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Science Fantasy Adventures
This game would not have been possible without the help of our Kickstarter.com backers:
Aaro Viertio, Aaron Wong, Adam Bousum, Adam Caron, Adam Daigle, Adam Easterday, Adam McCall, Adam Rajski, Adam Waggenspack, Adrian Klein, Adrian Maddocks, AFK Tavern (Everett, WA), Aldo Ibarra, Aleis Maxim, Aleksander Razumny Nordgarden Rødner, Alex McGuire, Alexander Tigwell, Alexander Wood, Alexander Yao, Alexis Hoarau, Alice Peng & Brandon Powers, Amber Hagaman, Andrew & Anna Mech, Andrew Ange, Andrew Betts, Andrew Girdwood, Andrew Litzelfelner, Andrew Ringwald, Andrew Zimmerman Jones, Andy Wharton, Anthony M Franchini, Antoine Boegli, Antonia Schmalstieg, April Koenig, Arthur Santos, Arvil Wright, Ash Cooper, Ashok Kumaradeva, Austin Dienst, Austin McGowan, Austin Stanley, Barrie D Robison, Beau Bellot, Ben Dobyns, Ben Hammer, Benjamin Bell, Benjamin Van Sickle, Benjamin Wenham, Bernard Gilroy, Bernard Kingsley, Bill Creasey, Bill Taylor, Bjarke Bakker, Blaze Ward, Brad Broge, Brad Gabriel, Brad Willms, Bradford Cone, Brandon Hammond, Brett Easterbrook, Brian Everett, Brian Hershberger, Brian Holder, Brian Pendleton, Brian R. James, Bruno Kristensen, Bryan Barnes, Bryan Creehan, Bryan Donihue, Calvin Jones, Cameron Calka, Cameron Scheuplein, Candice Bailey, Carinn Seabolt, Carlos Martin, Carlos Ovalle, Carol Davis, Cassandra Canada, Catrina Ahlbach, Chad Hughes, Chad Lynch, Chadwick Howard, Charles Cunningham, Charles Dunwoody, Charles E Miller, Chip Moore, Chris Ballard, Chris Dudte, Chris Hayes, Chris Hern, Chris Mobberley, Chris Mortika, Chris Pickett, Chris Self, Chris Smaldone, Chris Spatgen, Chris Wong, Christian Mayland, Christian Nord, Christian Smith, Christian Turkiewicz, Christopher Baldi, Christopher Ellison, Christopher Fischbach, Christopher Lewis, Christopher Nickell, Christopher Slye, Christopher Snyder, Christopher Thompson, Chuck Parker, Colleen Hutchings, Conrad Brekke, Corey Wilcox, Craig Dunn, Craig I Shackleton, Craig Johnston, Crystal Frasier, Curtis Edwards, Dale Friesen, Damon English, Dan Harms, Dana Alexander Gray, Daniel Grota, Daniel Mckenna, Daniel Petersen, Daniel Taylor, Daniel Winterhalter, Danny Hickling, Dara Mac Donnacha, Darren Benford-Brown, Darren Brown, Darren Shimasaki, Darren Vallance, Darrin Drader, David & Stephanie Leasure, David Bennett, David Bradbury, David Campbell, David Christ, David Corcoran Jr., David Fried, David Hughart, David Kyle, David Lai, David Lovely, David Manz, David Moller-Gunderson, David Morfin, David Morrison, David Patterson, David Peever, David Percy, David Ricchiazzi, David Terhune, David Wickham, Dawn Fischer, Dean Raspa, Denis Choulette, Dennis Eng, Derek Adams, Derek Torgerson, Devon Rampe, Diego Winterborg, Dominic Gaboury, Donovan Styre, Douglas Laedtke, Dr. Nova Frogge, Dragon’s Lair Comics & Fantasy (Austin, TX), Drew (Andrew) South, Drew Butler, Duane Jeffers, Duane Moore, Dustin Gulledge, Ed McLean, Ed Possing, Edmond Courtroul, Edward Saxton, Eli Katz, Elie Rosenblum, Eric Brenders, Erik Stiene, Everet Milner, Fabrice Breau, Federico Gaston Grassi, Franklin Hamilton, Franz Georg Roesel, Fred Anderson, Gareth Clifford, Gareth Stonebraker, Gary Ahouse, Geoff Skinner, George Martinez, George Olive, Gerhard Lindeque, Geza Letso, Greg Vaughan, Gregg Bender, H Lynnea Johnson, Harry Culpan, Heath Row, Heath White, Heather Kalafut, Heather Shipway, Henrik Gustafsson, Herman Duyker, Howard Lee, Hugh Belmont, Hugo Solis, Ian R. Beste, Ingo Beyer, Issak Haywood, Jacob Abernathy, Jake Vossepoel, James Dillane, James Massey, James McTeague, James Merrill, James P Walker, James Priebnow, James Taylor, James White, Jamie Sage, Janosch Hildebrand, Jarin Liscinski, Jarrod Farquhar-Nicol, Jason Lund, Jason Nell, Jason Rathbun, Jason Templeton, JD Figura, Jean Fridrici, Jean-Baptiste Vlassoff, Jean-François Mongrain, Jeanne Scharfenberg, Jeff Sweet, Jeff Zitomer, Jeffrey Wong, Jeremiah Perry, Jeremy Kerrigan, Jeremy Kostiew, Jeremy Quinn, Jeremy Schadewald, Jerome Larre, Jerry R Baker, Jesse Hallmark, Jim Perry, Jim Reader, João Flávio G. Falaschi, Joe Streeky, Joff Brown, John Banks, John Bennett, John Frewing, John Halpin, John Kelbaugh, John Morrow, John P. Cooper, John Stapleton, Johnson Hoang, Jon, Jon Newlands, Jon Robertson, Jonathan Davis, Jonathan Deschamps, Jonathan Grant, Jonathan Jordan, Jonathan MacDonald, Jordan Chard, Jörg Bours, Joseph Naberhaus, Josh Blick, Josh Edwards, Josh Rensch, Josh Rosenbaum, Joshua Archer, Joshua Beale, Joshua Einstein, Joshua Fosberry, Joshua Palmer, Joshua Ramsey, Joshua Windeknecht, Jourdan Hamerly, Jussi Myllyluoma, Justin Jones, Justin Valentino, Kairam Ahmed Hamdan, Katelyn Sutton, Katherine Lim, Kathryn Handel, Kathryn Tyler, Katina Mathieson, Keith Honeyman, Kelly Caudle, Kelly Van Campen, Ken Finlayson, Ken Pike, Kerry Bullock, Kevin Grob, Kevin Lawrence, Kevin Mayz, Kevin Rank, Kevin Reynolds, Kevin Rivers, Kevin Tibbs, Kimberly Dowd, Kirby Young, Kirk Stright, Kristian Hartmann, Kristine Roper, Kristopher Cole, Kyle Koivisto, Kyle Pinches, Lance Arnold, Larry Wilhelm, Lars Schear, Lasse Larsen, Lasse Rosenkilde lsen, Lawrence Collins, Lee Stanhope, Lee Sweeney, Leó Páll Hrafnsson, Leonard Logan, Leroy Lee, Lisa Bagwell, Luke Greene, Luke Wiltshire, M. Sean Molley, Marcelo Afonso, Marcus De La Rosa, Maria O’Loughnan, Marian Waldman, Mario J Dongu, Mark Butler, Mark Garringer, Mark Jacobsen, Mark Miller, Mark Moreland, Mark Noblet, Mark Shocklee, Mark Somogyi, Mark Sweetman, Martin Greening, Matt Click, Matt Cook Matt Hufstetler, Matt James, Matt Leitzen, Matt Sears, Matt Widmann, Matthew Bjorkman, Matthew Broome, Matthew Craft, Matthew Davis, Matthew Gushta, Matthew Hartshorne, Matthew Hinton, Matthew Pianosi, Matthew Rivkin, Matthew Trent, Matthew Wasiak, Melissa Litwin, Miaoran Li, Michael Arsers, Michael Bert, Michael Blanchard, Michael Brisbin, Michael Feldhusen, Michael Haverty, Michael Jacob, Michael Marquardt, Michael Parker & Gary Ray, Michael Shumate, Michael Sigler, Michael VanScyoc, Mike Edmonds, Mike Janney, Mike Prasad, Mike Spille, Mike Town, Mike Welham, Mikhaila Harper, Miles Everett, Morgan Goodrich, Morgan Heinemann, Morgan Weeks, Nicholas Buckendorf, Nicholas Miller, Nicholas Wold, Nick Karlovich, Nik Urlaub, Norman Lundt, Oliver von Spreckelsen, Olivier Darles, Owen Winkler, Panagiotis Grigorakakis, Paolo Cecchetto, Patrick Warden, Paul James, Paul Nielsen, Paul Rees, Pearce Shea, Perry M Drake, Peter Evanko, Peter Howse, Peter Hurley, Peter J. Shepherd, Pharlain Ross, Phil Lucas, Phil McGrail, Philip Cahiwat, Philippe Devillé, Phillip Bailey, Preston Thomas, Radu Craioveanu, Randall Dederick, Raphael Bressel, Raphael Reitzig, Raúl Sánchez Ruiz, Raymond Mitchell, Rebecca Brown, Reese Mitchell, Reto Kiefer, Reuben Beattie, Richard Herwig, Richard Morton, Richard Percy, Richard Thomas, Rick Theiner, Rob Gaffney, Rob McCreary, Rob Verboom, Robby Anderson, Robert Andrade, Robert Davis, Robert M Armstrong, Robert N. Emerson, Robert Petrigliano, Robert Schwalb, Robert Trimarco, Robert Whitney, Robin Uney, Robyn Nixon, Roger Kernsmith, Rollin Bishop, Rom Elwell, Ron Myers, Ross A Armstrong, Roy Towse, Roy Zemlicka, Russ Taylor, Ryan Bolduan, Ryan Brown, Ryan Davies, Ryan Jones, Ryan Moore, Ryan Reese, Ryan Vent, Ryan Wellman, Sam Wong, Sara Teter, Sarah Caron, Scott Boss, Scott Houde, Scott Quigley, Sean Brennan, Sean Carroll, Sean Connor, Sean Riedinger, Sean Taylor, Sergi Abello Roca, Seth Kennedy Deaton, Shaun Ventura, Shawn Penrod, Shervyn Von Hoerl, Simon Ward, Skip Clarke, Stacy Piper, Stephan Szabo, Stephen Anderesmullen, Stephen Chester, Stephen Darnell, Stephen Jakiel, Stephen Zelonis, Steve Arensberg, Steve Maxson, Steven Schopmeyer, Stratton Liberty, Suzanne Benner, Tara Waterman, Ted Martin, Terence Bowlby, Teri Hebert, Theo Brinkman, Thomas LeBlanc, Thurston Hillman, Tiago Mendonça Marinho, Tim Aldridge, Tim L Nightengale, Tim LaBorn, Tim Muenstermann, Tim Rudolph, Timothy Cupp, Todd David, Todd Morgan, Tom Hoefle, Trampas Johnson, Travis Bryant, Trent Revis, Trentin C Bergeron, Trenton Thomas, Tristan Robert, Troy Stevens, W. Vernon, Wajanai Snidvongs, Warren Sistrom, Wendy Napier, Whit Ables, William Lewis, William Miller, William W. Refsland, Yvette Beaudoin Smith, Z. Daniel Esgate, Zach Phillips, Zachary T. Irwin
Executive Producer: Joshua J. Frost Producers: Aldo Ibarra, Alexander Wood, Alexander Yao, Andrew & Anna Mech, Austin McGowan, Beau Bellot, Benjamin Wenham, Bill Taylor, Bryan Barnes, Charles Cunningham, Craig Dunn, Curtis Edwards, David Christ, Ed Possing, Everet Milner, Federico Gaston Grassi, Hugh Belmont, Jake Vossepoel, James P Walker, Jeremy Quinn, John Bennett, Josh Blick, Joshua Archer, Justin Jones, Kerry Bullock, Marcus De La Rosa, Mark Garringer, Mark Noblet, Mark Sweetman, Michael Shumate, Paul Rees, Peter Evanko, Richard Thomas, Rob Gaffney, Rollin Bishop, Sam Wong, Sean Taylor, Suzanne Benner, Timothy Cupp, Troy Stevens, William Lewis Associate Producers: Adam Bousum and Dennis Eng Designed by: Joshua J. Frost Additional Design: Blake Davis Developed by: Blake Davis Additional Development: Adam Bousum, Aldo Ibarra, Alexander Wood, Alexander Yao, Andrew & Anna Mech, Austin McGowan, Beau Bellot, Benjamin Wenham, Bill Taylor, Bryan Barnes, Charles Cunningham, Craig Dunn, Curtis Edwards, Darren Vallance, David Christ, Dennis Eng, Ed Possing, Everet Milner, Federico Gaston Grassi, Hugh Belmont, Jake Vossepoel, James P Walker, Jeremy Quinn, John Bennett, Josh Blick, Joshua Archer, Justin Jones, Kerry Bullock, Marcus De La Rosa, Mark Garringer, Mark Noblet, Mark Sweetman, Matt Hufstetler, Michael Parker & Gary Ray, Michael Shumate, Morgan Heinemann, Paul Rees, Peter Evanko, Richard Thomas, Rob Gaffney, Rollin Bishop, Sam Wong, Sean Taylor, Suzanne Benner, Timothy Cupp, Todd David, Troy Stevens, William Lewis Edited by: William Reid Schmadeka Art Direction: Joshua J. Frost Cover Artist: Hugo Solis
Lilia Frost. and Nita Conlan This game is dedicated to Lance Olsen. Raymond Federman. Quantum Roleplaying GameTM. without the prior permission in writing of the Copyright Owner.com www. Brandon Hodge. Adam Daigle.infiniteXstudio.com/infiniteXstudio twitter.com/infiniteXstudio No automatons were harmed in the making of this product. Frost and Kyle Hepworth Interior Layout: Colleen Hutchings Cartography: Hugo Solis Special Thanks: Elizabeth Frost. Quantum RPG . and the Quantum Roleplaying Game logo are trademarks of Infinite X Studio in the United States and/or other countries. LLC All Rights Reserved. Find us online: www. 3 . thank you! —Joshua J. Frost Copyright © 2011–2012 Infinite X StudioTM. Justin Hutchings. stored in a retrieval system. No part of this work may be reproduced. Thank you. or transmitted in any form or by an means. John Richards.Interior Artists: Hugo Solis and Drew Pocza Front & Back Cover Design: Colleen Hutchings Logo Design: Joshua J. thank you. the Infinite X Studio logo.com/forums facebook. Robert Schwalb. and Karen Joy Fowler for being the three most influential writing instructors I’ve had so far.infiniteXstudio. nor be otherwise circulated in any form other than TM that in which it is published.
........................ 8 9 9 9 9 9 10 10 10 10 10 11 12 THE BASICS What is a Roleplaying Game? Infinite Roleplaying System What You Need to Play Where to Go From Here Heroes Guide Dice Steps Glossary of Terms GAME RULES INtrODUCtION EXAMPLE OF PLAY CHAPter 2: BUiLdiNg YOUr HerO.................................. 14 Physical Attributes Mental Attributes Starting Attributes RENOWN Rank Gaining Renown Table 2–1: Beast and Foe Renown Spending Renown Table 2–2: Spending Renown RACES Table 2–3: Average Height and Weight Table 2–4: Average Lifespan PArADIgMS Open Style Trees Expertise AttrIbUtES 15 15 16 16 16 16 16 17 17 17 17 18 18 27 42 44 Armor Descriptions Table 3–1: Armor Armor Traits Table 3–2: Armor Traits Armor Upgrades WEAPONS Weapon Descriptions Table 3–3: Armor Upgrades Weapon Traits Weapon Upgrades Weapon Upgrade Descriptions Table 3–4: Weapons EQUIPMENt Equipment Descriptions Table 3–5: Weapon Traits Table 3–6: Weapon Upgrades Table 3–7: Equipment SELLINg EQUIPMENt BASIC TErMS ArMOr 56 56 56 56 58 60 61 62 62 62 63 65 65 65 66 68 68 69 70 71 CHAPter 4: CHALLeNges & COMBAt.. 54 CArrYINg CAPACItY CONCEALINg WEAPONS CUrrENCY BUYINg EQUIPMENt 55 55 55 56 4 ... They Do Not Bind Us The Law of Transparent Complexity The Law of Success The Law of Failure Untrained Expertise & Dice Tests CHALLENgES Unopposed Tests Opposed Tests COMbAt Combat Fundamentals Combat Test Damage Types Conditions Aces Movement and Range 77 77 77 77 77 77 77 77 78 78 79 84 87 87 89 90 CHAPter 3: EQUiPMeNt..... 76 THE ESSENtIAL LAWS OF QUANtUM Rules Incline Us.............TABLE OF CONTENTS CHAPter 1: GettiNg StArted.......
..... Void Zombaton Foe Style Trees 114 115 116 117 118 119 120 121 122 123 124 125 Dice Test TABLe..VISIbILItY Table 4–1: Vision Penalties 91 91 CHAPter 5: OMNiMANcy.......................... Human Monster Short-Faced Bear Spirit................127 CHAPter 6: BOOK Of BeAsts.....126 CHArActer SHeet. 110 BEASt TYPES FOE TYPES Beast Combat Tactics Beast Style Trees COMbAt TACtICS & StYLE TrEES 111 111 112 112 112 5 .......................................... Azi City Guard....... Prime Spirit............................................................. 92 THE BASICS What is Prime? How Common is Omnimancy? Equations Cognition and Prime Using Dice Tests to Create Omnimancy Effects THE OrIgINS OF OMNIMANCY Power Sources The Four Forms of Omnimancy Additional Mysteries EQUAtIONS Learning New Equations Creating New Equations Registering Equations Enchantment Equations Creating Custom Esomancy Equations Table 5–1: Esomancy Defender Ranges Table 5–2: Damage Rating or Mend Rating Value Table 5–3: Damage/Mend Types for Esomancy Equations Table 5–4: Esomancy Elements Creating Custom Exomancy Equations Table 5–5: Exomancy Defender Ranges Table 5–6: Damage Rating Value Table 5–7: Damage Types for Exomancy Equations Table 5–8: Exomancy Elements 93 93 93 94 94 94 95 95 96 96 98 98 98 98 99 106 106 106 107 107 108 108 108 109 109 BEAStS & FOES Style Tree Abbreviations Automaton Panther Bandit......... Suria Spirit...............
Clarke." —Arthur C.WELCOME TO QUANTUM! "Any sufficiently advanced technology is indistinguishable from magic. Profiles of The Future (1962) .
surprise. joy. fun-to-play.What began only as a rough idea three years ago suddenly became a very real idea on December 30. When we hit the $13. 2012 7 . post. and sheer terror washed over me on the morning of December 31. suddenly the Quantum Roleplaying Game wasn’t just a vanity project—it was a fully-fledged idea being produced by a fully-funded company (Infinite X Studio.000— just enough to cover printing. but not something that would’ve necessarily started a business. something I could be proud of. LLC).com. play and then post. To say I was blown away by the response diminishes exactly how I felt about it. 2011 when I realized the task before me. and easy to learn science fantasy roleplaying experience. The original goal would’ve allowed me to release a vanity project. paying my contractors.000 goal in less than three days and ended 57 days later just under $43. and set about taking two years worth of notes and writing and assembling them into a developed. and shipping the books out to backers. post at infiniteXstudio. and now it’s time to play. 2011 when 580 individual backers (including several retail stores) successfully funded the Quantum Roleplaying Game project on Kickstarter. you have the Quantum Roleplaying Game beta in your hands (so to speak). My original goal was to raise $13. and my days as an unemployed game designer were over. I hope you enjoy playing it as much as I’ve enjoyed designing and developing it and I look forward to everything you have to say about it. So here we are. A blend of awe.000. You’ve downloaded the PDF.com/forums and give me and the development team as much feedback as you possibly can. play. formed a company (which is no small task). WA August 3. Frost – Issaquah. Thank you! Joshua J. I could take no chances that this project wasn’t as perfect as I could possibly make it and so a planned release date of April 2012 blew right on by as I got my team assigned to their tasks.
CHAPTER 1: GETTING STARTED “.” — Charles For t . Wild Talents “ That place is … the place where our understanding of the Universe stops . Wonders of the Universe . a perfor mance that may some day be considered understandable. it is what I mean by magic . in these pr imitive times . . . . but that .” — Professor Br ian Cox . .
k. but also driven by you. and how to create them. talking in and out of character. a Guide. the Quantum Roleplaying Game is still a game. you need one set of two 10-sided polyhedral dice (also called d10s) that you can find at any local hobby shop. rolling dice. miniatures. and an example of play. a glossary of common terms. at a local game convention or game store. Roleplaying is much easier than it sounds—you’ve likely been a roleplayer in one fashion or another since you were a child. they prefer to track their information either in a fillable form PDF version of the Hero record sheet or with database or word processing software. design challenges or combat scenes. 9 . The central design objective of the Infinite Roleplaying System is a concept known as “emergent complexity”—an idea utilized in chess whereby the rules of the game are know to all and the complexity arises from choices made with the rules rather than from the rules themselves. the Infinite Roleplaying System should appeal both to Guides and players who prefer to play roleplaying games completely in their imaginations. Then browse Chapter 6: Book of Beasts to not only learn about beasts. you’ll have a better idea how to fit your Hero concept into it. or even at a local library. usually. While players get to create and play one Hero. are played in someone’s home. an RPG) is defined as a game in which players use their imaginations to take on the characteristics of Heroes who participate in a story that plays out in much the same way as a novel or a movie. and a creative imagination. a copy of the Quantum Roleplaying Game book. yet! Skip to Chapter 4: Challenges & Combat and read it a few times to get a solid grasp of the rules themselves. since she gets to create and play everyone else. This is codified in Chapter 4 as “The Law of Transparent Complexity. though. but the best games make room for collaboration and adaptation. As a Guide. the book. Roleplaying game sessions last between three-to-six hours. you need the dice. Guides should look to Chapter [final book] for suggestions and tips for building your first story as well as a section on using simple bonuses and penalties to mimic real life situations in a fun and abstract manner. Infinite Roleplaying System The Infinite Roleplaying System is the game engine behind the Quantum Roleplaying Game. eraser. Rather than use a pen. adjudicate conflicts (both verbal and physical). pretending with toys or friends.” What You Need to Play The Basics The Quantum Roleplaying Game is a game of stories—stories managed and driven by the Guide. pledge her loyalty to a marching army. Games have rules. As a player. and Guides and players who prefer the visual and tactical nature of utilizing miniatures on a game mat to adjudicate combat scenarios. or create new antagonists. Though your Hero has infinite choices. Where to Go From Here What is a Roleplaying Game? A roleplaying game (a. pencils. in a roleplaying game you contain that character acting to a single room—well. These days. but let the descriptions of each beast or foe inspire you while you outline future stories. and then any accessories you might like for your game session such as a game mat. your Heroes become the protagonists of the story and it’s up to the Guide to populate the world with conflicts and antagonists for your Heroes to overcome. a science-fantasy roleplaying game blending the genres of science fiction and fantasy into a world where nearly anything is possible.Welcome to the Quantum Roleplaying Game. find herself mixed up in political intrigues. In this manner. a pencil. and so on. Once you know how the game plays. and writing down changes to their Hero record sheets. and then look to your Guide for the next step in your grand adventure. and tell an engaging story. follow the directions for Hero creation. a photocopy or printout of the Hero record sheet on page 127. and so on. The Guide may determine the overall story. Instead of running around pretending your fingers are six shooters. Designed for use in any roleplaying game genre. Once you’ve read those. and involve the players and Guide sitting around a table. foes. Don’t make any decisions. The next section of this chapter covers an introduction to the game rules. The Hero you create for the world of Quantum can make infinite choices: she can explore lost places. Most have a particular person who runs or facilitates each game session—in the case of the Quantum Roleplaying Game. a set of instructions that help the Guide—the person who runs the game—to inhabit the world with unique people. you should browse Chapter 2: Building Your Hero for an idea of the type of race and Paradigm combination you might like for your Hero. a good eraser.a. and physical Hero record sheet. dry-erase markers. You. and the Guide should be working together (along with the other players and their Heroes) to build an engaging story together. browse Chapter 3: Equipment to get your Hero ready for the world. many people like to use laptops at their game sessions. anyway. erasers. the Guide arguably has the best job of all. the player. your Hero. Head back to Chapter 2.
” and the champions of many causes. or brought down by malicious violence are quickly condemned and it usually falls to other Heroes to track them down and capture or destroy them. capture and defeat pirates. not to constrain it. a Hero’s renown grows and she becomes more and more popular. the second die for the units. The typical Hero wanders the world of Quantum in search of work. Not every rule works for every group of players or every Guide.” On page 126 is the Dice Test Table and in that table you’ll find columns for Step. She organizes the session. roll your d100. When many Heroes band together. Unlike many games. Nearly every dice roll in the game uses two d10s to determine a number between one and 100. and 00. “Your Hero takes a five-step penalty to his Unarmed Expertise” or “Your Hero gains a five-step bonus with his Academics Expertise. This work can be as simple as finding a missing family member for a wealthy lord or as complicated as solving a decades old murder in the midst of a civil war. They Do Not Bind Us. Lastly. If you happen to have two d10s that have the same numbers and are the same color. 3. describes the places your Heroes travel. 8. 9. then you’ve rolled that single unit (“3”).” This means you take the total step (as determined above) and either add or subtract the appropriate steps to get your new total step for the dice roll. 90. you’ll need to roll them one at a time—the first die for the tens. a Quantum Roleplaying Game campaign would unravel to a story accomplished by committee—it would lack focus and follow only the whim of each Hero’s goals and ideals. If you roll both dice together and get the results “40” and “2.” that’s considered 100. 30. arranges the location. turned by greed. you add the value of each together and determine the step. A step is the total value for a given dice test. In those instances. 2. Even though players are encouraged to set goals for their Nearly every statistic in the Quantum Roleplaying Game is a “step. Miss.GaMe RULes IntrOdUctiOn Like all games. Heroes explore ancient places searching for lost Spark. Though Chapter 4 goes into much greater detail on the subject. if your Hero attempts a dice test using his Influence Attribute and his Intimidate Expertise. the “good guys. Dice Heroes Heroes are the core characters of the Quantum Roleplaying Game universe. 60. Though d100s exist. 6. and Ace Penalty. personal glory. No matter their reasons though. they’re not statistically accurate (the frequency distribution is very uneven). the Quantum Roleplaying Game encourages both players and Guides to understand that the rules are here to influence a game session. Those corrupted by the Void. Steps Guide The Guide is the most important person at any session of the Quantum Roleplaying Game. Over time. they form what’s become known as a “Fellowship. If you roll “00” and any single unit (let’s say “3”). however. if you roll “00” and “0. however—many do what they do for personal gain. the rules should be changed to match your playing style instead of you changing your playing style to match the rules. is determined by adding together the value of an Expertise with the value of that Expertise’s associated Attribute. 50. sometimes achieving the status of celebrity. 4. and oppose extreme villainy in all forms. like all dice tests. often provides snacks and refreshments. The Guide tells the story—she gives the play-by-play in combat. and sets the stage for everything. can be difficult to roll. they both only represent units). and 0 and the other die represents tens: 10. If you’re rolling two d10s that both show the same numbers (for example. 20. Ten-sided dice can often be bought in pairs (called “percentile d100s”) in which one die represents units 1. Bonuses and penalties in the Quantum Roleplaying Game nearly always benefit or penalize steps—you’ll often read lines like. Without the Guide. They’re the protagonists. 10 . You would look to the Step 8 line on the Dice Test Table. In the above example. then his total step for that dice test is eight. also called a d10. the Quantum Roleplaying Game is a game of rules. 40. The Quantum Roleplaying Game’s Dice Test Table also includes a method for determining how skilled a Hero is with a particular dice test. 5. and determine the Result Type. you need to announce which die is “high” (in the instance of two d10s of differing colors) and which die represents the tens. then the general public is sure they are Heroes. If your Hero’s Influence is three and his Intimidate is five. someone recognized far and wide as a Hero of the People. 70. Not all Heroes are virtuous. and are more a novelty than a game aid. This is called Mastery and. and so on. spends her free time outlining the complete campaign and writing the next game session. 80. or the thrill of adventure. and runs the minute-by-minute action as her players navigation their Heroes through her story. This is further explained in Chapter 4 as one of the essential rules of the Quantum Roleplaying Game: The Rules Incline Us. 7. Hit. Mastery. (those last three called the Result Type). Ace. Heroes. the Hero with eight steps in his Influence + Intimidate dice test would be considered an Apprentice at Intimidation. It is possible to lose your status as a Hero and many have since the Time Before.” a loose-affiliation of likeminded individuals who combine their skills and strength to take on ever more prodigious jobs for greater reward. The Quantum Roleplaying Game uses one kind of dice: the polyhedral 10-sided die.” then you’ve rolled the number 42. put down slaving operations. so long as the general public thinks that what they’re doing is for the benefit of everyone. it’s up to the Guide to balance the desires of each player with the story she wants to tell. investigate crimes beyond the scope of the local militia or constabulary. he would be a Journeyman. If he has 11 steps for that dice test.
crossbow. Glossary of Terms Exomancy: A type of Omnimancy that focuses on destruction and entropy. incapacitate. endurance. Akyrema City: The core city and largest city on Quantum. Melee: Can refer either to a wielded weapon with no range statistic (e. Each scale has six steps of damage dots and as a Hero or GCC moves down the steps by gaining additional dots of damage. Influence: An Attribute that abstractly measures all things related to charm. Prime Bond: An abstract connection between an Esomancer and an ally that gives the Esomancer the ability to cause her ally to Regain wound damage dots. Focus/Foci: Every trained Expertise has a focus. beast. Meter: All measurements of distance or length in the Quantum Roleplaying Game are calculated in meters (1m. and so on). Condition: Afflictions that hamper combatants in a variety of ways. or foe that does not have the ability to use Omnimancy and instead uses physically wielded weapons (e..45 kilograms or 0. beast.” Pound: All measurements of weight in the Quantum Roleplaying Game are calculated in pounds (1 lb. nimbleness. Damage Scale: There are three damage scales: Wound. Agility: An Attribute that abstractly measures all things related to dexterity. or to a type of Paradigm. Melee Range: Any combatant wielding a melee weapon that can reach an opponent is said to be within melee range. Enchantment: Well known Omnimancy Equations that boost or inhibit the abilities of allies and foes alike.) One pound is 0. Fatigue. and so on. she applies increasing penalties to her defenses and other abilities. Omnimancy Armor Rating (OmR): Reduces damage from Omnimancy sources. 100 lbs. Suria. Defender: The defender is always the target of an action or ability. Combat Test: A dice test utilized during a scene in which two or more combatants are actively trying to harm. Dice Test: Anytime dice are rolled to determine the outcome of an attack or ability. incapacitate. Carrying Capacity: The weight in pounds anyone can carry before it inhibits their abilities. Suria. Guide Controlled Character (GCC): Any Hero. Quantum: The world setting for the Quantum Roleplaying Game. an inside-out world approximately the size of Mars. physical health. Prime: Prime is the core power source on Quantum. the liquid machine at the heart of Quantum’s artificial sun. 10 lbs. and speed. Some Heroes or GCCs may possess multiple foci in a single trained Expertise. in an abstract fashion. Effect: The result of an Omnimancy Equation. or foe that can use Omnimancy. Esomancy: A type of Omnimancy that focuses on healing and natural damage types. or vision of the world shapes her abilities into skill sets easily recognizable to the layman.07 stone. Aptitude: The increasingly powerful abilities of each Style Tree. or kill each other. Expertise: The fields of skill or knowledge in which Heroes or GCCs are either trained or untrained. Power Source: There are three known power sources on Quantum: Prime. and physical conditioning. foe. a sword). spear. strength of character. 100m. and Void. Perform: Abilities in the Quantum Roleplaying game are performed—such as “performing an Opposed Test” or “performing a Combat Test. Power: An Attribute that abstractly measures all things related to strength. background.. presence. and basic intelligence. and appeal. or to a type of Paradigm. Damage Type: Damage types are linked to the kind of damage dealt—blade damage for bladed weapons. Cognition: An Attribute that abstractly measures all things related to reasoning capacity. Adjacent: A combatant standing immediately next to another combatant is said to be adjacent. or manipulate an opponent. the most basic physical and mental abilities of each Hero or GCC. Armor Rating (AR): AR reduces damage from nonOmnimancy sources.28 feet. beast. Equation: The method by which Omnimancers study and record their abilities. or other type of antagonist not played by or directly controlled by a player. Attacker: A combatant that initiates an action designed to harm. Paradigm: A highly specialized Hero whose training. Omnimancy: Can refer either to the ability possessed by Omnimancers that allows them to touch one of Quantum’s power sources to produce effects. 11 . d100 : Rolling two d10s together to determine a result between one and 100.. Mend Rating (MR): The amount of wound damage dots that an Esomancer can cause an ally to Regain. A meter is equal to 3. an area where the trained Hero or GCC possesses additional skill or knowledge. flame damage from sources of extreme heat. Dice: A set of two polyhedral 10-sided dice. 10m. Forging a Fellowship: When an Esomancer uses her Prime Bond ability on all of her traveling companions giving her the ability to utilize Omnimancy effects to heal their wounds.g. insight. Damage Rating (DR): This is the amount of potential damage dots that can be dealt by a weapon or ability. a knife. and Prime.. Damage Dots: The method by which physical or mental wounds are tracked.Ace: Exceptional dice tests that apply penalties to the defender.g. comprehension. Attribute: Attributes represent. Opposed Test: Replicates the difficulties faced when a Hero or GCC must overcome a foe with her wits rather than her combat ability. Defense: The four defenses represent the ability to guard against specific actions or damage types. or spark rifle).. and so on. Quantum is a Dyson shell. and the home of the Progenancy.
Emily. azi. Omnimancy effects. She says. Jessica: I rolled 88—a hit! Ryan: I rolled 53—a hit! Emily: I rolled 10—a miss! Guide (rolls d100 twice again): Ben. “Make way. EXaMpLe Of PLay Below is a small example of a scene with a Guide and her four players: Ryan. Spirits: The Progenancy calls spirits “rogue code. There are four types of Style Trees: Open Style Trees. Ben. but keep it under the table. Ryan: Did I hear the mutant human say that? Guide: No. beasts. a Spark rifle) or an Omnimancy Equation with a range statistic.” Jessica: I draw my Spark pistol. Time Before: Everything before the events of 1. it’s not a man: it’s a human woman. axes ready. or Miss. so I test on Step 5— I rolled 56.Progenancy: A mostly human-controlled institution that claims jurisdiction over all Spark on Quantum. beast. Jessica. the smell of alcohol and the sound of laughter filling your senses. Regain: All damage scales in the Quantum Roleplaying Game naturally Regain (or “heal”) at a rate of one dot per turn and the dots are always Regained at the start of a Hero or GCC’s turn—Regain can be modified by Aptitudes. beasts. Ben: Got it. and mutant. you see that man and from the nearby shadows steps another man with an axe.” a glitch in the Prime source. Emily: I reach back and tug on Ryan’s sleeve. Ryan: I’ll stand and watch the crowd. you see the man at the bar stand up and draw an axe. your contact pulls back the hood of his cloak—only. Ben: I keep an eye on him and an eye on the front door. but I need you all to perform Perception Defense tests. shouting. it’s much too loud and you have your back turned. a hit. Touching Prime/Suria/Void: This is not a physical or psychic touch—it’s more like a sixth sense or hidden instinct. Ben: My Perception Defense is five. Race: The four core races of Quantum—automaton. Result Type: The three possible results of a dice test: Ace. or foes the root scale is the Fatigue Damage Scale. Renown: A measure of both a Hero’s popularity and prestige as well as the currency used to purchase new abilities. human. Guide: Just as you do that. Style Trees can be unique to a single Paradigm. Ranged: Refers to a type of combat involving either a wielded physical weapon with a range statistic (e. The Progenancy is based out of Akyrema City. “Obviously I’m not your contact—he was a trap. a miss! I would’ve hit without the penalty. or foes the root scale is the Prime Damage Scale. Twelve Nations : The common term for the collected nations of Quantum. What do you do? Ryan (Progenitor): I look around the pub—do I see our contact? Guide: Yes—as described by your employer. Jessica. and Ben—what are you up to? Jessica: I approach our contact and say the passphrase: “Suria shines in the morning. Guide: Ryan. Suria: Suria is both the name people call the artificial star at the heart of Quantum and the power source it radiates. Jessica: I sit down. you see the man at the bar but not the man in the shadows and 12 . lads!” Emily (Archer): I follow Jessica. a hood pulled down over most of his face. Paradigm Style Trees. Hit. and so on.” Guide: The figure gestures for you to sit—there are two other seats. Beast Style Trees. Jessica.g. Guide: You enter a crowded pub in Akyrema City. I test at Step 3—I rolled 48. Step: A step is the total value for a given dice test—see the Dice Test Table on page 126. Spirits are elementally abstract and made almost entirely of their element. and Foe Style Trees. For melee Heroes. perform a Perception Defense test. though many are available to all. It’s also called the Total Step Value. Emily. my back to the table. Ryan. or foe. you see him in the far corner of the room. Guide [rolls d100 twice]: You see a man at the bar—he seems particularly interested in you and your friends. and Emily. Style Tree : Style Trees are sets of Aptitudes that offer Heroes or GCCs further customization or focus. beast. Guide: I’ll have to give you a two-step penalty to your Perception Defense since you’re splitting your attention between the door and the bar. race. Ben: With my penalty.000 years ago are called the Time Before and details of the Time Before are nebulous. Guide: Jessica. Root Scale: Every Hero. Void: A dark and unknowable power source that exists beyond Quantum. Reserved: Dots on one of the damage scales that cannot be Regained through any manner other than ending the effect that caused them.. there’s a loud crash from the front door! Ben: What did I see? Guide: The door is kicked open and two male mutants stand there. The Progenancy is nicknamed the “Thirteenth Nation” since its power over the Twelve Nations is absolute. Registry: An Omnimancer’s database of Equations stored inside and accessed wirelessly from the enormous liquid computer called Prime. or foe has a root scale—the damage scale they use other than the Wound Damage Scale. Jessica (Valkyrie): I start pushing through the crowd. and Ben. Emily: Me too! Guide: As soon as you sit down. All four of you and the mutant woman at your table hear the door crash open—you can see the two mutants. Unopposed Test: Dices tests that overcome problems or obstacles rather than win an argument with a rival or vanquish a foe. Spark : Technolog y from the Time Before is known collectively as Spark. Ben (Reaver): I stay near the door. For Omnimancy Heroes. you make your way to the table with very little trouble.
Next is the guy at the bar—he raises his axe and screams. Jessica [rolls d100]: I rolled 100! An Ace! Guide: [rolls for the defender]: Your Ace beats his Hit on his Dodge Defense test. Combat continues until one side wins or one side flees.Emily you’re oblivious to any foes other than the two mutants at the door. Guide: Your Spark pistol roars! Perform a Combat Test. Each player directs his or her Hero during the scene and the Guide directs the flow of combat and controls the mutant woman (she’s an ally) as well as the four mutant males with axes (they are assassins sent to stop the Heroes). Agility + Spark Pistols. Jessica! Jessica: I stand with a Free Action and point my Spark pistol at the man in the shadows and fire as an Attack Combat Tactic. And so on. “Leave the pub now or die!” and moves three meters toward the table. Ben. Guide: His AR is five—he takes four dots of wound damage. Initiative time! [The Guide determines the order of action by Initiative] Guide: Ben. you go first! Ben: I draw my axe and move to block the door! Guide: Remember to write down your Combat Stance. 13 . so you win! What’s the Spark pistol’s DR? Jessica: Nine.
Heroes are what make the Quantum world go ‘round—they’re adventurers. it’s time to build your Hero. mercenaries. . make an enormous impact on the world around them. A Hero stands above the masses—they’re larger than life. freethinkers. or thrill-junkies. and tend to change the course of history for good or for bad.CHAPTER 2: BUILDING YOUR HERO Now that you possess some basic information about the Quantum Roleplaying Game and the Quantum world. traveling scholars. hired hands.
Physical Attributes The physical Attributes Power and Agility represent your Hero’s physical abilities—both his strength and his nimbleness. Power is an important Attribute for Paradigms that rely on brute physical power: Corsair. and so on. or practical skill with all things that involve the Power Attribute. With your imagination. Fist & Fan Weapons. skill. or the scruffy rogue? Does she hope to change the world as a Hero of Quantum. beast. (Example: the Automaton has a Racial Style Tree called Revamped Design. The same applies to all of the Attributes—physical or mental. or does she hope to fill her pockets with cash? Is she a Hero for noble reasons. Immortal. imagine your Hero in a movie—is she the witty jokester. Myrmidon. or foe in the Quantum Roleplaying Game has four Attribute scores. Good luck on your many adventures! AttributeS Every Hero. and Unarmed. Swimming. endurance. and. Power abstractly represents that Hero’s experience. Climbing. Running. Be ever mindful of this abstraction as you build your Hero. These four scores represent. If you choose Revamped Design. Each race has one Beneficial Trait (and Mutants have two Detrimental Traits)—apply those traits as necessary.) Step 6—Apply Bonuses/Penalties: Apply any bonuses or penalties received as the result of your race/Paradigm combination and your Racial/Paradigm Style Tree choices. Step 2—Attributes: Determine the starting step for each Attribute by selecting one of the four Attribute spreads (page 16). The process of building your Hero has a few basic steps. say—move to the next step. Lastly. So before you think about the numbers. look at a Hero with 10 steps in his Power Attribute and another Hero with 15 steps in his Power Attribute and automatically assume the Hero with the higher step value is stronger. Step 3—Expertise: Your Hero starts with nine trained Expertise as determined by your Paradigm choice (see each Paradigm entry). Step 1—Race and Paradigm: First you must think about the Hero as a character. for ill reasons.Heroes are. for example. Power Power is an abstract representation of your Hero’s knowledge. Crusader. making her much more than a construct or thing. of course. Calculate the total step for each Attribute + Expertise. Valkyrie. If it helps. and Warrior. knowledge.) to leave behind the appropriate number of blank dots. so you’re not limited in your combinations. you give your Hero life—you give her a place in the world. (Example: the Archer has a Paradigm Style Tree called Spark Archer. incredible endurance.) Step 5—Paradigm Style Tree: Select one Style Tree from your chosen Paradigm and receive the first Aptitude from that tree. azi. calculate the starting dots in each of your Hero’s Damage Scales and completely fill in any extra dots at each step (Injured. Step 8—Final Calculations: After making all of the decisions above. Any race can play any Paradigm. it’s time to finish filling in all the details on your Hero’s record sheet. Attributes in Quantum are not direct comparison scores—you can’t. then your Archer Hero begins play with the Spark Archer I Aptitude. Power is also the base Attribute for the following Expertise: Bladed Weapons. Slayer. the awkward genius. (Example: the Archer gains a five-step bonus on any Combat Tests with a bow as part of his Core Ability. but then you must think about how your Hero’s character fits in with the possible races and Paradigms that are available for you to choose. the most basic physical and mental abilities of each character. or both. Your Archer would then add five bonus steps to the total step of his Bows Expertise. you should have a fully functioning Hero ready to explore the world of Quantum. in an abstract fashion. polearms. Rather than representing actual comparative strength. physical health. for the adrenaline rush. be sure to apply that effect. Blunt Weapons. and experience with all things related to strength. Reaver. the number of damage dots on the Wound Damage Scale your Hero can take before dying. more than just a few pages of statistics and numbers on a sheet of paper. for revenge. so be sure to read the Expertise entry for your chosen Paradigm carefully. See Chapter 3 for additional information regarding equipment purchases. There are four races— automaton. Each Paradigm typically has one Core Ability—if your chosen Paradigm’s Core Ability has a statistical effect on your Hero. and physical conditioning. then your automaton Hero begins play with the Revamped Design I Aptitude. and mutant—and 17 Paradigms. Each Expertise is described in detail at the end of this Chapter. Step 4—Racial Style Tree: Select one Style Tree from your chosen race and receive the first Aptitude from that tree. Once all of these steps are complete. Some Paradigms have special rules regarding their own trained Expertise. finally. Power determines your Hero’s carrying capacity. think about the Hero as a character. or for something else? Answering questions like these give you an opportunity to “flesh” out your Hero.) Step 7—Purchase Gear: Each Hero begins play with 300 smiths (the monetary unit of Quantum) to spend on armor and weapons and a further 100 smiths to spend on equipment. Wounded. determine your Hero’s starting Defense steps. Each trained Expertise automatically begins play with one step—you then receive one bonus step to either increase a single trained Expertise to two steps or to select a new Expertise and make that new Expertise trained with one step. If you choose Spark Archer. the hard-charging bad ass. Polearms. etc. 15 . calculate your Hero’s final Armor Rating (AR) at each armor slot based on your gear purchases. Power is the primary Attribute for determining the Damage Rating (DR) of all melee weapons such as axes. swords. and sets the step value for your Hero’s Endurance Defense. human. Once you plug the concept for your Hero into a race/Paradigm combo—a scruffy rogue-type automaton Archer. Thrown Weapons. It’s also the primary Attribute of beasts and foes who possess great strength.
Strange. or both. As your Hero fights and defeats beasts. It’s also the primary Attribute of beasts and foes who possess lightning speed. Agility is an important Attribute for Paradigms that rely on their ability to move quickly or handle weapons that require keen manual dexterity: Archer. actively work toward emotional destruction. though. Cognition is also the base Attribute for the following Expertise: Academics. Sage. skill. Defeating Beasts or Foes When Heroes successfully defeat a beast or foe. Survival. Navigation. Spark Pistols. Lastly.g. is the primary Attribute for all Omnimancy abilities. and basic intelligence. Disguise. and experience with all things related to reasoning capacity. Influence sets the step value for your Hero’s Sanity Defense. Prime. and experience with all things related to charm. its Rank determines the amount of Renown your Hero receives. As there is no step zero and no negative step values. and Valkyrie. but none so completely as the Troubadour. Cognition is an important Attribute for Paradigms that rely on keen mental prowess or a quick wit: Necromancer. presence. insight. and so on. and speed. Renown is gained for a number of specific accomplishments—noted below—and those accomplishments include both victories in combat and noncombat goal completions. thwarts evil plots. Intimidate. Spark Rifles. Each beast and foe’s entry in Chapter 7 is accompanied by a Rank statistic. Influence is an abstract representation of your Hero’s knowledge. Agility determines your Hero’s Movement score. strength of character. he gains points in his Renown score. Other Paradigms make use of the Influence Attribute as well. Starting Attributes 16 Double Aces When building your Hero. Deception. It’s also the primary Attribute of beasts and foes that rely almost exclusively on Omnimancy abilities. or solve crimes. Influence is also the primary Attribute of beasts and foes that rely on their manipulative abilities. and experience with all things related to dexterity. uncovers mysteries. Attribute Spreads 4/4/1/1 These are the four Attribute spreads you must choose from when building your Hero: Mental Attributes 4/3/2/1 3/3/2/2 3/3/3/1 The mental Attributes Cognition and Influence represent your Hero’s mental abilities—both his raw reasoning capacity and his force of personality. Progenitor. Stealth. and appeal. If your race. then you must always be sure to put a number in for your Hero’s Influence Attribute that’s at least one higher (e. Influence is the primary Attribute for the Troubadour.. comprehension. When a beast or foe is defeated. The process of including major and minor goals in a single story or a series of stories is covered in detail in Chapter 6. a number between five and 100. Bows. skill. Cognition sets the step value for your Hero’s Perception Defense. Apothecary. to be mindful of any Attribute penalties that your race choice might apply. capturing a criminal. spark weapons. Renown is the currency of experience in the Quantum Roleplaying Game. Agility is also the base Attribute for the following Expertise: Acrobatics. Rank Influence Rank is a behind-the-scenes measure of each Hero. a Paradigm that relies heavily on his ability to emotionally sway people. Negotiation. Defeating a foe does not always mean killing him—it can include chasing a beast off. Rank is calculated by adding the step value of each Attribute and each Expertise and is used by Guides to design appropriately challenging encounters. or foe. spreads below. thrown weapons. or both. and Streetwise. possess vast intelligence. RenoWn Cognition Cognition is an abstract representation of your Hero’s knowledge. skill. you must select one of the Attribute Whenever a Hero wins two tests in a row by rolling an Ace Result Type. . Agility is the primary Attribute for determining the DR of all ranged weapons such as bows. beast. Troubadour. and Warlock. nimbleness. they earn Renown based on the Rank of the opponent. three or four). he gains one Renown. and—combined with Agility—is half of his Initiative step.Agility Agility is an abstract representation of your Hero’s knowledge. or forcing enemy soldiers to retreat. and Theft. It’s important. sets the step value for his Dodge Defense. are lithe and graceful. Spark. and—combined with the Cognition Attribute—is half of his Initiative step. Science. Gaining Renown There are four instances where your Hero should receive Renown as well as one optional instance that should only be used if the Guide and all of the players agree to it. Hunter. no Attribute can begin play at zero or a negative number after race or Paradigm penalties are applied. for example. Influence is also the base Attribute for the following Expertise: Animal Handling. Each spread has four numbers between one and four and each of those four numbers should be applied to your Hero’s Attributes in any way you see fit. and Tracking. or both. Shaman. penalizes the Influence Attribute by two steps when building your Hero.
though this short section should not be construed as the “whole story. and racial quirks. Spending Renown Many statistics on your Hero’s record sheet can be improved over time by spending Renown. However. These detriments are penalties or inconveniences that further makes each mutant unique. RaceS There are four playable races in the Quantum Roleplaying Game. no race is excluded from any Paradigm and you should feel free to select the Race/Paradigm combination that appeals to your ideal character and not let your decisions be hampered by metagame Hero-building. Race Description: This section is a short description of each race. Popular Names: There are several sections that fall under this heading and all list some of the more popular names (and sometimes surnames) of each race. Roleplaying Award (Optional) At the end of each session of the Quantum Roleplaying Game. this section explains some of the more relevant details of each race’s history. though in the case of azi and mutants. Style Trees: This section lists the four Racial Style Trees unique to each race. sleeping habits. appearance. even though this is the case. Included in this description is information on life spans. History: Each race has a distinct history on Quantum. however. there are still racists and nationalists that see others as weak. the Guide may give one Renown to the player (or players) who best roleplayed his or her Hero during the session. do not comprise a large population of those nations. food consumption. and exist beyond the scope of this Chapter. Each race includes the following descriptive categories: Race Name: This is the commonly recognized name of each race. different societies or tribes might have different names for their race. but also explains each race’s associated game rules. Purchasing an Open Style Tree Aptitude. each Hero gains one Renown. Increasing an Attribute by one step. and society of each race. they do not control nations. or downright evil. Race Relations: This is a general view on how each of the four civilized races gets along with one another. This is a purely optional method to gain Renown. Each race entry below includes a number of similar categories that explain not only the history. Society: This section provides important details on how each race functions as a society (or without one). inferior. Purchasing an additional step in any trained Expertise. These four races represent the most civilized of all the living creatures on Quantum. generally an ability that sets them apart from the other races. Beneficial Trait: Each race possesses one beneficial trait. Though there are a handful of additional civilized races in the world. each Hero gains five Renown. Racial Style Trees are a way to further 17 . Table 2–2 is a complete list of those statistics. and shouldn’t be instituted unless the Guide and all of the players agree. Purchasing a Paradigm Style Tree Aptitude. Roleplaying <race>: This section offers helpful tips on roleplaying the average member of your chosen race. Naming Tradition: This section helps you to name your Hero of a chosen race by providing the naming traditions of each race. Vulgar Nicknames: This is a list of racial slurs others might sling at each race. Purchasing a Racial Style Tree Aptitude. Though a large portion of Quantum lives together peacefully. most races have fairly strict naming conventions and names that are seen as odd or offensive will be reacted to accordingly. Read through each entry carefully—some races are better than others mechanically when it comes to selecting a Paradigm later in the Chapter. Renown Gained 1 Renown 2 Renown 3 Renown 4 Renown 5 Renown Major Goal Completion Whenever a fellowship of Heroes completes a major goal.” Physical Appearance: This section provides details on each race’s standard appearance—both how they view themselves and how other races view them. Minor Goal Completion Whenever a fellowship of Heroes completes a minor goal. While you don’t have to follow the naming tradition of your chosen race. Detrime_ntal Traits: Mutants (and only mutants) also possesses two detrimental traits linked to their beneficial trait.Table 2–1: Beast and Foe Renown Ranks 5–20 21–40 41–60 61–80 81–100 Table 2–2: Spending Renown Renown Cost Purchase 15 15 10 10 5 5 Training a new Expertise with one step.
feet. Automatons Sapiens ex machina Automatons are genderless. 3.Table 2–3: Average Height and Weight Race Automaton † Azi ‡ Human Mutant Male Height 1. Female Weight — 230 lbs. Their hands. they were also designed with a number of cosmetic features that make most automatons unique. and the truth of their origins. Automatons breath air and need eight hours of sleep to update software and repair code. a band of automatons rose up in revolt. 1. History: The first automatons awoke within a decade of Quantum’s near-destruction. After centuries of this mistreatment. they take on the social characteristics of the races around them. but there are those who desire something greater—they desire exploration. but they do need daily maintenance that costs roughly the same. they are often pigeonholed into professions in the nearby towns they may wander into. Automatons are structurally weak and none have lived longer than 40 years. putting them to work as unwitting slaves. hyper–intelligent. Automatons do not need food or water for daily sustenance.85m 1. Each Racial Style Tree has four Aptitudes and all must be purchased in order with Renown (e. Automatons are like people—some are good. 4). Table 2–4: Average Lifespan Race Automaton † Azi Human Mutant Toddler — 1 2 2 Adolescent Young Adult Midlife — 5 10 10 0 10 18 15 20 50 65 40 Eldery — 100 110 70 Life Expectancy 40 125 125 85 † Automatons never live more than 40 years.g. Physical Appearance: All automatons have a similar appearance but. some are nefarious.90m Male Weight 250 lbs.. 2. however. Though granting rights to automatons did not happen immediately. Automatons are relentless in their pursuit of scholarship. list it as [Style Tree Name] [Number] (e. anyone who knew what an automaton’s purpose was had long since perished. This caused the formation of automaton militias that roam the wilds searching for newly awakened kin and destroying all automaton slaving 18 . enhance or alter your Hero’s connection to her race. to the trained eye. Automatons have one or more fins atop their heads running from eyes to neck. When noting a Racial Style Tree choice on your Hero’s record sheet. 215 lbs. Enhanced Vision 1).85m 1. 125 lbs. and all are free to make choices about where to go and how to handle life.85m 1. or every automaton would cease all functions. living machines. Largely ignorant of the world on awakening. Noting the Style Tree in this manner makes it much easier to keep track of which Aptitudes your Hero possesses. The early days were very bad— automatons were slaves and nothing else. mysterious remnants of the Time Before. 185 lbs. the threat of mass suicide changed the perceptions humans and azi had about automatons and today they are free. Even though automatons achieved their freedom hundreds of years ago. that ignorance is quickly replaced by a cascade of information. Unlike Paradigm Style Trees. At exactly 40 years after an automaton’s awakening. and chest plates. there are still many who prey upon newborns.35m 1.g.. By then. Eyes can range from aperture-like orbs to bright colored mechanical lights. ‡ Azi height only includes the height from ground to head—the average azi has another two-to-four meter of snake body not included in the height. † Automatons are genderless—this is why there is no listing beneath either female heading. too. humans and azi refused to believe automatons were living creatures and not machines. Most automatons simply accept this. Because automatons awaken in remote places. Society: Because automatons are usually part of an adopted society. information. 230 lbs. Rather than a violent revolution.00m Female Height — 1. 155 lbs. it shuts down permanently. At first.90m 2. Racial Style Trees never possess additional requirements for purchase beyond needing to purchase them in order. Automatons awaken in hidden–away places possessing the reasoning capacity of a 15-year-old human and a wide-eyed obsession with learning. the automatons gave humans and azi a choice: either recognize that they were living creatures and grant them the same freedoms enjoyed by humans and azi. all possess unique design features.
wield the façade of the incredibly arrogant academic. Apothecary. The thirst for knowledge sometimes puts automatons at odds with the mutant preference for privacy and safety. Automatons in azi societies are generally better treated than in human society. since humans tend to be the predominant slavers. As an automaton upgrades its vision. Science. or even possess the bravado of an angry thug. they are not children. Automatons retain this bonus even if testing the chosen Expertise untrained. act the dapper gentleman. or Survival. Machine. nor does it make them gullible. Toy Race Relations: Automatons get along well with the other civilized races. Climate Control. Beneficial Trait: · Knowledge Database: Automatons awaken with a selective database of installed world knowledge and gain a fivestep bonus on all dice tests performed with one of the following Expertise (choose one): Academics. but it does sometimes give others the impression that automatons lack focus. They can sound stereotypically robotic. Trashcan. Vulgar Nicknames: Junk Pile. establishing tribal societies that ally themselves and trade with the mutant tribes. Rust. Skylight Roleplaying an Automaton: Automatons have an almost limitless number of character types. Many attempts have been made to force automatons to change their names to something more acceptable to their host society. Scrap Metal. Hardened Exoskeleton. 19 . Despite their “silly” names. Strange. it gains each new vision type in addition to the previous one(s). They can be distrustful of humanity. Racial Style Trees: Enhanced Vision. but mutants tend to regard automatons with great annoyance. Automatons do share one singular character trait. Automatons see mutants as curiosities. Many of these militias have even claimed territory in the wilds.operations the militias might find. Steel Girder. Sample Names: Cloudgazer. something to study. however: they are prone to putting the acquisition of knowledge above even their own safety. This flaw doesn’t make them silly. Naming Traditions: Automatons have one very simple naming tradition: they name themselves after the first thing they see. and they are not goofy—all three of those accusations are highly racist and tend to be met with disdain or even outright violence. they are not toys. Robot. and a riddle to solve. Mutants and automatons coexist peacefully. Goldfin. Dusty Books. Upgraded Cerebrum Enhanced Vision (EV) An automaton can learn to upgrade both the technology and the software associated with its eyes (see Chapter 4). Revamped Design. but their most intrinsic programming seems to be attached to this naming tradition and nothing has ever been able to change it. Electric Lights. Darkroom.
though. 1. but then has up to four meters of snake-like body coiled beneath the torso. The automaton improves digital synapse response times. worth of equipment. Physical Appearance: Azi possess a multitude of appearances. The automaton gains +1 AR to its chest armor slot. gaining new useful utilities. The AR or OmR gained from this Style Tree is added to any additional AR gained from armor. Azi are warm-blooded. History: In the Time Before. 3. 4. Upgraded Cerebrum (UC) An automaton can learn to upgrade its own brain hardware and software. gaining a permanent two-step bonus to its Cognition Attribute. telescoping metal rod to emerge from the slot. shape. A typical azi has the same life span as a human. human in appearance from the waist up but possessing all of the qualities of a snake from the waist down. The automaton adds a compartment just behind the right eye with a small slot on the right temple.1. to head size and shape. The automaton gains infrared vision. arm length. and then turn twice to cover the right eye. Any melee weapons modified to fit the automaton’s arm cost five times the normal amount and any spark pistols modified to fit cost ten times the normal amount. Even today’s most powerful human institution—the Progenancy—is one-quarter azi. When using the wheels. 2. giving itself the ability. hatch their young from eggs. and so on. 20 . and so on (see Chapter 3). The automaton gains night-vision. As a Free Action. Hardened Exoskeleton (HE) An automaton can learn to identify weak points in its metal frame and greatly improve them. From this metal rod the automaton can access six magnifying glasses of various power or a single 5x zoom scope that gives a one step bonus on any ranged Combat Tests with targets in the second or farther range segments (see Chapter 3). similar to the cynodonts from Earth’s Late Permian period. The automaton adds special shielding to its digital brain. 4. 1. though they prefer hotter climates anyway. Azi Revamped Design (RD) An automaton can learn to seriously modify its industrial design. azi are androgynous in voice and appearance. It’s not that azi are incapable of being happy or jovial—far from it—it’s that they prioritize things like entertainment way down on the list of day-to-day activities. many azi rose to positions of great power in human society—wealthy merchants. giving it a permanent five-step bonus to its Sanity Defense. The azi tend toward incredible stoicism. and inner ear bones. they have never actually been human. The automaton alters both hands to be detachable and modifies its arms to be able to replace the hands with either a 1H melee weapon or a spark pistol (see Chapter 3). powerful generals. Azi move by undulating the muscles throughout their snake half. Azi do not have ears—instead they have an inner ear beneath the skin on the side of their head that picks up sounds as vibrations against the azi skin. humans created the azi as genetic experiments and though they look human from the waist up. size. Azi are omnivores and possess an unusual non-reptilian metabolism. Azi are humanoid reptiles—they have no hair. The automaton gains +1 AR to its legs and arms armor slots. except that the canine teeth are longer and sharper. and their genders are difficult if not impossible to determine by non-azi. 3. but suffers a five-step penalty to all Combat Tests. 4. The automaton adds compartments and extra components to its lower legs. This extra weight does not affect the carrying capacity of the automaton (see Chapter 3). tail length. which gives them a gentle side-to-side rocking motion. the hatch will not close. The average azi is as tall as a human. 3. the automaton can cause a thin. If any of the equipment is longer than 60 centimeters. Everything from scale colorations. The automaton gains +1 AR to its head and shoulder slots. the automaton will need assistance re-attaching its normal hands. If both hands are replaced with weapons. Azi are most definitely reptiles and do not possess mammalian traits such as fur. Azi are comprised of dozens of sub species that vary by color. Azi have a humanlike nose and humanlike teeth. The automaton gains +1 OmR to its chest armor slot. or breasts. Over the years. The automaton gains ultraviolet vision. The automaton gains low-light vision. as a Free Action. jaw. Only azi can accurately differentiate between their genders—to most others. the automaton gains two Movement. 2. 3. rarely prone to mischief and even more rarely accepting of it. 2. though it obviously increases the total weight of the automaton itself. replacing the original five-step bonus. Azi possess the same rights and freedoms as humans and it’s not uncommon for azi to live among humans in more human centric societies. to quickly fold up its feet and replace them with metal wheels rimmed with synthetic spatulae tipped setae (similar to a gecko’s feet). Azi possess slender forked tongues that they use to taste the air—their version of the sense of smell. The automaton gains a 10-step bonus on the Expertise chosen as part of the Knowledge Database automaton racial trait. The automaton moves around internal components and adds a hatch to its anterior plating from waist to neck Behind this hatch is a storage compartment that can carry up to 50 lbs. skull. 1. Serpentis sapiens The azi are a race of snake people. The automaton retains this bonus even while testing the chosen Expertise untrained. and skin color patterns. The automaton repairs functions and code faster during rest and only needs to sleep for four hours in a 24-hour period to be considered rested. and even great leaders. 2. Azi prefer the comfort of city life and rarely live in the wilds. Their eyes tend to be gold or green and are slitted like a snake. Weapons wielded this way cannot be disarmed and may always be used in a grapple. hair. Omnimancy. 4.
Splitjaw Race Relations: Because of their ardent stoicism. Medusa. and a dozen children. Naming Tradition : Azi have no family names and give no great thought to naming their young. azi view humans as greedy expansionists with desires only for power and the collection of material wealth. Because of their careful stoicism. Within human nations. Racial Style Trees: Constrict. They also tend toward logic and intelligence and are not swayed by emotional arguments. Jax. Holden. Though azi tend to seclude themselves from humans in human society. Azi commonly develop wanderlust in their youth that causes many azi to turn to the life of adventure intrinsic to the Heroes of Quantum. known as their Name Day. or dancing are essentially not found within azi culture. Fynn. displays of public entertainment such as music. though. Cole. For a number of reasons. Quinn. it’s not unusual to find automatons living in Snaketowns. Beneficial Trait: · Extended Movement: Azi are fast and agile climbers. The azi strongly value the family unit typically consisting of one female.Society: Because azi tend toward severe stoicism. typically because both races share a love of knowledge and the acquisition of such. only one-quarter of azi survive the first month after they hatch. azi tend to see through to the motivations of others rather quickly. Within their society. the azi must give him the Restrained condition using the Constrict Combat Tactic. The 21 . Landen. azi aren’t recognized as individuals until they reach the first anniversary of their birth. Popular Names: Addison. acting. 1. azi tend to live together in their own neighborhoods (commonly called Snaketowns) and rarely spend time beyond them. five males. Vibration Sensitivity Constrict (CO) The Constrict Combat Tactic replaces both the Submission Hold Combat Tactic and the Choke Combat Tactic during a Grapple (see Chapter 4). Vulgar Nicknames: Egg Layer. Azi do not recognize intrinsically masculine or feminine names—all names they use are just azi names. Chance. Aria. Scales. this shouldn’t be an excuse to create a caricature of a stuffy old man. Harper. Improved Senses. Azi rarely share emotions publicly. both humans and mutants generally view azi as aloof or haughty. In turn. Savage Bite. In order for an azi to restrain and damage a defender during a Grapple Combat Tactic. Azi gain +1 to their starting Movement at Hero creation and also gain a 5-step bonus on any Climbing Expertise Test. Sawyer Roleplaying an Azi: Though azi are incredibly stoic. Azi feel genuine affection for automatons. and they view mutants as rebellious children purposely living a life of tribal seclusion in order to maintain their abject lack of civilized propriety.
Society: Humans still possess the evolved predisposition to gather in groups for survival. 3. even more so than the Progenancy. Should the azi win the test. a combatant with the Restrained condition attempting to break free of an azi’s grapple suffers a 10-step penalty when using the Escape Combat Tactic (normally it’s a five-step penalty). Prog (“Progenitor”). or for resource gains. As Constrict 3. humans are nearly 75% of the Progenancy. Through the Progenancy. The azi gains a greatly expanded sense of smell and gleans more information when tasting the air with his tongue than other azi. III. and so on. The azi gains a greatly expanded sense of hearing and gleans more information from the vibrations on his skin. Additionally. and many mutants were expunged from human society for simply being different. hair. many human cities forbid the presence of mutants. but the range increases to 15m. imperialistic. floor. 2. nothing changes—the defender is still Clinched and/or Knocked Down/Prone. History: Humanity’s history is the history of Quantum. Humans typically enjoy a higher quality of life than the other civilized races and thanks to thousands of years of medical research in the Time Before. and inner ear bones than other azi. and many beasts. As Constrict 2. Humans Improved Senses (IS) Some azi develop new or expanded senses later in life. but modern humans know they created the world of Quantum. Vulgar Nicknames: Cockroach. Humanity also tends toward conquest on Quantum. Rat. but during the Escape step of the Grapple Combat Tactic. an azi can hone a powerful bite attack. Humanity’s uncanny knack for survival allowed it to survive the near-destruction of Quantum at the end of the Time Before—and it’s this knack that continues to assure humanity a place of power and wealth in an oft-volatile world. combined with practice. I. 4. 3. etc. and mountain retreats. especially large spectacles like airship races. Physical Appearance: There are dozens of human genetic family trees that produce a wide variety of skin. weight. humanity seems as able as ever to find reasons for war. See Chapter 4 for details on vision enhancements. As Constrict 1. but the azi’s bite has DR Power+3. A human’s life span on Quantum averages 125 years and typical signs of aging don’t appear until well after 100. The azi gains low-light vision. Savage Bite (SB) Vibration Sensitivity (VS) All azi possess a slight sensitivity to ground vibrations—with years of practice. defensive. an institution possessing 22 . 4. II. 2. Whether the motivations are political. humanity climbed from near destruction to control most of the world.). he gives the defender the Bleeding condition (see Chapter 4). 1. As Vibration Sensitivity I. A bite has DR Power+1. Since the Time Before. humanity makes up the largest single racial group on Quantum. The azi gains a five-step bonus on any Perception Defense Tests that involve the sense of smell. skull. acting guilds. They’re known as the race that initially enslaved the automatons. Quantum is filled with traveling circuses. A Bite Attack can either be made as an Attack Combat Tactic or as a Double Strike Combat Tactic (see Chapter 4). Though one family may have two or more parents. 2. deals both blade and blunt damage. As Savage Bite 2. and has the Cloth +1 Weapon Trait (see Chapter 3). some mutants. roof. humanity rarely falls victim to disease or any of the chronic health problems of their distant past. humanity stakes its claim on every bit of Spark left in the world and this control assures most of humanity power (energy and political) for years to come. but the azi gains a five-step bonus on any Combat Tests while performing the Bite Attack Combat Tactic. Should the azi lose the test. Most of the Time Before is shrouded in myth and fragmented bits of truth. The azi gains the Bite Attack Combat Tactic. jaw. and eye colors as well as height. As Savage Bite 3. As Savage Bite 1. all of the adults in a typical family cluster are assumed to be responsible for all of the children there as well. the defender gains the Restrained condition and the azi immediately deals wound damage dots to the defender equal to the azi’s Power Attribute step value minus the defender’s AR. a Combat Tactic exclusive to some azi. 4. but the azi gains a 15-step bonus on Perception Defense Tests. The azi makes an Unarmed Combat Test versus the defender’s Endurance Defense with no penalty. Human families tend toward large numbers of children and families tend to gather in clusters as neighborhoods in larger cities or as hamlets in the wild. Some azi develop stronger. 3. The azi gains infrared vision. theater. hamlets. So long as the azi and anyone he might be sensing are on the same surface (ground. The azi gains a five-step bonus on any Perception Defense Tests that involve the sense of hearing. 1. the azi gains a 10-step bonus on Perception Defense Tests versus anyone within 5m of him. and very few decades have seen true peace since the Time Before.Constrict Combat Tactic may only be used against a defender with the Clinched and/or Knocked Down/Prone conditions (see Chapter 4). and physical features. they can hone this sense to a high degree. Most of the nations of Quantum are human nations and within them one finds cities large and small as well as farming villages. and festivals. sharper teeth later in life and. but if the azi successfully deals wound damage dots with his bite attack. Entertainers are held in the highest regard. art colleges. Homo sapiens By population. but the azi deals Power+5 wound damage dots. As Vibration Sensitivity II. As Vibration Sensitivity III. Humanity enjoys entertainment. IV. but the range increases to 10m. Virus Race Relations: Humans typically have very poor relations with automatons and mutants. but the azi deals Power+2 wound damage dots.
and a middle name that’s usually the father’s given name (for males) or the mother’s given name (for females). Plank. There are hundreds of sub-cultures. Kirchof. Fineman. a human Hero can be played in almost any way you can imagine. I. 3. Heisberg. Indira. Rimas. Gain one additional trained Expertise with one step. Voneuman. business. and countless character types. More than any of the other playable races. Only the azi have reliably good relations with humans. Cooper. All abilities that cost five Renown to purchase now cost four (see page 16). Mia. 4. Valentina. Francesco. Arthur. Chloe. Gain one additional trained Expertise with one step. Quick Learner (QL) Humans tend to gain new abilities faster than the other races. Quick Learner. Having a weak family name is often the sole reason for poverty. As such. Way. Naming Tradition: Humans typically possess a given name. humans begin play with one additional trained Expertise (beyond their nine trained Expertise for their Paradigm choice) and one additional Expertise step. Talented Negotiator Extra Training (ET) Humans strive constantly for perfection and are never satisfied with their level of skill or breadth of Expertise at any given time. Pauly. Buyers. All abilities that cost 15 Renown to purchase now cost 14. or the Progenancy. Gain one additional trained Expertise with one step. Zahra Prominent Family Names: Borr. Narak. Jack. 2.the political power to push around entire nations. Wineburg. Matilda. a family name. Prominent Family. IV. Reza. Rasmus. Enstine. Emma. As Quick Learner III. That power generally annoys automatons. Debrogly. Mitener. Thiago. but 15 Renown abilities now cost 13. Nother. having a service career (such as the military). Yerasyl Popular Given Names (Female): Anya. Yasemin. All abilities that cost 10 Renown to purchase now cost nine. Mehdi. 1. Leavitt. dozens of political persuasions. Popular Given Names (Male): Aiden. Beneficial Trait: · Adaptive: Humans possess an incredible capacity for self-improvement and. III. though they tend to live in secluded Snaketowns within human society. Noam. The additional Expertise step can’t be used to raise an Expertise above step two. Wu Roleplaying a Human: Humans are as varied on Quantum as they are on modern Earth. Salam. 23 . Skroding. Faraday. Family name traditions are upheld as one of the foremost pillars of human society—having a good family name gives a human an edge in politics. but the mutant tribes in the wilds almost universally possess a seething hatred toward it. Marshal. Racial Style Trees: Extra Training. Taatyana. Fatima. II. or being denied entry to the Progenancy. Gain one additional trained Expertise with one step.
1. and 4 with Renown. 1. classified.Prominent Family (PF) Being part of a prominent family gives humans extra advantages in human society. Vulgar Nicknames : Abbie (“Abnormal”). but as the years passed. but the human gains a 10-step bonus on all Influence Attribute Tests versus other humans (except for human Progenitors) and gains a five-step bonus on all Influence Attribute Tests verses Progenitors. and 3 and the standard two-step bonus gained from an Expertise focus. 2. thus having a shorter lifespan than humans. Once the world of Quantum clawed its way back from the darkness. and eye colorations tend toward human norms (with exceptions). mutant tribes formed in the wild places of Quantum and today those tribes represent the only established institutions in place to defend the rights and liberties of mutantkind. Most are strong both physically and mentally. and studied by mutant shamans. Most mutant tribes are huntergatherers.g. are suspicious of azi. The human gains the third and final Negotiation Expertise focus and gains a flat 10-step bonus when performing dice tests with the Negotiation Expertise. The human gains a three-step bonus when performing any dice tests with the Negotiation Expertise focus chosen with Talented Negotiator 2 (for a total five-step bonus). crime is often their only means of income. 3. This Racial Style Tree can only be started at Hero creation—e. pushed further and further away from the new population centers. or enslaved and brutalized. Naming Tradition: Naming traditions among mutants tend to be regional or even as localized as tribal. even to perfectly “normal” human parents. Monster. Physical Appearance: Mutants are generally human in appearance: they have a stocky abdominal area. 4. 2. working as hired muscle or bodyguards. Most of the fear was driven by the fact that any human child could be born a mutant. their mutations grew ever more bizarre. History: The first mutants appeared during the tumultuous end of the Time Before. but most use simple nicknames with no family name to represent themselves. Their heads tend to be a bit larger compared to their body size and their skin. 4. This replaces the starting currency on page 15. while many more wage hot and cold wars against the institutions of humankind. This replaces all previous bonuses gained from Talented Negotiator 1. short but strong arms. 2. The human may select an additional Negotiation Expertise focus. mutants were an established. As Prominent Family 3. Pigface. and tend to regard automatons as harmless but often annoying. their very genes warped and changed in a matter of minutes. What obviously sets mutants apart from humans. he gains Negotiation as a trained Expertise with one step. Society: Mutants tend toward tribal societies. thick chest. The human brain is wired especially well for the sort of creativity needed for complex negotiations. Because of this. Prominent Family 1 must be purchased at Hero creation in order for a human to later purchase 2. The human gains an additional three-step bonus when performing any dice test with his chosen Negotiation Expertise focus (for a total five-step bonus. If a human with this Aptitude is not trained in the Negotiation Expertise. A few mutant tribes adopted human-like naming conventions. Talented Negotiator (TN) Mutants Bestia sapiens Mutants are the descendants of humanity—remnants of those who strayed too close to the Prime source during the chaos at the end of the Time Before. but mutant myths talk of human scientists who worked so closely with the Prime source that as they tried to wield it to fight off the Void. Mutants tend to be fearless. Not all of these gangs are driven by crime. They are united by their devotion to friends and family and hold the tribal unit of a handful of families to be the perfect lifestyle. living in small groups of ten or so families. Life on Quantum is hard for mutantkind. 3. Those mutants who do brave life in human society tend to find themselves working menial labor jobs. moving with the seasons in search of food and shelter. As Prominent Family 2. Mutants are genetically similar to humans and still possess many human features. Some are more agrarian herders and farmers. and squat. and courageous. the bonus from Talented Negotiator 1 does not apply to the new focus. preferring the wild and open spaces in the world. Mutants who live in human societies tend to manifest the preference for tribal living by forming gangs. strong. 3. slowly but surely separating them forever from their ancestors. but feared. powerful legs. race on the planet. Mutants were ostracized and murdered. though these tend to be rare and are typically found closer to the human urban centers. or mixed up in a life of crime. These range from the useful to the useless to the dangerous and while no two mutants will ever have the exact same manifestations of their mutations. Their specific origin isn’t known. but due to the harshness of life for a mutant in a human city. however. The human gains a five-step bonus on all Influence Attribute Tests versus other humans (except for human Progenitors). Primespawn Race Relations: Mutants usually fear and hate humans. The human begins play with $450 to spend on armor and weapons and $150 to spend on equipment (see Chapter 3). Mutants are varied in their opposition to the way humanity rules Quantum—many flee to the far reaches of the wilderness and live life in relative peace. hair. Parents tend to give nicknames to their children within a few 24 . a fact that every mutant is aware of from the day they’re born. though they tend to be less resilient in the face of disease and aging. Mutants tend to live beyond the reach of humanity. see Expertise at the end of this Chapter for details). there are enough similarities that many of the mutations have been catalogued. but the bonus on all Influence Attribute Tests versus Progenitors is increased to 10 steps.. are the many and varied mutations.
· Gecko Climber: So long as the mutant’s hands and feet are bare. hairless. a Combat Tactic exclusive to some mutants. Porphyrion. Geryon. misshaped arm. however. leading to an overgrowth of muscle tissue. · Cat Eyes: The mutant has slit-like irises like a house cat as well as a reflective layer behind the retina that increases visual acuity at night and gains natural low-light vision (see Chapter 4). DMs: Foul odor. but few have functioning fangs that can be used as a weapon. A Bite Attack can either be made as an Attack Combat Tactic or as a Double Strike Combat Tactic (see Chapter 4). Beneficial Mutations: Choose one beneficial mutation and then choose two detrimental mutations (DMs) from those linked to your beneficial choice. only those listed below as beneficial or detrimental mutations have any impact on the game rules. The mutant gains a five-step bonus on all Perception Defense Tests. Epimetheus. Sample Nicknames: Agrius. pinpoint irises. giving them significantly improved reflexes. DMs: Bioluminescence. Very few of these mutations benefit or hamper the mutant. · Elfish Ears: The mutant’s ears are twice as long as a human’s and typically end in rounded points at the tip. Swimming. horns. and relentless headaches. Limos. The mutant gains a five-step bonus on his Initiative. and misshaped leg. The mutant takes no penalties to any dice tests performed with the Climbing Expertise regardless of the climbing surface. and has the Cloth +1 Weapon Trait (see Chapter 3). DMs: Absent fight-or-flight response. and Unarmed Expertise. and pinpoint irises. horns. and skeletal deposits. missing ear. · Hyperactive: Hyperactive mutants see the world on a slightly different time scale than normal humans. DMs: Absent fight-or-flight response. · Fangs: Most mutants have abnormal teeth when compared to humans. deals both blade and blunt damage.years of their birth and children tend to change their nickname around puberty and sometimes again as an adult. and while mutant Heroes are encouraged to be creative about designing their own mutations. A bite has DR Power+1. The mutant gains the Bite Attack Combat Tactic. some azi. both externally observable as well as internal or mental mutations. and Typhon Mutations: Mutants typically manifest as many as a dozen mutations. foul odor. missing eye. This can make individual mutants difficult to track if the mutant you’re seeking isn’t from your same tribe. Thalassa. he can climb any surface with little difficulty. Nesoi. The mutant has toes that bend backward compared to human feet (allowing for easy detachment) and the soles of his feet and finger tips have tens of thousands of macroscopic spatulae tipped setae that allow the finger tips and feet to basically attract to surfaces like a magnet attracts to iron filings. hairless. missing ear. Phrike. · Double Muscled: The mutant’s muscles under-produce functional myostatin. Themis. and many beasts. DMs: Bioluminescence. The mutant shows no outward signs of hyperactivity 25 . and relentless headaches. The mutant gains a five-step bonus on all dice tests performed with the Climbing. Dysnomia.
hair. and cracking. DMs: Absent fight-or-flight response. · Absent Fight-or-Flight Response: The mutant’s adrenal glands fail to produce enough adrenaline and norepinephrine in moments of extreme stress to cause a fight-or-flight response.g. · Retractable Claws: The mutant has small. and skeletal deposits. prehensile tail that can both be used for grabbing and holding things in addition to climbing assistance. DMs: Bioluminescence. hairless. and has the Cloth +1 Weapon Trait (see Chapter 3). even if his clothing is soaked. DMs: Foul odor. · Foul Odor: The mutant has over-active glands that magnify normal human body odor to a level bad enough that it can’t be concealed (short of temporary Omnimancy effects). DMs: Absent fight-or-flight response. The tail acts as a third hand. and skeletal deposits. missing eye. DMs: Hairless. The other is completely absent from the outside of the head and none of the inner ear functions are present either. This affords the mutant almost no natural nighttime vision. The mutant suffers a constant two-step penalty on all Opposed Tests (not Unopposed Tests or Combat Tests) as the result of his skin’s itchy distraction. · Skeletal Deposits: The mutant’s bones and joints are riddled with craggy calcium deposits. As a result. A single set of claws has DR Power+2. and Theft Expertise. The mutant suffers a two-step penalty on Perception Defense Tests. deals blade damage. misshaped leg. The mutant gains a five-step bonus on all dice tests performed with the Climbing Expertise. uncomfortably pushing against the skin and restricting the mutant’s flexibility. any armor meant for the arms slot must be custom-created and costs 150% the normal price and the mutant can’t wear any arm armor not custom-created for him. · Misshaped Leg: One of the mutant’s legs is much larger (though not longer) than the other. misshaped arm. · Misshaped Arm: One of the mutant’s arms is much larger (though not longer) than the other. The thick skin resists damage better than normal human skin and gives the mutant a natural +1 AR to all Armor Slots (minus the shoulder slot). · Six Fingers: The mutant has an extra finger on both hands giving him improved gripping power. · Hypermobility: The mutant’s joints stretch much farther than what’s considered normal in humans. and skeletal deposits. misshaped leg. · Hypertrichosis: This mutation causes excessive hair growth across all skin surfaces of the mutant with the exceptions of the soles of the feet and the underside of the hands. missing ear. The mutant treats air temperature below 50 degrees Fahrenheit (10 degrees Celsius) as though it were 50% warmer (e. · Horns: The mutant has one or more gnarled and heavy horns growing from the top. · Hairless: The mutant completely lacks hair and lacks all of the protections hair gives the skin. The mutant suffers a five-step penalty on all Initiative Tests. Stealth. or sides of his head. The mutant gains a five-step bonus on Disarm Combat Tactic Tests and Grapple Combat Tactic Tests. As a result. misshaped legs. he suffers from almost continuous mind-numbing headaches. · Missing Eye: The mutant was born missing one eye entirely—no eye socket in the skull. barely growing larger in dark lighting conditions. any armor meant for the legs slot must be custom-created and costs 150% the normal price and the mutant can’t wear any leg armor not custom-created for him. This gives the mutant a five-step bonus on all dice tests performed with the Acrobatics. missing ear. The mutant suffers a two-step penalty on all Expertise dice tests performed with the Influence Attribute (except for the Streetwise Expertise). a Combat Tactic exclusive to some mutants and many beasts. This also reduces all ice damage dealt by one—the reduction is applied after Armor Rating and Omnimancy Rating. dry. Ignorantly called “Werewolf Syndrome. As a result. his skin is always itchy. Detrimental Mutations: Choose two detrimental mutations based on your beneficial choice above. Detrimental mutations cannot be mitigated—their penalties always apply. that spot on the mutant’s face simply appears to be an extension of the forehead. though it cannot wield weapons in combat. back.. · Bioluminescence: The mutant’s skin. The mutant suffers a two-step penalty on all Expertise dice tests performed with the Cognition Attribute (except for the Prime Expertise). DMs: Horns. The mutant suffers a five-step penalty on any dice tests performed with the Stealth or Theft Expertise. · Prehensile Tail: The mutant possesses a long. · Thick Skin: The mutant’s skin is thick and rigid except at the joints and has a leathery appearance similar to a lizard.” hypertrichosis has two significant benefits: the additional hair adds a thermo protective layer versus freezing temperatures and the hair possesses natural oil that’s water-repellant. Instead. The mutant suffers a two-step penalty on all Expertise dice tests performed with the Agility Attribute (except for the Stealth Expertise). and no eyeball. missing eye.beyond his improved reflexes. · Missing Ear: The mutant was born with only one functioning ear. and relentless headaches. and pinpoint irises. and pinpoint irises. 26 . The mutant can also swim in water as cold as 40 degrees Fahrenheit (4 degrees Celsius) with little difficulty and is completely unaffected by rainy weather. · Relentless Headaches: The mutant’s brain is slightly too large for his skull and. A Claw Attack can either be made as an Attack Combat Tactic with a single set of claws or as a Twin Strike Combat Tactic with both (see Chapter 4). The mutant suffers a five-step penalty on all Combat Tests with ranged weapons. as a result. misshaped arm. slender claws that emerge and retract from beneath his fingernails. and eyes are infused with a shimmering green bioluminescence. foul odor. and relentless headaches. covered in smooth skin with no eyebrows. missing eye. As a result. 50 degrees Fahrenheit would feel like 75 degrees to a mutant with hypertrichosis). horns. The mutant gains the Claw Attack Combat Tactic. This lack of natural night vision increases the penalties the mutant suffers as the result of the total darkness or moonlit night lighting conditions (see Table 4–1) by five steps. DMs: Bioluminescence. misshaped arm. · Pinpoint Irises: The mutant’s irises are always small black pinpoints in the center of the eye. no optic nerve. any armor meant for the head slot must be customcreated and costs 200% the normal price and the mutant can’t wear any head armor not custom-created for him.
Trained Expertise: This section lists the Paradigm’s starting trained Expertise—there are nine of them. As Psychic Awareness 3. enslaved. 2. Spark Archer 1). As Undeveloped Mutations 1. but the bonus increases to five steps. 3. it means the Paradigm’s Wound Damage Scale has five damage dots in the injured category and so on. A mutant may only select Aptitudes in this Style Tree if he has the Fangs or Retractable Claws beneficial mutations.Roleplaying a Mutant: Mutants are quite loyal to each other. The mutant gains an additional two-step bonus to any of the Expertise the above beneficial mutations grant. The mutant’s fangs or claws gain DR +2 (e. As Supernormal 2. The mutant gains an additional five-step bonus on all Combat Tests while using his fangs or claws. but the bonus increases to three steps. 2. he applies the bonuses gained from this Style Tree to both. Each number is a different step in the Damage Scale—if a Paradigm’s Wound Damage Scale steps start with a five. but the mutant combatant also reduces all sanity and void damage dots dealt to him by one. 2. 4. A mutant combatant in the Psychic Awareness Combat Stance spends the time between his turns maintaining a heightened state of mental awareness. If the mutant has both Fangs and Retractable Claws. This reduction is applied after AR or OmR. but the following Aptitudes not only have to be purchased in order (e. Noting the 27 . A Hero begins with one step in each trained Expertise and receives an additional step to either choose another trained Expertise with one step or increase an existing trained Expertise to two steps. As Supernormal 1. See the end of this chapter for additional details on Expertise. but the bonus is increased to 10 steps. Undeveloped Mutations (UM) Not all mutants are born with all of their mutations fully Paradigms are how Heroes view the world. No mutant can ever select the same beneficial or detrimental mutation more than once.. somewhat stoic. He gains a two-step bonus to his Perception and Sanity Defenses. As Supernormal 3. Undeveloped Mutations developed—some possess hyperactive mutative cells that continue to grow and expand well into a mutant’s adulthood. 1. A mutant may only purchase Aptitudes in this Style Tree if he has the Double Muscled. Psychic Awareness (PA) Supernormal (SU) Though many mutants share similar mutations. 4. 3. Paradigm Name: This is the commonly recognized name of the Paradigm. one of which—called the Generalist—customizes her Style Trees by selecting her own from other Paradigms. not all mutants possess those mutations at the same power level. As Psychic Awareness 1. but gruff toward others. The mutant gains one new beneficial mutation and selects two detrimental mutations from the new beneficial mutation’s DM list. 3. Paradigm Description: This is a short description of the Paradigm—included here is a short paragraph defining the Paradigm’s combat role. Most Style Trees are unique to a single Paradigm. Hypermobility. The mutant gains one new beneficial mutation and does not select an additional detrimental mutation. Psychic Awareness. or Six Fingers beneficial mutations. Mutants in fellowships of Heroes tend to treat their traveling companions as they do members of their own tribes. the mutant’s fangs would have DR Power+3). and murdered throughout Quantum’s history since the Time Before—a fact they know well. list it as [Style Tree Name] [Number] (e. 3. or vision of the world shapes her abilities into skill sets easily recognizable to the layman of the Quantum world. Each Style Tree has four Aptitudes—the first never has a specific requirement. 1. The mutant’s fangs or claws Cloth +1 Weapon Trait increases to Cloth +2. Root Scale: This is the secondary damage scale used by the Paradigm. 4. 3. Their trust is hard to earn. 2. 1. sets of Aptitudes that offer further customization or focus. Melee Paradigms will always have Fatigue listed here and Omnimancy Paradigms will always have Prime. Natural Weapons (NW) Those mutants with natural weapons often work hard to improve their skill with them. When noting a Paradigm Style Tree choice on your Hero’s record sheet. The mutant gains a five-step bonus on all Combat Tests while using his fangs or claws. though the Generalist Paradigm modifies this assumption considerably. The mutant gains one new beneficial mutation and selects only one detrimental mutation from the new beneficial mutations DM list. but once earned.g. instead of Power+1.g.g. their loyalty tends to be unbreakable. 2. Below is a description of the terms used for each Paradigm entry. Core Ability: This is the Paradigm’s most basic ability or abilities. ostracized.. 4) but may possess other requirements for purchase (listed in italics). See Chapter 4 for additional details on Damage Scales and their use. Most mutants are cautious. Racial Style Trees: Natural Weapons. but the bonus is increased to six steps. Style Trees: These are the Paradigm’s six Style Trees. Each Paradigm is unique—a highly specialized Hero whose training. There are 17 of these highly specialized Paradigms. Elfish Ears. Supernormal. They’ve been abused. background. and nervous around strangers.. As Psychic Awareness 2. but the bonus is increased to four steps. 1. 4. Damage Scale Steps: These numbers represent the starting dots for both Damage Scales utilized by the Paradigm (the Wound Damage Scale and the Paradigm’s root scale). ParadigmS Psychic Awareness is a new Combat Stance available exclusively to mutants and some beasts (see Chapter 4). 1.
· Regained: This determines the manner in which Fatigue or Prime Damage dots are Regained: either Regain (X number of dots per round) or immediately on ending the effect. Root scales begin play at Regain 1. See Chapter 4 for additional details on each damage scale.Style Tree in this manner makes it much easier to keep track of which Aptitudes your Hero possesses. Mark a “/” on each Fatigue or Prime Damage dot a Hero takes that are Regained. · O indicates Fatigue or Prime Damage dots that Regain over time. · FD (Fatigue Damage) or PD (Prime Damage): This number is the total dots of Fatigue or Prime Damage a Hero takes the moment she performs the Aptitude. · R indicates Fatigue or Prime Damage dots that are Reserved—these dots are damage on the Fatigue or Prime Damage Scale. This damage is dealt to the Hero even if her dice test fails and it cannot be prevented or otherwise mitigated. Most Aptitudes cause damage dots to a Hero on his root scale—either Fatigue Damage dots or Prime Damage dots. but cannot be Regained by any means other than ending the Aptitude’s effect. Mark an “X” on each Reserved Fatigue or Prime Damage dot until the effect ends. 28 . Fatigue or Prime Damage is listed either as a single damage value or as [X]/round meaning the Hero performing the Aptitude takes X FD or PD per round as long as the Aptitude is active. This represents either the physical or mental toll these abilities take on a Hero.
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Archers are keen of step. the original Archer takes the wound damage dots applied to the duplicates. then the original Archer takes all of the Fatigue damage dots dealt. FD: 7. and an Omnimancyinfused ability to be in several places at once. Regained: O. Stealth. the Defender must win an Endurance Defense Test or gain the Knocked Down/Prone condition. and increasing wound damage with bows. Regained: O.. the original Archer “fired” three arrows. The Archer no longer takes any penalties to Combat Tests while mounted (see the Animal Handling Expertise on page 45). FD: 5. Fleet-Footed (FF) Mounted Archer (MOA) Arresting Arrow is a new Combat Tactic exclusive to the Archer. (Requires Agility 10) As Arresting Arrow 3. They long to accomplish great feats with their bow—like striking a mounted warrior from his saddle with one arrow from a great distance. 2. or putting three arrows in flight at the same time only to see all strike true in the center of the Archer’s target. ranged combat ability. 4. and Omnimancy-powered Spark abilities. If the Archer wins the Combat Test and would otherwise have dealt wound damage dots. a longtime friend. but the defender also gains the Knocked Down/Prone condition if he loses the Endurance Defense Test. the Archer’s Core Ability still applies. This effect ends at the end of the Archer’s turn.g. Regained: R. Survival.) 2. 1. FD: 10. something so much a part of everything the archer stands for. but neither are they inferior in melee range. Sniper. A true archer feels as though the bow is not just a weapon. The defender takes no wound damage dots from the arrow. mounted ability. (Requires Animal Handling 7) As Mounted Archer 3. FD: 3. Spark Archer. or standing atop a low rise as armored. Style Trees: Arresting Arrow. and any of the duplicates move and become targets of Triggered Actions that deal wound damage dots to them. All three of the Archer duplicates may take a single Core Action. Swimming. but the Archer also gains a five-step bonus to his Dodge Defense while mounted. but when the Archer wins a Combat Test with a bow while mounted. but the defender must win an Endurance Defense Test or reduce his Movement to 0 for one round. and their penchant for stealth and acrobatics keeps them often out of harm’s way where they can rain arrows on their enemies. Other Style Trees improve their ability to pick and hit their targets. (Requires Agility 7) As Arresting Arrow 2. but the Archer’s Arresting Arrow Combat Tactic ignores AR during Combat Tests. extra Movement. FD: 5. and Tracking Core Ability : An Archer has no minimum range when performing a Combat Test with a bow and can thus target adjacent defenders. if each duplicate uses an Aptitude that deals Fatigue damage dots to itself. (Requires Agility 5) The Archer may now use the Vulnerable Shot Combat Tactic. Root Scale: Fatigue Wound Steps: 5/4/3/2/1/1. Archers are the perfect support combat Heroes. this Aptitude increases the velocity of every atom in the Archer’s body and he vibrates outward. (Requires Agility 14) When performed. Some of their Style Trees are designed specifically to protect them should they find themselves within range of sword or spear. Running. Regained: O. (Requires Agility 10) As Fleet-Footed 2. this Aptitude increases the Archer’s Movement and Dodge Defense by 50% (round down). but any bow the Archer fires while mounted gains +2 DR. a range of 5–40 would instead be 5–80. The Vulnerable Shot Combat Tactic requires the Archer to select a single defender. 1. sword wielding foes approach from below. Archers are not close combat experts. affording the Archer extra defense. Fleet-Footed. Fatigue Steps: 5/4/3/2/1/1 Trained Expertise: Acrobatics. Arresting Arrow (AA) Mounted Archer improves the Archer’s mounted archery abilities. 1. (Requires Agility 5) As Arresting Arrow 1. 2. 3. This replaces the ability of Fleet-Footed 1. 3. Archer’s gain a five-step bonus on any Combat Tests involving a bow. it is a trusted ally. (e. Regained: R. Additionally. Sniper (SN) Sniper increases the Archer’s maximum range with a bow as well as adding one new exclusive Combat Tactic and one exclusive change to the Focus Combat Tactic.Archer Archers prefer to see the world from a distance. All of the duplicates act as the Archer—so if the duplicates each fire one arrow. but the Archer’s Movement and Dodge Defense are both doubled. Mounted Archer. as well as increased speed. regardless of wound damage dots dealt. the defender is instead pushed 1m away from the Archer and takes a five-step penalty to his Dodge Defense for one round. Thrown Weapons. Bows. 1. FD: 10. The first range segment for any bow used by an Archer is doubled. that the bow might as well simply be another limb. nimble. 4. (Requires Animal Handling 5) As Mounted Archer 2. Climbing. removing penalties. Their mobility. (Requires Animal Handling 3) As Mounted Archer 1. 3. Regained: O. (Requires Agility 7) As Fleet-Footed 1. This Combat Tactic is performed by firing a single arrow from a bow at a single defender within range. FD: 9. 4. Regained: R. Regained: O. and Trick Shot [Melee Paradigm] Fleet-Footed improves the Archer’s mobility. When performed. They are at home perched in the lower branches of a giant tree. occupying three different 1m squares at the exact same time all within 10m of his original point. FD: 7. but anyone targeting the Archer in combat must perform two Combat Tests instead of one and must take the result of the lower test. increasing Dodge Defense. and hyper aware of their surroundings. fire one arrow 30 . Each additional Aptitude increases the power and potential abilities of the Arresting Arrow. 2.
he calculates wound damage dots normally but then reduces the final damage dot result (after AR) by 50% (round down). Hindered. gains Fatigue Damage. Regained: O. but the Archer fires three arrows simultaneously at the same defender. Both arrows hit or miss together and require only one Combat Test. if wound damage dots are successfully dealt to the defender. ( Requires Agility 9/Cognition 5 ) As Trick Shot 2 . As a Free Action. After reducing the damage. flame damage applies the Ignited condition. 2. a range of 5–40 would instead be 5–120. 4. 1. 4. the Archer’s Core Ability still applies.. the Archer’s arrows deal acid. FD: 3. 3. FD: 7. (Requires Agility 3/Cognition 2) The Archer fires two arrows simultaneously at the same defender. but the Archer’s arrows also apply related conditions upon dealing wound damage dots to the defender. 3. The first range segment for any bow used by an Archer is tripled. Regained: O. ice. FD: 3. potentially dealing wound damage dots to all defenders inside the AoE. if wound damage dots are successfully dealt. or shock damage (choose one) instead of ballistic damage. or Hobbled (see Chapter 4). otherwise it automatically misses.at him. (Requires Cognition 7) As a Free Action. and perform a Combat Test to determine success. No more than one Spark Archer Aptitude can be active on a single bow at a time. and shock damage applies the Electrocuted condition (see Chapter 4). Deafened. the Archer may then select one of the following Conditions to apply to the defender: Blinded. Regained: O. ice damage applies the Frozen condition. a single arrow fired from an Archer’s bow targets a 2m AoE instead of a single target. Regained: R. The Focus Basic Combat Tactic. FD: 1/round. The Archer must know within a 2m AoE where the defender is in order for the arrow to have a chance to hit. Regained: R. (Requires Cognition 5) As Spark Archer 1. This effect lasts until the Archer chooses to end it. FD: 2/round.g. The chosen Condition lasts for one round unless the Archer Aces the dice test. in which case the Condition lasts for a number of rounds equal to the Mastery of the dice test (page 126). This effect lasts until the Archer chooses to end it. If the Archer wins the test. (Requires Agility 5/Cognition 2) The Archer fires a single arrow at a single defender somewhere behind cover with no penalties. 31 . FD: 5. Trick Shot (TS) Trick Shot both increases an Archer’s rate of fire with a bow and allows the Archer to attempt nearly impossible shots with ease. Regained: O. FD: 5/round. 3. flame. but the Archer fires two arrows at a single defender somewhere behind cover with no penalties.) 4. 2. apply the Bleeding condition or deal force damage and. This effect lasts until the Archer chooses to end it. Regained: O. Regained: O. (Requires Cognition 10) As a Free Action. the Progenitor performs a free Knock Down Combat Tactic with Cognition + Prime versus the defender. Spark Archer (SA) Spark Archer gives the Archer the ability to infuse his bow with upgrades similar to those that can be purchased for more advanced weapons (see Chapter 3). (e. Regained: O. FD: 7. Acid damage applies the Corroded condition. ( Requires Agility 7/Cognition 3 ) As Trick Shot 1 . the Archer’s arrows can do one of two things: deal shrapnel damage and. however. FD: 7. FD: 7. Regained: R. 1. (Requires Cognition 7) When performing the Focus Basic Combat Tactic (page 82). the Sniper no longer takes a penalty to the Combat Test and deals an additional 50% damage (round down) on the final wound damage dot total.
but the Progenitor gains the rank of Consecutio and can also choose to command her allies to gain +2 OmR on every armor slot (except shoulder) until her next turn. 3. The Progenitor gains the rank of Auctor. but the Progenitor gains the rank of Artifex and can also choose to command her allies to gain a fivestep bonus to each Defense until her next turn. so to does her new Combat Stance gain new options. Any CP gained from this tree must be spent immediately and may only be spent on Enchantment Equations. the Progenitor learns new Enchantment Equations for her registry. 2. She also gains the Overseer Combat Stance. and unmatched connection to the Prime source tend to keep them at a distance. Their Enchantment Equations. No single Enchantment Equation purchased at Hero creation can have a CP cost above five. Progenitors are at home in the wilds. As a Progenitor gains rank in the Progenancy. 2. The new skills gained by the Progenitor through her leadership training manifest as a new Combat Stance unique to Command Progenitors (see Chapter 4). Prime. They are incredibly intelligent. Gain an additional +10 CP. Prime Steps: 6/5/3/2/1/1 Trained Expertise: Deception. no single Enchantment Equation can have a CP cost above nine. These Aptitudes function like Omnimancy Equations—see Chapter 5 for details. Mechanic. 1. Spark. Creator (CR) WARP LANCE The Progenitor fires a highly charged bolt of disruption energy at a single target. Creator. Command. Dodge Defense. Style Trees: Conduit. Dodge Defense. no single Enchantment Equation can have a CP cost above five. Though a lot of what they found (and continue to find) boggles the mind with its purpose. An Auctor can command her allies to gain a fivestep bonus to Attack Combat Tactics until her next turn. Progenitors without any Command Aptitudes possess the most basic rank of Progenitor. A Progenitor in the Overseer Combat Stance spends the time between her turns observing the flow of combat and commanding her allies in a variety of ways that improve the overall combat situation. (Requires Cognition 7/Prime 7) The Progenitor’s Prime Damage Scale Regain increases by one dot per round. Target: Multiple. and use spark again after the Time Before. Omnimancy-like Aptitudes. they tend to do so quietly and Progenitors are frequently treated with respect (however feigned it might be) wherever they go. Progenitors are right at home in a fellowship of Heroes—who else on Quantum has a greater opportunity to find what the Progenancy seeks? Progenitors are the perfect Omnimancy support Heroes. If needed. searching the remnants of the past for any remaining spark. the Progenitor gains 30 CP to buy Enchantment Equations (see Chapter 5). The Progenitor performs a free Knock Down Combat Tactic with Cognition + Prime versus any defenders that take wound damage dots from the blast. As Command 1. The five ranks noted here are the second rank through sixth rank of the Progenancy—there are many more above them. but the Progenitor gains the rank of Aedifex and can also choose to command her allies to gain +1 Movement until her next turn. 2. traveling from rumored ruin to rumored ruin. (Requires Cognition 5/Prime 5) The Progenitor gains a new Equation unique to Conduit Progenitors: The Progenitor chooses a point within 5m and detonates a 1m AoE Disruption energy blast. The Progenitor gains a new Equation unique to Conduit Progenitors: Command represents both the range of leadership skills taught to the Progenitor during her time in the Progenancy and her actual rank in the Progenancy. repair. DR: 5 disruption. 1. and never afraid to get their hands dirty to fulfill the mission of the Progenancy. Though much of the world looks upon Progenitors with disdain. turning the Progenitor into a walking energy field. Spark Rifles. and Strange Core Ability: At Hero creation. the Progenancy sees the collection and protection of spark items to be the only method of keeping the world safe from whatever struck humanity down before. An ally of the Progenitor must be able to hear her commands in order to receive the bonuses from the Combat Stance. Negotiation. Target: Single. Progenitors were the first to find. As Command 2. Range: 5m with 1m AoE. As Command 3. DR: 3 disruption. 3.Progenitor Progenitors see themselves as the guardians of Quantum—a notion the rest of Quantum would largely disagree with. Command (COM) Conduit (CON) Conduit vastly expands access to the tumultuous energy swirling through Prime. Additionally. (Requires Cognition 3/Prime 3 ) The Progenitor’s Prime Damage Scale Regain increases by one dot per round. unleashing fierce barrages of Prime Aptitudes into unwitting foes. WARP BlAST 4. humming with tremendous power. where they can direct the flow of combat and loose Prime energies into their enemies. knowledgeable in science and technology. Regained: O. PD: 10. no single Enchantment Equation can have a CP cost above seven. Through self-teaching and study. Range: 5m. Regained: O. 32 . Prime] 3. PD: 4. the Progenitor gains access to the Disruption Damage Type. Though it might seem odd. 1. Gain +20 CP. Science. Progenitors can usually switch to a more offensive role. Elemental Knock Down. and Prime Invoker [Omnimancy Paradigm. 4. Spark Pistols. Intimidate. OmR mitigates Disruption damage. Gain an additional +15 CP. a Damage Type drawn from the Prime source itself and unique to Progenitors. Root Scale: Prime Wound Steps: 5/4/3/2/1/1. Entropist.
(Requires Cognition 5) As a Core Action. the Progenitor can temporarily give all armor. (Requires Cognition 14) As Entropist 2. Regained: O. 2. see Chapter 3) and in the case of spark pistols and spark rifles. or Omnimancy effects cannot mitigate this effect and it lasts until the Progenitor chooses to end it. Target: Single. Range: 3m. Regained: R. thus preventing the weapon from being fired. (Requires Cognition 10) As a Core Action. PD: 5/round. 1. (Requires Cognition 7) As a Core Action. a wagon) or Heroes (e.g. Regained: R. DR: 5 entropic. 2. PD: 10. disrupt. Summoning a Prime Spirit is a Core Action. a rowboat). 1. PD: 2. the Progenitor can touch any spark weapon and by winning an Unopposed Spark Expertise test cause that weapon to temporarily malfunction. They also possess the ability to use Prime to keep their spark pistols and spark rifles recharged. Any spark pistol or spark rifle wielded by the Progenitor that has the Complex Reload weapon trait instead has the Simple Reload weapon trait. PD: 1/round. 3. As a Core Action. 4. Summoned spirits always know the will of their Invoker and no action is required to command them. the targeted weapon returns to the exact condition it was in before it was touched. equipment. (Requires Cognition 3) As a Core Action.g. PD: 6/round. 4.4. Mechanic (MEC) Mechanics are vehicle repair and enhancement specialists and spark repair specialists. (Requires Cognition 4/Influence 3) The Progenitor can summon a rank 15 Prime spirit. (Requires Cognition 8/Influence 6) The Progenitor can summon a rank 35 Prime spirit. Regained: O. Entropist (EN) ENTROPY BOlT 3. and weapons. A malfunctioning spark weapon loses all weapon traits (except 1H and 2H. she must win an Unarmed Combat Test in order to succeed. Expertise. PD: 4/round. PD: 5/round. the Progenitor gains a fivestep bonus to all Spark Expertise tests. As a Prime Invoker grows in skill. Endurance Defense. Regained: R. Range: 5m range with a 1m AoE. or weapons within range (choose one) the Broken condition (see Chapter 4). the Progenitor can cause a vehicle to immediately Regain five vehicle damage dots on the Vehicle Damage Scale (see Chapter 3). Once the effect ends. This effect lasts until the Progenitor chooses to end it. (Requires Cognition 6/Influence 4) The Progenitor can summon a rank 25 Prime spirit. or destroy technological items such as armor. Range: LoS. the Progenitor can give a vehicle a temporary 10 OmR. equipment. Range: LoS. Prime Invoker (PI) 33 . PD: 3/round. This Aptitude cannot be used on vehicles that are powered by animals (e. Additionally.. Regained: R. The Progenitor can summon a rank five Prime spirit. destructive energy only they have access to—called entropic energy—to damage. 2. so too grows the power of the Prime spirit she can summon. (Requires Cognition 7) The Progenitor gains a new Equation unique to Entropist Progenitors: The Progenitor fires a highly charged bolt of entropic energy at a single vehicle in sight possessing a Vehicle Damage Scale (see Chapter 3). Entropists learn powerful Aptitudes that use a rare. there is no longer a CP limit for Enchantment Equations. 1. A Prime Invoker can summon a powerful Prime spirit (page 122) directly from the Prime source. Regained: R.. Equipment items that are destroyed permanently by the Broken condition are immune to Entropist 3. vehicles. Regained: R. but the Progenitor gains a 20-step bonus when performing a Combat Test with the Entropy Bolt Equation. A summoned Prime spirit always appears adjacent to the Prime Invoker. the Progenitor can temporarily boost a vehicle’s Movement by +20. Regained: R. Regained: R. is drained completely of Prime. 4. Gain an additional +5 CP. Equipment. Entropist abilities are especially powerful versus spark items and always ignore OmR. 3. Range: 3m. If the Progenitor attempts to touch a spark weapon held by a defender. PD: 5/round. PD: 2/round.
4. Root Scale: Fatigue Wound Steps: 5/4/3/2/1/1. A single Void Rip has DR Power+3 and deals Void wound damage dots. FD: 3/round. The Reaver gains a five-step bonus on any Combat Tests with the Unarmed Expertise. but the Reaver can still choose a Combat Stance and suffers no penalties if he loses the Disarm Combat Tactic test. tends to keep the focus of the fellowship’s healers solely on them. Their proclivity for taking a higher number of wounds. Marauder (MAR) A Marauder is a cunning bandit. he gains Unarmed as a trained Expertise with one step. or leading a charge into melee. 4. The damage a Reaver takes in this manner cannot be reduced or prevented. taking limbs from their foes. silently keeping out of sight 34 . shifting the 2H axe’s Damage Type to flame and causing any defender who takes wound damage dots from the 2H axe to gain the Ignited condition for as long as Berserker 2 is active (or until it’s otherwise removed). Marauder. Intimidate. FD: 5. and Theft Core Ability: A Reaver may choose to take three wound damage dots after winning a Combat Test with a melee weapon and increase the DR of his attack by five. and Savage [Melee Paradigm] 4. Regained: O. give a single item held by the defender (attacker’s choice) the Broken condition rather than force the defender to drop it. Regained: R. and disdain loudly those that do. Destroyer is an advanced blunt weapons fighting style unique to Reavers that remakes the Reaver’s love for random destruction into a polished craft. ( Requires Power 10/Cognition 4 ) As Bruiser 3 . 1. though. Their Style Trees are focused on one of four areas: concentrating their weapon skills on one fighting style (such as 2H axe. the Reaver may not choose a Combat Stance and suffers a five-step penalty to his Dodge and Perception Defenses for one round. (Requires Power 5/Cognition 2) As a Free Action. (Requires Power 3) The Reaver can perform a modified Disarm Combat Tactic test versus a defender and. Climbing.Reaver Reavers live for the thrill of front line combat. FD: 3/ round. taking incredible punishment for doing so. A Void Rip is an unarmed attack that can either be performed as an Attack Combat Tactic with a single hand or as a Twin Strike Combat Tactic with both (see Chapter 4). just to get in closer to the enemy and deal substantial harm. Regained: R. 2. the armor worn on the armor slot struck by the Reaver’s blunt weapon gains the Broken condition. They are most comfortable in an army’s camp. (Requires Power 7) As Berserker 2. FD: 6/round. 3. Style Trees : Berserker. and ability to destroy the weapons and armor of their foes allow them to take down enemies rapidly. 1. menacing and terrifying their foes. if the defender wins the test. The choice to do so must be made after winning a Combat Test but before comparing his DR to the defender’s AR. (Requires Power 7) If the Reaver successfully deals wound damage dots with a blunt weapon to a defender. powerful attacks. the Reaver transforms his fists into black. if successful. 2. Their impressive weapon skills. Reavers tell incredible tales of their physical might. or learning how to exploit the weaknesses of Unaware combatant. Menace. Navigation. the field of battle covered in blood and terror. bone-crushing blows. 1. bellowing a war cry. a single 2H axe the Reaver wields erupts in Prime fire. and proudly show off the hundreds of scars most of them possess. destroying the weapons and armor of their enemies. he may force the defender to perform an Unopposed Endurance Defense test— if the defender loses the test. standing toe-totoe with the enemy and trading vicious. unarmed. (Requires Power 5) As Destroyer 2. They almost never attack from range. Running. Swimming. (Requires Power 7/Cognition 3) As Bruiser 2. The Reaver gains a five-step bonus on any Combat Tests with the Blunt Weapons Expertise. but the Reaver performs a free Knock Down Combat Tactic versus any defender that takes flame wound damage dots from the axe’s Prime fire. but the Reaver also gains a 10-step bonus on all Grapple Combat Tactic tests while his hands are transformed. Blunt Weapons. The Reaver gains a five-step bonus on any Combat Tests involving a 2H axe. Reavers are superb frontline melee combatants. bragging loudly and often about smashing weapons and armor to pieces. As with the Disarm Combat Tactic. If a Reaver with this Aptitude is not trained in the Unarmed Expertise. murky smoke. Destroyer (DES) Berserker (BER) Berserker is an advanced 2H axe fighting style unique to Reavers that transforms any wielded 2H axe into a rampaging weapon of chaos. and their armor coated in viscera. Bruiser Bruiser is an advanced unarmed fighting style that transforms a Reaver’s fists into physical incarnations of the strange nature of the Void. Reavers feel that a true battle involves both sides suffering severe torment. (Requires Power 5) As a Free Action. Regained: R. Bruiser. (Requires Power 10) As Berserker 3. Survival. a Combat Tactic exclusive to Bruiser Reavers and some Void beasts. They often sacrifice their own safety. 2. or scouting behind enemy lines. rarely even possess the skill to do so. or blunt weapons). Destroyer. but the Reaver’s 2H axe gains the reach trait while engulfed in Prime fire (see Chapter 3). 3. The Reaver gains the Void Rip Combat Tactic. but the Reaver gains an additional five-step bonus on Void Rip Combat Tactic tests and a single Void Rip has DR Power+7. 3. Fatigue Steps: 5/4/3/2/1/1 Trained Expertise: Bladed Weapons. barely comprehensible in form and appearance.
he gains the Panicked condition for one round (see Chapter 4). As a Free Action. he gains a one-step bonus to a single melee attack. 1. Marauders gain increasingly powerful abilities versus Unaware defenders (see Chapter 4). and snarling like a wild animal. spitting insults. he gains both the Demoralized and Panicked conditions for one round. his attack gains DR +1. As Marauder 2. 2. Menace (MEN) Menace is a new Combat Stance exclusive to Reavers. A Reaver in the Menace Combat Stance spends the time between his turns demoralizing nearby enemies by shouting threats. 4. For each Fatigue Damage dot the Reaver chooses to take. (Requires Influence 7 ) As Menace 2 . 3. Savage (SAV) Savage Reavers deliver punishing blows by sacrificing their physical stamina. Each time the Reaver chooses to gain a five-step bonus. (Requires Agility 10) As Marauder 3. but the Reaver’s bonus on Combat Tests made versus Unaware defenders increase to 10 steps and any adjacent allies gain the bonus as well. but the Reaver may choose to gain a five-step bonus to a single melee attack for every three dots of Fatigue damage he deals to himself. If the defender fails the test. 1. While the Reaver is in the Menace Combat Stance. 1. but the Reaver may choose to gain a three-step bonus to a single melee attack for every two dots of Fatigue Damage he deals to himself. but the Reaver and any adjacent allies gain DR +8 versus Unaware defenders. (Requires Influence 10) As Menace 3. 3. his attack gains DR +2. Fatigue Damage dots taken in this way are Regained over time (O) and cannot be reduced or prevented 2. 35 . (Requires Power 5) As Savage 1. 2. The Reaver gains a 5-step bonus on Combat Tests made versus Unaware defenders. (Requires Power 7) As Savage 2. but the Reaver may attempt an Intimidate Expertise Test versus any defender that starts or moves within a 2m AoE of the Reaver on the defender’s turn. but the Reaver and any adjacent allies gain DR +2 versus Unaware defenders. As Marauder 1. (Requires Influence 5) As Menace 1. any defender within a 2m AoE of the Reaver suffers a two-step penalty to his Sanity Defense. 3. 4. but if the defender fails the test. the Reaver may choose to take Fatigue Damage dots to increase his martial prowess. (Requires Power 10) As Savage 3. 4.until the right moment to strike. but the Reaver may designate up to two adjacent allies as additional “sources” of the Panicked condition. but each time the Reaver chooses to gain a three-step bonus to a single melee attack. preventing the defender from attacking both the Reaver and his two chosen allies.
Electromancer. Shamans are exceptional support combat Heroes and are able to function as excellent frontline melee combatants as well. and the influences of the Void. Blunt Weapons. Esomancy] Equations by one after success is determined but before the Equation’s DR is compared to the defender’s AR. 2. thorny vines that give the defender the Bleeding condition. and unique abilities that excel against Void beasts can turn the tide of any difficult combat scene. add a new and exclusive condition.Shaman Shamans strive to protect the natural world from the spread of Spark. but the defender also gains the Poisoned condition for a number of rounds equal to 50% (round down) of the Equation’s DR. She also increases wound damage dots dealt to Void beasts by 100% (rather than 50%). and Suria Invoker [Omnimancy Paradigm. (Requires Cognition 3/Power 2) A defender that takes nature damage from a Shaman’s Equations is covered in sharp. 2 . from the Shaman’s Equation arcs the electrical energy and strikes the nearest enemy defender who did not take shock damage this turn. creating inexpensive natural alternatives to Spark healing and preventative items. The defender hit by the arc must be within 5m of the original target and must defend against the arc as though it were the original Equation. and add nature-themed conditions. (Requires Cognition 5/Power 4) As Ferocimancer 2. protecting allies from Void influences. their nature Equations deal more Wound Damage dots in general. individuals. ( Requires Cognition 3/Agility 2 ) Any of the Shaman’s shock damage Equations that add the Electrocuted condition instead add the Fused condition. but the defender also gains the Hobbled condition for a number of rounds equal to 50% (round down) of the Equation’s DR. 2. Root Scale: Prime Wound Steps: 5/4/3/2/1/1. no single Equation can have a CP cost above 25. (Requires Cognition 5/Agility 4) As Electromancer 1. 4. the Shaman gains 30 CP to either buy Enchantment Equations or custom-create Esomancy Equations (see Chapter 5). Over time. Ferocimancer. Any CP gained from this tree must be spent immediately. a new condition exclusive to Electromancers. Navigation. This Poisoned condition gives the defender a step penalty equal to the DR of the Equation to either the defender’s Power Attribute or Agility Attribute (Shaman’s choice) and lasts until the Bleeding condition is removed. no single Equation can have a CP cost above 15. Their Style Trees include abilities focused on improving damage types. but fear that Spark and the technology of the Time Before brought about the events that nearly ended the world of Quantum. Over time. but the Shaman increases all shock damage from Omnimancy Equations by two and increases the range on LoE and AoE shock Equations by 2m (but does not increase the area of effect itself). Herbalist. and summoning progressively powerful Suria spirits. there is no longer a CP limit for Equations. no single Equation can have a CP cost above 20. the Shaman learns new Enchantment Equations or creates new Esomancy Equations for her registry. Enchantment Equations. or organizations aligned with it. 1. Gain additional +20 CP. Gain +30 CP. The Shaman increases all nature damage from Omnimancy Equations by one after success is determined but before the Equations DR is compared to the defender’s AR. Prophet. Science. sprawl. Prime Steps: 5/4/3/2/1/1 Trained Expertise: Academics. 36 . She also increases the range of LoE and AoE shock Equations by 1m (but does not increase the area of effect itself). Gain additional +10 CP. (Requires Cognition 7/Agility 6) A defender that takes shock damage. 3. Their Mend abilities (healing). 1. Style Trees: Creator. and gain expanded ranges. Apothecary. Prime. Negotiation. Most Shamans see Spark as a useful tool. Electromancer (ELE) Ferocimancers focus almost exclusively on Omnimancy Equations that utilize the nature damage type. The Shaman increases all shock damage from Omnimancy Herbalist (HER) Herbalists use commonly acquired ingredients to make less expensive versions of modern healing remedies (see Chapter 3 for information on the equipment items noted below). 3. 4 . their shock Equations deal more Wound Damage dots. A Fused combatant takes one shock damage at the beginning of her turn each round for a number of rounds equal to 50% of the DR of the shock Equation (rounded down) and reduces her Movement by one. They stand united in opposition to the Void and any forces. 1. ( Requires Cognition 7/Power 6 ) As Ferocimancer 3 . deal a lot more Wound Damage dots to Void beasts. 4. Shamans are naturalistic Esomancers with powerful Mend abilities and access to an exclusive damage type (nature). Gain additional +15 CP. Shamans yearn for a world free of the Void’s influences with vast wild places and limited population growth among the civilized races. Electromancers focus almost exclusively on Omnimancy Equations that utilize the shock damage type. Strange. 3. and Survival Core Ability: At Hero creation. No single Equation purchased at Hero creation can have a CP cost above 10. Ferocimancer (FER) Creator (CR) Through self-teaching and study.
PD: 3/round. 1. 4. 1. but the Shaman can end the Prophet Combat Stance prematurely to remove the Panicked condition from an ally.) She can make an Apoth-O-Patch Light ($5). a Stim Jet ($50). As Prophet 3. Regained: R. 37 . As a result. (Requires Cognition 6/Influence 4) The Shaman can summon a Rank 25 Suria spirit. Both of these items are far superior to commercially available alternatives. The time includes both gathering and preparation. A summoned Suria spirit always appears adjacent to the Suria Invoker. Suria Invoker (SI) A Suria Invoker can summon powerful Suria spirits (page 123) directly from the Suria source. humans. It takes 15 minutes to produce one and the time includes both gathering and preparation. As a Suria Invoker grows in skill. The Shaman can make items that are equivalent to modern healing items but for much less. PD: 7/round. As Prophet 1. The Shaman can now make an ApothO-Patch Zenith ($250) and a Stim Jet Zenith ($500). An ally of the Shaman must be able to hear her words in order to gain the benefits of the Combat Stance. As Prophet 1. keeping them devoted to the battle. Both of these items take 30 minutes to produce and the time includes both gathering and preparation. Both Regain 11 dots of damage (Wounds for the Apoth-O-Patch and Fatigue or Prime for the Stim Jet) and it take two hours to produce one. they are some of Quantum’s finest leaders and their ability to inspire and rally their allies are almost unmatched. and mutants. 4.1. A Shaman in the Prophet Combat Stance shouts words of encouragement to her allies. 3. and Unidote ($25). Summoned spirits always know the will of their Invoker and no action is required to command them. 2. PD: 1/ round. The Shaman can now make C-Spray ($25). (In parenthesis is her cost to produce the items. an Apoth-O-Patch ($10). 3. The Shaman can summon a Rank 5 Suria spirit. The Shaman gains the Prophet Combat Stance. 3. It also takes 15 minutes to produce one and the time includes both gathering and preparation. (Requires Cognition 4/Influence 3) The Shaman can summon a Rank 15 Suria spirit. The Shaman can now make an Apoth-OPatch Pro ($25) and a Stim Jet Pro ($125). but the Shaman can choose instead to focus on a single ally. 2. so too grows the power of the Suria spirit she can summon. Wound Foam ($10). (Requires Cognition 8/Influence 6) The Shaman can summon a Rank 35 Suria spirit. Any ally of the Shaman who can hear her words gains a 10-step bonus to his Sanity Defense for one round. but the Shaman can end the Prophet Combat Stance prematurely to remove the Demoralized condition from an ally. 4. Regained: R. Regained: R. 2. Summoning a Suria spirit is a Core Action. Regained: R. a Stim Jet Light ($25). and Alkali Powder ($10). Prophet (PRO) Prophets possess amazing insights into the psychology and willpower of automatons. giving him a 15-step bonus to his Sanity Defense for one round. PD: 5/round. azi.
but the Valkyrie causes her ally to Regain five wound damage dots and two root scale damage dots. Faraday founded the school over a century ago to reduce the population of girls she saw living on the streets of Quantum’s core city and her descendants have run the school since (her granddaughter Rasa Faraday runs it today). 4. FD: 6. and Stonewall [Melee Paradigm] 2. she can touch him and cause him to Regain one wound damage dot. the step penalty is multiplied by the Mastery of the test. (Requires Cognition 5) As Prophetess 1. able to heal catastrophic wounds in this manner. she gains a five-step bonus to her next Defense Test. Prophetess (PRS) Ravenguard (RG) The Ravenguard are the wing of the Valkyries that train 38 . (Requires Cognition 7/Apothecary 7) As Field Medic 3. Regained: O. 1. The Valkyrie can use the Twin Strike Combat Tactic with a Spark pistol and a bladed weapon that weighs 1. Among the children in training. If the Valkyrie wins the Opposed Test with an Ace. More than 90% of them are female and all of them spend their childhood training at a secret.5 pounds or less (see Chapter 3). 2. (Requires Agility 10) As Melee Pistoleer 3. Regained : R. A Prophetess is highly trained to observe the ebb and flow of combat and make quick and accurate predictions in reaction to events that are about to happen. fiercely loyal to their fellow Valkyries and to their fellowship of Heroes. Intimidate. The Valkyrie cannot use this ability on herself or on an ally that has reached Mutilated. Field Medics are not. the Valkyrie school is known as the Riffraff Residence. 2 . 1. 4. Ravenguard. (Requires Agility 5 ) As Melee Pistoleer 1 . and finding abandoned children (especially girls) to send back to the RRR. (Rather than two 1H melee weapons. (Requires Cognition 5/Apothecary 5) As Field Medic 2. but the Valkyrie causes her ally to Regain seven wound damage dots and three root scale damage dots. the defender takes a five-step penalty to all attacks for five rounds. (Requires Cognition 3) As a Free Action. are at home in the urban wilderness. and fiery combatants. and Shield Maidens). Melee Pistoleer. Regained: O. The children are treated well at the RRR. but the Valkyrie gains a 10-step bonus to her next Defense Test and can make the Unopposed Cognition Test as a Triggered Action in reaction to a successful attack performed against her. FD: 10. but the Valkyrie causes her ally to Regain three wound damage dots and one root scale damage dot.5 pounds or less. and Unarmed Core Ability: The Valkyrie can unleash a piercing scream to stagger her enemies. 4. unnamed school in Akyrema City founded by the first Valkyrie. or Unconscious on the Wound Damage Scale.) In order to use the Twin Strike Combat Tactic in this manner. Savvy. Regained: O. As a Free Action. Bladed Weapons. (Requires Cognition 7) As Prophetess 2. 3. FD: 10. but the Valkyrie gains a five-step bonus to all of her Combat Tests that she performs twice. If the Valkyrie wins the test.Valkyrie All Valkyries are former orphans or abandoned children found throughout the many cities of Quantum. 1. always choosing the best result rolled. FD: 2. (Requires Cognition 3/Apothecary 3) As Field Medic 1. Style Trees: Field Medic. and train hard to be soldiers and healers who spend their adult life working mostly as powerful mercenaries. she may perform a free Knock Down Combat Tactic versus her target using the highest trained weapon Expertise of the two weapon she wields (rather than the Unarmed Expertise). Crippled. 3R. or the RRR. Regained: O. both of her weapons gain DR +2 (instead of DR +1). Root Scale: Fatigue Wound Steps: 5/4/3/2/1/1. FD: 5. a human woman named Ausra Faraday. If she wins the test. working. Field Medic (FM) Field Medics are taught the secrets to an advanced form of Apothecary that utilizes the Prime source to heal minor to moderate wounds rather quickly. FD: 14. Regained: O. the Valkyrie can Reserve a large amount of Fatigue Damage dots for the length of a combat scene in order to perform all of her Combat Tests twice. however. (Requires Agility 7) As Melee Pistoleer 2. the target must be within melee range and the Spark pistol must be loaded. Fatigue Steps: 5/4/3/2/1/1 Trained Expertise: Acrobatics. Ravenguard. but those trained as Field Medics can also provide immediate Apothecary treatment to the injured to keep them in the fight. or Triple-R for short. Their core ability and martial skills make them brutal in combat. several combat styles unique to the three wings of the Valkyries (Melee Pistoleers. Regained: O. but if the Valkyrie wins the test. Spark Pistol. 3. she can perform an Opposed Intimidate + Influence Test against a single creature’s Sanity Defense within 5m. Prophetess. If the Valkyrie is adjacent to an ally. Running. Apothecary. most gaining a level of self-respect they never possessed as abandoned children. but if the Valkyrie deals wound damage dots to her target with both the Spark pistol and the bladed weapon. Streetwise. the Valkyrie quickly scans the entire combat and makes an Unopposed Cognition Test. Valkyries are intensely brave. As a Free Action. FD: 3. exploring. Their Style Trees include the aforementioned Field Medic. Polearms. Valkyries are expert close-quarter combatants and both because of their childhood and their training. Melee Pistoleer (MP) Melee Pistoleers perfect a unique fighting style that combines a Spark pistol with any bladed weapon that weighs 1. 3. and a Combat Stance that reflects the Valkyrie’s extraordinary study of melee combat. but the Valkyrie suffers no penalties from choosing the Twin Strike Combat Tactic. Valkyries are a mix of support Hero and frontline combat Hero.
Regained: R. 4. FD: 3/round. 3. but the Valkyrie may counter-attack twice per round. Unlike Ravenguard 2. 3. 2. (Requires Influence 3/Animal Handling 3) As Ravenguard 1. As Savvy 2. As Savvy 3. A Valkyrie in the Savvy Combat Stance spends the time between her turns keeping her mind sharply focused to withstand attacks. 1. 2.5 lbs. the following Fatigue Damage dots are just for this Aptitude and are not added to another. A raven weighs 2. Stonewall (SW) Some Valkyries learn new combat techniques with their shields for increased protection and counterstrike capabilities. but if the Valkyrie loses an Endurance or Sanity Defense test while in the Savvy Combat Stance. This ability is performed as a Core Action and as long as the raven flaps around its target. but no additional statistics. While in the Savvy Combat Stance. but the Valkyrie reduces damage dots taken by two.). the Valkyrie gains a twostep bonus to her Endurance and Sanity Defenses. (Requires Power 7) As Stonewall I. (Requires Influence 5/Animal Handling 5) As Ravenguard 1 and Ravenguard 2. This connection allows the Ravenguard to utilize their ravens for scouting. As a Core Action. (Requires Influence 7/Animal Handling 7) This Aptitude possesses two abilities. Regained: R. The following Fatigue Damage dots per round are added to the Ravenguard 1 Fatigue Damage dots. Regained: R. FD: 5/ round. 1.constantly to build a personal Prime connection with a single common raven up to a congress of common ravens. Valkyries can only use this ability above ground. Regained: R. 3. Regained: R. (Requires Power 5) Once per round. She can command the raven to move as much as 100m from the Valkyrie and can see everything the raven can see. but the AR of a wielded shield is increased by +2 and the Valkyrie gains a five-step bonus to her Dodge Defense when wielding a shield. she reduces any damage dots taken by one. (Requires Power 9) As Stonewall II. 4. The Valkyrie increases the AR of a wielded shield by +1 and also gains a two-step bonus to her Dodge Defense when wielding a shield. may only use a single wielded melee weapon. 39 .. but the Valkyrie may instead summon a congress of ravens and choose a single 2m AoE within 10 meters.) or modify Ravenguard 3 to give all of the defenders in the AoE (allies or enemies) the Blinded and Hindered conditions (FD: 7/round. the defender gains the Demoralized condition. 4. after preventing all wound damage dots from a single melee weapon attack. and combat. distraction. while the raven is present. The Valkyrie may choose either to modify Ravenguard 2 to give the defender the Blinded and Hindered conditions (FD: 5/round. to order it to distract a single defender within 100m. Savvy (SVY) Savvy is a new Combat Stance exclusive to Valkyries. but the Valkyrie gains the ability. but the Valkyrie gains a five-step bonus to her Endurance and Sanity Defenses. the Valkyrie may immediately make a free counter-attack versus the source of the prevented damage. 1. has Movement 19. 2. This counter-attack may only be an Attack Combat Tactic. FD: 1/round. giving all defenders (allies or enemies) inside that AoE the Demoralized condition as long as the ravens flap around their targets. As Savvy 1. the Valkyrie can summon a single common raven to her side. and may only be made if the source of the prevented damage is within melee range. Ravens are not intended to be combatants and can only withstand one wound damage dot before dying.
Gain additional +20 CP. Prime. even Warlocks are Heroes and many over the years have become celebrities among the civilized populations of Quantum. and eventually make it difficult for the defender to move and hold items. (Requires Cognition 5/Agility 4) As Filumancer 1. Vacuumancer. 4. She also increases the range of LoE and AoE shrapnel Equations by 1m (but does not increase the area of effect itself). One drawback of Warlocks. add a new and exclusive condition.Warlock [Omnimancy Paradigm. 1. Warlocks intently study all forms of Quantum’s power sources ever hopeful to unlock a new path to greater understanding of the origins of their abilities. living a life of solitary loneliness where they jealously guard their privacy and violently defend their research. Warlocks are their own worst enemy. Style Trees: Creator. Their incredibly destructive Exomancy Equations and Paradigm abilities allow them to take down enemies rapidly. their shrapnel Equations deal more Wound Damage dots. Despite this. a new condition exclusive to Glacimancers. but the Warlock increases all shrapnel damage from Omnimancy Equations by two and increases the range on LoE and AoE shrapnel Equations by 2m (but does not increase the area of effect itself). no single Equation can have a CP cost above 15. Because they care so very little for how the world regards them and much more for their area of study. Glacimancers focus almost exclusively on Omnimancy Equations that utilize the ice damage type. 1. 3. Warlocks are superb ranged combatants. A Frostbitten combatant takes one ice damage at the beginning of his turn each round for a number of rounds equal to 50% of the DR of the shrapnel Equation (rounded down) and suffers a five-step penalty to all actions that require the use of legs. 3. a new condition exclusive to Filumancers. The public genuinely fears Warlocks. Living Bomb. Fist & Fan Weapons. Any CP gained from this tree must be spent immediately. especially groups at close range. or hands. Their power versus a single defender is almost unmatched by any other Paradigm and their power versus groups of defenders. no single Equation can have a CP cost above 20. 3. The Warlock increases all ice damage from Omnimancy Equations by one after success is determined but before the Equation’s DR is compared to the defender’s AR. Filumancer. More so than any other Omnimancy Paradigm. 1. 2. This obsession tends to push Warlocks to the edge of society. they are feared and sometimes hunted down. The public’s stories of Warlocks are far more reckless and violent than the average Warlock really is. they sometimes leave their allies behind as casualties alongside their enemies. Warlocks are distrusted but generally left alone—in the Wilds. and Streetwise Core Ability: At Hero creation. Gain +30 CP. A Hemorrhaging combatant takes one bleed damage at the beginning of his turn each round for a number of rounds equal to 50% of the DR of the shrapnel Equation (rounded down) and suffers a five-step penalty on any dice tests that involve the Power or Agility Attributes. and eventually make it difficult for the defender to remain standing as the result of rapid blood loss. Gain additional +10 CP. add a new and exclusive condition. Exomancy] Filumancer (FIL) Warlocks spend their entire lives exploiting Exomancy and the power of the Void to create larger. arms. (Requires Cognition 7/Power 6) As Glacimancer 3. Disguise. gain expanded ranges. 4. but the Warlock increases all ice damage from Omnimancy Equations by two and increases the range on LoE and AoE ice Equations by 2m (but does not increase the area of effect itself). Strange. and more effective Omnimancy Equations. Prime Steps: 5/4/3/2/1/1 Trained Expertise: Deception. 2. 2. is that their AoE abilities rarely exclude their allies and while they perform devastating attacks across the entire swath of the battlefield. (Requires Cognition 3/Power 2) Any of the Warlock’s ice damage Equations that add the Frozen condition instead add the Frostbitten condition. he collapses and gains the Knocked Down/Prone condition. A Warlock in the Wilds must be very careful to conceal her identity lest the superstitions about her Paradigm cause a mob to rise against her. the Warlock learns new Enchantment Equations or creates new Exomancy Equations for her registry. In city centers. no single Equation can have a CP cost above 25. but any defender with the Hemorrhaging condition must perform an Unopposed Endurance Defense Test at the start of his turn and if he loses the test. the Warlock gains 30 CP to either buy Enchantment Equations or custom-create Exomancy Equations (see Chapter 5). Over time. more powerful. Negotiation. (Requires Cognition 7/Agility 6) As Filumancer 3. Glacimancer. and Void Invoker Filumancers focus almost exclusively on Omnimancy Equations that utilize the shrapnel damage type. Over time. is nasty and brutish. feet. but any defender with the Frozen condition must perform an Unopposed Endurance 40 . and the occasional Warlock who pushes too hard at the Void and finds herself enveloped in vile madness is held up as the example of all Warlocks rather than the exception. Gain additional +15 CP. Glacimancer (GLA) Creator (CR) Through self-teaching and study. No single Equation purchased at Hero creation can have a CP cost above 10. 4. however. The Warlock increases all shrapnel damage from Omnimancy Equations by one after success is determined but before the Equation’s DR is compared to the defender’s AR. She also increases the range of LoE and AoE ice Equations by 1m (but does not increase the area of effect itself). Intimidate. (Requires Cognition 3/Agility 2) Any of the Warlock’s shrapnel damage Equations that add the Bleeding condition instead add the Hemorrhaging condition. there is no longer a CP limit for Equations. gain expanded ranges. Root Scale: Prime Wound Steps: 5/4/3/2/1/1. (Requires Cognition 5/Power 4) As Glacimancer 1. despite the rumors and myths about them. Stealth. their ice Equations deal more Wound Damage dots. though.
2. and add the Demoralized condition. that if they so choose. (Requires Cognition 4/Influence 3) The Warlock can summon a Rank 15 Void spirit. PD: 9. but with the following changes: Range: 1m AoE centered. PD: 9. the Warlock can create an AoE that swirls with Void energy for one round. 4. he gains the Demoralized condition for one round and cannot choose a Combat Stance. The Warlock can summon a Rank 5 Void spirit. DR: 6 void damage. She also increases the range of LoE and AoE Void Equations by 1m (but does not increase the area of effect itself). 3. 4. Regained: O. Range: 1m AoE centered. Regained: R. Living Bomb (LB) Vacuumancers focus almost exclusively on Omnimancy Equations that utilize the Void damage type. (Requires Cognition 4/Prime 3) As a Core Action. the Warlock may perform a free Knock Down Combat Tactic versus the defender using Cognition + Prime.Defense Test at the start of his turn and if he loses the test. PD: 11. 1. Range: 1m AoE centered. Summoning a Void spirit is a Core Action. As a Void Invoker grows in skill. DR: 6 void damage. Regained: O. PD: 8. PD: 1/ round. (Requires Cognition 6/Influence 4) The Warlock can summon a Rank 25 Void spirit. DR: 3 void damage. PD: 3/round. but if the defender loses the test. Regained: O. Sanity Defense. (Requires Cognition 3/Influence 2) Anytime the Warlock’s Void damage Equations successfully deal Wound Damage dots to a defender. (Requires Cognition 6/Prime 5) As Living Bomb 1. PD: 7/round. If the defender loses the test. the defender must perform an Opposed Sanity Defense Test versus the Warlock’s Cognition + Prime. (Requires Cognition 8/Prime 7) As Living Bomb 2. so too grows the power of the Void spirit she can summon. 2. 1. Living Bombs are Warlocks that possess such powerful connections to the Void. (Requires Cognition 8/Influence 6) The Warlock can summon a Rank 35 Void spirit. A summoned Void spirit always appears adjacent to the Void Invoker. he gains the Demoralized condition for one round. DR: 6 void damage. but the Warlock increases all Void damage from Omnimancy Equations by two and increases the range on LoE and AoE Void Equations by 2m (but does not increase the area of effect itself). their Void Equations deal more Wound Damage dots. Sanity Defense. 41 . Summoned spirits always know the will of their Invoker and no action is required to command them. (Requires Cognition 10/Prime 9) As Living Bomb 3. Sanity Defense. Sanity Defense. potentially dealing Void Damage dots to anyone who enters or is present when the Living Bomb starts. Regained: R. Regained: R. Vacuumancer (VAC) 4. PD: 5/round. but with the following changes: if the Warlock takes Wound Damage dots from a defender. (Requires Cognition 5/Influence 4) As Vacuumancer 1. 3. but with the following changes: if a defender takes Void Damage dots from this ability. Regained: R. 1. gain expanded ranges. The Warlock increases all Void damage from Omnimancy Equations by one after success is determined but before the Equation’s DR is compared to the defender’s AR. Range: 1m AoE centered. 2. Void Invoker (VI) A Void Invoker can summon powerful Void spirits (page 124) directly from the Void. (Requires Cognition 7/Influence 6) As Vacuumancer 2. Target: Multiple. Target: Multiple. he drops all held items and reduces his Movement by one for one round. Regained: O. Target: Multiple. the defender must immediately perform a Sanity Defense Test versus the Warlock or take Wound Damage dots from Living Bomb. Target: Multiple. 3. creating an area of maddening whispers that can harm any who enter. Over time. they can explode with the demented entropic energies it contains.
g. Only the following Damage Types can have their DR increased by this Style Tree: acid. Gain a two-step bonus to Dodge Defense.. Expand Wound Damage Scale (EW) Augment Sanity (AS) This Style Tree increases the total step value of a Hero or GCC’s Sanity Defense. Gain a two-step bonus to Sanity Defense. beast. 1: Increase Wound Damage Scale dots by +1/+1/0/0/0/0. Open Style Trees modify generic ideals common among Heroes. 4. a Hero could have Equation Supremacy 1 [acid] as well as Equation Supremacy 4 [ice]. 4: Increase Fatigue Damage Scale dots by an additional +1/+1/+1/+1/+1/0. but each new instance must start at Equation Supremacy 1. flame.. 1. 2: Increase Fatigue Damage Scale dots by an additional +1/+1/+1/0/0/0. 2: Increase Prime Damage Scale dots by an additional +1/+1/+1/0/0/0.1: Increase Prime Damage Scale dots by +1/+1/0/0/0/0. sets of Aptitudes that offer further customization or focus. Augment Dodge 1). Gain a two-step bonus to Sanity Defense. each Aptitude on a single Tree must be purchased in order (e. 3. Gain a two-step bonus to Endurance Defense. Augment Endurance (AE) Expand Fatigue Damage Scale adds additional damage dots to some of the steps on the Fatigue Damage Scale. 3. and foes such as Defenses. (e.g. 3: Increase Wound Damage Scale dots by an additional +1/+1/+1/+1/0/0. giving an Omnimancy Hero or GCC greater capacity for Aptitudes that deal Prime Damage. Gain a three-step bonus to Sanity Defense.) 1. Noting the Style Tree in this manner makes it much easier to keep track of which Aptitudes your Hero possesses. 4: Increase Wound Damage Scale dots by an additional +1/+1/+1/+1/+1/0. 1: Increase Fatigue Damage Scale dots by +1/+1/0/0/0/0. 2: Increase Wound Damage Scale dots by an additional +1/+1/+1/0/0/0. 4. Extra Expertise (EE) This Style Tree adds additional Expertise to a Hero or GCC’s list of trained Expertise. 3.Open Style Trees These are the available Open Style Trees. but that are open for anyone (Hero. 4: Increase Prime Damage Scale dots by an additional +1/+1/+1/+1/+1/0. 3: Increase Prime Damage Scale dots by an additional +1/+1/+1/+1/0/0. DR 1 acid would increase to DR 2 acid). Increase the DR of the chosen Damage Type by +1. Gain a two-step bonus to Dodge Defense. 1. Expand Prime Damage Scale (EP) Augment Perception (AP) This Style Tree increases the total step value of a Hero or GCC’s Perception Defense. 42 . or foe has access to (see Chapter 5). 2. 2. Expand Fatigue Damage Scale (EF) Augment Dodge (AD) This Style Tree increases the total step value of a Hero or GCC’s Dodge Defense. Gain a three-step bonus to Perception Defense. Increase the DR of the chosen Damage Type by +2. Gain a three-step bonus to Dodge Defense. Gain a three-step bonus to Endurance Defense. Increase the DR of the chosen Damage Type by +1 (e. 4). Expand Prime Damage Scale adds additional damage dots to some of the steps on the Prime Damage Scale.g. 2. Gain a two-step bonus to Endurance Defense. Each Open Style Tree has four Aptitudes and while no Open Style Tree has requirements for purchase. Equation Supremacy (ES) Equation Supremacy increases the DR for one Damage Type an Omnimancy Paradigm. Gain a three-step bonus to Dodge Defense. list it as [Open Style Tree Name] [Number] (e. When noting an Open Style Tree choice on your Hero’s record sheet. beasts. 3. 1. 1. This Style Tree increases the total step value of a Hero or GCC’s Endurance Defense. 2. Gain a three-step bonus to Sanity Defense. 3. Equation Supremacy can be selected multiple times for different Damage Types. Gaining a higher Aptitude in this Style Tree applies retroactively to the Expand Wound Damage Scale adds additional damage dots to some of the steps on the Wound Damage Scale.. Movement. beast. 3. and so on. Gain a three-step bonus to Perception Defense. damage scales. 2. Gain a two-step bonus to Perception Defense. 4. Increase the DR of the chosen Damage Type by +1. Gain a two-step bonus to Perception Defense. disruption. Gain a three-step bonus to Endurance Defense. and shock.g. 2. or foe) to purchase. DR improved in this manner does not increase an Equation’s CP cost. chosen Damage Type. 1. increasing the Hero or GCC’s capacity to withstand the effects of physical wounds. 4. 3: Increase Fatigue Damage Scale dots by an additional +1/+1/+1/+1/0/0. ice.. 4. giving a melee Hero or GCC greater capacity for Aptitudes that deal Fatigue Damage.
1. Gain one additional trained Expertise with one step. 2. Gain one additional trained Expertise with one step. 3. Gain one additional trained Expertise with one step. 4. Gain one additional trained Expertise with one step.
1. Gain +5 CP; requires Creator 1 or Creator Adept 1. 2. Gain additional +10 CP; requires Creator 2 or Creator Adept 2. 3. Gain additional +15 CP; requires Creator 3 or Creator Adept 3. 4. Gain additional +20 CP; requires Creator 4 or Creator Adept 4.
Martial Prowess (MP)
Martial Prowess increases the DR for one weapon (including natural weapons) a Hero is trained to use (such as “Spark Knife” or “Shortbow”). Martial Prowess can be selected multiple times for different weapons, but each new instance must start at Martial Prowess 1 . (e.g., a Hero could have Martial Prowess 1 [Spark Knife] as well as Martial Prowess 4 [Shortbow].) 1. Increase the chosen weapon’s DR by +1 (e.g., DR Power+1 would increase to DR Power+2). 2. Increase the chosen weapon’s DR by +1. 3. Increase the chosen weapon’s DR by +1. 4. Increase the chosen weapon’s DR by +2.
Rapid Regain (RR)
Rapid Regain improves the Regain of either the Fatigue Damage Scale or the Prime Damage Scale. 1. Increase Regain by one per round for either the Fatigue or Prime Damage Scale. 2. Increase Regain by one per round for either the Fatigue or Prime Damage Scale. 3. Increase Regain by one per round for either the Fatigue or Prime Damage Scale. 4. Increase Regain by one per round for either the Fatigue or Prime Damage Scale.
Swift Movement (SMO)
Prolific Creator (PC)
Any Creation Points (CP) gained from this Style Tree must be spent immediately. Creation points gained in this manner may not exceed the creation restrictions of the Creator or Creator Adept Style Trees.
Swift Movement increases the Movement statistic of a Hero or GCC. 1. Gain +1 Movement. 2. Gain +1 Movement. 3. Gain +1 Movement. 4. Gain +1 Movement.
There are 30 unique Expertise in the Quantum Roleplaying Game. Each Expertise is a conceptual representation of a slice of world knowledge, experience, martial skill, or scientific understanding. The number of steps a Hero has in his Expertise is, like Attributes, an abstract score not designed to be comparative between Heroes and GCCs. When added to its associated Attribute, however, the final Total Step Value does determine a level of mastery in each Expertise that can be compared between Heroes and GCCs. The Dice Test Table on page 126 has a column called “Mastery” that separates the Total Step Values into training categories. For example, a Hero with two steps in Cognition and three steps in Academics (for a total of five steps) would be considered an Apprentice Academic while a Hero with a total of 21 steps would be considered a Master Academic. Not only does Mastery let you compare between Heroes and GCCs, it also provides Guides with suggestions on where skilled laborers, merchants, or educators might fall statistics-wise in the world of Quantum. Each Expertise below uses the same set of categories to define it. Read through each entry carefully as different Expertise can have different minor rules associated with them. Each Expertise includes the following descriptive categories: Expertise Name: The Expertise’s name represents an umbrella title over multiple categories of related foci. Associated Attribute: In parenthesis behind the Expertise name is a single letter that represents one of the four Attributes: (A)gility, (C)ognition, (I)nfluence, and (P)ower. This is the associated Attribute for that Expertise and the two are nearly always used together for dice tests and, when added together, determines the Total Step Value for an Expertise dice test or that Expertise’s Mastery (see above). Foci: Once a Hero is trained in an Expertise, he may choose one focus. The foci are listed alphabetically in parenthesis next to the associated Attribute. Whenever a Hero performs a dice test using an Expertise focus, he gains a two-step bonus. Expertise Description: This is a short explanation of each Expertise. Contrary Statistic: Each Expertise that is likely to be used during an Opposed Test or Combat Test has a contrary statistic, the Defense or Expertise used to counter it during the dice test. Ace Effect: Many Expertise do not have specific additional rules associated with them. Those Expertise instead have an Ace Effect line that denotes possible benefits for Acing a dice test. Additional Rules: Many Expertise require additional rules explanations and those rules are found here. Some Expertise have specific extra benefits for winning an Opposed Test with an Ace, or Acing an Unopposed Test. When those extra benefits are possible, they are noted here. In the additional rules descriptions, the individual performing an action with the Expertise is always referred to as the “tester” and the target of the Expertise test is always called the “defender.”
Quantum’s history, geography, and politics and how all three interact to create the modern world. Most of the study herein relates to Quantum since the Time Before, but there are historians who focus almost exclusively on collecting the rare tidbits about life in the Time Before. Testing Academics involves knowledge like remembering the location of a city, mountain range, lake, etc.; knowing how the recent history of a region relates to the problems it currently faces, and knowing the names and relationships between a country’s ruler’s and elite. Contrary Statistic: — Ace Effect: A tester who Aces an Academics Expertise test recalls an extra piece of information not commonly known (Guide’s discretion).
Acrobatics (A) (Balance, Fall, Tumble)
The Acrobatics Expertise represents a range of gymnastic feats such as balancing, falling, and tumbling. Acrobatics is tested when a Hero or GCC needs to move quickly across a slippery or precarious surface, after falling from height, or when needing to tumble past a defender safely. Contrary Statistic: Dodge Defense
Academics (C) (Geography, History, Politics) 44
The Academics Expertise represents the scholarly study of
Balance: If failing to maintain balance during a Movement would cause injury or have other dire consequences, a Hero or GCC must perform an Unopposed Acrobatics Test. An Ace means the tester can move at full Movement, a Hit means the tester can move up to 50% Movement (rounded down), and a Miss means the tester falls (see Fall below). Fall: An average individual can fall up to 2m without injury. Falling damage is always Blunt Damage. If falling from a height of 3m or more, a Hero or GCC must perform an Unopposed Acrobatics Test with a step penalty equal to the number of meters fallen (mƒ) minus two, multiplied by two (Penalty = [mƒ – 2] * 2). (e.g., a 3m fall would be a two-step penalty and a 20m fall would be a 36-step penalty.) An Ace means the tester can fall safely up to 10m and takes two Wound Damage dots for every meter fallen beyond 10m. A Hit means the tester can fall safely up to 5m and take two Wound Damage dots for every meter fallen beyond 5m. A Miss means the tester takes two Wound Damage dots for every meter fallen beyond 2m. (e.g., a 10m fall would deal 16 Wound Damage dots.) Tumble: A Hero or GCC may perform a tumble as part of his Movement in order to safely pass through a spot (or square) occupied by an enemy defender or to safely move past a defender who might be able to perform a Combat Test as a Triggered Action. When tumbling past or through a defender, the tester must perform an Opposed Acrobatics Test versus the Defender’s Dodge Defense. Acing the test means the tester can tumble up to full Movement and may use any remaining Movement at the end of the tumble. Winning the test means the tester can move up to 50% Movement (round down) safely, but the tester loses any remaining Movement at the end of the tumble. Losing the test means the tester stops immediately adjacent to the defender and loses all remaining Movement.
Animal Handling (I) (Cart-Driving,Riding, Training)
The Animal Handling Expertise governs a wide variety of skill and knowledge about controlling, training, riding, and driving animals. A master Animal Handler is important in a world where most travel is done atop or behind one of several draft animals (oxen, horses, and so on). Animal Handling is tested when a cart driver or teamster needs to make skilled choices to avoid danger or to push her draft animals to the limit, when a rider needs to manage her horse over an obstacle or out of danger, or when a trainer wants to teach her animal some new skills. Contrary Statistic: —
Cart-Driving: Testing Animal Handling to drive a cart, wagon, or other similarly sized animal-drawn vehicle is only necessary in situations where the animal or animals pulling the cart are spooked (by combat, beast or foe abilities, or as the result of injury). If the animals are spooked, then the cart driver needs to perform an Unopposed Animal Handling Test. An Ace means the tester brings the animals back under control and the animals are also immune to the source that spooked them for the rest of the scene. A Hit means the animals are temporarily brought back under control for one round. If the source that caused the animals to spook is still present at the beginning of the tester’s next turn, then the tester needs to perform another Unopposed Animal Handling Test. A Miss means the animals gain the Panicked condition (see Chapter 4) and try to flee the source that spooked them. If the source is injury, then the animals flee the source of their injury and do not stop until brought under control again. Riding: As with cart-driving, riders of a spooked animal must test Animal Handling to bring the animal back under control. A rider may always attempt one stunt while mounted as part of his Movement (such as jumping a low obstacle, pulling another individual on to the horse while riding at full speed, and so on). Any time a rider wishes to perform a stunt, then the rider needs to perform an Unopposed Animal Handling Test. A Hit means the tester’s stunt is successful. A Miss means the stunt fails miserably and the rider needs to immediately make an Unopposed Dodge Defense Test or fall from the mount. An Ace means the tester may perform an additional stunt (at the discretion of the Guide). Lastly, anytime a rider performs a Combat Test while mounted, he must first perform an Unopposed Animal Handling Test as a Free Action. An Ace or Hit means the tester may perform the Combat Test as normal. A Miss means the tester suffers a 10-step penalty on all mounted Combat Tests for one round. Training: In order to perform stunts, animals must be trained and in order to be trained a Hero or GCC with the Animal Handling Expertise must take the time to train them. An animal can learn one stunt for every five points in its Power Attribute—thus a horse can learn one stunt, while a pony can’t learn any, though many animals are naturally trained in one or more stunts that don’t count toward the total stunts they can learn (see Chapter 3). Each stunt takes a specific length of time
to learn and allows the animal to do something unique. All of the times necessary to train an animal assume a minimum of two hours per day working uninterrupted with the animal. Additional hours each day do not decrease the number of days needed to train the animal. After each day of training, the trainer must make an Unopposed Animal Handling Test. An Ace means the trainer did especially well and the day counts as one training day and an additional training day for the Mastery of the trainer (see the Dice Test Table on page 126). A Hit means the day was a success and counts as a training day. A Miss means the day was wasted and does not count as a training day. Animals can be coaxed to do anything within reason not listed below as a trainable stunt—such as jumping an obstacle, following on a lead or leash, carrying an extra rider, and so on. Some creativity and leeway and are needed by both the Guide and the player when deciding what a given animal can do and whether or not what it can do would need to be trained. Below are the stunts in which an animal can be trained: · Attack: An animal trained to attack can be ordered as a Core Action to attack a single defender. The animal will continue to attack its target until called off or killed. Only an animal with the Unarmed Expertise can be trained to attack. It takes 30 days to train an animal to attack. · Bear a Rider: Heavier four-legged animals such as horses, ponies, donkeys, and elephants can be trained to accept a rider without objection. It takes seven days to train an animal to bear a rider. · Cavalry Trained: Heavier four-legged animals groomed for war such as horses and elephants can be trained to withstand the noise and chaos of combat. Cavalry trained animals never spook as a result of injury or combat and their riders gain a 10-step bonus on Unopposed Animal Handling Tests to gain control of the animal should it be spooked by anything other than combat or injury. It takes 60 days to cavalry train an animal. · Defend: An animal trained to defend can either be ordered to attack anyone or anything that attacks its master or be told to guard a single location (such as a room, door, or vehicle) and (if the animal possesses the ability to do so) vocally let its master know if there’s an intruder. It takes 15 days to train an animal to defend. · Fetch: An animal trained to fetch can be ordered to retrieve any single item that it can carry within 5m of the animal. If the item has no scent or is completely unfamiliar to the animal, then fetch doesn’t work. It takes three days to train an animal to fetch. · Follow: An animal trained to follow can either follow its master without a leash or other restraint or follow a specific beast or foe until they stop (or as long as the animal is able, whichever comes first) and then report back to its master and lead him to where the followed beast or foe stopped. It takes 20 days to train an animal to follow.
Apothecary (C) (Diagnose, Treat)
Apothecary is the science of medicine on Quantum. Apothecaries are trained to prepare and sell medicines and drugs, perform first aid, act as first responders when dealing with those who are injured or near-death, and care for the sick and dying. A person who practices this science of medicine is called an Apothecary
In these cases. Situation Blunt Weapons (P) (by weapon) Blunt weapons include most weapons that have a flat striking surface and deliver crushing blows. and so on. Broken or uneven wall Completely smooth surface Knotted rope Negative slope or overhanging rock face Overgrown steep slope Rope climb with a wall or other surface for support Rope climb with no support Slippery surface Steep slope Surface with ample grips for the hands and feet Bonus or Penalty 5-step bonus 40-step penalty 15-step bonus 15-step penalty 10-step penalty 20-step penalty 5-step penalty 20-step penalty 5-step penalty 10-step bonus . An Ace means the tester can ascend or descend up to full Movement. one. he performs an Unopposed Climbing Test. Bows (A) (by weapon) 46 Bows include shortbows. Bows nearly always deal ballistic damage. Contrary Statistic: Dodge Defense Ace Effect: Blunt weapons typically deal damage from bonecrunching hits or skin-splitting smashes. the rate of healing can be increased. and so on. Suggested Ace effects include hamstringing (penalizes Movement). Suggested Ace effects include breaking a foot (penalizes Movement). A Miss means the tester recalls nothing and needs another increment of time for further research. The Climbing Expertise should be tested when failing to climb would have dire consequences or when the climbing situation is stressful enough to break a climber’s concentration. tendons. lung punctures (penalizes the Power Attribute). Contrary Statistic: Dodge Defense Ace Effect: Bladed weapons typically deal damage from violent slashes or ferocious stab wounds. disease. A Miss means the tester’s patient only Regains one Wound Damage dot (as normal). Contrary Statistic: — Additional Rules Bladed Weapons (P) (by weapon) Bladed weapons include light one-handed smallswords less than 40cm long. longbows. stop bleeding. and axes. and so on. though many rare poisons and diseases may take longer (Guide’s discretion). A Hit means the tester’s patient Regains two Wound Damage dots. A Miss means the tester must immediately win a Dodge Defense Test or fall (see the Acrobatics Expertise). Climbing Bonuses and Penalties Many of these bonuses and penalties can be applied to a single Climbing Test at the same time. breaking a hand or forearm (penalizes any single ability that uses that hand). smashing a knee (penalizes the Agility Attribute). the Apothecary needs to perform an Unopposed Apothecary Test to discern the type of ailment. set broken bones. and even bone. Rappelling. but also gains a 10-step bonus when treating it. They deal damage by firing projectiles (arrows or bolts) from a distance and can penetrate armor and pierce skin. and so on. An Ace means the tester’s patient gains two Wound Damage dots plus one for the Apothecary’s Mastery (see the Dice Test Table on page 126). an individual with Wound Damage dots heals one Wound Damage dot per 24-hour period through natural rest.or two-handed longswords up to 1. Climbing (P) (Free Climb. A Hit means the tester can ascend or descend up to 50% Movement (rounded down). bones.5m long. Contrary Statistic: — Additional Rules Diagnose: Sometimes an Apothecary finds a victim of a poison. The Climbing Expertise doesn’t govern instances where climbing can be done safely—scaling an easy ladder. neck perforations (penalizes Endurance Defense). Rope Climb) Anytime a climber wishes to safely ascend or descend more than a meter. An Ace means the tester not only recalls the necessary information. Guides are encouraged to alter or add bonuses or penalties to match the situation. Contrary Statistic: Dodge Defense Ace Effect: Bows typically deal damage deep inside the body as the arrow penetrates the skin and slices through muscle. wrist or arm slashes (penalizes any ability that uses that hand). A Hit means the tester recalls information about the specific affliction and may then treat it without penalty. bellybows. and crossbows. for example. In order to ascend or descend safely. Treat: Apothecaries are most known for their ability to bind and heal wounds. If a wounded individual is being monitored and treated by a trained Apothecary. and organs.and the locations where Apothecaries organize to practice their science are known as Apothecarium. deep muscle penetration in the thigh (penalizes Movement). Suggested Ace effects include lung punctures (penalizes the Power Attribute). Diagnosing takes at least one full minute of uninterrupted study of the patient. climbing a rock wall with ample hand holds. muscle. or bizarre injury that bears symptoms with which the Apothecary isn’t familiar. The Apothecary must perform an Unopposed Apothecary Test for each 24-hour period she treats her patient. Many different climbing surfaces provide different bonuses and penalties and the climbing table below has several examples. Bladed Weapons nearly always deal blade damage. a climber needs to perform an Unopposed Climbing Test. and doing any of those things outside of a stressful situation. Blunt weapons nearly always deal blunt damage. Ordinarily.
Acing the test means no re-test is possible. Contrary Statistic: Dodge Defense Ace Effect: Fist & Fan Weapons are small close combat weapons that dart in quickly for a hit. the tester suffers a 20-step penalty on any Opposed Deception Tests. then the defender instead receives a 20-step bonus. the defender can again make an Opposed Test to see through the disguise. Voice) The Disguise Expertise governs any action taken to conceal one’s identity. the defender may re-test. Winning the test means the tester temporarily convinces the defender of a false identity. to the artistic (acting). Swindling is also one of the few foci in the Quantum Roleplaying Game that’s completely at the discretion of the Guide. Winning the test means the tester temporarily convinces the defender. Situation Defender is intimately familiar with 10-step penalty the individual being impersonated Defender is a relative or loved one of 15-step penalty the individual being impersonated Disguise assumed in one round as 30-step penalty a Core Action Disguise assumed in less than 20 10-step penalty rounds Disguise assumed in 15 minutes — or more Disguise Expertise tested in poor 5-step bonus lighting conditions for the defender Bonus or Penalty Has additional items proving new 5-step bonus per item identity (ID cards. Any disguise attempt requires an Opposed Disguise Test versus the Perception Defense of any defender who might see through the disguise. the defender may re-test. Whenever the swindler wishes to steal something from another person. or power over the person being deceived. Race. Deception runs the spectrum from the illegal (swindling). Acing the test means the tester completely convinces her defender and no re-test is possible. Fist & fan weapons are characterized as being worn on or around the hand rather than wielded. Swindle) Deception is the act of convincing someone to believe in something that isn’t true. Whenever a tester wishes to convince someone of an untruth. Winning the test means the tester convinces the defender the disguise is genuine. The defender always receives a 10-step bonus to his Perception Defense for this test and if the item in question has significant personal value to the defender. Acing the test means the tester completely convinces the defender and no re-test is possible. Suggested Ace effects include eye strikes (penalizes Perception Defense). Testers suffer a 20-step penalty when performing Opposed Deception Tests versus defenders who do not speak the same language. bluffing means convincing someone to believe a fact or idea that isn’t true. etc. Disguise Bonuses and Penalties Many of these bonuses and penalties can be applied to a single Disguise Test at the same time. throat jabs (penalizes verbal abilities such as Equations). Contrary Statistic: Perception Defense Additional Rules Additional Rules Acting: Acting means taking on the persona of someone you are not. but if the tester gives the defender any cause to doubt the swindle. Acing the test means no re-test is possible. since success means an actual thing can be stolen.) Is wearing items or clothing that belong 5-step bonus per item to the subject being impersonated Spent more than $100 on the disguise 5-step bonus Spent more than $500 on the disguise 10-step bonus Spent more than $1. Guides are encouraged to alter or add bonuses or penalties to match the situation. They nearly always deal blade or blunt damage (by weapon). kidney punches (penalizes Endurance Defense). Winning the test means the tester convinces the defender to give up the item. 47 . Swindle: Swindling means using interactive subterfuge to take something from someone—an item. If the tester and the defender do not speak a common language. writs. to the dishonest (bluff). Swindling is much more difficult than acting or bluffing. but if the tester gives the defender any cause to doubt the disguise. money. Bluff. she must perform an Opposed Deception Test versus the defender’s Perception Defense. Deception Expertise tests are not necessary versus willing defenders (such as a crowd in a theater). whether that means dressing up as someone else. Bluff: Similar to acting. she must perform an Opposed Deception Test versus the defender’s Perception Defense. sometimes with dire consequences. Losing the test means the tester fails to swindle the defender. often in order to gain a personal advantage like wealth. Whenever an actor attempts to convince someone that she is someone else. Contrary Statistic: Perception Defense using makeup and skillful artistry to change one’s gender or race. Losing the test means the tester fails to convince the defender. If the tester arouses suspicion that the bluff is false. and so on. A variety of factors can provide bonuses and penalties to the Disguise Expertise Test and the table below has several examples. Losing the test means the defender is unconvinced. the defender can again make an Opposed Test to see through the lie. Losing the test means the defender sees through the disguise immediately. information.Deception (I) (Acting.000 on the disguise 20-step bonus Fist & Fan Weapons (P) (by weapon) Disguise (I) (Gender. she must perform an Opposed Deception Test versus the defender’s Perception Defense. and so on. or practicing vocal skills used to raise or lower the tenor of one’s voice to completely conceal it. Should the tester act out of character or do anything not expected of the persona.
airships. the tester needs to shift the defender two steps down the Intimidate Scale (see below). If a defender previously taunted wasn’t taunted during the last round. Foes can be pushed to take unwanted actions. An Ace means the tester succeeds brilliantly and gains a bonus as determined by the player or Guide. Leadership) Intimidate Scale The force and incite foci push a defender (or defenders) to act. Taunt: A tester can sling repeated taunts at a defender in order to distract him. Bargaining can take a great deal of time and Opposed Negotiation Tests during a bargaining session should come at key roleplaying moments as determined by the Guide. Pilot) Navigation covers both ascertaining one’s position and using that knowledge to plan a route as well as actively piloting a vessel not powered by animals (such as seagoing vessels. . his next action must be whatever the tester was forcing her do. the tester Bargain: Bargaining can be used to lower the cost of an item the tester wishes to purchase or to lower the perceived value of an item for which the tester wishes to trade. open plains. but instead of forcing an action. Losing the test means the defender moves up the scale once step and if the defender ever reaches Malicious. services. and enemy combatants can be taunted to distraction.50 and 0. Unlike the Intimidate Expertise. The Negotiation Expertise is tested anytime a Hero or GCC wishes to come to an agreement with another regarding an exchange of goods. Spark train. or ideas. Acing the test means the defender moves down the scale two steps. Diplomacy. Taunt) Successful intimidation forces an individual to do something atypical out of fear. An Ace means the tester increases the multiplier for distance Movement by 0. must perform an Unopposed Navigation Test. no deal is possible and the original price stands. the tester must perform an Unopposed Navigation Test at the beginning of a day of traveling. Losing the test means the defender moves up the scale one step. No defender can ever be forced to do something that immediately causes his death (such as jumping off a cliff) and if the defender is forced to do something completely against his nature. An Ace or Hit means the tester knows in which direction he’s traveling as well as his approximate position on a map. and so on). Winning the test means the defender moves down the scale one step. Contrary Statistic: Influence + Negotiation Situation Normal Frustrated Enraged Force — — Action Incite — — Action Taunt Penalty — 5-step penalty 10-step penalty Additional Rules Navigation (C) (Discern Direction. The defender starts at Normal. the defender gains penalties (see the Intimidate Scale below). Negotiation is generally a positive experience. Contrary Statistic: — Additional Rules 48 Discern Direction: In order to discern direction. Pilot: Testing Navigation to pilot a seagoing vessel. or any other vehicle not powered by animals is only necessary in situations where the pilot is in a dangerous situation or the vessel is under attack (or anything else the Guide may feel needs a test to determine results). he moves up the scale one step at the beginning of his turn. Incite. and mountainous terrain for the day. Acing the test means the defender moves down the scale two steps. roads. the pilot needs to perform an Unopposed Navigation Test. A Missed Unopposed Navigation Test can be re-tested after an hour of additional Movement. heavily wooded or thick undergrowth. Once the defender reaches Enraged. Spark trains. A Miss means the tester loses control of the vehicle. If the tester and the defender do not speak a common language. the tester suffers a 20-step penalty on any Opposed Intimidate Tests. Taunt functions exactly like Force. A Hit means the tester succeeds at keeping the vehicle under control. and rolling hills and by 0. A Hit means the tester increases those multipliers by 0. mobs can be incited to protests or riots. the tester suffers a 20-step penalty on any Opposed Negotiation Tests. multi-roomed building with no windows) applies a 20-step penalty to the test. taunt distracts a single defender. Distance Movement.50 for broken or rocky flat ground. he gains a 10-step bonus on the Opposed Test. A Miss means no change to the tester’s multiplier.25 respectively. airship. In order for the tester to lower the price. Incite: Incite is like Force. often with dire consequences. Discerning direction underground (or inside a large. but targets large crowds rather than a single defender. In order to do so. In those instances.75 for flat deserts. The defender starts at the appropriate step on the Negotiation Scale (see below) based on his attitude toward the tester. Distance Movement: A skilled navigator can increase the speed at which he and his companions travel across land (see page 91). Negotiation (I) (Bargain. The lowest Sanity Defense of any single member of a crowd determines a crowd’s Sanity Defense. with each negotiating party pushing for a specific goal and then making a deal once a compromise is made. he needs to shift the defender to at least Sympathetic. In order to move the defender down the scale. the tester must perform an Opposed Intimidate Test versus the defender’s Sanity Defense. Winning the test means the defender moves down the scale one step. Contrary Statistic: Sanity Defense Additional Rules Force: In order to force an opponent’s action. If the tester and the defender do not speak a common language.Intimidate (I) (Force. A Miss means the tester is lost.
A Hit means the tester gives his ally a two-step bonus to the chosen Expertise. the tester must perform an Unopposed Running Test as a Core Action. A Hit means the tester increases the multiplier to x5. for reasons of functionality. examining a cypher and attempting to solve it. The ally must be able to hear the tester’s suggestion in order to gain the bonus. Geology. Leadership: Anyone can lead. Exomancy) The Prime Expertise is used exclusively by Omnimancers to test their Equations and may never be tested untrained. the Science Expertise narrows its foci down to biology. A Miss means the tester reduces his Movement by one for one round and cannot choose a Combat Stance. then the tester has a 50% chance that the defender will shift his attitude or course of action to that which the tester desires. the tester needs to shift the defender to at least Sympathetic. Mathematics) Polearms (P) (by weapon) Polearms typically possess hafts (or “poles”) around 2m long. then all attempts at Diplomacy have failed.Diplomacy: Diplomacy is similar to bargaining. Losing the test means the defender moves up the scale one step. Polearms deal blade or blunt damage (by weapon). which give them reach over most other weapons. Guides and players may wish to negotiate additional foci. he’s fully convinced that the tester’s course of action is the correct choice. Sprint: A skilled sprinter can “dig deep” and increase his Movement multiplier for a single Sprint Combat Tactic. Prime (C) (Enchantment. Like bargaining. but the tester seeks to influence his friends. and so on. making a verbal suggestion to an ally in order to improve the ally’s next attempt with that Expertise. Contrary Statistic: — Ace Effect: A tester who Aces a Science Expertise test recalls an extra piece of information not commonly known (Guide’s discretion). overhand shoulder chops (penalizes the Power The Science Expertise represents the scholarly and practical study of the structure and behavior of the natural world through observation and experimentation. If the defender ever reaches Malicious. Contrary Statistic: Dodge Defense Ace Effect: As heavy weapons with the Reach trait. Testing Science involves examples like searching nearby terrain for clues to the whereabouts of a cave entrance. The defender starts at the appropriate step on the Negotiation Scale (see below) based on his attitude toward the tester. A Miss means the tester reduces the multiplier to x2. If the defender reaches Benevolent. or understanding the ecology of a wild animal. and mathematics. Leadership is similar to both bargaining and diplomacy. Esomancy. A tester cannot gain multiple bonuses to the Movement multiplier from the Running Expertise. Situation Malicious Apathetic Normal Sympathetic Benevolent Bargain Impossible Price +25% — Price –10% Price –25% Dipomacy Impossible Unlikely — 50% chance 100% chance Science (C) (Biology. If the defender reaches Sympathetic. In order for the tester to change the defender’s attitude or convince the defender to take another course of action. A Hit means the tester gains +1 Movement for five rounds. An Ace means the tester gains +2 Movement for 10 rounds. geology. Chemistry. knowing the weak spot in a castle’s walls. An Ace means the tester gives his ally a three-step bonus to the chosen Expertise plus one additional step per his Mastery. or forces. 49 . but not everyone is a good leader. blunt stomach thrusts (penalizes Endurance Defense). In order to do so. polearms can deal devastating blows to nearly part of a defender’s body. Contrary Statistic: — Additional Rules Negotiation Scale The Negotiation Scale governs the results of the bargain and diplomacy foci Movement: A skilled runner can scan his immediate terrain to find clear paths and increase his Movement. Any Omnimancer may choose Enchantment as a Prime Expertise focus. chemistry. followers. but the tester seeks to change the attitude of the defender either for his help or to avert a murderous combat scene. Suggested Ace effects include lower leg hooks (penalizes Movement). Sprint) The Running Expertise covers both regular Movement during a combat scene and improving the Sprint Combat Tactic. While the concept of “science” covers a very large number of fields of study. Winning the test means the defender moves down the scale one step. As a Core Action. A tester cannot gain multiple bonuses to Movement from the Running Expertise. Contrary Statistic: Varies by Damage Type or Enchantment Equation (see Chapter 5) Running (P) (Movement. diplomacy can take a great deal of time and Opposed Negotiation Tests should come at key roleplaying moments as determined by the Guide. Engineering. engineering. the tester may perform an Unopposed Negotiation Test and choose an Expertise in which he’s trained. Acing the test means the defender moves down the scale two steps. A Miss means the tester was not able to influence his ally. but only Esomancers can choose the Esomancy focus and only Exomancers can choose the Exomancy focus. An Ace means the tester increases the Sprint Combat Tactic multiplier to x6. In order to do so. Attribute). Good leaders observe carefully as the action unfolds—both on and off the battlefield—and make helpful suggestions to improve those they lead. the tester must perform an Unopposed Running Test as a Free Action.
again. or sneaking from room to room in an occupied house without waking the owners. though the Guide may wish to apply penalties depending on the situation. lung punctures (penalizes the Power Attribute). many are commonly used but the secrets of their construction are lost (Spark trains). Knowledge re-tests are not possible unless the tester gains additional information about the item. and a Miss means either that the items is too damaged to be repaired or that another test and time increment is needed to repair it (Guide’s discretion). Repairing Spark items for which the secrets of their construction are lost is basically not possible unless the Guide determines and item should be repaired as a campaign plot point. Use re-tests are not possible unless the tester gains additional information about the item. 50 .). etc. Shadow. the Guide may wish to allow the Hero’s to uncover the secrets to the item’s use as a campaign plot point. Contrary Statistic: Dodge Defense Ace Effect: Spark pistol wounds include burns. and the overwhelming majority are so incredibly rare. internal bleeding. and brutal stopping power. It governs tasks like finding a place to hide from enemies. and how to use it properly. Contrary Statistic: — bones. and so on. penetrating strikes to the body’s core that savage internal organs. Use) The Spark Expertise governs the knowledge. This test is an Opposed Stealth Test and should be tested as soon as the tester declares she wishes to shadow the defender and then re-tested anytime the defender might have an opportunity to discover he’s being followed. Spark items still manufactured today require time (determined by the Guide) and a simple Unopposed Spark Test. An Ace means the tester knows what the item it. shoulder stock. Consult the table below for situations that could modify the test. Suggested Ace effects include sucking chest wounds (penalizes Endurance Defense). long barrel. and use of all technologies created during the Time Before that remain on Quantum. what it was used for. and broken bones. long range. then the Hero or GCC is shadowing. Consult the table below for situations that could modify the test. shadowing (following) a suspect without his knowledge. Suggested Ace effects include extensive skin burns (penalizes the Endurance Defense). This test is an Opposed Stealth Test. arm shots (penalizes a single ability that uses that arm). Consult the table below for situations that could modify the test. Spark items that are still in common use but for which the manufacturing secrets are lost are difficult. or urban sprawl. Contrary Statistic: Perception Defense Additional Rules Hide: Hide covers picking a single static location and attempting to conceal oneself. Shadow: If a Hero or GCC needs to follow someone and yet remain hidden out of view in the crowd. The Guide is encouraged to apply heavy penalties to the test for items never seen before. Aces and Hits on an Unopposed Spark Test for use have the same result—the tester knows how to use the item—and a Miss means the tester has not idea how the item works. and so on. and difficult to comprehend that it takes a trained expert a great deal of time—often with no success—to discover their intended purpose. Stealth is only tested for hiding when someone is actively seeking the individual hidden. Additional Rules Spark rifles require two hands to use and are characterized by a grip. A Miss means the tester has no idea what the item is. They deal ballistic damage from withering energy pulses. Repair. foliage. upper leg shots (penalizes Agility Defense). then the Hero or GCC is sneaking. repair.Spark (C) (Knowledge. Apoth-O-Patches. Sneak) Stealth is the ability to cautiously and silently move from point A to point B undetected. Spark Rifles (A) (by weapon) Knowledge: Attempting to uncover clues about the origins and use of an unknown Spark item requires an Unopposed Spark Test. A Hit means the tester knows what the item is but doesn’t know how to use it. but not impossible—the tester suffers a 20-step penalty. and broken Spark Pistols (A) (by weapon) Stealth Bonuses and Penalties Many of these bonuses and penalties can be applied to a single Stealth Test at the same time. knee-capping (penalizes either the Agility Attribute or Dodge Defense). Rare Spark items from the Time Before are nearly impossible to use— the tester suffers a 40-step penalty—but. Stealth (A) (Hide. Many of these technological items are still commonly used (Spark rifles. Contrary Statistic: Dodge Defense Ace Effect: Spark rifle wounds include severe burns. An Ace cuts the time to repair in half. Repair: Repairing a Spark item is incredibly difficult. a Hit means a successful repair. This test is an Opposed Stealth Test and only needs to be tested when a defender might have the opportunity to spot the sneaky tester. Sneak: If a Hero or GCC needs to get from point A to point B undetected. Spark pistols are typically held in one hand and are characterized by a grip and a short barrel. bizarre. Use: Spark items still manufactured today are relatively selfexplanatory to use. They deal ballistic damage from incredibly powerful energy pulses.
Hunt. An Ace means the tester finds enough edible plants to feed a single person for two days or two people for one day. Urban Knowledge: Recalling urban knowledge from memory requires an Unopposed Streetwise Test. An Ace means the tester finds the specific information he sought. Contrary Statistic: — Ace Effect: A tester who Aces a Strange Expertise test recalls an extra piece of information not commonly known (Guide’s discretion). Once a fence is located. Hunt: Hunting takes four hours per attempt and requires the tester to perform an Unopposed Survival Test. how to find black markets in an urban sprawl. etc. Knowledge re-tests are not possible unless the tester gains additional clues to the information he’s trying to remember. Hero or GCC needs to perform an Unopposed Streetwise Test and Ace the test. A Hit means the tester kills enough wild animals to feed a single person for two days or two people for one day. item. and generally how to act in an urbanized environment without drawing too much attention (or.) he needs to find a black market fence. A Miss means the tester either doesn’t know or can’t remember. Urban Knowledge) Additional Rules A streetwise Hero or GCC is intimately familiar with urban locations. bribing public officials. how rumors start and spread. An Ace means the tester remembers the knowledge sought and a little extra applicable knowledge (Guide’s discretion). Gathering information requires an Unopposed Streetwise Test. A Miss means the tester needs to spend another four hours searching in order to test again. and knowing how to build and maintain a shelter. hunting wild animals. Wilderness Knowledge: Recalling wilderness knowledge from memory requires an Unopposed Survival Test. Gather Information. Contrary Statistic: — Streetwise (I) (Fence. In order to find a fence. Testing Strange involves understanding how Suria works. slave. how to draw as much attention as possible in a short amount of time). a Forage: Foraging for edible plants takes two hours per attempt and requires the tester to perform an Unopposed Survival Test. and accumulating rumors. Survival (C) (Forage. Wilderness Knowledge) The Survival Expertise governs the ability to sustain oneself in the wilderness by foraging for edible plants. The 51 . A Hit means the tester finds enough edible plants to feed a single person for one day. Finding a fence is incredibly difficult—anyone untrained in Streetwise doesn’t even have a chance to locate one unless having been told of the fence’s location first. Contrary Statistic: — Additional Rules Fence: Whenever a Hero or GCC needs to illegally sell something (weapon. An Ace means the tester kills enough wild animals to feed a single person for four days or four people for one day. Gather Information: Heroes and GCCs can use the Streetwise Expertise to acquire valuable information about a number of topics by casing seedy bars. it rarely costs anything and nearly any environment on Quantum can be lived in via these methods. Each attempt takes one hour of travel throughout the city. The Guide is encouraged to apply bonuses or penalties to the test depending on the ease or difficulty of the knowledge. A Hit means the tester finds rumor and speculation that may or may not be entirely true (Guide’s discretion). A Miss means the tester discovers nothing of value and must take another hour of travel throughout the city in order to perform another Unopposed Streetwise Test. the reverse. knowing anything at all about a particular Void beast. A Hit means the tester remembers just the knowledge sought. comprehending abilities that use the Suria and Void sources. A Miss means the tester needs to spend another two hours searching in order to test again. Void Knowledge) The Strange Expertise represents the scholarly and practical study of Quantum’s artificial star—Suria—and the expanse of nothingness beyond Quantum known as the Void. the Hero or GCC can then use the Negotiation Expertise to set prices for goods purchased or sold. and so on. Though foraging and hunting for food can take longer than simply buying something at a city market. Each attempt takes one hour of travel searching the city for rumors and hints of the fence’s location. talking to average people on the street. how the seedier side of urban power structures function.Situation Crowded street Daytime Dense foliace Dense urban sprawl Defender distracted Familiar location No obvious places to hide In deep shadow Light foliage Light urban sprawl Loud concert Moderate foliage Moderate urban sprawl Moving at 50% Movement Moving at 100% Movement Nighttime Severe weather Total darkness Unfamiliar location Bonus or Penalty 10-step bonus 10-step bonus 15-step bonus 15-step bonus 5-step bonus 5-step bonus 15-step penalty 10-step bonus 5-step bonus 5-step bonus 15-step bonus 10-step bonus 10-step bonus 10-step bonus 10-step penalty 10-step bonus 10-step bonus 15-ste bonus 5-step penalty Strange (C) (Suria Knowledge.
Knowledge re-tests are not possible unless the tester gains additional clues to the information he’s trying to remember. and a typical prison has Perception Defense 35. deep muscle penetration in the legs or arms (penalizing Movement or a single ability that uses the arm). In order to increase his swim speed. The result of the test on the d100 roll is now the document’s Opposed Theft Test result versus any observer’s Perception Defense. This continues until the swimmer reaches his destination or succumbs to drowning. A single lock-picking attempt takes one minute. If he Misses again. Stealing items small enough to fit in a pocket is a normal test. An Ace means the tester can swim at full Movement. or alert someone to his presence. forgery. Contrary Statistic: Perception Defense (Endurance Defense) Thrown weapons include any light and aerodynamic weapon that can be thrown with accuracy. he sinks to twice his height in meters (round up. In order to do so. In order to do so. the burglar needs to perform an Opposed Theft Test versus the Perception Defense of the location (or any individuals in the location). An Ace means the tester increases the swimming Sprint Combat Tactic increases to x4. A Miss means the tester either doesn’t know or can’t remember. A Miss means the tester runs the risk of drowning (see above). An Ace means the tester remembers the knowledge sought and a little extra applicable knowledge (Guide’s discretion). then a re-test is possible. Guides can determine the Perception Defense of similar locations by comparing them to the locations on this list. If the water is more than 1m deeper than the swimmer is tall. In very few civilized places would any of these activities be considered legal and the consequences of being caught while committing acts of theft can be dire—anything from taking a beating. and so on. the tester performs an Unopposed Theft Test. and is now drowning. After two hours. Pick Pockets: A thief can attempt to steal an item or items from another individual. the tester must be adjacent to the defender. Burglary: Burglary covers the act of breaking into a location such as a house. Suggested Ace effects include lung punctures (penalizes the Power Attribute). prison. Each lock type has an Endurance Defense (see Chapter 3) and the burglar must perform an Opposed Theft Test versus the Endurance Defense of the lock. and so on. penetrating strikes to the knee (penalizes Dodge Defense). and picking pockets. to execution. Contrary Statistic: — Additional Rules Movement: A Hero or GCC’s normal swim Movement is 50% Movement (round down). 52 . then an automatic re-test is required. robbery. Contrary Statistic: Dodge Defense Ace Effect: Thrown weapon wounds include deep cuts and punctures. Losing the test means either the tester does not possess the skills to break into the location or someone at the locations knows there’s a burglar trying to break in (Guide’s discretion). Sprint) The Swimming Expertise covers both regular swimming Movement during a combat scene and swim sprints using the Sprint Combat Tactic. On the swimmer’s next Swimming Expertise Test. trigger an alarm. Sprint: A swimmer can use the Sprint Combat Tactic to increase his swim speed. Every Hit brings the swimmer back up one increment. A swimmer that misses a single Unopposed Swimming Test is in danger of drowning. A Hit means the tester remembers just the knowledge sought. Winning the test means the tester get his targeted item. if the swimmer Aces or Hits then he resumes swimming. Thrown Weapons (P) (by weapon) Theft (A) (Burglary. Additional Rules Swimming (P) (Movement. the tester must perform an Unopposed Swimming Test as a Free Action. the tester needs to perform an Unopposed Swimming Test. Regardless of damage type. thrown weapons always deal ballistic damage when thrown. and then spend at least two hours working on the document. Forgery: In order to forge documents. Missing the test means the defender discovers the thief and dire consequences may occur. takes two Wound Damage dots. though the basic multiplier for a Sprint Combat Tactic applied to swimming is x2. a typical retail store has Perception Defense 15. A typical house has Perception Defense 5. Acing or winning the test means the burglar opens the lock and losing the test means the tester needs to spend another minute trying to open the lock. this is called one increment down). Winning the test means the tester gains access to the location. a thief needs to acquire the basic materials to do so (cost at the discretion of the Guide). but should he do anything to cause the defender to gain awareness of his actions. A Hit means the tester can swim at 50% Movement (normal swim Movement). to going to jail. but should he make a mistake. every Miss means the swimmer sinks one additional increment and then takes two Wound Damage dots per increment down. Pick Pockets) The Theft Expertise governs a wide variety of larcenous activities from breaking and entering. armory. A Hit means the tester increases the swimming Sprint Combat Tactic increases to x3. After that. Acing the test means the tester gains access to the location and no re-test is possible. Acing the test means the tester get his targeted item or items with no retest possible. Burglary can also cover the simple act of picking a lock. then drowning is possible. A tester cannot gain multiple bonuses to the swimming Movement multiplier from the Swimming Expertise. Stealing an item the size of a knife gives the thief a five-step penalty. The tester then performs an Opposed Theft Test versus the defender’s Perception Defense. Forgery. In order to swim.Guide is encouraged to apply bonuses or penalties to the test depending on the ease or difficulty of the knowledge. Losing the test means the tester cannot swim faster than normal. a typical local jail has Perception Defense 25. Stealing items larger than a knife isn’t possible. Every Ace after the swimmer is drowning brings the swimmer back up two increments.
foe. Urban.e. and so on. When tracking an individual or group who are not actively covering their tracks. The Unarmed Expertise governs a wide variety of unarmed combat styles such as boxing. and so on. The table below includes several instances where bonuses or penalties may be applied to the test. A Hit means the tester has the trail. the tester performs an Opposed Tracking Test versus the Agility + Stealth of the individual or the lowest Agility + Stealth of any individual in a group. Though there are four foci in the Unarmed Expertise. kidney punches (penalizes Endurance Defense). Suggested Ace effects include concussions (penalizes Perception Defense).Tracking (C) (Underground. and wilderness locations and trackers tend to be better at one than the others. the Unarmed Expertise is only an abstract way to measure the failure or success of a given attack (i. bent foliage. Unarmed (P) (Boxing. blood. Natural Weapons. or go anywhere it might be possible for the tracker to lose the trail. wrestling. Despite governing such a diverse list of unarmed styles. broken branches. then the tester needs to re-test. A Miss means the tester loses the trail entirely or the trail is impossible to find. A basic Unarmed Attack Combat Tactic has DR Power (see Chapter 4) and nearly always deals blunt damage. scent. concussions. Contrary Statistic: Dodge Defense Ace Effect: Unarmed attack wounds include broken bones. An Ace means the tester has the trail perfectly and does not need to re-test. Wilderness) Tracking is the art of following someone by the evidence they leave behind. but should the individual being tracked cross a river. walk through a rubble field. Guides and players are encouraged to create new foci to expand beast.. and skin gashes. animal tracks. urban. Wrestling) 53 . Martial Arts. severe bruising. Contrary Statistic: Agility + Stealth Additional Rules When tracking an individual or group who are actively covering their tracks. Evidence includes footprints. the tester performs an Unopposed Tracking Test. or Hero concepts. martial arts. and so on. knee kicks (penalizes Dodge Defense or Movement). swelling. an unarmed attack can’t break the rules to be more “realistic”). Tracking skills can vary between underground. Re-testing a Miss is only possible at the Guide’s discretion. natural weapons.
. Guides are encouraged to use this Chapter as an indicator of what ’ s available.CHAPTER 3: EQUIPMENT Quantum is a dangerous world and no Hero would survive a week in the wilds without a fine selection of equipment . how much it costs . weapons . it is not a definitive list of what ’s for purchase on Quantum. items . and what sor t of technology levels define Quantum as a world and then expand these lists to fit their group of players. The term “equipment” is a catchall phrase that includes armor . Though this chapter includes many pieces of equipment . and so on.
cover. and $100. This penalty always follows the Law of Failure (see Chapter 4). The monetary unit on Quantum is called the Smith and uses the dollar sign ($). meaning it takes a stack of 900 Smiths to reach a single pound in weight. she also gains additional carrying capacity—five pounds of additional capacity per Power Attribute dice step. A single Smith weighs approximately 0. $20. + (5 lbs.and flameresistant custom synthetic cloth made only by the Progenancy in Akyrema City. unless a Hero is carrying a massive quantity of Smiths. 55 . $50. Smiths come in denominations of $1. keeping detailed track of the weight of carried Smiths is pointless. CurrencY COnceaLinG WeapOnS Many weapons can be concealed assuming your Hero has the appropriate clothing. of equipment (including worn armor and carried weapons) before it slows her down. though Guides are encouraged to be flexible with this rule should the players have a good plan for concealing a heavier weapon. Simply calculated. As a general rule. $2. Should a GCC attempt to determine if a Hero is carrying a concealed weapon. her Movement is immediately reduced by 50% (round down) and she takes a 10-step penalty to all dice tests performed with the Power or Agility Attributes.Gossamer Synthetic Fiber Nano-Carbon CarrYinG CapacitY Your Hero can carry up to 80 lbs. prices are set by law. Your Hero’s ability to conceal a weapon is based on her Stealth Expertise. The Progenancy can track each individual Smith as it enters and leaves banks and Progenancy outposts and this created an underground industry of black market banks and good sellers who dangerously refuse to use the Progenancy’s currency tracking systems.) Each bill is gray in color with the denomination clearly noted in each corner on both sides in blocky. (So. $5. Currency on Quantum is tightly controlled by the Progenancy: inflation is unheard of. Smiths are only available in one Smith increments as paper money—there are no Smith coins. white lettering. Smiths are made from a highly secretive acid. the Guide should call for an Opposed Test using the Hero’s Stealth Expertise (see Chapter 4). In the center of both sides is a complex holographic image filled with thousands of lines of code that make each Smith completely unique. and price gouging and black market sales of goods are both brutally punished. x Power Attribute Dice Step) If a Hero exceeds her carrying capacity. As she increases her Power Attribute. any weapon that weighs more than five pounds is too large to be concealed. or gear to facilitate the concealment. carrying capacity is: 80 lbs. $10.5 grams.
Daily is always available in nearly every urban armor. Availability: Availability determines how often equipment is available for purchase. 10m. weekly (W). See Chapter 4 for additional by its condition. most armor. 11m–20m would be the second range price for those items. at licensed bazaars. Each range segment is then equal to the Hardened Leather value. The further Heroes get below and Chapter 4 for additional information on from Akyrema City. Up to 10m would be the first range rarely pay more than 10% of the established market segment. the better protection the armor provides. Weekly technological civilization. See Chapter 4 for additional information on Damage Rating. in pounds. that signs of wear and tear. points that are spent on ar mor upgrades Price: This is the price. equipment is to find. difficult to find or very rare items that are only available for purchase at the Guide’s discretion. and specific weapons. can be piece of armor. legs. of equipment is likely to cost anywhere on Quantum. For azi. as most vendors don’t feel any target within a 2m to 10m range with no the repair costs and time are worth the paltry resale penalty. Generally made to protect a significant portion of the tail with no speaking. Quantum is a medieval world and three categories: daily (D). and monthly the first line of defense in a medieval world is (M). If a weapon has a range of 2 –10. the resale value of an item is determined solely dealt by the weapon. Damage Rating: This is the amount of damage in wound dots that the listed item or weapon can potentially inflict. Broken or damaged items are means the attacker can use that weapon against incredibly hard to sell. of a piece of equipment. arms.Weight: This is the weight. The penalties for attacking targets beyond the first range segment are determined by a ranged weapon’s traits—see Table 3–1 for additional details. Monthly is incredibly power armors and nanotech defenses. can be riskily purchased from black See Chapter 4 for additional information market vendors. the harder advanced how armor and armor slots work. Slot (Armor Only): Armor is worn by slot: chest. and weapons difference in price. that each piece or weapon upgrades. so the available is usually available in urban centers. Armor/Item/Weapon : This is Point Cost: Advanced armors and the commonly recognized name of each weapons sometimes come with upgrade piece of equipment. Below is a brief description of each set of armor. Range: This is the range of the weapon from its The Progenancy allows for a 25% discount on slightly minimum range to its maximum range for its first used items and a 50% discount on items with obvious range segment. The higher the number. There are many black market shops that highest number in the listed range—for the above specialize in broken and damaged gear. only be legally sold at the established market price. Equipment can Armor Rating: This is the number be found in specialty shops such as value of the armor rating for a specific Armorers or Weaponsmiths. items. purchased at the Progenancy’s outposts. It’s divided into At its heart. Equipment is broken down into three categories of shoulders. Because the Progenancy controls equipment Damage Type: This is the type of damage prices. though. Equipment in perfect condition can information on damage types. in Smiths ($). or can be traded for on Armor Rating. Below are the basic terms used Armor/Weapon Traits: Armor and throughout this chapter in text and weapon traits are unique rules that tables to describe all of the equipment apply to specific pieces of armor typically available for purchase. Quantum is also the remnant of a highly center of any size anywhere on Quantum. though they example. though armors are everything from animal skin towns and cities outside Akyrema City may only leathers to finely crafted steel mail to advanced get a few in every week. and head. “leg” armor is specially Availability as noted below in the Basic Terms. most of be worn by azi. BuYinG Equipment SeLLinG Equipment BaSic TermS ArmOr 56 . See both the armor traits section them are made there. Leg armor designed for azi may only can be found in Akyrema City—in fact. though Monthly items are usually easier to find in Armor Descriptions Brigandine Akyrema City than anywhere else. segment and so on.
and so on. Synthetic Fiber: These armor sets are made from incredibly strong and tightly woven layers of synthetic fibers. almost glass-like rectangular shield that seems to glow with an inner light. most gossamer armor on Quantum is made in Akyrema City using the secrets of spider silk creation. Quilted armor is usually made from wool. shirt. etc. strong. Brigandine: Made from a thin layer of steel plate sandwiched between two layers of hardened leather and then riveted together. Gossamer armor is as strong as steel. The harder an object is and the higher its velocity. Kite Shield: A reverse tear drop-shaped steel shield that extends down to a rounded point. When powered up. Steel Plate: A type of metal armor made from incredibly strong steel plates molded and riveted it to fit the wearer. Most of their weight comes from steel plates woven into the layers at key protective points such as the chest. and under arms.Aspis Cloth Armor Targe Shields Prime Shield Kite Shield Normal Clothing: Ordinary set of clothes. pants. On the inside of the targe are leather gripping straps—one for gripping and the other adjustable so the shield can be tightened against the forearm. Aspis: A bowl-shaped wooden shield rimmed with bronze or iron plating. and upgradeable. Quilted: A padded defensive jacket or robe that can either be worn under steel plate or steel mail or worn as a separate piece of armor. These nanotubes serve several important purposes: they keep the armor incredibly lightweight compared to its protective value. brigandine is stiff and uncomfortable. Liquid Armor Non-Newtonian Fluid (NNF): NNF armor is comprised of a canvas or synthetic armor shell filled with a goopy. Leather Armor Split Leather: Split leather is essentially what’s left over after the stronger leather in a batch is used for better armor and gear. Hardened: Made from animal skins boiled in wax until it achieves a wooden texture. black forearm guard covered in thousands of greenish integrated circuits. It’s the most commonly used shield on Quantum. but weighs 80% less. Ceramic Armor Ceramic plates are a form of ablative composite armor originally designed for military vehicles to protect against ballistic impacts. Gossamer: Constructed from spider silk. they’re among the strongest materials on Quantum. Ceramic armor is heavy. the stronger NNF is against its attacks. starchy liquid called non-Newtonian fluid. Magnetorheological Fluid (MRF): MRF armor is similarly 57 . but it provides some of the best protection among the medieval-style armors. the Prime Shield is a large. and they display incredible kinetic properties as the tubes themselves act as tiny nano-machines when subjected to high velocity impacts. reducing injury to the wearer. On the inside of the kite shield are leather gripping straps—one for gripping and the other adjustable so the shield can be tightened against the forearm. Steel Armor Steel Mail: A type of metal armor comprised of hundreds of steel rings linked together in a mesh pattern. moving and adjusting to the force exerted in order to distribute the kinetic energy as efficiently as possible. guards. boiled leather is the most common armor on Quantum for soldiers. Nano-Carbon: These expensive and rare sets of armor are made entirely from nanostructures called carbon nanotubes. concave shield either made from iron or iron-plated wood. Split leather is mixed in a batch of potent sealants and glues and can be made cheaply and quickly. thighs. boots. back. the Prime Shield appears to be a metallic. coat. Prime Shield: When powered down. Targe: A round. but provides better protection than the other leather armors. Steel plate is heavy and awkward.
Powered. Shield Full Shield Ballistic –1.5 1. Arms Legs 2 1 1 1 2. Upgrade 2 135 85 85 100 195 110 85 255 170 D D D D D D D D D 4 4 1 2 5 2 3 6 3 Chest. Shoulder Armor. Shoulder Armor Blunt –2 Blunt –1 Blunt –1 Blade –1. Upgrade 1 58 . Blunt –1 35 85 70 85 150 220 135 135 150 165 400 250 250 350 365 600 450 450 D D D W W W W W W W W W W M M M M M — 5 3 1 1 5 1.5 1 2 3 2 2 2 2 6 4 4 2 2 6 4 4 Armor Traits Under Amor (All) Blunt –1 Blunt –1. Upgrade 1 Ballistic –2. Under Armor (Steel) Blunt –1 Blunt –1.Table 3–1: Armor Armor Cloth Armor Normal Clothing Quilted Robe Quilted Jacket Gossamer Helm Gossamer Pauldrons Gossamer Vest Gossamer Arm Plates Gossamer Leg Plates Synthetic Fiber Helm SF Shoulder Plates SF Vest SF Arm Plates SF Leg Plates Nano-Carbon Helm N-C Shoulder Plates N-C Vest N-C Leg Plates N-C Arm Plates Leather Armor Split Leather Jacket Split Leather Pants Hardened Leather Helm HL Pauldrons HL Vest HL Arm Plates HL Leg Plates Brigandine Vest Brigandine Pants Shields Aspis Targe Kite Shield Prime Shield 50 100 150 1. Legs Chest Head Shoulders Chest Arms Legs Head Shoulders Chest Arms Legs Head Shoulders Chest Legs Arms Price ($) Avail. Weight (lbs.5 1 3 2 Blunt –1 Blunt –1 Blunt –1 Blunt –1. Arms Chest All All 1 1 1 4 Shield Ballistic –1.770 D D D M 5 3 10 — Chest. Upgrade 1 Ballistic –3.5 1 0. Shoulder Armor Ballistic –2 Ballistic –1 Ballistic –1 Ballistic –2.5 2 5 5 15 10 10 3 3 12 8 8 All Chest.) Slot(s) Armor Rating (AR) 0. Blade –1. Arms Legs Head Shoulders Chest Arms Legs Chest. Shoulder Armor Blunt –2 Blunt –1 Blunt –1 Ballistic –1 Ballistic –1. Upgrade 1 Ballistic –2. Blunt –2 Blade –1. Full Shield. Upgrade 1 Ballistic –2. Blunt–1.
I. Blunt –1 Blade –1. Shoulder Armor Blade –3. Ballistic –2. Upgrade 2 850 515 500 500 450 1.200 1. Under Armor (Plate) Blade –1. Upgrade 2 700 465 450 450 W W W W 25 10 10 12 Chest Shoulders Arms Legs 7 6 6 6 Upgrade 2 Shoulder Armor. Exoskeleton. Ballistic –1. Blunt –1 Blade –1.5 10 Head Chest. Upgrade 1 Upgrade 1 Upgrade 1 145 305 170 120 185 385 170 170 D D D W W W W W 6 23 15 7 8.050 1. Blunt –1 Price ($) Avail.5 2 2 Blade –1. Arms Legs Head Chest. Upgrade 2 Upgrade 2 Upgrade 2 Upgrade 2 Full Armor. Arms Legs Head Shoulders Chest Arms Legs 1 2. Ballistic –1.N. A. Nano Armor. Upgrade 2 Repel. 850 865 1.) Armor Steel Armor Steel Mail Coif Steel Mail Shirt Steel Mail Pants Steel Plate Helm Steel Plate Pauldrons Steel Plate Breastplate Steel Plate Arm Plates Steel Plate Leg Plates Ceramic Amor Ceramic Vest Ceramic Shoulder Plates Ceramic Arm Plates Ceramic Leg Plates Liquid Armor NNF Vest NNF Shoulder Plates NNF Arm Plates NNF Leg Plates MRF Fluid Helm MRF Jacket MRF Pants FF Helm FF Jacket FF Pants Advanced Armor N-O Helm N-O Shoulder Plates N-O Vest N-O Arm Plates N-O Leg Plates Smart Exoskeleton P.N.5 1. Blunt –1.000 650 1.Table 3–1: Armor (cont. Under Armor (Plate) Blade –1. Upgrade 2 Repel. Under Armor (Plate) Blade –2.950 M M M M M M M M M M 20 7 7.650 2.5 1 2 3.I.5 8 5 18 7 3 15 5 Chest Shoulders Arms Legs Head Chest.350 13. Arms Legs 10 7 7 7 6 13 10 6 15 12 Upgrade 2 Shoulder Armor. Blunt –3 Blade –1. Weight (lbs.N.100 1.A.5 25 8. Upgrade 1 Upgrade 1 Upgrade 1 Upgrade 1 Upgrade 2 Upgrade 1 Repel.850 M M M M M M M 5 10 30 12 14 175 (75) — Head Shoulders Chest Arms Legs All All 10 10 17 14 14 Power+5 Power+10 Upgrade 2 Shoulder Armor.050 7.) Slot(s) Armor Rating (AR) Armor Traits 59 . Upgrade 2 Full Armor.
: The Protective Artificially Intelligent Neural Network of Nano-Machines (PAIN for short) is the single most advanced armor on Quantum. but the fluid itself holds the magnetic field and repels anything touching it. infused with an artificially intelligent network of protective pumps.N. and made from a shimmering black synthetic cloth. hardening the skin. Were it easy to process as a raw ore. This allows the wearer. maintaining the strength of the osmiridium but significantly reducing the weight. PAIN is expensive. and momentarily shutting off nerve clusters to reduce or eliminate physical pain.Steel Mail Steel Plate Ceramic Armor constructed as NNF. Advanced Armor Nano-Osmiridium (N-O): Osmiridium is one of the hardest known substances in the universe. as a free action. and nerves in anticipation of strikes. and secret defensive technologies that give the smart exoskeleton the ability to predict where attacks are aimed and physically change the property of the armor in the target location to deflect or absorb the attack. blood.I.N. though. N-O armor is infused with millions of carbon nanotubes. the microscopic protective organisms are linked by a wireless neural network that gives them many similarities to the human brain. but is filled with small iron particles suspended in silicon oil (the oil prevents rust). the MRF goes back to its liquid state. P. Armor Traits Below is a brief description of the various armor traits found on many pieces of armor. PAIN actually changes skin. to activate the armor’s Repel trait. Unlike the smart exoskeleton. Smart Exoskeleton: A smart exoskeleton is worn as a single jumpsuit under normal clothing. A smart exoskeleton cannot function with anything heavier than normal clothing (including thick clothing such as cold weather gear) or a backpack worn over it.A. PAIN is similar to the smart exoskeleton. The fluid hardens in milliseconds when an electrical current or strong magnetic field is applied to it. magnetic fields. It only has its AR properties when activated. cutting off blood flow to reduce injury and bleeding. The jumpsuit is powered. 60 . PAIN cannot function with anything heavier than normal clothing (including thick clothing such as cold weather gear) or a backpack worn over it.N. Once the current or magnetic field is stopped. and irreversible once installed. difficult to install. zipped up the side. Ferro Fluid (FF): FF armor reacts to strong magnetic fields. Comprised of millions of nano-machines. potentially pushing back anything touching the armor. MRF armor can be activated or deactivated as a Free Action. but housed completely inside the skin and throughout the body’s nerves and blood. the armor it formed would be too heavy to wear.
) Under armor is worn beneath specific armor sets (as noted in parenthesis) and adds its AR to the noted slot in the under armor’s line on Table 3–1. When wielded. the wearer of this armor performs a Push Combat Tactic (see Chapter 4) with a 10-step bonus versus any combatant in physical contact with the armor (other than the wearer). cloth shoulder armor can be worn with leather chest armor. a shield adds its AR to the noted armor slot(s). when determining carrying capacity. but leather shoulder armor can’t be worn with cloth chest armor and so on. Shoulder armors can only be worn with equal or more advanced armor sets. a full shield adds its AR to every armor slot except shoulder. When wielded. When activated. Shield Shoulder Armor Under Armor [set] Upgrade (1 or 2) 61 . AR is always rounded down. the AR of shoulder armor is added to the AR of chest armor. Ingested armor that protects all armor slots equally from inside the body. Reduces wound damage dots from blunt damage sources by X. Reduces wound damage dots from ballistic damage sources by X. This armor can take one or two points worth of armor upgrades (see Table 3–3).I. When worn.Non-Newtonian Fluid Magnetorheological Fluid Ferro Fluid Table 3–2: Armor Traits Armor Trait A. (For example. Powered wirelessly by Prime. Reduces wound damage dots from blade damage sources by X. Exoskeleton Ballistic –X Blade –X Blunt –X Full Armor Full Shield Nano Armor Powered Repel Description Reduces armor weight by 100 lbs. Single piece armor sets that protect all armor slots equally.
5m Mace: A bludgeoning weapon with a 70cm. two-handed weapon topped Smallswords are light one-handed weapons less than with a steel spike above a 30cm broad chopping 40cm long and designed for thrusting. and a single slot to install a Spark upgrade. axe head. Battleaxe: A sleek.5m long— typically with a double-edged blade. though once the Takedown is Stiletto: A stabbing weapon with a very long successful. as a one-handed club. Nano-Osmiridium needle-like point. Zweihander: An enormous cutting weapon with a 1. keeping in mind one simple rule: a single piece of armor can never have more than one Omnimancy Rating (OmR) upgrade. two-handed chopping Weapon Descriptions weapon with a 50cm chopping face on a 1. thereby replacing it. and rifles. a 1. and two slots to install Spark upgrades. a 40cm long hilt. The back of the head is a steel hook Fist Knife: A close combat stabbing weapon used to grapple mounted opponents. and a thrown weapon. Longswords are one. steel-reinforced double-edged blade and a 35cm hilt. a short hilt. Most Heroes wouldn’t last long without a Broadaxe: A chopping weapon with an trusty weapon at their side.5m haft wrapped Bladed Weapons (Longswords) in a synthetic fiber grip. Corsair’s Blade: A cutting weapon with an 85cm singleLong War Hammer: A 2m. spark weapons. Longknife: A cutting or stabbing weapon with a 70cm Blunt Weapons double-edged blade and a simple hilt with no guard. 2H Spark Sword : A technologically advanced cutting weapon with a 1. Table 3 –3 includes the full list of upgrades that may be purchased with those points. hard luck cases have a club or shaped steel head and a 45cm wooden haft. 2H Spark Axe: A technologically advanced chopping weapon with a 50cm chopping face on the axe head. The base of the haft is a 50cm leather grip protected by a simple hand guard. it cannot be uninstalled though a new upgrade can be installed over it. Bladed Weapons (Smallswords) Halberd: A 1.5m Below is a brief description of each weapon. to Bronze Age spears.8m. and two slots to install Spark upgrades. A halberd gripped in the fist with the 8cm double-edged blade can be used for both the Clinch Combat Tactic and protruding between the second and third finger. Since Quantum Tomahawk : A chopping weapon with devolved from a highly technological a slender. Longsword: A cutting or stabbing weapon with a 1m doubleClub: Any hard object up to 40cm in length can be used edged blade and a long hilt designed for both 1H and 2H use. and a single slot to install a Spark upgrade. 1H Spark Axe: A technologically advanced Spark Knife: A technologically advanced cutting chopping weapon with a 50cm steel haft or stabbing weapon with a 20cm single-edged partially wrapped in a synthetic fiber grip blade. two-handed weapon topped by edged. and a single slot to install a Spark upgrade. wedge-shaped steel head society. Blunt weapons have a flat striking surface that delivers crushing blows. The zweihander is nearly wooden haft with a radially symmetric steel head shaped with the size of a polearm and it’s carried over the shoulder like one. Included with the purchase of an upgradeable armor is the ability to install one or two points worth of upgrades. 1H Spark Sword: A technologically advanced cutting or stabbing weapon with a 100cm double-edged blade. a long hilt designed for both 1H and 2H use. to steel may be used both as a melee weapon swords. 18cm broad chopping face on the doublebeveled steel head with a 50cm wooden haft.or two-handed weapons up to 1. the Takedown Combat Tactic (steps one and two of Knife: A cutting or stabbing weapon with a 20cm the Grapple Combat Tactic) versus a mounted single-edged blade and a short hilt. Spark-infused blade and a one-handed hilt surrounded a steel spike above a steel hammerhead with another steel spike Bladed Weapons (Axes) WeapOnS 62 . the halberd must be dropped in order and slender 39cm double-edged blade ending in a to maintain the Submission Hold. Quantum is a dangerous world and even the most Hatchet: A chopping weapon with a wedgedown trodden. defender. Once an upgrade is installed in a piece of armor. by an ornate hand guard—the Corsair’s Blade is the signature weapon of the Corsair Paradigm. Axes possess a wooden haft and a wedgeshaped steel head. weapons vary wildly from Stone and a 60cm wooden haft. Tomahawks Age clubs. haft. small knife on their person. flanges for extra striking power.5m double-edged blade.Armor Upgrades Many pieces of armor in the Quantum Roleplaying Game are upgradeable. longbows.
3 AR versus any Omnimancy damage. Armor slot reduces damage dots from sanity damage by two. Armor slot reduces damage dots from void damage by two. Armor slot reduces damage dots from acid damage to 0. — — — — — OmR 1 OmR 1 OmR 1 OmR 1 — — — — — — Price ($) 200 400 750 1.500 3.000 2. 2 AR versus any Omnimancy damage. Armor slot reduces damage dots from exhaustion damage by two. Armor slot reduces damage dots from ice damage to 0. Armor slot reduces damage dots from flame damage to 0.000 2.000 Point Cost 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 Description 1 AR versus any Omnimancy damage.000 2.500 2.000 2. Armor slot reduces damage dots from shock damage to 0. † A single piece of armor can never have more than one OmR upgrade. 63 . Armor slot reduces damage dots from shrapnel damage by two.000 2.Corsair’s Blade Spark Knife 2H Spark Sword Table 3–3: Armor Upgrades Armor Upgrade Omnimancy Rating (OmR) 1† Omnimancy Rating (OmR) 2† Omnimancy Rating (OmR) 3† Omnimancy Rating (OmR) 4† Omnimancy Rating (OmR) 5† Acidproof Iceproof Flameproof Shockproof Force Resistant Sanity Resistant Shrapnel Resistant Void Resistant Nature Resistant Exhaustion Resistant Prereq. Armor slot reduces damage dots from force damage by two. 5 AR versus any Omnimancy damage.000 2.500 2. 4 AR versus any Omnimancy damage.500 2. Armor slot reduces damage dots from nature damage by two.500 2.
” Just like the halberd. 64 . Cat Claw: Two metal bands attached by thick leather straps. Thrown Weapons Polearms Any light and aerodynamic weapon shifts its Damage Type to ballistic when thrown. The knuckles of the gauntlet are weighted for extra punching power. Spark Lances have a single slot to install a Spark upgrade and are quite difficult to use dismounted. Gauntlet: A flexible steel glove designed to protect the fingers and the back of the hand held together by soft leather bracing. Dart: A 30cm wooden shaft with feathered fletching about halfway up the shaft and a long-pointed steel tip weighted with lead. steel grip. Throwing Knife : A 13cm single-piece steel weapon that’s half handle and half double-edged and pointed blade. Just like the halberd above. Throwing knives are perfectly weighted and balanced. Lance: A 3m polished wooden haft with a leather grip and hand guard tipped by a solid steel point that delivers crushing blows. Longspear: A heavy 2. Flail: A 1. The band around the palm has four steel hooks (or “claws”) riveted to it on the palm side and the claw deals damage by hooking. War Fan: A folding fan comprised of thicker iron for the inner spokes and lightweight.2m wooden haft tipped by a 30cm double-edged and pointed steel tip. or piercing an opponent’s flesh.5m. two-handed weapon comprised of a steelreinforced wooden haft attached by a short length of chain to a 1m steel-reinforced wooden club. Fist & Fan Weapons These weapons are characterized by being worn on or around the hand rather than wielded. Fauchard: A heavy 1. 1H Spark Hammer: A technologically advanced bludgeoning weapon with a 70cm steel haft wrapped in a synthetic fiber grip with a single slot to install a Spark upgrade. Darts are thrown at the target overhand by the non-weighted end. Lances are quite difficult to use dismounted. slashing.Battleaxe 1H Spark Hammer 1H Spark Axe to the reverse of the head.8m wooden haft tipped with a 70cm single-edged curved blade.8m wooden haft tipped with a 70cm single-edged blade that curves back on itself creating a hook or “bill. Brass Knuckles: A single piece of thick steel shaped to fit Polearms typically possess hafts (or “poles”) around 2m long. producing optimal spin when thrown. thin iron sheeting for the outer spokes and cover. Spear: A lightweight 100cm wooden shaft tipped by a 20cm double-edged and pointed steel tip. one band around the wrist and the other around the palm between the thumb and the index finger. Billstaff: A thick 1. Spark Lance : A technologically advanced 3m polished wooden haft reinforced with steel and carbon fiber with a synthetic fiber grip. and tipped by a long and slender steel point that delivers penetrating blows. around the knuckles atop a rounded palm grip. 2H Spark Hammer: A technologically advanced two-handed bludgeoning weapon with a 2m steel haft wrapped in a synthetic fiber grip with two slots to install Spark upgrades. the billstaff can be used to grapple mounted opponents. giving them reach over their shorter cousins. the Long War Hammer can be used to grapple mounted opponents.
long range. Charge : If a weapon with this upgrade successfully deals shock wound damage dots to the defender. Single Charge Spark Rifle: A single charge spark rifle must be recharged as a Complex Reload after being fired. a typical longbow is 1. Crossbow: A 90cm wooden stock with a small bow mounted at the front. resting the stomach in a concavity at the rear of the stock. replacing any other existing target. must be recharged as a Complex Reload. Flechette: The weapon’s damage type changes to shrapnel. Multi-Charge Spark Pistol: Similar in weight and size to the disposable spark pistol. giving the bow considerable pulling power. brutal rifle with astonishing stopping power. · A single weapon can never have more than one target type. thereby replacing it. the Prime pistol pulls its energy directly from the Prime source and never needs to be reloaded. the hand canon possesses incredibly stopping power as well as the ability to pull its energy directly from the Prime source for infinite ammo. Shortbow: When strung. or shock wound damage dots to the defender. and brutal stopping power. Prime Rifle: Similar in size with a sleeker design then the multi-charge spark rifle. Longbow: When strung. The recurve adds extra power. the attacker performs a free Knock Down Combat Tactic Test versus the defender using the same Attribute and Expertise used to make the initial Combat Test.5m wooden stock on which is mounted a composite shortbow. shoulder stock. Included with the purchase of an upgradeable weapon is the ability to install one or two points worth of upgrades. Cocking a bellybow is done by putting the front of the stock into the ground. A crossbow is cocked by pulling the bowstring back by hand until it locks in place over a steel latch and can then be fired by placing a bolt in the groove in front of the latched bowstring. Once empty. Prime Pistol: Similar in size with a sleeker design then other spark pistols. shoves the bolt along the groove. the Prime rifle pulls its energy directly from the Prime source and never needs to be reloaded. giving the shortbow solid military uses but without the full range and power of a longbow. See Chapter 4 for additional information on conditions gained from some of the upgrades. Additionally.8m long. · A single weapon can never have more than one range type. the spark canon pulls its energy directly from the Prime source and never needs to be reloaded. it cannot be uninstalled though a new upgrade can be installed over it. the multi-charge spark rifle must be recharged as a Complex Reload. he gains the Electrocuted condition. the disposable spark pistol is useless and discarded. the multi-charge spark pistol holds a limited amount of Prime and once empty. if a 65 . Weapon Upgrade Descriptions Spark Rifles Spark rifles require two hands to use and are characterized by a grip. Entropy : If a weapon with this upgrade successfully deals acid wound damage dots to the defender. thus pulling it through the ratchets. short barrel. Hand Canon: A massive. he gains the Corroded condition. Blast : If a weapon with this upgrade successfully deals acid. Spark pistols can typically be held in one hand and are characterized by a grip. the multi-charge spark rifle has a Prime drum under the shoulder stock that allows it to store large amounts of Prime energy for stopping power and range. giving it a long draw for added power and range. flame. and pulling up hard on the metal clasp. Airburst : The weapon’s target changes to 1m AoE (page 89). Some fire arrows by hand and others are loaded with bolts and fired by pulling a trigger. replacing any other existing target.Bows Bows are made from curved wood whose ends are joined by a taught string. Barrage: The weapon’s target changes to 2m AoE (page 89). a typical shortbow is 1m long with a slight recurve on both ends of the bow. Bellybows are heavy and unwieldy and are typically fired while balanced on a monopod. longer barrel. Weapon Upgrades Spark Pistols Many weapons in the Quantum Roleplaying Game are upgradeable. Spark Canon: A massive. aiming the crossbow at a target. he gains the Ignited condition. Disposable Spark Pistol: A large but lightweight pistol made from composite materials and pre-loaded with a fixed number of shots. Weapon Traits Table 3–5 on page 69 is a brief description of the various weapon traits found on many weapons throughout Quantum. leaning forward over the bow. keeping in mind a few rules: · A single weapon can never have more than one damage type. and fires the bolt at the target. Multi-Charge Spark Rifle: Much larger than the single Below are expanded descriptions for each of the available weapon upgrades. Once an upgrade is installed in a weapon. replacing any existing damage type. Table 3 –6 includes the full list of upgrades that may be purchased with those points. charge spark rifle. though. ice. The string of the bow is strung through a metal clasp that’s pulled back through a series of ratchets along the haft when cocked. and concealability. and squeezing the latch trigger which releases the string. Spark canons are among the most feared weapons on Quantum. Ablaze: If a weapon with this upgrade successfully deals flame wound damage dots to the defender. 2H pistol. Once empty. Bellybow: A 1.
Cloth +2. thrown 1H.25 2. Cloth +1. Leather +2 1H. Upgrade 1 2H. Leather +1 2H. Leather +2. Upgrade 1. reach 2H. Cloth +1 1H. Cloth +1 1H. Leather +2. thrown 1H.5 0. untrained 1H. Cloth/Leather/Plate +2 1H. Cloth +2. Cloth +1. Upgrade 1. reach 1H. thrown 1H.5 4 6 5 4 6 Dmg Rating Power Power Power Power +2 Power +2 Power +3 Power +4 Power +2 Power +4 Power +5 Power Power Power +1 Power +4 Power +2 Power +4 Power +5 Dmg Type Range Weapon Traits (m) — 2-10 — 2-20 — — — — — — — 2-20 — — — — — 1H. thrown 1H. Cloth +2. Cloth +2.) 0. Upgrade 2.5 0. Cloth +1. Cloth +1. Weight (lbs.5 3 2 8. Cloth +2 2H.5 1. Leather +1 2H. Cloth +2. Defense +2 1H. Upgrade 2 1H. Cloth +1. thrown 1H. L eather +2.Table 3–4: Weapons Weapon Price ($) 25 35 230 240 100 125 175 300 300 550 25 65 85 210 220 335 620 Avail. untrained 1H. thrown.5 2.5 2 7 2 2 7 1. Cloth +2. Leather +2. thrown Bladed Weapons (Smallswords) Fist Knife Knife Stiletto Spark Knife Longknife Longsword Zweihander Corsair’s Blade 1H Spark Sword 2H Spark Sword Hatchet Tomahawk Broadaxe Battleaxe Halberd 1H Spark Axe 2H Spark Axe Blunt Weapons Club Mace Flail 25 60 195 D D D D W W D D D D D D W 2 2 8. L eather +1. Leather +1 2H. Cloth +2 1H.25 0. Cloth +1. Cloth +2. thrown 1H. Cloth +2 1H. Cloth +2. thrown. Upgrade 1 2H.5 1 0. reach 1H. Leather +2. Upgrade 2 1H.5 Power +1 Power +1 Power +2 Power +4 Power +4 Power +5 Agility Agility Agility -2 Agility Agility Agility +1 Agility +2 Blunt Blunt Blunt Blunt Blunt Blunt — — — — — — D D D W D D D M W W D D D D D W W Blade Blade Blade Blade Blade Blade Blade Blade Blade Blade Blade Blade Blade Blade Blade Blade Blade Bladed Weapons (Longswords) Bladed Weapons (Axes) Long War Hammer 170 1H Spark Hammer 320 2H Spark Hammer 595 Thrown Weapons Dart Knife Rock Throwing Knife Tomahawk Spear Spark Knife 10 35 — 40 65 65 240 Ballistic 2-10 Ballistic 2-10 Ballistic 2-10 Ballistic 2-20 Ballistic 2-20 Ballistic 5-20 Ballistic 2-20 66 .5 3. untrained 1H.5 0. Upgrade 1 2H. thrown 1H. Cloth +2.5 0.25 0. Cloth +1.
complex reload. Upgrade 1. spark ranged. complex reload 2H. Upgrade 2. Upgrade 2. reach. untrained.5 7 8 8 7 Power +1 Power +1 Power +2 Power +3 Power +4 Blade Blunt Blade Blade Blunt — — — — — 2H. Plate +2. complex reload 65 455 690 765 D W M M 2 2.5 10 10 15 Agility +3 Agility +3 Agility +7 Ballistic Ballistic Ballistic 1-100 1-100 1-100 1-100 2H. reach. spark ranged. Plate +2. mounted 25 75 100 125 D D D D 1 0. Cloth +2. infinite ammo 2H. spark ranged. simple reload 2H. Defense +1 Agility +10 Ballistic 67 . complex reload 1H. Upgrade 1. spark ranged. Upgrade 1.5 Power Power +1 Power Power Price ($) Avail. reach. untrained. disposable 1H. multi-charge. Defense +1 1H. primitive ranged. single shot — 100 145 175 200 370 D D D D W 7.Table 3–4: Weapons (cont. Plate +2. simple reload. spark ranged. single shot. reach 2H. simple reload. Plate +2.5 2.5 3 Agility +2 Agility +2 Agility +5 Agility +7 Ballistic Ballistic Ballistic Ballistic 1-30 1-30 1-30 1-30 1H. single shot 2H. Cloth +1. Cloth +1 1H.25 Agility +1 Agility +2 Agility +3 Agility +2 — Ballistic Ballistic Ballistic Ballistic — 5-40 5-80 5-110 5-80 — 2H. Cloth +2 1H. Upgrade 2. simple reload. spark ranged. trip 2H. single shot 2H.25 2 1. multi-charge. Cloth +2. trip 2H. infinite ammo. reach. spark ranged. Weight (lbs. Leather +2. infinite ammo. primitive ranged.) Weapon Fist & Fan Weapons Gauntlet Brass Knuckles War Fan Cat Claw Polearms Longspear Lance Billstaff Fauchard Spark Lance Bows Shortbow Longbow Bellybow Crossbow Arrows/Bolts Spark Pistols Disposable Spark Pistol Multi-Charge Spark Pistol Prime Pistol Hand Canon Spark Rifles Single Charge Spark Rifle Multi-Charge Spark Rifle Prime Rifle Spark Canon 240 415 800 875 W W M M 5.) Dmg Rating Dmg Type Blunt Blunt Blade Blade Range (m) — — — — Weapon Traits 1H. spark ranged. complex reload 2H. single shot 2H. mounted 2H. Upgrade 2. primitive ranged. infinite ammo 120 165 170 190 1 D D D D D 2 3 8 5 0. Cloth +1. Leather +2. primitive ranged.
Puncture 2: As Puncture 1. Expendables function normally for automatons unless otherwise noted. if a weapon with this upgrade successfully deals force damage dots to the defender. Leather. Apoth-O-Patch Dispenser: A small plastic container that holds 50 normal Apoth-O-Patches and dispenses one as a Free Action. he gains the Frozen condition. replacing any existing damage type. TR8: After inhalation. A Light Patch user instantly Regains one wound damage dot. replacing any existing damage type. Wave: The weapon’s range changes to 10m Line (page 89). it cannot be reloaded. a normal Patch user instantly Regains three wound damage dots. Expendables Expendables are made for a single purpose and once used for that purpose no longer function. replacing any other existing range. Additionally. or absorbed through the skin and destroyed on use. 68 . replacing any existing damage type. Agilis: A salve applied to the skin (or an automaton’s shell) that boosts the Agility Attribute by five steps for five rounds. Sterosol boosts the Power Attribute by five steps for five rounds. the attacker performs a free Knock Down Combat Tactic versus the defender using the same Attribute and Expertise used to make the initial Combat Test.Spark Canon Prime Rifle Equipment Descriptions weapon with this upgrade successfully deals shrapnel wound damage dots to the defender. and Steel armor types by one. inhaled. Leather. Frost: The weapon’s damage type changes to ice. an Apoth-O-Patch user instantly Regains wound damage dots. normal Stim Jet regains three fatigue/Prime dots. Sterosol: After inhalation. Once the dispenser is empty. Inferno: The weapon’s damage type canges to flame. replacing any existing damage type. and a Pro Patch user instantly Regains seven wound damage dots. Surge: The weapon’s range changes to 5m Line (page 89). Equipment The equipment listed here is by no means meant to be all available items in the world of Quantum. Consumables Consumables are eaten. and Steel armor types by two. Guides should feel free to use this list as a guideline when determining price and availability of basic equipment not listed here. Sparkbolt: The weapon’s damage type changes to shock. replacing any existing damage type. Stim Jet Light regains one fatigue/Prime dot. Scald: The weapon’s damage type changes to acid. replacing any other existing range. Puncture 1: A weapon with this upgrade increases wound damage dots dealt to Cloth. Stim Jet regains either fatigue damage dots or Prime damage dots. but increase wound damage dots dealt to Cloth. TR8 (short for “concentrate”) boosts the Cognition Attribute by five steps for five rounds. and Stim Jet Pro regains seven fatigue/Prime dots. Consumables function normally for automatons unless otherwise noted. he gains the Bleeding condition. Apoth-O-Patch: When applied to the skin. Below are descriptions of many of the various items available for purchase throughout Quantum. Apoth-O-Patches do not work on automatons (see Nerms below). Hammer: The weapon’s damage type changes to force. Frozen : If a weapon with this upgrade successfully deals ice wound damage dots to the defender. Stim Jet: After inhalation. See Chapter 4 for additional information on conditions and their effects. Pherobalm: A salve applied to the skin (or an automaton’s shell) that boosts the Influence Attribute by five steps for five rounds.
Apply a one step penalty on all Combat Tests for each range segment above the first. Increases wound damage dots to steel plate armor by Y. No target restrictions. · Blinded : With the “Blind” command. They are Thrown Weapons. alkali powder is sprinkled on a human-sized target. Firebomb: Firebombs are made from any breakable container filled with a flammable liquid combined with a burning cloth or similar item. after which the weapon must be reloaded or recharged. C-Spray: Sprayed in the eyes.Table 3–5: Weapon Traits Weapon Trait 1H 2H Cloth +Y Complex Reload Defense +Z Disposable Infinite Ammo Leather +Y Mounted Multi-Charge Plate +Y Primitive Ranged Reach Simple Reload Single Shot Spark Ranged Thrown Trip Untrained Upgrade (1 or 2) Description May be wielded with one hand. Increases wound damage dots to leather armor by Y. When wielded while dismounted. May be used untrained with no penalty. apply a five-step penalty on all Combat Tests with this weapon and reduce the DR of the weapon by –2. Flopout: Flopouts are small. Useless against adjacent opponents. Any combatant within 20m of the Flopout’s pop must win an Opposed Sanity Defense Test versus the attacker or gain the Deafened condition for one round. Must be wielded with two hands. Useless against targets up to 5m. must be reloaded in order to fire again. After firing. after which the weapon is useless. Takes a Free Action to reload and ready the weapon to be fired again. each with its own voice-activation command and result. shoots up a meter above the user’s head and sprays him with safe chemicals that extinguish flames and remove the Ignited condition. 69 . and explode in flame with a 2m AoE wherever they land. · Knocked Down: With the “Knock Down” command. Weapon can take one or two points of weapon upgrades (see Table 3–6). neutralizing acid and removing the Corroded condition. Takes a Core Action to reload and ready the weapon to be fired again. Increases Dodge Defense by Z steps when wielding this weapon. Maximum capacity of 10 shots. Does not need to be recharged or reloaded. Flame Away: Flame Away comes in a small aluminum canister and. Maximum capacity of 10 shots. Alkali Powder: Stored in a waterproof foil package. · Deafened: With the “Deafen” command. Flopouts have three activation methods. have a range of 5m. The weapon’s damage type changes to ballistic when thrown. Anyone caught in the explosion must win an Opposed Dodge Defense Test versus the attacker’s Thrown Weapon Combat Test or take one flame wound damage dot immediately and gain the Ignited condition. The maximum number of range segments this weapon can have is three. May attack targets up to 2m away. Any combatant that can see the Flopout must win an Opposed Perception Defense Test versus the attacker or gain the Blinded condition for one round. Apply a two-step penalty on Combat Tests for each range segment above the first. The maximum number of range segments this weapon can have is three. Increases wound damage dots to cloth armor by Y. cylindrical metal canisters painted matte black with the letters “FO” stenciled in white on the side. Apply a five-step penalty on Combat Tests for each range segment above the first. the Flopout explodes in white-hot light where it lands. the Flopout explodes in a low-frequency pop where it lands. The maximum number of range segments this weapon c an have is 10. May be used to attempt a Trip Combat Tactic (see Chapter 4). C-Spray has no affect on naturally blind creatures. C-Spray quickly restores eyesight and removes the Blinded condition. upon activation. Flopouts use the Thrown Weapon Combat Test to determine success. Flopouts are voice-activated Thrown Weapons with a range of 10m.
Short Stop removes the Electrocuted condition.500 1. Unidote: Unidote comes in a small spray tube and when sprayed into the mouth it quickly finds and neutralizes poisons in the body. Any combatant within 2m of the Flopout’s concussion must win an Opposed Power Endurance Defense Test versus the attacker or gain the Knocked Down condition. removing the Bleeding condition.Table 3–6: Weapon Upgrades Weapon Upgrade Frost† Inferno† Scald† Sparkbolt† Ablaze Blast Charge Entropy Frozen Flechette† Hammer† Surge‡ Wave‡ Puncture 1 Puncture 2 Airburst° Barrage ° Prereq. Microstrobe: Microstrobes are a Thrown Weapon with a range of 10m and contain incredibly powerful lights that pulse rapidly. the Flopout explodes with concussive force where it lands. Sparkbolt. Fr o s t . Fr o s t . ° A single weapon can never have more than one target type. Microstrobes pulse for one round after activation.000 1. If sprayed on an automaton with wound damage. Nerms (Nano Repair Machines): Nerms come in a small spray tube and when sprayed on damaged armor. or Scald Sparkbolt Scald Frost — — I n f e r n o . HearEstore has no affect on naturally deaf creatures.500 3. Wound Foam: Wound Foam comes in an aluminum spray canister and is sprayed into open wounds to increase blood clotting.000 Point Cost 1 1 1 1 1 — 1 1 1 2 2 1 1 1 2 2 2 Description Damage type (Ice) Damage type (Flame) Damage type (Acid) Damage type (Shock) Ignited condition Elemental Knock Down Electrocuted condition Corroded condition Frozen condition Damage type condition (Shrapnel). removing the Poisoned condition. — — — — Inferno I n f e r n o . HearEstore: HearEstore comes in a small spray tube and is sprayed into both ears to quickly restore hearing and remove the Deafened condition. the automaton instantly Regains eight wound damage dots. Sparkbolt. Fr o s t . Microstrobes either pulse in one direction (by placing it on the ground facing that way) or in all directions (by throwing it). or weapons they remove the Broken condition. Sparkbolt. or Scald Power DR Power DR Spark Pistol/Rifle Spark Rifle Price ($) 200 200 200 200 400 400 400 400 400 750 750 750 750 1. equipment. Any combatant that can see the Microstrobe suffers a five-step penalty to all Combat Tests. NuHeat: NuHeat comes in a disposable inhaler and on inhalation it immediately raises the body’s core temperature. Bleeding Damage type (Force). Knocked Down condition Range: Line Damage (5m line) Range: Line Damage (10m line) Increases wound damage dots by one Increases wound damage dots by two Target: AoE Damage (1m AoE) Target: AoE Damage (2m AoE) † A single weapon can never have more than one damage type. or Scald I n f e r n o . removing the Frozen condition. 70 . ‡ A single weapon can never have more than one range type. ShortStop:ShortStopisapatchand when it’s applied to the skin (or an automaton’s shell) it grounds electrical current such as the lingering effects of shock damage. Used in this manner.
000 52.25 — 1 — — 0.000 10. Pro Handlight Instant Shelter Rope. Prime Lock.5 0.000 1. Skeleton Lock.5 5 5 0.25 W W M D M W W W D M W Table 3–7: Equipment (cont.000 500 150 1. Static (50m) Tent.300 M W W M M W D D W 85-350 50-150 45-100 65-150 — — — — D D D D 500 10 10 125 10 0.5 — 0.5 15 25 20 15 40 1 1 Avail.000 40.5 — — — — 0.25 0.000 15 1. D M W W D D D D D D Apoth-O-Patch Light 25 125 250 250 100 50 250 250 Rope.) Avail.5 5 M D D D D Price ($) Weight (lbs.500 85 125 500 15 2 Weight (lbs.) Item First Aid Kit. Price ($) 25 1.000 60. One-Person Tent.200 0. Four-Person Thermal Blanket Torch Tools Collapsadder Crowbar Hammer Multitool Shovel Transportation Airship Ticket (1 way) Boat Passage (1 way) Coach (1 way) Spark Train Ticket (1 way) Vehicles Carriage Knarr Cog Garuda Harpy Horse Pony Rowboat Wagon 2.25 0. Tumbler Survival Backpack First Aid Kit.5 — 1 1 0. Advanced 25 100 5 10 D W 500 15 50 1 0.25 D M D D W M W W D D D D 250 50 2.) 1 25 0.000 20.25 — — 0. Basic First Aid Kit.000 1.000 130.25 M D W 50 75 varies 50 150 75 150 150 50 50 50 50 0.000 20.000 100.500 500 900 500 1. Dynamic (50m) 110 71 .Table 3–7: Equipment Item Consumables Agilis Apoth-O-Patch Apoth-O-Patch Dispenser Apoth-O-Patch Pro Pherobalm Sterosol Stim Jet Stim Jet Light Stim Jet Pro TR8 Expendables Alkali Powder C-Spray Firebomb Flame Away Flopout HearEstore Microstrobe Nerms (Nano Repair Machines) NuHeat Short Stop Unidote Wound Foam Security Lock.
dynamic rope gives the user a 10-step Climbing Expertise penalty. just a simple code. Pro: Gives the user a 10-step Apothecary Expertise bonus when treating wound damage. static rope gives the user a five-step Climbing Expertise bonus. though the shelter must be completely empty for this to work. Torch: Changes the total darkness or moonlit night vision circumstances to candle/torchlight in a 5m AoE around the torch (see Chapter 4). and seven wound damage dots versus weapon Combat Tests. Contains enough supplies for five uses. Thermal Blanket: Constructed from a synthetic. Prime : The most advanced lock on Quantum. Used for climbing. Basic: Gives the user a five-step Apothecary Expertise bonus when treating wound damage. Advanced: Gives the user a 10-step Apothecary Expertise bonus when treating wound damage. Handlight: Changes the total darkness or moonlit night vision circumstances to candle/torchlight in a 2m-wide beam with a range of 20m in the direction pointed (see Chapter 4). Skeleton : The most basic lock on Quantum. Good survival gear can be the only thing between life and death for someone traveling the wilds. and 10 wound damage dots versus weapon Combat Tests. it comes with a matched skeleton key. Lock. Contains enough supplies for 10 uses. Rope. tools are an important part of any mechanically inclined Hero’s arsenal. It doesn’t need a key. The tumbler lock has an Endurance Defense at 30 steps versus Theft Expertise Tests and a Dodge Defense at 25 steps.Longbow Spark Lance Cat Claw Security Maintaining good security is important in a dangerous world. Flipping the safety switch again causes the shelter to fold back up into the tube. of gear and reduces the effective weight of the items carried by 25% (round down). Not recommended for use in ambient temperatures above 32 °F (0 °C) or below –30 °F (–34 °C). a thermal blanket is worn wrapped around the body and has a hood to cover the head. Used for rappelling or descent. Instant Shelter: Comes stored in a handheld synthetic fiber tube. Backpack: A simple canvas interior frame pack with shoulder straps and a hip belt. Tools From simple repairs to complicated overhauls. heatreflective material. First Aid Kit. 72 . Holds 80 lbs. static rope gives the user a 10-step Climbing Expertise penalty. One-person tents resist winds up to 90 km/h and four-person tents resist winds up to 150 km/h.and four-person tents are constructed from lightweight canvas stretched over steel tent poles and staked to the ground. the tumbler lock is a simple mechanical device programmed via a numbered dial knob on the outside of the lock. First Aid Kit. Contains enough supplies for near limitless uses. AR 7. dynamic rope gives the user a five-step Climbing Expertise bonus. A thermal blanket raises the ambient air temperature for the wearer by 80 °F (27 °C). Lock. The Prime lock has an Endurance Defense at 40 steps versus Theft Expertise Tests and a Dodge Defense at 30 steps. and five wound damage dots versus weapon Combat Tests. Dynamic (50m): Used for climbing. Tents: One. On the bottom is a safety switch—flipping the switch and tossing the tube to the desired location. Tumbler : The mid-range of lock security. AR 10. Survival First Aid Kit. the Prime lock uses advanced biometrics (eye scanner and thumbprint identification) in order to open. Rope. The skeleton lock has an Endurance Defense at 20 steps versus Theft Expertise Tests and a Dodge Defense at 20 steps. Lock. it expands in a matter of seconds to a four-person waterproof tent anchored to the ground and able to resist winds up to 200 km/h. AR 5. Static (50m): Used for rappelling or descent.
A carriage’s Movement is equal to 25% (round down) of the total Movement of all animals pulling it. VDS: 9/6/1. etc.5m 73 . DD: 22. AR: 2. VDS: 9/6/1. Multitool: Contains a knife. M: 5. sea.5m wide and weighs 65 tons. and the vehicle is destroyed at 16 damage dots. ED: 4. Shovel: A normal steel shovel with a 1. ED: 25. A: 5. DD: 5. Garuda: A Garuda is a small airship that’s 40m long. and weighs 50 tons. scissors. though they’re not able to learn any additional stunts (see the Animal Handling Expertise on page 45).000 lbs. of cargo. Cog: A Cog is a small cargo sea vessel that’s 33m long. Carriage: A typical carriage can carry up to six passengers inside and another riding shotgun next to the driver and it can further haul up to 1. P: 25. Rowboat: A rowboat can carry up to five passengers with one or more passengers rowing. Wagon: A typical wagon can carry two passengers on the Vehicles This section includes a variety of vehicles—land. ED: 30. Pony: A pony is a smaller breed of horse bred to be a draft animal for smaller. M: —. Can be used for its intended purpose or as a club. A: 24. a small saw. M: 15. A: 1. A rowboat’s Movement is equal to 25% (round down) of the total Movement of all passengers helping to row it. wrench. M: 22. AR: 0. Movement (M). or air—that are attainable by an individual Hero.Crossbow Disposable Spark Pistol Rechargeable Spark Pistol Collapsadder: A 10’ ladder made from gossamer that collapses down small enough to fit in a pocket. pliers. WDS: 5/4/3/2/1/1. P: 20. A: 17. windows. AR: 15. Adult ponies come trained in the Bear a Rider stunt. P: 4. M: 17. DD: 1. but their costs tend to put them beyond the reach of the average Hero. 5. and a file. ED: 5.2m polished wooden handle. DD: 17. There are much more expensive vehicles of all three types in the world. AR: 7. Horses come trained in the Bear a Rider stunt (see the Animal Handling Expertise on page 45) and this stunt does not count toward their maximum number of stunts P: 5. AR: 1. A: 15. P: 25. ED: 1. VDS: 9/6/1. WDS: 5/4/3/2/1/1.6m wide and weighs 26 tons. Horse: A horse is a horse. VDS: 9/6/1. ED: 1. DD: 5. screwdrivers (various sizes and types). It can carry up to 25 tons of cargo for a total maximum weight of 90 tons. ED: 20. DD: 1. wide.8m wide and weighs 30 tons. AR: 12. AR: 10. VDS: 9/6/1. ED: 25. DD: 24. It can carry up to 50 tons of cargo for a total maximum displacement of 100 tons. P: 1. 9. VDS: 9/6/1. 4. M: 4. Harpy: A Harpy is a very small airship that’s 20m long. Can also be used as a club. AR: 0. The Vehicle Damage Scale has 16 damage dots—the vehicle’s Movement is reduced by 50% (round down) at 10 damage dots. Armor Rating (AR). P: 1. Can be used for its intended purpose or as a club. A: 5. Knarr: A Knarr is a very small cargo sea vessel that’s 16m long. local needs. Defenses: Dodge (DD) and Endurance (ED). P: 30. Crowbar: The universal opener—gives a 10-step bonus to Theft (Burglary) Expertise Tests or Power Attribute Tests to open doors. and a Vehicle Damage Scale (VDS) or Wound Damage Scale (WDS) for horses or ponies. Hammer: A normal steel hammer with a polished wood handle. 11. M: —. M: 24. A: 22. DD: 15. It can carry up to 12 tons of cargo for a total maximum weight of 42 tons. A: 1. It can carry up to 24 tons for a total maximum displacement of 50 tons. All vehicles in the Quantum Roleplaying Game have the following statistics: Attributes: Power (P) and Agility (A).
AR: 2. P: 1.000 lbs. of cargo or as many as a dozen extra passengers instead of goods. A: 1.Prime Pistol Hand Cannon Multi-Charge Spark Rifle bench and up to 2. A wagon’s Movement is equal to 25% (round down) of the total Movement of all animals pulling it. ED: 1. DD: 1. VDS: 9/6/1. M: —. 74 .
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the rules in this chapter form the core of the Quantum Roleplaying Game and are how Heroes assert their place in the world. From proverbial battles of mental will to bloody martial contests. . Enduring the day-to-day difficulties requires keen mental ability and practiced physical prowess.CHAPTER 4: CHALLENGES & COMBAT From intimidating a local magistrate or negotiating a new price for a battle-axe to throwing a dagger at a ferocious beast or touching Prime to summon a ball of fire to engulf an enemy. Quantum is an exacting and savage world .
she then rolls a d100. The Law of Failure never applies to a Combat Test. 4. The first two are Unopposed Tests and Opposed Tests and together they are known as Challenges. even a Combat Test using an untrained Expertise. and Void beasts. then she is considered Defenseless (page 79). “What’s the Dodge Defense of the beast we’re fighting?” and the Guide must reveal that information. all options are available to both players. Unopposed Tests Unopposed Tests are dices tests that challenge an individual Hero to overcome problems or obstacles rather than win an argument with a rival or vanquish a foe. All of the testers involved determine the result type of their dice roll—Ace. It is possible for a tester with a higher total step to roll lower on the d100 than the tester with the lower total step. Although no step or total step can be reduced numerically below step one. should any penalties (such as those applied by the Guide or applied to an untrained Expertise Test) mathematically reduce the total step of the test below step one. 2. while a re-test for Combat Tests ensures a combat action has an outcome other than “nothing happens.” The Law of Failure The Law of Transparent Complexity The next most important thing for a Guide to remember is that most rules. This same emergent complexity is the goal of the Quantum Roleplaying Game. She then applies a five-step penalty to the Attribute Step before performing the dice test. This means that players can outright ask the Guide. however. for example). the player must first determine the Expertise she would normally use and the associated Attribute for that Expertise. they are not here to be unbreakable oaths from on high. are open to everyone in the game. regardless of the number rolled on the d100. so there will come a time when a player needs to make a dice test using an Expertise in which she isn’t trained. the method of determining the outcome of the test is called The Law of Success. is that the rules are here to build a blueprint for situations. and unfathomable. The Law of Success functions like this: 1.The EssentIal LaWs oF QUantUm Rules Incline Us. Ace > Hit > Miss meaning an Ace always beats a Hit or a Miss and a Hit always beats a Miss. she would consult her Hero’s record sheet and add together the step of her Climbing Expertise and the step of her Power Attribute. If all of the testers roll a Miss. then that test is impossible for the tester and the test automatically fails. ambiguous. then the Guide must decide. a re-test often reflects an additional amount of time to accomplish the action. The Guide and players should keep their chosen Combat Stances secret until triggered (see page 81). by their very nature. 6. are secretive. When a player makes an Unopposed Test. and resolves the 77 . The most important thing for a Guide to remember when adjudicating challenges or combat. number on the d100. In chess. They know what every piece is. and still win the test. If a Defense is tested by one of the combatants during an Opposed Test and penalties to that Defense would mathematically reduce the total step of the test below step one. consults the Dice Test Table on page 126. then determines the total step of the test by adding together the step of the Expertise and the step of that Expertise’s associated Attribute. The complexity of a chess game emerges when both players act on that common knowledge and build strategies around it. If any testers roll the same result type and are testing the same step number (they’re both step five. the Guide and the player should consult the Law of Failure above to see if the test is even possible (in the case of Unopposed and Opposed Tests). Hit. Untrained Expertise & Dice Tests Heroes are rarely trained in every Expertise. Once all penalties are applied. they know what every piece can do. Combat in the Quantum Roleplaying Game is like a game of chess. There are exceptions to this Law. If any testers roll the same result type. the tester with the highest total step wins. most citizens of Quantum could look at any other type of beast and know something about them. for example. On the flip side. If the player wants her Hero to climb a normal wall. For Opposed Tests. Most citizens of Quantum would not be able to look at a Void beast and know anything about it. with the higher re-roll winning the test. or Miss. If a rule doesn’t work for a Guide or his players. Challenges The Law of Success When performing either an Opposed Test or a Combat Test. including the statistics of Guide-controlled characters (GCCs). 3. 5. based on the circumstances of the test. they must do a simple roll off on a d100. when performing either an Opposed Test or an Unopposed Test. if a re-test is warranted. Once she determines the total step of the test. In order to make such a test. This is covered in greater detail in Chapter [final book]. then the Guide and his players should change that rule to fit their style of play. If any testers roll the same result type and roll the same There are three primary dice tests in the Quantum Roleplaying Game. and they know all of the basic rules surrounding those pieces. They Do Not Bind Us Below are the four essential laws of adjudicating challenges or combat in the Quantum Roleplaying Game. she first determines the appropriate Expertise for the task she’s attempting. then the highest roll on the d100 wins the test.
however. the winner of the test is determined by following the Law of Success. she failed her Climbing Test. and Tracking Influence: Streetwise test by comparing the number rolled on the dice to the result type for her step on the table. In the above example. Strange. etc. then she fails her attempt—by the example above. the players and the Guide simply need to follow the Law of Success expanded out for multiple testers. pistols. the Guide selects one or more appropriate penalties to apply to the test. if the player attempted a Climbing Test up a sheer cliff in a windstorm instead of a simple wall. If the player attempted a Climbing Test up a ladder with the assistance of another Hero. for example. consult the Dice Test Table on page 126. Not all Unopposed Tests are equal. Just like with the Unopposed Test. they both test the total step determined by adding their Stealth Expertise’s to their respective Agility Attributes against the Perception Defense of the drone. not all Opposed Tests are equal. perhaps both). Also. then determines the total step of the test by adding together the step of the Expertise and the step of that Expertise’s associated Attribute. once more. The contrary stat for the Stealth Expertise is Perception Defense. Using the above example. If she rolls a Hit. The Quantum Roleplaying Game includes three different types of combat: melee combat (hand-to-hand. she would consult her Hero’s record sheet and add together the step of her Stealth Expertise and the step of her Agility Attribute. If she rolls a Miss. if two players attempt to sneak past the Progenancy patrol drone. natural attacks. Example bonuses and penalties can be found by Expertise in Chapter 2 or by situation in Chapter [final book]. Expanding the Stealth Expertise example above. a rule that applies to both Opposed Tests and Combat Tests (see the Law of Success on page 77). Navigation. In an Opposed Test. an Opposed Test is a simple matter of comparing two result types. swords. Opposed Tests Opposed Tests replicate the difficulties faced when a Hero must actively use one of her Expertise to overcome a foe in a manner that uses her wits rather than her combat ability. she first determines the appropriate Expertise for the task she’s attempting. Combat Quantum is a dangerous world and Heroes frequently find themselves in life-threatening situations where the only option to survive is to unleash weapons or will to vanquish the enemy. Spark. 78 . The Guide may determine based on the circumstances of the test that a normal test isn’t sufficient. bows. Both the Guide (acting as the drone) and the player (acting as the Hero) would then roll a d100. all three function using the same set of rules. rifles. When there are only two testers. all of which would decrease the total step tested. ranged combat (thrown weapons. just like the Unopposed Test. Instead. Each Expertise that is likely to be used during an Opposed Test has a contrary statistic under it’s heading in Chapter 2. the Guide would select an appropriate bonus to the Perception Defense of the drone or an appropriate penalty to apply to the player (or. should the winner of the test roll an Ace on the result type. then she not only succeeded but also gains a bonus determined by the Guide for accomplishing her Climbing Test with impressive skillfulness (see Aces on page 89). as is often times the case. such as the Stealth Expertise example above. all of which would increase the total step tested. and Prime combat (Omnimancy effects). the Guide would select an appropriate bonus to apply to the total step of the player’s Stealth Test or an appropriate penalty to apply to the city drone’s Perception Defense (or.). both). If the player wants her Hero to sneak past a Progenancy patrol drone. the Guide would check the Perception Defense of the Progenancy patrol drone and test it against the player’s total step derived from her Stealth Expertise and Agility Attribute. If she rolls an Ace.UNOPPOSED TEST EXPERTISE The following Expertise are often accomplished with an Unopposed Test: Power: Climbing. etc. Once each d100 is rolled for each tester. The Opposed Test can be expanded out in this manner to include any number of testers the Guide and players have the patience to test for. If there are more testers. Example bonuses and penalties can be found by Expertise in Chapter 2 or by situation in Chapter [final book]. then she succeeds. the Guide may apply bonuses or penalties to the test to better reflect the scenario at hand. Running. if the player attempting the Stealth Test were to do so while walking across squeaky floorboards. Apothecary. Science. If the player attempting the Stealth Test were to do so during a very loud concert. A contrary stat is a Defense or Expertise used to counter an Expertise during an Opposed Test (or during a Combat Test). to see both sneaky Heroes. the Rule of Success is still followed.). natural attacks. When a player makes an Opposed Test. Instead. and resolve the test by comparing the numbers rolled on both sets of dice to the table. then she not only wins but also gains a bonus determined by the Guide for winning her test with impressive skillfulness (see Aces on page 89). Survival. or to see neither Hero at all. The Guide may determine based on the circumstances of the test that a normal test isn’t sufficient. and Swimming Agility: Acrobatics Cognition: Academics. In the above example. the Guide would select one or more appropriate bonuses to apply to the test. meaning it’s possible for the drone to see one of the sneaky Heroes but not the other. the Guide may apply bonuses or penalties to any of the testers to better reflect the scenario at hand.
Choose Combat Stance : Unless otherwise prevented from doing so. A good Combat Round is somewhere in between—by the book. 6. the Guide informs the first player it’s her turn or controls the first turn of a GCC. that some or all of the combatants might be unaware 79 . Caught Unaware There are times. those combatants should make an Opposed Initiative Test versus each other and follow the Law of Success on page 77. 8. When it becomes clear that a fight is imminent. Initiative This section covers the order of combat. Though Heroes and their foes act in a certain order (called Initiative). The Guide then makes note of the Initiative Step number for each GCC. and Prime Combat Round A Combat Round is an abstract method of simulating the chaotic situations that arise during moments of brutal hostilities. When it is time for a combatant to choose her action (because her Initiative Step number is next in the order as determined by the Guide). and processes undertaken during the hectic mayhem of combat. and the “defender” is always assumed to be either the Hero or GCC who must defend against the action or ability performed by the attacker. Determine Combat Actions and progresses through to 6. should the fight still be unresolved. Begin Combat Round : Once the order of action is determined. there are many terms used to describe a variety of abilities. Resolve Combat Actions: The players or the Guide then resolve all of the Combat Actions chosen by the active combatant using Unopposed Tests (page 77). Defender Throughout this chapter. The Guide arranges all of the combatants in order from highest to lowest by their Initiative Step number. 1. move back to the start of the Initiative order and complete the second Combat Round. especially at the moment just before a fight begins. the “attacker” is always assumed to be either the Hero or GCC who initiates the action or ability. “It’s her turn to act in the Combat Round. The following Expertise are often accomplished with an Opposed Test: Agility: Acrobatics. that Guides and players should follow in order to keep a fight scene fair. and then the third. Combat Chronology Initiative determines the order of action during the Combat Round. new Guides and players may want to keep this itemized order handy as each Combat Round progresses. the Guide determines the order of action by Initiative. and Theft Cognition: Tracking Influence : Deception. actions. Begin Next Combat Round: Upon completion of the first Combat Round. and so on until the Guide determines that combat is over. The Initiative Step number is determined by adding the step of the Agility Attribute to the step of the Cognition Attribute. purely by-the-numbers session of dice-rolling and chart look-ups. Determine and Resolve Actions of Remaining Combatants: Once the first combatant’s turn is complete. The first Combat Round is complete when all of the combatants complete their first turn. Choose Combat Stance. 2. Opposed Tests (page 78). the Guide determines the Initiative order thusly: 1. Disguise. fun. 4. 7. the Combat Chronology should be second nature. Should any of the combatants have the same Initiative Step number. Stealth. After that.” It is not necessary to again determine Initiative unless something incredibly disruptive changes the nature of the entire combat scene. OPPOSED TEST EXPERTISE Attacker vs. or Combat Tests (page 84) as well as Movement. It’s important for the Guide to remember both the ordered and abstract nature of a Combat Round when adjudicating the outcomes—becoming too fixated only on the order of the Combat Round or only on the abstract nature of it can knock an entire fight scene off balance. resulting either in a loose. 3. but cinematically descriptive enough to push the dice rolling to the background behind the story. 5. and easy to follow. also called the Combat Chronology.Combat Fundamentals Below are the primary terms. Determine Combat Actions: The first combatant then selects her Combat Actions and informs the Guide of her choice or the Guide selects the Combat Actions of a GCC and informs the players of his decision. the entire order starts over again from the top with the combatant determined to have the highest Initiative. but after even just a few combats. 2. cinematically descriptive clump of chaos or a rigid. In order to make the descriptions for these actions easier to follow. the active combatant chooses a Combat Stance immediately before her turn is over. Negotiation. the Guide calls for each player’s Initiative Step number. Determine Order of Action: After awareness.” Once the last combatant in the order takes her turn. Determine and Resolve Awareness: Many fight scenes begin with an ambush or surprise trap. A Combat Round is three seconds long—meaning there are 20 Combat Rounds in a minute. This is called “starting a new Combat Round. actions. the combatant is “taking her turn” as in. Intimidate. all combatants are assumed to be abstractly acting at the same time. In the beginning. the next combatant in the Initiative order takes her turn and starts at 4. The Guide should determine awareness before Initiative and before the first Combat Round begins. and their results.
though a few items by their nature are used as Free Actions instead (see Chapter 3). performing an Omnimancy Equation. informing the Guide what she wants to do. It’s possible for combatants to be in the midst of a Combat Round and stumble into a trap or pitfall. but it’s not possible to quick draw twice. Any defenders who fail to see the concealed attackers are considered Unaware and may not act in the first Combat Round (though the Guide will still need to determine an unaware Hero or GCC’s Initiative). In the case of a trap or natural pitfall. However. Retrieving an Item: Finding and retrieving a stored item from a backpack. Core Actions There are five categories of Combat Actions: Core Actions. she may not select another Free Action until after her next turn. the Guide may choose to test only the highest total Stealth step of the ambushers and the highest Perception Defense of one of the defenders. End a Grapple: An attacker. unlike an ambush. Use Item: Using most items that require manual dexterity to operate hurriedly requires a Core Action to perform. Triggered Actions happen because of a chosen Combat Stance. or choosing a Combat Stance. Expertise: During a Combat Round. Combat Actions are the possible choices a player can make for her Hero during the Combat Round. This includes (but is not limited to) everything from drawing a sword from its scabbard to taking a rifle off the shoulder and flipping off the safety. A combatant always chooses Combat Stances at the end of her turn. or purse requires a Core Action to perform. function more like independent abilities and combatants need to utilize a Core Action to perform them (see Chapter 2). and then testing the appropriate abilities in order to determine success. the result of Omnimancy or Aptitudes. using an Expertise takes a Core Action to perform. (Meaning it’s possible to drop an object and then drop prone. Finally. the Guide may want to surprise the players with a sudden ambush. Drop Prone: The combatant falls to the ground and gains the Knocked Down/Prone condition (page 88). combined with a Movement. retrieving a weapon within Movement range. one Free Action. Complex Reload: Any ranged weapon with the Complex Reload weapon trait takes a Core Action to reload and ready the weapon to be fired again. immediately requiring them to test their awareness of the obstacle. one Movement.combat is about to happen. Free Actions can be performed at any time during or between a combatant’s turn (with some minor exceptions). Ready a Weapon: Readying covers the full range of doing whatever is required to get a weapon and make it ready for combat. Triggered Actions are resolved the moment they occur. Movement. and one Combat Stance. Performing an action is as simple as the player deciding what to do from her list of possible choices. Recover includes the Ready a Weapon Core Action so long as the weapon is wielded by or within reach of the combatant. Recover: Standing and making ready for combat again after gaining the Knocked Down/Prone condition is called Recover and takes a Core Action to perform. a concealed trap. just like an ambush. To make things simple for large-scale ambushes. Anything larger may take several Core Actions to perform. During the course of a scene. however.) Drop Object: Any held object can be dropped as a Free Action. but might be unaware something specific is about to happen to her. Combat Stances. Movement typically only happens on a combatant’s turn. to readying a weapon. pouch. They cover everything from using a Paradigm Aptitude. Core Actions are only performed on a combatant’s turn during a Combat Round. being Unaware imposes a five-step penalty to both the Dodge Defense and the Perception Defense of a combatant during the first Combat Round. though she may only perform any single Free Action from the list below once per round. satchel. Aptitude: Many Aptitudes don’t need to be performed as Core Actions—instead they simply modify or enhance another Core Action. Ambushing attackers make an Opposed Stealth Test against the Perception Defense of all the defenders. Additionally. Basic Combat Tactic: All of the Basic Combat Tactics (page 82) are performed as Core Actions. though some Combat Stances alter or ignore this rule. Free Actions Below is the list of Free Actions a combatant can perform any time during a Combat Round. though they can also happen as Combat Actions Below is the list of Core Actions a combatant can choose from on her turn during a Combat Round. or a natural pitfall. Some Aptitudes. In most cases. and Triggered Actions. If a combatant chooses to perform a Free Action outside her turn. Mount/Dismount: Normal mounting and dismounting of anything similar in size to a horse or wagon requires a Core Action to perform. Triggered Actions are initiated as the result of other action choices. the object itself has a Stealth step determined by the quality of the trap’s construction and that Stealth step is tested against the Perception Defense of the defender. This includes retrieving a weapon off the ground at a Hero’s feet or. Free Actions. being Unaware of a trap or pitfall means the defender takes the full brunt of the object’s effect without being able to test the appropriate Defense against the object’s trap ability. There are also times during a fight where a Hero might be aware a fight is happening. though some equipment items can reduce this to a Free Action (see Chapter 3). Each Hero and each GCC has four Combat Actions on their turn: one Core Action. who initiated a Grapple Combat Tactic and applied either the Clinched or Restrained condition to 80 . though the game does contain many abilities can prevent combatants from choosing a Combat Stance.
When this happens. it applies to both Basic Combat Stances and Aptitude Combat Stances. but function in the same manner as Basic Combat Stances. intuitive reactions to a battlefield. A Guide should use his discretion at how many words is too many. Simple Reload: Any ranged weapon with the Simple Reload weapon trait takes a Free Action to reload and ready the weapon to be fired again. or Foe). Guides and players alike should consider 81 . Combat Stances should be chosen with the utmost care. Fast Mount/Dismount: A combatant can attempt to fast mount or fast dismount anything similar in size to a wagon or horse as a Free Action by winning an Unopposed Test of the Animal Handling Expertise. may end the grapple as a Free Action. she is subject to the rules of that stance until her next turn. Speak: A combatant can speak a short sentence or call out a word of warning as a Free Action. but a good rule of thumb is to imagine how many words you can say in less than three seconds and still be understood clearly. Basic Combat Stances are available to any combatant during a Combat Round and represent very simple. Combat Stances Combat Stances govern what a combatant is doing when it’s not her turn. This removes the Clinched or Restrained conditions immediately from the defender. Combat Stances are not always available—many abilities can actually prevent a stance from being selected. If she hesitates until her next turn in the next Combat Round. There are two types of Combat Stances: Basic Combat Stances and Aptitude Combat Stances. her place in the Initiative order moves to where she chooses to act. Larger vehicles or mounts cannot be Fast Mount/Dismounted. Aptitude Combat Stances are available within various Style Trees (Paradigm. though many statistics are open knowledge between the Guide and the players (page 77). An attacker chooses a Combat Stance at the end of her turn. Lastly. Quick Draw: A combatant can attempt to hurriedly ready any accessible weapon she’s carrying but not wielding by winning an Unopposed Test of the appropriate weapon Expertise for the weapon being readied. Beast. End Omnimancy Effect: Any Omnimancy effect can be ended as a Free Action by the controller of that effect. Combat Stance choices are made in secret and only revealed when the stance is initiated as a Triggered Action. Hesitate: A combatant unsure of what to do on her turn can hesitate as a Free Action instead and decide to act again later in the Combat Round.a defender. An attacker who loses her ability to choose a stance is off balance or out of sorts until her next turn. Once an attacker chooses a Combat Stance. Should she choose to take action before then. she effectively skips her turn.
Basic Combat Tactics Basic Combat Tactics are the actions every combatant can choose as a Core Action during her turn in a Combat Round. An attacker who uses the Charge Combat Tactic may not choose a Combat Stance. but takes a five-step penalty to her Dodge Defense versus ranged attacks. but the length of the penalty increases by the Mastery number on the Dice Test Table (page 126). Disarm: The Disarm Combat Tactic is performed when an attacker attempts to force an opponent to drop a held item such as a sword using a melee or ranged weapon. or are unique attacks for specific circumstances. but takes a five-step penalty to her Dodge Defense versus melee attacks. Ranged weapons with a minimum range of 1m may be used in the Impede Combat Stance. Focus: The Focus Combat Tactic is performed when an attacker wants to target a single body slot—head. pitfalls. she imposes a condition on the defender that varies by targeted slot: Head: Target gains the Blinded condition for one round. 3. the pursuing attacker follows directly behind up to her current Movement. Shield Another is a Triggered Action. Ranged Defense: She gains a five-step bonus to her Dodge Defense versus ranged attacks. If the attacker wins the test. This Movement is a Triggered Action that itself can cause other Triggered Actions such as traps. The Charge Combat Tactic adds +2 to the attacker’s Movement and adds +2 to the Damage Rating of her weapon (a longsword. she uses her Defenses instead of her ally’s and resolves any incoming Combat Tests as though they targeted her. see Chapter 3) for one round. arms. or legs (chest and shoulder are presumed to be the base target of every attack). 2. An attacker who uses the Focus Combat Tactic may not choose a Combat Stance. Shield Another is immediately broken if her ally is no longer adjacent to her. Melee Defense: She gains a five-step bonus to her Dodge Defense versus melee attacks. Most Basic Combat Tactics use the Combat Test (page 84) to determine results. Disarm is a specialized Opposed Test. These actions are basic attacks. She can choose from one of three defense foci: 1. a step 15 Ace would apply it for three rounds. It is the most basic of the Basic Combat Tactics in the Quantum Roleplaying Game. If the defender wins the test. The defender makes a weapon test using the Expertise of the weapon he’s using. Should the targeted enemy flee or move somewhere else on the battlefield. An attacker using a ranged weapon to attack an adjacent defender is still considered to be making a ranged attack. Impede attacks may only be Attack Combat Tactics and Impede attacks are Triggered Actions. General Defense: She gains a two-step bonus to her Dodge and Perception Defenses. Shield Another: A combatant in the Shield Another Combat Stance spends the time between her turns blocking and sometimes taking damage for one adjacent ally. Grappling isn’t as easy as hitting a foe with a sword in melee combat or firing a rifle at a beast in ranged combat. or the Impede Combat Stance. modify basic attacks. Attack: The Attack Combat Tactic covers melee attacks using Expertise like Unarmed or Blunt Weapons and ranged attacks using Expertise like Bows or Spark Rifles. including the resolution of wound damage dots. Grapple: The Grapple Combat Tactic is a form of unarmed melee combat that’s a generic catchall for a multitude of unarmed combat styles. The attacker makes a weapon test using the Expertise of the weapon she’s using. Below are the four Basic Combat Stances available to all combatants. Charge: The Charge Combat Tactic is performed when an attacker wants to run quickly toward an opponent (not necessarily in a straight line) and use her momentum to deal extra damage with a melee attack. the attacker may not choose a Combat Stance and suffers a five-step penalty to her Dodge and Perception Defenses for one round. Should the attacker win the Combat Test by rolling an Ace when performing a Focus Combat Tactic. it takes a series of Core Actions to execute properly and the combatant initiating the Grapple Combat Tactic must 82 . She blocks a single attack for every 10 steps in her Perception Defense until her next turn (minimum one). An attacker can only charge opponents 5m or further away from her. Pursuit: A combatant in the Pursuit Combat Stance spends the time between her turns pursuing one targeted adjacent enemy. Arms: Target gains the Hindered condition for one round. for example. When she blocks an enemy attack against her adjacent ally. Legs: Target gains the Hobbled condition for one round. Focus Combat Tactics are quite difficult and the attacker suffers a 10-step penalty on her Combat Test. Should the attacker win the Combat Test and damage a defender’s targeted body slot. while ranged weapons with minimum ranges above 1m may not. and so on. Defense : A combatant in the Defense Combat Stance spends the time between her turns focused on blocking and dodging incoming attacks. The target of an attacker’s pursuit is chosen when she enters the Pursuit Combat Stance. She may attack a different defender once for every 10 steps in her Perception Defense until her next turn (minimum one). Instead. This is one of the few times in the Quantum Roleplaying Game where an Ace penalty cannot be chosen by the attacker. Each time she attacks a defender. Impede: A combatant in the Impede Combat Stance spends the time between her turns attacking any enemies who move within melee range. Attack also covers basic Omnimancy Equations that utilize Combat Tests to determine success (see Chapter 5). her penalties still vary by targeted slot. So a step five Ace would apply the penalty for two rounds. would go from DR Power+3 to DR Power+5. It’s very important that both Guides and players be mindful of their choice and honest about its execution. the defender drops a single held item (attacker’s choice). she takes a five-step penalty to both her Dodge Defense and her Perception Defense until her next turn—these penalties are cumulative. Below are the Basic Combat Tactics available to all combatants.writing down their Combat Stance on a 3x5 card and keep it face down in front of them until activated.
2. she deals exhaustion wound damage dots at Power+2. but if he’s still Knocked Down/Prone he needs to perform a Recover Combat Action in order to stand up. If the defender wins the test. The attacker makes an Unarmed Combat Test against the defender’s Endurance Defense and if the attacker wins the test. If the attacker attempts to Push a defender into a situation where the defender would automatically take damage from the result of the Push (such as being pushed off a cliff or into a lake of boiling lava). The Sprint Combat Tactic increases the attacker’s Movement fourfold for one Movement (Movement x 4). Strikes: In addition to an ordinary hit with a melee or ranged weapon. If the attacker wins the test. the attacker may not choose a Combat Stance. Prime: The Prime Combat Tactic covers any Omnimancy Equation that doesn’t require a dice test to accomplish. Submission Hold : In order to restrain or damage a defender during a Grapple Combat Tactic the attacker must give him the Restrained condition using the Submission Hold Combat Tactic. if the defender wins the test. though the attacker’s total step for the Combat Test is reduced by 50% (round down) after all other bonuses or penalties are applied. but suffers a five-step penalty to his Unarmed Combat Test to break free of the grapple. · Ferocious Strike: An attacker wielding a single 1H melee weapon that wishes instead to wield it with two hands performs 83 . paws. Knock Down: An attacker using the Knock Down Combat Tactic makes an Unarmed Combat Test versus the defender’s Dodge Defense. she pushes the defender away in a straight line for a number of meters equal to the Mastery of the attacker’s Unarmed Combat Test (one meter for Apprentice. Push: The Push Combat Tactic is performed when an attacker attempts to create space between her and the defender by physically (or otherwise) pushing the defender away. the defender gains the Restrained condition (page 88). If the defender wins the test. Overrun: An attacker using the Overrun Combat Tactic runs into the defender at full speed and attempts to knock the defender down and continue running past him. A combatant with the Clinched condition can still move and fight (page 88). knowing that the target can fight back. · An attacker with the Clinched condition must make an Unarmed Combat Test versus the defender’s Endurance Defense to break free of the grapple. the attacker may not choose a Combat Stance at the end of her turn. he loses both the Clinched and Restrained conditions. the attacker’s Movement is immediately halted adjacent to the defender and the attacker’s remaining Movement is reduced to 0. Should the attacker win the test. she may skip the Take Down Combat Action and move to the Submission Hold.) and then makes an Unarmed Combat Test versus the defender’s Endurance Defense. If the attacker wins the test. Additionally. the attacker may not choose a Combat Stance. The attacker must make an Unarmed Combat Test versus the defender’s Endurance Defense. An attacker who chooses to perform any Strike Combat Tactic may not choose a Combat Stance. 4. 3. there are three Strike Combat Tactics any combatant can choose from to modify her Attack Combat Tactic. nothing happens— the defender is still Clinched. two meters for Journeyman. A Double Strike is resolved with a single Combat Test. If the attacker wins the test. but Movement is heavily restricted (page 88).do so carefully. · Double Strike: An attacker who wishes to hit twice with a single ranged or melee weapon performs the Double Strike Combat Tactic. but if he’s still Knocked Down/Prone he needs to perform a Recover Combat Action in order to stand up. More information on weapons and their Damage Ratings can be found in Chapter 3. Sprint: The Sprint Combat Tactic is performed when an attacker wishes to move much further than normal. her weapon gains DR +2 and the new DR is compared once against the defender’s AR to resolve wound damage. The attacker uses a Charge Combat Tactic. but instead of hitting with a melee weapon. If the attacker wins the test. A combatant with the Knocked Down/Prone condition can still fight. The attacker makes an Unarmed Combat Test versus the defender’s Endurance Defense at a five-step penalty. If the attacker wins the test. the defender gains the Knocked Down/ Prone condition. The Submission Hold may only be used against a defender with the Clinched and Knocked Down/Prone conditions. 5. Choke: The Choke Combat Tactic is a generic catchall for the attacker harming an opponent with the Restrained condition. If the attacker wins the test. Below are the steps to follow when performing a Grapple Combat Tactic: 1. he loses the Clinched condition. During a turn that any combatant is involved in a Grapple Combat Tactic (attacker or defender). the defender gains a 10-step bonus to his Dodge Defense reflecting a greatly increased desire not to be Pushed. If the attacker wins the test. Clinch: The Clinch Combat Tactic is performed when an attacker grabs for the arms and head of the defender with her bare hands (tentacles. and so on. If the defender wins the test. The attacker makes an Unarmed Combat Test versus the defender’s Dodge Defense. · If an attacker Clinches an opponent already on the ground with the Knocked Down/Prone condition. she knocks the defender (giving her the Knocked Down/Prone condition) to the ground and can continue her Movement. Escape: The Escape Combat Tactic is performed when someone with the Clinched or Restrained condition attempts to break free of the grapple. Take Down: The Take Down Combat Tactic is performed when an attacker who has clinched a defender attempts to take the defender to the ground. If the attacker wins the test. An attacker who uses the Sprint Combat Tactic may not choose a Combat Stance. · An attacker with the Restrained condition must make the same test. the defender gains the Knocked Down condition (page 88) and may not choose a Combat Stance on his next turn. nothing changes—the defender is still Clinched and Knocked Down/Prone. etc. the defender gains the Clinched condition. Should the attacker lose the test. see the Dice Test Table on page 126). she may not choose a Combat Stance. Should the attacker lose the test. she instead makes an Unarmed Combat Test versus the defender’s Dodge Defense.
Thrown Weapons. When a combatant is Defenseless.COMBAT TEST EXPERTISE The following Expertise are often accomplished with a Combat Test: Power: Bladed Weapons. For example. anyone testing against the Defense that triggered the Law of Failure does not need to roll dice for the test—the test is an automatic success and the result type is always an Ace. Spark Pistols. and Unarmed Agility: Bows. If the attacker wins the test. There is no penalty to the attacker’s total step for the Combat Test and if the attacker wins the Combat Test. 84 . The attacker must not have any other weapon or item in either of her hands beyond a single 1H melee weapon. flame. It protects against the exhaustion and nature damage types and is based on the Power attribute. poisons. a number of different Expertise may be used across multiple situations. In a Combat Test. whether that’s melee combat. and protects a Hero or GCC against two or more specific damage types. though the attacker’s total step for the Combat Test is reduced by 50% (round down) after all other bonuses or penalties are applied. her weapon gains DR +1 and the new DR is compared once against the defender’s AR to resolve wound damage. Endurance Defense [Pow Step + Aptitudes]: This defense represents the body’s ability to withstand debilitating diseases. Dodge Defense [Agi Step + Aptitudes]: This defense represents the ability to avoid physical attacks and physicalbased Omnimancy effects. then the Twin Strike is made using the lower of the two weapon Expertise steps as the base step. then the total wound dots are decreased by –1 if the armor is hit by a weapon that does blade damage. · Twin Strike: An attacker wielding two 1H melee weapons who wishes to attack with both in the same turn performs the Twin Strike Combat Tactic. exhaustion. then no wound dots are added to the defender’s Wound Damage Scale. chest. a Hero actively uses one of her Expertise to defeat a foe during a fight. It protects against the sanity and void damage types and is based on the Influence Attribute. blade. ice. It protects against the acid. Many weapons and armors have traits that affect the way wound damage is applied. A Twin Strike is resolved with a single Combat Test. Should the attacker win the test. All attacks are assumed to target the chest. but in a Combat Test only weapon Expertise such as Bladed Weapons. shoulders. and legs. Polearms. Combat Tests function like Opposed Tests with a few differences. If two different weapons are wielded for a Twin Strike and the attacker has two different weapon Expertise steps for those weapons. the attacker must be trained in the Expertise(s) of both wielded weapons. If the attacker wins the Combat Test and her DR is greater than the defender’s AR. Fist & Fan Weapons. As with Opposed and Unopposed Tests. if a weapon has the weapon trait Cloth +1. both of her weapons gain DR +1 and the new DR of each weapon is compared separately against the defender’s AR to resolve wound damage. Polearms. In an Opposed Test. she must then compare the Damage Rating (DR) of her weapon against the Armor Rating (AR) of the armor slot she targeted. arms. All of the Combat Test Expertise have specific Defenses as contrary statistics. Example bonuses and penalties can be found by Expertise in Chapter 2 or by situation in Chapter [final book]. the Guide may determine based on the circumstances of the test that a normal test isn’t sufficient and may apply bonuses or penalties to any of the testers to better reflect the specific combat situation. based on one of the four Attributes. it is possible by the Law of Failure (page 77) for them to be Defenseless during an Opposed Test. ballistic. Combat Tests are resolved using the Law of Success (page 77) after pitting a selected weapon Expertise against its contrary Defense. Each defense is unique. There are five armor slots: head. and Spark Rifles Cognition: Prime the Ferocious Strike Combat Tactic. Perception Defense [Cog Step + Aptitudes]: This defense represents intuitive insight into unfolding events. Combat Test Combat Tests simulate the act of combat between two or more combatants. though the Prime Expertise’s contrary statistic is determined by Equation (see Chapter 5). then the difference is the number of total wound dots the defender takes on his Wound Damage Scale (DR – AR = total wound dots). blunt. Blunt Weapons. Whenever an attacker Aces a Combat Test. or Prime combat. A combatant is Defenseless when she suffers enough penalties to trigger the Law of Failure. If a piece of armor has the armor trait Blade –1. and over-extended muscle use. then the total wound dots are increased by +1 if the slot targeted has cloth armor. Defenses Defenseless Though Heroes and GCCs can never be Defenseless during a Combat Test. Tactic or any similar Aptitude ability. the attacker chooses the penalty applied to the defender as the result of the Ace (page 89). Sanity Defense [Inf Step + Aptitudes]: This defense represents the mind’s ability to safely comprehend and process horrific images and feelings. unless using the Focus Combat The four statistics in the Quantum Roleplaying Game that function as a Hero’s first line of protection are the four defenses. In order to perform a Twin Strike. and shock damage types and is based on the Agility Attribute. ranged combat. or Bows and the Prime Expertise are used. If the AR is greater than the DR. It protects against the force and shrapnel damage types and is based on the Cognition Attribute.
Aptitudes. Suffer a three-step penalty to your Endurance Defense. and suffer a four-step penalty to your Perception Defense. Omnimancy effects. Crippled: Unable to move. and a two-step penalty to both your Dodge and Perception Defenses. however. or Mend Equations (see Chapter 5) though wounded combatants do Regain one wound dot of damage per 24-hour period through natural rest. The Wound Damage Scale is used whenever a combatant takes wound damage dots during a Combat Test from weapons. Dodge 85 . All Heroes and GCCs use this scale. There are. Below are the six steps on the Wound Damage Scale and each step’s penalties. physical exhaustion. The Prime Damage Scale is for the regulation of Aptitudes and other abilities (such as Omnimancy Equations) of Omnimancy Paradigms such as the Shaman and Warlock. suffer a five-step penalty to your Endurance Defense. Defense penalties increase at each step. Reduce Movement by 50% (round up). Damage dots on this scale are primarily Regained from rest. while Movement is adjusted at Maimed and again at Crippled. The Fatigue Damage Scale is for the regulation of Aptitudes and other abilities of Melee Paradigms such as the Valkyrie or the Warrior. Injured: No penalties. and so on. Reduce Movement to 0. Maxing out the damage dots on this scale can lead to the untimely death of a combatant. Prime represents the ability to draw deeply on the connection to the Prime Source and the capacity for doing so before the mind breaks from prolonged exposure. Each scale has its own set of penalties—penalties meant to abstractly represent the toll of combat on the body and mind. Mutilated: You are barely able to function. healing. Each Damage Scale has six steps of penalties with the same starting number of dots available to receive damage: 5/4/3/2/1/1 (see Diagram 5–1). Fatigue represents the capacity to use Aptitudes before the body tires from overwork.Damage Scales There are three Damage Scales in the Quantum Roleplaying Game that track bodily harm. Wounded: The pain and blood are getting in the way. Wound Damage Scale: The Wound Damage Scale tracks physical wounds to the body and the penalizing affect multiple wounds impose. Maimed: You are seriously hurt. Movement is still at 50% (round up). Suffer a two-step penalty to your Endurance Defense. and a one-step penalty to both your Dodge and Perception Defenses. Unconscious: Not in possession of your senses. reduce Dodge Defense to Defenseless. Though every Hero and GCC uses the Wound Damage Scale to regulate and track physical wounds to the body. For those Paradigms. Suffer a four-step penalty to your Endurance Defense and a three-step penalty to both your Dodge and Perception Defenses. several Aptitudes and a few Paradigms that adjust the starting dots on one or more Damage Scales. not everyone uses the Fatigue and Prime Damage Scales and no one uses both. or mental stress. For those Paradigms.
trepanation. Damage dots on this scale Regain at a rate of one per round at the beginning of a combatant’s round. and Endurance Defenses are all considered Defenseless. Movement penalties accrued from both the Wound Damage Scale and the Fatigue Damage Scale are applied in the order they are received. 86 . Opposed. there are also more technologically advanced methods of healing available on Quantum. and the removal of traumatic foreign materials. drop all held items. poultices. and Sanity Defenses are all considered Defenseless. Perception. diseases that affect the whole body. Agitated: You are quickly losing the ability to concentrate. There are also potions. Exhausted: Your limbs are weak and heavy from strain. Perception. Suffer a four-step penalty to all Combat Tests and you must choose to either take a Core Action or Movement (but not both). dropping all held items. Distracted: Even basic tasks are becoming harder to accomplish. Maxing out the damage dots on this scale leaves the combatant prone on the battlefield. In it are details on blood pressure. though some Aptitudes and Omnimancy effects can increase the Regain rate. Weary: You’re pushing well beyond your physical limits. diseases of each organ. pharmaceutical sciences. Dodge. anesthesia. functions of each organ. it’s important to remember that the technology level of most things on Quantum is medieval—brain surgery might sound high tech except when you realize it’s smashing a hole into someone’s head with a hammer and piton (a completely survivable way to operate. Prime Damage Scale: The Prime Damage Scale tracks mental exhaustion imposed on a Prime-focused combatant by one or more of her Aptitudes as well as numerous Omnimancy effects. Reduce all Omnimancy Mend and Damage values by one and you are no longer able to create Omnimancy effects with a range of 10m or farther. Reduce all Omnimancy Mend and Damage values by four. Apothecary Arts: The modern medical establishment of Quantum is known collectively as Apothecary Arts. and you are no longer able to create Omnimancy effects that do Exhaustion or Sanity damage. Tired: You’ve over-extended yourself physically. dissolvable sutures. and you are no longer able to create Omnimancy effects that do Exhaustion damage. sutures. Items mostly recover damage on the Wound Damage Scale. though not decidedly modern). Opposed. Omnimancy Mend and Damage value penalties increase at each step. while Movement is adjusted at Weary. Reduce all Omnimancy Mend or Damage values by one. Movement is still reduced by 50% (round up). ophthalmology. Suffer a three-step penalty to all Combat Tests and reduce your Movement by 50% (round up). Hysterical: You babble incoherently. neurophysiology. Omnimancy Paradigms. Melee Paradigms. and foes use this scale (Omnimancy Paradigms do not). beasts. Healing and Recovering From Damage With adventure. Details on non-Omnimancy healing through use of the Apothecary Expertise can be found on page 45. Fatigue Damage Scale: The Fatigue Damage Scale tracks physical exhaustion imposed on a melee-focused combatant by one or more of her Aptitudes. Apothecary Arts can only Regain damage dots on the Wound Damage Scale. though some Aptitudes and Omnimancy effects can increase the Regain rate.and Perception Defenses are both considered Defenseless and you are incapable of Movement or Unopposed. thrills. Maxing out the damage dots on this scale reduces the combatant to a hysterical state where she’s unable to do anything other than babble incoherently. Below are the six steps on the Prime Damage Scale and each step’s penalties. You fall prone. inductive logic. Suffer a twostep penalty to all Combat Tests. but there are some items that recover damage on both the Fatigue Damage Scale and Prime Damage Scale as well. Combat Test penalties increase at each step. or Combat Tests. you can now only create Omnimancy effects that have a range of touch. Damage dots on this scale Regain at a rate of one per round at the beginning of a combatant’s round. you are no longer able to create Omnimancy effects with a range of 5m or farther. Dodge. and foes use this scale (Melee Paradigms do not). eye surgery. dissection. Though some of these medical terms sound modern and cutting edge. Surgical knowledge present on Quantum includes internal wound care. neuroanatomy. Items: Though most healing items could be included under the heading Apothecary Arts. Confused: Easily remembered facts have simply slipped your mind. Exhausted. Lethargic: You’re on the verge of collapse. Confused. Stressed: No penalties. or Combat Tests. salves and so on and remedies for common maladies and injuries are quite common. Torpor: You are finished and need immediate rest. while effect ranges are adjusted at Distracted. and danger often comes injuries. Details on healing items can be found in Chapter 3. Crazed: Your mind is a maelstrom of noise and esoteric thoughts. Reduce all Omnimancy Mend and Damage values by two. and Lethargic. and are incapable of Movement or Unopposed. exhausted and weak. Winded: No penalties. and are incapable of Movement or Unopposed. A book called The Apothecary Law has been considered the purest source of medical knowledge for nearly a hundred years throughout the Twelve Nations. Below are the six steps on the Fatigue Damage Scale and each step’s penalties. clinical pharmacology. Opposed. Heroes can be injured by all manner of things—they can also be healed by all manner of things. brain surgery. Advanced medical care can be found the closer one gets to Akyrema City and an industry that supplies advanced first aid kits from the core out to the other nations exists. You must still choose to either take a Core Action or to Move (but not both). Suffer a fivestep penalty to all Combat Tests and reduce Movement to 0. and Crazed. or Combat Tests. and surgery. beasts.
specifically the Suria-sourced Esomancy. Ballistic damage comes from the force of a projectile moving at a high rate of speed. The Quantum Roleplaying Game is designed in such a way that Hero death should be rare. misuse. exploded blood vessels. Details on available Omnimancy healing methods can be found in Chapter 5. Below is a list of all of the possible conditions and their effects. Damage Types items. No sense bringing a completely fresh adventurer into a more advanced world— Guides who do so run the risk of either immediately murdering the new Hero or toning the game down to the point where the players of the veteran Heroes are bored by the weaker challenges and combats. and beasts. Bleeding: A Bleeding combatant takes one wound dot of bleed damage at the beginning of her turn each round. Conditions Many successful attacks in the Quantum Roleplaying Game apply conditions alongside or sometimes instead of damage dots.Omnimancy [Esomancy]: Omnimancy. falling. Flame damage causes massive burns. Omnimancy effects. The Death of a Hero It happens. Hero death presents a unique challengeGuides often wish to maintain narrative cohesion and losing more than one or two Heroes in the course of a story can have serious negative implications for the plot. shock damage can cause massive internal burns including but not limited to “cooking” organs. body hair turning into constricting vines. extreme convulsions. and much worse. Sanity: Sources of sanity damage include Omnimancy effects and void beasts. Exhaustion: Sources of exhaustion damage include Omnimancy effects. and Paradigm 87 . Ice damage causes hypothermia and can freeze and blacken the skin. Additionally. is entirely up to them. and beasts. and beasts. doing all of its damage internally from extreme pressure changes. and beasts. Sometimes a Hero can’t move fast enough to avoid a barrage of arrows. weapon upgrades. Sanity damage happens entirely within the mind as the target succumbs to apocalyptic whispers of death. and beasts. armor. Nature: Sources of nature damage include Omnimancy effects. and beasts. Should a Hero die it behooves the Guide to allow the player of that Hero make a new one at roughly the same Renown (page 16) and with roughly the same equipment (page 54) as the Hero who died. Shock: Sources of shock damage include Omnimancy effects. Conditions are specific afflictions that hamper combatants in a variety of ways. Flame: Sources of flame damage include Omnimancy effects. Additionally. skin and bones hardening into rock. natural phenomenon. or a dragon rips her in half. Exhaustion damage targets the muscles and nervous system straining both to the point of extreme fatigue. or she succumbs to a horrible disease. and beasts. or a multitude of effects that mimic poisons and allergens. Broken: The Broken condition only applies to inanimate objects such as weapons. items. Blunt: Sources of blunt damage include blunt weapons. Shrapnel injuries include dozens to hundreds of tiny puncture wounds. External signs of sanity damage include lifethreatening terror. broken bones. torture. and blistering to the target location from extreme heat. bleeding. What those choices are. but even rare things are possible and it’s important for both the players and Guide to know going in that theymay lose a favorite Hero to the violence of Quantum. and beasts. and beasts. natural phenomenon. natural phenomenon. Nature damage appears in a variety of manners such as thorns bursting through the skin. and torn muscles and ligaments. Shock damage happens when the body closes an electrical circuit and it appears as severe burns in both the location the current entered the body and the location it exited. spark pistols. Force damage impacts the entire body. and strained or torn muscles and ligaments. Objects can be broken in many ways. Quantum is a dangerous world and part of living and adventuring in such a world is that death— often-violent death—is inevitable. exploded organs. then Guides may wish to make other choices. from uncontrolled bleeding to being unable to move. unarmed attacks. Force wounds include broken bones. weapon upgrades. weapons upgrades. fist & fan weapons. natural phenomenon. weapon upgrades. Force: Sources of force damage include Omnimancy effects. however. Blinded: A Blinded combatant is unable to see at all. fist & fan weapons. any dice tests made when Blinded automatically fail unless an Ace is rolled and an Ace rolled when Blinded counts only as a Hit. spark rifles. Guides must find a balance between the realism of Hero death and the story implications— if a Hero’s death is going to disrupt the entire story. This condition lasts for a number of rounds determined by the source of the effect. polearms. natural phenomenon. and unbearable wailing. most of the trauma is hidden beneath the skin in broken bones. weapon upgrades. Below are the 12 damage types in the Quantum Roleplaying Game: Acid: Sources of acid damage include Omnimancy effects. and beasts. weapon upgrades. smashed blood vessels. items. Blade damage is a slashing or piercing wound that violently opens the skin and results in massive tissue damage and bleeding. Bleeding must be stopped by normal Apothecary treatment or an Omnimancy Mend effect and doesn’t otherwise stop. Ice: Sources of ice damage include Omnimancy effects. and both external and internal bleeding. Blade: Sources of blade damage include bladed weapons. Ballistic: Sources of ballistic damage include thrown weapons. polearms. the Grapple Combat Tactic. Her Perception Defense step and her Dodge Defense step are reduced by 50% (round down). Shrapnel: Sources of shrapnel damage include Omnimancy effects. Acid is a generic term for all caustic or corrosive chemicals that rapidly burn organic materials. bows. Blunt damage is a smashing wound that while it does some external damage. or equipment and never applies to a living being (including Automatons). possesses many avenues of supremely advanced healing. and beasts.
a Hobbled combatant reduces Movement by 50% (round down). a single Attribute. Broken weapons lose all Weapon Traits (except for 1H and 2H. such as thrown flasks or bottles of liquid. Additionally. the Poisoned Condition can affect both Movement and one or more Attributes. This condition lasts until the Clinched combatant is no longer the target of a Grapple Combat Tactic or until the Clinched combatant successfully escapes the grapple. Hindered: A Hindered combatant takes a five-step penalty to all actions that require the use of her arms or hands. Corroded : A Corroded combatant takes one wound dot of acid damage at the beginning of her turn each round. This condition lasts for a number of rounds determined by the source of the effect or. At the beginning of each turn she has the Demoralized condition. Isolated: An Isolated combatant is temporarily cut off from all of her senses. Knocked Down or Prone combatants reduce their Movement by 50% (round down) and can only crawl. This condition lasts for a number of rounds determined by the source of the effect.Aptitudes are the most common. Her Perception Defense step is reduced by 50% (round down). Deafened: A Deafened combatant is unable to hear at all. This condition lasts for a number of rounds determined by the source of the effect. thus maintaining the condition. Clinched: A Clinched combatant reduces her Movement by 50% (round down) and takes a two-step penalty to all dice tests. Should she lose the Sanity Defense Test. An Isolated combatant gains the Blinded and Deafened conditions and suffers no penalties gained from either the Wound or Fatigue Damage Scales as the result of not being able to feel pain. but receives a four-step penalty to her Dodge Defense versus melee attacks. This condition lasts for a number of rounds determined by the source of the effect. When targeting Movement. when a Clinched combatant moves. the Poisoned Condition applies a penalty determined by the source of the effect to the Step number of the Attribute or Attributes targeted for a duration also determined by the source of the effect. This condition lasts for a number of rounds determined by the source of the effect. the Hero or GCC who initiated the Grapple can choose to either stop the Grapple Combat Tactic entirely or move with the Clinched combatant. Frozen: A Frozen combatant takes one wound dot of ice damage at the beginning of her turn each round. Though rare. 88 . Knocked Down or Prone combatants can perform any Free Actions or Core Actions that don’t require the combatant to be standing. until the combatant who initiated the grapple voluntarily breaks the grapple. she must win an Unopposed Sanity Defense Test in order to take actions as normal. are destroyed the moment they gain the Broken condition. Use common sense when it comes to equipment: a broken bottle of whiskey. see Chapter 3) and reduce their Damage Rating by 50% (round down). Hobbled: A Hobbled combatant takes a five-step penalty to all actions that require the use of the legs or feet (or tail). Anyone using a Broken weapon also suffers a five-step penalty to any Combat Tests with that weapon. Poisoned: The Poisoned condition varies by the source of the effect. This condition lasts for a number of rounds determined by the source of the effect. She’s blind. This condition lasts for a number of rounds determined by the source of the effect. This condition lasts for a number of rounds determined by the source of the effect. Restrained: A Restrained combatant loses all of her Movement and can take no Core Actions on her turn other than the Escape Combat Tactic. This condition lasts for a number of rounds determined by the source of the effect. This condition lasts for a number of rounds determined by the source of the effect. she takes a 10-step penalty to all of her dice tests for the next round. see Chapter 3) and reduce their Armor Rating by 50% (round down). Additionally. When targeting an Attribute or multiple Attributes. Knocked Down/Prone: A Knocked Down or Prone combatant receives a four-step bonus to her Dodge Defense versus ranged attacks. The condition lasts until the combatant performs a Recover Core Action. Broken armors lose all Armor Traits (except for Shield and Under Armor. in the specific case of the Grapple Combat Tactic. Electrocuted: An Electrocuted combatant takes one wound dot of shock damage at the beginning of her turn each round. is no longer a bottle of whiskey (and is thus consider destroyed) while a broken crowbar can be repaired and would hold the Broken condition until it was. a Restrained combatant reduces her Dodge Defense step by 50% (round down) and can be the target of the Choke Combat Tactic. Anyone wearing Broken chest or leg armor reduces their Movement by one. Demoralized: A Demoralized combatant fights an internal mental struggle to carry on. Revived: A Revived but unconscious combatant clears two Wound Damage dots at the beginning of her turn each round. Broken equipment may no longer be used for its intended purpose and some equipment items. and she can’t feel/taste/ smell anything. If a combatant with the Knocked Down/Prone condition also possesses the Clinched condition the Movement penalties are applied for both conditions and the dice test penalty from the Clinched condition still applies. or multiple Attributes. Additionally. Ignited: An Ignited combatant takes one wound dot of flame damage at the beginning of her turn each round. even if repaired. Both the bonus and the penalty are not applied to Combat Tests from attackers using ranged weapons adjacent to the combatant with the Knocked Down or Prone condition. This condition lasts for a number of rounds determined by the source of the effect. but it always targets Movement. deaf. Panicked: A Panicked combatant may not attack the source of the panic effect and may not end her turn adjacent to the source of the panic effect. the Poisoned Condition reduces Movement by a value determined by the source of the effect for a duration also determined by the source of the effect.
H 1 2 3 4 H 1 2 3 2m Area of Effect 1m Area of Effect 3 H 1 2 4 4 X X 5m Line 10m Line A Revived and conscious combatant clears one Wound Damage dot at the beginning of her turn each round. arrows fly. Aces are an advantage. Ace penalties can be very cinematic. there is a column called “Ace” under the “Result Type” header. think instead more broadly: perhaps the Defender stepped into a hidden burrow and turned his ankle or briefly tripped over his own feet backing away from the attacker. for example). Ace penalties last for one round and the extent of the penalty is equal to the Mastery of the Attribute + Expertise tested (see the Dice Test Table on page 126). and how the Guide and players can work together to make Aces an intriguing and story-building aspect to any Quantum Roleplaying Game session. of the clanging violence of combat as swords swing. An Ace rolled on an Apprentice test inflicts a one-step penalty. Ace penalties. then that player or Guide rolled an Ace. Rather than the Bladed Weapon Test causing the Movement penalty. Aces Aces happen when a Hero or GCC wins a dice test in an extraordinary manner. When penalties apply to a statistic that isn’t tracked by step (Movement. and so on. Should a player’s Hero inflict an Ace penalty on a GCC. The flexibility of the Ace penalty is its strength and the ability to choose them gives the players extra influence over the ebb and flow of combat. 8 T(9) 4 0 = Re-roll Combat Ace Penalty The advantage to rolling an Ace during a Combat Test is that an extra penalty is applied to the defender who lost the dice test. Though not required. So 89 . the player should remind the Guide of the penalty. however. some Guides may wish to instruct their players to apply “realistic” penalties that are reflective of the Expertise tested. It’s possible to Ace a Bladed Weapons Expertise Combat Test against a defender. the player chooses the applied penalty and the same goes for the Guide. instilling a feeling of movement. if the player or Guide performs a dice test and rolls the Ace result on the appropriate dice step of the test. are more abstract than that and reflect not the realism of the check. of chaos. a bit of luck. the number of the penalty instead refers to a reduction of that statistic. It is the responsibility of the individual that rolled the Ace (Guide or player) to track opponents who have such penalties. The penalty is determined by the individual who rolled the Ace during her dice test—this means if a player rolls the Ace. an Ace rolled on a Journeyman test inflicts a two-step penalty. when it comes time for that GCC to act next. H Thrown Projectile How Aces Happen 1 7 2 6 3 5 H On the Dice Test Table on page 126. Additionally. for example. This section covers how Aces work. This condition lasts for a number of rounds determined by the source of the effect. and foes fall. Simply put. but rather the complexity of a fight. and penalize his Movement instead of the hit location on the body. Once chosen. or a small momentary advantage that happens as the result of the attacker’s skill and experience. how their penalties are applied.
however. This type of game play calls for a lot of improvisation on both the part of the players—who need to be flexible with a Guide’s decisions—and the Guide—who needs not unduly control the combat and squeeze the cinematic nature right out of it. the game functions perfectly in this environment with each standard one-inch square on most mats operating as a one meter square in the game world. Omnimancy effects or Aptitudes can both temporarily and permanently increase Movement. multiply its Movement statistic by 1. a Hero with Movement 4 can move four meters (or four squares if using a square-gridded mat). sailing vessels. The Movement stat represents just how far in meters a combatant (or beast. As noted above. once a Hero steps from one square into the next. The same applies to most beasts of burden such as horses. Movement and Range The basic measurement unit for distance in the Quantum Roleplaying Game is the meter (3. Movement is much more precise. however. Movement does not increase if the Agility Attribute step If a Guide chooses not to use miniatures and square-gridded mats for his game. This stat is called Range and it determines just how far a weapon can fire or an Omnimancy effect can go in order to reach its target. More information on weapon and Omnimancy ranges can be found in Chapters 3 and 5. then her Movement is 3 + (3 / 2 [round down]) which equals 4. azi. Any vehicle powered by a living creature is subject to the Movement restriction of the creature pulling it. performing a Core Action. oxen. and carrying capacity (page 55) can also decrease Movement and this decrease always represents a combatant moving slower than normal. wagon. For groups who like miniatures on square-gridded mats.4 kilometers in eight hours of walking. Below are sample terrain types and their specific multiplier for calculating overland speed in 90 . Combat Movement and Ranges Opposed and Unopposed Test Aces An Ace rolled during a challenge functions differently than an Ace rolled during a Combat Test. A combatant is not able to split her Movement around a Core Action (such as moving a few meters. No matter the direction or route. The game can be played without miniatures or a gridded mat. Ranges are counted just like Movement. In combat. Each Expertise that is often accomplished with either an Opposed or Unopposed Test have suggestions in their listing in Chapter 2 for how a Hero or GCC might manifest the extra degree of success gained from rolling an Ace. challenge Aces represent an extra degree of success. a Guide may want a sheet of graph paper handy to keep track of the spatial relations between all combatants.a one-step penalty would simply reduce Movement by one if Movement were the target of the penalty. Movement is calculated thusly: Movement = 3 + (Starting Agility Step Number / 2 [round down]) If a Hero begins with an Agility Attribute step of 3. increases—it’s fixed at Hero creation. or in both diagonals and straight lines. and bows along with some items and some Omnimancy effects. so long as the crew takes the appropriate shifts to insure someone navigates the vessel at all times.28 feet). then moving during combat and calculating the distance to targets for ranged weapons is a fairly abstract concept where the Guide and players tell the story of combat together. That means on her turn in a Combat Round. foe. Movement Statistic Everything that can move in the Quantum Roleplaying Game has a Movement statistic. human. This movement is counted across squares. and so on stopping either when all Movement is used or when the desired spot is reached (whichever happens first).2 to get the speed in kilometers per hour. or camels. That same Hero would then be able to travel 38. though at its most basic level. or mutant can walk for about eight hours before needing to rest overnight. and then moving a few more meters) unless another ability allows her to do so. Most sailing ships and air ships can move continuously 24 hours a day. wagons. or air ships. Aptitudes. Movement governs a Hero or GCC’s ability to maneuver around the battlefield. though she must decide in what order those two choices occur (move and then Core Action. etc. Omnimancy effects and Aptitudes can increase movement and this increase always represents a combatant moving faster than normal. though Guides and players are encouraged to work together to create their own custom lists of penalties. For Guides who use miniatures and square-gridded mats. ship. not counting the square the Hero starts in but always counting the square in which she ends her Movement. Omnimancy effects. Conditions. To calculate how far a living creature or moving object can move in one hour. Thrown weapons. Non-Combat Movement Non-combat Movement includes the distance a Hero can travel on foot during a one-hour walk as well as the ability to calculate the Movement of horses. in diagonals. that uses one Movement. need to use a statistic similar to Movement in order to determine what they can hit. Each Paradigm and each Expertise in Chapter 2 has suggestions for Ace penalties. All Movement and all range calculations for ranged weapons function on the metric scale. The average automaton. A combatant can both move and perform a Core Action on her turn.) can move on her turn during a Combat Round. Terrain can restrict overland movement for any living creatures or vehicles hampered by terrain.2 and get 4. A Hero with a Movement of 4 would multiply 4 x 1. Rather than applying penalties to a defender. the next is two Movement. Movement can happen both in a straight line. As you can see from Diagram 5–2. On her turn a player can move her Hero up to her Hero’s Movement stat.8 kilometers per hour. spark weapons. or Core Action and then move).
). 91 . Visibility Area of Effect and Line of Effect Some items. Flat deserts. consult Table 4–1 and compare your vision to the vision circumstance and apply the appropriate penalty to all dice tests that require sight to complete them. the 1m AoE simply hits everything within one meter of the target. There are two basic Areas of Effect in the game: the one-meter AoE and the two-meter AoE.) as well as a variety of methods of seeing the world (normal vision. VL: Visible light or normal vision—this is how the average human sees the world. Not all of these items will hit their intended target and. Many nocturnal creatures possess the ability to rapidly bounce ultrasound waves off nearby objects and therefore gain a clear picture of their surroundings unaffected by lighting conditions. Without a mat.2 Rolling hills: x1. ULS: Ultrasound or ultrasonic ranging isn’t so much a method of seeing one’s surroundings.”) On Table 4–1 you will find a variety of vision circumstances beyond normal light (total darkness. On a square-gridded mat. also not counting the square the combatant is standing in. the 1m AoE targets a specific square and the effect hits that square as well as all eight of the immediately adjacent squares. low-light. and Omnimancy effects don’t target just one individual. ULV: Ultraviolet vision greatly expands the eye’s ability to view colors. Without a mat. the 2m AoE simply hits everything within two meters of the target. Without a mat.40 item may still have to resolve damage even though the item missed. Whenever a thrown item misses its intended target. etc. both lines pick a direction and hit everything in that direction up to the LoE’s range. NV: Night-vision allows the eye to view sources of electromagnetic radiation that greatly expands the eye’s visible light range and makes it possible to see in situations with very little to no “normal” visible light. making the world seem much more vibrant and brightly colored than normal vision. when they don’t. instead they target an Area of Effect (AoE) or Line of Effect (LoE) (see Diagram 5–3). as it is a method of “hearing” the shape of one’s surroundings. night-vision. which gives the eye the ability to discern carefully between varying heat sources. as it is daylight using infrared.0 Broken or rocky flat ground: x. the Guide must determine where they land. Creatures with night-vision tend to see the world in shades of green and their eyes glow brightly in the dark when confronted with a light source. The 10m LoE counts 10 squares in a straight line away from the combatant. etc. moonlit night.60 Mountainous: x. open plains: x1. roads.80 Heavily wooded or filled with thick undergrowth: x. In order to determine if the lighting conditions have an adverse affect on the task at hand. the Guide or player who missed then rolls a d10 and consults the Thrown Projectiles section of Diagram 5–3. Resolving Thrown Projectiles Many weapons and equipment in the Quantum Roleplaying Game are thrown at their intended targets. On a square-gridded mat. see Chapter 3) the target of the Heroes do not always fight their foes in perfect lighting conditions and many Heroes and beasts possess alternate methods of seeing the world of Quantum beyond the visible light spectrum (or what most civilized races would call “normal light. LLV: Low-light vision or scotopic vision expands the eye’s sensitivity to the visible light spectrum allowing someone with this type of vision to see better and discern coloration better in low-light situations. weapon upgrades.Table 4-1: Vision Penalties Circumstance Total Darkness Moonlit Night Candle/Torchlight Light Weather/Smoke Intense Weather/Smoke VL 10-step 5-step 5-step 5-step 10-step LLV 10-step 0 0 5-step 5-step NV 5-step 5-step 5-step 5-step 10-step ULV 10-step 5-step 5-step 5-step 10-step IN 2-step 0 0 0 0 ULS 0 0 0 5-step 5-step kilometers per hour. A roll of “9” falls at the feet of the target and a roll of “10” is a re-roll. IN: Infrared vision or thermal vision scans the infrared bands in the electromagnetic spectrum. On a square-gridded mat. A roll of 1–8 determines the direction the thrown item went when it missed and rolling an additional d10 determines how far (up to 10 meters or squares) the object went in that direction before it fell to the ground. Living creatures are often warmer than their surroundings and it’s therefore just as easy to see them in darkness. the 2m AoE targets a specific square and the effect hits that square as well as all 24 squares within two squares of the target. There are two basic Lines of Effect in the game: the fivemeter line and the 10-meter line. the 5m LoE counts five squares in a straight line away from the combatant who started the effect not counting the square the combatant is standing in. In the case of some AoE items (like fire bombs.
” — Wer ner Heisenberg “ Witchcraft to the ignorant . . they for m a world of potentialities or possibilities rather than one of things or facts .CHAPTER 5: OMNIMANCY “ Atoms or elementar y par ticles themselves are not real . “ The Sorcerer of Rhiannon ” . simple science to the lear ned .” — Leigh Brackett . .
the common folk see Omnimancy as another technological tool. Quantum was pushed to the brink of destruction and after a thousand years now of Void and Prime dancing delicately across the expanse of the robotic world. Void. very simplistic views of the forms of Omnimancy. Exomancers.Omnimancy is concerned with the nature and properties of the three power sources of Quantum: Prime. At the core of Quantum is an artificial star called Suria. however. but though they’re simplistic. Suria was designed and built by the creators of Quantum to be both the central power source for the robotic planet as well as the Dyson Shell’s source of heat and light. By virtue of considerable study and practice. After all. Prior to the Time Before. To think of the machine as something like a computer or calculator ignores the fact that the machine—called Prime—has no physical form. capacity. the creators found and tapped into another power source—this one called Every living creature on Quantum can sense and touch the Prime Source. Suria. but also a way to supply all of the cities of Quantum with any amount of energy they needed for anything they could imagine. The overwhelming majority of Omnimancers break down into three distinct forms: Esomancers. How Common is Omnimancy? The BaSicS Throughout this chapter. very few cultures are surprised by its presence. and their results. however. Without Prime. and Enchanters. No longer was Prime simply a wireless energy source for lighting the city grid—now it was the very power source that brought life to the world. but how it is viewed by Quantum’s laypersons. how Guides and players may wield the rules of the Omnimancy system. that very few outside the Progenancy even know that Suria isn’t natural. Void’s influence on the world and its ability to blend and adapt to the quantum rules at the heart of Suria changed Prime forever. there are many terms used to describe a variety of Omnimancy abilities. Most everyone is also aware that the Prime Source powers a number of great remaining technologies from the Time Before: Spark trains travel through most of the 12 nations. There exists a fourth form simply called Prime that only the ranked members of the Progenancy know how to control and through which Progenitors touch the Prime Source much deeper than anyone else. It’s a complex wireless network of artificial hydrogen atoms that not only fuels the nuclear fusion of Suria. they reflect the idea that Omnimancy is common enough that at least the basic ideas of its nature and properties are understood by nearly everyone. and expensive but attainable energy weapons are common throughout the world. of course. for example. Though the Progenancy has a strangle hold on nearly every technology remaining. but also bathes the entirety of Quantum in vast wireless power. At the heart of Suria is an enormous fluid machine. the “creator” is always assumed to be either the Hero or the GCC who initiates an Omnimancy ability or effect and the “defender” is always assumed to be the Hero or GCC who must defend against the ability or effect performed by the creator. an easy way not only to get the planet warm and lit. It became infused in everything on the planet. 93 . In order to make the descriptions for these abilities easier to follow. the Progenancy itself is prominent throughout the civilized societies and their outposts provide wondrous items of a profoundly advanced nature to the more rural regions for a high price. Though most of the citizens of Quantum are aware of Omnimancy. but in the wrong hands it can also be a deadly tool of murder and chaos. A spark pistol. These are. Quantum would have been pulled apart and smashed to atoms by the Void—with Prime. not everyone can manipulate the power sources to produce marvelous effects. and Void. Prime was simply a convenient power grid. Because everyone can sense Prime. Omnimancers (those who practice Omnimancy) are able to take a very basic ability that all living creatures in the world possess—the ability to imperceptibly access (or “touch”) the Prime Source—and use it to a degree never once thought possible by the creators of Quantum in the Time Before. The rules within this chapter detail not only how Omnimancy works. It was built by the hands of humanity using technology lost and forgotten to the denizens of today’s Quantum—so lost in fact. The same applies to Omnimancy: Exomancers are oft regarded (though rarely in person) as those who choose to wield the Prime Source as a tool of murder and chaos and Esomancers are oft seen as those who wield the Prime Source for useful benefits such as advanced healing and protection. as well as the history and fundamentals of Omnimancy. is useful for hunting and selfpreservation. Enchantment is simply regarded as part of the other two forms and the Prime practiced by the Progenancy is seen as an advanced science only understood by its practitioners. In many respects. air ships ply the cloudy seas above. that the various attempts to control it pushed Quantum to its near destruction. Prime became something far greater than anything the creators could have imagined. Even so. harnessing its raw. many still regard active displays of power with some amount of awe. Once Quantum reached its destination. Suria is not a natural sun—it did not spring into life from the increasing pressures and gravity of swirling clouds of gas and dust in empty space. effects. What is Prime? Quantum is a Dyson Shell. A warlock summoning terrible apparitions or a shaman laying hands on the injured and healing them are neither something the common folk of Quantum are surprised to see. an artificial world inside out when compared to Earth. but few of them have the innate skill or longeducated talent to manipulate it and produce wonderful effects with it. often overpowering. From Void came a new power source so beyond the boundaries of human understanding.
to a million billion intangible permutations throughout her entire atomic structure. Some Equations are performed with Unopposed Tests and Opposed Tests rather than Combat Tests. Though Cognition is an attribute readily available to all Heroes and GCCs. Because of this. a ballistic vest could absorb most of the damage from a spark pistol. she would have to step out of sight of everyone to do so—it’s simply not possible in an ordinary combat scene. the first Omnimancer could explain the concepts in a common vocal language. though if she improves an Equation it’s possible for her to forget the lesser version. some Equations became far more common than others and some further still became foundational methods of their respected Omnimancy forms. Though Equations are essentially bits of data. however. singing. Cognition and Prime Cognition is the primary Attribute of all Omnimancers and Prime is the primary Expertise. The Prime Expertise represents the innate or learned ability of a living creature to manipulate the Prime Source to create Omnimancy effects. the other wouldn’t have the faintest clue what the Equations did. To a melee Paradigm like the Archer. or 94 . but a giant ball of pulsating. and on a quantum level. it’s become very easy to spot an Omnimancer at work. and what strategies she employed in the process.Equations When Omnimancers first came into being after the Time Before. it’s in the best interest of all Omnimancers to keep their cognitive abilities as sharp as possible and use their various experiences to grow their mind and its powers of reason. The moment the Omnimancer starts moving her arms around. most of them like the thrill of creating amazing effects seemingly out of nothing. There are. though the targeted Defenses or methods of resolving those tests depend entirely on the Equation used. These tend to be Equations that boost the abilities of an ally. Suria-infused fire that engulfs you and burns you from within can’t be warded off by simple material protections. A big difference between sword or spark pistol Combat Tests and an Omnimancy Combat Test. Equations are calculated through the study of the bestpracticed methods of connecting the mind to the Prime Source and each unique method results in a specifically different effect. the Prime Expertise is a known idea. Any Omnimancy Equation that deals dots of any type of damage as part of its effect utilizes the Combat Test to determine the results. hinder the abilities of an opponent. Noticing Omnimancy Effects The benefit most living creatures have after a thousand years since the Time Before. on the other hand. and not remembered in or recalled from the brain. most Omnimancy effects are Cognition + Prime and all Equations note which Defense (if any) they target. explain how she came to the conclusions she did. Using the piece of paper analogy above. say. is that normal armor doesn’t protect a defender from the effect of an Equation. If one Omnimancer were to show her Equations to another. Creating these effects is born from experience and practice and though it takes little actual time to create an Equation. an Omnimancer cannot simply upload or teach her Equations to another Omnimancer and assume the other can perform them. chanting. Omnimancers often go beyond their common understandings to discover and wield more powerful or more useful effects. Omnimancy-resistant upgrades that can be added to advanced armors—additional details about those upgrades can be found in Chapter 3. stretching. is only available to a select few Paradigms (see Chapter 2) and can never be used untrained. Omnimancy equations do the same thing. Equations are stored in something like a cloud-computing database floating across the liquid machine of Prime. The principal idea that every living creature on Quantum can sense Prime is much the same as every person with eyesight can see math equations written on a piece of paper. her style. Metal armor can deflect a sword stroke. they struggled to understand exactly what it was they were dealing with and so placed these new abilities inside a commonly understood frame of the time: math. however. After centuries of study and experimentation. and the other Omnimancer could take that knowledge and work to re-create the same Equations in his own language. or manipulate the enemy in a way that doesn’t directly deal damage dots. As noted above. Very few Omnimancers go about performing their Equations with any sort of concealment in mind—in fact. The Prime Expertise. Nearly every Omnimancy Test is Cognition + Prime. each Omnimancer writes down her math in a language only known to her—it’s unique to her personality. it does take a great deal of study over a lifetime in order to make that small time frame for creation a possibility. for an Omnimancer to toss a ball of acid at an enemy and hope the enemy doesn’t see it coming. An Omnimancer can remember every Equation she’s ever learned. is that they’ve all become so used to the idea of Omnimancy as a natural part of Quantum. Though nearly everyone can see the paper and the numbers and letters upon it. many Omnimancers spend years perfecting Equations that cut other Omnimancers off from the database and rumors abound of the Progenancy possessing a mechanical device that does just that. but on a much larger scale. Mathematical proofs use everything from easy to complex formulas and equations to confirm natural phenomenon or to prove the efficiency or possibility of an idea. Over the millennium since. Using Dice Tests to Create Omnimancy Effects Omnimancy effects are created in the same way that a sword is swung at an opponent or a spark pistol is fired at a target— dice tests. but a completely alien practice. the idea of touching the Prime Source became no more bizarre than long form division and the most common methods of touching Prime and the effects those methods produced came to be known as Equations. Should an Omnimancer wish to conceal the performance of an Equation. Though there are commonly learned effects. very few actually understand all of those numbers and letters all of the time. However.
shock. even if she could sense Suria (she can’t). the neutral party in a negotiation between creation (Suria) and destruction (Void). Reserved dots act as damage dots for the purposes of determining any penalties inflicted by the Prime Damage Scale on the Omnimancer. beneath the mountains. does so by first touching the Prime Source and then pushing through to one of the other two. grant you control over space and time. An Omnimancer’s connection to the Prime Source isn’t infinitely large. the genesis. Suria is both the artificial star at the heart of Quantum and the power source in which the star bathes the world. Any Hero or GCC capable of touching one of the sources is absolutely incapable of touching any of the others. that a single instantaneous Equation blasts her to the depths of the Prime Damage Scale where she finds only blabbering madness. strengthen your muscles. create and control illusory creatures. or a subtle instinct.whatever specific method she uses to connect with Prime and manipulate the world. Suria is the embodiment of heat. she takes damage dots to her Prime Damage Scale. Omnimancers must be able to see the defender of a single defender Equation in order to target them. nothing is capable of touching Suria and Void directly—instead. wouldn’t have any idea what she was looking at if she was confronted with it directly. As far as anyone knows. And a Suria-harnessing Shaman can sense Prime. a quantum attempt to keep the darkness of the Void contained. scorch the ground at your feet. If Prime had a personality. every living thing became aware of Prime at an atomic level and this awareness became like a sixth sense. humans and azi first became aware of the theory and practice of physically manipulating the wireless energy sources to change the world around them. Suria. or Reserving dots on the Prime Damage Scale to maintain a fixed effect. Void Source Void is both the unexplored emptiness outside of Quantum (“beyond the shell”) and the power source at the heart of that 95 . Prime Source Gesticulation and Locution An Omnimancer must be able to speak and hear her own words as well as be able to move her arms to make subtle gestures to perform Omnimancy Equations. Each source is like a specific incompatible coding language and Omnimancers are the machines that use that code. it would be the protector. how they made the first leap from not understanding to fully-manipulating the Prime Source is a complete mystery. and in the bodies of the sentient races. Suria hasn’t always been a part of Quantum as a power source— those who harness Suria say it arose as an equal reaction to the destructive energies of the Void. everything connected that breaths life into Quantum. the clouds. Prime is the core source of Quantum—it’s the alpha. take the pain from your muscles. It’s infused in everything at a Quantum level—it flows in the rivers. This is known—but how they did it. As a result of that infusion. Prime can enhance your mind. though both Suria and Void are intrinsically tied to Prime. If Suria had a personality. Nearly all abilities that flow from Prime are tools for building or controlling rather than weapons of war or words of peace. though it can grow over time. or filled with powerfully advanced healing energies that sometimes enhance the Apothecary Arts and sometimes surpass them altogether. the Omnimancer need only see the target spot and not necessarily any defenders caught within the AoE/LoE of the Equation. but can be “Regained” immediately by ending the maintained effect. Each is unique in its own way. it’s in the soil. Power Sources There are three power sources on Quantum: Prime. lest the Omnimancer Reserve so much Prime. Reserving Prime Whenever an Omnimancer performs an Equation to create an effect. the trees. or wrap you in vines and thorns. It has a finite “bandwidth” and therefore only a handful of maintained effects can be active at a time. and exhaustion. There are two methods of taking damage: direct damage from instantaneous Equations with no lingering effects. but cannot sense the two sources beyond. but can only use it as a conduit to reach Suria. the beginning. it’s the land and the sea. heal your burns. Suria can sap the strength from your muscles. it floats alongside the oxygen and nitrogen molecules in the air. and make light or darkness appear seemingly from nowhere. The Progenancy teaches that the intermingling of the original Prime Source with Suria and Void empowered Prime to a level where it infused into every living thing on Quantum. and cool your fever. A Prime-wielding Progenitor can access the core source. Over generations of this awareness. A Void-exploiting Warlock. For multiple defender Equations. make you invisible in normal light. and the healing powers of the Apothecary Arts. Suria Source The OriGinS oF Omnimancy It isn’t completely clear in modern understanding where Omnimancy came from. light. it would be the diplomat. every other combatant on the battlefield is aware of what’s happening and understands it at a basic level. Nearly all abilities that flow from Suria are either filled with the elemental destructive energies of nature such as flame. and Void. anyone with the ability to touch either the Suria Source or the Void Source. It can also close your wounds. Prime is the tool used by the Progenancy to power Spark—their term for technology from the Time Before. What began as a simple electrical energy source has become so much more. the nobleminded combat healer battling to the keep all life in Quantum whole and safe. and the dawn.
Enchantments are the foundational Equations of Prime (page 99). They are simply using Void like any other tool. while Sages tend toward the philosophies of medicine and healing. Troubadours who are Esomancers have no hard and fast philosophy on how it should be used—instead. Progenitors: all Prime-based Paradigms can access this form. death and desolation. but have over hundreds of years perfected it. The Four Forms of Omnimancy Omnimancy today is divided into four distinct forms. it’s simply another weapon in their secretive arsenal. Any Omnimancer can choose to spend her Creation Points gained from her Paradigm to buy Enchantments—Warlocks. distilled evil. Much as there are multitudes of martial arts. and sometimes Troubadours practice it. As a result. in much the same way they see a dead body of an animal or human being as a tool—something to be used. Necromancers. and the violent power of entropy. and alien to the civilized races that simply gazing upon its visage would be enough to drive one insane. a time when knowledge of what lies beyond Quantum wasn’t a frightful mystery. poison your mind with fear and anxiety. They wield this knowledge as a sword reminding the practitioners of the other forms of Omnimancy that the connection to Suria and Void only exists so long as they wish it. All abilities that flow from Void are destruction and chaos. see themselves as the guardians of the core of Quantum. and even force you to confront it. Unlike Esomancy and Exomancy. Esomancy (Suria) Esomancy is the form that touches Suria—Shamans. There are those who say an individual who finds herself attracted to the power of Void is destined to lead a short and brutal life. Prime refers to both the form practiced by Progenitors as well as the power source they manipulate. Prime is necessary for all of the other forms to exist. using it to further their desires for either power or greatly increased knowledge. to the civilized races. solitary loners who rarely regard civilization as a place for them. Utilizing Prime as a form most often involves the manipulation of Spark: the technologies of Quantum. most Warlocks tend to be more reckless in their decisions and find themselves mixed up in plots far to the outside of civilization. Necromancers tend to see Void more as a tool. and sometimes Troubadours practice it. Prime is not a complicated form—the Progenitors who not only practice it. Esomancy is a divided form—practitioners are split between it being used as a force to protect the natural world through violent means or being used only as a force for healing and the Apothecary Arts. Prime (Prime) Enchantment (Prime) All Omnimancers can access Enchantment. collections of Spark aren’t simply artifacts left behind by the civilization of the Time Before—rather they represent a more powerful time. the darkness between the worlds. people 96 . strategy. Exomancy is a complicated form —those who practice it manipulate a source so alien to the way they view the world that even those who work Equations. the Void threatening to empty the world of life at any moment. Quantum’s other powers quickly balanced it and today the three dance dangerously close to imbalance. it would be so dark. to push your senses to the place where Void prevails and your will is crushed into fine powder. Though the original contact with Void did end the world as humanity knew it. Spirits in the Machine and Prime Bonds are the two most well known and are detailed below. something inanimate that can now be used for a better purpose. each form of Omnimancy differs in its approach to the world. the antithesis of gravity. lonely. But many Warlocks and Necromancers live long and healthy lives despite their daily connection to the emptiness beyond Quantum. The Progenancy spends all of its time. and life. Though there are many additional mysteries of Prime on Quantum. a time when their ancestors fully controlled Prime. When the world of Quantum first came into contact with Void.emptiness that humanity in the Time Before tried to control and failed miserably to do so. Void is the vacuum. finding. Warlocks on the other hand. and the Progenancy knows it. They tend to be violent. and either destroying or repairing Spark. and physical characteristics. Shamans tend to fall on the side of violent defense of the natural world. matter. with Void every day can succumb to the madness at the heart of this dangerous power source. a time when humanity controlled Quantum. blast your limbs to pieces. and the four forms of Omnimancy aren’t the only mysteries surrounding Prime. each with its own philosophy. something to be manipulated. its power was so alien and violent it threatened to overwhelm the world and suck it inside out into the vacuum of space-time. all of its energy tracking down. the practitioners of Exomancy do not view themselves as evil. rather than acting as guardians of it. If Void had a personality. Though many in the civilized nations view Exomancy as pure. Shamans. Sages. pain and misery. Spirits in the Machine Within hours of Quantum’s first contact with Void. Void can melt your skin. power sources. tend to be the Paradigm more inclined to use Exomancy for purposes of which most people would not approve. the most basic tools that utilize Prime to enhance people or objects or to diminish them at a very basic level. For them. freeze your muscles to the bone. The downfall of most Warlocks is not that Void overcomes their ability to resist it—instead. Warlocks are frequently hunted down and destroyed. and in its implementation. Additional Mysteries Exomancy (Void) Exomancy is the form that exploits Void—Warlocks.
spark. Mending wounds with Prime requires a powerful connection between the mend Equation’s creator and the target being mended. 97 .reported seeing strange things—mists. and Void respectively—but there are dozens of known Spirits all seemingly tied to something elemental. or completely destroyed through normal means like swords or Omnimancy effects. and shadowy figures—everywhere in the world. by action. Though the term “spirit” conjures images of untouchable. Today those strange things are called “Spirits” and other than their obvious connection to the power sources of Quantum. Suria. intelligent. Even the more peaceful Spirits strain hard at their bonds when invoked. The Progenancy claims to have some idea of their creation— calling them “rogue code” in the machine of Suria—but most civilized races assume the Progenancy’s explanation likely only scratches the surface and prefer simply to think of the Spirits in the Machine either as tools to be used or beings to be studied and sometimes revered. Shaman. but non-invoked Spirits materialize with no fixed pattern and their only connection to where they manifest is a primal relation between their elemental abstraction and the location at which they appear. These three Paradigms know that the Spirits in the Machine are willful. When an Esomancer forges Prime Bonds with multiple creatures (such as her fellow Heroes) this is called Forging a Fellowship. An invoked Spirit is around as long as the invoker wishes to maintain their presence. and Warlock—each possess the ability to summon and control three types of Spirits—Prime. more often. constantly testing the boundaries of freedom and only begrudgingly obeying the commands of their creator. like blood. Three Omnimancy Paradigms—Progenitor. their origin is an ongoing mystery. This connection is forged during an hour-long study of the subject during which the Esomancer touches Prime and then finds and connects her Prime location to the Prime location of the target of the Bond. the Esomancer can use her connection to the Prime Source to mend the wounds of anyone with whom she shares a Prime Bond. vapor trails. those images couldn’t be further from the truth. Once the two locations are connected. Forging Prime Bonds (The Special Mend Rule) Esomancers can only use Mend Equations on living creatures with which they’ve forged a Prime Bond. Spirits are physical manifestations of their elemental abstraction—they can be injured. countered by an opposite element. An Esomancer can forge Prime Bonds with as many living creatures as her Cognition step number (there is no limit on the number of Esomancers bonded to a single creature). Spirits can’t speak directly to the civilized races—instead they communicate through strong emotions and. and other very basic abstractions. ghostly creatures. Most Spirits linger for seconds to hours while rare spirits can “haunt” a location for years or decades. and sometimes brutally violent. water. wind.
A Prime Bond is permanent until severed by the Esomancer that forged it—not even the death of the Esomancer or her bonded target severs a Prime Bond. An Esomancer can choose to dismantle a forged bond by undertaking another hour-long study of the bonded creature during which time she again finds both Prime locations and severs the bond.
Equations comprise the most basic ability of all Omnimancers. Though Omnimancy is split into four forms, each of those forms creates or learns Equations in much the same way, though the effects of those Equations can wildly vary by Paradigm.
creators of Eso/Exomancy Equations always take Prime Damage from performing the Equation immediately and always Regain the Prime Damage over time (see Registering Equations). Finally, Eso/Exomancy Equations gain their nomenclature from the choices made as the Equation is built. E.g., a Flamejet is a 3m range single defender Equation that deals fire wound damage dots while a Life Ring is a 5m range with 1m Area of Effect (AoE) Mend Equation that instantly Regains wound damage dots for the defenders of the Equation. Look for the dagger † and double dagger ‡ symbols to guide the nomenclature for these Equations.
Learning New Equations
Omnimancers can learn new Equations in one of two ways: purchase Enchantment Equations (page 99) or custom-create Esomancy and Exomancy Equations (pages 106 and 108). Both are accomplished with Creation Points, a unit of purchase all Omnimancy Paradigms can acquire as part of their growth. The more CP a Hero or GCC acquires, the more Equations— or the more powerful Equations—she can buy or create.
Creating New Equations
Esomancy and Exomancy Equations are most often customcreated by Omnimancers. Though there are Enchantment Equations most Omnimancers are aware of, those who can touch Prime to the extent that Eso/Exomancers can spend their entire lives tinkering with their Equations, trying to create something bigger, better, and more effective. On pages 106 and 108 you will find the rules for creating custom Eso/Exomancy Equations. Only Paradigms that can touch Void (Necromancers, Warlocks, and sometimes Troubadours) can create custom Exomancy Equations and only Paradigms that can touch Suria (Sages, Shamans, and sometimes Troubadours) can create custom Esomancy Equations. Custom-created Equations are built by spending Creation Points. Equations can be improved over time—so if you create an Equation at 5 CP and then later spend an additional 5 CP on the Equation, you’re effectively creating a brand new 10 CP Equation. The drawback is that once you improve the Equation, you can no longer perform the previous (lesser) version. If you wish to retain the 5 CP Equation when creating the better 10 CP version from the example above, you would need to spend 10 CP on the new version instead of 5 CP to simply improve the lesser version. Custom Eso/Exomancy Equations are created in five steps by spending the appropriate amount of Creation Points. At each step, choose between the available options, note the +CP cost and the +PD value of the choice, and then move to the next step. At step five, add together the CP cost and the PD value of all of the choices made during the custom creation process to get both the Creation Point cost of the Equation and the amount of Prime Damage dots the Equation deals to its creator when its performed. When writing down an Equation, keep in mind that the
When writing down an Equation, whether that’s an Enchantment or a custom-created Eso/Exomancy Equation, Omnimancers call that “registering an Equation” and typically refer to their extensive databases full of Equations as a “registry.” Equations are similarly recorded and contain one or more of the follow terms: Name: This is the commonly accepted name of the Equation. Sometimes a range of numbers or a list of targets in brackets follows the names of Enchantment Equations. When this happens, the Hero or GCC must choose the range or target of the Equation as they learn it and pay the CP cost accordingly. Description: This is a visual description of the Equation’s Omnimancy effect. Range: Ranges are listed in meters (except for LoS and other special ranges) and also note whether the range is an AoE or LoE. Single defender ranges include Self*, Touch, 3m, 5m, and LoS. Multiple defender ranges include 1m AoE centered*, 2m AoE centered*, 5m AoE centered*, 10m AoE centered*, 20m AoE centered*, 5m range with 1m AoE, 10m range with 2m AoE, 5m LoE, 10m LoE, LoS with 1m AoE*, and LoS with 2m AoE*. Centered AoEs are centered on the creator of the Equation and move with the creator. Ranges marked with an asterisk (*) are exclusive to Enchantment Equations. (See Chapter 4 for additional information on ranges and AoE/LoE templates.) Target(s): Target lists both the number of defenders (either single or multiple, see Range above) and the Defense targeted by the effect during the dice test. If the Equation’s Defense target is “no Defense” that means the Equation does not require a dice test and is an automatic success. Some Equations are noted as harmless (designated [H] after the Defense) and while harmless Equations don’t specifically deal damage dots to a defender, he might wish to resist the effect anyway. In these cases, the defender must win an Opposed Test versus the creator in order to avoid the effect. DR (Damage Rating): This is the amount of damage dots dealt by an Equation’s effect. After the number of the DR is the Damage Type (e.g., DR: 1 flame). No Equation can have both a Damage Rating and a Mend Rating. MR (Mend Rating): This is the amount of wound damage dots Regained by the Equation’s effect. Only Esomancy Equations may possess a Mend Rating.
Element: Many Equations have lingering effects. Those effects are known as Elements and are noted here. PD (Prime Damage): This is the amount of damage dots dealt to the creator’s Prime Damage Scale the moment the Equation is performed. This damage is dealt to the creator even if her dice test fails. PD can be listed as a single number (e.g., 1, 2, 3, etc.) or a range of numbers (e.g., 1–10), though it is only listed as a range of numbers in some Enchantment Equations. · Single Number PD: If listed as a number, the creator takes that number of damage dots to her Prime Damage Scale immediately after the Equation is attempted. · Range of Numbers PD: If listed as a range, the number of Prime Damage dots is determined by the chosen single number value of the Equation. (Some Enchantment Equations, such as Enhance or Diminish, can be learned at a single number value within a range of numbers, and the Equation’s value determines its PD). Prime Damage can also be listed as [X] / [unit of time] meaning the creator of the effect takes X PD per unit of time (e.g., rounds, minutes, etc.). Prime Damage is dealt in this way by Enchantment Equations that have maintained effects. Eso/Exomancy Equations never deal Prime Damage to their creator in this manner. Regained: This determines the manner in which Prime Damage dots are Regained: either X per round or immediately upon ending the effect. · O indicates Prime Damage dots that Regain over time— normally one Prime Damage dot Regains at the beginning of an Omnimancer’s turn, though some Aptitudes and Omnimancy effects can alter this. Mark a “/” on each Prime Damage dot on your character record sheet that can be Regained over time. · R indicates Prime Damage dots that are Reserved—these dots are damage on the Prime Damage Scale, but cannot be Regained by any means other than ending the Equation’s effect. Enchantment Equations are often Reserved PD, while Eso/Exomancy Equations never use Reserved PD. Mark an “X” on each Reserved Prime Damage dot on your Hero’s record sheet until the effect ends. Creation Points: This indicates how many Creation Points must be spent to purchase this Equation. Creation Points can be indicated either as a single number (for most Equations) or as a variable (e.g., 1–10) for some Enchantment Equations. If listed as a variable, then the Creation Point value matches the amount enhanced or diminished by the Equation.
directly, Foundational Enchantments have been in such wide and active use for so long that they are the easiest Equations to verbally define to other Omnimancers.
This Equation increases by one the Movement of any living being or object with a Movement statistic. Range: Touch. Target: Single, Dodge Defense [H]. PD: 1/round. Regained: R. Creation Points: 1.
This Equation increases by three the Movement of any living being or object with a Movement statistic. Range: Touch. Target: Single, Dodge Defense [H]. PD: 2/round. Regained: R. Creation Points: 3.
This Equation increases by five the Movement of any living being or object with a Movement statistic. Range: Touch. Target: Single, Dodge Defense [H]. PD: 3/round. Regained: R. Creation Points: 5.
This Equation installs a rudimentary artificial intelligence inside a single weapon held by the creator. An autonomous weapon floats independently of its creator two meters above the ground, has Movement 5, and can perform one Attack Combat Tactic each round on the creator’s turn so long as the autonomous weapon has a defender within range. Autonomous weapons use the creator’s Cognition + Prime for Combat Tests and always attack the nearest enemy possible. An autonomous weapon can be the target of both the Disarm and Grapple Combat Tactics. Should an autonomous weapon fail a Disarm Opposed Test or gain the Clinched condition, the Equation’s effect ends immediately. Autonomous weapons use the Defenses of the Equation’s creator. Melee weapons with the Reach Weapon Trait retain their Reach when autonomous. Ranged weapons such as bows, spark pistols, and spark rifles can be autonomous only if they are loaded (or have an arrow knocked in the case of shortbows and longbows). Once a ranged weapon runs out of ammo, the effect ends. Thrown weapons can be autonomous, but function only as melee weapons and cannot be thrown. Range: Single held weapon. Target: Special, see text. PD: 5/round. Regained: R. Creation Points: 10. This Equation enhances a single armor slot, Attribute, weapon DR, Defense, or Expertise with a one-step bonus for one round. The effect starts the moment Boost is performed and ends at the beginning of the creator’s next turn. Range: LoS. Target: Single, Perception Defense [H]. PD: 1. Regained: R. Creation Points: 1.
BOOST [AR, ATTRIbUTE, DR, DEFENSE, EXPERTISE]
Enchantment Equations are not custom-created; instead, over the centuries since the Time Before, Omnimancers have researched and discovered a sizeable quantity of Enchantments they call “Foundational Enchantments.” Below is the registry of the most widely known Foundational Enchantments, but these are by no means the only Enchantment Equations seeing active use in the world of Quantum. Even though Omnimancers can’t teach one another Equations
BREaK/REPaIR ObJECT 1
This Equation gives either a single object up to 1 lb. the
Broken condition (page 87) or repairs a single object up to 1 lb. by removing the Broken condition. Only weapons, armor, and equipment are affected by this Equation. Range: 3m. Target: Single, Endurance Defense. PD: 5. Regained: O. Creation Points: 5. This Equation gives either a single object up to 10 lbs. the Broken condition (page 87) or repairs a single object up to 10 lbs. by removing the Broken condition. Only weapons, armor, and equipment are affected by this Equation. Range: 3m. Target: Single, Endurance Defense. PD: 7. Regained: O. Creation Points: 7.
BREaK/REPaIR ObJECT 2
the creator when the Equation is performed) of a Hero or GCC and the chosen Attribute takes an X-step penalty where X is equal to the value of the Equation. This Equation’s value is determined when purchased and can be set at 1 through 10. Range: 5m. Target: Single, Endurance Defense. PD: 1–10. Regained: R. Creation Points: 1–10.
BREaK/REPaIR ObJECT 3
This Equation gives either a single object up to 50 lbs. the Broken condition (page 87) or repairs a single object up to 50 lbs. by removing the Broken condition. Only weapons, armor, and equipment are affected by this Equation. Range: 3m. Target: Single, Endurance Defense. PD: 10. Regained: O. Creation Points: 10. This Equation creates convincing yet trivial, non-moving, non-interactive, silent illusions over a small AoE. The creator of this effect can only create something she has seen before— she cannot create illusions of concepts or pictures from books. The illusion can be no larger than the effect’s AoE, though anyone who can see the illusion can be affected by it. Any Hero or GCC who can see the illusion must win an Opposed Test of her Sanity defense vs. the creator’s Cognition + Prime in order to know the illusion isn’t real. Losing this Opposed Test means the Hero or GCC must react to the illusion as though it was real. Any further interaction with the illusion forces another Opposed Test. Range: 5m range with 1m AoE. Target: Multiple, Sanity Defense. PD: 1/round. Regained: R. Creation Points: 2. This Equation functions exactly like Crowd Hallucinations 1, but creates convincing interactive, sound-producing, yet non-moving illusions over a small AoE. Illusions created by this Equation are slightly more difficult to distinguish from the real thing and give the creator a one-step bonus on her Opposed Test. Range: 5m range with 1m AoE. Target: Multiple, Sanity Defense. PD: 2/round. Regained: R. Creation Points: 4. This Equation functions exactly like Crowd Hallucinations 1, but creates convincing and elaborate illusions over a small AoE that moves with the creator. Illusions created by this Equation are very difficult to distinguish from the real thing and give the creator a 10-step bonus on her Opposed Test. Range: 1m AoE centered. Target: Multiple, Sanity Defense. PD: 3/round. Regained: R. Creation Points: 6.
This Equation instantly eliminates all smells in a range around the creator of the effect, generating a temporary odorless zone that moves with the creator. Deodorize gives a 10-step bonus on Stealth Tests versus beasts with scent to anyone inside the AoE and can be used to counter any scent-based abilities. Range: 1m AoE centered. Target: Multiple, no Defense. PD: 2/round. Regained: R. Creation Points: 4.
DETECT [DEaTh, LIFE, POISON, PRIME, TRaP] 1
CROwd HaLLUCINaTIONS 1
CROwd HaLLUCINaTIONS 2
CROwd HaLLUCINaTIONS 3
The Detect Equation can be learned and performed in one of five ways: Detect Death, Detect Life, Detect Poison, Detect Prime, and Detect Trap. When Detect is purchased, the purchaser must select one of the five versions. When the creator performs a Detect Equation, she can see what the Equation detects within range as though she were seeing it with her eyes. She knows roughly where the detected thing is, what it looks like, and roughly what it is doing. The Detect Equation does not give additional information about the detected creature or thing, so if the creator wouldn’t know anything about it from visual observation, she knows nothing about it from detection. Detect only lasts one round and ends at the beginning of the creator’s next turn. Detect Death detects living beings dead less than one hour, beasts that are animated corpses or walking dead, and the creations of Necromancers. Detect Life detects all living animals (the four civilized races, beasts, etc.) within range. This Equation does not detect living vegetation. Detect Poison detects anything capable of giving a Hero or GCC the Poisoned condition (page 88). Detect Prime detects Equations being performed, lingering Omnimancy effects, and the presence of beasts or Paradigms capable of touching Prime through Esomancy, Exomancy, or Enchantment Equations. Detect Trap detects any manufactured trap or natural pitfall that could cause harm to a beast or GCC that activated it. Range: 5m AoE centered. Target: Multiple, no Defense. PD: 1/round. Regained: R. Creation Points: 2. Detect 2 functions like Detect 1, but with a greater range. Range: 10m AoE centered. Target: Multiple, no Defense. PD: 3/round. Regained: R. Creation Points: 6. Detect 3 functions like Detect 1, but with a greater range. Range: 20m AoE centered. Target: Multiple, no Defense. PD: 5/round. Regained: R. Creation Points: 10.
DETECT [DEaTh, LIFE, POISON, PRIME, TRaP] 2
DETECT [DEaTh, LIFE, POISON, PRIME, TRaP] 3
DIMINISh ATTRIbUTE [1–10]
Diminish Attribute targets a single Attribute (chosen by
Regained: O. Target: Multiple. Enhance Attribute targets a single Attribute (chosen by the creator when the Equation is performed) of a Hero or GCC and the chosen Attribute gains an X-step bonus where X is equal to the value of the Equation. PD: 3/round. PD: 1–10. Generate Darkness can be used to counter and eliminate the effect of the Generate Light Equation. no Defense. ELaSTICIZE Range: LoS with 1m AoE. PD: 5. Range: LoS with 2m AoE.This Equation causes the defender’s arms to stretch to an additional 1m in length. Regained: O. Target: Single. giving him 1m of extra reach with natural or manufactured melee weapons. Regained: R. This Equation instantly extinguishes fires up to the size of a torch’s flame. Creation Points: 5. Target: Multiple. Creation Points: 3. Range: 5m. Regained: R. EXTINGUISh FLaME 2 This Equation instantly extinguishes fires up to a 1m AoE in size and removes the Ignited condition from all defenders in the AoE. Range: Touch. Creation Points: 1. Target: Single. This Equation’s value is determined when purchased and can be set at 1 through 10. enough to light a candle. no Defense. PD: 3/round. Endurance Defense [H]. or campfire. torch. Range: 1m AoE centered. can also be used to remove the Ignited condition from a single defender. Creation Points: 5. When used in this manner the following terms change: PD: 5. Target: Multiple. Creation Points: 5. Regained: O. GENERaTE DaRKNESS EXTINGUISh FLaME 1 This Equation generates an unnatural zone of total darkness that moves with the creator. Target: Single. GENERaTE FLaME This Equation generates a very small amount of natural fire. but takes vision penalties like the total darkness vision circumstance (see Chapter 4) and forces anyone outside the zone of total darkness to take total darkness penalties when targeting anyone inside the zone. Any Hero or GCC within the zone gains a 10-step bonus to all Stealth Tests. PD: 1. Regained: O. Endurance Defense [H]. Range: LoS. no Defense. EXTINGUISh FLaME 3 ENhaNCE ATTRIbUTE [1–10] This Equation instantly extinguishes fires up to a 2m AoE in size and removes the Ignited condition from all defenders in the AoE. Generate Flame can be used offensively with a 101 . no Defense. Creation Points: 1–10. PD: 3. Regained: R.
Perception Defense. see text. An illusion created by this Equation is slightly more difficult to distinguish from the real thing and gives the creator a five-step bonus on her Opposed Test. Sanity Defense. PD: 1/round. This Equation generates an unsettling mid-to-high-pitch buzzing sound that causes extreme distraction to all that can hear it. Dodge Defense. HaLLUCINaTION 3 This Equation functions exactly like Hallucination 1. Gust can be used to counter and eliminate the effects of the Generate Smoke Equation and the Generate Flame Equation. yet nonmoving illusion in one fixed position. Target: Multiple. Creation Points: 3. Target: Special. Target: Single. and dissipating natural and Omnimancy effect smoke. PD: 3. Range: 5m range with 1m AoE. Any further interaction with the illusion forces another Opposed Test. but creates a convincing. Regained: R. Regained: O. floors. Range: 1m AoE centered. Range: 1m AoE centered. PD : 7. non-interactive. but only deals one flame wound damage dot. PD: 8/ round. She may not take any living creatures with her on the Jump. only the location can be anywhere in the creator’s Line of Sight. PD: 1/round. Target : Self. Regained: R. Range: 20m AoE centered. Range: 5m range with 1m AoE. the JUMP 3 Jump 3 functions exactly like Jump 1. but creates a convincing and elaborate illusion that moves with the creator. Regained: O. interactive. PD: 1. Any Hero or GCC who can see the illusion has to win an Opposed Test of her Sanity defense vs. see text. Losing this Opposed Test means the Hero or GCC must react to the illusion as though it was real. A Hero or GCC caught inside the AoE of Generate Noise takes a 10-step penalty to all dice tests unless she wins an Opposed Test versus the creator’s Cognition + Prime each round she’s defending against the Equation. An illusion created by this Equation is very difficult to distinguish from the real thing and gives the creator a 10-step bonus on her Opposed Test. Regained: R. Range: 10m. HaLLUCINaTION 2 GENERaTE NOISE This Equation functions exactly like Hallucination 1. It changes normal light to the light smoke vision circumstance (see Chapter 4) within its AoE and acts just like natural smoke for the purposes of blocking LoS. Regained: O. HaLLUCINaTION 1 ISOLaTE The defender of this Equation gains the Isolated condition (page 88) if she loses her Combat Test versus the Equation’s creator. PD: 5. Jump 2 functions exactly like Jump 1. The illusion can be no larger than a single adult human being. Sanity Defense. PD: 3/round. Creation Points: 5. Creation Points: 1. Generate Light can be used to counter and eliminate the effect of the Generate Darkness Equation. moonlit night. It changes total darkness. This Equation generates a small zone of obscuring. GENERaTE LIGhT This Equation generates an unnatural zone of light that moves with the creator. Target: Multiple. Creation Points: 1. Target: Multiple. Range: 3m. Target: Multiple. Creation Points: 3. Creation Points: 5. Regained: O. When used in this manner. Creation Points: 15. PD: 1/round. sound producing. Regained: R. The creator 102 . This Equation creates a single convincing yet trivial. Regained: R. silent illusion standing in one fixed position. PD: 3/round. Target: Self. only the location can be up to 10 meters away. PD: 3. Creation Points: 3. Range: 1m AoE centered. Range : LoS. no Defense [H]. windows. no Defense [H]. Target: Multiple. Range: Touch. GENERaTE SMOKE JUMP 1 JUMP 2 GUST This Equation generates a small gust of wind capable of rustling curtains. The creator of this Equation vanishes and reappears in a location up to three meters away instantaneously. Anyone incapable of hearing sound (naturally or otherwise) is immune to this Equation. Unlike natural smoke. Regained: R. LEVITaTE This Equation allows its creator to float serenely above the ground for as long as the effect is active. can only take objects that she’s carrying or wearing. Range: Touch. unnatural smoke that moves with the creator. Regained: R. Creation Points: 10. or candle/torchlight vision circumstances to normal light within its AoE (see Chapter 4). the following terms change: PD: 1. Range: 5m range with 1m AoE. Creation Points: 5. smoke generated by this Equation does not naturally dissipate and only disappears if the effect is ended or an Equation such as Gust counters it. and may not Jump through solid materials such as walls. Sanity Defense. blowing away papers. nonmoving. Target: Self. PD: 2/round. Sanity Defense. The creator of this effect can only create something she has seen before—she cannot create an illusion of a concept or a picture from a book. Creation Points: 1.Cognition + Prime Combat Test. no Defense [H]. Regained: O. etc. Creation Points: 2. Regained: O. Target: Special. Target: Single. creator’s Cognition + Prime in order to know the illusion isn’t real. no Defense.
Target: Single. PRIME ARMOR 3 This Equation gives a temporary five OmR to each armor slot (except shoulder. Dodge Defense [H]. though they may always target other Omnimancers. Creation Points: 2. rendering her invisible so long as the effect is active. PD: 1/round. Range: Touch. the Equation automatically fails. Creation Points: 10. imprinted with the name of the effect’s creator and up to a 25-word message. Endurance Defense [H]. REGaIN [FaTIGUE. This Equation bends all light in the visible light spectrum in a small AoE centered on the creator. Mute gives a 10-step bonus on Stealth Tests to anyone inside the AoE and can be used to counter sound-based abilities. Range: Touch. PD: 5/round. Target: Multiple. PD: 5/round. no Defense. Regained: R. PRIME. This Equation can either automatically lock any type of lock or reduces the Endurance Defense of any lock by 10 steps (see Chapter 3). Target: Single. see Chapter 3). Regained: R. PD: 3/round. Lock/Unlock can also be used in place of the Theft Expertise for the purpose of overcoming a lock’s Endurance Defense. Target: Single. Creation Points: 10. WOUNd] 2 Regain 2 functions just like Regain 1. Creation Points: 10. Endurance Defense [H]. PD: 5/round. Creation Points: 10. It is possible to use this Equation to engage a lock that this Equation then can’t unlock. REGaIN [FaTIGUE. Target: Single. Anyone with infrared vision or ultrasound can still see someone under the effect of Refract. Range: 2m AoE centered. Creation Points: 2. REFRaCT 3 PRIME IMPRINT Prime Imprint leaves a mark on any object. Target: Multiple. Creation Points: 1. Dodge Defense [H]. Target: Single.can move in any direction (even up) at her normal Movement. WOUNd] 3 MUTE This Equation instantly eliminates all sound in a range centered on the creator of the effect. Target: Single. Anyone with infrared vision or ultrasound can still see someone under the effect of Refract. rendering any Hero or GCC in the AoE invisible so long as the effect is active. see Chapter 3). though it increases the Regain rate for the targeted Damage Scale by five. Dodge Defense [H]. PD: 1. generating a temporary silent zone that moves with the creator. Target: Single. Target: Single. Creation Points: 6. Range: 1m AoE centered. Regained: R. Regain 1 increases the Regain rate for the targeted Damage Scale by one. the purchaser must select one of the three versions. If the creator exceeds her carrying capacity limit while the effect is active then the Levitate effect immediately ends. Regained: R. Range: Self. PD: 3/round. Anyone in the effect’s AoE gains a 10-step bonus on Stealth Tests and to Dodge Defenses. Imprints remain until destroyed and performing a “blank” Prime Imprint Equation over the top of an existing imprint This Equation bends all light in the visible light spectrum in a large AoE centered on the creator. The creator of the effect gains a 10step bonus on Stealth Tests as well as her Dodge Defense. Creation Points: 7. Target: Single. PD: 2. PD: 1/round. is the only method to destroy them. and Regain Wound. Target: Multiple. potentially taking wound damage dots from the fall (see Chapter 4). Regained: R. Range: Touch. Range: 1m AoE centered. Creation Points: 2. no Defense. REFRaCT 1 PRIME ARMOR 1 This Equation gives a temporary one OmR to each armor slot (except shoulder. Creation Points: 6. she falls immediately to the ground. REGaIN [FaTIGUE. though it increases the Regain rate for the targeted Damage Scale by three. Regained: R. PD: 4/round. Range: Touch. Endurance Defense [H]. though once the effect ends. Endurance Defense. Regained: R. PRIME. This Equation bends all light in the visible light spectrum around the creator. Regained: R. Regained: R. Anyone with infrared vision or ultrasound can still see someone under the effect of Refract. When Regain is purchased. rendering any Hero or GCC in the AoE invisible so long as the effect is active. Creation Points: 5. PRIME. Anyone in the effect’s AoE gains a 10-step bonus on Stealth Tests and to Dodge Defenses. If the creator exceeds her limit as she’s performing the Equation. REFRaCT 2 PRIME ARMOR 2 This Equation gives a temporary three OmR to each armor slot (except shoulder. Range: Touch. A “blank” Imprint leaves nothing behind. PD: 3/round. but with a 10-step bonus to the test. see Chapter 3). PD: 5/round. Omnimancers may never target themselves with Regain Prime. 103 . the creator can use Cognition + Prime for her Opposed Test to unlock a lock after performing this Equation. Regained: R. no Defense. Target: Single. Range: Touch. Range: Self. Regain Prime. Instead of an Acrobatics + Theft Opposed Test as normal. Regained: O. no Defense. Range: Touch. WOUNd] 1 LOCK/UNLOCK The Regain Equation can be learned and performed in one of three ways: Regain Fatigue. Range: Touch. discernable only by Omnimancers. PD: 3/round. Regained: R. no Defense. Creation Points: 6. no Defense. Regain 3 functions just like Regain 1. Regained: O.
Dodge Defense. TELEKINESIS 1 and Untrained Expertise penalties still apply. the objects immediately obey the laws of gravity. Dodge Defense. This effect only vitrifies a section of solid matter up to 1m x 1m in size. even if it’s vitrified. Ranged weapons can be loaded and fired with Telekinesis 1 so long as the combined weight of the weapon and ammunition don’t exceed 1 lb. Matter affected by this Equation includes lumbered wood. Regained: R. though it turns any solid non-living matter up to 3m thick translucent so long as the effect is active and vitrifies a section of solid matter up to 10m x 10m in size. Power and Agility are replaced with Cognition during any Combat Tests with weapons wielded in this way. Creation Points: 5. have the same Damage Rating as a club or rock.. E. Range: 5m. though it turns any solid non-living matter up to 1m thick translucent so long as the effect is active and vitrifies a section of solid matter up to 5m x 5m in size. Ranged weapons can be loaded and fired with Telekinesis 3 so long as the combined weight of the weapon and ammunition doesn’t exceed 50 lbs. PD: 2/round. paper. Once the effect ends. PD: 3/round. VITRIFY 1 TELEKINESIS 2 Vitrify 1 turns any solid non-living matter up to 10 centimeters thick translucent for as long as the effect is active.g. sand. Regained: R.g. Range: Touch. Target: Special. Creation Points: 5. rock has DR Agility+8 Power and Agility are replaced with Cognition during any Combat Tests with weapons wielded in this way. Telekinesis 2 allows the creator to lift objects up to 10 lbs. though the Expertise of the weapon still applies and Untrained Expertise penalties still apply. TELEKINESIS 3 Telekinesis 3 allows the creator to lift objects up to 50 lbs. iron. Regained: R. Objects lifted thusly can be wielded as weapons though they may only function either as a makeshift club or a rock (see Chapter 3) unless the object or objects being lifted are actual manufactured weapons. Range: Touch. Regained: R. VITRIFY 2 Vitrify 2 functions exactly like Vitrify 1. Target: Single. Range: 3m. iron is still iron. If the creator attempts to perform Telekinesis 3 on an object held or worn by an opponent. steel. Ranged weapons can be loaded and fired with Telekinesis 2 so long as the combined weight of the weapon and ammunition doesn’t exceed 10 lbs. the objects immediately obey the laws of gravity. Only manufactured weapons weighing one pound or less can be wielded as weapons using Telekinesis 1. Once the effect ends. though the Expertise of the weapon still applies 104 . PD: 4/ round. but objects weighing more than 10 lbs. Dodge Defense. using an unseen force and move the objects within the range of the Equation. no Defense. Power and Agility are replaced with Cognition during any Combat Tests with weapons wielded in this way. and so on. Range: Touch. no Defense. Target: Special. a 10-lb.. rock has DR Agility. Once the effect ends. but a 50-lb. the opponent may use her Dodge Defense in an Opposed Test with the creator’s Cognition + Prime to resist the effect. PD: 3/ round. Objects lifted thusly can be wielded as weapons though they may only function either as a makeshift club or a rock (see Chapter 3) unless the object or objects being lifted are actual manufactured weapons. e. ash. PD: 4/round. gain DR +2 for each additional 10 lbs. Regained: R. Regained: R. is does not change any of its basic properties. the opponent may use her Dodge Defense in an Opposed Test with the creator’s Cognition + Prime to resist the effect. VITRIFY 3 Vitrify 3 functions exactly like Vitrify 1. It does not work on any material comprised of large quantities of microscopic solid granular matter such as dirt. Target: Special. Range: LoS. quarried stone. using an unseen force and move the objects within the range of the Equation. If the creator attempts to perform Telekinesis 2 on an object held or worn by an opponent. the opponent may use her Dodge Defense in an Opposed Test with the creator’s Cognition + Prime to resist the effect. Target: Single. If the creator attempts to perform Telekinesis 1 on an object held or worn by an opponent. the objects immediately obey the laws of gravity.Telekinesis 1 allows the creator to lift objects up to one pound using an unseen force and move the objects within the range of the Equation. Creation Points: 7. etc. Creation Points: 10. PD: 5/ round. Objects weighing up to 10 lbs. Creation Points: 7. no Defense. though the Expertise of the weapon still applies and Untrained Expertise penalties still apply. Though Vitrify 1 turns the matter translucent. Creation Points: 3. Target: Single. rock. soot.
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Esomancy is the domain of those Paradigms who can touch the Suria Source. Esomancy is characterized by the exhaustion, flame, nature, and shock Damage Types and further by its unique Mend Rating (instantly Regaining wound damage dots) and Revived Element. Follow these five steps to create an Esomancy Equation: 1. Single Defender or Multiple Defenders? Decide if your custom Esomancy Equation has a single defender range or a multiple defender range. No Omnimancy Equation can ever have both.
Creating Custom Esomancy Equations
Table 5-1: Esomancy Defender Ranges
Touch 3m 5m LoS
+1 CP +2 P +3 CP +5 CP +5 CP +12 CP +3 CP +5 CP
+0 PD +1 PD +3 PD +5 PD +5 PD +10 PD +3 PD +7 PD
—touch —jet —lance —bolt —blast —bomb —surge —wave
—touch —jet —lance —bolt —ring —sphere —surge —wave
5m range w/ 1m AoE 10m range w/ 2m AoE 5m LoE 10m LoE
† Damage Rating Equations use this suffix in their nomenclature. ‡ Mend Rating Equations use this suffix in their nomenclature.
2. Choose DR value or MR value. No Omnimancy Equation can have both a Damage Rating and a Mend Rating and only Esomancy Equations can contain a Mend Rating.
Table 5-2: Damage Rating or Mend Rating Value
1 2 3 4 5 6 7 8 9 10
+1 CP +2 P +3 CP +4 CP +5 CP +6 CP +7 CP +8 CP +9 CP +10 CP
+0 PD +0 PD +0 PD +1 PD +1 PD +1 PD +3 PD +3 PD +5 PD +7 PD
3. Choose Damage Type. Both Esomancy and Exomancy Equations have access to unique Damage Types. The Damage Types (and the Mend Type) in Table 5–3 are only available to Esomancers when custom-creating Esomancy Equations. Below are a few notes on the Exhaustion and Nature Damage Types and the Life Mend Type. · Exhaustion: Exhaustion damage deals 25% (round down) of its final total damage dots to the Fatigue/Prime Damage Scale and 75% (round up) to the Wound Damage Scale.
· Nature: Nature damage is increased by an additional 50% (round down) on its final total damage dots versus Void beasts. The Nature Damage Type is only accessible to the Shaman Paradigm. · Life: The Life Mend Type instantly Regains the MR-value of the Equation in Wound Damage dots for the defender of the Equation.
Table 5-3: Damage/Mend Types for Esomancy Equations
Exhaustion Flame Nature° Shock
+8 CP +2 CP +6 CP +2 CP
+5 PD +1 PD +4 PD +1 PD
Drain— Flame— Wild— Shock—
Endurance Defense Dodge Defense Endurance Defense Dodge Defense
† Damage Rating Equations use this prefix in their nomenclature. ° Shaman Paradigm only. ‡ Mend Rating Equations use this prefix in their nomenclature.
4. Choose Elements (optional). Elements are additional features that may be added to certain Equations should you choose to do so. See Chapter 4 for additional information on conditions gained from the various elements.
Table 5–4: Esomancy Elements
(Shock only) If the defender takes wound damage dots from a shock Equation with this Element, he gains the Electrocuted condition for a number of rounds equal to 50% (round down) of the DR value of the Equation. (Flame/Shock only) If the defender takes wound damage dots from a flame or shock Equation with this Element, the creator performs a free Knock Down Combat Tactic Test versus the defender using Cognition + Prime. (Flame Only) If the defender takes wound damage dots from a flame Equation with this Element, he gains the Ignited condition for a number of rounds equal to 50% (round down) of the DR value of the Equation. (AoE/LoE only) Choose “Allies Only” or “Enemies Only” when performing an Equation with this Element. That Equation then only targets allies or enemies within the AoE/LoE of the effect. (Mend Equations only) If the defender Regains wound damage dots from a Mend Equation with this element, he gains the Revived condition for a number of rounds equal to 50% (round down) of the MR value of the Equation.
Elemental Knock Down +5 CP
5. Calculate CP cost and PD value. Look back over your choices and make sure the CP cost of the Equation you built is equal to or less than your available Creation Points. Add together the PD value of your choices as well to calculate how much Prime Damage the Equation you built will be dealt to your Hero’s Prime Damage Scale.
Esomancy Equation Complete
That’s it! You’ve built your Esomancy Equation. Should you have more CP to spend, go back through the list again and build another Equation for your Esomancer.
Creating Custom Exomancy Equations
Exomancy is the domain of those Paradigms who touch the Void Source. Equations are characterized by the acid, ice, force, sanity, shrapnel, and void Damage Types. Follow these five steps to create an Exomancy Equations: 1. Single Defender or Multiple Defenders? Decide if your custom Exomancy Equation has a single defender range or a multiple defender range. No Omnimancy Equation can ever have both.
Table 5-5: Exomancy Defender Ranges
Touch 3m 5m LoS
+1 CP +2 P +3 CP +5 CP
+0 PD +1 PD +3 PD +5 PD
—touch —jet —lance —bolt
5m range w/ 1m AoE 10m range w/ 2m AoE 5m LoE 10m LoE
+5 CP +12 CP +3 CP +5 CP
+5 PD +10 PD +3 PD +7 PD
—blast —bomb —surge —wave
† Damage Rating Equations use this suffix in their nomenclature.
2. Choose DR value. Decide how powerful you’d like the Exomancy Equation to be by selecting a Damage Rating value between 1 and 10.
Table 5-6: Damage Rating Value
1 2 3 4 5 6 7 8 9 10
+1 CP +2 P +3 CP +4 CP +5 CP +6 CP +7 CP +8 CP +9 CP +10 CP
+0 PD +0 PD +0 PD +1 PD +1 PD +1 PD +3 PD +3 PD +5 PD +7 PD
3. Choose Damage Type. Both Esomancy and Exomancy Equations have access to unique Damage Types. The Damage Types in Table 5–7 are only available to Exomancers when custom-creating Exomancy Equations. Below are a few notes on the force, sanity, shrapnel, and exhaustion Damage Types. See Chapter 4 for additional information on conditions. · Force: If the defender takes wound damage dots from a force Equation, the creator performs a free Knock Down Combat Tactic Test versus the defender using Cognition + Prime.
go back through the list again and build another Equation for your Exomancer. Exomancy Equation Complete That’s it! You’ve built your Exomancy Equation. he gains the Corroded condition for a number of rounds equal to 50% (round down) of the DR value of the Equation. 4. A Panicked condition gained in this manner lasts for a number of rounds equal to 50% (round down) of the DR value of the Equation. he gains the Demoralized condition.· Sanity: If the defender takes wound damage dots from a sanity Equation. See Chapter 4 for additional information on conditions gained from the various elements. That Equation then only targets allies or enemies within the AoE/LoE of the effect. Choose Elements (optional). the creator performs a free Knock Down Combat Tactic Test versus the defender using Cognition + Prime. Should you have more CP to spend. (AoE/LoE only) Choose “Allies Only” or “Enemies Only” when performing an Equation with this Element. · Exhaustion: If the defender takes wound damage dots from an exhaustion Equation. Table 5–8: Exomancy Elements Element Corroded CP Cost +3 CP PD Value +1 PD Effect (Acid only) If the defender takes wound damage dots from an acid Equation with this Element. Add together the PD value of your choices as well to calculate how much Prime Damage the Equation you built will be dealt to your Hero’s Prime Damage Scale. he gains the Bleeding condition. Demoralized condition gained in this manner lasts for a number of rounds equal to 50% (round down) of the DR value of the Equation. he must win an Unopposed Sanity Defense Test or gain the Panicked condition. · Shrapnel: If the defender takes wound damage dots from a shrapnel Equation. (Ice only) If the defender takes wound damage dots from an ice Equation with this Element. he gains the Frozen condition for a number of rounds equal to 50% (round down) of the DR value of the Equation. A Table 5-7: Damage Types for Exomancy Equations Damage Type Acid Ice Force Sanity Shrapnel Void CP Cost +2 CP +2 CP +6 CP +8 CP +6 CP +10 CP PD Value +1 PD +1 PD +4 PD +5 PD +5 PD +6 PD DR Prefix† Acid— Ice— Force— Psych— Shard— Void— Targeted Defense Dodge Defense Dodge Defense Perception Defense Sanity Defense Perception Defense Sanity Defense † Damage Rating Equations use this prefix in their nomenclature. Calculate CP cost and PD value. (Acid/Ice only) If the defender takes wound damage dots from an acid or ice Equation with this Element. Elements are additional features that may be added to certain Equations should you choose to do so. Elemental Knock Down +5 CP +3 PD Frozen +3 CP +1 PD Pinpoint +3 CP +1 PD 5. Look back over your choices and make sure the CP cost of the Equation you just built is equal to or less than your available Creation Points. 109 .
and so on.CHAPTER 6: BOOK OF BEASTS The Progenancy maintains a manual in their library known as The Book of Beasts. This tome catalogs every creature known on Quantum—from the mundane to the mysterious. many copies of The Book of Beasts leaked to the world and now most of Quantum knows its secrets. . Over the centuries. city guards. Void cultists. Each entry includes information about a beast ’ s background and ecology or a foe ’s attitude and motivations. Inside are also details on the foes a Progenitor could encounter while traveling Quantum. such as bandits.
spirits are made almost entirely of their element and can be injured and destroyed through normal means such as weapons and Omnimancy effects. Void beasts do not need to eat or drink. roaming the places between civilizations. The animal beast type covers modern. Bot Beasts from the Void—or the emptiness beyond Quantum—are alien. Animals possess minimal intelligence. the wealth of the conquered in their hands. guardian. wellknown animals like bears. Their motivations are hollow. but also provides Guides with an easy-to-read method for checking statistics while beasts or foes are active during a Challenge or Combat Dice Test. Spark. They can and will. Running. such as automatons. Spirits rarely linger in one place for long and typically pop into and out of existence in a matter of minutes. strong. Bots were all created by humanity in the Time Before and each has a unique reason for their continued existence on Quantum. Animals are rarely trained in Expertise beyond the following: Climbing. and even if they have a high Cognition Attribute. Most now live in the Wilds. Sentient bots are living creatures that need air to breath and need to rest at night to repair damaged code. core abilities. and exist on the far side of reason. radiating so strongly that anyone near them feels their own emotions shifting to match. however. Destroyers want nothing more than to see their enemies vanquished. Demons include creatures of myth like jenglots. and need air to breath. are incapable of anything beyond instinctual thinking or emotions. bot. Spirits are intensely obstinate and actively resist control. This gives Guides not only the tools to raise or lower the power level of a given enemy on the fly. sometimes stalking prey. do all of those things if the manner in which they do it causes revulsion or fear. or simply unfathomable and beyond the overwhelming motivation to do harm or drive intelligent species to self-destructive madness. azi. do not require sleep. Beast Types There are five types of beasts in the Quantum Roleplaying Game: animal. Civilized bots. Uncivilized bots. Survival. and the blood of their slaughtered foes dripping from their weapons. fighter. and void. water. and so on. tend to degrade quickly from lack of maintenance and rarely possess life spans greater than 10 years. Each entry is arranged so Guides have access to four-to-seven variants of each beast or foe at different power levels. Acrobatics. on the other hand. Destroyer 111 . and do not breath. no recognized language skills. but some rare spirits have been known to “haunt” locations tied to their element for years or decades. detriments. and sleep. healer. and outrider. or wanton gratification. and other very basic abstractions. Unarmed. they communicate through intense emotion. Spirits never communicate directly—instead. or prowling the Wilds as solitary psychopaths. water. and so on. most require food. no one knows what they exist to do. spirit. and Intimidate. but they do not need to eat food or drink water. Destroyers are found at the front lines of open warfare. are figured into their rank scatter table. living machines—such as automatons or automaton panthers—though many are nothing more than unthinking animated material—such as zombatons or nanomyte swarms. wolves. Spirit Void Bots are loosely defined as any animated material that isn’t flesh or void. smilodons. As far as anyone knows. demon. and dragons and wholly unique creations like monsters.” a glitch in the Prime source. on those rare occasions they feel the need to say anything at all.This chapter covers a small selection of beasts and foes inside The Book of Beasts. sometimes living out their lives in peace. Spirits do not need to eat or drink. Though the term “spirit” sounds ghostly and untouchable. do not require sleep. undergo daily physical maintenance that costs roughly the equivalent of a human’s daily food intake. wind. wherever possible. to formerly extinct animals re-created in labs during the Time Before like Haast’s eagles. or mutant—and their racial benefits. Demons are lab-created beasts either genetically engineered to resemble creatures of myth and legend or wholly created from imagination during the Time Before. bloodlust. Their motivations are typically rooted in greed. violent. arthropleuras. There are countless variations of Spirits and all represent something elemental— blood. and kindness. human. Foes are nearly always one of the four basic Hero races on Quantum— automaton. and thus keeps them in working condition until their expiration date. Animal The Progenancy calls spirits “rogue code. Stealth. and bonuses. non-existent. They possess no known social structure and are always solitary. and do not breath. dire wolves. Void beasts span the spectrum from the ludicrous to the terrifying. and violent. Some are hyperintelligent and manipulative while others are dumb. skeletons. sanity. but mostly trying to stay out of the way of the civilized races that hunt and kill demons out of fear. roaming the streets of larger cities in gangs. Though it varies by each unique demon. Most bots are sentient. Foe Types Demon There are five types of foes in the Quantum Roleplaying Game: destroyer. Swimming.
A single fist has DR Power and deals blunt damage (see Chapter 3). and scouting. that all healers are by default good people—there are healers who apply their skills aiding slavers. Guardians are motivated by a strong desire to protect others. an Omnimancy beast. and vicious governments. Fighters are found throughout the military structures of standing armies. Outrider Outriders are fast and mobile hunters devoted to their knowledge of guerilla warfare. Guardian Tactics. Anima Thump is a new Combat Tactic exclusive to Omnimancy (Esomancy) beasts. While most are not unique to beasts (some Hero races and Paradigms have access to them as well). Each Style Tree indicates whether it’s meant for a melee beast. A bite has DR Power+1. they are listed here because beasts more commonly utilize them than Heroes. the value of Bombshell’s void damage . but the Anima Thump Combat Tactic can be performed both as a melee attack versus adjacent opponents and as a ranged attack with a range in meters equal to half the beast’s Cognition Attribute (rounded down). perfecting their martial prowess for a cause or physical perfection. and to take upon themselves bodily harm that weaker citizens could not survive. living alone in the backwoods. and has the Cloth +1 Weapon Trait (see Chapter 3). scouting ahead of advancing armies. however. or tackling ever more extreme environments to explore. They tend to run an even split between those who are motivated by earning money for their skills and those who are motivated by constantly improving their skills. but the Anima Thump Combat Tactic increases to DR Power+4. 3. Anima Thump (AT) Bombshell (BO) The beasts of Quantum commonly use these four Combat Bombshell is a ranged. CoMbat TactIcs & StYLe Trees Beast Combat Tactics 112 This section includes unique Combat Tactics and Beast or Foe Style Trees typically unique to the creatures later in this chapter. or roaming the Wilds on the hunt for criminals. deals blunt damage. Claw Attack: A Claw Attack Combat Tactic can either be performed as an Attack Combat Tactic with a single set of claws or as a Twin Strike Combat Tactic with both (see Chapter 4). Guardians are found in city watches. Clobber Attack: A Clobber Attack Combat Tactic is an advanced Punch Attack exclusive to some beasts that can be performed with a single over-sized fist as an Attack Combat Tactic or as a Double Strike Combat Tactic (see Chapter 4) with both. 2. As Anima Thump 3 . Bite Attack: A Bite Attack Combat Tactic can either be performed as an Attack Combat Tactic or as a Double Strike Combat Tactic (see Chapter 4). Anima Thump deals damage dots to the defender’s root scale (Fatigue/Prime) rather than the defender’s Wound damage scale. As is the case with other Style Trees. wilderness survival. Anima Thump has DR Power+2 and can only target adjacent defenders. As Anima Thump 1. 1. Outriders are found working in wilderness outposts. Punch Attack: A Punch Attack Combat Tactic can either be performed as an Attack Combat Tactic with a single fist or as a Double Strike Combat Tactic (see Chapter 4) with both. or both. They practice their skills constantly. never satisfied that what they know is the apex of military skill. though many go about it in an arrogant manner that can be off-putting to others. murderers. to keep the civilized corners of Quantum safe and secure. At each increasing Aptitude. A single over-sized fist has DR Power+2. and slavers. Healers are found everywhere civilization flourishes. 4. Below are the Style Trees (mostly) exclusive to beasts. exploration. and has the Leather +1 Weapon Trait (see Chapter 3). Beast Style Trees Healer Healers are devoted to the notion that no one should suffer through ill health or agonizing wounds. deals blade damage. and has the Cloth +1 Weapon Trait (see Chapter 3). city watches. deals both blade and blunt damage. They are motivated by a strong desire to provide the best medical care possible to those in need. The beast gains a new Unarmed Attack Combat Tactic called Anima Thump. notorious villains. A single set of claws has DR Power+2. This attack is invisible and not made with physical limbs. and anyone who might attract unscrupulous public attention. Beast Style Trees often have Attribute requirements as they gain power and their Aptitudes must always be learned in order. celebrities. Their motivations are typically aimed at making life better for civilization. bandits. This worthy ideal can often put them at odds with Heroes who need to circumvent local laws in order to accomplish a mission or fulfill a contract. in service to liege lords. mercenary companies. This doesn’t mean. and standing beside kings. but the Anima Thump Combat Tactic increases to DR Power+6. Guardians are the ultimate protectors and devote their lives to the practice of putting themselves in harm’s way in order to protect the weak and safeguard the safety of society. AoE void damage Omnimancy attack exclusive to Omnimancy (Exomancy) beasts. Some are available to foes and Paradigms. working with teamsters and merchants protecting caravans. As Anima Thump 2. but are listed here to make their availability to beasts clear.Fighter Fighters are noble warriors.
113 . 4. DR: 5 void damage. (Requires Cognition 3/Prime 3) Range: 5m LoE. (Requires Cognition 7/Prime 7) Range: 10m LoE. Regained: O. Endurance Defense. 4. but the beast no longer suffers penalties for the attacks. Target: Multiple. PD: 10. Maneater (MA) Creator (CR) Omnimancy beasts often possess a registry of Enchantment. The beast can perform two Attack Combat Tactics in a single turn so long as it doesn’t move. DR: 3 void damage. Regained: O. Pinpoint. PD: 14. (Requires Cognition 5/Prime 5) Range: 5m LoE. (Requires Cognition 4) Any ability performed within 10m of a beast with this Aptitude that deals Prime Damage dots or Fatigue Damage dots to the performer. Regained: O. Esomancy and Exomancy beasts. As Relentless 3. Target: Multiple. As Relentless 2. DR: 4 disruption damage. as well as Omnimancy (Prime) beasts. PD: 12. DR: 4 disruption damage. 2. 3. Disruption Barrage (DB) Disruption Barrage is a LoE disruption damage Omnimancy attack exclusive to Omnimancy (Prime) beasts. (Requires Cognition 6) As Prime Distortion 1. 1. 3. 3. but the additional damage dots increase to three. Sanity Defense. 4. but the range increases to 15m. The beast ignores dice step penalties applied when using the Double Strike Combat Tactic (for bite attacks) and the Twin Strike Combat Tactic (for claw attacks). 2. Pinpoint. Target: Multiple. PD: 4. Gain additional +10 CP. 1. Regained: O. though the attack gains Fatigue Damage. but the bonus increases to 10 steps. DR: 3 disruption damage. Gain additional +20 CP. The beast may add the Hobbled Condition to a single Bite or Claw Attack Combat Tactic. Target: Multiple. Regained: O. Regained: O. Both attacks suffer a 10-step penalty and both attacks are resolved individually versus the defender’s AR. Target: Multiple. FD: 5. though the Fatigue Damage is added together and applied simultaneously. 1. 4. Regained: O. 2. only Esomancy beasts may purchase Esomancy Equations and only Exomancy beasts may purchase Exomancy Equations. Target: Multiple. Savage Bite (SB) Some beasts possess powerful jaws and sharp teeth and with combat experience can hone a vastly superior powerful bite attack. The beast gains +1 on its Initiative step. The perfect hunter of Heroes. Regained: O. but both attacks gain DR +1. Eviscerator (EVI) Eviscerator enhances Bite and Claw Combat Tactics and may only be applied to beasts with one or both attacks. Endurance Defense. 2. Both combat tactics. DR: 9 void damage. (Requires Cognition 6/Prime 5) Range: 5m range with 1m AoE. no single Equation can have a CP cost above 20. FD: 7. 4. (Requires Cognition 10/Prime 9) Range: 5m range with 1m AoE. Esomancy. ( Requires Cognition 8 ) As Prime Distortion 2 . Sanity Defense. 1. the beast’s bite has DR Power+2 and the Cloth +2 Weapon Trait. DR: 6 disruption damage. Prime Distortion (PD) Relentless (RE) Relentless beasts possess a single-minded determination to attack as often and quickly as possible until their target is dead or no longer a threat.dots increases as do the Prime Damage dots dealt to the beast that performs the attack. When performing a Bite Attack Combat Tactic. (Requires Cognition 9/Prime 9) Range: 10m LoE. 2. though the attack gains Fatigue Damage. Target: Multiple. 1. there is no longer a CP limit for Equations. Pinpoint. PD: 16. As is the case with Heroes. no single Equation can have a CP cost above 15. Gain additional +15 CP. 2. Maneater 4 may be combined with Maneater 3. 3. but the range increases to 20m and the additional damage dots increases to four. Regained: O. Gain +30 CP. deals two additional damage dots. FD: 7. The beast’s Bite Attack Combat Tactic increases to DR Power+2. however. Target: Multiple. Endurance Defense. 4. the value of Disruption Barrage’s disruption damage dots increase. (Requires Cognition 8/Prime 7) Range: 5m range with 1m AoE. PD: 11. but the beast can now move in the same turn he performs the two Attack Combat tactics. The beast gains +1 Movement. 3. 1. may purchase Enchantments. Regained: O. no single Equation can have a CP cost above 25. PD: 10. DR: 7 void damage. 3. PD: 6. 2. (Requires Cognition 4/Prime 3) Range: 5m range with 1m AoE. 3. (Requires Cognition 10) As Prime Distortion 3. Endurance Defense. as do the Prime Damage dots dealt to the beast that performs the attack. Sanity Defense. As Relentless 1. or Exomancy Equations (see Chapter 5). gain Fatigue Damage ratings. 1. The beast may add the Bleeding Condition to a single Bite or Claw Attack Combat Tactic. Regained: O. At each increasing Aptitude. 4. As Eviscerator 1. The beast gains a five-step bonus on any Combat Tests with the Unarmed Expertise. Some beasts possess a distortion field that makes the connection to Prime especially stressful. Sanity Defense. 1.
As Wretched Bellow 1. Smash (SMA) Savvy weapon experts develop crafty tricks during combat to set their enemies off balance. 4. but are listed here to make their availability to foes clear. 4. At the start of her turn. (Requires Power 3) As a free action. 3. Some beasts possess brutal unarmed two-hand smash attacks that deal both Wound damage dots and damage dots to a Hero’s root scale (Fatigue/Prime). or Exomancy Equations (see Chapter 5). 1. (Requires Power 5) As Blade Ruse II. but the foe may move up to 2m away. but if the foe wins the test. Esomancy and Exomancy foes. This Movement does not activate Triggered Actions. but the beast may target two adjacent enemies within melee range instead of one. As Wretched Bellow 2. no single Equation can have a CP cost above 20. the beast makes one Combat Test and resolves it against each defender individually. 3. but the beast in the Wretched Bellow Combat Stance gains a five-step bonus on the Opposed Test. but the combatant’s bite gains the Plate +2 Weapon Trait. Gain additional +15 CP. (Requires Power 5) The beast gains the Smash Attack Combat Tactic. but the foe may move up to his full Movement away. Regained: O. FD: 7. but the smash attack increases to DR Power+6. 3. FD: 5. 2. mournful cry. he may move 1m away from the first enemy who stops her Movement adjacent to him. Regained: O. 4. As is the case with Heroes. Foe Style Trees often have Attribute requirements as they gain power and their Aptitudes must always be learned in order. 3. (Requires Power 7) As Smash 3. FD: 3. A beast in the Wretched Bellow Combat Stance spends the time between his turns howling a wretched. The beast gains a five-step bonus on any Combat Tests with the Unarmed Expertise. but the foe may move up to 3m away. Evasive is a new Combat Stance that makes some beasts and foes very difficult to follow in combat. as well as Omnimancy (Prime) foes. (Requires Power 7) As Savage Bite 2. 1. Gain additional +20 CP. If damage dots are dealt. but the combatant’s bite has DR Power+4. (Requires Power 7) As Blade Ruse III. Regained: O. 4. 1. 4. Esomancy. Gain additional +10 CP. 1. only Esomancy foes may purchase Esomancy Equations and only Exomancy foes may purchase Exomancy Equations. he suffers a five-step penalty to any Expertise tests for one round and may not choose a Combat Stance. As Evasive I. Wretched Bellow (WB) Omnimancy foes often possess a registry of Enchantment. The foe gains a five-step bonus on any Combat Tests with the Bladed Weapons Expertise. If the foe loses the test. A foe in the Evasive Combat Stance spends the time between his turns looking for any opportunity to move. If the defender loses the test. 2. a two-hand smash attack against a single adjacent target within melee range that deals DR Power+4 blunt damage. he cannot choose a Combat Stance. A foe in the Provoke Combat Stance spends the time between his turns taunting a single adjacent enemy to attack him. no single Equation can have a CP cost above 15. or both. Regained: O. (Requires Power 9) As Savage Bite 3. As Smash 2. As Wretched Bellow 3. As Evasive II. but if the defender loses the test he suffers a 10-step penalty to all Expertise tests for one round and may not choose a Combat Stance. 2. there is no longer a CP limit for Equations. When attacking two adjacent enemies. Each Style Tree indicates whether it’s meant for a melee foe. the defender suffers a 15-step penalty to his Dodge Defense. an Omnimancy foe. the defender suffers a five-step penalty to his Dodge Defense for one round. Evasive (EVA) Foe Style Trees Below are the Style Trees (mostly) exclusive to foes. Gain +30 CP. As is the case with other Style Trees. split equally between Wound damage and root scale damage (rounding to favor Wound damage). 3. FD: 5. 1. 4. may purchase Enchantments. 2. As a Free Action. If the foe wins the test.2. but the beast in the Wretched Bellow Combat Stance gains a 10-step bonus on the Opposed Test. 1. As Evasive III . the foe can make an Opposed Test with the lowest weapon Expertise of any weapon wielded versus the Sanity Defense of a single defender within melee weapon range. Provoke (PR) Provoke is a new Combat Stance used by defense-minded foes (and some Paradigms) who use physical and verbal taunts to force an enemy’s actions. 3. the defender suffers a 10-step penalty to his Dodge Defense. Some Foe Style Trees are also available to beasts and Paradigms. no single Equation can have a CP cost above 25. but the foe gains a five-step bonus on the Opposed Test and if he wins. the target of the Provoke Combat 114 . 2. Blade Ruse (BR) Creator (CR) Wretched Bellow is a new Combat Stance unique to lab-created beasts or beasts modified by horrible experiments. but the combatant’s bite gains the Leather +2 Weapon Trait. The beast performs an Opposed Test (Influence + Intimidation) versus the Sanity Defense of any defender who can hear him. The Smash Attack Combat Tactic may only be performed as an Attack Combat Tactic. (Requires Power 5) As Savage Bite 1.
This counter-attack may only be an Attack Combat Tactic. Guides may wish to review the abilities noted here before utilizing the beast or foe in a scene. Foe Style Tree. Gear by Rank: Foes and some civilized beasts have armor. Background: This is a short description of the general history for each beast and foe as well as information about what a Hero can expect when encountering one. Expertise: These are the trained Expertise at each rank (see Chapter 2) and their step values. Should she win the test. after preventing all wound damage dots from a single melee weapon attack. Beasts & Foes Below is a description of the terms used for each beast or foe entry. Movement: This is the beast or foe’s Movement at each rank. Beneath each rank header are the statistics for a beast or foe at that specific rank. Defenses: These are the defense step values at each rank. a starting point (for Heroes it would be Rank 20). Beast/Foe Name: This is the commonly recognized name of the beast or foe. Enchantments are listed by name on the left and then by a checkmark symbol (✓) to the right that denotes at what rank a beast or foe has access to a particular Enchantment (see Chapter 5). Initiative: This is the beast or foe’s Initiative at each rank. but all targets of the Provoke Combat Stance suffer a 10-step penalty to their Unopposed Sanity Defense Tests. though she may always choose instead to attack no one. Vision: The vision ability of each beast or foe is listed here (see Chapter 4). In parenthesis behind each Style Tree’s name are their abbreviations—these abbreviations are used later in the rank scatter table. 2. It also sets the basic power level and extent of that power for each beast and foe. Rank Scatter: Everything below this line is the rank scatter table for the beast or foe. but the target of the Provoke Combat Stance suffers a five-step penalty to her Unopposed Sanity Defense Test. she may only attack her provoker. So a Rank 20 foe would have Ranks 25. 1. (Requires Power 9) As Stonewall II. but the AR of a wielded shield is increased by +2 and the foe gains a five-step bonus to his Dodge Defense when wielding a shield. Ecology: Only found with beasts. and interactions with other creatures of all types. though—in theory—there is no stopping point on the upward scale and any beast or foe could be scaled up to any rank if necessary. Those are listed here. and anywhere from zero to three sets below the starting point—each set is either five ranks greater or lesser than the previous. Core Detriments are always penalties. 30. (Requires Power 7) As Stonewall I. and equipment at each rank. Grid: If your Guide chooses to use a gridded mat to adjudicate combat. Core Ability: This is the beast or foe’s most basic ability or abilities. she can take her turn as normal.Stance must make an Unopposed Sanity Defense Test. or Racial Style Tree Aptitude that beasts or foes possess at a given rank. this is a list of known Omnimancy Enchantment Equations by rank. and one trained Expertise with one step. Aptitudes: Noted here are the abbreviations for each Beast Style Tree. Beast/Foe Subheader: This text catalogs the entry as a melee combatant or an Omnimancy combatant (and further by Omnimancy power source). (Requires Influence 7 ) As Provoke II. (Requires Power 5 ) Once per round. 4. (Requires Influence 5) As Provoke I. and then finally (in parenthesis) as a beast or foe type. The minimum rank for any beast or foe is Rank 5—one step in each Attribute. and five below the midline rank. 3. weapons. and then possesses three sets of ranks above the starting point. 2. The foe increases the AR of a wielded shield by +1 and also gains a two-step bonus to his Dodge Defense when wielding a shield. These attacks include anything the beast or foe can do that deals any type of damage dots to a defender. Ranks: Listed here is the rank scatter for each beast and foe. Attributes: These are the step values for each Attribute at each rank (see Chapter 2). AR or Natural AR: Armor Rating and Natural Armor Rating are listed here by slot. the foe may immediately make a free counter-attack versus the source of the prevented damage. Ranks are a “hidden” calculation behind the curtain of the game and are determined by adding all of the values of the Attribute steps and Expertise steps of a beast or foe. may only use a single wielded melee weapon. as a beast or a foe. Only foes may know Foe Style Trees and only beasts may know Beast Style Trees. this section describes their habits. this notes the amount of space a beast or foe takes up on the mat. Aptitude Abilities: Listed here are the Aptitude abilities that can’t be included in the statistics listed in the rank scatter table. territories. 3. Open Style Tree. Stonewall (SW) Many foes learn new combat techniques with their shields for increased protection and counterstrike capabilities. Enchantments: For Omnimancy beasts or foes. The rank scatter gives every beast or foe a range that provides Guides with the flexibility to create encounters on the fly. and may only be made if the source of the prevented damage is within melee range. interactions with each other. but the foe in the Provoke Combat Stance may target up to two adjacent enemies. Core Detriment: Some beasts and foes possess detriments to either offset their Core Ability or to further make them unique. Wound Steps: This details the starting values for both the Wound Damage Scale and the root scale (Fatigue or Prime) for each beast and foe. 4. Every beast or foe has a midline rank. (Requires Influence 9) As Provoke III. Beast or Foe Style Trees: These are the two Style Trees known by a beast or foe. 10. but the foe may counterattack twice per round. Attacks: Immediately following Initiative are several sections that deal with beast or foe attacks. 115 . Should she lose the test. and 35 above and 15.
Included is the list of Style Tree abbreviations that. when followed by a number.STYLE TREE ABBREVIATIONS This is the list of Style Trees in the game arranged alphabetically by Style Tree Name. Abbreviation Style Tree Name AA AD AE AP AS AT BER BO BR BRU CO COM CON CR DB DES EE EF ELE EN EP ES ET EV EVI EVA EW FER FF FIL FM GLA HE HER IS LB MA Arresting Arrow Augment Dodge Augment Endurance Augment Perception Augment Sanity Anima Thump Berserker Bombshell Blade Ruse Bruiser Constrict Command Conduit Creator Disruption Barrage Destroyer Extra Expertise Expand Fatigue Damage Scale Electromancer Entropist Expand Prime Damage Scale Equation Supremacy Extra Training Enhanced Vision Eviscerator Evasive Expand Wound Damage Scale Ferocimancer Fleet-Footed Filumancer Field Medic Glacimancer Hardened Exoskeleton Herbalist Improved Senses Living Bomb Maneater Type Archer Open Open Open Open Beast Reaver Beast Foe Reaver Azi Progenitor Progenitor Beast/Foe/ Paradigm Beast Reaver Open Open Shaman Progenitor Open Open Human Automaton Beast Beast/Foe Open Shaman Archer Warlock Valkyrie Warlock Automaton Shaman Azi Warlock Beast Abbreviation Style Tree Name MAR MEC MEN MP MOA MP NW PA PC PD PF PI PR PRO PRS QL RD RE RG RR SA SAV SB SHM SI SMO SMA SN SU SVY SW TN TS UC UM VAC VI VS WB Marauder Mechanic Menace Melee Pistoleer Mounted Archer Martial Prowess Natural Weapons Psychic Awareness Prolific Creator Prime Distortion Prominent Family Prime Invoker Provoke Prophet Prophetess Quick Learner Revamped Design Relentless Raven Guard Rapid Regain Spark Archer Savage Savage Bite Shield Maiden Suria Invoker Swift Movement Smash Sniper Supernormal Savvy Stonewall Talented Negotiator Trick Shot Upgraded Cerebrum Undeveloped Mutations Vacuumancer Void Invoker Vibration Sensitivity Wretched Bellow Type Reaver Progenitor Reaver Valkyrie Archer Open Mutant Mutant Open Foe Human Progenitor Beast/Foe Shaman Valkyrie Human Automaton Beast Valkyrie Open Archer Reaver Azi/Beast Valkyrie Shaman Open Beast Archer Mutants Valkyrie Foe Human Archer Automaton Mutant Warlock Warlock Azi Beast 116 . determine which Style Tree and Aptitudes each beast or foes in their rank scatter table.
A pack of automaton panthers is a terrifying foe—they wander in the open. as many as a half-dozen automaton panthers will form packs and wander a much larger territory than normal. automaton panthers never stray far from this territory and will nearly always violently defend it. automaton panthers possess a keen sense of smell and gain a five-step bonus on all Perception Defense dice tests that involve the sense of smell.Ranks: 10 –40 Wound Steps: 5/4/3/2/1/1. automaton panthers have none of it beyond an advanced tactical cunning. Cloth +1) Combat Test 3 4 DR 3 4 Claw Attack (blade damage. The reasons for their creation are lost to time. possess no genders. Beast Style Trees : Eviscerator (EVI). Automaton panthers are sentient. Only someone with experience reprogramming bots is capable of doing so safely with automaton panthers. the automatons. Fatigue Steps: 5/4/3/2/1/1 Core Ability: Any time an automaton panther attacks a defender who is caught unaware. and they’ve even been known to run into smaller towns and tear them to pieces. need air to breathe. Preawakened automaton panthers are sought after and sold on the black market as guard creatures or exotic pets. preferring to sneak up on their prey and attack from behind or above. often hidden locations and wander for a time before choosing—seemingly at random—a location to call their territory. and need nightly rest. Additionally. can’t breed. Cloth +1) Combat Test 3 4 DR 4 5 Aptitudes Open ST — — Beast ST — — Natural AR Head — 1 Shoulders — — Chest — 1 Legs — 1 117 . Attributes Power Agility Cognition Influence Expertise Acrobatics (A) Climbing (P) Navigation (C) Running (P) Stealth (A) Survival (C) Swimming (P) Tracking (C) Unarmed (P) Defenses Endurance Dodge Perception (Smell) Sanity Movement Initiative Rank Scatter 10 2 2 1 1 — 1 — — 1 1 — — 1 2 2 1 6 1 4 15 3 2 2 1 1 1 — 1 1 1 — 1 1 3 2 2 7 1 4 20 3 3 3 1 1 1 1 1 1 1 1 1 2 3 3 5 10 1 4 7 5 4 5 5 AP 1 MA 1 2 — 2 1 25 4 4 3 1 2 2 1 1 2 1 1 1 7 4 4 7 12 1 4 8 11 5 11 6 AP 2 EVI 1 3 — 3 2 30 5 4 4 1 2 2 1 2 2 1 1 1 9 5 4 11 16 1 5 9 14 6 14 7 AP 3 MA 2 3 — 4 2 35 6 5 4 1 2 2 2 2 3 2 1 1 9 6 5 14 19 1 5 10 15 8 15 8 AP 4 EVI 2 4 — 5 3 40 7 5 5 1 2 2 2 2 3 2 2 2 10 7 7 15 20 1 5 11 17 9 17 9 AD 1 EVI 3 5 — 6 3 3 4 Bite Attack (blade & blunt damage. They don’t eat food or drink water. Maneater (MA) Aptitude Abilities: Eviscerator 3 (Rank 40) Vision: Night-vision Grid: 2x2 AUTOMATON PANTHER Melee Beast (Bot) Background Automaton panthers have the same murky origins as their namesake cousins. and feel only very basic instinctive emotions. Automaton panthers awaken in far-flung. Most automaton panthers adopt a solitary existence in their territory. Ecology Automaton panthers are silent and deadly hunters. it gains DR +2 on all of its attacks versus the unaware defender for one round. Whatever higher intelligence their automaton cousins possess. Once chosen. they attack everything they come across. but every once in a while. but they show up in much the same way. Automaton panthers are found in every land environment on Quantum.
Cloth +2. cleverly avoiding all non-Prime methods of tracking him. $140 Rank 35: N-C helm (OmR 1). arm plates. Apoth-O-Patch. Fatigue Steps: 5/4/3/2/1/1 Core Ability: As a Core Action. split leather jacket. he successfully flees combat and vanishes into nearby cover. arm plates. Foe Style Trees: Blade Ruse (BR). leg plates. arrows (10). Stim Jet. 1H spark axe (inferno). though bandits can be found everywhere. Wound Foam (2). Lethargic. hatchet. arrows (10). Apoth-O-Patch Pro (2). vest. shortbow. gossamer vest and pauldrons. hatchet. $95 Rank 30: N-C helm. shortbow. fist knife. The Wilds of Quantum are perfect for thievery. Wound Foam. Cloth +1. 2 4 4 4 6 7 8 Fist Knife (blade damage. he may not choose a Combat Stance. fist knife. fist knife. leg plates. 1H spark axe (inferno). $825 118 . there are always those that turn to banditry to make a living. If he fails. AZI Rank Scatter Melee Foe (Outsider) Attributes Power Agility Cognition Influence Expertise Bladed Weapons (P) Bows (A) Climbing (P) Deception (I) Intimidate (I) Stealth (A) Streetwise (I) Survival (C) Theft (A) Defenses Endurance Dodge Perception (Smell) (Sound) Sanity Movement Initiative 5 1 1 1 1 1 — 5 — — — — — — 1 1 1 6 — 1 5 10 1 3 1 1 2 1 5 — — — — — 1 1 3 1 6 — 1 5 15 2 3 1 2 2 1 5 — 1 1 1 — 1 2 3 1 6 — 2 5 20 3 3 1 3 2 1 6 1 1 1 1 1 1 3 3 3 8 — 3 5 25 3 4 2 3 8 2 6 1 1 1 1 1 2 3 4 4 9 — 3 6 30 3 5 2 4 9 2 6 1 2 2 1 1 2 5 5 4 9 9 4 6 35 4 6 2 4 10 3 6 1 2 2 1 1 3 6 6 4 9 9 4 7 Ranks: 5 –35 Wound Steps: 5/4/3/2/1/1. Apoth-O-Patch Lite. $15 Rank 10: Normal clothing. infrared vision (Rank 35) Grid: One square Background Whether it’s for money or simple survival. Blade Ruse 2 (Rank 35) Vision: Low-light vision (Rank 25+). hatchet. The bandit may not use this ability if taking seven Fatigue Damage dots would bring him to Exhausted. thrown) Combat Test — — — — 11 — — DR — — — — 5 — — 1H Spark Axe (flame damage. arm plates. or Torpor on the Fatigue Damage Scale. shoulder plates (OmR 2). 1H spark sword (inferno). Cloth +2) Combat Test — — — — — 12 13 DR — — — — — 7 8 Shortbow (ballistic damage. leg plates. 1H spark sword (inferno). Cloth +1) Combat Test 2 3 4 5 — — — DR 1 1 2 3 — — — Hatchet (blade damage. Evasive (EVA) Aptitude Abilities: Evasive Combat Stance (Rank 20+). arrows (10). Leather +1) Combat Test — — — — 11 12 13 DR — — — — 7 7 8 1H Spark Sword (flame damage. Should the bandit win the test. Stim Jet. shortbow. fist knife. Plate +2) Combat Test — — — 4 6 7 9 DR — — — 4 5 6 7 Aptitudes Race ST IS 1 — — — IS 2 IS 3 IS 4 Open ST — — — AP 1 SMO 1 AE 1 SMO 2 Foe ST — — — EVA 1 BR 1 EVA 2 BR 2 AR Head — — — — 1 3 3 (OmR 1) Shoulders — — — — — 2 3 (OmR 2) Chest — — 1 2 3 3 3 Arms — — — — 2 4 4 Legs — — — — 2 4 4 Gear by Rank Rank 5: Normal clothing. Wound Foam (2). quilted jacket. spark knife.BANDIT. shortbow. Apoth-OPatch Pro (2). $55 Rank 20: Normal clothing. Cloth +1) Combat Test 2 3 4 5 — — — DR 1 1 2 3 — — — Spark Knife (blade damage. hatchet. $10 Rank 25: Gossamer helm. $15 Rank 15: Normal clothing. 1H spark axe (inferno). the bandit can choose to take seven Fatigue Damage dots and perform an Unopposed Stealth Test with a 10-step bonus. gossamer vest. Apoth-O-Patch Pro (2).
Foe Style Trees: Provoke (PR). Wound Spray. normal clothing. longspear. Wound Foam. HUMAN Melee Foe (Guardian) 2 2 3 4 4 4 Longspear (blade damage. quilted jacket. Not every guardsman is a “good guy. Stonewall (SW) Aptitude Abilities: Provoke Combat Stance (Rank 20+). Cloth +1. steel mail coif. Apoth-O-Patch (3). 1H spark sword (sparkbolt). quilted jacket. longspear Rank 10: Aspis. normal clothing. as corruption plagues many constabularies.” though. $675 a city guard chooses the General Defense Combat Stance. longspear Rank 15: Aspis. hardened leather pauldrons. and leg plates. but takes a two-step penalty to his Dodge Defense versus ranged attacks (instead of five). longspear. steel mail coif. longspear. he gains a 10-step bonus to his Dodge Defense versus ranged attacks (instead of five). shirt. he gains a 10-step bonus to his Dodge Defense versus melee attacks (instead of five). and pants. Unidote. If City guards are the front line against street-level tyranny—they are mentally tough and quick to react to danger. Apoth-O-Patch Light (2) Rank 20: Aspis. hardened leather helm. If he chooses the Melee Defense Combat Stance. If he chooses the Ranged Defense Combat Stance.Attributes Power Agility Cognition Influence Expertise Animal Handling (I) Apothecary (C) Bladed Weapons (P) Intimidate (I) Negotiation (I) Polearms (P) Running (P) Stealth (A) Strange (C) Streetwise (I) Survival (C) Tracking (C) Unarmed (P) Defenses Endurance Dodge Perception Sanity Movement Initiative Rank Scatter 5 1 1 1 1 — — — — — 1 — 1 — 1 1 — — 1 1 1 1 3 10 3 1 1 1 — — 1 — — 2 — 1 — 2 1 — — 3 1 1 1 3 15 3 1 2 2 1 — 1 — 1 2 — 1 — 2 1 1 — 3 1 2 2 3 20 3 1 3 3 1 — 1 1 1 2 1 1 — 2 1 1 1 3 1 5 3 3 25 4 1 3 4 1 1 1 1 2 3 1 1 — 3 1 1 1 4 3 7 4 3 30 5 1 3 5 2 1 1 1 2 4 1 1 1 3 1 2 1 5 3 10 5 3 CITY GUARD. Stone Wall 2 (Rank 30) Vision: Normal vision Grid: One square Background Ranks: 5 –30 Wound Steps: 5/4/3/2/1/1. breastplate. Fatigue Steps: 5/4/3/2/1/1 Core Ability: City guards are expert defenders and gain additional bonuses whenever they choose one of the Defense Combat Stances (see Chapter 4). Cloth +2) Combat Test — — — — 5 6 DR — — — — 8 9 Aptitudes Race ST ET 1 — — — ET 2 ET 3 Open ST — — — AP 1 AP 2 AP 3 Foe ST — — — PR 1 SW 1 SW 2 AR Head — — — 1 3 4 Shoulders — — — — 1 2 Chest 1 1 2 2 5 6 Arms 1 1 1 1 5 6 Legs — — — — 4 5 Gear by Rank Rank 5: Aspis. he gains a five-step bonus to his Dodge and Perception Defenses (instead of two). knife. normal clothing. Cloth +1) Combat Test — — — 4 — — DR — — — 3 — — 1H Spark Sword (shock damage. arm plates. 119 . but takes a twostep penalty to his Dodge Defense versus melee attacks (instead of five). brigandine vest. $230 Rank 30: Kite shield. steel plate helm. Apoth-O-Patch (2) Rank 25: Kite shield. reach) Combat Test 2 5 5 5 7 9 DR 2 4 4 4 5 6 Knife (blade damage. normal clothing. Unidote. brigandine pants. 1H spark sword (sparkbolt). pauldrons. Apoth-O-Patch Pro (3). longspear.
Beast Style Trees: Smash (SMA). brutish. and has the Leather +1 Weapon Trait (see Chapter 3). Ecology 2 2 2 3 Clobber Attack (blunt damage. they live out their days in seclusion. it’s thought that lab-created monsters came about during the Time Before as the result of unscrupulous genetic scientists that either wanted everstronger bodyguards or wanted to sell the perfect bodyguard to others. Monsters are living creatures and possess anywhere from rudimentary animal intelligence to genius-level insight. most nations outlaw their creation. A single over-sized fist has DR Power+2. many of the secrets involved in creating monsters were rediscovered and today they are created for countless reasons—nearly all of them nefarious. Wretched Bellow (WB) Aptitude Abilities: Wretched Bellow Combat Stance (Rank 20+) Vision: Normal vision Grid: One square Background Rank Scatter Attributes Power Agility Cognition Influence Expertise Blunt Weapons (P) Climbing (P) Intimidate (I) Running (P) Stealth (A) Survival (C) Swimming (P) Thrown Weapons (P) Unarmed (P) Defenses Endurance Dodge Perception Sanity Movement Initiative 10 2 1 1 2 1 — 1 — — 1 — — 1 2 1 1 2 3 15 3 1 1 3 1 1 1 — — 1 — 1 2 3 1 1 3 3 20 4 1 1 4 1 1 1 1 1 1 1 1 2 4 1 1 4 4 25 5 2 1 4 1 1 2 1 1 1 1 2 8 5 2 3 4 4 30 6 2 2 4 2 2 2 1 1 1 1 2 9 6 4 4 4 4 4 15 8 — — AD 1 WB 2 3 — 4 2 2 35 7 2 2 5 2 2 3 1 1 1 1 3 10 7 4 4 5 5 4 17 9 17 11 SMO 2 SMA 2 4 — 5 2 2 40 8 3 2 5 3 3 4 1 1 1 1 3 10 8 5 6 5 5 5 18 10 18 12 AP 2 WB 3 5 — 6 3 3 Though no one knows why. Fatigue Steps: 5/4/3/2/1/1 Core Ability: Monsters can use the Clobber Attack Combat Tactic. Regained: O. and angry. Leather +1) Combat Test 3 5 6 13 DR 4 5 6 7 Smash (blunt damage.MONSTER Melee Beast (Demon) Ranks: 10–40 Wound Steps: 5/4/3/2/1/1. The monster noted here is the most basic type found on Quantum—large. Monsters do not possess a singular appearance and no two look exactly alike. Most monsters are incapable of breeding. so once they escape their masters (or are set free by them). They are often comprised of dozens of bits and pieces from several species of beast or from the civilized races. FD: 5. they both breathe air and need sleep. Since the Time Before.) Combat Test — — — — DR — — — — Aptitudes Open ST — — SMO 1 AP 1 Beast ST — — WB 1 SMA 1 Natural AR Head — 1 2 3 Shoulders — — — — Chest — 1 2 3 Arms — 1 1 1 Legs — 1 1 1 Though monsters are found throughout Quantum. deals blunt damage. 120 . so they tend to be found roaming the Wilds or guarding the illegal laboratories of monster creationists in hidden-away places. They need to eat and drink water to survive. see page 112. and sometimes even possess the instincts of some of the creatures from which they were created. A Clobber Attack is an advanced Punch Attack exclusive to some beasts that can be performed with a single over-sized fist as an Attack Combat Tactic or as a Twin Strike Combat Tactic with both (Chapter 4).
Savage Bite (SB) Vision: Low-light vision Grid: 4x4 Background On Earth. Females are slightly smaller. typically in forests and grasslands. the short-faced bear can rear up on its hind legs and let forth a terrifying roar.C.000 B. short-faced bears possess a keen sense of smell and gain a five-step bonus on all Perception Defense dice tests that involve the sense of smell. Cloth +2) Combat Test — — — 5 DR — — — 5 Savage Bite 2 (blade & blunt damage.. lead solitary lives. Cloth +1) Combat Test 2 4 5 — DR 2 4 4 — Claw Attack (blade damage.800 lbs. Cloth +2. and can reach a terrifying height of 4m when rearing up on its hind legs. Fatigue Steps: 5/4/3/2/1/1 Core Ability: As a Core Action. Short-faced bears are found in middle-to-high altitudes. needing 35 lbs. is nearly 2m tall at the shoulders when walking. Male short-faced bears are by far more aggressive than females. Leather +2) Combat Test — — — — DR — — — — Aptitudes Open ST — — — SMO 1 Beast ST — — — SB 1 Natural AR Head — — 1 2 Shoulders — — — — Chest — — 1 2 Legs — — 1 1 on the part of humans and the extinction of larger prey animals.Rank Scatter Attributes Power Agility Cognition Influence Expertise Acrobatics (A) Climbing (P) Intimidate (I) Navigation (C) Running (P) Stealth (A) Survival (C) Swimming (P) Unarmed (P) Defenses Endurance Dodge Perception (Smell) Sanity Movement Initiative 5 1 1 1 1 — — — — — — — — 1 1 1 1 6 1 4 10 3 1 1 1 — 1 — — 1 1 — — 1 3 1 1 6 1 4 15 3 2 2 1 — 1 — — 1 1 1 1 2 3 2 2 7 1 4 20 3 3 2 2 1 1 1 1 1 1 1 1 2 3 3 2 7 2 5 25 4 4 2 2 1 2 1 1 2 1 1 1 3 4 4 2 7 2 6 7 — — 7 6 7 6 — — SMO 2 MA 1 3 — 3 2 30 5 4 3 2 1 2 1 1 2 2 1 2 4 5 4 3 8 2 7 8 — — 9 7 — — 9 7 SMO 3 SB 2 3 — 4 2 SHORT-FACED BEAR Melee Beast (Animal) 2 2 4 5 Bite Attack (blade & blunt damage. Short-faced bears are highly territorial and any perceived invasion of their territory is met with extreme violence. and only seek out females for mating. 121 . they were re-engineered and either released into the Wilds of Quantum or bred simply for display in zoos (no one knows for certain). but no less brutal when hunting or defending their young. They give birth to one or two cubs each year and the cubs take a year to reach maturity. Any defender who loses the Opposed Test gains the Demoralized condition for one round. Cloth +1) Combat Test 2 4 5 5 DR 3 5 5 5 Savage Bite 1 (blade & blunt damage. They are meat eaters. the short-faced bear (Arctodus simus) went extinct around 10. The average adult male short-faced bear weighs 1. The short-face bear then performs an Opposed Test (Influence + Intimidate) versus the Sanity Defense of all defenders in melee range.E. though they more commonly chase other predators off their kills rather than chase down prey themselves. of meat per day to survive. the short-faced bear is one of the dominant predator animals on Quantum. Ecology Ranks: 5–30 Wound Steps: 5/4/3/2/1/1. likely as the result of increased hunting skills and Clovis technology Today. Sometime during the Time Before. less aggressive. Beast Style Trees: Maneater (MA). Additionally.
Prime Distortion 2 (Ranks 30+) Vision: Ultraviolet vision Grid: One square 2 3 4 5 6 Punch Attack (ranged. Prime spirits are incapable of speech or other ordinary means of communication and so what. see page 113. PRIME Omnimancy Beast. if anything. PD: 6. They tend to appear more frequently near sources of great energy on Quantum. see page 113. Like all spirits. though the locations most likely to be haunted by Prime spirits seem to be remote and ruined sources of energy from the Time Before.SPIRIT. Barrage 1 (disruption damage. Because Prime spirits are tied elementally to the Prime Source and the Prime Source is found everywhere on Quantum. deep blue. These attacks are invisible and are not made with physical limbs. Ecology Background Like all other spirits. so too are Prime spirits found everywhere. A prime spirit may use this punch attack to target adjacent defenders as well as defenders within range. such as central Akyrema City. or electric green in color and sound like crackling electricity as they move or gesture. Beast Style Trees: Disruption Barrage (DB). Regained: O. such as ramshackle industrial sites. Prime spirits came into existence during the events that transpired at the end of the Time Before when Quantum first touched the Void. but usually appear as humanoid-shaped beings of pure. It is surmised by some in modern Quantum that Prime spirits are the “core spirits” or “central spirits. force damage. see Chapter 5) Combat Test 1 2 2 2 3 DR 4 4 4 4 5 Dis. Prime (Spirit) Attributes Power Agility Cognition Influence Expertise Academics (C) Intimidate (I) Navigation (C) Prime (C) Science (C) Spark (C) Stealth (A) Strange (C) Unarmed (P) Defenses Endurance Dodge Perception Sanity Movement Initiative Rank Scatter 5 1 1 1 1 — — — 1 — — — — — 1 1 1 1 3 10 1 1 2 2 — — — 2 — — — 1 1 1 1 2 2 3 15 1 1 3 3 — — 1 2 1 1 — 1 1 1 1 3 3 3 20 1 1 4 4 1 1 1 2 1 1 1 1 1 1 1 4 4 4 25 1 1 5 5 1 1 1 3 2 1 1 1 2 1 1 5 5 4 30 1 2 6 5 1 1 1 4 2 2 1 1 3 1 2 6 5 5 8 4 5 10 3 — — 35 2 2 7 5 1 1 1 5 2 2 1 2 4 2 2 7 5 5 9 6 7 12 3 12 4 Wound Steps: 5/4/3/2/1/1. Regained: O. Barrage 2 (disruption damage. crackling energy. Prime Steps: 5/4/3/2/1/1 Core Ability: Prime spirits possess punch attacks that deal force damage (see Chapter 5) at DR Power+3 and have a range in meters equal to the prime spirit’s Cognition Attribute. 122 .” evidenced by instances Prime spirits vary slightly in appearance. They are usually bright white. those reported Prime spirits were communicating to the others remains a complete mystery. Prime Distortion (PD) Aptitude Abilities: Prime Distortion 1 (Ranks 20-25). and wrecked Spark vehicles.) Combat Test — — — — 8 DR — — — — 3 Dis. decaying power stations.) Combat Test — — — — — DR — — — — — Aptitudes Open ST — — — SMO 1 MP 1† Beast ST — — — PD 1 DB 1 Natural AR Head — — 1 2 3 Shoulders — — — — — Chest 0 0 1 2 3 Arms — — 1 1 1 Legs — — 1 1 1 †Punch Attack SMO 2 MP 2† PD 2 DB 2 3 — 4 2 2 4 — 5 2 2 over the thousand years since the Time Before of Prime spirits appearing with other spirits and seemingly setting them to some task or another before vanishing. PD: 4.
There are no variations in appearance among Suria spirits: all of them float softly above the ground (though they do not seem to have the ability to fly). Prime Steps: 5/4/3/2/1/1 Core Ability: Suria Spirits possess a unique ability called Suria’s Warmth. flame damage.g. see page 112) Combat Test — — — — 3 4 DR — — — — 3 3 Flamejet (3m.) Combat Test — — — 5 7 9 DR — — — 3 3 3 Flameblast (5m. a new Combat Stance. Regained: O. and have six sets of translucent wings fluttering behind them. This ability grows stronger as the Suria Spirit ages.) Combat Test — — — — — 9 DR — — — — — 5 Enchantments ✓ ✓ ✓ Extinguish Flame 3 — — — ✓ ✓ ✓ Generate Flame — — — ✓ ✓ ✓ Generate Light — — — ✓ ✓ ✓ Vitrify 1 — — — ✓ Telekinesis 3 — — — — — Aptitudes Open ST — — — RR 1 SMO 1 PC 1 Beast ST — — — CR 1 AT 1 CR 2 Natural AR Head — — 1 2 3 3 Shoulders — — — — — — Chest — — 1 2 3 4 Arms — — 1 1 1 2 Legs — — 1 1 1 2 a Rank 10 Suria’s Warmth Combat Stance gives all friends and allies of the Suria Spirit within 1m AoE centered Regain 1 (see chapter 5). Suria’s Warmth gains +1m AoE centered in range and +1 Regain. every 10 ranks the Suria Spirit possesses. A Suria Spirit in the Suria’s Warmth Combat Stance spends the time between its turns Regaining the wound damage dots of friends and allies.. A Suria Spirit cannot heal itself with this ability. radiating comfortable warmth. Suria spirits came into existence during the events that transpired at the end of the Time Before when Quantum first touched the Void. Creator (CR) Aptitude Abilities: Rapid Regain 1 (Ranks 20+) Vision: Infrared vision Grid: One square Background Like all other spirits.) Combat Test — — — 5 7 9 DR — — — 3 3 3 Flamebolt (LoS. E. PD: 5. Esomancy (Spirit) SPIRIT. PD: 8. 1m AoE. humanoid form.Attributes Power Agility Cognition Influence Expertise Acrobatics (A) Apothecary (C) Intimidate (I) Prime (C) Science (C) Stealth (A) Strange (C) Survival (C) Unarmed (A) Defenses Endurance Dodge Perception Sanity Movement Initiative Rank Scatter 5 1 1 1 1 — — — 1 — — — — — 1 1 1 1 4 10 1 1 1 3 — 1 — 2 — — 1 — — 1 1 1 3 4 15 1 2 2 3 — 1 — 2 1 1 1 — 1 1 2 2 3 4 20 1 3 3 3 1 1 1 2 1 1 1 1 1 1 3 3 3 4 25 1 3 4 4 1 1 1 3 1 1 2 1 2 1 3 4 4 5 30 1 3 5 5 1 1 1 4 1 1 3 1 3 1 3 5 5 5 35 1 3 6 6 1 1 1 5 1 2 4 1 3 1 3 6 6 6 9 4 1 4 5 11 3 11 3 11 5 ✓ ✓ ✓ ✓ ✓ SMO 2 AT 2 4 — 5 2 2 Omnimancy Beast. SURIA 2 2 4 6 7 8 Unarmed Attack (blunt damage) Combat Test — — 2 2 3 4 DR — — 1 1 1 1 Anima Thump (root scale damage. Ecology Ranks: 5–35 Wound Steps: 5/4/3/2/1/1. Regained: O. 123 . Airships that approach Suria are the most frequent locations on Quantum for the appearance of Suria spirits and hauntings happen on the ground at the higher elevations. Regained: O. while Rank 30 gives Regain 3 within 3m AoE centered. Ignited condition. They are multi-colored and reflective. possess a feminine. PD: 3. Suria spirits are known to be somewhat benevolent even though they possess the same total obstinacy of all spirits. Beast Style Trees: Anima Thump (AT).
) Combat Test — — — 5 7 DR — — — 4 4 Enchantments ✓ ✓ Break/Repair Object 1 — — — ✓ ✓ Generate Darkness — — — ✓ ✓ Generate Smoke — — — ✓ ✓ Hallucination 2 — — — Accelerate 1 — — — — — Boost — — — — — Break/Repair Object 2 — — — — — Hallucination 3 — — — — — Aptitudes Open ST — — — EP 1 RR 1 Beast ST — — — CR 1 BO 1 Natural AR Head — — 1 2 3 Shoulders — — — — — Chest — — 1 2 3 Arms — — 1 1 1 Legs — — 1 1 1 Background Like all other spirits. Regained: O. In the millennia since the Time Before. they often appear when other spirits do only to immediately attack and attempt to destroy them. Rapid Regain 1 (Rank 25-30). A Void Spirit in the Babbling Madness Combat Stance spends the time between its turns radiating an aura of maddening whispers. Void (Spirit) Attributes Power Agility Cognition Influence Expertise Climbing (P) Deception (I) Intimidate (I) Navigation (C) Prime (C) Stealth (A) Strange (C) Theft (A) Unarmed (P) Defenses Endurance Dodge Perception Sanity Movement Initiative Rank Scatter 5 1 1 1 1 — — — — 1 — — — — 1 1 1 1 4 10 1 1 3 1 — — — — 2 1 — — 1 1 1 3 1 4 15 1 1 3 3 1 1 — — 2 1 1 — 1 1 1 3 3 4 20 2 2 3 3 1 1 1 1 2 1 1 1 1 2 2 3 3 4 25 2 3 4 3 1 2 1 1 3 1 1 1 2 2 3 4 3 4 30 3 3 5 3 1 3 1 1 4 1 1 1 3 3 3 5 3 4 8 6 3 9 3 — — 9 6 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ EP 2 CR 2 3 — 4 2 2 35 3 3 6 4 1 3 1 1 5 2 1 1 4 3 3 6 4 4 9 7 3 11 3 11 5 11 6 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ RR 2 BO 2 4 — 5 2 2 Ranks: 5–35 Wound Steps: 5/4/3/2/1/1. Prime Steps: 5/4/3/2/1/1 Core Ability: Void Spirits possess a new Combat Stance called Babbling Madness. and vile murmurs full of terror and violation. PD: 12.) Combat Test — — — — 7 DR — — — — 3 Bombshell 2 (5m. void damage. just violent action. Void spirits came into existence during the events that transpired at he end of the Time Before when Quantum first touched the Void. Void spirits have been a destructive force across Quantum.) Combat Test — — — — — DR — — — — — Voidtouch (void damage. PD: 11. Regained: O. insane screams. They never appear peacefully with other spirits—in fact. Rapid Regain 2 (Rank 35) Vision: Ultrasound Grid: One square 2 4 4 5 7 Unarmed Attack (blunt damage) Combat Test — 2 2 3 4 DR — 1 1 2 2 Bombshell 1 (5m. Beast Style Trees: Bombshell (BO). Creator (CR) Aptitude Abilities: Expanded Prime Damage Scale 1 (Rank 20-25). she gains the Panicked condition for one round (see Chapter 4). 1m AoE. 1m AoE. 124 . PD: 7. void damage. Regained: O.SPIRIT. Like all spirits. Void spirits are incapable of speech or other ordinary means of communication. Expanded Prime Damage Scale (Rank 30+). but Void spirits go one step further—they don’t even communicate with emotion. Any defender who begins her turn adjacent to a Void Spirit must perform an Opposed Sanity Defense Test versus the Void Spirit’s Influence + Deception—if the defender loses the test. VOID Omnimancy Beast.
Style Trees: Relentless (RE). As a non-sentient bot. Cloth +1) Combat Test — — — DR — — — Savage Bite (blade & blunt damage. These bands rarely number more than a handful of individual zombatons. Fatigue Steps: 5/4/3/2/1/1 Core Ability: Zombatons are extra resilient and harder to hit than their automaton cousins. Savage Bite (SB) Aptitude Abilities: Relentless 1 (Ranks 20-25). Relentless 2 (Rank 30) Vision: Normal vision Grid: One square Background Zombatons are the result of bad coding—they awaken just as normal automatons do.Rank Scatter Attributes Power Agility Cognition Influence Expertise Running (P) Unarmed (P) Defenses Endurance Dodge Perception Sanity Movement Initiative 5 1 1 1 1 — 1 6 6 6 6 4 10 3 1 1 1 — 1 8 6 6 6 4 15 4 2 1 1 1 2 9 7 6 6 4 20 4 3 2 1 2 3 9 8 7 6 4 5 7 5 1/1 5/5 7 5 1/1 5 — — — — MP 1† — 2 — 2 1 1 25 5 4 2 1 3 4 10 9 7 6 5 6 9 6 1/1 6/6 9 6 1/1 6 9 7 1/1 7/7 SMO 1 RE 1 3 — 3 2 2 30 6 5 2 1 4 5 11 10 7 6 6 7 11 7 11/11 7/7 11 7 11/11 7 11 8 11/11 8/8 SMO 2 SB 1 3 — 4 2 2 Melee Beast (Bot) ZOMBATON 2 2 3 Punch Attack (blunt damage) Combat Test 2 4 6 DR 1 3 4 Relentless Punch Attack (blunt damage) Combat Test — — — DR — — — Bite Attack (blade & blunt damage. Cloth +2) Combat Test — — — DR — — — Aptitudes Open ST — — — Beast ST — — — Natural AR Head — — 1 Shoulders — — — Chest — — 1 Arms — — 1 Legs — — 1 †Punch Attack the same locations. they’re instilled with a violent lack of intelligence. rarely reaching a decade old (assuming they manage to survive that long without being destroyed). Because zombatons don’t receive daily maintenance like their automaton cousins. Zombatons have appeared throughout the millennia since the Time Before. they have much shorter lifespans. but something goes wrong the moment they awaken and instead of being instilled with intelligence and sentience. they eventually find others like them and merge into wandering bands. Zombatons gain a five-step bonus to all of their defenses. attacking at random. Core Detriment: Zombatons are mindless beasts and can only ever be trained in two Expertise: Running and Unarmed. 125 . in Zombatons are found everywhere on Quantum. Ecology Ranks: 5–30 Wound Steps: 5/4/3/2/1/1. Additionally. wandering into villages. and awakening and attacking slavers plundering the storage places of other automatons. Cloth +2) Combat Test — — — DR — — — Relentless Savage Bite (blade & blunt damage. Though they possess no intelligence or language skills. something about their very nature draws them together and if individual zombatons aren’t destroyed in time. at Rank 10 they have three less Expertise ranks than a normal Rank 10 creature and this deficit increases by one for each additional five ranks (four less at Rank 15. but stories persist of bands of up to a hundred zombatons plundering distant Progenitor outposts or destroying remote towns or villages. they don’t need air to breath and they don’t sleep. and so on). five less at Rank 20. Cloth +1) Combat Test 2 4 6 DR 2 4 5 Relentless Bite Attack (blade & blunt damage.
Dice Test Table (d100) Result Type Step 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 Ace 100 –96 100 –95 100 –94 100 –93 100 –92 100 –91 100 –90 100 –89 100 –88 100 –87 100 –86 100 –85 100 –84 100 –83 100 –82 100 –81 100 –80 100 –79 100 –78 100 –77 100 –76 100 –75 100 –74 100 –73 100 –72 100 –71 100 –70 100 –69 100 –68 100 –67 100 –66 100 –65 100 –64 100 –63 100 –62 100 –61 100 –60 100 –59 100 –58 100 –57 100 –56 100 –55 100 –54 100 –53 100 –52 100 –51 100 –50 100 –49 100 –48 100 –47 Hit 95 –51 94 –50 93 –49 92 –48 91 –47 90 –46 89 –45 88 –44 87 –43 86 –42 85 –41 84 –40 83 –39 82 –38 81 –37 80 –36 79 –35 78 –34 77 –33 76 –32 75 –31 74 –30 73 –29 72 –28 71 –27 70 –26 69 –25 68 –24 67 –23 66 –22 65 –21 64 –20 63 –19 62 –18 61 –17 60 –16 59 –15 58 –14 57 –13 56 –12 55 –11 54 –10 53 –9 52 –8 51 –7 50 –6 49 –5 48 –4 47 –3 46 –2 Miss 50 –1 49 –1 48 –1 47 –1 46 –1 45 –1 44 –1 43 –1 42 –1 41 –1 40 –1 39 –1 38 –1 37 –1 36 –1 35 –1 34 –1 33 –1 32 –1 31 –1 30 –1 29 –1 28 –1 27 –1 26 –1 25 –1 24 –1 23 –1 22 –1 21 –1 20 –1 19 –1 18 –1 17 –1 16 –1 15 –1 14 –1 13 –1 12 –1 11 –1 10 –1 9 –1 8 –1 7 –1 6 –1 5 –1 4 –1 3 –1 2 –1 1 Mastery Apprentice (1) Apprentice (1) Apprentice (1) Apprentice (1) Apprentice (1) Apprentice (1) Apprentice (1) Apprentice (1) Apprentice (1) Apprentice (1) Journeyman (2) Journeyman (2) Journeyman (2) Journeyman (2) Journeyman (2) Journeyman (2) Journeyman (2) Journeyman (2) Journeyman (2) Journeyman (2) Master (3) Master (3) Master (3) Master (3) Master (3) Master (3) Master (3) Master (3) Master (3) Master (3) Legendary (4) Legendary (4) Legendary (4) Legendary (4) Legendary (4) Legendary (4) Legendary (4) Legendary (4) Legendary (4) Legendary (4) Mythic (5) Mythic (5) Mythic (5) Mythic (5) Mythic (5) Mythic (5) Mythic (5) Mythic (5) Mythic (5) Mythic (5) Ace Penalty 1 step 1 step 1 step 1 step 1 step 1 step 1 step 1 step 1 step 1 step 2 steps 2 steps 2 steps 2 steps 2 steps 2 steps 2 steps 2 steps 2 steps 2 steps 3 steps 3 steps 3 steps 3 steps 3 steps 3 steps 3 steps 3 steps 3 steps 3 steps 4 steps 4 steps 4 steps 4 steps 4 steps 4 steps 4 steps 4 steps 4 steps 4 steps 5 steps 5 steps 5 steps 5 steps 5 steps 5 steps 5 steps 5 steps 5 steps 5 steps 126 .
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