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Credits

aerialAstronomer, Thief of Space in the Land of Frogs and Spectrums


Lead Designer, Editor

pixelatedPeripatetic, Thief of Void in the Land of Cathedrals and Magnetism


Lead Writer, Editor

Homestuck RPG 1.1 Credits


umbralAeronaut, Forger of Void in the Land of Neon and Melody

cobaltKinesis, Seeker of Reason in the Land of Ghosts and Shadow

madLurker, Mage of Mind in the Land of Haze and Motion

apocryphalCartographer, Scribe of Time in the Land of Night and Circuits

schoolSpeedrunner, Seer of Doom in the Land of Shade and Relics

utilitarianTurnabout, Rogue of Light in the Land of Shrines and Quartz

daringHero, Scourge of Moments in the Land of Conflict and Derp

OPEN GAME CONTENT & COPYRIGHT INFORMATION


Homestuck RPG: Second Edition is presented under the Open Gaming License. See page ??? for the text of
the Open Game License. All game mechanics and statistics are to be considered Open Game Content. These
rules found their spiritual genesis in Dungeons & Dragons 4th Edition, a property of Wizards of the
Coast LLC. The intellectual property of Homestuck is the sole purview of Andrew Hussie, creator of
mspaintadventures.com. All characters, character names, and canon art are copyrighted by Andrew
Hussie. The mention of, or reference to, any company or product in these pages is not a challenge to
the trademark or the copyright concerned.
Table of Contents
Introduction - - - 1 ADVENTURES
Creating Lands - - - X
CHARACTER CUSTOMIZATION
Classes & Aspects - - - Quests & Dungeons - - -
• Canon Classes
• Semi-Canon Classes Mass Combat - - - X
• Semi-Canon Aspects
Scratch Constructs - - - X
• Expanded Aggrievements
Exiles - - - X
Cherubs - - -
Grimdark & Other Influences - - - X
Trolls Expanded - - -

Specialty Skills - - - X NULL SESSIONS


Void Sessions - - -
Quirks & Flaws - - - X • Players As Nobles
• Quirks
Dead Sessions - - -
• Flaws
• The Path of the Martyr
Templates - - - X • The Path of the Conqueror

Concatenation Oaths - - - BESTIARY, VOL. 2


Carapacian Ships - - -
TREASURES & ALCHEMY
Modi - - - X Skeletal Underlings - - -

Alchemy Traits - - - X Lusii - - -

Common Tab Items - - - Robots – - -

Rare Items & Treasures - - - Boss Monsters - - -


• Canon Items Prototyping Templates - - -
• Custom Items
Open Game License - - - X
Introduction
CHARACTER CUSTOMIZATION
Classes And Aspects
Included in this sourcebook are a number of additional Classes and Aspects, each with varying degrees of canonical
relevance and game balance attached. Some may be particularly good fits for comedy-filled campaigns designed to play
with some of Sburb's more hilarious features. Others may be more effective in campaigns with only two players. Others still
may be reasonable fits into a serious campaign. Ultimately, it is up to the GM's discretion as to their legitimacy in a storyline.
Nevertheless, these Claspects have been crafted in all seriousness to allow for (reasonably) balanced play.

Canon Classes
The two canon Classes present in this chapter are the Master Classes, otherwise known as the Lord and the Muse. Both
classes have been designed according to canon, meaning that they are stronger than most other Classes and are designed
to work in tandem together in a two-player campaign.

The Lord is a hard-hitting Striker with leader-like traits. Many of its powers are designed to either punish individual targets or
to summon allies and dominate enemies. Conversely, the Muse is a utility-oriented Controller that is designed to summon
and buff allies while denying enemies a chance at dealing damage or inflicting status conditions.

In relation to Aspects, the Muse is a Class that focuses on inspiring others. Using their Aspect, a Muse will motivate and
invigorate friends, calling them from far and wide to aid in completing grand tasks. Being an utterly Passive Class, the Muse
relies on friendship and inspiration to accomplish goals. On the opposite end of things, a Lord focuses greatly on instructing
and commanding those around them to further the Lord's ends. By taking direct control of the reins, a Lord will use their
Aspect to dictate actions, and in some cases even dominating others all in the pursuit of success and accomplishment.

Semi-Canon Classes
Four semi-canon Classes have been included in this chapter, all of which have been drawn from in-jokes and theories from
the MSPA Fandom. Tailored to function like any other Class, players can act as a Waste, a Gent, a Huss, and a Nick.

Mechanic-wise, Wastes are a Striker class that significantly improve after failing rolls. Many Waste attacks have options to
reduce attack rolls in exchange for massively boosted rolls and damage with subsequent attacks. Next, Gents are a Leader
class that grants additional attacks to allies and restrain foes. In addition, Gents have a trait that allows them to deal
additional damage when they have unused actions at the end of their turn. Huss class members are Controllers that force
enemies to take particular actions while also dealing wide damage to different targets, mostly in an attempt to provide allies
with better tactical options. Conversely, Nicks are Defenders that specialize in attracting attention and drawing ire from
combatants. Nicks have attacks that increase in damage when more targets are adjacent to them, as well as a trait that
provokes individuals targets.

Examining the Semi-Canon Classes offers interesting story-related paths for GM's and players. Wastes are a Passive Class
that derive power in a peculiar way; they spend a great deal of effort using their Aspect without accomplishing anything of
significance, instead succeeding by using unlikely abilities and routes. Meanwhile, the Active counterpart to a Waste is a
Gent. Gents actively deny themselves access to their Aspect, which grants them strength by subverting their Title.

The other pair is the Huss and the Nick. A Huss is like an author of the world around them; Husses are a Passive class that
use their Aspects to will moments into being and to guide paths and directions around them. The other side of the coin is the
Nick. The Nick is an Active Class that uses its Aspect to draw attention and to carry and lead others forward. For all intents
and purposes, Husses are authors to the story, while Nicks are protagonists.

Semi-Canon Aspects
Like with the Semi-Canon Classes, two Semi-Canon Aspects form a part of this chapter, which have also been drawn from
the MSPA sub-culture. Players may utilize the powers of the Piss and Lips Aspects as a part of their campaigns, with each
offering powers and possibilities of exploration.

The Piss Aspect represents more than just urine, although that bodily fluid can and often does factor into the equation.
Rather, Piss represents the discarded, the valueless, and the forgotten. In using ideas and objects discarded by others, a
Hero of Piss can transform them into highly valuable and effective tools. In opposing fashion, the Lips Aspect is entirely
about the vaunted and celebrated. Certainly, a Hero of Lips would be using their mouth and their voice more often than
anyone else. Nevertheless, Lips centers on drawing strength from what is well-known and desired.

When paired with a Class, the Piss Aspect offers abilities that weaken and immobilize foes, while also refreshing spent
powers and items. A Hero of Lips while instead be able to utilize the attacks of others, as well as repeating effective actions
and entrancing foes.
Muse (Controller)
At times in your life, you've felt powerless or unable to do anything to alter events as they unfold
around you. While you may have perceived this as a failing in yourself, through the lens of a Muse you
realize that your flaws are really your strengths. As one of the Master Classes, your role inspires
others to take up your cause, often when you are unable to do so yourself. Simply by existing and
struggling, you serve to motivate countless others towards action, like a conductor to an orchestra.
Attribute: Pulchritude OR Imagination
Skill: Form & Substance - Gain a +4 bonus to Chumming Checks
Traits: Willful Sanctuary – Gain a +3 Bonus to Will
The Scholarly Gaze - Once per turn, you may use your Move action to teleport an ally within 6 squares directly adjacent to you.
Brutal Affront (Lv. 2): Crescendo – The attack deals 1d10 damage, the target is slowed (save ends) and an ally within 6 squares of you
may heal ¼ their hit points. (Grave Blunder – You take 1d10 damage and are slowed until the end of your next turn, and an enemy within 6
squares of you may heal ¼ of their hit points.)

Aggrievements (Choose two of the following. Later, you may choose to gain a third at Level 8)
Heal The Breach Inspiring Opposition

Standard action – At-will Melee- or Ranged-kind Minor action – At-will Close Burst 10
Target: One creature Target: One ally within the encounter
Attack: Plc/Img + your level + weapon precision vs. Will Effect: The ally gains a +3 bonus to their next attack roll and may
make a basic attack as a free action.
Hit: 2[W] + your level damage, and any enemies adjacent to the Special: If the target confirms a Brutal Affront on their basic attack,
target take half of the damage of this attack. they may immediately shift their speed.
Effect: Any allies adjacent to you may either regain hit points equal
to your level + 3 or gain a +2 bonus to one defense score until the
end of their next turn.

The Conductor's Baton Make a Stand!

Standard action – At-will Melee-kind (Close Blast 3) or Standard action – Encounter Close Burst 3
Ranged-kind (Area Burst 1 within
Range)
Target: All creatures in Burst or Blast Target: All enemies in Burst
Attack: Plc/Img + your level + weapon precision vs. AC Attack: Plc/Img + your level + 2 vs. AC

Hit: 2[W] + Plc/Img modifier + your level damage and the target is Hit: 3[W] + Img/Acu modifier + your level damage.
slid 3 squares. If the target ends its movement adjacent to an ally,
that ally may make an opportunity attack with a +2 bonus to the Effect: All allies in the Burst may either may an immediate saving
attack roll. throw with a +2 bonus to the roll, or push any adjacent enemies up
to three squares.

Boon (Lv. 3) (Gain the following power)

Let's Change The Beat

Free action – Encounter Melee- or Ranged-kind


Target: All allies in the encounter
Effect: Until the end of the encounter, whenever the target performs an Aid Another, Aid Attack, or Aid Defense action, the bonus they
provide increases to +4.

Fraymotif (Lv. 5) (Gain the following power)

Precipitendo

Standard action – Encounter Melee-kind (Close Blast 4) or Ranged-kind (Area Burst 2 within
Range)
Target: All creatures in Burst or Blast
Attack: Plc/Img + your level + weapon precision vs. AC
Hit: 3[W] + Img/Acu modifier + twice your level damage, and the target is slowed (save ends).
Effect: All allies in the Burst or Blast either gain a +2 bonus all defenses until the end of their next turn, or until the end of their next turn
may knock their target prone whenever they make a successful attack roll against target, in addition to any other effects.
Lord (Striker)
Nothing is ever easy. Anyone who has ever made anything of themselves knows that success only comes to
those who work for it. While it may all seem like wasted effort, to see things through the lens of a
Lord is to see that hard work pays off. As one of the Master Classes, your role channels ultimate
effort into ultimate command, allowing you to cast orders and take charge like no other. Simply by
existing and struggling, others will bend their knee to you and your power, like a garbage truck
plowing through the wall of an industrial beef mill.

Attribute: Mangrit OR Acumen


Skill: Class And Style - Gain a +4 bonus to Trolling Checks
Traits: Built Like a Garbage Truck - Gain a +3 Bonus to Fortitude
Man Gaka Extraordinaire – Whenever you inflict a status condition on a creature, you may spend either a Standard Action or a
Move and Minor Action to instead dominate the target until the end of their next turn.
Brutal Affront (Lv. 2): Intense Staredown - The attack deals 1d10 damage, the target is weakened (save ends) and an ally within 6
squares of you may make a basic attack as a free action. (Grave Blunder – You take 1d10 damage and are slowed until the end of your
next turn, and an enemy within 6 squares of you may make a basic attack as a free action.)

Aggrievements (Choose two of the following. Later, you may choose to gain a third at Level 8)

Teach Them A Lesson Hone Your Craft

Standard action – At-will Melee- or Ranged-kind Minor action – At-will Close Burst 2
Target: One creature Target: One enemy in Burst
Attack: Mgt/Acu + your level + weapon precision vs. AC Attack: Mgt/Acu + your level + 1 vs. Will
Hit: 3[W] + Mgt/Acu modifier + your level damage, and the target is Hit: The target immediately makes a basic attack against one target
slowed (save ends). of your choice. If they cannot make an attack or are out of range to
make an attack, they take 2d8 + your level psychic damage.

Slaughter The Haters Exterminate Quickly

Move action – At-will Meleekind Standard action – Encounter Meleekind


Target: One creature Target: One creature
Special: Make a charge at the target, and then use this attack in Attack: Mgt/Acu + your level + weapon precision -1 vs. AC
place of a melee basic attack. The charge will not use up your
actions or end your turn. Hit: 4[W] + Mgt/Acu modifier + your level damage

Attack: Mgt/Acu + your level + weapon precision vs. Fortitude Effect: All allies in the Burst may immediately make a melee basic
attack as a free action, or gain a +2 bonus to their attack and
Hit: 3[W] damage, and target is weakened until the end of your damage roll on their next attack.
next turn.

Boon (Lv. 3) (Gain the following power)

The Cardinal Rule

Immediate Interrupt - Encounter Personal


Target: You or one ally
Effect: The next time the target bloodies an enemy, that enemy automatically dies. The enemy affected by this power cannot be more
than two levels greater than the target.

Fraymotif (Lv. 5) (Gain the following power)

Checkmate

Standard action – Encounter Melee- or Ranged-kind


Target: One bloodied creature
Attack: Mgt/Acu + your level + weapon precision vs. Reflex
Hit: 4[W] + Mgt/Acu modifier + twice your level damage, and the target takes Ongoing damage equal to your level until the target dies or
is no longer bloodied.
Miss: Deal half damage
Gent (Leader)
A true gentleperson knows from a young age that restraint and discipline leads to better things.
Holding back from the temptations of life and building a polite and responsible exterior more than
makes up for missing out on the wilder side of life. In the Medium, this fact couldn't be truer. The
ability to refrain from some of the gifts granted you is in itself a gift; after all, why do something
when doing nothing is exactly what needs to happen?

Attribute: Pulchritude OR Acumen


Skill:Tip-Top Shape - Gain a +4 bonus to Science Checks
Traits: Serious Business - Gain a +3 Bonus to Fortitude
Esquire – Whenever you roll doubles, instead of confirming a Brutal Affront, you may instead recharge one ally's Encounter power.
Brutal Affront (Lv. 2): Etiquette Lesson – The attack deals 1d8 extra damage and all allies that can see you gain a bonus to all defenses
equal to half of your Plc/Acu modifier until the end of your next turn. (Grave Blunder – You take 1d8 damage and the target gains a +2
bonus to all defenses until the end of your next turn.)

Aggrievements (Choose two of the following. Later, you may choose to gain a third at Level 8)

Defensive Garment Judicious Appraisal

Standard Action Close Burst 2 Standard Action – At-will Melee- or Ranged-kind


Target: One creature in Burst Special: You may decide to not include your Plc/Acu modifier to
your attack roll or your damage roll. If you do so, you may either
Attack: Plc/Acu + your level + weapon precision vs. Fortitude increase this power's damage by 1[W] or grant one ally in the
encounter a free melee basic attack.
Hit: 1[W] + your level damage, and whenever the target makes an Target: One creature
attack roll against one ally within the encounter, you may deal
damage to them equal to your Plc/Acu modifier. Attack: Plc/Acu + your level + weapon precision vs. AC
Hit: 1[W] + Plc/Acu modifier + your level damage

Enthusiastic Outburst Steam Press Strike

Minor Action - At-will Ranged 5 Standard Action - Encounter Melee- or Ranged-kind


Target: One creature Special: You may decide to spend your Move action when using this
power in addition to your Standard action. If you do so, one ally may
Attack: Plc/Acu + your level vs. Will make a free basic attack and you may shift one square before or
Hit: Until the end of your next turn, the target takes a -1 penalty to after using this power.
all defenses. The next ally who hits the target before the end of Attack: Plc/Acu + your level + weapon precision vs. AC
your next turn regains hit points equal to your Plc/Acu modifier +
your level. Hit: 2[W] + Plc/Acu modifier + your level damage and one ally within
5 squares of you gains temporary hit points equal to your level.

Boon (Lv. 3) (Gain the following power)

Step Lively

Free Action - Encounter Communication


Trigger: The target rolls Initiative.
Target: You or one ally
Effect: The target may immediately shift up to half their Speed.

Fraymotif (Lv. 5) (Gain the following power)

Gentleman At Arms

Standard Action - Encounter Melee- or Ranged-kind


Target: One creature
Attack: Plc/Acu + your level + weapon precision vs. AC
Hit: 2[W] + Plc/Acu modifier + twice your level damage
Effect: Until the end of the encounter, the target gains a +2 bonus to attack and damage rolls against you. Whenever it makes an attack
against you, one ally within 5 square of you may make a basic attack against the target as an Immediate Reaction.
Waste (Striker)
Not everyone amounts to something. Some people give up early on and coast through life, and some
struggle for years making no progress. Although this kind of life might be considered a curse by most,
there are others for who take this fact in stride. Realizing that doing a great deal in one facet of
life without accomplishing anything useful frees the mind and body to do great things with other
things. After all, striving and pushing yourself towards something unattainable may be noble, but
turning around and doing something unrelated and yet utterly noteworthy can be just as important.
Attribute: Acumen OR Imagination
Skill: Wasted Effort - Gain a +4 bonus to Athletics Checks
Traits: Path of Least Resistance - Gain a +3 Bonus to Reflex
Case In Point – Whenever you miss with an attack, you may spend your Minor action to make your attack roll again. If you roll
doubles, you automatically confirm a Brutal Affront. If not, the attack misses as normal.
Brutal Affront (Lv. 2): Do Your Best - The target takes an additional 1d10 + your level damage and you gain a +2 bonus to either your next
attack roll or your next Brutal Affront confirmation roll. (Grave Blunder: You take 1d10 + your level damage and grant combat advantage
until the end of your next turn.)

Aggrievements (Choose two of the following. Later, you may choose to gain a third at Level 8)

Lost Cause Struggle Against

Standard Action - At-will Melee- or Ranged-kind Minor Action - At-will Melee- or Ranged-kind
Target: One creature Target: One creature
Attack: Acu/Img + your level + weapon precision vs. AC Attack: Acu/Img + your level + weapon precision vs. AC
Hit: 1[W] + Acu/Img modifier + your level damage. Hit: 1[W] damage. If you threaten a Brutal Affront with this attack,
you deal 2[W] damage instead.
Effect: The next time the target misses an attack, they are knocked
prone.

Uphill Battle Lay Waste

Standard Action - At-will Close Burst 1 Standard Action - Encounter Melee- or Ranged-kind
Target: One or two creatures in Burst Target: All creatures in Blast
Attack: Acu/Img + your level + weapon precision vs. Fortitude; two Attack: Acu/Img + your level + weapon precision vs. AC
attacks
Hit: 2[W] + Acu/Img modifier + your level damage and the target
Hit: 1[W] + Acu/Img modifier + your level damage. takes Ongoing 10 acid damage (save ends).

Boon (Lv. 3) (Gain the following power)

College Try

Immediate Interrupt - Encounter Communication


Trigger: An ally you can see confirms a Brutal Affront
Target: The ally confirming a Brutal Affront
Effect: The target may apply your Level 2 Brutal Affront to their own Brutal Affront in addition to their own Affronts. The attack continues
as normal.

Fraymotif (Lv. 5) (Gain the following power)

Pointless Endeavor

Standard Action - Encounter Melee- or Ranged-kind


Target: One creature
Attack: Acu/Img + your level + weapon precision vs. AC
Hit: 3[W] + Acu/Img modifier + twice your level damage
Special: You may decide to sacrifice the Standard action you would receive during your next turn. If you do so, you may automatically
confirm a Brutal Affront with this attack. You may not use this power again until you take an Extended Rest.
Huss (Controller)
Whether operating from afar or standing in the thick of things, the world has in one way or another
succumbed to the stories you tell yourself. Whether it's how people interact with you to how the dice
roll when you throw them, the world responds to your wishes in the subtlest ways so that the narrative
in your head comes true. Through the prism of motivation, your powers and actions cast forth a message
into the Incipisphere: if you can think it and follow it, then the universe will conform to it.
Attribute: Imagination OR Pulchritude
Skill: Big Feelings - Gain a +4 bonus to Insight Checks
Traits: Delirious Hussnasty - Gain a +3 Bonus to Will
Death Toll – Whenever any individual in the encounter dies, you may gain one point in your Death Toll. The Death Toll is an
accumulation of energy you can dispense to anyone, including yourself. When you dispense a Death Toll, you may grant that
target a +1 bonus to their next attack roll, a +1 bonus to one defense until the end of their next turn, a -1 penalty to their next attack
roll, or a Vulnerability/Resistance 3 of a damage type of your choice until the end of your next turn.
Brutal Affront (Lv. 2): The Prevaricator - The attack deals 1d8 extra damage and you may choose to redirect all effects and damage from
your attack to any one target you can see. (Grave Blunder: You take 1d10 damage and the next successful attack made by an enemy
deals damage and any effects to you.)

Aggrievements (Choose two of the following. Later, you may choose to gain a third at Level 8)

The Yellow Yard You Can't Keep Down The Clown

Standard Action - At-will Close Blast 5 Immediate Reaction - At-will Melee-or Ranged-kind
Target: All enemies in Blast Trigger: An ally you can see receives a condition or an effect.
Attack: Img/Plc + your level + 1 vs. AC Target: The enemy inflicting the condition or effect
Hit: 2d8 + your level damage and the target is pushed 3 squares. Attack: Img/Plc + your level + weapon precision vs. Will
Hit: 1[W] + Img/Plc modifier + your level damage and the target
receives the same effects and conditions they inflicted on your ally.
The ally no longer suffers from those conditions or effects.

High Horse Hussie Hunt

Standard Action - At-will Ranged 5 Standard Action - Encounter Close Burst 3


Special: This power can be used a number of times equal to 1 + Target: All creatures in Burst
half your level (rounded down). You cannot use this power on your
next turn. Attack: Img/Plc + your level + weapon precision vs. AC

Effect: You may summon one Lusus of your choice that is equal to Hit: 2[W] + Img/Plc modifier + your level damage.
or below you in level into an unoccupied square within range. You
entirely control the Lusus, which falls behind you in initiative order. Effect: The Burst becomes a zone of teleportation until the end of
The Lusus disappears at the end of its turn. your next turn. If an enemy moves adjacent to you or an ally within
the zone, you may immediately teleport them up to 3 squares.

Boon (Lv. 3) (Gain the following power)

Blitz Chakras

Free Action - Encounter Communication


Target: You or one ally
Effect: The target may gain the trait benefits of up to two of their own Weapon Items or Armor Items until the end of their next turn. The
effects of these traits stack with whatever Weapon or Item the target already has equipped.

Fraymotif (Lv. 5) (Gain the following power)

Authorsplode!

Standard Action - Encounter Area Burst 1 within 10 Squares


Target: All creatures in Burst
Attack: Img/Plc + your level + weapon precision vs. AC
Hit: 2[W] + Img/Plc modifier + your level damage and the target is slowed until the end of your next turn.
Effect: The Burst creates a zone of power that lasts until the end of your next turn. Each creature that enters the zone is takes Ongoing 5
damage until they leave the zone.
Sustain: You may spend a Minor action to sustain this power.
Nick (Defender)
What makes people fascinating is conflict, drama, and the human condition. Nobody really wants
perfection. They want to see a struggle; to see a person go from a demon, to a lizard, to a shark, to
a heating-seeking panther, and then finally to become the hero they were meant to be. The plot to your
story may have been penned by those above you, but the battles you've gone through make you the
protagonist, and a champion with a destiny to make the most important things all about you.

Attribute: Mangrit OR Acumen


Skill: Balls, Attitude, Direction - Gain a +4 bonus to Mysteries Checks
Traits: Prickly Pear - Gain a +1 Bonus to Reflex, Will, and Fortitude
Zeus' Butthole – You gain a bonus to attack rolls equal to your Mgt/Acu modifier whenever you make an opportunity attack. If
movement provoked the opportunity attack, the target does not move. If an enemy still has actions remaining after the opportunity
attack that allow for movement, the target can use that action to continue moving.
Brutal Affront (Lv. 2): OVERREACT - The attack deals 1d10 extra damage, and one ally in the encounter may make a free opportunity
attack against one adjacent enemy. (Grave Blunder: You take 1d10 damage and the target may make a free basic attack against you.)

Aggrievements (Choose two of the following. Later, you may choose to gain a third at Level 8)

Cut The Chitchat Back In The Box

Standard Action - At-will Melee- or Ranged-kind Standard Action - At-will Meleekind


Target: One creature Requirement: You must have one hand free.
Attack: Mgt/Acu + your level + weapon precision vs. Fortitude Target: One creature
Hit: 1[W] + Mgt/Acu modifier + your level damage and the target is Attack: Mgt/Acu + your level + weapon precision vs. AC
marked.
Special: If you are wielding a Crushing Meleekind or Heavy Hit: 1[W] + Mgt/Acu modifier + your level damage, and you Grab the
Rangedkind weapon, you may add your level in damage. target. The Grab automatically ends at the end of your next turn.

That Was The Plan Face.... Off

Immediate Interrupt - At-will Melee- or Ranged-kind Standard Action - Encounter Close Burst 1
Trigger: An adjacent ally is the target of an opportunity attack. Target: All enemies in Burst
Target: One creature Attack: Mgt/Acu + your level + weapon precision vs. AC
Attack: Mgt/Acu + your level + weapon precision vs. AC Hit: 1[W] + Mgt/Acu modifier + your level damage
Hit: Shift until you are adjacent to the enemy making the Effect: Until you move or are moved from your current spot, any
opportunity attack. If you are already adjacent to the target, you enemy that starts its turn adjacent to you takes 1[W] damage, but
may shift one square and either mark the target or deal 1[W] + your only if you're able to make opportunity attacks.
level damage.
Special: You may not use this power on your next turn.

Boon (Lv. 3) (Gain the following power)

Not The Bees!

Free Action – Encounter Personal


Effect: You are immune to opportunity attacks until the end of your next turn.

Fraymotif (Lv. 5) (Gain the following power)

Heat-Seeking Panther

Standard Action - Encounter Close Burst 2


Target: Two enemies in Burst
Attack: Mgt/Acu + your level + weapon precision vs. AC
Hit: 2[W] + Mgt/Acu modifier + twice your level damage
Effect: The Burst creates a zone of weakening force that lasts until the end of your next turn. When an enemy enters the zone or starts
their turn there, they are Weakened until the end of their next turn.
Piss
As a Hero of Piss, your domain is that of all things discarded and removed. You have
control over that which is unwanted and forgotten, as well as over the qualities of objects
that inspire removal. This doesn't necessarily mean you collect trash or desire worthless
things, but rather that those outcast possessions find a better, more useful home under
your control. As they say, one man's trash is another man's treasure.

Attribute: Imagination
Skill bonus: Urinalysis – Gain a +4 bonus to Perception checks
Traits (lvl 4): Rubbish Heap – Whenever you find, are given, or otherwise come across a Weapon, you automatically have the Strife
Specibus needed to use that Weapon.
Bladder Up – As long as you have your maximum hit points, you gain a +2 bonus to all defenses.
Brutal Affront (lvl 6): Piss and Vinegar - ???

Boon (Lv. 3) (Gain the following power)

Pissed Off

Free Action - Recharge Communcation


Target: You or one ally in the encounter
Effect: The target regains the use of one spent Encounter power.

Aggrievements(Lv. 8, either this one or another from your class)


Urine Trouble

Standard Action - At-will Melee- or Ranged-kind


Target: One creature
Attack: Img + your level + weapon precision vs. AC
Hit:

Fraymotif (Lv. 9) (Gain the following power)

Jarate

Standard Action - At-will Melee- or Ranged-kind


Target: One creature
Attack: Img + your level + 1 vs. Fortitude
Hit:
Miss:
Lips
As a Hero of Lips, your domain is that of all things remembered and celebrated. You have
control over that which is noteworthy and desired, as well as the traits that suggest
greatness. Such things demand oration and adulation, and while in your command, they will
find themselves within the grasps of yourself and those most deserving of them.

Attribute: Pulchritude
Skill bonus: Lecture – Gain a +4 bonus to Skaian Lore checks
Traits (lvl 4): Take a Lickin' - ???
Dental Fricatives - ???
Brutal Affront (lvl 6): Kiss of Death - ???

Boon (Lv. 3) (Gain the following power)

Suck Off

Aggrievements(Lv. 8, either this one or another from your class)


Pucker Up!

Fraymotif (Lv. 9) (Gain the following power)

Kiss of Death
Expanded Aggrievements
While Classes and Aspects provide a plethora of Aggrievements, Boons and
Fraymotifs for players to use, sometimes it helps to have a few more options
to choose from. In keeping with that idea, below is an expanded list of 1st
Level Aggrievements which your players may find to their liking. They expand
and solidify the sorts of roles each Class and Aspect might fill, as well as
afford players flexibility and interesting tactics.
At the DM's discretion, these Aggrievements may be added to the list of
Aggrievements available for selection, with Class Aggrievements available at
both 1st Level and 8th Level, and Aspect Aggrievements available at 8th
Level.

Canon Class Aggrievements


KNIGHT MAGE
Deadcat Bounce Perish The Thought

Standard Action – At-will Melee-kind Standard Action - At-will Close Burst 3


Target: One creature Target: Two creatures in burst within two squares of an ally
Attack: Mgt/Img + your level + weapon precision vs. AC Attack: Img/Acu + your level + weapon precision vs. AC
Hit: 1[W] + Mgt/Img modifier + your level damage, and the next time an Hit: The target is slid 2 squares away from the designated ally. If the target
enemy hits you before the end of your next turn, a target adjacent to you is ends that movement next to one of your allies, that ally may make an
subject to the same attack. Opportunity Attack against that target.

SEER
PAGE
Hit The Weak Point
Offer A Shield
Standard Action - At-will Close Burst 3, or Area Burst 2 within
Standard Action – At-will Close Blast 4 5 squares.
Requirement: You must not have used your Move action on this turn. Target: All enemies in Burst
Target: One creature that is adjacent to an ally Effect: Until the end of your next turn, whenever you or an ally make attacks
against the target, the attacker may choose to attack a different Defense
Attack: Mgt/Acu + your level + weapon precision vs. AC
score than the one required in their power.
Hit: 1[W] + Mgt/Acu modifier + your level damage, and the target is pushed
Special: The effect does not work on a target that has a Will save that is 5
one square away from the ally it is adjacent to. You immediately teleport to
or more points higher than yours.
the target's prior location. Your turn immediately ends.

THIEF
HEIR Out Of Sight, Out Of Mind
Constant Conquest
Immediate Interrupt - At-will Melee- or Ranged-kind
Standard Action – At-will Melee-kind
Trigger: You are hidden and lose cover or concealment against an
Target: One creature opponent.

Attack: Mgt/Plc + your level + weapon precision vs. AC Target: The triggering enemy.

Hit: 1[W] + Mgt/Plc modifier + your level damage, and the target is marked. Attack: Acu/Img + your level + weapon precision vs. Reflex
The mark disappears when this attack is used on a different target. The next
Hit: 1[W] damage, and you may make a Stealth check. Until the end of your
time the target attacks another individual besides you while it is marked, it
next turn, you remain hidden if any creature that has a clear line of sight to
takes a -4 penalty to that attack roll instead of the usual -2 penalty.
you does not beat your check result with its Perception check. The target is
always aware of your location but is not able to communicate your location to
WITCH any other creatures.

Around My Little Finger


ROGUE
Standard Action - At-will Area Burst 2 within 10 squares Showstealer
Target: All creatures in Burst
Minor Action - At-will Personal
Attack: Img/Plc + your level + 2 vs. Will
Effect: Until you are hit, you may add your highest Attribute Modifier to any
Hit: The burst creates a zone in its origin square. The zone then lasts until damage you deal with one of your powers.
the end of your next turn. All targets within the Burst are pulled 2 squares
towards the zone. Any target that is within or adjacent to the zone after being Special: If you are hit while the effect of this power is active, you cannot use
pulled takes damage equal to 1d8 + your level. You may not use this power this power again until the end of your next turn.
on your next turn.
Special: You may spend your Minor action to immobilize one target that is
adjacent to or within the zone until the end of your next turn.
BARD SYLPH
A Fool's Errand Spin Doctor

Minor Action - At-will Personal Immediate Reaction - At-will Ranged 10


Effect: The next time you make a charge against a target, you may deal Trigger: An ally within range becomes bloodied or loses all of their
1[W] additional damage. If the attack hits, you gain temporary hit points temporary hit points.
equal to half your level + 2.
Target: The triggering ally

PRINCE Effect: The target gains a +2 power bonus to their next attack roll and a +2
power bonus to all defenses until the end of their next turn.
Cut Both Ways

Standard Action - At-will Melee- or Ranged-kind


Target: One or two creatures
Attack: Plc/Mgt + your level + weapon precision vs. AC; two attacks
Hit: 1[W] damage + Plc/Mgt modifier + your level damage per attack

MAID
Made To Measure

Standard Action - At-Will Melee- or Ranged-kind


Target: One ally within two squares of you or your Realized Aspect.
Effect: The chosen ally may make a free melee basic attack against an
adjacent target with a +2 armor bonus to all defenses until the start of their
next turn. At the start of their next turn, as long as the ally remains within a
two squares of you or your Realized Aspect, they gain a +2 bonus to AC.
You may only apply this continuing effect on one ally at a time.

Canon Aspect Aggrievements


SPACE DOOM
Gravitational Lensing Cadaver-reaper

Immediate Interrupt – At-will Ranged 10 Minor Action – At-will Melee- or Ranged-kind


Trigger: An ally within range makes an attack against an enemy. Target: One creature
Target: The triggering ally. Attack: Acu + your level + weapon precision vs. AC
Effect: You immediately teleport adjacent behind the triggering ally in Hit: 1[W] necrotic damage.
relation to the enemy they are targeting. The ally gains a +2 bonus to their
attack roll, the attack deals an additional 1d10+5 damage, and the damage Special: For every non-Minion enemy that has been killed since the end of
type dealt by the attack is now force damage. This power fails if you cannot your last turn, add an additional 1[W] damage.
teleport directly behind the target ally.
Special: You may not use this power on your next turn. LIFE
Thaumaturgy
TIME
Minor Action – At-will Melee-kind
Quantum Foam
Special: You may use this power a number of times per day equal to your
Standard Action – At-will Area Burst 2 within 10 squares Pulchritude modifier or 1, whichever is higher. This power may not be used
more than once per round.
Target: All creatures in burst
Target: One creature
Attack: Acu + your level + 1 vs. Fortitude
Effect: The target regains hit points equal to your level + your Pulchritude
Hit: 1d8 + Acu modifier + your level force damage, and you create a zone of modifier.
Burst 2 centered on the origin square. All targets are slowed as long as they
remain within the zone and take 1d6 force damage if they end their turn
within the zone. The zone lasts until the start of your next turn.
Sustain: Spend a Move action at the start of each turn to sustain the zone.
BLOOD RAGE
Clotting Agent Take Umbrage

Standard Action – At-will Melee-kind Standard Action – At-will Melee-kind


Target: One creature Target: One creature
Attack: Mgt + your level + weapon precision vs. AC Attack: Mgt + your level + weapon precision vs. AC
Hit: 1[W] + Mgt/Img modifier + your level necrotic damage, and for each ally Hit: 2[W] + Mgt modifier + your level psychic damage, and one enemy that is
adjacent to you or the target, deal 1[W] additional damage to the target. adjacent to you that is not the target takes 1[W] psychic damage.
Special: If you deal a Brutal Affront with this power, each ally adjacent to
you or the target gains a +1 bonus to AC until the end of your next turn. HOPE
Pick Up Slack
BREATH
Trade Wind Immediate Reaction – At-will Melee- or Ranged-kind
Trigger: An ally you can Communicate with fails an attack roll against an
Standard Action – At-will Ranged 10 enemy.
Target: One creature Target: One creature
Attack: Acu + your level + 1 vs. Fortitude Attack: Plc + your level + weapon precision vs. Fortitude
Hit: 2d6 + Acu modifier + your level thunder damage, and you switch places Hit: 1[W] + Plc modifier + your level radiant damage.
with the target. If after switching places with you, the target is adjacent to an
ally, the ally may make an Opportunity Attack against the target. Special: If the ally's attack failed because they failed their Brutal Affront
confirmation roll, the ally does not take the effects of a Grave Blunder as
long as you succeed in dealing damage with this power.
MIND
LIGHT
Synaptic Assistance
Lux Arcanum
Standard Action – At-will Ranged 5
Standard Action – At-will Melee- or Ranged-kind
Target: One creature
Target: One creature
Attack: Img + your level + 1 vs. Will
Attack: Img + your level + 1 vs. Will
Hit: 2d6 + Img modifier + your level psychic damage, and the next time the
target makes a successful attack roll against one of your allies, that ally may Hit: 2d8 + Img modifier + your level radiant damage, and you automatically
make a saving throw with a +1 power bonus to avoid taking any damage or understand details about the creature as if you had rolled a Monster
effects from the attack. Knowledge check, allowing you to identify the creature and knows its origin,
type, typical temperament, and keywords.
HEART Special: You may spend a Minor Action after making a successful hit with
this attack to make an additional Monster Knowledge check, using a relevant
Spirit Splinter skill. If you succeed that check, you also will know the creature's
Resistances, Vulnerabilities, and what its Powers do.
Minor Action – At-will Close Burst 10
Target: One creature in Burst VOID
Effect: You create an Imaginary Splinter of yourself which appears in an Background Radiation
unoccupied square adjacent to the target. The Splinter shares all of your
stats, enemies cannot pass through its occupied square, and it functions for Standard Action – At-will Close Burst 2 or Area Burst 1 within
the purposes of flanking, but it cannot take actions. The Splinter immediately 5 squares.
attempts to grab the target. If the target escapes, on your next turn you may
choose a new target adjacent to the Splinter for it to grab. If the Splinter is Target: All allies in burst
successfully attacked or if there are no adjacent enemies, the Splinter
disappears. Effect: You create a zone of Burst 2 centered on the origin square. All allies
within the zone gain partial concealment until the end of your next turn. If an
ally already has partial concealment while in the zone, they are now invisible
until the end of your next turn or until they attack.

Semi-Canon Class Aggrievements


MUSE LORD
GENT HUSS

WASTE NICK

Semi-Canon Aspect Aggrievements


PISS LIPS
Optional Rules
The game of Sburb can become complex very quickly, and you may find that incorporating new rules or replacing rules with
variants would improve the experience for everyone. Fortunately for you, this chapter includes a few rule variants to
incorporate into a game that can provide added customization, improved combat, streamlined action or just a generally
improved experience.

Specialty Skills
Sometimes characters might embody skills that don't fit the mold for the the variety of Skills presented in the Homestuck
RPG. Perhaps you have a vision for a character with a narrow skill range that they make significant use of. For those such
characters, using what are called Specialty Skills may allow for a more distinctive approach to solving problems and
achieving goals.
Specialty Skills function thus: When building your character, apply the Skill Bonuses you earn from your Class and Aspect.
However, when you are rolling for or deciding on your third Skill Bonus, you do not apply that bonus.
Instead, you create a new Skill for yourself, which you can write in underneath your other Skills. This Skill is one you create
in conjunction with the GM, and which will instead receive your Skill Bonus. The Skill in question is one that is narrow in
scope and fits only a small field of uses. When created, an appropriate Attribute will attached to that Skill, granting it the
Attribute's modifier. While the new Skill's usage is more limited than other, broader Skills, there is a benefit to this selection:
the Skill Bonus applied to the new Specialty Skill is a +6 instead of a +4, and when you roll to confirm Positive
Complications with this Skill, you gain a +1 bonus to that roll!
Thus, Specialty Skills reflect a significant mastery of a minor range of abilities. With a little imagination, a character may be
able to incorporate their chosen Specialty Skill into situations which normally wouldn't call for its use. For instance:

Dirk Strider, as a Prince of Heart, gets Skill Bonuses for Chumming and
Trolling. Instead of using his third bonus for another Skill, he instead
decides to create a Specialty Skill centered around Board-riding. After
communicating with the GM about his choice, Dirk creates the skill, applies
the +6 Skill Bonus to it, as well as his Acumen modifier, the Attribute
attached to the skill.

Now, whenever presented with an obstacle that can be confronted with a Skill
check, Dirk has the option to try to use Board-riding to solve the problem.
Sure, thrashing on a rocket-powered hoverboard usually won't achieve anything,
but when applied creatively, the new Board-riding skill may make for an
effective tool.

Ultimately, whether or not Specialty Skills will be used, as well as if a Specialty Skill will be appropriate for a campaign, is
determined by the GM. However, by working with your GM, you may find you can create a character with unique abilities
that can achieve great things in an adventure. However, keep in mind that the choice for a Specialty Skill must be made
when the character is being created, and once applied, it cannot be removed!

Combining Fraymotifs
Do you have players wanting to team up and cause a real firestorm together? Are bosses not dying fast enough? Consider
allowing your players to combine their Fraymotifs together to create a devastating combo attack!
In order to combine Fraymotifs, one player must ready an action. The action is to use one of their Fraymotifs (earned at
Levels 5 and 9) on a target, with the trigger being another ally using their own Fraymotif. When the second player's
Fraymotif is used, the first player's Fraymotif is activated, and both deal damage simultaneously.
In order to gain any benefit from this manuver, both Fraymotifs must hit at least one target each. However, when both do so,
each player may add 1[W] + their level additional damage to their attack! In addition, if either Fraymotifs have a specific
damage type, you may apply that damage type to both attacks!

Dave Strider and Jade Harley are involved in a Strife with Jack Noir. Instead
of fighting solo, both decide to bust out some of their Fraymotifs to do some
serious damage. Dave readies an action, prepared to use his Knight Fraymotif
'Come At Me, Nookchompers!' against Jack as soon as Jade attacks. Jade is next
in initiative order, and immediately uses her Witch Fraymotif 'Carpe
Retractum'. Both Fraymotifs go off and successfully hit Jack Noir, fusing
their attack into the vaunted 'Adagio Redshift' Combo Fraymotif, and granting
Jade and Dave additional damage.
Combo Fraymotifs allow players to work together more and feel more invested in combat. Feel free to allow players to
improvise names and appearances for their attacks, and provide vivid descriptions of the power unleashed between the two
of them.
If your players are feeling particularly in-tune with each other, consider increasing the number of people involved in a
Combo Fraymotif. Whenever an player readies a Fraymotif, add an additional 1[W] damage to the potential damage that
could be stacked onto each individual attack. The risk of failing the combo increases as more players join, but so does the
potential damage! Just keep in mind that only Fraymotifs are allowed to be combined. Since Fraymotifs are powerful
Encounter Powers, they are limited to individual uses and should be saved for special moments.

Vitality Gel Drops


Frequently, when Underlings are defeated they drop Vitality Gel alongside the many varieties of Grist they produce. These
pulsing cyan cubes restore a character's Hit Points when touched, immediately granting its healing effects to the player.
If you find that your players are taking too much damage, are having a tough time staying alive, or would like an easier
gaming experience without sacrificing higher-leveled monsters, consider incorporating Vitality Gel drops into your game.
Every time an Underling is killed, roll a 2d10 to determine the likelihood of a Vitality Gel dropping from the monster. On rolls
of 19 and 20, place a Vitality Gel drop where the monster was previously located. The first Player Character to touch the Gel
will heal ¼ of their health immediately.
Players may not collect the gel or attempt to hold onto it for later; as soon as the player makes contact with the Gel, they
receive its effects. In addition, the Gel has a limited lifespan. All Gel drops will disappear one minute after the end of the
encounter, so be sure to have your players collect it before it disappears!

Comb Raves
Want to radically increase the stakes when it comes to combat? Have you ever thought 'Hey, I'm hitting these bad guys a lot
here. I wonder if there is any way I could use that to my advantage?”. Well, now you can! Whenever you hit an enemy, little
Worker Bees will collect the Pang Nectar produced by their injury, and then take the Nectar to the Impetus Comb where it...
wait, wrong webcomic.
Borrowing an idea from a related series (cough), you can include rules to allow players to achieve Comb Raves in Sburb.
While they may not provide the same power output as Sepulchritude or function quite the same, they will allow for more
damage and more action as players race to gather enough Jocose Honey before unleashing their Raves against a powerful
enemy.
Comb Raves work like this: Every time a player uses a power that successfully deals damage to an enemy, mark down how
much damage was dealt to that enemy after Resistances, Vulnerabilities and everything else. After six successful damage-
producing hits, total up the amount of damage dealt. With their next attacks, the player may power up that attack with their
Comb Rave, dealing additional damage equal to ¼ of the total damage dealt from the eight prior hits. A powerful player can
stack on significant damage with a well-timed Comb Rave!
Multiple targets hit or multiple hits to one target with one Power do not count; only count the hit that produces the most
damage. In addition, Elite and Solo monsters are able to use Comb Raves as well, so keep track of damage totals for those
monsters as well. No one said it was a one-sided deal!

Self-Prototyping
Players may make choices that lead them to prototype themselves. Whether it's a time clone, a copy from a doomed
timeline, or the player themselves, the possibility exists for players to gain the powers and knowledge of a sprite. Making
this choice significantly alters a player's path, leaving them in a strange limbo. If the new Sprite finds themselves guiding the
'real' player, that Sprite will now have to grapple with the realities of being an alternate. If the 'real' player finds themselves
incorporated into their own Sprite or another player's Sprite, their path of discovery now becomes more roundabout, more
chaotic, and certainly less straightforward.
Either way, self-prototyped players will now have new options in terms of combat, skill, and ability. Upon becoming a Sprite,
remove all Templates. You will now operate solely under a new Exclusive Template: the Sprite Template.

Sprite
• Sprites have access to limitless knowledge concerning Sburb, the game world, its inhabitants, and the paths of the the
characters. You no longer have access to Skaian Lore. Instead, you may now discreetly ask the DM for complete
information pertaining to Sburb. Since sprites are wily and give out information when it's deemed necessary, other Player
Characters must now make Skaian Lore checks against your Chumming check to glean any information from you.
• You gain a Fly Speed of 6 (hover), and you have the Insubstantial property.
• Based on your other Prototypings (or purely your own personality), you may choose one Sprite Archetype to apply to
yourself.
• At your discretion, you may use or replace one of your starting Aggrievements with a Sprite Aggrievement of your choice.
• You have the powers granted to you through Prototyping at your disposal. Apply any applicable Prototyping Templates to
your character.
• Sprites no longer need material objects. You no longer gain Alchemy Points and cannot Alchemize items beyond that are
necessary for the plot.
• You are now a Sprite, which may entail many other story effects.

Because of your radical choice to become a Sprite, your quest may change entirely depending on the DM's choices and
your effect on the game. Ultimately, it may be up to the DM to decide whether or not it is appropriate for one of his players to
become their own Sprite, so consult with your DM before making the (arguably foolish) decision.

Due to the effects of becoming a Sprite, you may no longer choose to be an Aspect Paragon or Class Paragon when
choosing your Epic Boon. However, you may still be eligible for the Signature Alchemy and God-Tier Boons. Keep in mind
though that upon becoming a God-Tier, you lose the effects of the Sprite Template and revert to your prior Templates!

Double Prototyping
It is possible, through a series of rather unique circumstances, to Prototype a Sprite with another Sprite, producing a Double
Sprite. When one Sprite has been Prototyped only once, another Sprite (either singly- or doubly Prototyped) can fuse with
the first.
For Sprites that are not Self-Prototyped, a Double Sprite will have these features in addition to its ordinary Sprite Statistics:
• A Double Sprite has all applicable Prototyping Templates applied to it.
• The Hit Points of a Double Sprite now equal (your level x 10) + 20, its Armor Class equals 18 + your level, and its Fortitude,
Reflex, and Will are now 15 + your level.
• The Fly Speed of a Double Sprite is now 8, and its Initiative is 6 + your level. Double Sprites may immediately teleport anywhere
they choose within the Medium once per Encounter, leaving behind a Window or Portal that lasts as long as the Double Sprite
desires it to. A creature or player may jump through the Portal, allowing them to follow the Double Sprite.

For Characters that are Self-Prototyped, they take on the Double Sprite Common Template in addition to the Sprite
Exclusive Template:

Double Sprite
• Thanks to your double prototyping, you have gained a significant burst of strength, speed, and skill. You gain 2 HP per
level, a +3 bonus to Initiative, and a +2 bonus to all defenses.
• Your dual Sprite powers (and new legs) have boosted your Speed. You now have a Fly Speed of 8 (hover).
• The Medium is now your playground. You may immediately teleport anywhere you choose within the Medium once per
Encounter, leaving behind a Window or Portal that lasts as long as you desire. A player or monster may jump through the
Portal, allowing them to follow you.
• You are now a Double Sprite, which may entail many other (significant) story effects.
Quirks And Flaws
Adding personalty to your character can lead to roleplaying situations with more nuance, intrigue, and suspense. So why
not get some benefit from playing a character with a little something special added to the way they behave?
When building a character, you have the option of incorporating Quirks and Flaws. Quirks are personality features that
provide both a benefit and a drawback, and represent the common kinds of features you'd find in a person. For instance, a
character with a hot streak may take the Aggressive Quirk, leading them to gain a bonus to their Initiative while taking a
penalty to their Armor Class.
A character may only have two Quirks at a time, unless they choose to accept a Flaw. A Flaw is a personal failing that
affects that character negatively. For instance, a character with the Cowardly Flaw will face difficulties making attack rolls
against enemies. While normally a Flaw is undesirable, adding Flaws to your character allows you to increase the number
of Quirks you can take on. You can only take on up to two Flaws, which can increase your total number of Quirks to four.
Remember, if you take on Quirks and Flaws, they must also be incorporated into how you roleplay the character. If you take
on the Aggressive Quirk, your character should behave aggressively and try to pick fights regularly. The GM may decide to
remove or add Quirks and Flaws at their discretion if your roleplaying shifts in a different direction. When selecting a Quirk
or Flaw, if given the choice between multiple bonuses or drawbacks, you must choose one. Your selection is permanent and
cannot be changed without a significant event, a major shift in roleplaying, or at your GM's discretion.
Quirks
Abrasive If someone were to describe you, they'd probably call you 'rock-like'.
You've got a jerkish personality, and you use your words and You can take a beating but you're lacking in speed.
emotions to get your way whenever you can. Benefit: You gain a +1 bonus to Fortitude.
Benefit: You gain a +1 bonus to Trolling checks. Drawback: You take a -1 penalty to Reflex.
Drawback: You take a -1 penalty to Chumming checks.
Honest
Absentminded Being sincere is a trait you aim for. You tell the truth but you have a
Your brain is constantly in overdrive, coming up with new ideas and hard time picking up on the lies and intentions of others.
imaginings. Too bad it leaves you inattentive to the real world. Benefit: You gain a +1 bonus to Chumming.
Benefit: You gain a +1 bonus to either Mysteries or Science checks. Drawback: You take a -2 penalty to Trolling when telling lies, or a -1
Drawback: You take a -1 penalty to Perception checks. penalty to Insight.

Aggressive Illiterate
Nothing is going to stop you from causing a ruckus. You start fights Words just escape you. Reading is either exceedingly difficult or
with enthusiasm, but rarely do you watch your back. impossible for you, but you've put your energies into other skills.
Benefit: You gain a +2 bonus to Initiative. Benefit: Choose any skill besides Science and Healing. You gain a
Drawback: You take a -1 penalty to your Armor Class, or a -2 +1 bonus to that skill.
penalty to Will, Fortitude, or Reflex. Drawback: You are illiterate.

Cautious Inattentive
You consider the phrase 'look before you leap' to be your motto. You can handle simple tasks, no matter the difficulty. However,
Perhaps you take the spirit of the statement a bit too far. complicated or detailed tasks tend to require a lot more from you.
Benefit: You gain a +1 bonus to your Armor Class. Benefit: You gain a +1 bonus to individual skill checks.
Drawback: You take a -2 penalty to your Initiative. Drawback: You take a -2 penalty to all rolls during a Skill
Challenges.
Detached
Acting aloof keeps your mental well-being safe, but leaves you out Passionate
of touch with your peers in a crucial way. You let your heart guide you in place of your head. You're tougher
Benefit: You gain a +1 bonus to Will. and more determined than most, but you're easily swayed.
Drawback: You take a -1 penalty to Insight or Chumming. Benefit: You gain a +1 bonus to Fortitude.
Drawback: You take a -1 penalty to Will.
Dishonest
A lie is sometimes just a lie, but for you it is a lifestyle. Nevertheless, Plucky
you've got a reputation as someone who cries 'wolf' way too often. Nothing in this Incipisphere is going to stop you... that is, unless it's
Benefit: You gain a +2 bonus to Trolling when telling a lie. something physical. But you'll try to conquer that too!
Drawback: You take a -1 penalty to Chumming. Benefit: You gain a +1 bonus to Will.
Drawback: You take a -1 penalty to Fortitude.
Easygoing
You've got an attitude that allows others to feel comfortable around Polite
you. You're certainly not intimidating or perceptive though. Manners come in handy wherever you go. A few words and the right
Benefit: You gain a +1 bonus to Insight, Chumming, or a +2 bonus behavior can get you places, in most cases.
to Nature when handling animals. Benefit: You gain a +1 bonus to Chumming.
Drawback: You take a -1 penalty to Trolling or Perception. Drawback: You take a -1 penalty to Trolling.

Focused Quick
Zeroing in on the details is easy; zooming out to be able to see the Where speed is concerned, you rule. Where taking a beating is
bigger picture is a lot harder. concerned, you're a long ways from the top.
Benefit: You gain a +1 bonus to Mysteries or Skaian Lore. Benefit: Your Speed increases by 1.
Drawback: You take a -1 penalty to Perception. Drawback: Subtract 1 from your hit points gained at each level,
Hardy including 1st level.
Lore, Nature, and Healing, excluding the skill you picked for your
Reckless Benefit.
Screw the consequences. You've gotta do something and you're
gonna do it without pause or consideration. Stout
Benefit: You gain a +2 bonus to damage rolls when you make a You're a bit thicker than the people around you. You can do more
successful melee attack. with your body, but you're also not as maneuverable.
Drawback: You take a -1 penalty to attack rolls when making melee Benefit: You gain a +1 bonus to Athletics.
attacks. Drawback: You take a -1 penalty to Stealth, or a -2 penalty to
Mysteries when attempting to escape from restraints.
Skinny
Some would describe you as a tall glass of water. You may not be Suspicious
maxed out in muscles but you can move around far better. Everything or everyone around you might be trying to screw you
Benefit: You gain a +1 bonus to Stealth, or a +2 bonus to Mysteries over. You're hard to fool, but you also have a hard time making
when attempting to escape from restraints. friends.
Drawback: You take a -1 penalty to Athletics. Benefit: You gain a +1 bonus to Insight.
Drawback: You take a -1 penalty to Chumming.
Slow
You and turtles share two things in common: you're uncomfortably Torpid
slow, and you can withstand just about anything. While you're slow on the uptake sometimes, you're also resistant to
Benefit: Add 1 to your hit points gained at each level, including 1st someone trying to affect your mind.
level. Benefit: You gain a +1 bonus to Will.
Drawback: Your Speed decreases by 1. Drawback: You take a -2 penalty to Initiative.

Specialized Uncivilized
You studied and trained in one particular field and have mastered it, Animals and plants speak to you a lot more than people do. What
at the expense of other areas of study. you lack in social skills you make up for in empathy with nature.
Benefit: You gain a +3 bonus to either Science, Mysteries, Skaian Benefit: You gain a +1 bonus to Nature.
Lore, Nature, or Healing. Drawback: You take a -1 penalty to Chumming or Insight.
Drawback: You take a -1 penalty to Science, Mysteries, Skaian

Flaws
Arrogant someone.
You've got an ego the size of an asteroid the size of Texas. And trust
us, you're letting everyone know. Ignorant
Drawback: You take a -2 penalty to Chumming. How have you gone your whole life without knowing how to read a
Periodic Table??
Bellicose Drawback: Choose one skill between Science, Nature, and Healing.
Sometimes, people just get you pissed off and ready to fight. Too You take a -2 penalty to your chosen skill.
bad all that anger makes it so easy to miss.
Drawback: You take a -1 penalty to attack rolls when making melee Impatience
attacks. You don't have time for this shit. Locks? Difficult. Puzzles? A waste
of time. And don't even get you started on traps. Sheesh.
Blunt Drawback: You take a -2 penalty to Mysteries.
Getting straight to the point has the unfortunate effect of stymieing
reactions from people, leaving you without any insight into their Impulsive
viewpoint. Maybe if you slowed down a bit and paid attention to what was
Drawback: You take a -1 penalty to Insight. happening, you could take advantage of the right moment.
Drawback: You take a -2 penalty to Brutal Affront confirmation rolls.
Cowardly
But fighting is scary! Scary things are hard to do! Lazy
Drawback: You take a -2 penalty to Initiative. Getting off your butt and putting down the Cheese Doodles once in
a while would have helped before you got stuck under an Ogre's
Cynical foot.
This has to be a dream, or an illusion, or something entirely fake. Drawback: You take a -2 penalty to Reflex.
Cracking your shell is a tough task indeed.
Drawback: You take a -2 penalty to Skaian Lore. Obsessive
I guess you could see you frequently miss the forest for the trees.
Feeble Drawback: You take a -2 penalty to Perception.
Elements of your life have conspired to leave you unable to take a
hit. Over-optimistic
Drawback: You take a -2 penalty to Fortitude. You've always been a little too quick to accept things turning out
okay with the people around you.
Frail Drawback: You take a -2 penalty to Insight.
Your health was never the best, but now that you're taking hits, you Pathetic
find you're going down fast... Something about you just screams 'weenie'. Oh right, it's absolutely
Drawback: Subtract 1 from your hit points gained at each level, everything about you.
including 1st level. Drawback: Choose one ability score. You take a -1 to that score.
Greedy Shaky
No one likes someone who takes more than they need at the Your aim hasn't been steady since the war....
expense of others. Drawback: You take a -1 penalty to ranged attack rolls.
Drawback: You take a -4 penalty to Chumming checks when
attempting to barter, buy, sell, or share goods and services with Uncoordinated
Living with two left feet is okay as long as no one is asking you to do Weak-willed
back flips or anything. You're a pushover, through and through. You might want to work on
Drawback: You take a -2 penalty to either Athletics or Acrobatics. that self-confidence a bit.
Drawback: You take a -2 penalty to Will.
Vulnerable
Yeah, you're sensitive, but that's not the 'vulnerable' we're talking
about.
Drawback: You take a -1 penalty to your Armor Class.
Templates
If you have players looking to turn their characters into special snowflakes refine their characters further and add depth and
intricacy to their experiences, look no further than the additional Templates included in this chapter.

Ecto-Influenced
• You suffer from some noticeable mutations thanks to your ectobiological creation. You have a spare limb, nonfunctional sensory
organ, or other obvious deformity. You take a -2 penalty to Chumming, and a -2 penalty to Trolling when attempting to disguise
yourself.
• Science has made you able to take a hit, but your body is less resistant to poisons and diseases. You gain an additional 2 HP per
level, and a -2 penalty to Fortitude.
• Genetic modification has provided you with either improved intelligence or improved strength. You gain a +2 bonus to your choice
of either Science or Athletics.
Elemental
• You can channel your elemental communion into any assault. Choose one damage type. All of your attacks now do that damage
type. If you have an attack or a weapon that deals another damage type, those damage types stack.
• Choose two damage types. You gain Resist 5 to one damage type, and Weakness 5 to the other.
• Because your body is so in tune with the natural world, practical ideas escape you sometimes. You take a -2 penalty to Science
and Mysteries.
Improved Senses
• Sight, sound, taste, smell... all of your senses are heightened significantly. You gain a +4 bonus to Perception
• You have noticeably large sensory organs or multiple copies of them, something which is hard to notice. You take a -2 penalty to
Chumming and gain a +2 bonus to Trolling.
• When passing by hidden doors, secret switches, traps and other obscured architecture, you automatically become aware of its
presence, although you must still make a Perception check to determine its location.
Skaiatouched
• Skaia exercised its will on you before you were born. You gain a +1 bonus to all defense scores, may heal additional damage
equal to your level whenever you use your Second Wind.
• You are susceptible to Skaia's desires. You take a -2 penalty to Will whenever you are compelled to do something in Skaia's best
interests.
• Prospitians have an easy time building a rapport with you. You gain a +4 bonus to Chumming and Trolling towards Prospitians. In
addition, whenever you use Trolling against a Prospitian, they consider it to be a positive interaction.
• You may replace one of your starting Aggrievements with Divine Bolt.

Divine Bolt

Standard action - At-will Ranged 15


Target: One creature
Attack: Imagination or Pulchritude + your level vs. Fortitude
Hit: 1d10 + Img or Plc modifier + your level radiant damage, and all adjacent allies gain a +2 to one defense score of
their choice against the next attack that targets them.

Terrortouched
• The Furthest Ring exercised its will on you before you were born. You gain a +1 bonus to all attack rolls, and when attacking you
may add damage equal to half your level whenever you are bloodied.
• You are susceptible to the desires of the Horrorterrors. You take a -2 penalty to Will whenever you are compelled to do something
in the Furthest Ring's best interests.
• Dersites have an easy time building a rapport with you. You gain a +4 bonus to Chumming and Trolling towards Dersites. In
addition, whenever you use Trolling against a Dersite, they consider it to be a positive interaction.
• You may replace one of your starting Aggrievements with Corrupted Bolt.
Corrupted Bolt

Standard action - At-will Ranged 15


Target: One creature
Attack: Mangrit or Acumen + your level vs. Fortitude
Hit: 1d10 + Mgt or Acu modifier + your level necrotic damage, and all adjacent allies gain a +1 to their attack rolls
against their next target.
Concatenation Oath
The goals, allegiances and paths of characters are numerous. Perhaps certain characters have decided to take a trip down
the dark side and aid the wicked Lord English on his path of destruction through the multiverse? Or maybe particular
individuals have spent a lot of time studying the intricacies of Sburb? Or maybe some idiot decided to hand out cursed jujus
that have activated Trickster Mode?
This chapter provides additional Concatenation Oaths your players can take on at 4th Level, adding to the list of Traits a
player may apply to their character. Most of the listed Oaths will fit comfortably within a campaign, although some apply to
specific features that might not be included in ordinary play, so be sure to communicate with your DM before attempting to
incorporate any of these paths into your character.

DeVoUt BeLiEvEr
Bluh

Bluh:

Bluh:

Cold-Blooded Killer
Bluh

Bluh:

Bluh:

V1G1L4NT3
Bluh

Bluh:

Bluh:

Matronly/Patronly
Bluh

Bluh:

Bluh:

Big Flirt
Bluh

Bluh:

Bluh:

Feral Outsider
Bluh

Bluh:

Bluh:

Mindwarped
Bluh

Bluh:

Bluh:

Privateer/Pirate
Bluh
Bluh:

Bluh:
Bluh:
Bluh:
Bluh:

Creative Soul
Whether it's in song, dance, art or poem, you are a person with an artistic gift. And while that may
not seem handy in the current situation, it can be a lot more useful than you'd think.

Bluh:

Bluh:
Bluh: You gain a +2 bonus to Chumming and an additional +2 bonus to Chumming when using creative pursuits in an interaction.
Bluh:

Skaian Scholar
Poring over countless texts, the clouds above Skaia, and numerous other sources of information have
granted you a degree of understanding over the Incipisphere you've found yourself in. Seeing through
the riddles offered to you is like second nature now.

Bluh:
Bluh: You gain a +2 bonus to Skaian Lore and Mysteries.
Bluh:

Adrenaline Junkie
Faster! Harder! More dangerous! You have a love for anything risky and daring, whether it's fighting,
jumping off of tall buildings, or riding fast vehicles. Anything that puts you at risk for no real
reason is acceptable.

Bluh:
Bluh: You gain a +2 bonus to Acrobatics and a +2 bonus to Reflex
Bluh:

Survivalist
You have always been prepared for the Apocalypse.... You just never figured you'd be on the other side
of it, completely away from humanity's downfall? Nevertheless, those skills you sharpened can still be
put to use here.

Survival of the Fittest: You gain a Resist 5 to all natural hazards, such as storms, heat, cold, and toxic gas.
Self-Sufficient: You gain a +2 bonus to Nature and Fortitude, and a -2 penalty to Science.
Future-Fear: If an enemy uses an Immediate Interrupt or an Immediate Reaction against you, even if the attack fails, you are Dazed (save
ends).

Trickster Mode
You did it. You licked the spiral sucker. I hope you're proud of yourself. All gallivanting around
like a buffoon on an insane sugar high. Let's hope it's temporary....

Bluh: You must have licked the Spiral Sucker juju, or used a different juju-based method to achieve Trickster Mode.

Kid In A Candy Store: When you choose to move using your Move Action, you may instead choose to Fly. You may only Fly up to half your
Speed.
Tooth Decay: You take a -2 penalty to Insight and Trolling.
Tricks of the Trade: Once per encounter, you may choose to swap places with one target in the encounter. If you do so, you take a -2
penalty to AC until the end of your next turn.
Neon Personality: You gain a +1 bonus to Speed and a +2 bonus to Perception.

Servant of Lord English


You've really gone off the deep end in a big way. Serving a hulking monstrosity in his perverse
universe-destroying escapade doesn't deserve an exciting description like the other Concatenation
Oaths got. You get NOTHING.

Requirement: You must have communicated with an Agent of Lord English, or with Lord English himself.
Eternity Served Cold: You gain an additional +2 HP per level, which retroactively adds to the HP you earned during your prior levels.
Tick Tock: You take a -3 penalty to Will, and a -2 penalty to Chumming.
Already Here: Whenever you would shift or teleport, you may move an additional two squares.
Old Scratch: You gain a +1 power bonus to attack rolls and a -1 penalty to AC.

Inspired Healer
Healing the sick and wounded is noble work. Aspiring to work tirelessly for the benefit of others is
not just a choice. It's a way of life.

Stitch The Fabric: Whenever you use a power that grants Hit Points or Temporary Hit Points to a target, you may add your level to the
total the target is being granted.
Open Bypass: You gain a +2 bonus to Healing and Will, and a -2 penalty to Athletics.
Oath of Aid: Whenever you flank with an ally, they gain 1d6 health with every successful hit. However, you take a -2 penalty to AC while
doing so.

Armor Master
You've been playing too many RTS games, because your turtle strategy has extended to real life. Your
armor is impenetrable, and even though your ability to strike back is hindered, acting as a giant wall
has its benefits.

Requirement: You must choose one specific Armor type to associate with this Pact.

Protection Expert: Whenever you wear Armor associated with your specific Armor type, you gain a +2 bonus to your AC, and a +1 bonus
to Fortitude, Reflex, and Will.
Defensive Training: You take a -1 penalty to Speed, and you gain a +2 bonus to Trolling and Healing.
Encumbered: You may no longer us Light Armor. You no longer take penalties to Reflex or Skill Checks while wearing Heavy Armor.

Weapon Master
You've spent years honing your skills with your weapon of choice. Your abilities as a combatant are
channeled through your weapon in such a way to make you a devastating, rapid attacker on the
battlefield.

Requirement: You must choose one specific Kind Abstrata to associate with this Pact.

Attack Expert: Whenever you use a weapon associated with your specific Kind Abstrata, you gain a +1 bonus to attack rolls and may add
half your level in damage whenever you deal damage with that weapon.
Offensive Training: You take a -1 penalty to all defense scores, and a +2 bonus to Athletics and Acrobatics.
Unencumbered: You may no longer use Heavy Armor or Shields. You gain an additional +1 bonus to AC when using Light Armor.
TREASURES AND ALCHEMY
Fetch Modi
The width and breadth of options for inventory retrieval are as wide as they are needlessly complicated. Included in this list
is five new options for Modi that players may make use of.

Skill Modus
You may choose any item from your inventory. To access that item, you must roll a Skill Check to access that item. You
may use either a Science, Mysteries, Skaian Lore, or Perception check against the item's DC. Blue Items have a DC of
(Level + 6), Red Items have a DC of (Level + 9), Yellow Items have a DC of (Level + 12), and Green Items have a DC of
(Level + 15).

Group Modus
You may choose four items from your inventory, one from each Inventory Tab. To access any of the items, roll a d6. With
a result of 1, you do not retrieve any of the items. With a result of 2, 3, 4, or 5, you get the item from the Strife Deck, the
Armor Tab, the Trinkets Tab, or the Common Tab respectively. With a result of 6, you may reroll the d6.

Encryption Modus
You may choose any item from your inventory. To access that item, you must complete a small logic question, anagram,
or other puzzle provided by the GM. Weaker objects will have weaker puzzles, while stronger objects will have stronger
puzzles.

Tablet Modus
You may choose any item from your inventory. To access that item, you must draw a picture of what it looks like. The
GM will judge if the drawing matches what the item looks like. If the drawing matches, you get the item. If the drawing is
close but not exact, the GM may choose to give you a different item than what you wanted. If the drawing is dreadful or
does not look like the item requested, you do not get the item.

Weaponized Modus
You may choose any item from your inventory. To access that item, you must roll a d4. With a result of 1, you don't
access the item. With a result of 2, you eject the item within up to 10 squares at a nearby target and deal damage equal
to 1d6 + your level. Once ejected, you cannot use the item or any Collectibles attached to it for the rest of the Encounter.
With a result of 3 or 4, you get access to the item.
Alchemy Traits
Expanded Errata provides a large list of new Alchemy Traits that can be used for any Alchemized items players decide to
build. While the prior list of Traits provided a great deal of variety to item creation, these new Traits offer further nuance and
variation that can provide new combat and roleplaying opportunities.
The chart below outlines the Collectible traits that may be purchased for your Weapon items:

Cost Trait Name Offensive Alchemy[Collectible traits]


Your Weapon is influenced by a powerful entity or entities. At the GM's
discretion, your Weapon is influenced by a distant power, whether
positive, negative, or neutral. Each time you make an attack with this
-3 Influenced Weapon, the Entity may attempt to adjust your attack (changing your
target, increasing or decreasing damage, etc.). You may attempt to fight
this by making a Will save against a DC known only to the GM. This Trait
may have additional story implications.
Whenever you successfully hit a target with this Weapon, roll a 1d10
-1.5(-2.5) Rusted (1d6). If you land a 1, you lose the use of this Weapon until the end of
the encounter.

-1 Rattling While wielding this Weapon, you take a -1 penalty to attack rolls. {This
trait can only be taken by ranged weapons.}

Every time you succeed with a Brutal Affront using this Weapon, you can no
-1 Cracked longer use this weapon for the rest of the Encounter.
You automatically fail all Stealth rolls while this Weapon is equipped,
-0.5 Noisy except against deaf enemies.
Your Weapon can now be used as a limited computer. You can use your Weapon
1 Computerized to Communicate, and you can see the same kind of limited information that
a small computer would be able to show you.
You gain a +2 bonus to attack rolls against Minions while you are wielding
1 Bully this Weapon.
You shift 2 (4) squares in the direction of your attack while wielding
1 (1.5) Propelling this Weapon. You pass through any enemy squares while shifting, but you
may not end your turn in an enemy square.
You can now throw your melee weapon 5 (10) squares, after which it returns
to your hand. The weapon deals the same amount of damage, and after
1 (2) Returning throwing the weapon, your turn ends. This trait may only be applied to
melee weapons.
While this Weapon is equipped, your Server Player's Cursor may follow you
1.5 Radio Signal outside of your house and may act directly after you in Initiative order
within 10 squares of your location.
Your Weapon now has limited Artificial Intelligence, allowing you to talk
to it. It can now provide advice during battles and other intricate
2 Intelligent situations. This Weapon now counts as a Non-Player Character outside of
its uses as a Weapon.
Attribute Choose one Attribute score at the time of purchase. Whenever you wield
2 (4) this Weapon, that attribute is boosted by +1 (+2).
Booster
Once per Encounter while wielding this Weapon, instead of falling
unconscious at 0 HP, you may choose to remain conscious and make a
Standard action after each death saving throw. If you manage to
3 Reversal successfully hit a target using that Standard action before you die, you
return to having 1 Hit Point and gain a +2 bonus to all defenses until the
end of your next turn.
Upon a successful Brutal Affront while wielding this Weapon, you
automatically decapitate the target, killing them. This power doesn't work
on enemies that can operate without a head, or enemies without heads. This
3 (4) Vorpal power also has no effect on Solo or Elite monsters. (When used on a Solo
or Elite monster, roll a 1d4. On a 3 or better, this trait works on a
Elite monster. On a 4, this trait works on an Solo monster)

The chart below outlines the Power traits that may be purchased for your Weapon items:

Cost Offensive Alchemy[Power traits]


-2 Dazing Effect: You are dazed until the end of your next turn.

-1 (-1.5) Dragging The range of this power decreases by 5 (10) squares. {This trait can only be
taken by ranged weapons.}
This weapon deals an additional 2d6 points of damage to the target, while
0.5 Raging simultaneously dealing 1d6 points of damage to the wielder.
Hit: You summon your Sprite to the Encounter, and it falls directly behind
Sprite
1 you in Initiative order. It remains until the end of the Encounter or it
Summoning is defeated.
Effect: The target is now your Prey for the rest of the encounter.
1.5 Hunter Whenever you attack your Prey, you gain a +1 bonus to attack rolls against
them.
Effect: This Weapon wields itself on your next turn, defending you as a
separate entity while you attack with a different Weapon. The Weapon
1.5 Defending provides a +2 bonus to your AC until the end of your next turn. You cannot
use this Weapon again until the end of your next turn.
Effect: This Weapon wields itself on your next turn, attacking as a
separate entity while you attack with a different Weapon. On your next
2 Dancing turn, move this Weapon up to your Speed and make a melee basic attack as a
Free action. You cannot use this Weapon again until the end of your next
turn.
Special: Ignore Armor, both Natural and Equipped armor, when making an
2.5 Energy Body attack roll using this power.

The chart below outlines the Collectible traits that may be purchased for your Armor items:
Cost Trait Name Defensive Alchemy[Collectible]
While wearing this Armor, whenever you are subject to a Brutal Affront, or
-2.5 Bleeding fail your confirmation roll attempting a Brutal Affront, you take Ongoing
5 damage (save ends).
-1 Uncomfortable You take a -1 penalty to Reflex and Speed while wearing this Armor.
You automatically fail all Stealth rolls while wearing this Armor, except
-0.5 Noisy against deaf enemies. {You may apply this trait to Medium or Heavy Armor only.}
While wearing this Armor, as a Free action, you may disguise the
0.5 Wardrobifier appearance of your Armor so that it appears to be a different set of
clothes or Armor of your choice.
While wearing this Armor, whenever you charge a target, you gain a +1
1 Battering bonus to Speed and the target is pushed 1 square. {You may apply this trait to
Medium or Heavy Armor only.}

Your Armor now can be used as a limited computer. You can now use your
1 Computerized Armor to Communicate, and you can see the same kind of limited information
that a small computer would be able to show you.
Your Armor now allows you to breathe in environments you would normally
not be able to, including underwater, in toxic gas clouds, and in total
1.5 Rebreather vacuum. Your Armor provides you up to 1 hour of breathable air before it
must be recharged. Recharging your Armor takes 10 minutes.
Your Armor now has limited Artificial Intelligence, allowing you to talk
to it. It can now provide advice during battles and other intricate
2 Intelligent situations. This Armor now counts as a Non-Player Character outside of its
uses as Armor.
Your Shield is widened and elongated, allowing you to hide behind it like
a barrier. At will, you may gain Superior Cover against melee and ranged
attacks, although Bursts and Blasts will hit you normally. While using
2 Towering your Shield this way, you take a -2 penalty to attack rolls, and you may
only shift while using the effects of your shield; if you move normally,
you lose Superior Cover until the start of your next turn. {You may apply this
trait to Medium or Heavy Armor only. You may only apply this Trait to an Armor item with Shield.}

You may use the Collectible Traits of this Shield at the same time as the
2.5 Linked Shield Collectible Traits of any other equipped Armor. {You may only apply this Trait to
an Armor item with Shield.}

Every time an enemy attacks you, they must roll a 1d10 (1d8) to determine
2 (3) Glamer if they hit. If they roll a 1, their attack automatically misses
Attribute Choose one Attribute score at the time of purchase. Whenever you wear this
2 (4)
Booster Armor, that attribute is boosted by +1 (+2).
Self- Negate any minuses to your defenses as a result of an enemy's actions or
3
Repairing presence while wearing this Armor.
At will, you may transform the appearance of this Armor, creating a
disguise that covers your whole body. You gain a +4 bonus to Trolling when
3 Disguising attempting to disguise yourself. The disguise disappears upon close
examination or when you attack a target.
Once per encounter while wearing this Armor, instead of falling
unconscious at 0 HP, you may choose to remain conscious and make a
Standard action after each death saving throw. If you manage to
3 Reversal successfully hit a target using that Standard action before you die, you
return to having 1 Hit Point and gain a +2 bonus to all defenses until the
end of your next turn.

The chart below outlines the Power traits that may be purchased for your Armor items. If the power has an Activation
already attached, you must also buy that Activation:
Cost Trait Name Defensive Alchemy[Power]
Effect: You take a -1 penalty to your Speed and Reflex until the end of
-2.5 Clunky the Encounter. {You may apply this trait to Medium or Heavy Armor only.}
Effect: You take half your level (your level) hit points in damage when
-1 (-2) Injuring using this power.
As Reflecting below, but this power is limited to one damage type, which
Elemental
0.5 you must choose before purchasing. You may purchase this trait multiple
Reflecting times for separate damage types.
Effect: Whenever you activate the Sylladex Power of this Shield, you are
Advanced
0.5 not required to switch between the Collectibles of the Shield and the
Shield Armor you are wearing. {You may only apply this Trait to an Armor item with Shield.}
Effect: You take half damage from the next ranged attack to deal damage to
1 Reflecting you, and the enemy takes a quarter of the damage you would have originally
received. (This trait must be purchased with Triggers.)
As Rebounding below, but this power is limited to one damage type, which
Elemental
1 you must choose before purchasing. You may purchase this trait multiple
Rebounding times for separate damage types.
Effect: You take half damage from the next melee attack to deal damage to
2 Rebounding you, and the enemy takes a quarter of the damage you would have originally
received. (This trait must be purchased with Triggers.)

2 Ethereal Effect: You gain phasing, which lasts until the start of your next turn.
{You may apply this trait to Light or Medium Armor only.}

Effect: All targets within a Close Burst 2 must make a DC 14 Reflex save
2 Blinding or be blinded until the end of your next turn. (This trait must be purchased with
Triggers.)

Effect: You gain the ability to traverse walls, ceilings, and other
2 Magnetic difficult surfaces until the end of the Encounter. While you are
traversing difficult surfaces, your Speed is reduced by half.

The chart below outlines the Power traits that may be purchased for your Trinket items
Cost Trait Name Trinket Alchemy[Power]
Effect: You can paint or color things, up to 2 by 2 squares in size. You
0.5 Painting can choose your own color scheme, patterns, and other features while
painting.

0.5 (1) Zooming Effect: You can see objects clearly up to a mile (2 miles) away. {You must
buy a Duration trait.}

Effect: You gain a +5 (+10) bonus to Trolling when attempting to lie to or


0.5 (1) Oration deceive a target. {You must buy a Duration trait.}
Effect: You gain a +5 (+10) bonus to Science when attempting to hack or
0.5 (1) Hacking reprogram something. {You must buy a Duration trait.}
Effect: You create a spout of water that pours a maximum of 9 gallons
(one-fourth of a cubic square) of water per 12 seconds (two turns). You
1 Water Source can control the flow of water as a Free action so that the Trinket
produces less water. {You must buy a Duration trait.}
Effect: You can see information about one enemy within 10 squares of you,
such as weaknesses, resistances, hit points, and other relevant
information. The depth of information revealed is determined by your GM.
1 Scanner You must choose what this Trait will reveal before using it. You may
purchase this Trait multiple times to reveal multiple kinds of information
each time.
Effect: You now fall at a rate of 60 feet or 12 squares per round, and no
1 Feather-Fall longer take fall damage. {You must buy a Duration trait.}
Effect: One object of your choice is secured to the terrain, a structure,
1 (1.5) Securing a person, or another object until the end of the Encounter. The item
cannot be removed except by a DC 20 (DC 30) Mangrit check.

1 (1.5) Propeller Effect: Your Speed in water and air is increased by 1 (3). {You must buy a
Duration trait.}
Effect: Any objects or individuals within a Close Blast 2 are pushed 2
1.5 Repulsor squares.
Effect: You may manipulate the terrain within 5 squares of you. You can
create a wall or ditch that is three squares long, a tower 3 squares tall,
1.5 Landscaping a set of stairs at least 10 feet tall, or another structural feature at
your GM's discretion. The manipulated terrain lasts until the end of the
Encounter or ten minutes when used outside of an Encounter.
Effect: Whenever you use this Trinket to target an enemy and you miss, you
1.5 (2) Homing may reroll your attack roll 1 (2) more time.
Hit: A tracking chip is embedded into the target, allowing you to track
the target anywhere as long as you both inhabit the same dimension. The
1.5 (2) Tracking only information provided by the tracking chip is the target's
whereabouts, and not their activities or their status. The tracking chip
can be discovered by the target with a DC 15 (25) Perception check. {You
must buy an Attack: trait.}

Hit: The target is held in stasis until the end of your next turn, and
2 Stasis cannot move, make actions, or do anything. The target is held outside of
the time stream, and thus cannot be damaged, moved, or altered in any way.
{You must buy an Attack: trait.}

Effect: You create 2 (3) duplicate images of yourself that operate


2 (2.5) Mirror Image independent of you and are able to fool any individuals that see them. {You
must buy a Duration trait.}

Effect: You may resurrect one dead individual that is below you (equal to
you) in level within 5 squares of you. That individual is not truly alive,
and is instead undead. It has 1 HP and access to all abilities it knew in
2 (3) Revenant life. The resurrected individual falls behind you in initiative order and
is commanded by you. The individual truly dies at the end of the
encounter.
Hit: All targets must make a DC 13 + your level Will save or be put to
3 Tranquilizing sleep. {You must buy an Attack: trait.}

Hit: Gravity is altered in an Area Burst (Ranged 5) or Close Burst 1. You


3 Gravitational may choose to invert gravity, create an area with no gravity, heavy
gravity, or light gravity. {You must buy an Attack: trait.}
Effect: Provided you are out of combat, you may teleport yourself
(yourself and up to 3 other Medium-sized individuals) anywhere within the
3 (4) Teleporting confines of your current dimension. You cannot teleport with any precision
this way, and you will arrive within the general area of your destination.
Effect: You may either double or halve the size of one object permanently.
This effect cannot be used on organic matter (when used on organic matter,
3 (5) Resizing the effect lasts one minute before the target reverts to its original
size).
Effect: You may duplicate one object of your choice, producing an
identical copy immediately adjacent to the original. This effect cannot be
3 (5) Duplicating used on organic matter (when used on organic matter, the duplicate has
half of the original target's Hit Points, and exists for one minute before
disappearing into a pile of ectoplasmic goo).

Additionally, players may decide to invest in Alchemiter Upgrades, which provide latent bonuses to Alchemy at the expense of collective
Alchemy Points. In order to purchase an Alchemiter Upgrade, all players must decide to spend the Collective Point Cost, meaning each
player must spend the cost of the upgrade individually before the upgrade is available to everyone.
Example: John, Jade, Rose and Dave wish to add the Recycler Upgrade to their Alchemiters.
Each kid must spend 2.5 of their Alchemy points in order to grant everyone the perks of
the Upgrade. Once they each spend 2.5 points, they can now use the perks of that Upgrade!
Once the Upgrade has been unlocked, you never lose that Upgrade, so don't be afraid to make an investment in your future creations!

Individual Upgrade
Upgrade Description
Point Cost Name
If you have spent 4 or more points on one item, you may spend an additional .5
2 Efficient points on that object for free.
2.5 Recycler When you use the Upgrade/Duplicate trait to build an item, the cost is now -1.
When making Weapons, players may automatically apply one Elemental Infusion
3 Infuser trait for free to that Weapon. You may not reapply the Elemental Infusion
trait when using the Upgrade/Duplicate trait to upgrade a Weapon.
Players can now manufacture powerful customized Collectible and Power Traits
with the GM, which they can apply to their own personal items. The extent of
3.5 Creator the Trait's abilities, as well as the cost of the Trait itself are determined
at the GM's discretion.
Common Tab Items
Players already have access to a massive repertoire of items, trinkets, and tools that their characters can employ during
their travels, but just to add to the zany abilities and options available to them, this list provides new Common Tab Items to
add to their Common Tabs. Keep in mind that you can adapt and alter these items in any way you wish in order to make it
more in keeping with your campaign.

Card Name Level Effect Collectible Tags


Fancy Santa
Remove up to two squares of dirt, stone, or
Drill wood.
Cake Heals you, adds Speed boost
Improves Trolling and Chumming, make
Alcohol Acrobatics checks to maintain balance
Unstable

Sopor Slime Unstable


Allows you to spend a move action to use
Fake Arms another Standard action power
Supercharge

How to Draw
Collectible
Manga
L E V E L 2
Pony Pals:
Detective
Pony
Hunk Rump Close burst dazed
Unpleasant
Mark a target Boost to Trolling Collectible
Note
Gain temporary hit points, or disguise
Candy Corn yourself as a troll
Perfectly
Generic Alchemy boon. Alchemy
Object
L E V E L 3
Complacency
of the
Learned
Light and Medium armor count as Heavy
Codpiece for the purposes of AC
Lunchtop Collectible
Wise Guy
Uranium Alchemy Boon Alchemy
L E V E L 4
5-Alarm Hot Activates rage that lasts for several
Sauce turns, debuffs for rest of encounter
Attribute power up for the rest of the
Brutesteak encounter
Crystal Ball Unstable
Problem
Sooth
The
Bonus to Skaian Lore checks to learn
Enquiring information or gossip
Collectible
Carapacian
L E V E L 5
Gravity
Brassier
Scale Bodice
Aspect
Corset
Dream
Bubbles
L E V E L 6
Skeleton
Unlock any one lock per day
Brush
Name as many enemies as you want to take
Sulphuric
a minus to something. 1 ally for every
Tablature two enemies must also take a minus.
Powered
Window
L E V E L 7
Ink of Squid
Tentacle attack
Pro Quo
Armored suit that fires ranged weapons
Candy Mecha and takes a certain amount of damage
L E V E L 8
Tome of
Resurrect one NPC temporarily during an
Wayfaring encounter
Souls
Rare Items And Treasures
Listed below are numerous examples of Weapons, Armor, Trinkets, and other such treasures that can be sprinkled
throughout campaigns. Each is listed by their appropriate level, what traits are applied, and what Specibus they fall under.
Many items in this section come equipped with Traits specific to them, although if you decide to, you can make use of them
yourself (most such Traits tend to be expensive, costing about 3 or 4 points to apply to an Alchemized item; use your better
judgment when allowing players to purchase these traits). If your players decide to use these treasures in upgrades, keep in
mind that the point cost for each item is its Level – 1 (for example, Ahab's Crosshairs are a level 8 Weapon, meaning it
costs 7 points to Alchemize).
If you are interested in creating your own rare items, use what is in this section as a basis for item creation. Items like these,
especially when found as treasure at the end of a quest, typically are expensive in terms of Alchemy Points, feature special
and unique traits, and have a focus for its use (for example, Caledfwlch is designed specifically to be effective against Lord
English and any of his minions, while the Fluorite Octet focuses on its utter randomness).

Canon Weapons
Ahab's Crosshairs (Lv. 8)
(Heavy Rangedkind)
Riflekind
A mythic firearm with a level of damage unmatched by nigh any other gun, Ahab's Crosshairs is a pure outpouring of electric-blue energy
from an ornate oceanic rifle. While the quality of the wielder may often be poor, the ability the Crosshairs has to incinerate a target with a
single hit is not to be underestimated under any circumstances.

Without Equal (Collectible Trait) – You may spend your Standard action, your Move action, and your Minor
action when making an attack with this weapon. If you choose to do so, you make an attack roll with a
+1 power bonus, and the attack deals an additional 1[W] + your level damage. However, you are
immobilized and weakened until the end of your next turn.
Trueshot (Collectible Trait) - This weapon always ignores cover and concealment from targets that you can
see. While wielding this weapon you know the location of any invisible or hidden enemies within 10
spaces, but you suffer a -2 penalty for attacking this targets (instead of the normal -5).
Elemental Infusion (Collectible Trait) - Your weapon now deals Lighting damage.
Reckless (Power Trait) - You take -1 to all defenses until the end of your next turn.
Legendary Attack (Power Trait) - Gain +1[W] to the attack damage, +2 to the attack roll, and do half damage
on Miss.

Call Me Ishmael

Standard action - Encounter Rangedkind


Target: One creature
Attack: Mgt/Acu/Img + your level + weapon precision + 2 vs. AC
Hit: 2[W] + Mgt/Acu/Img modifier + your level lightning damage.
Miss: Half lightning damage.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already
using it. You take -1 to all defenses until the end of your next turn.

Caledfwlch (Lv. 9)
(Bladed Meleekind)
Bladekind
Presenting itself to legendary heroes undertaking quests of great peril and risk,
Caledfwlch is said to be the only weapon capable of destroying the great multi-
dimensional demon Lord English. Whether this is true or not, the weapon itself is
incredibly powerful, even if it appears to be merely a legendary piece of shit.
Wielders of this weapon are empowered to duel lone targets of similar or greater
strength in order to prove themselves against foes seemingly impossible to
vanquish. It's fucking Welsh, yo.

True Fate (Collectible Trait) – This weapon deals additional


damage equal to thrice your level to Lord English,
Leprechauns, and any targets affiliated with Lord English
or under the effect of the “Servant of English”
Pact/Transformation. In addition, Lord English's trait
“Indestructible” is disabled until the start of your next
turn.
Gutsy (Collectible Trait) - When making Combat rolls, a result of 10 on either d10 is treated as if you had
rolled doubles (that meaning, you can choose to make a Brutal Affront or Positive Complication
confirmation roll)
Dueling (Power Trait) - Hit: You have +1 to attack rolls and defenses against the target until the end of
the encounter (or you hit a different target with the same power, whatever comes first.)
Multi-Attack (Power Trait) - Make 2 attacks against the same target, damage is reduced to 1(W) + normal
modifiers. You may not buy this with the Damage Decrease trait.

The Opening Blow

Standard action - Encounter Melee-kind


Target: One creature
Attack: Acu/Plc+ your level + weapon precision vs. AC, two attacks
First Hit: 1[W] + Acu/Plc modifier + your level damage.

Second Hit: 1[W].


Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already
using it. You have +1 to attack rolls and defenses against the target until the end of the encounter (or you hit a different
target with the same power, whatever comes first.)

Demonbane Ragripper (Lv. 6)


(Crushing Meleekind)
Chainsawkind
The “Ragripper” is from the popular Demonbane line of chainsaws on Alternia, which on Beforus were
noteworthy for being incredibly illegal. It might not be particularly legendary but it more than makes up
for that with its lethality.

Shredder (Collectible Trait) – Upon a successful hit with this weapon against a
target, any Natural Armor or equipped Armor on the target no longer counts
towards their Armor Class until the end of your next turn.
Sharpening (Collectible Trait) - Add +3 points to any damage rolls made with this weapon.
Accuracy Decrease (Power Trait) - The power’s attack bonus drops by -1.
Propelling (Power Trait) - You are shifted 2 squares in the direction of your attack. You pass through any
enemy squares while shifting, but you may not end your turn in an enemy square.
Jousting (Power Requirement) - Attack must be made as part of a charge.

Charge, Slash, Leap

Standard action - Encounter Melee-kind


Target: One creature
Requirement: The attack must be made as part of a charge.
Attack: Mgt/Plc + your level + weapon precision - 1 vs. AC
Hit: 1[W] + Mgt/Plc modifier + your level damage.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already
using it. You are shifted 2 squares in the direction of your attack. You pass through any enemy squares while shifting,
but you may not end your turn in an enemy square.

Empiricist's Wand (Lv. 9)


(Heavy Rangedkind)
Wandkind
Fueled by white science, the Empiricist's Wand is a device of great power, which channels blinding
energy into beams of piercing light. It heightens the reflexes of its user, allowing for rapid attacks at a
high rate. Be wary however, as it does not take kindly to failure and will leave the hands of amateurs
should they fail it.

Fumble (Collectible Trait) - If you suffer a Grave Blunder, you drop this weapon.
Mighty (Collectible Trait) - A successful hit with this weapon knocks the target
prone, in addition to any other attack effects.
False Hope (Power Trait) – If this Power misses, you may immediately make a
ranged basic attack as a Free action.
Split Second (Power Trait) - This power takes a Minor action instead of a
Standard action.
Blinding Smite (Power Trait) - This weapon attack deals +1[W] damage and blinds the target until the end of
its next turn on a hit. It also gains a Miss effect: You gain +5 temporary Hit Points.

Jealous Gaze

Minor action - Encounter Ranged-kind


Target: One creature
Attack: Mgt/Acu/Img + your level + weapon precision vs. AC
Hit: 2[W] + Mgt/Acu/Img modifier + your level damage, and the target is blinded until the end of its next turn.
Miss: You gain +5 temporary Hit Points.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already
using it.
Special: If this Power misses, you may immediately make a ranged basic attack as a Free action.

Fear No Anvil (Lv. 7)


(Crushing Meleekind)
Hammerkind
The name says it all; the owner of this weapon shall fear no evil, because with one strike of this
hammer, you can freeze that feisty foe of yours in place. This weapon is a possession of the
Denizen called Hephaestus, which he used in his blacksmithing work. The strength of the Fear
No Anvil emboldens its holder to rush into combat and break through the walls holding it back,
making it a great tool for warriors and defenders.

Elemental Infusion (Collectible Trait) - Your weapon now deals damage of a


certain subtype of your choice. (Fire)
Warning (Collectible Trait) - Gain a +4 bonus to Initiative while wielding the
weapon.
Timestopper (Power Trait) – The target is stunned and cannot be moved from their present location until
the end of your next turn.
Defense-breaker (Power Trait) - Hit: Target gains Vulnerable 5 to one damage type (until end of your next
turn.) (Fire)
Wrath (Power Requirement) - Target must have moved this turn.

Time Art With Me

Standard action - Encounter Melee-kind


Requirement: The target must have moved this turn.
Target: One creature
Attack: Mgt/Plc + your level + weapon precision vs. AC
Hit: 1[W] + Mgt/Plc modifier + your level fire damage. Target gains Vulnerable 5 Fire until the end of your next turn
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already
using it. The target is stunned and cannot be moved from their present location until the end of your next turn.

Fluorite Octet (Lv. 9)


(Randomkind)
Dicekind
Only the luckiest or the foolhardiest people make use of this tool of destruction. The Octet is a
legendary set of 8 eight-sided dice, which when rolled produces an entirely random and
entirely unknown attack. Whether this attack will help, hinder, or do nothing for the user is all
up to chance. Once handled recklessly by the Gambilignants of the ancient Alternian seas,
these dice shine fortune on those with the luck of direction on their side....

Reversal (Collectible Trait) - Once per encounter, instead of falling


unconscious at 0 HP, you may choose to remain conscious and make a
Standard action after each death saving throw. If you manage to
successfully hit a target using that Standard action before you die,
you return to life with 1 Hit Point and a +2 bonus to all defenses
until the end of your next turn.
Cursed (Collectible Trait) - When you miss with this weapon, you suffer a
Grave Blunder.
Accurate (Collectible Trait) - Gain a +1 item bonus to all attacks with this weapon.
Gutsy (Collectible Trait) - When making Combat rolls, a result of 10 on either d10 is treated as if you had
rolled doubles (that meaning, you can choose to make a Brutal Affront or Positive Complication
confirmation roll)
Area Attack (Power Trait) - Changes attack from Melee-kind to "Close Burst 1" or “Close Blast 3”, and from
Ranged-kind to "Burst 1 within Range." The attack targets each creature in the area. (Burst 1 within
Range)
Reckless (Power Trait) - You take -1 to all defenses until the end of your next turn.
Eightfold (Power Trait) – Effect: Before using this Encounter Power, roll 8d8s, one after another. Record
each result in order. Each individual die affects the attack in a certain way. Ignore the roll
requirements, range, damage output and precision of the Randomkind Specibus for this Encounter Power.
After determining the traits of the attack, you may make an attack roll.

Die Roll First Die Second Die Third Die Fourth Die Fifth Die Sixth Die Seventh Die Eighth Die
(Damage (Targeted (Precision) (Range) (Damage (Damage (Target Status (Additional
Type) Defense) Roll) Bonus) Condition) Effect)
1 Acid AC -1 3 1d4 -2 None Target shifts 2 squares

2 Cold Will 0 5 1d6 -1 None You are slid 1 square

3 Fire Fortitude 1 7 1d8 0 None Pull target 1 square

4 Force Reflex 1 9 2d4 1 Slowed (save ends) Push target 1 square

5 Lightning AC 2 11 1d12 2 Weakened (save ends) You may shift 1 square

6 Poison Will 2 13 2d6 3 Marked (save ends) Slide target 1 squares

7 Radiant Fortitude 3 15 2d8 4 Blinded (save ends) Slide target 2 squares

8 Thunder Reflex 4 17 2d10 5 Dazed (save ends) Deal an additional 1[W]


damage.

Load The Dice

Standard action - Encounter Area Burst 2 within Range


Target: All targets in burst
Special: Weapon damage, precision, targeted defense, damage type, and range are determined by using the Eightfold
Trait. You may determine the effect of this power before deciding where to aim the attack.
Attack: Acu/Plc + your level + weapon precision vs. ???
Hit: 1[W] + Acu/Plc modifier + your level ??? damage.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already
using it. Before using this Encounter Power, roll 8d8s, one after another. Record each result in order. Each individual
die affects the attack in a certain way. Ignore the roll requirements, range, damage output and precision of the
Randomkind Specibus for this Encounter Power. After determining the traits of the attack, you may make an attack roll.
You take -1 to all defenses until the end of your next turn.

Warhammer of Zillyhoo (Lv. 10)


(Crushing Meleekind)
Hammerkind
There she is. Forged in fire by the smiths of Pipplemop, commissioned by the sage Lord of the
Wozzinjay Fiefdom in the Realm of the Snargly Fruzmigbubbins. One of the legendary weapons
of Cherub lore, the Warhammer of Zillyhoo emboldens its user, granting them the supernatural
power of being completely powerful and totally annoying hilarious.

Zillium (Power Trait) – Hit: All targets within 10 squares must make a Will
save against your attack roll or be immobilized and weakened until the
start of their next turn.
Prankster's Gambit (Power Trait) - Target may not make an opportunity attack
for the first square you leave on your turn after hitting with this weapon.
Energy Body (Power Trait) - This attack ignores Armor, both Natural and Equipped armor, when making
an attack roll.
Fazing (Collectible Trait) - A successful hit with this weapon causes the target to take a -1 penalty to
attack rolls until the end of it’s next turn, in addition to any other effects.
Regicidal (Collectible Trait) - You gain a +1 bonus to Attack rolls and Brutal Confirmation rolls against
Elite and Solo enemies with this weapon.
Fumble (Collectible Trait) - If you suffer a Grave Blunder, you drop this weapon.
Bewitched By Its Beauty

Standard action - Encounter Meleekind


Target: One creature
Special: This attack ignores Armor, both Natural and Equipped armor, when making an attack roll.
Attack: Mgt/Plc + your level + weapon precision vs. AC
Hit: 1[W] + Acu/Plc modifier + your level damage, and all targets within 10 squares must make a Will save against your
attack roll or be immobilized and weakened until the start of their next turn.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already
using it. The target may not make an opportunity attack for the first square you leave on your turn after hitting with this
weapon.

sord..... (Lv. 2)
(Bladed Meleekind)
Bladekind
Crafted from the shittiest swords and the finest comics Earth has to
offer, this SBAHJ-themed sword provides little purchase when it
comes to holding it, let alone swinging it in the vicinity of a foe.
Nevertheless, those fool-hardy enough to employ such a weapon may
find that while common use of the blade results in little damage and a
lot of headaches, a true hero can transform sord..... into a killing
machine.

Gutsy (Collectible Trait) - When making Attack rolls, a result of 10 on either d10 is treated as if
you had rolled doubles (that meaning, you can choose to make a Brutal Affront or Positive Complication
confirmation roll)
Unbalanced (Collectible Trait) - When you miss with the weapon, you are immobilized until the end of your
next turn.
JPEG Artifacts (Collectible Trait) - This weapon suffers a -1 penalty to attack, and when you miss an attack with
it you drop it and must immediately switch to another Collectible weapon (or your basic Kind Abstratus
if you have collected no alternative). If this happens you may not switch back to this Weapon until
after the end of your next turn. This trait may not be combined with the Accurate or Unreliable
traits.
Legendary Attack (Power Trait) - Gain +1[W] to the attack damage, +2 to the attack roll, and do half
damage on Miss.
Accuracy Decrease (Power Trait) - The power’s attack bonus drops by -1.
Dazing (Power Trait) - When you use this power, you become dazed until the end of your next turn.

where MAKING THIS HAPEN

Standard action - Encounter Melee-kind


Target: One creature
Attack: Acu/Plc + your level + weapon precision vs. AC
Hit: 2[W] + Acu/Plc modifier + your level damage.
Miss: Deal half damage.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already
using it. You become dazed until the end of your next turn.

Thorns of Olgogoth (Lv. 7)


(Heavy Rangedkind)
Needlekind
The needles seem to shiver with the dark desires of the Deep One. Any sane adventurer would cast
these instruments of the occult into the Furthest Ring and forget they ever existed. Nevertheless, a
foolish user of dark magicks would find them apt at destroying foes and eroding their minds. All those
attacked by such tools find their wills warped and their fears running rampant in their minds. The
Thorns make fearsome weapons indeed....

Influenced (Collectible Trait) - Your weapon is influenced by a powerful entity or entities. At the GM's
discretion, your weapon is influenced by a distant power, whether positive, negative, or neutral. Each
time you make an attack with this weapon, the Influence may attempt to adjust your attack (changing
your target, increasing or decreasing damage, etc.). You may attempt to fight this by making a Will
save against a DC known only to the GM. This Trait has additional story implications.
Cursed (Collectible Trait) - When you miss with this weapon, you suffer a Grave Blunder.
Trueshot (Collectible Trait) - This weapon always ignores cover and concealment from targets that you can
see. While wielding this weapon you know the location of any invisible or hidden enemies within 10
spaces, but you suffer a -2 penalty for attacking this targets (instead of the normal -5).
Spreading (Collectible Trait) - A successful hit with this weapon causes each enemy adjacent to the target to
take damage equal to your level. Any individual enemy can only take Spreading damage once per attack.
Fear (Power Trait) - Hit: The target runs 1d6 squares directly away from you, provoking Attacks of
Opportunity as normal.
Defense Modification (Power Trait) - The attack targets a defense of your choice other than Armor Class,
either Fortitude, Reflex, or Will.
Parrying (Power Trait) - Effect: Gain a +1 bonus to AC against melee attacks until the end of
your next turn.
Opportunistic (Power Trait) - You may use this power in place of the melee basic attack when making an
opportunity attack. (Can't combine with Charge)

Selected for Service

Standard action - Encounter Rangedkind


Target: One creature
Special: You may use this power in place of the melee basic attack when making an Opportunity Attack.
Attack: Acu/Img/Mgt + your level + weapon precision vs. Will
Hit: 2[W] + Acu/Img/Mgt modifier + your level damage, and the target runs 1d6 squares directly away from you,
provoking Opportunity Attacks as normal.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already
using it. Gain a +1 bonus to AC against melee attacks until the end of your next turn.

Quills of Echidna (Lv. 8)


(Heavy Rangedkind)
Needlekind
Taken from the back of the mighty Denizen of Space players, Echidna, the Quills are special not only
because of their great power as a weapon, but because in most Sessions they are required to initiate the
Scratch. They emit powerful bolts of light and energy in combat, damaging foes and blinding their vision.

Scratch (Collectible Trait) – Once and only once, you may Scratch all events during
a single Combat Encounter. All individuals in the encounter are restored to
their starting conditions and positions, and Initiative is rolled again, as
though the previous encounter had never happened. Once used, the Scratch trait
cannot be used again with this weapon. This does not affect this weapon's
ability to activate the Scratch using a Scratch Construct.
Attribute Booster (Collectible Trait) - Choose one Attribute score at the time of
purchase (Imagination). Whenever you wield this weapon, that attribute is
boosted by +1.
Elemental Infusion (Collectible Trait) - Your weapon now deals damage of a certain
subtype of your choice. Your
weapon can deal acid, cold, fire, force, lightning, necrotic, poison, psychic,
radiant, or thunder damage. You can stack damage types by purchasing this
trait again. (Radiant)
Overzealous (Power Trait) - When you use this power you become slowed until the end of your next turn.
Blinding Smite (Power Trait) - This weapon attack deals +1[W] damage and blinds the target until the end of
its next turn on a hit. It also gains a Miss effect: You gain +5 temporary Hit Points.
Skirmishing (Encounter Requirement) - You must have moved this turn.

Mother of Monsters

Standard action - Encounter Rangedkind


Target: One creature
Requirement: You must have moved this turn.
Attack: Acu/Img/Mgt + your level + weapon precision vs. AC
Hit: 2[W] + Acu/Img/Mgt modifier + your level radiant damage, and the target is blinded until the end of your next turn.
Miss: You gain 5 Temporary Hit Points.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already
using it. You are slowed until the end of your next turn.
Royal Deringer (Lv. 7)
(Bladed Meleekind)
Bladekind
Constructed by the Denizen known as Hephaestus in his Forge, the
Royal Deringer has aided many, whether good or evil, to usurp and
topple rulers in countless Sessions. Its strength and guiding power
allows for the separation of chain from brick, of heads from shoulders,
and of obstacles from ascension.

Disarmed (Power Trait) – Effect: The target loses


access to one Weapon, Armor, or Power for the rest
of the encounter.
Vorpal (Collectible Trait) - Upon a successful Brutal Affront, you automatically decapitate the target,
killing them. This power doesn't work on enemies that can operate without a head, or enemies without
heads. When used on a Solo or Elite monster, roll a 1d4. On a 3 or better, this trait works on a Solo
monster. On a 4, this trait works on an Elite monster.
Split Second (Power Trait) - This power takes a Minor action instead of a Standard action.
Reckless (Power Trait) - You take -1 to all defenses until the end of your next turn.
Deranged (Encounter Requirement) - While you are bloodied.

Topple the Crown

Minor action - Encounter Meleekind


Target: One creature
Requirement: You must be bloodied to use this power.
Attack: Acu/Plc + your level + weapon precision vs. AC
Hit: 1[W] + Acu/Plc modifier + your level damage.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already
using it. You are slowed until the end of your next turn. The target loses access to one Weapon, Armor, or Power for
the rest of the encounter. You take a -1 penalty to all defenses until the end of your next turn.

Canon Armor
Junior Ectobiologist's Lab Suit (Lv. 4)
(Light Armor)
This humble suit is on some occasions found prepared in an Ectobiology Lab somewhere in the Veil. It sits
their, waiting for the designated Ectobiologist of the Session to don it and create the Paradox Clones destined
to be sent out into the universe, where they can complete their cycle and return to create themselves. Infused
with the essence of science and equipped to defend its owner from the elements, the Lab Suit is a silent
triumph of the Great Riddle.

Skill Bonus (Collectible Trait) - Gain a +4 item bonus to a skill of your choice
(Science). You may only
benefit from the skill bonus of a single item of armor during the course of any
individual Strife or Scrutiny, and only while wearing it.
Insulated (Collectible Trait) - Gain Resist 5 against environmental hazards and terrain
effects.
Move (Activation Trait) - The power is activated as a Move action.
Resist (Power Trait) - You gain Resist 10 to a damage type of your choosing until the
end of your next turn. You may only choose one damage type per usage.
Weak Point (Power Trait) - When you use this power you gain Vulnerable 5 to a damage
type of your choice until the end of your next turn.

Elemental Understanding

Move action - Encounter Personal


Effect: You gain a Resist 10 to a damage type of your choosing until the end of your next turn. You may only choose
one damage type per usage. You also gain Vulnerable 5 to a damage type of your choice until the end of your next
turn.
Black Squiddle Dress (Lv. 6)
(Medium Armor)
This fashionable number is all the rage with those involved in the dark arts. If you're looking for an outfit
that screams “I threw my soul into the void and gained power over death”, this is the one for you. The
Black Squiddle Dress grants the wearer the ability to blend into shadow, frighten and terrify foes, and
phase through walls like an inky black ghost.

Aggressive (Collectible Trait) - Gain a +4 bonus to Initiative while wielding the


armor. (Light or Medium only)
Vicious (Collectible Trait) - Whenever you are damaged by a melee attack, you gain
a +3 damage bonus to damage rolls against the enemy who attacked you until
the end of your next turn.
Chameleon (Collectible Trait) - You don't need cover to make Stealth checks to
hide (Light only)
Minor (Power Trait) - The power is activated as a Minor action.
Ethereal (Power Trait) - You gain phasing, which lasts until the start of your
next turn. (Light or Medium only)
Weak Point (Power Trait) - When you use this power you gain Vulnerable 5 to a damage type of your choice
until the end of your next turn. (Radiant)

Dark Cloak

Move action - Encounter Personal


Effect: You gain phasing, which lasts until the start of your next turn. When you use this power, you gain Vulnerable 5
to Radiant damage until the end of your next turn.

Iron Lass Suit (Lv. 9)


(Heavy Armor)
This copyright-infringing outfit bears similar powers to a certain famous suit, granting the wearer a
computerized supersuit that boosts strength and blasts foes. While it lacks mobility and flexibility, this armor will
grant you the ability to face off with your rivals, and possibly even pose dramatically with your allies. Please
don't sue us.

-1 Burdensome (Collectible Trait) - The armor imposes a -2 penalty to Speed when worn.
1 Computerized (Collectible Trait) - Your armor now can be used as a limited computer.
You can now use your
armor to Communicate, and you can see the same kind of limited information that a
small computer would be able to show you.
3 Fortifying (Collectible Trait) - You gain Resist 2 (Resist 5) to Blast or Burst attacks
(Heavy only).
-0.5 Noisy (Collectible Trait) - You automatically fail all Stealth rolls while wearing
this Armor, except against deaf enemies. (Medium or Heavy only)
4 Attribute Booster (Collectible Trait) - Choose one Attribute score at the time of
purchase. Whenever you wear this Armor, that attribute is boosted by +2 (Mangrit).
-1.5 Standard (Power Trait) - The power is activated as a Standard action.
3 Damaging Burst (Power Trait) - Until the end of your next turn, any enemy that ends
its turn adjacent to you takes 8 damage.

Genius Billionaire Playgirl Philanthropist

Standard action - Encounter Personal


Effect: Until the end of your next turn, any enemy that ends its turn adjacent to you takes 8 damage.

Neophyte's Garb (Lv. 7)


(Light Armor)
Justice is never done. In the days of Alternian yore, the Neophyte was an invaluable asset to the Legislacerators in their quest to bring law
and order to the violent masses. The Neophyte's Garb was their badge and their friend, honing their insight and allowing them to dodge
blows with great ease, bringing the Neophyte in range for an arrest.

Dodging (Collectible Trait) - You gain a +1 bonus to all defenses against Blast or Burst attacks(Light only)
Reflexive (Collectible Trait) - For the purposes of calculating AC only, your Acumen modifier is considered to
be +4 (Light only).
Skill Bonus (Collectible Trait) - Gain a +2 item bonus to a skill of your choice (Insight). You may only
benefit from the skill bonus of a single item of armor during the course of any individual Strife or
Scrutiny, and only while wearing it.
Lockdown (Power Trait) - Free Action/ Immediate Interrupt: You may immobilize one
target within 10 squares of you. They remain immobilized until you are
damaged, you successfully grab them, or the encounter ends.
Free Action (Power Trait) - The power is activated as a Free action.
Skirmishing (Power Requirement) - You must have moved this turn.

Solitary Confinement

Free action - Encounter Ranged 10


Requirement: You must have moved this turn.
Target: One creature
Effect: The target is immobilized. They remain immobilized until you are damaged, you
successfully grab them, or the encounter ends.

Canon Trinkets
Fenestrated Wall (Lv. 9)
Its origins and powers shrouded in mystery, a Fenestrated Wall has
particular uses who are in the know about some of what it can do. It can
be used for video surveillance, allowing the user to view events from a
distance. In addition, it can be connected to another Wall, allowing the
user to transport through the void of the Furthest Ring into another
Wall, resulting in near instantaneous transportation. Nevertheless,
many fear the powers of the Wall, as well as its connection to the Void
and the fourth-wall-breaking plot.

Pan-Dimensional (Power Trait) - You may teleport yourself


and up to 4 adjacent allies up to 10 squares, so long
as you all end the movement adjacent to each other.
(You must buy an Activation).
Teleporting (Power Trait) - Provided you are out of
combat, you may teleport yourself and up to 3 other
Medium-sized individuals anywhere within the confines
of your current dimension. You cannot teleport with
any precision this way, and you will arrive within
the general area of your destination.
Divination (Power Trait) - Until the end of the encounter, you can see the location and activities of 1
individual that you previously specify. They must be someone you have previously met (you can see a
location, whether or not the location is occupied by an individual. You can only see locations that
you have previously visited).
Standard (Power Trait) - The power is activated as a Standard action.
Steady (Power Trait) - You must have not moved this turn.

Dark Fenestrology

Standard action - Encounter Personal


Requirement: You must not have moved this turn.
Effect: You gain access to three different powers. You can use these powers individually or all at once, except when
combining the effects of the Teleporting and Pan-Dimensional traits.
• You may teleport yourself and up to 4 adjacent allies up to 10 squares, so long as you all end the movement
adjacent to each other. (You must buy an Activation).
• Provided you are out of combat, you may teleport yourself and up to 3 other Medium-sized individuals
anywhere within the confines of your current dimension. You cannot teleport with any precision this way, and
you will arrive within the general area of your destination.
• Until the end of the encounter, you can see the location and activities of 1 individual that you previously
specify. They must be someone you have previously met (you can see a location, whether or not the location
is occupied by an individual. You can only see locations that you have previously visited).

Uber Bunny (Lv. 8)


Through a series of time loops and dimension-hopping events, this bunny arrived on your doorstep in a humble package. Once your bunny,
it wound its way throughout time and space, becoming many different bunnies for many different people. And in their friendship and
generosity, this bunny passed onto another and another, growing in strength and virtue. And now it has returned back to you in your time of
need. Wielding weapons of might and serving your beck and call, the Uber Bunny will protect you from the horrors of the world surrounding
you.
RC Toy (Power Trait) - You activate the toy in an adjacent
square. The toy occupies 1 square. Enemies can’t move
through its space, but allies can. You can move the toy
up to 6 squares as a move action. The toy’s defenses are
equal to 12 + your level. If a single attack deals 15 or
more damage to the toy, the toy is destroyed. Lasts
until end of encounter or until the toy is destroyed,
whatever comes first.
Minor (Power Trait) - The power is activated as a Minor
action.
Spray (Power Trait) - Attack: Make an attack on every
creature in a Close Blast 3 (4). Attack: Level + 6 vs
Reflex. Must also buy at least a single Hit: effect. You
can buy traits from the Weapon Power Trait table when
alchemizing one of these items. Alternatively, you can
remove the attack roll and make a power that targets
allies. In that case, you must buy positive traits from
this or the Armor Power Trait tables.
Damage(Power Trait) – Hit: 3d6 + your level damage.
Collectible (Power Trait) – At the GM's discretion, you may make one Trinket Alchemy trait a Collectible
trait in addition to a Power trait. The GM determines what effects and limitations the Collectible
will have.

Uber Bunny (Collectible)


You can collect the Uber Bunny. When not in combat, the Uber Bunny counts as a Companion, except that
it has no statistics. You can command the Uber Bunny to perform actions for you, such as activating
levers, pushing objects weighing 10 lbs or less, or delivering messages across distances up to 1 mile.

Grubby Baton in a Douchebag Marathon

Minor action - Encounter Personal


Effect: You activate the toy in an adjacent square. The toy occupies 1 square. Enemies can't move through its space,
but allies can. You can move the toy up to 6 squares as a move action. The toy's defenses are equal to 12 + your level.
If a single attack deals 15 or more damage to the toy, the toy is destroyed. The toy lasts until the end of the encounter
or until the toy is destroyed, whatever comes first. As a standard action, the toy can make an attack.
Standard Action - Encounter Close Blast 4
Attack: Level + 6 vs. Reflex
Hit: 3d6 + your level damage.

Matriorb (Lv. 7)
Precious beyond compare, a Matriorb is an egg that hatches a Mother Grub, the being that
produces Trolls. It is vital to starting a new Alternian civilization and can spell hope or doom to
whoever holds it, resulting in it needing constant protection. When held (especially by Trolls), it
bolsters spirits and inspires daring acts of heroism in the pursuit of new, more hopeful futures.

Repulsor (Power Trait) - Any objects or individuals within a Close Blast


2 are pushed 2 squares.
Symbol (Power Trait) - You may add a +2 power bonus to either your attack
roll, a saving throw, a skill roll, or a defense. You must decide
what bonus the Symbol trait will grant before applying it to a
Trinket (Attack Roll).
Temporary Healing (Power Trait) - You regain temporary hit points equal to
your bloodied value.
Free Action (Power Trait) - The power is activated as a Free action.
Complicated (Power Requirement) - Requires a successful DC 15 skill roll
on a skill of your choice. (Insight)

The Hope of a Species

Free action - Encounter Personal


Requirement: You must make a DC 15 Insight check when using this item or the power fails.
Effect: You gain a +2 bonus to your next attack roll and regain temporary hit points equal to your bloodied value. Any
objects or individuals within a Close Blast 2 are pushed 2 squares away.
Non-Canon Weapons
Threads of Reality (Lv. 10)
(Reaching Meleekind)
Whipkind
The Threads of Reality is a black whip with multiple lashes that glows with starlight. Infused with the Aspect of Space, this weapon
maneuvers deftly when flicked, targeting enemies with easy and directing their movements with gravitational energy.

Pulsar (Collectible Trait) – Whenever you hit with this weapon, you may either push/pull the target 2 squares
or slide the target 1 square.
Fumble (Collectible Trait) - If you suffer a Grave Blunder, you drop this weapon.
Elemental Infusion (Collectible Trait) - Your weapon now deals Force damage.
Spreading (Collectible Trait) - A successful hit with this weapon causes each enemy adjacent to the target
to take damage equal to half your level. Any individual enemy can only take Spreading damage once per
attack.
Overzealous (Power Trait) - When you use this power you become slowed until the end of your next turn.
Quick Whip (Power Trait) - Hit: Your weapon has Reach of +2 until the end of your next turn.
Multi-target (Power Trait) - Attack up to 3 different targets in range.

Gravitational Wave

Standard action - Encounter Meleekind


Target: One, two, or three creatures
Attack: Img/Acu/Plc + your level + weapon precision vs. AC
Hit: 1[W] + Img/Acu/Plc modifier + your level damage; three attacks. Your weapon has Reach of +2 until the end of
your next turn.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already
using it. You are slowed until the end of your next turn.

Runcible Spoon (Spoon) (Captures targets in stasis for brief moments)

Sharur (Mace) (Talking mace that offers advice during battle)

Carnwennan (Punching Dagger) (Shrouds the user in shadow, grants bonuses to attacking while concealed)

Death's Scythe (Scythekind) (Transforms into any weapon used by allies or enemies, uses its encounter power)

Maxim Gatling (Cannonkind) (Heavy-duty handheld gatling gun, once it picks a target, constantly fires at that target)

Splinter Shot (Pistolkind) (Large revolver with Heart Powers, divides targets, leaving each half with half health and 1 action)

Non-Canon Armor
Armor of Karna (Heavy Armor, grants bonuses to allies depending on initiative order, rewards high initiative)

Svalinn (Shield, mirrored to reflect light, causes radiant/fire damage)

Flyfire Suit (Light Armor, allows phasing and explodes in fire after phasing)

Bested Vestment (Medium Armor, increases its abilities after taking a hit/bloodied)

Non-Canon Trinkets
Summoner's Horn (summons random assortment of monsters to assist summoner)

Breathless Yaga (Flying mortar and pestle for Breath Players)

Piton-Pal Boots (Lv. 4)


Alchemized with practicality in mind, the Piton-Pal Boots have built-in pitons and grips to allow for easy ascent while climbing even the
smoothest of walls. And if you fall, don't even worry. Built in rocket jets will slow your descent, allowing you to reach the ground safely.

Climbing (Power Trait) – You gain a +4 Athletics bonus to Climbing, including against surfaces that would
prohibit climbing, such as smooth rock faces. You also gain a +2 bonus to saving throws and skill
rolls if you fail an Athletics check while climbing.
Feather-Fall (Power Trait) – You now fall at a rate of 60 feet or 12 squares, and no longer take fall
damage. You must pick a Duration.
Standard Action (Power Trait) - The power is activated as a Standard action.
Encounter (Duration Trait) – The traits gained last until the end of the encounter.

Guaranteed Ascent

Standard action - Encounter Personal


Effect: You gain a +4 Athletics bonus to Climbing, including against surfaces that would prohibit climbing, such as
smooth rock faces. You also gain a +2 bonus to saving throws and skill rolls if you fail an Athletics check while climbing.
You now fall at a rate of 60 feet or 12 squares, and no longer take fall damage. You must pick a Duration.

Chiral Mirror (Lv. 5)


Trinket Item
Constructed of a polished bronze plate and wrapped in obsidian, the Chiral Mirror at first glance appears to reverse what is seen in its
reflection. Beautiful things become ugly, colors are flipped, and personalities completely change. However, when concentration and
willpower are directed into it, it projects a beam of light that temporarily instills those reversals onto real objects, not just reflections.

Reverser (Power Trait) – The effects, traits, or abilities of an object or person are reversed
temporarily. One aspect of the target is reversed, such as a book for summoning Horrorterrors now
summoning Holy creatures, or a Heart player becoming a Mind player and gaining access to a Mind
player's abilities. You must buy a Duration for this trait.
Standard Action (Power Trait) - The power is activated as a Free action.
Encounter (Duration Trait) – The traits gained last until the end of the encounter.

Topsy-Turvy

Standard action - Encounter Personal


Effect: The effects, traits, or abilities of an object or person are reversed temporarily. One aspect of the
target is reversed, such as a book for summoning Horrorterrors now summoning Holy creatures, or a
Heart player becoming a Mind player and gaining access to a Mind player's abilities. You must buy a
Duration for this trait.

Aspect Treasures
As Heroes travel along their paths and grow as beings, they will start to uncover the powers granted to them by their
Aspect. Blood Players start organizing groups together, Life Players start healing and growing everything around them, and
Rage Players flip the fuck out. At this point, many players uncover treasures and artifacts that help them develop their
powers even further.
Aspect Treasures count as special Trinkets Items.
They feature no Encounter Power since they are
meant to be used frequently and in conjunction with
a Hero's regular abilities. Instead, the rules for their
use are included in their Traits, which are starred to
indicate their importance. Aspect Treasures cannot
be Upgraded in Alchemy unless the intended
Alchemization has a cost of 7points or more.
These Treasures all bear powerful and complex
abilities that must be managed wisely by GM's.
Often, once a player acquires their Treasure, they
will attempt to use it often and in unexpected ways.
As a GM, make sure to allow uses of the Treasure,
but impose reasonable limits on its use, and don't
forget to enforce the strict rules of use found in the
Trait's description. If you're not sure you want to
include sure powerful artifacts in your game, then
don't do so. However, finding such a treasure can
make for an exciting adventure and a noteworthy
payoff that your players may enjoy immensely.
Material Adjuster (Lv. 7)
Trinket Item

Often shaped like a scientific sensor or emitter, the Material Adjuster is a powerful device for matter alteration that allows a
Hero of Space to control the shape and structure of space around them. Its user can travel adjust the physical features and
movement of an object wholly. However, the Material Adjuster is not complex, and altering item properties can have
profound and unintended consequences if used improperly.

Minor (Trinket Activation Trait) - .5


The power is activated as a Minor action.
Collectible (Trinket Power Trait) - .5
At the GM's discretion, you may make one Trinket Alchemy trait a Collectible trait in addition to a
Power trait. The GM determines what effects and limitations the Collectible will have.
Alter Matter (Trinket Power Trait) – 5
You may choose to alter the shape, size, direction, velocity, mass, and other physical features of one
object within 1 mile of you that currently exists in the dimension you are occupying. This ability may
be used as often as you like while outside of Combat Encounters. This Trait may have additional story
implications. This Trait must be purchased with a Collectible trait attached to it.

Time Machine (Lv. 7)


Trinket Item

Often shaped like a musical instrument or apparatus, the Time Machine is a powerful device for timeline management that
allows a Hero of Time to control the flow of time around them. Its user can travel backwards and forwards in time within their
current dimension, and may affect events across the timeline. However, the Time Machine is not a toy; stable time loops
have to be completed, and fussing with the timeline in incorrect ways can result in offshoot timelines, failed Sessions, and
dead yous.

Minor (Trinket Activation Trait) - .5


The power is activated as a Minor action.
Collectible (Trinket Power Trait) - .5
At the GM's discretion, you may make one Trinket Alchemy trait a Collectible trait in addition to a
Power trait. The GM determines what effects and limitations the Collectible will have.
Time Travel (Trinket Power Trait) – 5
You may choose to travel through time to any point in the history of the dimension you are currently
occupying. This ability may be used as often as you like while outside of Combat Encounters. This
Trait may have additional story implications. This Trait must be purchased with a Collectible trait
attached to it.

Tome of Knowledge (Lv. 7)


Trinket Item

Often shaped like an ornate book or scroll, the Tome of Knowledge is a complex artifact that provides insight and answers
to any question, allowing a Hero of Light to have control over countless outcomes. Its user can access it and find riddles,
hints, clues, and knowledge on anything weighing on their mind. Nevertheless, the Tome of Knowledge is not perfect, and
can give vague or inconclusive answers that fall upon a Light player to properly interpret.
Minor (Trinket Activation Trait) - .5
The power is activated as a Minor action.
Collectible (Trinket Power Trait) - .5
At the GM's discretion, you may make one Trinket Alchemy trait a Collectible trait in addition to a
Power trait. The GM determines what effects and limitations the Collectible will have.
Universal Knowledge (Trinket Power Trait) – 5
You may ask the GM one question in private concerning anything in your campaign. The GM will provide
an answer appropriate to the question, whether it is a hint, clue, riddle, or a straight answer. This
ability may be used as often as you like while outside of Combat Encounters. This Trait may have
additional story implications. This Trait must be purchased with a Collectible trait attached to it.

Invisibility Ring (Lv. 7)


Trinket Item

Often shaped like a plain, unassuming ring or bracelet, the Invisibility Ring is a plain piece of jewelry with the power to
shield the wearer or an object they touch from the senses, allowing a Hero of Void to obscure and obfuscate the awareness
of others. Its user can wear it and become invisible, or touch the Ring and cast a temporary spell of invisibility on an object,
piece of knowledge, or person. Nonetheless, the Invisibility Ring cannot perfectly shield whatever it is used on; the wearer
still exists and can be found by other senses, as can the objects they touch.

Minor (Trinket Activation Trait) - .5


The power is activated as a Minor action.
Collectible (Trinket Power Trait) - .5
At the GM's discretion, you may make one Trinket Alchemy trait a Collectible trait in addition to a
Power trait. The GM determines what effects and limitations the Collectible will have.
Void Walk (Trinket Power Trait) – 5
You may become invisible, or cast a spell of invisibility on one object you can touch. You remain
invisible permanently until you decide to reveal yourself. Any objects you cast invisibility on remain
invisible for an amount of time determined by the DM. This ability may be used as often as you like
while outside of Combat Encounters. This Trait may have additional story implications. This Trait must
be purchased with a Collectible trait attached to it.

Growth Gadget (Lv. 7)


Trinket Item

Often shaped like a watch or remote, the Growth Gadget grants the power of healing and resurrection, allowing a Hero of
Life to resist death and grow life all around them. Its improves the cells of a being, allowing them to multiply and heal at an
alarming rate. However, the Growth Gadget can only do so much; once used on a target, the device can never be reused
on it again.

Minor (Trinket Activation Trait) - .5


The power is activated as a Minor action.
Collectible (Trinket Power Trait) - .5
At the GM's discretion, you may make one Trinket Alchemy trait a Collectible trait in addition to a
Power trait. The GM determines what effects and limitations the Collectible will have.
Affect Growth (Trinket Power Trait) – 5
You may affect the health of one being. When doing so, you can either bring a recently dead target
back to life with full hit points, cure them of any disease, remove any one status condition, or
restore a target to full hit points. Once this power has been used on a target, this power may not be
reused again on this target. This ability may be used as often as you like while outside of Combat
Encounters. This Trait may have additional story implications. This Trait must be purchased with a
Collectible trait attached to it.

Prophecy Device (Lv. 7)


Trinket Item

Often shaped like a deck of tarot cards or a horoscope chart, the Prophecy Device guards the life of its user and those
associated with them from one life-ending event, allowing a Hero of Doom to alter the inevitable destruction of those around
them. Its user can become aware of and instantly erase one negative event, no matter how powerful that moment is or
when that moment happens. Even so, the Prophecy Device won't save everyone; the protection granted from the Prophecy
Device blocks only one event in that person's life and can never be used to save that person again.

Minor (Trinket Activation Trait) - .5


The power is activated as a Minor action.
Collectible (Trinket Power Trait) - .5
At the GM's discretion, you may make one Trinket Alchemy trait a Collectible trait in addition to a
Power trait. The GM determines what effects and limitations the Collectible will have.
Guardian Angel (Trinket Power Trait) – 5
You may protect one target from the effects of one life-endangering or negative moment, whether in the
past, present, or future. The event never comes to pass and the target continues to live and exist
normally. As soon as this power is used on a target, it can't ever be used again on the same target.
This ability may be used as often as you like while outside of Combat Encounters. This Trait may have
additional story implications. This Trait must be purchased with a Collectible trait attached to it.

Astral Projector (Lv. 7)


Trinket Item

Often shaped like a talisman or holy symbol, the Astral Projector grants the power to project the user's soul into the world,
allowing a Hero of Heart to travel freely like a ghost and possess other living beings. Its user can cast their soul out, which
moves through physical objects freely and is invisible. Even so, the Astral Projector has its limits; the wearer's soul can only
travel so far away from their host body, and must fight the mind of the person they possess constantly to maintain control.

Minor (Trinket Activation Trait) - .5


The power is activated as a Minor action.
Collectible (Trinket Power Trait) - .5
At the GM's discretion, you may make one Trinket Alchemy trait a Collectible trait in addition to a
Power trait. The GM determines what effects and limitations the Collectible will have.
Spirit Projection (Trinket Power Trait) – 5
You may project your spirit either a short distance (25 ft.) or into a living being that can support
it. While outside of your body, you are Invisible and Insubstantial, your body is considered
Unconscious, and you may not interact with any matter. While inside of a body, you may make an
Insight, Chumming, or Trolling check against the target's Will Save to attempt to possess the body.
While possessing a body, you must make a roll against the target's Will Save every 5 minutes in order
to maintain control and not be forced out of the body. This ability may be used as often as you like
while outside of Combat Encounters. This Trait may have additional story implications. This Trait must
be purchased with a Collectible trait attached to it.

Cause-Effect Viewscope (Lv. 7)


Trinket Item

Often shaped like a camera or telescope, the Cause-Effect Viewscope offers sight into the consequences of actions,
allowing a Hero of Mind to understand the possibilities arising from theirs and others actions. Its user can view future
events related to a possible action, giving them a small glimpse as to what could happen. All the same, the Cause-Effect
Viewscope only shows so much; the user only sees small glimpses of the big picture, such that the distant future is
exceedingly difficult to determine and the near future is only partly revealed.

Minor (Trinket Activation Trait) - .5


The power is activated as a Minor action.
Collectible (Trinket Power Trait) - .5
At the GM's discretion, you may make one Trinket Alchemy trait a Collectible trait in addition to a
Power trait. The GM determines what effects and limitations the Collectible will have.
Path Precognition (Trinket Power Trait) – 5
You may determine the consequences of one action that has either taken place or has the possibility of
taking place. When viewing the future path of events, you gain a small glimpse of what might happen,
such as a brief vision, a phrase, or image. You can choose how far ahead in the future to look, but
looking further in time will result in unreliable information being given to you. This ability may be
used as often as you like while outside of Combat Encounters. This Trait may have additional story
implications. This Trait must be purchased with a Collectible trait attached to it.

Belief Cascader (Lv. 7)


Trinket Item

Often shaped like a crystalline globe or sphere, the Belief Cascader is a reality-warping device that allows a Hero
of Hope to create objects, people, and other pieces of pure imagination and bring them into the real world for a
short time. Its user can use their imagination to will anything they can think of into being, and can use the beliefs
and hopes of others around them to allow such a thing to exist for even longer. However, the Belief Cascader is not
a permanent creator; concentration is required to allow the figment to continue to exist, and some things may turn
out to be just too hard to believe in, no matter your emotional investment in their existence.

Minor (Trinket Activation Trait) - .5


The power is activated as a Minor action.
Duration: Normal (Trinket Duration Trait) – 0
The traits gained last until the end of your current turn. (Can't be used with Immediate or Free
actions).
Collectible (Trinket Power Trait) - .5
At the GM's discretion, you may make one Trinket Alchemy trait a Collectible trait in addition to a
Power trait. The GM determines what effects and limitations the Collectible will have.
Reality Adjustment (Trinket Power Trait) – 5
You may create an object, a person, or any other figment of your imagination through sheer willpower.
Every time you wish to manifest something from your beliefs, you must make an Imagination or
Pulchritude Check against a DC set by the DM. Other people may perform Aid Another actions in order to
help manifest the figment of your imagination. You must make an Imagination or Pulchritude Check with
the same DC every minute to maintain the figment's reality. This ability may be used as often as you
like while outside of Combat Encounters. This Trait may have additional story implications. This Trait
must be purchased with a Collectible trait attached to it.

Rager Gauntlet (Lv. 7)


Trinket Item

Often shaped like gloves or gauntlets, the Rager Gauntlet imbues the wearer with extreme strength and rage, allowing a
Hero of Rage to access their limitless anger and direct it through their body. Its user can double their strength and
constitution for a time, allowing them to deal more damage, lift immense objects, and take more damage. However, the
Rager Gauntlet requires caution; using the Gauntlet will rapidly drain energy from the body and leave the user weakened
and vulnerable.

Minor (Trinket Activation Trait) - .5


The power is activated as a Minor action.
Collectible (Trinket Power Trait) - .5
At the GM's discretion, you may make one Trinket Alchemy trait a Collectible trait in addition to a
Power trait. The GM determines what effects and limitations the Collectible will have.
Sublime Rage (Trinket Power Trait) – 5
You gain a +4 power bonus to Mangrit, a +2 bonus to Will and Fortitude, and temporary hit points equal
to half your Total HP + your level. Whenever you make a Melee-kind attack against a target, deal
additional damage equal to your level. These bonuses lasts for three rounds. When the bonuses run out,
you are weakened (save ends), slowed (save ends), and gain Vulnerable 3 until the end of the
encounter. This ability may be used as often as you like while outside of Combat Encounters. This
Trait may have additional story implications. This Trait must be purchased with a Collectible trait
attached to it.
Directional Contrivance (Lv. 7)
Trinket Item

Often shaped like a pair of boots or shinguards, the Directional Contrivance is an impressive tool for liberated
movement that allows a Hero of Breath to move freely across any terrain. Its user can for a brief time move through the
air, water, difficult terrain, or other impeding environments. However, the Directional Contrivance is not a all-powerful; its
user cannot go through solid objects and cannot carry any significant loads with them while they move unimpeded.

Minor (Trinket Activation Trait) - .5


The power is activated as a Minor action.
Collectible (Trinket Power Trait) - .5
At the GM's discretion, you may make one Trinket Alchemy trait a Collectible trait in addition to a
Power trait. The GM determines what effects and limitations the Collectible will have.
Unhindered Travel (Trinket Power Trait) – 5
You may move twice your speed through any environment. Whenever you would Fly or Swim, you move at
double your land Speed This Trait may have additional story implications. You may also move through
Difficult terrain as though you were traveling across normal terrain. As soon as you stop moving
through your environment (cease flying, leave water, finishing moving across difficult terrain) this
power stops and cannot be used again for 10 minutes. This ability may be used as often as you like
while outside of Combat Encounters. This Trait may have additional story implications. This Trait must
be purchased with a Collectible trait attached to it.

Union Apparatus (Lv. 7)


Trinket Item

Often shaped like a metallic cloak or cape, the Union Apparatus is an inspiring instrument for social cooperation that
allows a Hero of Blood to affect relations between individuals. Its user can cast a commanding presence within a small
radius, subtly guiding their attitudes and actions towards positive or negative feelings. However, the Union Apparatus is
not a foolproof; individuals with strong feelings one way or another can resist the influence of the Apparatus and behave
as they normally would, for good or ill.

Minor (Trinket Activation Trait) - .5


The power is activated as a Minor action.
Collectible (Trinket Power Trait) - .5
At the GM's discretion, you may make one Trinket Alchemy trait a Collectible trait in addition to a
Power trait. The GM determines what effects and limitations the Collectible will have.
Social Interaction (Trinket Power Trait) – 5
You may encourage or force individuals to communicate with each other with particular attitudes of
your choice. Whenever you would like a target to communicate with another person, roll a Chumming or
Trolling check against the target's Will Save to either encourage or force the target to perform the
interaction. You may then decide the demeanor of the target and any topics the target is focusing on.
You must make a Check against the target's Will Save every 5 minutes in order to maintain control.
This ability may be used as often as you like while outside of Combat Encounters. This Trait may have
additional story implications. This Trait must be purchased with a Collectible trait attached to it.
ADVENTURES
Creating Lands
All Heroes that enter into a game of Sburb are granted a fantastic
realm of their very own to explore and conquer on their quest towards
greatness. It serves as their entryway into the Incipisphere, their
home base during the early phases of their journey, and the
beginning point to myriad adventures.
Lands are inhabited by Consorts, one of several races of sapient
reptiles or amphibians, as well as a Denizen, a mighty monster that
rules the Land with an iron fist and causes problems for the players
and the Land's inhabitants. All Lands orbit Skaia like a planet orbits a
star and are connected together by Gates, which daisy-chain
between these domains. Each Land is based on the attitudes,
temperaments, likes, dislikes, and mythological roles of a player,
resulting in wildly personal realms that reflect the core of each Hero.
In addition, each Land holds a Quest Bed, one of two places in the
Incipisphere where players can ascend to Godhood.

Components of a Land
Lands have several vital components that need to be included in their
construction. Every Land must have a race of Consorts inhabiting it and the villages they inhabit, a Denizen that occupies
the land (including their stronghold), Gates in important locations which connect that Land to other Lands in the Session,
and a Quest Bed.
Lands also typically incorporate structures, objects, and features throughout it that inspire questing or must be altered as a
part of the continuing quest of each Hero. For example, John Egbert finds himself in the Land of Wind and Shade, a dark
and windy realm polluted by oil and obscured by clouds that prevent fireflies from leaving. During his quest, John
adventures through LOWAS, removing the oil, completing a deal with his Denizen to have it cease its machinations, and
clearing the clouds from the sky.
Denizens tend to occupy mighty strongholds on or within the Land, where they slumber waiting for players to reach them.
These locations often make exciting quests in later levels. Consort villages also serve as resting places or as starting points
for adventures. Gates are useful for allowing players to travel to their friend's Lands where they can quest together. Finally,
Quest Beds can serve as important quest hooks, as players research and adventure across their realm looking for this font
of power.

Themes and Features


Wind and Shade. Light and Rain. Heat and Clockwork. Frost and Frogs. Lands in all Sessions follow naming patterns that
reflect the complex and contrived natures of such realms. Each Land is based around the essence of its assigned Player,
reflecting areas of growth and bits of personality in every square inch. These formulations result in wildly interesting places
covered in unusual materials, zany colors, strange inhabitants, and great dangers.
When developing a Land, its important to consider the characters
in question. What are their personalities like? What are their
strengths, weaknesses, and fears? Where can they grow, and
where are they strong? What Class and Aspect are they assigned?
All of these details are vital to form a Land appropriate to a
character. By extension, each Land should bear sites and quests
that challenge characters in special and specific ways, in order to
build stepping stones towards greater and greater progress.
In addition, groups of players may find that their Lands share a
specific theme. Locations following themes of the elements,
physics concepts, chemicals, mythology, or Aspects. This is
especially common in Sessions with fewer players, or in non-
typical Sessions.
Producing a Land is a bit of an art, and relies on your ability to
imaginatively provide characters with fertile soil to begin their
adventures. Nevertheless, here are some tips to give you a start
on your own process:
• Develop a common theme between the characters
and extrapolate that as one of the core pieces
for each Land
• Space Players always feature Frogs on their Lands, no matter what, so make sure to factor that
in!
• Determine each character's primary interests. Noteworthy interests might fit in well with a
Land's structure.
• Lands are the sites of important adventure. Be prepared to scatter dungeons, buildings, ruins,
and other interesting structures throughout. Consider even making such structures a component
of your Land!
• Are you making the Land before making the character? Write up a long list of interesting
features for your Land and roll for it! You might end up with exciting places like the Land of
Wheat and Circuitry or the Land of Shrouds and Law.
• Land components can be as simple as objects like Rocks or Metal and as complicated or abstract
as Hatred or Protection. Don't be afraid to mix and match!

Maps, Locations, and Quests


When building a Land for your game, its important to have a plan in regards to its geography. You never know what your
players might do, after all. They might follow your quest hooks, but they might also decide that going straight west until they
run into something sounds more reasonable.
The best way to prepare for all possibilities is to draw up a map of your Land. Once you have a realm fully fleshed out with
features, consider the kinds of noteworthy places your players could find or learn about. This can include anything from land
formations, castles, ruins, tunnels, dungeons, villages, cities, Scratch Constructs, massive robots, toxic oceans, or anything
else you can come up with. Start by coming up with ideas for interesting places, then design your map to include these
sites.
Its also important to consider the likely path your players will take. Characters will have to travel through Gates, find
Denizen lairs, uncover their Quest Beds, liberate Consort Villages, and complete a variety of other tasks. Arrange your Land
in such a way that players might naturally gravitate to such unique destinations while also continuing their adventures.

Lands in Uncommon Sessions


Void and Dead Sessions oftentimes have unique circumstances surrounding their Lands. Because of their inherent natures,
Null Sessions play by different rules and result in uncommon features that don't appear in regular Lands.
Void Sessions are Sessions that allow for no Prototyping and result in an undeveloped Battlefield and the inability to create
a new universe. In such Sessions, characters take on the roles of Nobles instead of Heroes, since without a deus ex
machina, the players cannot do anything to fulfill their heroic destinies. Consorts on these Lands have often all passed away
waiting for their Nobles to arrive, leaving only Prospitians, Dersites, and Denizens alive in the Incipisphere. In addition,
Underling are not Prototyped, and appear as skeletal beings that are incredibly difficult to kill. In addition, Lands in Void
Sessions feature naming schemes and features related to death, burial, and the noble gases. For example, Jane Crocker
arrives at the Land of Crypts and Helium, where her Salamander Consorts are found dead and buried and large balloons
are inflated with helium, rising up to water a dead world
where no plants will grow.
In Dead Sessions, the rules are completely different
and far more complicated. Dead Sessions are Sessions
with only one player, and as such they are unwinnable
and are played with entirely different rules. Once
entered by a Player, the Session won't grant a named
Land. Instead, the planet they arrived on becomes their
new Land, which remains unnamed throughout much of
the game. It lacks most game features like Gates,
Consorts, or Underlings. Once a player has made The
Choice with the single existing Denizen in this Session,
the game begins properly.
Skaia will turn jet black and explode (an event called
the First Break). This explosion will release 15 planets
into the Incipisphere, which will scatter across the
Medium before falling into orbit around what remains of
Skaia, a supermassive black hole. Some planets will
fall into the powerful gravitational well of the black hole.
This is considered lucky.

The player's goal now becomes simple: Each planet


must be taken destroyed in order, with the exception of
the eight planet, which is always destroyed last or the
game is forfeit. On each planet, the player must destroy
all resistance they face, which steadily ramps up with each planet, in order to capture a 'cue ball' bomb and place it on a
specific location on the planet's surface. The location is important; once placed, the bomb will dislodge the planet from its
orbit, sending it careening into the black hole. Each planet has a time limit which gets shorter the farther along the player
gets, and each planet gets more difficult to conquer as the beings occupying it grow in strength. If the bomb isn't placed in
time, it detonates and the planet isn't directed towards the black hole, resulting in a lost Session.
Each planet is home to a Leprechaun, a creature of luck with extraordinary powers related to the character's Aspect. Once
conquered, that Leprechaun joins the character on their quest and offers its powers in aid to help the Hero on their quest.
Once the Hero has destroyed every planet, they can conquer the eighth planet and move on to their starting Land, which
now will be fully revealed and will gain a name. Once there, they will work to unlock the stronghold of the Denizen of that
Land, which they will confront their Denizen alone. There, it will give the Hero two choices, both leading towards forms of
immense power.

The complexity and utter difficulty of Dead Sessions means that a GM will have to create up to 16 distinct planets for one
player. Consider this the most challenging path to Land creation, and be fully prepared to have a plan laid out for the
structure of such a game.

Good luck. You're gonna need it.


Quests and Dungeons
Mass Combat
The battles that rage across the Battlefield for the fate of Skaia are exciting, harrowing, and could ultimately affect the plot in
significant ways. Your players may find themselves interested in participating in these grand battles, or may find themselves
drawn into the conflict. Either way, being able to accurately reflect these battles, as well as the involvement of the PCs, is
very important. Detailed below is the mass combat system necessary for such pitched battles, as well as additional
materials, powers, and features of battle that play into the system.

Mass Combat System


While designed for the constant pitched battles that rage between the Prospitian and Dersite armies on the Battlefield, the
mass combat system works for just about any force, including Trolls, Underlings, Robots, or anything else you can imagine.
Simply adjust some of the rules found below to your taste.

Commanders, Orders, and Initiative


Combat flows differently in mass combat then it does in regular combat. One of the most important differences is how
orders are given and Initiative occurs. First, each army is led by a Commander. The Commander assigns orders to groups
and units, who then carry out those actions on their turn. The Commander can be a lone individual or it can be a group of
people working together to direct their forces.
Commanders roll Initiative first and take their turns before their forces. In essence, Commanders roll Initiative against each
other to determine who gets to assign orders first. Once that is determined, Commanders start using Command Actions,
which are special powers which direct the actions of forces under their control. Commanders can make as many Command
Actions as they want; however, each unit or group only has a Standard, Move, or Minor action, meaning they are limited in
how many orders they can perform. Thus, a Squad cannot perform both an Attack command and a Distraction command.
Once Commanders have given all their orders, their forces begin performing those orders following Initiative order.
Command Actions can be assigned in any order, and the unit or group will follow those commands in the order given. Thus,
a Platoon given the Discipline, Move, and Attack commands will first bolster their confidence, move a certain number of
squares, and make an attack against a nearby target. Once all units and groups complete their turns, Commanders take
their turns again in their Initiative order, and the next round continues.

Commanders on the Battlefield


While most Commanders stay out of the fray and direct actions from behind their own lines, some Commanders take it upon
themselves to risk their lives with their soldiers in the middle of the action. Commanders cannot be a a part of a group of
soldiers, and have access to a Standard, Move, and Minor action as normal. Commanders can use their normal attacks and
powers as usual against both groups and units. However, they can only do damage equal to their level after making a
successful attack roll, no matter what. The only exception to this is when a Commander performs a Brutal Affront; the
commander deals twice their level in damage. While a Commander is out on the battlefield, all groups and units within 3
squares of the Commander gain +2 to attack and damage rolls. These rules also apply to PCs and party members in the
middle of combat.

Groups of Soldiers
Groups of soldiers fall into four size categories: Fireteams, Squad, Platoons, and Phalanxes, each with different numbers,
abilities, and compositions of troops.

Fireteam Fireteam are made up of 4 individual units. Fireteams are special in that they can have a specific role which
grants them bonuses when utilized. A fireteam takes up 1 square of space.
• Medical: All allied adjacent units regain 2 hit points at the start of their turn.
• Artillery: This group gains a +3 bonus to Range, and are the only fireteam capable of manning Artillery weapons.
• Scouting: This group gains a bonus to Stealth equal to their level, and a +2 bonus to Speed. This group's hit points drop by 1/4.
• Operations: All allied adjacent units gain a +1 bonus to attack rolls at the start of their next turn, and are the only fireteam that can create emplacements.

Squad Squads are made up of 8 individual units. A squad can have one (1) War Machine as a part of the group (either
a Rook Defender or Bishop Acolyte). A squad takes up the same space as a Large creature.
Platoon Platoons are made up of 16 individual units. A platoon can have two (2) War Machines as a part of the group
(either Rook Defenders or Bishop Acolytes). A platoon takes up the same space as a Huge creature.
Phalanx Phalanxes are made up of 32 individual units. A phalanx can have four (4) War Machines (either Rook
Defenders or Bishop Acolytes) or one (1) heavy War Machine (a Rook Spider-Walker, a Bishop Curate, or a
Knight Inquisiclops) as a part of the group. A phalanx takes up the same space as a Gargantuan creature.

War Machines
Prospit and Derse employ massive genetically-engineered and cybernetically-enhanced Carapacians which on the
battlefield are referred to as War Machines. War Machines encompass all Rooks, Bishops and Knights that are employed
by each respective army, and have special rules associated with them.
War Machines are categorized by size and strength into Regular, Heavy, and Super-Heavy types. All types can serve as
individual units; however, only Regular and Heavy units can be included in a group. Regular War Machines can fit into
Squads, Platoons and Phalanxes, while Heavy War Machines can only fit into Phalanxes.

Regular Rook Defender, Bishop Acolyte


Heavy Rook Spider-Walker, Bishop Curate, Knight Inquisiclops
Super-Heavy Rook Siege Titan, Bishop Arch-Deaconstructor, Knight Warhorse

Determining Group Statistics


Each group of soldiers has its statistics determined by its composition, as well as the size and strength of that group. When
developing the statistics for a group, use the following table below. Certain creature types will affect the strength of the
group as a whole.

Level The average level of every member of the group. Soldier units count for their level +2
Initiative The total initiative of the group. All units are counted as having a total initiative of 0. Artillery units gain a
+4 bonus, Lurker units gain a +2 bonus, and Brute units take a -2 penalty.
HP The total number of levels in the group.
AC The average AC of the group. Skirmisher and Soldier units count for their AC +2.
Fortitude The average Fortitude of the group. Brute units count for their FORT +2.
Reflex The average Reflex of the group. Units with a Speed higher than 6 count for +1 REF for every point above
6. Skirmisher units count for their REF +2.
Will The average Will of the group. Soldier units count for their WIL +2.
Speed The movement speed of the group. All groups move at a Speed of 4. Groups composed of entirely
Skirmishers and Lurkers can move at a Speed of 6.
Attack Bonus The average level of the group + 5. Controllers count for their level +4
Range The average range of all units with ranged basic attacks in the group. Artillery count for their level +4
Damage Most groups use the Normal Damage column per level in the table below. If 1/3 or more of the group has
ranged attacks, use the Ranged Damage Column. If 1/3 or more of the group is an Artillery unit, use the
Artillery Damage Column. Each group has a basic attack that targets AC.

Level Normal Damage Ranged Damage Artillery Damage


st rd
1 -3 1d6 + 3 1d10 + 3 2d6 + 3
th th
4 -6 1d6 + 4 1d10 + 4 2d8 + 4
7th - 9th 1d8 + 5 2d6 + 5 2d8 + 5
10th - 12th 1d8 + 5 2d6 + 5 3d6 + 5
13th - 15th 1d10 + 6 2d8 + 6 3d6 + 6

Below is an example of a stat block for a Platoon composed of seven (7) Pawn Footmen, seven (7) Pawn Archers, and two
(2) Rook Defenders.

Platoon (16 units)


Seven (7) Pawn Footmen, seven (7) Pawn Archers, two (2) Rook Defenders
Level 4
Speed: 4, Initiative: +0
HP: 54
AC: 19 Fortitude: 16 Reflex: 16 Will: 17
Attack - (Standard Action - At-will, Basic attack) Ranged 10, +9 vs. AC. Hit: 1d10+4 damage

Ship to Ship Combat


Combat between Ships functions similarly to combat between groups of soldiers with a few exceptions:
• Due to their size, most ships cannot form groups. A group of ships is called a Formation and consists of 4 ships
occupying a square the size of a Huge creature. The only ships that can form a Formation are Strike Craft
(Fighters, Interceptors, Gunships, and Bombers) and Dropships. The Speed of a Formation is determined by the
average Speed of the group, and all attacks by a Formation deal Artillery Damage.
• Ships can move in three dimensional space, unlike soldiers. Ships can move up, down, and diagonally.
Artillery Weapons
Soldiers on both the Dersite and Prospitian sides have access to high-powered weaponry that can fire at long ranges.
These weapons are generally uncommon, are well-defended whenever possible, and require a Fireteam (specifically an
Artillery Fireteam) to operate. When in use, the weapon fires during Fireteam's turn and requires an Attack command to fire.
All Artillery weapons have an Armor Class of 18 and 50 Hit Points before they are destroyed. Artillery weapons deal
Artillery Damage like a group of soldiers would.

Mortar The mortars fielded by Carapacians are portable bomb launchers that fire into the air, launching the
bombs in a high arc that drops down on targets. The mortar can launch small projectiles up to 25
squares away. Mortars deal 2d6+3 fire and thunder damage in an Area Burst 1.
Cannon These standard artillery pieces fire metal balls at targets on a horizontal plane. Cannons can fire at
targets up to 25 squares away. Cannons deal 2d8+4 fire damage in an Area Burst 2.
Howitzer A large cannon that fires at a higher angle, the howitzer can hit targets with its heavy metal balls up to
40 squares away. Howitzers deal 3d6+5 fire damage in an Area Burst 3. Howitzers ignore the Superior
Cover of Pillboxes.
Anti-Aircraft Gun Anti-aircraft guns are designed to target the aerial vehicles flying over the Battlefield. They fire
exploding shells that fling flak at aircraft, shredding apart their hulls. AA guns are only effective against
aircraft, and cannot generally be aimed at ground targets. AA Guns can hit air targets up to 40
squares away. Anti-Aircraft Guns deal 2d8+5 fire damage in an Area Burst 3.

Emplacements and Defenses


Carapacian armies have several structures and emplacements they can set up in their territory to provide tactical
advantages and defenses. Defensive emplacements are built by Operations fireteams or crew members from a construction
ship.

Tent Tents are portable, temporary housing, storage and operational areas that soldiers operate out from. Tents
are divided into four types. Tents take 30 minutes to construct.
• Medical: Must be manned by a Medical fireteam. Any units that spend a turn in this tent recover a quarter of their hit points. Only one tent can
provide this bonus.
• Command: As long as a fireteam remains in this tent, all allied units gain a +1 bonus to attack rolls. Only one tent can provide this bonus.
• Barracks: Barracks tents allow up to 32 soldiers beds to take Extended Rests.

Foxhole Foxholes are small trenches big enough to accommodate only a few people. A single fireteam can fit into a
foxhole. While in a foxhole, a fireteam gains Cover. Foxholes take 1 hour to construct.
Trench Trenches are excavations in the ground that protect troops from incoming fire. A platoon can fit into a single
Trench. Soldiers in a Trench gain Superior Cover but take a -2 penalty to attack rolls. Trenches take 3
hours to construct
Pillbox Pillboxes are hardened concrete structures that allow superior defense and effective firing positions. A
squad can fit into a single Pillbox, and Artillery weapons can be placed inside, allowing them to be fired
from the pillbox. Soldiers in a Pillbox gain Superior Cover. Mortars ignore this Superior Cover, allowing
them to damage soldiers and Artillery inside. Pillboxes have an Armor Class of 22 and 50 Hit Points
before they are destroyed. Pillboxes take 24 hours to construct.
Minefield Minefields are large spaces of land covered in explosives that automatically detonate when tripped by a
target. Whenever a target steps into a minefield square, roll a 1d4. On a roll of 1 or 2, a mine explodes and
deals 2d8+4 fire damage in an Area Burst 1. Mines can be disabled with a DC 20 Mysteries check, or can
be set of by placing or throwing something with at least 50 pounds of mass on the square in question.
Minefields can be up to 10 by 30 squares in size and take 8 hours to construct.
Barbed Wire Barbed wire is a type of fencing that limits movement thanks to wiring covered in sharp barbs. Barbed wire
squares count as difficult terrain, and when a target steps into a barbed wire square, they take 1d6+3
damage. Barbed wire can easily be cut with a DC 10 Mysteries check, removing it from one square. Barbed
wire can extend as long as 30 feet and require 4 hours to construct.

Artillery and emplacements are generally rare, so make sure to limit the amount each army owns or receives. When certain
armies are defending, make sure to provide them with more defenses and emplacements to reflect their entrenched
positions.
Command Actions
Leaders in the Prospitian and Dersite military have access to direct communications between their units. A Commanding
Officer can get in contact with individual leaders of fireteams, squads, platoons, and phalanxes. A CO may also
communicate with groups of individuals at the same time, direct communications to individual soldiers, direct War
Machines, broadcast to their whole army, and communicate with headquarters and with their respective planet.
Through this communication, Commanding Officer may order troops to undertake certain actions or bolster their troops
morale, as well as surrender, call a truce, or direct the movements of their forces.

Retreat Attack

Command action – At-will Communication Command action - At-will Communication


Target: All forces under your command, or a group of forces Target: All forces under your command, or a group of forces
Effect: (Move) Forces under your command begin retreating from Effect: (Standard) Forces under your command begin attacking
the battlefield. You can decide between a tactical retreat or a enemy forces of your choice. Each unit or group makes an attack roll
general retreat. During a tactical retreat, your forces gain a +2 against the target's AC, and upon a successful attack, roll for
bonus to Speed and may continue to attack targets within range damage. You may decide to have your forces attack a specific
while moving away from the combat area. During a general retreat, target, ready an attack to occur when a target is adjacent or enters
your forces gain a +4 bonus to Speed and cannot make any range (functions like a Readied Action), or to have them attack a
attacks. When your army loses 25%, 50%, and 75% of their total specific square on the battlefield. You may decide to have individual
forces, the army has a chance of automatically making a general members of a group make an attack using one of their own powers,
retreat unless the Discipline power is used. although the damage from this power will always equal their level.

Move Split/Regroup

Command action - At-will Communication Command action - At-will Communication


Target: All forces under your command, or a group of forces Target: Adjacent groups/units
Effect: (Move) Forces under your command move to a location of Effect: (Minor) All selected adjacent groups or units join together to
your choice up to the group's Speed. form a bigger group. Four Pawns can form together to form a
Fireteam, 2 Fireteams can join together to become a Squad, etc.
Groups can also split apart into smaller groups or individual units.

Embolden Hold Fire

Command action - Encounter Communication Command action - At-will Communication


Target: All forces under your command Target: All forces under your command, or a group of forces
Effect: (Free) All forces under your command gain a +1 power Effect: (Free) Forces under your command cease attacking enemy
bonus to all attacks and defenses until the end of the next round. forces and hold defensive positions.

Defend Charge

Command action - At-will Communication Command action - At-will Communication


Target: All forces under your command, or a group of forces Target: All forces under your command, or a group of forces
Effect: (Move) Forces under your command take cover and defend Effect: (Standard) Forces under your command make a Charge
a specific location until further notice. While defending, your forces against another group or unit and then make an attack. Your group
gain a +2 bonus to AC, take a -1 penalty to attack rolls, and cannot or unit must move at least 2 squares, or else the charge fails. Once
move from their location. If given a Move command, your forces the unit or group completes the Charge, their turn ends.
lose all bonuses and penalties but can move again.

Distraction Discipline

Command action - Encounter Communication Command action - At-Will Communication


Target: One group or unit. Target: All forces under your command
Effect: (Standard) That group causes some form of distraction, Roll: Plc vs. Special
either visually, audibly, or by some other means. All enemy units
within 5 squares of the distracting group or unit takes a -1 penalty Effect: (Free) You hold your forces in check, preventing them from
to attack rolls and defenses until the start of their next turns. retreating in the face of certain danger. Whenever your army loses
25%, 50%, or 75% of its total forces, use this power to prevent your
troops from fleeing or surrendering to the enemy army. The DC for
Pulchritude check is determined by the training of your forces.
TRAINING
Less than 1 Week: 30
1 Week: 25
1 Month: 20
1 Year: 15
2 Years or more: 10
Surrender Truce

Command action - Encounter Communication Command action - Encounter Communication


Target: All forces under your command Target: Enemy commander
Effect: (Free) All forces under your command immediately lay Effect: (Free) You signal to the opposing Commanding Officer that
down their arms and surrender to the enemy force. The victors take your army would like to call a truce with the opposing army. On the
an extended rest and can use a Second Wind. The losers can only opposing Commanding Officer's next turn, they may decide to also
use a Second Wind if the victors allow it. Good armies always allow use the Truce action, resulting in combat ceasing between the two
it, evil armies never allow it, unaligned armies only allow it after two armies, and all units withdrawing to their respective bases, where
days of submissive behavior from the losers. After the extended they can both agree to take a short rest or an extended rest. If a
rest, the victors proceed with whatever the losers kept them from Commanding Officer is replaced by a new CO or the current CO
doing. decides to end the truce, that CO may break the truce and attack the
opposing army, granting all forces under their command a +5
Initiative bonus.

Intercept/Jam Communications

Command action - Encounter Communication


Target: Enemy commander
Roll: Img vs. Special
Effect: (Free) You may decide to intercept communications from the enemy Commanding Officer or jam their communications. When
intercepting communications, you know what actions the enemy CO is taking, and can also pick up battle chatter that may communicate
useful information. When jamming communications, the enemy CO cannot take actions during the next round. Enemy troops may still
take actions under the orders of their group commanders (NPCs under the control of the GM), but because of a lack of communication, all
troops suffer a -2 penalty to all defenses and attacks. The DC for this power is determined by the training and resources of the majority of
your troops. If the roll fails, the power is expended and cannot be used until the next battle.
TRAINING
Less than 1 Week: 30
1 Week: 25
1 Month: 20
1 Year: 15
2 Years or more: 10

MODIFIERS
Access to Engineering group or Construction Ship: -5
Commander is Hero or Noble: -3
Commander is Light or Void hero: -2
50% of Units Destroyed: +2
75% of Units Destroyed: +5
You are currently being jammed: +5

Command actions are special actions in that they delegate the motions of units rather than directly affect them. When a
commander uses a command action on a group of units, say a Fireteam of Pawn Footmen, that commander dictates what
they'll do when their turn comes to pass. So when the Fireteam is give the Move command, when that Fireteam takes their
turn in the Initiative order, they then execute that command, using a Move action to perform the Move command.
Tide of Battle
As your troops fight and die in the traumatic and violent meat grinder of battle, their morale will fluctuate, and they will
increasingly turn to their leaders to inspire them and motivate them to keep going. In the heat of battle, soldiers that see
their lives flash before their eyes are that much closer to turning tail and running. Thus, commanders must pay attention to
the status of their armies and know when to improve morale, hold the line, or surrender.
As your army dwindles in size and your forces fall, they will require a use of the Discipline action, which will set your forces
back in line. If the action fails or isn't taken, your forces will find their will to fight falter, sparking a general retreat or even a
possible surrender! However, if the Discipline action is successfully used, your soldiers will remain steadfast and continue
fighting, even when the battle looks hopeless. Keep in mind that the effectiveness of the Discipline action hinges on the
experience of your forces; rookie forces lack the willpower and confidence that seasoned veterans enjoy, and will be all the
more likely to fall back. In addition, as your forces continue to suffer, the effectiveness of the Discipline action decreases,
resulting in the action's DC increasing with each step in the tide of battle. Make sure to keep your forces strong and avoid
unnecessary casualties!

Tide of Battle
25% OF UNITS DESTROYED - That side retreats. If unable to retreat, that side surrenders instead. The battle only continues if the
Army's leader performs the 'Discipline' Command Action.
50% OF UNITS DESTROYED - That side retreats. If unable to retreat, that side surrenders instead. The battle only continues if the
Army's leader performs the 'Discipline' Command Action with a +3 DC.
75% OF UNITS DESTROYED - That side retreats. If unable to retreat, that side surrenders instead. The battle only continues if the
Army's leader performs the 'Discipline' Command Action with a +5 DC.

Determining Casualties
Soldiers under your command will fall, outposts and defenses will be destroyed, and you will suffer casualties across the
board. Ordinarily, determining if a single unit falls is easy; if they drop to zero hit points, they die. However, in large groups,
the rules change, and casualties are determined differently.
When attempting to determine the casualties suffered by a group after a battle, first determine what percentage or fraction
of hit points were lost by the group during combat. Then, remove that percentage or fraction from the total number of
individuals in the group. Once the numbered in appropriately reduced, that group is reclassified into the nearest possible
group size.

Example: A Platoon (16 units) of Dersite Pawn Riflemen suffer heavy damage during a battle with another Prospitian
Platoon, yet are able to come out victorious thanks to some help from a Knight Inquisiclops. With the battle concluded,
the casualties are determined. The Rifleman Platoon started out with 64 total hit points and lost 53 hit points during the
battle. We determine that approximately 21% (rounded) of the Platoon survived combat. That means that 3 soldiers
survived combat, resulting in the Platoon shrinking down to a Fireteam of 3 Riflemen.

After The Battle


The results of the battle are determined by the states of each army as well as the actions each took during the course of the
conflict. Use the table below to determine what happens next to each army.

After-Battle Results
ONE SIDE FLED - The fleeing army gives up the battlefield and everything within 10 miles from it. If an allied fortification of some kind
exists within 10 miles, the fleeing army can enter it instead of leaving the area.
ONE SIDE SURRENDERED - PCs and party members in the surrendering army start 6 squares away from the remaining allied army.
If the PCs and other heroes run, the enemy army attacks them, but only 5 enemies per person will chase fleeing PCs for more than 5
rounds. The victors take an extended rest. The losers cannot take an Extended Rest and can only use a Second Wind if the victors allow
it. Good armies always allow it, evil armies never allow it, unaligned armies only allow it after two days of submissive behavior from the
losers. After the extended rest, the victors proceed with whatever the losers kept them from doing.
ONE SIDE WAS DESTROYED – PCs and party members in the destroyed army start 6 squares away from the enemy army. The
PCs and party members are all bloodied and have lost their Second Winds. The enemy army attacks them and attempts to knock them
unconscious, but only 5 enemies per person will chase fleeing PCs for more than 5 rounds. PCs can choose to surrender. Surrendered
PCs are disarmed and bound, but otherwise their treatment depends on their captor's motivation, preferences, and knowledge.
TRUCE - Both sides can take either a short rest or an extended rest, depending on what the commanders agree upon. PCs are free to
use the time as they wish, resting themselves or being creative.

Once the battle concludes, be sure to calculate casualties and any material losses your army incurred, so that you'll be
prepared information concerning your numerical strength should another battle break out.
Scratch Constructs
Sometimes plan don't go the way
you meant them to. Sometimes all
your efforts just weren't enough.
Sometimes death found its way to
you and your friends, stripping you
of options. And sometimes, your
Session is cursed by a inter-
dimensional demon with unlimited
power and every desire to destroy
you. And these instances, your
players might consider pressing the
ultimate Reset Button... A Scratch.

A Scratch is a tool found in most


Sessions that unleashes a massive
amount of energy to reset the
Session and the universe attached
to it to an indeterminate point in the
past. The timeline is returned to a
prior state, such that the outcome of
the universe and its Session are
sufficiently different to allow for a
successful game. For those players
who find themselves with no
alternative, with no options left to proceed forward in their game, it is a final resort to produce more favorable conditions.

Scratches are relatively rare across Sessions. More often than not, a Session that Scratches has a greater destiny to fulfill,
or is under the influence of an outside power (usually malevolent).

What Happens
Once the Scratch is activated, the device will make a request to Skaia to alter the circumstances of the universe the
Session emerged from, thereby creating an alternate timeline inside the Alpha Timeline, the destined course of events in
Paradox Space. Many things will happen from this point on that significantly change the course of the game.
Skaia has only limited influence on the timeline itself; it really only has full control of the the Defense Portals that surround it
(the portals designed to catch meteors from the Veil and redirect them to the players' home planet). Using these portals,
Skaia will reconfigure the time periods during which each meteor will land on the home planet. In this way, Skaia can alter
the arrival times of the Paradox Clones produced by the players during the course of the game.
Changing when the Ecto-Babies arrive has a consequence to it: when the Scratch is performed, history is changed in such
a way that the initial Session's players switch places with their Dancestors (a Player's ancestor on one side of the Scratch,
who thanks to the influence of the Scratch, becomes the descendant on the other side), securing different conditions for the
continuation of the game. Effectively, the Players existing prior to the Scratch switch places with their parents, grandparents,
guardians, or distant ancestors, who then go on to do what the Players failed to achieve.
Thus, unless outside intervention or the ability to escape the collapsing Session is utilized, any Player caught within the
Incipisphere when the Scratch is completed will be erased from existence, their past selves taking the exchanged role.

The Activation Process


The process for activating a Session's Scratch is fairly straightforward, although that belies its difficulty. First, a Hero of Time
in the Session will discover a massive device somewhere on their Land. This artifact is called a Scratch Construct, and is
the primary mechanism for activating the event.
The Construct usually must be literally scratched with very sharp needles, although different variations of the process exist
in different settings. Either way, the Construct must be damaged. Typically, a Hero of Space will procure these needles from
their Denizen, Echidna. She tends to be the most common Denizen for Space players, and will typically grant her Quills
after making a deal with the player.
Once the Scratch Construct has been damaged, the device rises towards Skaia, spinning with the energy of the Space and
Time Aspects. As it ascends, it makes a request to Skaia to alter the conditions of the universe before the Session began,
as well as for the temporal energy necessary to accomplish such a task.
During the process, Underlings of vast size and strength
will emerge from hiding, determined to halt the process and
destroy the Heroes. Titachnids, Acherons, and Lich Queens
will begin their approach towards the Scratch Construct and
will continue to spawn throughout the Session until the
Scratch is stopped or it completes its journey to Skaia.

Scratch Constructs
A single Scratch Construct is found on the Land of the Hero
of Time in every Session that bears a Time Player.
Naturally, in most games where a Time Player is lacking,
the Scratch Construct and the ability to Scratch the Session
is also missing.
In most instances, Scratch Constructs bear a musical
theme to them. The structures can resemble giant spinning
records, music boxes, keyboards, vibrating strings, and
other instruments. They tend to be found floating in orbit around the Land, resting on materials in keeping with the
environment of the Land in question. Constructs are quite large, often being over a hundred feet or more in diameter.
Typically, the Quills of Echidna are necessary to Scratch the surface of the Construct. However, Skaia is never exactly the
same across Sessions.

Including Scratches In Your Game


Because of the directed nature of the game of Sburb, you might find yourself stuck with no ability to get your players further
through the game. Or perhaps your players have discovered a means to continue or improve their adventure by altering the
conditions of their universe. You might even find your players want to start over with different characters altogether. In these
cases, a Scratch is an invaluable tool in your arsenal. It may even become an exciting adventure or a plot moment you can
hinge your whole story on.

When you begin preparations for including a Scratch in your game, consider the current situation. Have the characters
found themselves stuck in a corner with no way out? Are things looking hopeless? Have you lost the direction you were
headed in with the story? Use these problems to your advantage. Begin by dropping clues and hints concerning a way
forward. Use these as breadcrumbs along the trail. Have your
players go on adventures or do research to discover
information about the Scratch. Then have them make
preparations to attempt the process. Do your players want their
characters to continue on after the Scratch, or do they want to
play their Dancestors? Factor these desires in and adjust the
information accordingly to make these things happen.

If your players want their characters to continue, provide them


options, such as escaping into the Furthest Ring, or traveling to
another Session, or building a dimension-hopping
Transportalizer to carry them into the new iteration. Otherwise,
if they want to begin new characters, have discussions with
individual players on character creation in order to have their
new characters fit into the story neatly. Claspects, traits, and
skills all should fit appropriately into the story and match any
Dancestors already in existence.

Lastly, if your Session is missing a Time or Space Player, don't


fret. Skaia is flexible and rather chaotic, so a Session missing
important Aspects should still be able to achieve a Scratch if
the players so desire. Consider your players and their quests,
and use that information to develop an alternate path to
achieve a Scratch. Perhaps the Hero of Heart has a Scratch
Construct hidden in the core of their Land, and the only way to
activate it is to acquire the keys belonging to the Denizens of
this Session? Let your imagination guide you while looking to
canon examples and resources to flesh out the events in
question.
Exiles
The game of Sburb has a way of
connecting itself into countless facets of its
players' lives. One of the most striking
examples is the phenomenon of Exiles.
Exiles are Carapacians from both Derse
and Prospit who have found their way
back to the home planets of Sburb players
after that planet's civilization has been
wiped out. After the powerful destruction
wrought by the Reckoning, these planets
become the new home of these beings. In
turn, they are fated to find Command
Stations, structures put in place by
unknown forces, which allow for the Exiles
to communicate, interact with, and in
some cases temporarily command Sburb
players. Beyond that, these Carapacians
are theorized to work together, rebuilding
these lost civilizations so that the planet
can be reused by Sburb to produce more
universes.

Exiles tend to be figures that the Heroes interact with in interesting and unexpected ways. For instance, your
local Prospitian mailwoman may inextricably be linked with your adventure when she becomes tasked with
finding your package in the hands of a deranged Dersite bureaucrat and deposing Prospitian royalty in order to
acquire the package and deliver it to you. In all likelihood, the Carapacian your players have getting cozy with
and using as a resource may through some unusual hi-jinks become an Exile and in turn affect the players in
incredibly complex ways.

Because of their subtle effect on the plot, you can decide ahead of time whether or not you want to include
Exiles in your game. Working such beings into your game has its pros and cons. For example, you could use
your Exiles to give hints to your players when they're stuck on a puzzle or unsure of how to proceed. However,
you'll now have to find ways of incorporating this new Carapacian into the story so that their intrusion into your
character's mind makes sense.

If you do decide to include Exiles, first create a


general outline as to their qualities and
personalities. Exiles often are figure in
Carapacian society with a love of order,
government, and peace, or oppositely, chaos,
violence, and danger. Then, develop them into a
Companion character. Thus, they can be easily
folded into adventures and campaigns as
important NPCs. Now that their details are
complete, begin having them interact subtly with
characters. Perhaps pass a note to one of your
PCs in the voice of their associated Exile, giving
them a clue of what to do. Or perhaps have your
PC roleplay as though they're being controlled
by an outside force, which is forcing them to act
absurdly.
Grimdark and Other Influences
Paradox Space is full of beings of great power. Beings with desires, agendas, and prejudices. Beings that aren't opposed to
using smaller, weak-minded creatures their puppets in a grand game of chess on a space-time level. Listed below are three
unique Influences that can affect your players directly or indirectly as they venture forth through the Incipisphere. If none of
these Influences are to your fancy, us them as a base to develop your own material.

The Noble Circle of Horrorterrors


The Noble Circle of Horrorterrors are a group of mysterious, eldritch
creatures that reside within the Furthest Ring. They whisper to Derse
dreamers during eclipses, passing along secrets concerning their
paths through the game and attempting to enlist them for various
causes. Being creatures beyond the confines of dimensions,
universes, time and space, the Horrorterrors are maddening to
comprehend and doubly maddening to interact with. They have an
unknown agenda concerning Sburb, and may be involved in either its
propagation or the failure of many sessions.
Horrorterrors are often likely to target the Derse dreamers of a
session, using their easy access to those dreamers to provide them
information or influence their actions. These dark creatures often
have secretive and opaque wishes that they like performed in their
service. Many times, they will seek an audience with Dreamers, so
that they may attempt to persuade them to work more closely with the
Circle.
Another avenue by which the Horrorterrors spread their influence is
through power. These tentacular beasts possess substantial power
and often offer a portion of that power to a player in order to corrupt
and subvert them, in a process called 'going Grimdark'. As a player
falls under their spell, often through the channeling effects of an item
or weapon imbued with their dark powers, they will eventually snap
and realize the corruption within them, becoming fully Grimdark.
Individuals afflicted with Grimdarkness gain a surge of power, speak in an arcane tongue, surround themselves with a
hostile black aura, and generally go off the deep end in every way. It is unknown if Grimdarkness is temporary or can only
be ceased when the sufferer dies. Either way, they express the darkness of the Horrorterrors in their actions, often
performing their bidding while enacting revenge and destruction.

Lord English
The powerful demon known as Lord English is a vile being that
began life as a young and violent Cherub, and through a horrifyingly
complex Sburb session, become an immortal and doubly violent
death god. Universes marked by English are destined to suffer
through constant hardships, failures, and sabotage at the hands of
his many agents. Lord English exerts his tremendous influence on
vulnerable individuals throughout the sessions he destroys, causing
those bent towards evil to serve him (either unwittingly or with their
full awareness), and affecting circumstances so that those who
serve good will inadvertently set into motion destabilizing events.
His primary influence in a session is often through a puppet known
as Doc Scratch, who takes the role of a planet's First Guardian and
underhandedly guides those who partake in the game of Sburb
towards unleashing Lord English on themselves.
When directly affected by his power and will, those influenced by
Lord English exhibit similar effects. Servants of Lord English are
imbued with extreme unnatural power, represented by a glowing
rainbow aura. Oftentimes, the eyes will be replaced with false eyes
or will glow in rainbow colors, and one of the legs will be torn off and
replaced with a prosthetic. The strength granted to them by Lord
English will allow for extreme abilities, such as access to clockwork
majykks, the ability to direct powerful bursts of energy, and an extreme lifespan. Unless the individual's will is powerful, their
personality is often entirely subsumed by the willpower of their new master.
Trickster Mode
Trickster Mode is an unusual (and arguably highly annoying)
effect generally caused by consumption of a Spiral Sucker
Juju, at unique and powerful magical object. Created by the
Cherubs and reflective of their culture and social views, the
Spiral Sucker causes other races to enter into a temporary
mode of hyperactivity, child-like behavior, and heightened
powers.

While suffering from the effects of Trickster Mode, individuals


will physically change, altering their skin color and clothing to
fit a 'sweet' theme, often complete with a specific candy or fruit
attached to the head. Tricksters gain the ability to fly, summon
unusual objects, project powerful rainbow energy, and convert
others to trickster mode. In terms of personality, individuals
become forcefully joyful, amorous, hyperactive, chatty, and
constantly relate what they're thinking. The effect is thankfully
short-lived, leaving individuals with a terrible hangover and
many, many regrets.

Cherubs generally don't give up their Jujus, so when someone


is given a Spiral Sucker by the Cherubs, it's usually in the
spirit of friendship (or at least, begrudging respect). Thus,
while the effects of Trickster Mode are utterly destabilizing,
Cherubs pass the Juju to show camaraderie and trust.

Making Your Own Influences


Developing an Influence in your game can be a unique and powerful way to provide plot hooks, motivation, and challenges
for your players. Influences allow you to develop interesting characters and setting with as much imagination as you like.
While many Influences are negative or at the very least neutral, don't be afraid of including good Influences, which may take
over your characters to perform positive acts, even if it's against their desires or their best interests.

When making an Influence, first consider the source of the power affecting your characters. Is it from a powerful being or
deity? Is some kind of magical or technological effect at work? Knowing the source of the Influence can give players
motivation to do something about it, like destroy it or support it. What sort of affect does this Influence have on the player
and the environment? When the world or the person are affected, it becomes personal, sparking quests to change how
things are. Finally, consider the extent and reach of the Influence. Does it subtly affect actions, or does it try to assume
direct control of the plot? Either way, players are bound to notice and will want to act on these actions.

Consider making a Template or Concatenation Oath for your players to use when suffering from an Influence. Oaths
especially work well, allowing you to give a bundle of powerful Traits to a player at the expense of their self-control.

Lastly, be careful including Influences into your campaign. When performed right, sinister motives and actions can provide
significant suspense to a story. When performed poorly, however, an Influence can turn off players by railroading the story
or subverting player decisions. Be judicious and conservative in your use of Influences, especially when you are forcing
decisions on a player. In many cases, simply talking to the player and asking them to change their roleplaying and actions to
reflect the change will lead the story in the right direction while still leaving players their free will.
NULL SESSIONS
Void Sessions
???
Dead Sessions
???
BESTIARY, VOL. 2
Carapacian Ships
BLAH BLAH BLAH NONE OF THESE HAVE STAT BLOCKS STILL NEED TO ADD THEM BLAH BLAH

Strike Craft
BLAH BLAH BLAH
Fighter
Large Strike Craft [Ship] Bomber
Level 2 Skirmisher Large Strike Craft [Ship]
(12500 Boondollars) Level 6 Elite Brute (One of these is equivalent to two regular monsters of its level)
Speed: 6, Initiative: +6 (40000 Boondollars)
HP: 46 (Bloodied: 23) Speed: 6, Initiative: +4
AC: 17 Fortitude: 15 Reflex: 16 Will: 15 HP: 156 (Bloodied: 78)
Perception: +3 AC: 19 Fortitude: 20 Reflex: 17 Will: 19
Vulnerable/Resist: None +2 bonus to Saving Throws
Perception: +6
Batonkind - (Standard Action - At-will, Basic attack) Vulnerable/Resist: None
+8 vs. AC. Hit: 1d10+3 damage.
Pepper Spray - (Immediate Interrupt - Recharge |1|) Truncheonkind - (Standard Action - At-will, Basic attack)
Trigger: You are attacked by an adjacent enemy. +6 vs. +11 vs. AC. Hit: 2d6+4 damage.
Fortitude. Hit: The attacker takes 5 damage and is blinded Riot Armor – (Minor Action - Recharge |1|)
until the end of their next turn. Special: You may not use Effect: The Regulator Sergeant gains a +2 item bonus to
this power on your next turn. all defenses towards the next attack that targets it.
Special: You may not use this power on your next turn.
Interceptor Call for Backup - (Move Action - Encounter)
Large Strike Craft [Ship] Effect: Two Regulator Sentries appear in two squares
Level 4 Soldier adjacent to you, and fall in line directly behind you in
(17500 Boondollars) initiative order.
Speed: 6, Initiative: +6 Elite Action - (Free action - Encounter)
HP: 58 (Bloodied: 29) Effect: The Regulator Sergeant gets an additional
AC: 20 Fortitude: 17 Reflex: 16 Will: 16 Standard action this turn.
Perception: +4
Vulnerable/Resist: None

Clubkind - (Standard Action - At-will, Basic attack)


+11 vs. AC. Hit: 1d10 +3 damage.
Riot Shield - (Immediate Interrupt - Recharge |1|)
Trigger: You are attacked by an adjacent enemy. Effect:
Reduce the damage the Regulator Lug takes from the
attack by 1d12. Special: You may not use this power on
your next turn.
Call for Aid - (Move Action - Encounter)
Effect: One Regulator Sentry appears in a square
adjacent to you, and falls in line directly behind you in
initiative order.

Gunship
Large Strike Craft [Ship]
Level 5 Elite Brute (One of these is equivalent to two regular monsters of its level)
(40000 Boondollars)
Speed: 6, Initiative: +4
HP: 156 (Bloodied: 78)
AC: 19 Fortitude: 20 Reflex: 17 Will: 19
+2 bonus to Saving Throws
Perception: +6
Vulnerable/Resist: None

Truncheonkind - (Standard Action - At-will, Basic attack)


+11 vs. AC. Hit: 2d6+4 damage.
Riot Armor – (Minor Action - Recharge |1|)
Effect: The Regulator Sergeant gains a +2 item bonus to
all defenses towards the next attack that targets it.
Special: You may not use this power on your next turn.
Call for Backup - (Move Action - Encounter)
Effect: Two Regulator Sentries appear in two squares
adjacent to you, and fall in line directly behind you in
initiative order.
Elite Action - (Free action - Encounter)
Effect: The Regulator Sergeant gets an additional
Standard action this turn.
Capital Ships
BLAH BLAH BLAH
Assault Frigate Destroyer
Colossal Capital Ship [Ship] Gargantuan Capital Ship [Ship]
Level 9 Skirmisher Level 11 Elite Brute (One of these is equivalent to two regular monsters of its level)
(12500 Boondollars) (40000 Boondollars)
Speed: 6, Initiative: +6 Speed: 6, Initiative: +4
HP: 46 (Bloodied: 23) HP: 156 (Bloodied: 78)
AC: 17 Fortitude: 15 Reflex: 16 Will: 15 AC: 19 Fortitude: 20 Reflex: 17 Will: 19
Perception: +3 +2 bonus to Saving Throws
Vulnerable/Resist: None Perception: +6
Vulnerable/Resist: None
Batonkind - (Standard Action - At-will, Basic attack)
+8 vs. AC. Hit: 1d10+3 damage. Truncheonkind - (Standard Action - At-will, Basic attack)
Pepper Spray - (Immediate Interrupt - Recharge |1|) +11 vs. AC. Hit: 2d6+4 damage.
Trigger: You are attacked by an adjacent enemy. +6 vs. Riot Armor – (Minor Action - Recharge |1|)
Fortitude. Hit: The attacker takes 5 damage and is blinded Effect: The Regulator Sergeant gains a +2 item bonus to
until the end of their next turn. Special: You may not use all defenses towards the next attack that targets it.
this power on your next turn. Special: You may not use this power on your next turn.
Call for Backup - (Move Action - Encounter)
Torpedo Frigate Effect: Two Regulator Sentries appear in two squares
Colossal Capital Ship [Ship] adjacent to you, and fall in line directly behind you in
Level 9 Soldier initiative order.
(17500 Boondollars) Elite Action - (Free action - Encounter)
Speed: 6, Initiative: +6 Effect: The Regulator Sergeant gets an additional
HP: 58 (Bloodied: 29) Standard action this turn.
AC: 20 Fortitude: 17 Reflex: 16 Will: 16
Perception: +4 Cruiser
Vulnerable/Resist: None Gargantuan Capital Ship [Ship]
Level 13 Elite Brute (One of these is equivalent to two regular monsters of its level)
Clubkind - (Standard Action - At-will, Basic attack) (40000 Boondollars)
+11 vs. AC. Hit: 1d10 +3 damage. Speed: 6, Initiative: +4
Riot Shield - (Immediate Interrupt - Recharge |1|) HP: 156 (Bloodied: 78)
Trigger: You are attacked by an adjacent enemy. Effect: AC: 19 Fortitude: 20 Reflex: 17 Will: 19
Reduce the damage the Regulator Lug takes from the +2 bonus to Saving Throws
attack by 1d12. Special: You may not use this power on Perception: +6
your next turn. Vulnerable/Resist: None
Call for Aid - (Move Action - Encounter)
Effect: One Regulator Sentry appears in a square Truncheonkind - (Standard Action - At-will, Basic attack)
adjacent to you, and falls in line directly behind you in +11 vs. AC. Hit: 2d6+4 damage.
initiative order. Riot Armor – (Minor Action - Recharge |1|)
Effect: The Regulator Sergeant gains a +2 item bonus to
Support Frigate all defenses towards the next attack that targets it.
Colossal Capital Ship [Ship] Special: You may not use this power on your next turn.
Level 9 Brute (One of these is equivalent to two regular monsters of its level) Call for Backup - (Move Action - Encounter)
(40000 Boondollars) Effect: Two Regulator Sentries appear in two squares
Speed: 6, Initiative: +4 adjacent to you, and fall in line directly behind you in
HP: 156 (Bloodied: 78) initiative order.
AC: 19 Fortitude: 20 Reflex: 17 Will: 19 Elite Action - (Free action - Encounter)
+2 bonus to Saving Throws Effect: The Regulator Sergeant gets an additional
Perception: +6 Standard action this turn.
Vulnerable/Resist: None

Truncheonkind - (Standard Action - At-will, Basic attack)


+11 vs. AC. Hit: 2d6+4 damage.
Riot Armor – (Minor Action - Recharge |1|)
Effect: The Regulator Sergeant gains a +2 item bonus to
all defenses towards the next attack that targets it.
Special: You may not use this power on your next turn.
Call for Backup - (Move Action - Encounter)
Effect: Two Regulator Sentries appear in two squares
adjacent to you, and fall in line directly behind you in
initiative order.
Elite Action - (Free action - Encounter)
Effect: The Regulator Sergeant gets an additional
Standard action this turn.
Super-capital Ships
BLAH BLAH BLAH
Dreadnaught
Gargantuan Super-capital Ship [Ship]
Level 15 Solo Skirmisher
(12500 Boondollars)
Speed: 6, Initiative: +6
HP: 46 (Bloodied: 23)
AC: 17 Fortitude: 15 Reflex: 16 Will: 15
Perception: +3
Vulnerable/Resist: None

Batonkind - (Standard Action - At-will, Basic attack)


+8 vs. AC. Hit: 1d10+3 damage.
Pepper Spray - (Immediate Interrupt - Recharge |1|)
Trigger: You are attacked by an adjacent enemy. +6 vs.
Fortitude. Hit: The attacker takes 5 damage and is blinded
until the end of their next turn. Special: You may not use
this power on your next turn.

Carrier
Colossal Capital Ship [Ship]
Level 15 Solo Soldier
(17500 Boondollars)
Speed: 6, Initiative: +6
HP: 58 (Bloodied: 29)
AC: 20 Fortitude: 17 Reflex: 16 Will: 16
Perception: +4
Vulnerable/Resist: None

Clubkind - (Standard Action - At-will, Basic attack)


+11 vs. AC. Hit: 1d10 +3 damage.
Riot Shield - (Immediate Interrupt - Recharge |1|)
Trigger: You are attacked by an adjacent enemy. Effect:
Reduce the damage the Regulator Lug takes from the
attack by 1d12. Special: You may not use this power on
your next turn.
Call for Aid - (Move Action - Encounter)
Effect: One Regulator Sentry appears in a square
adjacent to you, and falls in line directly behind you in
initiative order.
Support Ships
BLAH BLAH BLAH

Dropship 4
Freighter 6 Elite
Salvager 6
Construction Ship 8 Elite
Hospital Ship 8 Elite
Dropship Call for Backup - (Move Action - Encounter)
Large Support Ship [Ship] Effect: Two Regulator Sentries appear in two squares
Level 4 Skirmisher adjacent to you, and fall in line directly behind you in
(12500 Boondollars) initiative order.
Speed: 6, Initiative: +6 Elite Action - (Free action - Encounter)
HP: 46 (Bloodied: 23) Effect: The Regulator Sergeant gets an additional
AC: 17 Fortitude: 15 Reflex: 16 Will: 15 Standard action this turn.
Perception: +3
Vulnerable/Resist: None Construction Ship
Huge Support Ship [Ship]
Batonkind - (Standard Action - At-will, Basic attack) Level 8 Elite Brute (One of these is equivalent to two regular monsters of its level)
+8 vs. AC. Hit: 1d10+3 damage. (40000 Boondollars)
Pepper Spray - (Immediate Interrupt - Recharge |1|) Speed: 6, Initiative: +4
Trigger: You are attacked by an adjacent enemy. +6 vs. HP: 156 (Bloodied: 78)
Fortitude. Hit: The attacker takes 5 damage and is blinded AC: 19 Fortitude: 20 Reflex: 17 Will: 19
until the end of their next turn. Special: You may not use +2 bonus to Saving Throws
this power on your next turn. Perception: +6
Vulnerable/Resist: None
Freighter
Gargantuan Support Ship [Ship] Truncheonkind - (Standard Action - At-will, Basic attack)
Level 6 Elite Soldier +11 vs. AC. Hit: 2d6+4 damage.
(17500 Boondollars) Riot Armor – (Minor Action - Recharge |1|)
Speed: 6, Initiative: +6 Effect: The Regulator Sergeant gains a +2 item bonus to
HP: 58 (Bloodied: 29) all defenses towards the next attack that targets it.
AC: 20 Fortitude: 17 Reflex: 16 Will: 16 Special: You may not use this power on your next turn.
Perception: +4 Call for Backup - (Move Action - Encounter)
Vulnerable/Resist: None Effect: Two Regulator Sentries appear in two squares
adjacent to you, and fall in line directly behind you in
Clubkind - (Standard Action - At-will, Basic attack) initiative order.
+11 vs. AC. Hit: 1d10 +3 damage. Elite Action - (Free action - Encounter)
Riot Shield - (Immediate Interrupt - Recharge |1|) Effect: The Regulator Sergeant gets an additional
Trigger: You are attacked by an adjacent enemy. Effect: Standard action this turn.
Reduce the damage the Regulator Lug takes from the
attack by 1d12. Special: You may not use this power on Hospital Ship
your next turn. Gargantuan Support Ship [Ship]
Call for Aid - (Move Action - Encounter) Level 8 Elite Brute (One of these is equivalent to two regular monsters of its level)
Effect: One Regulator Sentry appears in a square (40000 Boondollars)
adjacent to you, and falls in line directly behind you in Speed: 6, Initiative: +4
initiative order. HP: 156 (Bloodied: 78)
AC: 19 Fortitude: 20 Reflex: 17 Will: 19
Salvager +2 bonus to Saving Throws
Large Support Ship [Ship] Perception: +6
Level 6 Brute (One of these is equivalent to two regular monsters of its level) Vulnerable/Resist: None
(40000 Boondollars)
Speed: 6, Initiative: +4 Truncheonkind - (Standard Action - At-will, Basic attack)
HP: 156 (Bloodied: 78) +11 vs. AC. Hit: 2d6+4 damage.
AC: 19 Fortitude: 20 Reflex: 17 Will: 19 Riot Armor – (Minor Action - Recharge |1|)
+2 bonus to Saving Throws Effect: The Regulator Sergeant gains a +2 item bonus to
Perception: +6 all defenses towards the next attack that targets it.
Vulnerable/Resist: None Special: You may not use this power on your next turn.
Call for Backup - (Move Action - Encounter)
Truncheonkind - (Standard Action - At-will, Basic attack) Effect: Two Regulator Sentries appear in two squares
+11 vs. AC. Hit: 2d6+4 damage. adjacent to you, and fall in line directly behind you in
Riot Armor – (Minor Action - Recharge |1|) initiative order.
Effect: The Regulator Sergeant gains a +2 item bonus to Elite Action - (Free action - Encounter)
all defenses towards the next attack that targets it. Effect: The Regulator Sergeant gets an additional
Special: You may not use this power on your next turn. Standard action this turn.
OPEN GAME LICENSE Version 1.0a

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