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Shaded Veil
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/ diceless roleplaying
Active Exploits is a diceless roleplaying system designed for quick and easy game play. The Active Exploits Core Rules are available on the
internet at http://www.pigames.net. Active Exploits Core Rules may be distributed in printed form or its original electronic format,
provided that you charge no fee and do not alter its contents or layout.
Copyright 2002 by Politically Incorrect Games and Brett M. Bernstein, All Rights Reserved.
Active Exploits and The Shaded Veil are trademarks of Politically Incorrect Games.
the veil
Astral Realm and our own world. The director is free to
determine the exact nature of the setting and may
determine if player characters are permitted to use special
abilities or not.
An interesting twist would be to set up a game where
all or some of the players portray the monsters.
T imes of Shading
/ 3
• the difficulty of all tasks involving the manifestation • the difficulty of all tasks involving the manifestation
ability during Imbolc are ¡ ability during Umhvar are ¡
OSTARA
Ostara marks the return of nature’s power over our Locations of Shading
the veil
the veil
referred to as totems or archetypes and do not manifest descendants of a strange offshoot of man and wolf. They
into our world except to make covenants with transform into both wolf and werewolf.
worshippers.. WILD ANIMALS
GHOSTS Even mortal animals in the wild can be a threat to any
Ghosts are the disembodied souls of the dead. It is adventurer.
believed that the soul departs the body for the Astral ZOMBIES
Realm shortly after death and is eventually reborn into a Zombies are animated corpses of the dead. Both human
new, suitable host. For one reason or another it is possible and animal corpses can be affected, but they are always
for souls to become trapped in the Astral Realm. In which controlled by a necromancer or free spirit.
case, they never find a new mortal body and roam the
incorporeal plains for all eternity.
Poltergeists are similar to ghosts except that their souls Dementia
have been subjected to terrible evils throughout each life Characters gain one level of dementia when faced with
cycle. Eventually, the soul becomes too corrupt to be extreme terror (murder of a family member, bloody crime
reborn and wanders the incorporeal plains seeking scenes, dismembered or walking corpses, etc.) or
revenge on those in the mortal realm. supernatural occurrences (seances, ghostly lights, seeing
SPECTRES a vampire turn into a bat, etc.). The director is free to
Spectres are less powerful entities which enigmatically determine appropriate situations for increasing a
manifest near patches of undisturbed areas of nature. character’s dementia. Some manifestation based skills
They roam swamps, lakes, forests, and the like. These may also induce dementia as described in the next
nature spirits can be childishly playful or violently section.
protective of their grounds.
SPIRITS
Spirits are weak entities which roam the Astral Realm.
They occasionally gain enough power to manifest in our
world for short periods of time.
Earthly Horrors
Many creatures also originate from our world. Their
form is varied, yet they always cause panic and dread.
CULTS
Many groups of worship exist in our world. They are
often contacted by one entity and carry out its wishes in
exchange for power.
VAMPIRES
These bloodsuckers have been around for thousands of
years. You do not want to run into one.
/ 5
TOME
2 Rules Addendum
New Potential Abilities New Gimmicks
NECROMANCY is the ability to command the spirits of the HAUNT
Astral Realm. Necromancy can be used in the following The Astral inhabitant is tied to a particular piece of land,
situation: structure, or individual and may not leave unless banished.
• using any necromancy based skill IMMORTALITY
The character does not age and will live forever unless
killed by a violent act.
MANIFESTATION is a spirit’s ability to manifest in our world.
This ability may only be used by Astral inhabitants. INVULNERABILITY
rules addendum
Manifestation can be used in the following situations: The character is supernatural in origin and does not
receive normal damage unless exposed to a vulnerability.
• using any manifestation based skill
Treat this gimmick as if the character has the following
• using any fitness based skill while in a corporeal armor characteristics:
state (manifested or in possession of a mortal or
damage type protection
corpse)
A 3
BC 2
New Mutable Abilities E 1
rules addendum
which can be used to damage an opponent. Examples are the spirit is forced to leave the body. Once exorcised, the
claws, fangs, tail, etc. Blunt weapons are classified as spirit may not return to the same body.
doing A1 damage, while sharp weapons are classified as ASTRAL PROJECTION (esp) FAM
B1. The character can remove his consciousness from his
NON-REFLECTIVE physical form while in a dream state. It then enters the
The character casts no reflection or shadow. Astral Realm in a non-interactive form. While the
character’s consciousness cannot communicate with
REGENERATION other Astral inhabitants, it is free to travel within the
The character heals at an accelerated pace; injury is confines of the Astral Realm and observe our world as a
restored by one grade per day and fatigue is restored by spirit would—without physical form. The character’s
one grade per hour. consciousness must return to its body within a specific
SHIVERS time frame (determined by skill level) or become trapped
The Astral inhabitant causes the air in his immediate in this incorporeal state forever.
vicinity to decrease in temperature. rating maximum time
apprentice fifteen minutes
TOLERANCE TO PAIN
proficient forty-five minutes
The character can ignore all penalties due to fatigue and
expert two hours
injury.
WIND CLAIRAUDIENCE (esp) FAM
The Astral inhabitant causes sudden breezes to This is the power to communicate with Astral
emanate from his location whenever he uses a inhabitants in the character’s immediate vicinity. He can
manifestation based skill. hear them as if they were speaking to him. They can also
understand the character when he speaks.
CLAIRVOYANCE (esp) FAM
New A ptitudes This is the power to see through the Veil and view Astral
PHOTOGRAPHY (reasoning) AM inhabitants in the character’s immediate vicinity.
This is the art of taking and developing photographs. The ANIMATE (necromancy) FAM
character is familiar with the complete photographic The character can bind a nearby spirit into a human or
process including the use of chemicals, papers, and animal corpse for the purposes of control. The spirit must
lenses. obey the character’s commands and in turn animate the
/ 7
corpse’s lifeless body. A contested task between the PUTREFY (manifestation) FAM
creature’s manifestation ability and the character’s The creature can cause food, plants, and insects to die
necromancy ability (and animate skill) determines if the and decay. A terrible stench often results.
spirit is forced to obey the character.
SILENCE (manifestation) FAM
BANISH (necromancy) FAM The creature can control the speech centers of the
The character can force any Astral inhabitant, except for human brain. The target character may not speak for up to
entities, to flee the immediate area or leave the body of a ten turns. The difficulty is based on the character’s
possessed mortal or corpse. It may not attempt to return discipline rating (see the manifest difficulty table).
for at least a day. A contested task between the creature’s
TERRORIZE (manifestation) FAM
manifestation ability and the character’s necromancy
The creature may manifest an incorporeal appearance
ability (and banish skill) determines if the inhabitant is
that strikes fear in one’s very soul. Characters that witness
forced to become banished.
the manifestation gain one level of dementia.
NAME (necromancy) FAM
rules addendum
relics
survived over a thousand years. It boosts any character’s
faith ability by two points when read. These blank scrolls are used to draw building plans.
When the plans are used, the builder receives two extra
points of effort toward the masonry skill.
THE IVORY QUEEN |4 reasoning|
This is a queen chess piece made out of ivory. It was
endowed with the magical ability to increase one’s THE HOLY GRAIL longevity, invulnerability
intelligence. Four points can be expended on reasoning This is the cup that Jesus Christ used during
based skills when in a character’s possession. Once used, the last supper. It gives a character the longevity
it becomes just another chess piece. gimmick, provided he drinks wine from it once per
week. Anyone holding the grail also receives the
invulnerability gimmick until he relinquishes it.
ZUTYA’S CRYSTAL BALL |+2 esp|
This relic was created by the powerful gypsy
medium, Zutya. It was in her family for five VAMPYR WINE |6 physical endowment|
generations until it mysteriously disappeared. It This is the bottled and preserved blood of a typical
increases a character’s esp ability by two points vampire. When ingested, the character receives a physical
when used. endowment of six points.
/ 9
TOME
4 Character Templates
T he templates presented here can be used as-is
or as examples of how to create characters
with similar goals and professions. The director
is free to allow any special abilities he considers
These templates are all modeled using dramatic level
guidelines and can easily be modified by the director to
reflect pulp or epic reality levels.
0 0 0 + 1 gimmicks
property (Tome of Antiquity)
fitness awareness creativity reasoning
convictions
Vampire Hunter AM
gimmicks
fugitive
character templates
convictions
+ 1 + 1 0 0 duty bound (hunting vampires: compulsion)
fitness awareness creativity reasoning aptitudes & academia
luck CCCCEE investigation (proficient), legends (apprentice), athletics
(apprentice), brawling (proficient), melee (expert),
discipline CCEEEE streetwise (apprentice)
Paranormal Investigator AM
gimmicks
prestige (as paranormal investigator)
convictions
0 + 1 0 + 1 impulsive (compulsion)
fitness awareness creativity reasoning aptitudes & academia
luck CCCCEE investigation (proficient), computers (proficient), electrical
(apprentice), legends (apprentice), photography
discipline CCEEEE (proficient), parapsychology (expert)
0 + 1 - 1 0
fitness awareness creativity reasoning
gimmicks
+ 2 prestige (as psychic), connections (media, police)
esp aptitudes & academia
luck CCCCEE legends (proficient), parapsychology (apprentice),
performance (apprentice), clairvoyance, clairaudience, or
discipline CEEEEE astral projection (expert)
Necromancer FAM
0 0 - 1 + 1 gimmicks
connections (followers)
fitness awareness creativity reasoning
convictions
+ 2 power hungry (compulsion)
necromancy aptitudes & academia
luck CCCCEE legends (apprentice), herbal medicine (apprentice),
animate (proficient), banish (apprentice), name
discipline CCEEEE (proficient)
Exorcist AM
0 0 0 0 gimmicks
connections (Vatican), multilingual (English, Latin)
fitness awareness creativity reasoning
character templates
convictions
+ 2 pious (Catholicism: commitment)
faith aptitudes & academia
luck CCCCEE literacy (proficient), design (apprentice), theology
(proficient), psychology (apprentice), inscription
discipline CCEEEE (apprentice), exorcism (expert)
gimmicks
connections (cult)
0 + 1 + 1 0 convictions
fitness awareness creativity reasoning
worship (overlord: commitment)
luck CCCCEE
discipline CCEEEE aptitudes & academia
subterfuge (apprentice), legends (proficient), literacy
endowment (overlord) CCCCEE (proficient), theology (apprentice), criminal (apprentice)
/ 11
Rogue Archaeologist AM
+ 1 0 0 + 1 gimmicks
fitness awareness creativity reasoning relic (Akheton’s Ring: |+2| haste), fugitive, wealth
+ 2 convictions
delusional (ring keeps him alive: compulsion)
relic
Witch FAM
0 0 0 0
fitness awareness creativity reasoning
Homeless Prophet AM
- 1 0 + 1 0 convictions
character templates
Police Detective AM
gimmicks
connections (cops), authority
+ 1 + 1 0 0 convictions
judicial (commitment)
fitness awareness creativity reasoning
convictions
egotist (compulsion), dependency (secret immortality
0 0 0 + 2 formula: compulsion)
fitness awareness creativity reasoning aptitudes & academia
luck CCCCEE pathology (proficient), pharmacology (expert), surgery
(proficient), genetics (proficient), general medicine
discipline CEEEEE (proficient)
Mad Scientist A
gimmicks
longevity
convictions
egotist (compulsion), dependency (secret immortality
0 0 0 + 2 formula: compulsion)
fitness awareness creativity reasoning aptitudes & academia
luck CCCCEE chemistry (expert), general medicine (proficient), biology
(proficient), criminal (apprentice), herbal medicine
discipline CCEEEE (apprentice), legends (apprentice)
Enlightened Magician AM
0 0 0 0
fitness awareness creativity reasoning
character templates
gimmicks
+ 2 prestige
esp aptitudes & academia
luck CCCCEE mesmerism (expert), telekinesis (apprentice), telepathy
(proficient), subterfuge (apprentice), performance
discipline CCEEEE (proficient), criminal (apprentice)
Endowed Artist AM
gimmicks
connections (art galleries)
0 0 + 2 0 convictions
fitness awareness creativity reasoning
worship (shambalan: commitment)
luck CCCCEE
discipline CCEEEE aptitudes & academia
crafts (apprentice), design (expert), art (proficient),
endowment (shambalan) CCCCEE literature (apprentice), forging (proficient)
/ 13
TOME
5 T he Horrors
Ghosts There comes a time when a mortal soul can withstand
only so much pain and suffering. When it reaches its limit,
+ 1
manifestation
gimmicks
discipline CCEEEE haunt (family members), shivers, manifest
gimmicks
+ 2 haunt (murder scene), shivers, manifest
manifestation
aptitudes & academia
discipline CCCCEE nightmares, gremlins
gimmicks
+ 3 haunt (battlegrounds), shivers, mist, manifest
manifestation
aptitudes & academia
discipline CCCCEE nightmares, gremlins
gimmicks
+ 3 haunt (house), shivers, wind, manifest
manifestation
aptitudes & academia
discipline CCCCCC terrorize, putrefy
gimmicks
+ 3 haunt (rustic villages), wind, manifest
manifestation
aptitudes & academia
discipline CCCEEE terrorize, silence, putrefy
gimmicks
+ 4 haunt (abandoned cottage in the woods), manifest
manifestation
aptitudes & academia
discipline CCEEEE terrorize, gremlins
+ 3
manifestation
gimmicks
discipline CCEEEE haunt (tree), manifest
gimmicks
+ 4 haunt (the sea), manifest
manifestation
aptitudes & academia
discipline CCEEEE lure, silence
(entities) and were stripped of power. They can manifest times, their jealousy of mortal freedoms motivates them
in various forms, including nymphs, hags, and wailing to manifest in our world and attempt to live as we do.
banshees. Many are capable of possessing human bodies or corpses.
Spirits possessing living bodies are called dybbukim, while
those in corpses are zombies.
Spirits Although, it is rare, spirits
T he Astral Realm is home to the spirits which have been known to animate
the horrors
are the servants of the entities. They are stone and earthen
sometimes granted power in order to manifest structures such as
in our world and carry out the entities’ wishes. Other gargoyles and golems.
/ 15
Vampires isolated from human society, while others prefer to hunt
mortals in their own backyards.
+ 2 - 1 + 1
fitness awareness manifestation
gimmicks
discipline CCEEEE tolerance to pain, vulnerability (water)
gimmicks
(varies) tolerance to pain
manifestation
aptitudes & academia
discipline CCCCCC possession
gimmicks
immortality, vulnerability (sunlight, fire, symbols of faith),
night vision, natural weapon (fangs), non-reflective,
regeneration, invulnerability
+ 3 + 2 0 0 convictions
dependency (human blood: compulsion), phobic (symbols
fitness awareness creativity reasoning of faith, running water: compulsion), phobic (garlic: habit)
luck CCCCEE aptitudes & academia
discipline CCCCCC |choose appropriate skills|
+ 2 convictions
dependency (human blood: compulsion), phobic (symbols
esp
of faith, garlic: commitment)
luck CCCCEE
discipline CCCCCC aptitudes & academia
mesmerism (proficient)
transformation CCCEEE |choose appropriate skills|
+ 4 convictions
dependency (human blood: compulsion), phobic (garlic:
esp
compulsion)
luck CCCCEE
discipline CCCCCC aptitudes & academia
mesmerism (expert)
transformation CCCCCC |choose appropriate skills|
Ghoul FAM
gimmicks
+ 1 0 0 0 longevity
the horrors
/ 17
Vampires sleep during the day, using abandoned transformed into a horrifying creature; that of half man and
buildings, crypts, caves, or whatever shelter is available. half wolf. His instincts took over and he mauled his entire
Sunlight is the vampire’s most serious threat and they will family. He awoke a few days later in an isolated area with
never willingly expose themselves to it. no memory of the past days’ events. Upon arriving back at
Vampires usually employ ghouls to protect them and his village, he learned of his family’s fate as well as his
perform chores during the day. The vampire makes them own.
drink some of his own blood which gives them Over the course of several months, the cursed man
supernatural physical ability. Ghouls receive a number of decimated half of the village’s population. He was finally
physical endowment points equal to the vampire’s fitness killed by a hunting party, but not before biting several
rating. These points will disappear after one week and can others. The ravaging continued the next month by those
only be regained by ingesting more of the vampire’s blood. who were bitten and the curse of the werewolf began to
Abilities, gimmicks, and convictions vary depending on spread throughout Europe and Asia.
the vampire’s age. The origins of the bloodline are unknown, but those born
into it do not carry the curse. It is purely a hereditary
condition and cannot be transmitted by any means other
Werewolves than reproduction. Members of the bloodline undergo
painful transformations into wolves during the new moon
L
ycanthropy is both a curse and
a bloodline. The curse has been and werewolves during the full moon.
traced back to a band of All werewolves act on instinct and are extremely
gypsies who traveled Europe ferocious. Their sharp fangs and long claws make them a
during the middle ages. After being formidable opponent. Only cursed werewolves are
driven off a patch of land, they put a curse vulnerable to silver (presumably, to give them a weakness
on a man, condemning him to a life of the gypsies could exploit should they become threatened).
uncontrollable savagery. The bloodlines are capable of regeneration, making them
On the first full moon after the incident, the man even more dangerous.
+ 4 + 1 convictions
fitness awareness raging (threat of attack: commitment)
luck CCCCEE aptitudes & academia
discipline CCCCEE brawling (proficient), athletics (proficient)
0 0 + 4
fitness awareness manifestation
gimmicks
discipline CCCCCC tolerance to pain, invulnerability
Zombies
S
the horrors
pirits can animate both animal and human parts still function as long as the spirit is in control of the
corpses and do not feel pain or possess body proper. Banishing the spirit, decapitation, or a bullet
values, moral or otherwise. They are in the head are the only ways to ensure that a zombie will
commonly controlled by necromancers. Severed body stay down.
/ 19
Wild Animals
Bat FAM
0 + 2 gimmicks
fitness awareness natural weapon (fangs), flying ability
luck CCEEEE aptitudes & academia
discipline CEEEEE brawling (proficient), athletics (proficient)
+ 2 0 gimmicks
fitness awareness natural weapon (teeth, claws, tail), natural armor
luck CEEEEE aptitudes & academia
discipline CCCCCE brawling (proficient), athletics (proficient)
+ 4 + 2 gimmicks
fitness awareness natural weapon (fangs, claws), natural armor
luck CCEEEE aptitudes & academia
discipline CCCCCC brawling (proficient), athletics (proficient)
+ 4 + 1 gimmicks
fitness awareness natural weapon (fangs), natural armor
luck CCEEEE aptitudes & academia
discipline CCCCEE brawling (proficient)
+ 4 0 gimmicks
fitness awareness natural weapon (fangs, constriction), natural armor
luck CCEEEE aptitudes & academia
discipline CCCCCE brawling (expert), athletics (proficient)
Rat FAM
0 + 2 gimmicks
fitness awareness natural weapon (teeth)
luck CCEEEE aptitudes & academia
discipline CEEEEE brawling (proficient), athletics (proficient)
0 0
fitness awareness
Wolf FAM
+ 2 + 2 gimmicks
fitness awareness natural weapon (fangs, claws)
luck CCEEEE aptitudes & academia
discipline CCCEEE brawling (expert), athletics (proficient)
the horrors
/ 21