Elf Skills (R1). You gain a +1 bonus with following skills: animal handling, stealth and survival) Special Abilities: Elf Weapon Training (R1). You gain a +1 bonus with following skills: fighting, marksmanship and melee combat), Spell-like Ability (R1; Once per day you can cast one Miracles spell using your Acumen as the skill. This spell cannot be increased but may be relearned through Miracles.)

Halfling

Halflings are small, slightly stocky folk. They have curly brown hair on their heads and feet, but rarely have facial hair. They are usually fair skinned, often with ruddy cheeks. Halflings are remarkably rugged for their small size. They are dexterous and nimble, capable of moving quietly and remaining very still. They usually go barefoot. Halflings are typically outgoing, unassuming and good-natured. Many have seen them as a pest as they typically take up the lives of thieves and kingpins of large criminal guilds. Most Halflings just try to make an honest living however by working their gardens and performing small jobs for others.

Halfling Traits

Your Halfling character has a number of traits in common with all other Halflings.

Attribute Increase. Your Coordination increases by 2.

Age. A Halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Size. Halflings average about 1 meter tall and weigh about 40 pounds.

Move. Your base walking speed is 8 meters.; Advantages: You have the following; Advantages: Brave (R1). You get a +1d bonus again any fear effects.)

Lucky (R1; once per day when you roll a 1 on the Wild Die, you can reroll the die and must use the new roll.) Initiative Bonus (R1; due to your natural nimbleness you gain a +1 on any initiative rolls.)

Size (R1). Your scale modifier is equal to 3 small.)

Special Abilities: You have the following Special Abilities: Halfling Nimbleness (R1). You can move through the space of any creature that is of a scale modifier larger than yours), Favored Terrain (R1; Outdoors in their preferred forest terrain and as such gain a +1d bonus to hide and stealth when outdoors), Weapon Training (R1). You gain a +1 bonus with following skills: dodge, marksmanship and stealth.)

Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but Halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all Halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Cliffleaper

Although most Halflings live on the plains or in holes in the ground, the Cliffleaper has made his home high in the mountains where only the most rugged can survive. They are often shorter but more muscular than their regular Halfling cousins but they do not lack the manual dexterity that others of their race tend to have.

Attribute Increase. Your Physique increases by +1.

Advantage: Mountain Knowledge (R2; when using your scholar skill to find out information about the region, if you are in a mountainous area you gain a +2d bonus to your skill check.)

Deep Halfling

Although Halflings are not normally found below ground, some have migrated there from either the ravages of war, slavery or just plain curiosity. Those that have come below ground are usually more critical and have a bit of a darker outlook on life but are still more cheerful than most underground races.

Attribute Increase. Your Physique increases by +1.

Advantage: Trademark Specialization: scholar: stone work (R1; +1d to notice quality and nature of surrounding stone)

Deepwater

Being born underwater, these Halflings are the rangers of the deep seas that are able to breathe underwater and make friends of the various creatures below the waves. Like their regular kin, they can be playful and sometimes childish but they are a valuable ally when sailing along the waters. Attribute Increase. Your Acumen increases by +1.

Special Abilities: Skill Mastery (R2; any skill checks made to swim or gain information related to seas or oceans are made with a +3 bonus), Water Breathing (R1). You can breathe underwater).

Feral

Tribes of barbarian Halflings do exist but they are increasingly rare. Whenever these Halflings encounter cities or other large urban areas, they common get quickly intermixed into the crowd. The feral tribes are slowly dying but many chieftains have made pleas for their tribesman to all return to the lands of their births.

Attribute Increase. Your Physique increases by +1.

Advantages: Additional Language (R1). You gain orc as a bonus language.)

Special Abilities: Feral Weapon Training (R1). You gain a +1 bonus with following skills: dodge, fighting and melee combat.)

Fey

Having been born in a realm different from the material realm, these Halflings have an otherworldly presence about them. These people are sometimes arrogant and do not like to intermix with others but can be dealt with respectively if someone were to talk to them on their terms.

Attribute Increase. Your Acumen increases by +2.

Special Abilities: Fey Resilience (R1). You may add your full Acumen “d” in pips to any stamina check you are a required to make.)

Inkwell

A malevolent race of Halflings that live underground. They often align themselves with the drow or duergar to bring pain and suffering to anyone living below ground. They seek to conquer and destroy all the versions of their Halfling cousins for some sin long forgotten.

Attribute Increase. Your Charisma increases by +1.

Special Abilities: Infravision (R1), Increased Infravision (R1; Your infravision works at twice the distance than normal.)

Lightfoot

As a lightfoot Halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others.

Lightfoots are more prone to wanderlust than other Halflings, and often dwell alongside other races or take up a nomadic life.

Attribute Increase. Your Charisma increases by +1.

Advantage: Naturally Stealthy (R1). You can attempt to hide even when you are obscured but only from a creature that is at least one size larger than you.)

Sandrunner

Living in the deserts can be a rough life but these Halflings have succeeded where many others have failed. They often look parched and wind beaten but nothing has been known to quash the Sandrunner’s spirit. They are always determined to go on where others have failed. Many travelers like to hire these Halflings when traveling across desert regions for their wealth of knowledge.

Attribute Increase. Your Physique increases by +1.

Special Abilities: Heat Resilient (R1). You receive an additional +1d to stamina against any heat effects.)

Shadow

These secretive folk are often masters behind kingdoms assassin and spy guilds. They are very good and getting in, doing a job and then getting out again with no one even knowing a Halfling was ever there. They are always expensive to hire, but any king that has the money has never been disappointed with a Shadows Halfling’s performance.

Attribute Increase. Your Agility increases by +1.

Special Abilities: Infravision (R1), Shadow Meld (R3). You are able to meld into shadow allowing you to make an opposed stealth skill check with a +3d bonus.)

Tallfellow

Standing a little taller than the normal Halfling, these people are naturally drawn to elves and as a result many people have mistaken them as miniature elves. This subrace is rare amongst Halflings but they do tend to come around when least expected.

Attribute Increase. Your Acumen increases by +1.

Advantage: Skilled (R1). You gain a +1 bonus with following skills: investigate, search and tracking.)

Human

Many races have made the comment that humans and orcs have one thing in common, if left untended they would populate the entire world. It is true that humans tend to spread quickly compared to other races but that is mainly due to their desire to expand and gain a capitalist interest in the surrounding region. All sorts of different cultures and attitudes come from humans and many other races that have had negative experiences with humans have had to break down their prejudices when dealing with another group since they can be complete polar opposites. Dwarves are some of the various human nation’s strongest allies both as trade partners and military supporters.

Human Traits

It’s hard to make generalizations about humans, but your human character has these traits.

Attribute Increases. Your attributes each increase by +1.

Age. Humans reach adulthood in their late teens and live less than a century.

Size. Humans vary widely in height and build, from barely 1.5 to 2 meters tall. Regardless of your position in that range, your size is Medium.

Move. Your base walking speed is 10 meters.

Special Abilities. You have the following Special Abilities: Human Skills (R1; Humans learn unusually quickly, gaining a bonus of 2 experience point earned after each session.)

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Aasimar

At some point in world history, celestial beings, or angels, have intermixed and had children with the mortal races. Although many of these bastardized children have had many names throughout history, they have settled on the name of the Aasimar. These people are few but many have sought them out as spiritual guides to try and understand the heavenly realm. Most times Aasimars have no special knowledge and are asking the same questions as everyone else which many times makes them seek out the answers. A good number of these people go out to adventure to do good in the world, but there have been a few that have had a bad strain and cause a lot of grief for their countrymen.

Aasimar Traits

Aasimars share certain racial traits as a result of their celestial descent.

Attribute Increase. Your Acumen increases by +2, and your Charisma increases by +1d. Age. Aasimars mature at the same rate as humans but live nearly twice as long. Size. Aasimars are about the same size and build as humans.

Move. Your base walking speed is 10 meters.

Special Abilities. You have the following Special Abilities: Infravision (R1)

Heavenly Resistance (R3). You gain a +1d bonus against all types of magic and poison)

Celestial Legacy (R3). You can cast light as many times per day as desired always considered to roll a 15. You can also cast cure wounds and daylight as many times per day as desired as an immediate spell but must roll on your Charisma for cure wounds to determine the number of wounds healed. Daylight is considered to have succeeded with a roll of 20.)

Languages. You can speak, read, and write Common and Celestial. Agathion Blooded

These people have an ingrained desire to go about in the world doing good deeds and trying to recruit others to their cause. Many have found them a little too pushy as when the aasimar meets resistance, intellectually or otherwise, and they can get verbally abusive or else physically assaultive if people prove too resilient to what they have to say.

Attribute Increase. Your Physique increases by +1.

Advantage: Animal Features (R3). You can often have animalistic features from your celestial parent. Pick one animal type. You are considered to have a +3d bonus to animal handling whenever you deal with that animal), Enlightened (R1). You gain an additional 1 experience point after each session.)

Angel Blooded

Descended from the highest order of angels, the angel blooded are powerful individuals that roam the world looking for wrongs to correct. They tend to be very judgmental of others making many people keep them at a distance but these aasimar’s are determined to set the world right. They often take up the role of prophets, bent on condemning the world so that it will hopefully repent.

Attribute Increase. Your Physique increases by +2. Advantage: Persuading (R1). You gain a +1d bonus to persuade.) Special Ability: Extended Light (R1; whenever you use your light spell, its effects are doubled.)

Archon Blooded

The warriors of heaven, these aasimars are often lieutenants and generals in many material armies. Since they are descended from celestial creatures they also often have a guiding hand that directs them in the decisions to make tactically. They are unfortunately proud and don’t like to be put down or ridiculed making them very argumentative when something works against them.

Attribute Increase. Your Acumen increases by an additional +1.

Special Abilities: Pride (R3). You get a bonus +1d to any opposed checks with charm, intimidation or persuasion), Sword Trained (R1). You receive a +1d specialization bonus in any one type of sword weapon of your choice.)

Azata Blooded

Seen as free willed spirits these individuals can seem quite aloof and goofy but they are determined artisans that quite often take up the call of a cleric or druid. These classes offer them the ability to use their musings in a creative and positive way that will allow the world to prosper. They detest needless destruction and oppose all who want to destroy things around them.

Attribute Increase. Your Agility increases by +2. Special Abilities: Free Spirit (R1). Your sense of freedom and charm gives you a +2 bonus to all Charisma based checks), Speed (R1). You have a base walking speed of 20 meters instead of 10.)

Cherubim Blooded

The children of powerful angelic beings, these individuals are often leaders within their communities. Their claw-like fingers can be upsetting to some but many rely on them to defend their homes from orc invaders or to clear out local dungeons from problems that keep arising from those dark corners. This has made them experience warriors and trusted advisors to many local lords.

Attribute Increase. Your Physique and Intellect increase by +1.

Special Abilities. Increased Move (R1). Your move increases to 15 meters), Natural Attack (R1). You gain a claw attack that does an additional +1d damage.)

Dynama Blooded

Descended from a warrior celestial, these fighters can often cause great trouble as they are easily offended by anyone that would insult their heritage, their faith or whatever else they may hold on to. Being so fiercely loyal has caused many people to seek them out and try to recruit these individuals to their causes but in the end the Dynama have already chosen their loyalties most times to higher celestial powers.

Attribute Increase. Your Acumen and Charisma increase by an additional +1.

Special Abilities. Attack Resistance (R1). You gain a +1d to damage resistance against fire), Natural Armor (R1). You gain a +1d armor bonus to damage resistance.)

Garuda Blooded

A group of people that are determined to protect the natural world they take up the call of druids and rangers with high fervor. They believe whole-heartedly in the divinity of nature, so much so that even plucking a rose out of a garden is seen as a crime. Many adventurers hire them as travel guides and caravan guards as they are easily able to protect wagons and goods from the dangers of the world around them.

Attribute Increase. Your Coordination increases by +2. Special Abilities: Bow Trained (R1). You gain a +1d specialization bonus with one bow style weapon of your choice, excluding crossbows), Feather Fall (R1). You gain the ability to cast feather fall with your Coordination.)

Hashmalim Blooded

Descended from heavenly scholars, these individuals are commonly found in libraries and schools either learning or teaching all they can. They have an innate knack for picking up on mysteries making some arcane schools eager to hire them to find out what may be wrong with some secret formula the wizard is working on. These people are often eager to get out into the world so they can learn and research all they can.

Attribute Increase. Your Intellect increases by +2.

Special Abilities. Heavenly Language (R1). You understand and can speak all languages), Skill Bonus (R1). You gain a +1d bonus to all scholar checks.)

Peri Blooded

Lovers of fire, these aasimars are given some room to work as it happens frequently that they burn something down. As much as they love fire, they realize the power behind it and use it quite carefully. Many high level magic-users have made use of the Peri’s fire abilities for their own researches in the ways of magic. Outside of the fire fanaticism, the Peri are fun loving people and can best almost anyone at a good game of chance.

Attribute Increase. Your Intellect increases by +1d. Special Abilities: Fire Ball (R1; instead of cure wounds, you gain the spell fireball that you can cast with your Intellect), Fire Resistance (R1). You gain resistance against fire with a +1d bonus to your defense resistance.)

Seraphim Blooded

These are powerful individuals that often take up the roles of generals or trust advisors to the highest lords in the land. Many kings have sought Seraphim Blooded Aasimars as personal guards or councilors since they often have a lot of experience to back up what they have to say. Some have frowned on the trust many lieges put in these people but these dissenters have a hard time finding fault in a Seraphim’s logic.

Attribute Increase. Your Agility increases by +1d.

Special Abilities. Attack Resistance (R3). You gain a +3d bonus to damage resistance against acid, cold and fire), Skill Bonus (R1). You gain a +1d bonus to all Charisma skills.)

Dragonborn Traits

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Attribute Increase. Your Physique increases by +1d, and your Charisma increases by +1.

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Size. Dragonborn are taller and heavier than humans, standing well over 1.75 meters tall and averaging almost 250 pounds.

Move. Your base walking speed is 10 meters. Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. You also gain attribute bonuses based on your Draconic Ancestry

Special Abilities. You have the following special abilities: Breath Weapon (R1). You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a dodge roll opposed by your breath weapon skill (a Coordination skill available only to creatures with breath weapons) which you receive a +1d bonus to. If they fail the dodge roll, they take an amount of damage of your energy type equal to your Physique. After you use your breath weapon, you can’t use it again until you roll a natural 6 on any Wild Die roll.) Damage Resistance (R1; You have resistance to the damage type associated with your draconic ancestry equal to +1d to your damage resistance rolls.) Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Draconic Ancestry

Black

Attribute Increase. Your Physique increases by an additional +1.

Breath Weapon. Your breath weapon does acid damage and goes out in a 10 meter line.

Damage Resistance. You receive damage resistance to all acids.

Blue

Attribute Increase. Your Coordination increases by +2.

Breath Weapon. Your breath weapon does electrical damage and goes out in a 10 meter line.

Damage Resistance. You receive damage resistance to electricity.

Brass

Attribute Increase. Your Charisma increases by an additional +1.

Breath Weapon. Your breath weapon does fire damage and goes out in a 10 meter line.

Damage Resistance. You receive damage resistance to fire.

Bronze

Attribute Increase. Your Agility increases by +1.

Breath Weapon. Your breath weapon does electrical damage and goes out in a 10 meter line.

Damage Resistance. You receive damage resistance to electricity.

Copper

Attribute Increase. Your Acumen increases by +2.

Breath Weapon. Your breath weapon does acid damage and goes out in a 10 meter line.

Damage Resistance. You receive damage resistance to all acids.

Gold

Attribute Increase. Your Charisma increases by an additional +2.

Breath Weapon. Your breath weapon does fire damage and goes out in a cone 3 meters long and 3 meters wide at its furthest reach.

Damage Resistance. You receive damage resistance to fire.

Green

Attribute Increase. Your Acumen increases by an additional +1.

Breath Weapon. Your breath weapon does poison damage and goes out in a cone 3 meters long and 3 meters wide at its furthest reach.

Damage Resistance. You receive damage resistance to all poisons.

Red

Attribute Increase. Your Intellect and Charisma increases by an additional +1.

Breath Weapon. Your breath weapon does fire damage and goes out in a cone 3 meters long and 3 meters wide at its furthest reach.

Damage Resistance. You receive damage resistance to fire.

Silver

Attribute Increase. Your Charisma increases by an additional +1d.

Breath Weapon. Your breath weapon does cold damage and goes out in a cone 3 meters long and 3 meters wide at its furthest reach.

Damage Resistance. You receive damage resistance to cold.

White

Attribute Increase. Your Intellect increases by an additional +2.

Breath Weapon. Your breath weapon does cold damage and goes out in a cone 3 meters long and 3 meters wide at its furthest reach.

Damage Resistance. You receive damage resistance to cold.

Gnome

This is a race that is known for some of the greatest inventions and discoveries in the current world. These individuals search for more answers in some of the most bizarre ways. Fiddling with tools or coming up with some crazy theory that they just have to prove are common occurrences in their society. Although not all seek the path of an inventor, some go out into the world but they all tend to inherit a common curiosity. Where some gnomes will pursue a druidic lifestyle, they still go to find out things about the natural world that others choose to accept with blind faith. They must always know why and how things happen and can often get them into trouble.

Gnome Traits

Your gnome character has certain characteristics in common with all other gnomes.

Attribute Increase. Your Intellect increases by +1d. Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Size. Gnomes are between 0.75 and 1.25 meters tall and average about 40 pounds. You have a small size with a scale modifier of 3.

Speed. Your base walking speed is 6 meters.

Special Abilities. You have the following Special Abilities: Terrain Bonus (R2; whenever in a forested terrain, a gnome will receive a +1d bonus to hide and stealth checks), Infravision (R1)

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Chaos Worshiper

Many force these gnomes out of their communities because the thought of worshiping and discovering chaos is frightening tot them. Chaos worshippers however see order in the chaotic world around them and try to get come kind of control on that chaos. This chaotic lifestyle leads them down many different paths and many of them lead down a malicious path of causing chaos.

Attribute Increase. Your Intellect and Charisma each increase by an additional +1.

Advantages. Magic Attunement (R1; for any alteration spells you cast, the roll is considered to be +3 higher for opposed roll purposes only), Satisfaction (R1; if you manage to cause chaos or disunity this session you gain an additional character point at end of the session), Sneaky (R2). Your desire to cause chaos makes you adapt at getting into places unnoticed, your receive a +1d bonus to both hide and stealth.)

Forest Gnome

Living in the grand forests of the world, these gnomes are known to either form their own large communities or else join elven cities whenever they are found. These are highly intelligent gnomes and have great skills when it comes to surviving in the woods. They are also able to train and guide animals with such ease that many druids have sought them out to teach their animal companions new tricks.

Attribute Increase. Your Coordination increases by +2. Advantage: Enmity (R3). You have natural hatred for kobolds, goblins and reptilian humanoids of all types. You gain a +1d bonus to attack rolls made against these types of enemies.)

Special Abilities: Pass without Trace (R1). You gain the Pass without Trace spell that can be cast with the Coordination attribute), Speak with Animals (R1). You gain the ability to cast Speak with Animals using your Charisma attribute.)

Garden

These smaller than normal gnomes, usually inhabit rich gardens or high flora areas. They strive to enrich the places they live and cause the plants around them to grow to their fullest potential. Many of them are afraid to leave their gardens and face the larger world of the “big people,” but the allure of new plants and discoveries will pull them out of their personal Eden’s.

Attribute Increase. Your Reflexes increases by +2.

Advantage. Small Size (R2, you are considered Small with a scale modifier of 6.)

Special Abilities. Increased Infravision (R1; Your infravision works at twice the distance than normal), Skill Bonus (R1). You gain a +1 bonus to con, hide and stealth.)

Gear Head

Often referred to as mechanical prodigies, these individuals can help but play with the dwarves crossbows and try to make improvements to it. Many find these gnomes as an annoyance since they just can’t leave mechanical items or vehicles alone. There is always a way to improve things with them and they will find some kind of idea of how to make additions to the party items.

Attribute Increase. Your Intellect increases by an additional +1d.

Advantages. Mechanical Savant (R2). You gain a +2d bonus to scholar whenever you are asked a mechanical question), Tinkering (R2). You gain a +1d bonus to both crafting and devices when finding ways to back engineer or improve on the designs.)

Lake

The allure of the lake and waterways makes these individuals strive to find out things about these places both scientific and magical. They strongly believe that water is the life of the world and the preservation of this precious resource should be the goal of everyone. Many go out into the world thinking that in some ancient dungeon is an answer to how the protect the life source of the world forever.

Attribute Increase. Your Physique increases by +2.

Special Abilities. Skill Bonus (R2). You get a +1 bonus to the skills search, stamina and swim, which double underwater), Swim Speed (R1). You have an increased swim speed of 30 meters), Water Breathing (R1). You are able to breathe underwater.)

Madness Mage

This individuals have sought to escape the cold fact of reality by lying cheating and finding some way to bring the imaginary to life. They have a pessimistic outlook on life and many of them have been known to exhibit signs of madness. Going out into the world they try to find a place that will allow them to find an escape to the horrors of life.

Attribute Increase. Your Charisma increases by +1.

Advantages. Magic Attunement (R1; for any conjuration spells you cast, the roll is considered to be +3 higher for opposed roll purposes only), Natural Liar (R1). You gain a +1 bonus to the skills con, mettle and persuasion), Spells (R2). You gain the use of disguise self and hallucinatory terrain that can be used with your Charisma attribute.)

Magic Eater

These gnomes have evolved magically to resist magic much to the fear of many spell casters. Although there is nothing stopping them from practicing magic themselves, they tend to practice more martial or rogue like practices. Some kings have used them as infiltrators to take out powerful mages on the battlefield since they can naturally dispel magic.

Attribute Increase. Your Acumen increases by +2.

Special Abilities. Attack Resistance (R3). You get a +3d bonus to damage resistance against all Magic), Magic Resilience (R1; if you roll a natural you’re your Wild Die while resisting Magic, the spell immediately dispels and doesn’t affect you), Spell Affinity (R1). You gain the use of dispel magic which can be cast with your Acumen attribute.)

Rock Gnome

Like the gear head gnomes, these individuals love tinkering with new inventions. The difference being that the rock gnomes do not tinker with vehicles or weapons but rather tools and other more “practical” items. Blacksmiths and carpenters have made huge use of rock gnome employees to the point that there is a competition as to who can find a rock gnome with enough worldly experience to give them an edge.

Attribute Increase. Your Physique increases by +1.

Advantages: Artificer’s Lore (R2; whenever you make a scholar check related to magic items, alchemical objects, or technological devices, you can add +2d to your roll), Tinker (R3; using the proper tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (5 Body Points). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.) When you create a device, choose one of the following options: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 2 meters across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires an action.

Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Steam

Obsessed with technology these individuals have longed to find that next great step forward. Many of them sweat away in hot forges looking for something, anything to take the next step. Many of the higher level guild masters believe that the world used to be highly advanced and many of these secrets lay hidden deep in the earth, only accessible by the most dangerous dungeons.

Attribute Increase. Your Intellect increases by an additional +1d.

Special Abilities. Attack Resistance (R2). You gain a +1d bonus against both fire and poison attacks), Speak with Machines (R1; instead of being able to speak with animals, the steam gnome may use his speak with animals spell to effectively “speak” with a machine), Skill Bonus (R1). You get a +1 bonus when using crafting, devices and traps.)

Svirfneblin

Living deep underground these reclusive gnomes try to stay away from the notice of other creatures below ground. They form into great communities but for some reason they select secret locations that most other Medium size or larger races will have a hard time getting into. This defensive tactic has allowed these deep gnomes to survive in a highly hostile environment.

Attribute Increase. Your Reflexes increases by +2. Special Abilities: Increased Infravision (R1; Your infravision works at twice the distance than normal.), Spell Resistance (R2). You receive a +2d bonus to damage resistance versus Magic), Trademark Specialization: scholar: stone work (R1; +1d to notice quality and nature of surrounding stone.)

Additional Language. You are also able to speak, read and write Undercommon along with Common and Gnomish.

Half-Elf

Half-Elves are the result of crossbreeding between Elves and Humans. They have pointed ears, but their features tend to favor the Elf parent a bit more than the Human. The reality is that most “Elves” that people encounter are truly Half-Elves. Many years ago the Elves freely inter-married with other races and a great number of these mixed heritage individuals came around. When the true-blooded Elves withdrew into their forests, they shunned the Half-Elves and forced them to live on their own. Many of the grand citadels that the Half-Elves now inhabit are actually constructs of the true Elves but that they have claimed as their own.

Half-Elf Traits

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

Attribute Increases. Your Charisma increases by +1d, and two other attributes of your choice increase by +1.

Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Size. Half-elves are about the same size as humans.

Speed. Your base walking speed is 10 meters. Advantages. You get the following advantages: Skilled (R1). You gain an additional character point at the end of each session.)

Special Abilities. You get the following special abilities: Attack Resistance (R1, due to your fey ancestry you gain a +1d bonus to Magic.)

Infravision (R1)

Skill Bonus (R1). You are highly perceptive giving you a +1 bonus to investigate, search and track.)

Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

Aellar (Elf/Giant Eagle)

Long ago when Giant Eagles were more numerous than they are now, they had made a pact with the elves of their time and somehow through divine and magical intervention, the two races were merged. Aellar’s are as surprisingly rare as their Great Eagle ancestors but they do show up in adventuring groups ready to brave the world around them. They bear large wings on their backs which give them surprising grace.

Attribute Increase. Your Physique, Reflexes and Acumen increase by +1.

Special Abilities. Flight (R1). You may fly up to twice your speed), Observant (R1). You gain a +1d bonus to search checks.)

Alicorn (Elf/Unicorn)

Joined by the magic of the unicorn’s horn, these half-elves are highly sought after for their wisdom and charm. Although not common among the races of the world, the Alicorn do show up in times of great need. It is rumored that a great many of these individuals do exist but that their unicorn parents have brought them to a celestial plane to be kept safe from those who would do them harm.

Attribute Increase. Your Physique, Acumen and Charisma increase by +1.

Special Abilities. Fast (R1). Your speed increases to 15 meters), Natural Armor (R2). You gain an additional +2d to your damage resistance rolls.)

Decantaur (Elf/Centaur)

These half-elves come into two forms: two-legged or four-legged. It cannot be predicted what the union of an elf and centaur will produce but these children are usually the result of marriages made to secure an alliance. The centaurs are often heavily populating forests that the elves also inhabit so peace at some point must be brokered. There are quite a few Decantaur’s in the world, but few of them ever leave the woods.

Biped Attribute Increase. Your Physique increases by +1d.

Quadruped Attribute Increase. Your Physique increases by +2 and your Coordination increases by +1.

Special Abilities. Fast (R1 and R2; biped’s speed increases to 15 meters and quadruped’s speed increases to 25 meters), Natural Attack (R1; quadruped’s receive a natural hoof attack that does +1d damage), Natural Armor (R1; biped’s receive a +1d armor bonus to damage resistance rolls).

Half-Bugbear (Elf/Bugbear)

Often the children of violent unions, these children are abused and mistreated by either parent that they end up with. Many of them become angry and violent themselves but a few others have found a way to use that anger for the betterment of the world. Many of these half-elves find their ways into dungeon and other environments where their talents excel.

Attribute Increase. Your Reflexes increase by +1 and your Physique increases by +2.

Special Abilities. Attack Resistance (R3). You gain a +1d increase to resistances against Alteration spells and are immune to sleep spells), Natural Armor (R1). You gain a +1d armor bonus to damage resistance rolls.)

Houri (Elf/Nymph)

In most cases when a nymph bears a child, it too is a nymph, but for some reason, the fey nature of the elves allows for a rare Houri to be born. Like other nymphs, the Houri are always female and extremely beautiful. These half-elves are treated as lesser people by their nymph mothers but their fathers are eager to raise them as the truly precious children that they are.

Attribute Increase. Your Charisma increases by +1d.

Special Abilities. Dazzling Beauty (R3, you gain a +3d Charisma bonus against the opposite sex), Skill Bonus (R1, you gain a +1 bonus to command, mettle and persuasion.)

Piper (Elf/Satyr)

Often troublesome individuals, these people are quite commonly seen causing mayhem among travelers in the forest. They Satyr’s themselves often abuse and mistreat these half-elves, making them eager to leave the woods and fight their own way in the world. Just like their parents, they have a powerful knack for music that they can use to cast available Magic.

Attribute Increase. Your Reflexes and Charisma increase by +1.

Special Abilities. Fast (R1, your speed increases to 15 meters), Magic Instrumentation (R1). You may use your Charisma in place of Magic to cast spells if playing a musical instrument, you must have at least 2d in Magic to be able to use this.)

Spring Child (Elf/Dryad)

Half-elf druids are mostly Spring Child’s due to their intimacy with the world around them. They are able to talk to plants as easily as two humans would speak to each other, which gives them a wealth of information. Many have sought them out for the wisdom of the flora in any forest but they are often arrogant or stubborn about helping outsiders since most of them seek to do forests harm.

Attribute Increase. Your Acumen increases by +2 and your Charisma increases by +1.

Special Abilities. Ageless (R1). You never age and do not have to worry about the effects of age, you will still die at the normal age for a half-elf), Speak with Plants (R1). You can speak with plants just as you would a sentient being.)

Sthein (Elf/Naga)

The results of unholy unions between evil groups of elves, these naga children are often as evil as their parents. They seek to conquer and destroy all living creatures by using deception and force whenever appropriate. There are a select few that have decided to take a higher road and try to improve the world but these individuals are few and treated as exiles by their parents.

Attribute Increase. Your Physique increases by +1 and your Charisma increases by +2.

Special Abilities. Alternate Form (R1; once per day you may switch to a normal looking half-elf and back to a Sthein, you lose your scale bonus and natural armour when you switch to half-elf form), Large Size (R1). You gain a scale bonus of 3), Natural Armour (R2, you gain a +2d armour bonus to damage resistance.)

Woodwose (Elf/Treant)

An ancient line of half-elves from when before the treants withdrew into the deep woods. These strong and wise individuals seek to better the world around them and improve the natural order to bring balance. Many of them abhor going underground but they realize that the many great evils in the world have ascended from great depths to bring chaos to the natural order.

Attribute Increase. Your Physique increases by +2 and your Acumen increases by +1.

Special Abilities. Attack Resistance (R2, you are immune to any spells that cause fear or panic), Skill Bonus (R1). You gain a +1 bonus to search, survival and track.)

Wyrd (Elf/Ogre Mage)

Another child of violence or unholy unions, these half-elves are angry and usually tied deeply to the dark magics in the world. They use deception and charisma whenever they can and will not hesitate to betray someone to evil if it fits their whims. Chaos is the way of life for the Wyrd and if they can spread a little of that madness to others, then they feel they are accomplishing some evil agenda.

Attribute Increase. Your Intellect, Acumen and Charisa increase by +1.

Special Abilities. Attack Resistance (R2). You gain a +2d bonus against Magic attacks), Magic Attunement (R2). You gain a +2d bonus to all Magic skills, you must still put points into the Magic extra-normal attribute to use this ability.)

Half-Orc

Often bullied and mistreated by the society around them, these individuals become valued by human kings as lieutenants and war-leaders. Their strength and keen strategy acumen make them excellent leaders in the midst of battle. Many people still fear the half-orc since they see them as offshoots of their orc parent and think them just as violent. Although half-orcs that are raised in orc camps can often be even more savage then the typical orc, the ones raised in human towns are often given love by the humans that have willingly raised them. Some barbarian societies have even willingly married orcs to strengthen their clan bloodlines.

Half-Orc Traits

Your half-orc character has certain traits deriving from your orc ancestry.

Attribute Increase. Your Physique increases by +1d and your Reflexes increases by +2. Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 1.5 metres to well over 2 metres tall.

Speed. Your base walking speed is 10 metres.

Special Abilities. You have the following special abilities: Infravision (R1)

Menacing (R1; when intimidating humanoids of your size or smaller, a Half-Orc gains an additional +1d on any die roll.)

Relentless Endurance (R1; when you are reduced to 0 Body Points but not killed outright, you can drop to 1 Body Point instead. You can only use this feature once per 24 hours.)

Savage Attacks (R1; when you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit as well as roll the Wild Die again.) Skilled (R1). You gain an additional character point at the end of every session.) Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Black-Orc Blooded

Some of the darkest and most evil of half-orcs, these demented individuals are often dabbling heavy into necromancy and trying to control the powers of the undead. Due to their Black-Orc parents, they have received special bonuses from the dark lord Orcus and they will go to enslave creatures such as wights and vampires to their unholy service.

Attribute Increase. Your Physique increases by an additional +1 and your Acumen increases by +2.

Special Abilities. Blessing of Orcus (R1). You gain a +1d bonus to resist all Magic and Miracles attacks from undead creatures), Natural Armour (R1). You gain a +1d armour bonus to all damage resistance rolls.)

Blood-Orc Blooded

Cruel and angry, these half-orcs are some of the most ferocious fighters seen on any battlefield. Because they do not have the dim-wit of their orc parents, they are able to fly into incredible frenzied attacks that have as much coordination as a even-tempered fighter. They focus their flurry of attacks at their foes to a dangerous degree that foes will flee rather than face them head-on.

Attribute Increase. Your Reflexes increases by +2 and your Physique increases by an additional +1.

Special Abilities. Frenzy (R2; when you smell blood or get wounded you gain a +2d bonus to all Reflexes, Coordination and Physique rolls and abilities.)

Dwarf Blooded

The shame of many dwarf clans, the dwarf blooded half-orcs often leave their communities early in life as they desire to no longer cause shame to their families. Many of them get caught up in criminal enterprises or else wander the world looking for friendship yet always feeling like an outsider. They are a wise group and often guilds have hired them for their ability to make strong decisions.

Attribute Increase. Your Acumen increases by +2.

Special Abilities. Attack Resistance (R2). You gain a +1d bonus to resist both poison and Magic.)

Elf Blooded

Often forsaken by parents from birth, many of these half-orcs have had to make their way in the world on their own. Although they may look very must like an orc, even orcs have been able to tell the difference and will send them off since elves tend to be one of their hated foes. The elf blooded half-orc is a dangerous opponent but many are never given the chance to prove their worth in battle.

Attribute Increase. Your Reflexes increases by an additional +2.

Special Abilities. Savage Ranged Attacks (R1). You gain the Savage Attacks ability for ranged weapons as well as melee.)

Goblin Blooded

Seeking to strengthen their bloodlines, the goblins have tried on many occasions to mate with an orc female. Many of these advances have been turned down but every now and then a goblin chieftain fools an orc into breeding with either himself or one of his elders. This union is always seen as shameful by other orcs and the child is left to die unless the goblin chieftain is able to rescue the child before they meet their fate.

Attribute Increase. Your Reflexes and Coordination increase by +1.

Special Abilities. Increased Speed (R1). Your move increases to 15 metres), Skill Bonus (R1). You receive a +1 bonus to hide, search and stealth.)

Greenskin-Orc Blooded

Many fear the greenskin half-orcs because they are experts and subterfuge and infiltrating enemy lines without even knowing they’re there. Many generals have purposely avoided these half-orcs for their abilities on the battlefield. Others however have hired them as mercenaries to do as much damage as possible to enemy formations before the main battle force arrives.

Attribute Increase. Your Coordination increases by +2 and your Acumen increases by +1.

Special Abilities. Skill Bonus (R3, you gain a +1d bonus to hide, stealth and track), Weapon Familiarity (R1). You gain a +1d bonus to any bow weapons used, excluding crossbows.)

Half-Ogre Blooded

Although half-ogres are dangerous creatures to begin with, some of them have foolishly tried to strengthen their lines by mating with an orc. Unfortunately it has always ended up in a weaker child than the parents before them. Many times the orc parent wants nothing to do with child, so the half-ogre parent will care for them and teach the child what he needs to know in order to survive in a dangerous world.

Attribute Increase. Your Reflexes increases by +1and your Physique increases by an additional +2.

Special Abilities. Weapon Familiarity (R1). You gain a +1d bonus to all two-handed axe weapons due to training from youth.)

Man Blooded

These half-orcs look almost like a full-blooded human. Most humans will not be able to tell the difference between a man blooded half-orc and a regular human but there are small differences of note. Their ears may be a little more pointed or their teeth might be a little more studded but overall the man blooded are easy to integrate into human society without anyone being the wiser.

Attribute Increase. Your Charisma increases by +2.

Special Abilities. Deceptive (R1). You are able to mask your orc side of your parentage giving you a +1d to any Charisma skill to persuade or hide among humans.)

Ogre Blooded

Most times these half-orcs become leaders in orc clans. Whenever an orc chieftain is able to bear children with an ogre, the ogre parent wants nothing to do with the child, so the orc parent will raise that child as a leader to take over the clan. These are often angry but brilliant half-orcs. It is rare but does occur that an ogre blooded will leave his destined place in the tribe to travel the world and make it a better place.

Attribute Increase. Your Physique increases by an additional +1d.

Special Abilities. Natural Weapons (R1). Your fists are hard as rock and do +1d damage in hand to hand.)

Orc Blooded

It is hard to tell these half-orcs from regular orcs and even most orcs can’t tell the difference either. When these children are born it is always to an orc female and because of orc mating practices, the mother will not even realize that the child is a half-orc. He is raised as any other child would be but with the cunning of a human. These become dangerous individuals and most times leave their clans to find their own way in the world.

Attribute Increase. Your Physique increases by an additional +2.

Special Abilities. Increased Critical (R1; when using a melee weapon, your critical range is increased to a 5 or 6 on your Wild Die. This bonus does not count on any additional die rolled with the Wild Die.)

Tiefling

Unholy unions between people and demons are the most common cause of the tiefling. For whatever reason, a demon lord will approach a mortal person and either force a union on them or falsely promise power or riches for a child to be born to him. Most times the demon wishes this to gain control of a community but most times the tiefling child shows ill will towards his parent and goes his own way. Almost all tieflings are born with small horns on their foreheads and devilish tails but these can be easily hidden with a hooded cloak. There is a fear of these individuals in many communities as they believe tieflings to be a bad omen of things to come.

Tiefling Traits

Tieflings share certain racial traits as a result of their infernal descent.

Attribute Increase. Your Intellect increases by +1 and your Charisma increases by +1d. Age. Tieflings mature at the same rate as humans but live a few years longer.

Size. Tieflings are about the same size and build as humans.

Speed. Your base walking speed is 10 metres.

Special Abilities. You have the following special abilities: Infravision (R1)

Hellish Resistance (R2). You have a +2d damage resistance to fire.)

Infernal Legacy. (R3). You an cast bane, darkness and fireball as many times per day as you like and are considered to have rolled a 15 for resistance purposes.)

Languages. You can speak, read, and write Common and Infernal.

Asura Blooded

Bred from the blasphemous blood lines of Asura outsiders, these humanoids often have strange mutations that set the apart from regular humans. Where tieflings are known for having small horns and tails, the Asura’s are known for having greenish skin or long prehensile tongues. How the mutations manifest is different in each person but none of them will grant any stat bonuses.

Attribute Increase. Your Acumen increases by +1.

Special Abilities. Blade Master (R2). You gain a +2d bonus in one type of sword-like weapon), Attack Resistance (R1). You gain a +1d bonus to damage resistance against poisons) Daemon Blooded

The destructive daemon’s seed is brought forth in greyish and gaunt offspring that are nearly as destructive as their parents. Although they may not be the most physically intimidating people, they are highly in tune with the ways of magic and can bring fierce arcane and divine powers down on anyone that fails within their disfavour. Daemon blooded tieflings are often the targets of witch hunts in communities afraid of magic.

Attribute Increase. Your Intellect increases by an additional +1.

Special Abilities. Attack Resistance (R1). You gain a +1d bonus to damage resistance against Magic), Skilled (R1). You gain an additional 2 character points that must be used on either Magic or Miracles skills. If you cannot use them, they are lost.)

Demodand Blooded

The children of creatures created to fight the demonic hordes, these people are as traitorous as their parents. They feel very little loyalty to any nation or person and will betray someone without a moment’s thought if they believe it will benefit them. Deception is a great trademark of the Demondand tieflings and many of them find work in criminal guilds where their skills are valuable.

Attribute Increase. Your Charisma increases by an additional +1.

Special Abilities. Skill Bonus (R1). You gain a +1 skill bonus to charm, con and persuasion), Skilled (R1). You gain an additional character point after each session which must be used on charm, con or persuasion.

If this skill point cannot be used to increase one of these skills, it is lost.)

Demon Blooded

The masters of hell and the fathers of all the infernal creatures, demons have also created progeny with the mortal races. The original plan was to infiltrate the temples of their enemies but their offspring proved to be just as treacherous and power hungry as themselves. These tieflings crave power and will work their way up through nobility and even merchant businesses in order to gain political power they can use in their own pursuits.

Attribute Increase. Your Physique increases by +1.

Special Abilities. Fire Immunity (R1). You are immune to all fire based attacks), Persuasive (R1). You get a +1d bonus to persuasion.)

Devil Blooded

Children of a sub-class of demon, the Devil Blooded are constantly trying to prove that they are better than anyone else. They firmly believe they can do anything that anyone else can do and will not only prove them wrong but make sure they embarrass or else kill the person that dominated over them in whatever contest. They do not put up with being mocked and make deadly foes if you ever turn your back on them.

Attribute Increase. Your Reflexes increases by +1.

Special Abilities. Sneak Attack (R1). You gain a +1d damage bonus on any enemy you sneak up on or are flanking), Stealthy (R1). You get a +1d bonus to stealth.)

Div Blooded

Trained not to show their true emotions from birth, the Div Blooded are very good at deceiving others in how they truly feel. Many politicians have made a point of hiring Div tieflings for diplomatic missions since the true intentions of the kingdom hiring them can be hidden. Some have speculated that the Div have no feelings at all and this is far from true, they just believe emotions are a sign of weakness.

Attribute Increase. Your Charisma increases by an additional +1.

Special Abilities. Deceptive (R1). You gain a +1d bonus to charm, con or persuasion checks when trying to portray emotions you are not really feeling), Emotional Wall (R1). You receive a +1d bonus to resist against Magic and Miracles spells that would reveal how you feel or unmask your thoughts and intentions.)

Kyton Blooded

Masters of pain and suffering the Kyton tieflings believe that the path to true enlightenment and understanding lies in inflicting pain. Many work as jailers and torturers for less than ethical lords. Those who see Kyton in the streets tend to avoid them as they are also known for flying into wild orgies of inflicting pain on those around them.

Attribute Increase. Your Physique increases by +2.

Special Abilities. Cause Pain (R1, you know the anatomy of almost every creature and how to cause them hurt. You gain a +1d bonus to scholar checks when figuring out weaknesses or how to hurt an enemy), Pain Boost (R1; whenever you take damage in combat, until the end of your next turn you gain +1d to your attack and damage rolls.)

Oni Blooded

Descended from ogre and troll demons, these tough tieflings have often tried to become warlords of local tribes that often revere them as gods. They love the attention and to dominate over others and have often been allowed to rule even over ogre and troll tribes since they are often more intelligent than their kin.

Attribute Increase. Your Physique increases by +2.

Special Abilities. Skill Bonus (R1). You gain a +1 bonus to charm, intimidation and persuasion), Overpowered Swing (R1; when using a twohanded weapon, you double your Strength Damage.)

Qlippoth Blooded

Descended from creatures bound in Hell long before the demons were, these people want nothing more than to see the mortal world suffer. They have a basic understanding of social structures and desire little. Their end goals are usually to see empires fall and kings hanging from trees. There is no method to their madness and they will often change the focus of their destruction at a moment’s notice.

Attribute Increase. Your Acumen increases by +1.

Special Abilities. Attack Resistance (R2). You gain a +2 bonus to damage resistance against poison), Target the Leader (R1; whenever a leader of an enemy gang is present you are bent on destroying him. You gain a +1d bonus to attack and damage rolls against him and will keep this bonus for the duration of the combat if you are the one to kill him.)

Rakshasa Blooded

There are a lot of misconceptions about these tieflings since many expect them to have backwarnds hands or some other distinguishing feature that sets them apart. In reality they look very much like the race that parented them with more feline looking features but these at times are hardly noticeable. They like to lord over others and are good magicians making them perfect as Magic-Users.

Attribute Increase. Your Intellect increases by an additional +2.

Special Abilities. Contorted Anatomy (R1). You take only half damage from the additional damage inflicted by Sneak Attacks and the additional damage rolled on Critical Hits), Skilled (R1). You gain an additional two character points each session that must be spent on Magic skills. If you cannot raise a skill with these points, they are lost.)

Improving Characters

Once players have taken their characters through an adventure or three, they’ll want to improve or change them. This chapter provides guidelines for accomplishing that.

Learning & Improving Skills

When a player first creates a character, she should use the character creation guidelines for gaining attributes and skills.

Players whose characters have been through at least one adventure can use Character Points, accumulated from completing adventures, to learn new skills and improve old ones. Spending Character Points this way may be done only between adventures.

In addition to Character Points, the character needs experience with the skill, either through training or by attempting to use the skill (through rolling its die code or its governing attribute’s die code, regardless of the outcome) during an adventure. If the game master decides that there is a significant amount of training involved (such as improving a skill beyond 6d), or the character needs to find a suitable teacher, that might become an adventure’s focus. (The teacher must have a skill die code higher than the one the potential student currently has.)

The cost of getting one pip in a new base skill equals the number before the “d” in the governing attribute’s die code.

The cost of improving an existing skill is determined in the same way, except that the number of dice in the skill (instead of in the attribute) is used to determine the cost.

The cost to get one pip in a new specialization equals one-half of the number before the “d” in the governing attribute or skill’s die code. The cost to improve an existing specialization by one pip equals one-half of the number before the “d” in specialization skill’s die code. (In both cases, round up.)

A character does not need the governing skill to get a specialization in it. However, if he does have one, getting a specialization in it acts as a bonus to the base skill when taking actions of that type, but it does not also improve all uses of the base skill.

Specializations that are associated with a full skill improve when the base skill improves.

A character may improve a skill or any of its specializations but not both. In other words, a character may improve as many specializations as he desires at the same time, though he cannot improve them at the same time as he’s improving the governing skill. Skills and specializations may only be improved by one pip each in between each adventure.

Once characters reach 8d in a skill, game masters may choose to use the upper limit rule for improving attributes (see that section for details).

Extra-normal skills cost twice as much to learn as other skills. Skills gained due to a Special Ability are not improved when that Special Ability is improved. Instead, they are increased as a normal skill.

Improving Strength Damage As a character’s Physique or lifting goes up or is altered by Special Abilities, Disadvantages, or skill improvement, refigure the Strength Damage die code: Take the character’s new Physique or lifting (including any modifiers from Disadvantages or Special Abilities), this is the new Strength Damage die code.

Improving Attributes

With the exception of Extra-normal, the attributes you choose usually represent how far the character could advance in their lifetime. This does not mean that the character cannot improver her attribute, it is just unlikely. However there are methods to do it.

To boost an attribute by one pip costs 10 times the number before the attribute’s “d” in Character Points. Generally, a single attribute may be raised only one pip per adventure, though it’s possible that the effects of the situation influence the character’s physical makeup for a while or the game master may decide that the situation was so life-changing that more than one attribute may be boosted by more than one pip.

Effects of Character Options

When determining how many Character Points a player needs to improve his character’s skills and attributes, ignore any modifiers provided by Advantages, Disadvantages, or Special Abilities.

Improving Body Points As a character’s Physique goes up or is altered by Special Abilities or Disadvantages, you’ll need to change the Body Points amount. Whenever Physique permanently reaches a new full die above or below the old one, roll the die, ignoring any pips or other modifiers. (Do not reroll the character’s entire Physique — only the amount that changed.) Then add or subtract, as dictated by the Special Ability or Disadvantage, that number from the Body Points total.

As well, every time the character gains 3d in stamina, he may add an additional 1d to his Body Points.

Improving Wounds As a character’s Body Points go up or down, the Wound level changes.

The only way to alter how quickly or slowly the character reaches each level is by changing his damage resistance total. This could be through a change in Physique or by acquiring more protective gear or protecting Special Abilities.

Gaining & Losing Character Options

As players take their characters through adventures and develop them, they may decide that the Advantages, Disadvantages, and Special Abilities the characters started with don’t fit the current concept. To be flexible, there are ways you can accommodate your players’ desire to grow their characters. For example, an “enemy” might eventually be killed, a character might be able to negotiate a way out of Debt, or an Advantage Flaw might be “repaired.”

Getting rid of and gaining Advantages, Special Abilities, and Disadvantages should only happen after the character has been used during several adventures and has had a chance to come up with reasons for character alteration.

These game mechanics for gaining Advantages, Special Abilities, and Disadvantages apply only to individuals who actively seek them. Because 37 of an adventure or series of adventures, the members of a group may each acquire the same new Advantage or Disadvantage.

In this case, each hero does not pay the cost or receive any Character Point benefits outlined here. The new Advantage can be considered a reward for being part of the team and the scenario, while the new Disadvantage would be a penalty.

Advantages

There are two methods for acquiring new Advantages:

1. The player pays, in Character Points, 5 times the rank of the Advantage. 2. The player takes an equivalent amount of ranks in Disadvantages and pays a number of Character Points equal to the rank of the Advantage. In either case, the player must come up with a well-crafted story for getting the new Advantage that’s backed by actual experiences in one or more adventures. The story, and its related Advantage, must be approved by the game master.

Generally, a player may not remove an Advantage from a character, but it might be lost in the course of roleplaying due to player negligence (that is, continuously bad roleplaying or ignoring Disadvantages) or some tragic game-world mishap (such as a Patron’s city being destroyed).

If the loss occurred through no fault of the character, the game master may give the player a consolation gift of three Character Points per rank in the Advantage, or may substitute an equally valuable Advantage. Game masters should not reward the loss of an Advantage through player negligence.

Disadvantages

There are also two methods for permanently overcoming a Disadvantage: 1. The player pays 10 times the die code of the Disadvantage. 2. The player loses an equal number of Advantages and pays a number of Character Points equal to the die code of the Disadvantage. As with Advantages, the player must have a good tale and adequate adventuring experience before the game master should approve the loss of any Disadvantage.

Special Abilities

Unless the game master decides to reward a character with a Special Ability, it costs 5 times the sum of the Special Ability’s base cost plus the current number of ranks in Character Points — and a really good excuse — to acquire or improve a Special Ability after character creation. A character may improve a Special Ability by only one rank after each adventure, unless there is some compelling reason to allow otherwise. Game masters may disallow increases in Special Abilities if they feel the reason for the improvement isn’t good enough.

Character Points gained by selling off a Special Ability must be used before the end of the scene. The hero can sacrifice a part of his essence to accomplish legendary deeds, but he cannot use those Character Points to purchase skills or otherwise improve his character. Any Character Points not spent by the end of the scene are forever lost.

The act of losing Special Abilities does not typically count as an action. Even so, some circumstances may justify a Moderate mettle roll or the character’s complete concentration for a full round to simulate the character summoning his deep inner resources.

The player can combine losing Special Abilities with gaining Special Abilities to simulate an event that alters the character’s extraordinary abilities completely. In this case, if the game master accepts the player’s explanation, simply trade the hero’s current Special Abilities for Character Points and spend them on the desired new Special Abilities.

Gaining & Losing Special Ability Enhancements & Limitations

It is possible for a character to gain or lose control over a Special Ability, beyond what increases in skill and Special Ability rank allow. Unlike Advantages and Disadvantages, Special Ability Enhancements and Limitations are fundamental to a Special Ability’s manifestation in a character or item. Enhancements and Limitations must be purchased or overcome with Character Points, representing the character’s greater understanding of the Special Ability. Also, the game master may not allow some Limitations to be bought off without an excellent plot-related explanation, especially if the Limitation is physical in nature. Unless the Enhancement or Limitation relates to the character’s understanding of the Special Ability, such as many Minor Stigmas, a reasonable explanation of how the Special Ability has changed is also required.

Gaining a new Enhancement costs 8 times the desired rank times the base cost of the Enhancement in Character Points. Although most Enhancements have several possible ranks that can be purchased in stages, common sense should apply. A Special Ability may obtain new levels for the same Enhancement, but the nature of previously added Enhancements cannot be altered, unless the Enhancements are removed.

Eliminating a Limitation costs 10 times the die code of the Limitation in Character Points. As with Enhancements, it is possible to buy off a Limitation in stages, if the stages are related. The Debt Limitation probably couldn’t be bought down one level at a time, but a Flaw with multiple ranks could be, if the game master allowed. The game master may disallow buying off certain variations of Limitations because they are inextricably tied to the related Special Ability. A character can also remove an Enhancement or acquire a Limitation after character creation. A character who purposely removes an Enhancement from a Special Ability receives 4 times the rank times the 38 base cost of the Enhancement in Character Points. The character can’t rely on the Enhancement until the player buys it again. A character who takes a Limitation for a Special Ability after character creation gains 5 times the rank times the base cost of the Limitation in Character Points. Since it is unlikely (though not impossible) that a character would do either of these deliberately, the player must come up with a reasonable explanation for how the Special Ability has become less useful. Again, the game master may take away Enhancement or Limitations based on the adventure situation and does not necessarily have to award points for it.

Game Basics

What’s in this Chapter? This chapter defines how to play the game, from rolling the dice to using skills. The basic unit of game time, order of play, and what players can have their characters do on a turn are explained. Suggestions for determining the difficulty of actions are offered, including some examples.

The introduction offered an overview of how the game works, so some of this may look familiar. However, this chapter clarifies a lot of special situations that undoubtedly will come up during play.

Rolling Dice

A die code shows how good a character is in a particular area, how harmful a weapon is, how useful a Special Ability or tool is, and so on. Each die code (also known as a value) indicates the number of six-sided dice you roll (1d, 2d, 3d, 4d, 5d etc.), and sometimes an added bonus of “+1” or “+2” — referred to as pips — you add to the total result you roll on the dice.

An Advantage, Special Ability, or piece of equipment may provide a bonus to the roll. If the bonus is in the form of a die code (such as +1d), then you add the listed number of regular dice to the amount you would roll. If the bonus is in the form of a number (such as +2), then you add the amount to the total that you rolled on the dice.

Wild Die

Whenever any player, including the game master, makes any roll, one of the dice must be different from the rest (in size or color). Designated as the Wild Die, this odd die represents the vagaries of life — like the direction of the wind affecting the flight of a bullet — that are too small to warrant their own difficulty modifiers.

If the player has only 1d to roll, then that one die is always the Wild Die.

If the player rolls a 6 on the Wild Die, this is called a Critical Success and she may add the 6 to her total and roll the Wild Die again. As long as she turns up Critical Successes on that die, she may continue to add them to her total and continue to roll. If she rolls anything other than a 6, she adds that number to the total and stops rolling.

If the player rolls a 1 on the initial toss of the Wild Die, this is called a Critical Failure, and the game master may choose one of two options for the result, depending on the gravity of the situation.

1. The Critical Failure cancels out the highest roll. Then the player adds the remaining values, and the roll is determined normally.

2. Add the dice results normally, but a complication occurs. The game master gauges the significance of the complication by the total generated — from a funny, “nearly didn’t do it” result for a high total to a serious, “we have a problem” obstacle for a low total. The game master could even decide that nothing happens — for now — and use it as an excuse to spring a complication at a later time.

When using the second option, make certain the complication chosen relates to the task attempted. It should serve as an extra, minor obstacle the characters must now deal with or, more often, as a place to insert a bit of comic relief. Only on rare occasions (such as numerous poor decisions by the players) should a complication be without solutions or even deadly. The complications can also serve as opportunities to bring nearly invincible characters down to a more reasonable level.

Note: Unlike rolling a Critical Failure initially on the Wild Die, no complications occur when a 1 shows up on later tosses of the Wild Die in the same roll.

Improving a Roll

The average person fails at average activities nearly half of the time. Characters aren’t average people, so they need ways to beat those odds. Thus, they have Character and Fate Points, which represent those surges of adrenaline, sudden insights, and other unexplained helpful acts of chance.

Players may not trade Character Points for Fate Points, nor may they trade Fate Points for Character Points. A player may only spend her Character and Fate Points on her character’s rolls. She may not spend more Character or Fate Points than the character has listed on her sheet. Except when allowed by the game master for exceptionally cinematic situations, players may not use Character Points and Fate Points on the same roll.

Character Points

Whenever a player makes any roll (attribute, skill, damage, Special Ability, and so on), he has the option to spend Character Points to increase the total rolled. He may spend one Character Point for each extra Wild Die rolled, to a maximum decided upon by the game master and based on the challenge level of the adventure. (For adventures with easy challenges, the maximum is two; for more cinematic adventures, the maximum is five; for universe-shaking ones, the maximum is unlimited.)

A player may choose to spend Character Points before or after he makes a roll — or both — but always before the game master determines the result. The game master need not tell the player whether he should spend more points to improve a roll.

Extra Wild Dice gained from spending Character Points each work like a normal Wild Die except that a Critical Failure counts as a 1; it does not adversely affect the roll. Because of the special nature of Character Point Wild Dice, the player may wish to roll these dice separately from his normal Wild Die.

Once used, the character loses the point. Players get Character Points for their characters by overcoming obstacles, roleplaying well, and having fun. They can also use Character Points to improve skills (see the “Improving Characters” chapter for details).

Fate Points

Each players character has a personal moral code, generally involving a sense of honor and justice. The devotion to this code is represented by Fate Points. Violating that code takes a little bit away from that nature, which is represented by a loss of Fate Points.

Individual ethical codes may differ from the heroic code, but the more well-defined the code is, the easier it is for the game master to determine when to reward Fate Points — and when to take them away.

When a player feels she needs even greater help for her roll, she may spend a Fate Point to double the number of dice she normally gets for that roll. However, the player only rolls one Wild Die. Furthermore, anything that’s not part of the character — weapon damage die codes, equipment bonuses, and so on — is not doubled.

Usually, a player may use only one Fate Point per roll per round, though a character may improve several different actions in a round with several different Fate Points expenditures. Particularly beneficial or malicious deeds presented and roleplayed well by the player or game master may allow additional Fate Points to be spent on a single roll.

In the general course of play, a Fate Point is useful for one roll only. However, once per game session, a player may choose to spend a Fate Point climactically, which doubles all of the character’s rolls for that round. The game master also may allow players to spend Fate Points climactically several times during the highest point of the adventure (the climax).

Players may only spend Fate Points before making a roll. Furthermore, double the initial number before applying any die code penalties and bonuses.

Once used, the character loses the Fate Point — but she may earn it back at the end of the game if it was used for a deed that supported her moral code. However, if the character used a Fate Point to go against her moral code, the game master may decide that it costs an additional Fate Point.

As characters become more experienced, the game master may include further restrictions on Fate Point use. Game masters might allow moderately experienced characters (those with at least 6d in several skills) to spend Fate Points only on actions that promote the story line, while highly experienced characters (those with at least 9d in several skills) might be permitted to use Fate Points only during climactic moments in the campaign.

Using Skills

At those times when there’s a chance that a character may fail at an action, that character must make a skill check. The player decides what she wants her character to do and which skill is best for accomplishing the task (sometimes with the help of the game master). The game master determines a suitable difficulty number, which the player must meet or beat by rolling the number of dice in the skill and adding the results.

Untrained Skill Use

If a character doesn’t have dice in the skill required to attempt an action, she generally may use the die code of the attribute under which that skill falls. This is sometimes referred to as defaulting to the attribute or using the skill untrained or unskilled. The game master may include an unskilled modifier to the difficulty. This modifier takes into account that people who aren’t trained or don’t have experience in certain tasks usually have a harder time doing them. Typically, this modifier is +5, but it could be as low as +1 for simple tasks or much higher for complex plans. The game master may rule that some situations, such as performing brain surgery, are impossible for anyone to attempt without the proper training and the correct skills.

When attributes are given in the text along with the skill, such as in spell descriptions, resisting Wounds, and so on, do not apply the untrained modifier. This also includes most uses of dodge and fighting in combat situations, attempts to find clues in a room with search, and resisting interaction attempts or mental attacks with mettle.

Alternate Attribute Option

Sometimes it makes more sense to base a skill on a different attribute than the one it’s under by default. In such cases as the game master designates, subtract the skill value from the attribute value to get the number of skill adds. Then add those skill adds to the new attribute and roll away. Some example alternate skill-attribute combinations (and the reason for using each attribute) include: • Climbing, jumping, running, swimming: Physique for distance; Agility for obstacles

  • Command: Charisma for leading others; Intellect for determining tactics
  • Disguise: Acumen for creating the disguise, especially on someone else; Charisma for pulling off a disguise
  • Flying: Physique for wings or to represent the physical strain of rapid movement; Agility for obstacles
  • Healing: Intellect for information and diagnosing; Coordination for performing surgery
  • Riding: Agility for using mounts as a means of transportation; Agility for evaluating a mount or another’s style
  • Traps: Intellect for information and recognizing systems; Acumen for setting traps

    Game Time

    Generally, time in a roleplaying game doesn’t matter too much. A character may spend several hours searching a library, though only a minute passes as far as the players and game master are concerned.

    To keep the story line moving, sometimes it’s necessary to skip the tedious parts.

    More intense scenes require more detail. In these cases, time slows to units of five seconds called rounds. Each character may take one action in the round with no penalty. Unless the character has special skills or abilities, additional actions increase the difficulty of performing each task; this concept is dealt with later, in the “Multiple Actions” section. Once a round ends, the next one begins, continuing until the scene ends (with the task completed, the opponent subdued, and so on).

    Since all characters in a scene are making actions in the same five second round, the actual length of game time taken up by an action is usually less than five seconds. This is obviously the case when a single character is performing multiple actions, but it is also true when one 41 character reacts to what another character is doing. Actions in rounds are not simultaneous (actions out of rounds sometimes are).

    Initiative

    Once rounds have been declared and depending on the situation, the game master applies one of three methods to determine in what order everyone goes. Determining initiative does not count as an action.

    Method 1

    The first method is to allow whoever makes the first significant action (such as those surprising other characters in an ambush) to act first in the round. The characters retain the same order until the scene ends.

    Methods 2 & 3

    The other two ways start out the same, by requiring the characters involved to make Acumen rolls to generate initiative totals. The game master makes one Acumen roll for each character or group of characters he controls, depending on the number and how important each character is to the adventure. The character with the highest roll takes her action first. The character with the second highest roll then takes his action, and so on. After the last character performs her action, the round ends and a new one begins. Note that a character rendered unconscious, immobile, or otherwise unable to act loses his action for that round if he hasn’t taken it already.

    The game master may chose then to have everyone roll initiative once for the entire scene (the faster method) or roll at the beginning of each round (the more realistic yet slower way).

    The game master and players may use Character Points, but not Fate Points, to increase their initiative rolls if they want. Spending one Character Point, for example, allows the player or game master to add the result of one extra Wild Die roll to the initiative roll.

    Ties/No Rolls

    In the event of ties, or if the game master chooses not to have the players roll to determine initiative, comparing attribute and skill die codes can decide the order of actions. The character with the highest value in the characteristic goes first, and so on. Once a character has a spot in the order, it doesn’t change, regardless of how other characteristics compare. Ties are broken by moving to the next factor and looking at those values. The order: (1) ability or talent that allows the character to go first, (2) Acumen, (3) search, (4) Agility, (5) dodge, (6) special equipment or situation that allows the character to go before another character.

    Optional Initiative Bonus

    For every 2d over the base attribute in search (round down) or 4d in Agility (round down), a character receives +1 to his initiative roll. Every six ranks in a Skill Bonus or Increased Attribute Special Ability that affects Agility or search provides a +1 bonus.

    Performing Actions in Rounds

    A character does not need to declare what she intends to do until her turn comes up in the round. She can do one action in one round without incurring the Multi-Action Penalty (see below). Once the character decides to take her turn, she may use as many actions as she wants, but her player must determine the multi-action penalty for the total number of actions that the character wishes to take in that round. The character does not need to declare when figuring the multi-action penalty what she intends to do with all of her actions. Note that waiting counts as an action (once per each time the character wishes to wait). The character may take no additional actions once the multi-action penalty is figured. Any actions calculated into the multi-action penalty but that the character did not use by the end of the round are lost.

    A character may take a few actions, wait, take a few more, wait again, and so on, as long as the player has declared a sufficient number of actions in which to do everything she wants her character to do (including waiting).

    A character may only interrupt another character’s action if she has waited and after that character has made the skill roll and spent any points but before the game master declares the result.

    Only a few instances exist in which the game master may permit a character to “move up” her turn and react to another character’s actions. These include catching a thrown object, resisting certain mental attempts, and other situations that the game master deems appropriate. These do take the character’s action, though the player can declare that her character will perform multiple actions in the round. For the most part, having a turn later in the round than another’s simply means that another character could take advantage of the situation faster.

    Multi-action Penalty Characters may attempt to perform several tasks in a single round, or, if the action takes longer than one round to complete, in the same minimum time period. The more they try to do, however, the less care and concentration they can apply to each action. It becomes more difficult to succeed at all of the tasks. Thus, for most characters, for each action taken beyond the first, the player must subtract 1d from all skill or attribute rolls (but not damage, damage resistance, or initiative rolls). Thus, trying to do four actions in one round gives the character a -3d modifier to each roll. For characters with an ability that increases their base number of actions, the multi-action penalty doesn’t take effect until the character uses up his allotment of actions. For example, if a character with an action allotment of eight per round wants to do nine actions, each of the nine actions is at – 1d.

    Only equipment and weapons suited for quick multiple actions may be used several times (up to the limit of their capabilities) in a round. Items with little or no reload time, like hands or small melee weapons, are one example of this.

    A character may not rely on any skill or attribute reduced to zero.

    Actions that Take Time

    Each entry on this non-exhaustive list counts as one action taking no more than five seconds to perform. The game master may decide that certain types of actions offer a bonus or special effect and, thus, have requirements to perform. The suggested skill to use with each action is included at the end of the task’s description.

    Bash: Hit an opponent with a blunt weapon. (melee combat)

    Catch: Stop the movement of a thrown or dropped object or person. (The catcher must act later in the round than the person doing the throwing or dropping. This is one of the few cases where a character may “move up” his turn.) (throwing)

    Choke: Grab a person’s neck and gripping tightly. (fighting)

    Communicate: Relay plans or exchange complex ideas and information with other characters (more than a few words or one sentence). (an interaction skill or only roleplaying)

    Disarm: Remove an object from an opponent’s hand. This action is treated as a called shot. (fighting, marksmanship, melee combat, throwing)

    Dodge: Actively evade an attack. (dodge)

    Entangle: Throw an entangling weapon at an opponent. (throwing)

    Escape: Break a hold. (lifting)

    Grab: Latch onto an opponent. Depending on where the opponent was grabbed, he can take other actions. (fighting)

    Kick: Strike out at an opponent with a foot. (fighting)

    Leap: Jump over an opponent, onto a table, or any other such maneuver. (jumping)

    Lunge: Stab forward with a pointed weapon, such as a sword or a knife. (melee combat)

    Move: Maneuver 51% of the character’s Move or more around the area. The game master should call only for a roll if the terrain is challenging or the maneuvering complex. During some rounds, the game master may decide that existing factors dictate all movement, regardless of length, require an action. (running, swimming)

    Parry: Block an opponent’s blow. (fighting, melee combat)

    Pin: Trap an opponent by either holding him to the ground or tacking a piece of his clothing to a wall or other nearby object. When pinning the whole opponent, this is the same concept as tackling. Pinning prevents the victim from using the fastened part. (fighting, melee combat, marksmanship, throwing)

    Punch: Strike out at an opponent with a fist. (fighting)

    Push: Forcibly move an opponent. (fighting)

    Ready a Weapon: Draw or reload a musket or bow, unsheathe a knife, and similar actions. This generally does not require a skill roll, but the game master may choose to require one related to the weapon in question for particularly stressful situations.

    Run Away: Flee from the scene. (running)

    Shoot: Fire a missile or projectile weapon. (marksmanship)

    Slash: Swing an edged weapon. (melee combat)

    Tackle: Bodily overcome an opponent. Once tackled, the opponent can do no other physical actions other than speak or attempt to break the attacker’s grip. (fighting)

    Throw a Weapon or Object: Toss something at an opponent. (throwing)

    Trip: Quickly force one or both of an opponent’s legs upward. (fighting)

    Use a Skill or Ability: Perform a quick action related to a Special Ability the character possesses or a skill he wants to use. A character may not use a Special Ability he does not have, though he may use a skill he has no experience in (possibly at a penalty). Note that some skills and Special Abilities take longer than one action or one round to perform, so trying to do them in five seconds incurs penalties.

    Vehicle Maneuver: Perform a stunt in a moving vehicle. (charioteering, pilotry)

    Waiting: Watch for a better opportunity to perform an action. This does not require a skill roll, but it does take concentration.

    Free Actions

    Free actions are anything a character can automatically perform except under the most extreme conditions. They don’t require a skill roll or much effort. If the game master thinks a task requires concentration (and has a possibility of failure, thus requiring a skill roll), it’s not a free action.

    A few examples of free actions include: • determining initiative

    • speaking a few words to someone nearby
    • a quick glance around a room (and possibly a roll of Acumen) • moving 50% or less of the character’s Move over an easy area or up to a metre over more challenging terrain Additionally, the following player actions do not count as character actions: • determining initiative
    • rolling to resist damage • rolling mettle or Charisma to determine the emotional effects of the environment on the character.

    Related Skills

    In some situations, two or more skills may suit the task at hand. The game master can declare that only one is suitable for the current circumstances. Or he can choose the primary one and decide which other skills are appropriate secondary, or related, skills that the character can use to improve his chances with the primary skill. The game master sets difficulties for each skill. The character first performs the related skills, and then he attempts the primary one.

    To determine the related skill’s modifier to the primary skill, the game master subtracts the difficulty from the total rolled with the related skill; this determines the number of result points from the roll. Then he divides that number by 2, rounding up, to get the modifier to the total rolled with the primary skill. The minimum related skill modifier is 1. If the skill total was less than the difficulty, the modifier is subtracted from the primary skill total. If the skill total was equal to or greater than the difficulty, the modifier is added to the primary skill total.

    The character may perform the related skills and the primary skill successively, but the related skill modifier is only good for the one initially intended attempt and the character must make that attempt within a short time of using the other skills. Should the character decide to perform the primary skill and the related skill at the same time, he takes the multi-action penalty.

    Game masters also can use the related-skills guidelines for deciding how well one person can help another person.

    Preparing

    A character willing to spend twice as much time to complete a task receives a +1d bonus for the die roll for every doubling of time, up to a maximum bonus of +3d. However, the character can do nothing else or be otherwise distracted (such as being beset by arrows at) during this time.

    Rushing

    A character can also attempt to perform an action that normally requires two or more rounds (10 seconds or more) in less time. The difficulty increases depending on how much less time the character puts into the task: +5 for 25% less time, +10 for 50% less time, and +20 for 75% less time. A character may not perform any task in less than 25% of the normally needed time. Thus, to rush an hour-long research of a wizard’s library into 30 minutes, the difficulty increases by +10.

    Of course, not every task can be rushed. If in doubt, the game master should ask the player to justify how the character can speed up the task.

    Groups

    To save time, game masters may choose to roll one action for a group of characters he controls. Any number can belong to the group. Each member of the group does not have to perform exactly the same maneuver, but they do need to take similar actions. A game master could make one roll for a pack of wolves who attack different characters, but he would have to separate the pack into those attacking and those circling if the game master wanted to have them perform those distinctly different activities.

    Choosing Difficulties

    There are two possibilities for assigning difficulties to a specific action: a difficulty number or an opposed roll. Generally, the adventure specifies the difficulty and what skill is needed, but the game master may come across circumstances that were not foreseen. In such cases, use these guidelines to decide what to do.

    Certain circumstances (typically involving a character attempting a task without a force actively opposing her, such as climbing a wall or piloting a boat) may call for a static difficulty number. In these cases, select a standard difficulty or use a special difficulty.

    Circumstances involving an actively opposing force call for an opposed difficulty.

    Standard Difficulties

    A standard difficulty is a number that the game master assigns to an action based on how challenging the game master thinks it is. Existing conditions can change the difficulty of an action. For instance, walking has an Automatic difficulty for most characters, but the game master may require someone who is just regaining the use of his legs to make a Very Difficult running roll to move even a few steps.

    Generic Standard Difficulties

    Number Automatic 0 Very Easy 1-5 Easy 6-10 Moderate 11-15 Difficult 16-20 Very Difficult 21-25 Heroic 26-30 Legendary 31 or more

    Automatic (0): Almost anyone can perform this action; there is no need to roll. (Generally, this difficulty is not listed in a pregenerated adventure; it is included here for reference purposes.)

    Very Easy (1–5): Nearly everyone can accomplish this task. Typically, tasks with such a low difficulty only are rolled when they are crucial to the scenario.

    Easy (6–10): Although characters usually have no difficulty with this task, an untrained character may find it challenging.

    Moderate (11–15): There is a fair chance that the average character will fail at this type of task. Tasks of this type require skill, effort, and concentration.

    Difficult (16–20): Those with little experience in the task must have a lot of luck to accomplish this type of action.

    Very Difficult (21–25): The average character only rarely succeeds at these kinds of task. Only the most talented regularly succeed.

    Heroic (26–30), Legendary (31 or more): These kinds of tasks are nearly impossible, though there’s still a slim chance that lucky average or highly experienced characters can accomplish them.

    Opposed Difficulties

    An opposed difficulty (also called an opposed roll) applies when one character resists another character’s action. In this case, both characters generate skill totals and compare them. The character with the higher value wins, and ties go to the initiator of the action.

    In an opposed task, since both characters are actively doing something, both the initiator and the resisting character use up actions. This means that the resisting character can only participate in an opposed task either if he waited for the initiating character to make a move or if he was actively preparing for the attempt. Otherwise, the game master may allow a reaction roll of the appropriate skill as a free action in some circumstances, or he may derive a difficulty (see the derived entry under “Special Difficulties” for an example).

    Special Difficulties

    There are two special and optional difficulties: Wild Die Only and derived.

    Wild Die Only: The standard difficulty of an action may be so much lower than a character’s skill value that rolling and totalling dice would waste time. However, the game master may feel that the situation is such that a complication could greatly affect the outcome of the scene. In such cases, the game master may require the player to roll the Wild Die. A Critical Success result indicates that some special bit of good fortune occurred, while a Critical Failure indicates a minor complication. Any other result shows that the result is successful, though nothing special.

    Derived: Any time one character does something to another character or animate creature or object, the base difficulty equals 2 times the target’s relevant opposing attribute or skill and add the pips. Game masters may further modify derived values, as the situation warrants. Derived values do not get the unskilled modifier if they are determined from the governing attribute.

    Generic Modifiers

    The modifiers offered in a skill’s list or a pregenerated adventure may not cover all the game master’s needs. When conditions arise for which there aren’t pre-established modifiers, use the chart herein to help at those times. Game masters can add these modifiers to opposed, standard, or derived difficulty values.

    Good Roleplaying Modifier

    Game masters should reward good roleplaying by lowering the difficulty a few points. The better the roleplaying — and the more entertaining the player makes the scenario — the higher the modifier the game master should include.

    Unskilled Attempts

    Remember that someone without training or experience might, with blind luck, do better than someone with experience — but generally only that one time. There is no guarantee of future success.

    When a character defaults to the attribute, figure in not only a difficulty modifier of +1, +5, or more, but also adjust the result accordingly; the result won’t happen as precisely or stylishly as someone with skill.

    Determining Success

    If the total rolled on the dice is greater than the difficulty, the attempt was a success. Ties generally go to the initiator of the action, but certain circumstances dictate otherwise (such as the use of some Special Abilities or determining the amount of damage done). The description of the ability, challenge, or activity explains the results.

    Result Points

    Result points refer to the difference between the skill roll and the difficulty. The game master can use the result points to decide how well the character completed the task. The game master may allow a player to add one-half of the result points (rounded up) as a bonus to another skill roll or Extra-normal or Special Ability effect. One-fifth of the result points from an attack roll can be included as bonus to damage. (Round fractions up.)

    Second Chances

    As characters tackle obstacles, they’ll find ones that they can’t overcome initially. Game masters must rely on their judgment to decide whether and when a character may try an action again. For some actions, such as marksmanship or running, the character may try the action again the next turn, even if she failed. For other actions, such as crafting or bluff, failing the roll should have serious consequences, depending on how bad the failure was. A small difference between the difficulty number and the success total means the character may try again next round at a higher difficulty. A large difference means that the character has made the situation significantly worse. She will need to spend more time thinking through the problem or find someone or something to assist her in her endeavor. A large difference plus a Critical Failure could mean that the character has created a disaster. She can’t try that specific task for a long time — perhaps ever. This is especially true with locks and some devices.

    Game Master’s Fiat

    The rules are a framework upon which the game masters and their friends build stories set in fantastic and dynamic worlds. As with most frameworks, the rules work best when they show the least, and when they can bend under stress. Keeping to the letter of the rules is almost certainly counterproductive to the whole idea of making an engaging story and having fun. To keep a story flowing with a nice dramatic beat, game masters might need to bend the rules, such as reducing the significance of a modifier in this situation but not in another one, or allowing a character to travel a metre or two beyond what the movement rules suggest.

    Generic Difficult Modifiers Modifier Situational Example +16 of more Overwhelming disadvantage: Something affects the skill use in an almost crippling fashion (repairing armour without any proper tools). +11-15 Decisive disadvantage: The skill use is very limited by circumstance (trying to find someone in complete darkness). +6-10 Significant disadvantage: The skill use is affected negatively (tracking someone through drizzling rain). +1-5 Slight disadvantage: There is an annoying problem (picking a lock by candlelight).

    -1-5 Slight advantage: A tool or modification that makes the skill use a little easier (a springy surface for jumping).

    -6-10 Significant advantage: A tool or modification that makes the skill use much easier (rope with knots is use for climbing). -11-15 Decisive Advantage: A tool specifically designed to make the job easier (a well-stocked set of herbs and bandages for healing). -16 or more Overwhelming advantage: An exceptional tool or modification that specifically makes the skill use much easier (complete set of wilderness tools and equipment specially designed to help with survival). ~~~ Movement

    What’s in this Chapter? Getting from here to there by any means – running, swimming, flying, using a vehicle, you name it – is what this chapter’s all about.

    Running

    The difficulty to cover rapidly a distance on foot is determined by the number of extra movements the character takes. One movement equals the character’s Move value; two movements equals twice the Move value, and so on. For each movement beyond the first, add 5 to the base difficulty of zero.

    Swimming

    A hero’s swimming Move equals half his normal Move (rounded up). One movement while swimming equals the swimming Move, two movements equals twice the swimming Move, and so on. Increasing this rate likewise increases the base difficulty of 5 by +5 for each movement beyond the first. Thus, the difficulty for a character to move 2 times his swimming speed is 10 (5 for the base difficulty plus 5 for the additional movement).

    Without preparation, a character may hold his breath for a number of seconds equal to 5 times a roll of his Physique or stamina. Preoxygenating his lungs gives a character a bonus. The maximum any character can hold his breath with preparation is 10 times a roll of his stamina in seconds, though this requires having the stamina skill.

    The bonus should be much less for the average person. A character who fails his swimming roll begins to drown, taking 1d in damage each round that he misses his roll. Furthermore, difficulty to remain afloat increases by +3 for each round that the character misses the roll. The damage total and the swimming modifier are cumulative and the failed rounds need not be consecutive (though they must be within the same period of time spent in the water).

    Climbing

    Characters who have the climbing skill can move up a surface at their normal Move (barring adverse environmental factors) with a base difficulty of 5. Those without such a skill move at half their normal movement rate. Increasing the rate increases the difficulty by +10 for each additional one-half of the base climbing Move (rounded up).

    Movement Difficulty Modifiers Base Difficulty for Characters: 0 (running); 5 (other movement) Additional modifiers can be found in the “Example Skill Difficulties” chapter.

    Jumping

    A character’s total leaping distance (vertically and horizontally) from a standing position equals one-quarter of his Move in metres (rounded up).

    The base difficulty is 5 to move this distance, and +10 for each additional two metres (vertically and horizontally) the character hopes to cover. If there is enough room, the character may try running before jumping. The character may add 5 to his skill total per round of the running start, up to a maximum of +10 (two rounds). The character must have beat the running difficulty in both rounds in order to get the full bonus.

    Additional modifiers can be found in the “Example Skill Difficulties” chapter.

    Flying Characters

    Characters who fly do so at the base rate designated in the Special Ability, spell, miracle, or equipment description. To increase this rate, use the same rules as for running, except that the character relies on the flying skill. Characters may not use this skill unless they have a means of propelling themselves through the air.

    See the “Vehicles and Aerial Characters” section later in this chapter for more details on flying movement.

    Short Distances

    A character may move up to 50% of his movement rate (swimming, flying, or base Move) without this counting as an action. Thus, a character with a base Move of 10 could move five metres on land or 2.5 metres in the water with no action penalty.

    Maximum Movement

    Characters may perform only one movement action of each type per round, unless a Special Ability allows them to do otherwise.

    Game masters may choose to limit the speed at which characters may travel to 4 times the Move rate for each type of movement.

    Situation Modifier Easy terrain (flat surface, smooth water, using a ladder, light breeze, light rain or fog) 0 Moderate terrain (uneven surface, small obstacles, choppy water, climbing a tree, strong winds, heavy rain or fog) +5 Rough terrain (large but negotiable obstacles, strong undercurrent, climbing a rough wall, flying near unyielding obstacles such as pillars or trees) +10 Very rough terrain (dense and large obstacles, stormy weather, a few airborne hazards, hail) +15 Hazardous terrain (narrow walkway, many airborne hazards, large waves, climbing a smooth surface, complete darkness) +20 Very hazardous terrain (corridor filled with falling debris and explosions, swimming or flying in a hurricane) +25 or more 45 Accelerating & Decelerating

    When it becomes important to the scenario, such as a race or a chase scene, the game master may choose to include acceleration and deceleration maximums.

    A character may increase or decrease his current movement rate by up to 2 times that rate, regardless of whether his movement roll would allow him to travel a greater distance. The maximum increase or decrease is 2 times the character’s base Move for that type of movement.

    Similarly, if a character does not make a movement roll that would allow him to move at the previous round’s rate, that character automatically slows by 2 times his base Move. In other words, subtract 2 times the base Move from the current movement rate to get the new movement rate. If this makes the current movement zero, then the character stops. If it’s less than zero, the character trips.

    Fatigue Keep in mind that most characters cannot move rapidly for long periods of time. Determine a suitable length of time depending on existing conditions, the Physique of the character, and any relevant Special Abilities she has. Any additional fast movement beyond that predetermined length requires a fatigue modifier of +3 to the difficulty for each additional round that she continues running. The modifier is cumulative. Thus, one round beyond the maximum is +3, two rounds is +6, and so on.

    The game master may use the fatigue modifier for any repetitive action performed for an extended period of time. They can also use it as the modifier to a base difficulty of 5 when using the stamina or mettle skill in an attempt to overcome the fatigue.

    Other Movement Options

    The game master may include additional modifiers or require an additional related skill roll for any form of movement, depending on surrounding conditions, such as high winds, numerous obstacles, slick surfaces, sharp turns, and so on.

    Tactical Movement

    When fighting on a battlemat, each square that is present on the mat represents one metre of movement or range on a ranged weapon. A character can move into combat with a creature with Reach if they are moving in to engage at any moment.

    Some movement will cause a creature to move past another, in this case, if the stationary creature has not attacked, they may make an attack on that moving creature.

    See the Combat chapter for more details.

    Vehicles & Aerial Characters

    Vehicle actions work like normal character actions, with some additional game mechanics for special situations.

    Much of the information found in this section applies equally well to flying characters and creatures, particularly the details on stunts.

    Vehicle Movement

    Vehicles, including those pulled by animals, have five speeds of movement: stopped, cautious, cruising, high and all-out. Drivers and pilots of vehicles may make one movement action per round.

    • Stopped: The vehicle is motionless. This requires no roll.
    • Cautious: The vehicle travels at half its Move. This is generally a free action requiring no roll, but terrain conditions may increase it from its base difficulty of zero.
    • Cruising: The vehicle travels at its Move. This requires an action, but since it has a base difficulty of zero, the character need only roll if movement conditions dictate otherwise.
    • High: The vehicle travels at twice its Move. This requires a charioteering or pilotry roll with a base difficulty of 5, modified by existing conditions.
    • All-out: The vehicle travels at four times its Move. This requires a charioteering or pilotry roll with a base difficulty of 10, modified by existing conditions.

      Vehicles may travel anywhere between half their current speed and the full current speed at each level. Rapid acceleration and deceleration are considered stunts and dealt in the next section. Use the running rules earlier in this chapter to determine the rate at which creatures pulling the vehicle travel. Each vehicle lists the pulling rate for the animal while attached to it.

      Stunts

      For normal vehicle use or casual flying under ideal conditions, a character need not make a skill roll. When the conditions turn less than favourable or he decides to attempt a fancy maneuver, his charioteering or pilotry skill plus the vehicle’s Maneuverability code or his flying skill determines his success. A character’s animal handling roll may help (or hinder!) the operation of vehicles pulled by creatures.

      Rapid acceleration and deceleration also warrant rolls, enhanced by the vehicle’s Maneuverability, to see if the operator maintains control. These maneuvers have an initial difficulty equal to the speed at which the vehicle is traveling, adjusted based on existing conditions (see the “Stunt Difficulties and Modifiers” chart for some suggestions). A vehicle may reduce or increase movement by two levels in one round. Failing this roll means that the character has lost control for one round. If some 46 immovable force doesn’t stop the vehicle or character during that round, he may attempt to regain control on the following round.

      Captains in charge of crews need to make periodic command rolls. (See the command entry in the Example Skill Difficulties chapter for difficulty suggestions.) Based on the difference between the difficulty and the roll, the crew might help or hinder the pilot’s efforts — and perhaps even that of the gunners! For land vehicles, if the character fails the charioteering roll, the vehicle misses its target, veers to the side, and stops — perhaps even loses its pulling creatures or topples over if the roll was bad enough. If the vehicle can still move, the character must then spend one round regaining control of the animals and another in getting the vehicle back where she wants it. Should the character instead succeed, she keeps the vehicle reasonably straight and may try for another stunt on the next turn.

      If a character wishes to perform any other actions in addition to charioteering. pilotry or flying, he must make the appropriate skill rolls for all actions, reduced by the multi-action penalty, regardless of the situation. The base difficulty for normal operation becomes 5.

      Stunts still have their established base difficulties.

      Stunt Difficulties & Modifiers Difficulty Condition Modifier For all vehicles Docking (water), “parking” in a specific spot (land) +6 Regaining control (in situations other than sideswiping) +15 Moving on a straight way 0 Sideswiping +10 Easy turn (less than 45 degrees from current direction) +3 Fast 45-degree turn +6 Fast 90-degree turn +12 Fast 180-degree turn +18 For Water or Magical Vehicles Ramming +10 For Land and Water Vehicles Moved or moving over debris +3 Limited maneuvering or docking area +3 For Land Vehicles Off-road +6 For Aerial Characters and Creatures Unlimited landing area -3 Limited landing area +3 Almost no landing area +6 Rough or unsteady landing are +3 or more Climb or dive of 45 degrees or more from current direction +6 or more Sailing Ships

      To determine a random wind speed, once per day, roll one Wild Die, taking a Critical Failure result as a 1 but treating a Critical Success as normal. To get the number of metres per round, subtract 1 from the final value. To find the direction, roll one regular die and compare the result to the “Situation” table.

      Game masters may use these modifiers instead of or in addition to the weather modifiers listed in the “Movement Difficulty Modifiers” table.

      Terrain Conditions

      For modifiers due to various terrain or weather conditions, use the “Movement Difficulty Modifiers” table.

      Vehicle Type Modifier Very common or simple (wagon, canoe) +3 Common (chariot, carriage) +6 Moderately common (rowboat) +8 Uncommon (small sailboat) +11 Unusual (large sailing ship) +14 Rare (vehicle using an uncommon animal) +17 Exotic (vehicle from the future) +20 Has a manual or instruction for the vehicle in a language the character can understand -3 Vehicle Familiarity

      Use the following table when a character is not familiar with the vehicle she needs to operate. If the character does not have the charioteering or pilotry skill at all, these difficulties are in addition to the untrained modifier.

      Ramming & Sideswiping Vehicles

      Ramming is done with the nose of a vehicle, while sideswiping is done with its side. Only water vehicles or magical conveyances not requiring animals to pull it may ram. Any vehicle may sideswipe.

      The pilot of a water vehicle that rams another vehicle automatically loses all actions the next round, trying to keep the boat from tipping or spinning. About the best she can hope for is to limp back to land.

      Both vehicles take damage (the mechanics of this are explained later in this section) in a successful ram or sideswipe.

      Targeting the Creatures

      If the creature pulling a vehicle is incapacitated or killed, the vehicle is considered to crash at its current speed. (This is also the case if only one creature in a team is killed or incapacitated.) The game characteristics for a typical horse are given in the Bestiary chapter.

      Rather than killing the creatures or creatures, an attacker might try to “spook” it or them. All but the best-trained horses will be spooked by explosions or fire. To spook a creature, a character must have the means at hand to create such an effect (such as a flintlock pistol or a mystic bolt spell), and must generate an intimidation total against the creature’s mettle or Charisma. If the intimidation total meets or beats the creature’s total, the effect spooks the creature.

      With a scared creature, the driver of the vehicle must generate a charioteering or pilotry total (including the Maneuverability) against a difficulty equal to the animal’s mettle or Charisma total +9 to bring it under control. If the driver fails, the creature gallops away at top speed, towing the vehicle behind it. If the creature is a member of a team, the entire team panics and gallops off. The creature and carriage travel at “panic speed,” a rate equal to 4 times the creature’s Move.

      Each round, the driver can make another charioteering or pilotry roll to gain control of the creature or creatures. For each round that the vehicle is traveling at panic speed, it suffers damage as if it had been hit by an attack (equal to 5d on a road or smooth surface, 6d when on rough ground). Obviously, a panicked team can easily destroy a carriage.

      Vehicle Attacking & Dodging

      The base difficulty to hit a vehicle is 10, modified by distance and the sizes of the attacker and the defender (using the scale modifier listed in the “Combat Options” chapter). That means a person shooting a large carriage has a +6 to his attack total, while a carriage sideswiping another carriage has no modifier.

      If the driver wishes to fire a weapon, she must make both an Easy charioteering or pilotry roll (modified by the vehicle’s Maneuverability code) and a marksmanship roll. Because she’s doing two actions, she also incurs a multi-action penalty to both rolls. Passengers may shoot with few or no penalties. (Note that these actions would not be possible in some vehicles.)

      A character may also attempt to maneuver the vehicle out of the way of incoming projectiles or other vehicles. Instead of the dodge skill, the character uses her charioteering or pilotry skill plus the vehicle’s Maneuverability code. Use the active partial or full defense rules for characters to determine the new defense total. The defense total becomes the new combat difficulty and is in effect until the character’s turn in the next round.

      Vehicle Damage

      When a vehicle takes damage from a weapon or another vehicle, it’s the level of destruction that matters. For this reason, vehicles simply use a damage level system (similar to Wounds), rather than having Body Points.

      Use the following guidelines and compare the result to the “Vehicle & Passenger Damage” chart to figure out the level of damage the vehicle has sustained. (Injury to creatures is determined separately and using the same rules as characters.)

      A vehicle’s damage resistance total equals its Toughness plus the value of any armour. Character Points or Fate Points may not be spent on this roll.

      With weapons, compare the weapon’s damage total to the target’s damage resistance total. Modify the damage total of the attacker or the 47 Difficulty Result Wind Speed Modifier 0 Becalmed (0-5 kmph, 0-0.3 m/round) -1Light Breeze (6-19 kmph, 0.4-1 m/round) +52Moderate Winds (20-38 kmph, 1.1-2 m/round) 03Strong Winds (39-61 kmph, 2.1-3.4 m/round) -54Gale** (62-86 kmph, 3.5-4.9 m/round) +55Storm ** (87-116 kmph, 5-6.5 m/round) +10-156Hurricane (117 kmph of more, 6.6 m or more/round) +20 Result Situation Modifier 1 Sailing into the wind +152Close hauled (wind from 45 degree off bow) +10 3-4 Reaching (wind from either side of vessel) 05Quartering (wind from 45 degrees of stern) -56Running free (wind from directly behind) -10 *No movement possible.

      **Loss of control in a gale, storm, or hurricane indicates travel at all-out speed in direction of the wind. damage resistance total of the target by the scale modifier, as appropriate for the situation.

      When a vehicle collides with something else, decide how fast it was going when it made the collision and modify it based on the circumstances of the collision. Compare that to the damage resistance total. Should two vehicles be involved, both take damage. See the sidebar for the speed and collision modifiers.

      Note that destroying a vehicle does not necessarily immobilize the creatures pulling it. Creatures well integrated are trapped, while those hitched with a couple of rods in front simply end up pulling that part of the vehicle away.

      Crew & Passenger Injuries

      Depending on how badly damaged the vehicle becomes, the crew and passengers may be harmed, too. Use the “Passengers Suffer” column of the “Vehicle & Passenger Damage” chart as a guideline. Adjust it based on how much the passengers are exposed (for example, open wagons and canoes offer little protection to their cargo).

      Vehicle & Passenger Damage Damage Total > Resistance Total Vehicle Damage Passengers Suffer 1-3 Very Light No Damage 4-8 Light 1/4 Damage Total 9-12 Heavy 1/2 Damage Total 3-15 Severe 3/4 Damage Total 16+ Destroyed All Damage Total

      Note: All modifiers are cumulative. A vehicle may take an unlimited number of Very Light and Light levels of damage until it receives Heavy damage. At Heavy or above, any additional level of damage above Very Light bumps the damage to the next level.

      Very Light: The vehicle’s Maneuverability drops by 1d for this round and the next.

      Light: Either the vehicle’s Maneuverability drops by 1d, or top Move speed is decreased by one level. The drop or modifier remains until repaired.

      Heavy: Either the vehicle’s Maneuverability drops by 2d, or top Move speed is decreased by two levels. The loss or modifier remains until repaired.

      Severe: The vehicle is out of control, decelerating by two levels each round until it comes to a stop or crashes into something.

      Destroyed: The vehicle will never operate again.

      Speed Damage Modifier Level* Damage Stopped 2d Cautious 4d Cruise 6d High 8d

      *Level at which the damaged vehicle is traveling.

      Collision Damage Modifier Situation Modifier Head-on +3d Rear-end, sideswipe -3d Nose to side 0 Into something very hard 0 Into something yielding -1d or more

      Note: Modifiers are cumulative. Situation is the one in which the damaged vehicle is.

      Leaping Out of a Vehicle

      Leaving a land or water vehicle moving at less than 10 kilometres per hour is a Very Easy acrobatics or Agility roll (or jumping if the character leaps from the vehicle). Unless the character lands wrong (by failing the roll), he receives no damage. Otherwise, he takes six points of damage or loses one Wound level.

      Repairing a Vehicle

      The difficulty to repair a damaged vehicle depends on the amount of damage and availability of parts and tools. See the crafting skill description in the “Example Skill Difficulties” chapter for difficulty and modifier suggestions.

      Sample Vehicles

      See the “Equipment” chapter for sample land and water vehicles, their costs, and their game characteristics.

      ~~~ Combat

      What’s in this Chapter? This chapter provides an extended description of one of the most rules-intensive aspects of roleplaying: combat.

      When resolving a situation calls for force, time becomes broken into rounds, which were discussed in the “Rounds and Initiative” section of the “Game Basics” chapter. Within these rounds, four steps occur: (1) generating initiative; (2) attacking and defending; (3) determining damage; (4) repeating the steps, if necessary. Discover herein what happens in each of those steps.

      Step 1: Generating Initiative

      As discussed in the “Game Basics” chapter, determine initiative based on the first significant action or on initiative rolls. Then go on to Step 2.

      Step 2: Attacking & Defending

      This is where the interesting stuff happens. The person whose turn it is gets to decide what type of action her character is going to do. Once she chooses, she makes a skill roll.

      Note that a character need not attempt to engage in combat, but this chapter only discusses what to do if the player decides to attack, defend, or do both (typically with a multi-action penalty).

      Attacking an Enemy Moving Past You

      If an enemy makes a move that is within reach of one of your melee weapons, then you can make an opposed Agility test with that enemy. If you win the opposed test, you can immediately use up a Combat Action to attack that creature. That creature cannot defend against this attack as your managed to get him unprepared.

      Step 3: Repeat

      Continue to repeat steps 1 and 2 until an outcome (desired or not!) is determined.

      Maximum Number of Additional Actions

      Characters will inevitably get more actions than they can reasonably use in one round. To limit the players taking an hour to use up all their possible actions, the character can only have as many actions as full “d” in Agility and Coordination added together. Note that any pips on these two attributes are dropped before adding them together.

      Base Combat Difficulty

      The base difficulty to attack someone is 10 (called the target’s passive defense value) or the target’s active defense value, modified by range and other factors.

      Active Defense

      The target character can opt to use an “active defense,” which affects all attacks that occur after the defender’s turn in the current round but before the defender’s turn the next round. Active defenses are defensive maneuvers that the target consciously exercises, such as dodging, blocking, or parrying. Each of these is represented by a skill and counts as an action.

      A character may make an active defense only when his turn comes up in the initiative line, but the total for the roll is effective for all relevant attacks made against the character that occur after the character’s current turn but before his turn in the next round.

      Remember: If a character acts later in a round than the character attempting to hit him, he cannot take his turn sooner and use an active defense to replace the passive defense value — his reactions just weren’t fast enough.

      If the roll is lower than the passive defense value, the character has succeeded in making himself easier to hit — by miscalculating where the attack would be placed and actually getting in its way.

      The active defense total is modified as the situation dictates.

      Dodge: The character attempts to anticipate the final location of an attack from any source and be in another place when it comes. This is done by rolling the dodge skill.

      Block/Parry: The character attempts to stop his opponent’s attack by intercepting it and either stopping it with a block or deflecting it with a parry. The character may roll his fighting or melee combat (if he has something in his hands) to block it. If the character uses a sharp weapon (sword or dagger, for example) to parry an unarmed blow and is successful at the block, the attacker takes damage from the weapon.

      However, do not add the defender’s Physique to the listed weapon damage score when determining injuries inflicted this way.

      If the opponent strikes at the character with a bladed hand weapon and the character uses any part of his body to intercept the attack, the defender always takes the weapon’s damage total. If the block was successful, then the attacker’s Strength Damage is not added to the listed score. If the block was unsuccessful, then the target character takes damage as normal. The character may avoid this aspect by having armour, a special ability, or a suitable close combat specialization in melee parry.

      Full Defense

      A character who foregoes all of her actions for a round to completely protect herself from attacks makes a full defense. The total rolled by the skill plus 10 takes the place of the base combat difficulty from the time the character makes the full defense on her turn to her turn in the next round.

      Full active defense value = any active defense skill roll + 10 Partial Defense

      A character who chooses to do something else in addition to guarding against attacks may take a partial defense. In this case, the active defense roll replaces the base combat difficulty from the time the character takes his turn in one round to his turn in the next round. This total replaces the base combat difficulty even if the result is less than 10.

      Partial active defense value = any active defense skill roll

      Since the character is taking multiple actions, the multi-action penalty applies.

      The game master may call for a partial defense roll (as a free action) if he decides that the character might have a little awareness of an impending attack, yet not enough foresight to prepare for it.

      Using Shields

      Shields are only useful in certain square facings. The following table outlines which size of shield will defend how many adjacent square facings. A defender may choose to change which squares are being defended against but has to keep the shield in the same hand as determined before the battle began. If the shield is in their dominant hand, the defender suffers -1d to their melee skill to parry. Medium or Heavy shields will use up a parry action to use, whereas a Light shield can parry for free once per round.

      Shields

      Shield Type d Range Arcs Covered Action to Parry Light +1 to 1d F No Medium 1d+1 to 2d+2 F/FR or F/FL Yes Heavy 3d+ F/FR/R or F/FL/L Yes Optional Passive Defense Modifier

      For every 2d in Agility or dodge above 4d (round up), a character receives a +1 to her passive defense value. This modifier does not affect the character’s active defense total. Every six ranks in a Skill Bonus or Increased Attribute Special Ability that affects Agility or dodge provides a +1 bonus, as specified for the skill in question.

      Combat Difficulty Modifiers

      Here are a few of the most frequently used modifiers to the combat difficulty. Others are discussed in “Combat Options” chapter. Regardless of the number of modifiers used, the total combat difficulty may never go below 3.

      The game master rolls the indicated modifier and adds it to the combat situation. A standard modifier is included in parentheses after the die modifier, should the game master prefer not to roll.

      Range: The effectiveness of a punch, weapon, Special Ability, or any other attack made at a distance depends on its range. All range modifiers are added or subtracted from the combat difficulty.

      Note that, unless a special maneuver allows otherwise, characters may use unarmed close combat attacks at Point Blank range only. In most cases, this is true for using various melee weapons as well, though the distance can be increased to Short range if the weapon is longer than two metres. For instance, a character with a long wooden plank can whack an opponent at Point Blank or Short range.

      Cover: When a target is protected by something — poor lighting, smoke, fog, a table — it makes her harder to hit. This is represented by a cover modifier, which is added to the combat difficulty.

      Aiming: Aiming involves careful tracking of the target. Characters may perform it against moving targets, but they cannot themselves do anything else in the round in which they aim. Each consecutive round of uninterrupted aiming adds 1d to the character’s marksmanship or throwing skill, up to a maximum bonus of +3d.

      Flanking: If you and another character are standing opposite of each other against one enemy, you are considered to be flanking. In this position, each character receives a +1 bonus to their attack rolls.

      Determining Success

      Once the combat difficulty has been determined, the attacker rolls the die code in his character’s combat skill and compares the total to the combat difficulty. If it equals or exceeds the combat difficulty, the attack hits, probably doing damage or having another effect that the attacker intended. If it was less than the combat difficulty, then the attack misses.

      Step 4: Determining Damage If a character successfully hits his target, he may have done damage to it. To determine the amount of injury caused, roll the damage die code for the weapon, including any modifiers from a special combat action, such as a sweep attack or hit location. Some weapons list their score as a die code with a plus sign (“+”) in front of it; in this case, add the damage die code to the attacker’s Strength Damage die code, add modifiers, and roll. If the game master chooses to use the optional damage bonus, this is added to the total at this time.

      As well, if when rolling to hit you roll a natural 6 on any die you get to add +1pip of damage to the damage roll. This includes any 6’s rolled on the Wild Die. Remember that three pips equal 1d.

      After the player or the game master has figured out how much damage is done, go to the “Damage” chapter to determine how much of that damage the target sustained.

      Determining Strength Damage

      To figure the Strength Damage die code, take the character’s Physique or lifting die code (but include any relevant Disadvantages or Special Abilities) as your Strength Damage. The Increased Attribute: Physique Special Ability affects the total.

      Optional Damage Bonus

      The combat skill roll is supposed to reflect the accuracy of an attack. Therefore, game masters may reward high rolls for players’ characters and significant game master characters with a bonus to damage. Subtract the difficulty of the successful attack from the skill total and divide this number by 5, rounding up. Add this damage bonus to the damage total before comparing it to the resistance total. If the game master uses the damage bonus in combination with a called-shot hit location, the bonus is in addition to the damage modifier except for attempts on an arm, leg, or hand. In those cases, ignore the damage bonus.

      For Special Abilities and Extra-normal skills that require a combat roll to target them, the game master may allow the combat rolls damage bonus to apply to the ability’s roll.

      Common Combat Difficulty Modifiers Range Distance to Target Modifier Point Blank 0-3 metres -5 Short 3 metres to first value* +0 Medium First to second value* +5 Long Second to third value* +10

      *Values refer to values given in the weapon’s range listing.

      Breath Weapon Difficulty Modifiers Range Distance to Target Number of Targets Modifier Point Blank 0-3 metres 1-2 -5 Short 3 metres to first value* 3-4 +0 Medium First to second value* 5-8 +5 Long Second to third value* 9+ +10

      *Values refer to values given in the weapon’s range listing.

      Estimating Ranges Game masters who are not interested in looking up weapon ranges and figuring out the distance to the target can estimate what modifiers to use with these guidelines.

      • A target within a few steps of the attacker is a Point Blank range.
      • An attacker firing a long bow at a target across a large chamber shoots at Short range, while an attacker throws a knife at the same target at Medium range.
      • Most projectile combat taking place outdoors is at Medium to Long range.

      Cover

      Situation Modifier

      Light smoke/fog +1d (+3)

      Thick smoke/fog +2d (+6)

      Very thick smoke/fog +4d (+12)

      Poor light, twilight +1d (+3) Moonlit night +2d (+6) Complete darkness +4d (+12) Object hides 25% of target +1d (+3) Object hides 50% of target +2d (+6) Object hides 75% of target +4d (+12) Object hides 100% of target *

      *If cover offers protection, the attacker cannot hit the target directly, but damage done to the cover might exceed the Armour Value it provides, and, indirectly, damage the target. Most of the time, the attacker must eliminate the cover before having a chance to hit the target.

      Step 5: Repeat

      If the fight isn’t finished after one round, then return to Step 1 in the “Combat” chapter and do it all over again. Repeat these steps until the fight is resolved in favor of one side or the other.

      Vehicle Combat

      When characters use vehicles, the basic combat rules are the same; the difference exists in which skill to use. Vehicles cannot block or parry. The driver may only make defensive maneuvers (“dodge”); he uses his charioteering or pilotry plus the vehicle’s Maneuverability rating to determine the new combat difficulty. Ramming or sideswiping with a vehicle requires the driver to make a charioteering or pilotry roll (see the “Vehicles and Aerial Characters” section of the “Movement” chapter for details).

      Damage

      What’s in this Chapter? Injury can come from all sides. This chapter describes two methods of figuring out how hurt a character is, plus a few sources of damage other than weapons.

      Body Points versus Wound Levels The Body Points system has the advantage of a gradual fall into death and a more rapid healing process. The Wound levels system brings it on faster and is slower to heal.

      Game masters should feel free further adjust the deadliness of their games by giving characters more or less Body Points or Wound levels, by adding a modifier to the damage resistance total, or by adjusting the effects of each Wound level.

      Damage & Body Points Once the player or game master has her character’s resistance total, subtract the attacker’s damage total from the target’s damage resistance total and subtract that number from the total Body Points the character has remaining. If the game master then compares the number of Body Points the character has remaining to the “Wound Level” table to determine what level of injury the defender sustained and what its effects on the character are.

      If the damage resistance total is greater than or equal to the damage total, the defender incurs no injuries (beyond an annoying bruise, a shallow scrape, a light burn, or dinged protective gear).

      Damage Resistance Total The resistance total equals the target character’s Physique plus any bonuses from armour or Special Abilities (such as Increased Attribute: Physique) minus any modifiers from disease, ingested poisons, or other debilitating circumstances (such as an appropriate Hindrance). If the Physique roll is over the damage roll then no damage is taken. Any roll over her Physique is how much Body Point damage is taken. Do not include any Wound level modifier when attempting to resist damage. A character also may improve her resistance by spending Character Points or a Fate Point on this roll.

      Consult the Wound Levels chart to see if any penalties may be incurred from Body Point damage.

      Stun Damage For weapons that do stun damage, after the number of Wounds have been determined but before applying the level modifiers, reduce the weapon’s damage by two Wound levels, with a minimum level of Stunned. The character also goes unconscious for a number of minutes equal to the difference between the resistance total and the damage total.

      Damage & Game Master’s Characters

      To reflect the average non-player character’s relative unimportance to the universe, game masters may wish to lower the game master character’s Body Points or Wounds. For pure cannon fodder any damage over a roll of their Physique might cause them to keel over, while the main villain and her most important henchwomen should get the full complement.

      Wound Levels

      Wounds* Body Points*** Effect Damage Total > Resistance Total By: Body Points Left Bruised 0 or less 81%-99% Stunned 1-3 60%-80% Wounded 4-8 40%-59% Severely Wounded 4-8** 20%-39% Incapacitated 9-12 10-19% Mortally Wounded 13-15 1%-9% Dead 16 or more 0%

      *Note: Any additional damage less than or equal to the character’s current level moves the character up by one level.

      **A character moves to the Severely Wounded level if the difference is between 4 and 8 and she already has the Wounded level.

      *** Note: This is an chart for use with Body Points. The “Body Points Left” column is based on the character’s maximum Body Points. Round up or down so that no overlap exists between levels.

      Penalties imposed by each level are not cumulative; do not include them when determining the stun or damage resistance total or any total not involving a skill or attribute.

      Bruised: Character’s toughness absorbed most or all of the attack. However, the game master may decide that a result that misses by a few points against a defender with no protection (natural other otherwise) instead inflicts a Stunned level.

      Stunned: Character either gets -1d for all remaining actions this round and next round or may only defend or retreat in the next round.

      Wounded: Character is at -1d to all actions until healed.

      Severely Wounded: Character is at -2d on all actions until healed.

      Incapacitated: As a free action before losing consciousness, the character may try to stay up with a Moderate (15) stamina or mettle roll. If he succeeds, he may continue to act, but all actions have a -3d penalty. If he fails, he is knocked out for 10d minutes.

      Mortally Wounded: The character is near death and knocked unconscious with no chance to keep up. Roll the character’s Physique each round, the character finally dies if the roll is less than the number of minutes he’s been at this level.

      Dead: The character has perished.

      Fast Combat Option: Game masters who wish to give the players’ characters and their major opponents an edge in battles, make the game more realistic, or simply save themselves trouble should apply the modifiers in the first round of combat and then reassess the levels after combat is complete.

      Unconsciousness & Death

      If the character’s Body Points reach a few points or he has attained the Mortally Wounded level but the character wasn’t instantly killed by massive damage, he is still gravely injured and falls unconscious. Every round that he is at this level, his player makes a Physique roll against a difficulty equal to the number of minutes the character has been Mortally Wounded.

      Sufficient medical aid to bring the character to at least 10% of his maximum Body Points or restore one Wound level can possibly rescue the imperiled character. If suitable medical aid is administered within four minutes, the character recovers without undue harm. If the medical aid is given within four to 10 minutes, the player rolls his character’s Physique or stamina against a difficulty equal to the number of minutes he was Mortally Wounded. If the roll succeeds, the character revives but he loses 1d from all of his skills, though the skill cannot go below the attribute’s die code. If the medical aid is given within 10 to 15 minutes, the player rolls his character’s Physique or stamina against a difficulty equal to the number of minutes he was Mortally Wounded. If the roll succeeds, the character revives but he loses 2d from all of his skills, though no skill can be reduced below the attribute’s die code. In any case, should the roll fail, the character dies.

      Characters who receive their total Body Points in additional damage after reaching zero Body Points cannot be revived (by normal means, anyway).

      Descriptive Damage

      So a character is down by a few Body Points or has a couple of Wound levels — so what? What does that mean in descriptive terms? It depends on what caused the harm. The following list supplies some general guidelines for describing what might have happened to the character’s body when he was hurt. Use the “Wound Levels” chart to decide on the character’s current Wound level.

      Stunned: Moderate bruise or minor sprain; laceration; muscle tear; minor dislocation of joint.

      Wounded: Severe abrasion or sprain; deep laceration; torn ligaments; major dislocation or minor break.

      Severely Wounded: Broken bone; gaping wound; ripped cartilage and muscle; concussion.

      Incapacitated: Multiple fracture; laceration in vital area; heavy concussion.

      Mortally Wounded: Above options combined with multiple internal injuries.

      Dead: Broken neck; punctured lung; eviscerated.

      These are just a few examples. Really interested game masters can come up with charts, tables, or detailed descriptions of damage for those players who absolutely must know. The game master may also assign different modifiers than the general ones listed in the “Wound Levels” sidebar that more appropriately indicate the type of injury that was suffered.

      Negative Damage Resistance Total It is possible for the damage resistance total to be a negative number. Spell feedback, poisons, sickness, and Disadvantages can all contribute negative modifiers that might take the damage resistance total below zero. In this case, the character’s body is working against him, compounding the additional damage done. Game masters have three options for handling this: 1. They may use the negative damage resistance total as a positive bonus to all difficulties until the character is healed. 2. They may have the negative damage resistance total add positively to the amount of injury caused. This is a good method for simulating gritty adventures, as well as a way of getting low-level game master’s characters out of the way. 3. Have the damage resistance total equal zero. This last way works best for less than realistic types of adventures, such as comedic fantasy.

      Adjusting the Deadliness

      Changing the Body Points system is fairly obvious: More Body Points lead to longer character life spans, while fewer points bring about the end quicker. Altering the Wound level system is a little more involved and can be handled in a few different ways.

      Game masters who want to add Wound levels may include additional versions of the same level, similar to the way Wounded and Severely Wounded are handled currently. Alternatively, they may add additional levels between each one by spreading out the points currently needed to reach each level, or even add further point levels between Mortally Wounded and Dead.

      Game masters who wish to remove Wound levels may include the lower limit of a deleted level in the next level up or the upper limit in the next level down. Or they may simply take levels out of the bottom and shift all remaining levels down.

      Massive Damage Option If a character incurs two Wound levels within a single round, not only do the normal modifiers for the greatest level apply, the character also can do nothing but defend or run away on the next two rounds. In either of these rounds, the character may make an Easy stamina or mettle attempt, as an action, to try to recover from the blow and shake off the penalty. If this is declared as a multi-action for the round, then the character takes the multi-action penalty. If not, and the stamina or mettle roll is successful, the character may act as normal in the next round.

      Killing Blow Option

      An attack or series of attacks can cause enough injury that the target may never recover from the harm except through metaphysical or other extraordinary or supernatural measures. Called a killing blow, targets with Body Points must take a damage total equal to 91% of the character’s maximum Body Points in one blow or 100% of the character’s maximum Body Points in a single round. With Wound Levels, the killing blow entails a Mortally Wounded result with one blow or gaining the Dead level in a single round. In either case, use the damage total after subtracting the damage resistance total to determine whether the attack delivered a killing blow. When the target receives a killing blow, he immediately dies.

      Healing

      What’s in this Chapter? There are many different ways that characters can regain their health. Characters may never get back more than their maximum number of Body Points or Wounds.

      Body Points Natural Healing The body heals naturally during the course of the day. The more rest characters get, the faster their wounds heal. Using the “Body Points Healing” chart, the character rolls her Physique plus a modifier based on how much rest she’s had that day. A character gets a modifier of +1d on each full day of rest (sleeping, reading, or other sedentary activities). If she is involved in light activity, such as walking or singing, the modifier is zero. However, if most of the day is spent fighting and running, the modifier is -1d. The character receives the Body Points back at the beginning of the next day.

      Optionally, the game master may require an injured character to complete a period of rest before making the natural healing roll. Use the “Rest Period” chart and the character’s Wound level to determine how long the character needs to wait before attempting the natural healing roll. The game master then multiplies the result by 3 to figure out how many Body Points were healed.

      If enough Body Points are healed to get the character to a different Wound Level, then the new and lesser Wound Level modifier (if any) is applied to the character.

      Skill

      Characters can heal others or themselves with some basic field procedures for treating wounds. Such attempts don’t require a healer’s pack. Simply roll healing to help an injured comrade, and find the results on the “Body Points Healing” chart. A successful roll heals the character the listed amount. A character using a healer’s pack may add its bonus to the roll.

      A character may only attempt to heal a patient once per day. Other characters may also try to help the patient, adding their expertise to the first healer’s.

      Body Points Healing

      Healing or Physique Total Body Points Recovered 0 0 1-5 2 6-10 1d 11-15 2d 16-20 3d 21-25 4d 26-30 5d 30+ 6d Skill

      Characters can heal others or themselves with some basic field procedures for treating wounds. Such attempts don’t require a healer’s pack. Simply roll healing to treat wounds in the field, and find the results on the “Assisted Healing” chart.

      A successful roll heals the character up one level: For instance, a successful healing roll on someone who’s Wounded would bring him back to Stunned. A character using a healer’s pack may add its bonus to the roll.

      A character may only attempt to heal a patient once per day. Other characters may also try to help the patient, adding their expertise to the first healer’s.

      Combat Options

      What’s in this Chapter? Players sometimes want their characters to do some pretty fancy maneuvers during combat. This chapter offer guidance with several common ones.

      Using the Modifiers

      All modifiers are cumulative, though the game master doesn’t need to include all of them. Modifiers may never adjust the total combat difficulty below 3.

      The game master rolls the indicated modifier and adds it to the combat situation. A standard modifier is included in parentheses after the die modifier, should the game master prefer not to roll.

      Fighting & Melee Combat Options

      Acrobatic Tricks: Acrobatics can also enhance fighting and melee combat attacks. The character must perform the acrobatics trick and the attack on the same turn. The game master determines the exact difficulty of the acrobatics attempt. The player may add one-half of the difference (rounded up) between the difficulty and the successful acrobatics roll to the amount of damage done (not to the combat skill roll). One acrobatics trick roll can affect one attack only.

      All-out: The character attacks with no thought to the consequences. The target has a better chance of being hit, but, in that round, the attacker cannot actively defend — or perform any other action — at all!

      Grab: The attacker physically grasps a target. Few melee weapons allow this option, so it is used generally only in fighting attacks. What effect this has on the target depends on the type of grab. (The ones listed here are choke, flip, hold, slam/throw, and arm pin.) See the escape rules in this chapter for details on getting out of grabs. On subsequent rounds of a grab, the attacker may do his Strength Damage only (no modifiers except those from Special Abilities or equipment) if he defeats the victim’s escape attempt or if the defender chooses not to resist. Some grab variations may offer other options.

      Arm Pin: The hero grabs his target’s arm and forces it around behind her, pinning it there. After the first round, the player has three choices as to what his character can do. Each option counts as a separate action.

      • Option 1. The character does his Strength Damage only for each round he has the arm pinned.
      • Option 2. The character tries to break the opponent’s arm. The attacker must make a successful Physique or lifting roll versus a breaking difficulty.

      If the opponent does not resist, the difficulty equals 2 times the target’s Physique or lifting die code plus the pips plus any relevant protection. Failing to beat the breaking difficulty in this case means the target takes damage as in option 1.

      If the target chooses to resist, she may make no other action in the round, but she may move her turn up. Instead, the player rolls her character’s Physique or lifting and adds 5 and any relevant protection to the total to generate the breaking difficulty. Failure by the attacker to beat the breaking difficulty in this case means that the target escapes and may freely take action on the next round.

      • Option 3. The character may attempt to force the target to the ground while maintaining his hold on the arm. The attacker rolls his fighting against a submission difficulty.

      If the opponent does not resist, the submission difficulty equals 2 times her Agility die code, dropping the pips. Failing to beat the breaking difficulty in this case means the target takes damage as in option 1.

      If the target chooses to resist, the opponent may make no other action in the round, though she may move her turn up. Instead, the player rolls her character’s Agility and adds 5 and any relevant modifiers to the total to generate the submission difficulty. Failure by the attacker to beat the difficulty in this case means that the target escapes and may freely take action on the next round.

      Choke: Ropes and hands can cut off the target’s source of air. Damage on the first round equals the character’s Strength Damage plus any modifiers. See the general grab rules for damage on subsequent rounds.

      Flip: The character reaches out, grabs his opponent’s wrist, arm, leg, or similar body part, and jerks violently, causing the opponent to fall to the ground. The opponent takes 3d in damage from slamming into the ground and must spend the next round getting to her feet (if she can).

      Hold: The character does less damage (-3d or more, at the player’s option, to the damage total), but she has hold of the target with a successful attack.

      Slam/Throw: The character grabs or picks up his opponent and hurls him into the ground, a wall, a bus, or another obstacle. Lifting the opponent up counts as an action (using the lifting skill), as does slamming or throwing the target (which uses the throwing skill).

      The character must be strong enough to pick his opponent up to use this maneuver.

      Once slammed into an object, the target takes the damage score of the object (usually determined by its Toughness, but the game master may adjust this) plus the attacker’s Strength Damage. The object being slammed into takes the Strength Damage of the opponent.

      Knockdown/Push/Trip: Using fighting or a blunt melee weapon in the usual way, the attacker causes his target to stumble and, instead of taking damage, the opponent loses 2d from her next Agility or Agilitybased skill roll. If this is a knockdown or trip attempt, she must also spend one action to stand up again. Generally, unless the character has special training, he may only knockdown or push a character whose Physique (including Special Abilities or Disadvantage modifiers) is equal to or less than his own.

      Lunge: The character takes a step forward to jab at an opponent, usually with an edged weapon. This adds about a half-meter (more or less depending on the stride) to the range of the attack, but it lowers the effectiveness of the attack.

      Sweep: These attacks, usually foot sweeps or roundhouses, are used when the character wants to make certain she hits the target, regardless of how much injury is caused.

      Tackle: Tackling is much like grabbing, except that the attacker seeks to overcome the target entirely. Characters may perform this with fighting only. If successful or the target chooses not to struggle, the character captures the target and may, if desired, do normal damage.

      The target, meanwhile, may make no actions other than attempt to escape (see the escape rules herein). On subsequent rounds, the attacker may choose to do her Strength Damage only (no modifiers). Combat Difficulty Modifiers Fighting Difficulty Option Melee Damage Modifier Modifier All-out -2d +1d Grab +2d (+6) * Lunge +1d (+3) -1d Knockdown, trip +2d + Push +1d (+3) + Sweep -2d (-6) -3d Tackle +1d (+3) * Called Shot Target is … 10 to 50 centimetres long +1d (+3) *1 to 10 centimetres long +4d (+12) * Less than a centimetre long +8d (+24) * * See text for options.

      Other Modifiers

      • The attacker is blind or blinded: +4d (+12) to the combat difficulty.
      • The target is blind or blinded or attacked from behind: -4d (-12) to the combat difficulty. Options for Various Combat Skills

        Breaking Things

        When a character specifically attempts to break something, compare the skill total with the object’s damage resistance total (its Toughness modified by size, thickness, flaws, supports, etc.). Items that take at least 10 points above their damage resistance total are severely damaged, if not destroyed. Items taking less than that are weakened, and another attempt may be made (with the object having a reduced damage resistance total and possibly other problems). The “Object Toughness” table lists some suggested durabilities.

        Object Toughness

        Object Construction Toughness Flimsy (thin wooden door, thatch) 1d Touch (hard wooden door, most swords) 2d Sturdy (brick wall) 3d Very Sturdy (main castle gate) 4d Reinforced (outer castle walls) 6d Called Shot

        The character chooses a specific target, like a dagger in a thief’s hand, and aims for that. This is represented by a called-shot modifier, which is added to the combat difficulty. On a successful attack, he knocks the item out of the target’s hand, grabs the limb, pins the target to a wall, or does +1d (or more, at the game master’s discretion) to the damage.

        The exact result depends on the situation and the player’s intent.

        Disarm

        If the disarm attempt is successful and the target character has not made an action yet, she may move up her action to try and keep a grip on the item she’s holding. The defending character makes a Physique or lifting roll against the amount of damage done. If the defender’s roll is greater than the damage, the target character retains the item. If it is less than or equal to the damage, she drops it.

        Entangle

        A hero throws an entangling weapon at her opponent. On a successful marksmanship or throwing roll (as appropriate), the end of the weapon wraps itself around the target. Unless the weapon is spiked or enhanced in some other way, it does no damage, but it prevents the target from doing any action except for trying to break free. The target may escape by snapping the bonds or slipping free, each of which counts as an action. To break the weapon, he must make a Physique or lifting roll that meets or beats the damage total of the weapon. To slip free, he needs to roll an Agility or acrobatics total equal to or higher than the weapon’s damage total.

        Escape

        To break free from any hold, the character must make a successful opposed Physique or lifting roll versus the holder’s Physique or lifting. This counts as an action.

        Group Attack

        This is a coordinated action. See the description of the command skill in the “Example Skill Difficulties” chapter for details.

        Hit Location

        Hit locations are a special kind of called shot that allows a character to shoot or strike a specific point on his target’s body.

        The table is used to determine the modifiers for hitting a target of Human proportions in different areas of his body. Note that aiming at an arm or leg actually causes less damage — this is because the character took extra care to shoot an area that is “less vital.” Hit Location Modifiers Difficulty Option Damage Modifier Modifier Head +1d (+5) +12 Heart +4d (+15) +12 Chest, abdomen 0 0 Left or right arm -1d (-5) -2 Left or right leg -1d (-5) -2 Left or right hand -4d (-15) -2 Effects

        At the game master’s discretion, sufficient damage to a particular hit location can affect the target’s ability to use that part. Except for blows to the chest, the modifier lasts until the character heals that portion (which typically takes a few days, as Body Points or Wounds are recovered for the body as a whole, not just a specific part). When the medicine skill or a healing spell or miracle is applied, it can be specified to repair one particular location.

        Hit location modifiers are in addition to Wound level modifiers. Chest: The character can do no more than passively defend in the next round.

        Foot or leg: -1 to all acrobatics, stealth, movement, and initiative totals.

        Hand or arm: -1 to all acrobatics, fighting, climbing, melee combat, marksmanship, sleight of hand, throwing, lifting, and any other rolls involving the hand or arm.

        Head: -1 to all Intellect, Acumen, and initiative totals.

        Knockout

        This option does only half of the normal damage, but it can render the target immediately unconscious with a successful attack. It requires a successful called shot to the head. If, after the resistance total has been subtracted, the target sustains at least two Wound levels or 50% of his maximum Body Points in damage, then he falls unconscious for a number of hours equal to difference between the combat skill total and the combat difficulty or until he’s awoken by some external force, whichever comes first. The target receives only half the Wound levels or Body Point damage inflicted (round down).

        Multiple Weapons

        Weapons that characters can use with one hand and in either hand, such as daggers, may be employed at the same time in the same round. The character incurs a multi-action penalty.

        Prone & Crouching

        Attacking a target that is crouched on the ground adds 1d (3) to the combat difficulty. If the target is moving while crouching, then the combat difficulty increases by +2d (+6), but the defending character’s normal Move, free Move, or running roll is halved.

        For prone targets, subtract 2d (6) from the combat difficulty when attacking at Point Blank or Short range, but add 2d (6) to combat difficulty when attacking at Medium or Long range.

        Characters who willingly get low to the ground or make themselves small may get into and out of the position as a free action. However, character forced into that position, such as a result of being thrown, need to make an effort to stand, which counts as an action.

        Quick Draw

        This option allows the character to act rapidly or draw and shoot a weapon in the same round as one action. The character may use any combat skill or appropriate specialization. If she is also using a weapon, it must be suitable for quick drawing (a bow and arrow, a loaded musket, a dagger, a rock).

        Before initiative is rolled, the player must announce that she intends for her character to draw her weapon quickly. The player may then take some of the skill dice and add them to the Acumen die code for purposes of increasing initiative for that round only. The player must leave at least 1d in her skill. If the character wants to make multiple attacks, she subtracts 1d for each attack beyond the first from the number of dice in the skill she’s using before the player moves dice around. She does not take a penalty for the draw.

        All attacks by the hero in the same round must be made with the same skill, though the results are determined differently and they all occur at the same die code because the multi-action penalty was already figured in.

        Once initiative is determined, at the character’s turn in the round, he uses the remaining dice in the skill to determine his accuracy.

        Ready a Weapon It takes one action per item to unsheathe a knife, ready a bow for the first shot, or something similar. (Some weapons, such as a crossbow or a very long weapon, take longer.) Although this generally does not require a skill roll, the game master may require one related to the weapon in question for particularly stressful situations. Additionally, drawing and using the weapon in the same round incurs a multi-action penalty. The game master may add further modifiers for attempting to get out an item from a restrictive location or ready an unwieldy weapon.

        Scale

        Occasionally, objects of vastly different sizes get involved in fights. The scale modifier accounts for the fact that bigger items are easier to hit, and usually can take more damage, than smaller ones. Use the accompanying chart as a guide for determining the appropriate value for the two combat participants. Game masters may further subdivide between levels.

        If both opponents are either larger than or equal to a Human or smaller than or equal to a Human, subtract the larger number from the smaller one to calculate the scale modifier. If one opponent is smaller than a Human while the other is larger, then add together the two values.

        For most cases, use these rules: If the attacker is larger than the defender, then the scale modifier is added to the combat difficulty (the defender’s defense value) and the damage total. If the attacker is smaller than the defender, then the scale modifier is added to the attacker’s combat skill total and the defender’s damage resistance total.

        In some cases, the object may be large but lightly constructed (such as a hot air balloon). At these times, the game master should not add the scale modifier to the damage resistance total. Typically, a weapon’s scale when determining how much damage it does is the same as the person holding it or the thing it’s mounted on. So, a sword has a scale value of 0, while an elephant’s tusk has a scale of 10. These would differ if someone targeted just the weapon.

        For every 3 Size that a creature is bigger than a standard human, it can reach one metre further on a battlemap.

        Scale

        Example Participant Size Value Eight-story castle 24 War galley 21 Four-story building 20 Two-story building 14 Long ship 12 One-story building 10 Elephant 8 Large carriage 6 Horse 3 Average Human 0 Human child 3 Small keg, house cat 6 Rat 9 Mouse 12 Coin 15 Ant 21 Surprise

        A hero who surprises her opponent may either act first in the round (if initiative hasn’t already been determined) or gain a +1d to her action. Attacks from behind, an ambush, or unexpected sources (such as a companion) make up the most common sources of surprise.

        Unwieldy Weapon Melee weapons longer than 60 centimetres, objects that are hard to throw or grasp, ones relying on technology with which the user is unfamiliar, or any weapons otherwise difficult to wield may incur a +5 or more modifier to the combat difficulty. Similarly, a character may use a two-handed weapon with one hand if she can lift the weapon with one hand, though she receives the unwieldy weapon modifier. The game master may decide that such factors as experience, strength, and features of the weapon (such as a well-balanced sword) lower this modifier. 58 CHAPTER XI Example Skill Difficulties What’s in this Chapter? The “Character Basics” chapter provided brief descriptions of each skill (and you will need to return to that chapter if you need a refresher).

        When the generic difficulties aren’t enough, look up various skills in this chapter to get even more ideas on the challenge level for using those skills in common situations. Of course, not every possibility has been covered, but this provides a terrific foundation.

        Using the Difficulties & Modifiers

        Unless otherwise stated, the listed modifiers are to the difficulty. The minimum difficulty is 1. Modifiers may be cumulative, depending on the situation — the tenser they are, the more important the minutia become.

        The associated attributed is listed after the skill name.

        Extra-normal Skills

        Descriptions and difficulties for Extra-normal skills are found in their own chapters.

        Combat Skills (Agility, Coordination) Skills covered: breath weapon, fighting, dodge, marksmanship, melee combat, throwing

        Difficulties for these skills are included in the “Combat” chapter.

        For throwing, see also that skill’s entry in this chapter.

        Information Skills (Intellect)

        Skills covered: cultures, devices, scholar, trading

        The Intellect attribute assists characters in finding out how much they know about a certain field, modified depending on the situation. For this reason, one chart of general difficulties can serve most uses of Intellect, trading, and scholar, some uses of devices, and investigation attempts involving researching a topic.

        Game masters can employ the “Information Difficulties” chart in one of two ways: by picking a difficulty based on what the character seeks or wants to recall, or by comparing the skill total rolled to the difficulties (whichever level the character meets or beats is the amount and type of information collected or recollected). Realize that the less well-defined the skill is, the less information the character knows or finds.

        One high roll in any of these skills does not necessarily make the character an expert in that field. The roll represents only what the character recalls at the time. A high roll could reveal a specific detail of the information sought, as well as some hints for discovering more of what the character seeks.

        Characters may be assumed to have a general knowledge of their home country, culture, and era, including basic geography, famous people, and common etiquette.

        Interaction Skills (Charisma) Skills covered: bluff, charm, intimidation, persuasion

        Characters use one of several Charisma-based skills to influence other people that they meet. The typical difficulty is 10, modified based on the dispositions of the characters involved, but a game master may base it on a skill roll. See the “Mental Defenses” section for more information on this; suggested difficulty modifiers are listed below.

        Die rolls alone should not determine interactions between player and game master characters. Game masters should have their players detail what their characters say and do to before rolling the dice. The better the player acts the role of his character, the greater his chance of success should be, which game masters can reflect by allowing up to a +1d modifier to the skill roll.

        See also the individual entries in this chapter for bluff, charm (listed with bluff), intimidation (also listed with bluff), and persuasion.

        Information Difficulties Amount of Information Difficulty Basic or common information; unconfirmed rumours 5

        Theories; generalities 10 Complex concepts; moderately detailed information 15 Professional level; extensive (though not complete) information 20 Cutting-edge topics; extensive information, including peripheral details and extrapolations 30 Condition Modifier Age of information (per century in the past) +5 Closely guarded secret +15 Mental Defenses

        In general, the resistance difficulty for any interaction skill equals 10. The target cannot actively resist unless he knows that a psychic or interaction skill is being used on him by another character. If the game master decides that the target suspects but does not know for certain that someone is attempting to influence him, the game master may allow the character to take an action earlier than his turn in the round and roll his mettle or Charisma to generate a new resistance difficulty. Should the character decide to actively defend against mental intrusion or personal interaction, he may devote all of his actions for the round to that task and roll his mettle or Charisma, adding +10 to the score to get the new resistance difficulty. However the interaction resistance difficulty is determined, game masters may further modify the number as the situation warrants (such as stress, surprise, or character relationship).

        Observation Skills (Acumen)

        Skills covered: search, tracking

        Game masters can rely on these difficulties for situations involving the gathering of information. They can be used as difficulties to beat or as a means of reading the results of a dice toss.

        To see if a character notices details of a scene or situation, the game master may have the player make a Acumen roll. Unless the characters are actively eavesdropping, searching, tracking, or performing a similar activity (and thus using the search or tracking skills), this passive observance of a scene does not count as an action. Use this chart as a guideline for how much the character notices. If the skill total meets or beats the difficulty, the character gains that much information.

        Charioteering, Pilotry (Coordination)

        See the “Movement” chapter for details on using these skills.

        Bluff, Charm, Intimidation (Charisma)

        Bluff, charm, and intimidation can enhance a character’s attacks and defenses. The player adds one-half of the difference (positive or negative) between the difficulty and the bluff, charm, or intimidation roll to any one attack or defense attempt (not both) made at Point Blank or Short range. The character must use the benefit from scaring (intimidation), tricking (bluff), or seducing (charm) the target on the same turn as or on the round after the interaction endeavor.

        The user’s appearance and demeanor can also affect bluff, charm, or intimidation attempts. The more threatening the character looks or seems, the less effective charm and bluff actions are, while intimidation attempts are more effective. Use the “Generic Modifiers” table in the “Game Basics” chapter to decide how much the appearance and demeanor affect the target, if a Disadvantage or Special Ability doesn’t already provide one.

        See also “Interaction Skills” for other difficulties and modifiers for these skills.

        Flying (Agility), Running, Swimming (Physique)

        Difficulties for these skills are included in the “Movement” chapter.

        Observation Difficulties Situation Difficulty Noticing obious, generic facts; casual glance 5 Noticing obvious details (ex. number of people) 10 Noticing a few less obvious details (ex. gist of conversation)

        15 Spotting a few specific details (ex. identities of individuals)

        20 Spotting a few obscure details (ex. specifics of conversation)

        25 Noticing many obscure details 30 or more Interaction Modifiers Situation Modifier Target is friendly or trusting -5 Target is neutral toward character or of equal standing 0 Target is hostile or has superior standing +5 Target is an enemy +10 Target is in weakened position -10 Request is something target would do anyway or target feels is of minor importance 0 Request is illegal or highly dangerous +10 Target is on guard of actively resisting* +10 *Do not include this modifier if you are using the active mental defense described in the “Mental Defenses” section. Interrogation Modifiers Target … Modifier Feels information is unimportant -10 Feels information is of minor importance 0 Feels information is important +5 Feels information is very important +10 Would rather die than reveal information +10 or more Hide (Acumen), Stealth (Agility)

        The difficulty for a hide or stealth attempt is usually the opponent’s Acumen, search (for hide), or tracking (for stealth), either as a die roll (if the opponent is actively trying to find the object or person) or as a derived value equal to the number in front of the “d” in the opponent’s attribute or skill times 2 and add the pips. For a straight value, use 6.

        Game masters may also opt to add a small creature or item’s scale value to the difficulty, or subtract a large creature or item’s scale value to it.

        Difficulty

        Condition Modifier

        Heavy rain or snow -3 Dawn, dusk, fog, many trees, large crowd, etc. -2 Night -5 Inattentive observer -5 Dense concealment (think jungle, crowd of people in costume) -5 Many distractions (party, parade, combat) -5 Attentive observer +6 Open terrain +6 Good lighting +6 Several observers +9 Reading/Writing, Speaking (Intellect)

        Because the ability to read in the typical fantasy setting is so uncommon, the ability to communicate falls under two skills: reading/writing and speaking. They both use the same charts, but they relate to two different methods of communicating.

        First, determine what the character wants to express or understand and how closely the language in which she wants to express it is to her native tongue. Then, compare the difference between the skill roll and the difficulty to decide how close she came. Characters with a specialization in the language they are using who succeed at the skill roll receive a +3 bonus to determining the comprehension level.

        Game masters may provide a small bonus to characters with a specialization of a particular language in one skill when they attempt to 60 use the other skill for that language. For instance, a character with a reading/writing specialization +1d in Elvish and no experience in speaking could gain a bonus of +1 to attempting to say something in Elvish.

        The character must have the appropriate skill to use a translation aid. For example, a book cannot help a character attempting to speak a language unless that character happens to also have the reading/writing skill.

        Idea is … Difficulty

        Very simple, consisting of a short phrase 3 Simple, no slang, children’s story 7 Of average complexity, common bard’s tale 12 Complex, slang involved, epic sagas 18 Very complex, technical jargon involved, academic writing 24 Situation Modifier One or two common, basic words -5 Has a translating aid (book, hand signals)* -5 Different dialect of own language 0 Language is derived from common root language (speech or alphabet) (ex. two humans from different parts of the same world understanding each other) +5 Completely foreign language (speech or alphabet) (ex. dwarvish has nothing to do with elvish) +10 Obscure language, reading lips +15 Language is unique to an uncontacted culture, from a dead culture, or unpronounceable by a character trying to understand +20 Language include many concepts nearly beyond the character’s understanding or experience +25 *Translation aids might provide their own bonuses, which are used instead of this.

        Roll > Difficulty

        Comprehension Level

        0-2 Gist of idea, most words understood or conveyed properly; word usage seems stilted 3-6 Literal translation; slang expressed/translated incorrectly 7+ Subtle connotations

        A character can also use the reading/writing skill to create forgeries.

        The artist skill might act as a complementary skill in such instances as reproducing illuminated manuscripts. Reduce the amount of time spent on making a particular forgery if the character has repeatedly succeeded at making similar items in the past.

        Forger

        Item Forged Difficulty Unofficial note or correspondence 6

        Time required: 10 minutes or more Signature 12

        Time required: 5 minutes Official document (decree from a king with seal) 18

        Time required: 20 minutes or more Familiarity with Item Modifier Intimately familiar or has sample -10 Somewhat familiar’ has seen it quite often -5 Slightly familiar 0 Have only had is described +5 Guessing blindly +15 Forgery Inspector Familiarity with Item Forged Difficulty Intimately familiar 6 Moderately familiar 12 Unfamiliar 18 Completely unfamiliar 24 Situation Modifier Have sample -5 Item poorly forged +0 Item well forged +5 Item superiorly forged +10 *The game master may add the number of points above the forging difficulty to the inspector’s difficulty instead of using one of these modifiers.

        Scholar, Trading (Intellect)

        See the “Information Skills” for difficulties and modifiers related to using this skill.

        Acrobatics (Agility)

        Using acrobatics can also improve many of a character’s climbing, jumping, and running attempts. The game master determines the difficulty of the acrobatics stunt. One-half of the difference (rounded up) between the difficulty and the acrobatics roll is added to the complementary skill. The acrobatics attempt and the climbing, jumping, or running try must be done on the same turn.

        Instead of adding a modifier to the running or swimming difficulty for particularly challenging obstacle courses, the game master may have the hero make an acrobatics roll in addition to a running or swimming roll.

        Acrobatics can make a character appear more intimidating. The player may add one-half of the difference (rounded up) between the difficulty and the successful acrobatics roll to her intimidation attempt. The intimidating attempt may be made on the same turn as the acrobatics roll or on the next round.

        During a fall, acrobatics may be used to reduce bodily harm. If the character has not already used his turn for the round, he may rely on acrobatics in an attempt to land properly. The character generates an acrobatics total. For every five points over the base difficulty number of 10, the hero reduces the damage total by one point, in addition to a base reduction of one point. The damage total, however, cannot be lower than zero.

        Maneuver Difficulty

        Somersault, pirouette 5 Handspring, cartwheel, handstand 19 Swing over a obstacle 10 Round-off, backflip 15 Vaulting over an obstacle 15 Bouncing off a surface to reach a specific destination 20 Walking up a wall* 30

        *The character may “walk” a maximum of her Move in one round; she must have a flat surface to stop on at the end of her turn or she falls and takes damage from the fall.

        Condition Modifier

        Flat surface to flat surface 0 Unlimited landing area -3 Limited landing area +5 Almost no landing area +6 Rough or unsteady landing area +3 or more High surface to low surface +3 Low surface to high surface +6 Slippery surface +3 Strong wind +3 Add a twist of the body (per twist) +3 Performing the maneuver underwater of backwards +3 Performing the maneuver in the air (such as on a trapeze or bars) +9 Performing the maneuver on a narrow surface +6

        Note: Characters may combine one or more maneuvers in the same action. In this case, use the difficulty of the most challenging maneuver, add 3 for each additional maneuver (up to five additional maneuvers), and include modifiers as if the complex stunt was one maneuver.

        Animal Handling (Charisma)

        When attempting to get an animal to do a trick, the character must also roll against its mettle roll (the game master generates this). Examples of tricks include rolling over, getting into a cage, jumping up, and obeying commands. The character’s animal handling total may be modified by the attitude of the animal toward the character. The success of tricks is determined by a roll of the animal’s attributes or skills.

        Animal’s Attitude toward Character Skill Modifier Friendly or trusting +5 Neutral +0 Hostile -5 Mettle > Animal Handling Result 1-2 Animal looks at the handler in a confused way 3-6 Animal lies does for one round 7-11 Animal lies down for two rounds 12+ Animal snaps at the handler, if hit, the best will attack the handles until subdued Artist (Acumen)

        The time needed to create a work of art depends on the quality and complexity of a piece. A simple amateur piece may only take a few minutes, while a complex, prize-winning endeavor could require weeks or months. Characters may also use this skill to judge works of art created by others and detect fake artistic pieces. The higher the total is above the creation total for the piece, the more information the judge knows about it (such as flaws, alterations, its creator, and the like).

        Quality of Piece Difficulty Amateur 9 Professional 15 Emotionally moving 18 Prize-winning 24 Complexity of Piece Modifier Simple; has one or two parts -5 Moderate; has a few parts +0 Complex; has many parts +10 Climbing (Agility)

        Difficulties for this skill are included in the “Movement” chapter. Note that taking care in climbing and carrying 50% or more of the character’s body weight slows the character down by two metres or more per round.

        Condition Modifier

        Taking care in climbing -5 Less than a 90-degree angle -3 Less than a 60-degree angle -6 Less than a 45-degree angle -9 Prepared for climbing -6 Carrying 25% of body weight +3 Carrying 50% of body weight +6 Carrying 100% of body weight +15 Many handholds -10 Command (Charisma)

        The command skill governs the act of convincing individuals to comply with specific directions, as well as maintaining morale during group undertakings (such as combat or building large pieces of equipment). This skill is typically used only with the game master’s characters, though it can be sometimes attempted with the players’ characters (such situations should be roleplayed first, with a bonus or penalty to the command roll based on how well the group participated in the activity together). A high command roll can complement individual participants’ rolls in a group activity, while a low command roll can impose negative modifiers. It generally requires at least one round of planning to perform effectively.

        Characters can use this skill to combine their attacks. One person is designated the leader and makes the command roll. If successful, everyone goes on the leader’s initiative. Participants make their attacks with the hit location modifier (to reflect that they’re aiming for a designated location), but the target resists the combined total of all damage done it. If the command roll fails, determine initiative and actions individually.

        Complexity Difficulty Uncomplicated, imprecise 3 Easy, minimal precision required 7 Requires effort or precision 12 Difficult, requires high degree of precision 17 Requires much effort or extreme precision 22 Requires care a thoughtfulness, or exacting precision 28 62 Team Modifier All members willing to follow leader’s orders no matter what -20 All members willing to sacrifice life for others -15 Trained together frequently to work as unit -10 Trained together briefly to work as unit -5 Work together regularly or willing to work together 0 Worked together on a few occasions +5 Seldom work together +10 Never worked together before, or more than half of the members hate each other +15 No interest in working together, all members despise each other, or members can’t communicate with each other +20 Contortion (Agility)

        The chart below contains sample difficulty numbers for escaping from various kinds of restraints. Modify the difficulty based on the circumstances of the escape, such as the conditions the character works under or specially designed restraints. The character may not use this skill if completely immobilized. If in multiple restraints, the character must make a separate roll for each one. A Critical Failure indicates that the character has pulled a muscle (and he does his Strength Damage to himself). The game master decides whether he may try again.

        Note that this skill does not substitute for the lockpicking skill.

        The character may be able to pull his arms over his head to use his hands, but he may not be able to slip out of the shackles unless they are improperly secured.

        Sample Restraints Difficulty Ropes 13 Wires, chain 15 Shackles 16 Crafting (Acumen)

        The base difficulty to fix or modify any weapon, armour, other equipment, or vehicle is 10. The amount of damage sustained, the character’s familiarity with the item, availability of parts, and complexity of the task can modify the difficulty. The game master may require a separate devices roll to determine whether the character can figure out how to repair an unknown item. Destroyed parts must be replaced, which raises the difficulty. Additionally, if a character rushes the job, not only is there an increased chance of failure, but the item could also break again soon after its next use.

        A game master may allow a complementary use of artist to improve the quality of the item.

        Situation Modifier

        Light repairs/modifications 0 Heavy repairs/modifications +5 Extensive repairs/modifications +10 or more Previously built or modified the item, intimately familiar with item -10 Has item’s designs -5 Common item 0 Has seen but not used item +5 Has never seen item +10 All part available 0 Some parts available +10 No parts available +20 Correct tools* 0 Makeshift tools +15 *Tool kits might provide their own bonuses, which are used instead of this.

        Modifications

        These rules can be used for characters who wish to make their weapons do more non-magical damage, make armour more resilient or vehicles more maneuverable. The chart represents how much of an increase the character wishes to make on the item and the cost represents that she must procure that much goods and services to make the modifications, determined off the base cost of the item being modified. Some restrictions apply as armour cannot be given maneuverability so the game master is wise to determine how exactly these modifications can be used.

        Only one modification can be made per attempt on the item and it must start at the lowest modification available. For example: If a character wishes to modify an item and rolls a 25 on an item with no current modifications, it would only get the +1 bonus. A similar roll again would only give it a +2 bonus.

        Modification Difficulty Modifier Cost +1 +5 +10% +2 +10 +25% +1d +15 +50% +1d+1 +20 +75% +1d+2 +25 +100% +2d +30 +125% Devices (Intellect)

        The devices skill allows the character how to use a strange new piece of equipment. In some cases, no matter how familiar the item is to a character, the item may be of such complexity (such as some gnomish works) that the game master always requires a roll.

        Characters who want to create new items must first makes blueprints or design instructions for them, using this skill. The more complex the piece, the higher the difficulty and the longer it takes to determine the correct design.

        The base difficulty is 10.

        Complexity of Device Modifier Simple 0 Average +4 Complex +7 Prototype +10 From a culture with a lower technological level -5 From a culture with a much higher technological level +10 Consists of many complex parts +5 Consists of hundreds of complex parts +10 Ha a manual for the device in a language the character can understand -3 Roll > Difficulty Result 0-2 Basic idea of what the device can do, but not how to operate it 3-6 Basic idea of what the device can do and how to operate it; may add the result points bonus to using the device on the next round if the character does not have an appropriate skill to use the device 7-11 Previous result and may add the result points bonus to a crafting attempt on the device, if proper tools and materials are available 12+ Previous two results and can design a similar device, if proper resources are available Disguise (Acumen)

        A character’s skill total in creating the disguise serves two related purposes. First, the higher the roll, the less likely an observer will be to question the disguise. Second, the total becomes the difficulty number for Acumen or investigation efforts to see through it. If the investigation check is higher than the disguise total, the disguise has been penetrated.

        If at any time while the character is disguised she performs an action inconsistent with the disguise, any observer has a chance to see through it.

        Although one character may use disguise on another character, the disguised character must actively work at keeping up the disguise using her own disguise skill or Acumen.

        Condition Modifier

        Specific person +15 Other sex +6 Different race or species +3 Great age difference +3 Much larger build +5 Much smaller build +10 Resembles the disguise already -5 Using skill on another character +6 Using skill unaided +3 Gambling (Acumen) Gambling doesn’t affect games that are purely random, but does influence games with an element of strategy, like poker. All characters make opposed gambling rolls, without spending Character or Fate Points, and the highest roll wins. A character may cheat by using Character or Fate Points on the roll, and the game master may give bonuses to rolls for people looking for a cheater or helping the cheater. The game master should consider as many “angles” as possible when using the gambling skill, and add these as modifiers to one or more participants’ rolls. Healing (Intellect)

        For game mechanics on using healing to treat damage, see the “Healing” chapter. Remember that the typical fantasy setting doesn’t have the same access to medical procedures as they do in modern times. However, folk lore remedies seemed to work much better than in other genres.

        Medical Diagnosing

        Action Difficulty Determine existence of disease or injury 7

        Time required: 1 round Determine toxicity of substance 7

        Time required: 1 minute Determine type of disease, toxin or injury 12

        Time required: 1 minute Determine medicine, procedure or antidote required 18

        Time required: 1 round to 1 hour Determine cause 24

        Time required: 1 day to 1 week Investigation (Acumen)

        When used to research a topic, a separate roll must be made for each source checked.

        Situation Difficulty

        Common knowledge 7 Requires searching through several sources; introductory theories 12 Sources are of varying reliability; cutting-edge information; specific information about harmless individual or event 18 Esoteric information; specific information about dangerous individual or event 24 Condition Modifier Information closely guarded +5 Character unsure of information sought +5 Character knows exactly what information is sought -5

        When used to figure out clues from a scene, the base difficulty is 10. The character must use search first to find the clues or evidence (or have them pointed out); investigation helps the character figure out what they mean.

        Situation Modifier

        Information about subject/event is sketchy +15 Information about subject/event is extensive -15 Evidence is fairly clear; many clues; familiar objects with expected use -6 or more Evidence is only partly clear; several clues; familiar objects with uncommon use, or unfamiliar objects with common use 0 Evidence is obscure; few clues 0 Evidence is unusual or with no apparent significance; uncommon objects with uncommon use +6 Repeatedly commits similar crimes -3 per crime Distance between crimes (per 80 kilometres) +3 Time between crimes (per 6 months*) +3 *While the crimes may have been committed over a greater time interval, the maximum value for this modifier is +30.

        Roll > Difficulty

        Result 0-2 Basic information about the situation (a rope was used, type of weapon)

      3-6 Precise information about situation (probable manufacturing origin of evidence, small details about items in room)7-11 Previous results plus how all items in an area were put to use 12+ Reconstruction of events from the evidence 64 Jumping (Agility)

      Difficulties for this skill are included in the “Movement” chapter.

      Condition Modifier Flat surface to flat surface +0 Unlimited landing area -5 Limited landing area +5 Almost no landing area +10 Rough, slick, or unsteady landing area +3 or more Uphill (more than 30 degrees) +6 Carrying 50% of own weight +6 Carrying 75% of own weight +9 Carrying 100% of own weight +12 Know-how (Acumen)

      To use this skill to help with an activity covered by another skill (which the character does not have), the character spends the round before examining the situation, performing no other actions, and making a roll of this skill versus the difficulty set for the action. The character gets neither the unskilled modifier nor the preparing modifier.

      Within the next 30 seconds (six rounds), the character may add the difference between the difficulty and the know-how skill roll to total roll for the attribute dictated by the actual skill required. The character may not use this skill in place of a skill she already has. The game master may limit the number of times per hour this skill may be used on the same action.

      Lifting (Physique)

      At the game master’s discretion, a player may make a lifting check when his character first picks up an object. (Generally, if the object’s weight would give it a difficulty equal to or greater than one-half of the character’s lifting, rounded up, or the object is being lifted hastily or under stress, the game master should require a lifting roll.)

      For each round the object is carried, the character makes another check to see if he can continue to carry the object. If he fails the roll, he is too exhausted and must put the object down. If the character is doing anything else at the time (other than walking slowly or talking), continuing to carry the object counts as a multi-action.

      Abridged Lifting Table Weight Difficulty1 kg 110 kg 350 kg 7100 kg 12120 kg 13200 kg 17250 kg 18500 kg 23750 kg 281,000 kg (1 ton) 331,100-2,000 kg 34-43 (+1 to base of 33 per 100 kg over 1,000 kg)2,500-10,000 kg 44-59 (+1 to base of 43 per 500 kg over 2,000 kg)15,000-100,000 kg 60-77 (+1 per to base of 59 per 5,000 kg over 10,000 kg)

      The game master may further subdivide the lifting chart if desired to include the weights for the difficulties not listed here.

      Lifting Fatigue Modifier Time Skill Modifier 1-6 rounds 07 rounds to 3 minutes +53-10 minutes +1010-30 minutes +1530-60 minutes +20

      Note: After the first hour, the character must make a check once per hour at the same difficulty as one hour. If the character fails the roll, then he must rest for twice as long as he was lifting the weight.

      Lockpicking (Coordination)

      Characters may not attempt to pick locks without some kind of tools (hairpins, wire coat hanger, telekinesis, etc.). Improvised tools do not add to character’s skill roll, but specialized tools will.

      Type of Lock Difficulty Simple key lock 6 Complex key lock 12 Combination lock 18 Lock Condition Modifier Poorly constructed -6 Well-constructed +2 Lock diagrams -4 Mettle (Charisma)

      Mettle is generally used to resist interaction attempts and mentally damaging attacks. See the “Mental Defenses” section earlier in this chapter for details. Characters with this skill may generally use it instead of stamina to resist fatigue, sleep, and unconsciousness, though there may be some situations the game master restricts its substitution. See the stamina entry in this chapter for information on difficulties.

      The game master can also use mettle (or Charisma) to determine the reactions of players’ and game master’s characters to each other and to their surroundings. The more the game master believes that the character should be at ease or frightened, the greater the difficulty. Use the descriptions of standard difficulties to determine the level. This passive application of mettle is not an action.

      Navigation (Intellect)

      The base difficulty is 10.

      Condition Modifier No idea which way is north +10 General idea which way is north +0 Familiar with terrain +0 Terrain completely foreign +5 Completely lost +10 Have a compass or similar navigational tools -5 Plotting a way through a simple course +0 Plotting a way through a complex course +6 Plotting a way through a dangerous course +9 Determining exact location +15 Condition Skill Modifier Have a poorly drawn map +1d Have a sketchy but accurate map +2d Have a well-drawn map +3d Have a misleading or purposely inaccurate map (and don’t know it) -1d Persuasion (Charisma)

      Persuasion can also be employed to “pay” another person to behave dishonorably, such as through ignoring duty, looking the other way, or divulging secret information. Success depends greatly on the target.

      A target who is loyal or wealthy or fears being caught is less likely to accept bribes. Use the difficulties listed under “Interaction Skills” and further modified by such factors as the value of the money, goods, or information offered, the extent of favours given and received, and the target’s attitude toward the bribe.

      See also “Interaction Skills” for other difficulties and modifiers for this skill.

      Value of Bribe Modifier Less than 50% of what is reasonable +1050% to 90% of what is reasonable +5 Larger than expected -5 Significantly larger than expected -10 Riding (Agility)

      When a character first mounts a ridable animal, she must make a riding roll against the creature’s mettle roll (the game master generates this). The character’s riding total may be modified by the attitude of the animal toward the character. The character stays in control if she ties or beats the beast’s roll. If she fails, consult the table below for what occurs.

      When attempting to get the beast to perform a special maneuver or during events that might frighten it, the character must also roll against the animal’s Charisma or mettle. Examples of special maneuvers include jumping a fence, crossing a raging river, moving faster, or slowing down quickly. (The success of special maneuvers are determined with the animal’s attributes or skills.)

      A character attacking from the back of a beast takes a multi-action penalty for having to both control the mount and use their weapon.

      Animal’s Attitude toward Character Skill Modifier Friendly or trusting +5 Neutral +0 Hostile or wounded -5 Mettle > Riding Result 1-2 Beast stops and refuses to move for 1 round.3-6 Beast stops and refuses to move for 2 rounds.7-11 Beast bolts in a random direction for 1D rounds.12+ Beast bucks rider; rider must make a Moderate riding roll to avoid being thrown off.

      Search (Acumen)

      When used to eavesdrop on or secretly watch an event or another character, the skill total indicates the amount of information gained from the surveillance. Use the “Observation Difficulties” table. A Critical Failure could mean anything from no information obtained to being immediately spotted by the character being observed, depending on the situation.

      When searching for a hidden object or person, the difficulty is generally the hide roll used to conceal the target. Otherwise, the base difficulty is 5, modified by the table below.

      See also “Observation Skills” for more difficulties and modifiers for this skill.

      Situation Modifier Character knows target’s exact location 0 Character knows target’s approximate location +5 Character has vague information about the target or its location +15 Character has only general idea of what she’s looking for; searching for small objects +20 Character has no idea what she’s looking for; searching for obscure or tiny objects +25 Searching for microscopic objects* +30 *Might not be possible without special equipment or abilities.

      Sleight of Hand (Coordination)

      The difficulty for a sleight of hand attempt is usually the opponent’s Acumen or search, either as a die roll (if the opponent is actively watching for tricks) or as a derived value equal to the number in front of the “d” in the opponent’s attribute or skill times 2 and add the pips.

      Situation Modifier

      Watchful target; few distractions +9 Observant target; light crowd +6 Suspicious target +3 Challenging act (such as palming an apple) +6 or more Unobservant target; target constantly jostled; major distractions -9 Confused or distracted target; crowded conditions; minor distractions -6 Simple act (such as palming a tiny object or sliding a hand into one’s own pocket unnoticed)

      -6 or more Stamina (Physique) Game masters may allow a character to make a multi-action stamina roll to complement a strenuous activity, such as lifting or running.

      The difficulty equals 5 times the current fatigue modifier. The character may add one-half (rounded up) of the difference between the successful stamina roll and the difficulty. The strenuous activity still receives the fatigue modifier.

      Whenever a character fails a stamina roll, she is fatigued; all actions are at -1d for every stamina check failed until the character rests for as long as she exerted herself.

      Characters can still continue if they are fatigued, until they fail a third stamina check. At this point, the character is completely exhausted and must rest for twice the amount of time that she exerted herself to remove the penalty.

      To avoid the effects of a toxin (inhaled, ingested, or absorbed) or disease (encountered in any manner), a character makes a stamina roll.

      Several factors figure into the difficulty of the attempt, including the deadliness and dosage of the poison in question. For example, a fatal bout of botulism has a difficulty of 9, while a killing dose of deadly nightshade has a difficulty of 42. Characters may attempt to counter toxins once per day.

      Game masters might also call for stamina rolls against falling asleep or unconscious. This generally does not count as an action, though the game master should award a bonus to the skill total when the character devotes her action to keeping awake. Resisting sleep is a difficulty of 5 per hour beyond the normal awake time, modified by environmental factors (too warm or too cold, noise level, etc.). For unconsciousness caused by wounds, see the “Wound Levels” table in the “Damage” chapter.

      Streetwise (Acumen)

      Streetwise helps characters get around urban environments. Some situations call for seeking out those living outside the local law, while others can be handled through upstanding citizens. Generally, the modifiers are the same for each situation, but the game master should adjust them depending on the circumstances. It is possible, though generally unlikely, that a character would be well-liked by both upstanding residents and local criminals.

      Seeking … Difficulty

      Things that are usually easy to find (ex., directions to the nearest police station)

      4 Things that require discretion or careful investigation (ex., asking if the local law is straight or crooked)

      7 Risky services; finding illegal and well-regulated items (ex., finding out an appropriate bribe for the local law)14 Services of unusual skills; finding dangerous or carefully controlled items (ex., seeking a fence or a safecracker)18

      A specific criminal in hiding; finding items whose possession means immediate imprisonment 28 Size of City Modifier Large city (a few hundred thousand citizens) +0 Small city (several thousand citizens) +5 Town (several hundred citizens) +10 Village (a few hundred citizens) +15 Amount of Law Enforcement or Tolerance of Residents Modifier Martial law or no tolerance for criminals or outsiders +15 Criminal activity overlooked as long as it’s discreet; slight tolerance of outsiders +10 Criminal activity overlooked as long as it’s not dangerous to the general public; tolerance of outsiders +5 Criminal activity overlooked as long as it’s not dangerous to the local government; outsiders welcome +0 Anarchy; outsiders given same respect as residents -10 Reputation of Seeker Modifier Never been to the location; no contacts; not trusted by local underworld or residents +10 or more Rarely visited; only passing knowledge of how the local underworld operates +1-9 Minor contacts; knows what to avoid; criminals or residents have no reason not to trust character 0 Somewhat favourably known by local underworld or residents; several contacts -1-9 Well-known and liked by underworld or residents -10 or more Survival (Acumen)

      Character can rely on survival to figure what to eat, where to sleep, how best to deal with native dangers, and other information needed to get out of wilderness situation alive. The character can also use survival to locate herbs, plants, and animals of special healing or mystical value (Use streetwise for help in urban situations).

      Situation Difficulty Woods 4 High mountains, ocean (near flood) 12 Desert, ocean (near surface) 15 Polar region 18 Different, non-Earth like dimension 25 Situation Skill Modifier Has been to this location frequently +1d Has been to this location within the past 10 years +0 Has never been to this location -1d Throwing (Coordination)

      A character’s ability to grab projectiles out of the air is enhanced by the throwing skill. The difficulty of catching an object is typically the thrower’s throwing roll. If the thrower wants the catcher to get the object, and thus takes care to throw well, reduce the thrower’s skill total by 9.

      Combat difficulties for this skill are included in the “Combat” chapter.

      Tracking (Acumen)

      The base difficulty is 10 or the target’s stealth roll, if the target is actively trying to hide her trail. Characters can also use tracking to shadow a target. A shadowed character can attempt to spot the shadow with a search roll versus the shadowing character’s tracking roll. Game masters may opt to include relevant hide modifiers to the tracking roll, if the shadow is being cautious.

      Condition Modifier

      Trail is a day old +3 Trail is a few days old +6 Trail is a week old +9 Tracking during inclement weather +6 Soft dirt, mud, snow -3 Grassland +0 Forest, thin crowd +3 Rain forest, dense crowd +6 Desert, arctic wasteland, hard surface +9 Number of people being tracked (for every 2 people) -3 Tracking a wheeled vehicle -6 Per additional vehicle -3 Traps (Intellect)

      To install a trap, use the chart to modify the base difficulty of zero.

      The game master may award one-half of the points above the difficulty as a modifier to future disarm rolls. This represents the character adding a few extra improvements to the base design. A pressure plate trigger releases the trap when a small piece of metal or wood (about a quartermetre square) is stepped on or pushed.

      Pressure plates may be on the floor or wall. A tripwire trigger releases the trap when a wire, cord, or other material attached to the tripwire is walked through or broken. A switch could be a cord yanked, an outcropping pulled, a lock turned, or something similar. A hand-triggered trap requires that someone watch for the victim to come within the range of the trap’s effect and, once that happens, activate the trap.

      When a character triggers a trap, use its speed total and compare it the initiative total of those affected by the trap. Those who have a higher total than the trap are allowed to generate a full-defense dodge total, if they so desire.

      Once it’s the trap’s turn in the initiative, compare the trap’s combat attack total to the defense totals of its intended target or targets. (The combat attack total takes into account range.) The trap affects those whose defense totals it meets or beats, up to the number of targets it can affect.

      To disarm a trap, the character first needs to find an access to it, which means applying the search skill if the trap’s concealed. Once found, the character rolls her traps against this chart, modified by how well it was originally installed. Traps enhanced by spells must have their spells negated first before the character can disarm the trap. Concealing a trap (including disguising wires, covering a pit or pressure plate, or placing a false trap) requires using the hide skill on it (or selecting an appropriate difficulty for a game master-created trap).

      Trap Modifier

      Pressure plate trigger (per plate) +2 Tripwire or switch trigger (per tripwire or switch) +1 Hand triggered +0 Speed (initiative total; per 5 points) +1 Combat attack total versus target (per 5 points) +2 Single part (open pit, poison on a handle) +0 Multiple release portals for gas, arrows, etc. (per additional portal) +2 Multiple targets (per additional target; increases pit opening by 1 metre-square area) +2 Additional damage (spikes in pit, more push behind arrows, per additional 1.5 metre drop) (per additional 1D*) +3 Use existing structure (door and frame, nearby saplings) +0 Add to structure (clockwork mechanism, false walls) +3 or more *This represents falling damage for pits.

      Disarm Situation Modifier Have blueprint or map -5 Have an idea about the king of trap -5 Have no idea about the king of trap +0 No special trap set-up* +0 Good trap set-up* +5 Superior trap set-up* +10

      *The game master may add one-half (rounded up) of the number of points above the trap setting difficulty to the disarmer’s difficulty instead of using one of these modifiers.

      Sample Traps

      Dart Trap: Triggered by stepping on one of three plates placed across a hallway, this traps shoots four darts (two each; damage 1d each; speed 10; combat difficulty 15) at the first two adventurers in the area. Trap difficulty: 21.

      Lock Trap: When a character attempts to pick the lock and is successful, a large poisoned needle (damage 5d; speed 15; combat difficulty 10) shoots out and stabs the thief. Trap difficulty: 20.

      Pit Trap: The floor falls away from beneath the characters, dropping them into a large dug-out area about 4.5 metres high (damage of 3d from fall). The pit opening is about two metres on a side. Trap difficulty: 13.

      What’s in this Chapter?

      This chapter covers the ability to manipulate the paranormal forces of the universe for extraordinary effects. The Magic skills are available only to characters with the Magic Extra-normal attribute.

      Although this chapter discusses guidelines for creating magical spells, game masters may still include unexplainable magic. Since unexplainable magic doesn’t have to be explained — it just is — its use is out of the players’ characters’ control. Only the game master knows how it works.

      Obtaining Access to Magic There are only two ways for players’ characters to get magical abilities. The first is to put dice in the Magic attribute and skills at character creation, which costs the same as obtaining other attributes.

      The second is to obtain the game master’s permission after play has begun. If the player can come up with a reason for the character to learn or gain magic abilities (such as they were latent or were a gift from a supernatural being) and the game master agrees, then the player may purchase them for the character. The cost to get the initial 1d in Magic is 20 Character Points. After that, it is 10 times the number in front of the “d” to improve this attribute by one pip.

      The player must still purchase Magic skill pips separately, though a player may buy one pip in one Magic skill for the character at the same time as he initially gets the attribute after character creation.

      Game masters are discouraged from allowing characters to have multiple Extra-normal abilities, but it is possible, especially if the character has several Disadvantages that show up frequently in each session or the character’s religion requires experience in both magic and miracles.

      Learning & Improving Magic Skills

      Magic skills may be learned between adventures, like regular skills. The cost for a Magic skill, in Character Points, equals twice the normal cost for gaining or improving a normal skill. This cost is doubled again if a teacher — simply another magic user with the skill at a higher level — is not available to instruct the character. A character may learn or improve one Magic skill after each adventure.

      Magic Skills

      All spells require one of these skills in order to cast them. When casting a spell, the character generates a Magic skill total and tries to beat the spell’s difficulty. If the skill total equals or exceeds the difficulty, then the spell works (to a greater or lesser extent).

      Alteration

      Alteration governs magic involving change. Change means taking something that exists and modifying it or mutating it into something else. A magic spell used to increase a character’s Physique attribute would be an alteration spell, as would one that converts a simple flame into an exploding fireball. Alteration could enhance, reduce, or restrict a character’s existing skills.

      Alteration must work with things that are already there. An alteration spell can only modify existing characteristics. It could be used to change a person into a bat, but it would not give the person the ability to fly; conjuration would also be necessary to give the character the Flight Special Ability, something he didn’t have before.

      Apportation Apportation governs magic involving movement. For example, a telekinesis spell, by which a character could “grab” an object and move it using magic, would be an apportation spell. Calling a dagger from a box at home to your hand is apportation, as is teleporting yourself to another place. Apportation can also cause a person or creature to move from one place to another under its own power. Spells that restrict movement would also be apportation spells.

      Apportation is not conjuration — the object or the creature summoned is in existence at the time the spell is cast, the apportation spell simply “calls” the object or creature.

      Characters or creatures may either be apported by compulsion (and come under their own power), moved by the spell’s power, or teleported. When the apportation spell uses compulsion, the skill total is compared to the target’s mettle or Charisma in much the same way a persuasion attempt would be used — the target’s attitude toward being apported must be assessed, and the spell works as if it were “persuading” the target.

      For apportation spells with the speed less than the range, the target is moved by the spell’s power. The spell lifts up the target and brings her to the caster. For apportation spells with the speed equal to the range, the target is teleported. In either case, the apportation skill total has to overcome the target’s weight value. (Look up the target’s mass on the “Spell Measures” table.) The target can resist by rolling her Physique or lifting and adding it to her weight value (theoretically, she tries to make herself harder for the spell to grasp). (Resisting does not count as an action for the target character.) If the apportation total is equal to or higher than the weight value, the character is teleported. This goes for selfteleportation as well (though the character is not likely to resist).

      Conjuration Conjuration magic involves producing something from nothing. A spell that produces gold out of thin air is conjuration, as is one that imbues an inanimate object with animate features (such as creating a stone man and giving it the attributes of a person). Conjured items and characteristics remain in existence for the duration of the spell.

      Conjuration is used for only one purpose: creation of something out of nothing. For example, if you wanted to animate a plant and give it the power of speech, you would use conjuration — you would have to “create” in it the ability to talk and the Intellect and Acumen necessary to speak. Conjuration is not used to bring things from one place to another — that is apportation. Divination Divination governs magic involving obtaining knowledge. For example, scrying spells, “far-sight” spells, and “speak with the dead” types of spells are all covered by divination. Spells that block the obtaining of Intellect are also divination spells.

      Characteristics of a Spell

      There are eight characteristics of a spell, and the precalculated spells are formatted using these categories of information.

      Skill Used: The skill selected is the one necessary to cast the spell. A different one might be necessary to target or use the spell.

      Difficulty: The difficulty is the skill total a character must generate to get a spell to work.

      Effect: The effect describes the primary features of the spell (amount of damage, amount of protection, distance moved, etc.).

      Duration: Duration specifies how long a spell’s effect will last. The duration is given in both “real” time (minutes, seconds, hours, etc.) and in a time value (as read on the “Spell Measures” table).

      Range: The maximum distance the effect travels from the magic user’s casting location is called the range. (If the magic user moves, the starting point of the range does not go with her.) In most cases, the character using the spell can only use it at this range or less.

      Often, the caster can choose the exact range when the effect is used. Sometimes, the character must use the spell at this range exactly. Ranges are given in metres and in distance values (as read on the “Spell Measures” table).

      Speed: The speed indicates how quickly the spell travels from the caster to the target.

      Casting Time: This aspect indicates how long the character must spend creating the spell’s effect. During the period of casting time, the character may be performing related actions (like concentrating, performing rituals, arranging components, etc.), but no other skills can be used during the casting time.

      Other Aspects: Other aspects of the spell encompass modifiers, including components and expanded effects, that influence the spell’s effect and adjust its difficulty. Precalculated spells also include a description, which tells what skill is needed to create the spell, what the spell does, what any success levels mean, and so on. The description may be very short, or it may include tables and precise explanations of effects.

      Using Spells & Their Effects

      Roll the spell skill for the spell in question to get a skill total. If the total is higher than the difficulty number, the spell has succeeded and the caster may use the spell’s effect. Which skill the spell requires is either decided when the effect is developed or listed with a precalculated spell.

      Remember that players may spend Character or Fate Points to make sure they have sufficiently high skill totals to cast the spell.

      Targeting or Using the Spell

      Many spells require separate targeting or manipulative skill totals when they are used. The most common of these are combat effects that act like weapons.

      If the spell focuses on a target (such as a heighten attribute or alter movement spell), the player and game master must decide what skill (such as marksmanship, melee combat, or throwing) to use to hit, if it’s not already built into the spell or described with it, as well as the appropriate defense, if any. (Game masters who prefer to keep activation skills within the arcane arts could allow a separate apportation roll as the targeting skill.) Attack spells, for example, would use standard combat difficulties and modifiers for their defense (regardless of the targeting skill). Common sense should be used to determine which skill and defense to use.

      Casting a spell at the same time as using its targeting or activation skill is not considered a multi-action. However, if the character wishes to cast an attack spell, which requires a targeting skill roll, and use a sword in the same round, then the multi-action modifier of -1d (for taking two actions in the same round) is applied to the casting roll, the spell targeting roll, and the weapon targeting roll.

      In general, any spell that works like a weapon requires this kind of control, and a few others might. Game masters in doubt may wish to assign a targeting skill check in addition to the spell skill difficulty.

      Untrained Magic

      Characters might have spurts of inspiration in areas in which they have no training. For those who have some training (that is, pips or dice in any Magic skill), the difficulty increases by +5 to cast a spell using a skill in which they have no experience. For those who have no training (that is, no pips or dice in any Magic skill but they do have dice in the Magic attribute), the difficulty increases by +5 for all spell casting and the character must include one additional Negative Spell Total Modifier (casting time increase, gesture, community, etc.) worth two or more. This additional modifier does not reduce the difficulty of the spell, regardless of its level.

      Backlash Option At the game master’s option, characters who roll a Critical Failure with an abysmally small skill total becoming disoriented and lose all of their actions in the next round.

      Strain Option

      As another means of controlling the use of magic, game masters may choose to increase the difficulty to cast spells by 1 for each spell that the character performs beyond a set number (such as five or 10) before the wizard has a chance to rest (generally, five minutes or so per spell cast prior to the break).

      Applying the Effect

      The effect is applied differently depending on its purpose.

      Skill Simulations: Some spells provide the character with skills or bonuses to skills or attributes. For example, a “healing” spell might give a character a certain number of dice in healing, and the result of using the spell’s skill gift would be compared to the normal difficulty for using healing on a target. Any attribute bonuses affect the skills and specializations under them, and any skill bonuses add to the specializations under them (if the character has any).

      Damage and Protection: The damage from any spell that causes injury is magical in nature, of course, while protective spells can defend against it. Thus, creatures and beings that are not normally affected by standard weapons can be harmed. Of course, unless the spell includes the appropriate option, nonmagical armour can protect against magically produced damage.

      General Effects: When the spell offers a “general” effect, and thus has no skill associated with it, the game master will have to make up levels of success for that spell. A minimal success, with the roll equal to the difficulty, means that the spell was slightly off or less than perfect. A solid success of one to five points over the difficulty usually gets the spell to do exactly what the caster wants the spell to do. A superior success of six points over the difficulty reveals that the spell worked better than usual; at this level, the game master might even provide a bonus to its use.

      Result Points

      Unless the spell description mentions otherwise, the result points (the difference between the spell casting roll and the spell difficulty) applies to one basic aspect of the spell. The magic user must decide which one — effect, range, or duration — before casting the spell.

      Add one-half of the result points as the bonus to the appropriate value and refigure the value’s measure or die code, if necessary. (Round fractions up.)

      Precalculated Spells

      Chapter XIV offers several common spells. You can use them right away or as inspiration for inventing your own.

      Miracles

      What’s in this Chapter? This chapter covers the ability to call upon a higher power for extraordinary effects. The Miracles skills are available only to characters with the Miracles Extra-normal attribute.

      Although this chapter discusses guidelines for creating miracles, game masters may still include uninvoked divine intervention and miraculous artifacts. Since these sorts of divine intervention don’t have to be explained — they just are — their use is out of the players’ characters’ control. Only the game master can decide the cause and outcome.

      In the Beginning

      As creating miracles relies on similar game mechanics as spells, game masters and players should reach the “Magic” chapter before delving into this chapter. The terminology then won’t seem so unfamiliar.

      Invocations versus Spells Invoking miracles differs from casting spells in a fundamental way. Magic bends the forces of the universe according to alternate laws of nature. Miracles require a connection to a divine will or higher power. The benefit of this is that invocations can be more effective — they receive a larger result points bonus, have a lower minimum difficulty, don’t need a targeting roll, and don’t require the cleric to see her target. The downside is that the religious devotee has less freedom than his wizarding counterpart — the religion dictates the aspects the cleric may use and circumstances in which the cleric may call for aid.

      The Basis of Miracles

      A mythos, also known as a religion, encompasses the stories, symbols, practices, beliefs, and history that people use to connect themselves to the spiritual power of their universe. A mythos is a peoples’ interpretation of the way spiritual power works; their faith in this mythos can act as a conduit for such power. However, faith can only carry power for purposes that coincide with the mythos, and the power must manifest itself in ways that are consistent with the beliefs. To have faith and work miracles in a religion is to accept all of the core beliefs of the religion. If a religion says there is only one true god, a faithful follower of that religion can only perform miracles as long as she believes there is only one true god.

      Religions differ dramatically in their interpretation of nature, of humanity’s place in nature, and the ethical structure of the universe. Some religions set humanity (or one particular sentient race) apart from nature, usually one notch above the rest of the world. A character believing himself to be separate from nature may use nature as he sees fit; for example, animals may be killed for any reason that benefits Mankind, as Mankind is a more divine creature than any other.

      Many religions having a strong link with nature assign humanity a place as a piece of nature. In some nature-centered mythos, prayers must be spoken to get a deer’s permission to kill it, for a deer is as close to the spirits of the world as humanity is.

      Before allowing a player to have a character who performs miracles, the game master (possibly with input from the player) must first develop the religion or religions of his setting. That means deciding on the central higher power or powers, which one the character is devoted to, and several tenets or requirements of the religion, including any that are specific to the character’s preferred higher power. The Religion Worksheet on the next page can help. (Fill out the sheet once for the overall religion and once for any specific gods or powers whose tenets vary from the core.) Knowing a few of the basic tenets can help the game master decide what sorts of actions the cleric needs to perform in order to invoke a miracle (see “Required Aspects” under “Creating Miracles” for some suggestions).

      Religions that have multiple gods may have general requirements for the religion and specific requirements for each god. Some of the gods might be jealous and demand complete devotion to them, while others could be more lenient and allow their followers to call upon the aid of other (preferably lesser) gods.

      Some religions, even monotheistic ones, have not-quite-omnipotent beings aiding or hampering their followers. Called spirits, ancestors, celestials, angels, saints, demons, and a host of other terms, these beings are not usually worshipped by themselves but can be called upon to act as intermediaries with the divine presence. They might have a few additional invocation aspect requirements (generally special prayers or other incantations) necessary to add their help to that of the higher power.

      Note that calling upon the aid of a being whose purposes conflict with the character’s core religion can have detrimental effects — from an increased difficulty in performing miracles consistent with the primary religion to losing Fate Points. (The game master decides on the most appropriate penalties.)

      Basic Types of Religions

      Animism: Belief that all things have a vital life force. Some versions of animism state that all things have a soul or spirit.

      Monotheism: Belief that there is only one god.

      Pantheism: Belief that divine beings and the world are the same thing; the creator is the universe.

      Panentheism: Belief that all reality is part of the body of a divine being or beings; the universe is a part of the creator.

      Polytheism: Belief that there are many gods, though no one god might be vastly greater in power than the others.

      Atheism: Belief in the nonexistence of divine beings or spiritual power that can affect the everyday existence of humanity. Atheists cannot work any miracles, and so cannot have the Miracles attribute. However, they can have the atheism specialization of mettle, to reflect their extreme support of this philosophy. Atheists are treated as strong disbelievers by all mythos.

      Obtaining Access to Miracles

      All characters who want to have the Miracles Extra-normal attribute must have at least one rank each in the Devotion and Employed Disadvantages, both related to their religion. Neither of these count toward the character’s maximum number of Disadvantages.

      After that, there are only two ways for players’ characters to get miraculous abilities. The first is to put dice in the Miracles attribute and skills at character creation, which costs the same as obtaining other attributes.

      The second is to obtain the game master’s permission after play has begun. If the player can come up with a reason for the character to learn or gain magic abilities (such as they were latent or were a gift from a supernatural being) and the game master agrees, then the player may purchase them for the character. The cost to get the initial 1d in Miracles is 20 Character Points. After that, it is 10 times the number in front of the “d” to improve this attribute by one pip.

      The player must still purchase Miracles skill pips separately, though a player may buy one pip in one Miracles skill for the character at the same time as he initially gets the attribute after character creation.

      When player gives her character the Miracles attribute, she must declare what specific religion she is faithful to. A character may never have multiple versions of the Miracles attribute, nor may she have any skill, Advantage, or Disadvantage that affects her because of her faith in another religion.

      Game masters are discouraged from allowing characters to have multiple Extra-normal abilities, but it is possible, especially if the character has several Disadvantages that show up frequently in each session. However, some religions may allow — even require — their clerics to have experience with both magical and divine abilities.

      Untrained Invocations Characters might have moments of inspiration in areas in which they have no training. For those who have some training (that is, pips or dice in any Miracles skill), the difficulty increases by +5 to invoke a miracle using a skill in which they have no experience. For those who have no training (that is, no pips or dice in any Miracles skill but they do have dice in the Miracles attribute), the difficulty increases by +10 for all invocations.

      Learning & Improving Miracles Skills

      Miracles skills may be learned between adventures, like regular skills. The cost for a Miracles skill, in Character Points, equals twice the normal cost for gaining or improving a normal skill. This cost is doubled again if a teacher — simply another cleric with the skill at a higher level — is not available to instruct the character. A character may learn or improve one Miracles skill after each adventure.

      Miracles Skills

      All invocations require one of these skills in order to cast them. When invoking a special prayer, the character generates a Miracles skill total and tries to beat the invocation’s difficulty. If the skill total equals or exceeds the difficulty, then the invocation works (to a greater or lesser extent).

      Divination: Divination involves obtaining knowledge of one’s surroundings and of the past and future. Miracles that increase or decrease the Intellect or Acumen attributes or the skills that fall under them require the divination skill to work properly. Favor: Miracles that relate to building up, enhancing, or creating something fall under the favor skill. Some examples include increasing attributes, adding skills, bestowing Special Abilities, and conjuring food — as long as giving any of these in no way harms the target or can be used by the target for harm. Thus, a devotee would use this skill to improve another character’s dodge but not to improve his marksmanship ability. Likewise, the favor skill could not work with a miracle that gives a character a Disadvantage (which falls under the strife skill), nor does it affect Intellect or Acumen attributes or skills (those are the domain of the divination skill).

      Strife: Characters use the strife skill with miracles that deal with destruction, reduction, or harm. Some examples include slowing another’s movement, decreasing skills or attributes, increasing or gifting combat skills (except dodge), causing injury, interrupting another miracle or spell, and cursing targets with Disadvantages. It cannot be used to affect Intellect or Acumen attributes or skills, as these fall under the divination skill.

      Additional Magic Rules Using Invocations & Their Effects

      Roll the skill for the invocation in question to get a skill total. If the total is higher than the difficulty number, the invocation has succeeded and the devotee may use the miracle effect. Which Miracles skill the invocation requires is either decided when the effect is developed or listed with a sample miracle. Remember that players may spend Character and Fate Points to make sure they have sufficiently high skill totals to invoke the miracle.

      With a higher power there to help a miracle to happen, most invocations do not require a targeting roll. (This is quite unlike a magical spell.) Furthermore, the devotee need not even see her target for her prayer to affect it. Game masters may allow the requirement of a targeting roll or the target being within the cleric’s line of sight to be optional conditions of the invocation.

      For those miracle that do have targeting rolls, invoking them at the same time as using its targeting skill is not considered a multi-action. However, if the character wishes to call for a miracle with targeting skill roll in addition to using a sword in the same round, then the multi-action modifier of -1d (for taking two actions in the same round) is applied to the miracle skill roll, the miracle targeting roll, and the weapon targeting roll.

      Invocation Success Levels

      These guidelines can help you determine how well a miracle occurred. Subtract the difficulty from the Miracles skill total to get the result points, then use that number to determine the level. Where appropriate, the invocation receives a miracle success bonus equal to the difference between the skill and the difficulty. This bonus may apply to the effect or one aspect of the miracle.

      Minimal (0–2): The miracle meets the needs of the devotee while disturbing the environment as little as possible. It would be hard to convince anyone that it wasn’t simply coincidence.

      Good (3–6): The miracle not only happens as desired, there is some small side effect that divine intervention happened. The effect depends on the type of miracle and the nature of the divinity called upon, but it could include bright colors in the area, sweeter air, an uglier wound, and so on.

      Superior (7–12): The miracle occurs much better than hoped, and the devotee gains some additional benefit, such as asking for navigational aid on a cloudy day and not only getting a breeze to disperse the clouds, but also finding a map to guide them.

      Spectacular (13 or more): There is no question that divine intervention caused the miracle to occur. The results are well beyond what the devotee requested, though not more than the situation needs. For instance, if the character wished merely to harm someone and not to kill them, a miracle causing injury would not bring death to the target if the devotee managed this level of success.

      Strain and Failure Options

      If an invocation fails with a Critical Failure, the devotee may not attempt that miracle for at least 24 hours (depending on how much she failed the roll by) or until she undergoes a purification ritual or performs some other restriction dictated by her religion.

      To simulate the strain of channeling the divine will, game masters may choose to increase the difficulty to invoke miracles by 1 for each invocation that the character performs beyond a set number (such as five or 10) before the cleric has a chance to rest (generally, five minutes or so per miracle cast prior to the break).

      Circumstances of Invocations Invocations are spiritual power realized to fulfill a need of the faithful, often affecting the material world. Invocations are not spells, dry processes that may be learned and then safely put away in a magic jar for use when desired. The conditions facing the faithful who request the miracle greatly affect the outcome of the miracle.

      Every mythos has certain basic tenets. A miracle that does not conform to those tenets suffers a modifier to its difficulty. Game masters can also penalize miracles if the devotee has no immediate need for them. Similarly, clerics casting miracles to save their own lives or the lives of the faithful receive a bonus. See the accompanying chart for details; all modifiers listed are cumulative.

      Miracles that benefit no one cannot be performed. Thus, a cleric belonging to a religion restricting killing can cause only harm to another living being if doing so would save another person (and possibly herself) from injury.

      Your Own Expansions and Restrictions

      This section expounds on many aspects of the spell design system, but it doesn’t cover everything. Gamemasters should add their own restrictions and usage notes to fit their concept of magic and its place in their worlds.

      Expanding and Restricting the Aspects

      Cone: +5 for a basic cone two meters long and a base with a onemeter radius and +1 for each additional half meter of length or meter of base radius. A cone is no more than a few centimeters wide at its tip, and it extends out from the caster. This is a three-dimensional shape. Example: A cone that’s three meters long with a base two meters wide (radius of one meter) has a cost of +7. (Volume equals pi times height times the radius of the base squared divided by 3.)

      Cuboid: This is a three-dimensional shape. (Volume equals length times width times height.)

      Cylinder: This is a three-dimensional shape. (Volume equals radius of an end squared times length times pi.)

      Pyramid: When used a projection, the pyramid is no more than few centimeters wide at its tip, and it extends out from the caster. This is a three-dimensional shape. (Volume equals width of base times length of base times height.)

      Casting Time A spell that takes five seconds or longer to cast will go off at the beginning of the round after the end of the casting time.

      Usually, a character may not cast two spells at the same time — especially if either one has a concentration aspect. But, hey, there just 73 might be some brilliant wizard who should have no problem with multitasking. Not only should this sort of wizard have his mental attributes at 4D or higher (modified or unmodified), he should also get a multi-action modifier to his skill rolls when casting the spells.

      Similarly, game masters may decide that magic users setting off spells that take a round or longer to cast may not perform any other actions unless the spells include no gestures, incantations, or community, nor take any concentration.

      For spells with casting times of 3.5 seconds or less, the game master should allow other actions to be performed in the same round. The maximum number, though, depends on how long the game master feels the other desired actions take. See the sidebar for guidelines on discharging spells with casting times of less than one round (five seconds).

      How Many Spells Can I Cast in a Round?

      Game masters who want to impose some control on how many tasks their characters can perform in a single five-second round should limit the number of actions to five. (Of course, game masters may wish to adjust this limit for super-speedy or super-slow characters.)

      As spells have casting times associated with them, it’s easy to see that your character can only cram so many castings into a single round. You can use the following formula or reference the chart to figure out just what you magic user can do.

      Remember that the multi-action modifier affects every action that the character takes in a single round.

      If the character is casting spells and doing other actions, figure the penalty for each separately and add 1 to the total penalty.

      Example: Harold the Magic Student decides to cast two one-second spells and get out components for a longer spell, which he intends to cast next round. Casting two one-second spells has a penalty of -1D, while, if he were to only retrieve the components, there would be no penalty. Therefore, Harold has a total multi-action penalty for this round of -2D (1D for the spells + 0 for the components + 1).

      Duration is not figured in when deciding how many spells may be cast each round.

      See the specific rules for multi-actions in each rulebook for more details on multi-action penalties.

      Spell Multi-action Penalty (in dice) = Total Casting Time (round down) – 1 Spells Modifier two 1 second -1d three 1 second -2d four 1 second -3d five 1 second -4d two 1.5 second -2d three 1.5 second -3d two 1.5 second and one 1 second -3d two 1.5 second and two 1 second -4d one 1.5 second and one 1 second -1d one 1.5 second and two 1 second -2d one 1.5 second and three 1 second -3d two 2.5 second -4d one 2.5 second and one 1 second -2d one 2.5 second and one 1.5 second -3d one 3.5 second and one 1 second -3d one 3.5 second and one 1.5 second -4d Long Casting Times

      Spells that can be charged and have long casting times can be unbalancing to games if the game master forgets that these are prime times to make the character’s life miserable. Remember that, should the spell be interrupted, the magic user has to start over. Worse, any components that are destroyed either by the end of the casting time or the end of the duration are destroyed if anything goes wrong with finishing the spell.

      Change Target In a single round, a character can make a maximum of five change targets plus one change target for each additional action she receives because of a Special Ability, piece of equipment, or other similarly benefitting circumstance.

      Game masters should reduce the maximum accordingly based on other actions the character performs in the round.

      Charges: Basic & Improved The duration of a charged spell doesn’t start until the spell goes off. Likewise, when setting off a charge, do not consider the casting time; it was taken care when the spell was charged.

      A charged spell does not necessarily need to also include the focus aspect. However, if the charge releases a spell with a long duration, it’s wise to include the focus aspect if you think that the target of the spell’s effect might move. According to the magic system presented in the rulebook, it’s rather easy to add charges to any spell. To keep charged spells from getting out of hand, include these caveats with basic charges and wards: • maximum of five charges

      • released at a rate of one per round
      • wear off after 24 hours

        For improved charges and wards, the difficulty equals 5 times the number of charges that the character wishes to include. (Wards still equal 10% more.) Though they’re more difficult to cast, improved charges don’t wear off. They may be used as often as desired per round, as long as the number of uses doesn’t exceed the number of charges the spell has. Thus, a spell with three charges may be used once in each of three rounds, three times in one round, or some combination.

        Using multiple charges in a single round is considered a multi-action.

        No target (person or thing that is charged) may be imbued with more than one set of charges of a single spell (though they might hold charges of different spells). This holds for both basic and improved charges.

        Charges, whether basic or improved, require a conscious effort (and thus an action) to go off, even if they don’t require any kind of roll. Wards trigger themselves, so they don’t take up a character’s action.

        Generally, charged items are within a meter of the caster or the target of the charged spell’s effect is within one meter of where the charge goes off. If this is not the case, the spell designer should include two ranges and two speeds — one to indicate the distance between the caster and the charge, and one to express the distance between the charged spell’s effect and the target.

        The user of a charged doesn’t need to worry about these aspects of the spell, because the caster took care of them in the initial performance of the spell: casting time, community, concentration, components, feedback, gestures, incantations, and other conditions requiring the caster to do something.

        The charge user, however, is bound by other aspects of the spell (including anything that require the releaser to do something), as well as the spell’s targeting or use skill.

        Wards

        Failing a ward’s circumvention roll triggers the spell. Additionally, if the spell requires a key word or phrase to set it off, it becomes a ward rather charge. Required targeting rolls (such as attack rolls) do not count as a specific skill required to circumvent the ward, even if a successful targeting roll is what triggers the ward.

        If the ward is circumvented, it does not go off and the charge does not dissipate (unless it’s a basic charge that’s come to the end of its 24 hours of existence).

        Realize that a spell with one warded charge affects the first person who fails the circumvention roll. After that, the spell disappears. To have charged spells prey upon more than innocent victim, either include multiple charges, multiple targets, or the area effect aspect.

        Charges, Memorizing Spells, and Scribing Spells

        Gamemasters can use charges to simulate memorized spells or spells that go off when anyone reads them off a scroll or out of a book.

        To memorize a spell, the magic user decides how many times she wants to have the spell handy, multiplies this number by 2.5, rounds up the value, and adds it to the difficulty of the spell in question.

        Example: Harold the Magic Student decides to memorize mystic bolt three times. The modifier to memorize the spell is +8 (3 times 2.5, rounded up). The final difficulty of casting three memorized charges of mystic bolt is 18.

        The magic user may only memorize spells for herself; she may not put these kinds of charges on someone else unless she first creates a new spell.

        The D6 Fantasy Rulebook offers a detailed method for designing scrivened spells (see the sidebar on page 99). This simpler version doesn’t require any preparation or special components, it can be used by the person who sets down the spell, and it lasts indefinitely:

        The scribe decides on the number of times the spell can be read before the “magic runs out of it,” multiplies this number by 3, and adds that to the difficulty of casting the spell. The spell will then be released each time that anyone with the appropriate skill reads the spell.

        Community

        A simple action almost never has a difficulty, even if the “Number of Helpers” chart indicates a modifier. Of course, the gamemaster has the final say on what constitutes a “simple” action, and may even decide that a simple action done repetively can become tedious, which leads to the possiblility of error. In these cases, a difficulty of 5 plus the community’s diffictuly modifier is appropriate.

        A number of helpers performing different actions with the same difficulty level should be counted as a single group for purposes of determining the community modifier.

        Helpers’ Magical Ability

        The level of the helpers’ magical ability can also affect the community modifier. Helpers should be grouped based on how many dice they have in their Magic attribute. Those with none have no effect on the community modifier. Those with add 1 to the community modifier per full die in the average Magic attribute value of the group (round up). Thus, if three of the group of five senior apprentices has 1D+1 in the Magic attribute and two have 2D, the group average is 2D and they give a bonus of 2 to the community modifier.

        Components

        Through the use of the components modifier, a clever character can greatly reduce the difficulty of a spell. However, there are a few things to keep in mind before adding components to a spell or using one that has them.

        The character must have the components on her person. The more variety of components used in her repertoire of spells, the bigger her pack. Gamemasters looking to keep characters in check can require them to keep track of their component usage. They may also require periodic stamina rolls for the character, to simulate the effort needed to tote around a full laboratory.

        Unless otherwise specified in the spell, assume that the caster needs a fistful of the component for the spell to work.

        The character must be in full possession of the components. The component can in no way have power over her. So, if a spell required a “prison door” to cast, and the mage was locked behind such a door, she couldn’t use it for her spell. She doesn’t have the door in her possession and it has some “power” over her (in this case, it’s restricting her location). Now, if she were to take the door off its hinges, then it would be useful for the spell. For players who get out of control with components, the gamemaster can put further restrictions on the components (especially ones that are destroyed), requiring that they be in the magic user’s possession for a minimum period of time or that the caster needs to do something special to make them “spell components.”

        The character must have at least one free manipulating limb (a hand in a human) in order to use a component.

        It takes at least one action to get the components out or prepare them for casting the spell, even if this action doesn’t require a roll. Mages better learn to be sneaky about getting things out in battle! Destroyed Components and Failed Spells

        If for any reason (for example, the spell was interrupted during the casting time; the mage failed to meet the spell’s difficulty, etc.), any components that are designated to be destroyed either by the end of the casting time or the end of the duration are reduced to useless material.

        Substituting Components

        Sometimes, characters might not be able to find what they need to cast a particular spell. Or they might buy components from a cut-rate alchemist who mixes in cheaper ingredients instead of using pure stuff. Usually, she adds coal dust to dark-colored ones, lime or chalk to lightcolored ingredients, and chips of appropriately colored glass to crystal or gem shards.

        Though it makes the spell less expensive to cast, using cheaper ingredients with an existing formula when the caster is not attempting to make a new spell does not modify the difficulty to cast the spell. However, there are negative consequences to using substitutes: For the spell to go off correctly, the skill total needs to beat the difficulty by 2 for every subpar ingredient the character uses. Otherwise, “something bad happes” — and the less the skill total beats the difficulty by, the worse that “something” should be.

        Thus, a spell with one low-quality component would have problems if the skill total equaled or beat the difficulty by up to two points; two lowquality ingredients would lower the spell’s effectiveness with zero to four points, and so on.

        Cost of Components The cost of components depends on the quality required by the spell and is determined by the game master and the dictates of the setting. Game masters can get some pricing ideas from the “Equipment” chapters of the rulebooks.

        Concentration

        If the spell includes the concentration aspect, the caster may perform no other actions outside of those necessary for casting the spell.

        The concentration difficulty assumes a quiet room and no distractions. Spell designer should not include the distraction modifiers when creating the spell. Game masters, however, should use the distraction modifiers liberally. The distraction modifier is added to the difficulty when the player makes her character’s concentration roll.

        Scribing a Spell

        Once a magic user designs a spell, he doesn’t automatically remember it forever. The process of creating a spell is simply too complex. To forego having to redesign spells each time, wizards write down their spells on scrolls or in books. This adds an extra 10% (round up) to the design time, but the mage will never have to repeat the design time for that spell and he can share it with others. However, he will need to reference the book or scroll when he wants to cast that spell.

        Failing a Required Skill Roll

        Some spells include aspects, such as incantations and gestures, that require additional skill rolls. Mages should be confident that they can succeed at these rolls before casting the spell. The result of a failure at one or more of these rolls is up to the game master. Some options include: • The spell doesn’t go off. This is suitable for severe failures or multiple minimal failures.

        • The spell goes off, but there’s something wonky about it. This option is good for a minimal failure, or a minimal success with a Critical Failure.
        • The spell goes off, but there’s something definitely wrong with it — it might have the opposite effect or it might cause some kind of permanent 75 and negative alteration to the caster. This is best reserved for a severe failure with a Critical Failure.

        Countenance

        In fantastical settings, game masters may expand the appearance changes to include unreal effects, including glowing eyes, a visible aura, flaming nostrils, hair that stands on end, and so on.

        The countenance alteration can appear on either the caster of the spell or the user of the spell’s effect. It can never be applied to a target who cannot control the effect (such as someone receiving a curse or damage).

        Duration A spell’s duration determines how long the rite’s effect hangs around. Sometimes, though, it’s tough to determine how long that duration should be.

        Damage-Dealing Spells

        The minimum duration for a damage-dealing spell is one second. Some spell designers add longer durations for more flashy effects or to get the difficulty to meet a minimum number.

        Damage-dealing spells applied to a target for more than one round harm the target once per round until the duration runs out.

        Divination Spells

        The divination skill lets you uncover the deepest mysteries of the universe. Great; how long does that take? If divination reveals information, how does the duration affect what information is gleaned? How do you know if your divination spell is the right length? In many spells, the required duration will be fairly obvious. For example, a magic mirror spell that lets you see other people in real time will require a duration of however long you want to spy on them. If it has a duration of a minute, then you’ve got 60 seconds to peek on them. But other effects are harder to learn. If I cast my sense murderer spell, how long does it have to be to have an effect? In general, a duration of 0 (one second) is only useful for the briefest of divinations — the kind of insight that can be answered in yes/no terms. Thus if you had a sense danger cantrip with a duration of one second, it would pretty much only be able to say if there was or was not danger (as defined and detectible by the spell) within range. Absolutely no additional information would be revealed (such as location), so a sense keys cantrip with this duration would only be able to inform you that, yes, it did indeed sense your keys. On the other hand, sometimes that’s all you need …

        For durations of longer than a second but less than a round, brief but vague insights are possible. Thus if your find keys cantrip has a duration of 2.5 seconds, a successful casting might reveal “Over there” or “Right there” (or “Beats me!” if the item is out of range or the effect failed). In general, anything that could be considered a free action (see p. XX of the D6 Adventure Rulebook) may be revealed with this duration. In other words, not much. You’ll probably need to cast find keys multiple times to track them down. The information learned is generally expressed in real time). You can squeeze an extra syllable or so more into 3.5 seconds than you can in 2.5. A duration of one round is the minimum for any “real” information. Simplistically, information is revealed at a rate of about one word per second, or at least as much time as it would take the game master to tell about it (whichever is greater). The word rate assumes words of a syllable or two, so longer words take more time and leave less room for details. If that find keys cantrip had a duration of a round, then it might reveal “under books by the door” or “in yesterday’s jean’s pocket.” Durations of longer than a round start providing more details, as appropriate. A sense life spell with a duration of two rounds might reveal “four life forms within range — two to left and two to right,” while an alternate version of the spell with a duration of a minute might say, “There are four life forms within range. Two are to your left; one of those is two meters away and the other is 2.5 meters. The one further away has a larger mass than the closer one. To your right …” Memorizing a Spell To memorize a spell, the caster must have the arcane lore specialization of scholar. The difficulty to memorize the spell equals the spell’s difficulty. The number of continuous rounds it takes to memorize the spell equals the spell’s difficulty divided by 5 (round up). During these rounds, the magic user must devote her complete concentration to fixing the spell in her mind.

        While it is more convenient to memorize a scribed spell, a caster may memorize one that she has recently designed. Memorizing is not the same as charging a spell. The caster still needs to go through the casting requirements. However, the caster no longer needs carrying the book or scroll that the spell is on. (Of course, the latter would also require a higher effect to generate that additional information … but at least it would have enough time to convey it.)

        For more arcane divinations, a good rule of thumb is that the spell needs to be as long as it would take to read text of the requested detail. Thus an arcane lore spell that offers information about an unidentified magic object could give a lot more information in a day-long duration than an hour.

      Remember that divinations are, in their own way, cosmic equivalents of more mundane search and investigation methods.

      Although they eliminate the need to actually have tomes of information, the mind can still only absorb and process information so fast.

      The need for speed in divination durations is one of the reason so many of that school’s spells use allegory, symbolism, and vague imagery; it’s much faster to convey “bloody dagger in a dusty jeweled crib” than it is to say “the youngest son of the king, having long been denied access to true power, desires revenge, and plans on assassinating his father and two eldest siblings …” Conditional Spells

      Occasionally, a wicked wizard will want to whip out a spell that lasts until a particular condition is met. For these spells, the mage decides upon a time frame (in seconds) in which the condition is most likely to happen. He looks the measure on the “Spell Measures” chart and finds the corresponding value. To this number, he adds 1. This is the duration’s value for a conditional spell. Be sure to note the condition in the description, and be as specific as possible.

      A spell with a conditional duration lasts until the condition is met, even if that means the spell extends beyond the normal measure for the duration value. Because of this, game masters should scrutinize the duration value carefully, asking themselves how likely — truly — is the condition to occur within the specified time frame. For example, a spell that “lasts until the next full moon” has a more easily determined duration than one that “lasts until this eight-year-old child marries and has a child of her own.” Chances are that the first will have a duration of a month, while the second should be more on the order of 12 to 20 years (depending the culture and the child’s potential prospects).

      Conditional spells automatically disappear if the target of the spell dies or is completely destroyed.

      Feedback

      If a spell provides a benefit to the target, the caster may opt to have the target experience the spell’s feedback. This little “bonus” may have some supplicants giving further consideration to asking for help from magic users! Focused

      The focused aspect allows a spell’s effect to stick with a target no matter where he goes — even out of the spell’s range. This important aspect is one that new mages often forget. Spell designers do not need to include the focused aspect on unmoving targets (such as a building or a sleeping person), unless they have reason to believe that the target will be moved before the duration ends.

      Focused vs. Charges

      An item charged with a spell does not necessarily also need the focused aspect. With charges, the wizard completes the spell, but the effect isn’t used immediately. Instead, it’s stored in the wizard’s mind or an object, to be released at a later time. With focused, the caster releases the spell at the end of casting time, the effect is used immediately, and it stays on the designated target until the duration ends.

      Gesture

      The biggest thing to remember with gestures is that the spell won’t work if the character cannot perform the gesture. Rather than being an automatic botch, game masters may reduce the effectiveness of a spell if the character is unable to perform it accurately.

      Physical contact with a target is a common simple gesture (with a value of -1). Even if a close combat roll is required to target the spell, physical contact is no more than a simple gesture.

      Though a range may be listed as “touch,” specifying touch as a gesture is often not included if the target is unmoving (inanimate, asleep, etc.).

      Incantation Incantations generally use artist to represent designing a lengthy or complex incation. Nonetheless, languages, reading/writing, scholar, and persuasion would all work equally well. As with gestures, failing to say the right words in the right order doesn’t necessarily mean the spell fails — it does mean that the spell does not work as expected.

      The “complete sentence” level of incantations should contain more than “a few words,” which is its own level. Thus, “I go,” while a complete sentence, only provides a -1 modifier, because it’s only a few words long.

      Range Unless specified otherwise in the spell, the range of the spell bends with the curvature of the earth.

      Regardless of the range of the spell, the caster must be able to somehow perceive the target.

      … And Speed

      Range indicates the maximum distance from the spell to the target; speed determines how long it takes for the effect to reach the target.

      The easiest way to figure out the value for this spell is to have it reach its destination “instantaneously.” The cost for this equals the value of the range.

      With ranges of more than five meters, including a slower speed in the spell is virtually useless. Sure, the spell designer could do it, but the magic user shouldn’t expect to hit a specific target. Slow-speed spells are only good for targeting areas. When the range is five meters or less, having a slower speed can be a benefit to the spell difficulty, but it does increase the combat difficulty. The hard but “accurate” way of deciding on the difficulty is described in the rulebooks.

      The easy way is to simply subtract the speed value from the range value; use this number as the combat modifier when targeting the spell.

      Unreal Effect

      The lowest disbelief difficulty is 3 (not zero).

      Game masters may choose to use difficulty levels instead of a static number. Targets who roll anywhere in the difficulty level range of values realize that the spell is an illusion. See the accompanying sidebar for the change.

      Unreal effect cannot be used to disguise the true nature of an effect. This aspect is only for inclusion in spells whose effects disappear if disbelieved.

      Unreal Effect: Disbelief Difficulty Levels Disbelief Difficulty Level Modifier Multiplier Very Easy 0.75 Easy 0.5 Moderate 0.25 Variable Effect

      Casters need not include this aspect for many movement, distance, and weight effects as long as the spell is intended for measures up to — but not greater than — the given amount. For example, a spell that specifies it can move 150 kilograms may actually move any amount up to and including 150 kilograms. The spell has no influence whatsoever on items weighing more than that amount.

      If mage wants the spell to be sometimes useful on targets that are greater than the listed amount, he needs to include the variable effect aspect in the spell.

      For effects that deal with die codes, skills, attributes, Advantages, Disadvantages, Special Abilities, and the like, a caster who wants the ability to change the effect must always include the variable effect aspect.

      Variable Movement

      Realize that variable movement does not allow the spell user to affect more than one target (unless multiple target or change target are included). Nonetheless, wizards sometimes include this aspect so that they can have a little “fun” with their prey before the final attack.

      Why would anyone ever use movement of effect instead of focus? For the most part, no one would. However, say a caster wanted to create a flight spell that did not rely on the Flight Special Ability. (Say, he wanted to fly faster than the limitations imposed by the Special Ability) In that case, there’s nothing to focus. The effect would be the desired amount of weight to be moved, and the range would be the maximum distance that the effect can be moved. Then, the caster would tack on the variable movement: movement of effect aspect. This way, he could use whatever movement he wanted, instead of being limited by the Special Ability.

      When a spell with movement of effect travels out of the spell’s range, the effect does not disappear. As with focus, the effect lasts until the duration ends.

      Movement of effect is in meters per second (not meters per round).

      Other Alterants

      By default, a spell creates the simplest effect. If the spell difficulty seems too low for the outcome explained in the description, the other alterants aspect should be used to reflect an increased complexity in the effect — the caster has added fancy touches to her work.

      Other Conditions

      Targeting or usage rolls required by a spell are not considered “other conditions,” unless the difficulty of the spell is high and the game master is feeling generous. Here are a few specific applications of the other conditions aspect.

      Knowledge of the Target How well the caster of the spell must know the target falls under the domain of the other conditions aspect. Use the accompanying chart to decide the relationship required. Anything less than a sporadic relationship of a few years has no affect on the spell’s difficulty.

      Relationship Years Known Modifier Constant influence (parents, grandparents, spouse, old friends)

      10+ years -3 Recent influence (friends, roommates, old enemies)

      5–10 years -2 Newer influence (friends, acquaintances) 1–5 years -1 Sporadic influence (on-and-off relationships) variable (at least a few years)

      -1 Target Type The type of targets the spell can effect can be limited. The exact category must be specified in the spell’s description. For example, if spell can be used only on a single specific target, that target must be mentioned in detail, such as “the caster’s ring” or “the caster’s sister’s cat.” Use the accompanying table to get an idea of the value of this version of the other 77 conditions aspect. Gamemasters may adjust the value up or down depending on how likely the spell caster is to come across the particular type of target.

      If the spell also requires a component related to the target, this version of the other conditions aspect may not be included. Additionally, do not include this aspect if the range of the spell is “self” or “touch.” Type of Target Modifier General group of living creature -1 (asleep targets, animals, sentient beings, plants)

      Single type of inanimate object -1 (furniture, buildings, vehicles) Single type of living creatures -2 (cats, primates, oaks) Single specific target -3 (a particular ring, a certain cat) Adding Aspects after the Design Certain situations may help a magic user cast a spell after its design. Spell designers may not include any of the modifiers discussed in this section in the initial spell design. The spell’s difficulty may not be reduced below 10 by any of these additional modifiers. Casting spells with these modifiers included post-facto does not add to the design time.

      Components

      A component’s importance to the mage can affect the ease of casting a spell. Generally, the importance modifier relates only to items that are destroyed in casting, but the game master may allow it for certain items the mage regularly uses, such a favorite staff or ring. Use the accompanying chart to decide how the mage feels about the items or locations he’s using. Game masters should be careful in applying this modifier, because it’s quite difficult for someone to feel strongly about everything he has. Players should be ready to explain why their characters attach more than a low value to any item used.

      Importance of Item Spell Difficulty Modifier Trivial 0 (just picked up by caster, bought or found for use in spell)

      Low -1 (has owned for some time, but willing to part with) High -2 (would normally hesitate to sell the item) Very High -3 (wouldn’t sell at any price) Treasured -4 (normally wouldn’t part with even if her life was threatened) Community Game masters may allow magic users to call upon the aid of others to help them with particularly difficult spells. To determine how effective a community is with a pre-existing spell, figure the community modifier for the group the mage intends to use. Subtract the new community modifier from the one required by the spell (if any). Divide this number by 2 and round up. Subtract this number from the spell’s difficulty.

      Game masters may optionally allow the willingness of helpers to affect any spell with community that a wizard casts. This factor may not be included in the spell design; it is tacked on when the spell is performed. Use the accompanying chart to determine the helpers’ loyalty; subtract this number from the spell difficulty.

      Helpers’ Loyalty Level Spell Difficulty Modifier Casual 0 Loyal -1 Devout -3 Mixed -2 (no more than 10% usual)

      The Magic system presented in the rulebooks allows a great deal of freedom for its users, relying on game masters to impose limits appropriate to their worlds. This chapter can help game masters decide what sort of limits most appeal to them and are most suitable for their ideas of how magic works. Naturally, the suggestions herein do not comprise an exhaustive list; game masters and players will certainly be inspired to modify what’s here or design their own.

      Players may find this section helpful when designing their characters, as many of these options are suitable for use as Achilles’ Heel or Advantage Flaw Disadvantages.

      • Impose the backlash option: Whenever the magic user fails a spell by several points or more, he becomes dizzy from a misuse of mystical energy, and he loses his next turn. Some variations on the backlash option:

        The wizard cannot perform spells for a number of minutes equal to the difference between the low skill roll and the spell’s difficulty. (Double this value for a Critical Failure.) The wizard adds a modifier to the difficulty of performing the next spell equal to the difference between the low skill roll and the spell’s difficulty (double for a Critical Failure).

      • Require the design time: The design time can be used for the first time that a magic user creates and casts a spell, after which point, the wizard knows the spell and doesn’t have to go through that again. Or, the design time can be required every time; because spells are so intricate, they’re forgotten after each use and need to be relearned.

        One result of the design time is that it can take years to learn spells with high difficulties, effectively keeping those rites out of most campaigns. It tends to encourage designers to put in negative spell aspects — these lower difficulties, but they also make it more obvious that there’s a spell in use and potentially easier to interrupt.

        The rulebooks specify ways of rushing the design time and the effect of doing so on the spell’s casting. A mage can also take longer, just like with most other ordinary skills: For each doubling of the time necessary, the mage adds +1D to her skill roll when casting the spell, up to a maximum bonus of +3D.

        Under the default design time system, a spell designed by one wizard cannot be used by another wizard, unless the first charged the spell into an object or written document. However, a character can reduce the amount of design time by half when remaking a spell she previously created or when working from another wizard’s notes.

        • Restrict wizards to casting spells from their personal documents: Magic users may only cast spells that they have in their personal tomes or libraries. Game masters may decide that as a free feature of design time, wizards automatically transcribe spells onto scrolls or tomes and include them in their library for future use. Likewise, mages may stumble across written spells that they may rely on.

          In any case, all magic users must cast spells from documents. This requirement in no way reduces the difficulty of casting the spell.

        • Restrict the spells wizards may cast: Game masters may decide that there are certain spells or types of spells that no one in their worlds could ever possess. Many of these should be specified at the outset of the campaign, but game masters reserve the right to have new spells that character decide to create automatically fail because they violate some heretofore unknown aspect of the setting’s nebulous “laws of magic.”
        • Restrict spell casting by the effect’s value: Characters may not cast spells with effects that have values greater than a set number. Some options for this set number: A number picked by the game masters, such as 20, which offers a great range of effects but prevents most spells from being too game breaking.

          Multiple limits — one for each Magic skill — equal to 5 or 6 times the number in front of the D in the skill. A limit equal to 8 to 10 times the number in front of the Magic attribute

        • Restrict spell casting by the spell’s difficulty: Similar to limiting by the value of the spell’s effect, this version bases the limitation on the spell’s difficulty. This version permits a greater possibility of gamebreaking effects, because designers can include numerous negative spell modifier, but it can cover a large range of spells. Use the suggestions in the previous restriction option for deciding on a limit.

          • Stipulate a cost for learning spells: Players of magic users must pay a Character Point cost for each spell they wish to learn. Some suggestions for determining the fee: One Character Point per spell, regardless of difficulty or effect’s value

            A number equal to the difficulty of the spell

            A number equal to the value of the spell’s effect

            A number equal to a fraction of the spell’s difficulty or effect’s value, such as one point for every 10 in the difficulty or effect’s value

          • Stipulate a cost for casting spells: Game masters may use the same method as the learning cost option, requiring a Character Point fee be paid each time spells are cast. Some game masters may prefer a separate pool of magical points (sometimes called “mana,” “quintessence,” or some other equally mystical name). The size of the pool depends on the cost of the spells. If all spells have a cost of one, then game masters can apply the ideas presented in the next option.

            For other methods of determining spell costs, the game master needs to decide which spells will most likely occur in her adventures and how many times she wants them to appear each day (or adventure). For costs based on spell difficulty or effect, a pool equal to 20 times the number in front of the “D” in the character’s Magic attribute suffices. For costs based on a fraction of the spell’s difficulty or effect’s value, 2 times the number in front of the “D” in the character’s Magic attribute is more appropriate.

            Mages recover points by resting. Game masters can set a specific number of points that a character gets back from each hour or period of rest, or they can use the Body Points chart in the genre rulebooks to determine an amount based on a roll of the character’s Magic attribute.

            • Limit the number of spells a character can know or cast: With this option, there’s only so much information the mind can contain. The wizard might be limited in the number of spells he can cast in a single day, or he may be restricted in the total number of spells he can learn.

              The game master could set a standard number for all magic users, permitting them to increase this value each time they improve their Magic attribute. Alternatively, each character could have an individualized value based on her Magic attribute, her skills, or both. With a number based on the attribute, the character can choose any spell, regardless of the skill required. For numbers based on skills, the character may only choose spells that fall under the skill.

              Game masters who limit their characters to a number of spells per day should allow mages to learn multiple instances of the same spell.

              Mages replenish their spell stock or learn different spells after several hours of complete rest.

              • Require that Magic skills are focused: Characters know how to cast only certain types of spells. Spells are divided into different schools, and each school has spells that use each of the different skills. This multiplies by a great degree the number of skills a magic user needs to cast every spell. The range of spells a character has at her disposable is reduced, and she must spend more study time and Character Points learning additional focused skills.
              • Make casting spells increasingly difficult: The body isn’t designed to channel too much mystical energy at once or that each area has only so much energy within it. Casting spells becomes increasingly difficult the more the mage performs them and the less the mage rests or lets the area recover.

                Game masters can simulate this by adding a cumulative difficulty modifier to each spell beyond the first. The modifier generally starts at 5, 10, 15, or more — the higher the number, the faster the mage tires or the area is depleted. Each spell after the first adds the base modifier plus any modifier to the previous spell.

                Example: The game master sets the difficulty modifier at 5. The first spell is cast at its specified difficulty. The second spell has a +5 to its difficulty. The third spell has a +10 to its difficulty. The sixth spell has a +25 to its difficulty.

                The mage or area may recover after a number of minutes equal to the modified difficulty of the spell. Or, it may take half a day or more of rest from mystical activities for the renewal to happen.

                • Make failing a spell interesting: Create a chart listing possible results of failing a spell. Associate each result with a level of failure, which can either be a single number or a range of numbers. Game masters can use the chart by subtracting the failed roll from the difficulty and using this number either as a direct value or to find a random value.

                  For a direct value, the game master simply cross-references the number with the chart to find the result.

                  For a random value, the game master rolls a number of dice (including the Wild Die) equal to difference between the skill roll and the difficulty. This random value is then checked on the chart.

                  The direct value has the benefit of one less step. The random value allows for a more detailed chart.

                  Note that not everything on the chart is bad — it’s possible to have positive effects from a magical backlash, though that’s a rare development. In addition, characters who end up with totals between 1 and 3 suffer few ill effects from failing, making this method of determining “magical consequences” a fairly attractive one.

                  Game masters may choose to alter some of the point spreads listed on the “Example Spell Failure Results” chart, add more spreads, and substitute or add in their own effects. Generally, effects should not completely cripple or kill a character (there are those that do, but they are fairly few), but they should be pretty negative.

                  • Temporary dementia: Roll one Wild Die. This is the number of hours the character suffers from hallucinations, paranoia, loss of mental capacity, and general madness (the character should be “less than effective” or helpful to his party during this time, akin to a rank 2 Disadvantage).
                  • The character feels terribly drained. If she has any Character Points, one is immediately lost, spend unconsciously (with no effect). In addition, she gets a -2 to her damage resistance totals. This modifier will not heal until she has taken at least a week of rest.
                  • Temporary amnesia: The game master determines, either randomly or by choice, five skills that the character “forgets” how to use for a number of hours equal to the roll of a Wild Die.
                  • The character suddenly feels powerful. For the rest of the adventure, the character treats all Critical Failures as results of 1, with no accompanying bad effect.
                  • The character is unknowingly attuned to the cosmos. The character’s next roll is treated as if he spent a Fate Point.
                  • The character suffers from terrible luck and gets one rank of the Bad Luck Disadvantage permanently.

                    * Determine the Failure Result by rolling a number of dice equal to the difference between the spell difficulty and the skill total. Game masters may wish to use the Die Code Simplification chart from page 142 of the genre rulebooks.

                    Example Spell Failure Results Failure Result* Effect 1-3 The components or techniques were faulty and, though the spell worked, something went wrong (not as potent, demon harder to control than expected, visible but not harmful side effect, etc.). 4-7 Though the spell worked, something went wrong (as above) and the character cannot use magic for a number of minutes equal to 10 times the Failure Result. 8-10 The spell doesn’t work, plus the character cannot use magic for a number of hours equal to 2 times the Failure Result. 11-15 The spell doesn’t work, and the character receives backlash from the spell and takes an amount of damage equal to the difficulty of the spell. This damage may be resisted as normal. 16+ The spell doesn’t work and something really bad or really interesting happens.

                    Some ideas include:

                    Acid Arrow

                    Skill Used: Magic: Conjuration; Difficulty: 15; Effect: Create an acid arrow that does Magic + 2d worth of damage; Range: 50 metres; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

                    Other Aspects: A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a marksmanship test to hit your target. The arrow deals Magic + 2d points of acid damage.

                    Acid Fog

                    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Create an acidic fog that does Magic +2d damage to all in the fog; Range: 20 metre radius; Speed: 5 seconds; Duration: 1 round per 1d in Magic, Casting Time: 5 seconds

                    Other Aspects: Acid fog creates a billowing mass of misty vapors. In addition to slowing creatures down and obscuring sight, this spell’s vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals your Magic + 2d points of acid damage to each creature and object within it.

                    Aid

                    Skill Used: Miracles: Favor; Difficulty: 10; Effect: Target of spell gets +1d to attacks and mettle + 1d Body Points; Range: Touch; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

                    Other Aspects: Aid grants the target a +1d bonus on attack rolls and saves against fear effects, plus temporary Body Points equal to the casters Miracles +1d. These bonus Body Points disappear after the spell ends.

                    Air Walk

                    Skill Used: Miracles: Favor; Difficulty: 15; Effect: Target of spell can walk on air; Range: Touch; Speed: Instantaneous; Duration: 10 minutes; Casting Time: 2 seconds

                    OTHER ASPECTS

                    The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker’s normal speed.

                    A strong wind (32+ kmph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 1 metre for each 10 kilometres per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.

                    Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward at a rate of 10 metres/round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d damage per 2 metres of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled.

                    You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk with one week of work and an animal handling check or 15 or more.

                    Alarm

                    Skill Used: Magic: Divination; Difficulty: 10; Effect: Alarm goes off if someone enters area; Range: 10 metre area; Speed: 5 seconds; Duration: 2 hours; Casting Time: 2 seconds

                    Other Aspects: Alarm sounds a mental or audible alarm each time a creature of any size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

                    Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 2 kilometres of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration.

                    Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 10 metres of the warded area can hear it clearly. Reduce the distance by 2 metres for each interposing closed door and by 5 metres for each substantial interposing wall.

                    In quiet conditions, the ringing can be heard faintly as far as 50 metres away. The sound lasts for 1 round.

                    Ethereal or astral creatures do not trigger the alarm.

                    Alter Self

                    Skill Used: Magic: Alteration; Difficulty: 15; Effect: Change appearance to appear as different race; Range: Self; Speed: 5 seconds; Duration: 10 minutes; Casting Time: 2 seconds

                    Other Aspects: You assume the form of a creature of the same type as your normal form. You can change into a member of your own kind or even into yourself.

                    You retain your own attribute scores. You also keep all advantages, disadvantages and special abilities of your original form.

                    If the new form is capable of speech, you can communicate normally. You retain any Extra-normal attributes you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to perform any required actions.

                    You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 40 metres for flying or 20 metres for nonflying movement), armour bonus, natural weapons (such as claws, bite, and so on) and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks than normal.

                    You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities.

                    You do not gain any special attacks, special qualities, or spell abilities of the new form. Your creature type remains the same regardless of your 80 new form. You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.

                    You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

                    When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

                    Analyze Dweomer

                    Skill Used: Magic: Divination, Miracles: Divination; Difficulty: 25; Effect: Learn what spells or special abilities a group of creatures or objects have; Range: 10 metres; Speed: 5 seconds; Duration: 1 minute; Casting Time: 2 seconds

                    Other Aspects: You discern all spells and special abilities present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.

                    An attended object may attempt an opposed mettle with the spell’s skill to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its skill check cannot be affected by any other analyze dweomer spells for 24 hours.

                    Analyze dweomer does not function when used on an artifact.

                    Animal Growth

                    Skill Used: Magic: Alteration; Difficulty: 15; Effect: Increase size of an animal; Range: 30 metres; Speed: 5 seconds; Duration: 1 minute; Casting Time: 2 seconds

                    Other Aspects: A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal’s size scale by 1d, grants it a +2d size bonus to Physique and imposes a –1d size penalty to Agility. The creature’s existing armor bonus increases by +1d. The animal’s speed does not change.

                    The spell also grants each subject a +2d armour bonus (not counted as magical armour) and a +1d bonus on stamina. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Physique check (using its increased Physique) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.

                    All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.

                    Any enlarged item that leaves the enlarged creature’s possession instantly returns to its normal size.

                    The spell gives no means of command or influence over the enlarged animals.

                    Multiple magical effects that increase size do not further increase the size of the animal.

                    Animate Dead

                    Skill Used: Magic: Conjuration, Miracles: Strife; Difficulty: 20; Effect: Raise a skeleton or zombie; Range: Touched corpse; Speed: 1 minute; Duration: Permanent; Casting Time: 30 seconds

                    OTHER ASPECTS

                    This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.

                    The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)

                    Regardless of the type of undead you create with this spell, you can’t create more undead than one-half your appropriate Extra-normal attribute with a single casting of animate dead. (The desecrate spell doubles this limit)

                    The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 2 creatures worth of undead creatures per 1d in the appropriate Extranormal attribute used. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.)

                    Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

                    Animate Objects

                    Skill Used: Miracles: Strife; Difficulty: 20; Effect: Inanimate objects start to move and attack; Range: 30 metres; Speed: 5 seconds; Duration: 5 seconds; Casting Time: 2 seconds

                    Other Aspects: You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.

                    An animated object can be of any non-magical material. You may animate one small scale 3 or smaller object per 1d in Miracles. A human sized object counts as two small scale 3 or smaller objects, a large scale 3 object as four, a large scale 6 object as eight, a large scale 12 object as sixteen, and a large scale 24 object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell. All scales are based off the human size as a base.

                    This spell cannot animate objects carried or worn by a creature.

                    Animate Rope

                    Skill Used: Magic: Apportation; Difficulty: 10; Effect: Move a rope-like object around; Range: 30 metres; Speed: Instantaneous; Duration: 5 seconds; Casting Time: 2 seconds

                    Other Aspects: You can animate a nonliving rope-like object. The maximum length assumes a rope with a 2 centimetre diameter.

                    Reduce the maximum length by 50% for every additional 2 centimetres of thickness, and increase it by 50% for each reduction of the rope’s diameter by half.

                    The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a move action, as if directing an active spell.

                    The rope can enwrap only a creature or an object within 30 centimetres of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful marksmanship roll (range 5 metres). A typical 2 centimetre diameter hempen rope has 2 Body Points. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a dodge skill roll to become entangled. A creature capable of spell casting that is bound by this spell must make a Difficulty 15 mettle check to cast a spell. An entangled creature can slip free with a Difficulty 20 sleight of hand check.

                    The rope itself and any knots tied in it are not magical.

                    This spell grants a +2d bonus on any climb checks you make when using the transmuted rope.

                    The spell cannot animate objects carried or worn by a creature.

                    Antilife Shell

                    Skill Used: Miracles: Strife; Difficulty: 20; Effect: Create an area that wards living creatures; Range: 2 metre area; Speed: 5 seconds; Duration: 10 minutes; Casting Time: 5 seconds

                    Other Aspects: You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.

                    The effect hedges out animals, dragons, fey, giants, humanoids, magical beasts, plants and vermin, but not constructs, elementals or undead.

                    This spell may be used only defensively, not aggressively. Forcing the antilife shell against creatures that the spell keeps at bay collapses the barrier.

                    Antimagic Field

                    Skill Used: Magic: Conjuration, Miracles: Favor; Difficulty: 25; Effect: Ward area of magic; Range: 2 metre area; Speed: 5 seconds; Duration: 10 minutes; Casting Time: 2 seconds

                    Other Aspects: An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

                    An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.

                    Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature.

                    A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword. The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals and corporeal undead are likewise unaffected unless summoned. These creatures’ spells or supernatural abilities, however, may be temporarily nullified by the field.

                    Two or more antimagic fields sharing any of the same space have no effect on each other. Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

                    Arcane Eye

                    Skill Used: Magic: Divination; Difficulty: 15; Effect: Create magical eye to see for you; Range: Unlimited; Speed: 5 seconds; Duration: 1 hour; Casting Time: 10 minutes

                    Other Aspects: You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 6 Move per round if viewing an area ahead as a human would (primarily looking at the floor) or 2 Move per round if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.

                    The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 2 centimetres in diameter. The eye can’t enter another plane of existence, even through a gate or similar magical portal.

                    You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.

                    Arcane Lock

                    Skill Used: Magic: Alteration; Difficulty: 10; Effect: Magically locks a door; Range: Touch; Speed: Instantaneous; Duration: Permanent; Casting Time: 2 seconds

                    Other Aspects: An arcane lock spell cast upon a door or chest magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add +10 to the normal Difficulty to break open a door affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)

                    Arcane Mark

                    Skill Used: Magic: Alteration; Difficulty: 10; Effect: Put a magical mark on a surface; Range: Touch; Speed: 5 seconds; Duration: Permanent; Casting Time: 2 seconds

                    OTHER ASPECTS

                    This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

                    Any spell that allows someone to see magically will be able to see the mark.

                    If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

                    Arcane mark must be cast on an object prior to casting instant summons on the same object.

                    Arcane Sight

                    Skill Used: Magic: Divination; Difficulty: 15; Effect: See magical auras around you; Range: 30 metres; Speed: Instantaneous; Duration: 1 minute; Casting Time: 2 seconds

                    OTHER ASPECTS

                    This spell makes your eyes glow blue and allows you to see magical auras within 30 metres of you.

                    You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s or item’s power (as determined by the game master). If the items or creatures bearing the auras are in line of sight, you can make scholar skill check to determine the type of magic involved in each. (Make one check per aura; Difficulty 15)

                    If you concentrate on a specific creature within 30 metres of you as a standard action, you can determine whether it has any spell-casting, whether these are Magic or Miracles, and the strength of the most powerful spells the creature currently has available for use.

                    Augury

                    Skill Used: Miracles: Divination; Difficulty: 10; Effect: Discern results of next action; Range: Self; Speed: 5 seconds; Duration: Instant; Casting Time: 2 seconds

                    Other Aspects: An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.

                    The base chance for receiving a meaningful reply is made with a Difficulty of 15; this roll is made secretly by the game master. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results: • Weal (if the action will probably bring good results).

                    • Woe (for bad results).
                    • Weal and woe (for both).
                    • Nothing (for actions that don’t have especially good or bad results).

                    If the spell fails, you get the “nothing” result. A character who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.

                    Bane

                    Skill Used: Miracles: Strife; Difficulty: 10; Effect: Make enemy attacks less accurate; Range: All enemies within 10 metres; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

                    Other Aspects: Bane fills your enemies with fear and doubt. Each affected creature takes a –1d penalty on attack rolls and a –1d penalty on stamina and mettle rolls against fear effects..

                    Bane counters and dispels bless.

                    Banishment

                    Skill Used: Miracles: Strife; Difficulty: 25; Effect: Banish all spirits and elementals to their home planes; Range: 10 metres; Speed: 30 seconds; Duration: Instant; Casting Time: 5 seconds

                    Other Aspects: A banishment spell enables you to force angel, demons, elementals and any other creature not of the plan you are one back to their home plane.

                    You can improve the spell’s chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 pip bonus on your spell check. Targets may resist the banishment with a mettle roll. Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 pip bonus on the spell check).

                    Bestow Curse

                    Skill Used: Magic: Alteration, Miracles: Strife; Difficulty: 10; Effect: Curse an enemy; Range: Touch; Speed: 30 seconds; Duration: The number before the d in the applicable Extra-normal’s attribute in weeks; Casting Time: 10 seconds

                    Other Aspects: You place a curse on the subject. Choose one of the following three effects.

                    • –3d decrease to an attribute (minimum 1d).
                    • –4d penalty on all skill checks.
                    • Each turn, the target has a 1-3 chance to act normally; otherwise, it takes no action.

                      You may also invent your own curse, but it should be no more powerful than those described above.

                      Black Tentacles

                      Skill Used: Magic: Conjuration; Difficulty: 15; Effect: Summon black tentacles to attack for you; Range: 30 metres; Speed: 5 seconds; Duration: 1 minute; Casting Time: 2 seconds

                      OTHER ASPECTS

                      This spell conjures a field of rubbery black tentacles, each 3 metres long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.

                      Every creature within the area of the spell must make a fighting check, opposed by the fighting check equal to the casters Magic attribute and fighting skill of the caster for the tentacles. Treat the tentacles attacking a particular target as a Large with a scale of 6 and a Physique score of 4d. The tentacles are immune to all types of damage.

                      Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal their Physique plus the Conjuration spell of the caster to determine the Strength Bonus, the tentacles do a base damage of +2d. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.

                      Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.

                      Blade Barrier

                      Skill Used: Miracles: Strife; Difficulty: 25; Effect: Summon a wall of blades Range: 30 metres long, 1 metre think; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 10 seconds

                      Other Aspects: An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d damage per d before the caster’s Miracles attribute, a dodge check (Difficulty 20) will half the damage.

                      If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful dodge skill.

                      A blade barrier provides cover against attacks made through it.

                      Bless

                      Skill Used: Miracles: Favor; Difficulty: 10; Effect: Boost the attacks and skill of all allies; Range: 10 metres; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

                      Other Aspects: Bless fills your allies with courage. Each ally gains a +1d bonus on all skill checks and effects from fear.

                      Bless Water

                      Skill Used: Miracles: Favor; Difficulty: 10; Effect: Imbue water with holy power; Range: Touch; Speed: 5 seconds; Duration: 1 minute; Casting Time: 2 seconds

                      OTHER ASPECTS

                      This transmutation imbues a flask (1 pint) of water with holy energy, turning it into holy water. This water does an additional +1d damage to undead and +2d damage to vampires when used to coat weapons.

                      Bless Weapon

                      Skill Used: Miracles: Favor; Difficulty: 10; Effect: Gain bonuses against demons and undead; Range: Touch; Speed: 5 seconds; Duration: 1 minute; Casting Time: 2 seconds

                      OTHER ASPECTS

                      This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1d bonus for the purpose of hitting and damaging evil creatures such as demons or undead. Individual arrows or bolts can be blessed, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.

                      In addition, all critical hits against these foes are made by it are done on a 5 or 6 on the Wild Die. This bonus cannot add on top of other magical abilities that increase damage or critical range.

                      Blight

                      Skill Used: Magic: Alteration; Difficulty: 20; Effect: Wither any plant or plant creature; Range: Touch; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

                      OTHER ASPECTS

                      This spell withers a single plant of any size. An affected plant creature takes 1d worth of damage per number before the “d” in the casters Magic. The creature may resist with a stamina roll to avoid damage. A plant that isn’t a creature doesn’t receive a save and immediately withers and dies.

                      This spell has no effect on the soil or surrounding plant life.

                      Blindness/Deafness

                      Skill Used: Magic: Alteration, Miracles: Strife; Difficulty: 20; Effect: Blind or deafen one target as you choose; Range: 30 metres; Speed: 5 seconds; Duration: Permanent till pass a Difficulty 25 stamina; Casting Time: 10 seconds

                      You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

                      Blink

                      Skill Used: Miracles: Favor; Difficulty: 20; Effect: Blink from one plane of reality to the next; Range: Self; Speed: 5 seconds; Duration: 1 minute; Casting Time: 1 minute

                      Other Aspects: You “blink” back and forth between the material world and the spiritual world. You look as though you’re winking in and out of reality very quickly and at random.

                      Blinking has several effects, as follows.

                      Physical attacks against you miss on a roll of 1-3 on the Wild Die. If the attack is capable of striking ethereal creatures, the miss chance is only on a 1.

                      If the attacker can see invisible creatures, the miss chance is also only 1. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a miss chance on a roll of a 1, since you sometimes go ethereal just as you are about to strike.

                      Any individually targeted spell has a 1-3 chance to fail on the Wild Die against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have chance to activate just as you go ethereal on a roll of a 1, in which case they typically do not affect the material world.

                      While blinking, you take only half damage from area attacks (but full damage from those that extend onto the spirit plane). You strike as an invisible creature (with a +2 pip bonus on attack rolls) and the target cannot dodge.

                      You take only half damage from falling, since you fall only while you are material.

                      While blinking, you can step through (but not see through) solid objects. For each 1 metre of solid material you walk through, there is a 1-3 chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 1 metre so traveled with no Physique roll to negate damage. You can move at only threequarters speed (because movement in the spirit world is at half speed, and you spend about half your time there and half your time material.)

                      Since you spend about half your time in the spirit world, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.

                      An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.

                      An ethereal creature can see and hear the material world, but everything looks gray and insubstantial. Sight and hearing on the material world are limited to 20 metres.

                      Magic and Miraculous spells and weapons affect you normally. Their effects extend into the spirit world from the material world, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work in the spirit world. Treat other ethereal creatures and objects as material.

                      Blur

                      Skill Used: Magic: Alteration; Difficulty: 15; Effect: Appear blurred and gain magically cover; Range: Self; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

                      OTHER ASPECTS

                      The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment as though you were behind light cover.

                      A see invisibility spell does not counteract the blur effect, but a true seeing spell does.

                      Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).

                      Break Enchantment

                      Skill Used: Magic: Alteration, Miracles: Favor; Difficulty: 25; Effect: Break magical enchantments, transformations and curses; Range: One per “d” of the applicable Extra-normal attribute; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 5 minutes

                      OTHER ASPECTS

                      This spell frees victims from enchantments, transformations and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a check of this spell against the original spell that caused the effect. Success means that the creature is free of the spell, curse, or effect.

                      If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects.

                      Burning Hands

                      Skill Used: Magic: Conjuration; Difficulty: 10; Effect: A cone of flame erupts from your fingertips; Range: 6 metres; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

                      Other Aspects: A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d points of fire damage per full “d” of Magic of the caster (maximum 5d). Flammable materials burn if the flames touch them. A character can extinguish burning items as an action that takes an entire turn.

                      Calm Emotions

                      Skill Used: Miracles: Favor; Difficulty: 15; Effect: Calms the emotions of those around you; Range: 30 metres; Speed: 5 seconds; Duration: 2 minute; Casting Time: 2 seconds

                      OTHER ASPECTS

                      This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.

                      This spell automatically suppresses (but does not dispel) any bonuses granted by spells such as bless, good hope, and rage. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.

                      If a creature wishes not to be affected by this spell, it can oppose the effects of the spell with its own mettle check.

                      Cause Fear

                      Skill Used: Magic: Alteration, Miracles: Strife; Difficulty: 10; Effect: All creatures start to fear the caster; Range: 5 metres; Speed: 5 seconds; Duration: 1d x5 seconds; Casting Time: 2 seconds

                      OTHER ASPECTS

                      The affected creature becomes frightened and cannot attack the caster or his allies. If the subject succeeds on an opposed mettle check, it is able to act normally.

                      Chain Lightning

                      Skill Used: Magic: Conjuration; Difficulty: 25; Effect: Electrical discharges erupt from your fingertips; Range: 100 metres; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 5 seconds

                      OTHER ASPECTS

                      This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

                      The bolt deals 1d points of electricity damage per full “d” of Magic of the caster (maximum 10d) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your Magic (maximum 10). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).

                      Each target can attempt a dodge roll opposed with the original spell check for half damage. You choose secondary targets as you like, but they must all be within 10 metres of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

                      Charm

                      Skill Used: Magic: Alteration; Difficulty: 10; Effect: Opponents are charmed by you; Range: 5 metres; Speed: 5 seconds; Duration: 2 hours; Casting Time: 10 seconds

                      OTHER ASPECTS

                      This charm makes a creature (sentient or not) regard you as its trusted friend and ally. If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its mettle check to resist.

                      The spell does not enable you to control the charmed creature as if they were an automaton, but they perceive your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your 84 apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

                      Chill Touch

                      Skill Used: Magic: Alteration; Difficulty: 10; Effect: Affect the life force of a target; Range: Touch; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

                      Other Aspects: A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels necrotic energy that deals 1d points of damage right to Body Points with no Physique or armour roll allowed. The touched creature also takes 1 pip of Strength damage unless it makes a successful stamina save against this spell. You can use this melee touch attack up to one time per full “d” in Magic.

                      An undead creature you touch takes no damage of either sort, but it must make a successful mettle roll or flee as if panicked for 1d6 rounds +1 round per full “d” in Magic.

                      Circle of Death

                      Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Kill all life around you; Range: 10 metre radius; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 1 minute

                      Other Aspects: A circle of death snuffs out the life force of living creatures, killing them instantly.

                      The spell slays the Magic value of the caster in opponents Physique. If a mage has 5d Magic and two creatures have 2d and 3d in Physique, they would both instantly die. Creatures with the lowest Physique are affected first; among creatures with equal, those who are closest to the burst’s point of origin are affected first. No creature of 5 or more Physique can be affected.

                      Clairaudience/Clairvoyance

                      Skill Used: Magic: Divination; Difficulty: 15; Effect: Invisible sensor lets you hear and see what happens in the area; Range: 100 metres; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 10 minutes

                      Other Aspects: Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 5 metre radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

                      Cloudkill

                      Skill Used: Magic: Conjuration; Difficulty: 25; Effect: Deathly cloud covers an area; Range: 40 square metre area; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 5 minutes

                      OTHER ASPECTS

                      This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 2 or fewer Physique (no stamina allowed). A living creature with 3 or 4 Physique is slain unless it succeeds on a stamina check opposed to this spell (in which case it takes 1 pip of Physique damage on your turn each round while in the cloud).

                      A living creature with 5 or more Physique takes 1 pip of Physique damage on your turn each round while in the cloud (a successful stamina roll negates this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell.

                      Unlike a fog cloud, the cloudkill moves away from you at 2 metres per round, rolling along the surface of the ground.

                      Figure out the cloud’s new spread each round based on its new point of origin, which is 2 metres farther away from the point of origin where you cast the spell.

                      Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

                      Colour Spray

                      Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Magic colours confuse the senses; Range: 6 metres; Speed: Instantaneous; Duration: Instantaneous, see text for additional effects; Casting Time: 2 seconds

                      Other Aspects: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.

                      Each creature within the cone is affected according to its Physique. 2 Physique or less: The creature is unconscious, blinded, and stunned for 1d6 rounds, then blinded and stunned for 1d6 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

                      3 or 4 Physique: The creature is blinded and stunned for 1d6 rounds, then stunned for 1 round.

      5or more Physique: The creature is stunned for 1 round.

      Sightless creatures are not affected by colour spray. If the creature passes a mettle check opposed with the spell, they can ignore the above effects.

      Command

      Skill Used: Miracles: Strife; Difficulty: 10; Effect: Subject obeys commands; Range: 10 metres; Speed: 5 seconds; Duration: 1 round; Casting Time: 2 seconds

      Other Aspects: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

      Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn. Any instances of dangerous or difficult terrain also affect the victim.

      Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.

      Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

      Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

      Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

      If the subject can’t carry out your command on its next turn, the spell automatically fails.

      If the subject passes a mettle check opposed with this spell, they can ignore the commands.

      Command Undead

      Skill Used: Magic: Alteration; Difficulty: 10; Effect: Slight control over one undead creature; Range: 10 metres; Speed: Instantaneous; Duration: 1 day; Casting Time: 2 seconds

      OTHER ASPECTS

      This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favourable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

      A nonintelligent undead creature gets no opposed check against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders.

      Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.

      Your commands are not telepathic. The undead creature must be able to hear you.

      Commune

      Skill Used: Miracles: Divination; Difficulty: 20; Effect: Ask simple questions of a deity; Range: Personal; Speed: 5 seconds; Duration: 1 round; Casting Time: 2 seconds

      Other Aspects: You contact your deity—or agents thereof —and ask questions that can be answered by a simple yes or no. (A person of no particular deity contacts a philosophically allied deity.) You are allowed one such question per full “d” in Miracles. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead.

      The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.

      Comprehend Languages

      Skill Used: Magic: Divination, Miracles: Divination; Difficulty: 10; Effect: Understand all languages; Range: Personal; Speed: 5 seconds; Duration: 10 minutes; Casting Time: 2 seconds

      Other Aspects: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

      Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

      Comprehend languages can be made permanent with a permanency spell.

      Cone of Cold

      Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Fire a cone of ice from your hand; Range: 20 metres; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

      Other Aspects: Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing your Magic in cold damage.

      Confusion

      Skill Used: Miracles: Strife; Difficulty: 15; Effect: Confuse enemy; Range: 30 metres; Speed: Instantaneous; Duration: 5 rounds; Casting Time: 2 seconds

      OTHER ASPECTS

      This spell causes the targets to become confused, making them unable to independently determine what they will do.

      Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.

      d8 Behavior 1 Attack caster with melee or ranged weapons (or close with caster if attack is not possible).

      2Act normally.3Do nothing but babble incoherently.4Flee away from caster at top possible speed.5-6 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).

      A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.

      Consecrate

      Skill Used: Miracles: Favor; Difficulty: 10; Effect: Consecrate area; Range: 10 metres; Speed: 5 seconds; Duration: 2 hours; Casting Time: 2 seconds

      Other Aspects: If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, the modifiers given to those fighting undead are equal to your Miracles whereas the undead creatures have a penalty equal to your Miracles. You cannot consecrate an area with a similar fixture of a deity other than your own patron.

      If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

      Consecrate counters and dispels desecrate.

      Contact Other Plane

      Skill Used: Magic: Divination; Difficulty: 25; Effect: Contact a being in another plane; Range: Personal; Speed: 5 seconds; Duration: Concentration; Casting Time: 2 seconds

      Other Aspects: You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.)

      You must concentrate on maintaining the spell (an action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every full “d” Magic, you may ask one question.

      Contact with minds far removed from your home plane increases the probability that you will incur a decrease to Intellect and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.

      Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.)

      On rare occasions, this divination may be blocked by an act of certain deities or forces.

      Contact Other Plane Result Table Plane Contacted Avoid Int/Cha Decrease True Answer Don’t Know Lie Random Answer Elemental Plane 7/1 week 1-2 3-4 5 6 (appropriate) 7/1 week 1-3 4 5 6 Positive/Negative Energy Plane 8/1 week 1-2 4-4 5 6 Astral Plane 9/1 week 1-3 4 5 6 Outer Plane, demideity 10/2 weeks 1-3 4 5 6 Outer Plane, lesser deity 12/3 weeks 1-4 5 6 – Outer Plane, intermediate deity 14/4 weeks 1-4 5 6 – Outer Plane, greater deity 16/5 weeks 1-4 5-6 – – 86 Avoid Int/Cha Decrease: You must succeed on an Intellect check against this Difficulty to avoid a decrease in Intellect and Charisma. If the check fails, your Intellect and Charisma scores each fall to 1d for the stated duration, and you become unable to cast arcane spells. If you lose Intellect and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.) Results of a Successful Contact: 1d is rolled for the result shown on the table: True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.

      Don’t Know: The entity tells you that it doesn’t know.

      Lie: The entity intentionally lies to you.

      Random Answer: The entity tries to lie but doesn’t know the answer, so it makes one up.

      Contagion Table

      Disease Difficulty Damage Blinding sickness 16 1d Physique1 Cackle fever 16 1d Acumen Filth fever 12 2 pips from Agility and Physique Mindfire 12 2 pips from Intellect Red ache 15 1d Physique Shakes 13 2d Agility Slimy doom 14 2 pips from Physique 1. Each time a victim takes 2 or more points of Physique damage from blinding sickness, he or she must make another stamina check (using the disease’s save Difficulty) or be permanently blinded.

      Contagion

      Skill Used: Magic: Alteration, Miracles: Strife; Difficulty: 15; Effect: Cause a disease; Range: Touch; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

      The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The Difficulty noted is for the subsequent saves (use contagion’s opposed alteration roll with stamina for the initial check).

      Contingency

      Skill Used: Magic: Divination; Difficulty: 25; Effect: Indicate conditions for a spell to activate; Range: Personal; Speed: 1 minute; Duration: 1 day; Casting Time: 10 minutes

      Other Aspects: You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. The spell to be brought into effect by the contingency must be one that affects your person.

      The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.

      You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.

      Continual Flame

      Skill Used: Magic: Conjuration, Miracles: Favor; Difficulty: 15; Effect: Conjure an ever present source of fire; Range: Touch; Speed: 5 seconds; Duration: Permanent; Casting Time: 2 seconds

      Other Aspects: A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

      Control Water

      Skill Used: Magic: Alteration, Miracles: Favor; Difficulty: 20; Effect: Force water to lower or rise; Range: 100 metres; Speed: 5 seconds; Duration: 10 minutes; Casting Time: 2 seconds

      Depending on the version you choose, the control water spell raises or lowers water.

      Lower Water: This causes water or similar liquid to reduce its depth by as much as 0.5 metres per full “d” in Magic or Miracles (to a minimum depth of 1 centimetre). The water is lowered within a squarish depression whose sides are up to casters Magic or Miracles “d” x 2 metres long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other waterbased creatures, this spell acts as a slow spell (opposed mettle negates). The spell has no effect on other creatures.

      Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

      With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.

      Create Food and Water

      Skill Used: Miracles: Favor; Difficulty: 15; Effect: Magically form edible food; Range: 10 metres; Speed: 5 seconds; Duration: Food preserved for 24 hours; Casting Time: 2 seconds

      OTHER ASPECTS

      The food that this spell creates is simple fare of your choice—highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it. The water created by this spell is just like clean rain water, and it doesn’t go bad as the food does.

      Create Undead

      Skill Used: Magic: Conjuration, Miracles: Strife; Difficulty: 25; Effect: Summon undead creatures; Range: 10 metres; Speed: 5 minutes; Duration: Instantaneous; Casting Time: 1 hour

      Other Aspects: A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.

      Caster’s full “d” Undead Created 4d – 5d Ghoul 5d+1 – 6d Ghast 6d+1 – 7d Mummy 8d or higher Mohrg

      You may create less powerful undead than your attribute would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

      This spell must be cast at night.

      Create Water

      Skill Used: Miracles: Favor; Difficulty: 5; Effect: Call forth drinkable water; Range: 10 metres; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

      OTHER ASPECTS

      This spell generates 2 litres of wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.

      Note: Conjuration spells can’t create substances or objects within a creature.

      Crushing Despair

      Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Cause great sadness in a target; Range: 10 metres; Speed: Immediate; Duration: 1 minute; Casting Time: 2 seconds

      Other Aspects: An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –1d penalty on all ability, skill checks and weapon damage rolls.

      Crushing despair counters and dispels good hope.

      Cure Wounds

      Skill Used: Miracles: Favor; Difficulty: 15; Effect: Heal damage; Range: Touch; Speed: Immediate; Duration: Instantaneous; Casting Time: 2 seconds

      Other Aspects: When laying your hand upon a living creature, you channel positive energy that cures your Magic in Body Points of damage or one Would Level per full “d”. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can attempt a mettle check opposed by the caster’s favour to take half damage.

      Curse Water

      Skill Used: Miracles: Strife; Difficulty: 10; Effect: Make water unholy; Range: Touch; Speed: Immediate; Duration: Instantaneous; Casting Time: 2 seconds

      OTHER ASPECTS

      This spell imbues a flask (0.5 litres) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.

      Dancing Lights

      Skill Used: Magic: Conjuration; Difficulty: 5; Effect: Call on lights to illuminate a path; Range: 30 metres; Speed: Immediate; Duration: 1 minute; Casting Time: 2 seconds

      Other Aspects: Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 4 metre radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 30 metres per round. A light winks out if the distance between you and it exceeds the spell’s range.

      Dancing lights can be made permanent with a permanency spell.

      Darkness

      Skill Used: Magic: Conjuration, Miracles: Strife; Difficulty: 15; Effect: Call on magical darkness; Range: Touch; Speed: 5 seconds; Duration: 10 minutes; Casting Time: 2 seconds

      OTHER ASPECTS

      This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (-2 pip miss chance). Even creatures that can normally see in such conditions (such as with infravision or ultravision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower “d”. Higher “d” light spells are not affected by darkness.

      If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

      Darkness counters or dispels any light spell of equal or lower the other caster’s full “d” in the extra-normal attribute.

      Infravision

      Skill Used: Magic: Alteration; Difficulty: 10; Effect: Enable ability to see in darkness; Range: Touch; Speed: 5 seconds; Duration: 10 minutes; Casting Time: 2 seconds

      OTHER ASPECTS

      The subject gains the ability to see 20 metres even in total darkness. Infravision is heat based vision but otherwise like normal sight. Infravision does not grant one the ability to see in magical darkness.

      Infravision can be made permanent with a permanency spell.

      Daylight

      Skill Used: Magic: Conjuration, Miracles: Favor; Difficulty: 15; Effect: Create light similar to daylight; Range: Touch; Speed: 5 seconds; Duration: 10 minutes; Casting Time: 2 seconds

      OTHER ASPECTS

      The object touched sheds light as bright as full daylight in a 20 metre radius, and dim light for an additional 20 metres beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

      If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell’s effects are blocked until the covering is removed.

      Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

      Daylight counters or dispels any darkness spell of equal or lower the other caster’s “d”.

      Daze

      Skill Used: Magic: Alteration; Difficulty: 10; Effect: Daze a target; Range: 10 metres; Speed: 5 seconds; Duration: 10 minutes; Casting Time: 2 seconds

      OTHER ASPECTS

      This enchantment clouds the mind of a humanoid creature so that it takes no actions on a failed opposed mettle check. Attackers get no special advantage against it.

      Death Knell

      Skill Used: Miracles: Strife; Difficulty: 10; Effect: Use another’s life force to power spells; Range: Touch; Speed: 5 seconds; Duration: 10 minutes; Casting Time: 2 seconds

      Other Aspects: You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has –1 or fewer Body Points. If the subject fails its opposed mettle check, it dies, and you gain 2d temporary Body Points or 2 Would Levels and a +1d bonus to Physique. All stats that use Physique are similarly affected. Additionally, your Miracles goes up by +1d.

      Death Ward

      Skill Used: Miracles: Favor; Difficulty: 20; Effect: Protection from magical death effects; Range: Touch; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

      OTHER ASPECTS

      The subject is immune to all death spells, magical death effects and any negative energy effects.

      Death ward does not protect against other sorts of attacks even if those attacks might be lethal.

      Deathwatch

      Skill Used: Miracles: Divination; Difficulty: 10; Effect: Determine condition of creatures in range; Range: 10 metres; Speed: 5 seconds; Duration: 10 minutes; Casting Time: 2 seconds

      Other Aspects: Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 5 or fewer Body Points or one Wound Level left), fighting off death (alive with 6 or more Body Points), undead, or neither alive nor dead (such as a construct).

      Deathwatch sees through any spell or ability that allows creatures to feign death.

      Deeper Darkness

      Skill Used: Miracles: Strife; Difficulty: 20; Effect: More invasive darkness; Range: Touch; Speed: 5 seconds; Duration: 1 day; Casting Time: 2 seconds

      OTHER ASPECTS

      This spell functions like darkness, except that the object radiates shadowy illumination in a 20 metre radius and the darkness lasts longer.

      Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

      Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.

      Delay Poison

      Skill Used: Miracles: Favor; Difficulty: 10; Effect: Temporary immunity to poison; Range: Touch; Speed: 5 seconds; Duration: 1 hour; Casting Time: 2 seconds

      OTHER ASPECTS

      The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.

      Desecrate

      Skill Used: Miracles: Strife; Difficulty: 10; Effect: Desecrate an area; Range: 10 metres; Speed: 5 seconds; Duration: 2 hours; Casting Time: 2 seconds

      OTHER ASPECTS

      This spell imbues an area with negative energy. Each undead creature entering a desecrated area gains a +1d profane bonus on attack rolls, damage rolls, and checks. An undead creature created within or summoned into such an area gains +1d Body Points.

      If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+2d profane bonus and +2d Body Points for undead in the area).

      Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead.

      If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

      Desecrate counters and dispels consecrate.

      Detect Magic

      Skill Used: Magic: Divination, Miracles: Divination; Difficulty: 10; Effect: Sense magical power; Range: 20 metres; Speed: Instantaneous; Duration: Concentration; Casting Time: 2 seconds

      Other Aspects: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

      • 1st Round: Presence or absence of magical auras.
      • 2nd Round: Number of different magical auras and the power of the most potent aura.
      • 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Intellect skill checks to determine the type of magic involved in each.

      Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

      Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. The number under Aura Power indicates the number of enchantments or Advantages on the item.

      Aura Power Spell or Object Faint Moderate Strong Overwhelming Functioning spell 3 or lower 4–6 7–9 10+ (deitylevel) Magic item 5 or lower 6–11 12–20 21+ (artifact)

      Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d rounds Moderate 1d minutes Strong 1d x10 minutes Overwhelming 1d days

      Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

      Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 0.5 metres of stone, 2 centimetres of common metal, a thin sheet of lead, or 1 metre of wood or dirt blocks it.

      Detect magic can be made permanent with a permanency spell.

      Detect Poison

      Skill Used: Magic: Divination, Miracles: Divination; Difficulty: 5; Effect: Sense poison in someone or in a given area; Range: 10 metres; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

      Other Aspects: You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a Difficult healing check.

      The spell can penetrate barriers, but 0.5 metres of stone, 2 centimetres of common metal, a thin sheet of lead, or 1 metre of wood or dirt blocks it.

      Detect Scrying

      Skill Used: Magic: Divination; Difficulty: 20; Effect: Know if someone is magically looking at you; Range: 20 metres; Speed: 5 seconds; Duration: 1 day; Casting Time: 2 seconds

      Other Aspects: You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the spell’s area.

      If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed Magic: divination checks. If you at least match the scrier’s result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.

      Detect Secret Doors

      Skill Used: Magic: Divination; Difficulty: 5; Effect: Sense secret doors; Range: 20 metres; Speed: 5 seconds; Duration: Concentration; Casting Time: 2 seconds

      Other Aspects: You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.

      • 1st Round: Presence or absence of secret doors.
      • 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
      • Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 0.5 metres of stone, 2 centimetres of common metal, a thin sheet of lead, or 1 metre of wood or dirt blocks it.

    Detect Thoughts

    Skill Used: Magic: Divination; Difficulty: 10; Effect: Read surface thoughts of a target; Range: 20 metres; Speed: 5 seconds; Duration: 10 minutes; Casting Time: 2 seconds

    Other Aspects: You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.

    • 1st Round: Presence or absence of thoughts (from conscious creatures with Intellect of 1d or higher).
    • 2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intellect is 6d or higher (and at least 3d points higher than your own Intellect score), you are stunned for 5 seconds and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
    • 3rd Round: Surface thoughts of any mind in the area. A target’s opposed mettle check prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence have simple, instinctual thoughts that you can pick up.

    Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 0.5 metres of stone, 2 centimetres of common metal, a thin sheet of lead, or 1 metre of wood or dirt blocks it.

    Detect Undead

    Skill Used: Magic: Divination, Miracles: Divination; Difficulty: 10; Effect: Sense nearby undead; Range: 20 metres; Speed: 5 seconds; Duration: Concentration; Casting Time: 2 seconds

    Other Aspects: You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

    • 1st Round: Presence or absence of undead auras.
    • 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If the creature has mettle of at least twice your Magic or Miracles, you are stunned for 5 seconds and the spell ends.
    • 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

    Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table: mettle Strength 1d or lower Faint 1d+1 – 4d Moderate 4d+1 – 10d Strong 11 or higher Overwhelming

    Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d rounds Moderate 1d minutes Strong 1d x10 minutes Overwhelming 1d days

    Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 0.5 metres of stone, 2 centimetres of common metal, a thin sheet of lead, or 1 metre of wood or dirt blocks it.

    Dimension Door

    Skill Used: Magic: Apportation; Difficulty: 20; Effect: Instantly move from one point to another; Range: 100 metres; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing equal scale or smaller creature (carrying gear or objects up to its maximum load). All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

    If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d Body Points of damage and are shunted to a random open space on a suitable surface within 30 metres of the intended location.

    If there is no free space within 30 metres, you and each creature traveling with you take an additional 2d Body Points of damage and are shunted to a free space within 300 metres. If there is no free space within 300 metres, you and each creature travelling with you take an additional 4d Body Points of damage and the spell simply fails.

    Dimensional Anchor

    Skill Used: Magic: Apportation, Miracles: Strife; Difficulty: 20; Effect: Prevent magical movement; Range: 30 metres; Speed: Instantaneous; Duration: 1 minute; Casting Time: 2 seconds

    Other Aspects: A green ray springs from your outstretched hand. You must make a ranged attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

    A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

    Discern Lies

    Skill Used: Miracles: Divination; Difficulty: 20; Effect: Discern false statements; Range: 10 metres; Speed: Instantaneous; Duration: Concentration; Casting Time: 2 seconds

    Other Aspects: Each round, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

    Each round, you may concentrate on a different subject.

    Disguise Self

    Skill Used: Magic: Alteration; Difficulty: 10; Effect: Change appearance; Range: Personal; Speed: 2 seconds; Duration: 10 minutes; Casting Time: 2 seconds

    Other Aspects: You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 0.25 metres shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

    The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the disguise check.

    A creature that interacts with the glamer gets an opposed mettle check to recognize it as an illusion.

    Disintegrate

    Skill Used: Magic: Alteration; Difficulty: 20; Effect: Disintegrate a target; Range: 30 metres; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes twice your Magic in Body Points of damage. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

    When used against an object, the ray simply disintegrates as much as one 3 metre cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

    A creature or object that makes a successful opposed stamina check is partially affected, taking only half your Magic (rounded down) in Body Points points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

    Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

    Dismissal

    Skill Used: Magic: Apportation; Difficulty: 20; Effect: Banish planar creature back to their home plane; Range: 10 metres; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell forces an extraplanar creature back to its proper plane if it fails an opposed mettle check. If the spell is successful, the creature is instantly whisked away, but there is a chance on the roll of a natural 1 on the Wild Die of actually sending the subject to a plane other than its own.

    Dispel Magic

    Skill Used: Magic: Alteration, Miracles: Strife; Difficulty: 15; Effect: Dispel magical effects; Range: 30 metres; Speed: 10 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spell caster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.

    Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell: Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check with an opposed Magic skill check against the spell or against each ongoing spell currently in effect on the object or creature. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

    If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

    If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword. Artifacts and deities are unaffected by mortal magic such as this.

    You automatically succeed on your dispel check against any spell that you cast yourself.

    Area Dispel: When dispel magic is used in this way, the spell affects everything within a 5 metre radius.

    For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell (see above), you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.

    For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.

    For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.

    For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.

    If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

    You may choose to automatically succeed on dispel checks against any spell that you have cast.

    Counterspell: When dispel magic is used in this way, the spell targets a spell caster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work). You must make a dispel check to counter the other spell caster’s spell.

    Displacement

    Skill Used: Magic: Apportation; Difficulty: 15; Effect: Change apparent range of creature; Range: Touch; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    OTHER ASPECTS

    The subject of this spell appears to be about 1 metre away from its true location. The creature benefits from a +3d dodge bonus. However, displacement does not prevent enemies from targeting the creature normally when using melee combat or fighting. True seeing reveals its true location.

    Disrupt Undead

    Skill Used: Magic: Conjuration; Difficulty: 15; Effect: Damage an undead creature; Range: 10 metres; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d Body Points of damage to it that cannot be resisted with Physique.

    Disrupting Weapon

    Skill Used: Miracles: Favor; Difficulty: 20; Effect: Instantly destroy undead in melee; Range: Touch; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell makes a melee weapon deadly to undead. Any undead creature with Physique equal to or less than your Miracles must succeed on an opposed mettle check or be destroyed utterly if struck in combat with this weapon.

    Divination

    Skill Used: Miracles: Divination; Difficulty: 20; Effect: Gain useful information; Range: Personal; Speed: 5 minutes; Duration: Instantaneous; Casting Time: 10 minutes

    Other Aspects: Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 1-4 on 1d. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.

    As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.

    Divine Favor

    Skill Used: Miracles: Favor; Difficulty: 5; Effect: Gain combat bonuses; Range: Personal; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: Calling upon the strength and wisdom of a deity, you gain a +1 pip bonus on attack and weapon damage rolls for every 1d in Miracles and favour. The bonus doesn’t apply to spell damage.

    Divine Power

    Skill Used: Miracles: Favor; Difficulty: 25; Effect: Improve combat prowess; Range: Personal; Speed: 5 seconds; Duration: 1 minute; Casting Time: 2 seconds

    Other Aspects: Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your attack bonus equals your Miracles, you gain a +3d enhancement bonus to Strength Damage, and you gain 3 temporary Body Points per full “d” in Miracles.

    Dominate Person

    Skill Used: Magic: Alteration; Difficulty: 20; Effect: Control actions of target person; Range: 10 metres; Speed: 5 seconds; Duration: 1 day; Casting Time: 2 seconds

    Other Aspects: You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.

    If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

    Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Moderate mettle check can determine that the subject’s behavior is being influenced by an enchantment effect.

    Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is part of an action.

    By concentrating fully on the spell (an action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

    Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 pip bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

    If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new mettle check to throw off the domination.

    Doom

    Skill Used: Miracles: Strife; Difficulty: 10; Effect: Cause target to dread; Range: 30 metres; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    This spell fills a single subject with a feeling of horrible dread that causes it to lose -1d to all skill and damage rolls.

    Dream

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Send dream message; Range: Unlimited; Speed: 1 minute; Duration: See text; Casting Time: 1 minute

    Other Aspects: You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.

    Once the message is delivered, the messenger’s mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient’s dream and deliver the message.

    If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient’s dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.

    Creatures who don’t sleep or don’t dream cannot be contacted by this spell.

    The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always fails any checks) while in the trance.

    Eagle’s Splendor

    Skill Used: Magic: Alteration, Miracles: Favor; Difficulty: 15; Effect: Enhance target’s Charisma; Range: Touch; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +2d bonus to Charisma, adding the usual benefits to Charisma-based skills.

    Eagle’s Splendor, Mass

    Skill Used: Magic: Alteration, Miracles: Favor; Difficulty: 25; Effect: Enhance multiple target’s Charisma; Range: 10 metres; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell functions like eagle’s splendor, except that it affects multiple creatures equal to the caster’s full “d” in Magic or Miracles.

    Endure Elements

    Skill Used: Magic: Alteration, Miracles: Favor; Difficulty: 10; Effect: Protection from heat and cold; Range: Touch; Speed: 5 seconds; Duration: 1 day; Casting Time: 2 seconds

    Other Aspects: A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make stamina checks. The creature’s equipment is likewise protected.

    Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

    Enlarge Person

    Skill Used: Magic: Alteration; Difficulty: 15; Effect: Increase size of target; Range: 10 metres; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell causes instant growth of a humanoid creature, giving it a scale modifier of +3.

    This spell does not change the target’s speed.

    If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Physique check (using its increased Physique) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.

    All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.

    Multiple magical effects that increase size do not add together.

    Enlarge person counters and dispels reduce person. Enlarge person can be made permanent with a permanency spell.

    Enlarge Person, Mass

    Skill Used: Magic: Alteration; Difficulty: 25; Effect: Increase size of multiple targets; Range: 10 metres; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    This spell functions like enlarge person, except that it affects multiple creatures equal to the caster’s full “d” in Magic.

    Enthrall

    Skill Used: Miracles: Favor; Difficulty: 15; Effect: Make creatures spellbound; Range: 30 metres; Speed: 5 seconds; Duration: maximum 1 hour; Casting Time: 2 seconds

    Other Aspects: If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak without interruption for 5 full seconds. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +1d bonus on the opposed mettle check. A creature with 4d or more in Acumen remains aware of its surroundings and has an attitude of indifferent. It gains a new mettle check if it witnesses actions that it opposes.

    The effect lasts as long as you speak, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d rounds thereafter while they discuss the topic. Those entering the area during the speech must also successfully save or become enthralled. The speech ends (but the 1d round delay still applies) if you lose concentration or do anything other than speak or sing.

    If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make an opposed mettle check to try to end the spell by jeering and heckling. For this check, use the mettle of the creature with the highest Charisma in the group; others may make mettle checks to assist. The heckling ends the spell if this check result beats your favour check result. Only one such challenge is allowed per use of the spell.

    If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4d or more in Acumen becomes hostile.

    Entropic Shield

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Create magic field; Range: Personal; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll with similar effects to partial concealment. Other attacks that simply work at a distance are not affected.

    Erase

    Skill Used: Magic: Alteration; Difficulty: 5; Effect: Erase mundane or magical writing; Range: 10 metres; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is a 1-5 on 1d. Magic writing must be touched to be erased, and you also must succeed on a Moderate alternation check. If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

    Expeditious Retreat

    Skill Used: Magic: Apportation; Difficulty: 10; Effect: Increase speed to escape; Range: Personal; Speed: Instantaneous; Duration: 1 minute; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell increases your movement by 10 metres. (This adjustment is treated as a magical bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim.

    Explosive Runes

    Skill Used: Magic: Conjuration; Difficulty: 15; Effect: Scribe runes that explode; Range: Touch; Speed: 5 seconds; Duration: Permanent until activated; Casting Time: 2 seconds

    Other Aspects: You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d points of damage. Anyone next to the runes (close enough to read them) takes the full damage with no dodge roll; any other creature within 2 metres of the runes is entitled to an opposed dodge check for half damage. The object on which the runes were written also takes full damage (no dodge).

    You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.

    Note: Magic traps such as explosive runes are hard to detect and disable.

    Eyebite

    Skill Used: Magic: Alteration; Difficulty: 25; Effect: Afflict a target with different effects; Range: 10 metres; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    Other Aspects: Each round, you may target a single living creature, striking it with waves of evil power. Depending on the target’s HD, this attack has as many as three effects.

    Physique Effect

    5d or more -2d to all skills 2d+1 – 4d+2 -4d to all skills 2d or less Unconscious

    The spell lasts for 30 seconds. You must spend an action each round after the first to target a foe.

    Fabricate

    Skill Used: Magic: Alteration; Difficulty: 15; Effect: Make new items from old ones; Range: 10 metres; Speed: 10 seconds; Duration: Instantaneous; Casting Time: 1 hour

    Other Aspects: You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication.

    You must make an appropriate crafting check to fabricate articles requiring a high degree of craftsmanship.

    False Life

    Skill Used: Magic: Alteration; Difficulty: 5; Effect: Increase Body Points temporarily; Range: Personal; Speed: 5 seconds; Duration: 1 hour; Casting Time: 2 seconds

    Other Aspects: You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary Body Points equal to 3d. These points disappear after the duration and any damage not healed after the 1 hour is negated if your normal Body Points are unaffected.

    False Vision

    Skill Used: Magic: Divination; Difficulty: 20; Effect: Create false scrying image; Range: 20 metre area; Speed: 5 seconds; Duration: 1 hour; Casting Time: 2 seconds

    Other Aspects: Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren’t concentrating, the image remains static.

    Fear

    Skill Used: Magic: Alteration; Difficulty: 15; Effect: Cause unfathomable fear in target; Range: 10 metres; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    Other Aspects: An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on an opposed mettle save. A panicked creature suffers -1d to all skills and damage rolls.

    Feather Fall

    Skill Used: Magic: Apportation; Difficulty: 5; Effect: Fall gently to the ground; Range: 10 metres; Speed: Instantaneous; Duration: Until landing; Casting Time: Instantaneous

    OTHER ASPECTS

    The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 2 metres per 5 seconds, and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

    The spell affects one or more human sized or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects.

    You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn’t your turn.

    This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.

    Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

    Feeblemind

    Skill Used: Magic: Alteration; Difficulty: 20; Effect: Creature becomes simple-minded; Range: 30 metres; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: If the target creature fails an opposed mettle check, its’ Intellect and Charisma scores each drop to 1d. The affected creature is unable to use Intellect or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.

    Find the Path

    Skill Used: Miracles: Divination; Difficulty: 25; Effect: Find shortest, most direct path; Range: Personal or touch; Speed: 5 seconds; Duration: 1 hour; Casting Time: 15 seconds

    OTHER ASPECTS

    The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting.

    The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round.

    This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).

    Find Traps

    Skill Used: Miracles: Divination; Difficulty: 10; Effect: Gain insight into locations and workings of traps; Range: Personal; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: You gain intuitive insight into the workings of traps. You can use the search skill to detect traps with a +10 bonus. Note that find traps grants no ability to disable the traps that you may find.

    Fire Shield

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Create encircling fire barrier; Range: Personal; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either coldbased or fire-based attacks (your choice).

    Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes your Magic in points of damage. This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.

    When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch. The color of the flames is determined randomly (50% chance of either color)—blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows.

    Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a dodge check for half damage, you take no damage on a successful save.

    Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a dodge check for half damage, you take no damage on a successful save.

    Fire Trap

    Skill Used: Magic: Conjuration; Difficulty: 15; Effect: Explosion occurs on protected item; Range: Touch; Speed: 5 seconds; Duration: Until discharged; Casting Time: 10 minutes

    Other Aspects: Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed.

    When casting fire trap, you select a point on the object as the spell’s center. When someone other than you opens the object, a fiery explosion fills the area within a 2 metre radius around the spell’s center. The flames deal you Magic in points of fire damage +1 point per caster level. The item protected by the trap is not harmed by this explosion.

    A fire trapped item cannot have a second closure or warding spell placed on it.

    A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell.

    Underwater, this ward deals half damage and creates a large cloud of steam.

    You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends.

    Fireball

    Skill Used: Magic: Conjuration; Difficulty: 15; Effect: Throw an exploding ball of fire; Range: 100 metres + 5 metre radius; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: A fireball spell is an explosion of flame that detonates with a low roar and deals your Magic in fire damage to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

    You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a marksmanship check, or else the bead strikes the barrier and detonates prematurely.

    The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

    Flame Arrow

    Skill Used: Magic: Alteration; Difficulty: 10; Effect: Make ammunition have fire element; Range: 10 metres; Speed: 5 seconds; Duration: 30 minutes; Casting Time: 2 seconds

    Other Aspects: You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes.

    Flame Strike

    Skill Used: Miracles: Strife; Difficulty: 20; Effect: Call on a pillar of flame; Range: 30 metres + 5 metre radius; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: A flame strike produces a vertical column of divine fire roaring downward. The spell deals you Miracles in points of damage. Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to firebased attacks.

    Flaming Sphere

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Toss a burning ball of fire; Range: 30 metres + 1 metre radius; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    Other Aspects: A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 10 metres per 5 seconds. As part of this movement, it can ascend or jump up to 10 metres to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d points of fire damage to that creature, though a successful opposed dodge check negates that damage. A flaming sphere rolls over barriers less than 1 metre tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

    The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.

    Flare

    Skill Used: Magic: Conjuration; Difficulty: 5; Effect: Send up a harmless flare; Range: 10 metres; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: Send up a flare to signal for aid to nearby villages or adventurers. The flare can be seen for hundreds of metres around especially if used on a cloudy day or at night.

    Flesh to Stone

    Skill Used: Magic: Alteration; Difficulty: 25; Effect: Turn living creature into stone; Range: 30 metres; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    OTHER ASPECTS

    The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell.

    Fly

    Skill Used: Magic: Apportation; Difficulty: 15; Effect: Move by flight; Range: Touch; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    The subject can fly at a speed of 20 metres. It can ascend at half speed and descend at double speed, and its maneuverability gives the subject +1d bonus to dodge while flying. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

    Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 5 metres per round for 1d rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d points of damage per 5 metres of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

    Floating Disk

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Create disk to carry items; Range: 10 metres; Speed: 5 seconds; Duration: 2 hours; Casting Time: 2 seconds

    Other Aspects: You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 1 metre in diameter and 2 centimetres deep at its center. It can hold 100 pounds of weight per full “d” in Magic. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 1 metre above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 2 metres between itself and you. The disk winks out of existence when the spell 95 duration expires. The disk also winks out if you move beyond range or try to take the disk more than 1 metre away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

    Fog Cloud

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Call on fog; Range: 30 metres; Speed: 30 seconds; Duration: 30 minutes; Casting Time: 2 seconds

    Other Aspects: A bank of fog billows out from the point you designate. The fog obscures all sight, including ultravision, beyond 2 metres. A creature within 2 metres has +1d concealment. Creatures farther away have total +3d concealment.

    A moderate wind (16+ kmph) disperses the fog in 20 seconds; a strong wind (32+ kmph) disperses the fog in 5 seconds. The spell does not function underwater.

    Forbiddance

    Skill Used: Magic: Apportation; Difficulty: 25; Effect: Forbid outsiders from entering area; Range: 20 metre cube; Speed: 30 seconds; Duration: Permanent; Casting Time: 30 seconds

    Other Aspects: Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.

    Dispel magic does not dispel a forbiddance effect unless the dispeller’s Magic is at least as high as yours. You can’t have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect.

    Fox’s Cunning

    Skill Used: Magic: Alteration; Difficulty: 10; Effect: Increase Intellect; Range: Touch; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    The transmuted creature becomes smarter. The spell grants a +2d bonus to Intellect, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier.

    Fox’s Cunning, Mass

    Skill Used: Magic: Alteration; Difficulty: 25; Effect: Increase Intellect of multiple creatures; Range: 10 metres; Speed: 5 seconds; Duration: 5 mintues; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell functions like fox’s cunning, except that it affects multiple creatures equal to your full “d” in Magic.

    Freedom of Movement

    Skill Used: Miracles: Favor; Difficulty: 15; Effect: Move without restriction; Range: Touch; Speed: 5 seconds; Duration: 10 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any brawling check made to resist a grapple attempt, as well as on checks made to escape a grapple or a pin.

    The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

    Freezing Sphere

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Toss a freezing ball of cold; Range: 100 metres; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 2 metre radius burst, dealing your Magic in cold damage to each creature in the area. An elemental (water) creature instead takes double the amount of cold damage.

    If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 0.5 metres over an area equal to 200 metres. This ice lasts for 5 seconds per full “d” in Magic. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is considered an action. A trapped creature must make a Moderate Physique check to break free. You can refrain from firing the globe after completing the spell, if you wish. You can hold the charge for as long as 30 seconds, at the end of which time the freezing sphere bursts centered on you (and you receive no check to resist its effect). Firing the globe in a later round is a second action.

    Gaseous Form

    Skill Used: Magic: Alteration; Difficulty: 15; Effect: Turn into a gaseous substance; Range: Touch; Speed: 10 seconds; Duration: 15 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless. It can’t attack or cast spells while in gaseous form. The subject also loses Special Abilities abilities while in gaseous form. If it has a spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.

    A gaseous creature can’t run, but it can fly at a speed of 5 metres. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.

    Geas/Quest

    Skill Used: Magic: Alteration; Difficulty: 20; Effect: Force creature to take on quest; Range: 10 metres; Speed: 1 minute; Duration: 1 week; Casting Time: 10 seconds

    Other Aspects: A geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

    The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.

    If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one week. A clever recipient can subvert some instructions: If the subject is prevented from obeying the geas for 24 hours, it takes a –1d penalty to each of its attributes. Each day, another –1d penalty accumulates, up to a total of –4d. No attriute can be reduced to less than 1d by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the geas.

    A geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a geas. A successful opposed mettle check will avoid the geas altogether.

    Gentle Repose

    Skill Used: Magic: Alteration; Difficulty: 10; Effect: Prevent body decay; Range: Touch; Speed: 5 seconds; Duration: 5 days; Casting Time: 2 seconds

    Other Aspects: You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.

    The spell also works on severed body parts and the like.

    Ghost Sound

    Skill Used: Magic: Conjuration; Difficulty: 5; Effect: Cause a fictional sound; Range: 10 metres; Speed: Instantaneous; Duration: 30 seconds; Casting Time: 5 seconds

    Other Aspects: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

    The volume of sound created depends on your Magic. You can produce as much noise as four normal humans per full “d”. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

    Ghost sound can enhance the effectiveness of a silent image spell.

    Ghost sound can be made permanent with a permanency spell.

    Ghoul Touch

    Skill Used: Magic: Alteration; Difficulty: 15; Effect: Paralyze and cause stench on target; Range: Touch; Speed: 5 seconds; Duration: 1d x5 seconds; Casting Time: 5 seconds

    Other Aspects: Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.

    Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 2 metre radius spread to become sickened (-3d to all skills and damage rolls. Opposed stamina negates this effect). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.

    Giant Vermin

    Skill Used: Miracles: Favor; Difficulty: 20; Effect: Cause insects to grow in size; Range: 10 metres; Speed: 10 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size. The size to which the vermin can be grown depends on your Magic; see the table below.

    Any giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (“Attack,” “Defend,” “Stop,” and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.

    Magic Vermin Scale Modifier 3d or lower +3 3d+1 – 5d +6 5d+1 – 7d +12 7d+1 – 9d +18 9d+1 or higher +24

    Glitterdust

    Skill Used: Magic: Conjuration; Difficulty: 15; Effect: Golden dust causing blindness and revealing invisible; Range: 30 metres; Speed: Instantaneous; Duration: 30 seconds; Casting Time: 5 seconds

    Other Aspects: A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

    Any creature covered by the dust takes a –8d penalty on hide checks.

    Glyph of Warding

    Skill Used: Miracles: Strife; Difficulty: 15; Effect: Protect area from intruders; Range: Touch; Speed: 1 minute; Duration: Until discharged; Casting Time: 10 minutes

    OTHER ASPECTS

    This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.

    You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.

    When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.

    Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can’t. Read magic allows you to identify a glyph of warding with a Moderate scholar check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).

    Depending on the version selected, a glyph either blasts the intruder or activates a spell.

    Blast Glyph: A blast glyph deals your Magic in damage to the intruder and to all within 2 metres of him or her. This damage is acid, cold, fire, electricity, or sonic (caster’s choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.

    Spell Glyph: You can store any harmful spell that you know. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Checks operate as normal, except that the Difficulty is always Moderate.

    Grease

    Skill Used: Magic: Apportation; Difficulty: 5; Effect: Cover area in slippery grease; Range: 10 metres; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    Other Aspects: A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful opposed dodge check or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with an Easy acrobatics check. Failure means it can’t move that round (and must then make a dodge check or fall), while failure by 5 or more means it falls.

    The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell. If held, the creature immediately drops the item. An acrobatics check must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +4d bonus on checks to either escape a grapple or hold.

    Guards and Wards

    Skill Used: Magic: Conjuration; Difficulty: 25; Effect: Use protections to guard your stronghold; Range: Area determined by spell; Speed: 5 minutes; Duration: 6 hours; Casting Time: 30 minutes

    OTHER ASPECTS

    This powerful spell is primarily used to defend your stronghold. The ward protects 100 square metres. The warded area can be as much as 10 metres high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them). You must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area. Refer to the spells of the same name for checks to resist the effects of the spell.

    Fog: Fog fills all corridors, obscuring all sight, including infravision and ultravision, beyond 2 metres. A creature within 2 metres has +1d concealment. Creatures farther away have total concealment 97 Arcane Locks: All doors in the warded area are arcane locked.

    Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts.

    Confusion: Where there are choices in direction—such as a corridor intersection or side passage—a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an mindaffecting effect.

    Lost Doors: One door per full “d” in conjuration is covered by a silent image to appear as if it were a plain wall.

    In addition, you can place your choice of one of the following five magical effects.

    1. Dancing lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts.

    2. A magic mouth in two places. 3. A stinking cloud in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts. 4. A gust of wind in one corridor or room. 5. A suggestion in one place. You select an area of up to 2 metres square, and any creature who enters or passes through the area receives the suggestion mentally.

    The whole warded area radiates strong magic of the abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful Mage’s disjunction destroys the entire guards and wards effect.

    Guidance

    Skill Used: Miracles: Divination; Difficulty: 5; Effect: Gain divine guidance in skill checks; Range: Touch; Speed: Instantaneous; Duration: Until discharged; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell imbues the subject with a touch of divine guidance. The creature gets a +1d competence bonus on a single skill check. It must choose to use the bonus before making the roll to which it applies.

    Gust of Wind

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Create severe blast of wind; Range: 20 metres; Speed: 5 seconds; Duration: 5 seconds; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell creates a severe blast of air (approximately 80 kmph) that originates from you, affecting all creatures in its path.

    A -6 scale creature or smaller on the ground is knocked down and rolled 1dx10 metres, taking 1d points of nonlethal damage per 10 metre. If flying, a Tiny or smaller creature is blown back 2dx10 metres and takes 2d points of nonlethal damage due to battering and buffeting.

    -3 scale creatures are knocked prone by the force of the wind, or if flying are blown back 1dx10 metres. Normal scale creatures are unable to move forward against the force of the wind, or if flying are blown back 1dx5 metres. 3 scale or larger creatures may move normally within a gust of wind effect.

    A gust of wind can’t move a creature beyond the limit of its range.

    Any creature, regardless of size, takes a –4 penalty on ranged attacks and search checks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

    In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

    Gust of wind can be made permanent with a permanency spell.

    Hallow

    Skill Used: Miracles: Favor; Difficulty: 20; Effect: Make an area holy; Range: 10 metre radius touched; Speed: 5 seconds; Duration: Permanent; Casting Time: 24 hours

    Other Aspects: Hallow makes a particular site, building, or structure a holy site. This has four major effects.

    First, any dead body interred in a hallowed site cannot be turned into an undead creature.

    Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith, or creatures who adhere to another faith. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.

    Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Dodge, stamina and willpower checks might apply to these spells’ effects. (See the individual spell descriptions for details.)

    An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow.

    Hallucinatory Terrain

    Skill Used: Magic: Conjuration; Difficulty: 15; Effect: Make false terrain seem real; Range: 100 metres; Speed: 1 minute; Duration: 6 hours; Casting Time: 10 minutes

    Other Aspects: You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance. An opposed willpower check will reveal the terrain for what it is.

    Halt Undead

    Skill Used: Magic: Apportation; Difficulty: 15; Effect: Stop undead from advancing; Range: 30 metres; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell renders as many as 1d undead creatures immobile. A nonintelligent undead creature gets no opposed willpower check to resist; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.

    Harm

    Skill Used: Miracles: Strife; Difficulty: 20; Effect: Inflict great harm to a target; Range: Touch; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: Harm charges a subject with negative energy that deals 10 points of damage without a damage resistance roll. If the creature successfully passes an opposed stamina check, harm deals half this amount, but it cannot reduce the target’s Body Points to less than 1.

    If used on an undead creature, harm acts like heal.

    Haste

    Skill Used: Magic: Alteration; Difficulty: 15; Effect: Increase attack speed of target creature; Range: 10 metres; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    OTHER ASPECTS

    The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

    When making an attack, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full attack skill, Any additional actions have the usual penalties as normal. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)

    A hasted creature gains a +1d bonus on attack rolls and a +1d bonus to dodge. 98 All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 10 metres, to a maximum of twice the subject’s normal speed using that form of movement. This increase affects the creature’s jumping distance as normal for increased speed.

    Multiple haste effects don’t combine. Haste dispels and counters slow.

    Heal

    Skill Used: Miracles: Favor; Difficulty: 20; Effect: Heal a target from afflictios; Range: Touch; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: attribute damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 Body Points of damage.

    If used against an undead creature, heal instead acts like harm.

    Helping Hand

    Skill Used: Miracles: Favor; Difficulty: 10; Effect: Create magical hand to find a target creature; Range: 5 kilometres; Speed: 5 seconds; Duration: 6 hours; Casting Time: 2 seconds

    Other Aspects: You create the ghostly image of a hand, which you can send to find a creature within 5 kilometres. The hand then beckons to that creature and leads it to you if the creature is willing to follow.

    When the spell is cast, the hand appears in front of you. You then specify a person (or any creature) by physical description, which can include race, gender, and appearance. When the description is complete, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away she is.

    Distance Time to Locate 30 metres or less 5 seconds 300 metres 1 minute 1 kilometres 10 minutes 2 kilometres 1 hour 3 kilometres 2 hours 4 kilometres 3 hours 5 kilometres 4 hours

    Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct feasible route. The hand hovers 2 metres in front of the subject, moving before it at a speed of as much as 80 metres per 5 seconds. Once the hand leads the subject back to you, it disappears.

    The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.

    If more than one subject in a 5 kilometre radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.

    If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 kilometres, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.

    The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can’t pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 kilometres from the spot it appeared when you cast the spell.

    Heroes’ Feast

    Skill Used: Miracles: Favor; Difficulty: 20; Effect: Call forth a fulfilling feast of food; Range:10 metres; Speed: 5 minutes; Duration: See text; Casting Time: 10 minutes

    Other Aspects: You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d temporary Body Points after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1d bonus on attack rolls and willpower checks and immunity to fear effects for 12 hours.

    If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

    Heroism

    Skill Used: Magic: Alteration; Difficulty: 20; Effect: Boost skills of target creature; Range: Touch; Speed: 5 seconds; Duration: 30 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell imbues a single creature with great bravery and morale in battle. The target gains a +4d bonus on all skill checks, including combat skills.

    Hide from Undead

    Skill Used: Miracles: Favor; Difficulty: 10; Effect: Make presence unknown to undead; Range: Touch; Speed: 5 seconds; Duration: 30 minutes; Casting Time: 2 seconds

    Other Aspects: Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities cannot detect or locate warded creatures. Non-intelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single opposed willpower check. If it fails, the subject can’t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to touch an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.

    Hideous Laughter

    Skill Used: Magic: Alteration; Difficulty: 15; Effect: Cause target to laugh uncontrollably; Range: 10 metres; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.

    A creature with an Intelligence score of 1d or lower is not affected. A creature whose type is different from the caster’s receives a +2d bonus on its opposed willpower check to resist, because humor doesn’t “translate” well.

    Hold Monster

    Skill Used: Magic: Apportation; Difficulty: 20; Effect: Cause any type of creature to stop in its place; Range: 30 metres; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell functions like hold person, except that it affects any living creature that fails its opposed willpower check.

    Hold Person

    Skill Used: Magic: Apportation, Miracles: Strife; Difficulty: 10; Effect: Cause a humanoid type creature to stop in its place; Range: 30 metres; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    OTHER ASPECTS

    The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new opposed willpower check to end the effect.

    A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

    Hold Portal

    Skill Used: Magic: Apportation; Difficulty: 5; Effect: Seal a door or gate magically; Range: 30 metres; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.

    For a portal affected by this spell, add 5 to the normal difficulty for forcing open the portal.

    Hypnotic Pattern

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Hypnotize a creature with a magical illusion; Range: 30 metres; Speed: 5 seconds; Duration: Concentration; Casting Time: 2 seconds

    Other Aspects: A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Any creature that fails an opposed willpower check are affected by the pattern. Affected creatures become fascinated by the pattern of colors and cannot move or take any actions. Sightless creatures are not affected.

    Ice Storm

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Call on violent ice store; Range: 100 metres, 10 metre area; Speed: 5 seconds; Duration: 5 seconds; Casting Time: 2 seconds

    Other Aspects: Great magical hailstones pound down for 5 seconds, dealing 3d regular damage and 2d points of cold damage to every creature in the area (Roll both damages together, each with its own Wild Die, 4 different colours of dice may be useful). A –2d penalty applies to each Perception check made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).

    Identify

    Skill Used: Magic: Divination; Difficulty: 5; Effect: Determine magical qualities of an item; Range: Touch; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    OTHER ASPECTS

    The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).

    Identify does not function when used on an artifact.

    Illusory Script

    Skill Used: Magic: Alteration; Difficulty: 15; Effect: Write script only certain people can read; Range: Touch; Speed: 5 seconds; Duration: 1 week; Casting Time: See text

    Other Aspects: You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script.

    Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make an opposed stamina check. A successful check means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include “Close the book and leave,” “Forget the existence of the book,” and so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

    The casting time depends on how long a message you wish to write, but it is always at least 1 minute.

    Illusory Wall

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Create a wall of mere illusion; Range: 10 metres, 5 metre by 5 metre wall; Speed: 5 seconds; Duration: Permanent; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.

    Imbue with Spell Ability

    Skill Used: Magic: Favor; Difficulty: 20; Effect: Allow a creature to naturally cast certain spells; Range: Touch; Speed: 5 seconds; Duration: Until discharged; Casting Time: 10 minutes

    Other Aspects: You transfer some of your current spells, and the ability to cast them, to another creature. Only a creature with an Intellect score of at least 2d and a Perception score of at least 3d can receive this bestowal. Only divine spells can be transferred. The number and level of spells that the subject can be granted depends on its Physique; even multiple castings of imbue with spell ability can’t exceed this limit.

    Physique of Recipient Spells Imbued 1d or lower One 2d–3d Two 4d or higher Three

    The transferred spell’s variable characteristics (range, duration, area, and the like) function according to your specifications, not those of the recipient.

    Once you cast imbue with spell ability, you cannot use those spells until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of spells you can cast decreases, the more recently cast imbued spells are dispelled.

    Inflict Wounds

    Skill Used: Miracles: Strife; Difficulty: 10; Effect: Cause harm to creature; Range: Touch; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    When laying your hand upon a creature, you channel negative energy that deals your Miracles in damage. Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

    Inflict Light Wounds, Mass

    Skill Used: Miracles: Strife; Difficulty: 20; Effect: Cause harm to all creatures in range; Range: 10 metre radius; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: Negative energy spreads out in all directions from the point of origin, dealing your Miracles in damage to nearby living enemies.

    Like other inflict spells, mass inflict wounds cures undead in its area rather than damaging them.

    Insect Plague

    Skill Used: Miracles: Strife; Difficulty: 20; Effect: Call swarms of locusts; Range: 100 metres; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: You summon 1d swarms of locusts. The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won’t pursue creatures that flee.

    Interposing Hand

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Large hand moves between you and one opponent; Range: 30 metres; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    Other Aspects: Interposing hand creates a scale 3 magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+2d) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.

    An interposing hand is 2 metres long and about that wide with its fingers outstretched. It has as many Body Points as you do when you’re undamaged, and its dodge is 5d. It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it.

    The hand cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.

    Disintegrate or a successful dispel magic destroys it.

    Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature’s attacks.

    Directing the spell to a new target is an action.

    Invisibility

    Skill Used: Magic: Alteration; Difficulty: 10; Effect: Become invisible; Range: Personal or Touch; Speed: 2 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    The creature or object touched becomes invisible, vanishing from sight, even from infravision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

    Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 2 metres from it becomes visible.

    Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

    Invisibility can be made permanent (on objects only) with a permanency spell.

    Invisibility Purge

    Skill Used: Miracles: Strife; Difficulty: 15; Effect: Cancel all invisibility effects; Range: Personal; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: You surround yourself with a sphere of power with a radius of 5 metres that negates all forms of invisibility.

    Anything invisible becomes visible while in the area.

    Invisibility Sphere

    Skill Used: Magic: Alteration; Difficulty: 15; Effect: All creatures within area become invisible; Range: 2 metre radius; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 2 metres of the recipient. The center of the effect is mobile with the recipient.

    Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.

    Jump

    Skill Used: Magic: Apportation; Difficulty: 5; Effect: Increases jumping skill; Range: Touch; Speed: Instantaneous; Duration: 5 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    The subject gets a +10 bonus on jumping checks.

    Keen Edge

    Skill Used: Magic: Alteration; Difficulty: 20; Effect: Increase critical range of weapons; Range: 10 metres; Speed: 5 seconds; Duration: 30 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation makes the Wild Die have a critical on a roll of 5 or 6. If cast on 50 arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.)

    Multiple effects that increase a weapon’s threat range don’t combine. You can’t cast this spell on a natural weapon, such as a claw.

    Knock

    Skill Used: Magic: Alteration; Difficulty: 10; Effect: Open locked and sealed doors; Range: 30 metres; Speed: 5 seconds; Duration: See text; Casting Time: 2 seconds

    OTHER ASPECTS

    The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress. 101 Legend Lore

    Skill Used: Magic: Divination; Difficulty: 20; Effect: Learn otherwise hidden secrets; Range: Personal; Speed: 5 seconds; Duration: See text; Casting Time: See text

    Other Aspects: Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1dx10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 2d days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).

    During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters with Magic or Miracles of 8d or higher are “legendary,” as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.

    Levitate

    Skill Used: Magic: Apportation; Difficulty: 10; Effect: Rise above the ground via magic; Range: Personal or 10 metres; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 10 metres every 5 seconds; doing so is an action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

    A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 pip penalty on attack rolls, the second –2, and so on, to a maximum penalty of –2d. A round spent stabilizing and taking no actions allows the creature to begin again at –1.

    Light

    Skill Used: Magic: Conjuration, Miracles: Favor; Difficulty: 5; Effect: Create magical light; Range: Touch; Speed: 5 seconds; Duration: 30 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell causes an object to glow like a torch, shedding bright light in a 10 metre radius (and dim light for an additional 10 metres) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

    A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower “d”.

    Lightning Bolt

    Skill Used: Magic: Conjuration; Difficulty: 15; Effect: Bring down a bolt of lightning; Range: 40 metres; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: You release a powerful stroke of electrical energy that deals your Magic in electricity damage to each creature within its area. The bolt begins at your fingertips.

    The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

    Locate Creature

    Skill Used: Magic: Divination; Difficulty: 20; Effect: Discern direction of individual creature; Range: 100 metres; Speed: 5 seconds; Duration: 30 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell functions like locate object, except this spell locates a known or familiar creature.

    You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.

    The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 10 metres) at least once.

    Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells.

    Locate Object

    Skill Used: Magic: Divination; Difficulty: 10; Effect: Discern location of certain object; Range: 100 metres; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).

    The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it.

    Mage Armor

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Call on a magical piece of armour; Range: Touch; Speed: 5 seconds; Duration: 2 hours; Casting Time: 2 seconds

    Other Aspects: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +2d armour bonus.

    Unlike mundane armor, mage armor entails no armor penalty, spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

    Mage Hand

    Skill Used: Magic: Apportation; Difficulty: 5; Effect: Use magical force to move something; Range: 10 metres; Speed: Instantaneous; Duration: Concentration; Casting Time: 2 seconds

    Other Aspects: You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 5 metres in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

    Mage’s Faithful Hound

    Skill Used: Magic: Conjuration; Difficulty: 25; Effect: Call on invisible magical hound to protect an area; Range: 10 metres; Speed: 5 seconds; Duration: 6 hours, see text; Casting Time: 2 seconds

    Other Aspects: You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 10 metres of it. (Those within 10 metres of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.

    If an intruder approaches to within 2 metres of the hound, the dog stops barking and delivers a vicious bite (10d fighting, 5d+2 damage) once per 5 seconds. The dog also gets the bonuses appropriate to an invisible creature.

    The dog is considered ready to bite intruders, so it delivers its first bite on the intruder’s turn. Its bite is the equivalent of a magic weapon. The hound cannot be attacked, but it can be dispelled.

    The spell lasts for 6 hours, but once the hound begins barking, it lasts only 30 seconds. If you are ever more than 30 metres distant from the hound, the spell ends.

    Mage’s Private Sanctum

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Create a private place for yourself; Range: 10 metres, 10 metre area; Speed: 5 minutes; Duration: 24 hours; Casting Time: 10 minutes

    OTHER ASPECTS

    This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.

    Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar.

    The spell does not prevent creatures or objects from moving into and out of the area.

    Mage’s private sanctum can be made permanent with a permanency spell.

    Magic Aura

    Skill Used: Magic: Alteration; Difficulty: 10; Effect: Hide magical aura of item; Range: 10 metres; Speed: 5 seconds; Duration: 1 week; Casting Time: 2 seconds

    Other Aspects: You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were non-magical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on an opposed mettle check. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

    If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn’t work.

    Magic Jar

    Skill Used: Magic: Alteration; Difficulty: 25; Effect: Trap soul to switch bodies; Range: 30 metres; Speed: 5 seconds; Duration: 6 hours, see text; Casting Time: 2 seconds

    Other Aspects: By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body with an opposed mettle check, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty.

    To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead. While in the magic jar, you can sense and attack any life force within 10 metres (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 1d different creatures and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)

    You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.

    Attempting to possess a body is an action that takes an entire round, not allowing you to take other actions. It is blocked by protection spells or similar wards. You possess the body and force the creature’s soul into the magic jar unless the subject succeeds on an opposed mettle check. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further check if you attempt to possess its body again.

    If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the magic jar. You keep your Intellect, Acumen, Charisma and skills. The body retains its Agility, Coordination, Physique, Body Points, Advantages, Disadvantages and Special Abilities. A body with extra limbs does not allow you to make more attacks than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell abilities do not stay with the body.

    As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.

    If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.

    If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or at the host’s location.

    Magic Missile

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Fire off missiles of magical energy; Range: 30 metres; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: A missile of magical energy darts forth from your fingertip and strikes its target, dealing your Magic in force damage.

    The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

    For every two full “d” in conjuration, you gain an additional missile If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you roll damage.

    Magic Mouth

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Magical mouth speaks a message; Range: 10 metres; Speed: 5 seconds; Duration: Permanent until discharged; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, magic mouth can be placed upon a tree, rock, or any other object or creature.

    The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb.

    The range limit of a trigger is 10 metres,. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.

    Magic mouth can be made permanent with a permanency spell.

    Magic Stone

    Skill Used: Magic: Alteration; Difficulty: 10; Effect: Magically charge 1d stones; Range: Touch; Speed: Instantaneous; Duration: 30 minutes, or until used; Casting Time: 2 seconds

    Other Aspects: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range of 20/40/60 metres. If slung, treat them as sling bullets. The spell gives them a +1d bonus on attack skills and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals the sling +1 points of damage (including the spell’s enhancement bonus), or double damage against undead.

    Magic Vestment

    Skill Used: Miracles: Favor; Difficulty: 15; Effect: Magically enhance armour; Range: Touch; Speed: 5 seconds; Duration: 6 hours; Casting Time: 2 seconds

    Other Aspects: You imbue a suit of armor or a shield with a magical bonus equal to your Miracles. An outfit of regular clothing counts as armor that grants no bonus for the purpose of this spell.

    Magic Weapon

    Skill Used: Magic: Conjuration, Miracles: Strife; Difficulty: 10; Effect: Give non-magical weapon a magic bonus; Range: Touch; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: Magic weapon gives a weapon a +1d bonus on attack and damage rolls. This bonus can only be added to non-magical weapons.

    You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang).

    Magically Created

    Skill Used: Magic: Conjuration; Difficulty: 15; Effect: Create small nonmagical items; Range: 0 metres; Speed: 1 minute; Duration: 6 hours; Casting Time: 1 minute

    Other Aspects: You create a nonmagical, unattended object of nonliving, vegetable or mineral matter. The volume of the item created cannot exceed 1 cubic metre. You must succeed on an appropriate crafting skill check to make a complex item.

    Attempting to use any created object as a material component causes the spell to fail.

    Meld into Stone

    Skill Used: Miracles: Favor; Difficulty: 15; Effect: Meld into a single piece of stone; Range: Personal; Speed: 5 seconds; Duration: 30 minutes; Casting Time: 2 seconds

    Other Aspects: Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 50 kilograms of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.

    While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d points of damage. The stone’s complete destruction expels you and slays you instantly unless you make a Difficult stamina check. Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell’s duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d points of damage.

    The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d points of damage. Stone shape deals you 3d points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a Difficult stamina check, in which case you are merely expelled. Finally, passwall expels you without damage.

    Mending

    Skill Used: Magic: Alteration, Miracles: Favor; Difficulty: 5; Effect: Repair a damaged item; Range: 2 metres; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger.

    Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

    The amount of damage repaired is equal to your Magic or Miracles.

    Message

    Skill Used: Magic: Divination; Difficulty: 5; Effect: Whisper and receive messages; Range: 30 metres; Speed: Instantaneous; Duration: 30 minutes; Casting Time: 2 seconds

    Other Aspects: You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 0.5 metres of stone, 2 centimetres of common metal (or a thin sheet of lead), or 1 metre of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.

    Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

    Mind Fog

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Call on fog to weaken mental abilities; Range: 30 metres; Speed: 5 seconds; Duration: 30 minutes, see text; Casting Time: 2 seconds

    Other Aspects: Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a –3d penalty on Acumen checks and mettle checks. (A creature that successfully passes an opposed mettle check against the fog is not affected and need not make further checks even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

    A moderate wind (16+ kmph) disperses the fog in twenty seconds; a strong wind (32+ kmph) disperses the fog in 5 seconds. The fog is thin and does not significantly hamper vision.

    Mirror Image

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Make illusionary duplicates of yourself; Range: Personal, see text; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.

    Mirror image creates 1d images. These figments separate from you and remain in a cluster, each within 2 metres of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers can’t use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.

    Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s dodge is equal to yours and is immediately destroyed if hit. Figments seem to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball).

    While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.

    An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)

    Misdirection

    Skill Used: Magic: Alteration; Difficulty: 10; Effect: Cause false information to divination spells; Range: 10 metres; Speed: 5 seconds; Duration: 6 hours; Casting Time: 2 seconds

    Other Aspects: By means of this spell, you misdirect the information from divination spells that reveal auras (detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. (Neither the subject nor the other object gets a check against this effect.) Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on an opposed spell skill check. For instance, you could make yourself detect as a tree if one were within range at casting: not lying, not magical and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).

    Mislead

    Skill Used: Magic: Conjuration; Difficulty: 25; Effect: Become invisible and create an illusionary double; Range: 10 metres; Speed: 5 seconds; Duration: Concentration, see text; Casting Time: 2 seconds

    Other Aspects: You become invisible (as invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.

    The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The improved invisibility lasts for 30 seconds, regardless of concentration.

    Mount

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Summon a light horse or pony; Range: 10 metres; Speed: 5 seconds; Duration: 12 hours; Casting Time: 2 seconds

    Other Aspects: You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

    Move Earth

    Skill Used: Magic: Apportation; Difficulty: 20; Effect: Move earth and terrain around you; Range: 100 metres; Speed: 1 minute; Duration: Instantaneous; Casting Time: See text

    Other Aspects: Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.

    However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 50 metre square (up to 5 metres deep), casting takes 10 minutes. The maximum area, 250 metres by 250 metres, takes 1 hour to move.

    This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.

    The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.

    This spell has no effect on earth creatures.

    Neutralize Poison

    Skill Used: Miracles: Favor; Difficulty: 20; Effect: Neutralize poison in target creature; Range: Touch; Speed: 5 seconds; Duration: 30 minutes; Casting Time: 2 seconds

    Other Aspects: You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as Body Point damage, temporary attribute damage, or effects that don’t go away on their own.

    The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against poison effects applied to it during the length of the spell.

    This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option.

    Nightmare

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Cause target creature to have vivid nightmares; Range: Unlimited; Speed: 5 minutes; Duration: Instantaneous; Casting Time: 10 minutes

    Other Aspects: You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.

    The nightmare prevents restful sleep and causes 3d points of damage. The nightmare leaves the subject fatigued and suffering -3d to all skills for the next 24 hours.

    The difficulty of the opposed mettle check depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.

    Knowledge mettle Modifier None1 -3d Secondhand (you have heard of the subject) -d Firsthand (you have met the subject) +0 Familiar (you know the subject well) +1d 1. You must have some sort of connection to a creature you have no knowledge of.

    Connection mettle Modifier Likeness or picture –2 pips Possession or garment –1d Body part, lock of hair, bit of nail, etc. –3d 105

    If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Difficult conjuration check as if you were in the midst of casting a spell or the spell ends.

    If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.

    You are defenseless, both physically and mentally, while in the trance. (You always fail any kill check for example.)

    Creatures who don’t sleep or dream are immune to this spell.

    Nondetection

    Skill Used: Magic: Alteration, Miracles: Favor; Difficulty: 15; Effect: Become difficult to detect with divination; Range: Touch; Speed: 5 seconds; Duration: 6 hours; Casting Time: 2 seconds

    OTHER ASPECTS

    The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on an opposed skill check with your alteration. If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.

    Obscuring Mist

    Skill Used: Magic: Conjuration, Miracles: Favor; Difficulty: 10; Effect: Mist fills area that hinders sight; Range: 10 metres; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including infravision and ultravision, beyond 2 metres. A creature 5 feet away has a +2d concealment bonus. Creatures farther away have total concealment.

    A moderate wind (16+ kmph), such as from a gust of wind spell, disperses the fog in 20 seconds. A strong wind (32+ kmph) disperses the fog in 5 seconds. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

    This spell does not function underwater.

    Open/Close

    Skill Used: Magic: Apportation; Difficulty: 2; Effect: Open or close a door, chest, box, window etc.; Range: 10 metres; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 15 kilograms or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.

    Owl’s Wisdom

    Skill Used: Magic: Alteration, Miracles: Favor; Difficulty: 10; Effect: Grant Acumen bonus; Range: Touch; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    The transmuted creature becomes wiser. The spell grants a +2d enhancement bonus to Acumen.

    Passwall

    Skill Used: Magic: Apportation; Difficulty: 15; Effect: Form a passage through solid objects; Range: Touch; Speed: 5 seconds; Duration: 6 hours; Casting Time: 2 seconds

    Other Aspects: You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 5 metres deep. If the wall’s thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.

    Phantasmal Killer

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Create a fearsome illusion; Range: 30 metres; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. You see only a vague shape. The target first gets an opposed mettle check to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Moderate stamina check or die from fear. Even if the stamina check is successful, the subject takes 3d points of damage. If the subject of a phantasmal killer attack succeeds in disbelieving, the beast can be turned upon you on a roll of a 1 on a d6. You must then disbelieve it or become subject to its deadly fear attack.

    Phantom Steed

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Create a spirit steed to ride on; Range: 0 metres; Speed: 5 seconds; Duration: 6 hours; Casting Time: 2 seconds

    Other Aspects: You conjure a Large, quasi-real, horse-like creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

    The mount has an dodge total of 5d and 7 Body Points. If it loses all its Body Points, the phantom steed disappears. A phantom steed has a speed of 30 metres. It can bear its rider’s weight plus up to 20 kilograms.

    Phantom Trap

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Make an illusionary trap appear on a lock; Range: Touch; Speed: Instantaneous; Duration: Permanent; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to frighten away thieves or make them waste precious time.

    If another phantom trap is active within 20 metres when the spell is cast, the casting fails.

    Planar Ally

    Skill Used: Miracles: Favor; Difficulty: 20; Effect: Summon elemental or outsider for assistance; Range: 10 metres; Speed: 5 minutes; Duration: Instantaneous; Casting Time: 10 minutes

    Other Aspects: By casting this spell, you request your deity to send you an elemental or outsider of the deity’s choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical or theological beliefs. If you know an individual creature’s name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).

    You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.

    The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature’s beliefs and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 5 seconds, so any actions by the creature begin in the round after it arrives.

    A task taking up to 5 minutes requires a payment of 1,000 gp. For a task taking up to 12 hours, the creature requires a payment of 10,000 gp. 106 A long-term task, one requiring up to 1 week per requires a payment of 100,000 gp.

    A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature’s ethos, it may halve or even waive the payment. At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).

    Planar Binding

    Skill Used: Magic: Conjuration; Difficulty: 25; Effect: Bind a planar creature; Range: 10 metres; Speed: 5 minutes; Duration: Instantaneous; Casting Time: 10 minutes

    Other Aspects: Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell’s range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

    To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name in casting the spell.

    The target creature is allowed an opposed mettle check. If the check succeeds, the creature resists the spell. If the check fails, the creature is immediately drawn to the trap. The creature can escape from the trap with by successfully pitting its mettle against your conjuration or by dimensional travel. It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel.

    If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma Wild Die check, the creature breaks free of the binding and can escape or attack you.

    Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.

    Plane Shift

    Skill Used: Magic: Apportation; Difficulty: 25; Effect: Make yourself or another creature go to a different plane; Range: Touch; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5d x10 kilometres from your intended destination.

    Note: Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.

    Poison

    Skill Used: Miracles: Strife; Difficulty: 20; Effect: Inflict poison on a creature; Range: Touch; Speed: Instantaneous; Duration: Instantaneous, see text; Casting Time: 2 seconds

    Other Aspects: Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful fighting attack. The poison deals -2d temporary Physique damage immediately and another -2d temporary Physique damage 1 minute later. Each instance of damage can be negated by an opposed stamina check. If the creatures Physique is brought to zero or below, the creature dies.

    Polymorph

    Skill Used: Magic: Alteration; Difficulty: 20; Effect: Change into another type of living creature; Range: Touch; Speed: 5 seconds; Duration: 10 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. You can’t cause a subject to assume a form smaller than a small scale of 9, nor can you cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form.

    Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary attribute damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.

    The subject gains the Agility, Coordination and Physique scores of the new form but retains its own Intellect, Acumen and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the Advantages or Disadvantages possessed by the new form or spell abilities.

    Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

    Prestidigitation

    Skill Used: Magic: Any; Difficulty: 2; Effect: Simple magical tricks that do little; Range: 2 metres; Speed: 5 seconds; Duration: 1 hour; Casting Time: 2 seconds

    Other Aspects: Prestidigitations are minor tricks that novice spell casters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 0.5 kilograms of material. It can color, clean, or soil items in a 0.5 metre cube every 5 seconds. It can chill, warm, or flavor 0.5 kilograms of nonliving material. It cannot deal damage or affect the concentration of spell casters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

    Protection from Arrows

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Protection from ranged attacks; Range: Touch; Speed: Instantaneous; Duration: 6 hours, see text; Casting Time: 2 seconds

    OTHER ASPECTS

    The warded creature gains resistance to ranged weapons. Once the spell has prevented a total of 1d x10 points of damage it is discharged.

    Protection from Energy

    Skill Used: Magic: Conjuration, Miracles: Favor; Difficulty: 25; Effect: Protection against energy and elemental damage; Range: Touch; Speed: Instantaneous; Duration: 30 minutes, see text; Casting Time: 2 seconds

    Other Aspects: Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 1d x10 points of energy damage it is discharged.

    Note: Protection from energy overlaps (and does not combine with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

    Protection from Spells

    Skill Used: Magic: Conjuration; Difficulty: 25; Effect: Protection against magical effects; Range: Touch; Speed: 5 seconds; Duration: 30 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    The subject gains a +8d bonus on all opposed checks against spells and spell-like abilities.

    Prying Eyes

    Skill Used: Magic: Divination; Difficulty: 20; Effect: Send small magical orbs to scout; Range: 2 kilometres; Speed: 30 seconds; Duration: 6 hours, see text; Casting Time: 1 minute

    Other Aspects: You create a number of semi-tangible, visible magical orbs (called “eyes”) equal to 1d6 + your full “d” in Magic. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 40 metres (normal vision only) in all directions.

    While the individual eyes are quite fragile, they’re small and difficult to spot. Each eye is a small scale -9 construct, about the size of a small apple, that has 1 Body Point, total dodge of 6d, flies at a speed of 10 metres, and has a 5d hide. It has a search skill equal to your Magic and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.

    When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well.

    In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 5 seconds to replay 1 hour of recorded images. After relaying its findings, an eye disappears. If an eye ever gets more than 2 kilometres away from you, it instantly ceases to exist. However, your link with the eye is such that you won’t know if the eye was destroyed because it wandered out of range or because of some other event.

    The eyes exist for up to 6 hours. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.

    Purify Food and Drink

    Skill Used: Miracles: Favor; Difficulty: 5; Effect: Purify food and drink from contaminants; Range: 2 metres; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.

    Pyrotechnics

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Turn fire into impressive displays; Range: 100 metres; Speed: 5 seconds; Duration: 1d x5 seconds, see text; Casting Time: 2 seconds

    Other Aspects: Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.

    Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 40 metres of the fire source to become blinded for 1d x5 seconds (opposed mettle negates). These creatures must have line of sight to the fire to be affected.

    Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 10 metres in all directions and lasts for 30 seconds. All sight, even infravision and ultravision, is ineffective in or through the cloud. All within the cloud take –2d penalties to Agility, Coordination and Physique. These effects last for 1d x5 seconds after the cloud dissipates or after the creature leaves the area of the cloud.

    Raise Dead

    Skill Used: Miracles: Favor; Difficulty: 25; Effect: Raise dead creature to life; Range: Touch; Speed: 5 minutes; Duration: Instantaneous; Casting Time: 1 minute

    Other Aspects: You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one week. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no skill check to resist. Coming back from the dead is an ordeal. The subject of the spell loses 1d to all skills.

    A raised creature has a number of Body Points equal to what it had before. Any attributes damaged to 0 are raised to 1d. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell.

    A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age.

    Ray of Enfeeblement

    Skill Used: Magic: Alteration; Difficulty: 10; Effect: Lower target creatures Physique; Range: 10 metres; Speed: Instantaneous; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: A coruscating ray springs from your hand. You must succeed on a ranged attack to strike a target. The subject takes a -1d penalty to Physique. The subject’s Strength score cannot drop below 1d. An opposed stamina check negates this spells effects.

    Ray of Exhaustion

    Skill Used: Magic: Alteration; Difficulty: 10; Effect: Cause target creature to become exhausted; Range: 10 metres; Speed: Instantaneous; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: A black ray projects from your pointing finger. You must succeed on a ranged attack with the ray to strike a target.

    The subject is immediately exhausted for the spell’s duration causing a -1d penalty to all skills. A successful opposed stamina check negates the spells effects. This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires.

    Read Magic

    Skill Used: Magic: Divination, Miracles, Divination; Difficulty: 5; Effect: Be able to read magical writing; Range: Personal; Speed: Instantaneous; Duration: 30 minutes; Casting Time: 2 seconds

    Other Aspects: By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a Moderate scholar: magic check, or any symbol spell with a Moderate scholar: magic check.

    Reduce Person

    Skill Used: Magic: Alteration; Difficulty: 15; Effect: Change the size of a person; Range: 10 metres; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to small scale -3. The target gains a +1d bonus to Agility and Coordination, a –1d penalty to Physique (to a 108 minimum of 1d), and a +1d bonus on attack rolls and dodge due to its reduced size.

    A small scale -3 humanoid creature whose size decreases to small scale -6. A large scale 3 humanoid creature whose size decreases to size scale 0. This spell doesn’t change the target’s speed.

    All equipment worn or carried by a creature is similarly reduced by the spell.

    Melee and projectile weapons deal -1d less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

    Multiple magical effects that reduce size do not combine. Reduce person counters and dispels enlarge person.

    Remove Blindness/Deafness

    Skill Used: Miracles: Favor; Difficulty: 15; Effect: Remove Blindness or Deafness from a creature; Range: Touch; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.

    Remove blindness/deafness counters and dispels blindness/deafness.

    Remove Curse

    Skill Used: Magic: Alteration, Miracles: Favor; Difficulty: 20; Effect: Remove a curse from a creature; Range: Touch; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster with a certain number of “d” in Magic or Miracles. Remove curse counters and dispels bestow curse.

    Remove Disease

    Skill Used: Miracles: Favor; Difficulty: 15; Effect: Cure a diseased creature; Range: Touch; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: Remove disease cures all diseases that the subject is suffering from.

    The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster with a certain number of “d” in Magic or Miracles. Note: Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

    Remove Fear

    Skill Used: Miracles: Favor; Difficulty: 10; Effect: Suppress fear effects on a creature; Range: 10 metres; Speed: 5 seconds; Duration: 10 minutes, see text; Casting Time: 2 seconds

    Other Aspects: You instill courage in the subject, granting it a +2d bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.

    Remove fear counters and dispels cause fear.

    Remove Paralysis

    Skill Used: Miracles: Favor; Difficulty: 10; Effect: Cure paralysis; Range: 10 metres; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: You can free 1d creatures from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell.

    The spell does not restore attribute scores reduced by penalties or damage.

    Repel Vermin

    Skill Used: Miracles: Favor; Difficulty: 20; Effect: Turn away vermin; Range: 5 metres; Speed: 5 seconds; Duration: 10 minutes; Casting Time: 2 seconds

    Other Aspects: An invisible barrier holds back vermin. A vermin that cannot pass an opposed mettle check cannot penetrate the barrier. Even if the vermin passes the check the barrier deals the vermin 2d points of damage, and pressing against the barrier causes pain, which deters most vermin.

    Resilient Sphere

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Trap a creature within a sphere; Range: 10 metres; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere is a number of metres in diameter equal to the full “d” of the caster’s Magic. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a disintegrate spell or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.

    The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.

    Restoration

    Skill Used: Miracles: Favor; Difficulty: 20; Effect: Restore attribute and other permanent damage; Range: Touch; Speed: 10 seconds; Duration: Instantaneous; Casting Time: 2 minutes

    OTHER ASPECTS

    This spell cures all attribute damage, It also eliminates any fatigue or exhaustion suffered by the target and restores any lost limbs.

    Restoration does not restore Physique pips or dice lost due to death.

    Righteous Might

    Skill Used: Miracles: Favor; Difficulty: 25; Effect: Empower yourself with divine might; Range: Personal; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    Other Aspects: Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size scale to 6 large, and you gain a +3d bonus to Physique. You gain a +2d bonus to your natural armor.

    If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Moderate Physique check to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you— the spell cannot crush you by increasing your size.

    All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

    Multiple magical effects that increase size do not combine.

    Rope Trick

    Skill Used: Magic: Apportation; Difficulty: 10; Effect: Create a planar pocket accessible by rope; Range: Touch; Speed: 5 seconds; Duration: 6 hours; Casting Time: 2 seconds

    Other Aspects: When this spell is cast upon a piece of rope from 2 to 10 metres long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (“planes”). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope “disappear.” In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 8,000 kilograms. A weight greater than that can pull the rope free.

    Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 1 metre x 2 metre window were centered on the rope. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.

    Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.

    Scorching Ray

    Skill Used: Magic: Conjuration; Difficulty: 15; Effect: Fire rays of fire from your hands; Range: 10 metres; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: You blast your enemies with fiery rays. You may fire one ray per full “d” in Magic. Each ray requires a ranged attack to hit and deals 4d points of fire damage.

    The rays may be fired at the same or different targets as a single action, but all bolts must be aimed at targets within 10 metres of each other and fired simultaneously.

    Scrying

    Skill Used: Magic: Divination, Miracles: Divination; Difficulty: 25; Effect: Magically view a target creature; Range: See text; Speed: 5 minutes; Duration: 5 minutes; Casting Time: 1 hour

    Other Aspects: You can see and hear some creature, which may be at any distance. If the subject succeeds on an opposed mettle check, the scrying attempt simply fails. A divination bonus depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +2d bonus on its mettle. Knowledge divination bonus None1 +3d Secondhand (you have heard of the subject) +2d Firsthand (you have met the subject) +0 Familiar (you know the subject well) –2d 1. You must have some sort of connection to a creature you have no knowledge of.

    Connection divination bonus Likeness or picture +2 pips Possession or garment +1d Body part, lock of hair, bit of nail, etc. +4d If the mettle check fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 5 metres in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 50 metres. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 1-2 chance on 1d of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message. If the mettle check succeeds, you can’t attempt to scry on that subject again for at least 24 hours.

    Searing Light

    Skill Used: Miracles: Strife; Difficulty: 15; Effect: Shoot a sun like ray from your palm; Range: 30 metres; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a marksmanship attack to strike your target. A creature struck by this ray of light takes your Miracles in damage. An undead creature takes half this damage, and an undead creature particularly vulnerable to bright light takes twice your Miracles in damage. A construct or inanimate object takes the same amount of damage as an undead creature.

    Secret Chest

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Hide a chest on the Ethereal Plane; Range: See text; Speed: 15 minutes; Duration: 60 days, see text; Casting Time: 10 minutes

    Other Aspects: You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can contain up to 2 cubic metres of material (regardless of the chest’s actual size, which is about 0.5 cubic metres). If any living creatures are in the chest, there is a 1-4 chance on 1d that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (an action), and it appears next to you.

    The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can have but one pair of these chests at any given time—even a wish spell does not allow more. The chests are non-magical and can be fitted with locks, wards, and so on, just as any normal chest can be.

    To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After sixty days, there is a cumulative chance of 1 per day on 2d that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.

    Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.

    Secret Page

    Skill Used: Magic: Alteration; Difficulty: 15; Effect: Change writing on a page; Range: Touch; Speed: 5 seconds; Duration: Permanent; Casting Time: 2 seconds

    Other Aspects: Secret page alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or sepia snake sigil can be cast upon the secret page.

    A comprehend languages spell alone cannot reveal a secret page’s contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.

    See Invisibility

    Skill Used: Magic: Divination; Difficulty: 10; Effect: See the invisible; Range: Personal; Speed: 5 seconds; Duration: 30 minutes; Casting Time: 2 seconds

    Other Aspects: You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

    The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

    Sepia Snake Sigil

    Skill Used: Magic: Conjuration; Difficulty: 15; Effect: Cause a snake to leap from a page to attack; Range: Touch; Speed: Instantaneous; Duration: Permanent, see text; Casting Time: 10 minutes

    Other Aspects: When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.

    Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to an opposed dodge check with your conjuration to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its check, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d days have elapsed.

    While trapped in the amber field of force, the subject does not age, breathe, grow hungry or sleep. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose Body Points or heal until the spell ends.

    The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.

    A dispel magic can remove the sigil. An erase spell destroys the entire page of text.

    Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.

    Shadow Conjuration

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Create shadow illusions; Range: See text; Speed: 5 seconds; Duration: See text; Casting Time: 2 seconds

    Other Aspects: You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces.

    Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.

    Any creature that interacts with the conjured object, force, or creature can make an opposed mettle check to recognize its true nature.

    Spells that deal damage have normal effects unless the affected creature succeeds on an opposed mettle check. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only likely to occur on a 1d roll of 1 or 2. Regardless of the result of the check to disbelieve, an affected creature is also allowed any check that the spell being simulated allows, but the check difficulty is set according to shadow conjuration’s mettle. Shadow objects or substances have normal effects except against those who disbelieve them.

    Against disbelievers, they are likely to work on a 1d roll of 1 or 2. A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.)

    A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.

    Objects automatically succeed on their mettle checks against this spell.

    Shadow Walk

    Skill Used: Magic: Apportation; Difficulty: 25; Effect: Transport yourself and others via shadows; Range: Touch; Speed: 5 seconds; Duration: 6 hours; Casting Time: 2 seconds

    Other Aspects: To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (1d), but all must be touching each other.

    In the region of shadow, you move at a rate of 80 kilometres per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

    Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 2d x100 metres in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 2d x100 metres in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature with a -2d penalty to all skills for 1d hours. Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d hours.

    Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.

    They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive an opposed mettle check, negating the effect if successful.

    Shatter

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Loud noise shatters objects; Range: 10 metres; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: Shatter creates a loud, ringing noise that breaks brittle, non-magical objects; sunders a single solid, non-magical object; or damages a crystalline creature.

    Used as an area attack, shatter destroys non-magical objects of crystal, glass, ceramic, or porcelain. All such objects within a 2 metre radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 2 kilogram are not affected, but all other objects of the appropriate composition are shattered. Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 kilograms. Targeted against a crystalline creature (of any weight), shatter deals your Magic in damage with an opposed stamina roll to half the damage.

    Shield

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Create magical shield; Range: Personal; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +2d bonus to damage resistance rolls. The shield has no armor penalty or spell failure chance.

    Shield of Faith

    Skill Used: Miracles: Favor; Difficulty: 5; Effect: Create a faith based defense; Range: Touch; Speed: Instantaneous; Duration: 5 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2d bonus to damage resistance.

    Shield Other

    Skill Used: Miracles: Favor; Difficulty: 10; Effect: Shield another creature from damage; Range: 10 metres; Speed: 5 seconds; Duration: 6 hours; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1d bonus to damage resistance and a +1d bonus on stamina and mettle checks. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal Body Point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve Body Points, such as charm effects, temporary atribute damage, level draining, and death effects, are not affected. If the subject suffers a reduction of Body Points from a lowered Physique score, the reduction is not split with you because it is not Body Point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

    If you and the subject of the spell move out of range of each other, the spell ends.

    Shocking Grasp

    Skill Used: Magic: Conjuration; Difficulty: 5; Effect: Touch a creature with electric damage; Range: Touch; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: Your successful melee touch attack deals 3d6 points of electricity damage. When delivering the jolt, you gain a +1d bonus on your fighting roll if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

    Shout

    Skill Used: Magic: Evocation; Difficulty: 20; Effect: Let out a deafening and damaging shout; Range: 10 metres; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d x5 seconds and takes 5d points of sonic damage. A successful opposed stamina check negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 6d points of sonic damage. An affected creature is allowed a stamina check to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful opposed dodge check. A shout spell cannot penetrate a silence spell.

    Shrink Item

    Skill Used: Magic: Alteration; Difficulty: 15; Effect: Shrink item and turn it to cloth; Range: Touch; Speed: Instantaneous; Duration: 1 week, see text; Casting Time: 2 seconds

    Other Aspects: You are able to shrink one non-magical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object’s size by 12 size scales. Optionally, you can also change its now shrunken composition to a cloth-like one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.

    Silence

    Skill Used: Miracles: Strife; Difficulty: 10; Effect: Affected zone is consumed in impenetrable silence; Range: 100 metres, 10 metre radius; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt an opposed mettle to negate the spell. Items in a creature’s possession or magic items that emit sound receive the benefits of checks, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.

    Slay Living

    Skill Used: Miracles: Strife; Difficulty: 25; Effect: Slay a living creature; Range: Touch; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: You can slay any one living creature. You must succeed on a fighting attack to touch the subject, and it can avoid death with a successful opposed stamina check. If it succeeds, it instead takes 3d points of damage.

    Sleep

    Skill Used: Magic: Strife; Difficulty: 5; Effect: Cause creature to fall asleep; Range: 30 metres; Speed: 5 seconds; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: A sleep spell causes a magical slumber to come upon 1d creatures.

    Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is an action.

    Sleep does not target unconscious creatures, constructs, or undead creatures.

    Sleet Storm

    Skill Used: Magic: Conjuration; Difficulty: 15; Effect: Driving sleet affects area; Range: 100 metres; Speed: Instantaneous; Duration: 30 seconds; Casting Time: 2 seconds

    Other Aspects: Driving sleet blocks all sight (even infravision and ultravision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a Moderate acrobatics check. Failure means it can’t move in that round, while failure by 5 or more means it falls. The sleet extinguishes torches and small fires.

    Slow

    Skill Used: Magic: Alteration; Difficulty: 15; Effect: Slow a creature; Range: 10 metre; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    Other Aspects: An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single action each turn. Additionally, it takes a –1d penalty on attack skills and dodge checks. A slowed creature moves at half its normal speed (round down to the next 1 metre increment), which affects the creature’s jumping distance as normal for decreased speed.

    Multiple slow effects don’t combine. Slow counters and dispels haste.

    Speak with Dead

    Skill Used: Miracles: Divination; Difficulty: 15; Effect: Speak with the spirit of a corpse; Range: 5 metres; Speed: 5 minutes; Duration: 5 minutes; Casting Time: 10 minutes

    Other Aspects: You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two full “d” in Miracles (minimum 1). Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive.

    If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information.

    Indeed, it can’t even remember being questioned.

    This spell does not affect a corpse that has been turned into an undead creature.

    Spectral Hand

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Ghostly hand can deliver touch spells; Range: 30 metres; Speed: Instantaneous; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver touch spells at a distance. On casting the spell, you lose 1d Body Points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The Body Points can be healed as normal.) For as long as the spell lasts, any touch spell that you cast can be delivered by the spectral hand. The spell gives you a +1d bonus on your fighting roll to deliver the spell, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.

    The hand is incorporeal and thus cannot be harmed by normal weapons. It has your skill abilities. The hand has 1 to 9 Body Points, the same number that you lost in creating it.

    Spell Immunity

    Skill Used: Miracles: Favor; Difficulty: 20; Effect: Gain immunity to a spell; Range: Touch; Speed: Instantaneous; Duration: 30 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    The warded creature is immune to the effects of one specified spell per 2 full “d” you have in Miracles. The warded creature effectively has resistances regarding the specified spell or spells. Naturally, that immunity doesn’t protect a creature from spells for which resistances doesn’t apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.

    A creature can have only one spell immunity spell in effect on it at a time.

    Spider Climb

    Skill Used: Magic: Apportation; Difficulty: 10; Effect: Climb like a spider; Range: Touch; Speed: Instantaneous; Duration: 30 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 5 metres; furthermore, it need not make climbing checks to traverse a vertical or horizontal surface (even upside down). The creature cannot, however, use the run action while climbing.

    Spiritual Weapon

    Skill Used: Miracles: Strife; Difficulty: 10; Effect: Call on a divine weapon to fight; Range: 30 metres; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 2 seconds

    Other Aspects: A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing +2d force damage per hit. The weapon takes the shape of a weapon favored by yourself or a weapon with some spiritual significance or symbolism to you (see below) and has the same damage as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your melee combat (possibly allowing it multiple attacks per round in subsequent rounds). It strikes as a spell, not as a weapon, so, for example, it can damage creatures that are intangible. The weapon always strikes from your direction. Your Advantages, Disadvantages or Special Abilities do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.

    Each round after the first, you can use an action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your melee combat skill is high enough to allow you to. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range, and switching targets still is an action.

    A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon’s dodge is equal to yours. The weapon that you get is often a force replica of your deity’s own personal weapon.

    Status

    Skill Used: Miracles: Divination; Difficulty: 10; Effect: Keep track of a comrade; Range: Touch; Speed: Instantaneous; Duration: 30 seconds; Casting Time: 2 seconds

    Other Aspects: When you need to keep track of a comrade who may get separated, status allows you to mentally monitor his relative positions and general condition. You are aware of direction and distance to the creature and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subject, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.

    Stone Shape

    Skill Used: Magic: Alteration, Miracles: Favor; Difficulty: 15; Effect: Form stone; Range: Touch; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 1-2 chance on 1d that any shape including moving parts simply doesn’t work.

    Stone to Flesh

    Skill Used: Magic: Alteration; Difficulty: 25; Effect: Turn stone to flesh; Range: Touch; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a Moderate stamina check to survive the process. Any petrified creature, regardless of size, can be restored.

    The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 0.5 metres to 1 metre in diameter and up to 3 metres long or a cylinder of up to those dimensions in a larger mass of stone.

    Suggestion

    Skill Used: Magic: Alteration; Difficulty: 15; Effect: Cause compulsion to complete task; Range: 10 metres; Speed: Instantaneous; Duration: 6 hours, see text; Casting Time: 2 seconds

    Other Aspects: You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

    A very reasonable suggestion causes the opposed willpower resistance check to be made with a penalty (such as –2 or –1d).

    Summon Monster

    Skill Used: Magic: Conjuration, Miracles: Favor; Difficulty: see text; Effect: Call on a extraplanar creature to assist you; Range: 10 metres; Speed: 5 seconds; Duration: 30 seconds; Casting Time: 5 seconds

    OTHER ASPECTS

    This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

    The spell conjures any creature with the above creature type. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. The summoned creature can make an opposed mettle check with the summoner to avoid being called.

    A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

    Summon Swarm

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Call a swarm of vermin; Range: 10 metres; Speed: 5 seconds; Duration: Concentration; Casting Time: 5 seconds Other Aspects: You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.

    Telekinesis

    Skill Used: Magic: Apportation; Difficulty: 25; Effect: Move an object by concentrating on it; Range: 100 metres; Speed: Instantaneous; Duration: Concentration; Casting Time: 2 seconds

    Other Aspects: You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force or exert a single short, violent thrust.

    Sustained Force: A sustained force moves an object weighing no more than 100 kilograms up to 10 metres per round. A creature can negate the effect on an object it possesses with a successful opposed mettle check. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

    An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.

    Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl 1d objects or creatures that are within range and all within 2 metres of each other toward any target within 100 metres of all the objects. You can hurl up to a total weight of 100 kilograms. You must succeed on fighting rolls (one per creature or object thrown) to hit the target with the items. Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 10 kilograms (for less dangerous objects) to 1d points of damage per 10 kilgrams (for hard, dense objects).

    Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed opposed mettle checks to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 5 metres.

    Telepathic Bond

    Skill Used: Magic: Divination; Difficulty: 20; Effect: Link 1d minds to each other; Range: 10 metres; Speed: 5 seconds; Duration: 30 minutes; Casting Time: 2 seconds

    Other Aspects: You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intellect score of 2d or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

    If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.

    Teleport

    Skill Used: Magic: Apportation; Difficulty: 20; Effect: Teleport to another location; Range: Personal or Touch; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell instantly transports you to a designated destination, which may be as distant as 500 kilometres. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing human sized or smaller creature (carrying gear or objects up to its maximum load) or its equivalent. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a resistance check. Only objects held or in use (attended) by another person receive checks. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

    To see how well the teleportation works, roll 1d and consult the Teleport table. Refer to the following information for definitions of the terms on the table.

    Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic. “False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

    On Target: You appear where you want to be.

    Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 2d x2d kilometres of the distance that was to be traveled. The direction off target is determined randomly

    Similar Area: You wind up in an area that’s visually or thematically similar to the target area.

    Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.

    Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 2d points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d. Each time “Mishap” comes up, the characters take more damage and must reroll.

    Familiarity On Target Off Target Similar Area Mishap Very familiar 1-4 5 6 — Studied carefully 1-3 4 5 6 Seen casually 1-2 3-4 5 6 Viewed once 1 2-3 4-5 6 False destination (1d20+80)

    — — 1-4 5-6 Tongues

    Skill Used: Magic: Divination, Miracles: Divination; Difficulty: 10; Effect: Gain ability to speak and understand other languages; Range: Touch; Speed: Instantaneous; Duration: 30 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.

    Touch of Fatigue

    Skill Used: Magic: Alteration; Difficulty: 5; Effect: Cause a target to be weary; Range: Touch; Speed: Instantaneous; Duration: 30 secods; Casting Time: 2 seconds

    Other Aspects: You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.

    The subject is immediately fatigued for the spell’s duration and loses -1d to all skills and half speed.

    This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires.

    Touch of Idiocy

    Skill Used: Magic: Alteration; Difficulty: 10; Effect: Cause a creatures metal abilities to drop; Range: Touch; Speed: Instantaneous; Duration: 30 minutes; Casting Time: 2 seconds

    Other Aspects: With a touch, you reduce the target’s mental faculties. Your successful fighting attack applies a -1d penalty to the target’s Intellect, Perception, and Charisma scores. This penalty can’t reduce any of these scores below 1d.

    True Seeing

    Skill Used: Magic: Divination, Miracles: Divination; Difficulty: 25; Effect: See everything for what it is; Range: Touch; Speed: Instantaneous; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 100 metres. True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

    Undeath to Death

    Skill Used: Magic: Alteration, Miracles: Favor; Difficulty: 20; Effect: Destroy undead; Range: 10 metre radius; Speed: 5 seconds; Duration: Instantaneous; Casting Time: 1 minute

    OTHER ASPECTS

    This spell functions like circle of death, except that it destroys undead creatures as noted above.

    Unhallow

    Skill Used: Miracles: Strife; Difficulty: 25; Effect: Make an area unholy; Range: Touch, 10 metre radius; Speed: 5 minutes; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: Unhallow makes a particular site, building, or structure an unholy site.

    You may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or creatures that adhere to another faith. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.

    Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Resistance checks might apply to these spells’ effects. (See the individual spell descriptions for details.)

    An area can receive only one unhallow spell (and its associated spell effect) at a time.

    Unhallow counters but does not dispel hallow.

    Unseen Servant

    Skill Used: Magic: Conjuration; Difficulty: 5; Effect: Create an invisible servant; Range: 10 metres; Speed: Instantaneous; Duration: 6 hours; Casting Time: 2 seconds

    Other Aspects: An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 1d. It can trigger traps and such, but it can exert only 10 kilograms of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a Moderate or higher difficulty. Its speed is 15 feet.

    The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no checks against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.

    Vampiric Touch

    Skill Used: Magic: Strife; Difficulty: 15; Effect: Drain Body Points to heal personal damage; Range: Touch; Speed: Instantaneous; Duration: Instantaneous, see text; Casting Time: 2 seconds

    Other Aspects: You must succeed on a fighting attack. Your touch deals your Magic in damage. You gain Body Points equal to the damage you deal. However, you can’t gain more than the subject’s current Body Points, which is enough to kill the subject. The Body Pints disappear 1 hour later.

    Ventriloquism

    Skill Used: Magic: Conjuration; Difficulty: 5; Effect: Make voice seem like it comes from somewhere else; Range: 10 metres; Speed: Instantaneous; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful opposed mettle check recognizes it as illusory (but still hears it).

    Wall of Fire

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Call forth a wall of fire; Range: 30 metres; Speed: Instantaneous; Duration: Concentration; Casting Time: 2 seconds

    Other Aspects: An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d points of fire damage to creatures within 5 metres and 1d points of fire damage to those past 5 metres but within 10 metres. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 4d points of fire damage to any creature passing through it. The wall deals double damage to undead creatures.

    If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 2 metre length of wall takes 20 points of cold damage or more in 1 round, that length goes out.

    Wall of Force

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Call forth a wall of force; Range: 10 metres; Speed: Instantaneous; Duration: 30 seconds; Casting Time: 2 seconds

    Other Aspects: A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a mage’s disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force. The caster can form the wall into a flat, vertical plane whose area is up to one 5 metre section of wall. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.

    Wall of Ice

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Call forth a wall of ice; Range: 30 metres; Speed: Instantaneous; Duration: 5 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt an opposed dodge check to disrupt the wall as it is being formed. A successful check indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall. Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.

    Ice Plane: A sheet of strong, hard ice appears. The wall is 10 centimetres thick. It covers up to a 50 metre square area. The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.

    Each 50 metre square of wall has 30 Body Points. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached.

    Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 2d points of cold damage. Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 10 metres. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.

    Wall of Iron

    Skill Used: Magic: Conjuration; Difficulty: 20; Effect: Call forth a wall of iron; Range: 30 metres; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    Other Aspects: You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.

    A wall of iron is 1 metre thick. You can double the wall’s area by halving its thickness. Each 1 metre square of the wall has 100 Body Points. A section of wall whose hit points drop to 0 is breached.

    If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a Difficult lifting check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Moderate dodge checks. Any creature that fails takes 10d points of damage.

    Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.

    Wall of Stone

    Skill Used: Magic: Conjuration, Miracles: Favor; Difficulty: 20; Effect: Call forth a wall of stone; Range: 30 metres; Speed: Instantaneous; Duration: Instantaneous; Casting Time: 2 seconds

    OTHER ASPECTS

    This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 2 metres thick and composed of up to 20 metres square. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.

    Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 10 metres, the wall must be arched and buttressed. This requirement reduces the spell’s area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.

    Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 1 metre square of the wall has 30 Body Points. A section of wall whose hit points drop to 0 is breached.

    It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with a Moderate dodge check.

    Water Breathing

    Skill Used: Magic: Alteration, Miracles: Favor; Difficulty: 15; Effect: Enable target to breathe in water; Range: Touch; Speed: Instantaneous; Duration: 12 hours; Casting Time: 2 seconds

    OTHER ASPECTS

    The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch.

    The spell does not make creatures unable to breathe air.

    Water Walk

    Skill Used: Miracles: Favor; Difficulty: 10; Effect: Walk on water; Range: Touch; Speed: Instantaneous; Duration: 30 minutes; Casting Time: 2 seconds

    OTHER ASPECTS

    The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects’ feet hover a centimetre or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.

    If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 20 metres per round until they can stand on it.

    Web

    Skill Used: Magic: Conjuration; Difficulty: 10; Effect: Fill area with webs; Range: 30 metres; Speed: 5 seconds; Duration: 30 minutes; Casting Time: 2 seconds

    Other Aspects: Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled.

    Anyone in the effect’s area when the spell is cast must make an opposed dodge check. If this check succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the check fails, the creature is entangled and can’t move from its space, but can break loose by spending 5 seconds and making a Difficult lifting check. Once loose, a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Physique. The creature moves 2 metres for each full 5 points by which the check result exceeds 10.

    If you have at least 1 metre of web between you and an opponent, it provides +1d cover. If you have at least 10 metres of web between you, it provides total cover.

    The strands of a web spell are flammable. Any fire can set the webs alight and burn away 2 square metres in 5 seconds. All creatures within flaming webs take 2d points of fire damage from the flames.

    Wind Walk

    Skill Used: Miracles: Favor; Difficulty: 20; Effect: Walk on air; Range: Touch; Speed: Instantaneous; Duration: 6 hours, see text; Casting Time: 2 seconds

    Other Aspects: You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.

    Normally, a wind walker flies at a speed of 5 metres. If desired by the subject, a magical wind wafts a wind walker along at up to 100 kmph. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are likely to be mistaken for clouds, fog, vapors, or the like.

    A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 30 seconds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.

    For the last minute of the spell’s duration, a wind walker in cloud form automatically descends 20 metres 5 seconds (for a total of 240 metres), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.

    Wind Wall

    Skill Used: Magic: Conjuration, Miracles: Favor; Difficulty: 15; Effect: Call forth a wall of wind; Range: 30 metres; Speed: Instantaneous; Duration: 30 seconds; Casting Time: 2 seconds

    Other Aspects: An invisible vertical curtain of wind appears. It is 1 metre thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Moderate dodge check allows a creature to maintain its grasp on an object.) Creatures smaller than a human cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 1-2 miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

    While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.

    Zone of Truth

    Skill Used: Miracles: Favor; Difficulty: 10; Effect: All creatures in area must tell the truth; Range: 10 metres; Speed: Instantaneous; Duration: 5 minutes; Casting Time: 2 seconds

    Other Aspects: Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed an opposed mettle check to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.

    Equipment Coins

    Game masters may make their own system to use in their settings as far as money is concerned, or take this one: eight copper pieces equals one silver piece; eight silver pieces equals one gold piece. Though this might not seem like an elegant system, it’s more akin to how the coins would have been minted and split: A round coin can easily be sliced into eight relatively equal parts.

    Game masters may then select reasonable monetary values based on the difficulty level given; the lists include sample numbers followed by C for copper, S for silver, and G for gold. Or gamemasters can roll 3D and multiplying the total by an appropriate amount for each level. For example, to convert to the suggested monetary system, use: one copper coin for Very Easy, one silver coin for Easy, one gold for Moderate, 10 gold coins for Difficult, 100 gold coins for Very Difficult, 1,000 gold coins for Heroic, and 10,000 gold coins for Legendary.

    Price Difficulties Cost of Item or Service Difficulty Level Cheap (a few copper coins) Very Easy (VE) Inexpensive (a few silver coins) Easy (E) Nominally expensive (several gold coins) Moderate (M) Somewhat expensive (a few handfuls of gold coins) Difficult (D) Expensive (several handfuls of gold coins) Very Difficult (VD) Very Expensive (hundreds of gold coins) Heroic (H) Costly* (thousands of gold coins) Legendary (L) *“Costly” is hardly the top end, and gamemasters should continue adding to the difficulty for higher prices.

    Item or Service Is … Modifier Common; average quality 0 Very common; local market is flooded; of slightly lower technological complexity than commonly available -5 In high demand; limited availability; of slightly higher technological complexity than commonly available +5 Not generally available to the public; of significantly higher technological complexity than commonly available +15 Out of season or from a distant location +15 Unusually high quality, highly decorated +5 Damaged or low quality -5 Relationship with Seller Modifier Has dealt with rarely or never 0 Pays on time; frequent customer; no complaints by seller -1 or more Rarely pays on time; problem buys +1 or more Gear

    Candle, Lamp: Small, lit candle or lamp has damage of 1D per round after the first when held in contact with a flammable surface for more than one round. A lit candle or lamp negates up to 2D (6) in darkness modifiers within a meter of the user.

    Grappling Hook: +1D bonus to climbing attempts; must be used with a rope. The hook can inflict Strength Damage +1 in damage.

    Hammer: Useful with some crafting attempts. Can inflict Strength Damage +1.

    Healer’s Pack: A small kit of soothing herbs and clean cloth strips adds a +1 bonus to three to six healing attempts, depending on how much material is used.

    Lockpicking Tools: +1D bonus to lockpicking attempts only if the user has the lockpicking skill.

    Marbles: When stepped on, the victim makes Moderate Agility or acrobatics roll per step (each step counting as an action) he wishes to move until he is out of the area of marbles.

    Makeup Kit: A single kit contains enough coal dust, flour, red powder, and body oil in small vials for five uses, plus application brushes of various sizes. Adds 1D to disguise attempts.

    Pick, Mining: Adds 1D to digging attempts, or does Strength Damage +2 in damage when striking.

    Rope, Heavy (Hemp): Inflicts Strength Damage +2 when used in choking attacks; damage resistance total 5. Can hold up to 100 kilograms.

    Rope, Light (Silk): Inflicts Strength Damage +1 when used in choking attacks; damage resistance total 3. Can hold up to 140 kilograms.

    Shovel: Adds 1D to digging attempts, or does Strength Damage +2 in damage with bashing attacks.

    Spikes, Iron: +1D bonus to climbing attempts when several are used; requires a Physique or lifting of 3D or more to insert them into crevices without a hammer. Each spike can inflect Strength Damage +1.

    Torch: A small, lit torch has a damage of 3D per round after the first when held in contact with a flammable surface for more than one round. A lit torch negates up to 4D (12) in darkness modifiers within several meters of the user.

    Magical Items

    Magical items are standard pieces of equipment or weapons that have been enhanced through supernatural means. The gamemaster may either give them whatever sort of game characteristics she desires, or she may use Special Abilities to represent what they can do. Any item that doesn’t somehow stay permanently connected to a character should have the Limitation Burn-out (R1), can be lost or stolen. Although it’s rarely possible to purchase these items, they might be found (or sold) in larger cities.

    Mystical Artifacts

    Forged by an ancient race, created by supernatural beings, or discarded from another dimension, mystical artifacts take many forms. Some are completely beneficial, while others have a secret or obvious curse.

    Amulet of Protection: An oddly shaped pendant on a thick leather cord envelopes the wearer in a defensive aura (Attack Resistance: Nonenchanted Weapons (R1), +1D to damage resistance total, with Limitation: Burn-out (R1), can be lost or stolen). Price H (200 G).

    Enchanted Dagger: The weapon gives the user a greater chance of harming magical creatures (Natural Hand-to-Hand Weapon: Dagger (R1), +1D damage, with Magically Empowered (R2) and Burn-out (R1), can be lost or stolen). Price H (600 G).

    Ring of Power: With this ring, the user can cast low-level magical spells (Increased Attribute: Magic (R1), +1, with Additional Effect (R4), treat as if user has 1D+1 in Magic regardless of actual Magic score; Skill Bonus: Magic Skills (R1), +1 to alteration, apportation, and conjuration totals; both with Burn-out (R1), can be lost or stolen). Price L (1,200 G).

    Holy Items

    Holy items are handheld objects representing a person’s faith. Some are material worked into a symbol of the faith, such as crosses, stars, figures, and writing characters. Others show the significance of the material itself, such as water or an herb, or an action, such as prayer beads. The higher the level of the spiritual leader (such as a priest, rabbi, or other cleric), the greater the benefit the symbol imparts. Additionally, the faith of the user and the target can influence the effect.

    Warding Holy Symbol: Shaped from metal or wood in a sacred representation, this item helps the user turn away undead creatures (Skill Bonus: Intimidation (R1), +3 to intimidation totals, with Ability Loss (R1), only works on undead beings; Burn-out (R1), can be lost or stolen). Price VD (20 G).

    Blessed Water or Herbs: Sprinkled on the opponent, this causes harm only to those with evil in their hearts (Natural Magick (R10): Harm to Evil, effect: 5D magical physical damage, range: 10 meters, duration: 2.5 seconds, cast time: 1.5 seconds, Component: blessed water or herbs, Other Condition: Against Evil Only, with Burn-out (R5), one-time use). Price VD (50 G).

    Adventuring Gear Item Price Item Price Basket, woven VE (8 C) Mirror, silver M (5 G) Bell, small metal E (2G) Mirror, polished steel or bronze M (3 G) Bedroll E (3 SP) Parchment, rice paper, or vellum E (8 S) Blanket, flannel single E (2 SP) Pick, mining E (16 S) Bowl, wooden soup VE (6 C) Perfumed water is small glass vial E (10 S) Brazier, portable bronze M (5 G) Pouch, large leather E (4 S) Bucket, wooden E (4 SP) Pouch, small flannel VE (6 C) Candle; tallow paper, torch VE (1 C) Pot, iron cooking E (16 S) Chest, small wooden M (3 G) Quill VE (16 C) Cloth, flannel, about 1 sq. m VE (8 C) Quiver E (8 S) Compass D (30 G) Room in an inn (average/day per person) M (1 S) Drum, hand held M (15 S) Room in an inn (common room bed) VE (1C) Fishing hook and line VE (5 C) Rope, heavy (hemp; 15 m) E (4 S) Flute E (2 G) Rope, light (silk; 15 m) M (15 G) Grappling hook E (8 S) Sack, rough cloth VE (6 C) Hammer E (3 S) Scabbard E (8 S) Healer’s pack VE (16 C) Sealing Wax VE (16 C) Holy symbol, silver unblessed M (10 G) Shovel E (8 S) Ink in small glass vial M (3 G) Spoon or fork, dinner (each) VE (3 C) Incense (2 long sticks) E (8 S) Spikes, iron E (6 S) Lamp, pottery VE (8 C) Tent, two person M (7 G) Lamp oil, medium flash VE (5 C) Tinder box with flint and steel VE (8 C) Lock picking tools VD (27 G) Vial with stopper, ceramic VE (2 C) Lute M (4 G) Vial with stopper, glass VE (7 C) Marbles, hard clay VE (8 C) Water skin E (7 S) Make-up kit (5 uses) E (8 S) Whetstone VE (1 C) Fashion Type Price Type Price Belt VE (6 C) Robe E (8 S0 Boots E (16 S) Sandals VE (7 C) Cloak, flannel E (7 S) Shoes VE (16 C) Dress E (5 S) Skirt E (3 S) Hat E (3 S) Tunic E (5 S) Jerkin E (5 S) 119 Food and Drink Item Price Item Price Ale (mug) VE (2 C) Meat, fresh local pork, mutton, beef, fowl or fish ( a few kg) VE (16 C) Bread (loaf) VE (2 C) Meat, smoked ( a few kg) E (16 S) Butter (small crock) VE (5 C) Milk (a few litres) VE (8 C) Cheese (wheel) VE (7 C) Nuts (handful) VE (8 C) Cookies, sweet (a few) VE (4 C) Pastry (each) VE (8 C) Eggs (a few) VE (1 C) Rations (day) VE (8 C) Feed (for animals) VE (5 C) Spices, rare (small pouch) E (8 S) Fruit, fresh or dried (each or handful) VE (2 C) Stew (bowl) VE (5 C) Grains, flour ( a few kg) E (8 S) Vegetable (a few) VE (2 C) Gruel (bowl) VE (1 C) Water (glass) VE (1 C) Herbs, fresh or dried (bunch) VE (3 C) Wine (glass) VE (8 C) Jam, jelly, preserves (small crock) VE (5 C)

    Note: All food and drink prices assume the items are commonly available for sale in the location.

    Armor & Shields

    Combining Armor

    A character cannot wear two suits of the same type, though he could combine some types. The listing below tells what armor may be worn with what other armor and the kind of bonus it can provide. Of course, layering armor assumes that the two pieces fit together — a character couldn’t wear two helmets, even if they were made of different materials. For protective gear not listed here, use the type in this chart that the armor in question most closely resembles to determine what it can be combined with.

    Except armor providing less than a full die of protection, any allowed combination offers the character the complete armor bonus for both layers, up to any maximums dictated by the game.

    Hides and Fur, Bone and Hide: May be worn over any other type of armor. May not be worn under anything. Adds a maximum of +1 to the Armor Value of the total combination.

    Soft Leather, Heavy Fabric, Quilted Silk: May be worn over or under any other type of armor. Adds a maximum of +1 to the Armor Value of the total combination.

    Padded Leather, Hard Leather: May be worn under any type of armor or over soft leather, heavy fabric, or chain mail.

    Chain Mail: May be worn over or under any other type of armor.

    Plate Mail, Bronze: May be worn under soft leather, heavy fabric, or quilted silk. May be worn over soft leather, heavy fabric, padded leather, quilted silk, or chain mail.

    Shields: May be combined with any armor, but only offer protection if held between the attacker and the user. May not be combined with other shields unless stacked in a stationary position.

    Encumbrance Option

    Wearing a lot of protective gear can make performing certain actions challenging. Each additional layer of armor increases Agility based difficulties by +4 or more, depending on the joint flexibility of the pieces. The gamemaster might also apply this modifier to any armor, especially heavy or bulky ones like plate and bone and hide, including an additional modifier of +1 for every full die in Armor Value.

    Minimal Armor Option

    Many adventurers like to show off their well-endowed (muscled or otherwise) or heavily tattooed bodies. Against humanoids with an Intellect of less than 4D, the character wearing fanciful armor receives a +1D bonus to all charm or intimidation rolls for the first round of each scene (as appropriate for the character’s physical presence).

    However, humanoids with Intellects of 4D or more see through the ruse, and the character receives no bonus. Furthermore, the gamemaster should ignore the Armor Value when determining the effects of called shots to unarmored portions of the body.

    Maximum Damage Resistance Total Option

    Some characters carry around their own protection, so it doesn’t make much sense to add more to it. The maximum damage resistance roll a character can have before adding any negative modifiers, Character Points, or Fate Points but including Physique, protective gear and abilities, and other modifiers is 6D. Ignore any Armor Value above this. Gamemasters may adjust this depending on how effective they want protective gear to be.

    Weapons All weapons described in this section were designed with Humans in mind. Characters more than twice or less than half the size of Humans do not receive their scale modifier when attempting to employ Human-sized weapons. Additionally, for missile weapons, very large and very small humanoids may incur at least a +5 modifier to the combat difficulty or even find it impossible to use the tiny objects.

    For simplicity, gamemasters may have the weapons of larger or smaller humanoids deal the same amount of damage as their Human sized counterparts, making certain to include the scale modifier to account for increased or decreased damage. Human-sized characters relying on weapons designed for someone larger or smaller than themselves use the scale modifier of the creature for which the item is designed — they do not use their own scale modifier when attacking. (They do use their own scale modifier when they defend.) For more information on using scale, see page 71.

    Terminology

    Damage: Damage is the amount of harm a weapon does. Melee, thrown, and those missile weapons relying on a person’s strength to determine their power are enhanced by the characters’ Strength Damage (see “Determining Strength Damage” on page 62 on determine the die code). Weapons that are affected by strength have a “+” in front of their damage die code. Note that the damage is based on the rate of fire; most weapons have a rate of fire of once per round. See the “Combat Options” chapter for guidelines on other rates of fire.

    Range: This factor takes into account that the weapon is less effective the farther it is from the target. The values given are the maximums, in meters, for Short, Medium, and Long ranges.

    For generated values, roll the character’s Physique or lifting. The modifier after “PHYS” indicates the number to take from or add onto the total. These totals, in meters, determines the ranges the character can throw the item. If the total becomes zero or less because of the modifier, then the character cannot throw the item to that range. (Gamemaster who prefer straight values should multiply the die code in Physique or lifting by 4, then add the pips to get the “PHYS” value.)

    Special Weapons

    Certain supernatural beings have an Achilles’ Heel Disadvantage relating to some types of metal, particularly silver or iron. Any sharpedged weapon can be made of or coated in these substances, and they do additional damage as described by the creature’s Disadvantage or description.

    Armor Type Armour Value Price Hides and fur, fur clock +2 M (5 G) Soft leather, heavy fabric +2 M (3 G) Quilted silk +2 M (4 G) Bone and hide +1d M (7 G) Padded leather +1d M (8 G) Hard leather +1d+1 M (9 G) Ring mail +1d+2 M (11 G) Chain mail +2d M (15 G) Bronze +2d M (16 G) Plate mail +3d D (40 G) Shields Type Armour Value Price Buckler (0.5 m long) +2 E (7 S) Small shield (1 m long) +2d E (16 S) Medium shield (1.5 m log) +2d+1 M (3 G) Large shield (2 m long) +2d+2 M (4 G) Muscle-Powered Weapons

    Muscle-powered weapons include all those that depend upon a character’s strength to get them to their target. Instead of having their damage die codes listed as a single number, muscle-powered weapons have damage adds.

    Missile & Thrown Weapons

    All missile and thrown weapons take an action to reload, either to notch another arrow or pull out another dart. Generally, characters may reload in the same round as firing or throwing (with a multiaction penalty), except crossbows, which require the character to replace the bolt and crank it in place.

    Whips

    A whip is a long, plaited strip attached to a handle. When a character uses it to strike a target, determine the success with the melee combat skill.

    A whip can also be used to entangle an opponent up to two meters away. The character uses throwing to make this kind of attack. If it’s successful, the whip wraps about the target. If it’s unsuccessful, the target takes full damage. It can also be used to disarm opponents (as a throwing called shot) or to swing over pits or other openings. To swing with the whip, the character makes a Difficult throwing roll to catch the whip around a projection overhead that can support her weight. (The gamemaster may include modifiers depending on the conditions.)

    Missile & Thrown Weapons Type Damage Range (S/M/L) Price Missile Weapons Blowgun & dart2 1d2 10/40/100 VE (10 C)1 Long Bow & arrow +2d+2 10/100/250 M (3 G)1 Short Bow & arrow +1d+2 10/100/250 E (16 S)1 Crossbow Light & bolt 4d 10/100/200 E (16 S)1 Crossbow Heavy & bolt3 4d+1 10/100/300 M (3 G)1 Handheld & dart 4d 10/25/50 M (3 G)1 Sling & stone +1d 5/10/15 E (3 S)1

    Thrown Weapons

    Boomerang, heavy +1d+1 5/40/100 M (3 G)

    Dart +1 Physical +0/+1/+2 VE (7 C) Rock, fist-sized +1 Physical -2/-1/+0 N/A Javelin4 +2D 5/25/40 E (16 S) Throwing dagger +1d 5/10/15 E (5 S) Throwing star +1d 5/10/15 VE (7 C)

    1. Price is for firing part of weapon; arrows, bolts, or darts priced separately. 2. Blowguns commonly shoot poison darts; poison damage is in addition to damage listed. 3. Requires one full round to reload. 4. Longer than 60 centimeters, so may incur the unwieldy weapon modifier.

    Melee Weapons

    Type Damage Price

    Awl, small knife, stake +2 VE (8 C)

    Arrow, crossbow bolt, dart +1 VE (7 C) Axe, battle* +3d M (3 G) Ball and Chain* +2d E (16 S) Bullwhip* +1d E (4 S) Club (non-spiked), large stick* +1d+1 E (4 S) Club (spiked)* +1d+2 E (16 S) Hatchet +1d+1 E (15 S) Halberd +3d M (4 G) Katana +3d M (5 G) Knife (large kitchen), dagger, stiletto +1d VE (4-12 S) Mace* +1d+1 E (18 S) Morning Star +3d M (4 G) Nunchaku* +1d+2 E (17 S) Quarterstaff** +1d+2 VE (12 C) Rapier* +2d E (19 S) Sai +1d+1 E (10 S) Sap, hammer (tool) +1d E (3 S) Spear (metal tip)* +2d M (3G) Sword, broad/long* +2d+2 M (3 G) Sword, short +1d+2 E (15 S) Sword, two-handed* +3d+1 M (4 G) Tonfa +1d+2 E (18 S) Trident* +2d+2 M (3 G) War hammer* +3d E (19 S)

    *Starred weapons or sets of weapons are longer than 60 centimeters and thus may incur an unwieldy weapon modifier.

    **Allows user to attack at Point Blank or up to 2 meters away at Short range; incurs unwieldy weapon modifier of +5.

    Melee Weapons

    Most muscle-powered weapons are melee weapons. Swords, knives, brass knuckles, and clubs are all examples. All of these weapons require melee combat to use. Gamemasters may allow characters to employ untrained such simple ones as sticks with only the Agility attribute.

    Edged or pointed weapons do half damage when used to bludgeon instead of cut.

    Improvised Weapons

    When a character’s up against something ugly and angry, and his favorite sword’s back at his hideout, he grabs whatever he can to get the job done.

    That means that gamemasters aren’t always going to find established game mechanics for what their players want to use as weapons.

    When this happens, the best way to handle the situation is use the mechanics of something similar. Most items either serve as a dagger (such as a broken bottle) or a club (such as a table leg). Then modify the damage based on how sharp or heavy the improvised weapon is to the comparison weapon.

    Improvised weapons always use either melee combat or throwing, and they always receive an improvised weapon modifier to the combat difficulty of +5 or more. On a card-played setback or a rolled Critical Failure when wielding the item, most improvised weapons break, the user hurts himself, or both — the greater the roll fails, the worse the situation is. (If the user ends up hurting himself, use only the weapon bonus — do not include the user’s Strength Damage — to determine the amount of damage done.)

    Generally, characters may rely on improvised weapons only a few times before they break (regardless of whether a Critical Failure or a setback occurred while using it), though ones designed to take abuse — such a heavy length of metal or a blacksmith’s hammer — can survive the battle (including Critical Failures) and continue to function as tools or armament.

    Vehicles

    This section introduces a few terms unique to means of conveyance: Scale Value: For gamemasters using the scale option (see page 71), this number indicates how much larger the vehicle is than a Human, relative to a Human’s scale value of zero.

    Move: This is approximately cruising speed, given in both meters per round and (if applicable) kilometers per hour.

    Passengers: The number of people, including the crew, that the vehicle can carry. Unless otherwise specified, the number of crew needed to properly operate the vehicle is one.

    Toughness: This is the vehicle’s base damage resistance die code. It can also serve as a reasonable measure of the amount of damage it can inflict. Players may not modify a vehicle’s Toughness by spending Character or Fate Points on it.

    Maneuverability: An indication of how easy the vehicle is to handle. Stunts are easier to perform in vehicles with higher die codes than in those with lower ones. The Maneuverability die code is added to the driver’s or pilot’s appropriate skill total when that person is attempting to do something fancy. (Vehicle stunts are further explained in the “Movement” chapter.)

    Ship Weapons

    Occasionally, characters might find it necessary to mount or have mounted weapons on their sailing vessels.

    Cannon: Made of heavy metal, cannons use gunpowder (or a magical substance) to project large metal balls at a target. Each small cannon requires a crew of two to load and fire, while a large cannon needs a team of four. It requires one action each round to fire either size, and they can only be fired every other round. The leader of the cannon team aims and fires the weapon, with the marksmanship skill. A Critical Failure could mean that powder was added incorrectly and it doesn’t fire at all — or the gunpowder explodes in the cannon and does damage to its users. Ships with a scale value of at least 15 may add cannons. Cannons may not be turned, though their crews can raise or lower them. Type Damage Range (S/M/L) Price Small Cannon 4d 50/200/800 VD (75 G)

    Large Cannon 5d 50/150/500 H (125 G)

    Catapult: A small rope-and-wood structure mounted on the fore or aft of the ship, out of the way of the sails, the catapult slings a large object (usually a rock or metal ball) at its target. It requires a round to reload. Because of its difficulty to aim correctly, add +5 to the user’s marksmanship difficulty. They may be mounted on any vessel with a scale value of at least 12.

    Type Damage Range (S/M/L) Price Catapult 3d+2 45/90/180 VD (50 G) Vehicle Chart Vehicle Type Scale Value Move1 Passengers2 Toughness Man. Price3 Land Vehicles Chariot 3 Animal’s x 75% 2 4d -2 D (30 G) Wagon (L) 5 Animal’s x50% 8 4d+1 0 M (9 G) Carriage 6 Animal’s x50% 5 4d+1 -1d VD (75 G) Cart 3 Animal’s x25% 2 5d+1 -3d M (7 G) Water Vehicles Canoe 0 Physique or lifting roll 4 2d +1d E (17 S) Galleon 14 7 (5 kmph) 220 (120 crew) 7d+2 -2d L (95,000 G) Galley (merch.) 15 10 (7 kmph) 50 (43 crew) 5d+2 +2 L (110,000 G) Galley (small) 14 12 (9 kmph) 43 (40 crew) 4d+2 +1d+2 L (100,000 G) Galley (war) 21 12 (9 kmph) 540 (420 crew) 7d+1 -2d L (200,000 G) Long ship 12 4 (3 kmph) 120 (30 crew) 6d+2 0 L (38,000 G) Rowboat 2 Physique or lifting roll 6 3d+2 0 E (19 S) Sailboat, small 2 Wind +25% of pilotry total 2 4d +2d VD (20 G)

    1. First entry is meters per round, followed by kilometers per hour. For entries indicating a roll, roll the skill and use that as the number of meters moved in that round. 2. Includes one crew member (unless otherwise specified). 3. Prices do not include the cost of hiring and feeding the crew (about 2 silver per day per crew member; total the number of crew to get the per-day price difficulty).

    Ram: A long, stout wooden pole, the ram be mounted on any galley or rowed ship with a scale value of at least 15. When the ship rams another, the pilot must make a successful ramming roll using her pilotry.

    With a successful attack, the defender receives double the normal damage, while the attacker gets half. These values are determined before rolling against Toughness. A ram adds +5 to the roll to regain control of the ship in the following round. Critical Failure on a low roll to regain control indicate the ram has broken off and further damages the ship.

    A ram adds +1 to the ship’s price difficulty or five gold.

    Gamemasters might allow a smaller version of this weapon to be mounted on large land vehicles.

    ~~~ Bestiary ~~~ Alligator, Crocodile

    Lizards of ancient age and graceful danger, the alligator and its saltwater cousin the crocodile fulfill an important niche in a wetlands and swamp ecology, preying on fish, birds, insects, mammals, and other creatures. Often found in packs of five to 20, they are surprisingly gregarious and raise their young with an apparent loving kindness.

    Stealthy and deadly in water, they also can make surprising bursts of speed on land. While in water they clamp down on prey with powerful jaws and thrash around their own axis, rending the prey apart.

    Some unusual cultures raise these creatures as pets and guards or for sporting events in which contestants wrestle the annoyed beasts. They also are harvested for their tasty meat and hides, which make excellent and sturdy clothing and accessories.

    Bards tell of an ancient King of the Gators, a beast of cunning intelligence and gigantic size, which can make even dragons quake with fear. Legend has it that the Gator King will one day devour everything in the world, leaving himself to eternally starve. The Gator King is said to live in the bubbling acid swamps at the Edge of the World, where foul slimes and oozes feast on hideous birds and cackling hags.

    But those who dare the swamps and avoid the souls of the dead trapped in the rotting timbers of the moss-choked trees can find the treasures of ages past. Lost in this place are artifacts created by uncaring gods and discarded like old clothing; remains of fabulous heroes and foolish merchants, staves of powerful wizards and holy wards of great priests, and dangerous technology of other realms. The swamps are disconnected from time and space, warping into and out of existence like light glancing off a soap bubble. Great castles and donjons, ancient conveyances and small villages, strange creatures and bizarre weather all haunt the Edge of the World Swamps. Quick death awaits those who step into rapid-sand or get tangled in the bloodsucking vines of the willow trees.

    Some foolish ones say the Gator King is a poor, trapped soul — bound into a curse not of his own making, hoping for deliverance. But woe to any foolish enough to think they can overcome the Gator King’s all-consuming appetite! To those who can find deliverance for the Gator King, the rewards of the gods awaits. Several ancient scrolls tell of theories on how to survive the swamps and appease the Gator King. Scattered around the world, they merely await collection by a brave group of heroes determined to answer the ancient mystery of the Gator King.

    Alligator or Crocodile

    Agility 1d+2: dodge 3d+1, fighting 6d, stealth 4d+2

    Coordination 1d

    Physique 4d+2: lifting 6d, running 4d+2, swimming 7d

    Intellect 1d

    Acumen 1d: hide: self only 5d+1, survival 4d, search 4Dd tracking 4d

    Charisma 1d: intimidation 5d, mettle 5d

    Strength Damage: 6d

    Move: 9 (land)/16 (water)

    Fate Points: 0; Character Points: 0

    Body Points: 21;; Wound Levels: 3

    Natural Abilities: cold-blooded (lethargic in cold; +7 to difficulties of all actions until warmed up); jaws (damage +1d); rending (damage +2d; may only be attempted while clamping on victim in water); scaly hide (Armor Value +2); tail slap (damage +2); large size (scale value 3)

    Giant Bat

    Giant cave bats are one of the more prevalent dangers in caverns and abandoned dungeons, and those who travel by night through certain parts of the land are learning to fear the loud screech and the beating of leathern wings that presages the arrival of these creatures.

    Giant cave bats average one meter in length, with wing spans up to 2.5 meters. They live in tunnels and caverns, emerging at night to hunt for food. They tend to feast on large prey, such as sheep, cattle, and humanoids. They attack in swarms of up to 20, forcing their victim to the ground and eating him alive.

    Giant cave bats use a powerful sonar to enable themselves to navigate. They rely on stealth to allow them to approach an enemy undetected, and will carry prey home if to is small enough. Otherwise, they simply eat their fill and leave the rest for scavengers.

    Interestingly enough, cave bat victims often seek the creatures out! Among Earth and Air

    Giants, particularly, giant cave bat meat is considered a delicacy, and many a Giant has braved caverns in various parts of the land on a hunt. Goblins and orcs like the meat as well as the hides, and they often seek cave bat lairs. Some pay dearly, in trades or information, for directions to one.

    Of course, if they are feeling especially malicious, they may ask someone seeking information to actually slay the bats and bring them back in exchange for the answers they need.

    Even more deadly are the hell bats, which thrive on darkness and hate the touch of light. They spend the daytime hours asleep in vast caverns, emerging after dark to carry out the wishes of their masters. Hell bats are humanoid-shaped creatures, 2.5 meters in height, ebony in hue, with jetblack wings and crimson eyes. Their wingspans reach five meters in length. Wickedly sharp claws extend from their hands to allow them to disembowel their victims.

    The attack of a hell bat is easy to distinguish from that of any other creature.

    Its distaste for light will lead it to attempt to extinguish any source of light in the possession of its victims, either through physical action or the use of its natural magic. Once its prey is trapped in darkness, the hell bat emits a piercing shriek to freeze them with fear, and then it strikes with startling swiftness.

    Hell bats are relentless fighters, relying on speed, cunning, and strength to carry the battle. They normally attack solo, although as many as two of the creatures have been seen to work together.

    Giant Cave Bat

    Agility 3d+1: dodge 4d+2, fighting 4d+1, flying 4d, stealth 4d+2

    Coordination 1d

    Physique 3d+2

    Intellect 1d

    Acumen 2d+1: hide: self only 3d+1, survival 4d+1, search 4d+1, tracking 4d

    Charisma 1d+1: intimidation 4d, mettle 2d

    Strength Damage: 3d+2

    Move: 50 (flying)

    Fate Points: 0; Character Points: 0

    Body Points: 15;; Wound Levels: 2

    Natural Abilities: teeth (damage +2); wings; small size (scale value 3)

    Hell Bat

    Agility 5d+1: dodge 6d, fighting 6d, flying 5d+2, stealth 7d+1

    Coordination 1d

    Physique 5d+1: lifting 5d+2, running 6d

    Intellect 2d

    Acumen 5d: hide: self only 5d+1, survival 5d+1, search 6d, tracking 6d+2

    Charisma 4d+1: intimidation 7d, mettle 5d

    Strength Damage: 5d+2

    Move: 15 (land)/60 (flying)

    Fate Points: 0; Character Points: 0

    Body Points: 24;; Wound Levels: 4

    Natural Abilities: claws (damage +1d); darkness (as an action, may try to cause a sphere of darkness 10 meters in diameter; requires an Intellect roll of 8; may be disbelieved with a Moderate Charisma or mettle roll); fear (+5 to intimidation total when emits a shriek); immune to damage from non-magical weapons; sensitive to strong light (+1 to difficulties for each round exposed to torches, light spells, etc.; modifier is cumulative until retreats from light for several rounds); teeth (damage +2); wings Bear

    The bear is one of the most renowned creatures of the wild. Though generally considered slow, lumbering animals by the casual observer, they are in fact quick when motivated. Combined with their very powerful physique, bears are dangerous adversaries. This makes them a favorite companion of druids and shamans, serving as guardians and sometimes mounts.

    Black bears are one of the smallest kinds of bear, weighing in at about 135 kilograms and roughly 1.2 to 1.5 meters from nose to tail. The brown, or “grizzly,” bear is generally 225 to 270 kilograms and 1.8 to 2.1 meters long. As the largest of their species, polar bears can weight over 540 kilograms and measure up to three meters long. When standing on their hind legs, take their length and add half again to determine the approximate height any bear can reach.

    While bears are mainly carnivores, they can and will eat nearly anything. Black and brown bears will eat all manner of plant matter, including berries, roots, and bulbs. Some brown bears go after big game such as elk and moose, but most prefer fish and small game. Polar bears almost exclusively dine on seals and other arctic wildlife.

    When they are very hungry or feel unthreatened, bears scavenge campsites. Driven by a powerful sense of smell, a bear will even claw open sealed pottery jars, or bash them on hard objects. Those who feel clever by hanging their supplies in trees will receive a rude awaking by black bears, who are excellent climbers, and persistent grizzlies, who will shake or knock down trees to get at these scrumptious treats.

    Most bears do not attack humans unless it is necessary. Mother bears are notorious for going out of their way to protect young. A mother bear protecting her young gains a +2d bonus to her fighting and damage, and she does not engage in any defensive actions, such as dodging or retreating.

    Black Bear

    Agility 2d+2: climbing 4d+2, fighting 4d, stealth 3d+2

    Coordination 1d

    Physique 4d: running 4d+2

    Intellect 1d

    Acumen 2d+2: search 4d+2

    Charisma 1d: intimidation 4d, mettle 3d

    Strength Damage: 2d Move: 15

    Fate Points: 0; Character Points: 0; Body Points: 26; : 4

    Natural Abilities: claws (damage +1d; +5 to climbing totals); bite (damage +1d); thick fur (Armor Value +1); large size (scale value 1)

    Grizzly

    Agility 2d: climbing 3d, fighting 5d, stealth 3d

    Coordination 1d

    Physique 5d: running 5d+2

    Intellect 1d

    Acumen 2d+1: search 4d+1

    Charisma 1d: intimidation 5d, mettle 4d

    Strength Damage: 5d

    Move: 18

    Fate Points: 0; Character Points: 0; Body Points: 32;; Wound Levels: 4

    Natural Abilities: claws (damage +1d+1); bite (damage +1d); thick fur (Armor Value +2); large size (scale value 3)

    Typical Polar Bear

    Agility 2d: fighting 6d, stealth 3d

    Coordination 1d

    Physique 6d: running 6d+2

    Intellect 1d

    Acumen 2d: search 4d

    Charisma 1d: intimidation 6d, mettle 5d

    Strength Damage: 6d

    Move: 19

    Fate Points: 0; Character Points: 0; Body Points: 38;; Wound Levels: 5

    Natural Abilities: claws (damage +1d+1); bite (damage +1d); thick fur (Armor Value +1d); large size (scale value 4)

    Adventurers report unusually large subjects of each species. These bears are about 50% larger than their respective cousins and gain a +1D to Physique and fighting as well as +1 to their scale value.

    Bird of Prey

    Predatory birds, or raptors, are some of the world’s most efficient hunters. With amazing eyesight, they can spot small prey, such as rodents and other birds, from a mile away. Diving from great height they reach incredible speeds, sometimes in excess of 320 kilometers per hour, and snare their victims efficiently with razor-sharp talons. The smallest of the raptors is the hawk, which comes in many varieties including the falcon and goshawk. The falcon generally attacks other birds and is the smaller of the two, weighing only one-half to two kilograms with a wingspan of about one meter. The goshawk is slightly bigger, weighing about 1.4 to 1.8 kilograms with a wingspan of 1.2 meters. It hunts small mammals on the ground including mice, squirrels, and rabbits. Both are used in falconry, the art of training and hunting with raptors.

    In falconry, a captive raptor’s eyes are covered with a hood and the falconer engages in a process of bonding with the bird through gentle speaking, careful stroking of the feathers, and reward with food. Once the bond is formed the falconer can train the hawk to hunt prey. The falcon is primarily used by nobles to hunt with because it kills its prey with a quick, clean blow to the spine and neck that many view as a more honorable means of dispatching a foe. The goshawk is a peasant’s hunting bird. With its more aggressive nature, it eviscerates prey if left unattended for too long. Basically, it has a habit of ruining a good meal.

    Eagles are significantly larger birds, about 4.5 to 6.8 kilograms with a wingspan of 1.8 to 2.4 meters. This gives them the power to hunt larger prey, snatch shallow-water fish, or compete for fresh kill from other birds. Eagles also scavenge for carrion, so when they can’t get fresh food, they willingly feast on any carcass left behind after a hunt or battle. Typically they are not trainable, except by rare or magical means.

    When soaring, using thermal layers in the air to stay aloft, a raptor can fly for hundreds of kilometers before resting.

    Hawk

    Agility 4d: dodge 5d, fighting 5d+2, flying 6d

    Coordination 1d

    Physique 2d: stamina 4d

    Intellect 1d

    Acumen 3d: search 5d+2, tracking 4d

    Charisma 1d: intimidation 2d, mettle 2d

    Strength Damage: 2d

    Move: 32 (flying)/15 (gliding)

    Fate Points: 0; Character Points: 0; Body Points: 8;; Wound Levels: 1

    Natural Abilities: beak (damage +1d+1); diving attack (+45 to flying total and +2d to initiative roll for 1 round when charging 1 target from sufficient altitude); talons (damage +1d; may attack the same target twice per round with no penalty); wings; small size (scale value 7)

    Eagle

    Agility 3d+1: dodge 4d+1, fighting 5d, flying 5d+1

    Coordination 1d

    Physique 2d+2: stamina 5d+2

    Intellect 1d

    Acumen 4d: search 5d, tracking 4d+2

    Charisma 1d: intimidation 3d, mettle 3d

    Strength Damage: 2d+2

    Move: 25 (flying)/14 (gliding)

    Fate Points: 0; Character Points: 0; Body Points: 12;; Wound Levels: 2

    Natural Abilities: beak (damage +1d+1); diving attack (+45 to flying total and +2d to initiative roll for 1 round when charging 1 target from sufficient altitude); talons (damage +1d; may attack the same target twice per round with no penalty); wings; small size (scale value 5)

    Giant Boar

    The giant boar is the one of the greatest prizes that any hunter can seek.

    Throughout legend, kings, wizards, and gods have tasked heroes with slaying this monstrous beast for their banquet tables. However, many overconfident and greedy fools have perished on such quests, as this creature does not take well to being anyone’s prey.

    It is not without reason that the giant boar is so hunted. Each boar, being about 1,580 kilograms and measuring the size of a fully grown rhinoceros, can destroy an entire crop in a matter of days or make grazing lands barren in weeks. Moreover, they are hostile and charge a mounted knight with no hesitation, much less a group of farmers or herders. Females, during mating season, also destroy houses and farms in their territory, bulldozing down any unfortified structure with frenzied ease.

    They consider such dwellings competing dens and treat them as they would any other off ending female — with great disdain.

    Aside from the property damage and the potential loss of lives that a giant boar can inflict, these beasts are hunted for purely economical aims as well. The meat from a giant boar is flavorful and rare, thus fetches a high price, not to mention that many of its organs are components in magical potions and rituals. Even more prized is the hide, which can be made into fine clothing and armor.

    While most mature giant boars are aggressive fighters, the elder giant boar is far craftier in battle. Having survived the violent adult years, the elder, typically over 40 or 50 years old, has learned much from its encounters with other beings. They have been known to dig pits with their tusks to trap hunters, lure attackers past nests of poisonous snakes, and goad knights into charging them near cliff edges. The pelt of Elder Giant Boars, which are silver gray, are valued at two to four times that of the brown or black pelts of the adult. The bristles of the pelt don’t take well to dyeing, and are very distinctive, so counterfeiting is difficult.

    Tales of a white, or albino, giant boar have been told, but none has ever been killed or captured.

    Giant Boar

    Agility 2d+2: dodge 3d+3, fighting 5Dd+2, jumping 4d, stealth 3d

    Coordination 1d

    Physique 6d: running 7d, stamina 8d

    Intellect 1d+2

    Acumen 3d: search 4d, tracking 3d+2

    Charisma 1d: intimidation 4d, mettle 4d

    Strength Damage: 6d

    Move: 35

    Fate Points: 0; Character Points: 3; Body Points: 39;; Wound Levels: 5

    Natural Abilities: tusks (damage +2d+2); trample (damage +2d; must charge); hind kick (damage +1d, rear hooves only); tough hide (Armor Value +1d vs. magical and non-magical attacks); large size (scale value 7).

    Note: Elders have 4d in bluff, 3d in traps, and +1d to intimidation and mettle, in addition to the typical skills.

    Cloaks, vests, and coats made of giant boar pelt give the wearer a +1d to all survival tests made in cold and rainy conditions, as well as +1d Armor Value.

    Bogie Bogies are small creatures that resemble pointed-eared, gray-skinned Leprechauns in peasant clothing. They have been known to appear as large clouds of dust. Bogies have fingers that end in points that allow them to burrow in the soil.

    These mischievous sprites are distantly related to Leprechauns, but the two races give each other a wide berth. (Leprechauns consider Bogies to be humorless Trolls.) Bogies are solitary creatures, although occasionally two will live together for company for a short while.

    Daylight brings out the wickedness in these creatures. During this time, if they are prevented from returning to their subterranean homes, they become increasingly irritable, short tempered, and mean. In combat, Bogies use their farming implements for maximum damage. During the night, they are in better spirits but still mischievous and enjoy playing pranks on beings larger than themselves. Some of their typical pranks include: tying shoelaces together, stealing and hiding small objects, writing humiliating messages on victims while they are sleep and placing a victim’s hand in a bowl of warm water. They like to hide in cupboards and closets where, if they are not found, they sometimes fall asleep.

    Bogies are found in temperate regions, especially forests and farms.

    The creatures sometimes make deals with woodcutters and farmers, but they are notoriously poor negotiators and often get the bad end of the deal. Bogies enjoy vegetables of all types, though they can subsist on almost any plant matter. If captured or charmed, they can be a great source of information for the immediate area. They always know where the best roots are located, and they often know interesting details of local history.

    Bogie

    Agility 3d: climbing 3d+1, dodge 5d, fighting 3d+1, melee combat 3d+1, stealth 4d

    Coordination 3d: throwing 4d

    Physique 2d: running 3d

    Intellect 2d: scholar: local history 3d, speaking 2d+2

    Acumen 3d: crafting: agriculture 3d+2, hide 4d, trading 3d+1

    Charisma 2d: animal handling 4d, bluff 3d+2 Strength Damage: 2d

    Move: 8 Fate Points: 0; Character Points: 3; Body Points: 12;; Wound Levels: 2; Advantages: Size: Small (R2), scale value 6

    Disadvantages: Hindrance: Bad Negotiator (R1), +3 to mettle difficulties; Hindrance: Short Stride (R1), 2 meter reduction to running, swimming, and jumping Move; Quirk: IllTempered (R1), Difficult mettle attempt to overcome mean-spiritedness at night or else +1 per hour (cumulative) to all charm and persuasion attempts

    Special Abilities: Intangibility (R2), can turn to a dust cloud with Ability Loss (R1), can be trapped in an item that would collect dust, like a bellows or a bottle; Skill Bonus: Animal Language (R3), +9 to speaking: birds, speaking: mammals, and speaking: reptiles with Additional Effect (R2), can communicate with animals

    Equipment: tiny, crude farming equipment (damage +2)

    Bogle

    From the dawn of time, people have used tales of lurking “bogles” to make children behave. These relatively harmless tools of parenting may seem innocuous, but bogles are real and very, very dangerous. Bogles originate in a shadowy dimension separated from ours by a barrier called, among other names, the Veil. Bogles cannot breach this barrier — unless they get help from the other side, that is.

    The bogles’ path to carnage lies in fear, but not the kind felt by a thief about to be caught by guards, or that experienced by a shy person making a speech in front of a crowd. Bogles are only drawn to irrational, paralyzing terror, such as might be felt by a conscripted soldier about to go into combat for the first time, or by a child who has heard too many scary bedtime stories. When parents frighten their children in the name of social decorum, when grown men surrender their wits to the numbing spread of total fear, they unwittingly open a window in the Veil. If they are very unfortunate, a bogle will be there, staring back at them…

    It is far too easy to make children believe in monsters. Belief leads to fear, and fear feeds the insatiable appetite of the bogle. Left unchecked, a bogle can grow strong enough to rend the Veil; once that happens, its prey is almost certainly doomed.

    Bogles do not possess a solid form on their side of the Veil, existing instead as wraith-like essences that drift on ethereal winds, patiently waiting for signs of prey. Once allowed into this world, however, bogles take the physical form of their prey’s deepest fear. Bogles can appear large 126 or small, fat or skeletal, hairy or scaled, repulsively hideous or disarmingly beautiful, recognizably humanoid or completely alien. Without a strong source of fear to sustain them, bogles rapidly weaken and are pulled back into their own realm by the Veil, where they wait for the chance to roam free again. Survivors of bogle attacks are rare, and, of course, bogle descriptions vary greatly.

    Bogles prey mainly upon people who can be overwhelmed by fear, which is why children so often become victims. Adults, however, are not immune to bogles, and no one can tell for certain how many have fallen to these inner killers. For a rare glimpse into the mental state of victims of a bogle attack, as well as a hint of the creature’s perceived form, one museum curator points to a fire-damaged journal found in a ruined military outpost. The hastily scrawled text is mostly unreadable, but mentions the appearance of an emaciated, disease-ridden girl covered in oozing sores and dressed in filthy rags, shortly before a guard disappeared. Some witnesses offered conflicting descriptions, and the story was dismissed. More guards vanished over the next couple of nights, only to be spotted at dawn outside the fort, severely mutilated (some people doubt whether all of these deaths could have been caused by just one bogle, but experts agree that “terror” itself is contagious, and mass hysteria could have contributed to the lingering presence of a single bogle, which took new shapes as needed). The account went on to say that men began to desert their posts, hoping to escape the terror, but they were always discovered lying within sight of the fort, broken and torn like the others. The unnamed author’s account then rambled for a bit before concluding with these lines: “I knew they’d leave me here… all left me… I can hear the creature now… so many legs… sound, like something wet and heavy dragging across the rocks… Mother, deliver me from…”

    Bogle

    As bogles can take many forms, no single set of characteristics can accurately represent them. Therefore, the composition of the bogle is up to the gamemaster. Use any entry herein or base it on any humanoid, adding these abilities plus any others the victim thinks the terror would have: life drain (6 Body Points/1 Would level per round per successful intimidation attempt); immortality (returns to its home dimension when slain); inspire fear (+2 to intimidation totals and -2 to combat difficulties against frightened individuals; Moderate mettle or Charisma roll to resist); one form (bogle must make a Moderate mettle roll, which counts as an action, to keep one form when confronted by two or more victims; indicates that the bogle vanishes to its home dimension). Remember that bogles are supposed to be frightening creatures that are hard to defeat.

    Bull

    The bull is identified by many cultures as a symbol of strength and virility — some consider it sacred. A number of religious ceremonies use the bull as a sacrifice or in rituals pitting them against warriors as a test of their bravery.

    However, despite the mysticism associated with bulls, the day-to-day use of these animals is the simple breeding of livestock.

    In any herd of cows, or steers, there are 20 to 30 bulls per 100 cows in the wild or traveling with nomadic herders, but only about five to 10 bulls on farms and ranches for a like number of cows. In this way, farmers and ranchers maintain control of the population and insure optimal breeding, as well as to prevent bulls from injuring one another when competing for females. They do this by locking horns. In enclosed settings, like ranches, they have been known to injure the cows as well.

    Bulls are much larger than cows, about 1130 kilograms and standing 1.5 meters at the shoulder. A cow is about 680 kilograms by comparison.

    The horns of a wild bull average 1.5 meters from tip to tip, but can get as long as 1.8 to 2.1 meters. Must bulls in captivity have been bred for small horns (which can be as short as one-half to one meter across) or have had their horns cut off to prevent injury to people and beast a like.

    Like many herd animals, bulls don’t generally bother with people unless they approach too closely. The bull deals with threat, real or perceived, by a swift charge, goring of the horns, and trampling under hoof. In a ceremonial battle, or bullfight, the bull is taunted with a cape or any other large piece of cloth into charging. It is not the bullfighter that is the target but the cape itself.

    The motion of waving the cape creates the perception of the cloth as the threat; the person holding the cape is irrelevant to the bull. A talented bullfighter can keep a bull occupied for several minutes with this technique and may play to the crowd by putting his back to the bull or even going to his knees to “fight” the animal. To perform this kind of bull taunting, the character needs training in a specialization of dodge, called bullfighting. Each round, the fighter makes an intimidation roll versus the bull’s mettle, in addition to a dodge: bullfighting attempt against the animal’s Acumen. As the performance requires both each round, multiaction penalties apply. Missing the intimidation roll means that the bull does not charge, while missing the bullfighting attempt indicates that the bull plowed into the fighter.

    Some bullfights require the fighter to kill the bull or lance it with several spears in order to finish the contest. Once the bull becomes injured, it gets even more enraged and more difficult to control. Any bullfighting tests made after the bull is wounded (a loss of more than five Body Points or one Would level) are done against the bull’s mettle instead of Acumen.

    Some fighters like to show off by moving to the side at the last moment and placing themselves close enough to the side of the bull as it rushes past. (This adds +5 to the bullfighting difficulty.) It is a very dangerous but crowd-pleasing stunt and could, eventually, earn the character some fame.

    Bull

    Agility 2d: dodge 3d, fighting 4d+2, jumping 3d

    Coordination 1d

    Physique 4d+2: running 5d+2, stamina 6d+2

    Intellect 1d

    Acumen 2d: search 3d

    Charisma 1d: intimidation 4d, mettle 4d

    Strength Damage: 4d+2

    Move: 30

    Fate Points: 0; Character Points: 0; Body Points: 19;; Wound Levels: 3

    Natural Abilities: horns (damage +2d; +5 to fighting totals if a longhorned bull); trample (damage +3d; must charge); large size (scale value 3) Note: More aggressive bulls can have a mettle skill of 5d to 6d. Bunyip

    Bunyips are the angry animal spirits of creatures that were slain for sport or other petty reasons. They have a variety of shapes, but are always covered in fur, with two large clawed arms and a ferocious mouth of teeth. They may sometimes have horns, fins, wings, scales, or other parts of animals that have been slain in the area. The more animals senselessly killed within the vicinity of their creation, the larger they are.

    The first bunyip is said to have appeared in a large island-continent far out in the ocean, but they can be found near any body of water. an animal killed and thrown into a water hole has an excellent chance of becoming a bunyip. During the day, they hide in their watery lairs. At night, the spirits attack anything that ventures within two kilometers of its lair, but it will not go beyond that limit even if the target flees beyond the area. It prefers humanoid women over all other targets as the creature savors the sweet flavor of female flesh.

    Shamans that are close to nature have been known to call on and manipulate bunyips, but this is extremely dangerous. If the shaman does not create the miracle properly or if the bunyip’s potential victim flees its sphere of influence, the spirit attacks its summoner. The spirit’s power may only be used to avenge slain animals and the like, so the shaman must word his request carefully and target victims even more carefully.

    Under other circumstances, bunyips cannot be reasoned with, and they attack all until they or it are destroyed. However, if it manages to kill the person or persons responsible for its creation or growth, it disappears with the corpses of those persons, never to return. The bodies of these persons are never recovered, though the bloated corpses of its other victims might be found, laden with treasure, in the bottom of its den.

    Bunyip

    Agility 3d: fighting 4d, stealth 6d

    Coordination 3d

    Physique 8d: running 8d+1

    Intellect 1d

    Acumen 3d: hide 4d, tracking 4d

    Charisma 3d: intimidation 7d, mettle 5d

    Strength Damage: 8d

    Move: 12

    Fate Points: 0; Character Points: 2; Body Points: 32;; Wound Levels: 5

    Natural Abilities: claws (damage +2d); teeth (damage +3d); cannot travel more than two kilometers from its lair; can eat anything; breathe in water; large size (scale value 6)

    Notes: Some bunyips have one or more of the following: tough hide (Armor Value +3d), enhanced sight (+6 to sight-based totals); night sight 127 (no penalties in dim conditions); flight (flying Move 36 with flying skill of 4d); combat instincts (cannot be surprised).

    Cat

    Cats are greeted with an air of mysticism and superstition, sometimes worshiped as gods or reviled as devils. No other animal is treated so divergently by society, perhaps because it is a creature that carries itself like one who keeps secrets. In a magical setting a cat is cause for great concern. The common domestic cat is typically no actual threat to anything more than a mouse or other rodents and even in superstitious cultures can be found roaming within most communities.

    Generally only about 33 centimeters or so long in the body, adults weigh in at 2.7 to 5.4 kilograms, domestic cats can be found as pets in many homes or hovering about storehouses, watching for marauding rats and birds to eat.

    While independent creatures, they do entertain the company of humanoids and do form a small number of strong social bonds.

    Related to the domestic cat are the feline predators of the wild, known commonly as the great cats. These include cheetahs, cougars, leopards, panthers, lions, tigers, and others. Tigers are 75 to 286 kilograms and measure 1.2 to 2.8 meters in length, while lions are 1.9 to 2.7 meters in length and weight between 112 and 270 kilograms. All prefer to go after herd animals like deer, wildebeest, and the like, but they will eat what is available, including carrion, reptiles, fish, and berries.

    The primary hunting technique of all cats, large or small, is to stalk their prey and use the terrain to mask their approach. They then pounce at their intended meal from the side or rear, knocking it to the ground and going for the throat. The larger cats, like cougars and lions, often pursue prey that is much larger than they are, but domestic cats rarely go after anything near to their size. Once the prey has been rendered helpless or dead, cats generally take it to a secluded place to eat. However, domestic cats that have a good relationship with humanoids often leave their kill (or at least a good part of it) in a place for their upright companion to find. It is a practice that is said to be part of some ancient ritual to bless, or curse, the humanoid for their treatment of the feline … if one believes in that sort of thing.

    Domestic Cat

    Agility 3d: acrobatics: falling 5d, climbing 4d, dodge 4d, fighting 4d, jumping 4d, stealth 4d

    Coordination 1d

    Physique 1d: running 3d, stamina 2d

    Intellect 1d

    Acumen 2d: hide: self only 4d, search 3d

    Charisma 2d: mettle 3d

    Strength Damage: 1d

    Move: 20

    Fate Points: 0; Character Points: 0; Body Points: 10;; Wound Levels: 1

    Natural Abilities: bite (damage +2); claws (damage +2); night sight (no penalties in dim conditions); small size (scale value 6)

    Typical Lion or Tiger

    Agility 4d+1: climbing 5d, dodge 5d, fighting 5d+1, jumping 5d, stealth 5d+1

    Coordination 2d

    Physique 4d+1: lifting 6d, running 5d

    Intellect 1d

    Acumen 2d+2: hide: self only 4d+2, search 4d, tracking 3d+2

    Charisma 2d: intimidation 5d, mettle 4d

    Strength Damage: 6d+2

    Move: 30

    Fate Points: 0; Character Points: 0; Body Points: 24;; Wound Levels: 3

    Natural Abilities: bite (damage +1d+1); claws (damage +2d); night sight (no penalties in dim conditions) Note: Large cats can leap up to 10 meters horizontally or two meters vertically.

    Celestial

    Many religions feature divine messengers, beings from the heavens who descend to warn — or punish — humanity. Though some claim that these creatures are mere hallucinations, exaggerations, or metaphors, they are all too real. Divine beings come in several forms, but the most common are the heaven-born winged creatures often referred to as Celestials.

    Celestials resemble Humans except for three things. First, they are gloriously beautiful, with long, graceful limbs, androgynous features, flawless skin, flowing hair, and large, expressive eyes. Second, Celestials have golden skin and white-blonde or bronze-brown hair, and eyes of such a pale blue or green they appear almost white. They seem to glow with health, vitality, and beauty. Third, Celestials have large wings that sprout from their shoulder blades. These wings are fully functional, and allow the Celestials to fly at impressive speeds and with astounding agility. Most Celestials have four to eight wings, which seem to overlap somehow, though some have only a perfectly matched pair.

    Celestials have a strict hierarchy, which determines not only rank and duties but even physical appearance. For example, certain Celestials have only two wings, while others have four, six, eight, or even 10. Unfortunately, no Celestial has ever confirmed the proper hierarchy, so two mortals (or even two religions) can have wildly different ideas of where one Celestial stands in the divine order.

    Celestials do not need to eat or drink, or even to breathe. Their link to the divine provides all the sustenance they need, although both sunlight and positive emotions can give them added strength and comfort.

    Most Celestials seem haughty to mortals, because they command rather than request, and because they dislike being touched. This is not arrogance, however. Celestials are accustomed to absolutes, and have no concept of lies, uncertainties, or tact. They speak their mind, state what they know, and place complete confidence in whatever action sounds best to them — but if a new plan sounds better they will switch to supporting that, and see no problem with such a drastic reversal.

    Celestial

    Agility 3d (+12): acrobatics 7d+1, fighting 6d+1, dodge 8d+1, flying 10d, jumping 6d+2, melee combat 8d

    Coordination 2d (+8): charioteering 4d, throwing 5d+2

    Physique 3d (+12): lifting 8d, stamina 10d

    Intellect 3d: cultures 4d, healing 4d, navigation 10d, speaking 4d

    Acumen 3d: search 3d+1, tracking 4d+1

    Charisma 4d (+12): command 8d, charm 8d+1, intimidation 7d+1, persuasion 9d, mettle 10d

    Miracles 3d: favor 5d+2, strife 5d

    Strength Damage: 8d (+12)

    Move: 10 Fate Points: 5; Character Points: 100

    Body Points: 40;; Wound Levels: 5; Advantages: Authority (R2); Contacts (R2), fellow Celestials following the same divinity; Equipment (R4), special holy weapons and armor; Patron (R3), the divinity

    Disadvantages: Debt (R3), owes all equipment and Advantages to divinity; Devotion (R3), to divinity and divinity’s laws; Employed (R2), to divinity; Enemy (R2), Demons; Quirk (R1), seemingly narcissistic

    Special Abilities: Accelerated Healing (R1), +1d to natural healing rate; Ambidextrous (R1), +1 to select skills when using two hands; Environmental Resistance (R2), +6d to Physique to resist effects of extreme conditions; Flight (R4), flying Move 80; Immortality (R1); Increased Attribute: Agility (R12), +12 to related totals; Increased

    Attribute: Charisma (R12), +12 to related totals; Increased Attribute: Coordination (R8), +8 to related totals; Increased Attribute: Physique (R12), +12 to related totals; Skill Bonus: Link with Divine (R4), +6 to favor and strife totals with Additional Effect (R4), requirements of religion need not be performed. All Special Abilities have Debt (R1), owed to divinity.

    Equipment: flaming longsword (damage +3d; flammable materials catch on fire); divine armor (Armor Value +10d+2)

    Note: Due to their closer connection with their divinities, Celestials need not perform any actions their divinity otherwise requires of followers to perform miracles.

    Centaur

    Centaurs are an amalgam of horses and Humans, possessing the upper torso and arms of a man attached to the body, legs, and tail of a horse. (Scholars are a bit mystified that, at four equine and two Human limbs, Centaurs have more appendages than either source creature.)

    Centaurs have two distinct social groups: territorial, which are composed of mixed numbers of males and females resembling nomadic human tribes; and harems, consisting of one or two dominant males and five to six females in a life-long dedicated grouping.

    Centaurs are omnivorous, supplementing their gathered vegetative diet with small game hunting. They are regional but somewhat nomadic, forgoing most permanent structures.

    They prefer living in temperate forests, brush lands, and mountainous terrain, although can adapt in difficult times to reside in less hospitable areas. Centaurs are usually mildly xenophobic, preferring the company of their own kind rather than those from the outside world. Th ese views are not entirely justified, as Centaurs have been captured in the past by other unscrupulous races.

    In combat with outsiders, Centaurs prefer the bow and arrow, although they sometimes use other weapons relying mostly on upper-body skills, such as the spear or net. Centaurs can also fight using hooves and fists, although such methods are usually reserved for ritualistic battles among their own kind.

    Centaurs are intelligent and cunning but typically wild, unpredictable, and prone to succumbing to alcoholic and amorous desires. However, well-mannered Centaurs are possible, and bards sing tales of those who have overcome their more base nature. Although Centaurs are generally distrustful of non-Centaurs, those who form bonds with outsiders will defend their friends to the death. While it’s rude to think of a Centaur as a horse to domesticate, friendly Centaurs may permit Humans to ride them like horses (they generally prefer riders of the opposite gender).

    Centaur

    Agility 3d: fighting 4d, jumping 4d, melee combat 4d

    Coordination 2d: throwing 2d+2

    Physique 4d: running 5d

    Intellect 2d: healing 2d+1, traps 3d

    Acumen 3d: search 3d+2, survival 4d, tracking 4d

    Charisma 2d: bluff 2d+1, command 2d+2, intimidation 2d+2, persuasion 3d

    Strength Damage: 4d

    Move: 10

    Fate Points: 0; Character Points: 3; Body Points: 16;; Wound Levels: 2; Advantages: Size: Large (R1), scale value 3

    Disadvantages: Devotion (R1), debauchery; Quirk: Phobia (R1), xenophobia

    Special Abilities: Fast Reactions (R1), +1D to initiative rolls, one extra action per round thrice per adventure; Hypermovement (R5) +10 to base Move; Natural Hand-to-Hand Weapon: Hooves (R1), +1D damage

    Equipment: longbow and quiver of arrows (damage +2D+2; range 10/100/200; 20 arrows); metal-tipped spear (damage +2D)

    Cyclops

    A race of seemingly contradictory giants, Cyclopes (the plural of “Cyclops”) trace their lineage directly from the gods. Sages as a rule do not disagree with this assertion, not because of overwhelming evidence — proof remains sketchy, at best — but rather because most scholars have a policy against drawing the ire of volatile man-eating giants.

    Standing at eight to 10 meters, Cyclopes appear for the most part to be giant Humans. However, instead of two eyes, they possess one large eye in the center of their forehead. They traditionally dress in the loosely sewn skins of large animals, and prefer weapons that can best utilize their size and strength, such as tree-trunk clubs and thrown boulders. Curiously, Cyclopes have a remarkable blacksmithing tradition, despite the fact that they have little use for metal objects or armaments themselves; many legendary weapons — oversized and Human alike — are of Cyclopean origin.

    These giants generally prefer solitary existences, either roaming from place to place or dwelling in caves and raising livestock such as sheep and cows. They use animals to satisfy their carnivorous eating habits, but many Cyclopes develop a taste for Human flesh. They can survive in most climes except arctic or desert conditions. However, they prefer seaside mountainous areas with lots of fresh water. Occasionally, they band together in clusters akin to villages and hamlets, where members assume different occupations such as tailor, blacksmith, or sage. Their chaotic and explosive natures make any larger social structures impossible, although tales tell of one or two self-controlled Cyclopes residing in large tolerant cities.

    Although they prefer their privacy, Cyclopes are quick to band and defend others of their kind from threats or acts of aggression; only against extended threats or wars will they appoint a warlord to serve as leader. Cyclopean society treats males and females equally.

    Cyclopes have two distinct subgroups in their society: scholars and warriors. For the most part, they are born into their roles. Newborn Cyclopes who do not open their eyes until six to eight weeks are warriors, while scholars’ eyes open upon birth. However, Cyclopes may transcend these roles; though difficult, a warrior-born Cyclops may instead dedicate life to more academic pursuits, and vice versa. About one in 10 Cyclopes is born a scholar, and parentage does not determine role. Cyclopean society favors its warriors slightly, but recognizes the value of its sages and seers. Human sages debate whether any intrinsic quality separates scholars from warriors, or if the difference remains rooted in culture and upbringing.

    Cyclopes have interpersonal liaisons as desired; they do not marry or form other life commitments, although some have a preferred mate. Fertility rates fall slightly below Humans’, with a six-month gestation period. Cyclopean mothers, with separate help and care from their fathers, protect and nurture their children until deemed mature at 14 years old, at which point they become full members of society. Cyclopes can live to be 80, although most die decades earlier due to their combative lives.

    Cyclops

    Agility 3d: fighting 4d, melee combat 4d

    Coordination 1d+2: throwing 4d

    Physique 5d (+2): lifting, 6d, stamina 5d+2

    Intellect 1d+2: traps 2d+2

    Acumen 2d: crafting 3d

    Charisma 1d+1: intimidation 5d, mettle 3d

    Strength Damage: 6d (+2)

    Move: 10 Fate Points: 0; Character Points: 3; Body Points: 26;; Wound Levels: 4; Advantages: Size: Large (R2), scale value 6

    Disadvantages: Achilles’ Heel: Vulnerability (R3), eye can be targeted at +4d (15) difficulty, +12 damage modifier, success means Cyclops is blind

    Special Abilities: Hypermovement (R2) +4 to base Move; Increased Attribute: Physique (R2), +2 to all related totals

    Equipment: large club (damage +3d); giant rock (damage +5d)

    Demon

    Demons are interdimensional creatures from Hell sent to tempt mortals into corrupting and selling their souls.

    These creatures come in a variety of shapes and sizes, and no two are alike. Most are humanoid with Human facial features, although the more fearsome of the species have animal or insect features. Demons have a tough hide that is evident when in its true form. Additionally, in its true form it has horns and cloven feet and sometimes wings and a tail. Demons generally shapeshift into more pleasing forms.

    In Hell, Demons have a social structure that mirrors that of the most popular current humanoid structure, minus a few years. This structure is more of a guide for the Demons. In reality, only the strong rule and the weak serve. Due to the precarious balance between Good and Evil, Demons adhere to strict rules when on Earth (lest they incur the wrath of the Good). They cannot injure a non-Demon unless they have been attacked first. They must fulfill any promise that is made when someone uses their true name. (Due to their evil nature, they will do so only to the letter of the agreement and take advantage of any mistakes or loopholes to hurt as many other beings as possible.) Demons must take their true form when their true name is spoken. They cannot lie about the nature of their powers or to what extent they may use these powers. (These creatures are, however, adept at twisting their words and saying one thing while implying another.)

    Assuming a Demon follows these rules, he may stay on Earth as long as he likes. Some Demons indulge in excess. Other Demons spend years in a fictional personae to bring despair and suffering to a target.

    Any Demon bothering to come to Earth tends to target those of the good at heart and righteous of mind, because they provide more entertainment. They use their magical abilities to torment others or grant wishes to those who wish to sell their souls. Demons can be found anywhere, but they may not step on consecrated ground. They often take the form of powerless individuals to keep their true identity a secret.

    Demons have equipment according to their cover personae. (If the creature is posing as a beggar, it would have beggar’s clothes and a beggar’s cup, for instance.) They sometimes wield powerful magic items and relics.

    These creatures eat, but they do not need to. Demons prefer the blood and flesh of a recently corrupted sinner. They sometimes eat weak and powerless creatures because they can. All Demons have a true name that they keep hidden from others at all times. Wizards and other practitioners of magic may sometimes divine the name, but more often than not, they discover the equivalent of a nickname. These demonic nicknames have very limited power over the beasts, but the Demons often do not let individuals discover that until it is too late.

    Demon

    Agility 3d: dodge 2d, fighting 7d, flying 3d+1, melee combat 3d+1, riding 3d+1, stealth 3d

    Coordination 3d: charioteering 3d+1, marksmanship 3d+2, sleight of hand 3d+2, throwing 3d+2

    Physique 3d (+4): lifting 5d+1, running 5d+2

    Intellect 3d: cultures 3d+1, reading/writing 3d+2, scholar 3d+2, speaking 4d, trading 4d

    Acumen 3d: disguise 5d, gambling 5d, hide 4d, search 3d+1, streetwise 3d+2, tracking 3d+1

    Charisma 3d: bluff 7d, charm 5d, intimidation 6d, mettle 4d Magic 2d+2: apportation 3d, alteration 4d, conjuration 4d+2

    Strength Damage: 5d+1 (+4)

    Move: 10 Fate Points: 1; Character Points: 8; Body Points: 38;; Wound Levels: 5; Advantages: None

    Disadvantages: Achilles’ Heel: Holy Items (R4), take double damage from holy items or items that are specially purified and blessed; Achilles Heel: Consecrated Ground Weakness (R5), cannot cross consecrated ground without becoming racked with pain and must do nothing else but escape; Advantage Flaw: True Name Weakness (R10), all scores, except Intellect, are at -1d against an opponent that knows the creature’s true name, and the user may bind the Demon to his service; Devotion: Rules of Conduct (R3), must follow rules outside of Hell (see description); Infamy (R2)

    Special Abilities: Natural Armor (R1), +1d to damage resistance total with Ability Loss (R1), ineffective against holy items; Accelerated Healing (R4), +4d to natural healing rate with Ability Loss (R1), may not be used to recover damage done by holy items; Flight (R4), flying Move 80; Immortality (R1), when slain on Earth, they may not return for 1 century and 666 days; Increased Attribute: Physique (R4), +4 to related totals For a shapechanging spell, see the Rakshasa entry.

    Dinosaur Tyrannosaurus Rex

    Measuring 15.25 meters from nose to tail, standing over 5.5 meters tall, weighing over five metric tons, and sporting one-meter jaws that can bite a horse in two, the tyrannosaurus rex is the undisputed king of predators.

    But there is much more to the life of this famous hunter than many people realize. These fast, agile, and intelligent eating machines are just as likely to be found playing games of tag with other tyrannosaurs, chasing prey or harassing other dangerous animals for the sheer joy of it, mucking about in ponds and mud holes, sliding down snow-covered hillsides on their backs, or even simply playing with string. They enjoy challenging puzzles and will work for hours trying to crack a barrel as if hoping to find a dozen cows magically hidden inside.

    Although capable of running down and killing most animals for food, tyrannosaurs never pass up a chance to scavenge carcasses or dine on easier prey. And few scholar-adventurers realize that the terrible lizard king is not a true carnivore at all. One intrepid professor witnessed three tyrannosaurs devour something with great relish, and then stumble crazily around afterwards as if drunk. The afflicted beasts ignored members of the expedition as they inched their way closer, only to discover that the tyrants had been feasting on a huge heap of berries that had been fermenting in the sun. The three lizard kings then briefly charged at the explorers but did not pursue them as they fled the scene. In this regard, tyrannosaurs most resemble crows and ravens — much like those ubiquitous harbingers of fate, tyrannosaurs eat just about anything and are known to collect shiny things (as many unfortunate adventurers have discovered), but whether as gifts for their mates, prizes to line their nests, or simply as entertaining diversions, none can say.

    Immature tyrannosaurs live in crèches of two to seven individuals of approximately the same age, though not necessarily related by blood. The social bond of the crèche lasts throughout a tyrant’s long, event-filled life (tyrannosaurs live up to 125 years), and individuals sometimes undertake extended journeys years later to visit old friends. However, as with all things, even the closest bonds eventually give way when members leave in search of mating prospects. Tyrannosaurs mate for life and show great affection through nuzzling and preening, and some tyrants have even been known to pine away upon the loss of a companion. Intellect of this unexpectedly advanced and touchingly familiar behavior may offer little comfort, however, if a triad of adolescent lizard kings picks up a lost adventurer’s scent…

    Agility 4d+1: fighting 7d, dodge 6d+2, jumping 5d+1

    Coordination 2d

    Physique 8d+2: stamina 9d+2

    Intellect 1d+2

    Acumen 2d: hide 7d, know-how 3d, tracking 4d+2

    Charisma 1d+1: intimidation 6d+1, mettle 5d+1

    Strength Damage: 8d+2

    Move: 20

    Fate Points: 0; Character Points: 0

    Body Points: 25;; Wound Levels: 4

    Natural Abilities: tough skin (Armor Value +1D); teeth (damage +3d); tail (damage +3d); large size (scale value 12)

    Triceratops

    The triceratops is a difficult animal to approach and study. Peaceful by nature, they are extremely dangerous when anyone threatens their territory or offspring. Adult triceratops have no natural predators, though younger specimens sometimes fall prey to tyrannosaurs, velociraptors, or large mammalian carnivores. A typical triceratops stands over three meters tall and measures over 7.5 meters from tip of snout to tip of tail, packing 4.5 metric tons of surprisingly agile meat in between. Females are slightly smaller than males but no less aggressive when challenged.

    Adults are vegetarians and subsist entirely on grass, leaves, and roots, but a young triceratops is omnivorous and will eagerly consume insects, small mammals, other species of dinosaur, or anything that winds up in front of its mouth — even its own mother (or the head of an unwary adventurer). Fortunately, female triceratopses know better than to do something so stupid, which is more than can be said of certain adventurers…

    Triceratopses live in social herds akin to lion prides, with one male (the bull) controlling a group of 20 or more females (cows) and dozens of off spring (toplets) of varying ages. Toplets remain with their prides until nearly mature, at which point they either leave on their own or are stolen by a young bull seeking females of his own. Prides remain isolated from each other most of the year, but during mating season, which starts with the onset of autumn, all of the prides band together to migrate to hatching grounds located in warmer climes, hundreds of kilometers to the south.

    Upon reaching maturity, females often leave the pride to find a mate, as part of nature’s way of avoiding inbreeding. Instinct impels maturing males to leave and establish prides of their own; battles between old, experienced bulls and young, healthy challengers are fairly common occurrences during the autumn migration. As might be expected, few challengers succeed, but occasionally one manages to steal away with a few young females. Success doesn’t come without a price, and bulls spend their days in constant vigil, warding off predators and other male triceratops, visiting females, and marking territory. All this activity leaves little time for eating, so the bull takes whatever chance he can to grab a quick snack.

    Cows spend most days grazing, socializing, and caring for off spring.

    During mating season, breeding cows stand watch over their nests of three to six eggs while young or eggless females try to gather food for the pride. Hatchlings learn what plants to eat and what beasts to avoid from their mothers. Cows are dangerous only when they feel their young are 130 threatened, which happens whenever anything Human-sized or larger walks into sight on two legs. In the absence of a bull, a pride’s cows rally to the defense of the young. For this reason, young are generally lost to predators only during the long migrations between hatching grounds and grazing territories, when the herds must keep moving to beat the winter snows or return to their lush grazing plains after the relatively lean mating season.

    Agility 3d+2: fighting 7d+2, dodge 7d

    Coordination 1d

    Physique 8d: stamina 9d+1, swimming 9d

    Intellect 1d

    Acumen 2d: search 4d

    Charisma 2d: intimidation 7d, mettle 6d

    Strength Damage: 4d

    Move: 25

    Fate Points: 0; Character Points: 0

    Body Points: 23;; Wound Levels: 3

    Natural Abilities: bite (damage +3D); horns (damage +3d); tough skin (Armor Value +1d); large size (scale value 10)

    Velociraptor

    Of all the dinosaurs, none pose a greater threat to humanoids than the velociraptor. Of all the civilized races, only the Elves come close to matching the patience, endurance, and skill of these consummate hunters. Standing nearly two meters tall, able to outrun a thoroughbred at full sprint, and armed with razor-sharp talons and surprisingly strong grasping claws, they possess a chameleon-like ability to change their skin patterns and colors to match any terrain, and an appetite that is never sated. These creatures are the dire wolves of their kind — nightmares brought to life.

    Velociraptor packs live in den-warrens scratched from hillsides or clay pits. Their social hierarchy is a living model of the principal of the survival of the fittest. ’Raptors run in packs of 12 or more individuals ruled by a mated alpha pair. Pack member positions fluctuate according to the individual’s current health and strength. Injury or disease often causes a pack member to slip down a rung within ’raptor society, and those that appear too weak risk ending up on the menu. Velociraptors of beta or lower status are free to choose mates, and mated pairs help each other survive injury and famine, but only an alpha will risk its life to protect its mate.

    Velociraptors hunt in groups called jagers, instinctively employing hunting tactics that would challenge even the best Elven trackers. Jagers are composed of four individuals, usually mated pairs, which operate around the clock to meet the needs of demanding warm-blooded metabolisms. They have been known to wander up to 48 kilometers a day to find food in lean times. In such cases, successful hunters eat their fill and drag the rest back to the den-warren to share with the others.

    Alphas do not hunt in jagers, their primary duties being to produce eggs, raise the pack’s collective young, and defend them from predators while the jagers seek food.

    While ’raptors do not normally stalk healthy, uninjured targets that are much larger than themselves, famine can force jagers to override this important instinct. This behavior usually leads to serious injury or death, but scholarly expeditions have watched desperate, starving jagers separate healthy adult triceratopses from their herds and use hit-and-run tactics to wear them down.

    Agility 3d: acrobatics 4d, fighting 5d, climbing 3d+1, dodge 4d, jumping 5d, stealth 7d

    Coordination 3d

    Physique 5d: stamina 6d, swimming 6d

    Intellect 1d+1

    Acumen 2d: hide 5d, search 4d+1, tracking 4d+1

    Charisma 1d: intimidation 3d, mettle 3d

    Strength Damage: 5d

    Move: 35

    Fate Points: 0; Character Points: 0

    Body Points: 21;; Wound Levels: 3

    Natural Abilities: eviscerating footclaws (damage +3d); teeth (damage +2); talons (damage +1)

    Pterosaur

    Of all the beasts that own the skies, nothing stirs stronger primordial emotions than the sight of a lone pterosaur gliding silently overhead on thin, leathery wings. Now, imagine the feeling when a thousand pterosaurs suddenly wing into sight in coordinated pursuit of flying prey. With a wingspan of 12 meters, large intelligent eyes, an even larger brain, and a one-meter beak full of small sharp teeth, the pterosaur is matched in aerial spectacle only by Dragons.

    Easy gliders and powerful flyers, pterosaurs live in expansive social rookeries comprised of hundreds or sometimes thousands of mated pairs.

    They prefer ocean-side cliff s, although redwood trees overlooking large lakes or inland seas serve just as well. Only the fecundity of fishes can satisfy the needs of hungry hatchlings, but this does not mean that a pterosaur will pass up an easy meal. Adventurers traveling along isolated seacoasts have lost their captured boars, and even the occasional donkey, to a flight of keen-eyed pterosaurs on patrol.

    Pterosaurs often hunt singly, skimming the surface of waves and scooping up fish and other appropriately sized tidbits, eating some and saving the rest in pelican-like pouches to carry home to feed the hatchlings. Sometimes, though, pterosaurs hunt in groups called flights (or flying circuses, if a species bears particularly colorful markings). Flights are naturally adept at distracting prey and making sneak attacks from unexpected directions. The incentive for hunting as part of a flight is that all members share the catch. Flights take most land-bound animals by surprise, gliding in silently and diving seemingly right out of the sun. Pterosaurs must succeed in snatching their prey in one pass or risk being grounded, for they are clumsy on land and few make it back into the air without suffering injury, as the occasional torn and broken leathery corpse can attest.

    In the air, however, the pterosaur is master — nothing escapes the premier maneuvering instincts of these lords of the sky. It is for this reason that some have thought to tame these magnificent beasts and use them as aerial mounts to terrify enemies in combat. The truth of the matter is that for all their size, pterosaurs only weigh about 18 kilograms — the weight of a rider would crush the pterosaur’s bones during the furious maneuvering required during aerial combat, leaving the poor beast and its passenger plummeting helplessly to their deaths. The theory of pterosaur/rider teams might work in practice, but only if employed as messengers or aerial observers.

    Agility 4d: fighting 4d+1, dodge 5d, flying 7d

    Coordination 2d

    Physique 3d: stamina 6d

    Intellect 1d

    Acumen 2d: search 6d, tracking 5d+2

    Charisma 1d+1: intimidation 2d, mettle 2d

    Strength Damage: 3d

    Move: 25 (flying)

    Fate Points: 0; Character Points: 0

    Body Points: 15;; Wound Levels: 2

    Natural Abilities: talons (damage +2d); toothed beak (damage +2d); wings allow the pterosaur to fly or glide for several hundred kilometers or for as long as there are thermals to keep them aloft

    Djinn

    Most legends state that the first Humans were created from earth. Some of those legends further explain that the same forces that produced Humans also fashioned beings from the other elements. The Djinn were one result with two separate races, one composed of fire and the other of air.

    The Djinn are masters of shapeshifting, with bodies as fleeting as the elements from which they were spawned. Those tied to good tend to be stunningly attractive, while those aligned with evil are equally ugly. However, evil Djinn can assume more comely appearances to better deceive others. Regardless, their natural forms always betray their element, either as a body emerging from wispy clouds or a form surrounded by flaming tendrils.

    Both types of Djinn have similar abilities, although the means they use to manifest them are wildly disparate. Fire Djinn are typically creatures of chaos and evil, while air Djinn are usually devoted to harmony and good.

    However, Djinn do have free will and can theoretically serve any goal they would like. Nonetheless, only a fool would blindly trust a fire Djinni that says it wants “nothing but to help.”

    Djinn invariably tie themselves (or are bound by others) to an artifact or object: lamps, bottles, stones, chalices, and so on. Sages debate why 131 they must form these bonds to the physical world; one common theory proposes that both air and fire are ephemeral states, and without a material union, they would dissipate to the ash or four winds from whence they came. Whatever the reasons, this bond forms the most common means of controlling and dispelling Djinn.

    Powerful magic or rituals can draw forth a Djinni to this world; anyone who does so would be wise to have a suitable container ready for its arrival. Although common lore suggests this vessel should be a thing of beauty — a beautifully polished ring, a jewel-encrusted lamp, and the like — some arrogant or cruel masters have shunted their conjurations to ignoble objects. So far as anyone knows, Djinn do not reproduce in any mundane way, and all those living in the world have either always been here or were conjured from … elsewhere. Djinn do not need to eat or even breathe, yet both kinds of Djinn dislike going underwater.

    They can live anywhere, but they have an affinity for deserts, where fiery winds and shifting sands have a personal resonance. Djinn without masters can travel where they like, although they are instantly transported to their tied object if someone possesses and invokes it.

    Although some stories tell of supremely powerful Djinn capable of world-shattering feats, most Djinn are much less potent (some unscrupulous Djinn might try to convince their finders otherwise). Because Djinn are phenomenal at negotiating favorable deals from their masters, they are most often used as guardians or for a specific task, which the Djinni usually per forms without complaint. However, their use is limited only by their masters’ imagination; mages have trusted a Djinni as a scholarly companion, kings have used them as messengers, and many bards have turned to a Djinn bottle in search of inspiration.

    Agility 3d: flying 6d, stealth 4d

    Coordination 2d: sleight of hand 3d

    Physique 2d

    Intellect 4d: reading/writing 5d, scholar 5d, speaking 5d, trading 6d

    Acumen 3d: disguise 7d, gambling 4d, investigation 3d+2, search 3d+2, tracking 3d+2

    Charisma 4d: bluff 5d, charm 5d+2, intimidation 4d+1, mettle 5d, persuasion 5d

    Magic 1d: alteration 3d, apportation 3d, conjuration 3d, divination 2d

    Strength Damage: 2d

    Move: 10

    Fate Points: 0; Character Points: 3

    Body Points: 19;; Wound Levels: 3

    Disadvantages:

    Advantage Flaw: True Nature (R3), all spells that change the Djinn’s appearance cannot hide some airy or fiery aspect — hiding the aspect requires a Very Difficult disguise check; Devotion (R3), honoring its contract; Devotion (R3), good or evil, depending on the Djinn; Employed (R1), anyone who possesses the Djinni’s vessel can command it completely

    Special Abilities: Accelerated Healing (R1), +1d to natural healing rate; Flight (R5), flying move 100; Immortality, can be banished by destroying its container; Invisibility (R3); Iron Will (R1); Longevity; Silence (R2), +4d to stealth and +2d to attacks from behind.

    Dog

    Dogs are domesticated canines that are found all over the world. They come in a variety of colors, sizes, and shapes.

    All dogs are four-legged; the vast majority have fur and a cold nose. The colors of a dog’s coat ranges from white to reddish-brown to yellow to black and combinations of these colors.

    Lap dogs tend to be small and provide companionship for humans.

    Hunting dogs are generally small to medium-sized and are especially bred for trailing big and small game. Guard dogs are usually the largest and always the most sturdy of dogs. These canines are bred for battle and are sometimes be equipped with specially designed light armor.

    All dogs follow the pack social structure. In the wild, the alpha male proves his dominance in combat over the other males. He becomes the leader of the pack and all dogs within that pack follow him. Domesticated canines follow the pack mentality to a lesser extent. Because of their close association with Humans, their owners generally take the place of the alpha male.

    Canines can be found in almost any climate, but certain breeds will be found in certain climes. Wherever there are humans there are always dogs to follow them. Dogs are extremely loyal to their masters, even masters that do not treat them very well.

    Dogs are carnivores and must be fed regularly. Masters that forget to feed their dogs will have a hard time controlling them, even if they treat them well. Dogs have an amazing sense of smell. They can smell a drop of blood in a bucket of water. It is for this reason that they make excellent hunters and guards. Dogs often smell an opponent before they see them.

    These creatures dislike cats and other feline-related creatures. Even the most trained dog may let out a bark when he catches a whiff of cat. Some dogs are extremely intelligent and capable of complex tricks.

    Guard or Hunting Dog

    Agility 3d: dodge 6d, fighting 5d, stealth 4d

    Coordination 1d

    Physique 4d: running 4d+1

    Intellect 1d

    Acumen 2d+1: search 3d, tracking 4d

    Charisma 2d: intimidation 5d, mettle 3d+2

    Strength Damage: 4d

    Move: 25

    Fate Points: 0; Character Points: 0; Body Points: 12;; Wound Levels: 2

    Natural Abilities: enhanced smell (can track targets days after their trail is cold); teeth (damage +1d+2); small size (scale value 4)

    Lap Dog

    Agility 3d: dodge 4d, stealth 3d+2

    Coordination 1d

    Physique 2d: running 3d+2

    Intellect 1d

    Acumen 2d: search 2d+2, tracking 3d

    Charisma 2d: intimidation 2d+2, mettle 2d+1

    Strength Damage: 2d

    Move: 20

    Fate Points: 0; Character Points: 0; Body Points: 9;; Wound Levels: 1

    Natural Abilities: enhanced smell (can track targets days after their trail is cold); teeth (damage +1d); small size (scale value 5)

    Dragon

    Few creatures are feared more than the dragon and for good reason. Their immense size, reptilian or serpentine appearance, extreme age, active intelligence, and magical ability are more than a match for whole armies, particularly since most dragons can also fly. Dragons can be divided into six major types: earth, air, fire, water, skeleton, and oriental.

    Air Dragon

    Air Dragons are slight of build, long and lean, and their wings are usually feathered, as are the ends of their tails. Their scales also resemble feathers, and have a faint sheen to them. Most Air Dragons are pale in color, particularly blue, green, or gold and silver.

    The Air Dragons are playful and sociable. This may be because more Air Dragons exist or because they wander so much that claiming territory is impossible. Air Dragons often travel in small packs, but happily mix with any other Air Dragons they find. Most Air Dragons care about little other than flying and socializing, and they exchange news, gossip, and idle conversation readily. Many also happily speak to birds and other airborne creatures, and even those people brave enough to approach them openly.

    Within each pack, a single Air Dragon holds sway. This only means that he or she can tell the others when it is time to move on and which direction they should go — the position is akin to that of a party host or a trip organizer. This lead Air Dragon is usually a little older and slightly less flighty, but only slightly, and packs are easily distracted.

    Air Dragons simply go wherever the wind and their own interests take them. An Air Dragon may wander away from his pack, if they are going one way and he wants to go another, and then join a new pack heading in that direction. Later, if he encounters his first pack again, he might rejoin them, or simply visit with them and catch up on recent events. Air Dragons survive mainly on small birds and on fish they pluck from the sea. They enjoy the thrill of catching their food but have no interest in causing terror — they simply love the chance to show their speed and agility. Air Dragons rarely attack humanoids, though a pack might wheel about a lone traveler and dance around him, even feinting at him with claws and jaws. Of course, if attacked, the pack will defend itself, but most Air Dragons have no love of fighting, only in flying.

    Despite their slighter build, Air Dragons do not mind the cold — indeed, they often fly high above the ground, where the air is thinner and colder and their breath streams behind them. Air Dragon packs are often seen over mountain peaks and flitting about mountain ranges. They also enjoy wide open expanses, like deserts or valleys, where nothing slows the wind from racing across the landscape.

    Agility 5d (+12): acrobatics 8d+2, dodge 8d+2, fighting 5d+2, flying 10d

    Coordination 2d

    Physique 4d (+7): lifting 7d, stamina 8d

    Intellect 3d: cultures 5d, navigation 10d, scholar 4d, speaking 6d

    Acumen 3d: search 3d+1, survival 6d+1, tracking 4d+1

    Charisma 2d+2: bluff 4d+2, intimidation 8d+1, mettle 4d

    Strength Damage: 7d (+7)

    Move: 10

    Fate Points: 1; Character Points: 20

    Body Points: 29;; Wound Levels: 5; Advantages: Size: Large (R3), scale value 9

    Disadvantages: Infamy (R1); Quirk (R3), flighty

    Special Abilities: Atmospheric Tolerance: Thin Air (R1); Environmental Resistance (R2), +6d to Physique to resist effects of extreme conditions; Flight (R5), flying move 100; Increased Attribute: Agility (R12), +12 to related totals; Increased Attribute: Physique (R7), +7 to related totals; Longevity (R1); Natural Armor: Scales (R2), +2d to damage resistance totals; Natural Hand-to-Hand Weapon: Claws (R3), +3d damage; Natural Hand-to-Hand Weapon: Teeth (R3), +3d damage; Sense of Direction (R1), +1d to navigation and tracking

    Earth Dragon

    Earth Dragons are typically the largest and heaviest of the species, with thick bodies supported on four massive clawed legs, and a long neck bearing the large head. Enormous bat wings on their backs enable them to fly, and they can use their heavy tails as weapons. Their thick scales are typically the color of rust, blood, or copper.

    The entire Earth Dragon population is small as they live for thousands of years, but dragon mothers give birth to only one egg at a time. Most centuries see the birth of only a single dragon. Because they are so few in number, each dragon stakes out its own territory. Any other dragon entering that territory must acknowledge the owner’s supremacy or fight for possession. Thus Earth Dragons meet rarely. Only in times of overwhelming need do they gather together, either in some place so barren no dragon claims it or in a location owned by a dragon so powerful no other dares to challenge him.

    Even when Earth Dragons mate, they are wary of surrendering control, and their mating dances are performed in the air, usually over some neutral territory.

    Earth Dragons have no leaders, but the strongest dragons hold the choicest locations and command respect from their peers.

    Earth Dragons are carnivores. They hunt for their food and delight in flying low to the ground, neck stretched forward and mouth open, to scoop up deer, cows, and humanoids in their path. Earth Dragons often toy with their prey, swooping down to land stunning blows that bat their victims about and herd them in a particular direction.

    Earth Dragons are not known for their subtlety, and enjoy the fear they sense from their prey, and from anyone who sees them approach. They consider anyone on their lands to be fair game, and the most powerful Earth Dragons have laid claim to whole cities, which they allow to stand because the cities attract more victims.

    Earth Dragons enjoy living places safe and warm, and select caverns for their homes. Some of these lairs cut into mountains or hills, while others are below ground, particularly along a coastline. The Earth Dragon often hollows the space out further, smoothing the walls and giving himself more room to maneuver. Of course, Earth Dragons favor existing underground tunnels, whether or not they currently have residents.

    Earth Dragons usually live in temperate regions, because their prey prefers these areas and because they do not enjoy the cold. Most Earth Dragons have at least a small town or two within their territory, and forests, meadows, or farmlands are also common.

    Agility 3d (+8): acrobatics 6d+1, climbing 5d, dodge 7d+1, fighting 10d+1, flying 9d

    Coordination 2d: breath weapon 10d

    Physique 4d+1 (+12): lifting 9d, running 5d, stamina 7d

    Intellect 3d: cultures 4d, navigation 10d

    Acumen 3d: search 3d+1, survival 6d+1, tracking 4d+1

    Charisma 2d+2: intimidation 8d+1, mettle 6d Strength Damage: 9d (+12)

    Move: 10

    Fate Points: 1; Character Points: 20

    Body Points: 30;; Wound Levels: 5; Advantages: Size: Large (R4), scale value 12; Wealth (R2)

    Disadvantages: Infamy (R3); Quirk (R3), territorial

    Special Abilities: Flight (R4), flying move 80; Increased Attribute: Agility (R8), +8 to related totals; Increased Attribute: Physique (R12), +12 to related totals; Longevity (R1); Natural Armor: Scales (R3), +3D to damage resistance totals; Natural Hand-to-Hand Weapon: Claws (R3), +3D damage; Natural Hand-to-Hand Weapon: Teeth (R3), +3D damage; Natural Ranged Weapon: Fiery Breath (R2), damage 6D, range 10/20/40, with Ability Loss (R1), may only fire once every other round.

    Note: Those Earth Dragons that burrow deep in the earth also have ranks in Infravision.

    Fire Dragon

    Fire Dragons are the smallest variety of dragon. They are winged but have only front legs — their back section simply curls into a long tail with a spade end. Their scales are shades of red, orange, yellow, and gold.

    Some sages believe that Fire Dragons are not real dragons at all, only creatures with a similar appearance because it doesn’t exhibit the same intelligence or size as others of this species. Fire Dragons are tiny and fast and appear alone or in twos or threes. They are drawn to fire, and they often appear near any large blaze — even a good-sized campfire can call one, though the flame must be outdoors or near the opening of a natural shelter like a cave. When a Fire Dragon does appear, it ignores any nearby creatures and flies straight to the flame — and into it. Then it swoops around, enjoying the heat and the light, teasing the fire into taller flames and often creating small trailers that spin off from the original blaze. They delight in its movement and warmth, and care little for its effect on others. They only enlarge and sustain a fire so that they can enjoy the flames for a longer period of time.

    Fire Dragons have no real social structure. Each dragon or group keeps to itself and travels within its chosen area (which may be small if there’s a large concentration of fires), seeking flames. The first Fire Dragon or group there takes possession of that particular fire. Any other Fire Dragons in the area will not disturb them, and Fire Dragons never fight for possession. They also have no voice, which is another reason why scholars claim they are not real dragons at all.

    Fire Dragons are not vicious, but they will attack anyone who gets too close to them while they are within a flame. They will also fight anyone trying to put out the fire.

    Fire Dragons only like meat that has been severely charred. They are so small they do not need much food.

    They often survive on those scraps left in campfires by travelers, or small woodlands creatures caught and cooked in forest blazes.

    Fire Dragons prefer heavily wooded areas and dry plains, since both have opportunities for frequent fires. When not dancing within a flame, they nest within hollowed-out trees at night.

    By day, they curl up on flat rocks and bask in the sunlight, the same way that snakes do.

    Fire Dragon

    Agility 5d (+4): acrobatics 8d, dodge 8d, fighting 6d+2, flying 10d

    Coordination 2d: breath weapon 8d

    Physique 3d: stamina 10d

    Intellect 2d: navigation 8d

    Acumen 3d: search 3d+1, survival 6d+1

    Charisma 3d: charm 4d, intimidation 6d+1, mettle 4d

    Strength Damage: 3d

    Move: 8 Fate Points: 1; Character Points: 10

    Body Points: 24;; Wound Levels: 4; Advantages: Size: Small (R2), scale value 6

    Disadvantages: Hindrance: Short Stride (R1), 2 meter reduction to running, swimming, and jumping Move; Infamy (R1); Devotion (R3), flames

    Special Abilities: Atmospheric Tolerance: Fire (R1); Environmental Resistance (R2), +6d to Physique to resist effects of extreme conditions; Flight (R4), flying move 64; Increased Attribute: Agility (R4), +4 to related totals; Natural Armor: Scales (R2), +2d to damage resistance totals; Natural Hand-to-Hand Weapon: Claws (R1), +1d damage; Natural Hand-to-Hand Weapon: Teeth (R1), +1d damage; Natural Ranged Weapon: Fiery Breath (R1), damage 3d, range 5/10/20

    Water Dragon

    Water Dragons have four small legs and no wings. They are long and narrow, to allow them to slide through the water. Long ridges, which resemble fish fins but feel more like scales, run down their back and trail from each clawed foot. Older Water Dragons have similar ridges trailing from their brows. Their scales are slick and range in color from pale green to a vivid dark blue.

    Most Water Dragons live alone or in mated pairs, but they often gather with their kin to discuss events and enjoy one another’s company. Water Dragons group themselves by family, and each family has a matriarch, a patriarch, or both. The extended family lives within a small sea, sizable lake, or large portion of the ocean. Each family member or couple claims a region for personal use. Most families gather at least once each month, typically in the domain belonging to the head of the family. Water Dragons from other families must ask permission when entering the family’s territory, or they are treated as invaders and attacked. Neighboring families gather together two to three times a year to discuss larger issues and to maintain friendly relations. Water Dragons from different households often become friends and, if their regions border one another, meet more frequently.

    Water Dragons are talkative when with their own family, but their topics are serious and subjects can hold their attention for hours. They enjoy gossiping about neighbors, but they also discuss philosophy, marine biology, and other weight issues.

    Fish are the main food for Water Dragons, followed by all manner of sea creatures. Any animals that wander into a Water Dragon’s territory become fair game, including humanoids. Though they are not violently malicious, Water Dragons do enjoy taunting surface-dwellers. They also consider it an insult for a surface-dweller to cross over their home without asking permission and so often capsize boats. Those fisherfolk who offer gifts to the dragons find smooth waters and plentiful fishing, though sometimes a young Water Dragon rocks their boat just for fun. Any humanoid who dares to attack a Water Dragon will be pursued by the entire family, and if she manages to escape to land she will find them waiting every time she ventures near water again. Water Dragons make their homes among nests of coral and seaweed, along the ocean or lake floor. They favor deeper waters, where they can sleep undisturbed and unseen. Over time, the dragons often carve upon the coral, transforming it into a roofless palace with delicately fluted columns everywhere.

    Agility 3d: acrobatics 8d, contortion 7d, fighting 8d+1, dodge 9d+1

    Coordination 2d

    Physique 4d (+9): lifting 8d, stamina 9d, swimming 12d

    Intellect 3d: navigation 10d, speaking 4d

    Acumen 3d: crafting 6d, search 3d+1, survival 6d+1, tracking 4d+1

    Charisma 2d+2: bluff 4d+2, charm 3d, intimidation 8d+1, mettle 6d

    Strength Damage: 8d (+9)

    Move: 10

    Fate Points: 1; Character Points: 20

    Body Points: 30;; Wound Levels: 5; Advantages: Size: Large (R3), scale value 9; Wealth (R2)

    Disadvantages: Devotion (R2), to family and territory; Infamy (R2)

    Special Abilities: Environmental Resistance (R2), +6d to Physique to resist effects of extreme conditions; Increased Attribute: Agility (R10), +10 to related totals; Increased Attribute: Physique (R9), +9 to related totals; Longevity (R1); Natural Armor: Scales (R2), +2d to damage resistance totals; Natural Hand-to-Hand Weapon: Claws (R2), +2d damage; Natural Hand-to-Hand Weapon: Teeth (R2), +2d damage; Ultravision (R3), +6 to sight-based totals in dim or dark conditions; Water Breathing (R3), +3d to swimming

    Oriental Dragon

    Oriental Dragons are long and sinewy. They have horns on their brows and long wispy beards on their chins. The ridges on their backs and tails are long. They have no wings but four legs, each ending in an agile claw — most Oriental Dragons have four claws per foot, but the Imperial dragon has five. Their scales shimmer and range in color from black to blue to red to gold, silver, or even white.

    Oriental Dragons are the most intelligent of the dragons, and they can sit for months or even years while pondering some topic. Oriental Dragons enjoy a good debate or an intellectual discussion. They are sparing with their words, however, and often speak in vague terms and near-riddles.

    Most of the Oriental Dragons — and they are the rarest of the dragon races — live alone and see other dragons only rarely. They interact with humanoids more frequently, liking to disguise themselves as such to wander the countryside.

    Oriental Dragons are not violent, though they will defend themselves when attacked. They do enjoy confrontation but prefer battles of a more intellectual nature. They enjoy creating moral quandaries for humanoids in order to watch their reactions.

    They will only attack humanoids for three reasons: the people attack first, the people threaten the dragon’s interests or domain, or the people have demonstrated themselves to be villains (usually by harming someone the dragon considers a worthy individual). In those situations, the Oriental Dragon is a deadly opponent, clever as well as strong.

    Because there are so few of them, what most people assume to be racial subtypes are actually specific dragons.

    The Yellow Dragon and the Horned Dragon, for example, are individual dragons rather than types. Only the Yellow Dragon is covered with bright yellow scales, and only the Horned Dragon has four horns above his brows and a ridge of them running down his snout to the tip of his nose.

    The leader of the Oriental Dragons is the Imperial Dragon (also known as the Celestial Dragon), who has jet-black scales and five claws on each foot. This dragon is the wisest and most powerful of the Oriental Dragons, and he may command any of the others, though he rarely does so. He does, however, wander into another dragon’s domain with impunity — the other Oriental Dragons must ask permission before entering another’s domain, or face a challenge (usually to either a logic puzzle or a verbal duel).

    Unlike the other dragon races, the Oriental Dragons are vegetarians.

    They eat mainly bamboo shoots and rice, though they happily consume any fruits they can find. They will also eat bread and vegetables. No Oriental Dragon will deliberately eat meat, and it is a grave insult to offer meat to one of them. They also drink rice wine, and anyone who offers a dragon this drink wins their favor.

    Each Oriental Dragon has his own interests and his own domain. Some settle in lake beds, others atop mountains, and still others deep in forests or hidden valleys. Certain dragons consider it their duty to guard treasures, whether natural or crafted, while others train people, travel the world, or make sure the seasons occur without fail.

    Typical Oriental Dragon

    Agility 3d (+10): acrobatics 6d+1, fighting 5d, contortion 5d, dodge 8d, flying 9d, jumping 6d, stealth 7d

    Coordination 2d (+3): sleight of hand 5d

    Physique 3d (+9): lifting 13d, stamina 12d, swimming 4d

    Intellect 4d (+3): cultures 7d, healing 10d, reading/writing 8d, navigation 10d, scholar 8d, speaking 10d, trading 6d

    Acumen 3d (+3): artist 8d, disguise 10d, investigation 6d, search 7d, survival 6d, tracking 8d

    Charisma 3d (+3): command 9d, charm 11d, intimidation 9d, persuasion 11d, mettle 11d

    Magic 6d: apportation 6d+1, alteration 7d, conjuration 7d, divination 6d+2

    Strength Damage: 13d (+9)

    Move: 16

    Fate Points: 4; Character Points: 40

    Body Points: 33;; Wound Levels: 5; Advantages: Fame (R2); Size: Large (R3), scale value 9; Wealth (R2)

    Disadvantages: Devotion (R2), to domain

    Special Abilities: Accelerated Healing (R1), +1d to natural healing rate; Flight (R3), flying Move 96; Increased Attribute: Agility (R10), +10 to related totals; Hypermovement (R3), +6 to base Move; Increased Attribute: Acumen, Charisma, Coordination, Intellect (R3 each), +3 each to related totals; Increased Attribute: Physique (R9), +9 to related totals; Immortality (R1); Natural Armor: Scales (R2), +2d to damage resistance totals; Natural Hand-to-Hand Weapon: Claws (R2), +2d damage; Natural Hand-to-Hand Weapon: Teeth (R2), +2d damage; Quick Study: All Attributes (R1 each); Water Breathing (R3), +3d to swimming.

    Skeleton Dragon

    Skeleton Dragons are usually taken from the Earth Dragons, and so have massive frames and skeletal wings.

    Unlike the other five types, Skeleton Dragons are not natural creatures, and are created rather than born. They are typically fashioned by necromancers, who reassemble a dead dragon’s bones and then reanimate the skeleton to create a massive, magical servant. Fortunately, Skeleton Dragons lack most of their former intelligence, and only a handful is capable of magic. Most Skeleton Dragons ave only their size, their strength, their flight, and the fact that they are undead and so are immune to many mundane weapons.

    Skeleton Dragons have no society and thus no hierarchy. Each of these creatures has been animated by a particular individual. It is enthralled to that person and required to do her bidding. Only when two or more Skeleton Dragons serve the same master do they fight for control, with the strongest becoming the leader of their small pack and commanding the other members.

    Skeleton Dragons are not alive and thus do not need to eat, drink, sleep, or breathe. They are tireless and can fly or fight for hours without pause.

    Because they are no longer truly alive, and never can be again, Skeleton Dragons hate the living. They particularly loathe living reptiles and, above all else, living dragons. A Skeleton Dragon will attack a living dragon at every opportunity.

    Skeleton Dragons can be found anywhere in the world, as they go wherever their master goes or wherever she orders them to go. They are most common in the countryside, however, where people are less likely to have defenses against magic and thus where a dragon of any sort has the greatest impact.

    Agility 3d (+8): acrobatics 6d+1, climbing 5d, dodge 7d+1, fighting 10d+1, flying 9d

    Coordination 2d

    Physique 4d+1 (+12): lifting 9d, running 5d, stamina 7d

    Intellect 2d

    Acumen 2d: search 3d+1, tracking 4d+1

    Charisma 2d: intimidation 10d, mettle 6d

    Strength Damage: 9d (+12)

    Move: 10

    Fate Points: 1; Character Points: 20; Body Points: 34;; Wound Levels: 5; Advantages: Size: Large (R4), scale value 12

    Disadvantages: Devotion (R3), hate the living; Employed (R3), to person who reanimated it; Infamy (R3); Reduced Attribute: Acumen, Intellect (R4 each), -1d each; Reduce Attribute: (R3), -2 pips

    Special Abilities: Flight (R4), flying move 80; Increased Attribute: Agility (R8), +8 to related totals; Increased Attribute: Physique (R12), +12 to related totals; Longevity (R1); Natural Hand-to-Hand Weapon: Claws (R3), +3d damage; Natural Hand-to-Hand Weapon: Teeth (R3), +3d damage; Skill Bonus: Painless Wounds (R4), +12 to stamina total; Skill Bonus: Mindless (R5), +15 to mettle totals

    Dwarf

    Dwarves are built like short, stout Humans. They stand about 1.5 meters and usually have broad features and thick beards. Most people are familiar with the Mountain Dwarves (or Mynyd), but three other types exist: the Dwende, the Chanak, and the Wavelorn.

    Dwende

    The Dwende surface-dwelling dwarves who live in tropical regions. Their skin is deeply tanned from the sun. They wear only simple kilts and sometimes loose shirts, and either go barefoot or wear sandals.

    Dwende live in small tribes or clans, each lead by a chieftain. This chieftain decides on all matters of importance, including hunting, marriage, and tribal location. Once chosen, a chieftain retains control until he dies, steps down because of age, or is forcibly removed by a majority of the clan. Larger tribes also have a council of elders, and each tribe has a medicine man who regulates the tribe’s herbs, potions, and healing.

    The Dwende hunt small game both on land and along the water’s edge.

    They also grow fruits, vegetables, grains, particularly grapes and barley — the Dwende share their underground cousins’ love for wine and ale.

    Though not unfriendly, the Dwende are reclusive — their villages are made of local materials and well hidden among trees or within low dunes, and people can walk within a meter of a Dwende house without seeing it. Nevertheless, the Dwende treat guests superbly, particularly when they can get news and stories about distant lands. The Dwende place great value in hospitality, honesty, and loyalty — the worst crime they can imagine is to turn away friends and family in a time of need.

    Agility 3d+1 climbing 4d, dodge 4d, fighting 4d, melee combat 5d, stealth 5d+2

    Coordination 3d: marksmanship 5d, throwing 4d

    Physique 3d+1: lifting 4d, running 5d, stamina 5d, swimming 5d+1

    Intellect 2d+1: healing 4d

    Acumen 3d: artist 4d, crafting 4d, hide 3d+1, search 4d, survival 6d+1, tracking 4d+1

    Charisma 3d: animal handling 4d+2, charm 5d+1, mettle 4d+1

    Strength Damage: 4d

    Move: 8 Fate Points: 0; Character Points: 3; Body Points: 18;; Wound Levels: 3; Advantages: Size: Small (R1), scale value of 3

    Disadvantages: Hindrance: Short Stride (R1), 2-meter reduction to running, swimming, and jumping Move

    Special Abilities: Hardiness (R2), +2 to damage resistance totals; Longevity (R1)

    Equipment: short sword (damage 1d+2)

    Mynyd

    The most widely known and most numerous race of Dwarves, the Mynyd (or Mountain Dwarves) consider themselves the progenitors of all other Dwarven races. They are skilled metallurgists, engineers, and miners. A few even have some magical gifts.

    The Mynyd favor dark, study clothing and long hair, which both males and females wear in braids. Dwarven men also prefer long beards, to keep their faces warm in the cool underground tunnels.

    They are terse in speech and gruff in manner, possibly owing a constant need to be on the defensive against raids on their treasure. (Elves say it’s because they don’t get enough sunlight and fresh air.) Once their trust has been gained, most find them to be generous hosts.

    They live in city-kingdoms, each claiming a small mountain range or portion of a large range, wherever precious or useful metals and stones abound.

    Though they hunt small game, gather tunnel mushrooms and lichen, and plant vegetable and fruit gardens near the entrances to their dwellings, they have become so renowned for their jewels and metalsmithing that they find it more efficient and lucrative to trade for their foodstuffs. Nonetheless, though they don’t grow much of their own grain, they do brew their own strong ale.

    Agility 3d: dodge 3d+2, fighting 4d+2, melee combat 5d

    Coordination 2d: marksmanship 3d+2, throwing 4d+1

    Physique 3d+2: lifting 5d, running 4d, stamina 6d

    Intellect 2d: devices 5d, trading 4d+1, traps 4d+2

    Acumen 3d: artist 5d+2, crafting 5d, gambling 4d

    Charisma 2d+1: intimidation 5d, mettle 4d

    Strength Damage: 5d

    Move: 8 Fate Points: 0; Character Points: 3; Body Points: 19;; Wound Levels: 3; Advantages: Size: Small (R1), scale value of 3; Wealth (R2)

    Disadvantages: Hindrance: Gruffness (R2), +2 to bluff , charm, and persuasion difficulties; Hindrance: Short Stride (R1), 2-meter reduction to running, swimming, and jumping Move

    Special Abilities: Hardiness (R2), +2 to damage resistance totals; Longevity (R1); Ultravision (R1) +2 to sight-based totals while in dim or dark conditions

    Equipment: lantern (negates 2d (6) in darkness modifiers); leather apron (Armor Value +1 to front only); mining pick (damage +2)

    Chanak

    The Chanak are nocturnal surface-dwellers with pale skin and scraggly beards. They are lean and have long, thin fingers. They prefer to hide themselves in thick cloaks with deep hoods.

    The Chanak move among the larger folk frequently but want nothing to do with them. The Chanak consider humanoids as only useful for their money, their goods, and sometimes for the look on their faces when they know they have been robbed or cheated.

    Chanak gather in small tribes or clans, often secretly locating their villages near Human cities. A tribal chief leads the settlement, though anyone can challenge him at any time, and the winner becomes (or remains) the chief. Chanak chiefs hold absolute power over the tribe, in large part because they have defeated anyone who might question their decisions.

    The Chanak prefer stealing their food to hunting for it. They also buy food, using the money and goods they stole. They rarely drink alcohol, however, as they do not trust anyone to protect them when they are drunk.

    Agility 3d+2: acrobatics 4d+1, climbing 6d, contortion 5d, dodge 5d+1, jumping 4d+2, fighting 5d+1, melee combat 5d, stealth 5d+2

    Coordination 3d+1: marksmanship 3d+2, lockpicking 5d, sleight of hand 4d, throwing 3d

    Physique 3d: lifting 4d, running 4d

    Intellect 3d: devices 4d, traps 6d

    Acumen 3d: hide 4d, investigation 3d+1, search 4d, survival 3d+1, streetwise 4d+2, tracking 4d+1

    Charisma 2d: bluff 4d+2, mettle 4d+1

    Strength Damage: 4d

    Move: 8 Fate Points: 0; Character Points: 3; Body Points: 17;; Wound Levels: 3; Advantages: Contacts (R1), other Chanak; Size: Small (R1), scale value of 3; Wealth (R1)

    Disadvantages: Infamy (R2); Hindrance: Short Stride (R1), 2-meter reduction to running, swimming, and jumping Move; Prejudice (R2), Humans

    Equipment: short sword (damage1d+2); heavy cloak (Armor Value +1)

    Wavelorn

    The Wavelorn are aquatic Dwarves. They have a blue-green tint to their skin and hair, and webbing between their fingers and toes. Gills are visible along their necks, and they wear very little because clothing slows them in the water.

    The Wavelorn live in small tribes. Each tribe selects a tribal leader, or headman, who then takes total command — the headman is chosen after several tests. When the headman grows too tired or too infirm to lead, or when enough elders vote that he should be replaced, contests, which include a mock combat and a race, are held and everyone who wants the position enters. The elders review each contestant’s abilities before making their selection as a group.

    The Wavelorn survive on a diet of sea plants, fish, eels, and other sea creatures. The Wavelorn often trade shells or treasure they found below for other items or services.

    The Wavelorn live deep beneath the waves, in cities they have carved from the ocean floor.

    Agility 3d: climbing 3d, dodge 2d, fighting 4d, melee combat 3d, riding: aquatic 3d

    Coordination 2d: throwing 5d

    Physique 4d: lifting 6d, stamina 5d, swimming 8d

    Intellect 2d+1: navigation 5d, trading 3d, traps 3d

    Acumen 3d: artist 3d, crafting 4d, hide 3d+1, search 4d, survival: underwater 5d, tracking 4d+1

    Charisma 2d+2: animal handling 3d: aquatic +2d, bluff 4d+2, intimidation 6d+1, mettle 4d

    Strength Damage: 6d

    Move: 8 Fate Points: 0; Character Points: 3; Body Points: 20;; Wound Levels: 3; Advantages: Size: Small (R1), scale value of 3; Wealth (R1)

    Disadvantages: Enemy (R2), large water creatures; Hindrance: Short Stride (R1), 2-meter reduction to running, swimming, and jumping Move

    Special Abilities: Environmental Resistance (R2), +6d to Physique to resist effects of extreme conditions; Hardiness (R2), +2 to damage resistance totals; Longevity (R1); Ultravision (R1) +2 to sight-based totals while in dim or dark conditions; Water Breathing (R2), +2d to swimming

    Equipment: trident (damage +2d+2)

    Giant Eel

    Giant eels are larger cousins of their more mundane kin. However, while many Humans regard normal-sized eels as a tasty delicacy, giant eels tend to view Humans much the same. Exasperated naturalists note that the term “giant eel” actually encompasses a variety of different species, both fresh and saltwater. However, they all share similar characteristics, especially in their ferocity against those who invade their territory.

    With a snakelike body at least as thick as a Human’s thigh and a length of five meters or more, a single giant eel is more than a match for most lone swimmers.

    They come in a variety of shades and markings; some are solidcolored with only slight or no demarcation, while others have symmetric patterns running down their bodies. Most giant eels have skin that matches their surrounding watery environment, providing excellent camouflage. Legends tell of one giant eel that can change its coloration and markings to hide near-perfectly.

    Giant eels can live in any non-arctic environment, although they are most commonly found in temperate or warmer regions. When it comes time to spawn, most breeds of giant eels instinctively return to a particular breeding ground (which vary among subspecies, and can be hundreds of miles away), where the female releases millions of eggs before she dies. Those eggs follow the water currents and transport the next generation of eels far and wide. Some wealthy gourmets savor these eggs and hire brave explorers to track down these breeding spots for egg-harvesting. Given how these areas can contain dozens or even hundreds of frisky eels eager to protect their off spring, any such mission can be as dangerous as it is lucrative. Fresh water giant eels are generally a little quicker but less 136 tough than their saltwater relatives, which can grow much larger than their lake- and river-bound kin.

    Giant eels, like their smaller brethren, are largely solitary predators.

    They subsist entirely on meat, usually in the form of large fish, and spend their dormancy cycles sheltered in coral reefs or caves. Most giant eels swallow smaller prey whole or bite it to death, but they can also constrict larger victims (such as most Humans), simultaneously inflicting damage and keeping the quarry from escaping or attacking. Giant eels do not generally attack unprovoked, although their fierce territorialism means “provocation” can include Human activities such as crossing a river in a boat or swimming along the coast. They can survive out of water for several minutes while continuing to attack, and are smart enough to slither back to the water if they can. It is rare for them to attack something on land without warning, although the traditional minstrel ditty “Ask Wee Willy Why He Doesn’t Wee Water in the River by the Wayfall Sea Anymore” offers a cautionary tale otherwise.

    Agility 5d: fighting 6d, contortion 5d+2, dodge 5d+2, stealth 5d+1

    Coordination 2d

    Physique 3d: lifting 5d+1, swimming 4d

    Intellect 1d

    Acumen 2d: search 3d, tracking 3d

    Charisma 2d: intimidation 3d, mettle 2d+2

    Strength Damage: 5d+1

    Move: 10 (swimming)

    Fate Points: 0; Character Points: 0; Body Points: 16;; Wound Levels: 2

    Natural Abilities: breathe in water; constriction (successful tackle does +1d damage per round, cumulative, after the first round, to a maximum of +3d); jaws (damage +2d); thick hide (Armor Value +2); large size (scale value 2)

    Ekimmu

    The oldest type of vampires, Ekimmus resemble demonic corpses with a foul mist escaping from their mouths and ears. They are dressed in the dirt-caked, rotting remains of the clothes they wore in life.

    Ekimmu are solitary creatures that exist only to cause despair. The vampire’s spirit is not at peace, and only through its destruction can it find final rest.

    These vampires wander the Earth and attack the living at every opportunity. The dawn forces them underground or into crypts until sunset.

    Ekimmu are created when a deceased individual dies in a violent manner and does not receive a proper burial. Sometimes, if an individual had some unfinished business of great importance, he returns back as an Ekimmu.

    Ekimmu do not create more of their kind. They attack victims until they or it are dead. If they kill a victim, they devour the corpse utterly. No matter how much damage they take the night before, if they retreat to the underground when the sun rises, they come back fully healed the next night.

    In extremely remote regions of the desert where a few of these creatures still exist, they are worshipped as minor gods by the local desert nomads. The nomads will sometimes leave an offering to the beast, but the creature feels no obligation to spare anyone. However, if the offering keeps the vampire sufficiently occupied, it may delay the creature’s attack until sunset, accomplishing the desired goal anyway.

    Agility 3d: fighting 4d+1, melee combat 3d+1

    Coordination 3d: throwing 4d

    Physique 4d: lifting 4d+1, running 4d+1

    Intellect 1d

    Acumen 3d: hide 2d

    Charisma 3d: intimidation 4d, mettle 4d

    Strength Damage: 4d+1

    Move: 10

    Fate Points: 1; Character Points: 8; Body Points: 41;; Wound Levels: 5; Advantages: None

    Disadvantages: Achilles’ Heal: Fire (R4), takes double damage from any fire-based attack; Achilles’ Heel: Sunlight (R6), dies after 1 minute of exposure to direct sunlight; Advantage Flaw: Sunlight Weakness (R5), all scores, except Intellect, are at -1d from sunrise to sunset; Infamy (R1); Quirk: Day Sleep (R2), must sleep during the day and will not awaken unless physically attacked

    Special Abilities: Hardiness (R2), +2d to damage resistance totals; Longevity (R1); Increased Attribute: Physique (R3), +3 to related totals; Intangibility (R1), can turn to mist with Ability Loss (R1), can be trapped in an item that would collect mist, like a bellows or a bottle; Skill Bonus: Painless Wounds (R4), +12 to stamina total with Ability Loss (R1 per type), may not be used on wounds from fire, sunlight, or holy items

    In Earth mythology, these creatures can be found in extremely old tombs, Babylonian ruins and places that are or were part of the Babylonian Empire.

    Elemental

    Elementals are spirits made of one of the raw magical elements of creation.

    Elementals are only naturally found in areas that have a high concentration of the purest form of their element.

    Summoned elementals are often bound by wizards as pets, slaves, and warriors.

    Summoned elementals will obey the letter of a summoner’s commands, but the more clever elementals look for ways to violate the spirit of the agreement.

    Air Elemental

    Air elementals normally take the form of nearly invisible waves or currents of air, only seen because the air shimmers with their movement. They are not particularly strong, though they are fast and difficult to hit. They attack by pushing and striking with masses of air.

    Agility 5d: fighting 5d+1, flying 6d, stealth 5d+1

    Coordination 2d

    Physique 2d

    Intellect 1d+2

    Acumen 1d+2

    Charisma 1d

    Strength Damage: 2d

    Move: 20

    Fate Points: 0; Character Points: 0; Body Points: 28;; Wound Levels: 3

    Natural Abilities: air push (damage +1d); immune to air attacks, disease, and poison; vulnerability to earth-based attacks (receive +2d to damage from these)

    Earth Elemental

    Earth elementals are resistant to injury and brutally strong. They appear as humanoid shapes, roughly sculpted from stone and earth. Though slow and ponderous, they make excellent guardians and siege engines.

    Agility 2d: fighting 4d

    Coordination 2d

    Physique 5d

    Intellect 1d+2: Acumen 1d+2: Charisma 1d: mettle: travel by ship 4d

    Strength Damage: 5d

    Move: 8 Fate Points: 0; Character Points: 0; Body Points: 21;; Wound Levels: 3

    Natural Abilities: immune to earth attacks, disease, and poison; stone fist (damage +2D); stone exterior (Armor Value +2D); vulnerability to air attacks (receive +2D to damage from these, which its exterior cannot resist)

    Fire Elemental

    Wizards attempting to control fire elementals get a +3 to the difficulty to reflect the capricious nature of this type of elemental. Fire elementals love to destroy and consume, making them excellent warriors. They enjoy change and new experiences as well and chafe static guard duty assignments. Fire elementals usually appear as humanoid-shaped masses of flame, but they change their appearance to suit their whims.

    Agility 4d: fighting 4d

    Coordination 4d: marksmanship 5d

    Physique 3d

    Intellect 1d+2

    Acumen 1d+2

    Charisma 2d: bluff 4d, intimidation 4d, mettle 4d

    Strength Damage: 3d

    Move: 10

    Fate Points: 0; Character Points: 0; Body Points: 21;; Wound Levels: 3

    Natural Abilities: fire fist (damage +2d); immune to fire, disease, and poison; fiery exterior (Armor Value +1d); fire jet (damage 3d; range 6/—/—); vulnerability to water attacks (receive +2d to damage from these, which its exterior cannot resist)

    Water Elemental

    Water elementals found in nature are placid, unassuming creatures that would rather flee or hide than fight. When summoned, they can be used as powerful servants and warriors, but they never cooperate readily with their summoner.

    Water elementals take the form of a roughly Humanoid-shaped blob of water if forced onto dry land, but they cooperate better when in the water.

    Agility 4d: fighting 5d

    Coordination 2d

    Physique 4d

    Intellect 1d+2

    Acumen 1d+2

    Charisma 1d: mettle 4d

    Strength Damage: 2d

    Move: 10 (5 on dry land)

    Fate Points: 0; Character Points: 0; Body Points: 18;; Wound Levels: 3

    Natural Abilities: immune to water attacks, disease, and poison; resistant exterior (Armor Value +1d); water fist (damage +2d); water jet (damage 3D; range 6/—/—); vulnerability to fire attacks (receive +2d to damage from these, which its exterior cannot resist)

    Elephant

    Elephants are typically native to savannah and jungle regions, though due to their popularity with humanoids as beasts of burden, performers, and engines of warfare, they can be found anywhere that vegetation, water, and people are plentiful. These creatures can stand between 2.4 and 3.4 meters at the should and weigh between 2.7 to 6.3 metric tons, rendering them a formidable sight to any formation of disciplined defenders. When angered, or trained to, an elephant will charge with devastating results to the terrain and obstacles in its path, giving rise to its appellation “the unstoppable force of the wild.” A war elephant is often rigged with a small tower or similar fortified structure upon its back. Depending on the size of the animal, this allows two to six soldiers to ride the creature into battle.

    When used for carrying supplies or cargo, an elephant can generally move half its own weight for great distances.

    Despite this benefit, people don’t often use them for caravans unless food and water is plentiful on the journey as an elephant can eat up to 230 kilograms of vegetation and 300 liters of water a day, making them difficult to care for on long journeys.

    In the wild, elephants travel in herds of five to 20, with a large bull as the leader. While considered the gentle giant of the animal kingdom, the bulls will attack any perceived threat, though the amount of provocation required to enrage an elephant is quite unpredictable. Many times bulls ignore interlopers who are not threatening a herd member, simply staying alert while they are present, but occasionally the males attack without warning.

    Elephants are intelligent creatures. Compared to most creatures of the wild, they are easy to train if they are started young, at about four years of age. Aside from instructing them to perform in traveling shows or for the amusement of kings, an elephant can be taught to do a number of heavy labor activities aside from simply carrying a load. Some cultures use them to lift lumber with their mighty trunks or demolish trees and light structures. With an experienced teamster, elephants can also pull wagons of enormous size, increasing their capacity to move cargo by double or more their normal ability.

    Their lifespan and maturity rate is very close to that of humanoids, reaching adulthood at around 15 to 20 years old and living to about 70 years old or more. They also show very distinct emotions, such as grieving at the side of a lost herd member, showering friends with affection, and laughing. When traveling with a band of adventurers, they add color to any journey.

    Elephant

    Agility 2d: fighting 4d: charging +2d

    Coordination 1d

    Physique 6d: lifting 7d, running 6d+1, stamina 8d

    Intellect 1d+2

    Acumen 2d: search 3d

    Charisma 2d: intimidation 4d: charging +2d, mettle 4d+2

    Strength Damage: 7d

    Move: 35

    Fate Points: 0; Character Points: 0; Body Points: 45;; Wound Levels: 5

    Natural Abilities: trample (damage +3d; must charge), tusks (damage +2d), trunk (damage +1; can grapple with it); large size (scale value 8)

    Note: The bull of an elephant herd bred for war have a lifting, fighting, and intimidation increased by 1d.

    Elf

    Elves were once thought to dwell only in temperate forests, but travelers have encountered Elven pilgrims in climates ranging from unbearable, steamy jungles to frigid wastes. Perhaps this is because Humans began settling these areas only recently, at least as Elves measure it (after all, what is 500 years to a race of near immortals?).

    Human scholars divide Elves into a few species, but their physical differences are mostly cosmetic. Elves differ primarily in behavior and allegiance, and most are inclined to remain aloof from other sentient races. The High Elves, called Fair Folk by some, are the type of Elf most often encountered. High Elves are intelligent and practical, enjoy games of skill, and possess great wisdom gained from centuries of contemplation. In appearance they closely resemble Humans, though they are healthier, sturdier, and far more handsome. Tales of their graceful features, startling green or blue-gray eyes, and clear, musical voices have led young women and men into the wilderness in the hopes of catching a glimpse of these rare travelers.

    High Elves always dress in gilded finery, for their race is noble, proud and possessed of the blood of ancient rulers. Their religious convictions 138 run deep, but their elaborate ceremonies dedicated to the gods of Nature and Thought are always concealed from the eyes of outsiders.

    When peace blankets the land, High Elves spend their days in leisurely pursuit of academic and philosophical goals, and they carefully tend to the lands that surround their chosen homes. In times of war, however, High Elves are quick to mobilize and fierce in battle. Few armies have ever stood against the assembled hosts of the Fair Folk.

    Black Elves take their name from their jet-black skin, eyes, and hair. All live underground, far from the light of the sun that reminds them of an ancient betrayal linked to the High Elves, whom they regard with contempt. There is hatred for their cousins does not extend to other races, though, and Black Elf outposts have been known to trade with Dwarves, Humans, and even more barbaric races on occasion.

    Black Elf society is organized along military lines. Every 10 years (or as needed), soldier-citizens elect a king who wields absolute authority over an expansive hierarchy of captains, lieutenants, sergeants, troops, specialists, and non-combatant citizens (those that are too old, too young, or too injured to fight). Kings reign 10 years if death does not claim them first (Black Elf commanders lead from the fore in battle, but surprisingly, most live to serve out their terms).

    Having waged ceaseless war against a subterranean enemy (too terrifying to describe) for millennia, Black Elves have dispensed with religious pomp and ceremony. The gods of the Black Elves ask only that worshipers serve their king and people. Since most Black Elves spend a portion of every day engaged in war-related eff orts, soldier-citizens prefer subdued, practical clothing or dark-enameled armor to the colorful, flowing robes worn by other Elven societies.

    Agility 3d: dodge 3d+2, melee combat 3d+2, stealth 3d+2

    Coordination 3d: marksmanship 4d

    Physique 3d: running 3d+2

    Intellect 3d: reading/writing 3d+1, scholar 3d+1, speaking 3d+1

    Acumen 3d: artist 3d+1, hide 3d+2, search 3d+2, survival 3d+2, tracking 3d+2

    Charisma 3d: animal handling 3d+2, charm 3d+2, mettle 3d+2

    Magic 1d: alteration 1d+1

    Strength Damage: 3d

    Move: 10

    Fate Points: 0; Character Points: 3; Body Points: 20; Wound Levels: 3; Advantages: None

    Disadvantages: Hindrance: Arrogance (R2), +2 to bluff , charm, and persuasion difficulties; Hindrance: Delicate (R2), -2 to damage resistance total; Sense of Duty: Nature (R2), feel a deep devotion and kinship with trees and plants (High Elves) or Sense of Duty: Clan (R2), feel a deep devotion to their king and others in their society (Black Elves)

    Special Abilities: Ambidextrous (R3), +3 to skill totals; Enhanced Sense: Sight (R1), +1 to sight-based totals; Immortality; Skill Bonus: Stealth (R1), +1 to hide, stealth, and tracking totals; Ultravision (R3), +6 to sightrelated skills in dim or dark conditions.

    Empusa

    The Empusai (plural of Empusa) are the demonic, vampiric daughters of evil goddesses of magic. They are created from the spirits of loyal priestesses. They appear as beautiful women, but in their true form, they have the upper bodies of filthy, hideous women with pale skin and the lower body of a donkey. Empusai are always female.

    Empusai social structures are based on witch’s coven. At the head is a queen and below her three sisters; below each sister, three more; and so on. The Empusai above must approve of the behavior of the Empusai below.

    When hunting, the Empusai hunt alone. In rare instances, groups of three work together to capture a group of victims or a particularly powerful victim.

    During the day, the Empusai disappear into the underworld or hide in deep parts of their temples, where they assume their true demonic form. At night, they hunt, seducing men and devouring them when possible. The Empusai can only exist on the flesh of the living. They can go an indefinite period without feeding, but failure to capture a victim for a long period may mean a lowering of rank within their coven.

    The Empusai have a variety of magic powers granted by their goddess. They brew potions with adeptness, one of their favorites being to change shape into animals for the night. They know the ideal herbs and animal parts for potions. Sometimes, witches use the Empusai as mentors to learn. Only a female may study under an Empusai. The Empusai prefer lairs located on the fringes of society, often sharing living quarters with witches. Frequently, they use a cover persona to befriend witches or attract men.

    Empusa

    Agility 2d: dodge 2d+2, fighting 2d+1, flying 2d+1, melee combat 2d+1

    Coordination 2d

    Physique 3d: running 3d+2

    Intellect 3d: scholar: potions 5d, speaking 3d+1

    Acumen 3d: hide 4d

    Charisma 3d: charm 5d, mettle 4d+2

    Magic 5d: alteration 6d, conjuration 6d

    Strength Damage: 3d

    Move: 10

    Fate Points: 0; Character Points: 3; Body Points: 18;; Wound Levels: 3; Advantages: Contacts (R4), Empusa sisters

    Disadvantages: Achilles’ Heel: Fire (R4), takes double damage from any fire-based attack; Achilles’ Heel: Insults (R4), must make a Moderate mettle roll or run shrieking until she can no longer hear the insults; Achilles’ Heel: Sunlight (R4), as dawn approaches, feels inescapably compelled to return to her hiding place; Advantage Flaw (R2), all spells must be cast using potions; Employed (R2), by goddess; Price (R2), must remain faithful to goddess or lose magical abilities; Infamy (R2)

    Special Abilities: Longevity (R1); Skill Bonus: Charming Gaze (R2), +6 to charm totals with Restricted (R1), limited to opposite sex

    Equipment: cauldron; potions to enhance seduction; herbs, animal parts, and other potion components

    In Earth mythology, Empusai are Greek vampires and followers of Hectate, the goddess of magic.

    Fairy

    Fairies are spirits of Nature given physical form and one purpose — to serve Nature and protect its own. Their presence is considered a reliable indicator of the health of the environment, for a land without Fairies is one without magic, cheer, or hope. As servants of Nature, Fairies can speak with trees, ferns, toadstools, mosses, every kind of animal, and even some kinds of rocks (other kinds of rocks refuse to speak, don’t have anything to say, or are just plain boring). Fairies trust the High Elves implicitly, but distrust other races, especially Humans and others that disregard their effects on nature, leading some to speculate that they are somehow related to the near-immortal Fair Folk. Fairies know that all things are related; most races just refuse to accept the truth.

    Being less than five centimeters tall, Fairies could live right under the Big Peoples’ noses without detection, but instead prefer verdant landscapes bursting with scented flowers, mosses, lily ponds, oak trees, and toadstools. They shun living among certain races of the Big People, for Humans like to make pets of cats, which are dangerous to even the most cautious Fairy. In fact, almost any animal, whether pet, livestock, or feral, associated with the mannish-races are dangerous to Fairies just from sheer size alone. Fairies do not fear insects, frogs, or mice, however, and have much to offer these creatures in exchange for friendship and aid. For example, these diminutive but cheerful beings help mice gather enough food to last through long and lean winter nights, and in return mice warn Fairies whenever cats are prowling nearby.

    Two of the most common varieties of Fairy-folk are Green Folk and Glade Fairies.

    Green Folk Fairy

    Green Folk (sometimes called Green Children by patronizing Humans) have blonde, red, or light brown hair; green or blue eyes; and child-like physiques that belie their true strength, for Fairies can lift over 20 times their own weight, two meters tall if needed, but this glamour has no real effect upon the world, other than perhaps to ward off would-be aggressors.

    Green Folk enjoy the passing of the seasons, spring and autumn being their favorites, and consider this when seeking a new place to live.

    Green Folk follow one of two types of lifestyles, in community or in solitude, though they are united in purpose. Fairies living in communities, are friendlier and more numerous, residing in townships, called troupes, of 50 or more individuals ruled over by a tough but fair queen. Each queen in turn serves Oberon and Titania, the King and Queen of the Fairies, can pass as any humanoid species and defeat all in combat or contest. Each troupe arrays itself in distinguishable garments, often of the same style or 139 color. For example, the Shefro dress mostly in green — forest green jerkins, grass green tights, and leaf green boots, but with pointed red caps. Males wear one white feather in their cap to signal love for a sweetheart.

    The other type of Green Folk, the solitary ones, are less populous by far and they prefer the lives of introspective wanderers, making what they need or trading for needed goods with other Fairies. Loners and wanderers, many dress in flowing red medieval gowns or scarlet doublets and pants and blood-red capes, though prefer plainer clothes. Of these solitary Fairies, the Ferrishin alone know the secret of fashioning rope woven from spider webs and dew-drop gemstones, a combination that creates a line of unusual strength and beauty, one that they trade for items they cannot make themselves. The solitary Fairies are ruled by whoever draws the short straw during their yearly gatherings. This form hefting a total of about two kilograms.

    All Green Folk can fly, even though some appear to have no visible wings, while the wings of others look like the wings of insects or butterflies or tatters of colors. They can also appear powerful and enigmatic beings that of government may seem flippant to other races, but all Fairies of Clan Rouge serve King Oberon and Queen Titania with all the love and fervor of the troupe Fairies. Even though the two clans seem always at odds, woe to the schemer who tries to come between them.

    Agility 4d+1: acrobatics 4d+2, climbing 4d+2, contortion 5d, dodge 6d, flying 5d+1, melee combat 5d, riding 4d+2, stealth 5d

    Coordination 2d: marksmanship 4d

    Physique 1d+2: swimming 5d

    Intellect 3d+2: cultures 4d, healing 4d+2, reading/writing 4d, speaking 4d, devices 4d, trading 5d+2

    Acumen 3d+1: artist 3d+2, crafting 5d, hide 3d+2, know-how 3d+2, search 4d, survival 4d+1

    Charisma 4d: animal handling 4d+1, charm 5d, persuasion 5d+1, mettle 4d+1

    Magic 1d: alteration 1d+1, divination 1d+1, conjuration 1d+1

    Strength Damage: 1d+2

    Move: 6 Fate Points: 0; Character Points: 3; Body Points: 12; Wound Levels: 2 Advantages : Size: Small (R4), scale value 12

    Disadvantages: Hindrance: Delicate (R3), -3 to damage resistance totals; Hindrance: Short Stride (R2), 4 meter reduction to running, swimming, and jumping Move

    Special Abilities: Accelerated Healing (R1), +1D to natural healing rate; Animal Control (R1), +10 bonus to animal handling for one species; Flight (R2), flying move 24; Longevity (R1); Silence (R3), +6d to all stealth checks.

    Glade Fairies

    A close relative of the Green Folk, the Glade Fairy is equally hard to spot, though for different reasons (in their defense, Glade Fairies have a saying: “If you have to try very hard to find something, you’ve probably already overlooked it”).

    The only way to spot a Glade Fairy is to sit quietly in a clearing at dawn or dusk, thinking pleasant thoughts. Patient observers might soon notice something stirring where nothing moved before (as grandmothers used to say, it always was there). You just never took the time to look). To those who remain calm and quiet, some of the plants, or at least beings that strongly resemble plants, may come to life before their eyes. Glade

    Fairies are perhaps the most striking of all Fairy-kind, having willowy, moss covered bodies, long, supple limbs, and faces wrinkled and gnarled as the bark of trees. They make their homes in the transitional spaces between forests and fields. They are especially fond of deer, owls, pheasants, hedge gophers, and damselflies, creatures that share their habitat. When natural disasters threaten, Glade Fairies work tirelessly to rescue earth-bound animals from oblivion. However, Glade Fairies are helpless in the face of unnatural destruction (such as slash-and-burn practices) wrought by sentient races, and do not easily forgive such injuries. Many would be farmers or ranchers have woken up one morning to find themselves surrounded by poisonous scorpions, venomous snakes, or worse.

    Glade Fairy

    Agility 3d: fighting 4d, dodge 3d+1, stealth 4d+2

    Coordination 3d: throwing 4d

    Physique 5d: lifting 5d+1

    Charisma 1d+1: animal handling 5d, command 3d, persuasion 2d, mettle 3d+2

    Intellect 3d: cultures 3d+2, healing 4d, trading 3d+1

    Acumen 4d+1: disguise 6d, hide 7d+1, investigation 5d+1, search 5d+2, survival 5d, tracking 7d

    Strength Damage: 5d+1

    Move: 6 Fate Points: 0; Character Points: 3; Body Points: 12; Wound Levels: 2; Advantages: Size: Small (R4), scale value 12

    Disadvantages: Hindrance: Delicate (R2), -2 to damage resistance totals; Hindrance: Short Stride (R2), 4 meter reduction to running, swimming, and jumping Move

    Special Abilities: Accelerated Healing (R1), +1d to natural healing rate; Animal Control (R1), +10 bonus to animal handling for one species; Longevity (R1); Natural Armor (R1), +1d to damage resistance rolls; Natural Hand-to-Hand Weapon: thorny limbs (R1), damage +1d; Silence (R3), +6d to all stealth checks.

    Have you ever lost your sword and actually taken the time to look for a very tiny ball of spider silk or a thimble of star-shine left in its place? Probably not, but you should have. You might have had an encounter with a Fairy while you were sleeping. No doubt it quietly offered to trade you something that seemed equitable to your drowsy mind, and maybe it wasn’t the best deal you ever made, but imagine your sword flying along without any apparent support, accompanied by a disembodied voice yelling at people to get out of the way — it might have been the source of all those legends about intelligent swords. There is a reason that bards call them “fairy tales…” Familiar

    Familiars are magically enhanced versions of mundane animals. Wizards use them as guardian, messenger, clairvoyant aide and companions, though they still are prone to some mischievous or not entirely intelligent behavior.

    The process of making a familiar is straightforward though challenging and varies based on the mage and the magical power involved. The caster imbues the target animal with a magical power source based on their arcane preference and then bonds with the creature.

    The host animal can be any creature that is non-magical by nature and can be carried by the master. A host gains a number of abilities once the transformation is complete. Commonly, they become stronger and quicker than their mundane brethren, and they always have a measure of magic resistance to protect themselves from detection and attack by enchanted means. In addition, they quickly learn to understand, but not speak, the language of their master.

    This allows them to follow fairly complicated instructions and to spy more effectively by eavesdropping on the conversations of intruders.

    Many mages will also imbue their familiars with a limited number of magical abilities, to facilitate their missions.

    These abilities are simulated by skills the animal could not normally posses, such as being able to open doors or write. The familiar can learn many intellectual skills, such as new languages, over time.

    As well as gaining an ally for spying, companionship, and security, the master receives a number of abilities, which depend on the type of familiar.

    Example Familiars

    Cat

    Agility 4d: acrobatics: falling 5d, climbing 5d, dodge 5d, fighting 5d, jumping 4d+2, stealth 5d

    Coordination 1d

    Physique 1d+2: running 3d+2, stamina 2d+2

    Intellect 2d: language: (of master) 3d, scholar 2d+2

    Acumen 3d: hide: self only 5d, search 4d, tracking 4d

    Charisma 2d+2: mettle 4d+2

    Strength Damage: 1d+2

    Move: 20

    Fate Points: 0; Character Points: 2; Body Points: 14;; Wound Levels: 2

    Natural Abilities: bite (damage +2); claws (damage +2); night sight (no penalties in dim conditions); detect magic (identify location of magic within a 3-meter radius); magic resistance (+6 to difficulties of all magic effects directed at animal); small size (scale value 6)

    Note: The master of a cat familiar gains +1d to jumping and stealth and Ultravision (R2), +4 to sight-based totals in dim conditions.

    Owl

    Agility 4d: dodge 5d, fighting 5d+2, flying 5d, stealth 4d+2

    Coordination 1d

    Physique 2d

    Intellect 2d+2: language (of master) 3d+2, scholar 3d

    Acumen 3d+1: hide: self only 4d+1, search 6d+1

    Charisma 2d+1: mettle 5d+1

    Strength Damage: 2d

    Move: 32 (flying)/15 (gliding)

    Fate Points: 0; Character Points: 2; Body Points: 12;; Wound Levels: 2

    Natural Abilities: beak (damage +2); talons (damage +1d; may attack the same target twice per round with no penalty), night sight (no penalties in dim conditions); magic resistance (+6 to difficulties of all magic effects directed at animal); diving attack (+35 to flying total and +2d to initiative roll for 1 round when charging 1 target from sufficient altitude); quiet flying (+2d stealth to ambush by air); wings; small size (scale value 7)

    Note: The master of an owl familiar gains +1d to mettle and divination and +2d to conjuration only when attempting flight spells.

    Snake

    Agility 5d: fighting 6d, dodge 6d, stealth 6d+2

    Coordination 1d

    Physique 1d

    Intellect 3d: language: (of master) 4d, scholar 3d+1

    Acumen 3d: hide: self only 5d, search 4d

    Charisma 2d: intimidation 4d, mettle 4d

    Strength Damage: 1Dd

    Move: 15

    Fate Points: 0; Character Points: 2; Body Points: 11;; Wound Levels: 2

    Natural Abilities: bite (damage +1d; venom injected when fighting success beats difficulty by 5 or more); venom (causes 1d damage every round for 5 rounds; Very Difficult stamina roll to resist); camouflage (+1d to hide: self only); magic resistance (+6 to difficulties of all magic effects directed at animal); thermal vision (no attack penalties in darkness); small size (scale value 9)

    Note: The master of a snake familiar gains +1d to hide and dodge, and +2D to stamina: poisons.

    Fiana

    Those who travel the islands of the northern seas claim that not all the islanders are exactly Human. The worst, they say, are the Fiana, a race of people who live in the mountains and hills of some of the largest islands. The Fiana look Human, but they can do things no normal man or woman ever could. The Fiana themselves claim this stems from their descent from the supernaturally endowed children of a powerful goddess, who watches over their island homes.

    The Fiana can be identified by the blue tattoos that decorate their faces, arms, and chests. Most Fiana carry only weapons of bone, horn, wood, and stone, though a few have blades of bronze. Their simple and sturdy clothing is mostly leather, though they wear fur capes in winter. Fiana men have thick beards; both men and women wear their hair long and pulled back. They equally favor thick bronze or gold necklaces, called torcs, and both rings and earrings. The Fiana divide themselves into clans, each of which has its own distinctive name, tattooing style, leader, and skald (a bard who keeps their history as oral song). The clans are small, and often work together to repulse invaders, but each clan has its own territory, and those from other clans must request permission to enter their area. Small skirmishes among the clans are common, but these are mainly to relieve boredom and maintain skill at arms — serious conflict between the clans is rare, and the clan chiefs usually settle disputes.

    The Fiana eat mostly meat, potatoes, and bread, though they do gather any fruits and vegetables they can find. They prefer ale and water for their drink. The Fiana raise herds of small, thick-furred cattle and sheep, and occasionally goats.

    Most households have chickens as well. Farms are uncommon, but homes often have small vegetable plots out back. The Fiana also hunt deer, pheasant, other wild animals.

    Though fearsome warriors, the Fiana are not raiders and they do not attack others without reason. They closely watch anyone entering their territory, attacking only those who present a threat to the clan. Anyone judged harmless is instead approached and questioned. If his answers are acceptable, the Fiana will host him, providing him with food and drink in exchange for information about the outside world. Some travelers have established regular trade with the Fiana, who produce finely crafted bronze jewelry and beautifully carved wood and bone items, but the islanders admire the well-made leather boots of outsiders and covet weapons of metal.

    The Fiana keep to themselves most of the time, and their territories are inhospitable enough that few disturb them. The few times nobles have tried exploring Fiana lands with an eye toward settling them, the Fiana have slaughtered their men and proven that the cost was far too high for such rocky terrain.

    Agility 3d+2: climbing 6d, dodge 5d+1, fighting 6d+1, jumping 5d+2, melee combat 6d, stealth 5d+2

    Coordination 3d: marksmanship 6d, throwing 6d

    Physique 3d+1 (+3): lifting 6d, running 6d+1, swimming 5d+1

    Intellect 2d: navigation 3d, trading 3d, traps 3d

    Acumen 2d+2: crafting 5d, hide 3d+1, search 4d, survival 6d+1, tracking 4d+1

    Charisma 3d+1: animal handling 3d, bluff 4d+2, intimidation 6d+1, mettle 5d

    Magic 1d: alteration 3d

    Strength Damage: 6d (+3)

    Move: 30 Fate Points: 1; Character Points: 6; Body Points: 30;; Wound Levels: 5; Advantages: Contact (R4), goddess

    Disadvantages: Infamy (R1)

    Special Abilities: Accelerated Healing (R1), +1D to natural healing rate; Increased Attribute: Physique (R3), +3 to related totals; Longevity (R1)

    Equipment: broad sword (damage +2d+2); dagger (damage +1d); hard leather armor (Armor Value +1d+1); spear (damage +2d) In Earth mythology, the Fiana live primarily in Scotland and Ireland. They they are the descendants of the Tuatha de Danann, the people adopted by and given supernatural abilities by the fertility goddess Danu. The Tuatha de Danann are considered among the first Fairy-folk in Celtic lands.

    Flying Cat

    The Flying Cat, or Winged Cat, is one of many examples of creatures that have spawned from the fall-out of mystical practices. Domestic cats, as familiars, are a great asset to mages, but unlike other popular familiars, such as the owl, they have difficulty traveling great distances. Therefore, hundreds of practitioners of magic have strived to correct that shortcoming by enhancing their familiars through spell, potion, and, on occasion, grafting “donated” wings. Over the centuries, this has produced an entirely new species of cat with wings and the ability to fly, albeit for short distances much, to the chagrin of mages everywhere.

    These kin to the cat and the familiar have benefited greatly from the speedy arcane evolution that has befallen them. They are larger than either of their cousins and weigh about nine to 14 kilograms full gown. They measure up to a meter in body length, though typically around threequarters of a meter, and have a wingspan of about 1.8 meters. It is certain that their ability to fly is magically enhanced, else they would struggle simply gliding, much less gaining altitude.

    Flying Cats exhibit exceptional intelligent for what most consider to be an animal. If some manner of translation magic is available, they can engage in complex conversations. In fact, they have become so bright that they largely no longer serve mages. If they do associate with a practitioner, it is generally for equal gain. Only the most lazy of Flying Cats work for simple room and board. More often, they prefer to roam and explore, avoiding long-term attachments outside of a mate and kittens.

    These courtships and rearing of offspring only last as long as it does for their lesser cousins, and then the Winged Cat moves on to new adventures.

    Some Flying Cats like to “adopt” ill-fated travelers, others ally with adventurers for a common cause, while a few are quite miscreant and play terrible (even lethal) tricks on passers-by. The disposition of the Flying Cat is generally based on its experiences and varies as much as it does in humanoids. Those mistreated are either timid or cruel, but when nurtured, they can be quite paternal. Unfortunately, the product of a few evil spell casters has created a handful of malicious Flying Cats, which have been known to mastermind diabolical plots of their own.

    In appearance, the Flying Cat comes in as many varieties as there are wild and domestic cats. The wings sometimes match the coat, but often they look like the wings of a bird or other flying creatures including bats, butterflies, and miniature dragons. Color and wing type does not have any correlation to personality, motivation, or abilities.

    Agility 3d+2: acrobatics 6d, climbing 4d+2, dodge 6d+1, fighting 5d+1, flying 5d, jumping 6d, stealth 6d+1

    Coordination 1d+2

    Physique 2d+1: running 5d+2, stamina 4d

    Intellect 3d: reading/writing 4d, scholar: magic 4d, traps 4d

    Acumen 3d+1: hide: self only 6d+2, search 4d+2

    Charisma 3d: bluff 5d, charm 6d, persuasion 5d, mettle 5d

    Magic 1d: conjuration 1d+1, divination 2d

    Strength Damage: 2d+1

    Move: 8 Fate Points: 0; Character Points: 4; Body Points: 16;; Wound Levels: 2; Advantages: Size: Small (R2), scale value 5

    Disadvantages: Hindrance: Arrogance (R2), +2 to bluff , charm, and persuasion difficulties; Short Stride (R1), 2 meter reduction to running, swimming, and jumping Move; Infamy (R1), known to be mischievous; Prejudice (R1), being an intelligent magical animal

    Special Abilities: Attack Resistance: Extranormal (R1), +1d to related damage resistance rolls; Flight (R1), flying Move 16 with Ability Loss (R2), must rest (doing nothing) for 1 round for every 5 rounds of continuous flight; Natural Hand-to-Hand Weapon: Teeth (R1), damage +1d; Natural Hand-to-Hand Weapon: Claws (R1), damage +2d; Ultravision (R2), +2 to sight-based totals in dim conditions only

    The Furies

    The Furies are three hags — Alecto, Tisiphone, and Megaera — who torment the guilty. each appear to have the head of a dog, hair made from snakes, wings like bats, and the body of a human woman. Each Fury carries a torch and a whip, and they always appear angry. They wear tattered garments. The three hags argue constantly. Alecto, being the oldest, is leader by default, but the other two complain bitterly about her leadership. If a victim is tormented by all three sisters, his best bet is to pit the hags against one another and then flee in the ensuing melee.

    The Furies have some magical abilities that they use to further torment their victims, frighten them, and trick them into dying horribly. Ideally, the hags want the victim to die in an ironic fashion connected to her guilt.

    Although the Furies can eat, they do not need to do so. They neither need to breathe or sleep. The Furies cannot be killed as long as sin exists (that is to say, so long as people do mental or physical harm to each other), but they can be driven away if the guilty party completely atones for his or her actions.

    The Furies are usually found in extremely isolated places, especially abandoned temples dedicated to the netherworld. Bitter and betrayed people often seek out the Furies, to serve as their followers until those who have wronged them pay for their crimes. The innocent cannot be harmed by the Furies, and it is these people that may exact information from them. The Furies may reluctantly reveal secrets of supernatural beings or give clues to a quest. They can only do this for the truly just and it causes them physical pain to be in the presence of such creatures. (Naturally, those who are truly good will not torture the Furies for longer then they must to get the information they need.) Individuals that think they are good, but in their heart are not, can easily tricked by the creatures.

    Agility 3d: fighting 3d+1, flying 3d+1, melee combat 3d

    Coordination 2d: sleight of hand 2d+1, throwing 3d

    Physique 2d: lifting 3d, running 2d+1

    Intellect 4d: cultures 4d+1, scholar: arcane lore 4d+1, speaking 4d+1

    Acumen 3d: search 4d, tracking 5d

    Charisma 2d: intimidation 5d

    Magic 1d: alteration 2d+2, conjuration 2d, divination 3d

    Strength Damage: 3d

    Move: 10 Fate Points: 10; Character Points: 18

    Body Points: 32;; Wound Levels: 5; Advantages: Equipment (R3), magical torch and magical whip

    Disadvantages: Achilles’ Heel: Atonement (R2), if the guilty party truly atones, the Furies flee; Achilles’ Heel: Innocence (R3), being in the presence of a truly innocent or just person causes 2D in damage per round; Quirk (R3), the Furies feel a great resentment toward each other and often act upon it

    Special Abilities: Immortality (R1), the Furies cannot die until sin no longer exists in the world

    Equipment: magical torch (reduces darkness modifiers by 10; never goes out); magical whip (damage +3d; only affects those who have committed a sin) Also known as the Erinyes, adventurers might find the three women more susceptible to flatter y (and guile) by calling them the Eumenides, or “Kindly Ones.” Greek mythology recounts the most common tales of the Furies.

    Ghost Warrior

    Ghost Warriors are the reanimated forms of soldiers whose devotion to a cause transcended death. Upon being struck down, the spirits of these warriors refused to depart their bodies, believing the fight not yet won. But since physical death is disorienting, decades or centuries often go by before the bodies rise again, too late for the battle, and proceed to engage any perceived threat in the vicinity.

    Ghost Warriors appear as they did in life, but with a ghastly pallor and a fixed expression of fury. They are impossible to reason with, understanding nothing but battle. Most of their number tend to be the fallen members of elite units who thoroughly believed their struggle was just. Their ability to become ethereal means no fortress is safe from them, for they can pass through the walls and solidify for the fight.

    Agility 3d+1: dodge 4d+1, fighting 4d, melee combat 4d

    Coordination 2d+1: marksmanship 3d

    Physique 3d: lifting 4d+1, running 4d, stamina 3d+2

    Intellect 2d+2

    Acumen 2d+2: investigation 3d, search 3d+1, tracking 3d

    Charisma 3d: intimidation 4d+2, mettle 6d

    Strength Damage: 4d+1

    Move: 10

    Fate Points: 0; Character Points: 2

    Body Points: 19;; Wound Levels: 3

    Advantages: None

    Disadvantages: Devotion (R3), to the cause and will attack anyone who is not a member of the company 142 Special Abilities: Attack Resistance: Non-enchanted Weapons (R2), +2d to related damage resistance totals; Intangibility (R2), +6d to damage resistance totals vs. physical weapons, can pass through solid objects; Longevity (R1), can be killed by enchanted weapons; Skill Bonus: Painless Wounds (R4), +12 to stamina totals

    Equipment: long sword (damage +2d+1); ring mail armor (Armor Value +1d+2)

    Gargoyle

    Gargoyles are dangerous creatures who live to slaughter the innocent.

    They appear as grotesque figures with what seems to be stone hides, but which actually are a tough, leathery skin. They range in height from a meter to two meters and have wingspans of three to five meters. Their hands are clawed, their heads have horns and mouths full of sharp teeth, and their bat-like wings give them the power of flight.

    Gargoyles prefer surprise and ambush to a fair duel. They tend to choose one target from a group, usually the weakest of the lot, and attack her until she is slain. The only exception to this is when someone is attempting to damage their lairs or use it for any type of religious ceremony — this causes the gargoyles to attack as one.

    Gargoyles will attempt to slay any cleric who tries to invoke a miracle in their territory.

    Agility 4d+2: climbing 5d, dodge 5d+1, fighting 6d, flying 5d+2 stealth 5d+1

    Coordination 1d

    Physique 5d+2: lifting 6d, running 6d, stamina 6d

    Intellect 1d

    Acumen 3d+1: hide: self only 5d

    Charisma 3d: intimidation 4d+2, mettle 4d

    Strength Damage: 6d

    Move: 15 (land)/60 (flying)

    Fate Points: 0; Character Points: 0; Body Points: 18;; Wound Levels: 3

    Natural Abilities: bite (damage +2); claws (damage +1d); horns (damage +1); leathery hide (Armor Value +1d); night sight (no penalties in dim conditions); wings; small size (scale value 0–3)

    Ghoul

    An evil spirit inhabiting a corpse with the distasteful habit of devouring both the dead and living, scholars note that Ghouls favor the flesh of children. Living in graveyards and deserted places, especially deserts, ghouls employ a variety of tricks such as lighting fires to lure weary travelers, disguising themselves, and altering their size and shape.

    Ghouls reportedly change into hyenas or wolves, or shrink and use feral hares and dogs as mounts to stalk prey.

    Each ghoul has a unique appearance, neither man nor brute, although many survivors say ghouls prefer to use the corpses of women. Many ghouls can take on humanoid forms, such as a well-known member of a community (who can face lynching by paranoid neighbors). However, the ghoul is always detectable by its tracks — those of a donkey. Sometimes, when horror is its primary goal, a ghoul sprouts numerous heads and arms (of consumed victims) with which to grab prey.

    Use of a banish invocation (see pages 110–111 of the D6 Fantasy Rulebook) or the presence of a holy person and holy symbol can disrupt the ghoul’s powers or cause it to flee. Killing a ghoul is difficult but possible with force of arms, burning, or drowning. (For example, a ghoul held underwater for 1D+1 rounds dissolves into foul ichors, destroying it and possibly contaminating the water source). Some legends say ghouls could only be vanquished by a single powerful blow (a second blow could bring it back to life!).

    Ghoul reproduction is a matter of conjecture — some believe that those slain by ghouls arise as ghouls, their tortured spirits bound into dead flesh. Others believe disembodied spirits can enter a corpse through a vile miracle or by powerful will. Those who claim to know aren’t talking.

    Agility 2d+2: dodge 5d+1, fighting 6d, jumping 4d, stealth 5d+2

    Coordination 2d

    Physique 3d+2: running 4d+2

    Intellect 1d: speaking 3d

    Acumen 4d: disguise 3d+2, hide 5d+1, survival 6d+1, tracking 4d+1

    Charisma 1d: bluff 3d+2, intimidation 4d

    Strength Damage: 2d

    Move: 10

    Fate Points: 0; Character Points: 2

    Body Points: 19;; Wound Levels: 3

    Advantages: None

    Disadvantages: Achilles Heel: Allergy (R4), 3D damage when exposed to holy symbols and ghoul must make a Moderate mettle roll to avoid fleeing

    Special Abilities: Natural Armor: Undead Flesh (R1), +1d to damage resistance rolls with Ability Loss (R1), ineffective against magical weapons; Natural Hand-to-Hand Weapon: Claws (R2), +2d damage; Natural Hand-to-Hand Weapon: Teeth (R1), +1d damage. Optional Abilities (ghouls might have one or more of these in addition to the standard ones): Extra Body Part: Heads and Arms (R6), sprout a combination of up to six heads and arms of previous victims with Additional Effect (R2), hands can grab, and Additional Effect (R1), +3 to intimidation attempts; Longevity (R1), can only be permanently killed by a single blow dealing 90% of maximum Body Points or Wounds; Natural

    Ranged Weapon: Poisonous Blood (R1), 3d damage, range 5/10/20, with Ability Loss (R1), only works upon death; Paralyzing Touch (R1); Shapeshifting (R3), any three animals or humanoids with Additional Effect (R1), can change to normal animal size, and Side Effect (R1), always leaves tracks of a donkey.

    Giang Shi

    Known by many names, the Giang Shi is created when the base soul, the p’ai, lingers in a newly dead body. Victims of a violent death or suicide who are not buried quickly are prime candidates for this possession. An animal walking over a corpse can also frighten the p’ai into remaining in the body.

    Giang Shi appear as walking corpses with stringy green or white hair all over its body. They have serrated teeth, sharp claws, and glowing red eyes. Older Giang Shi can develop the abilities to look Human, fly, and transform into wolves. If the Giang Shi does something only a vampire of its type would do, his Human guise melts away and his true self becomes apparent.

    During the day, young Giang Shi hide in cemeteries, mausoleums, and graves. They prefer their own graves, but any underground burial chamber that isn’t exposed to the sun will suffice. Giang Shi are not harmed by the daylight, but because young Giang Shi haven’t mastered the power of changing form and fear being discovered, only older Giang 143 Shi that can appear Human will travel during the day. They will go to great lengths to hide their true identity during the day.

    Giang Shi do not openly socialize with others of their kind. They tend to be loners and give other vampires a wide berth. Older Giang Shi will respond to polite invitations from other vampire kin for reasons of mutual self-interest.

    It is rumored that there is a secret society of very old Giang Shi who manipulate humans for their own purposes. Their agendas are clandestine and unknown to mortals.

    The Giang Shi devours flesh and drinks blood, but only from living beings. These creatures cannot intake any other kind of nourishment. They heal their wounds by feeding, though they do not recover their injuries until the first light of the next full moon.

    All Giang Shi have a foul-smelling “death breath” they can use to make opponents reel.

    Agility 3d: dodge 5d, fighting 3d, melee combat 3d+2, stealth 4d

    Coordination 3d: throwing 4d

    Physique 3d: lifting 3d+1, running 3d+2

    Intellect 3d: reading/writing 3d+1, scholar 4d Acumen 3d: hide 4d

    Charisma 3d: intimidation 6d, mettle 4d+2

    Strength Damage: 3d+1

    Move: 10 Fate Points: 0; Character Points: 3; Body Points: 24;; Wound Levels: 4; Advantages: None

    Disadvantages: Achilles’ Heel: Fire (R4), takes double damage from any fire-based attack; Achilles’ Heel: Garlic (R3), loses all actions in the first round exposed to the herb; Achilles’ Heel: Loud Noises (R3), must make a Moderate mettle roll or flee at the sound of any loud noise; Achilles’ Heel: Running Water (R3), unable to cross over running water; Achilles’ Heel: Special Barrier (R3), the creature cannot cross a line or circle of rice, iron fillings, or red peas; Infamy (R1), most people would hate the vampire if they knew he was one

    Special Abilities: Hardiness (R2), +2d to damage resistance totals with Ability Loss (R3), does not work against attacks using salt; Longevity (R1); Increased Attribute: Physique (R3), +3 to related totals; Life Drain: Body Points/Wounds (R2), drains 6 Body Points/1 Wound level per successful biting attack with Restricted (R2), does not gain until next full moon, and Restricted (R2), can only be used to heal lost Body Points/Wounds; Natural Hand-to-Hand Weapon: Claws (R2), +2d damage; Natural Hand-to-Hand Weapon: Teeth (R1), +1D damage; Skill Bonus: Painless Wounds (R4), +12 to stamina totals

    Older Giang Shi

    Older Giang Shi have the following game characteristics in addition to or instead of the ones for the typical Giang Shi: skills: flying 4d, cultures 4d+1, reading/writing 4d+1, scholar 6d, speaking 4d, trading 5d, disguise 5d, charm 4d, mettle 5d+2; Special Abilities: Flight (R1), flying Move 20; Shapeshifting (R1), Human with Ability Loss (R3), reverts to vampire form when does something vampire-like, such as bite; Shapeshifting (R1), wolf with Additional Effect (R1), can change to normal animal size Older Giang Shi often have various Contacts and sometimes a few ranks of Wealth.

    Giant

    Giants are humanoid but very large — an average Giant’s thumb is as large as a grown man. Though most Humans think all Giants are the same, they can actually be divided into four groups or clans: Air, Earth, Fire, and Water.

    Air Giants

    Air Giants are tall and slender, with blond or white hair and blue, green, or gray eyes. They typically wear loose robes or tunics and capes.

    Contrary to some claims, Air Giants cannot fly. They do, however, live in the mountains, and their castles are carved from mountain peaks. Air Giants enjoy scaling cliff s and ranges and prefer the thin, cold air of the heights. They also enjoy looking down on the world, a habit that causes their earthy cousins to think them arrogant.

    Air Giants live in households. Each household has a patriarch or matriarch, who rules the small group completely. Below her are the house elders, then the adults, then the children. Age and wisdom are the important factors, not occupation — the household members share most tasks equally, though juniors are often given the less pleasant chores like scrubbing floors. Sometimes a Giant will demonstrate enough talent with one occupation that he is excused from any other duties and allowed to pursue that talent exclusively.

    The Air Giants enjoy meat, though it is hard to find in quantity at high altitudes. They send hunters lower into the mountains to find goats and sheep and, in forested areas, deer and bears. They also hunt wild birds, especially rocs, and have become expert archers. Of course they only pursue animals of a certain size, since rabbits and the like are too small to bother. Fruits and vegetables are also gathered, and most Air Giant households have vegetable gardens and small farms nestled in valleys just below the castle.

    They drink cold mountain water and their own beer, ale, and wine.

    Air Giants loathe visitors. They enjoy being above the world, watching from afar, but they do not appreciate being disturbed. Travelers who offer something useful, whether goods or information, might receive a grudging welcome. Anyone else is discouraged from climbing too high, and the Air Giants have no qualms about killing trespassers. Their favorite tactic is to drop rocks on intruders.

    The Air Giants do derive great pleasure from art. Most of them paint or carve, and their castles are fantastically decorated. Others focus on cloth, weaving beautiful garments and fine rugs and tapestries. Music is likewise popular, and their castles are filled with the sounds of harps, flutes, and song. A traveler who sings or plays an instrument receives a warmer welcome than anyone else, and she may be invited to stay more than one night, especially if she can teach the Giants new songs.

    Agility 3d+1 (+8): climbing 6d, dodge 4d+2, fighting 5d, jumping 5d, melee combat 7d

    Coordination 2d+1 (+10): marksmanship 5d, throwing 5d

    Physique 3d+2 (+9): lifting 5d, running 5d+2, stamina 6d+1

    Intellect 2d+1: reading/writing 4d, devices 4d

    Acumen 3d+1: artist 6d, crafting 4d, search 4d, survival 6d+1

    Charisma 3d: charm 6d, intimidation 8d+1, mettle 6d

    Strength Damage: 5d (+9)

    Move: 50 Fate Points: 0; Character Points: 3; Body Points: 31;; Wound Levels: 5; Advantages: Size: Large (R5), scale value 15; Wealth (R5)

    Disadvantages: Devotion (R2), to mountain home; Hindrance: Arrogance (R2), +2 to bluff , charm, and persuasion difficulties

    Special Abilities: Hypermovement (R20), +40 to base Move; Increased

    Attribute: Agility (R8), +8 to related totals; Increased Attribute: Coordination (R10), +10 to related totals; Increased Attribute: Physique (R9), +9 to related totals; Longevity (R1)

    Equipment: long sword (damage +2D+2); longbow and quiver of arrows (damage +2d+2; range 10/100/200; 20 arrows)

    Earth Giants

    Earth Giants are sturdy and broad, with thick features, tanned skin, and brown or gray or black hair and eyes.

    They were thick, sturdy clothing, mostly leathers and furs.

    Wanderers by nature, Earth Giants travel widely, walking valleys and hills. Most Earth Giants develop a set route, and walk that path for years with little deviation. They do not consider that land to be theirs, however, but simply the area they know. They are solitary creatures and rarely form permanent family bonds. Rather, a male and female Earth Giant will meet, mate, and then separate. They cross paths again every year to exchange news and so that the father can see his child’s progress. Once the young Giant is old enough to defend himself fully, he may wander off on his own, and he soon finds his own route.

    Earth Giants rarely fight each other, since they never claim the land they walk, and whenever two or more cross paths, they stop, dine together, and exchange news. Most Earth Giants do have a home somewhere, but this is simply a rough log cabin or a modified cave where the Giant can leave his possessions while he wanders.

    Earth Giants are fond of meat and hunt for their food. Most carefully take only what they need, and they often consider themselves game wardens, thinning herds to prevent overcrowding.

    In their homes, Earth Giants brew beer and ale and mead, which they carry in flasks and skins as they walk, but they also drink water. The easiest way to win an Earth Giant’s favor is to offer him beer or ale or even wine.

    Though feared for their size and strength, Earth Giants are rarely violent. Those who live near an Earth Giant’s route learn quickly that, as long as they do not interfere with the Giant’s travels, they have little to worry about. Many actually welcome an Earth Giant’s passage — the Giant scares off or kills any predators foolish enough to attack him, and 144 helps keep the entire area safe and secure. Plus, if he is offered food and drink, the Giant not only shares news about the region but sometimes even aids with simple tasks like removing a boulder from a field or downing a large tree for use as lumber.

    The only times an Earth Giant becomes violent are when someone threatens him directly, or when they threaten the region he walks. Bandits and brigands are rarely tolerated because they can get in the Giant’s way and because such men rarely show respect for the land itself. Earth Giants also dislike anyone who tries to destroy the natural beauty of the land by cutting down all the trees and leveling the hills to create towns or cities.

    Agility 3d: climbing 4d, dodge 4d+1, fighting 7d+1, jumping 4d, melee combat 6d

    Coordination 2d (+9): marksmanship 4d, throwing 5d

    Physique 4d+1 (+10): lifting 7d, running 6d, stamina 6d

    Intellect 3d: cultures 5d, navigation 7d, reading/writing 4d, speaking 5d

    Acumen 3d: search 3d+1, survival 6d+1, tracking 4d+1

    Charisma 2d+2: animal handling 4d+2, intimidation 8d+1, mettle 6d, persuasion 5d

    Strength Damage: 7d (+10)

    Move: 50 Fate Points: 0; Character Points: 3; Body Points: 32;; Wound Levels: 5; Advantages: Size: Large (R5), scale value 15

    Disadvantages: Authority (R1); Contacts (R2), people in the walking region; Devotion (R2), to walking region; Fame (R1)

    Special Abilities: Hypermovement (R20), +40 to base Move; Increased

    Attribute: Agility (R7), +7 to related totals; Increased Attribute: Coordination (R9), +9 to related totals; Increased Attribute: Physique (R10), +10 to related totals; Longevity (R1); Sense of Direction (R1), +1D to navigation and tracking

    Equipment: club (damage +1d+1); hatchet (damage +1d+1); furs and hides (Armor Value +2)

    Fire Giants

    Fire Giants are powerfully built, with hair the color of flame, ruddy skin, and eyes of blue. They favor kilts or breeches, and rarely wear more than that. The Fire Giants live deep below the ground, in large caves and caverns. They prefer volcanic regions, where homes can have lava flows nearby or even running through the chambers.

    Fire Giants divide into small tribes, each of which has a tribal chief. A council of elders selects the chief based on wisdom and strength of character. The council advises the chief on matters, but the chief makes the final decisions.

    Food is difficult to obtain below ground, and most Fire Giant tribes survive by trading with, or stealing from, Humans and other surface races.

    Those who live near Dwarven societies may have trade agreements with them, but Dwarves and Giants often covet the same territory, so such arrangements are always strained.

    The Giants hunt lizards, cast for fish and eel, and pursue any other underground animals they can find. They enjoy beer and wine, but must trade for it, because they don’t grow the grain or fruit to make it.

    Best known for their metalworking, Fire Giants are master blacksmiths and compete with the Dwarves to make the finest armor and weapons. Fire Giants have a marked advantage, however, because they can endure heat more easily.

    Their forges often use running lava, which is hotter than flame, and items can be dipped into the lava and then reshaped immediately. Fire Giant items are stronger and more durable than Dwarven goods, though not as handsomely crafted — the Giants care more about function than about ornamentation, and their items are plain though sturdy. Fire Giants do not like visitors. They trade at set locations closer to the surface and attack anyone who tries entering their homes uninvited. They often roam deep beneath their homes, exploring caves and tunnels and charting the passages as they travel. They always return home, however, and the travel is more to make sure their homes are safe than to explore new areas.

    Agility 3d (+6): climbing 5d, dodge 4d, fighting 4d+1, melee combat 6d+2

    Coordination 2d+1 (+10): marksmanship 4d, throwing 6d+1

    Physique 5d (+11): lifting 10d, running 5d+1, stamina 10d

    Intellect 2d+2: devices 5d, speaking 3d, trading 5d

    Acumen 3d: crafting 8d, search 3d+1, survival 6d+1

    Charisma 2d: intimidation 8d+1, mettle 4d

    Strength Damage: 10d (+11)

    Move: 50 Fate Points: 0; Character Points: 3; Body Points: 40;; Wound Levels: 5; Advantages: Size: Large (R5), scale value 15

    Disadvantages: Enemy (R1), Mynyd (Mountain Dwarves); Infamy (R1); Prejudice (R2), Mynyd (Mountain Dwarves)

    Special Abilities: Attack Resistance: Energy Attacks (R2), +2D to related damage resistance rolls; Hypermovement (R20), +40 to base Move; Increased Attribute: Agility (R6), +6 to related totals; Increased Attribute: Coordination (R10), +10 to related totals; Increased Attribute: Physique (R11), +11 to related totals; Longevity (R1)

    Equipment: broad sword (damage +2d+2); war hammer (damage +3d)

    Water Giants

    Water Giants are tall and slender, with green or blue hair, green-blue tints to their pale skin, and eyes of green, blue, gray, or black. They prefer loose robes.

    Just as Fire Giants leave deep beneath the ground, Water Giants live beneath the waves. They make their homes in deep waters, claiming that region for their own. Water Giants and Wavelorn (Water Dwarves) often fight over territory, and the two races despise one another. Water Giants build massive palaces from the stone and coral they find along the ocean floor. Thus, their homes are beautiful, with twisted columns and shimmering floors and open ceilings. Water Giants live with their immediate family, but the extended family stays in the same region and gathers once each month to exchange news and renew family bonds. Family members are ranked by their age, with the oldest parent, the matriarch or patriarch, holding sway. Each smaller family keeps its portion of the family’s territory safe.

    Beyond that, and the monthly gathering, each family can do as it likes in its own home.

    Water Giants eat mostly fish and other marine creatures. They often raise schools of fish for food, but hunt other animals like sea turtles, eels, or squid. Kelp is the primary vegetable and cooked in a variety of ways. Water Giants do not drink with their meals — they have water all around them.

    Water Giants are craftsmen, though they favor carving over painting. Most Water Giants collect coral and shells and craft them into fantastic items, belts, jewelry, and wall hangings. Some work on a larger scale, constructing family homes. Their weapons are made from the same materials — swords and spears of coral or bone and bows of whale cartilage with strings of woven kelp.

    Water Giants are more territorial than most of their cousins, and they actively attack anyone who invades their realm. This sometimes extends to the surface, and some Water Giants capsize any boat that passes overhead. Others do not bother with boats unless the sailors insult them or pollute the waters.

    Agility 3d+1 (+7): climbing 4d, dodge 7d, fighting 5d+1, melee combat 6d

    Coordination 2d (+7): marksmanship 4d, throwing 5d+2

    Physique 4d (+11): lifting 8d, stamina 10d, swimming 10d

    Intellect 3d: navigation 5d, traps 4d

    Acumen 3d: artist 7d, crafting 7d, search 3d+1, survival 3d+1: underwater +5d, tracking 4d+1

    Charisma 2d+2: intimidation 6d+1, mettle 5d, persuasion 4d

    Strength Damage: 8d (+11)

    Move: 50 Fate Points: 0; Character Points: 3; Body Points: 35;; Wound Levels: 5; Advantages: Size: Large (R5), scale value 15; Wealth (R3)

    Disadvantages: Enemy (R2), Wavelorn (Water Dwarves); Infamy (R2); Prejudice (R2), Wavelorn (Water Dwarves)

    Special Abilities: Environmental Resistance (R2), +6d to Physique to resist effects of extreme conditions; Hypermovement (R20), +40 to base Move; Increased Attribute: Agility (R7), +6 to related totals; Increased

    Attribute: Coordination (R7), +10 to related totals; Increased Attribute: 145 Physique (R11), +11 to related totals; Longevity (R1); Water Breathing (R3), +3d to swimming

    Equipment: trident (damage +2d+2)

    Gnome

    Gnomes are creatures of the middle. They are not as dour and serious as the Dwarves, and neither are they as mercurial or aloof as the Elves. Gnomes contentedly occupy this middle, living lives of quiet happiness, usually far from large populations of other folk. When threatened, they fiercely defend themselves, their kin, and their property, but it is unusual to encounter a warlike or hostile gnome.

    Gnomes are among the smallest of folk, with men seldom topping one meter and women often five to 10 centimeters shorter. Broad shouldered and thick in the middle, Gnome men are often called stout, while matronly is a common descriptor for gnomish women. Both sexes of Gnomes have coarse but handsome features, short but strong fingers, and largish feet. Men often grow neat beards or goatees, and the women usually wear their hair long but bound in a ponytail or other practical style. Skin tone is usually ruddy and brownish, like newly cut oak timbers.

    Gnomish hair tends to be red or blonde, but all colors found in Humans are seen in Gnomes as well.

    Gnomes are not great keepers of records, preferring to live day to day.

    They immortalize their past with poetry and song, often greatly embellished from the truth. Some scholars believe the Gnomes came from blending of Dwarf and Fairy blood, while others insist that Gnomes came from Human and Fey. The Gnomes merely smile quietly to themselves, and if they do know the secret of their origin, they do not share it.

    Natural sorcerers and magicians are common among Gnomes, and it is not unusual for any Gnome met to know at least a spell or two. All Gnomes posses a bit of magic, even if they never formally learn any spells.

    They have a natural affinity for growing things and the softer crafts, like leatherworking, woodcarving, and tailoring. They also have a great curiosity for how things work, and a few have turned their inquisitiveness to creating intricate mechanical devices.

    Gnomes occasionally delve beneath the ground, but usually they seek only metals for their strange devices. More often, they’ll simply trade their foodstuff s for Dwarven materials

    These small folk typically build villages in out of the way dells and valleys, steering clear of big folk and natural hazards. A Gnomish village is a deceptively calm place when visited by outsiders. Children play quietly, old men talk in hushed tones on porches, and adults go about their business efficiently. If a visitor becomes friends with a group of Gnomes, he gets to see their true spirits, and their propensity for fun and frivolity, which is hidden from strangers. These villages often look defenseless, but hidden traps, a few well placed defensive spells, and the fierce spirit of protection that most Gnomes have can send most invaders fleeing.

    Gnomes live long lives, often reaching 200 years before they are truly old. They become adults in their late twenties or early thirties, and settle down in their fifties. Married couples seldom split, and large broods of children are common. A village of Gnomes is often the extended family clan, with three to five generations of Gnomes industriously living together, crafting goods to trade with the big folk.

    Agility 2d: fighting 2d+1, stealth 3d

    Coordination 3d: marksmanship 4d, throwing 4d

    Physique 1d+2: stamina 3d

    Intellect 2d+2: devices 3d+2, reading/writing 3d

    Acumen 3d: crafting 4d, hide 4d, know-how 3d+2

    Charisma 2d: charm 3d+2, mettle 3d

    Magic 1d: alteration 1d+1, conjuration 1d+1

    Strength Damage: 1d+2

    Move: 8 Fate Points: 0; Character Points: 3; Body Points: 18;; Wound Levels: 3; Advantages: Size: Small (R1), scale value of 3

    Disadvantages: Hindrance: Short Stride (R1), 2 meter reduction to running, swimming and jumping Move

    Special Abilities: Longevity (R1)

    Golem

    A golem is a magical construct, an unnatural creature created by extraordinary means for a specific purpose. A golem can be based on any number of different materials, and then are given the spark of life with magic. Golems are not sentient in any way, nor are they particularly intelligent. Some might be finely crafted works of art, while others are slapped-together shambling messes.

    Golems have no will of their own and so only obey their creator and those he designates as controllers. They are immune to any magic that affects the mind and cannot be coerced or communicated with by anyone but their creator and his agents. Golems suffer no Wound penalties when injured — they will continue fighting at full strength until they are destroyed.

    Flesh Golem

    Flesh golems are horrible in appearance, composed of stitchedtogether corpses, often of several different species.

    They are fast, strong, and deadly. They normally carry a weapon of some sort, but some attack with bare hands and filthy teeth, depending on the instructions of their creator.

    Agility 5d: fighting 7d, melee combat 6d

    Coordination 2d

    Physique 5d

    Intellect 1d

    Acumen 1d

    Charisma 1d Strength Damage: 5d

    Move: 12

    Fate Points: 0; Character Points: 0; Body Points: 18;; Wound Levels: 3

    Natural Abilities: claws (damage +1d); teeth (damage +1d); immune to disease, mind attacks, and poison; tough skin (Armor Value +1d); small size (scale value 1)

    Equipment: hand weapon (axe, sword, or spiked club; damage +2d+2)

    Iron Golem

    Iron golems are the toughest of all the golems, but they are also the most difficult to create. Most resemble humanoid statues forged from iron, with armor shield and weapons. The face is often detailed and quite frightening to behold.

    Iron golems are slow and ponderous, because of their great weight, but their blows are strong enough to disable some adventurers with one hit. Iron golems are most often used to defend static positions where their slow speed is less of a hindrance.

    Agility 2d: fighting 5d, melee combat 5d

    Coordination 1d

    Physique 7d

    Intellect 1d

    Acumen 1d

    Charisma 1d

    Strength Damage: 7d

    Move: 8 Fate Points: 0; Character Points: 0; Body Points: 25;; Wound Levels: 3

    Natural Abilities: immune to disease, mind attacks, and poison; metal exterior (Armor Value +3d) Equipment: large weapon (axe, sword, or hammer; damage +3d+1)

    Stone Golem

    Stone golems are incredibly strong but slow. Most appear to be humanoid statues roughly hewn from raw stone, with little detail. They fight with gigantic stone fists and are sometimes used as siege engines, toppling castle walls and trampling through armies of weaker flesh beings.

    Agility 2d: fighting 4d

    Coordination 2d: throwing 3d

    Physique 8d

    Intellect 1d

    Acumen 1d

    Charisma 1d

    Strength Damage: 8d

    Move: 6 Fate Points: 0; Character Points: 0; Body Points: 21;; Wound Levels: 3 146

    Natural Abilities: immune to disease, mind attacks, and poison; stone exterior (Armor Value +2d); stone fist (damage +2d)

    Wood Golem

    Wood golems exhibit the most variations in appearance of all golems. Some are detailed, carved statues resembling humanoids or magical beasts, while others are tree-like clumps of wood and branches. They are fast but weak and less durable. A wood golem is also one of the easiest to create, and some powerful wizards could field an entire war band or small army of these brutes.

    Agility 5d: fighting 4d

    Coordination 1d

    Physique 3d: running 5d

    Intellect 1d

    Acumen 1d

    Charisma 1d

    Strength Damage: 3d

    Move: 14

    Fate Points: 0; Character Points: 0; Body Points: 18;; Wound Levels: 3

    Natural Abilities: immune to disease, mind attacks and poison; wooden fist (damage +1d+1); wooden exterior (Armor Value +1d)

    Gwyllion

    The male and female Gwyllion are so unalike as to be considered two different species. Female Gwyllions feed on despair. These Gwyllions are most often encountered on roads shrouded in fog created by the female to disorient and confuse her prey. She can sit quietly for days, waiting for a traveler. She prepares for her attack by climbing to perch on top of a boulder or pile of stones situated by the roadside, looking like a bent old hag with horrible features and an unkempt appearance. If the traveler seems willing to ignore her, she calls for help with a pained voice, affecting a harmless-seeming demeanor to lull victims.

    Anyone stopping to offer assistance, ask for directions or lingering too long becomes hopelessly lost in the fog. Victims that do not immediately attempt to drive the Gwyllion away and begin searching for the correct path are usually found dead on the road several days later, if they are found at all, their emaciated forms indicating death by starvation.

    Gwyllions are immune to all weapons save a knife made of coldforged iron. Simply brandishing such a knife is not enough, however, for the wielder must also make a Diffi cult mettle or Charisma test to maintain composure while facing this hag. If the roll succeeds, the Gwyllion withdraws without further incident. Anyone failing the roll (or trying to use another kind of weapon) becomes disoriented and lost. The Gwyllion creeps along behind her increasingly agitated victims at a distance, draining one Physique pip or one rank of Increased Attribute: Physique per hour until the victim dies or is rescued by friends.

    The male Gwyllion enjoys the comforts of home — someone else’s home, that is. He has standards and despises drafty mansions and castles. He will wander far to settle down in a simple cottage with a large fireplace, an inviting glow in the window, and at least one goat in the yard (which reminds him of a beloved Gwyllion female). Gwyllions leave a house as unexpectedly as they move in, but some have been known to stay in one home for years.

    Encounters with male Gwyllions almost always start with a faint entreaty at the threshold, followed by the unexplained unbarring, opening, and closing of the door. Without warning, a small figure suddenly appears standing by the fireplace along with one of the family’s goats, neither offering a clue as to how they entered without detection. This unexpected guest appears to be a meter tall, middle-aged man with graying red hair, dressed in a white linen shirt, green vest, green formal jacket with tails, knee-length brown britches, white leggings, and shiny black shoes.

    Gwyllions want only to sit by the fire and drink, but they do request that the family keeps its goats clean and well fed, comb their hair, and give each a nice ribbon bow to wear. As long as the Gwyllion remains happy in the residence, the family’s goats produce more milk and more off spring than any other goats in the area. Plus, Gwyllions often assist with chores while their hosts sleep. Male Gwyllions particularly enjoy making honey mead, which they share with their household. One mug of this magical drink refreshes the imbiber, removing all penalties associated with missing a night’s sleep. It is dangerous in large amounts, however, and cannot be used two days in a row without inflicting painful headaches (+10 to all difficulties for 4D hours). It kills anyone drinking it three days straight.

    Peasants know to make a male Gwyllion feel at home, for anyone insulting or mistreating a Gwyllion is cursed. If someone speaks rudely to a resident Gwyllion, relatively unimportant items begin to disappear. If the insults continue, useful items begin disappearing or breaking when used. Eventually, if the off ending person does not reconcile with the slighted Gwyllion (or even worse, threatens him with injury), members of the household begin to suffer “accidents” ranging from sprained ankles to broken bones and even death, if the provocation was serious enough.

    Agility 3d+2: acrobatics 4d+1, climbing 5d, dodge 6d, stealth 6d+2

    Coordination 3d+2: lockpicking 6d, sleight of hand 5d+1

    Physique 2d+1: running 3d

    Intellect 2d+2: cultures 4d+2, reading/writing 5d, navigation 6d, speaking 4d, trading 4d+2, traps 4d+1

    Acumen 2d+2: disguise 3d+2, hide 4d, search 4d+2, survival 5d

    Charisma 3d: animal handling 4d+1, intimidation 3d+2, mettle 5d

    Magic 2d: alteration 2d+1, conjuration 2d+1

    Strength Damage: 2d+1

    Move: 8 Fate Points: 0; Character Points: 2; Body Points: 15; Wound Levels: 2 Advantage: Equipment (R1), magical honey mead, removes all penalties associated with missing a night’s sleep (see text; males only); Size: Small (R1), scale value 3

    Disadvantage: Achilles’ Heel (R2), cold-forged iron blade (see text; females only); Hindrance: Hideous (R2), +3 to charm and persuasion difficulties (females only); Hindrance: Short Stride (R1), 2 meter reduction to running, swimming, and jumping Move; Quirk (R3), exacts revenge for all slights against himself or his favorite goat (males only)

    Special Abilities: Longevity (R1); Natural Armor: Magic (R6), +6d to damage resistance rolls (females only) with Magically Empowered (R2) and Ability Loss (R1), not usable against cold-forged iron; Confusion (R4), usable at up to 20 meters (females only)

    Harpy

    Harpies have the heads of shrewish, ugly, old women and the bodies of vultures with powerful talons. Harpies torment victims and try and carry them off to the underworld. There were three original Harpies (Aello, Podarge, and Ocypete), but they have since spawned a race of these foul fiends. They are always female, always vicious, and always ready to attack.

    These creatures steal food from the wicked or those who off end their current master. If they’re feeling particularly malicious, they’ll instead defecate in the food and water, intentionally spoiling it. Harpies are amazingly fast and strong. Two Harpies can snatch up a full-sized Human and fly away with him with ease in a matter of seconds. Some of the creatures work for powerful evil beings or gods.

    Harpies have a social structure similar to birds, but they will abandon their nest to a superior opponent to save their own skins. The creatures aren’t very intelligent, but they have an evil cunning. They exploit any weakness they perceive, and they enjoy the suffering of lesser creatures. Harpies sometimes wield simple weapons or magical items that they’ve taken from previous victims. A few have a melodic voice that she can use to lure victims into ambushes or witless sea crews to their doom on the island shoals.

    Although Harpies prefer the flesh of sinful humanoids, they can subsist on any meat. They prefer carrion over live, and they leave dead prey in a place to rot before consuming them. A victim that plays dead and bides his time may be able to escape a Harpy’s nest.

    Harpies can be found in nearly any location, but they shun colder regions. Dead forests , cemeteries, crypts, abandoned castles, rocky islands, and other remote places of death are ideal spots for harpy nests.

    Agility 3d: dodge 5d, fighting 5d, flying 5d+1, jumping 3d+1, melee combat 4d+2, stealth 4d

    Coordination 3d: throwing 3d+2

    Physique 2d: lifting 4d+1

    Intellect 2d

    Acumen 3d: search 3d+1, survival 3d+1, tracking 3d+2

    Charisma 2Dd: intimidation 3d

    Strength Damage: 4d+1

    Move: 6 Fate Points: 0; Character Points: 2; Body Points: 26;; Wound Levels: 3; Advantages: None

    Disadvantages: Hindrance: Movement (R1), base running Move reduced to 6 and +1 to running difficulties; Learning Problems (R1)

    Special Abilities: Flight (R3), flying Move 36; Skill Bonus: Snatching (R3), +9 to fighting totals with Ability Loss (R1), only while in flight

    Equipment: dagger (damage +1)

    In Earth mythology, Aello, Podarge, and Ocypete dwell in the Strophades, a series of small, remote islands in the Greek kingdom of Thrace. The original harpies are more powerful than average Harpies, having Increased Attribute (R3), add +3 to related totals, for each attribute.

    Horse

    Horses are found in a variety of breeds with nearly every culture, save those in the most inhospitable arctic regions.

    Commonly, humanoids domesticate them for the purpose of pulling carts and wagons or using as mounts for travel and combat. A mounted horseman can move twice as fast as someone on foot for long journeys and is worth four or more infantryman on the field of battle. Horses, more than any other domesticated animal, have contributed most to the building of empires.

    There are three primary types of horse used by Humans and other civilized races — the riding, draft, and war horse — though each type is the result of centuries of breeding to tailor the animal to the task. The riding horse is the most common, favored by travelers as the swiftest breed and needing the least amount of food and water when not being pressed to run great distances. These horses are most often used for racing as well, sometimes as part of the team on chariots.

    If an army cannot afford war horses, riding horses are the backbone of a mounted force and are referred to as light cavalry.

    The next most encountered type of horse is the draft horse, which is the slowest of the three types. It can pull wagons great distances and has excellent stamina.

    Both are eclipsed in size by the war horse, a mammoth animal that stands at 2.4 meters tall at the head and weighs in at nearly a metric ton. The war horse is used by the wealthiest of armies to smash through infantry lines and is the preferred mount of armored knights.

    While a riding horse is swifter, it cannot sustain the weight of knight in full plate with shield and weapons.

    In the wild, horses or mustangs will move in herds of about five to 15 and are the size of riding horses. Each herd consists of one stallion and several mares plus a few colts. Once a stallion reaches adulthood, he is forced from the herd, so they can seek a new herd of their own. It is not uncommon to find a lone stallion, though they sometimes travel together in small groups.

    When these kinds of undomesticated horses are encountered, they are ornery and take any intrusion grievously. In herds, the mares lead the colts away from danger while the stallion fights off predators. If surrounded by wolves or hunters, the mares form a defensive circle around the colts.

    Riding or Draft Horse

    Agility 3d: fighting 4d, jumping 4d

    Coordination 1d

    Physique 4d: running 5d, swimming 4d+1

    Intellect 1d

    Acumen 3d

    Charisma 2d: intimidation 3d, mettle 3d Strength Damage: 4d

    Move: 25 (riding)/20 (draft)

    Fate Points: 0; Character Points: 0; Body Points: 15;; Wound Levels: 2

    Natural Abilities: bite (damage +2); hooves (damage +2); trample (damage +2d; must charge); large size (scale value 3)

    Note: Draft horses have a stamina of 5d, lifting of 5d, and Strength Damage of 5d.

    War Horse

    Agility 3d: dodge 5d, fighting 5d, jumping 4d

    Coordination 1d

    Physique 5d: running 5d+1, swimming 5d+1

    Intellect 1d: navigation 2d+1

    Acumen 3d

    Charisma 2d: intimidation 4d, mettle 4d Strength Damage: 5d

    Move: 22

    Fate Points: 0; Character Points: 1; Body Points: 22;; Wound Levels: 4

    Natural Abilities: bite (damage +2); hooves (damage +1d); trample (damage +2d; must charge); large size (scale value 3)

    Horses may attack the same target twice in one round with their hooves (two front or two back) with no penalty, or they may bite once. A rider using a lance or spear on a charging horse gains the horse’s Strength Damage to damage.

    Hydra

    With many serpentine heads — each able to swallow a Human’s arm whole — and a body akin to a giant scaly dog or kimono dragon, the hydra strikes fear into even seasoned heroes. And, amazingly, its abilities actually exceed those of legends; adventurers who return with reports of these monsters have typically only done so against younger, weaker hydrae.

    The hydra has a muscular, scaly body. It typically keeps its four limbs on the ground, relying on its tail for ballast and balance. Its body is two to three meters long. Each head is at least as long again, with a toothy snakelike head as large as a tiger’s. The number of heads a hydra possesses seems to correspond with its age and power. Young mature hydrae have five heads, full adults have seven, and ancients possess nine or more.

    Unless injured in a recent battle, hydrae always have an odd number of heads. Solitary creatures, hydrae generally live in swamps, in caves by craggy ranges, and near seaside environments. Being cold-blooded, they require warm climes to survive. Their efficient bodies, while reliant on meat, can subsist on one sheep-sized creature a week.

    Sneaking up on a hydra is virtually impossible, since at rest its heads dart about independently, vigilant of its surroundings. In addition, even when asleep at least one head remains active and watchful.

    Because they are asexual organisms, hydrae do not reproduce often. About once a decade, a hydra will slough off one of its heads, which regenerates in about a week; the detached head slithers away like a giant eel. Over the course of a year, the head will grow first a body, then five smaller serpentine heads. Once the new heads have sprouted, the old head withers and dies. Sages disagree over whether an unnaturally severed head generates a new being, too, although current thought suggests that a head chopped too close to the body can regenerate. Hydrae seem keenly aware of their environmental impact, and do not create off spring if they could not survive. A hydra reaches maturity in about a decade, although it continues to grow and seems to have an unlimited lifespan; some longlived races report being plagued by the same giant monster, even centuries later.

    Hydrae have an arsenal of abilities that make them formidable opponents. Poison permeates its body, and its blood is a powerful toxin. Some brave (or foolhardy) adventurers have even sought out hydra blood to coat weapons or brew deadly concoctions. Their bodies possess remarkable regenerative abilities; even severed heads regrow quickly. There are only two proven ways to thwart this healing. First, cauterizing the wounds with fire, acid, or heat causes the regeneration to slow considerably. Second, it is possible that a large or organized attack can sever the heads quickly enough; if all its heads are decapitated before they regrow, the hydra dies. Contrary to some embellished records by survivors, hydrae do not generally spawn two heads for each that is felled. Fortunately, hydrae do not tend to wander, and will usually only attack if its (expansive) territory is violated.

    Agility 3d: fighting 4d

    Coordination 2d

    Physique 5d: lifting 6d

    Intellect 1d

    Acumen 2d: search 3d, tracking 3d

    Charisma 2d: intimidation 5d, mettle 3d

    Strength Damage: 6d

    Move: 20

    Fate Points: 0; Character Points: 0; Body Points: 28;; Wound Levels: 4 (with seven heads)

    Natural Abilities: multiple attacks (a hydra may attack once for each head it has, at no penalty); multiple heads (determine the number of Wound levels a hydra has by dividing the number of heads by 2 (rounded up) while the number of Body Points a hydra has is represented by its number of heads times 7; every 7 Body Points of damage represents one head decapitated, and every Wound level represents two heads chopped off ); toxic blood (damage 4D; on a successful attack against the hydra, attacker makes a Moderate dodge or Agility roll as a free action — failure indicates that the blood spattered on the attacker and does damage; Critical Failure with a failing total means that the attacker dropped her weapon, got blood in eyes and is blinded for 1D rounds, or similar fate); regeneration (every other round a hydra regenerates one head, adding 7 Body Points to its total or recalculating its Wound levels as required); vulnerability (a head removed with fire or acid will not regenerate); jaws (damage +2d); large size (scale value 6)

    Kelpie

    A kelpie looks like a magnificent white stallion, full of spirit and strength. But this is an illusion — its true form is that of a rotting, waterbloated horse, with a mane and tail of seaweed and hollow eye sockets.

    Kelpies live at the bottom of lakes and bays. When they emerge from the surf, they use their magical abilities to change their appearance to one more appealing to people. It then gallops along the water’s edge, seeking a rider.

    If a corrupt person approaches it, the kelpie allows him to ride until the next sunrise or sunset, whichever comes first. However, if an honorable person attempts to ride the kelpie, the creature dashes into the water, intending to drown her.

    A kelpie is amphibious, but it must remain within six kilometers of the shoreline of the body of water from which it emerged.

    Agility 3d+1: dodge 4d, fighting 4d, jumping 4d

    Coordination 1d

    Physique 4d+1: running 5d+2, swimming 5d+1, stamina 5d

    Intellect 2d

    Acumen 2d+1: hide: self only 3d Charisma 3d+1: bluff 4d+2, charm 4d, intimidation 5d, mettle 5d+2

    Strength Damage: 4d+1

    Move: 25

    Fate Points: 0; Character Points: 0

    Body Points: 19;; Wound Levels: 3

    Natural Abilities: bite (damage +1d); hooves (damage +2); trample (damage +2d; must charge); disguise self (when out of the water, can appear to be a white stallion; may be disbelieved with a Moderate Charisma or mettle roll); may breathe under water; large size (scale value 3)

    Leprechaun

    Leprechauns stand slightly under a meter tall and wear tunics, tights, and pointed or buckled shoes, all in shades of green. The males have been seen, sporting long brown beards and smoking pipes. The females have yet to be seen. The Leprechaun’s weaknesses are his curiosity and love of gossip. Leprechauns are often captured while they are rummaging through the goods of travelers in the dark of the night.

    They can be held enthralled by a good story. A tall-tale teller can be spared the tricks of a Leprechaun by spinning a good yarn.

    Leprechauns are found primarily in the countryside. They will usually reside near a road or major thoroughfare, but never in crowded areas. They live in small burrows or abandoned houses.

    Agility 4d: acrobatics 5d, climbing 4d+2, dodge 5d+1, fighting 4d+2, jumping 4d+2, melee combat 4d+2, stealth 5d+2

    Coordination 2d: lockpicking 5d, sleight of hand 3d, throwing 2d+1

    Physique 2d+1: running 5d

    Intellect 2d+2: reading/writing 3d, speaking 4d+1

    Acumen 3d+2: hide 4d, search 4d

    Charisma 3d+1: bluff 4d+1, charm 3d+2, persuasion 4d+1

    Magic 3d: alteration 5d+1, apportation 4d+1, divination 4d+2

    Strength Damage: 2d+1

    Move: 6 Fate Points: 0; Character Points: 2; Body Points: 12;; Wound Levels: 2; Advantages: Size: Small (R1), scale value 3

    Disadvantages: Hindrance: Movement (R1), base running Move reduced to 6 and +1 to running difficulties; Quirk (R2), curiosity about what’s in someone else’s bag; Quick (R2), loves a good story

    Special Abilities: None

    Equipment: pipe; tobacco; small pouch of spell components, Leprechauns are tricksters, often purchasing goods with gold they have created using a spell. They go away with tobacco and other treasures, leaving their unwitting victim with “gold” that will disappear in a matter of hours.

    Lizard

    Although normally of a small size, the ubiquitous lizard comes in numerous forms, shapes, sizes and colors — a testament to the species’ ability to survive in its ecological niche. Normally, these creatures have cold blood and must spend much of their time sunning themselves to power their metabolism.

    The lizards’ endless variety has resulted in subspecies with amazing strength, rapid movement, and incredible perception. Some are the products (or victims) of mad wizards or cruel gods, increased to gigantic size and possessing dangerous natural and unnatural powers. For example, crimson sand-kings are large, beautiful beasts covered in spikes and redand-black scales and renowned for their awe-inspiring roar and fierce bite. Rider-lizards are enormous lizards bigger than a merchant’s house.

    Domesticated beasts, certain enclaves on the borders of warm wastelands use them as “ships of the land,” ferrying cargo and passengers across desolate or dangerous expanses.

    When domesticated, giant lizards make impressive, albeit lethargic in cool weather, guards and mounts. Many travelers are awed with an exotic padashah and his dual black-and-crimson sand-king lizards, guarding his throne! Additionally, a properly killed lizard of sufficient size can provide such valuables as gorgeous scaled-hide clothing fit for a princess (Difficult artist roll to make such garments), chewy but wholesome meats (+1D to survival), and components for alchemists (Moderate scholar roll to harvest correctly).

    Crimson Sand-king

    Agility 2d+2: dodge 5d+1, fighting 6d, jumping 4d, stealth 5d+2

    Coordination 2d

    Physique 3d: lifting 4d, running 4d+2

    Intellect 1d

    Acumen 2d: hide: self only 5d+1, survival 6d+1

    Charisma 2d: intimidation 4d, mettle 4d

    Strength Damage: 4d

    Move: 19

    Fate Points: 0; Character Points: 0

    Body Points: 14;; Wound Levels: 3

    Natural Abilities: bite (damage +2d); scaled hide (Armor Value +2); cold-blooded (lethargic in cold; +7 to difficulties of all actions until warmed up); terrifying roar (+2d to intimidate); spiked hide (those grappling take an automatic 2D damage); Human size (scale value 0)

    Note: If killed correctly (+5 to combat difficulty), the horns make excellent spear- and heavy-arrow tips (+1 to weapon’s normal damage)

    Rider-Lizard

    Agility 1d+1: fighting 3d+1, jumping 3d

    Coordination 1d

    Physique 5d: lifting 14d, running 5d+1, stamina 13d

    Intellect 1d

    Acumen 1d: survival 4d

    Charisma 1d: mettle 6d

    Strength Damage: 14d

    Move: 10 Fate Points: 0; Character Points: 0; Body Points: 35;; Wound Levels: 5

    Natural Abilities: coldblooded (lethargic in cold; +7 to difficulties of all actions until warmed up); scaled hide (Armor Value +1d); stomp (damage +1d); extremely steady (+3d to lifting to resist being knocked over or falling down); large size (scale value 14)

    Note: A rider-lizard platform may carry 20 to 30 passengers or up to 2,000 kilograms of cargo.

    Small Sand Lizard

    Agility 3d+1: climbing 3d+2, dodge 7d+1, fighting 4d+1, jumping 7d, stealth 5d+2

    Coordination 2d

    Physique 3d: running 4d+2

    Intellect 1d

    Acumen 2d: hide: self only 5d+1, survival 2d+1, tracking 3d+2

    Charisma 2d: intimidation 2d+2, mettle 3d+1

    Strength Damage: 3d

    Move: 22

    Fate Points: 0; Character Points: 0

    Body Points: 12;; Wound Levels: 2

    Natural Abilities: bite (damage +2); cold-blooded (lethargic in cold; +7 to difficulties of all actions until warmed up); gripping feet (+12 to climbing totals); scaled hide (Armor Value +1); small size (scale value 3)

    Mermaid

    While some suggest the Mermaid legend spawned from lonely sailors who witnessed frolicking manatees, those who have encountered the true maidens of the sea know there is no comparison. Possessing the tail of a fish and the upper torso and head of a woman, Mermaids are (by most accounts) stunningly beautiful, captivating, and mysterious.

    Mermaids live in small groups — called schools — of up to six who gather in loose regions, thus affording each other both personal privacy and group protection. When encountered out of water, however, a Mermaid will typically be without her sisters. They often accompany pods of seals, and sailors view seal activity as a possible harbinger of the undersea maidens. They are omnivorous, but prefer to eat small fish, crustaceans, and seaweed while underwater.

    They typically live in temperate and warm bodies of water, but they can survive in any clime save the most frigidly cold. Although they usually dwell in oceans, they can sometimes live in large lakes or rivers. They must breathe water, but they can stay out of the sea for up to an hour; most love sunning themselves on rocks or frolicking above the waves.

    While Mermaids seemingly share ties to Tritons, sages remain uncertain. The two are never seen together, and Tritons seem far too fond of Human women. Mermaids are graceful, curious, and friendly yet mercurial. They can speak, but usually do not talk at length, preferring to sing. Mermaids have been known to entice sailors to join them undersea as mates. Some such men are heard to live the rest of their lives in bliss, while others have been reportedly drowned by their capricious lovers. Although sailors caution each other about the danger, many refuse to heed the warnings if presented with the choice. The union of a Mermaid and a Human will always produce a Mermaid. If there is a link between Tritons and Mermaids, such unions might only produce Tritons, or they may produce either creature. Mermaids sometimes foretell the future, with premonitions of ships crashing on rocks or other aquatic calamity.

    Scholars debate the Mermaids’ involvement in these “accidents”; do these creatures merely see misfortune, or actively cause it? The extent they can see the future beyond the realm of oceanic disasters is unknown, but some brave — or foolhardy — seafaring adventurers have sought the watery maidens’ wisdom.

    A Mermaid often possess a comb and mirror; this may be more than mere vanity, as those skilled in the art of divination know mirrors can be powerful foci. Rumors tell of at least one Mermaid possessing the ability to transform her tail into legs, letting her walk on land for short periods; few choose to believe this tale.

    Agility 3d: acrobatics 4d, dodge 4d, stealth 3d+2

    Coordination 2d

    Physique 2d: stamina 3d, swimming 4d

    Intellect 2d: navigation 3d, scholar 3d, speaking 3d

    Acumen 3d

    Charisma 3d: charm 5d: singing +1d, persuasion 4d, mettle 4d

    Magic 1d: divination 4d

    Strength Damage: 2d

    Move: 10 (swimming)

    Body Points: 12;; Wound Levels: 2

    Disadvantages: Achilles’ Heel: Environmental Incompatibility (R3), 2d damage per minute after one hour out of water; Hindrance: Atypical Movement (R1), can only “walk” (crawl) or climb 1 meter per round out of water

    Special Abilities: Hypermovement (R3) +6 to base Move with Ability Loss (R1), only in water; Water Breathing (R1), +1d to swimming

    Equipment: Comb (component for divination spells; Negative Spell Total Modifier -3); mirror (component for divination spells; Negative Spell Total Modifier -4).

    Minions of Evil

    For the most part, the typical Minions of Evil — Goblins, Gnolls, Bugbears, Ogres, Orcs, and their cousins — are not terribly clever and they have such a thirst for destruction that they would rather die in the attempt to get that one last blow than flee to wreak destruction on another day. Occasionally, one more intelligent than the rest arises to lead a band to more devastating chaos.

    Goblins and Orcs are both roughly Human in appearance, generally with lean bodies. Goblins have rough (not hairy) green-tinted skin and pointed features (some more than others), while Orcs are pale or dusky (it’s difficult to tell under the dirt) with almost pig-like facial features and often covered in short, tough hair. Gnolls look like a cross between a dog and a Human (they are sometimes mistaken for werewolves), while Bugbears resemble a bear-Human mix. Ogres are large, hairy creatures with flat faces who walk somewhat hunched due to their long arms.

    Goblins, Gnolls, and Orcs are around 1.5 to 1.8 meters tall, while Bugbears and Orges are generally 1.8 to 2.1 meters or more in height. The majority of these monsters have dark brown to black hair, worn in a variety of styles and rarely ever washed. They prefer coarse clothing (in keeping with their coarse personalities), especially untreated hides, and decorations made from the bones of creatures they’ve killed. Their weapons are as likely to be sharp as not — how well-kept their weapons and armament are depends on how strongly their leaders can organize them for war.

    Minions of evil are omnivorous. Nonetheless, they prefer their food to have the taint of corruption on it, whether it be rotting vegetable, spoiled meat, or freshly killed corpses. These monsters reproduce themselves by one of a few methods. One is through magical means by which another humanoid being is tortured into a new, misshapen form. Another is by taking women during their raids. The women generally don’t last through more than one pregnancy, due to the appalling living conditions.

    All changed humanoids and off spring are male, regardless of their original gender. A third method is by burying dead or wounded members in magically enhanced ground.

    Wizards and rulers who acquire the loyalty of these hordes would do well to ensure that always give them an outlet for their fury. Should they go more than a day or two without harming someone or smashing something, they invariably turn on one another, until either they learn of another target or they wipe themselves out.

    Orc

    Agility 3d: climbing 3d+2, fighting 4d, jumping 3d+1, stealth 4d

    Coordination 3d: marksmanship 4d, throwing 4d

    Physique 3d: lifting 3d+1, running 4d

    Intellect 1d

    Acumen 2d: hide 2d+2, survival 3d, tracking 3d

    Charisma 1d: intimidation 2d

    Strength Damage: 3d+1

    Move: 10

    Fate Points: 0; Character Points: 0; Body Points: 12;; Wound Levels: 2; Advantages: None

    Disadvantages: Devotion (R3), killing and looting

    Special Abilities: None

    Ogre

    Agility 3d: climbing 3d+1, fighting 5d

    Coordination 3d: marksmanship 4d, throwing 5d

    Physique 4d: lifting 5d+2, running 4d+2

    Intellect 1d

    Acumen 2d: survival 3d+1, tracking 4d

    Charisma 1d: intimidation 5d

    Strength Damage: 5d+2

    Move: 10

    Fate Points: 0; Character Points: 0; Body Points: 12;; Wound Levels: 2; Advantages: Size: Large (R1), scale value 3

    Disadvantages: Devotion (R3), killing and looting

    Special Abilities: None

    Minotaur

    Surprisingly, those who encounter a Minotaur and live to tell the tale do not cite the creature’s appearance as the most disconcerting thing about it. Although the head of an ox atop a muscular Human body does invoke terror, people usually remember some other aspect as more frightening: the glint of a blood-stained axe; the hot, angry breath flaring through its nostrils; or the large, dark eyes too cunning to be animalistic yet too primal to be Human. Regardless, all agree that a Minotaur is a terrifying creature and a fearsome opponent.

    Antiquarians disagree on how the race of Minotaurs came into being. The most common myth cites an unknown king who, in his hubris, defied the gods; in turn, they exacted their revenge upon both his family and prize oxen. Another theory claims that they have existed as long as Humans and may have even been a precursor to humanity. Regardless, the exact circumstances of the race’s creation cannot be duplicated or imitated without powerful magic. The off spring of the union of two Minotaurs will produce a Minotaur half the time, and a Human or ox the other half. A Human/Minotaur crossing has even odds of producing a Human or Minotaur, and an ox/Minotaur union will equally produce oxen or Minotaurs.

    Minotaurs reach maturity by age nine and live to be around 50 years old. However, many die decades earlier because of their violent nature. Although omnivorous, Minotaur behavior seems somehow tied to diet; those who subsist entirely on humanoid flesh are much meaner and bestial than those who eat a more traditional oxen diet. All Minotaurs have horns, although females usually have smaller ones. Fur gradates from their heads to their mid-torso, below which they resemble nor mal — if exceptionally furry — Humans. However, some have a bull-like fur covering their entire bodies.

    Minotaurs can dwell most places that unaided Humans can inhabit, although their disdain for heavy clothing and most technology keeps them from living in extremely cold or inhospitable environments. They prefer to live