You are on page 1of 24

Dungeons: The Dragoning 40,000 (7 th Edition)

Character Creation
Buying the 5th (and subsequent) dots in an attribute (Characteristic, Skill, background, etc.) cost double.
1. Determine Characteristic scores & Skills: Physical (Strength, Dexterity, Constitution), Mental (Intelligence, Wisdom, Willpower), &
Social (Charisma, Fellowship, Composure).
o Designate 1 group as primary, 1 as secondary, and the last as tertiary.
o All characteristics start with 1 dot. Spend 6 dots in primary group, 4 dots in secondary group, and 2 in tertiary group.
o For each characteristic that has at least 4 dots, pick a specialty (which allows you to reroll 1s on dice).
o Designate skill groups into primary (spend 8 points), secondary (spend 6 points) & tertiary (spend 4 points). Skills start at 0, and
can be raised to a max of 3 at this step. Advanced skills (marked *) can’t be used untrained.
Alternatively, spend XP on Characteristics & Skills (low power: 480; mid power: 520; high power: 560). Spend at least 90% here.
2. Choose your race. The “1/scene” powers gain an extra use at 3rd and 5th levels.
o Aasimar: +1 to WIS or CON, +1 to Command & Ballistics, starts with feats Jaded & Fearless. Size 5.
o Dark Eldarin: +1 to CHA or DEX, +1 to Deceive and Forbidden Lore. Warp Miasma (1/scene summon 4m-radius sphere of
darkness, duration = rounds per level). Size 3.
o Dragonborn: +1 STR or CHA, +1 to Command and Intimidation, Dragon Breath (1/scene breathe as Flamer weapon). Size 5.
o Eldarin: +1 WIS or INT, +1 to Academic Lore and Arcana, Warp Step (1/scene teleport speed×2 as half action LoS). Size 3.
o Elf: +1 WIS or DEX, +1 to Perception and Charm, Elven Accuracy (1/scene rerolled failed Weaponry or Ballistic test). Size 3.
o Gnome: +1 INT or FELL, +1 to Crafts and Academic Lore, +1 Weapon proficiency and +1 Armour Proficiency. Size 3.
o Halfling: +1 INT or FELL, +1 to Larceny and Deceive, Shifty (Static Defence = 10 + DEX×6 – Size×2). Size 2.
o Human: +1 to any Characteristic, +1 to any 2 skills, +1 Hero Point. Size 4.
o Ork: +1 to STR or WILL, +1 to Intimidation and Scrutiny, WAAAAAGH! (heal HP = Level at the start of combat). Size 5.
o Squat: +1 to CON or WILL, +1 to Crafts and Common Lore, Squat Toughness (+1 Resilience for determining HP lost). Size 3.
o Tau: +1 to INT or COMP, +1 to Common Lore and Persuasion, Fall Back (after dodging a melee attack, free withdraw action to
half speed). Size 4.
o Tiefling: +1 to DEX or CON, +1 to Intimidate and Weaponry, Bloody Minded (reroll damage dice of 1). Size 5.
3. Choose Exaltation.
4. Pick Starting Class.
5. Spend 7 points on Backgrounds – max 3 dots in each, unless XP is spent.
6. Alignment to a God; base Devotion is 6.
7. Spend 60 Experience Points:
o Improve a Characteristic: 10×rank
o Improve Devotion: 5×rank
o New skill: 10
o Improve a Skill: 5×rank
o New Weapon or Magic: 20*
o Improve a Weapon or Magic school: 10×rank*
o Buy an Asset: 10**
o Buy a Background dot: 10**
o Improve your Power Stat: 20×rank
o Buy a Feat: 10
o Hindrance: -10
* Capped at current Level
**Character creation only. Background dots above 3 cost double
8. Pick starting equipment.
o Earth: Hand Weapon, Autopistol OR Bow, Lasgun, Knife, Flak Jacket OR Chain Coat, Uniform OR Street Clothes, Rations
o Air: Hand Weapon, Las Pistol, Knife, Quilted Vest, Robes OR Bodyglove, Implement OR Charm, book of Poetry OR deck of
cards OR dice.
o Fire: Heavy Wrench (club), Las Pistol, Knife, Flak Vest, Combi-Tool, Data Slate, Torch, Bag of Random fiddly bits, Robes OR
overalls
o Water: Shotgun OR Autopistol OR Las Pistol, Fencing Sword, Mesh Vest, Street Clothes, Chrono, flask of brandy
o Void: Knife, Implement OR Magnoculars, Voidsuit, Autogun OR Pulse Rifle, Charm, Sunglasses, Classy outfit
9. Finishing Touches:
o Size: based on race. Human = 4.
o Static Defence: 10 + 3× (WIS+DEX) – size×2 – Armour Points
Character Questions
o Hit Points: WILL×2 + CON×2  What was your family life like?
o Mental Defence: 5 + 5×COMP  Where are you from?
o Resolve: WILL+COMP  How did you become a Hero?
o Speed: STR+DEX  When did you meet your Companions?
o Resilience: (Size + Level) ÷ 2(↑) +1.  How has power changed you?
o Hero Points: base 2, plus any bonuses.  What do you think of mortals?
 What motivates you to be a Hero?
 What will you sacrifice?
Characteristics and Skills
Physical Mental Social Characteristics Skills
Power Strength Intelligence Charisma Primary 6 8
Finesse Dexterity Wisdom Fellowship Secondary 4 6
Resistance Constitution Willpower Composure Tertiary 2 4
Skills Acrobatics* Academic Lore* Animal Ken
Athletics Arcana Charm
Ballistics Common Lore* Command
Brawl Forbidden Lore* Deceive
Drive Medicae* Disguise
Larceny Perception Intimidation
Pilot* Politics* Performer
Stealth Tech-Use* Persuasion
Weaponry Scrutiny *: trained skill only
When a characteristic or skill reaches 4 dots, it gains a specialty. When a specialty applies, reroll all ones on those tests. Examples below:
 Strength: Iron Grip, Reserves of Strength, Fists Like Anvils, Hurting People
 Dexterity: Fast Movement, Feline Grace, Lightning Reflexes, Perfect Aim
 Constitution: Tough as Nails, Tireless, Resolute, Stoic
 Charisma: Eloquent Speaker, Catch-Phrases, Genteel, Cutting Wit
 Fellowship: Persuasive, Seductive, Well-Reasoned, Charming Rogue
 Composure: Poise, Dignity, Unflappable, Fearless
 Intelligence: Trivia, Puzzle Solver, Book Knowledge, Creativity
 Wisdom: Attentive, Insightful, Experienced, Discerning
 Willpower: Getting the Jump on Others, Mental Resolve, Meditation, Ambushes
Skill specialties:
 Academic Lore* (INT): Archaic, Astromancy, Beasts, Cryptology, Heraldry, History, Law, Occult, Phillosphy, Psychology, etc.
 Acrobatics* (DEX): Jumping, Backflips, Totally Cool Awesome Gymnastics, etc.
 Animal Ken (COMP): Riding, Animal Training, Big Cats, Horses, Farm Animals, etc.
 Arcana (INT): Cultural Beliefs, Ghosts, Magic, Monsters, Superstitions, etc.
 Athletics (CON): Swimming, Climbing, Endurance Running, specific sports, etc.
 Ballistics (special): Fast Draw, Pistols, Sniping, Shotguns, etc.
 Brawl (special): Kung Fu, Karate, Jeet Kun Do, Solar Hero Style, Do, etc.
 Charm (FELL): Seduction, First Impressions, Begging, etc.
 Command (CHA): Oratory, Compelling, Open, Noble, Military, etc.
 Common Lore (INT): Sigil, Underworld, War, Tech, Animals, specific Crystal Spheres, specific Races, etc.
 Crafts (WIS): Forging, Painting, Sculpting, Sewing, Ship Repair, Jury-Rigging, etc.
 Deceive (CHA): White Lies, Con Jobs, Misdirection, etc.
 Disguise (FELL): Mimicking Voices, Mannerisms, Mask of a Thousand Faces, etc.
 Drive (DEX): Ground Vehicle, Hover Vehicle, Walker, etc.
 Forbidden Lore* (INT): Cults, Daemonology, Warp, Heresy, etc.
 Intimidation (CHA): Bluster, Physical Threats, Stare-Downs, Torture, etc.
 Larceny (DEX): Lockpicking, Pickpocketing, Prestidigitation, Security Systems, Safe-cracking, etc.
 Medicae* (WIS): First Aid, Pathology, Surgery, Pharmaceuticals, etc.
 Perception (WIS): Spot, Listen, Search, Taste, Touch, etc.
 Performer (FELL): Dancer, Musician, Singer, Storyteller, etc.
 Persuasion (CHA): Acting, Poetry, Fiction, Impromptu, Conversation, etc.
 Pilot* (DEX): Civilian Craft, Military Craft, Spelljamming Ship, etc.
 Politics* (WIS): Bribery, Elections, specific Crystal Spheres, Local, Scandals, etc.
 Scrutiny (WIS): Spotting Lies, Motives, Personalities, Emotion, etc.
 Stealth (DEX): Concealment, Silent Movement, Shadowing, Crowds, etc.
 Tech-Use* (INT): Computers, Repairing Machines, Reverse Engineering, etc.
 Weaponry (special): Knives, Swords, Improvised Clubs, Martial Arts, Axes, etc.
The combat skills (Ballistics, Brawl, and Weaponry) do not use Characteristics as the base. If you have the appropriate Weapon Proficiency feat,
you instead use your level: (skill+level)k(skill). Otherwise, the roll is (skill)k(skill).
Exaltations
Power stat maximum cannot be higher than level. Resource points can be spent in the following ways, in addition to Exalt-specific uses:
 Heal 1 Hit Point (out of combat only)
 Gain +1k0 to a skill Test
 Gain a reaction action
 Recover from being Stunned or Dazed.
No more resource points can be spent in a round than dots in the Power stat.
Exalts also have a specific set of Assets they can purchase. No more than one Exalt Asset can be purchased for a character.
If playing without Exalts, each character has a Resource pool called Effort, equal to Level + highest stat. Max spend/round = Level.
Atlantean
Powers:
 Magical Aptitude: Start with 1 free rank in any Magical School; purchase ranks in that school as if they appeared in any class progression
for the character. When rolling for Psychic Phenomena, roll twice and choose either or both effects.
 Prestidigitation: perform minor magical tricks as a half action.
 Past Lives: treat all skills as Basic. Begin with Speak Language (Syrneth).
 Paradox: when spending a Mote, gain 1 paradox. For each 9 kept on a magic test forces the character to unravel 1 paradox as a free action
(see below). To regain spent Motes, eliminate the paradox caused by their use, in one of two ways:
o Meditate for 1 hour to bleed out the excess warp taint in a dramatic but safe way.
o Spend a free action and roll for Psychic Phenomena.
Power stat = Gnosis. Resource Stat: Motes (CHA+INT+Gnosis×2).
1. Ancient Style: three skills have their cap increased to 6 dots, and you gain specialty (Syrneth) in each.
2. Empower Spell: spend 1 Mote to treat level and rank of Magic Schools as +3 for purposes of the next spell cast.
3. Excellence: spent 2 Motes in place of a Hero Point for any skill in which you have a specialisation.
4. Maximize Spell: before casting the spell, spend any number of Motes. Each Mote spent sets one die rolled to 10.
5. Quicken Spell: spend 1 Mote to cast a spell as a free action.
Chosen
Powers:
 Conviction: your Faith is capped at ½ Devotion as well as level. If your Faith is dropped below purchased level, higher powers are lost.
 Redeemed: if Faith is 2+, you can burn 1 Faith instead of a Hero point to survive.
 Divine Power: spend 1 Favour to replace any one rolled die with a 10 (not on Alignment Checks).
 Leeway: as long as you are pursuing the plans of your God, you get a bonus on Alignment Checks equal to Faith.
Power stat = Faith. Resource stat = Favour (Devotion + Faith), regained by special ritual.
1. Overbeing: gain an Aura equal to Faith×2.
2. Divine Protection: for first critical damage each round, roll d10 under Devotion to prevent the critical damage.
3. Prayer Strip: create a Prayer strip during ritual (max 1 per day, max total = Faith). It can be used as a Faith point, by you or any creature
you consider an ally.
4. Trial of Faith: whenever you keep at least one 1 on a dangerous test, recover 1 Favour.
5. Demigod: spend 1 Favour to add +10 to a test result (instead of +1k0).
Daemonhost
Powers:
 Demonic Tutor: start with 1 free rank in any Magical School; purchase ranks in this school as if it appeared in any of your class
progressions.
 Unholy Might: spend 1 Essence to add your Arcanoi rank to the rank of your Magical School for 1 test.
 Rejected by Creation: spend Essence turns into Resonance. To convert Resonance back into Essence, test Willpower TN 10 +
2/Resonance (free action). If the test fails, lose 1hp & convert 1 Resonance to Essence, then repeat if Resonance remains; if test passes,
convert 1 Resonance to Essence. For each 9 kept on a magic test, make a test as above immediately.
 Feeding: Daemonhosts have a Bite weapon (1k1 R; Melee; Brawling). For every hit point of damage they inflict with this weapon, convert
one Resonance to Essence.
Power stat = Arcanoi. Resource stat = Essence (WILL+CHA+Arcanoi×2).
1. Daemonic: reduce damage taken by CON+Arcanoi (except magical and silver damage).
2. Unnatural Characteristics: Characteristics may go to 6 dots.
3. Scorn Earth: you may hover at will, moving at normal speed in all directions.
4. Not of This World: ignore non-fatal effects of Critical Damage chart results.
5. Black Miracle: when a Daemonhost is killed, if a ritual is not performed (and not foiled by the Daemonhost burning a Hero point), the
Daemonhost reforms in a new vessel with the same stats after 1 week per Resonance in the Warp. Appearance can change or not.
Paragon
Powers:
 Destiny: +2 Hero Points
 Statuesque: +1 to a racial stat you haven’t chosen from your race.
 Flash: you are never surprised, and are aware of every attack directed at you.
 Perfection: gain one feat that has your race as a prerequisite.
Power stat = Excellence. Resource stat = Action Points (Level + Excellence), refreshed every session.
1. Under Pressure: At the start of each scene, gain Pressure Points = Excellence×3. Spend any number on a test to add +1 to the result.
Whenever an opponent spends a Resource Point, Pressure Point, or a Hero Point, or you lose Hit Points, recover a Pressure Point.
2. Swift as the Coursing River: after succeeding on a 2+-die stunt, recover 1 Action Point.
3. All the Force of a Great Typhoon: in battle, recover Pressure Points = Excellence at the start of each turn.
4. Strength of a Raging Fire: dice also explode on 9s.
5. Mysterious as the Dark Side of the Moon: whenever a Paragon uses a stunt on a test and succeeds, all allies attempting the same test gain a
bonus to their result equal to the Pressure Points the Paragon spent on their test.
Promethean
Powers:
 Living Construct: immune to Fatigue, Poison, and Disease; no need to Eat, Drink, Sleep, or Breathe. Cannot use a Bionic Heart.
 Refitting: no natural healing, or spending Pyros to heal. To repair: Craft + INT, TN 15 (if lightly wounded), 20 (if heavily wounded) or 25
(if critically wounded). A successful test recovers 1HP and takes 1 hour. Lost limbs need to be repaired (TN 25 ×5 tests).
 Disquiet: Prometheans take -2k1 on all social rolls against non-exalts, partially as a result of machine-like appearance.
 Superlative Constitution: track critical damage to each limb separately (5 destroys limb). Only critical damage to Gizzards is lethal. If
Head or Body destroyed, Promethean is unconscious until repaired.
Power stat = Generation (can only be increased at place of birth). Resource stat = Pyros (Generation×3).
1. Integrated Armour: armour = Generation + 3. Armour proficiency feats on class lists are counted as optional.
2. Integrated Weapons: integrate a number of weapons = Generation on body. Draw as free action. These weapons can’t be found normally.
3. Transhuman Potential: spend Pyros to boost a Characteristic by +1/Pyros for 1 test or 1 round (whichever is longer).
4. Recharge: for each damage taken from an E-type source recover 1 Pyros.
5. Warstrider: for 1 scene per day, double size and get +3 dots in physical Characteristics. Integrated weapons deal +1k1 damage due to
increased size.
Vampire
Powers:
 Old Money: +4 dots to spend on backgrounds.
 Undead Resilience: Undead, can’t be killed by critical damage, unless that comes from an E, X, silver, or magical source. Lethal Impact or
Rending damage renders the vampire unconscious until they spend enough blood to heal the Critical Damage beyond lethal levels.
 Sunlight Weakness: lose 1HP per round while in sunlight. Critical damage uses the E chart, and ignores armour. A vampire killed by
sunlight damage is turned to dust, and cannot be returned from the dead. Sun shades are sufficient protection, although they leave the
vampire uncomfortable.
 Blood Dependency: a vampire must spend 1 Vitae per day to remain active; otherwise, they lapse into a coma. Use Bite weapon (1k1 R;
Melee; Brawling) to drain 1 Vitae and give the victim 1 level of fatigue. A vampire may be fed blood while unconscious. Feeding from an
unconscious victim is limited to 1 Vitae; more immediately kills the victim.
Power stat = Blood Potency. Resource stat = Vitae (Blood Potency×5).
1. Auspex: can see in the dark; +1k0 to all perception tests.
2. Dread: spend 1 Vitae to gain Fear 1 until the end of the scene.
3. Celerity: spend 1 Vitae to gain an extra half action.
4. Potence: spend 1 Vitae to gain +3 Strength until the end of the scene.
5. Dominate: use Dominate (as the spell) by testing Blood Potency + Charisma, instead of the normal test.
Werewolf
Powers:
 Shifting: as a full action, change to Wolf Form or Warform.
o Wolf Form: +1k1 to all scent-based perception tests. +2 DEX, -1 Size, Bite weapon (1k1 R; Melee; Brawling).
o Warform: spend 1 Rage to enter form, maintain for only CON + Feral Heart. Can only attack or move towards an opponent. Gain
Stuff of Nightmares, +2 STR, +2 Size, +2 CON, Claw natural weapon (1k1 R; Melee; Brawling) & Bite (2k1 R; Melee; Brawling).
Weapons count as magical. If armour is not removed, it breaks and deals damage to the werewolf equal to its AP.
 Lycan Resilience: gain Armour Points = Feral Heart in Wolf Form & Warform. Can’t be killed by critical damage, except from E, X,
silver, or magical sources. Otherwise, this damage just knocks them unconscious until critical damage is regenerated. A werewolf may
spend Rage to recover HP in combat as a free action.
 Spirit Tongue: begin play with Speak Language (Spirits) feat.
 Silver Bane: halve size when calculating HP lost from silver weapons.
Power stat = Feral Heart. Resource stat = Rage (COMP+WILL+Level); regain Rage = Feral Heart at the start of each combat, and each night
when the moon rises.
1. Fast Healing: heal 1HP per round while in Wolf Form of Warform, except damage dealt by E, X, silver, or magic. Critical damage is
healed 1/hour.
2. Spirit Sight: can see into the spirit world (Feral Heart + WIS to activate). Lasts until end of scene. See any lingering magical auras, and
traces of major events that may have taken place there.
3. Quick Shift: shift as a half action instead of full action.
4. Sacred Hunt: spend ~6 hours on hunting a superlative example of an animal (without resting until the hunt is complete). Once they have
drunk of the heart’s blood of their prey, they may assume the precise form of that animal by spending 2 Rage.
5. Spirit Walk: enter the Umbra (Feral Heart + WIS vs TN 20+) via a reflective surface. Beings holding the werewolf’s hand can come. The
Umbra is a dangerous, spirit-haunted parallel world.
Classes
Characters can only advance Characteristics and Skills in their class list. Class list can’t be changed until all class feats not marked optional (*)
have been taken. Once a class is completed, get the Completion Bonus listed. A character’s level is equal to their highest level class. A
character can’t take a class that is more than 1 higher than their current highest class.
Free Study: After finishing a class, a character can enter Free Study before declaring their next class. While in Free Study, the character can
spend XP normally on the characteristics, skills, sword schools & gun kata, and optional feats of previous classes, and spend XP to improve
other characteristics and skills at double the price. You can’t buy feats that aren’t on your class lists. (! Feats for new pre-requisites at x2)
Generic 1st-Level Classes
Class Characteristics, Skills, and Feats Completion
Characteristics: DEX, COMP, WIS +2 max HP
Ratchatcher Skills: Crafts, Animal Ken, Common Lore, Perception, Larceny, Stealth, Deceive, Performer, Disguise
Feats: Common Sense, Fast Reflexes*, Blind Fighting, Light Sleeper, Obtain Familiar, Weapon Prof (Basic)
Characteristics: INT, WILL, WIS 1 Specialty in
Scholar Skills: Arcana, Academic Lore, Common Lore, Forbidden Lore, Politics, Tech-Use any skill
Feats: Eidetic Memory, Speak Language (Any), Skill Focus (Any Lore), Peer (School), Expanded Knowledge
Characteristics: STR, CON, WIS 1 Specialty in
Initiate Skills: Academic Lore, Forbidden Lore, Medicae, Crafts any skill
Feats: Divine Ministration, Hatred (Heretics), Minor Magic, Peer (Religious Organisation), Weapon Prof (Basic)*
Characteristics: STR, CON, WIS +2 max HP
Skills: Command, Scrutiny, Common Lore, Athletics, Ballistic, Weaponry, Perception, Brawl
Mercenary
Feats: Armour Prof (Light), Armour Prof (Medium)*, Speak Language (Any), Peer (Mercenary Organisation),
Sound Constitution, Weapon Prof (Basic)
Characteristics: any –
Peasant Skills: Crafts, Common Lore, Animal Ken, Scrutiny, Performer
Feats: Luck, Common Sense, Skill Focus (Any)*, Sound Constitution*, Unremarkable
Characteristics: INT, WIS, FELL +1 to any
Skills: Tech-Use, Drive, Common Lore, Academic Lore, Larceny, Deceive noncombat
Hacker
Feats: Gain Access, Eidetic Memory, Paranoia, Unremarkable, Upgraded (Uncommon), Peer (Hacker Opposed
Organization), *Skill Focus (any) Tests
Characteristics: STR, WILL, CHA +1 Resource
Punk Skills: Acrobatics, Athletics, Brawl, Intimidation, Performer, Drive Point
Feats: Headstrong, Discipline, Unarmed Warrior, Hardy, Luck
Characteristics: CHA, WIS, COMP Gain the feat
Noble Skills: Command, Politics, Scrutiny, Charm “Courtier’s
Feats: Decadence, Peer (Subjects), Skill Focus (Command), Redshirt Shield, *Peer (any) Privilege”
Characteristics: DEX, WIS, STR +1 to all
Skills: Animal Ken, Common Lore, Perception, Weaponry, Athletics, Ballistics, Stealth attack tests
Huntsman
Feats: Expert Tracker, Heightened Senses (any), Hatred (any), Peer (Hunter Organization), Weapon Prof (Basic), against non-
*Armour Prof (Light), *Skill Focus (any) sentient foes.
Characteristics: STR, WIS, CHA +1 to all
Sailor Skills: Tech-Use, Crafts, Arcana, Common Lore, Ballistics, Persuasion, Pilot Manoeuvre
Feats: Ship Feat (Mir Wor, Det Ana, Acc Los, Wor Bar), Jack of all Trades, Peer (Ship Crew), Skill Focus (any) Actions
Adventurer
Characteristics: INT, FELL, DEX. Skills: Academic Lore, Common Lore, Arcana, Forbidden Lore, Perception, Tech-Use, Athletics,
Weaponry, Ballistics, Disguise, Scrutiny.
Class Prerequisites Feats
1: Field Academic Lore 3, Forbidden Lore 3 Decipher Glyphs, Eidetic Memory, Walking Library, *Speak Language (any), *Skill
Archaeologist Focus (any Lore)
Academic Lore 3, Forbidden Lore 4, Catfall, Professional Riddle-Breaker, Protocol, *Fleet of Foot, *Speak Language
2: Lost Seeker
Decipher Glyphs (any), *Skill Focus (any Lore)
3: Dungeon Academic Lore 4, Forbidden Lore 4, Following the Hunch, Trusty Sidearm, Weapon Prof (Basic), *Skill Focus (any
Creeper Professional Riddle Breaker Mental), *Speak Language (any)
4: Tomb Academic Lore 5, Forbidden Lore 4, Blind Fighting, Danger Sense, Keep Running, Mental Map, *Skill Focus (any
Raider Following the Hunch Mental), *Speak Language
5: Raider of Academic Lore 5, Forbidden Lore 5, Superior Archaeological Awareness, *Skill Focus (any Mental), *Speak Language,
the Lost Mental Map *Weapon Focus (same as Trusty Sidearm)
McGuffin
Completion Bonus: +1 Static Defence against traps
Assassin
Characteristics: DEX, INT, FELL. Skills: Perception, Common Lore, Acrobatics, Ballistics, Larceny, Stealth, Weaponry, Scrutiny, Persuasion,
Charm, Deceive, Athletics, Pilot, Disguise, Brawl. Sword Schools: Shadow Hand, Setting Sun
Class Prerequisites Feats
(Weaponry or Ballistics) 2, Stealth 2 Fast Reflexes, Blind Fighting, Improved Feint, Catfall, Two-Weapon Fighting,
1: Sell-Steel
*Weapon Prof (Any), Weapon Prof (Basic)
(Weaponry or Ballistics) 2, Stealth 3, Sneak Attack, Armour Prof (Light), Catfall, Far Shot OR Furious Assault, Skill Focus
2: Nighthawk
Improved Feint (any), *Skill Focus (any), *Weapon Prof (any)
(Weaponry or Ballistics) 3, Stealth 3, Fleet of Foot, Quick Draw, Swift Attack OR Deadeye Shot, Back Stab, Weapon Focus
3: Assassin
Sneak Attack (any), Skill Focus (any), *Skill Focus (any), *Weapon Prof (any)
(Weaponry or Ballistics) 4, Stealth 4, Crack Shot OR Crushing Blow, Hard Target, Luck, Jaded, Skill Focus (any), *Skill
4: Freeblade
Back Stab, Quick Draw Focus (any), *Weapon Prof (any)
5: Nihilator (Weaponry or Ballistics) 5, Stealth 5, Step Aside, Assassin Strike, Counter Attack, Improved Back Stab, Devastating
Back Stab, Quick Draw, Luck, Jaded Critical, Skill Focus (any), *Skill Focus (any), *Weapon Prof (any)
Completion Bonus: +1 to initiative rolls per level
Barbarian
Characteristics: STR, CHA, CON. Skills: Crafts, Athletics, Drive, Weaponry, Intimidation, Animal Ken, Brawl, Acrobatics.
Class Prerequisites Feats
Weaponry 2, Athletics 1 Frenzy, Danger Sense, Armour Prof (light), Power Attack, Weapon Prof (any),
1: Feral
*Weapon Prof (any)
Weaponry 3, Athletics 2, Frenzy Jaded, Quick Draw, Light Sleeper, Powerful Charge, *Weapon Prof (any), Weapon
2: Savage
Focus (any)
Weaponry 4, Athletics 3, Powerful Crushing Blow, Furious Assault, Swift Attack, Armour Prof (medium), *Weapon Prof
3: Rager
Charge, Frenzy (any)
Weaponry 5, Athletics 4, Crushing Battle Rage, Fearless, Iron Jaw, Cleave, *Weapon Prof (any), *Weapon Focus (any)
4: Barbarian
Blow, Frenzy
Weaponry 5, Athletics 5, Battle Rage, Devastating Critical, True Grit, Lightning Attack, Armour Prof (heavy), *Weapon
5: Berserker
Frenzy Prof (any)
Completion Bonus: +1 to melee damage
Bard
Characteristics: CHA, FELL, DEX. Skills: Academic Lore, Common Lore, Medicae, Politics, Arcana, Acrobatics, Larceny, Performer,
Persuasion, Charm, Deceive, Disguise, Tech-Use, Scrutiny, Command. Sword Schools: White Raven, Diamond Mind. Magic Schools:
Enchantment, Illusion.
Class Prerequisites Feats
Charisma 3, Common Lore 3, Speak Language (any), Luck, Jack of All Trades, Peer (any), Weapon Prof (Melee 2)
1: Minstrel
Performer 1
CHA 3, Common Lore 4, Performer Speak Language (any), Peer (any), Catfall, Armour Prof (light), Skill Focus (any)
2: Bard
2, Enchantment or Illusion at 1
CHA 4, Common Lore 4, Performer Speak Language (any), Peer (any), Weapon Focus (fencing), Decadence, Skill Focus
3: Skald
3, Enchantment or Illusion at 2 (any)
CHA 4, Common Lore 4, Performer Speak Language (any), Fearless, Good Reputation (any), Spell Focus (Enchantment or
4:
4, Enchantment or Illusion at 2, Illusion), Skill Focus (any)
Swashbuckler
Decadence, Speak 5+ languages
CHA 5, Common Lore 5, Performer Speak Language (any), Expanded Knowledge, Heightened Senses (Hearing), Sound
5: Master
5, Enchantment or Illusion at 3, Constitution, Skill Focus (any)
Bard
Fearless, Decadence, Good Rep.
Completion Bonus: +1 dot to a skill with a rank lower than your level.
Cleric
Characteristics: WILL, WIS, COMP. Skills: Medicae, Academic Lore, Forbidden Lore, Arcana, Weaponry, Intimidation, Persuasion,
Command. Magic Schools: Abjuration, Divination, Healing, Necromancy, Transmutation.
Class Prerequisites Feats
Academic Lore 2, Forbidden Lore 2 Pure Faith, Powerful Charge, Hatred (Heretics), Armour Prof (light), Tested, Weapon
1: Priest
Prof (basic), *Weapon Prof (Melee 1)
Academic Lore 2, Forbidden Lore 3, Peer (Religious Order), Spell Focus (any), Sound Constituion, Armour Prof (medium),
2: Preacher
Healing or Abjuration at 1 Virgil’s Guidance, *Weapon Prof (any)
Academic Lore 3, Forbidden Lore 4, Divine Ministration, True Grit, Spell Focus (any), Channel Energy, *Weapon Focus
3: Cleric
Healing or Abjuration at 2 (any)
Academic Lore 4, Forbidden Lore 4, Armour Prof (heavy), Absolution, Good Reputation (Religious Order), Sound
4: Zealot
Healing or Abjuration at 3 Constitution, *Skill Focus (any), Greater Spell Focus
Academic Lore 5, Forbidden Lore 5, Fearless, Armour of Contempt, Purge the Unclean, Greater Spell Focus
5: Bishop
Healing or Abjuration at 4
Completion Bonus: +1 to maximum HP
Courtier
Characteristics: CHA, FELL, COMP. Skills: Academic Lore, Animal Ken, Charm, Command, Common Lore, Crafts, Deceive, Disguise,
Forbidden Lore, Intimidation, Larceny, Perception, Performer, Persuasion, Politics, Scrutiny, Stealth
Class Prerequisites Feats
Persuasion 2, Scrutiny 2 Feats: Courtier’s Privilege, Peer (any), Research, *Eidetic Memory, Skill Focus
1: Negotiator
(Charm), *Skill Focus (any)
Persuasion 3, Scrutiny 2, Peer (any) Feats: Protocol, *Chem Geld, Courtier’s Privilege, Good Reputation (any), *Skill
2: Courtier
Focus (any), Decadence
Persuasion 3, Scrutiny 3, Protocol Feats: Courtier’s Privilege, Master of Disguise, Mediation, *Peer (any), *Skill Focus
3: Diplomat
(any)
Persuasion 4, Scrutiny 4, Master of Feats: Courtier’s Privilege, Just As Planned, *Good Reputation (any), *Skill Focus
4: Legate
Disguise (any)
Persuasion 5, Scrutiny 5, Just As Feats: Courtier’s Privilege, Air of Authority, Armour of Contempt, *Peer (any), *Skill
5: Emissary
Planned Focus (any)
Completion Bonus: +1 Resolve
Druid
Characteristics: WIS, WILL, COMP. Skills: Animal Ken, Brawl, Common Lore, Crafts, Forbidden Lore, Medicae, Scrutiny. Magic Schools:
Healing, Transmutation, Divination.
Class Prerequisites Feats
Animal Ken 2, Brawl 1 Feats: Armour Prof (Light), Druid’s Oath, Animal Companion, Heightened Senses
1: Ovate
(any), *Weapon Prof (Basic)
2: Oak- Animal Ken 3, Drawl 2, Druid’s Oath Feats: Heightened Senses (any), *Light Sleeper, Wild Empathy, Wild Shape, Mana
Knower Generator
Animal Ken 4, Brawl 3, Wild Feats: Heightened Senses (any), Nature Sense, Were-form, *Spell Specialisation
3: Druid
Empathy (Transmutation), *Unremarkable
4: Archdruid Animal Ken 5, Brawl 4, Were-form Feats: Danger Sense, Heightened Senses (any), *Virgil’s Guidance, Expert Tracker
Animal Ken 5, Brawl 5, Expert Feats: *Beastmaster, *Improved Wild Shape, *Naturalize, Heightened Senses (any)
5: Patriarch
Tracker
Completion Bonus: Gain the feat Improved Animal Companion
Fighter
Characteristics: STR, CON, INT. Skills: Crafts, Athletics, Brawl, Drive, Ballistics, Weaponry, Intimidation, Perception, Command. Weapon
Schools: any Sword School OR any Gun Kata.
Class Prerequisites Feats
Weaponry 2, Athletics 1 Hardy, Armour Prof (light), *Armour Prof (medium), Power Attack, Weapon Prof
1: Swordsman
(any)
Weaponry 3, Athletics 2, Power Blind Fighting, Jaded, Quick Draw, Armour Prof (medium), *Armour Prof (heavy),
2: Myrmidon
Attack Weapon Prof (any), Weapon Focus (any)
Weaponry 4, Athletics 3, Blind Crushing Blow OR Crack Shot, Combat Insight, Swift Attack, *Armour Prof (heavy),
3: Fight Guy
Fighting, Quick Draw *Armour Prof (Extreme), *Weapon Prof (any), Weapon Specialisation (any)
Weaponry 5, Athletics 4, Swift Fearless, Iron Jaw, Armour Specialisation, Combat Master, Wall of Steel, *Armour
4: Fighter Attack, Combat Insight Proficiency (extreme), *Weapon Prof (any), *Weapon Focus (any), Improved Weapon
Focus
5: Master Weaponry 5, Athletics 5, Swift Counter Attack, True Grit, Blademaster, Lightning Attack, *Weapon Proficiency
Fight Guy Attack, Combat Master (any), *Weapon Specialisation (any), Improved Weapon Proficiency (any)
Completion Bonus: +1 to all Melee attack tests
Guardsman
Characteristics: STR, DEX, WILL. Skills: Perception, Athletics, Drive, Ballistics, Weaponry, Command, Pilot. Sword Schools: Iron Heart.
Class Prerequisites Feats
Ballistics 2, Athletics 1 Sound Constitution, *Sound Constitution, Armour Proficiency (light), Quick Draw,
1: Conscript
Weapon Prof (any), Jaded
Ballistics 3, Athletics 2, Quick Draw, Sound Constitution, *Sound Constitution, Double Tap, Crack Shot, Far Shot, Armour
2: Guardsman
Sound Constitution Prof (medium), *Weapon Prof (any), Weapon Focus (any)
Ballistics 4, Athletics 3, Crack Shot, Sound Constitution, *Sound Constitution, Hip Shooting, Fast Reflexes, Deadeye Shot,
3: Sergeant
Far Shot *Armour Prof (heavy), *Weapon Prof (any), Weapon Focus (any)
Ballistics 5, Athletics 4, Deadeye Sound Constitution, *Sound Constitution, Fearless, Iron Jaw, Armour Specialisation,
4: Grenadier
Shot Hard Target, *Armour Prof (Extreme), Weapon Prof (any), *Weapon Focus (any)
5: Ballistics 5, Athletics 5, Iron Jaw, Sound Constitution, *Sound Constitution, True Grit, Sharpshooter, Fan the Hammer,
Stormtrooper Deadeye Shot *Armour Prof (Power), *Weapon Prof (any)
Completion Bonus: +1 to all Ranged attack tests
Mage Knight
Characteristics: CHA, STR, DEX. Skills: Arcana, Academic Lore, Acrobatics, Athletics, Command, Performer, Weaponry.
Class Prerequisites Feats
Arcana 2, Weaponry 2 Feats: * Extra-Curricular Study, Arcane Blade, Arcane Mark, Tested, *Armour Prof
1: Spellsword
(Light), *Weapon Prof (Basic)
Arcana 3, Weaponry 3, Arcane Blade * Extra-Curricular Study, Iron Tower, Mana Generator, Danger Sense, Weapon Focus
2: Swordmage
(any), *Weapon Prof (Melee 2)
Arcana 3, Weaponry 4, Mana *Extracurricular Study, Spell Parry, *Armour Prof (Medium), Weapon Specialization
3: Runeblade
Generator (any), *Weapon Prof (Melee 3)
4: Arcane Arcana 4, Weaponry 4, Spell Parry *Extra-Curricular Study, Swift Attack, Sword Beam, Daggerspell Stance, *Weapon
Knight Prof (Melee 1)
5: Sorcerer- Arcana 5, Weaponry 5, Sword Beam * Extra-Curricular Study, Blademaster, Spell Shield, *Armour Prof (Heavy),
Swordsman *Weapon Prof (any)
Completion Bonus: When using an Implement, reduce Focus Power TNs by 1.
Magic User
Characteristics: INT, CHA, WILL. Skills: Arcana, Academic Lore, Common Lore, Forbidden Lore, Scrutiny, Deceive. Magic Schools:
Abjuration, Evocation, Illusion, Conjuration, Divination, Necromancy.
Class Prerequisites Feats
Academic Lore 2, Arcana 3 Obtain Familiar OR Implement Focus, Eidetic Memory, Foresight, *Tested, *Weapon
1: Apprentice
Prof (ordinary)
Academic Lore 3, Arcana 3, 2 Magics Spell Book, Spell Focus, Improvisational Magic, Strong Minded, Wizard Tradition,
2: Aspirant
at 1, Foresight *Tested, *Skill Focus (any lore)
Academic Lore 3, Arcana 4, Magics Spell Book, Spell Penetration, Touch Spell Specialization, Wizard Tradition, *Tested,
3: Magic User
at 2, Foresight *Skill Focus (any lore)
Academic Lore 4, Arcana 4, 1 Magic Spell Book, Greater Spell Focus, Mental Fortress, Wizard Tradition, *Skill Focus (any
4: Sorcerer
at 3, 2 Magics at 3, Spell Focus lore)
5: Master Academic Lore 5, Arcana 5, 1 Magic Spell Book, Archmage Tradition, Greater Spell Penetration, Spell Mastery, *Skill
Sorcerer at 4, 2 Magics at 3, Spell Penetration Focus (any lore)
Completion Bonus: +1 to all Focus Power tests
Monk
Characteristics: WIS, WILL, DEX. Skills: Academic Lore, Acrobatics, Athletics, Common Lore, Scrutiny, Stealth, Brawl, Weaponry. Sword
Schools: Setting Sun, Shadow Hand, Diamond Mind.
Class Prerequisites Feats
Brawl 2, Acrobatics 1, Athletics 1 Feats: Unarmed Warrior, Catfall, Fleet of Foot, Wholeness of Body, *Skill Focus
1: Brother
(Athletics), *Weapon Prof (Basic)
Brawl 3, Acrobatics 2, Athletics 2, Feats: Improvisational Warrior, Ki Strike, Evasion, *Strong Minded, Mediation,
2: Disciple
Unarmed Warrior Combat Sense
Brawl 3, Acrobatics 3, Athletics 3, Ki Feats: Stunning Fist, Diamond Body, Improvisation Master, *Skill Focus
3: Monk
Strike (Acrobatics), Defensive Mobility
4: Immaculate Brawl 4, Acrobatics 4, Athletics 4, Feats: Unarmed Master, Perfect Self, Improvisational Savant, *Swift Attack, *Wall of
Master Stunning Fist Steel
5: Grand Brawl 5, Acrobatics 5, Athletics 5, Feats: Iron Fist, Feather Step, Counter Attack, Step Aside
Master of Unarmed Master
Flowers
Completion Bonus: Wholeness of Body provides +1 Armour
Paladin
Characteristics: WILL, WIS, CON. Skills: Medicae, Academic Lore, Forbidden Lore, Arcana, Weaponry, Intimidation, Persuasion, Command.
Sword Schools: White Raven, Devoted Spirit, Stone Dragon
Class Prerequisites Feats
Weaponry 2, Forbidden Lore 2 Pure Faith, Sound Constitution, Powerful Charge, Hatred (Heretics), Armour Prof
1: Gallant
(Light), Weapon Prof (Melee 1)
Weaponry 2, Forbidden Lore 3, Pure Peer (Religious Order), Guardian, Sound Constitution, Armour Prof (Medium), Divine
2: Protector
Faith Bond, Divine Grace, *Weapon Prof (Any)
Weaponry 3, Forbidden Lore 4, Sound Constitution, Divine Ministration, True Grit, *Armour Prof (Heavy),*Weapon
3: Defender
Guardian, Divine Bond Focus (Any), Swift Attack
Weaponry 4, Forbidden Lore 4, *Armour Prof (Extreme), Sound Constitution, Good Reputation (Religious Order),
4: Paladin
Divine Ministration Sound Constitution, Wall of Steel, Blademaster, *Skill Focus (Any)
Weaponry 5, Forbidden Lore 5, Wall Armour Specialization (any), Sound Constitution, Fearless, *Armour Prof (Power),
5: Chevalier
of Steel Armour of Contempt, Death Before Defeat
Completion Bonus: +1 Armour Point while wearing armour.
Thief
Characteristics: DEX, INT, FELL. Skills: Perception, Common Lore, Acrobatics, Ballistic, Larceny, Stealth, Weaponry, Scrutiny, Persuasion,
Charm, Deceive, Pilot, Disguise, Tech-Use. Sword Schools: Shadow Hand, Diamond Mind
Class Prerequisites Feats
Larceny 2, Stealth 2 Danger Sense, Fast Reflexes, Blind Fighting, Improved Feint, *Weapon Prof (Basic),
1: Outcast
Weapon Prof (Melee 2), *Weapon Prof (Throwing)
Larceny 2, Stealth 3, Danger Sense Sneak Attack, Armour Prof (Light), Catfall, Evasion, Two Weapon Fighting, Skill
2: Outlaw
Focus (any), *Skill Focus (any)
Larceny 3, Stealth 3, Evasion Fleet of Foot, Quick Draw, Back Stab, Weapon Focus (Fencing), Skill Focus (any),
3: Renegade
*Skill Focus (any)
Larceny 4, Stealth 4, Sneak Attack Improved Sneak Attack, Hard Target, Luck, Jaded, Skill Focus (any), *Skill Focus
4: Rogue
(any)
Larceny 5, Stealth 5, Improved Sneak Step Aside, Fearless, Improved Back Stab, Devastating Critical, Skill Focus (any),
5: Stubjack
Attack *Skill Focus (any)
Completion Bonus: +1 to Static Defence
Warlock
Characteristics:INT, CHA, WILL. Skills: Arcana, Common Lore, Forbidden Lore, Charm, Deceive, Intimidation, Persuasion. Magic Schools:
Conjuration, Enchantment, Evocation, Illusion, Necromancy
Class Prerequisites Feats
1: Dark Arcana 3, Forbidden Lore 2 Arcane Blade OR Arcane Mark, Eldritch Trick, Obtain Familiar OR Implement
Disciple Focus, Spell Might, *Charlatan, *Weapon Prof (Basic)
2: Warp Arcana 3, Forbidden Lore 3, 2 Magics Calm the Winds, Eldritch Trick, Spell Focus, Strong Minded, *Armour Prof (Light),
Advocate at 1, Eldritch Trick *Meld Into the Crowd, *Tested
3: Dark Arcana 4, Forbidden Lore 3, 2 Magics Delay the Storm, Eldritch Trick, Minor Magic, Spell Penetration, *Lost Papers,
Eradicator at 2, Calm the Winds *Tested
4: Warp Arcana 4, Forbidden Lore 2, 2 Magics Eldritch Trick, Improvisational Magic, Redirect the Hurricane, *Minor Magic, *Poker
Consolidator at 2, 1 Magic at 3, Delay the Storm Face, *Tested, *Unstoppable Force
Arcana 5, Forbidden Lore 5, 2 Magics Eldritch Trick, Mental Fortress, Spell Specialization, Stop the Tide, *Fettered Push,
5: Dark Lord at 3, 1 Magic at 4, Redirect the *Tested
Hurricane
Completion Bonus: may roll +1k1 when Pushing spells
Ship Crew classes
Class Characteristics, Skills, and Feats Completion
Requires: Tech-Use 2, Crafts 1 | Characteristics: INT, WIS, WILL +1 to Shield
Operations
Skills: Academic Lore, Command, Common Lore, Crafts, Pilot, Tech-Use Regen while
Officer (2)
Feats: Miracle Worker, Bodge Together, Hardy, Jack of All Trades, *Skill Focus (any) serving as
Chief of Requires: Tech-Use 4, Crafts 3, Miracle Worker | Characteristics: INT, WIS, WILL Chief of
Engineering Skills: Academic Lore, Command, Common Lore, Crafts, Pilot, Tech-Use Engineering
(3) Feats: Jerry Rig, Engineering Team Leader, Sound Constitution, *Skill Focus (any), *Skill Focus (any)
Requires: Arcana 2, Forbidden Lore 1, Academic Lore 2 | Characteristics: INT, WILL, COMP +1 to Sensors
Science
Skills: Academic Lore, Arcana, Animal Ken, Command, Forbidden Lore, Medicae, Tech Use for any ship
Officer (2)
Feats: Detailed Analysis, Gain Access, Eidetic Memory, *Speak Language, *Skill Focus (any) while serving
Chief Requires: Arcana 4, Forbidden Lore 3, Academic Lore 3, Detailed Analysis | Characteristics: INT, WILL, COMP as Chief
Arcana Skills: Academic Lore, Arcana, Animal Ken, Command, Forbidden Lore, Medicae, Tech Use Arcana
Officer (3) Feats: Tachyon Beam, Rotate Shield Frequency, Minor Magic, *Speak Language, *Foresight Officer
Requires: Weaponry 1, Ballistics 1 | Characteristics: STR, CON, COMP +1 to Crew
Tactical
Skills: Athletics, Ballistics, Brawl, Command, Pilot, Weaponry Quality for
Officer (2)
Feats: Master of Bombardment, Worf Barrage, Unremarkable, Armour Prof (Light), *Weapon Prof (any) resisting
Requires: Weaponry 3, Ballistics 3, Worf Barrage | Characteristics: STR, CON, COMP Boarding
Skills: Athletics, Ballistics, Brawl, Command, Pilot, Weaponry Actions while
Chief of
Feats: Match Frequency, Guardian, Weapon Focus (any), *Armour Prof (Medium), *Weapon Prof (any) serving as
Security (3)
Tactical
Officer
Requires: Command 3, Politics 2, Persuasion 2 | Characteristics: FELL, CHA, COMP Get a free
Captain (3) Skills: Scrutiny, Politics, Persuasion, Perception, Pilot, Intimidation, Command, Charm Specialty in
Feats: Acceptable Losses, Lend Expertise, Luck, *Common Sense, Strong Minded any Social
Requires: Command 4, Politics 3, Persuasion 2 | Characteristics: FELL, CHA, COMP Skill
Commodore
Skills: Scrutiny, Politics, Persuasion, Perception, Pilot, Intimidation, Command, Charm
(4)
Feats: Hailing Frequencies, Redshirt Shield, Peer (any), *Skill Focus (any), Virgil’s Guidance
Backgrounds
Starting characters get 7 dots to spend on backgrounds.
Dots Allies Artifact Backing Contacts* Fame
1 Each dot represents an ally Each artifact costs Lower office, minor Each dot gives 1 major Select sub-culture or city
roughly equal to a starting dots equal to its rating. functionary contact, and 1 die for finding
2 character. Powerful allies cost Ranks 4-5 are Mid-level minor ones (test Contacts + Nation-wide renown
3 2 dots or more. extremely rare and Mod. Powerful, many CHA/FELL). National fame
highly-coveted. underlings
4 Powerful lieutenant International media icon
5 One of the leaders Famous in many spheres

Dots Followers Holdings Inheritance Mentor Status Wealth*


1 Up to 5 Very small ship, or 1 Uncommon, 2 Someone slightly Known by some Middle class,
small house or Common, 4 more worldly and comfortable, can’t
business V. Common, or 8 wise spend significantly
Ubiquitous
2 Up to 20 Small ship, small 1 Rare, or 2 choices Someone of minor Respected, words Larger savings,
manor home, small from Inheritance 1 note, or v. powerful carry weight domestic servant.
local business with little time for
PC
3 Loyal band of 100 Medium ship, small 1 V. Rare, or 2 Wise, influential, Influential, often Wealthy, several
castle, large business choices from much more powerful asked to consult servants, luxurious
with off-world Inheritance 2 lifestyle.
contacts
4 Small army of 1,000 Large ship, huge 1 Mythic Rare, or 2 Important individual, Powerful, followed Fabulously wealthy,
castle, large inter- choices from shapes course of by other Exalts vast riches
planetary business Inheritance 3 history
5 Mighty force of 10,000 Huge & ancient ship, 1 non-artifact item, Exceedingly Luminary; few others Near-unlimited
massive castle, or 2 choices from powerful, expects can match the respect wealth to support
Mega-Corp Inheritance 4 much, you are their you garner endless limits
vulnerability
Devotion and Deities
Alignment begins at 6.
To make an Alignment Check, roll a d10, modified by any bonuses or penalties. If the result is ≥ Devotion, the check is successful and nothing
happens. Otherwise, Devotion drops by 1; if Devotion drops to ≤ 6, check Devotion again or take a Degeneration (which is cured when
Devotion is improved above that level).
When changing alignment to a new deity in the same pantheon, reduce Devotion by 2. When changing alignment to a new pantheon, set
Devotion to 4, and roll a Degeneration for Devotion 7. A character can only change alignment once, and only for strong reasons.
The Ruinous Powers
 Khorne (battle): Spill blood in his name. Do not trust in sorcery, and do not seek to learn its secrets. Fight in honourable combat.
 Slaanesh (excess): Turn away from no new experience. Stand out from those around you. Tempt others with what you enjoy.
 Tzeentch (change): Be flexible in your plans. Change what you don’t like about yourself. Follow your own goals.
 Nurgle (despair): Don’t bother seeking help. You can only escape suffering through faith. Be kind to those who are facing death.
 Malal (destruction): Hate gives you strength. Destruction is the fate of all that exists. Betrayal can get you what you want.
The Blessed Pantheon
 Sigmar (civilization): Work with others to achieve your goals. Tame the wilderness, and defend the light of civilization. Seek out new
ideas, new inventions, new lands…
 Bahamut (justice): Uphold the highest ideals of honour and justice. Be constantly vigilant against evil. Protect the weak and oppressed.
 Pelor (mercy): Alleviate suffering wherever you find it. Show kindness, mercy, and compassion. Be watchful against evil.
 Moradin (stability): Meed adversity with stoicism and tenacity. Demonstrate loyalty. Strive to leave a lasting legacy.
 Cuthbert (honesty): Your word is your bond. Never let your fear control you. Repay betrayal with the sword.
The Gray Council
 Acerak (magic): Seek the perfection of your mind. Accumulate, preserve, and keep secret knowledge. Never reveal all that you know.
 The Raven Queen (death): Hold no pity for the dead. Punish hubris where you find it. Keep to the shadows.
 Luna (change): Change is inevitable: seek to make it good. Strike against those who steal freedom. Live in harmony with the wild.
 Corellon (excellence): Cultivate beauty in all you do. Seek out lost and forgotten works & knowledge. Show no pity or mercy.
 Vectron (whatever you need right now): Do not question his validity as a god. There is no problem that cannot be solved by praising
Vectron loudly and trying again. Make sure people know that Vectron helped you.
Degeneration Chart
Characteristics reduced by Degenerations cannot be improved until the Degeneration is removed.
1d100 Effect
01-07 Palsy. Reduce DEX by 1 due to minor tics and tremors.
08-11 Dark-Hearted. Reduce FELL by 1 due to cruelty and callousness.
12-21 Ill-Fortuned. Once per session, the SM may force you to reroll a roll that isn’t an Alignment Check.
22-28 Skin Afflictions. -2k0 to all relevant social tests.
29-32 Morbid. Reduce INT by 1 due to macabre and gloomy trains of thoughts.
33-41 Witch-mark. A minor but noticeable physical deformity marks the character as cursed.
42-45 Wasted Frame. Reduce STR by 1 due to pallor and wasted muscles.
46-54 Horrific Nightmares. Gain the Night Terrors hindrance.
55-58 Poor Health. Reduce CON by 1 due to petty illnesses and wounds that never quite heal.
59-62 Malign Sight. Reduce WIS by 1: the world seems to be darker and tarnished.
63-69 Ashen Taste. Double effects of Fatigue levels, due to food tasting barren and unappealing.
70-76 Blackouts. The character suffers from inexplicable blackouts, triggered by the SM.
77-80 Distrustful. Reduce CHA by 1 due to distrust and antipathy for others.
81-85 Fell Obsession. Reduce WILL by 1 due to strange or malign focus that occupies mind at all times.
89-90 Mood Swings. Reduce COMP by 1 due to rapid and unpredictable mood swings.
91-00 Blighted Mind. Gain a new minor derangement.
Feats
Only feats marked * can be taken multiple times.
Feat Description
Absolution You can perform incredible acts of healing, removing diseases and poisons with a touch by spending a Hero Point.
Air of Authority In social combat, you can influence everyone who hears you and is paying attention.
Animal Companion* You gain a minion with Threat Rating & Damage Rating of 1. If killed or set free, it can be replaced after 24 hours.
Improved: Threat or Damage Rating increases by 1.
Arcane Blade Your Weaponry attacks all count as magical.
Arcane Mark When you strike an opponent with a weapon, you may test INT+Arcana vs. their SD. On a success, you brand them.
While on the same plane, you know their general location. They gain no benefit from Ganging Up on you. You treat their
SD as 5 lower. You may only have one mark at a time.
Archmage Tradition Choose one: Arcane Mastery or Spellbloom
 Arcane Mastery: when you cast a spell, you may spend a Hero Point to twin it, casting it with the same roll.
 Spellbloom: when you cast a spell for the first time each round, all allies within 3m casting the same spell have
the TN reduced by 5.
Armour of Contempt You cannot be forced to go against your Alignment by social attacks, even if you run out of Resolve.
Armour Proficiency* (Light, Medium): no AP penalty to Static Defence. (Heavy, Extreme, Power): half AP penalty to Static Defence.
Armour Specialisation* (Light, Medium, Heavy, Extreme, Power) +2 AP in chosen armour group (no penalty to Static Defence)
Assassin Strike 1/turn when you make a melee attack, move half as a free action without provoking a free attack
Back Stab* +2k0 damage when ganging up on an opponent. Improved: also gain +0k1
Battle Rage When using Frenzy, may use parry actions
Bear Hug* While grappling, your STR is treated as 1 point higher for your and your foe’s Break Free. Your foe’s Slip Free TN is +5.
Improved: while grappling, you automatically deal your unarmed strike damage every turn.
Beastmaster Your Animal Companion minion squad is increased by 1.
Binary Chatter You can interface with computers by speaking, and get +2k0 on all Tech-Use tests involving computers.
Blademaster Reroll a missed melee attack once per round
Blind Fighting No penalties for fighting when blinded
Catfall Halve falling distance when calculating damage, and always land on your feet
Channel Energy Half action: spend up to your level in resource points, heal the touched target of 1HP or damage per RP spent
Charlatan You can pass your magic off as minor hedge magic to untrained observers
Chem Geld Your Mental Defence is considered 10 higher while defending against people attempting to seduce you.
Cleave The first time you kill an enemy with a melee attack, you may make another against another enemy you can reach.
Combat Insight You may use INT in place of DEX when Dodging, or in place of your Level on attacks that benefit from Aiming.
Combat Master Opponents gain no bonuses for out-numbering you in melee combat.
Combat Sense You may use WIS in place of DEX when dodging, or in place of your Level on attacks that benefit from Aiming.
Combo Maker When casting a Spell Combo, reduce the Focus Power TN by 5.
Commanding Note Add your Command as a static bonus to Command, Diplomacy, Intimidation, and Persuasion tests.
Common Sense SM can make you roll Wisdom against TN 15 to realise a proposed action is stupid.
Cooperation Your Aid Another action gives +0k1 in combat.
Coordination Your Aid Another action gives +0k1 outside of combat.
Counter Attack When you parry an attack, you can freely counterattack with the same weapon at -2k0
Courtier’s Privilege You gain an additional rank in Allies, Backing, Contacts, Fame, Followers, or Status (to a max of 5).
Crack Shot Ranged attacks you make deal +2 damage
Crushing Blow Melee attacks you make deal +2 damage
Daggerspell Stance (2) Your Focus Power tests no longer provoke Opportunity Attacks
Danger Sense You are never surprised, and always attack in a surprise round
Deadeye Shot You take -1k0 when making a called shot (instead of the normal -2k0)
Death Before Defeat You may spend a Hero point to ignore a non-lethal critical hit
Decadence You are never affected by drugs or alcohol when you don’t want to be.
Decipher Glyphs You can always read, or at least broadly decipher, a script you are unfamiliar with.
Defensive Mobility +5 to SD against opportunity attacks.
Devastating Critical When you deal critical damage, deal an additional wound.
Diamond Body Your Wholeness of Body provides an additional +4 bonus to your armour (ignored by magic weapons).
Discipline You gain +1 Resolve.
Divine Bond You gain a holy steed that can be summoned at will. It can be in the form of any riding animal or small ground vehicle. It
takes a full action to summon the steed. It can remain for 1 day. If destroyed, it needs 3 days to reform.
Divine Grace Use CHA in place of WILL when attempting to resist enemy or environmental effects
Divine Ministration Half action: spend a Hero point to touch a target and remove a level of fatigue and heal 1d5 HP
Double Tap With the Multiple Attacks action, you can make 2 ranged attacks (not weapons with Recharge, clip 1, or Full Auto only).
Druid’s Oath You may not wear metal armour, and must respect nature. While abiding by this oath, you may reroll a Warp
phenomenon once per round that was caused by a Healing or Transmutation spell.
Eidetic Memory You can recall things you’ve seen and heard with no difficulty.
Eldritch Trick* You can spend Raises on your Focus Power rolls for certain effects:
 Evocation Mastery: 1 Raise to increase Evocation damage by +1k0, or 3 Raises for +0k1
 Duration Mastery: 2 Raises to increase the duration of a spell from ‘round’  ‘encounter’  ‘scene’
 Range Mastery: 1 Raise to increase spell range by 5m
 Area Mastery: 2 Raises to increase Blast by +1
 Prestidigitation Mastery: 1 Raise to add fanciful, showy effects to spell (no more than disorienting or distracting)
 Counterspelling Mastery: 1 Raise to get +1k1 on Counterspelling attempts (whether active or passive)
 Concentration Mastery: 1 Raise to turn a copy into 50% damage increase.
 Aura Mastery: 1 Raise to grant yourself Aura 1, or extend your Aura by 1 round
 Fatal Mastery: 3 Raises to turn 1 damage into a straight Hit Point loss.
 Penetration Mastery: 2 Raises to increase Aura Penetration for spell by 1
Elemental Shot* Once per session you may summon a minor elemental spirit and bind it to your weapon as a Half Action:
I. Fire: weapon = E damage + Incendiary. Ice: weapon = I damage + Snare. Bolt: weapon = E damage + Shocking
II. Aero: weapon = I, hit targets moved 10m. Aqua: weapon = R, + Proven 3. Geo: weapon = I, hit targets knocked prone
III. Holy: weapon = X damage + roll psychic phenomenon. Gravity: weapon = X damage + Tearing, targets -1 Resilience
Evasion When Dodging, you may move up to DEX metres without provoking from the creature you’re Dodging from.
Expanded Knowledge You may gain an additional specialty for each lore skill.
Expert Tracker The TN for you to track someone is reduced by 5.
Extra-Curricular Study You gain a rank in any Sword or Magic School, up to a maximum of half your level, rounded up.
Fan the Hammer With the Multiple Attacks action, you can make X attacks with a ranged weapon (up to the weapon’s clip size), and
–Xk0 (not weapons with Recharge, clip 1, or Full Auto only).
Far Shot No penalties for firing at Long Range.
Fast Reflexes You may reroll your initiative dice, keeping the reroll even if it’s worse.
Fearless You are immune to all fear effects and pinning. Disengaging from combat or backing down from a fight requires a
successful WILL test TN 15.
Feather Step You can walk on surfaces that wouldn’t normally support your weight.
Feint, Improved Even on a failed Feint attempt, the target suffers -2k0 to reactions. If you have Sneak Attack, Feinting allows you to
benefit from their effects against targets you’ve already Feinted.
Fettered Push You may halve the dice of Pushing spells to cast spells as Unfettered, rather than Pushed.
Fleet of Foot When making a Full Move action, add DEX to speed. When running, ×2 movement for 1 round (or 2 rounds with fatigue)
Foresight You may spend 10 minutes examining a problem to get a free raise on your next INT test.
Frenzy Full Action to work yourself into a range: +1 to STR and CON, -2 to INT and WIS until end of combat. Must make a
melee attack or move towards an enemy each round. You may not parry.
Furious Assault If you successfully All Out Attack (deal at least 1 wound), you may attack again with the same modifiers.
Gain Access You get +1k0 on all hacking-in tests. While serving as Chief Arcanist, get this bonus on Jam Communications tests
Good Reputation* (Academics, Sigil’s Factions, Churches, Specific Races, Government, The Military, Middle Classes, Nobility, the Insane,
Underworld, Workers, etc.). Gain +0k1 to Charm, Persuasion, and Command rolls with a group you have as a Peer.
Guardian You may Parry against attacks made by or against targets within melee range of you (you take the attacks on failure)
Hard Target Whenever you charge or run, opponents take -2k0 with Ballistics skill tests with a range weapon.
Hardy You are always counted as Lightly Wounded while recovering from injuries.
Hatred* (Criminals, Rival Group [specific], Pirates, Race [specific], Magic Users, Heretics, etc.) You gain +1k0 to Weaponry
rolls make to attack members of this group.
Headstrong You are immune to pinning.
Heightened Senses* (Sight, Sound, Smell, etc.) Gain +1k1 to all checks using this sense; this cannot improve attack rolls, but reduces penalties
Hip Shooting Full Action: take a Full Move and make a single-shot attack with a ranged weapon
Implement Focus When using an Implement (rod, staff, wand, orb), you may reroll one die on Magic tests
Improvisational Magic You may spend a Hero point to cast a spell of any school of a lower rank than your highest rank of Magic.
Improvisational When using Improvised weapons, the weapon deals an additional +1k0 damage.
Warrior*  Master: the weapon gets +2 Penetration.
 Savant: the weapon also gains a special quality appropriate to its form (e.g. Defensive, Flexible, Reach).
Iron Curtain You summon a dramatic shield of energy around yourself. Spend a Hero Point to ignore all damage until your next turn.
Iron Fist Your unarmed strikes get +4 Penetration, and deal X damage.
Iron Jaw When stunned, make a CON test (TN 10 + 5×rounds to be stunned) to shrug it off.
Jack of All Trades You can use Advanced skills without ranks. If you have no ranks in a basic skill, you get +1k0.
Jaded Never roll fear checks against normal scenes of gore and death.
Just As Planned You may spend a Hero Point to declare that you took an action up to 10 minutes ago, that is now coming into play.
Keep Running While running, you ignore the effects of Fatigue levels.
Ki Strike Your unarmed strikes count as magical weapons.
Light Sleeper You count as awake, even when sleeping. You aren’t Helpless when resting. You are considered aware at all times.
Luck You may reroll one die per day, even an alignment check.
Mana Generator You may use the Aid Another action to give a spellcaster a free Raise on their next Focus Power test.
Master of Disguise While unobserved, you can disguise yourself normally as a Full Action. You always have adequate materials for disguises
Meditation Once per session, you may regain a spent (not burned) Hero Point by meditating for an hour.
Mental Fortress When someone tries to read your thoughts, you can decide what they see or don’t see.
Mental Map You have a near-perfect sense of location and direction, and can’t get lost in a place you have explored.
Minor Magic You gain a single level in any magical school in which you have no levels.
Naturalize Spend a Hero Point to disrupt all tech in a 3m radius burst, up to 10m away. Tech is at -2k0 use.
Nature Sense You can sense animals and natural hazards within 10m.
Nerves of Steel You are immune to fear. Your Mental Defence is 10 higher against intimidation.
Obtain Familiar You get a small animal companion. It can follow simple orders, carry messages, etc.
Paranoia You get +2 to initiative rolls. The SM may secretly test to notice hidden threats.
Peer (Academics, Sigil’s Factions, Churches, Specific Races, Government, The Military, Middle Classes, Nobility, the Insane,
Underworld, Workers, etc.) You get +2k0 to Charm, Persuasion, and Command rolls with the appropriate group.
Perfect Self You do not need to eat, sleep, or drink as long as you can meditate for an hour each day. Gain Aura = WIS.
Poker Face All attempts you read your mind or detect or allegiance or alignment are opposed by CHA+Arcana.
Power Attack When making melee attacks for a round, you can take –Xk0 to gain +Xk0, where X is no higher than your level.
Powerful Charge When you charge, you gain +1k0 to melee damage rolls
Protocol You know enough about local customs to avoid slipping up. Test INT+Common Lore (TN 15).
Pure Faith You get +2 to all alignment checks.
Purge the Unclean You may spend a Hero Point to repel the enemies of your deity’s foes (Warp Entities, Daemonhosts, and Chosen always
count). If you win an opposed WILL test, it can’t approach within WILL×2m for 1d10 rounds.
Quick Draw You can ready a weapon as a free action.
Raven’s Eye You automatically spot someone you’re looking for in a crowd of people, provided you can see through their disguise.
Research You automatically know the local rulers and general trivia about any place you go to, assuming such info can be found.
Rock and Roll When using Full Auto Burst, you get a free Raise on the attack for each consecutive round you’ve used Full Auto Burst.
Sharpshooter You take no penalties when making a called shot.
Skill Focus Gain an additional skill specialty in a skill.
Sneak Attack* Halve the armour of targets unaware of your attacks. Improved: Ignore the armour instead of halving it.
Sound Constitution You gain 1 additional Hit Point.
Speak Language* (Human, Elven, Squat, Trade, Syrneth, Gnomish, Celestial, Infernal, Draconic, Orkish). Learn 1 additional language.
Spell Book Choose a school of Magic. You may learn one additional spell from that school at a rank you possess.
Spell Focus* Pick a school of magic. Get a free extra raise on Magic tests for that school’s effects. Greater: 2 extra raises.
Spell Mastery Choose a single spell of rank 3 or lower. You may reroll failed checks to cast that spell.
Spell Might You may take -2k0 to a Magic roll to add 10 to the final result
Spell Parry You may spend a Hero Point to try to Parry a spell that targets only you. The Parry TN is the Focus Power total.
Spell Penetration* Tests made to resist your spells need an additional raise to succeed. Greater: 2 raises are needed.
Spell Shield As long as you have one hand free, you gain a bonus to your Aura equal to your ranks in Arcana.
Spell Specialisation Choose a school of magic. Once per scene you may reroll a failed Magic check from that school.
Steel Rain Your Full Auto Bursts cannot be dodged.
Step Aside You gain an additional reaction action to Dodge.
Storm of Iron If you fire a weapon on Full Auto, you may increase its ROF by 1.
Strong Minded You may reroll 1 failed WILL test made to resist magic per scene.
Stunning Fist You may spend a Hero Point to give your unarmed strikes the Shocking quality for one round.
Swift Attack* You may make 2 melee attacks with the same weapon with the Multiple Attack action. Lightning Attack: 3 attacks.
Tested You count as a Sanctioned Sorcerer when rolling Magic tests.
Touch Spell Spec. You gain +2k0 to hit will all spells that require you to make an attack.
True Grit Whenever you suffer critical damage, you may halve the result (rounded up)
Two Weapon Fighting Reduce penalties when attacking with two weapons by 2k0.
Unarmed Master Your unarmed strikes deal +1k0 damage.
Unremarkable Your face is forgettable, even against eidetic memory. People take -2k0 to describe you or pick you out.
Virgil’s Guidance You can buy Devotion at half the normal cost.
Wall of Steel You gain an additional reaction to Parry.
Weapon Focus* Gain +2k0 to attacks with a specific type of weapon. Improved: +2k1
Weapon Proficiency* (Basic, Melee 1, Melee 2, Melee 3, Ranged 1, Ranged 2, Thrown) You get +(level)k0 on any attack roll made with a
weapon in any category you have proficiency in.
Weapon Specialisation* Gain +2k0 with a specific type of weapon. Improved: +2k1
Wholeness of Body You gain an Armour Rating equal to your Wisdom. This does not apply an SD penalty, and doesn’t stack.
Wild Empathy You can speak with animals, enough to convey general understandings, and use social skills.
Wild Shape* You can turn into an animal. You may swap 1 dot of physical Characteristics around, and gain a trait: Quadruped,
Crawler, or Amphibious. Equipment melds into you, and is useless. It takes a Full Action to change, and you can remain
changed as long as you wish.
 Improved: you can also choose Armour Plating 2, Dark Sight, Flier, or Aura 2.
 Were-form: You may partially Wild Shape, retaining humanoid appearance and use of equipment. Max 5 rounds, then
no Wild Shaping for 1 hour.
Wizard Traditions*  Hidden Flame: when you cast an illusion spell, enemies within 5m of the area are Dazzled for 1 round.
 Iron Sigil: when you cast an abjuration spell, you gain Aura 5+Abjuration rank until the start of your next turn.
 Golden Wyvern: when you cast a divination spell, your next initiative roll is +Divination rank.
 Emerald Frost: when you cast an evocation spell, choose a target hit by the attack and reduce their Aura by Evocation
rank ×2.
 Serpent Eye: when you cast an enchantment spell, the target’s SD by 2 until the end of your next turn.
 Stormwalker: when you cast an evocation spell, deal additional damage equal to your level.

Ship Feats Description


Acceptable Losses Captain: 1/turn give any ship action +1k0. At the end of turn, the ship loses 1 Crew.
Bodge Together Chief Engineer: you may make an additional Extended Repairs test between resupply stops.
Detailed Analysis Chief Arcanist: you get a free Raise on Active Augury tests
Engineering Team Lead Chief Engineer: gain an additional Crew to use for Engineering Actions (safe from crit damage).
Hailing Frequencies Any role: when the Hail action is used, the target must respond. This can turn ship combat into social combat.
Jerry Rig Chief Engineer: when taking the Emergency Repair action, restore +1 Hull Integrity.
Lend Expertise Any role: when using the Picard Speech action, if you have at least 3 ranks in Tech-Use, Arcana, or Ballistics, Crew
Quality is increased by 2 instead of 1 for Engineering, Arcana, or Tactical actions.
Master of Bombardment Tactical Officer: you may reduce the TN to hit a planetary object by 20. If you miss, you may reroll scatter & distance.
Match Frequency Tactical Officer: you may double disruption of all ship’s weapons on a target that you have Active Auguried.
Miracle Worker Chief Engineer: whenever you take the Emergency Repair action, you can attempt to restore 2 damaged systems.
Redshirt Shield Captain: the first time you take damage in a session, a random crewman takes the blow and dies horribly to save you.
Rotate Shield Freq. Chief Arcanist: 1/session, as an Arcana Action, make a TN20 Arcana check to remove all disruption from your shields.
Tachyon Beam Chief Arcanist: you may use an Arcana action in place of any other action 1/session, by using technobabble.
Worf Barrage Tactical Officer: 1/scene reroll critical damage dealt by your ship’s weapons.
Leaf on the Wind Helmsman: 1/session prevent the loss of crew by taking 1 point of critical damage for every point of crew to be lost.
Racial Feats Race Description
Able Learner Human You may always buy skills as if you were in Free Study.
Celestial Wrath Aasimar Once per scene, add your CHA as rolled dice on a damage roll.
Dark Cruelty Dark Eldarin You gain +1k1 to Intimidation and Charm checks
Dragonborn Frenzy Dragonborn You add your taken critical damage to damage your attacks deal.
Dragon Sight Dragonborn You may reroll one failed perception check per scene. You can see in the dark.
Elven Precision Elf Whenever you use Elven Accuracy to reroll, get +2k0 to the reroll
Eureka! Gnome Once per scene, make a Crafts check in place of any other check, pulling out some device or trinket.
Extra Warp Eldarin You may use Warp Step one addition time per scene.
Farsighted Tau You get +3 Resolve and +5 Mental Defence
Guess Destination Eldarin You don’t need line of sight to Warp Step. If the destination is occupied, you go to the nearest space.
Halfling Agility Halfling You gain +4 to Static Defence
Human Perseverance Human +1 to all opposed rolls.
I’m Da Boss! Ork Add your size to Command checks
Light Step Elf +2k0 to all acrobatics and stealth rolls
Mobbing Up Ork Whenever you fail a Fear check, you may flee towards an ally instead of the normal consequences.
Move and Shoot Tau Whenever you attack with a ranged weapon and move in the same turn, your SD increases by 5.
Mutation Tiefling You have cloven hooves, claws, or horns as a natural weapon (2k2 I or R; Melee; Brawling)
Outsider Tiefling The first critical damage you take in a scene is reduced to one.
Second Chance Halfling Once per combat, force an opponent to reroll its attack against you.
Squat Armour Stability Squat Halve the proficiency penalty for armour.
Squat Stability Squat Ignore effects that would force you to move or knock you prone.
Terminator Honours Aasimar You may spend a Hero point to negate damage equal to your size.
Tinker Gnome In 1 hour, you can sacrifice an average+ item to make another item of the same or lesser quality.
Warp Fire Dark Eldarin Half action: outline a target in sickly light. Attacks against that target get +2k0.

Assets Description
Academy You may begin with any two weapon proficiencies of your choice.
Ambidextrous Reduce penalties when attacking with two weapons by 1k0.
Androgynous Your gender is indeterminate. You get a free Raise to disguise yourself.
Appearance Add +2k0 to all social rolls where good looks might come into play.
Brave You may reroll failed fear checks, taking the second result.
Dangerous Beauty You get +1k1 to seduction attempts.
Driven You gain a conditional Hero Point that can only be used in situations to overcome incredible odds.
Education You get a number of free Lore specialties equal to starting INT
Eagle Eyes You halve any distance penalties for sight-based perception checks.
Fast Count your DEX as 2 dots higher when determining speed if in light or no armour.
Gifted Choose Physical, Social, Mental, Power, Finesse, or Resilience. You may raise stats of this type regardless of your class.
Left Handed Opponents get -2k0 to parry your attacks.
Level Headed Immediately after rolling initiative, you may choose to switch places in the order with anyone else.
Linguist You begin with two additional languages.
Magic Resistance The TN of all spells directed at you is increased by 5.
Nerves o’ Steel When you fail a fear check, you may stand your ground instead of fleeing. Other penalties apply.
Nine Lives The first time you would burn a Hero Point to survive, you lose this Asset instead.
Sand You can take two additional levels of fatigue before passing out.
Spirit Mentor The Story Master can use the spirit to give you help and guidance.
Sturdy Your Resilience is increased by1.
Tough as Nails If you are at full Hit Points, the most critical damage you can take from an attack is 1.
Veteran o’ the Wheel You get one extra dot for any characteristic, and one extra dot for any skill. The Story Master will set a cost based on past
experiences, which may include enemies, a hideous scar, etc. based on your background.

Exalt Assets Description


Atlantean Caste These assets take effect when the Atlantean spends a number of Motes. Those marked * do not require specific activation
Dawn Caste*: gain +2k0 on Intimidate and Weaponry rolls.
Zenith Caste*: reduce damage taken by Gnosis until the end of the round
Twilight Caste: add Gnosis as rolled dice to the next Parry or Dodge roll
Night Caste: the next spell cast appears to come out of thin air, not the caster
Eclipse Caste: creates a binding oath. Whenever the oath is broken, terrible things happen to the breaker
Chosen Mark The effect depends on the Chosen’s deity.
Mark of Acerak: while Favour is at least 1, you do not need to eat, sleep, or breathe.
Mark of Bahamut: you gain a free raise on Command, Intimidate, and Persuasion checks.
Mark of Corellon: you may reroll any 1s on tests where you have spent Favour.
Mark of Cuthbert: attacks made against those you have seen commit a crime have a free raise to hit.
Mark of Khorne: after charging or making an All-Out Attack, you may spend 2 favour to make an extra basic attack. You
can never learn magic. Choose a Sword School – you may always advance that School as if it was part of your class.

Hindrances Description
Ailin’ You are dying of something. At the start of every session, test CON (TN 15). On a failure, take -2k0 on all tests.
All Thumbs All rolls made to use or repair machinery are at -1k0.
Bad Luck You may not spend Hero points to reroll tests.
Big Britches* You are severely overconfident, and never turn down a challenge.
Clueless*
Deathwish*
Enemy* You have a powerful and vengeful enemy that thirsts for revenge against you.
Geezer Reduce Hit Points by 2. You cannot take the run action.
Grim Servant O’ Death People die around you.
High-Falutin’ -1k0 on all social rolls vs. those who know you think they’re beneath you.
Illiterate You can’t read or write. It costs 20 XP to learn how.
Impulsive*
Intolerance*
Kid You can’t age until you’ve paid off this Hindrance (20 XP).
Law o’ the Stars* You’re honourable
Loco Begin play with 1 Minor Derangement
Night Terrors Each night, make a fear test (TN20) to avoid gaining a level of Fatigue.
Slowpoke Halve your DEX for determining speed.
Ugly as Sin -1k0 on social rolls wherever bad looks might intervene.
Vengeful*
Wanted
Wimpy Reduce Resilience by 1.
Magic
Psychic Strength Fettered Unfettered Push
Sanctioned Sorcerer If any exploded dice are kept, roll Roll for phenomena at +5 per extra
Halve rolled dice. for phenomena. die (max 3 dice).
Unsanctioned Sorcerer No roll for phenomena. If any exploded dice are kept, roll Roll for phenomena at +10 per extra
for phenomena at +5/spell level. die (max 4 dice).
Learning Spells
Whenever a character gains a dot in a spell school, they learn one of the spells in that school of the appropriate level. This spell cannot be
unlearned, and other spells of that level cannot be learned (except with feats).
Spell Combos
Creating a spell combo allows a caster to cast two spells at once. These cannot be taken at character creation. They cost 5 XP per level of each
spell in the combo.
The TN of the spell is equal to the highest spell TN, +5 per spell in the combo. The Test for the spell uses the lowest of the characteristics and
spell schools used for the component spells.
Spell Schools
Keywords: Somatic (S), Touch (T), Focus (F), Social (Soc), Verbal (V), Material (M), Combo-OK (C), Attack (A), Saving Throw (Sv)
Abjuration (WILL)
Spell L TN Action Keywords Duration Effect
Shield 1 10 Reaction S Instant Use spell result as a parry Test.
Armouring Aura 1 10 Half ST 1 scene Touched creature gets Aura 1, +1/Raise (max level x 3)
Knock 2 20 Half ST Instant Unlock a touched door, disabling all non-magical locks
Dispel 2 15 Reaction Instant Counter a spell being cast. TN = magic roll of caster
Mage Armour 3 20 Half ST 1 day Touched creature gets AP = your level, +1/Raise (max level x3). Armour
doesn’t stack, doesn’t need proficiency
Glyph 3 25 Full FST 1 day Create glyph on a touched object or creature. Spells cast at that target don’t
need line of sight.
Exploding Runes 4 30 Full Soc, S, T Indefinite Inscribe runes on an object. If anyone but your or ‘safe’ people, the runes
explode for 4k4 in 3m.
Disjunction 4 20 Reaction Instant As Dispel, but on a success the target cannot cast until your next turn.
Contingency 5 30 Full Soc, S, T Indefinite Immediately cast another spell, and define the conditions when it activates.
Conjuration (WILL)
Spell L TN Action Keywords Duration Effect
Invisible Servant 1 15 Full Soc, V 1 hour Summon invisible roaming animating force. It is unskilled, with 1 in each
Characteristic.
Blink 1 15 Half CS Instant Teleport to a spot you can see within 40m
Lesser Servant 2 20 Full MSV Full Summon a weak creature. Characteristics & relevant skills at 2. M=candle
Call Item 2 20 Full T Soc Indefinite Mark a held item. As a free action, summon the marked item; the spell ends.
Porte 3 20 H/R S 1 day/L Create portal on a flat surface within line of effect. Must be cast again for
exit. Max 2 portals.
Greater Servant 4 30 Full MSV 1 minute/L As Lesser Servant, but Characteristics & relevant skills are at 4. M=candle
Teleport 4 30 Full CSV Instant Teleport to any spot in same Sphere. Unless very familiar with target
location, make a WIS+Perception check at 25+
Gate 5 35 Full Soc, S 1 day/L As Gate, LoS not required. Unless very familiar with target location, make a
WIS+Perception check at 25+
Divination (WIS)
Spell L TN Action Keywords Duration Effect
Augury 1 20 Full M Social Instant Get a general idea if current course of action will be negative or positive
Whisper 1 15 Free C Subtle Instant Send a short message to a target you can see.
Forsee 2 15 Reaction S Instant Use spell result as a dodge test.
Luck 2 20 Half C Subtle 1 scene Gain 1 floating rolled die to apply to an action, +1/level. Use a number up to
level on any single roll.
Scry 3 25 Full F S V Soc Conc. With a belonging of a target, see + hear them & surroundings, if they fail to
resist with WILL+Arcana. Needs a half-action to maintain each round.
Precognition 3 25 Half C Subtle 1 scene Reroll 1 failed roll, +1 time per Raise.
Mind Net 4 30 Full Mind, Sub 1 scene Create telepathic network between you and any named allies.
Unluck 4 30 Half A C Sub Sv 1 scene Choose a target within 10m. They get -1k0, -1/Raise, if they fail a
WILL+Arcana save.
Commune 5 30 Full F M Soc V 1 minute/L You can converse within anyone you name, regardless of distance or
L, Mind barriers. Focus: reflective device. M=incense
Enchantment (CHA)
Spell L TN Action Keywords Duration Effect
Charm Person 1 15 Half Mind, Soc, 1 scene The target treats you like an old friend, unless they resist with WILL +
Sub Arcana; you get +2k0 on social rolls.
Command 1 15 Half A C L Mind Instant Deliver 1-word command. If they fail WILL+Arcana, they must obey with
V Sv next action (except for obviously self-destructive commants).
Stun 2 20 Half A C Sv S Instant A target creature within 10m can only take a half action, unless they save. If
they fail by 5 or more, they can take no action.
Attraction 2 20 Full Mind, Sv, 1 hour Touched target draws attention from all around. If a creature, it gets +1k1 on
Soc, Sub T social rolls. If object, they want to interact with it. Save=WILL+Arcana
Dominate 3 25 Full A C L Mind Conc. You control the actions of target creature in 10m (half-action to maintain). It
Sv (Half) can test WILL+Arcana to resist, with 1+ Raise if unnatural commands.
Awe 3 25 Full A C S Sv Instant As Stun, except on all creatures in a 10m radius
Encore 4 30 Half Mind V 1 round/L Target must test WILL+Arcana or repeat last action each round.
Blindness 4 30 Half A C S Sv 1 day Touched target is blinded, unless they save with WILL+Arcana
Geas 5 20 Half A C L Mind 1 scene As Command, except the target will follow any commands, and continue to
Sv Sub V follow the command until it is done.
Evocation (CHA)
Spell L TN Action Keywords Duration Effect
Magic Missile 1 15 Half ACS Instant 1 target in 30m takes 2k1 damage. For each raise, +1 missile (up to Level).
The target cannot dodge.
Energy Burst 1 15 Half A C S RT Instant Make an attack with Blast 2, deals 3k2 damage +2/L, 30m
Energy Grasp 2 20 Half A C T S V Instant Make an unarmed melee attack roll, dealing CHA+Evocation damage
Energy Ray 2 20 Full A C RT S Instant Ranged attack, 50m/level. It deals 5k3 damage.
Energyball 3 25 Half A C M RT S Instant Attack with Blast 10 that deals 2k1 damage/level, range 30m. M=gunpwdr
Energy Aura 3 15 Reaction A C F S V 1 scene Your aura deals 1k1 + 3/L damage to all in melee range of you, at end of
your turn or who hit you in melee (excluding with reach).
Energy Wall 4 25 Full AMS 1 scene Create a wall 10m + 5m/Raise. It deals 4k2 damage
Energy Bits 4 5 Full A C S V 1 scene Create 1 sphere of energy +1/Raise. Expend any spheres as a free action to
attack within 50m, dealing 4k2. Max 2 spheres per target per turn.
Energy Meteors 5 30 Full A C RT S V Instant Make an attack with Burst 10, dealing 6k4 damage at a range of 120m. Copy
this spell for each dot in Evocation.
Healing (WIS)
Spell L TN Action Keywords Duration Effect
Cure Light Wound 1 15 Half CSTV Instant Heals 1 Hit Point if the caster spends a resource point.
Boon 1 15 Half CV 1 minute All allies within 10m get +1k0 on their next attack roll.
Regeneration 2 20 Full S Soc T Instant Touched target regrows a missing limb in 1 week of bed-rest.
Boost 2 20 Half V Instant An ally within 10m can immediately take a half action.
Cure Mod. Wound 3 25 Full CSTV Instant Caster can spend any resource points to heal that many hit points
Rebuke 3 25 Half ACV Instant A target within 10m loses 1 HP and 1 hero point if they worship a diff. god.
Consecrate 4 30 Full MSV Special An area within 50m is consecrated. All who worship the same god get +1k0
on all rolls. Each round the caster doesn’t maintain with a half action, the
radius degrades by 5m. M=holy water or incense
Holy Weapon 4 30 Half MSTV 1 day A touched weapon deals +1k1 damage to enemies of your god. The weapon
counts as magical. Casting this spell again ends the previous effect.
Resurrection 5 35 Full S Soc T V Instant Caster spends 5 resource points, and returns a touched corpse at 0HP. The
subject loses 1 dot of CON.
Illusion (INT)
Spell L TN Action Keywords Duration Effect
Image 1 15 Full CS Conc. 3m cube illusion. Half action to maintain, or Full to move within cube.
Disguise 1 - Half M S Soc Conc.
Game Rules
Tests
Roll d10s equal to Characteristic + (Skill or Spell School or Sword School or Power Stat). 10s explode (all explosions count as part of the
original die). Keep dice equal to the Characteristic. Sum kept dice: if the total is ≥ TN or opposed roll, success. Each +5 counts as a raise, each
–5 counts as a check.
If Characteristic is 0, roll 1 die for the Characteristic, and read 10s as 0 (which don’t explode). When attempting an action untrained, the
Characteristic is at a -1 penalty – except for advanced skills, which cannot be used untrained.
 5: Mundane. 10: Easy. 15: Average. 20: Hard. 25: Very Hard. 30: Heroic. 35: Never Done Before. 40: Never to be Done Again.
Dice scores are noted as XkY, where X is the dice rolled and Y is the dice kept. Bonuses and penalties are written as ±XkY. If either total is
greater than 10, convert rolled dice to kept dice at 2:1, then convert leftover rolled and kept dice into a +5 bonus to the total each.
Stunting
When a player describes their character’s action in an epic and dramatic fashion, the SM can award 1 to 3 drama dice to the roll.
Hero Points
Hero Points can be spent for various effects. They are restored at the start of each session (or occasionally during a session).
 Reroll a failed Test once
 Keeping the reroll
 Reduce TN of a Test by 5 before rolling
 Add a Raise to a successful test.
 Set initiative to 10
 Recover from being stunned.
A Hero Point (even a spent one) can be burnt to avoid death. Hero Points are awarded at the SM’s discretion.
Wealth and Equipment
When trying to find an item beyond bare necessities, test Wealth. If you succeed, the item is yours.
Craftsmanship: Poor -1, Common +0, Good +5, Best +10.
Rarity TN Examples Settlement Size Population Time to Find
Ubiquitous 2 Food, common tools, rough clothing (anywhere) – –
Very Common 5 Simple gun, knife, low-quality chrono Village < 1,000 1 hour
Common 10 Laspistol, basic sword, comm bead Small town 1,000-10,000 1d10 hours
Uncommon 15 Autogun, flak jacket, multikey Large town 10,000-100,000 1 day
Rare 20 Meltagun, plate armour, good camera Small city 100,000-1 million 1d10 days
Very Rare 25 Bolter, powered armour, best-quality auspex City 1-10 million 1d5 weeks
Mythic Rare 30 Good-quality plasma weapon, best-quality Daiklave, love Metropolis > 10 million 1d10 weeks
If the TN is > Wealth ×5, roll 1d10 for Wealth Strain (+1/additional 5 in excess of Wealth). Wealth Strain: 1-6: Next Wealth check at -1k0; 7-9:
Next Wealth check at -2k0; 10: Lose 1 Wealth; 11: Lose 2 Wealth. Reduce penalties by 1 for each raise.
Social Combat
Social attacks are made against the target’s Mental Defence, and may reduce their Resolve. Resolve can be regained after a night’s rest: test
Composure vs. TN 10. On a success, and for each Raise, regain 1 Resolve. Initiative = 1d10 + FELL + COMP.
 Monologue//Study (H/F): speak carefully, observing the opponent. Get +1k0 (H) or +2k0 (F) on next action, if it’s a social attack.
 Poker Face (F): until start of next turn, get +10 to Mental Defence.
 Refute (R): ‘block’ a social attack with WIS+Scrutiny, or INT+X Lore (if appropriate, also get a free Raise).
 Social Attack (H): CHA (for honest persuasion), FELL (for guile and seduction); Charm (seduction & improving disposition), Command
(giving orders), Deceive (using lies), Intimidation, Performer (influencing large crowds), Persuasion (honest attempt to talk). See Effects.
 Speak Carefully (F): argue defensively. Get -1k0 on next social attack, +1k0 on all Refute tests until next turn.
 Support (H): give an ally +1k0 on their next social skill test.
 Wordplay (H): create a verbal feint. Test FELL+Deceive vs. WIS+Scrutiny; if successful, the target cannot Refute your next attack.
Effects of Social Attacks Attitude TN Means
When a character is overcome with a social attack, they can either spend 1 Resolve to resist the effects, Actively works
or bend to the attacker’s intent. Once a character has spent 2 Resolve in this way, further social attacks Hatred +10
against you
in the same scene automatically fail (the target has become jaded and suspicious). The usual effects of Will take risks to
social attacks include: Hostile +5
hurt you
 Building or eroding Disposition: this improves or reduces the target’s disposition towards the Unfriendly 0 Wishes you ill
attacker or another party. The change is usually temporary unless this is done times equal to the Indifferent 0 Doesn’t much care
target’s WILL. Friendly 0 Wishes you well
 Compelling Behaviour: characters who don’t or can’t resist a social attack can be convinced Will take risks to
against their better judgement to take an action, provided it doesn’t violate their Alignment. Helpful -5
help you
 Breaking Alignment: if a character is reduced to 0 Resolve through social attacks, and is prevented Always supports
from regaining their full Resolve for days equal to their Devotion, their will is broken. Until their Fanatical -10
your cause
Resolve fully recovers, they can be compelled by social attacks to betray their Alignment.
Combat
Each round in combat, a character can take 2 different Half Actions, or 1 Full Action, as well as 1 Reaction between turns.
Initiative: 1d10 + DEX + COMP
Actions in Combat
Tags: Attack = A; Attack (Melee) = AM; Attack (Ranged) = AR; Concentration = C; Movement = ; Provokes = !; Defense = D
Name Type Tags Description
Aid Another H Give another character +1k0 on their next test.
Aim H/F C Get +1k0/+2k0 on your next attack.
All-Out Attack F AM +2k0 to hit, cannot Dodge or Parry.
Brace H Brace a heavy weapon to fire it normally.
Bull Rush H AM  Test opposed Strength, move target 2m, plus 2m/Raise
Called Shot F AC Attack specific location on your target for -2k0 to hit.
Charge F AM  Move up to speed, minimum 4m, get +1k0 to hit.
Delay H Before your next turn, take any Half action.
Disarm H AM Test opposed DEX+Weaponry, disarm opponent on success.
Dodge R  Test DEX+Acrobatics to negate a hit.
Feint H AM Test opposed DEX+Weaponry; on success, your next attack can’t be Dodged or Parried.
Fight Defensively F AM C -1k0 to hit, +1k0 to Parry and Dodge
Focus Power ? ! Cast a spell.
Full Auto Burst F ! AR +2k1 to hit, additional hit per Raise.
Full Defence F CM +10 To Static Defence, gain an additional Reaction.
Grapple H/F AM Half action to test Brawl to initiate grappler, as controller. Spend a Full action to maintain, then test opposed
STR to take a Grapple action:
 Attack: 1 hand only, no reactions. Target of grapple must Grapple as a Half Action:
 Throw Down: make opponent prone.  Break Free: opposed STR test = free & take a
 Push: max to ½ speed, move with opponent. Half action.
 Ready: own item, or steal opponent’s item. Stand: if  Slip Free: test DEX (TN15) = free & take a
both prone, stand up; can drag opponent up. Half action.
 Use readied item  Take Control: opposed STR test = in control &
take a Grapple action.
Healing Surge H Spend up to level in Resource Points to heal that number of Hit Points. +5 SD until next turn.
Knock Down H AM Test opposed STR to knock opponent prone. If opponent wins with 2 Raises, attacker is knocked prone.
Move H/F !  Move your full speed, or double your full speed.
Multiple Attacks F A Attack more than once in the same round – requires a fear, two weapons, or both.
Opportunity Attack R AM Make a melee attack against a target that has provoked one.
Overwatch F AR C Set kill zone & conditions of fire, and Full Auto Burst or Suppressing Fire, then take that action when
conditions occur. Overwatch ends if active character takes other actions.
Parry R DM Test Weaponry to negate a melee hit against you; requires you wielding a melee weapon.
Ready H ! Ready a weapon or item to hand, or stow/sheath an item.
Reload ? ! Reload a ranged weapon.
Run F ! Move up to 6×speed, attacks have -2k0 (ranged) or +2k0 (melee) to hit you.
Shift H  Make a small movement (DEX metres) that doesn’t provoke attacks.
Stand H ! Stand up from being prone.
Standard Attack H A Make one melee or ranged attack.
Suppressing Fire F AR Set a kill zone and force opponents to take cover (test WILL TN 20 or be Pinned). Test Ballistics (TN 20).
On a success, and for each 2 Raises, the SM assigns a random target (no more than ROF).
Tactical Advance F C Move up to your speed from cover to cover, and retain all bonuses to cover during movement.
Withdraw F C Break off from melee and move up to your speed.
Attack Sequence
 The attacker makes a test against the target’s Static Defence (SD). Test skill, +(level)k0 if proficient. The target may use their reaction to
Dodge or Parry – if they roll higher than the attack, roll, the attack is negated.
 Roll for hit location: 1= L leg, 2=R leg, 3-6=body, 7=gizzards, 8=L arm, 9=R arm, 10=head
 The attacker rolls for damage (+(STR)k0 if melee). Subtract Armour Points (AP) or Aura as applicable from the damage, then divide the
remaining damage by the target’s Resilience. The result is the number of Hit Points (HP) the target loses.
Health and Injury
When a character runs out of hit points, further damage is taken as Critical Damage, which has various effects depending on hit location.
 A Lightly Wounded character (≤ WILL HP lost) heals 1HP/day, or CON×HP with a full day of bed rest.
 A Heavily Wounded character (> WILL HP lost) heals 1HP/ week, or CON×HP with a full week of bed rest.
 A Critically Wounded character (HP are negative) heals 1HP/week only with rest and medical attention.

Critical Damage
After a character is out of Hit Points, further Hit Points they would lose is applied as Critical Damage. The effects of Critical Damage varies,
depending on the damage type, the hit location, and the total amount of Critical Damage. 5 is always lethal ().
Location Dmg Energy (E) Explosion (X) Impact (I) Rending (R)
Arm numb. Tests at Arm fractures. Held items Held items dropped. Held items dropped.
1
–2k0 for 1 R. dropped.
Arm useless 1d5 Rs. 1 Target screams. Stunned 1 R, 1 Fatigue. Held items dropped. 2
2
Fatigue. limb useless until healed. Fatigue.
Need +2 raises to hit for 1 R. Test CON (20) or lose the 1d5 fingers broken. 1 Fatigue, 1d5 fingers severed. 3
Arm
3 1d5 Fatigue. hand. 1d5 Fatigue. hand useless until treated. Fatigue. Test CON (20) or
lose use of hand.
Arm severed. 1d10 Fatigue, Arm mangled. Test CON (20) Arm broken & useless until Arm severed. +BL.
4
+BL. or die from shock. +BL. healed. 2 Fatigue.
5 Arm destroyed.  Arm disintegrates.  Arm severed.  Arm removed. 
Out of breath. Only Half Blown backwards 1d5 metres, Off balance. Only Half If no armour on body, 1
1
Action on next turn. land prone, same Fatigue. Action on next turn. Fatigue from laceration.
Target burned. 1d5 Fatigue. As above, armour breached Rib broken. Stunned 1 R, 2 Stunned 1 R, 2 Fatigue.
2
until repaired. Fatigue.
Knocked prone & stunned Stunned 1 R, 1d10 Fatigue, Winded. 1d5 Fatigue, stunned Long wound opened up. 1d5
3
1d10 Rs. +BL. 2 Rs. Fatigue.
Body
Skin blackened. Stunned 2d10 Body destroyed.  1d5 ribs cracked. Further Prone, 1d10 Fatigue.
4 Rs, STR, CON, & DEX actions cause +BL.
halved until healed.
Skin melted.  Body destroyed.  Chest broken.  Target cut in half. 
5 All w/in 1d10 metres test
DEX (20) or dazzled 1 R.
Stumble and vomit. Stunned 1 Blown backwards 1d10 Winded. 1 Fatigue. Armour reduced by 1 AP. 1
1
R. metres. Same Fatigue. Fatigue.
2 Knocked prone, 1 Fatigue. 1d5 Fatigue, knocked prone. 1d5 Fatigue, stunned 1 R. 1d5 Fatigue.
Lungs scorched. Stunned Knocked prone, stunned 1 R, Knocked 1d5 metres prone. Abdomen opened. 1d5
Gizzards 3 2d10 Rs. 1d10 Fatigue, +BL. 1d5 Fatigue, stunned 2 Rs. Fatigue. +BL: use hand to
hold, or roll ×2.
4 Organs cooked.  Chest explodes.  1d10 Fatigue, +BL. Rent to pieces. 
Charred. Any explosives Chest explodes. Any Organs destroyed.  Rent to pieces.  Surrounding
5
detonate.  explosives detonate.  area difficult terrain.
1 Dazzled for 1 R. Blinded and deafened 1 R. 1 Fatigue, dazzled 1 R. If no helmet, 1 Fatigue.
Hair burned off, blinded 1d5 Knocked prone, stunned 1 R. Nose broken. Blinded 1 R, 2 1 eye removed. 1d5 Fatigue.
2
Rs. 2 Fatigue. Fatigue. Stunned 1 R.
Face & eyes melted. Blinded Head explodes.  Head snapped back. Stunned Face cut. Stunned 1d5 Rs,
Head 3
1d10 hours, FELL -1. 1d5 Rs, 2 Fatigue. 1d5 Fatigue. Helmet torn free.
4 Skull exposed.  Head explodes.  Brain pulverised.  Decapitated. 
Brain explodes.  Head explodes. Allies in 2m Head explodes.  Decapitated, blood dazzles
5
test against Fear 1.  adjacent creatures. 
Movement halved 1 R. Knocked backwards 1m. Movement halved 1 R. Kneecap split. Test DEX (20)
1
or prone. 1 Fatigue.
Movement halved 1d5 Rs, 1 Leg cracked. Stunned 1 R, Leg broken. Stunned 1 R, 1 Fatigue, +BL.
2 Fatigue. movement halved 1d5 Rs. 1 movement halved 1d5 Rs. 1
Fatigue. Fatigue.
Test CON (20) or lose a foot. Test CON (20) or foot 2 Fatigue. Test CON (20) or Test CON (20) or lose foot.
Legs
3 Movement halved until destroyed & 1d5 Fatigue. foot destroyed. Otherwise, Move halved until treated.
medical attention. halve move until treated. 1d5 Fatigue.
Leg severed. Test CON (20) Leg destroyed. Test CON Lower leg severed. Test CON Leg removed. Test CON (20)
4 or stunned 1 R. 1d10 Fatigue (20) or . Otherwise stunned (20) or . Otherwise, stunned or . Otherwise, stunned
& + BL. 1d10 Rs, 1d10 Fatigue, +BL. 1d10 Rs, 1d5 Fatigue, +BL. 1d10 Rs, 1d10 Fatigue, +BL.
5 Full immolation.  Leg explodes.  Leg severed.  Leg removed. 
Conditions Combat Situations
 Blinded: fail all vision and Ballistics tests. -2k0 on other tests that  Combat Advantage (CA): free raise to hit target.
benefit from, but do not rely on, sight (such as melee attacks).  Cover: if covered body parts are targeted, the damage is reduced
 Blood Loss (BL): 1-in-10 chance of death each round. TN 20 by the cover’s AP:
Medicae test to staunch bleeding (30 if character is exerting o Thin metal: AP 4
themselves). o Crates, ice: AP 8
 Combat Advantage (CA): free raise to hit target o Computer bank: AP 12
 Dazzled: -1k0 on all tests, but -2k0 on sight-based tests. o Thick iron or stone: AP 16
 Deafened: cannot hear. o Armaplas, bulkhead: AP 32
 Diseased: cannot recover hit points.  Concealment: SD +5 (or more)
 Fire: if exposed to fire, test DEX (15)  Difficult terrain: -1k0 (or -2k0) on melee and dodge tests
 Fatigue: -1k0 on all tests while Fatigued. If Fatigue levels exceed  Engaged in melee: Ballistics tests require 2 more Raises to hit
CON, character collapses for 10-CON hours. (unless CA applies).
 Lost hand: -2k1 to 2-handed activities. Shield can be used. -2k0  Falling: lose 1HP per 2m, reduced by Acrobatics (TN 15, reduce
for off-hand (reduce penalty by 1k0 for each 10XP spent). 1 HP lose, +1 per Raise). Intentionally dropping ignores 2m/dot.
 Lost arm: as above, can’t use shield.  Ganging up: if target is outnumbered 2:1, attackers get +1k0. If
 Lost eye: ranged attacks at half ranged. -2k1 sight tests target is outnumbered at least 3:1, attackers get +2k0.
 Lost foot: half movement, -2k0 on movement actions.  Higher ground: melee attacks get +1k0.
 Lost leg: as above, can’t use Dodge action.  Range:
 Helpless: attacks always hit, and roll damage twice. o Extreme (×3): Ballistics tests need 3 more Raises to hit.
 Pinned: if Suppressive Fire, test WILL (20) or be Pinned. Only o Long (×2): attack tests need 1 more Raise to hit.
half actions, cannot leave cover. Test to remove (TN 10 if no fire). o Short (≤ ½): +1k0 to hit.
o Point Blank (≤2m): +2k1, unless Engaged in melee.
 Prone: melee attacks at -1k0, -2k0 to Dodge tests. Point-blank
attackers get CA; ranged attacks need +1 Raise to hit.  Two-Weapon Fighting: -3k0 on attacks, using the Multiple
 Restrained: attackers get CA. Attack rolls at -1k0. Attack action.
 Weapon jams: a mechanical weapon will jam if more 1s are kept
 Stunned: no actions, attackers get CA.
on the test than the attacker’s level (after the shot if it was
 Suffocation: hold breath for minutes = CON (or rounds = CON×2
successful). TN 15 to clear (ammo is lost).
if active). Each minute (or round, if active), test CON (10) or take
Fatigue. If no oxygen by end of period, unconscious; lose
1HP/round until death.
 Surprised: attackers get CA.

Fear & Insanity 1d10 Shock


When a character is confronted by a terrifying situation, they must test WILL: 1-2 Badly startled, half action on next turn.
 Fear 1: TN 15 – Disturbing e.g. the walking dead, a fear spell 3-4 Gripped by fear; dazzled until snapped out of it.
 Fear 2: TN 20 – Frightening e.g. an ebon wraith, dragon 5-6
Shocked, backs away from and cannot approach
 Fear 3: TN 25 – Horrifying e.g. incarnate Daemon source of fear. +1 IP
 Fear 4: TN 30 – Terrifying e.g. The King in Rags and Tatters 7-8
Frozen with terror. Stunned until snapped out of it,
If the test fails in combat, they must roll on the Shock Table, adding +1 for then -1k0 on all tests until end of encounter. +1d5 IP
each Check on the test. If the shock allows for “snapping out of it”, repeat Panic. Must flee, and if unable too, only take Half
the test. Outside of combat, the character suffers -1k0 on any tests requiring 9 actions and is at -2k0 on all tests. +1d5 IP. Once
concentration, and if the test failed by 10 or more, they gain +1d5 Insanity away from danger, can try to snap out of it.
Points (IP). Faint, unconscious 1d5 rounds. Once conscious, skill
10
Mental Trauma: Every time a character has accumulated 10 IP, they must shaken (-1k0). +1d5 IP.
make a Trauma test – WILL vs. 10 + 1/5IP. If failed, roll on the Trauma Overcome: screams & vomits for 1d5 rounds
table, +1 for each Check on the test. 11 (helpless). Afterwards, only Half actions until rested.
As a character accumulates Insanity Points, they game Mental Disorders. +1d5 IP.
 40 IP: Minor Disorder (TN 10 to resist) 12
Crumple & weep for 1d10 rounds (helpless).
 60 IP: Severe Disorder (TN 15 to resist) Afterwards, -2k0 until end of encounter. +1d10 IP
 80 IP: Acute Disorder (TN 20 to resist) 13+ Mind snaps. Catatonic for 1d10 hours. +1d10 IP
 100 IP: character removed from play.
1d10 Mental Disorders
1-2 Character is withdrawn & quiet, -1 CHA for 3d10 hours.
3-4 Character performs action compulsively. -1k0 on all tests requiring INT, FELL, or COMP. Lasts for 3d10 hours.
5-6 Constant fear. +1k0 on Perception tests, 01k0 on WILL for 1d5 days.
7-8 Temporary severe phobia, lasting 1d5 days.
9 Extreme agitation at slightest stress of pressure. If stressed, -1k0 on all tests. Lasts for 1d5 days.
10 Vivid and extreme nightmares. For 1d10 days, can’t recover Hit Points through bed rest.
11 Struck dumb, cannot speak for 1d5 days.
12 Extremely distressed and unfocused, refuses food and drink, looks terrible. -1 to all Characteristics for 1d10 days.
13 Temporary hysterical blindness or deafness for 1d10 days.
14+ Completely traumatized. Can’t initiate actions (but can be gently led) for 1d10 days.
Equipment
Weapons
Weapon features:  Flame: cone of flame (max range = medium). All test DEX vs.
 Type: TN 5×(firer’s DEX)+(5 if Good/Best, -5 if Poor)–(10 if firer is
o Melee: add +(Strength)k0 to damage. not proficient). Flame weapons jam if the firer rolls a 9 on
o Thrown: add +(Strength)k0 to damage, unless explosive. damage dice.
Can’t be used in melee, unless tagged as melee.  Flexible: cannot be parried.
o Pistol: 1-handed, can be used in close combat (but with  Inaccurate: no bonus for aiming.
no bonuses or penalties for range or targeting  Overheats: if a 9 is rolled on damage dice, roll E damage for user
equipment). to arm unless the user drops it. Ammo is wasted.
o Basic: require 2 hands, can be used 1-handed at -2k0 to  Power Field: 70% chance to destroy other weapon in a parry, if
hit. the other weapon lacks this quality.
o Heavy: require 2 hands, must be braced to avoid -3k1  Reach: allows you to not be engaged in melee when making a
penalty to hit. melee attack.
 Damage: Energy (E), Explosive (X), Rending (R), Impact (I)  Recharge: weapon requires 1 round after each shot to recharge.
 Pen (Penetration): how many Armour Points are ignored.  Reliable: Jams are only misses.
 ROF (Rate of Fire): if S, allows single shots. Number indicates  Scatter: at Point-Blank Range, every 2 raises increases damage
how many rounds used with Full-Auto. by +1k0. At Long+ range, double AP on targets.
 Range: Short range is Range ÷2, Long Range is Range ×2.  Shocking: target must make a CON test 15 or be stunned for 1
Maximum Range is Range ×4. round.
Weapon Qualities:  Smoke: throws up a smokescreen 3d10m in diameter, lasting for
 Quality: Poor gives -1k0 on tests, Good gives +1k0 on tests, and up to 2d10 rounds.
Best gives +1k0 on tests and +2 to damage.  Snare: target must make a DEX test vs. attack roll or be
 Accurate: +1k0 when aiming, +1k1 damage for every 2 Raises immobilized. Half action to escape (DEX vs. TN 15, +/-5 for
on an Aimed attack. quality).
 Armoured: +2 AP to wielding arm and body.  Tearing: weapon always deals at least 1 wound.
 Balanced: +1k0 to parry tests.  Toxic: after taking damage, target must make a CON test vs.
 Blast (X): indicates blast radius in metres. Roll hit location and TN15 or suffer 1 additional wound to the body.
damage individually.  Unbalanced: -1k0 to all tests made to parry.
 Brawling: add damage to brawling attacks. Use Brawl skill  Unreliable: treat your level as halved (round down) for the
instead of Weaponry skill. purpose of checking jams.
 Defensive: +2k0 to parry, -1k0 to attack. If not proficient, -1k0  Unwieldy: may not parry.
on all attacks.
Guns
Name Type Damage Pen ROF Range Clip Reload Availability Special
Ordinary Proficiencies: Basic or Ranged 1
Autopistol Pistol 2k2 I 0 S/6 30m 12 Full Com -
Revolver Pistol 2k2 I 0 S/- 30m 6 2Full Com Reliable
Hand Cannon Pistol 3k2 I 3 S/- 35m 6 2Full UnCom -
Autogun Basic 2k2 I 0 S/10 90m 30 Full UnCom -
Hunting Rifle Basic 2k2 I 0 S/- 150m 5 Full Rare Accurate
Shotgun Basic 3k2 I 0 S/2 10m 2 2Full Com Scatter, Reliable
Pump Shotgun Basic 3k2 I 0 S/- 30m 8 2Full UnCom Scatter
SAW Heavy 3k2 I 5 -/10 120m 100 Full Rare -
Las Proficiencies: Basic or Ranged 2
Laspistol Pistol 2k2 E 0 S/- 30m 30 Full Com Reliable
Pulse Rifle Basic 2k2 E 2 S/4 100m 40 Full UnCom Reliable
Lasgun Basic 3k2E 0 S/3 60m 60 Full Com Reliable
Lon Las Basic 3k2 E 0 S/- 150m 20 Full Rare Reliable, Accurate
MP Lascannon Heavy 5k5 E 10 S/- 300m 5 2Full VRare Recharge
Plasma Proficiencies: Ranged 2
Plasma Pistol Pistol 3k3 E 8 S/- 30m 10 4Full VRare Recharge, Overheats
Plasma Gun Basic 3k3 E 8 S/2 90m 20 8Full VRare Recharge, Overheats
Melta Proficiencies: Ranged 2
Inferno Pistol Pistol 4k3 E 12 S/- 10m 3 Full VRare -
Meltagun Basic 4k3 E 12 S/- 20m 5 2Full Rare -
Bolter Proficiencies: Ranged 1
Bolt Pistol Pistol 4k2 X 6 S/- 30m 8 Full Rare Tearing
Boltgun Basic 4k2 X 6 S/3 90m 24 Full VRare Tearing
Heavy Bolter Heavy 4k2 X 8 -/10 120m 60 2Full VRare Tearing
Syrneth Proficiencies: Ranged 2
Null Ray Heavy 6k3 E 20 S/- 10m 4 2Full VRare Recharge
Lightning Gun Basic 4k2 E 4 S/2 30m 6 2Full VRare Scatter, Shocking
Exotic Proficiencies: Ranged 1
Needle Pistol Pistol 2k2 R 0 S/- 30m 6 Full VRare Accurate, Toxic
Needle Gun Basic 2k2 R 0 S/- 180m 6 2Full VRare Accurate, Toxic
Web Pistol Pistol - 0 S/- 30m 1 Full Rare Snare
Heavy Webber Basic - 0 S/- 50m 1 Full Rare Blast 5, Snare
Flamer Proficiencies: Ranged 2
Hand Flamer Pistol 3k2 E 4 S/- 10m 3 2Full VRare Flame
Flamer Basic 3k2 E 6 S/- 20m 3 2Full Rare Flame
Other Ranged Weapons
Name Type Damage Pen ROF Range Clip Reload Availability Special
Primitive Proficiencies: Basic or Ranged 1
Bow Basic 2k2 R 0 S/- 30m 1 Free Com Reliable
Crossbow Basic 3k2 R 0 S/- 30m 1 2Full Com -
Hand Bow Pistol 2k2 R 0 S/- 15m 1 Full Rare -
Musket Basic 3k2 I 0 S/- 30m 1 5Full Com Unreliable, Accurate
Sling Basic 1k1 I 0 S/- 15m I Full VCom -
Bolas Thrown - 0 S/- 20m - - UnCom Snare, Inaccurate
Launchers Proficiencies: Ranged 1
Grenade Launcher Basic ? ? S/- 60m 6 2Full Rare ?
Missile Launcher Heavy ? ? S/- 200m 1 Full Rare ?
Grenades & Missiles Proficiencies: Throwing (for single grenades) or Ranged 1 (for launcher)
Smoke Grenade Thrown - 0 S/- STR×3 - - Com Smoke
Frag Grenade Thrown 4k2 X 0 S/- STR×3 Com Blast 4
Frag Missile - 4k2 X 5 - - - - UnCom Blast 6
Krak Grenade Thrown 4k2 X 10 S/- STR×3 - - Rare -
Krak Missile - 4k2 X 12 - - - - VRare Blast 1
Photon Flash Thrown - 0 S/- STR×3 - - Rare -
Plasma Grenade Thrown 3k3 E 10 S/- STR×3 - - VRare -
Stun Grenade Thrown - 0 S/- STR×3 - - VRare Blast 1, Shocking
Grav Bomb Thrown - 0 S/- STR×3 - - MRare Blast 5
Melee Weapons
Name Type Damage Pen Avail Special
Primitive Proficiencies: Basic or Melee 1 Armour
Daiklave Melee 4k2 R 4 Rare - Quality: Poor gives -1 penalty to DEX; Good increases AP
by 1 for first attack in each round; Best gets +1 AP, and
Hand Weapon Melee 3k2 R/I 0 Com -
Max Dex is increased by 1.
Power Sword Melee 4k2 R 4 VRare Power
Name AP Max Avail Covers
Club Melee 1k2 I 0 Ubi -
Dex
Parrying Proficiencies: Melee 2
Light
Knife Thrown/M 1k2 R 0 VCom -
Leathers 2 - UnCom Arms, Body, Legs
Katar Melee 0k2 R 3 Com -
H. Leathers 3 5 Com Arms, Body, Legs
Main Gauche Melee 1k2 R 0 UnCom Balanced
Quilted Vest 3 - Com Body
Cavalry Proficiencies: Melee 1
Mesh Vest 4 - Rare Body
Lance Melee 3k2 R 4 Rare 2 Hands, Unbal, Reach
Mesh Cowl 4 - Rare Head
Spear Thrown/M 2k2 R 3 UnCom 2 Hands, Reach
Mesh Gloves 4 - Rare Arms
Shortspear Melee 2k2 R 3 UnCom -
Medium – Flak gets ×2 AP vs. Blast weapons
Flail Proficiencies: Melee 1
Chain Coat 5 5 UnCom Arms, Body, Legs
Flail Melee 3k2 I 0 Rare Flex
Chain Hood 4 - Uncom Head
Dire Flail Melee 2k3 I 3 VRare 2 Hands, Flex, Unwieldy
Flak Vest 5 5 UnCom Body
Electro-Flail Melee 2k2 I 0 Rare Flex, Shocking
Flak Jacket 5 4 Uncom Arms, Body, Legs
Fencing Proficiencies: Melee 2
Flak Gauntlets 5 5 UnCom Arms
Fencing Sword Melee 2k2 R 0 Com Balanced
Flak Helmet 5 - UnCom Heady
Officer’s Cutlass Melee 2k2 R 0 Rare Balanced, Shocking
Heavy
Phase Sword Melee 3k2 R 7 VRare Balanced, Power
Banded 6 3 UnCom Arms, Body, Legs
Two-Handed Proficiencies: Melee 3
Full Helm 6 - UnCom Head
Great Weapon Melee 3k3 R/I 4 UnCom 2 Hands, Unbal
Carapace Chest 7 3 Rare Body
Grand Daiklave Melee 4k3 R 2 Rare 2 Hands, Unwieldy
Carapace Helm 7 - Rare Head
Goremaul Melee 4k3 I 2 Rare 2 Hands, Unwieldy
Carapace Gloves 7 3 Rare Arms
Syrneth Proficiencies: Melee 3
Carapace Legs 7 3 Rare Legs
Scythe Melee 4k2 R 8 Rare Power
Extreme
Gyrspike Melee 5k1 R 6 VRare Flex
Plate 8 2 Rare Arms, Body, Legs
Grimscythe Melee 6k2 R 8 MRare Power, Unbal, 2 Hands
Plate Helm 8 - Rare Head
Chain Proficiencies: Melee 3
Storm Carapace 8 3 VRare All (sealed)
Chainsword Melee 3k2 R 4 Rare Tearing
Power – +1 Resilience & Strength, -2 SD
Chain Axe Melee 2k3 R 4 Rare Tearing
Light Power 10 3 VRare All (sealed)
Shields Proficiencies: Melee 1
Power Armour 12 2 VRare All (sealed)
Shield Melee 0k1 I 0 Com Armoured, Defensive
Unarmed Proficiencies: Basic or Melee 1
Brass Knuckles Melee 0k1 I 0 Com Brawling
Caestus Melee 1k1 R 2 UnCom Brawling
Power Fist Melee 2k2 I 4 VRare Brawling, Power

You might also like