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By Jack W. Levell, Stephen Grant and George E.

Crossley

Edited by Stephen Grant & Dr Puck


Additional Editing by George E. Crossley and Jane Saunders
Art by Jenny Thorne

Inspired by the rich universe of Fading Suns created by Bill Bridges and Andrew Greenburg and the
Finesse system from The Secret of Zir'an by Jason Armenta, Martin Caplan, Marcus Flores, Aram
Gutowski and Chris Hockabout.

With thanks to everyone who contributed including: George Ankers, Matt Blythe, James Bowe,
Wilco van de Camp, Ewan R. Clark, Joseph Collins, Mathew Dalby, Gwen “Trigger Jayne” Davis,
Nicholas E. Drewett, Jess Fox, Kevyn Gilmore, Damian Good, Tim Haaksma, Adam Harris, Katie S.
Howe, Torben B. Hutchings, Mateusz Lackowski, Terry Lee, Robbie Lesson, Daniel T. Levell, Peter
S. Levell, Alasdair Lymer, Kieran Maclean, Lawrence “Chu'la” Madsen, Alyn McKenzie, Nigel
Mitchell, Cameron Moody, Jane Saunders, Paul Varley, Martijn Verwegen, and David Weston

With special thanks to Timothy Brown of Ulisses North America for permission to use the Fading
Suns license to produce and distribute this work, and the Secret of Zir'an team for their
encouragement and permission to adapt their system to the Fading Suns universe.

©Fading Suns 2021 Ulisses Spiele. Fading Suns and all unique characters, concepts, locations, and
creatures are trademarks and/or copyrights of Ulisses Spiele. All rights reserved.

This product was created under license from Ulisses Medien und Spiele Distribution GmbH. Fading
Suns and its respective logo(s) are a trademark of Ulisses Medien und Spiele Distribution GmbH.
The title and contents of this book are protected under the copyright laws of Germany, the United
States of America and other countries. No part of this publication may be reproduced, stored in
retrieval systems or transmitted, in any form or by any means without prior written consent from
Ulisses Medien und Spiele Distribution GmbH.
This publication includes material that was produced by Ulisses Spiele and/or other authors and
which is protected under applicable copyright laws. Use of such material is granted under the
Community Content Agreement for the Company of the Phoenix.
All original content in this work is copyright 2021 by Jack Levell and published under the
Community Content Agreement for the Company of the Phoenix.
Table of Contents
Introduction......................................................4
What is this book?.......................................................................5
Where do I start?........................................................................ 6

Character Creation...........................................9
Beginner's Guide.......................................................................10
Overview.................................................................................... 14
Power Levels............................................................................. 16
Species...................................................................................... 17
Making a Character..................................................................25
Experience Points..................................................................... 31

Rules...............................................................32
Skill Checks.............................................................................. 33
Time and Scenes....................................................................... 34
Combat Rules............................................................................ 35
Environment Rules....................................................................53
Status Effects and Conditions...................................................58
Mind and Spirit......................................................................... 60

Skills...............................................................64
Levels of Difficulty....................................................................65
Language, Knowledge, and Science Skills................................66
Complementary Skills...............................................................67
Life Skills.................................................................................. 67
Assisted Dice Rolls....................................................................67
Sustained Tasks........................................................................ 67
Unusual Tasks........................................................................... 68

2
Physical Skills........................................................................... 69
Mental Skills............................................................................. 72
Tech Skills................................................................................. 80
Social Skills............................................................................... 84
Science Skills............................................................................ 88
Knowledge Skills....................................................................... 89
Languages................................................................................. 90

Power & Wealth..............................................91


Rank & Title.............................................................................. 93
Equipment............................................................................... 114

Aspects..........................................................183
Background............................................................................. 185
Combat.................................................................................... 186
Social....................................................................................... 186
Supernatural........................................................................... 187
Alien Aspects...........................................................................187
Primary Stats.......................................................................... 188

Battle Arts.....................................................189
What are Battle Arts?.............................................................190
Free Battle Arts.......................................................................191
Battle Art Quick Reference Tables..........................................192
Battle Art Descriptions...........................................................196

Occult Powers...............................................208
Occult Rules............................................................................ 209
Psi Paths................................................................................. 216
Theurgic Rites.........................................................................244

Glossary........................................................299
3
Introduction

4 Introduction
Ordinator Rajeshri, of the Civil Housing and Logistics Commission, scanned across the vast, multileveled
reception hall of the Imperial Palace. The entirety of the lower levels had been turned over to this year's
intake. From elegant, dark skinned lesser members of great house Al-Malik wrapped in layer upon layer
of shimmering silks, to albino Ur-Ukar, their scarred arms and faces exposed beneath well-worn
utilitarian leathers given a hasty polish. From tiny monkey-like Gannok engineers and star pilots
conversing and munching in a huddle by one of the buffet tables where their smell wouldn't trouble the
others, to a number of almost lost looking giant, lupine Vorox bumping against the ceilings on the higher
tiers and scaring away some of the more delicate guests. Those wouldn't last long in the field.
They were all here tonight. Over a thousand new questing knights and their imperial cohorts awaiting
investiture in the space below the palace. The organisation, accommodations, and security had been no
mean feat. Soon they would be led up, one Knight supplicant at a time, to meet the Emperor in his
highest reception room. To bend the knee and take the pledge and stare out the crystal windows over
the magnificent Imperial City, jewel of Byzantium Secundus. Simply telling this ragtag bunch to leave
their considerable, personalised tools of their various trades at home was not even remotely sufficient to
ensure the evening went off well.
They had travelled from deserts and swamps, thatch covered villages and sprawling cities of gleaming
towers all across the Known Worlds. Each had their own particular requirements for accommodation
and privacy. Rajeshri had seen to it all.
Why had each of them answered the call? That was personal. Some honestly wanted to help the
Emperor rebuild after years of war, to understand and explore this new realm that found itself at peace
and at least nominally united under one crown. Others were here for various forms of personal
aggrandisement, hoping to grow rich or make a name for themselves. Still others were trying to
integrate themselves into this new political structure where power was still settling, either for
themselves or their sponsors.
“Ordinator.” Rajeshri's assistant touched her sleeve. “Are their any additional observations for the list?”
“Yes Xander, I think from the way they haven't glanced at each other all evening Baron Leopold might
have developed some unsavoury connection to our talented and persuasive priest in the corner there
that goes beyond simply his gambling debts. Have a scan done on his leg inserts before he goes
upstairs. He's been fidgeting with his implants as well. That is all for now.”
“Very good my lady.” Xander retreated and Rajeshri blinked, checked her Stone Wall, and refocused her
senses. She called up the auras and cast her Eye out once again.

What is this book?


This book is the core of a roleplaying game, sometimes known as an RPG. It is a way of telling stories
through a mixture of improvisational acting, clever plotting, and tactical battles. In its most common
form a group of players, typically 2–5, adopt the roles of individuals from the game universe while
another player or Game Master (GM) adjudicates and handles their interactions with the rest of the
world.
Players are typically trying to achieve something in the world, from mere survival to reclaiming their
family lands to trying to understand what made their parents abandon them and head off to the far ends
of space. The GM may prompt the players to action by dangling rewards or mysteries in front of them, or
by simply having assassins from the Duke kick in their bedroom door. Both the players and the GM may
need to consult the rules and gods of fate (dice) in order to determine exactly what happens when the
unstoppable force of player ambition meets seemingly immovable obstacles. Between these interacting
sets of motivations, events, and unlucky dice rolls a story is born.
This book in particular is an expansion and adaptation of the universe of Fading Suns developed by Bill
Bridges and Andrew Greenberg at Holistic Design and now owned by Ulisses Spiele. It is set in the new
dark ages, coming up to the year 5000, where mankind has colonised the stars, democratic governments
have fallen into feudal fiefdoms, occult forces have been found to be real, and religious superstition
makes most suspicious of technology or anyone who is other. Energy shields stop bullets, Nobles have
brought back duelling with swords, the weak and foolhardy converse with demons, and the suns
themselves are fading. Is there hope or are the end times upon humanity?
We do not own any rights to the Fading Suns universe, but we have been very kindly permitted to put

Introduction 5
our own spin on the politics, technology, and spiritual nature of the wonderfully varied Known Worlds.
We've focused most of our efforts on revising the combat mechanics, but as we've described above
combat is only part of a complete roleplaying experience. In order to get the most out of Fading Suns it's
best to immerse yourself in its rich lore, metaphysics, and cultures (human and alien), all told by
unreliable narrators leaving the secrets of the setting for your group to grapple with and discover. We
have not duplicated that here; we've included just a taste to whet your appetite for more.
The rules are based on The Secret of Zir'An created by Chris Hockabout, Martin Hunter Caplan, Marcus
Flores, and Aram Gutowski, a high action setting where magic and technology are interlinked in a world
of airships and gunslingers as well as shadow mage god kings and battle mages.
We call this fusion of Fading Suns and The Secret of Zir'An 'Secret of the Fading Suns.' We hope you
enjoy it.

Where do I start?
As a roleplaying game is essentially the sum of its characters, we suggest as a first step trying to create
an idea for a character that fits the world of Fading Suns. Open up the Character Creation chapter and
have a look at the Beginner's Guide.
A lot of the terms and concepts will only make sense in relation to the wider Fading Suns world. For that
we suggest reading the introductory history in the first few chapters of Fading Suns by Ulisses Spiele.
Although you are free to play any characters in the world, a good way to get started is as one or two
nobles who have struck out from their houses to make their names as Imperial Questing Knights and
their entourage of pilots, engineers, soldiers, priests, and advisors. The Questing Knights have been
given a charter to explore the Known Worlds and beyond to help the Emperor understand his new realm
and to deal with problems and mysteries large and small that have gone undiscovered or been neglected
while the Royal Houses squabbled over the throne and the Church encouraged the populous to shun the
darkness and remain close to the light.
The Knights may have wealth, duelling skills, and the social clout that comes from being Nobles (even if
they are poor relations), but they will need technical skills and firepower from members of the Guilds
(those licensed to use technology otherwise deemed to corrupt the souls of simple folk) and Priests to
tend to their souls and protect them in dark places as well as to give them moral clout and authority.
This mix of high and low society, technology and the occult, social influence and raw fighting power is
something that no one character can fully master and so this roleplaying game is inherently a team
affair, with all the competing interests and personality clashes that entails. Therefore before starting an
actual game, it's recommended that you and your group work out together who you are all going to be
and how all your characters fit together.

Introductory arc
We recommend starting your first game at Tyroic level so you can get used to the system. If your group
would like to have your campaign at a higher power level, you GM can increase the amount of XP
awarded per session. You need 68 XP to jump from Tyroic to Heroic level, so you can work out how long
an introductory arc you want and award XP as required e.g. 10-15 per session for 5-7 sessions.

Due to the authors being based in the UK and Europe, we have used both British English
and the metric system throughout this book. Rumours that this is due to bribery from
the Hawkwoods are completly unfounded.
Of course, gamemasters are encouraged to come up with colourful local spellings and
units, such as the voroxgang, the hawkswup, swordslent, laser yard, and so on.

Strange italics, bold emphasis and Anomalous Capitalisation.


In this book, we've used some non-standard typography for various reasons. We have used italics to
refer to the names of specific abilities, such as Battle Arts, Occult Powers & special rules Tags, bold
is used to emphasise particularly important rules text, and all terms that can be found in the
glossary have been Capitalised, with the exception of ap and av. You can also find helpful
information in boxes like this one.

6 Introduction
Example Party: A Knight and her Cohorts
Derrick is the gamemaster (GM) responsible for the environment and anyone in the game world who is
not a player. As he also adjudicates and has to understand what is happening in the game, he's seated
centrally where he can easily talk to and see everyone at the table. Among his responsibilities are
keeping the game moving and ensuring everyone is having fun.
Naomi is playing Daitan Li-Halan, a Questing Knight sworn to the service of the Emperor. Like most
Noble characters, she's a higher social status than the rest of the party, has more wealth, and focuses on
'honourable' pursuits like swordplay and diplomacy rather than getting her hands dirty fixing their
spaceship. In Fading Suns, Nobles are often the formal 'leaders' of the party and have more
opportunities to speak and even give orders. Their players have to make sure they share the spotlight
with others in a more conscious way than in other role-playing games.
Hassan's character is Charioteer pilot and handyman, Ensign Wooster. In a setting where technological
understanding is a closely guarded secret, his speciality is operating the party's spacecraft, “The
Zephyr”.
Lydia has decided to play an Orthodox priest: Father Gerald Burwood, Lady Daitan's confessor and
spiritual guide. Like many priests, he has undertaken study of the Theurgic arts to heal and protect the
faithful.

Example of Play
Derrick [GM]: You have to land some distance from Daitan's uncle's estate because the area is heavily
wooded and there was nowhere to land without burning down his favourite hunting forest...
Hassan [Ensign Wooster]: Can't have that!
Derrick: No, wouldn't have made the best impression. [To Naomi] You aren't exactly Uncle Atsuchi's
favourite niece already. He'd much rather you served the house at home rather than gallivanting around
the Known Worlds, but he did at least invite you to his wedding.
Hassan: Do I need to roll anything for the landing? My Pilot Skill Finesse is Advanced.
Derrick: There might be an audience so you could try to make an impression. There is a light breeze
and visibility is good, lovely sunset actually, so you are Unstressed.
Hassan: Great, so that's Reaction 9, plus Tech 4, plus Piloting Practice 2...
Lydia [Father Gerald]: I total all my skills up in advance, it's much faster.
Hassan: Shush. That's 15, plus 4 from my Finesse instead of rolling... is 19.
Derrick: Just one shy of Expert level success. It's a solid landing. Safe and by the book but not flashy.
Hassan: Can I make an Active Look to check the landing area is fine. That's 1d10 plus 13 is … *Hassan
rolls a d10*
Derrick: That's a 1, so automatic fail. You are all safely on the ground. What do you do?
Naomi [Lady Daitan]: Make my grand entrance of course! Lydia, can you have Father Gerald follow me
down the ramp; my Uncle is a bit conservative. Ensign Wooster can bring up the rear.
Lydia: Absolutely. I've brought my biggest, shiniest Omega Gospels. We're not expecting trouble are we?
I'm going to pack my pistol discreetly under my robes, just in case.
Hassan: Now you're just being paranoid.
Naomi: Let's get moving! Lower the ramp.
Derrick: The ramp lowers and you see a small stand with refreshments for visitors laid out. There's
wine and collection of small pastries but there don't appear to be any people about.
Lydia: Any sign of a commotion? I look around in confusion. Active look. Awareness check 15 plus a roll
of 6 … 21.
Derrick: Everything here appears like everyone just wandered off. You do see what looks like smoke

Introduction 7
rising from the east where the family mansion is. It's much thicker than you'd expect just from chimneys.
Naomi: Uncle Atsuchi is in trouble! Get the ground car! We need to get over there at once!
Hassan: I grab my laser pistol and get in the driver's seat. I chuck in Gerald's shotgun as well.
Lydia: So thoughtful! I'm casting Armour of the Pancreator on myself. 15 plus … a 3. 18. That's 3
successes above difficulty 15. I'll be spending those to boost the duration up to hours… that's 2
successes and 2 more Wyrd points. An Advanced power has a base cost of 2 Wyrd, plus 2 Wyrd for
duration... so 4 Wyrd. I don't want to do anything with the 1 left over success.
Naomi: All right! Let's go.
Hassan: I floor it. Unstressed Drive with Advanced Finesse, so add 4 instead of rolling. 19.
Derrick: Okay, it's a muddy winding track there, but you have no problems given Wooster's skills. You're
making good time when you see three figures in ragged servants' clothing standing in the road.
Hassan: I stop the car and draw my pistol below the dashboard, just in case.
Naomi: I stand up in the back, wave my sword, and say, “I am Lady Daitan Li-Halan, Baronetess. You
will tell me at once what is happening here.”
Derrick: They groan and turn towards you revealing greying and decaying faces. They cry out
animalistically and rush at you, yellow teeth bared! Roll for Initiative! Reaction plus 1d10.
Lydia: 18!
Hassan: Rats! 12!
Naomi: 16.
Derrick: Okay Lydia, Father Gerald goes first.
Lydia: I'm fairly certain these are husks. I'm going to take them down before they get too close. I've got
9 Speed. I take an aimed shot from my shotgun at the first one, that's 4 Speed for a medium weapon plus
3 for the aim. Leaving me with 2 more for a single dodge if they make it to us.
That's 14 plus 2 for aiming, and 8 on the dice for 24 to hit.
Derrick: They rolled a … 16 for dodge, so you have 8 successes.
Lydia: That's enough for a head shot. 14 Damage with armour penetration of 3 from the shotgun.
Derrick: They don't have armour so that's one less husk! The first one was a butler or footman by his
dress. He's decapitated by the blast.
Their turn! The remaining two ignore the priest and the ensign and run straight at Daitan. That's two
unarmed attacks. What are you doing?
Naomi: I'm going to parry them both. 1 speed each. I roll a … 20 and a 21.
Derrick: Okay, that's a 17 and a 15 total from them. So you get 4 successes on the first and 6 on the
second.
Naomi: Okay, so 2 successes gets me 1 point of Set Up, so a +2 Set Up bonus on the first, and I spend
the 6 successes on the second for a counter attack. As they lunge I thrust into them. I roll a … 22!
Derrick: This one's dodge roll was only 16, so you get 6 successes.
Naomi: 6 successes? That's enough for Impale. That means I add my hand-to-hand twice to Damage
instead of once. 6 from the sword, plus two times 8, that's 22 Damage with armour penetration 2
Derrick: She has light armour: 8 Soak, armour value 1. So that gets halved to 4 by your armour
penetration 2... 18 Damage. Scratch another one! You skewer the groundskeeper.
Naomi: Great! It's my actual turn now, right? I've got 7 Speed left. Enough for a 4 Speed attack with my
sword and 3 Speed left to boost my Initiative for next turn so I can go before them.
It looks like our heroes will soon break through the husks and make it so the mansion … but what awaits
them there?

8 Introduction
Character Creation

Character Creation 9
These are the core rules for creating Characters in The Secret of the Fading Suns. Here you will find the
rules for the species of the Known Worlds and their Primary Statistics, and also the rules on spending
Character Creation Points (CCPs) on Statistics, Aptitudes, Skills and other parts of your Character.

Beginner's Guide
Welcome to the rich and varied world of Fading Suns! It is a space opera where rapier-wielding Nobles
scheme and duel over slights real and imagined, the Church guards against the dark between the stars
(and cynically tries to amass power in it's own hands) and the Guilds use technology both wondrous and
secret to perform miracles (for a suitable fee).
The setting was originally developed by Bill Bridges and Andrew Greenberg with Holistic Design and
was taken over by RedBrick, then FASA and then Ulisses Spiele. They have produced a large number of
books which provide the details of the Fading Suns Universe and plenty of materials for coming up with
Characters and stories set in it. We encourage you to go away and at least read the first few chapters of
the core book before creating a Character for the setting, as we have not duplicated the material here.
We have, however, included a few pointers to help you think though the setting as a first-time player.

Decide on a Character Concept


The most important thing to do before creating a Character is to decide what they are like. Having an
idea of your Character's personality, what career they have followed, and who they work for is very
helpful before you start filling in numbers.

Some Questions to Ask Yourself when Creating a Character


There are three types of power in Fading Suns: the Nobles, who provide secular leadership, armies and
money; the Guilds, who control trade and technology; and the Priests, who care for the spiritual and
social well-being of the people, and thus control them. Where do you fit in? Are you a member of one of
these factions or a hired servant or soldier? What are your attitudes towards the ruling order?
In the Known Worlds there are many oppressed peoples – like psychics, aliens or serfs. Are you one of
these, or are you on top of the pile?
Do you believe in the supernatural? Are you afraid of Psychic Powers? Do you believe the sermons about
the demons waiting to corrupt your soul? Have you encountered such things first hand?
How do you feel about technology? Is it a dangerous mystery? Does it allow unethical people the tools to
do what mortals were never meant to do? Is it a force for good that will alleviate the burden of
mankind's suffering? Is it another tool for the strong to oppress the weak? Is it a path to personal power,
through cyberware, for example?
How do you feel about the Emperor and the Emperor Wars? Are you simply relieved the years of
bloodshed are over? Has the end of the war left you out of a job, or closed off easy routes to gaining
glory? Do you think the new emperor is a force for good? Will you attempt to gain favour with the
imperials, or will you quietly oppose them, hoping to increase your own faction's influence?
Do you think there is anything wrong with the feudal system? Do you believe maintaining the status quo
is the only way to minimise suffering and achieve peace? Do you want to attempt to reform the system or
simply rise up through the ranks?

What is the Finesse System?


The Finesse system uses [Stat] + [Aptitude] + [Skill Practice] + (1d10 OR Finesse Value) to determine if
your are successful when taking an action.
Statistics (Stats) represent natural talents. They cover innate qualities like Intelligence or Charisma.
Aptitudes represent broad classes of Skills that collectively represent an area of strength or weakness,
like your broad ability in Social situations, while Skills are narrow areas of focus, like lying to people, or
shooting a pistol.

10 Character Creation
Finesse, Practice and Being Stressed
There are three main things that players should know about the Finesse system that make it different
from most similar systems: Finesse, Practice, and being Stressed.
Your ability in each skill is divided into Finesse – which is a tier like “Basic“ or “Advanced“, and
Practice – which is a number.
Skill Finesse determines how well you do when you are not Stressed, and without rolling any dice. It also
affects what special actions and Battle Arts you can use and how well they work.
You are considered Stressed if you are in combat, suffering from the effects of some Aspect like drug
withdrawal from an Addiction, or under the effects of a Condition (e.g. you have been poisoned, or set on
fire).
When you are Stressed, you must roll using your Skill Practice. In addition, if you roll a 1 on the die, you
automatically fail your action.
Practice is the number added to die rolls, increasing your probability of success while Stressed.
If the Character is not Stressed, you add the number associated with your Skill Finesse value instead of
rolling.
This value is 0 for no Finesse, 2 for Basic, 4 for Advanced, 6 for Expert, 8 for Elite, and 10 for
Legendary. You may only roll when not Stressed if you use the Inspiration Battle Art granted by a high
Passion Statistic. See the Personality Battle Arts section for more details.

You decide the outcome of your action after rolling the die
Although you must still choose which weapon you are attacking with, or what Occult Power you are
using, you usually decide how an action succeeded after the roll is made. For example: you can roll to
shoot someone with your pistol, roll well, and decide that your Character wants to shoot their weapon
out of their hand or knock them off the balcony to their untimely demise.
For every point by which the acting Character's roll beats the required difficulty, they receive a Success.
These Successes can be spent on Finesse Effects. For weapons, these Finesse Effects are listed in the
Rules chapter. For Occult Powers, they are given in the power's description.

What are Your Key Stats?

Primary Stats
Primary Stats are divided into Physique and Mass (which cover the body), Intelligence and Acuity (which
cover the mind), and Passion, Calm, Faith, and Ego (which relate to spirit or personality).
You should have Stats of 8 or more in things you are good at, and about 6 or 7 in things you are okay at.
In general, only one of each of Passion/Calm and Faith/Ego needs to be raised above its minimum value.
Physique and Mass represent your Character's physical body.
Intelligence and Acuity cover your character's reasoning abilities and speed of thought.
The next four Statistics represent personality. They come in two pairs: Passion & Calm, and Faith & Ego.
The highest Stats of each of these pairings combine to determine your Willpower. As only the highest
from each pair is considered, it is normally best to pick only one of each pair to put points into.

Derived Stats
Derived Stats are calculated based on your Primary Stats. Don't worry about them for now, but once you
have filled in your Primary Stats it might be a good idea to check if they fit your expectations of your
Character. Does your diplomat lack Charisma? If so, you may want to tweak their Acuity, Passion or Ego
to improve it. Is your soldier a pushover? Perhaps a little more Mass. Is your duellist slow, or do they
have poor reflexes? Maybe find a few more points for Physique and/or Acuity.

Character Creation 11
What are Your Key Aptitudes?
Aptitudes are broad areas of proficiency. These add to all Skills in their category and limit the level of
Skill you can have. Fortunately, they can be easily increased during play. Aptitudes are divided into
Physical, Mental, Social and Tech.
Your speciality areas should have an Aptitude of 5 or 6. Most other Aptitudes would be 3 or 4, but a
Character may have a weak area where their Aptitude is only 1 or 2. In general, the safest Aptitude for a
Character to reduce to 1 or 2 is Tech.

Some Things You Might Want to Have


While it can be interesting to play Characters with weaknesses, you should endeavour to have the
following Skills:
Athletics (Physical Aptitude): This Skill's Finesse Level determines how fast you move, and its Practice
Level determines how well you can dodge attacks. Most Characters should have Advanced 2 in this. This
is approximately equal to the level of a normal infantryman or amateur athlete.
Awareness (Mental Aptitude): This Skill will allow you to find and notice your surroundings. This can be
useful if some dangerous animal or an assassin is creeping up on you. Advanced 2 might be the standard
of a hunter or scout.
Connections (Social Aptitude): The Finesse Level of your highest Connections Skill determines how
much money you have. If you want to play a rich Character (like a Noble) make sure you buy up your
Social so you can have high Connections Finesse. Most Characters should have Advanced in
Connections, which makes them wealthy freemen or poor Nobles.
Stoicism (Spiritual Aptitude): This Skill's Practice is used to resist occult attacks, poisons, diseases, and
a variety of other unpleasant things that could ruin your day. Consider investing in Basic 2 in this Skill.
Language (Urthish): This is the common language of most Humans in Fading Suns. Basic will allow
you to speak it poorly or with a heavy accent, while Advanced will allow you to have a good level of
fluency with a +1 bonus when using the language.
Knowledge and Science Skills: All Characters receive some of these for free, representing their
upbringing and education. This is a good opportunity to define something about your Character, and you
never know when knowing something could come in handy. More prosaically, these Skills provide
synergy bonuses with a wide variety of other Skills your Character will find useful during play.

Making Sure your Character is able to Survive


As a general minimum, your Character should have a 7 in Physique and a 5 in Mass. This will allow them
to survive most combat situations if they do not draw too much fire.
Speed determines how much your Character can do in a round. Typically, you will want at least 8 Speed
so that you can perform a 6 Speed long action and still make a 2 Speed dodge.
Your Character should have a [Physique] + [Physical] + [Athletics Practice] score of about 15, as this
Skill determines how well you dodge.
If you want your Character to be at or below these values because you don't want to be combat focused,
an energy shield is a good way to stop your Character from dying suddenly. Energy shields are quite
expensive, so make sure you have enough Social and Connections to afford them.
You probably want to buy your Character some cheap armour. If you are not wearing an energy shield
then leather, chain or plate armour can add significantly to your ability to survive.

12 Character Creation
Combat Specialised Characters
If you want your Character to be good at combat, then you will need a high Reaction Statistic, as this
adds to your attacks and Initiative. Typically 9 or 10 is sufficient.
Combat Characters typically have a [Reaction] + [Physical] + [Weapon Skill] roll of 17 to 20 and similar
rolls for [Physique] + [Physical] + [Athletics].
Willpower and Mass determine Vitality, which is how long your Character can keep fighting. Consider a
7 in Mass for a combat Character.
If you want your Character to have a signature fighting style (martial arts, two weapon fighting,
mounted combat, fencing, sniping) then it is a good idea to buy some Battle Arts to improve your
speciality area. You need a high enough Finesse Level in your combat Skills to get access to many Battle
Arts and Finesse Effects.
In general, Practice improves the Characters attack rolls and Damage, while Finesse improves their
special moves.
Mêlée specialised Characters should consider taking the Trick Strike Battle Art, which allows characters
to spend extra Speed to make it easier to hit with an attack.
As some guns can be quite expensive, Characters that want to own them will need enough Social and
Connections to afford them.
Cybernetics or Occult Powers can also offer ways to improve a Character's combat Skills. These can cost
quite a lot of money or many Character Creation Points, so it is a good idea to decide if you want them
early on.

Occult, Rich, and Cybernetic Characters


Players should decide which abilities they want early in Character creation as some cost a lot of points
and affect what Stats the Character should take.
Occult Characters need Finesse Levels in Psi, Theurgy or Occult that are high enough to support the
powers they want. In addition, different powers run off different Stats (normally Passion, Calm, Faith
and Ego), so it is a good idea to sit down with the Occult chapter and find all the abilities you want to
have in order to determine which of these four Stats you need, and what Finesse level and Mental
Aptitude is required. Mental Aptitude gives you precious Wyrd points as well as improving your casting
roll, so a Mental of 5 or even 6 may be a good buy.
Once you have chosen your Powers, Mental Aptitude, and primary Stats, it is good to check if your
Character can actually cast their Powers on a typical dice roll. Powers have activation rolls of 10 for
Basic Powers, 15 for Advanced, 20 for Expert and 25 for Elite. In general, you should not have to roll
more than a 5 to cast the Power on an unmodified roll for it to be reliable enough to be useful, and it is
better to exceed this if possible.
In order to regain their magical energies quickly in quiet moments Occult characters should consider
taking the Meditation skill. The Determination skill can also be useful as your Character gets Wyrd
anytime they fulfil a Motivation (see Skills chapter) and it is one of the few ways to get Wyrd back in
combat, though it is less reliable than Meditation.
Connections determines wealth and rank as it is not what you know, but who you know that counts.
Connections is a Social skill, and its Finesse Level determines the number of items you can 'buy' at
character creation and the most expensive single item you can acquire. This means that if you would like
your Character to be a Countess or have a built-in minigun, it is best to look up the scarcity value of
these features and make sure you buy a Connections Finesse high enough to support them. As Finesse
Levels are capped by Aptitude, this means your Social Aptitude will also need to be high enough to let
you get what you want.

Character Creation 13
Overview

Primary Statistics
Primary statistics (Stats) are the basic characteristics of a Character's body, mind and spirit.
Physique (Phys)
Physique is your physical speed, endurance, and precision.
Mass
Mass represents strength and toughness. Determines the amount of equipment that can be carried.
Acuity (Acu)
Acuity is quickness of thought and common sense. The Stat for those who survive by their wits.
Intelligence (Int)
Intelligence is book smarts, formal training, and abstract reasoning. It is important for anyone who
works with technology, wants to be a proficient surgeon, or master any arcane branch of learning.
Passion (Pass)
Passion is how worked up you get about things. Passionate Characters are more charismatic, cause
higher Mêlée Damage, and can get more out of some Battle Arts. They gain more Motivations (which are
things they care strongly about) and can use them to gain bigger bonuses when using the Determination
Skill. Passion-based Occult Powers tend to favour direct attacks or making Mêlée attacks more powerful.
Calm
Calm aids in perception and recovery. Calm is also used with weapon scopes and for the Meditation Skill
– which allows you to take time to focus and gain combat bonuses. Calm-based Occult Powers favour
information gathering and control over brute force.
Faith
Faith is your belief in the wider universe, which may be religious, spiritual, or optimistic. Ultimately, this
determines how lucky you are. It is used to defend against attacks the Character is completely unaware
of. A Character with high Faith and low Ego is more likely to have supernatural experiences and to do
well when they happen. Faith based Occult Powers tend to focus on defence and aiding others.
Ego
Ego is your sense of self. It makes you more charismatic and accepting of cybernetic modifications as a
part of you. It grants resistance to gaining supernatural Afflictions, but without Faith, the Afflictions you
do gain are likely to be terrible. Ego-based Occult Powers tend to be mind control and mental powers.

Derived Statistics
Derived Stats convert the raw primary Stats into combined characteristics.
Reaction (Reac)
Dexterity, speed, and precision of physical actions. The Stat for all attack rolls.
Speed
How much a Character can do in a combat round.
Perception (Per)
The ability to notice and correctly interpret details. Includes common sense.
Hand to Hand Damage (HtH)
How much it hurts when you hit someone. Adds to all Mêlée and Unarmed Damage rolls.
Charisma (Cha)
The ability to influence others through force of personality and wit.
Willpower (Will)
How good you are at standing your ground. Used for resisting social pressure, occult attacks and also
imposing your will on others by intimidation.

14 Character Creation
Special Derived Stats
Wyrd
Quantified magical power and luck. Used for Psychic and Theurgic Powers, and certain Battle Arts.
Vitality
Vitality is the ability to keep fighting despite pain and injury.
Initiative
The character's ability to react suddenly to danger. Helps determine order in combat.

Aptitudes
Aptitudes represent broad areas of expertise that a Character can develop through training and
experience. Each one has a cluster of Skills associated with it.
Primary Aptitudes
Physical
Physical covers a broad ability with bodily actions and proficiency with one's body.
Mental
Mental is the general Aptitude of 'common sense' and non-technical Mental sharpness. It is also the
aptitude for investigation, Occult powers, and psychological endurance.
Social
Social Aptitude covers your ability to influence others, understand what motivates them, and limits your
levels of political influence through your Connections.
Tech
Tech Aptitude is the general understanding of technology. As few characters are familiar with
technology, high Tech Aptitude is rare and highly valuable.
Derived Aptitudes
Knowledge
Knowledge covers the general knowledge of the character. It is based purely on Intelligence.
Science
Science covers applied research ability. It is a derived Aptitude based on either Tech or Knowledge.
Many Skills associated with this Aptitude are usually only obtainable by being apprenticed to the Guilds.

Skills
Skills represent narrow areas of training and understanding. Each Skill belongs to an Aptitude.
Finesse represents your ability to perform sophisticated tasks and also your performance under ideal
Unstressed conditions. Finesse is book-learning or practice-yard fencing, not real-world experience.
Finesse comes in six levels:
None (0): Untrained.
Basic (1): You have some general knowledge or amateur dabbling.
Advanced (2): You have studied and applied this skill regularly.
Expert (3): You have achieved a professional level of competence.
Elite (4): You are amongst the best trained in the Known Worlds.
Legendary (5): You are a grandmaster who has invented whole new techniques for using this skill.
Practice is a number from 0 to 5. It represents your ability to perform well under adverse
circumstances, developed through hard grind and grim experience. It adds to any rolls you make to use
a Skill. Knowledge and Science Skills do not have Practice.
In general, Characters will have roughly equal numbers of points invested in both Finesse and Practice.

Character Creation 15
Occult Powers
There are various strange Occult Powers in the Known Worlds. These abilities allow those gifted with
them to defy the laws of nature through great Passion, Calm, Faith, or sheer Ego. They require either the
Psi, Theurgy or Occult Skills. Theurges all belong to a (usually religious) Sect, which determines what
powers are easy to learn and is a role-playing element. For more details see the Occult chapter.

Aspects
Aspects represent general advantages and disadvantages a Character has that are not captured by their
Statistics. These can be peculiarities of background or psychology that take them out of the normal
range. While many Characters will not have an Aspect, they can help to add quirks or flesh out a
Character concept.

Battle Arts
Though careful study you can achieve levels of specialisation in Skills which allow you to do things
beyond what is normally possible, especially in combat. These “Battle Arts” change the rules of the game
in ways beyond a simple numerical advantage, and are extremely useful to duellists and martial artists.

Power Levels
Characters in The Secret of the Fading Suns are assumed to be exceptional individuals possessed of
considerable drive and innate talent, and who are (crucially) very quick learners. They have three basic
power levels:
Tyroic
Tyroic Characters are naturally gifted, but still learning the ropes. They may be young adults fresh out of
guild academies, or knights setting out for their first taste of the wider world. Despite their lack of
experience, these Characters are more than a match for most Known Worlders and can easily best
backwater thugs or petty lordlings with their wits or skill at arms. Among the bulk of the Known
Worlders, most experienced operators and veterans have this power level.
A Tyroic Character might have Advanced level Finesse in a wide range of Skills or have achieved Expert
level in one speciality area.
Heroic
Heroic Characters are the default power level of a starting Character. These Characters have some
experience under their belts, and have already been in enough tight spots and challenging situations to
know what they are about. Given their considerable abilities, these Characters are able to significantly
affect the fate of the Known Worlds if they appear at the right place and time. However, they are not
immortal, and youth and skill are often overcome by age and treachery.
Among the general population, the level is reached by only a few at the peak of their careers, and they
normally hold positions of prestige, power, and influence.
Many Heroic Characters have achieved Expert level in their speciality areas and one or two may have
managed to achieve Elite level.
Legendary
Legendary Characters are Big Damn Heroes. They can be overwhelmed by large numbers, and there are
still exceptional individuals out there who can best them one-on-one. However, by and large they are
able to handle anything the Known Worlds can throw at them. A team of them is very difficult to stop.
Non-player Characters with this power level are typically individuals of planetary significance, and are
major forces within their House, Sect, or Guild.
Legendary Characters may have many Expert level Skills, Elite Skills if they are specialised, and are the
only rank likely to achieve the complete mastery that Legendary level skill implies.

16 Character Creation
Species

Interpreting Species Tables


Minimum values for Stats, Damage
Starting values for maximum acheivable at before HtH
Name & Size Stats at various Character Creation, and for striking
of Species Power Levels natural maximums Unarmed
Example
Size 0 Starting Values Species Limits Unarmed Base
Statistics Tyroic/Heroic/Legendary Min/Creation/Max Damage
Physique 1/2/3 1 / 10 / 12 0ap1
Mass 2/3/4 1 / 10 / 12 Aptitude Bonus
Intelligence 3/4/5 1 / 10 / 12 Physical
Acuity 4/5/6 1 / 10 / 12 Free Languages
Passion, Calm 3&5 / 4&6 / 5&7 Urthish (Basic)
1,1 / 9,9 / 10,10
or 4&4 / 5&5 / 6&6 Welsh (Basic)
Faith, Ego 4,7 / 4,7 / 4,8
1,1 / 9,9 / 10,10
or 6,5 / 6,5 / 7,5
Special Rules
Many species have special rules. They will be detailed in this section.

Sometimes you An '&' means the numbers Languages You recieve


can choose a row; can be freely assigned to known at +1 to the
favouring one or either Stat, while those Character Aptitude
the other Stat seperated by a comma should creation listed here
be applied in order

Humans
Humans are blessed with being the dominant and most numerous sapient species in the Known Worlds.
Human Nobles, and to a lesser extent priests and guildsmen, ultimately rule all of them. The barbarians
that raid the borders to the galactic north and east are also human. It was through a human prophet,
Zebulon, that the Pancreator choose to make his revelations, and all but one of the prophet's disciples
were also humans. Having conquered or subjugated all other species they have so far encountered,
except for the Vau and Symbiotes, humans believe they clearly have a favoured position in the divine
order, and so, too, in society.
Humans
Size 0 Starting Values Species Limits Unarmed Base
Statistics Tyroic/Heroic/Legendary Min/Creation/Max Damage
Physique 8/8/9 5 / 10 / 12 0ap1
Mass 7/7/7 5 / 10 / 12 Aptitude Bonus
Intelligence 7/8/9 4 / 10 / 12 Social
Acuity 8/9/9 5 / 10 / 12 Free Languages
Passion, Calm 6&4 / 6&4 / 7&4 4,4 / 10,10 / 12,12 Urthish (Basic)
Faith, Ego 6&4 / 7&4 / 8&4 4,4 / 10,10 / 12,12
Special Rules
Humans claim to be special. They're not.

Character Creation 17
Ur-Obun
The Ur-Obun are a relatively peaceful and communal species of enlightenment and learning. Each Obun
is capable of at least minor Psychic or Theurgic Powers, and so they accept these Powers as a normal
part of their life instead of considering them unnatural abilities. Though Humans can often annoy the
Obun with their ignorance and boorishness, the only ones who can reliably drive them to anger are their
cousins the Ur-Ukar. According to legend, the Ukar once shared the Obun homeworld, Velisamil, before
they were exiled after making pacts with dark powers. Velisamil is ruled by House Hawkwood, and so
the Obun often have connections with that house, but a Obun advisors are common features in Noble
entourages everywhere. Due to the fact that an Obun was the only alien disciple of the Prophet, the
Obun religion of Voavhenlohji is unique among alien religions in being a part of the Universal Church.
Ur-Obun
Size 0 Starting Values Species Limits Unarmed Base
Statistics Tyroic/Heroic/Legendary Min/Creation/Max Damage
Physique 8/9/9 5 / 10 / 12 0ap1
Mass 5/5/6 5 / 10 / 10 Aptitude Bonus
Intelligence 8 / 9 / 10 5 / 12 / 14 Mental
Acuity 8/9/9 5 / 12 / 14 Free Languages
Passion, Calm 4,7 / 4,7 / 4,8 Urthish (Basic)
4,5 / 10,12 / 12,14
or 6,5 / 6,5 / 7,5 Lojmaa (Basic)
Faith, Ego 7,4 / 7,4 / 8,4
5,4 / 12,10 / 14,12
or 5,6 / 5,6 / 5,7
Special Rules
All Obun must purchase at least Basic Psi or Theurgy, and Obun without
Occult Powers are extremely rare
Ur-Ukar
Ur-Ukar society is clannish and violent. Life on their semi-habitable homeworld, Kordeth, is nasty,
brutish, and often cut short. The Ur-Ukar see themselves as a cultured people with a sense of natural
justice that other species are blind for not seeing. Due to their need to identify each other in dark
passages, Ukar ritually scar their albino bodies so they can feel friend from foe. This naturally results in
skills in close-quarter knife fighting. Ur-Ukar all have Psychic Powers, and some also develop Theurgy.
They hold a grudge against their cousins the Ur-Obun based on legends where the Obun exiled the Ukar
from Velisamil in a war commanded by slave-masters the Obun worshipped as gods. Kordeth is nominally
controlled by House Al-Malik, but, parts of it are in constant rebellion and the Ukari aren't exactly loyal.
Ur-Ukar
Size 0 Starting Values Species Limits Unarmed Base
Statistics Tyroic/Heroic/Legendary Min/Creation/Max Damage
Physique 8/9/9 5 / 10 / 12 0ap1
Mass 5/5/6 5 / 10 / 10 Aptitude Bonus
Intelligence 8/9/9 5 / 12 / 14 Mental
Acuity 8 / 9 / 10 5 / 12 / 14 Free Languages
Passion, Calm 7,4 / 7,4 / 8,4 Urthish (Basic)
5,4 / 12,10 / 14,12
or 5,6 / 5,6 / 5,7 Uryari (Basic)
Faith, Ego 4,7 / 4,7 / 4,8
4,5 / 10,12 / 12,14
or 6,5 / 6,5 / 7,5
Special Rules
All Ukari must purchase at least Basic Psi, and Ukari without Occult
Powers are extremely rare.

18 Character Creation
Vorox
Praised during the Second Republic as ferocious, noble savages. Vorox are a huge, six limbed people
that are reminiscent of a mix of Urth wolves, bears, and lions. Vorox stand nearly two metres high at the
shoulder when on all sixes, but are also capable of standing on their hind two legs, making them over
three metres tall. Their top four limbs are equipped with clawed handfeet which they can coordinate
expertly to craft or fight. They are not the apex predators on Ungavorox, however, as their homeworld
boasts extremely deadly plantlife and megafauna. Most live semi-ferally far from civilisation, and few
ever leave their homeworld. “Civilised” Vorox have their poison claws removed, leaving them with blunt
fingernails. This was instituted by their Li Halan overlords in order to make them less threatening to
society (it didn't work). Noble and Royal Vorox retain one venomous claw as a sign of their status.

Vorox
Size 1 Starting Values Species Limits Unarmed Base
Statistics Tyroic/Heroic/Legendary Min/Creation/Max Damage
Physique 10 / 11 / 12 7 / 14 / 16 0ap1
Mass 11 / 11 / 11 9 / 16 / 18 Aptitude Bonus
Intelligence 4/5/6 1/8/8 Physical
Acuity 6/7/8 3 / 10 / 12 Free Languages
Passion, Calm 7,3 / 7,3 / 8,3 Urthish (Basic)
5,3 / 10,10 / 12,10
or 5,5 / 5,5 / 5,6 Vorox (Basic)
Faith, Ego 7,4 / 7,4 / 7,4
5,4 / 10,10 / 12,12
or 5,6 / 5,6 / 5,6
Special Rules
Keen Senses
+2 bonus to Perception
Child of a Savage World
-1 penalty to the Tech Aptitude
Spiritually Obscured
Vorox cannot purchase the Occult, Psi or Theurgy Skills or Occult Powers
Hexapedal
Vorox can use their six limbs interchangeably, so you may hold up to four
one-handed weapons or items and still move on two limbs.

For hit locations, the Arms first hit are those holding weapons (or if
unarmed, the limbs closest to the attacker). The Legs are those limbs in
contact with the ground. Randomise the result as needed. Attackers able to
choose a location may always choose which limb is struck.

If a limb is disabled, then you either fall prone or drop items held as
appropriate. If you lose the use of one or two limbs, you can continue with
the remaining four without penalty. However, if you lose the use of three or
more limbs, you suffer -2 to Attack and Block, and Speed costs are doubled,
but you may otherwise continue fighting.

When sprinting on all sixes (a 4 Speed action, and you must have no
disabled limbs) You move at double your normal speed (8 x ([Finesse] +
[Physique]/2)m), you can only hold items in your jaws while doing this. On
all sixes, Vorox use the mounted character rules for overland movement.

Character Creation 19
Gannok
The Gannok of the jungles of Bannockburn resemble large Urth monkeys about 90cm to 130 cm tall.
They are covered in thick fur which is continuously coated in an oily secretion that smells terrible to
other species. Their most remarkable feature is that they are incredibly quick learners, and this means
they are able to master most advanced technologies relatively quickly. They tend to be friendly and
playful by nature, and have long been treated as cute curiosities by humans. They are, however, highly
intelligent and more than capable of outsmarting many other species. The word Gannok actually means
“Hungry” in their native language of Tok Tok. Originally arising from a misunderstanding, this name
seems apt as Gannok can, and often do, eat almost anything. This is especially true when their bodies
are employing their remarkable healing mechanisms – a particularly useful adaptation for Gannok as
their combination of playfulness and technical affinity seems to often get them into scrapes that result in
accidental electrocution, burns, or worse.

Gannok
Size -1 Starting Values Species Limits Unarmed Base
Statistics Tyroic/Heroic/Legendary Min/Creation/Max Damage
Physique 12 / 13 / 14 9 / 12 / 14 0ap1
Mass 3/3/4 3/4/4 Aptitude Bonus
Intelligence 8 / 9 / 10 4 / 12 / 14 Tech
Acuity 7/8/9 3 / 10 / 12 Free Languages
Passion, Calm 7,4 / 7,4 / 7,4 Urthish (Basic)
5,4 / 10,10 / 12,10
or 5,6 / 5,6 / 5,6 Tok Tok (Basic)
Faith, Ego 4,7 / 4,7 / 4,7
4,5 / 10,10 / 10,12
or 6,5 / 6,5 / 6,5
Special Rules
“Distinctive” Smell
-1 to Stealth rolls and -2 to Conversation rolls with other species
Monkeylike Adaptations
You have a prehensile tail which counts as a limb with [Physique]/2 Lethal
Wounds. It is hit with a 7 on any Hit Location table. It is useful for
manipulation but is not agile enough for combat. Additionally, your feet can
function as hands and you can climb at your normal movement rate.
Alien Metabolism
You regenerate 1 Lethal Wound per hour (but not to Hit Locations at 0 or
below). You become very hungry while regenerating, suffering -4 Calm
when not eating. Additionally, you can consume nearly any living matter
without trouble, and are completely immune to Symbiot infection.

20 Character Creation
Hironem
A cold blooded, reptilian species from Cadiz. Most Hironem live in the autonomous enclave of Turaz and
are ruled by a supposedly divinely inspired God-King. They live regimented lives within a strict caste
system of Rulers, Warriors, and Makers. They each have their own deity and strict codes of behaviour.
Those who do not fit in, or dare to venture off-world risk being dubbed “Untouchable” – the underclass
which includes those who produce nothing, such as merchants and moneylenders. This caste system
bears some resemblance to what little is known of Vau culture, and there are theories of some contact
between the two species. Cadiz is ruled by the Decados, who are keen to keep the Hironem isolated and
any possible information about Hironem and Vau culture, or better still, Vau technology, to themselves.
The Hironem's language, Salsu, has a strange grammar that requires all nouns to be assigned an
“emotion”. The Hironem themselves claim to be able to see these “emotions” directly, the way other
species see colour, calling them S'su.

Hironem
Size 0 Starting Values Species Limits Unarmed Base
Statistics Tyroic/Heroic/Legendary Min/Creation/Max Damage
Physique 8 / 9 / 10 5 / 10 / 12 0ap1
Mass 5/6/6 3 / 10 / 12 Aptitude Bonus
Intelligence 8/8/8 3 / 10 / 12 Varies
Acuity 8 / 9 / 10 4 / 10 / 12 Free Languages
Passion, Calm 5,4 / 5,4 / 6,4 Urthish (Basic)
4,4 / 10,10 / 12,12
or 4,5 / 4,5 / 4,6 Salsu (Basic)
Faith, Ego 6,4 / 6,4 / 7,4
6,4 / 10,6 / 12,6
or 6,4 / 6,4 / 6,5
Special Rules
Cold Blooded
Hironem are cold blooded and suffer a -1 penalty to Athletics rolls and
reduce their effective Athletics Finesse by 1 (minimum 0) for every 10°C
below 20°C. They lose 1 point of Perception for every 10°C over 30°C.
Castes
Each Hironem is a member of a caste. Certain activities are restricted to
particular castes, and even touching the tools of another caste can be
punishable by death. Violating the strictures can cause you to gain Hubris.
Hironem Theurges get access to certain Rites based on their caste (Only
Kigazi and Shibanzi can become Theurges). They do not actually follow the
Universal Church, merely having similar powers.
Hironem can never learn the Psi skill
Caste: Kigazi (Warriors) Sibanzi (Priests)
Stat Bonus +2 Passion +2 Ego, +2 Max Ego
Aptitude Bonus +1 Physical & Mental +1 Social & Mental
Theurgy Brother Battle Orthodox, Sanctuary Aeon
Caste: Kimmu (Makers) Illu (Untouchable)
Stat Bonus +2 Calm +2 Intelligence
Aptitude Bonus +1 Tech & Mental +2 Mental

Character Creation 21
Etyri
The Etyri are not a single species; they are a set of avian subspecies with a common culture and
language. Each subspecies fills its own societal niche and has been made genetically distinct by social
pressure, however, there are known cases of mixed offspring between the subspecies. Most are capable
of flight and have six limbs: two wings, two arms, and two legs. They have the strong flight muscles
necessary to move their huge wingspans, hollow bones, and extremely light bodies. They have
exceptional eyesight compared with other species. Other defining characteristics include their cultural
emphasis on honesty, their claustrophobia, and their slightly morbid fascination with death. In Etyri
culture, the idea of being entirely flightless has associations with death (or the undead), in an inversion
of the Universal Church's teaching that the soul ascends after the expiration of the body.

Huar'raughq (Nobles and Warriors)


The Huar'raughq are the strongest flyers and the most proficient hunters, and so occupy the martial and
leadership roles in Etyri society. Each is responsible for protecting other, smaller Etyri from harm over a
large area. Each member of this warrior caste swears a vow of honesty and honour. This, combined with
a stately bearing, hawklike appearance, and piercing gaze gives them a natural gravitas. It is no wonder
that for many humans the stereotypical Etyri is a stoic, wise and honourable Huar'raughq warrior, keen
of eye and swift of wing, noble in thought and deed. Huar'raughq have been drafted by the Noble houses
as scouts in many remote and low tech areas, and at least one serves as a questing knight. In modern
battle their excellent vision means they often serve as snipers, and have been known to make
exceptional shots even on the wing.

Ghek-da'az (Desert Nomads)


Ugly, flightless, and constantly dusty – it is easy to conclude that the Ghek-da'az are an underclass. In
fact, they are simply adapted to desert conditions where other Etyri would struggle to find enough food
or water to survive. Those who do venture outside their natural habitat tend to be viewed with suspicion
and even fear, as they are not only bigger and stronger than many other Etyri, but are also flightless and
have clearly broken with the traditional bonds that tie other Etyri to their home foraging range.

Cha'arkut (Merchants)
Tending towards a slightly chubbier appearance than other Etyri, the dull coloured Cha'arkut are the
most numerous of all the sub-species. Though they hold a role similar to serfs in the Known Worlds (their
social position is controlled by their low birth), they are treated by other Etyri as freemen. They are
chatty and personable, and have a love of rich food which can lead to plumpness if they do not exercise
their flying skills regularly. One persistent character flaw is that they are hoarders, always collecting
food, precious objects, and valuables “just in case” and “for a rainy day”. This can become a serious
problem if they don't check with the owners of these items before hoarding them.

Chirikiti (Performers)
The brightly coloured Chirikiti are the performers and artists of the Etyri. They are flamboyant, highly
charismatic, and well able to use their own colouration and plumage to complement their displays.
Constant preening, fanatical diet and exercise regimes, cosmetic modifications to their plumage
(carefully made to look natural), and fashionable accessories seem to occupy most of the time and
thoughts of these dandies when they are not practising their art.

22 Character Creation
Etyri
Size Varies Starting Values Species Limits Unarmed Base
Statistics Tyroic/Heroic/Legendary Min/Creation/Max Damage
Physique 9 / 9 / 10 6 / 12 / 12 0ap2
Mass 3/3/4 3/4/4 Aptitude Bonus
Intelligence 7/8/9 3 / 10 / 12 Varies
Acuity 7/7/8 3 / 10 / 12 Free Languages
Passion, Calm 6,6 / 6,6 / 6,6 Urthish (Basic)
4,6 / 10,10 / 12,12
or 4,8 / 4,8 / 4,8 Etyrian (Basic)
Faith, Ego 5,4 / 6,4 / 6,4
4,4 / 10,10 / 12,12
or 4,5 / 4,6 / 4,6
Special Rules
Keen Senses
+2 Bonus to Perception
Claustrophobic
-2 to all checks and you are considered to be Stressed while in enclosed
spaces.
Flight
All subspecies except the Ghek-da'az may fly faster than their ground
movement rate (based on a subspecies-specific multiplier) if carrying less
than half their Encumbrance (not counting bonuses from cyberlegs). You
must move at least 4x[Multiplier]m per Round (2 Speed action, at
minimum) or you stall and fall out of the air. You cannot fly if wearing
clothing or armour on any limbs.
Double all normal Overland Movement rates.
Subspecies
All Etyri have additional rules determined by their subspecies.
Subspecies Huar'raughq Ghek-da'az
Size 0 0
Stat Bonus +2 Mass, +2 Mass and +4 Max Mass,
+2 Max Mass +2 Physique and +2 Max Physique
Aptitude Bonus +1 Physical +1 Physical
Flight x4 x0 (flightless)
Multiplier
Additional May never violate
Rules Huar'raughq code of
honour or lie without
risking an Expert
Level Hubris roll.
Subspecies Cha'arkut Chirikiti
Size -1 -1
Stat Bonus +2 Intelligence +2 Passion
Aptitude Bonus +1 Social +1 Social
Flight x4 x3
Multiplier
Additional Tendency towards Gain the Attractive Aspect for free.
Rules hoarding.

Character Creation 23
Ascorbites
Ascorbites are a species of tree-dwelling insectoids native to the jungles and swamps of Severus. They
have an unnerving, mantis-like appearance, a quiet and cold demeanour, and a diet of blood that makes
most other species give them a wide birth where possible. The Decados, who control Severus, use the
Ascorbites as forced labour in some areas, apparently without difficulty, while at the same time
Ascorbites hunt humans who enter their jungles for food and sport. Decados reprisals that bombarded
them with nerve agents have apparently been counterproductive, as the Ascorbites seem to be hardy
and develop rapid immunity to any toxin they survive contact with. Ascorbites rarely talk to outsiders
and come across as uninterested in social interactions. Attempts to make them talk, for example using
torture, are rarely if ever successful.

Ascorbites
Size 0 Starting Values Species Limits Unarmed Base
Statistics Tyroic/Heroic/Legendary Min/Creation/Max Damage
Physique 9 / 10 / 10 5 / 10 / 12 0ap2
Mass 8/8/9 6 / 10 / 12 Aptitude Bonus
Intelligence 7/7/8 3 / 10 / 12 Physical
Acuity 8 / 9 / 10 5 / 10 / 12 Free Languages
Passion, Calm 4,7 / 4,8 / 4,9 4,6 / 6,12 / 6,14 Urthish (Basic)
Faith, Ego 4,6 / 4,6 / 4,6 4,5 / 6,10 / 6,12 Ascorbite (Basic)
Special Rules
Keen Senses
+2 bonus to Perception
Unnerving and Cold
-1 penalty to Social Aptitude
-2 penalty to Charisma
Mantoid Form
8av2 exoskeletal Armour to all locations
Double all jumping distances (this is lost of legs are modified by cyberware)
Ascorbites gain +2 Successes that can only be spent towards starting
Grapples and initiating the Lock Finesse Effect in a Grapple.
Vampirism
The Ascorbite diet consists entirely of blood.
In addition, the an attack with the proboscis is possible. Ascorbites can
inflict the Bleeding Strike Finesse Effect on targets in a Grapple for the
normal 6 or 10 Success cost even if Unarmed. They must inflict at least one
Lethal Wound to cause ongoing Vitality loss from bleeding, equivalent to 1
(for 6 Successes) or 2 (for 10 Successes) Lethal Wounds per Round. This
can be ended with an Advanced difficulty Heal check or Occult healing. The
bleeding does not end just because the Ascorbite is no longer grappling the
opponent, as they continue to bleed from the puncture wound.
Toxin Adaptation
Ascorbites develop an immunity to any toxin they survive.
In addition, they gain +2 to all Stoicism rolls.
Hive Mind
Ascorbites can communicate non-verbally with other Ascorbites as if using
the MindSpeech power using a casting roll of [Ego]+[Mental]+[Meditation]

24 Character Creation
Making a Character
Here we are going to put some numbers to paper (or spreadsheet!) in order to actually make your
character sheet for the game. To create your character sheet, it is a good idea to follow these steps:
0) If your character will be Psychic, a Theurge, or have special combat techniques, then it's a good
idea to familiarise yourself with the Powers or Battle Arts you want, their required Skills
(especially Finesse!), and those prerequisite Skills' prerequisite Aptitudes, before you start. This
will give you an idea of what numbers you will need before you begin.
1) If you haven't already, pick a Species.
2) Assign Primary Stats.
3) Make a note of the total CCPs (Character creation points) you have to work with.
4) Choose negative Aspects and update your CCP total.
5) Spend CCPs on buying up:
◦ Primary Stats
◦ Aptitudes
◦ Skills
◦ Occult Powers
◦ Positive Aspects.
◦ Battle Arts (Also note free Battle Arts)
6) Apply your Species' bonuses and penalties.
7) Spend bonus Skill points gained from Intelligence (Life Skils)
8) Purchase equipment.
9) Calculate Derived Stats.
10) If you bought cybernetics, determine starting Incompatibility.
11) Check if you qualify for any of the free Personality Battle Arts.
12) Note [Passion]/5 Motivations.
13) Calculate Lethal Wound totals and the quantity of Damage that causes a Lethal Wound.
14) Note Size and Size modifiers.
15) You're done!

Assigning Primary Statistics


Characters start with a pre-set distribution of Stat points determined by their Species and the game's
power level.
Points may be moved from one Primary Stat to another provided the totals do not go below Species
minimums or exceed their Species starting maximums for each Stat.
Characters cannot exceed their Species starting maximums by any means during Character creation:
they can only be increased to the Species Maximum using XP gained during play.

Alternative Method: you can calculate your Primary Stats from your Species' minimums and add
points based on the game's power level. Make sure not to exceed your Species' starting maximums.
Tyroic:15 Primary Stat points
Heroic: 18 Primary Stat points
Legendary: 22 Primary Stat points

Character Creation 25
Spending Character Creation Points (CCPs)

Power Level & CCP's


The number of CCPs you have to spend is based on your game's power level, as detailed in the table
below. These are spent on Skills, Aptitudes, Stats, Battle Arts, Occult Powers and Aspects.
There is also a maximum number of CCPs that can be spent on a single Aptitude and its associated Skills
during character creation.
Game's Max Aptitude
CCPs
Power Level Spending
Tyroic 45 25
Heroic 95 40
Legendary 135 60

Primary Stats
In addition to the Primary Stats your Character starts with, you can buy more using CCPs. The cost
depends on how many Primary Stat points you already have. The cost for each additional Primary Stat
point is the total you currently have minus 10. Thus if you are a Tyroic character with 15 starting Stat
points, you could buy your first additional point for 5 CCPs or your first two additional points for 11
CCPs (5+6). If you were a Heroic Character with 18 Primary Stat points at Character creation, you could

Primary Stat CCP costs


Total Primary Stat Points 15 16 17 18 19 20 21 22 23 24 25
Cost to raise by 1: 5 6 7 8 9 10 11 12 13 14 15
CCP cost to acquire Stat total
Total Primary Stat Points 15 16 17 18 19 20 21 22 23 24 25
Total CCPs for Tyroic: - 5 11 18 26 35 45 56 68 81 95
Total CCPs for Heroic: - - - - 8 17 27 38 50 63 77
Total CCPs for Legendary: - - - - - - - - 12 25 39
buy your first extra point for 8 CCPs.
Derived Stats cannot be bought with Character Creation Points.
Bonuses from cyberware or Psychic Powers are applied on top of your natural Stats and so do
not increase the cost of raising Stats.

Aptitudes
Aptitudes start at a value of 3. They cost 2 points times the level they are being raised from to raise by
one, and you gain CCPs equal to twice the level that are being lowered to when lowered by one. (e.g,
raising an Aptitude from 3 to 4 costs 6 points, lowering from 3 to 2 gains you 4 points). Raising from 0 to
1 costs 2 points, and lowering from 1 to 0 gains you 2 points.
All Species receive bonuses (and occasionally penalties) to some Aptitudes. These are applied after any
CCPs or XP that has been spent to increase the base value, and so do not change the cost to raise those
Aptitudes. (e.g. a Human Character with a +1 to Social spends nothing for a Social Aptitude of 4, and
only pays 6 CCPs to have a Social Aptitude of 5.
Primary Aptitude CCP costs 0 1 2 3 4 5 6 7 8
Total CCPs for Aptitude: +8 +6 +4 0 -6 -14 -24 -36 -50
Cost to raise by 1: 2 2 4 6 8 10 12 14 -
Gain when lowered by 1: - +2 +2 +4 +6 +8 +10 +12 +14

26 Character Creation
Skills
Finesse and Aptitudes
There is a minimum Aptitude level for a Character to be trained in a Skill at
Minimum Aptitude
a particular Finesse Level, which is detailed to the right.
Finesse Aptitude
Characters can always speak Basic Urthish for free even if they don't meet
the prerequisite Knowledge Aptitude level but must spend points in order
Basic 1
to buy higher Finesse levels. Advanced 3
Also note that Knowledge and Science Skills do not have Practice. Expert 5
Elite 6
Skill Practice costs 1 point times the level it is being raised from to
increase it by one. For Example, raising Practice from 3 to 4 costs 3 points. Legendary 7
The first rank costs 1 point.
Skill Finesse costs 1 point times the level it is being raised from to increase it by one. For example,
raising Finesse from Advanced(2) to Expert(3) costs 2 points. The first rank costs 1 point.

Skill Practice 0 1 2 3 4 5
Total CCPs: 0 1 2 4 7 11
Cost to raise by 1: 1 1 2 3 4 -
Skill Finesse - Basic Advanced Expert Elite Legendary
Total CCPs: 0 1 2 4 7 11
Cost to raise by 1: 1 1 2 3 4 -
Life Skills
You get a number of bonus CCPs equal to your Intelligence Stat that can only be allocated to Science
Skills, Knowledge Skills (including all language Skills) and selected other Skills representing your
background learning. These Skills are indicated with an asterisk (*) in the tables of the Skills chapter.
Stat bonuses from cybernetics or Occult Powers do not grant these bonus points.
The Skills for each Aptitude are listed in the Skills chapter.
Complementary Skills
Knowing some Skills will make actions with other Skills easier. For example, knowing how to Perform
can make you better at Connive, or knowing Biology can make you better at Healing.
For Characters with Advanced Finesse in a Skill, there is a +1 bonus to using all Skills it is
complementary on. With Expert Finesse there is a +2 bonus. Elite Finesse grants +3 and Legendary
Finesse grants a +4 bonus. Complementary Skills are listed in the Skill Summary tables, below. For
more details see the Skills chapter.

Aspects
Aspects may have a positive or negative cost. Negative costs grant extra points.. Unlike the other traits,
Aspects are generally not obtainable after Character creation as they tend to define things that are
inherently part of a Character's background.

Battle Arts
You receive the Aim, Wind-Up, Scare, Distract and Gibe Battle Arts for free. Other Battle Arts
are brought with CCPs and require you to have a certain Finesse Level in a Skill before they can be
purchased. For more details see the Battle Arts chapter.
You might also receive some Battle Arts based on your Character's personality. You check for these after
you add Species bonuses and any item bonuses. For more details see the section below.

Character Creation 27
Purchasing Occult Powers
Each individual Power has a Finesse Level. A Caster's Psi or Theurgy Skill (or Occult, for Attunement
Powers) must be this Finesse Level or higher before the Power can be bought. Powers also have a CCP
or XP cost based on their Finesse Level, detailed in the table below. See the Occult Chapter for details.

Calculating Derived Values


Power Costs
Power's Finesse Level CCP/XP Cost Cost for Rites of a different Sect
Basic 2 3
Advanced 4 6
Expert 6 9
Elite 8 12
Legendary 10 15
Derived Statistics
Derived Stats are calculated from Primary Stats using the formulas below:
Reaction (Reac) = ([Physique]+[Intelligence] +[Acuity])/3
Speed = ([Physique]+[Acuity])/2
Perception (Per) = ([Intelligence]+[Acuity]+ [Calm])/3
Hand to Hand Damage (HtH) = ([Mass]+[Passion])/2
Charisma (Cha) = ([Passion]+[Acuity]+[Ego])/3
Willpower (Will)= (Highest of [Faith] or [Ego] + Highest of [Passion] or [Calm])/2
Derived Stats are determined only by Primary Stats at Character creation, and cannot be increased with
CCPs, but they may be increased with XP later on.

Special Derived Statistics


Wyrd = ([Faith] or [Ego])+[Mental Aptitude]
Vitality = ([Willpower]x[Mass])/2 + [Physique]
If you are Size 1 (for example a Vorox) or larger then you also gain + [Mass]*[Size] points of Vitality.
Initiative = [Reaction] + Initiative Bonuses

Special Derived Statistics cannot be modified with CCPs or XP. However if you have sufficient Stoicism
Finesse you can buy the Extra Vitality Battle Art, or you may increase your Initiative with the Quick
Aspect.

Derived Aptitudes
Rounding
Derived Aptitudes cannot be improved with CCPs or
XP. They are calculated from Primary Aptitudes The character creation rules contain many
using the following formulas: cases where it is necessary to do some division.
As a general rule throughout the system,
Knowledge = [Intelligence]/2 whenever you are required to divide you always
Science = Lowest of [Knowledge] and [Tech] round up except when calculating how many
range increments an attack has to cover, or
Lethal Wounds inflicted by an attack for a given
amount of Vitality damage.

28 Character Creation
Equipment
Equipment is not only tangible wealth, such as weapons and armour, but also intangible possessions like
titles of nobility, or things that cannot easily be separated from you, like a cybernetic arm. The amount of
equipment you have is determined by your Connections skill, and can be modified by Aspects. For full
details see the Skills, Equipment and Aspects chapters, but as a general guide, those with Basic Finesse
can acquire an Uncommon item, Advanced Finesse a Rare item, Expert Finesse a Very Rare item, and
those with Elite Connections can acquire a Legendary item.

Personality Battle Arts


If you have a Passion, Calm, Faith or Ego of 6 points or higher, you receive bonus Battle Arts
representing how your personality allows you to push yourself to achieve more. These Battle Arts are
described below:

Personality Battle Arts


Battle Art Primary Stat Description
Inspiration Passion 6+ Spend 1 Wyrd to roll 1d12 instead of 1d10. This allows a
roll in place of using your Finesse, even if you are not
Stressed.
Passion 8+ Gain +1 if you roll the maximum on a d10 or d12 roll.
Passion 11+ Gain +2 if you roll the maximum on a d10 or d12 roll.
Steady Calm 6+ Spend 1 Wyrd before making a check to get a result of 4
Hand instead of rolling or using your Finesse.
Calm 8+ Spend 1 Wyrd to take 5 instead of rolling or using Finesse.
Calm 11+ Spend 1 Wyrd to take 6 instead of rolling or using Finesse.
Intervention Faith 6+ If an Occult, social, or normal attack succeeds you may
either re-roll your defence roll and take the highest of the
two, or force the attacker to re-roll and take the lowest of
the two. Each re-roll costs 1 Wyrd. You may do this once
per scene.
Faith 8+ You may do this twice per scene.
Faith 11+ You may do this three times per scene.
Will to Ego 6+ You may spend up to 1 point of Wyrd to add +1 to any Skill
Power check. This must be used before the results are
determined.
Ego 8+ You may spend up to 2 points of Wyrd to add up to +2.
Ego 11+ You may spend up to 3 points of Wyrd to add up to +3.

Character Creation 29
Motivations
All Characters have drives and goals, persons and causes they care about. You can choose [Passion]/5
Motivations that allow you to use the Determination skill to give you extra advantages in combat. You
also have extra resistance to being forced to work against your Motivations by mind control or
manipulation.
Some example Motivations:
• Helping others.
• Righting wrongs.
• Going where others fear to tread.
• Avenging slights.
• Amassing wealth.
• Protecting your liege (or another specific person).
• Doing your duty towards your organisation.
• Protecting your own life (whether fleeing or fighting).
• Practising a non-combat Skill you are passionate about (choose one).
• Opposing a certain individual or organisation.

Lethal Wounds
While losing Vitality might temporarily put you out of the fight, Lethal Wound loss can result in longer
term injuries, disability, or even death. You lose one Lethal Wound for each full [Mass]/2 (minimum 2)
points of Vitality you lose from an attack after armour is subtracted. In an exception to the normal
rule of always rounding up, Lethal Wounds caused due to Vitality loss is rounded down. (For
example, a character with Mass 11 takes no Lethal Wounds from a 5 Damage attack,1 Lethal Wound
from a 6-10 Damage attack and 2 Lethal Wounds from an 11 Damage attack.
Humanoid Characters have the following Hit Locations, each with their own pool of Lethal Wounds and
effects when reduced to 0 Lethal Wounds or below:
Damage from most attacks is inflicted on the Chest location, but if an attacker rolls well they may
choose to inflict Damage on a randomly rolled upper or lower body location, or choose a location. Your
Main Arm is the one you favour for using a weapon and your off arm is the one favoured for using a
shield.

Location Total Lethal Wounds While at 0 Lethal Wounds or less:


Head ([Physique]/2)-1 Unconsciousness. Vital location.
Main Arm ([Physique]/2)-1 Cannot use Main Arm, dropping items held. -2 to all
blocks and attacks due to being off balance. No two-
handed weapons may be used.
Off Arm ([Physique]/2)-1 Cannot use off arm, dropping items held. -2 to all
blocks and attacks due to being off balance. No two-
handed weapons may be used.
Torso [Physique] Unconsciousness. Vital location.
Legs [Physique]/2 Character is prone. Double movement Speed costs.
Sprinting now impossible.

30 Character Creation
Size
A creatures physical Size, relative to a human (which is Size 0). Size is measured by a creatures longest
dimension (e.g. length for quadrupeds, height for bipeds), each point of larger Size indicating twice the
longest dimension, and every point lower indicating half the length. Size affects your Hand to Hand,
Stealth, Dodge and Block.
Size Modifiers:
For smaller Characters, apply -2 to Hand to Hand, -2 to Block and +2 to Dodge per point of Size below 0.
There is also a +([Size] x [Size]) bonus to Stealth when Size is below 0.
For larger Characters, apply a ([Mass]x[Size]) bonus to Vitality, -2 to Dodge rolls, +4 to Hand to Hand,
+2 towards the Knock Down and Stun Finesse Effects with appropriate attacks, and +4 to the Successes
required to Stun, Knock Back, Knock Out, Disable Arm/Leg or Trip the Character per point of Size above
0. There is also a ([Size] x [Size]) penalty to Stealth.
Size cannot be modified with CCPs.

Size Modifiers
Size Block HtH Dodge Stealth Vitality Knock Back and Extra Successes to Stun, Knock Back,
Heavy Stun bonus Knock Out, Disable Limb, or Trip
1 0 +4 -2 -1 +[Mass] +2 +4
0 0 0 0 0 0 0
-1 -2 -2 +2 +1 0 0
Size Category Guidelines
Size -4 -3 -2 -1 0 1 24 3
Longest 6.25- 12.5- 25- 16-
0.5-1m 1-2m 2-4m 4-8m 8-16m
dimension 12.5cm 25cm 50cm 32m
Weight 12.5kg 100kg 800kg

Experience Points
Through your experiences and adventures you can learn new Skills and refine old ones. This is
represented through experience points or XPs.
XP is spent exactly the same way as CCPs were at Character creation, with the exception that XP can
also be used to increase Derived Statistics, costing the current level in XP (e.g. it costs 8 XP to go from
an 8 to a 9).
Any CCPs not spent at Character Creation become XP to spend later. If you try to use this XP to increase
Derived Stats or raise Primary Stats beyond starting maximums, the SotFS team accepts no liability for
what your GM may do to you.

How heavy is my character? How far and fast can they run? What is their IQ?
The following formulae should give you an approximate idea for a Size 0 humanoid
Character:
• Weight = ([Mass]x12) – [Physique]kg
• Long distance running speed= [Physique] +(2x[Athletics Finesse]) km/hr
• IQ = 40 + [Int]x10

Character Creation 31
Rules

32 Rules
Skill Checks
Everything that you do in Secret of the Fading Suns that cannot simply be narrated is determined by a
Skill Check of some form or another.

How to Make Skill Checks


Before touching the dice, the GM and player should determine what Skill is necessary - and if there are
any bonuses and/or penalties. Then they need to decide if the Character is Stressed or not.

Being Stressed
You are considered Stressed if you are in mortal peril, suffering from some drawback like drug
withdrawal, or under the effects of a Condition (e.g. you have been poisoned, or set on fire). Any rolls in
combat are always considered Stressed, as are all rolls to activate Occult Powers. Whether or not you
are Stressed determines how you make Skill Checks.
Unstressed Skill Checks
Finesse Effective Roll
Unstressed Skill Checks – Skill [Statistic] None 0
+ [Aptitude] + [Practice] + 2x[Finesse] Basic 2
Unstressed Skill Checks are made by adding the character's skill Advanced 4
[Statistic] + [Aptitude] + [Practice] + 2x[Finesse] with any Expert 6
bonuses or penalties. There is no die roll. You may only roll if you
use the Inspiration Battle Art. This avoids skilled characters Elite 8
having to roll for tasks that are trivial for them. Legendary 10

Stressed Skill Checks – Skill [Statistic] + [Aptitude] + [Practice] +


1d10
Stressed Skill Checks are made by adding the character's skill [Statistic] + [Aptitude] + [Practice] and
a 1d10, together with any bonuses or penalties. This number is then compared to the target difficulty or,
in the case of an Opposed Roll, the roll of the character opposing the action. In both cases, if the
number is equal or higher, then the character attempting the action succeeds. The action fails if the
difficulty or opposing roll is higher. On a roll of a natural 1, the character automatically fails (see
Critical Failure below).

Critical Failure
Normally, if a character rolls a natural 1 on the die then they have suffered a Critical Failure. The
Character automatically fails the task, and may suffer extra penalties or ill effects. Blessings and Curses
from Occult Powers may change when Automatic Failure occur for a given character. If the roll is an
Opposed Roll, they are considered to a have rolled a zero to determine their opponent's Successes, and
their opponent automatically succeeds (with at least 0 Successes). In the case of both characters
Critically Failing, the initiator (e.g. the attacker) is considered to have failed and rolled a 0, while their
opponent (e.g. the defender) succeeds with 0 Successes.

Successes
If a Character equals or exceeds the required difficulty, they have succeeded - but it is possible for them
to do more than simply succeed. For each point they beat the difficulty by, they receive a Success which
can be spent to achieve Finesse Effects. Finesse Effects are normally described in the Skill, attack, or
defence description. These Finesse Effects are chosen by the Character, with each removing their cost
from the pool of Successes, and can be applied in any order. By default for non-combat Skills, 5
Successes can be spent for a Superior Success, which means the tasks is accomplished unusually well
or in half the normal time (the player's choice). If they have 10 Successes, they can choose both effects.

Rules 33
Opposed Rolls
Opposed Rolls are Stressed Skill Checks where two characters are competing, for example, someone
trying to sneak past a guard's Awareness using Stealth or an attack being opposed with a defence like
Block or Dodge. With Opposed Rolls, the person who gets the higher check succeeds. In the event of a
tie, the character who initiated the action wins. If an Opposed Roll is for something that has no initiator
(e.g. a race), a tie usually results in an actual tie.

Fate Rolls – Unmodified Rolls


Fate Rolls are always Stressed. These are rolls which determine a character's development, such as
rolls on the Affliction table, to lose Hubris, resist incompatibility, and during symbiot conversion. Fate
rolls cannot be modified with Speed, Wyrd, Resolve or Focus points, but bonuses from items and Occult
Powers do apply.

Time and Scenes


In the Secret of the Fading Suns, time is measured with the holy Urth calender. Conveniently for players,
this is identical to the Gregorian calender used in most places in the 21 st century. This means that years
are 365 days (except on leap years), days are 24 hours long, and so on. All effects and abilities refer to
Urth years, days and so on unless otherwise noted.

Scene
The one major exception to the above is the flexible length of time called the Scene. A Scene is used
generally to refer to an amount of time where Characters may be performing Skill checks and actions
before moving onto another Scene. It can be a combat, a conversation, or something more transitional
like a chase scene.
If an Occult Power or other ability has a duration of Scene, it will last at least a number of minutes equal
to the Character's relevant Aptitude. Gamemaster's are encouraged to be a little more flexible with
Scene length durations, however, and only bring them up to increase drama, not reduce it.

Stacking and Overlapping


When a power, item or ability 'stacks' this refers to a second
application of an item or ability having the same effect and adding
to whatever the original effect was.
If an ability does not stack, it instead overlaps, and only the most
powerful application of the ability applies.

Unspecified Statistics, Aptitudes or Skills.


Some equipment, Battle Arts or Occult Powers may reference a Skill, Aptitude or
Statistic. If it is not specified, you should assume that the Skill, Aptitude or Statistic
being referenced is the one that the Battle Art, Occult Power or piece of equipment
generally uses. If the Battle Art, Occult Power, or Equipment allows you to use it in
more than one way, assume it is referring to the Skill, Aptitude or Statistic that you
are actually using in the given moment.
For example, the Trick Strike Battle Art gives a Skill [Finesse] Set Up bonus, If you
are using it with a dagger, the Skill Finesse used is your Mêlée:Short Finesse.

34 Rules
Combat Rules
Once combat begins, characters will naturally all want to act as quickly as possible to dispatch or
perhaps simply escape their enemies. To allow them all to act, the GM moves the game into Combat
Time.
Combat Time is divided into Rounds, with players acting in order of Initiative. Each Round is 6
seconds long, but the amount a character can accomplish in a Round is determined by their Speed.

Initiative
Before the start of the first Round, everyone needs to determine their Initiatives. If there is no ambush,
the roll is 1d10+[Reaction]+any Initiative bonuses. These rolls may also be modified by the Steady Hand
or Inspiration Personality Battle Arts.
A list is made of all Initiatives, and you play out your turns in that order. If any Initiatives are the same,
the character with the highest [Perception] acts first, or [Passion] if the [Perception] stats are the same.
If anyone is still tied, randomly determine who goes first.
Provided you are aware of the attack, you may always use defensive actions, such as block and dodge,
even when it is not your Turn.

Rules 35
Ambushes
Some defenders may be surprised by their attackers and unable to react fully in the first round of
combat. Characters can be ambushed by hidden opponents or tricked into believing an enemy is really a
friend through the use of the Stealth or Connive skills.
When attempting an Ambush, all the ambushers each roll Stealth or Connive, and the lowest Stealth or
Connive result is used. This is opposed by the defenders using either Awareness to oppose Stealth or
Intuit to oppose Connive in order to detect such ruses. If the defenders are on guard, they should use
their active Awareness or Intuit skill, otherwise they should use their passive values as determined by
their Finesse level. See the Awareness and Intuit skills for details.
If between them the attackers are using both Stealth and Connive, then each particular defender only
needs to succeed either the Awareness or Intuit roll to avoid being Surprised.
If the defender wins, then the Ambush is a failure and Initiative is resolved normally. If the rolls are
equal or the ambushers win, then the character is considered Surprised.

Surprised
Surprised characters do not roll Initiative and instead get an Initiative value as if they had rolled a zero.
These characters cannot receive a higher Initiative result than the point in the turn order when they are
first aware of the danger. They cannot use an Active or Passive Defence until they notice danger, and so
they must rely on their Fate Defence. Normally an attack by any concealed character is enough to alert
them that something is afoot without the need for another Awareness or Intuit roll, although certain
silent or suppressed weapons attacking targets out of their view may call for another Awareness check.
Defenders that avoid being Surprised do not automatically notice all hostile characters, and may be
subject to Concealed Attacks.

Concealed Attacks
Concealed attacks occur when characters are already in combat and are assumed to be taking defensive
measures. A character may attempt to attack another while pretending to be friendly, with a concealed
weapon, or from an unexpected direction. In these circumstances, roll an opposed Stealth or Connive
roll (as appropriate) against the defender's Awareness or Intuit. If the attacker wins, the defender may
not attempt an active defence but is not considered Surprised.

Three-way Ambushes
If a third party is ambushing two other parties who are already in battle, they may choose any desired
moment in the turn sequence to attack by Delaying (see Delaying, below). Remember: Delaying does
not allow the ambusher to interrupt a turn. If the ambushers wish to interrupt turns, they must use a
suitable Readied Action (see Readied Actions, below).

Speed
The amount a character can accomplish in a Round is determined by their Speed. Actions are paid for
from a pool of Speed points which refresh each Round. Each action or Skill use has a Speed cost. By
default, using a non-combat Skill in combat costs 6 Speed, or 3 Speed with 5 Successes.

Rounds, Phases and Turns


A Round is one unit of combat time in which the Characters' use one full lot of Speed points. One pass
through the Initiative order is called a Phase, and there may be several of these within a Round as
Characters spend portions of their Speed to accomplish actions. Within a Phase, Characters take their
Turns in Initiative order.

36 Rules
Rounds
The first Round begins after Initiative is determined at the beginning of combat. A Round ends and the
next one begins after the special Recovery Phase. At the beginning of every Round, Speed points are
refilled to their maximum and a new Phase begins. The final Round ends when Combat Time is over. This
is usually dictated by the GM, but is typically when no-one wishes to take any more combat actions.

Phases
The first Phase occurs after Speed is (re)filled at the beginning of a Round. During a Phase, Characters
each take a Turn to spend their Speed. Without special abilities like the Leadership Skill, Characters
only every take one Turn per Phase. The order of these Turns is from the highest Initiative to the
lowest, as determined at the beginning of combat. Once everyone has had a Turn, the Phase ends and a
new one begins and Characters pass through the Initiative order again to use more of their Speed. This
process of new Phases continues until all Characters are unable or unwilling to spend Speed in their
Turn. Once this happens, everyone enters the Recovery Phase.

Recovery Phase
This special final Phase of the Round allows you to spend any excess Speed on Recovery or Boosting
Initiative. If conflicts arise, Characters do this in Initiative order.

Recovery
The Recovery action allows you to spend Speed or Wyrd to restore Vitality. It restores [Calm]/5 Vitality
per point of Speed or Wyrd spent. You do not need to be conscious to use the Recovery action.

Boosting Initiative
You may also spend Speed on Boosting Initiative. For every point of Speed spent on this action, your
Initiative is increased for all subsequent Rounds. You must be conscious to use Boost Initiative.

Turns
The first Turn occurs at the beginning of a Phase. On their Turn, Characters can do three things: spend
Speed on actions, choose to start Delaying, or Pass the Initiative.

Spending Speed
Characters may spend as much Speed as they have on actions on their Turn. If a character does not
want to act right now, they can spend 1 Speed to Delay and act later in the Round. See Delaying, below.
Actions can be started during one Turn and finished the next time the character has Speed available.
They are interrupted and the Speed is lost if the character performs any other action in the meantime
(such as a defence).
Some actions may give a character additional Speed or increase their Speed total. This additional Speed
is granted immediately and can extend the character's Turn.
If characters do not spend all their Speed, they can Pass to keep their Initiative, and use the remaining
Speed to defend or on actions in the next Phase (which may be the Recovery Phase).

Optional Rule: Limited Actions per Turn


Some players prefer to cycle around the table faster to impose realistic limits on what a Character
can do before another reacts. In order to do this, you can choose to end each Character's Turn after
either any individual action costing 3 or more Speed or any attack. The Character may make any
number of 2 or 1 Speed actions on their Turn before their 3+ action or attack ends their Turn. This
limits Characters to 1 attack per Round (unless using two- or multi-weapon fighting) and prevents
Characters from instantly moving away after making an attack.

Rules 37
Action Speed Costs
Speed Cost Weapon Actions
2 Draw or Change weapon, or Man weapon mount
3, 4, 5 Attack with a small, medium, or large weapon
+0,+2 Autofire bursts: Short Burst(+0) Long burst(+2)
+2 Autofire Spray
+2 Wind up (can be taken multiple times)
+3 Aim (can be used multiple times with a scope)
4 Reload (sometimes longer for certain weapons)

Speed Cost Movement Actions


1 Adjust: 2m
1 Lean, unlean round cover, crouch, or uncrouch
1 Open unlocked door
2 Stand up from prone
2 Jog
3 Dynamic movement: mounting/dismounting, jumping, diving, etc
4 Sprint

Speed Cost Recovery Actions


1 or 1 Wyrd Recovery
1 Boost Initiative by 1
6(3) Recover from a Condition (3 Speed with 5 Successes)

Speed Cost Miscellaneous Actions


0 (+4 Wyrd) Determination
1 Delay action (reduce Initiative)
4/6 Social attack: single/group
6(3) Leadership (3 Speed with 5 Successes)
6(3) Meditate (3 Speed with 5 Successes)
6(3) Oratory (3 Speed with 5 Successes)
6(3) Use non-combat Skill (3 Speed with 5 Successes)
6 Use an Occult Power
8/4/2/1/0 Actively Look & Clear Setup (Basic/Advanced/Expert/Elite/Legendary)

Speed Cost Defensive Actions


0+ Resist an occult power or poison
1+ Block 
2+ Dodge (you may also crouch or lean back into cover)
3+ Dive for cover
3 Inject medicine or drug into yourself or adjacent Character

Reducing Speed Costs


Many Skill Checks allow you to perform an action for less Speed if you get enough Successes on the
roll (e.g. for 5 Successes, reducing a 6 Speed action to 3). Even if you only have the lower quantity of
Speed, you may still make the roll. If you fail to gain the required Successes, the roll fails and you use
the higher quantity of Speed and complete the action the next time you have Speed available.

38 Rules
Delaying
Instead of acting on your Turn, you can spend 1 Speed to delay your Turn until a point in the Initiative
order that you specify. After delaying, your Turn ends similarly to if you had chosen to Pass. This can be
immediately before or immediately after a particular character. Delaying like this causes your Initiative
to drop to the same numerical value as, but immediately before or after, the character you want to act
before or after (regardless of Acuity, Intelligence, or Passion). Your Initiative may be indicated with a +
or – to show this. For example, in delaying until just before a character at Initiative 10, you would have
Initiative 10+. This reduced Initiative is used in subsequent Rounds.
Delaying cannot be used to interrupt another Character's Turn.
If multiple characters wish to Delay their Phase to the same point in time, they act in order of the
Initiative they had before Delaying.
Characters cannot delay from one Round into a new Round.

Pass
You may Pass the Initiative to end your Turn and allow the next character in the Initiative order to act,
or to end the Phase if you are last in the Initiative order. You may Pass before or after spending Speed.
If you have no Speed remaining, you may no longer act and must Pass the Initiative.

Actions Outside of Turn Order


Some actions may be taken outside of the Turn order. These include defensive actions (which are only
allowed if there is an attack on the character) and Counter-attacks (which are allowed if a character gets
enough Successes on a defensive action). After such an action, the character whose Turn it is is free to
continue their Turn. There is no change to the Initiative order.
Some defences (Such as Blocking or Dodging) require Speed, but all other reactive rolls, such as
resisting poison, noticing a concealed attacker using a silent weapon, or resisting an Occult attack, do
not. Though the defender may spend Speed to boost resisting Occult Powers, none is actually required
to roll the defence.

Readied Actions
Readied actions are actions that can be held and used to pre-empt or interrupt other actions or events in
the Turn order.
To Ready an action, you pay the normal Speed cost for the action and then specify what will Trigger the
action. The Readied action is held until the Trigger occurs, but it is cancelled if you perform another
action (such as a dodge) or at the start your first Turn of the next Round. If either of the latter two occur,
the Readied action is lost and the Speed is not refunded.
If the Trigger occurs (e.g. a person breaks in the door of the inn room) you may take your pre-specified
Readied action (e.g. to brain them with your chamber pot). This interrupts their action and moves your
Initiative to immediately before the triggering Character's. After taking your Readied action, your Turn
immediately ends, and so you are not able to act again this Phase. The Triggering Character regains
Initiative. If their action was pre-empted (such as reaching for their weapon) then they may choose to
complete it or spend Speed on other actions. If their action was interrupted (such as when moving into a
field of fire) they can continue with it or not, but in either case that Speed is spent.
Readied attacks with ranged weapons cover a target area with a radius equal to weapon Skill
[Finesse]x2m. Mêlée attacks cannot include any movement in the Readied action, so they can only be
used on targets that are adjacent to you at the time the attack is made. It is possible to take both
complex and subjective Readied actions: for example, a sniper could Ready an action to shoot anyone
trying to make a Mêlée attack against his baron – so for this, the covered area moves with the baron.
If two or more Characters have Readied actions that Trigger simultaneously, then the actions are
resolved in the Initiative order the characters had when declaring the Readied Actions.

Rules 39
Attacking Optional Rule: Mooks
The base Speed cost for attacks depends on the weapon used. Sometimes a GM may prefer to
Usually it is 3 for a weapon that uses the Mêlée: Short, Ranged: simplify the system for some less-
Small, or Unarmed Skills; 4 for weapons that use Mêlée: powerful characters (i.e. Mooks)
Medium or Ranged: Medium; or 5 for Mêlée: Long, Ranged: when tracking their detailed status
Heavy, or Ranged: Fixed. Some weapons or Battle Arts are would only slow down the game.
exceptions to this and are noted as such in their descriptions. These characters have no Speed total.
Attacking in the Secrets of the Fading Suns is normally an Instead, they may make a 2 Speed
Opposed Roll between the attacker's weapon Skill and the move and then one 3+ Speed attack
defender's chosen defensive Skill. or action on their first Turn of the
Round. They then Pass for the rest of
First, both attacker and defender must commit to their actions the Round. They never use Speed to
and the resources they wish to expend (remember the defender add to their attacks (for example
can use Actions Outside of Turn Order to defend, see above). using Aim or Wind Up). Mooks may
Some Battle Arts allow special effects that require additional defend actively once per Round, but
Speed be spent on an attack. For Example the Trick Strike never spend Speed or Wyrd on their
Battle Art provides Set Up if +2 Speed is spent on an attack. defences.
This extra Speed is spent as part of one single action with the To simplify battle against weak
attack and must be declared before the attack roll is made. opponents, Mooks are armoured on
After the attacker has declared which weapon they are using to all locations separately, but any
attack, which Battle Arts they are using, and any Wyrd, Lethal Wounds are transferred to
Resolve, or Focus points they are spending to augment the their Torso location. If the attack
attack, the defender declares their defensive actions, including would have reduced the location
the Speed, Wyrd, Resolve, Focus points, and Battle Arts they struck to zero Lethal Wounds in one
are using to defend. Once the defender has declared their hit, the Mook also suffers the
defences, the attacker then rolls and the defender uses their penalties for losing that location.
Active or Passive Defence value, depending on how they chose. Mooks never recover Vitality. GMs are
encouraged to give mooks low Mass
Regardless of what the defender chose, the attacker must scores of 3 or 5 in order to enable
also beat the defender's Fate Defence to hit. See them to be quickly dispatched.
Defending, below.
The results are then compared, with the higher number succeeding as with other Opposed Rolls.
As with all contested rolls, the character initiating the action (the attacker) wins ties. This results in a hit
with 0 Successes, and Base Damage with the weapon is inflicted as described below in Taking Damage.
For example, if John attacks the militia sentry after the party's diplomacy went badly wrong and the
guard drew his sword. John is using a Longsword and so attacks with his Mêlée: Medium skill of 16
(total of [Reaction]+[Physical]+[Mêlée: Medium]) vs the sentry's Dodge of 14 (total of [Physique]+
[Physical]+[Athletics]). They each roll a 1d10 and add the number to their Skill totals. John rolls a 3 for a
total of 19 and the sentry rolls a 4 for a total of 18; John wins and hits his opponent.

Range Increments
Some weapons have a range longer than their length; these are typically Ranged or Thrown Weapons,
but may also include other things like certain Occult Attacks. Attacks that can be used at range have a
Range Increment associated with them, measured in metres. This should not be confused with the range
(length) of a Mêlée weapon. For each full range increment of distance there is between an attacker and
their target, the attacker receives a -1 to their attack roll. E.g., with a range increment of 10m, you have
no penalty at 9m and below, -1 for 10 to 19m, -2 for 20 to 29m, etc.

Resolving Attacks
Once the outcome is known, Successes are calculated and the defender may choose to use the
Intervention Faith-based Battle Art (if they have it) to force a re-roll. Activation of effects like energy
shields and Armour of the Pancreator are determined by the effects of the attack and so occur after the
attacker chooses what Finesse effects (if any) to apply.

40 Rules
Finesse Effects
When the roll is a not a tie, either the attacker or defender will have Successes to spend to augment
their successful action. These are spent on various Finesse Effects. For the attacker, these can be to
increase the damage of the weapon, increase its armour penetration (ap), choose which locations on the
target are hit, or to produce a number of special effects depending on the weapon's damage type and
the special rules for the weapon or Battle Arts they are using. See the table for more details.
Area of effect attacks (such as blasts from Autofire sprays and weapons with the Explosive Blast tag)
have the damage type “Blast” and Finesse Effects are not possible with them except when specified by
certain Battle Arts. For example, the Spray Specialist Battle Art allows an attacker to inflict extra hits if
they achieve enough Successes.
Autofire attacks also have their own Damage Type and allow only a restricted set of Finesse Effects as
well as a special “extra hit” Finesse Effect. Rules for different types of autofire and their restrictions are
detailed in Autofire Attacks below.
Other weapons normally have one Damage Type specified in their description. Ranged Weapons always
have the Ranged Damage Type unless specified otherwise. If a Ranged Weapon has another Damage
Type, they lose the Ranged Damage Type.
When the defender rolls higher than the attacker, the attack is a miss - but the story is not over. If the
defending character is in the right position, they have the opportunity to perform a number of defensive
Finesse Effects. See Defending below for more details.
Example:
Continuing the above example, John got 1 Success in his attack vs the sentry (19 minus 18). While it was
a successful hit, John didn't achieve many Successes, and can only afford to increase the Damage of his
attack by +1. If he had rolled an 8 he would have achieved 6 Successes; this opens up many other
options. He could choose to increase the ap of his attack to better overcome the sentry's chain mail
armour, however as John's Longsword is an edged weapon, and the party doesn't want to kill one of the
local lord's guards, John would likely opt to forgo Damage and use the 6 Successes to Disarm his foe.
If John didn't roll high enough to disarm the sentry (as was the case) he could choose to forgo the
Successes and pull the blow, thereby ensuring that the guard takes no damage. For more on dealing
damage see the mêlée section of the Taking Damage rules.
Offensive Finesse Effects can be applied in any order chosen by the person making the rolls.

Weapon Finesse Effects


All the weapon Finesse Effects are listed below with their Success costs. Note that some weapon and
Battle Art special rules can alter the costs of certain Finesse Effects. Many weapon Finesse Effects also
require the attack to inflict at least 1 Lethal Wound in order to be effective (it's hard to impale someone
without even penetrating their armour). The effects with this requirement are denoted (LW).

Bleeding Strike (LW, 6/10 Successes) Blowthrough (LW, 6+ Successes)


The target must suffer at least 1 Lethal Wound in The target must suffer at least 1 Lethal Wound in
order to use this Finesse Effect. This causes order to use this Finesse Effect. The attack strikes
Vitality loss from bleeding equivalent to 1 Lethal the next target in line for Base Damage. This new
Wound per Round. With 10 Successes it instead target must be within one range increment of the
causes Vitality loss equal to 2 Lethal Wounds per previous one. The new target does not get to
Round. This effect can be removed with an defend, however the original attack roll must have
Advanced difficulty Heal check or any Occult been at least equal to the new target's Passive
healing applied to the victim. Defence. This effect can be used multiple times,
hitting the next target in line each time, provided
it is purchased for each additional target after
Blind (8 Successes)
making the initial attack roll.
The attack inflicts the Blind Condition, and this
attack does half damage (before armour is
subtracted) to the target's head location.

Rules 41
Universal Attack Finesse Effects
Success
Cost Effect
1 +1 Damage
3 +1 ap
Show Off: You gain a free Social Attack against a target in sight. Attacks
4, 6 which do not cause Damage cost 4 Successes, and those that do cause
Damage cost 6 Successes. This cost is reduced by your [Perform] Finesse.
Choose Hit Location: upper/lower body, non-head, head. 
Roll on either upper or lower body Hit Location table (attackers choice).
4
May be chosen for short burst Autofire attacks.
6, 10 Target any non-Head location, for +4 Successes double Lethal Wounds
8, 14 Target the Head location, for +6 Successes double Lethal Wounds
2 Target mount or rider
Autofire Burst Only
Autofire attacks may not choose other Finesse Effects unless noted.
Add one extra hit doing an additional Base Damage/2 Damage to an
2, 3 Autofire spray attack. Costs 2 Successes for a short burst, 3 Successes for
a long burst.
Weapon Type Finesse Effects
Blunt Edged
6 Basic Trip 6 (LW) Basic Slash
6, 10 Basic Stun 6 Advanced Trip
6, 10 Advanced Knock Back 6, 10 Advanced Disarm
6, 10 Advanced Disarm 8 Advanced Blind
8 (LW) Advanced Disable Arm/Leg 6, 10 (LW) Expert Bleeding Strike
10 (LW) Advanced Knock Out 6 Expert Destroy Weapon
6 Expert Destroy Weapon 6 Elite Destroy Armour
6+ Expert Destroy Armour
Piercing Ranged
Deathblow (projectile
6 (LW) Basic Impale 6, 10 (LW) Basic
weapons only)
Pin (dart, bolt, arrow,
6, 10 Basic Pin 6, 10 (LW) Advanced
thrown only)
6 Advanced Disarm 6+ (LW) Advanced Blowthrough
8 Advanced Blind 6, 10 Expert Disarm
6 (LW) Expert Destroy Weapon 6, 10 Expert Knock Back
6, 10 (LW) Expert Bleeding Strike 6 Expert Ricochet
6+ (LW) Expert Skewer 10 Expert Destroy Weapon
Unarmed All Blunt Finesse Effects, plus the option below
Start a Grapple: If there are Successes remaining on the initial roll.
4 Grappling Finesse Effects can be applied immediately. Does not cause
Damage.

(LW): Finesse Effects with LW in the cost column requires that the target suffers a
Lethal Wound from the attack in order to be selected.

42 Rules
Destroy Armour (6 Successes) Knock Out (LW, 10 Successes)
This attack reduces the location's armour value The target must have been going to suffer at least
(av) by 1, + 1 per 3 Successes. This cannot reduce 1 Lethal Wound from the attack in order to use
the av below 1, but Soak is reduced by half for this Finesse Effect. The attack does no damage but
every point the av would be reduced below 1. This the target's Head is disabled, rendering them
reduced armour is then used to calculate damage unconscious as if reduced 0 Lethal Wounds until
for this and all subsequent hits on this location. they receive an Expert difficulty Heal check.
Alternatively, you may burn out the target's energy
shield, but cause no damage. Pin (6/10 Successes)
This Finesse Effect does not work on vehicles. Pin a target location to a nearby object with your
weapon. The target must suffer at least 1 Lethal
Wound in order to use this Finesse Effect. If the
Destroy Weapon (10 Successes)
target location is a limb, the target may not use it.
This attack damages fragile weapons, such as They also can't dodge or move, but may block with
guns or hafted weapons like spears, rendering a free limb. To escape this Pin, the victim must roll
them unusable. This attack does not inflict an Advanced difficulty [Physique]+[Physical]+
damage. Normally, the weapon can be repaired. [Athletics] roll, which costs 8 Speed (or 4 Speed
with 5 Successes) and causes 1 Lethal Wound to
the location (and equivalent Vitality Damage)
Disable Arm/Leg (LW, 8 Successes)
unless they spend 5 Successes, even if they fail.
The target must have been going to suffer at least For 10 Successes on the Pin Finesse Effect, an
1 Lethal Wound from the attack in order to to use Expert success is required to escape the Pin.
this Finesse Effect. The attack does no damage but
the targeted limb is disabled, making it unable to
Ricochet (6 Successes)
be used as if it had 0 Lethal Wounds until it
receives an Expert difficulty Heal check. You may ignore cover for this attack (locations
behind walls can be hit normally).
Disarm (6/10 Successes)
Skewer (LW, 6+ Successes)
The target drops one weapon. For 10 Successes
the weapon can be seized by the attacker, or is As Blowthrough, but limited by the length of your
thrown 6m (+2m if the attacking weapon is bigger, mêlée weapon.
-2m if it is smaller).
Slash (LW, 6 Successes)
Grappling (4 Successes)
The target must suffer at least 1 Lethal Wound in
see the Grappling rules. order to use this Finesse Effect. It causes +3 extra
damage and inflicts the Pain Condition. This can
only be applied once per attack.
Impale (LW, 6 Successes)
The target must suffer at least 1 Lethal Wound to
Stun (6/10 Successes)
use this Finesse Effect. Add an extra +[HtH]
Damage (which does not count towards shield For each Lethal Wound that would be inflicted
activation) by twisting your weapon in the wound. before adjusting for armour, you reduce the
target's Initiative by 1. For 10 Successes, this
reduction is instead applied to the target's Speed.
Knock Back (6/10 Successes)
If more Speed would be subtracted than the target
The target moves 2m back and remains standing. has left, subtract the rest from their Speed at the
For 10 Successes, they are knocked back 1m for start of the next Round.
each Lethal Wound that would be inflicted before
adjusting for armour (min. 2m), and falls prone
Trip (6 Successes)
unless the target has Expert or higher Athletics.
Target is knocked prone. Standing up from prone
is a 2 Speed action.

Jousting and Involuntary Dismounts


Any effect which knocks a rider prone also dismounts them.

Rules 43
Throwing Someone Into
Special Attacks Someone Else
Finesse Effects like Knock Back and
Grappling Throw Opponent can allow you to hurl
You may start a Grapple with 4 Successes on an Unarmed your opponents into one another. The
attack, or 6 Successes on any block or dodge action. This second target can avoid all ill effects by
does not deal damage, but other grappling Finesse Effects Diving for Cover to leave the area.
may be applied immediately if you have the Successes. Once Otherwise, provided the hurled
in a Grapple, you can only move using Grapple Finesse character has a Size equal to or
Effects when you succeed an attack or block. Escaping from greater than the second target, the
a Grapple requires 4 Successes on any attack (using the second target is knocked prone unless
Takedown Finesse Effect), or on a block or dodge. they have Expert Athletics Finesse.

When in a Grapple, all attacks are allowed on the other


Characters in the grapple or outside it, but attacks other than Unarmed attacks cost double the normal
Speed. Non-Grappling Battle Arts cannot be used in a Grapple. In addition, your Grappling opponent can
block all attacks, even armed attacks or attacks against people outside the Grapple, with their Unarmed
Skill. If this is done when trying to attack targets outside the Grapple, use the highest defence result.
Defenders in a Grapple may not block with Mêlée Skills but are free to dodge opponents in the Grapple.
Characters in Grapples cannot dodge or block Characters outside the Grapple. If attacked from outside
the Grapple, Characters in a Grapple defend with the highest base dodge of all of them but a random
Character is hit if the attack is successful. 4 Successes are required to select which Character is struck.
Characters in a Grapple may dive for cover, but only if all choose to do so. This ends the Grapple and
then they choose the direction to dive as normal in Initiative order.
Grappling Finesse Effects
Success Cost Finesse Type
Effect
Break Lock/Hold – Ends a Lock or Strangle Hold.
2 - Att/Def
Does not free them from the Grapple. 
Move: Do no damage, but move the Grapple 1m,
+1m for every point higher the successful
2 - Att/Def
Character's [Mass] is than the other Character's
[Mass] (min 1).
Escape: Neither Character is considered Grappled
4 - Def
and both Characters end up standing.
Takedown: Throw the defender prone, ending the
4 - Att
Grapple.
Snatch Weapon: Seize a weapon and grab it ready
6 - Att/Def
to use. Penalties to disarm also apply to this action.
Throw Opponent: You throw your opponent 2m for
every point your [Mass] is higher than your
opponent's (min 2m). Unless the opponent has
6 - Att Expert Athletics, they land prone and take 1 damage
for every point your [Mass] is higher than theirs
(min 1). For 10 Successes add [HtH] to damage,
regardless of target's Finesse.
Strangle Hold: The victim takes their [Mass]/2 in
Vitality Damage per Round, +1 point for each point
6 Basic Att
higher your [Mass] is than theirs, until the hold is
broken. The victim can fight normally.
Lock: Cause -5 to attack and defence in grapple
6 Advanced Att
until the Lock is broken.

44 Rules
Grappling has its own set of Finesse Effects, which are listed in the Grappling Finesse Effects table.
These can be used by either participant in the grapple and can be used immediately on starting a
Grapple if the Character has enough Successes left over after starting the Grapple. Effects listed as Att
(attack) can only be used by a Character making an attack, while those listed as Def (defence) can only
be used by defenders. The Att/Def Finesse Effects can be used by either.

Autofire Attacks
There are three ways to use an Autofire weapon in SotFS: short bursts, long bursts and sprays.
Regardless of which type is used, there are some rules they all follow.
Each bullet that strikes a target subtracts a charge from energy shields and similar devices. The
activation threshold for an energy shield is determined by the Base Damage for the attack before extra
hits, if the Base Damage would pass under the energy shield then all hits pass under the shield. If the
shield runs out of charges before stopping all the hits, the remaining hits bypass the shield and are
affected by armour as normal.
If different ammunition types or weapons are being used in the same autofire attack, use the highest
damage for the initial damage and the lower Damage/2 for each extra hit. The lower ap value is used.
For ranged weapons use the largest range penalty.

Short Autofire Bursts


Short bursts cost the weapon's base Speed cost to fire. You can choose to target either the upper body or
lower body for 4 Successes or, if the target is mounted, the rider or mount for 2 Successes, but may not
use other Finesse Effects. 2 Successes adds an extra hit, doing Base Damage/2 additional Damage until
the weapon has hit with all shots from the burst (as indicated by the weapon's Rate of Fire).
When randomising Locations with either the upper or lower body Hit Location Tables, Hits are
randomised for each shot in the burst up to a maximum of 3. Use the armour value from the best
location struck (defender chooses). Allocate the damage as evenly as possible between locations. Do this
by rolling the locations (See Hit Locations, below) to determine what armour value applies, calculate
the Vitality and Lethal Wound damage and apply the greater number of Lethal Wounds with a priority to
the locations struck first. For example, if 11 Lethal Wounds are inflicted, 4 are inflicted on the first two
locations, and 3 on the last one rolled.

Long Autofire Bursts


Long autofire bursts cost the base weapon's Speed cost +2 to fire, but you gain a +2 bonus to hit from
the sheer volume of fire. You cannot choose a target location at all with long bursts, and 3 Successes
gives an extra hit doing Base Damage/2 additional damage, until the weapon has hit with all shots from
the burst (indicated by the second number in the weapon’s Rate of Fire). With Battle Arts that allow the
targeting of the upper or lower body, the hits are allocated as with short bursts, and armour is treated in
the same way. A maximum of 3 locations are randomised.

Autofire Spray
Autofire sprays cost the weapon's base Speed cost +2 for a spray covering a 2x[Finesse] metre (min.
2m) radius. This uses the long burst Rate of Fire. Sprays can only be used within one range increment
for most weapons, although weapons with the Machine Gun property can spray at any range. All
characters within the area are hit for Base Damage if the attack roll is lower than their dodge. This
attack can never hit more targets than the weapon has Rate of Fire (targets with higher dodge rolls are
missed first). Dive for Cover may be used and allows characters to place themselves in cover or outside
the radius, which negates the attack. If diving does not negate the attack they gain the benefits of a
dodge roll.

Explosive Blast (Ex) Attacks


Some weapons have a blast radius. These weapons target areas rather than specific characters. An
attack roll succeeds if you roll an Advanced difficulty check. Putting shots over walls, through windows

Rules 45
or arrow slits requires 4, 6, or 8 Successes on top of this, respectively.
If successful, the projectile lands exactly where you intended. If the shot fails to make Advanced
difficulty, or a 1 is rolled, the projectile lands at a point 2m+(2m per point the attack roll was below the
target number) in a random direction. When a 1 is rolled use the base attack bonus of the ranged skill
(do not add the die number to your skill).
If you are trying to put a blast weapon through a door or window, a failed shot will likely cause the
projectile to strike the near side of the obstacle, affecting those on the near side of the attacker.
However, GMs should use some discretion with this.
Blast weapons inflict three hits as if they were an Autofire attack. There is no extra damage from the two
extra hits, as it is already included in the weapon profile. Other than this they are treated the same way
as an Autofire attack with 3 hits.
No Finesse Effects can be applied to damage with blast weapons, and defending characters may choose
to use the Dive for Cover action to reduce or avoid the effects.
For targets using their Passive Defence, if the attack roll for the blast weapon is below the target's base
dodge, then reduce the number of hits inflicted on the target to 2, and the damage accordingly.
Thrown grenades may also be blocked with a mêlée weapon, shield, or the Unarmed skill if they land
within 2m of a character. On a successful block, the grenade can be deflected 1 metre by the character
in a direction of their choosing. For each additional Success spent, the grenade can be deflected an
extra metre.

Set Up
Set Up points apply single-use penalties to an opponent's defence against you. The are granted by
certain actions, weapons, and Battle Arts. They represent the target being put at a disadvantage. If a
character makes an attack on a target they have any Set Up points against, they must use them
immediately. This applies even if they would not derive any benefit from the points, e.g. if attacking a
helpless defender who is solely using their Fate Defence, and so cannot suffer defence penalties.
Set Up points do not carry over from one combat to another.
A character may clear Set-Up points held against them by taking the active look action (see P. 72).

Defending

Active and Passive Defence


Using an Active Defence allows dice to be rolled when blocking or dodging. This costs Speed, and
requires that the defender is aware of the attacker.
When the defender cannot actively defend, or prefers not to spend the required Speed, they use only
their base block or dodge value to determine the Success of an attack made against them. This is known
as their Passive Defence. An attacker must still beat or equal the defender's Fate Defence ([Faith]+5).

Blocking
Blocking can be used against attacks from any mêlée weapon (including thrown weapons), using any
mêlée weapon or shield, and using the appropriate Mêlée Skill. Unarmed attacks can be blocked with
the Unarmed Skill. Ranged weapons can also be blocked if the attacker is within 2m or the reach of the
defender's mêlée weapon, whichever is higher. An active block costs 1 Speed, and each additional point
of Speed spent increases the defence roll by one.
Shields and some Mêlée weapons provide bonuses when blocking. These bonuses cannot be combined,
but the defender can choose which they want to apply before rolling. Ranged weapons cannot be
blocked except by Tower Shields and some special powers.

46 Rules
Shield Block
Physical shields used to block with an Active Defence count as a Shield Block, and add their armour
value to all locations if the block is unsuccessful. In addition, if the defender has Advanced or higher
Finesse, they may have special effects based on the type of shield. A shield never reduces Lethal Wounds
loss by high av.

Dodging
Dodging can be used against any attack, except area of effect attacks like those using Explosive Blast
weapons. Dodging uses the Athletics skill. An active dodge costs 2 Speed, and each additional point
spent adds 1 to the final defence value. Standard physical shields may also be used with an active dodge.
The defender can also crouch or lean behind cover as part of a dodge, and this doesn't cost extra Speed.

Prone Defenders
Prone defenders may actively block and dodge but are at -5 to defend against Mêlée attacks, or ranged
attacks within 4m.
Ranged attacks against prone defenders suffer no penalty. However, lying prone does protect some
locations. In general, someone lying prone and facing the attacker is exposing only their upper body.
Lower body locations cannot be chosen, and if no location is chosen, roll a die for each hit and negate it
if it comes up 6-10.
Defenders may dive for cover when prone, but they only move half the the normal distance ([Finesse]/2
metres). Getting up from prone costs 2 Speed.

Fate Defence
Regardless of whether an Active or Passive Defence is used, the attacker's roll must always at least
equal the defender's unmodified [Faith] + 5 to hit. This is known as the character's Fate Defence.

Automatic Hits
If an Active Defence is used, the attacker always hits if the defender rolls a Critical Failure. If no Active
Defence is used and the attacker rolls the maximum possible number on the attack die, the attack is an
automatic hit. In both cases, the attacker inflicts Base Damage with 0 Successes if the attack roll is
lower than the defender's Passive Defence, and gains Successes as normal if the attack roll is higher.
Regardless of automatic hits, the attacker must still beat the defender's Fate Defence to hit.

Special Defence Actions


In addition to just blocking or dodging attacks to avoid damage, defenders can react in a large variety of
ways. For example, they can duck back into cover or hurl themselves out of the line of fire to avoid
follow-up shots. If they are sufficiently skilled they may also be able to use defensive Finesse Effects to
turn the tables on their assailants.

Ducking into Cover (Dodge Action)


If a defender is leaning out from cover, they may duck back in as part of an Active dodge. They may also
use this to duck behind a wall they are standing behind. This ducking or leaning does not cost extra
Speed (it is considered part of the dodge action). This does not allow the defender to move any distance
in order to reach cover. Defenders in cover expose only their upper body. See the cover rules in Taking
Damage for specifics.

Dive for Cover Action


This action allows defenders to move as part of their defence. Diving for Cover costs 3 Speed and can be
used versus Blast, Ranged, Mêlée, and Autofire spray attacks. When Diving for Cover the defender is

Rules 47
allowed to move 1 metre per point of Athletics Finesse. The defender ends up prone after this movement
unless they have at least Expert Athletics Finesse.
For Explosive Blast or Autofire spray weapons, this movement occurs before the attack is resolved,
potentially allowing the defender to leave the affected area and negate the attack's effects on them.
Even if the defender fails to leave the area of effect using the Dive for Cover action, they reduce the
number of hits on them to 1 without a roll. This reduces damage by 50% (as if they had evaded all but
one hit from a three shot burst).
When using Dive for Cover against a normal Ranged or Mêlée Weapon attack, the defender uses the
movement after the attack is resolved, but gains a free Dodge Roll to attempt to defend themselves.

Diving into Harm's Way (“Look out! Noooooooooooo!'')


A Character may dodge into the way of an attack to protect another Character if they are within
Athletics [Finesse] metres of either the attacker or defender by spending 3 Speed. If they match or beat
the attack roll with their dodge roll, they successfully get in the way and take Base Damage. If they
succeed by 6 Successes, and the defender agrees, they can choose to push the defender out of the way
and neither Character is hurt. However, both characters become prone.

Surprise Attacks, Ambushes, and Helpless Defenders


An unfortunate victim may find themselves surprised, ambushed, or even pinned to a wall and unable to
move, making them particularly vulnerable to a ruthless attacker.
If a character is unconscious, unable to move, or Surprised then they may only defend with their Fate
Defence ([Faith]+5) plus any Wyrd their player wishes to spend. An unaware defender can make an
active Awareness roll against the attacker's Stealth which can negate the benefits of surprise, and allow
an Active Defence. This is not an option for immobile or unconscious characters.
Completely unaware defenders who are attacked by a bomb or who trigger a mine may dive for cover,
but reduce their Athletics Finesse level by 1. Helpless defenders cannot Dive for Cover. In general,
mortars, rocket launchers, and grenade launchers are too loud and slow to catch enemies by surprise.
Defenders who are in combat but are not aware of the specific attacker are not considered Surprised
and instead are subject to the rules for concealed attacks.
Unconscious defenders are normally prone and therefore receive a -5 penalty defence against Mêlée
attack rolls. When attacked by Ranged Weapons, being prone can grant cover at ranges over 4m (see
Prone Defenders, above).
Being attacked by an opponent automatically reveals their existence (if not location) to the defender and
normally all others within range, and so normally only the first attack made by the first attacker counts
as a surprise attack. This includes special attacks like two weapon fighting – only the first attack of the
pair counts.

Defensive Finesse Effects


If a defender beats their attacker's roll, they may gain Successes which may be spent on defensive
Finesse Effects. Some defensive Finesse Effects may not be available if the attacker is too far away. For
example, you cannot start a grapple or trip an attacker who is out of reach. Misdirect Attack is a special
case where only either the attacker or the redirected target need be in reach.
Counter Attacks must be with Mêlée or Unarmed (not thrown) attacks. These attacks are base attacks
with the weapon in question and no additional Speed or Wyrd can be spent to augment them. Counter
attacks may themselves be counter-attacked.

48 Rules
Taking Damage
Once Finesse Effects are selected, it is time to see how much the victims of the attack have been hurt.
Defence Finesse Costs
Dodge May be used against Mêlée and ranged attacks.
6 Basic Defensive Leap: Move 1m per point of Finesse.
Trip: As the weapon Finesse Effect. (Only if within 2m, or 4m if
6 Advanced
attacked with a Mêlée weapon with a 4m Range).
6 Advanced Start Grapple: Only if within 2m. As the Weapon Finesse Effect.
6 Advanced Misdirect Attack: Do Base Damage to a target within 2m of you.
Disarm: As the weapon Finesse Effect. (Only if within 2m, or 4m if
6 Expert
attacked with a Mêlée weapon with a 4m Range).
Block May be used if attacked with Mêlée weapon or an attacker within 2m.
2 - Set Up: +1 to your next attack against this enemy.
6 - Counter Attack: Free Melee or Unarmed attack.
6 Advanced Start Grapple: Only if within 2m. As the Weapon Finesse Effect.
Disarm: Only if attacker within 2m or attacked by reach weapon.
6, 10 Expert
As the Weapon Finesse Effect.
Deflect Grenade: You deflect a grenade 1+1m per Success in a
6+ -
direction of your choosing. This Block roll is new attack roll.
Vitality
Vitality is a representation of how badly winded and off-balance a character is. It is non-lethal damage
that can be recovered relativity swiftly by taking a break in combat. Vitality is a function of a Character's
physical fitness, resilience, and will to keep fighting, so it is calculated from a Character's
([Mass]x[Willpower])/2 + [Physique]. Characters can regenerate Vitality during combat using a Recovery
action on their turn or in the Recovery Phase.
After armour is removed, Damage is subtracted one for one from the victim's Vitality. Vitality of 0 or less
results in unconsciousness. Current Vitality can be a negative number. Only when Vitality is 1 or more
does the Character regain consciousness.

Lethal Wounds
Lethal Wounds represent tissue damage, broken bones, and other injuries that will eventually prevent a
character from using a particular limb or from acting at all. If enough Vitality is lost the target will lose
Lethal Wounds. One Lethal Wound is lost for every full [Mass]/2 points of Vitality lost. The number of
Lethal Wounds a Hit Location has varies, but is based on Physique. The table below details this, and
what happens if a specific Hit Location is reduced to 0 Lethal Wounds or less.
Hit Location Total Lethal Wounds While at 0 Lethal Wounds or less:
Head ([Physique]/2)-1 Unconsciousness. Vital location.
Main Arm ([Physique]/2)-1 Cannot use main arm, dropping items held. -2 to all
blocks and attacks due to being off balance. No two-
handed weapons may be used.
Off Arm ([Physique]/2)-1 Cannot use off arm, dropping items held. -2 to all
blocks and attacks due to being off balance. No two-
handed weapons may be used.
Torso [Physique] Unconsciousness. Vital location. Hit by default.
Legs [Physique]/2 Character is prone. Double movement Speed costs.
Sprinting now impossible.
*All Lethal Wounds by default strike the victims Torso Hit Location.

Rules 49
Recovering Lethal Wounds
Lethal Wounds normally recover at a rate of 1 per week if a location still has 0 or more Lethal Wounds. If
a location is reduced below 0 Lethal Wounds, they may roll a [Mass]+[Physical]+[Stoicism] check once
per week against the difficulties listed in the table to heal a single Lethal Wound.
A daily Advanced difficulty Heal check reduces the period to 3 days in both cases, as does complete bed
rest with sufficient food, drink, and shelter. If both effects are
combined, this period is reduced to 1 day. Lethal Wounds Difficulty of check
An untreated unconscious character is in serious danger of -1 Basic
death. They lose 1 Lethal Wound per hour unless they -2 Advanced
succeed a [Mass]+[Physical]+[Stoicism] check at the
above difficulties. If they are under the effects of the Bleeding
-3 Expert
Strike Finesse Effect, they lose 1 Lethal Wound per minute. -4 Elite

Death
Characters die at -5 Lethal Wounds to a vital location (Normally Head or Torso). Current or total Vitality
has no bearing on this.

Weapons and Armour


When a defender is hit, they may have armour protecting them. The exact armour value (av) used
depends on where they are hit.
It the attack hits multiple times, the best armour value of all locations struck is used (the defender
chooses if this is unclear).
Armour values are written as a certain amount of Soak with an armour value, for example chain armour
is written as 12av2. A weapon's Base Damage is written in a similar way, except with Damage and
armour penetration. A sword's Base Damage would be written as 6ap2.
If the av equals the ap, then the Soak is subtracted from the the incoming Damage.
If the ap exceeds the av, the weapon's armour penetration rating is sufficient to penetrate the armour.
For each point the ap beats the av, the Soak is halved before it is subtracted for incoming Damage.
If the ap is lower than the av, then the character is knocked around inside their armour but it prevents
serious injury. The attack inflicts normal Vitality damage, but the Lethal Wound damage is reduced by 1
for every point that av exceeds ap.
An attack that hits multiple times applies this reduction for each hit (e.g. a three shot Autofire burst at
ap3 hitting ceramsteel armour with av4 would do three fewer Lethal Wound than normal). This Lethal
Wound reduction does not happen to damage soaked by physical shields.
Devices or powers that provide avX protection have a soak value that is never reduced by high ap and
never reduces Lethal Wound loss due to high av.
Attacks that have apX ignore both soak and av, and apX* ignores armour and shields.

Choosing to Reduce Your Attack's Damage


A character can always choose to make a sub-optimal attack. There are several ways of doing this.
Ranged weapons will always deal Base Damage, unless they add [HtH] to Damage. If this is the case,
they are treated like Mêlée weapons (see below). The player can choose not to spend their Successes, or
to target a location in cover (for the normal Success costs), thereby reducing or negating the Damage.
With Mêlée weapons, however, you can choose the exact damage they deal, including zero, up to the
maximum of the weapon and Successes as normal. This is most commonly done to go under an energy
shield's activation threshold, but can also be done to spare the target from injury.

50 Rules
Hit Locations
All hits by default strike the defender's Torso. For 4 Successes the attacker can roll a random Hit
Location on either the upper or lower body table. For 6 Successes the attacker can target any specific
limb, and for 8 Successes the attacker can target the Head location. If the attacker chooses to, they may
may spend 4 or 6 more Successes respectively if they target a limb or head in order to double the Lethal
Wounds after armour has been applied. The attack still inflicts the normal Vitality.

Cover
Being in cover is a good way to avoid dying in combat.
What level of cover you are in depends on your surroundings and stance. A character that is lying prone
in the open or behind a chest-high wall is in half cover. For each hit roll a d10 and on a 6 or more that hit
is negated. Better cover such as crenelated walls might negate hits on a 4+ and viewports on a 2+.
When an attack is made targetting a specific Hit Location that is deemed in cover, the attack hits the
cover instead.

Location Examples of cover that protect this location


Head Total
Main Arm Viewport
Off Arm Viewport
Torso Loophole, crenelation, viewport, partial cover examples above
Legs Prone, low wall, loophole/crenelation, viewport
This means that cover can also be negated by choosing a hit location that is not protected, such as the
upper body for a prone character or the head for a character peeking through an arrow slit.

Upper and Lower Body Attacks


For the upper and lower body Finesse Effects, roll a single d10 and consult the table below.

Upper Body Lower Body


Die Value Location Die Value Location
1 Head 1-4 Torso
2-3 Main Arm 5-10 Legs
4-6 Off Arm
7-10 Torso
Optional Rule: Fully Random Hit Locations
If you like to keep things a bit more chaotic, you can use the following hit location table, rolling 2d10.
Note that with 2d10, the probability distribution gives a 64% chance of hitting the Torso.

Roll 2d10 Random Hit Location


2 Head
3-4 Main Arm
5-6 Off Arm
7-14 Torso
15-20 Legs

Rules 51
Combat Movement
Movement Distance Speed Notes
Adjust 2m 1
Jog [Finesse]+([Physique]/2)m 2
Sprint Jog x3 4 Straight line. 2x per Round.
Long Jump [Finesse]m 4
High Jump [Finesse]/4m 4
Dynamic [Finesse]+([Physique]/2)m 3
Minor 0m 1
Swimming [Finesse]m 4 Must spend to avoid drowning.
Swim Sprint ([Finesse]x2)+([Physique]/4)m 8
Flying Varies 2 Must spend to avoid crashing.

Adjusting unconventional way. It is up to the GM if a


particular action counts as dynamic movement.
You can adjust 2m at the cost of one Speed. This In general, dynamic movement uses hands to
allows you to lean around doorways, duck, or pop assist your movement.
up from behind a wall.

Minor Movement (Crouching or


Jogging and Sprinting Leaning)
You can jog in battle at [Physique]/2 + Athletics
Minor movement in combat costs 1 Speed,
[Finesse]m per 2 points of Speed spent.
examples include crouching down, standing up
You can sprint 3 times your jog distance as a 4 from a crouch, leaning to the left or right round
Speed action. You may only sprint twice in a Round. a corner, returning from a lean, pushing a button
This movement must all be in a straight line. or opening a door. Normally, the last two can be
done for free as part of the movement up to it.
When moving while prone, squeezing through a
narrow space, or in very difficult terrain you must
pay double Speed to use any of these actions, and Swimming
cannot sprint.
While swimming, you must spend at least 4
Speed a Round to avoid drowning (see
Jumping Environmental Hazards, below). During this time
you may also move your Athletics [Finesse] in
You may jump Athletics [Finesse] number in metres
metres, but even if you don't move, you must
horizontally or [Finesse]/4 metres vertically for 4
spend this speed to tread water.
Speed. You can double these distances if you take a
sprint action beforehand. You can jump further than You may instead spend 8 Speed to move at a full
this by making an Athletics check. The difficulty of sprint, in which case you move ([Finesse]x2)+
this check is equal to the Finesse level that would ([Physique]/4) metres.
be required to make the jump. Riders use their Ride
At the GMs discretion, an Encumbrance penalty
Finesse when determining how far their mounts can
may be applied if inappropriate clothing is worn.
jump but the distance is multiplied by the mount's
movement multiplier like normal.
Flying
Dynamic movement While flying, a character commits 2 Speed that
cannot be used for any purpose other than
Vaulting a fence, swinging across a room on a
movement. Most forms of flight are very fast but
chandelier, and sliding across a car bonnet are all
also have a minimum movement rate that must
examples of dynamic movement.
be achieved or else the character may fall out of
You spend 3 Speed to make a dynamic movement, the sky. Some forms of flight can hover instead.
during which you can travel up to your normal 2 The minimum movement per Round or whether
Speed jog distance while moving in a the flyer can hover is indicated in the relevant
rules text.

52 Rules
Environment Rules

Overland Movement
A character's overland movement rate is Athletics [Finesse]+([Physique]/2) km per hour over flat terrain
during the day. They can maintain this for 8 hours. They can also hustle at (Athletics [Finesse]x2)+
[Physique] for 1 hour per point of Athletics [Finesse].
Mounted characters can walk at Ride [Finesse]+(Mount's [Physique]/2) km per hour over flat terrain
during the day, which can also be maintained for 8 hours. They may also hustle at (Ride
[Finesse]x2)+Mount's [Physique] km per hour for 8 hours, or run at x3 Speed for Ride [Finesse] hours.
Characters may push on past these time limits, taking the equivalent of 1 Lethal Wound worth of Vitality
damage per hour for walking and the equivalent of 2 Lethal Wounds of Vitality damage per hour for
hustling. If you are riding, the damage is instead inflicted on your mount. Characters can reduce the
damage to themselves by 1 Lethal Wound equivalent with an Advanced difficulty [Physique]+[Physical]+
[Stoicism] roll. There is a -1 penalty to the Exhaustion roll per hour spent force-marching or hustling. A
further Lethal Wound equivalent can be removed for 5 Successes. A rider may use a Ride check instead.
Exhaustion damage can not be recovered by any means until the character has spent 8 hours resting.
Steep roads may halve movement speed. If the characters do not have a road to follow, they may get lost
or take a poor route. If the terrain is open and lacks obstructions, then there is no penalty. A character
can orient themselves using a compass, or the sun and stars with an Advanced difficulty Survival check.
If the players are moving over more difficult terrain with no road, then they move 2, 3, or 4 times slower.
At night, without light sources or night vision equipment, movement speed is halved. With light sources,
movement along a road is not more difficult than during the day, but it is very easy to become lost or
turned around at junctions or intersections. Movement in difficult terrain is still halved. Only full night
vision that allows characters to see as well as in the day avoids this penalty.

Environmental Hazards

Suffocation and Drowning


A character that is suffocating cannot regain Vitality through Recovery actions or by other non-Occult
means. While suffocating, the character loses 1 Vitality at the end of each Round for up to [Physique]
Rounds, after which they start to lose [Mass]/2 Vitality per Round. If they have 0 or lower Vitality, they
also lose a Lethal Wound to their Head location at the end of each Round. When strangled (e.g. in a
grapple), the Damage starts at [Mass]/2 due to cutting off the blood supply.
For 6 Speed, a Character can attempt to stave off the effects of suffocation with an Expert difficulty
[Willpower]+[Mental]+[Meditation] check. If they succeed, they can ignore the Damage for that Round.
For 5 Successes the Speed cost can be reduced to 3.

Falling Damage
Falling damage is treated like a Explosive Blast attack that hits the Torso 3 times. The Damage is
determined by the surface the Character is jumping or falling onto, and distance (in metres) as detailed
in the table. If they succeed a [Physique]+[Physical]+[Athletics] roll, all damage is dealt to the Legs
location instead of the Torso. The difficulty is Advanced if they jump voluntarily, and Expert if they fall or
are pushed. A Character can take Finesse if they
are Unstressed, but if they fall, or are pushed Impact Surface Damage/m
instead of jumping, they are Stressed. Crash mat or haystack [Mass]/4 apX
If the Damage would cause more Lethal Wounds Thick carpet, grass, or snow [Mass]/3 apX
to the Legs than they have remaining (above 0),
the extra Lethal Wounds are also inflicted on the
Stone, concrete, or metal [Mass]/2 apX
Torso location as well as the Legs. Jagged rubble or scrap metal [Mass] apX

Rules 53
Environmental Damage
High levels of radiation, poison gas, acid, and fire all inflict a certain amount of damage on characters in
their area of effect. Characters suffer damage at the end of each Round they remain in the area. Moving
through an affected area, but not starting or ending your move within it, causes the character to take
half damage, rounding up.
Damage is inflicted to the location(s) touched. If multiple locations are touched, treat it as an autofire
burst with up to 3 hits, randomising between locations touched. If fully immersed, all hits strike the
Torso: the full damage is listed as 'full body' below. You should try to avoid this.

Heat and Cold:


For long-term exposure to heat and cold, see Radiation, Frostbite and Heatstroke on P.55.
Contact:
This is heat transferred by touch. Damage is inflicted normally for environmental effects, as above.
Smoke from fires and other gases may also cause the victim to start suffocating.

Damage
Contact Hazard
Single Location Full Body
Boiling water or cryogenic liquids (deuterium fuel for
6ap1 12ap1
starships or liquid nitrogen)
Fires, boiling oil, molten lead, or high temperature steam. 16ap1 32ap1
Molten aluminium/gold/silver/copper, superheated high-
32ap1 64ap1
pressure steam, “cold” lava
Molten iron, steel, silicon, lava, or drive plasma 60ap1 120ap1
Proximity:
Some heat sources are intense enough to burn those near them. These sources inflict the listed amount
of Damage within 1 increment by thermal radiation, and half the Damage per further increment from the
source. If the Damage is below 5 then no damage is dealt. There may be secondary effects, such as
craters.

Damage Range
Proximity Hazard
Single Location Full Body Increment Secondary Effects
Burning house or very large
6ap1 12ap1 10m Skin blisters
bonfire
Large chemical fire 10ap1 20ap1 10m Ignition of wood
Fusion bomb 100ap1 200ap1 1km Crater, radiation
1km meteor impact 250ap1 500ap1 10km Crater, ejecta
A 1Msol main-sequence star 300ap1 600ap1 0.1AU Radiation
Corrosive Liquids & Gases:
For corrosive liquids damage is inflicted as described in the Damage From Environment section.
For corrosive gases, Damage is always dealt first to the Torso location (unless the character holds their
breath or has breathing apparatus), then to the Head location (unless they have eye protection), and
finally to a third random location. If the Damage
to the Head and/or Torso are avoided, then Damage
Corrosive Chemicals
inflict the Damage on a random location Single location Full Body
instead. The Head and Torso may always be
Weak or dilute acids 6ap1 12ap1
randomly rolled. All the damage ignores armour
unless the character is wearing a fully sealed Strong acid 10ap1 20ap1
suit. Super acids 16ap1 32ap1

54 Rules
Electricity:
Unlike other hazards, electrical shocks deal a single hit against the armour of the location touched.
Electricity Damage
Minor shock 5ap1
Home electric grid 8ap3
Main electric grid or lightning strike 20ap3
Poisons:
For poisons, a [Mass]+[Physical]+[Stoicism] check will need to be made at the relevant difficulty, or you
suffer the effects of the poison. See the equipment section for some examples.

Radiation, Frostbite and Heatstroke:


These types of long-term stresses inflict Vitality Damage that can only be recovered after the exposure
has ended. Radiation Damage only recovers at a rate of 1 point per day unless the target is purified
using Refinement of Essence, Restoration, or high tech hospital aid. Once the victim has 0 or lower
Vitality, they also lose a Lethal Wound to their Torso location at the end of each time period.
Exposure Level Damage
Radioactive fallout, hot or arctic climate with suitable clothing and
1apX*/Day
shelter.
Medium radiation, hot or arctic climate in suitable clothing but
1apX*/Hour
without shelter.
High radiation, extreme heat or arctic climate without suitable
1apX*/Minute
clothing, immersion in cold water.
Direct exposure to concentrated radiation source, non-terrestrial
1apX*/Round
atmospheric temperatures, immersion in near-freezing waters.
Exposure to active nuclear phenomena, extreme extraterrestrial
5apX*/Round
climates, immersion in liquids colder than ice.

Damage Over Time


In addition to causing direct damage by exposure, fire or dangerous chemicals can cause more lasting
problems. If a Character takes Damage to a particular location for a whole Round, that location catches
fire or becomes soaked with acid and they will take additional Damage at the end of every Round,
starting at the end of the first turn that the Character is affected. This Damage can be prevented by
removing the affected item of clothing or beating out the flames, which requires an Advanced difficulty
[Physique]+[Physical]+[Athletics] roll for 6 Speed, or 3 Speed for 5 Successes.
Damage Over Time examples Damage
Highly radioactive fallout 1apX*
2apX*, min 1 Lethal
Clothing soaked in cryogenic liquid, acid, or boiling water
Wound
5apX*, min 1 Lethal
Clothing on fire or soaked in super acid
Wound
20apX*, min 1 Lethal
Clothing soaked in molten metal or lava
Wound
Typically, a character suffering continuous damage will suffer from the Pain Condition until the source of
the damage is removed.
Damage over time is usually one third of the original value (round down) for direct contact, but this
damage ignores armour. Usually, a Character cannot suffer ongoing Damage to more than one Location
at a time. If they gain more than one, use only the location that causes the character the most Damage.

Rules 55
The Sathra Effect
Characters may experience the Sathra effect by going through a jump gate unshielded from a Sathra
damper.
The Sathra Effect is addictive and a character gains a Psychological Compulsion (see Aspects) for
experiencing the Sathra Effect.

Determining the Sathra Effect


Characters experiencing the Sathra Effect have an experience determined by the pilot's Skill and their
own Meditation Skill.
The pilot rolls [Calm]+[Mental]+[Pilot:Spacecraft], this results in a Finesse level of success (Basic,
Advanced, etc) that acts as a cap on what anyone else onboard can achieve – no-one can experience the
Sathra Effect at Advanced level or higher unless the pilot does as well.
Everyone else aboard the ship then rolls a [Calm]+[Mental]+[Meditation] roll to determine their own
level of experience of the Sathra effect. The crew always have a chance of experiencing the basic Sathra
Effect, even if the Pilot rolls a Critical Failure. Characters who are expecting the Sathra Effect are not
considered Stressed and may use their Pilot and Meditation Finesse level to determine the effects. This
can result in a worse experience than they might otherwise get, but prevents the risk of a bad Sathra
Effect.

Sathra Effect Levels


Sathra Effects are listed below. Characters may voluntarily lower their experience of the Sathra effect.
Critical Failure – The character gets the vision dark - a glimpse of the perfect evil that lies behind the
universe. The character is considered to have half their [Faith] score for the purposes of their next
Affliction roll and gains 1d10 Affliction points.
Failure – The character experiences a moment of bliss but is unable to recall it later except for the word
“Sathra“.
Basic – As above, but the character regains [Faith] points of Wyrd and Vitality.
Advanced – As above but the character gains a +1 bonus to Calm, Passion, and Faith for a month. This
does not stack with other experiences of the Sathra effect.
Expert – As above but the character gains a +1 bonus to Calm, Passion, and Faith for a month. This does
not stack with other experiences of the Sathra effect. Gain 1 Affliction Point. The character uses half
their [Faith] score (after the bonus) for their next Affliction roll, but uses a 1d20 instead of 1d10.
Elite – As above but the character gains a +2 bonus to Calm, Passion, and Faith for a month. This does
not stack with other experiences of the Sathra effect. Gain 2 Affliction Points. The character uses half
their [Faith] score (after the bonus) for their next Affliction roll, but uses a 1d20 instead of 1d10. The
character gains 1xp that can be spent on Mental Aptitude, Mental Skills, or Occult Powers.
Legendary – As above, but the character gains a +3 bonus to Calm, Passion, and Faith for a month. This
does not stack with other experiences of the Sathra effect. Gain 3 Affliction Points. The character uses
half their [Faith] score (after the bonus) for their next Affliction roll, but uses a 1d20 instead of 1d10.
The character gains 2xp that can be spent on Mental Aptitude, Mental Skills, or Occult Powers.

Gravity
Very high gravity situations typically occur under conditions of high acceleration on a starship when the
artificial gravity has failed, or in high performance atmospheric craft.
The character loses one point of Vitality at the end of each round for each full point of G force above 1
they experience. If the G force exceeds their [Physique], the character is instantly reduced to zero
Vitality at the end of the current round. If the character falls unconscious in a standing position, inflict
damage as if they took a fall from 1m height.

56 Rules
High G or low G situations can occur if the character finds themselves on a high or low gravity world.
A character's jumping distance is divided by the local gravity, while their effective fall distance for
calculating damage is multiplied by local gravity.
In high gravity environments characters can lift less. Multiply the encumbrance of each item carried by
the current G force (rounding down). This may mean that characters cannot move when carrying their
normal load.
In low gravity environments characters gain no extra encumbrance allowance based on their Mass (as
inertia is still important), but they halve encumbrance penalties (rounding up). Characters in low gravity
environments cannot sprint.
In zero G or microgravity, Characters cannot run, must spend double Speed to move, and can only do so
if they are in contact with appropriate hand holds. The Characters may however move ballistically by
jumping, and by doing this can move at their sprinting speed in a straight line. The Character continues
to travel at this speed until they reach an object to stop or change direction with. Grabbing or jumping
off in a different direction is a dynamic movement, see the combat movement section above.
Characters in zero G moving ballistically cannot actively dodge, and characters that are floating
stationary compared to their attacker defend only with Fate Defence.

Hunger, Thirst and Sleep Deprivation


Most Characters need to eat, drink and rest. They suffer deprivation effects and become Stressed if they
do not. 24 hours after they last ate, drank or had a good night's sleep, the Character starts suffering a –2
penalty to all actions and is considered Stressed. They are reduced to half of their Vitality total while in
this state, and may not regain Wyrd through resting, Meditation or Battle Arts. Some Characters may
have cybernetic devices or Occult Powers that render them immune to some of these effects.

Hunger
A character can offset the effects of hunger if they have eaten a little but insufficient food with an
Advanced difficulty [Willpower]+[Mental]+[Stoicism] check. If they have had no food in the last 24
hours they require an Expert difficulty check. For every further day spent with no food these difficulties
increase by one Finesse Level. Insufficient food keeps the difficulty the same, and only a full day's worth
of food allows the character to reset the difficulty. In addition they lose 1 Vitality per day which cannot
be regained until they receive a full meal.

Thirst
Thirst is considerably more deadly, and there is no skill that can mitigate its effects. A Character loses a
Lethal Wound to the Torso every 3 hours until they get something to drink. In hot climates and in direct
sunlight this may be increased to 1 Lethal Wound an hour.

Sleep Deprivation
Characters typically rest for 8 hours and require 6 full hours of sleep to avoid risking the effects of sleep
deprivation. Characters with can substitute 1 hour of Meditation for 6 hours of sleep if they succeed an
Elite difficulty Meditation roll. When 24 hours have elapsed since a Character has last slept, or a
Character wakes up having had less than a total of 6 hours sleep in the last 24 hours, they take an
[Willpower]+[Mental]+[Stoicism] check to avoid sleep deprivation. The base difficulty is Advanced if
they have had more than 4 hours of sleep in the last 24 hours and Expert if they have had no sleep at all.
Once a character is sleep deprived, start making these checks every 24 hours. If they fail they gain an
Affliction Point. 6 hours of uninterrupted sleep are required to remove sleep deprivation.
For each hour of sleep a character regains 1 point of Wyrd. As this is the only way any characters
without the Meditation skill can normally regain their Wyrd, doing without sleep is also a penalty in
itself.

Rules 57
Status Effects and Conditions
Conditions are inflicted by various Occult Powers, weapons and Finesse Effects. Most non-magical and
some magical Conditions can be removed with a 6 Speed action, which often requires a roll. For 5
Successes on the roll, you instead spend 3 Speed. Conditions do not modify the Speed costs or rolls
associated with removing themselves or other Conditions. Rolls to remove Conditions are never subject
to penalties.

Pain against attacks, but suffer no other penalty to


defence. You may not attack with ranged weapons
You suffer -3 to all Skill Checks, except those to except with Autofire sprays or Explosive Blast
recover from Conditions (this includes taking weapons. You are at a -3 penalty to most skills
Finesse). You are also considered Stressed. Pain (including all attacks) and are considered Stressed
can be removed by an Advanced difficulty while using them.
[Willpower]+[Mental]+[Stoicism] check.
This Condition can be removed with a successful 6
Speed Advanced difficulty [Perception]+[Physical]
Unconscious +[Stoicism] roll, 3 Speed for 5 Successes.

You cannot act except to recover and remove Note that you may not make sight based
Conditions at the end of each Round. You cannot Awareness checks but can make checks involving
perceive your surroundings. You lie prone (if there other senses.
is sufficient space) and are considered helpless,
defending yourself only with Fate Defence.
Unconsciousness can be caused by Lethal Wound
Crazed
or Vitality loss, in which case you must regain You become crazed beyond sense by some
those to regain consciousness. It can also be unnatural source such as Affliction of an Occult
inflicted by special attacks and drugs, in which Power.
case, unless a duration is stated, it is a Condition
that can be removed with a 6 Speed Advanced You roll to recover at the start of your Turn. If you
difficulty [Willpower]+[Mental]+[Stoicism] check, succeed an 6 Speed Advanced difficulty
3 Speed for 5 Successes. [Willpower]+[Mental]+[Stoicism] check, you
regain control of your character and lose 6 Speed,
or 3 Speed for 5 Successes. If you fail, you take a
Paralysed random action from the Crazed Action table
instead. You cannot speak coherently or
As Unconscious, except that you can perceive your understand instructions.
surroundings and take purely mental actions, such
as using Psychic and Theurgic Powers. This is a
Condition that can be removed with a 6 Speed Confused
Advanced difficulty [Willpower]+[Mental]+
[Stoicism] check, 3 Speed for 5 Successes. You become muddled and confused.
You roll to recover at the start of your Turn. If you
succeed an 6 Speed Advanced difficulty
Continuous Damage (e.g. On [Willpower]+[Mental]+[Stoicism] check, you
fire) regain control of your character and lose 6 Speed,
or 3 Speed for 5 Successes. If you fail, you take a
This condition affects a particular location which random action from the Confused Action table
takes damage over time, see Environmental instead. You cannot speak coherently or
Damage rules above. So long as this condition is in understand instructions.
effect, the Character is considered to be under the
effect of the Pain Condition. The Pain Condition
can be removed from a location by an Advanced Rattled
difficulty [Willpower]+[Mental]+[Stoicism] check.
Your confidence has been shaken.
This inflicts the attacker's [Finesse] as a penalty to
Blind all rolls using the Social Aptitude. The roll to
You cannot see and so cannot actively defend recover from the Condition is [Willpower]+[Social]
+[Stoicism] at Advanced difficulty.

58 Rules
Crazed Action
Roll Action Rules
You hit yourself for base damage to a random location
1 Attack Self with one of the weapons you have at hand. You do not
defend yourself actively this round.
You defend yourself against all attacks using your Speed,
2-3 Panic but otherwise remain in place fretting and moving about
in small circles.
You run away from the cause of this condition. If the
cause is not visible, you flee from any obvious threats or
4-6 Flee! loud noises. If no obvious threats are present, you run
from any Characters in your vicinity. You actively defend
if you have Speed left.
You attack using as much of your Speed as possible. If
Attack the Source
there is no obvious target, then you attack the nearest
7-8 of the Crazed
other character. You may actively defend with your
Condition
remaining Speed.
You remain Unconscious until this Condition ends,
9-10 Fall Unconscious
making no further rolls on this table.

Confused Action
Roll Action Rules
You defend if attacked but do not gain defence Finesse
1-2 Do Nothing
Effects.
You stagger and fall down. You may defend yourself if
3-4 Drop Prone
attacked.
You flee any obvious threats or loud noises as fast as
5-6 Run in Fear
possible. You can actively defend if you have Speed left.
You attack the nearest person once using one weapon
Attack Nearest
7-8 held in hand, or an Unarmed attack if you have none. You
Person
may actively defend with any remaining Speed.
Drop Anything You drop everything you are holding. You can defend
9-10
Held normally.

She loved her work – it wasn’t just the coin, though that helped, but rather the artistry of it all. A magnificent
symphony she conducted perfectly.
As the first thug doubles over with the stomach cramps from the drink she’d drugged, she sets off the flash
grenade. Another fires blindly into the darkness. A third stumbles and triggers a wire, and a hail of poisoned
darts drop more of them immobile to the floor. When the panicking mercenaries run headfirst into her final
trap, the multicoloured flames send them screaming into the night as a delightful pyrotechnic spectacle – truly
a magnificent finale for her greatest work yet.
The villagers who’d hired her had said more would come – looking for revenge and their protection money.
She whistled cheerfully under her breath as she carefully brushed a caltrop with herbal extracts.
‘Hallucinogenic properties: known to cause intense paranoia and aggression.’ was the dry description from her
guide to local flora.
She could hardly wait for the next performance.

Rules 59
Mind and Spirit
While the dangers to the body in the known worlds are many and varied, the Church always strives to
remind it's flock that the dangers to the soul are the ones that should really be feared.

Afflictions
Certain encounters, cybernetic enhancements, and botched Occult rolls can cause unfortunate
individuals to gain Affliction Points.
When you gain as many Affliction Points as you have [Ego], you gain an Affliction, and your Affliction
Point total resets to 0. If you receive multiple Affliction Points, any points that would exceed the [Ego]
threshold are carried over to the next count. In addition, you are affected by the Crazed Condition until
you recover from it.
Which Affliction you gain depends on the result of a 1d10 + [Faith] – [Hubris] roll. This is a Fate Roll so
it cannot be modified and is always considered Stressed. Low results tend to be more debilitating,
whereas high results tend to be more enlightening. All results make it more difficult for you to function
normally. The GM should make this roll in secret, as the nature of some results is not always
obvious.
If you are already affected by an Affliction that you have rolled, it generally gets stronger. Consult the
next item in the table for the aggravated effects.
Certain effects take up many of the slots on the table. If you are affected by these results from a
different roll on the die, consult the aggravated effects from the number you have just rolled. These
effects include both Occult Stigma and haunting by Otherworldly Entities: you may only have one
haunting and one Stigma, regardless of whether you roll differently or not.
If you already have all the effects listed on a certain number, and it is not appropriate to apply the result
again, you suffer the result below it.
Optionally, when a player roleplays out an Affliction well or is put at a disadvantage by the GM invoking
their Affliction, the character gains a point of Wyrd. This point of Wyrd can be a temporary increase in
the Character's max Wyrd and is then the first Wyrd spent by the Character.

Otherworldly Entities
Otherworldly Entities may be angels, daemons, local spirits, dead people, or manifestations of the
characters subconscious. They normally take a form that does not immediately reveal their natural
intentions. Often they do not reveal their presence until the time is right. Otherworldly Entities are
generally noticeable only by the character they contact and cannot interact with the world or affect the
character unless they gain powers to do so, however certain Occult Powers can discover their presence.
Normally, an Otherworldly Entity's powers are from the Visioning and Domination paths, and can
normally only be used on the Character that is suffering from the Affliction.
The influence of Otherworldly Entities over Characters strengthens when the Character is spiritually
weakened. Increase the Entity's power level by one Finesse level while the character has zero remaining
Wyrd. Entities with no powers gain the Basic Visioning ability to make their victim see and hear things
that are not there.

60 Rules
[Faith] Time
Affliction
+ 1d10 Rolled
22+ 1st The Character permanently gains a point of Wyrd.
1st The Character is haunted by friendly and helpful Otherworldly Entity.
2nd Entity gains Elite level Powers.
21
3rd Entity gains the ability to physically manifest.
4th Entity's power grows by one Finesse level.
1st The Character gains clearly useful and prophetic dreams.
20
2nd Dreams affect the Character while they are awake.
Same as Phobia (result 9) except the source of the phobia causes the
1st Character to suffer from bad luck. While in the presence of the trigger,
19 any 10s they roll are treated as natural 1s.
The Character must spend a Wyrd point at the end of each Round they
2nd
are in the presence of the thing they fear, or gain an Affliction point.
st
1 Gains Holy Occult Stigma.
18
2nd
Occult Stigma becomes more noticeable.
Character receives a mission from an Entity that they must complete
or lose 1 Lethal Wound a week to a random location from a wasting
17 1st
disease. These wounds cannot be cured or healed until the mission is
completed or the Entity is exorcised.
Character gains an alternative personality that they may flip to after
stressful or traumatic experiences if they fail an Advanced difficulty
1st [Ego]+[Spiritual]+[Stoicism] Check. If they are currently haunted by
16
an Otherworldly Entity, it is the alternative personality, and is able to
possess the Character.
nd
2 Increase difficulty of check by 1.
st
1 Haunted by friendly but alien Otherworldly Entity.
nd
2 Entity gains Expert level Powers.
15 rd
3 Entity gains the ability to physically manifest.
th
4 Entity's power grows by one Finesse level.
st
14 1 Character becomes obsessive-compulsive.
st
1 Gain Occult Stigma.
13 nd
2 Occult Stigma becomes more noticeable or more unsettling.
1st Character gains confusing but insightful dreams.
12
2nd Dreams affect the Character while they are awake.
Character's powers activate at random (typically on natural 1 on an
st
11 1 unrelated roll). Roll for activation must still be made and normal Wyrd
costs apply.
st
1 Haunted by a mischievous otherworldly entity.
nd
2 Entity gains Advanced level Powers.
10 rd
3 Entity gains the ability to physically manifest.
th
4 Entity's power grows by one Finesse level.

Rules 61
[Faith] Time
Affliction
+ 1d10 Rolled
Character gains a phobia. The Character is at -2 to all actions and
1st
considered Stressed while in the presence of the thing they fear.
9
The Character must spend a Wyrd point at the end of each Round they
2nd
are in the presence of the thing they fear, or gain an Affliction point.
st
1 Gain Infernal Occult Stigma.
8 nd
2 Occult Stigma becomes more noticeable or more unsettling.
st
1 Recurring nightmares cause Character to lose 1 hour of sleep in 3.
7 nd
2 Dreams affect the Character while they are awake.
st
1 Haunted by a devious and malevolent Otherworldly Entity.
2nd
Entity gains Basic level Powers.
6 rd
3 Entity gains the ability to physically manifest.
4th Entity's power grows by one Finesse level.
5 1st Character gains an addiction.
1st Gain Infernal Occult Stigma.
4-3
2nd Occult Stigma becomes more noticeable or more unsettling.
1st The Character is haunted by a random Otherworldly Entity.
2nd Entity gains Basic level Powers.
2-1
3rd Entity gains the ability to physically manifest.
4th Entity's power grows by one Finesse level.
0 or
1st The Character's Ego statistic is permanently reduced by 1.
less

What I see feels more real than anything else that I have ever known. I see the glows that surround
people... can smell what they are going to say next. The voices feel the same too. Sometimes they
even move things on their own. They urge me to help them, to prevent some cataclysm. They say
every day will become night unless I help them. They want to set humanity on a different path. Can
this be real? Are there creatures living in worlds beyond our own. In different, separate but parallel
spaces?
Or am I going mad?
– Extract of interview with pioneering jump-web explorer Hamar Gupter, one of the first
humans the Phavian institute believed developed extra-sensory abilities.

62 Rules
Hubris
Characters with strong spiritual presences are held to a higher standard of behaviour by the Pancreator
(or other relevant deity or system of values). Whenever the character commits a sin, roll [Faith]+
[Mental]+([Psi] or [Theurgy] (whichever is higher)) – [Hubris]. This is a Fate roll, so it cannot be
modified and is always considered Stressed. If they succeed the roll at the listed difficulty, they gain a
point of Hubris plus an extra one for every 5 Successes.
Each point of Hubris decreases the character's Wyrd total by 1, and subtracts 1 from any rolls on the
Affliction table they are required to make. Hubris gained stacks, and can only be removed through
special means detailed below. Some characters have different lists of sins or taboos based on their
religion, but many of these sins are held in common.

Sins – Universal Church Hubris Difficulty


Refusing sacrament. Expert
Missing confession for more than one month. Expert
Declaring a vendetta. Expert
Stealing. Expert
Inventing proscribed technology. Expert
Rebellion against Sect/House/Guild/Emperor. Expert
Murder/torture/rape. Advanced
Mass murder. Basic
Exposure to evil artefact. Advanced
Starting your own Sect. Advanced
Being excommunicated. Advanced
Misusing Theurgic Powers. Advanced
Act Causing Loss of Hubris – Universal Church Hubris Lost
Pilgrimage/Mission for the Church. -1
Exposure to relic or Ur artefact (once per artefact). -1
Converting members of other Sects. -1
Selfless sacrifice. -1 or -2
Church absolution of sins. -1 or -2
Renewing the faith of one who had lost it. -1 or -3
Converting heathens or heretics. -2
Forsaking all Occult Powers for 1 year (The character loses the -1 for every
Skill(s) and must retrain them after the year has past). [Finesse] lost

Rules 63
Skills

64 Skills
A character's capabilities are defined ultimately by their Skills (split into Finesse and Practice) which
each constitute a single area of expertise. Skills allow a player an insight into what their Character can
and cannot accomplish in a game; where they should be confident of success, where success might be
difficult, and where a more... creative solution is required. Of course, overcoming and thwarting a whole
assassination plot should never be reduced to a single Skill check, but with single tasks, Skills can
provide an answer.
In Secret of the Fading Suns, Skills are grouped together into the 6 Aptitudes: Physical, Mental, Tech,
Social, Science and Knowledge. In addition, each Skill is tied to a Stat (or occasionally a few).
While Characters with high Stats and Appitiudes can have a natural talent for a number of different
areas, consistency and true mastery requires dedicated training. A natural athlete can pick up a sword
and rely on their strength, speed and coordination, but a fencing master will know how to capitalise on
success better (through Finesse Effects) than simply 'stabbing harder'. The source of this edge is Skill
Finesse, which also allows consistent performace when not stressed (so as to not make a fool of
themselves in a demonstration). It also allows the use of the aformentioned Finesse Effects, as well as
other special special effects with certain items. It also represents the technical knowledge that is
required to learn Battle Arts.
Simple drills, represented by Practice, allow a Character to perform an action better with a greater
chance of success even under duress. This can be more important than high theory when all you need is
to make the shot, or dodge under pressure.
Both Finesse and Practice (and some raw talent) are needed to be truly exceptional. For more
information on how Skill Checks are made, see the Rules Chapter.
A Character's chance of success also depends on what they are attempting. In Secret of the Fading Suns,
a task's difficultly is also expressed using the same words as Finesse level: Basic, Advanced, Expert,
Elite and Legendary. Some examples what sort of challenges meet each of these levels are given below.

Levels of Difficulty
Some Skill Checks are opposed, in which case the difficulty depends on the opponent's Skill Check.
Other Skill Checks are compared to tables indicating the outcome of various results on the roll (e.g. for
Occult Powers). Remember you use Finesse when Unstressed, so rolling isn't always necessary.
Basic: 10. A task that most people would normally be expected to succeed at, but some individuals may
struggle with, particularly under adverse conditions.
• Finding directions in an unfamiliar city where you speak the language
• Untying a well-secured knot
• Climbing a tree with many strong branches reachable from ground level
• Hitting a human-sized target dummy with a weapon at short range
• Driving a land car through normal traffic
• Stopping a cut from bleeding using bandages
• Delivering a prepared sermon to a friendly flock
Advanced: 15. A task that requires some special knowledge or skill to succeed at, but is not challenging
for an expert. While many people may be able to do it, few can do it well, quickly, or under pressure.
• Gritting one's teeth and carrying on fighting despite a painful injury
• Finding a locket lost in a flowerbed
• Hitting a chest sized target at moderate range during training
• Driving at speed on a bad road
• Use an unfamiliar think machine for a routine task
• Convincing strangers to deal you into their card game

Skills 65
• Cleaning and binding a nasty flesh wound
• Docking with a space station
• Surviving a summer abandoned in a forest with suitable tools and equipment
Expert: 20. A task that an expert would be expected to succeed at under good conditions, but others
would need a good deal of luck or natural talent to pull off.
• Preparing a legal defence for someone accused of heresy
• Performing routine surgery
• Hacking into a think machine system with basic security
• Bypassing a professionally made lock
• Finding and disarming a land mine
• Shooting a head sized target at medium range
• Docking with a slowly spinning derelict
• Determining the correct prayers and rituals needed to quiet a restless spirit
• Persuading an initially hostile person to cooperate with you
Elite: 25. A task that only very few would be expected to routinely accomplish. Only the best of the best
can perform at this level consistently.
• Hitting a head sized target at extreme range
• Performing brain surgery
• Hacking into a think machine with intruder countermeasures
• Follow all the theological subtleties of a complicated text on a first reading
• Surviving being dropped in a desert without food or water
Legendary: 30. Performing such a feat is enough to acquire fame and renown. Those that can function
at this level consistently are among the best in their field.

Language, Knowledge, and Science Skills


These Skills have no Practice level, and so are not normally rolled. The GM decides if the character's
Finesse level is high enough for the character to know a certain fact or not. If a roll is required to find
out a fact or solve a specific problem, use the Research Skill with the relevant Science or Knowledge
skill(s) as Complementary Skills (see below).
If a spur of the moment check is needed, the GM may ask for a check of [Intelligence]+[Knowledge] or
[Science] + the Skill as if it had no Practice, but was complementary on its own check.
Language skills are important Complementary Skills for social interactions taking place in that
language. Basic skill means the character speaks with a heavy accent and poor vocabulary, making it
hard for them to make themselves understood quickly or to make subtle points. Similarly, their
incomplete understanding of shades of meaning and the time it takes them to follow another speaker
means they lack the linguistic tools to determine the deeper meanings and purposes of other characters.
Advanced Finesse is the level of most native speakers of a language, and higher levels represent the
greater command of language displayed by poets and orators. Characters with Advanced and higher
Finesse levels receive complementary skill bonuses to social rolls, including Intuit. Characters with no
knowledge of a language are at -3 to their rolls and are always considered Stressed. This penalty is -5 if
it is a language from a different culture (for example, an alien species or one of the barbarian cultures).

66 Skills
Complementary Skills
Some Skills are close enough to others that the character can take advantage Complementary Skills
of what they have learned training in one to help their roll of another. Finesse Bonus
Complementary skills add points to a check based on their Finesse Basic +0
level. Knowledge and Science skills are mostly useful as Complementary
Skills, but no Skills are Complementary on them. There is a list of Skills which Advanced +1
are normally considered Complementary on each other (see below), but there Expert +2
are some situations where additional skills might also be Complementary. Elite +3
For example, when in a theological debate and using the Conversation skill to Legendary +4
sway an opponent, Philosophy is always considered Complementary on
Conversation (as Philosophy involves the study of reasoned arguments) but Theology would also be
Complementary as it is directly relevant to the subject at hand, even though Theology is not normally
Complementary on Conversation. Also, if the goal of the debate was to settle a point of Orthodox Church
law using precedents, Lore:Orthodoxy and Bureaucracy would also be Complementary.

Life Skills
People pick up certain abilities just through living their life. Characters receive a certain amount of
bonus CCPs equal to their Intelligence Stat to spend on Skills representing their background – things
like old jobs, the ways of the street, or knowledge gained from study. The Skills valid for these CCPs are
indicated with an asterisk (*) in the tables below.

Assisted Dice Rolls


Characters may aid other Characters with certain tasks if the situation warrants it.
If two or more Characters are attempting the same task - like looking for an object or finding a rare
object in the agora - then simply use the highest roll of the two characters. If a Character rolls a Critical
Failure then this applies a -5 penalty, and it may ruin the whole effort, at the GM's discretion. They have
distracted their compatriot, alerted other buyers or otherwise ruined the attempt. Thus in Stressed
conditions it is often best if only a few of the most competent Characters in a group attempt an action.
If the task is one where many people helping obviously makes the task easier, like dislodging a boulder
or intimidating a crowd, then take the highest result and add 1 for each other character that got a Basic
success, 2 for each Advanced success, and so on. If a character rolls a Critical Failure, this applies a -5
penalty and it may ruin the whole effort, at the GM's discretion.
Another character may make the situation easier by removing a penalty on the primary Character. For
example, informing a pilot in how to deal with local weather or assisting a surgeon by holding down a
patient thrashing in agony. The assisting character may use their Skill Check to remove 1 from the
penalty with a Basic success, 2 with an Advanced success, and so on. A Character can't end up with a
net bonus when removing penalties. A Critical Failure on the part of the assistant doesn't make the
penalty worse but prevents another Character from helping to remove it. The GM decides what penalties
are in place and if others can help remove them. Penalties typically range from -1 (minor) to -5 (severe).
The assisting characters are in this case normally using a different Skill to the primary Character.

Sustained Tasks
Some tasks take time to complete as well as being simply difficult. For these tasks, the GM sets a
difficulty that the roll must beat in order for the Character to make progress (e.g. Basic). If this difficulty
is met exactly, the Character gains 1 Success. For every 5 points above the difficulty value they gain 1
further Success. This continues until a target number of Successes is reached. One roll is allowed per a
certain time period set by the GM. Trying to climb a rope to escape an exploding munitions factory
might have a roll every Round, but designing a wedding banquet may only allow one roll per day.

Skills 67
If the Character fails the roll Critically, or by 5 or more points, all progress is lost and there may be other
dire consequences. In addition, another Character may be opposing the roll, possibly affecting the
difficulty (an opposed roll, rather than a fixed difficulty) or even taking away Successes if they win the
opposed roll, or on their own action. Such contests (such as a tug of war) might be won by the first
character that manages to get a 3 point lead over the other.

Time and Difficulty


The difficulty and time increment is set by the GM. Guidelines are in the descriptions of what various
Finesse levels and Skills can achieve for deciding on the difficulty of a task. GMs should remember that
while a sustained action may use multiple aspects of a Skill this does not necessarily affect the difficulty.
The time increment should be chosen based on the task at hand, generally short bursts of sustained
effort have durations between a Round or a minute, while longer efforts are between an hour or a day.
The GM also needs to decide how may people can aid a task. Many people can search a room, while
there may only be room for two people to work on a rusty door.

Examples of Sustained Tasks:

Hacking a Think Machine:


The difficulty is set by how good the defence software is, though few people understand think machines
well enough for properly designed security to be very common. The language and Tech Level of the
system may inflict a penalty to the hacker's roll, and the time increment is normally per round but can
be hourly if they are writing a program to remotely hack the device when plugged in.

Drawing Up a Legal Document:


A reeve who has been commissioned to write a trade agreement between two parties would normally
only roll each day, and at a difficulty of Advanced.

Repairing a Broken Flitter in a Junk Yard:


This is an example of a series of sustained tasks being used as part of a longer term story.
The task of repairing the flitter is broken down into the various sub-tasks. Below is a list of possible sub-
tasks, their difficulty, time increment, degree of possible aid, and if there are special requirements.
Finding parts: Basic – Awareness, 30 Successes, Daily, Characters contribute individually.
Panel beating and repairing wing: Advanced – Low Tech Redemption, 5 Successes, Daily, Characters
contribute individually.
Move wing into position for attaching: Basic – Athletics, 10 Successes, 1 hour (as the wing is so heavy
Characters must rest repeatedly), many Characters may aid another.
Fixing engine: Expert – Low Tech Redemption, 5 Successes, Hourly, a single Character may aid another.
Rewiring control cables; Expert – Low Tech Redemption, 10 Successes, Hourly, a single Character may
aid another.

Unusual Tasks
Sometimes Characters have to roll to see if they accomplish an action for which there is no specific skill.
In this case it is up to the GM to come up with an appropriate combination of [Statistic]+[Aptitude] that
should be rolled. For example, if a Character is much better at remembering things than their player, the
GM may allow a [Intelligence]+[Mental] roll to see if a Character remembers that those earrings they
are being sold in the market look remarkably like those the Duchess was wearing last night.

68 Skills
Physical Skills
Physical Aptitude
Skills Overview
Skill Stat Complementary Skills Complementary On
Athletics Phys Intimidate
Mêlée: Long Reac
Mêlée: Medium Reac
Mêlée: Short Reac
Ranged: Fixed Reac
Ranged: Heavy Reac
Ranged: Medium Reac
Ranged: Small Reac
Ride Reac Beast Lore
Sleight of Hand Acu Connive, Perform
Stealth Acu Streetwise (Urban Environments)
Survival (Wilderness Environments)
Security (bypassing Security)
Unarmed Reac

Athletics (Physique)
Your athletic prowess. Used for gymnastics, overland movement, and avoiding harm in combat. Those
with wings use it to fly. Used by soldiers on the march, circus performers, and acrobats.
Rules for movement and endurance can be found in the combat and Environmental Rules section.

Mêlée: Long, Medium, and Short (Reaction)


Your skill in wielding Mêlée weapons, both offensively and defensively, and shields of various sizes. It is
also used for the throwing of weapons, explosives, rocks etc.
• Long is used for large, two-handed weapons like great swords and spears. Common for soldiers and
militia as well as nobles of House Hazat.
• Medium is used for one-handed weapons including clubs and rapiers. A reasonably common skill for
those who might need to defend themselves, but raised to an art form by duellists and fencers.
• Short is for daggers and throwing knives. Practised by many who feel the need for a last-ditch line of
defence or a stealthy mode of attack. Obsessed over by Ur-Ukar who seem to settle everything from
wars to minor disagreements with their Kraxi Knives.

Ranged: Fixed, Heavy, Medium, and Small (Reaction)


Your ability to use ranged weapons of various sizes.
• Fixed is used for weapons that have to be mounted to a wall or vehicle in order to be fired, as well as
artillery. Generally only learned by professional soldiers, pilots, and spacers.
• Heavy is used for machineguns and blaster cannons. Typically taken only by professional soldiers.
• Medium covers rifles and shotguns as well as archery. Important for hunters and warriors alike.
• Small is used for weapons such as pistols and submachine guns. They are preferred by wealthy
merchants, officers, and Nobles who favour a more discreet and lightweight weapon.

Skills 69
Ride (Reaction)
Your skill in riding horses and other beasts trained to accept a rider. A common skill for rural nobles and
serfs alike.
The Ride skill covers how well you can physically manoeuvre your animal and stay in the saddle.
Convincing a mount to do something against their nature (like ride towards a noisy battle), or something
for which it has not been trained (like performing a jump) are applications of the Beast Lore Skill.

Mounted Combat
Mounts always act on their rider's Initiative.
Ride is used in place of Athletics for dodging attacks, performing special manoeuvres, or keeping going
for an extended time. When removing the Conditions of a mount you are riding, you use Beast Lore in
place of the mount's Stoicism roll.
A mount that is panicking or deliberately attempting to throw the rider requires an Advanced difficulty
Ride check for the rider to stay in the saddle at a cost of 6 Speed, or 3 Speed for 5 Successes. Mounts
that are fleeing because of failed Beast Lore checks force the rider to make checks and spend Speed in
order to remain in the saddle. However the rider does not have to pay Speed for the mount's movement.
The fleeing mount is assumed to have 8 Speed and will always spend it as quickly as possible. Use the
Beast Lore skill (see below) in order to calm a panicking mount.
If an animal is suffering from the the Pain Condition there is a -3 penalty to Ride and Beast Lore checks
that are used on it.
See the Equipment section for more rules and the costs of mounts.

Sleight of Hand (Acuity)


The ability to move small items unseen by others, take items from a person, or plant objects on them
without them noticing. An art practised by pickpockets and stage performers.
In general, Sleight of Hand attempts are opposed by the target's passive Awareness. If they are looking
at the character attempting the action, or have other reasons to be on their guard, it is an opposed roll.
Items give a penalty equal to their encumbrance value on this skill. Note that characters relieved of
heavy items may notice this quite quickly, typically after only a few rounds, even if they are not sure
what has happened. They may work it out, however, if you are standing next to them holding their rifle!
This skill is also used for concealing items on one's own person. Searching a person is done using the
Awareness skill. There is a -5 penalty if the search is attempted without patting down the person being
searched.

Stealth (Acuity)
Your skill in hiding and moving unseen while actively being searched for, as well as avoiding detection by
security systems. Essential for scouts, hunters, and burglars.

Using Stealth
Characters using the Stealth skill are assumed to be making use of cover, approaching their quarry from
behind, or moving through a crowd. If a character wants to use this skill in plain sight of the observer,
they take a -5 penalty to the roll. If the observer is distracted (for example, performing another action)
or is just not actively on watch, they use their passive Awareness as determined by their Awareness
Finesse.
For the use of Stealth to gain an advantage in combat, see Ambushes and Surprise Attacks,
Ambushes, and Helpless Defenders in the Combat Rules section.

70 Skills
Passive Stealth
Characters that are not attempting to hide are assumed to have a Stealth of 5 plus any modifiers for size
and equipment.

Movement Rate
Without at least Advanced Finesse, characters that are moving using Stealth suffer a -5 penalty unless
they only take 2m adjustments (1 Speed). At Advanced Finesse they may make 2 Speed jog moves
without penalty, and at Elite Finesse they may also sprint without penalty.

Standing Still
Conversely, if a character is hiding while remaining completely still and take no actions (spending no
Speed), they may add their Stealth [Finesse] to their Stealth roll. Awareness rolls for active listening (or
Intuit rolls to determine if the calls of “Come out! We won't hurt you...” are genuine), can be done while
the Character remains completely still, and so can still be made. Using Occult Powers, however, negate
this bonus.

Size
If a Character's Size is below zero they have a bonus to Stealth equal to their [Size]x[Size].
If a Character's Size is above zero they have a penalty to Stealth equal to their [Size]x[Size].
For more details see Awareness.

Unarmed (Reaction)
Your skill in wielding your body as a weapon, both offensively and defensively. Works well when used in
association with various Unarmed Battle Arts. Used by the warrior monks of the Brother Battle, Nobles
who feel they need a last line of defence, and a surprisingly large number of high-class courtesans.

Skills 71
Mental Skills
Mental Aptitude
Skills Overview
Skill Stat Complementary Skills Complementary On
*Art Pass Craft Craft, Perform, Oratory
Awareness Per
Beast Lore Cha Survival, Psychology, Biology Ride
*Bureaucracy Int Occupation, legal
interactions
*Craft Int Art, Low Tech Redemption Art, Low Tech
Redemption
Determination Pass
Disguise Int Connive, Perform
Heal Int Biology, Survival, Alchemy Cyber Redemption
Meditation Calm
Occult Int Theology Psi Tech Redemption
*Occupation Per Bureaucracy, Connections,
Etiquette/Streetwise, and up to 2
other relevant Skills
Psi Varies
*Research Int Up to 3 relevant
Knowledge/Science Skills
Security Int Stealth (bypassing
Security)
Stoicism Varies
*Survival Per Stealth (In Wilderness),
Beast Lore, Heal
Theurgy Varies

Art (Passion)
The expression of creative skill and imagination to produce works that are appreciated primarily for
their beauty or emotional power.
Souls wishing to make money from their art should wait until after they're dead see the Craft rules.

Awareness (Perception)
Your skill in perceiving your surroundings, avoiding danger, and catching what others miss. Important to
hunters and Inquisitors.
A character that is not actively trying to hide requires a 5 to spot, modified by their Stealth modifier for
size and equipment. For spotting inanimate objects the difficulty is 10, modified by bonuses or penalties
given by its Size category.
When someone is actively trying to hide, this Skill is opposed by Stealth (see above).
If you would like your character to look for something specific, they can perform an Active Look. Actively
looking always uses a Character’s Practice and is rolled whether or not they are Stressed. In combat, the

72 Skills
GM may require the character to actively look to locate the sniper that has them pinned down, or listen
carefully for the assassin padding towards them in a darkened room. Actively looking occurs on the
Character's turn in the Initiative sequence and requires an amount of Speed based on the Character's
Finesse. Characters may only actively look once per Round. This action also clears all Set Up bonuses
held against the Character.
Active Look
Characters that are outside of combat can actively look provided they Finesse Speed Cost
are not busy with some other task. Characters proceeding cautiously
through a dangerous area are assumed to be actively looking every None or Basic 8
Round unless distracted (such as fleeing full tilt for their lives). This Advanced 4
means that the Awareness checks should be rolled to see if the Expert 2
Characters notice danger without specifically asking.
Elite 1
Despite the name, Active Look utilises all senses. Legendary 0
Characters that are not actively looking use Passive Perception, e.g. to
notice an assassin sneaking up behind them while they are enjoying a good book or the strange layout of
the paintings in this wing of the mansion, without being prompted. In the case of the assassin, this
Passive Awareness check serves as a difficulty for their Stealth rolls. A Character’s Passive Awareness is
their Unstressed Awareness check, based on their Finesse as normal.

Visibility/Sound Modifiers:
Sight
Visibility Level Modifier Notes & Examples
A clear day in the open desert standing on a hill. Open space
Perfect +5
with good lighting.
Good 0 City street, light vegetation, or light rain.
Fair -5 Dim lighting, mist, forest, packed warehouse, heavy rain.
Poor -10 Dark lighting, dense jungle, torrential rain.
Very Poor -15 Can only perceive within 2m. Thick smoke.
You are considered Blind. See that Condition for details. You
None n/a
cannot make sight-based Awareness checks. Pitch Darkness.
Distance -1 Per every 100m away you are.
Sound
Sound Level Modifier Notes & Examples
Perfect +5 Deserted Cathedral.
Good 0 Air-conditioned spaceship, open fields.
Fair -5 Busy market square, windswept mountain.
Poor -10 Working factory floor, thunderstorm.
Very Poor -15 Can only perceive within 2m. Under artillery bombardment.
You are considered to be deaf. You cannot make sound-based
None n/a
Awareness checks. The absence of sound in a vacuum.
Distance -1 Per every 100m away you are.
Darkness Modifiers
In dark areas it is difficult to see. There are three levels of darkness: Dim, Dark, and Pitch Darkness.
The visibility penalties are listed above. Street lights would be an example of Dim lighting. While a
moonless night would be an example of Dark lighting. Pitch Darkness is reserved for when there is no
light whatsoever.
Light sources have a listed radius (usually on the item) within which Characters and objects can be seen
as normal.10) after x2 radius, or use whatever the level of ambient illumination is if that is better.

Skills 73
Level of Detail Seen (Level of Success)
The level of detail you can identify is determined by your level of Success on the roll. some guidelines
are given below:

Successes Level of detail identified


0 Something is there – you can target it, but not identify it.
You can perform basic identification and see items carried or clothing
3
worn by an individual.
You can identify small details like a distinctive pimple, earring or the
6
particular model of a weapon.
Identify a 'lifelike' limb as actually cybernetic or that a 'handmade' ball-
10
gown is in fact a machine-made replica.
Extended Searching:
If the character is looking for an immobile object or person for an extended period, they receive a bonus
to spotting it.
Time spent searching Bonus
1 minute spent continuously searching +5
10 minutes spent continuously searching +10
1 hour spent continuously searching +15

Beast Lore (Charisma)


This is your skill in understanding, controlling, and training animals for a variety of tasks such as riding,
hunting, or fighting.
The Beast Lore Skill can be used for all of the actions of the Leadership skill (see Social) but applies to
animals. It can also be used to command animals to take specific actions.
The difficulty of affecting an animal depends on the animal's relationship to the Character:
• If the target animal is a pet or close companion (e.g. a bonded animal using the Beastfriend psychic
path), it requires a Basic success. It takes a few years to build such a bond in most pets.
• If the target animal is neutral then it requires an Advanced level success.
• If the target animal is hostile or under the orders of someone else, this requires an Expert level
Success as well as exceeding either the animals own [Willpower]+[Mental]+[Stoicism] or the other
Character's Beast Lore Skill check.
If an Animal is not trained for war, an Expert difficulty Beast Lore check costing 6 Speed (3 for 5
Successes) is necessary to get the animal to follow commands in combat (rather than simply fleeing).
Once this check is passed, the animal will follow instructions normally until it is injured or suffers from
the Pain Condition, in which case a new roll is needed.
If an animal is suffering from the the Pain Condition there is a -3 penalty to Ride and Beast Lore checks
that are used on it.
When removing the Conditions of a mount, you use Beast Lore in place of the mount's Stoicism roll.

Command (Basic Finesse)


Commands an animal to do something it is trained to do; difficulty depends on the stance of the animal.
Each attempt costs 4 Speed, though with 5 Successes this is reduced to 2 Speed. If an animal is not
trained in the command (for example inducing a domestic rabbit to attack), then the difficulty is
increased by 1 Finesse level and only Basic commands (such as Attack or Stay) can be used. This is an
opposed check if the original commander is in communication with the animal you are influencing.

74 Skills
Bureaucracy (Intelligence)
Your ability to work with laws, rules, and regulations to get a desired outcome. The lifeblood of Reeves
and Imperial Bureaucrats.

Craft (Intelligence)
Your character's skill in fashioning low technology items. Characters with the Craft Skill can do pottery,
masonry, carpentry, blacksmithing, basket weaving, and the like.
In the known worlds not everything is always available from a nearby and well stocked agora. Capable
Guilders and many others can make many useful items themselves, and many are skilled artisans who
can sell the fruits of their labour for a tidy profit. The rules for making items using the Art, Craft, or Tech
Redemption skills are as follows.
You need a number of things before you may begin:
• A number of appropriate raw materials totalling ¼ the firebird cost of the item.
• The minimum of appropriate tools to do the work based on the
item's Tech Level. Some guidelines are presented in the table. Crafting Toolset Guidelines
• A Unstressed environment in which to work. Tech Level Scarcity Cost
• Blueprints, designs, or intimate knowledge of the construction
1 Common 10
of the item. If you lack this, it is possible to create a design 2 Common 30
from scratch. See the Research skill for rules. 3 Uncommon 50
• The skill of manufacture must have a Finesse corresponding 4 Uncommon 100
to the level of the item – Basic for Common, Advanced for 5 Rare 200
Uncommon, etc. 6 Rare 300
• You must have a Tech Level high enough to understand the 7 Very Rare 1000
item. 8 Legendary 3000
You make a check after 8 hours of work on the project (maximum of
one check a day). Each check has a minimum level that needs to be reached before progress is made,
based on the scarcity of the item. If you succeed the check, it adds a number of firebirds of progress to
the item. Once the item's firebird cost is reached, it is complete. The raw material cost above does not
factor into this (the item does not start one-quarter complete). The tables below detail the minimum
level of success required for a given scarcity and the progress made for each level of Success:
Scarcity Success Required Level of Success Progress made
Common Basic Basic 1 firebird + 1 firebird per Success
Uncommon Advanced Advanced 6 firebirds + 1 firebird per Success
Rare Expert Expert 30 firebirds + 3 firebirds per Success
Very Rare Elite Elite 150 firebirds + 10 firebirds per Success
Legendary Legendary Legendary 600 firebirds + 30 firebirds per Success

Determination (Passion)
Your ability to direct your energy and drive to achieve a goal.
Characters that achieve something that matches their motivations can roll Determination to regain 2
points of Wyrd for a Basic Success and +1 Wyrd for every 5 Successes.
In combat, if you are attempting to act in accordance with at least one of your motivations, you may
spend 4 Wyrd to gain [Passion] Resolve points (which is also the maximum number of these points that
can be held). Up to Determination [Finesse] Resolve points can be spent to add to any dice roll in
combat (on a one-to-one basis) except Fate rolls. If you gain Focus points, you lose any Determination
points you have (you may not simultaneously have both). These points are also lost at the end of a scene.

Skills 75
Disguise (Intelligence)
Your Character's skill in presenting themselves as someone other than who they really are. Essential to
the roles of actors and spies.
This is both your skill in applying disguise as well as choosing the right coat and clipboard to carry when
infiltrating that Engineer's Guild bio-facility. You can pick out another character's costume and use the
Disguise skill on them. However, if challenged, they must use their own Connive to convince sceptics;
you are no help to them at that point!
The disguise skill is opposed by the target's passive Awareness if they are not really paying attention, or
their active Awareness if they are inspecting the character.

Heal (Intelligence)
Your ability to identify ailments, propose treatment plans, and perform surgery, as well as bandage and
treat the sick and injured. Essential to the priests of the Sanctuary Aeon and Apothecaries, but
professional soldiers, parish priests, and solo explorers also tend to pick up a smattering.

Restoring Lethal Wounds


This skill can be used to restore Lethal Wounds to an individual that has lost all their Lethal Wounds to a
certain location. The character is restored to one Lethal Wound to the location for a successful roll. For
every 5 successes an additional Lethal Wound can be restored. Without appropriate equipment the
medic is considered stressed and has a -5 penalty to the roll.
Restoring Lethal Wounds is a 30 minute action. This time can be halved for 5 Successes.
Healing a location from 0 Lethal wounds or below has the following difficulties:
Healing Dangerous Injuries
Difficulty Location can be restored from Minimum equipment required to avoid penalties
10 0 Lethal Wounds Basic Medpack
15 -1 Lethal Wounds Surgery Kit
20 -2 Lethal Wounds Surgery Kit
25 -3 Lethal Wounds Operating Theatre or Nanotech Surgery Kit
30 -4 Lethal Wounds Operating Theatre or Nanotech Surgery Kit
A location with positive Lethal Wounds has a difficulty based on the number of Lethal Wounds sustained:
First Aid Lethal Wounds Sustained to
Difficulty location Minimum equipment required to avoid penalties
15 4 Lethal Wounds Basic Medpack
20 3 Lethal Wounds Basic Medpack
25 2 Lethal Wounds Basic Medpack
30 1 Lethal Wound Basic Medpack
An Advanced difficulty Heal check can also improve a character's rate of natural healing. See Lethal
Wounds in the Taking Damage section.

Assisting Poisoned Characters


Characters with an Expedition Medkit can also attempt to help poisoned characters. For 8 Speed they
can use their Heal roll to help the target resist or recover from a poison in exactly the same way as if the
affected character had attempted a [Mass]+[Physical]+[Stoicism] roll. This may be attempted without
an Expedition Medkit at -5 to the Heal roll.

76 Skills
Removing Affliction Points
If the character has Expert or better Psychology, they can help another character to remove Affliction
Points. This requires 8 hours of treatment (which may be spread over several days). After successfully
removing Affliction Points, a patient must wait a week before they can try again.
This requires a roll from both the character using Heal and the patient. The difficulty for both characters
is 15 + the patient's [Ego].
The character using Heal rolls first. For every 5 Successes they get, they add +1 to the patient's
Meditation roll. Unlike other Heal rolls, only Psychology, Occult, Theology, and Intuit are complementary
on the Healer's roll.
The Patient then rolls [Calm]+[Mental]+[Meditation]. This roll is a Fate roll, so it cannot be modified and
is always considered Stressed.
The patent loses 1 Affliction Point if successful, and 1 more for every 5 Successes on their roll.

Poisoning
Whenever a character hits an opponent with a weapon coated with a blade poison, they may spend
Successes up to their Heal [Finesse] to increase the difficulty to resist and recover from the poison on a
one-to-one basis.
If poisoning a character outside of combat by any method, they may simply add their Heal [Finesse] to
both values.

Meditation (Calm)
Your skill in self calming, contemplative thinking, opening yourself to the universe, or freeing yourself
from sinful thoughts. Practised by psychics, heretics, priests, and penitents who find it an essential way
to restore their spiritual energies. It can also be a big help to those who have to perform big feats under
pressure and some say all the best hunters and sharpshooters have some degree of practice with it.
In combat you can meditate as a 6 Speed action with Advanced Finesse difficulty (3 Speed for 5
Successes) to gain [Calm] Focus points (which is also the maximum number of these points that you can
have). Up to Meditation [Finesse]/2 Focus points can be spent to add to any dice roll you make in
combat, with the exception of Fate rolls. If you gain any Resolve points, you lose any Focus points you
have (you may not simultaneously have both). These points are also lost at the end of a scene.
Outside of combat you can meditate for 10 minutes to regain 1 point of Wyrd per point of Meditation
[Finesse] (0 with no Finesse).

Occult (Intelligence)
Some character's view all metaphysical activity as part of a larger framework. This skill covers the use
and understanding of these forces, patterns, and rituals. Specific ritual powers in this area work in
identifying active or recent occult activity, and controlling or enhancing Occult Powers. More details of
the uses of this Skill can be found in the Occult chapter.

Occupation (Perception)
Your skill in doing day-to-day professional work to earn your daily bread, rather than making items for
sale. Examples include running a market stall, administering a farm, or keeping your gang of
mercenaries in work and their accounts straight.
Any two skills relevant to the profession are also complementary (Heal and Biology for an apothecary,
one-weapon skill and Intimidate for a hired thug). In addition Bureaucracy is always complementary, as
are Connections and Etiquette/Streetwise provided they are appropriate.

Skills 77
Making Money
When using this Skill to make profit, make the check after each week of work. Your ability to make any
money depends on you having stock, tools, and a rich enough market to ply your trade. Higher levels of
Success may also depend on you having employees to handle the volumes of trade involved. If you have
high Finesse you should discuss with the GM how exactly your business works.

Level of
Success Firebirds earned Example(s)
Basic 1, +1 per extra Selling simple, low-quality items to serfs or working
Success under a poorly negotiated contract for services.
Advanced 6, +1 per extra Selling solid artisanal items to the gentry.
Success
Expert 30, +3 per A supplier to major guilds or local nobility. Conducts
extra Success business with a certain flair (or discretion).
Elite 150, +10 per The character is a expert at providing bespoke items to
extra Success those who need them, when they need them. Highly
sought out by their clientèle.
Legendary 600, +30 per Customers are major Nobles. Goods or services sold are
extra Success either extremely useful, the height of fashion, or both.
To calculate earnings for longer periods you may simply multiply the weekly amount.

Psi
Your ability to use Psychic Powers. These strange and wyrd abilities are often considered selfish as these
powers often either only aid the Caster or act to someone else's detriment (lightning, mind control,
maddening illusions etc.) More details of the uses of this Skill can be found in the Occult chapter.

Research (Intelligence)
Your ability to search through data to find the information you are looking for. Relevant knowledge and
other skills are complementary on Research rolls. For example, in researching poisons that might have
been used on the Duke, Biology, Heal, Alchemy, and even Survival could be complementary. To learn
about weapons or starships a character could use their weapon skill or Pilot as complementary skills.

Invention
Research can be used to invent devices you do not already know how to make. Like the Craft rules, you
may require certain parts or tools to do the work – anything from wood to make prototypes to a powerful
think machine to run simulations.
The relevant Tech Redemption and Science skills are complementary. The difficulty to invent a device is
a difficulty determined by its Tech Level, and a number of Successes are required based on the item's
Scarcity. The check can be made once per full day of work. One Success is achieved if the character
equals the difficulty. If you are Stressed and Critically Fail, all progress is lost.
The Character must have a high enough Tech Level to understand the device to invent it.

Tech Level Difficulty Scarcity Successes Required


4 or lower Basic Common 10 Successes
5 Advanced Uncommon 20 Successes
6 Expert Rare 30 Successes
7 Elite Very Rare 40 Successes
8 Legendary Legendary 50 Successes

78 Skills
Security (Intelligence)
Your Character's ability in both bypassing security systems and setting them up, as well as knowing how
to booby trap an area. Used by assassins and thieves as well as those who would keep them out.
Bypassing low-tech mechanical locks has Low Tech Redemption as a complementary Skill, and bypassing
electronic or high-tech locks has Think Machine as a complementary skill.

Stoicism (Varies but often Willpower)


The ability to use willpower to overcome Pain, Confusion, and other Conditions. It is also used as the
defence against various attacks like Psi and Poison.
Effect Stoicism Roll to Resist
Occult Powers [Willpower] + [Mental] + [Stoicism]
Calming (Occult Powers) [Passion] + [Mental] + [Stoicism]
Rage (Occult Powers) [Calm] + [Mental] + [Stoicism]
Guilt (Occult Power) [Ego] + [Mental] + [Stoicism]
Cybernetic Incompatibility [Ego] + [Mental] + [Stoicism]
Social Attack [Willpower] + [Mental] + [Stoicism]
Poison [Mass] + [Physical] + [Stoicism]
Disease [Physique] + [Physical] + [Stoicism]
Blindness [Perception] + [Physical] + [Stoicism]
Physical Exhaustion [Physique] + [Physical] + [Stoicism]

Survival (Perception)
The skill to travel through wilderness areas with out getting lost; finding clean water and enough food to
eat. Used by game keepers, adventurers, and infiltrators.

Theurgy
Your ability to ask for specific assistance from the Pancreator or the gods or spirits of other faiths. These
Powers are considered more selfless as they focus on aiding or helping others rather than aiding the
Caster or killing people (though there are exceptions), and are sanctioned by the various faiths. More
details of the uses of this Skill can be found in the Occult chapter.

Jerick was dying. She knew it would be slow. Her assassin had given her three hard thrusts in the gut, but had
somehow managed to miss anything vital. A Kraxi knife coated in grixi paste. The pain was indescribable.
As the only Ukari Reeve on Criticorum, she had always known her position was tenuous. Her assailant was
human, she could smell him, but they were trying to make it look like one of her own so it could be shrugged
it off as part of some seemingly incomprehensible Ukari clan rivalry. Currently he was busy rifling through her
records looking for something. Apparently her meticulous filling system was impenetrable to him. Some small
fortune, she thought sourly.
As she weakened, her mind drifted to long nights of study at the academy on Leagueheim. To guild rivalries,
essays, and tests. She’d worked so hard to get away from the violence and the knife, but it had found her
anyway.
From her training she knew she had seconds of consciousness left. The Elixir in her waistband would stop the
bleeding but not the pain. The two blast capsules in her boot derringer had to stop the attacker or it was all
over.
She focused.
Two in the heart. A final exam.

Skills 79
Tech Skills
Tech Aptitude
Skills Overview
Skill Stat Complementary Skills Complementary On
Biotech Int Biology, Alchemy, Heal
Redemption
Cyber Int Biology, Heal, Think Machine
Redemption
Demolitions Int Alchemy, Physics, Geology
Drive Reac
High Tech Int Physics, Think Machine
Redemption
Low Tech Int Craft Craft
Redemption
Pilot Reac
Psi Redemption Int Theology, Psychology, Occult
Sensors Per Physics, Think Machine
Think Machine Int Mathematics Sensors

Demolitions (Intelligence)
Your skill in placing and constructing explosive devices to cut through walls and doors, or to literally
bring the house down. Used by members of the mining guild and specialist combat engineers of the
Muster or House militaries.

Setting explosives:
With a Basic roll, the explosives will detonate as desired. Higher rolls give Successes to be spent as
follows:

Successes Explosive Finesse Effects


2 +1 to the disarming difficulty.
2 +1 to the difficulty of others finding the explosive.
Contained Explosion: +1ap and halves the blast radius. If the blast radius
3 is reduced below 2m the device does half damage out to 2m but full
damage to the object it is attached to.
5 Set the explosive as a booby trap (using tripwire, etc.).
Shape charge into 90° arc, increasing total damage by 50%. In the other
5
270° the charge has a 2m blast that deals half the initial damage.

Detecting and Defusing Explosives:


Explosives can be located with a Security or Awareness roll. This is typically an Advanced level difficulty
check, but the GM may modify this based on circumstances, for example, a giant pile of dynamite is
probably difficult to miss.
They are disarmed with a Security or Demolitions roll which is Advanced difficulty by default. Critically
failing this roll sets off the explosive.

80 Skills
Placing Explosives in Combat:
If you are attempting to set explosives on a vehicle you can set them on any location you can touch with
a Mêlée: Short attack roll. If you are able to choose a hit location, all the damage is directed at this
location, but you must be able to reach the desired location. Otherwise, the explosives do damage to 3
random locations as normal for a weapon with the Explosive Blast tag. If the vehicle is in motion,
your remaining number of Successes on the attack roll is the maximum number of Successes
you may gain on the explosive placement roll.
Explosives that have been modified to stick to targets can be placed with a Mêlée: Short attack with a
range increment of 2m. The defender may dodge this attack. This attack suffers an increase by 1 to the
range penalty per 2m for each unit of explosives after the first that is included in the device. Defenders
with explosives stuck to them may not dive for cover to avoid the blast and are not protected by energy
shields. The device can also target an area instead of an individual.

Drive (Reaction)
The character's skill in using ground vehicles like cars and trucks. Used by many guilds, but notably the
Charioteers who are charged with transporting goods and messages. The Scravers often find that their
expeditions rely on driving their vehicles through difficult terrain to remote “dig sites” (clandestine
rendezvous). The Muster and militaries often have mechanised transport or support, as well as the
occasional war machine, and thus recruit heavily for this Skill.

Pilot (Reaction)
Your skill in using atmospheric and space craft. The most skilled pilots belong to the Charioteers Guild,
but there are others with wealthy patrons.

Sensors (Perception)
The characters ability to manipulate sensor technology to find and track objects such as other ships,
asteroids, space mines, or the derelict space station you want to visit.

Tech Redemption (Intelligence)


The Character's ability repairing and occasionally also crafting technological contraptions.
Biotech – deals with manipulating genetic or biological structures, e.g. creating or understanding the
changed. This skill is almost completely proscribed by the Church.
Cyber – deals with machine–human interfacing It can be used to replace any damaged or worn out parts
of the body, or to go beyond their natural limitations. It is not viewed by many as being particularly
wholesome. Fitting these devices also requires surgery using the Heal skill.
High Tech – deals with advanced technological devices that can generate force fields, anti-gravity, and
virtually limitless power among other wondrous effects It is viewed with both awe and suspicion by most
people. Generally covers objects from Tech Levels 6 to 8 and usually only Engineers receive training to
this high a level.
Low Tech – deals with gears, hydraulics, and electronics. The internal combustion engine is a good
example. Deals with items of Tech Levels of approximately 4 and 5.
Psi – deals with fantastical devices that tap into poorly understood energy fields that seem to permeate
space and suffuses living creatures. Psi tech is feared by the masses, and rightly so.

Skills 81
Examples:
Basic: Routine operations. Changing a filter, replacing a spark plug. Normally these operations can also
be performed by anyone with an Advanced skill in using the device.
Advanced: Repairing a device with jury-rigged or improvised components.
Expert: Adapting a device for non-standard operations. Building a complex device from suitable
components. Substantially rebuilding a device. Jury-rigging a sophisticated component.
Elite: Building a device from scratch from components designed for other functions.
In order to make money from Tech Redemption, see the Craft rules above.

Think Machine (Intelligence)


The skill you have in using and programming think machines to perform various tasks. There are many
different operating system languages through out the known worlds but think machines are quite rare.
Used by Engineers, Reeve accountants, and starship personnel.
Some example operating systems providing various bonuses and penalties:
Turing – Used by the Engineers Guild for proper programming. Requires Advanced Think Machine
Finesse or the character suffers a -5 penalty.
Constantinople – Used by the Reeves Guild for accounting and log keeping. The whole environment is
treated like a database designed for searching and gathering for statistics. Decrease the difficulty of all
search tasks by a Finesse Level and increase the difficulty of programming tasks by a Finesse Level.
Lex V.V – Operating system used by the Church. Increase the difficulty of all tasks by one Finesse Level
unless the user has Advanced Latin.
Ië – Ur-Obun operating system. Increase the difficulty of all tasks by one Finesse Level if the user
doesn't have both Advanced Obunish and Basic Lore: Obun.
Link – Operating system for Golems and AI.
Suprema – A simplified version of Turing popular with Charioteers and Scravers for running on
spacecraft and the occasional weapons platform. Decrease the difficulty of all programming tasks by one
Finesse Level. Unfortunately the system is riddled with security flaws: decrease the difficulty of hacking
into this system by one Finesse Level.

Hacking
Think machines in Fading Suns are all configured differently from one another and use different, very
often custom, hardware and software. This can make using unfamiliar computers very difficult, even
without active attempts at security. In addition, think machines are rarely networked together and large
public access networks only exist on Leaguehiem and Byzantium Secundus, which means in order to
access a think machine the hacker must normally go to its location.
Fortunately for hackers, most people cannot understand think machines and that means security is often
lax or non-existent.
When hacking into some machines the task does not have a set difficulty but is instead a contested roll.
Some computers are protected by intruder countermeasures. These either activate after a set period of
time (e.g. 3 rounds to enter a valid login) or when the user rolls a natural one. These may shut off the
system, sound an alarm, activate the automated defences, or detonate the nuclear device in the
basement.

82 Skills
Successes
Example Think Machines Tasks Difficulty Notes & Examples
Required
Use familiar think machine Basic 3 Locate and open file, connect to
for routine task. networked computer, run program.
Use unfamiliar think Advanced 5
machine for routine task.
Network two think machines Expert 5 If unfamiliar with either operating
for the first time. system, increase the difficulty by
one Finesse Level.
Replace operating system Advanced 5 If unfamiliar with either operating
with another (losing all system, increase the difficulty by
data). one Finesse Level.
Bypass password at login. Expert 3
Gain access to a networked Expert 5
remote system.
Write program to gain Elite 5 1 Finesse Level easier for each
access to remote system Tech Level the hacker's machine
protected actively by beats the defender's by, or 1
intruder countermeasures or Finesse Level harder for each Tech
a system administrator. Level the defender's Tech Level
beats the hacker's by.
Write a program to decrypt Elite 5 1 Finesse Level easier for each
encrypted file. Tech Level the hacker's machine
beats the defender's by, or 1
Finesse Level harder for each Tech
Level the defender's Tech Level
beats the hacker's by.

Earl Maximilian’s head opened up revealing a cluster of miniaturised electronics. Fellow Barney
Mechwright of the guild of engineers peered into the hole feeling slightly queasy. He knew that nothing in
here was organic. The bio-electronic interface that meshed the “second brain” implant into the Hawkwood
noble’s head lay deeper within, but that didn’t stop the act of looking into someone’s skull feel any less...
weird.
“Will this take long?” Maximillian asked, “I have business to attend to.”
“Not too long, sir,” the engineer said, “Just settle in and I’ll plug in the energy bypass.”
“'My Lord',” corrected the noble, loathing every moment of this indignity, “Urgh, I hate how sluggish my
thoughts feel when you do that.”
As the harness tightened, securing the noble’s head into position, the engineer plugged in the external
power source, allowing him to remove the battery and examine the finer circuitry below. Beside him, a
screen began to display diagnostics.
“Sorry m’lord. That’s because the battery shell also contains the main heat sink,” Barney said, tapping a
few keys on the uplink, “Your processing is dialled back until I replace it. Anyway, it is as I suspected. The
battery is running low again. With your permission I’d like to replace it with a higher capacity unit. It is
either that or shorten the period between maintenances. It’ll be a bit heavier, but-”
“Bah, do it man. I don’t have time for this nonsense. Let alone more of it.”
“As you wish, m’lord.”

Skills 83
Social Skills
Social Aptitude
Skills Overview
Skill Stat Complementary Skills Complementary On
Connections Cha Faction Lore, Conversation, Interactions with
{Choose} Character's Ranks Faction
Connive Cha Perform Gambling, Perform,
Seduction, Disguise,
Sleight of Hand
Conversation Cha Oratory, Philosophy Oratory, Connections
Gambling Per Connive, Intuit, Tactics,
Mathematics
Intimidate Will Athletics
Intuit Per Psychology Gambling, Seduction
Leadership Cha Tactics, Oratory
Oratory Pass Perform, Art, Conversation Conversation,
Leadership
Perform Cha Connive, Art Connive, Seduction,
Oratory, Disguise,
Sleight of Hand
Seduction Cha Perform, Intuit, Connive
*Streetwise Acu Urban 'Low Society'
Interactions

Connections (Charisma)
An Old Urth expression is “It's not what you know, it's who you know”. In the Known Worlds this is
doubly so. Not only has the republican ideal of meritocracy been rejected and replaced with rank and
noblesse oblige, but formal and binding codes of law have been relaxed to the point where people can
only trust those they really know.
Connections determine a character's starting wealth. Characters receive the following depending on
their highest Connection Skill and their Social Aptitude. Characters with the Wealthy blessing (5 points)
receive extra items equivalent to having an Expert level connection, and Very Wealthy (10 points) an
Elite level connection. If they have higher Social Aptitude than the 5 or 6 required for Expert or Elite
Finesse respectively, they gain the extra items from having a high Aptitude.
Items received by scarcity:
Connection Social Aptitude Common Uncommon Rare Very Rare Legendary
Basic 1 2 1 0 0 0
Basic 2+ 3 2 0 0 0
Advanced 3 4 2 1 0 0
Advanced 4+ 6 3 2 0 0
Expert 5 8 4 2 1 0
Expert 6+ 12 6 3 2 0
Elite 6 16 8 4 2 1
Elite 7+ 24 12 6 3 2
Legendary 7 32 16 8 4 2
Legendary 8+ 48 24 12 6 3

84 Skills
Loans and Favours
In play, connections can be used to get privileges and secure favours. Being written onto the guest list
for a noble banquet may be free if one knows the right people, as you are well connected enough to be
worthy of invitation as soon as you make your presence known. On the other hand, strings might need
pulling if the favour involves a reputation risk to the one granting it (like if you are a known social
climber and a bore to boot). Under these circumstances, some effort and skill will be required. The GM
should assess the difficulties as required.
Rank Loan/favour bonus
There is a bonus to Connections rolls if the character has a high
Rare +1
rank in the organisation in question.
Very Rare +2
Monetary or equipment loans lasting a month or so may be secured
once per game session per Connections skill you have at least Basic
Legendary +3
Finesse in. Loaned goods or cash must be paid back with 50% Loan Scarcity Difficulty
extra. The difficulties are listed in the table and assume you are not
likely to get yourself killed or leave town, and that there is no significant Common Basic
risk the loan will compromise the reputation of the lender (“I'm going to Uncommon Advanced
see the Count, can you lend me a sharp knife and some plox blade Rare Expert
poison?”)
Very Rare Elite
Here are some suggested modifiers for more difficult situations, Legendary Legendary
however ultimately the GM must decide based on the character's
proposal and the NPC and faction’s temperament and interests.

Factor Notes/Examples Modifier


You are travelling to a
Significant risk the loan will not be paid
remote area or have not +5
back.
repaid such loans in the past.
Required for all consumable
Gift that does not need to be repaid. +10
items.
The loan is likely to embarrass the lender. +5
The loan puts the lender at risk. +10
The loan furthers the lender's interests,
but is still not something that they would -5
be willing to pay to have happen.
You offer at item of equal or greater value
-5
as collateral.

Connive (Charisma)
Your ability to lie and manipulate your body language to convince others of false or misleading
information. Used by con artists and criminals.
This skill can be opposed by an Intuit roll by the target. The target must choose if they wish to make a
Intuit roll or simply accept what they are told. If the target fails their Intuit roll, then they are not told
that they failed. An even roll on the Connive roll indicates the target believes the Conniving character is
telling the truth, and an odd roll that they believe the Conniving character is lying.
Connive rolls and defences against them gain Streetwise as a complementary skill bonus in low society,
Etiquette in high society, and Bureaucracy in a legal context.
This skill can also be used with the Trick Strike and Distract Battle Arts or in some suitible
circumstances to convince others that you are friendly, and thus denying them their active defence (see
Concealed Attacks in the Rules chapter).

Skills 85
Conversation (Charisma)
The ability to argue and debate your point in a diplomatic way to convince of, or direct others into, a
particular course of action. Used by diplomats and lawyers.
Conversation checks and defences against them gain Streetwise as a complementary skill bonus in low
society, Etiquette in high society, and Bureaucracy in a legal context.
This Skill is also used to perform the Gybe Battle Art, see that chapter for more details.

Gambling (Perception)
Your ability to read an opponent and the game to gain an advantage at gambling when it has some
personal interaction. You can also estimate the odds of success. Used by professional gamblers and cads.

Intimidate (Willpower)
Your ability to project your presence to make others back down and acquiesce to your suggestions and
demands. Good for short term gain. Used by bullies and drill sergeants.
Intimidate checks and defences against them gain Streetwise as a complementary skill bonus in low
society, Etiquette in high society, and Bureaucracy in a legal context.
You may also use this Skill to perform the Scare Battle Art, which can be found in that chapter.

Intuit (Perception)
The ability to read body language, stance, the subtleties of word choice, etc. to identify the state of
mind, personality, and veracity of an individual. Useful for socialites and interrogators alike.

Leadership (Charisma)
The ability to motivate those under you to apply themselves where and when they are needed.
The Leadership skill can be used to assist other characters within earshot. The character must be
physically present and not communicating remotely to be fully effective: they suffer a -5 penalty to their
skill roll and a halving of their effective Finesse (round up) when using these actions remotely.
The difficulty of assisting another character depends on whether they are a subordinate or not:
• If the target character is a follower or close companion (a loved one or someone who has
motivation: loyal towards the leader) it requires a Basic success.
• If they are unrelated and about socially equal, then it requires an Advanced level success.
• If the target character is hostile or a social better this requires an Expert level success.
NPC Followers and Mentors that a character has brought cannot use Leadership on a PC.
The character requires the stated level of Leadership Finesse to use these actions for 6 Speed. For 5
Successes the Speed cost of performing any of these actions can be reduced to 3 Speed.

Basic - Aiding Resistance or Recovery Rolls


This is used to help other characters overcome Conditions that require a Willpower roll, or resist social
attacks and Occult Powers. This may only be attempted once for each instance of a Condition, a social
attack, or Occult Power, and may not be retried by another Character on the same target.
If successful the target may roll to recover from the Condition or re-roll the appropriate social or Occult
defence roll at no Speed cost.
For +5 Successes the target gains a +1 on the roll.

86 Skills
Advanced - Aiding Vitality Regeneration
This can be used to restore Vitality to targets. The roll is made with the difficulty as above, and if
successful any Vitality regained by this use of the recovery action over the next Round is multiplied by
the leaders [Finesse] level. This can only be used once on each target in a given Round, and does not
multiply the effects of Stoicism Battle Arts – instead use whichever value is higher.
For +5 Successes, the multiplier can be increased by 1.

Advanced - Granting Increased Speed


The leader can give the target [Finesse] points of extra Speed. If this power is used on a Character more
than once before their next action or more than once in a Round, apply only the largest bonus.
For +5 Successes, the target can act immediately after the leader chooses to end their Turn, regardless
of the Initiative order. This may cause a character to have an additional Turn in the same Round. Their
Initiative becomes equal to the leading Character, but they act immediately afterwards.
For +10 successes, the target gains one more point of Speed.

Oratory (Passion)
Your Skill in talking to a massed crowd and encouraging them to act and think in the way you want.
Heavily used by Reeves and Priests.
Using the same difficulties as the Leadership skill, a character may inspire all others within earshot to
great efforts by playing on their motivations. They gain the orator's [Finesse] bonus to Determination
rolls made this scene. Increase any affected Character's effective Determination Finesse by 1, up to a
maximum of the orator's [Finesse]. If this effect is applied multiple times apply only the largest bonus.
For +5 Successes, increase the Finesse bonus by 1 (still capped by the orator's Finesse) and the bonus
to the roll by [Finesse].
For +10 Successes, grant the characters within earshot a temporary motivation lasting till the end of the
scene.

Perform (Charisma)
Your ability to create emotion in others from your singing, playing, dancing, acting skill etc. Used by
actors and musicians.

Seduction (Charisma)
Your ability in use your charisma, words, and body to tempt others to do what they know they should
not. Used by spies, courtesans, and the occasional expert negotiator.
Seduction rolls and defences against them gain a bonus of Streetwise [Finesse] in low society and
Etiquette [Finesse] in high society.
The seduction skill may be used in place of the Connive skill to make the Distract action (above),
provided the target is able to comprehend the attacker’s actions.

Streetwise (Acuity)
The Character's knowledge of the workings of down-at-heel urban areas. It includes knowing how to
avoid trouble (such as knowing how to check your coinpurse discreetly) as well as how to find illicit
items and people who operate outside the law. It also covers knowledge of the customs and mannerisms
of the denizens of these areas. Possessed by smugglers, gang members, and those who live in areas
blighted by crime and who must navigate the dark underside of city life.

Skills 87
Science Skills
This Aptitude describes your materialist understanding of how things work. Normally Science Skills are
only learned by the Guilds, or occasionally an interested (and eccentric) Noble. There are multiple
disciplines, each encompassing a broad area of study.

Science Aptitude Skills Overview


Skill Stat Complementary On
*Alchemy Int Demolitions, Heal
*Biology Int Cyber Redemption, Beast Lore, Heal
*Geology Int Demolitions
*Mathematics Int Think Machine, Gambling
*Physics Int Demolitions, High Tech Redemption,
Sensors
*Other {Choose} Int

Alchemy
The study of matter and how it interacts with itself. While useful for making various substances such as
drugs or explosives, the practical manufacture of these compounds and mixtures is covered by either
the Tech Redemption skill or the Craft skill.

Biology
The study of all living things and how they work. Useful for those trying to understand them, take them
apart, or put them back together.

Geology
The study of rocks, how they are formed, and how they behave. Useful for miners and those wishing to
do underground construction, or planning a building's foundations.

Mathematics
The abstract art of numbers and logic. Useful as a basis for many materialist views of how the universe
works. Close to the language of think machines.

Physics
The study of time, energy, and motion. Critical to understanding the functioning of many high-tech
devices and space travel.

Other Science {Choose}


Any other scientific subject that requires the use of or understanding of Tech or its principles. Other
sciences are better considered to be Knowledge skills.

88 Skills
Knowledge Skills
This Aptitude covers the information your character can bring to mind quickly without a source. There
are a multitude of knowledges, too many to list here. The following table details areas of knowledge with
predefined rules.

Knowledge Aptitude Skills Overview


Skill Stat Complementary On
*Etiquette Int High Society Interactions
*Tactics Int Leadership, Gambling
*Theology Int Psi Tech Redemption, Occult
*Old Urth Lore Int
*Psychology Int Psi Tech Redemption, Intuit, Beast Lore
*Philosophy Int Conversation
*Faction Lore {Choose} Int Faction Interactions
*Other {Choose} Int
Language
*Urthish Int Interactions in Urthish
*Latin Int Interactions in Latin
*Ascorbite Int Interactions in Ascorbite
*Etyrian Int Interactions in Etyrian
*Graceful Tongue Int Interactions using the Graceful Tongue
*Kurgan Int Interactions in Kurgan
*Lojmaa Int Interactions in Lojmaa
*Salsu Int Interactions in Salsu
*Scraver Cant Int Interactions in Cant
*Tok Tok Int Interactions in Tok Tok
*Uryari Int Interactions in Uryari
*Vau Int Interactions in Vau
*Vorox Int Interactions in Vorox
*Vuldrok Int Interactions in Vuldrok
*{Choose} Int Language Interactions

Etiquette
The knowledge of social rules and protocol amongst nobles and senior Church figures. Useful for anyone
trying to get through a high society event without making a faux pas or to use the rules to outwit a rival.

Tactics
Military history, strategy, and the rules and principles of a variety of games. Useful for planning a battle.

Theology
How the Pancreator chooses to order the universe. Includes an understanding of the metaphysical
principles at play in the universe as well as the moral teachings that can be derived from them. This skill
can alternatively describe knowledge in another faith of the Known Worlds.

Skills 89
Old Urth Lore
The common heritage of all humans. Now largely forgotten but containing many examples of poor
decisions that can perhaps be used to avoid repeating the same mistakes.

Psychology
An understanding of how people think including sapient instincts and weaknesses. Includes
Xenopsychology and extends to all known sapient species.
With Expert Psychology, a character may use the Heal Skill to remove Affliction Points. See the Heal
Skill for details.
Lore
Philosophy Your character's knowledge
of the history and
The art of logical argument and discussion to divine the truth.
development of swords, types
Considered to be limited by its lack of spiritual basis, but good practice
of starships, or poisonous
for those constructing reasoned arguments.
plants are your Mêlée, Pilot,
or Survival Finesse capped
by what would be allowed by
Faction Lore {Choose} the Knowledge Aptitude.
Knowledge of the history, customs, and internal politics of a faction. Similarly, other skills provide
knowledge about those skills
through their Finesse.
Other {Choose}
There are far too many fields of lore and academic study to be covered here. Some characters will learn
this knowledge to help them in their travels among the stars, others as a hobby.

Languages
Your Character's ability with words, reading, writing, and expressing concepts in their chosen language.
Urthish – The dominant language of the Known Worlds and mother tongue of most humans.
Latin – An ancient tongue with mystical and occult overtones. Normally used by the Church to conduct
services or for formal occasions. Bears only some resemblance to pre-diaspora Latin.
Ascorbite – The language of the insect-like Ascorbites of Severus.
Etyrian – The language of the Etyri bird-people from Grail.
Graceful Tongue – A language peculiar to the Al-Malik and their retainers. Claimed to be more poetic
than any other language, it allows its speakers to communicate privately with each other during
negotiations with outsiders.
Kurgan – Language of the Kurgan barbarians.
Lojmaa – Language of the Ur-Obun. A peaceful and wise race from Velisamil.
Salsu – Language of the mysterious lizard-people of Cadiz. The Hironem claim to be able to see
emotions and no sentence is complete in their language without including a mood.
Scraver Cant – A secret trade language of the Scravers guild.
Tok-Tok – The native language of the Gannok. A monkey-like race from Bannockburn with a surprising
affinity for technology.
Uryari – The language of the warrior Ur-Ukar. Contains many words similar to Ur-Obun but
unfortunately often with very different meanings.
Vorox – The language of the large, wolf-like Vorox from Ungavorox.
Vuldrok – A Language of the Vuldrok barbarians. A trade dialect of the most populous tribe, the Drenjar.

90 Skills
Power & Wealth

Power & Wealth 91


This chapter aims to give an overview of the myriad items that a character in the world of Fading Suns
will encounter, use, and confront. You can also find ranks and titles that define a character's status and
allegiance. However, this chapter is not an exhaustive list detailing all possible roles and organisations,
all wonders of the Known Worlds or every mundane item, nor is it a shopping list of items and privileges
that all characters automatically have access to.
There are few things in the Known Worlds that cause – or solve – as many problems as material goods.
Technology, in particular, is a source of many problems. The Empire purports to be one of laws, but in
many cases, the only thing stopping the Church or the Nobles from simply taking any item of value is the
power of some other group. This is the reason the Guilds exist; so that they may protect themselves and
each other by pooling their resources – and removing any competition.
With this in mind, the unwritten rule that the items you select have to 'make sense' for your Character
and the Connection used to purchase it is stronger here than in other games. If you can come up with a
reason that you have been able to stop the Nobles, Guilds, and Church Sects from taking it 'for your own
good' it should be allowed. The GM and players should work together to come up with reasons why a
character has been allowed to carry some of their more unusual items. Unless the item has been
acquired immediately prior to the game starting, in which case the fun has only just started...
Scarcity
This is the level of rarity of the item. The levels in order of scarcity are Free, Common, Uncommon,
Rare, Very Rare, and Legendary.
Your highest Connections Finesse determines what items of various scarcities you can have at character
creation – the character receives one item of the highest level (Basic: Uncommon, Advanced: Rare,
Expert: Very Rare, Elite: Legendary), double the amount one scarcity lower, and double again at each
level below until you get to Common. If the character's Social aptitude is higher than is needed to
purchase the Finesse level (the normal requirements are 1 for Basic, 3 for Advanced, 5 for Expert, and 6
for Elite), then the character receives half again, rounding up, for each scarcity level they would receive.
The number of 'Free' scarcity items is not limited by Connections Finesse; instead it is limited by how
many the GM lets you have (bribes recommended). All put together, it's like this:

Items received by scarcity:


Connection Social Aptitude Common Uncommon Rare Very Rare Legendary
Basic 1 2 1 0 0 0
Basic 2+ 3 2 0 0 0
Advanced 3 4 2 1 0 0
Advanced 4+ 6 3 2 0 0
Expert 5 8 4 2 1 0
Expert 6+ 12 6 3 2 0
Elite 6 16 8 4 2 1
Elite 7+ 24 12 6 3 2
Legendary 7 32 16 8 4 2
Legendary 8+ 48 24 12 6 3
The Wealthy and Very Wealthy Blessings give the character extra items as if they had an Expert or an
Elite Connection respectively. These 'extra connections' also receive half again as many items if you have
a sufficiently high Social Aptitude.
A character may split one higher item slot to have two items of one
lower scarcity, but multiple low level item slots cannot be combined to Extra Items
allow for a single higher level one. CCP cost Scarcity of Item
Extra Items can also be purchased using CCPs – these are items that 1 Uncommon
would normally be beyond someone's standing or ability to acquire. 2 Rare
Generally, unless there is a single, powerful item you want for your
character, it is generally easier to get items from Connections and the 4 Very Rare
Wealthy and Very Wealthy Blessings. The costs are as follows: 8 Legendary

92 Power & Wealth


Rank & Title

Power & Wealth 93


Most Fading Suns characters are either freemen or nobility, and both normally belong to larger
organisations that protect their status. Prestige within these organisations is shown by rank and title,
which in turn comes from a Character's Connections and social savvy. As such, ranks and titles are
purchased in the same way as material goods even though they are intangible.

Rules of Rank

Beyond Legendary: Exclusive and Unique ranks


Included below are two sets of titles for the leadership of the various factions in the Known Words.
Suffice to say, they cannot be purchased at character creation, and must be earned through actions in
play – actions which likely must include the death of the current holder!

Connections
Connections bonus Rank Bonus
Ranks are useful when calling on your Connections. There is a bonus to Rare +1
Connections rolls if you have a rank with the relevant faction. Very Rare +2
Legendary +3
Free Titles Exclusive +4
Unique +5
It's not unusual for a title-holder to consolidate their power by abusing
what power they have to claim lesser titles for themselves. To represent this, some titles allow the
purchase of certain lesser titles for free. This is detailed in each of the following sections.

Extra Titles
The tables below list certain titles that are not associated with a scarcity rank. These titles work like
Free Titles, even for organisations that do not otherwise use those rules. The GM may insist that you
have a certain level of title before taking one of these, depending on your backstory and circumstances.
The true cost and benefit of these titles are the story hooks they provide.

The Canoness fell to her knees, clutching at the wound in her chest, blood blooming forth over the Aeon
chalice embroidered there. For a moment she looked up at Maximilian, her patron, in bafflement. Then she fell
forwards into the dirt next to her Oblate companion.
“This time,” the Earl whispered, “This time, her faith didn’t save her”
He looked down at where Fellow Barney Mechwright had taken cover.
“You can come out. They won’t shoot us. Not if they want paid.”
“You arranged this? You killed them?!” Barney gaped.
“Their beliefs and my plans were incompatible. It was the only way. Now stop cowering, we have work to do.”
With that, the Hawkwood began to stride off towards where the shots had come from. He had only managed a
few steps before Barney called out from behind him. “M’lord, one moment!”
Maximilian turned, and Barney paused for a moment before calling:
“Override three two six - three eight two seven”
In the back of the Hawkwood’s head, a self-replicating subroutine started up in his "second brain" implant,
retracted the heat sink connection and began to overload the processors. The last thing Maximilian Hawkwood
felt was a slight itch as the heat reached a level high enough to melt the insulation surrounding the battery
cells. These melted, short-circuited and then underwent a rapid, expansive exothermic reaction.
Barney ducked.
The Earl’s head opened up, one last time.

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Noble Ranks
Nobles may hold many titles, generally using their highest. They are entitled to use their spouse's title if
it is higher than any of their own. Thus, in normal conversation a married noble is addressed using the
highest title of both partners. When being formally introduced, or in written correspondence, they are
referred to by their highest title first then then any lower titles. However they are introduced, the names
of any lands held are included in the title. Finally, the noble may have some extra titles awarded due to
deeds accomplished, membership of certain orders, or offices they hold. The Hazat are particularly fond
of large numbers of extra, colourful titles that relate to their skills in battle or flattering nicknames they
have picked up.
For example, a noble who had bought a Countess rank may have a formal title of:
Countess Carla Hazat of Lucknow, the Silverhand, Saviour of Aragon, Baronetess of Goldenfields, Dame
of the Order of the Purple Serpent, and High Ambassador to the Imperial Court.

Noble Fiefs
Above the rank of knight, noble titles are tied to a fief. This can include a piece of land, a mine, or the
right to tax a particular road. In the royal houses, titles and fiefs are generally not inherited, and are
instead assigned by the senior members of the house. It is possible to rise or fall in rank over one's life.
However it is true that parental influence has a big influence on the status of young nobles. Once
married, both partners have ownership of and responsibility for each other's fiefs, although practical
arrangements vary considerably. Nobles do not automatically inherit their parents' estates, but it is
commonly the case, provided that one of the children is deemed worthy of the title. The politics of these
succession struggles are often long and complicated, and have given rise to more than one bard's tale of
treachery and murder among siblings.
Nobles may sometimes retain the titles and lands of a dead partner until those lands are reassigned by
the house to a new noble. In some cases, these lands are left in the control of the spouse. When this
happens they become known as a Dowager. The surviving partner of a count(ess) that kept their
partner's title under these circumstances would be a 'Dowager Count(ess)'. If such a noble re-married,
they would either lose these lands or would drop the title 'Dowager' (the lands and title now being
recognised as fully theirs), depending again on the choice of the house elders.
A typical net cash income for a duke can be as low as 10,000 firebirds a year. However, this number
vastly understates the full resources they have at their disposal. Many serfs and other vassals are
required to provide labour, supply goods, or troops instead of paying taxes in cash. In addition, cash
incomes are lower than some might expect because at each stage of the chain the tax collectors and
lesser nobility take their cut. Finally, nobles are required to spend a lot to maintain their holdings.
The economic health of various estates varies widely and a good many are even losing money, but if
players wish to have incomes typical for their noble titles, they should buy incomes equal to 3,000
fbs/year for a count(ess), 1,000 fbs/year for a baron(ess), 300 fbs/year for a baronet(ess). A knight or
dame might receive a stipend of 100 fbs/year from their family. The Emperor awards questing knights
150 fbs/year and free passage on all Imperial navy vessels.

Rules of Nobility
Player characters pay for the highest title they use at the time of character creation regardless of
whether it is theirs or their spouse's.
They belong to the house corresponding to the highest of these titles (in marriage's between equals, the
marriage contract specifies to which house the couple will owe their allegiance).

Free Titles for Nobles


Nobles may also have any number of extra titles, lower scarcity noble ranks, and lower scarcity military
officer ranks for free. Military ranks that are equal to or greater in scarcity than their noble rank must
be paid for separately.

Power & Wealth 95


Traditional Titles
Before the unification of the Empire, the Houses used all sorts of titles from their various historical
pasts. After the unification of the Empire, it became common to equate these titles with the Table of
Ranks drawn up by Emperor Vladamir Alecto. Eventually, it became common for all nobles to use titles
that descended from the Europa region of old Urth, but some of the more eccentric or old-fashioned
nobles still used the traditional titles.
Most Noble Houses claim descent from the ancient nobility or royalty of Holy Terra, so they have styled
many of their ranks and titles around that tradition. This does not mean that they always follow the
archaic usage, and the noble ranks have been re-unified and systematised many times by various
masters of etiquette and heads of house.
Modern and Traditional Titles
Scarcity Noble (modern) Al-Malik Li Halan Decados Hazat
Free Squire Efendi Chugen Dvoryanin Escudero
Common Knight/Dame Bey Shizoku Boyar Señor/Señora
/Boyarynya
Uncommon Baronet Sanjakbey Danshaku Don/Doña
/Baronetess
Rare Baron/Baroness Agha Shishaku Magnate Barón/Baronessa
Very Rare Count (or Earl) Pasha Hakushaku Graf Conde/Condesa
/Countess
Legendary Duke/Duchess Wali Koshaku Duquel/Duquessa
Exclusive Prince/Princess Khedive Ou Knyaz Principe/Princesa
/Knyaginya
Unique Emperor/Empress/Regent
Extra Titles:
Ambassador Questing Knight Dowager

Master, Mistress, or Squire Sometimes, in lower status branches or minor


Free Rank noble houses, nobles may find themselves squires
Master or Mistress is usually used to refer to a for life and given a small village or two to look
noble who has not yet come of age. This normally after on their lord's estate. These minor nobles
occurs when they about 14 years old. On coming might also go in for the uncommon practice of
of age, the young noble is no longer under their squiring their offspring to another house's noble.
parents command and protection, and instead
Squires require their lord's and their parents'
becomes the feudal retainer of another noble,
permission to marry, but they cease to be squires
normally chosen by the higher ranking elders of
and become independent knights upon marriage.
the house. Influential parents can influence this
decision, and poorly connected or poorly regarded Term of address: Good Master/Mistress/Squire X;
parents may be unable to find a suitable patron, 3rd person: the Honourable X.
delaying their child's coming of age.
Knight, Dame
Squire is the title given to a noble that is Common Rank
apprenticed to a feudal lord after coming of age. This title is given to the lowest rank of
The length of a squire's service depends on the independent noble and generally, but not always,
opinion of their lord, the availability of fiefs in refers to a noble without lands. Knights and dames
need of management, and the individual's (and serve all higher ranks as emissaries, proxies, and
their parents') ability to negotiate for one. In military leaders. Some of the most wealthy and
general, squires serve for two to four years, but respected knights and dames are ambassadors or
those apprenticed to knights (who have no lands duellists who achieve high status in spite of not
of their own) may have to serve much longer. having their own fiefs. In general, knights and
However, the practical and combat skills picked up dames are the lowest full nobles.
during this time can make the noble more useful
to the family, if not especially rich or connected.

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'Dame' is the feminine of 'knight', and every noble Duke, Duchess
knows what its like to get a tongue lashing from Legendary Rank
an etiquette master after calling a dame a knight. In Royal Houses, dukes and duchesses are second
in rank only to the prince or princess, and in many
Term of address: Good Sir or Dame
minor houses this is the title held by the leader of
Baronet, Baronetess the house. At any one time there are only a few
Uncommon Rank dozen dukes in the Known Worlds. A duke will
Baronets are the lowest rank of landed nobles. control a planet or star system. Typically, most
Baronetcies are normally fiefs covering a city or dukes spend their time holding court and keeping
region of countryside of a few hundred or a few their own houses in line. Each is responsible for a
thousand square kilometres. Typically the feudal dozen or so counts, hundreds of barons, and
superior of a Baronet would be a Baron. thousands or even tens of thousands of baronets
and knights.
Term of address: Good Sir, My Lady; 3rd person:
Sir X Baronet or Dame X Baronetess At present there are no archdukes, but there is
historical precedent for them as deputy heads of
Baron, Baroness
house. Or, in one notable and brief period, as joint
Rare Rank
rulers of a house.
Barons are the nobles most commonly depicted in
magic lantern shows. They manage fiefs from Term of address: Your Grace; 3rd person: His or
about a thousand square kilometres to a few Her Grace, the Duke or Duchess of X.
hundred thousand square kilometres in size, or
Prince/Princess
perhaps a large space station, moon, or major city
Exclusive Rank
instead. This level of nobility can be thought of as
The leaders of the pre-eminent Noble houses, the
the backbone of the Royal Houses. Typically they
Royal houses, are titled as Princes and Princesses.
will be able to mobilise a decent sized army given
A few minor houses may enjoy a leader of this
enough time, though quantity and quality varies.
rank, but make no mistake — any pretence of
They usually have a dozen or so knights and
equality is only a matter of protocol. Princes and
baronets as retainers. Barons play a big role in
Princesses are some of the most powerful people
planetary politics and on some less-populated
in the known worlds. Within their own domains,
worlds may even reach the position of planetary
they may be more powerful than the Emperor
governor. Typically a baron will answer to a count.
himself. They command vast armies, armadas, and
Term of address: My Lord or My Lady; 3rd person: the political power that decides the fate of
the Right Honourable, Lord or Lady X. uncounted billions. These are the movers and
shakers of the Known Worlds, and the galaxy
Earl/Count/Marquess, Countess/Marchioness
trembles under the weight of their ambition.
Very Rare Rank
Earls or counts may control entire continents, but Term of address: Your Royal Highness; 3rd person:
their personal fiefs are normally as small as a His or Her Highness, the Prince or Princess X.
baron's. Counts may be distinguished from Barons
Emperor/Empress/Regent
by the economic or strategic importance of their
Unique Rank
holdings, but the most importantly (in principle at
The formal ruler of the Known Worlds. Vladimir
least) they can call on up to a dozen barons and
Alecto seized the throne by force, and decreed
their forces. This means that counts that have
that a successor would be chosen by an electoral
maintained their power-base may be able to call
system. Forty Electoral Rods were distributed to
on wet navies, air power, and spacecraft as well as
various factions, and a two-thirds majority of the
land armies. A marquess is in charge of a march,
holder's would allow for a vote for an emperor. A
which is a border province or one of greater
simple majority allows for the election of a regent
importance. As such they are given resources by
– a position with considerably less power and
the House to fund additional fighting forces.
prestige which lasts for only ten years. Alexius
A powerful count also normally has other titles Hawkwood managed to gather enough votes
and fiefs, including an extra barony or two. More during the Emperor Wars to get himself elected
powerful counts may occasionally reach the rank Emperor, and seems to have consolidated power
of archcount, who may also have one or two enough that it is likely that he will pass on the
counts answering to them. Viscount is the title office to his heir — should he live long enough to
given to a less important count who may report to produce one.
a full count, archcount, or directly to a duke.
Term of address: Your Imperial Majesty;
Term of address: My Lord or My Lady; 3rd person: 3rd person: His or Her Majesty, the Emperor or
the Right Honourable, [Title] of X. Empress. How high, sire?

Power & Wealth 97


Church Ranks

Rules of the Church


The ranks outlined below correspond to most priests in the Known Worlds, and shows the hierarchy of
duties they have in caring for the flock. There are also many priests of a given rank who are not
performing these duties as they are studying, on retreat or pilgrimage, serving as confessors to nobles,
or have been appointed to the Inquisition. In these cases, the description below helps give an idea of
their relative social clout. These travelling clergy usually have less support than those embedded in the
church infrastructure, but on the other hand they can be performing a special investigation,
commanding a strike team, or leading an army on a special mission. Therefore, local priests often treat
interlopers somewhat warily.

Urth Orthodox, Temple Avesti, and Sanctuary Aeon


While the Orthodoxy, Temple Avesti, and Sanctuary Aeon differ significantly in their outlook and internal
politics, they formally share the same system of ranks and titles. Normally, a higher ranking priest is not
in a position to order around another lower ranking one unless there is a direct line of responsibility
between them. This goes double for priests of another sect. One exception is that as a result of old
treaties and church laws, Temple Avesti priests are formally required to obey all Orthodox priests of
higher rank. On the other hand, due to a poorly drafted or negotiated treaty that was intended to apply
only to Inquisitors, Avestites cannot be legally compelled to surrender their weapons by anyone.

Free Titles within the Church


Ordained priests (normally of the Orthodoxy) sometimes serve as military commanders of the Church's
forces. Rarely, they may also be called on to act as stewards of a realm. This is most common among the
Orthodox, but sometimes Sanctuary Aeon priests also perform these roles. In these cases, a Priest
may hold any Officer or Householder ranks below the scarcity of their priestly rank for free.

Church
Orthodox/
Scarcity Brother Battle Eskatonic
Avesti/Aeon
Free Novitiate Apprentice Novitiate
Common Canon Oblate Provost
Uncommon Deacon Acolyte Illuminatus
Rare Priest Adept Philosophus
Very Rare Bishop Master Magister
Legendary Archbishop Grand Master Presbuteros
Exclusive Metropolitan Seatholder Magus
Unique Patriarch/Matriarch
Extra Titles:
Confessor Ambassador Ketcharch/Ketcharcha
Hierophant Imperial Cohort
Novitiate convincing debaters and orators in order to be
Free Rank able to spread the message of the Church,
Novitiates have not yet completed the necessary shepherd their flock, and argue against heresy.
examinations to become full priests. In the
The Avestite order has a more practical approach:
Orthodox order this consists mostly of studying
novitiates join other pilgrims and perform routine
required texts and giving theologically correct
(and extremely arduous) acts of penance and
answers to set questions in a debate with their
service. Progression into the Church follows after
tutors. Orthodox candidates are expected to be
putting up with these strict requirements for long

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enough (in the opinion of their tutor) and without journeyman surgeons. The Avestite order allows
the moral lapses that would extend their period of deacons on pilgrimage to act mostly as they see fit
apprenticeship or put them out of the order. and many young and enthusiastic Inquisitors are
of this rank.
Sanctuary Aeon's approach varies, but study of the
compassionate gospels, learning and passing This role requires good relations with the local
examinations in the healing arts, and proving nobility, and in more remote or wild regions may
oneself repeatedly to be a compassionate and also require managing a small garrison of soldiers.
peaceful soul are important to all branches of the
Term of address: Deacons are formally referred to
sect. To what extent the Novitiate is expected to
as Brother or Sister, but their positions often
master theology, science, and theurgic arts
means they are erroneously addressed as Father
depends very much on whether they are being
or Mother, something they do little to correct.
initiated by a mystical or technically inclined
member of the sect, but the skills of a negotiator Priest/Priestess
and moderator should also be demonstrated. Rare Rank
To be a full priest is to have responsibility for
Term of address: A Novitiate is normally referred
administering a large area of land – a few
to as Brother or Sister and sometimes as child,
thousand square kilometres or a major city.
son, or daughter by their superiors during
Orthodox priests are kept busy with tithes,
particularly patronising lectures.
internal disciplinary matters, and enough
Canon/Canoness administration that many have a deacon or
Common Rank promising young canon on hand to prepare their
The title canon refers to a person subject to the services, and another to serve as a secretary.
rules that all priests must follow. Canons are Despite this, they are obliged to preside over
always subject to the authority of a deacon from almost all services in their home temple, and to
their own sect in matters of moral and spiritual spend many a long evening socialising with the
discipline. Though canons may live together in a local nobility. It is not for nothing priests are
cathedral or other large church, a good number of referred to as the backbone of the Church.
them are sent off on their own to help out in small Sanctuary Aeon divides their priests between
rural parishes. The Avestites are unusual in that administration, ministering to the faithful, and
they may send canons out on “pilgrimages” (in technical and spiritual specialists.
reality extended missions) in command of a small
Sanctuary Aeon priests are appointed following
group of novitiates. The furthest an Orthodox or
examinations or interviews with a panel of
Amalthean canon can normally be expected to lead
bishops. The Orthodoxy require an available
novitiates is through their devotions or on a
position and the endorsement of only the bishop
spiritually improving work detail.
directly responsible for it. The Avestite system
A canon may find employment as a confessor, but seems to be simply arbitrary, with long serving
they can have difficulty convincing other priests deacons sometimes seemingly appointing
they are spiritually mature enough to ward their themselves as priests.
charges against sin without some supervision.
Term of address: Priests are referred to as Father
Term of address: Canons are normally referred to or Mother.
as Brother or Sister.
Bishop
Deacon/Deaconess Very Rare Rank
Uncommon Rank Bishops are formally considered to be the present
Traditionally, a deacon was still considered to be day successors to the Disciples of the Prophet. A
less than a full priest and barred from performing cynic would say that what this means depends as
some important rites including funerals and much on their differing internal politics as it does
exorcisms (though they have always been able to on the sects differing interpretations of the roles
perform marriages). In modern times, deacons can of disciples. The difference between this rank and
be fully autonomous and able to perform the full those below it is that bishops are the first rank
range of priestly duties, and can be given control that is normally and practically integrated into the
of a parish with a sizeable population, such as a Universal Church as a whole. They have a formal
town and it's outlying villages, with a number of right to travel to Holy Terra and have audiences
canons to assist them. with the Patriarch (or Matriarch when there is
one) and to vote in certain Church gatherings.
This change has been in part brought about by a
narrowing of the Orthodox hierarchy with fewer Bishops are normally formally in charge of an
full priests than before. Sanctuary Aeon has entire continent and collect tithes from their area
followed suit making deacon the rank of their (a bishopric). In some cases the abbott or abbess

Power & Wealth 99


of a monastery or nunnery may also be given the been known to bend his ear about particular
title and responsibilities of a bishop. Bishops are appointments, and often favours are traded. In
the chief or sole judges in local Church courts practice, it is difficult for the Patriarch to impose
when trying novitiates, canons, lower nobility, or an archbishop without the approval of the nobility
freemen. In the case of trying more senior church and the bishops of a planet, as he relies on them
members, they are formally required to appoint at for help collecting the tithes and the maintenance
least two other priests or bishops as co-judges. of good order. When the Patriarch does impose an
When trying senior nobility, or more rarely senior unwelcome archbishop, he normally has to commit
guild members, this is not formally required – but a number of troops and forcibly retire,
it would be politically short-sighted to place assassinate, or otherwise dispose of those who
responsibility for a guilty verdict on only one set of stand in the way, so they can be replaced with
shoulders. Church members are always tried by more amenable figures.
more senior ranks than they are themselves, and
There are some who formally hold the title of
may write a letter petitioning an appeal of their
archbishop who are instead responsible for
case to the next most senior level of the hierarchy
internal matters within their own sect, are
if things go against them. It is technically
prominent theologians, or heads of particularly
permitted for priests from one sect to sit in
important monastic orders. As the Patriarch
judgement of those from another (there is only one
appoints archbishops himself, and there is no
Universal Church), but out of political courtesy a
requirement that archbishops have any particular
judge from their own sect is normally appointed.
rank in the Church (or even be priests at all). The
The sects normally try to catch and punish their
only restriction is how much trouble the Patriarch
own before others put them in such an
makes for himself in making the appointment.
embarrassing position. The Eskatonics are seen as
a bit of a fringe movement, and as such they Term of address: Confusingly, archbishops receive
cannot rely on one of their own sitting in exactly the same terms of address as bishops,
judgement if they do not catch the criminal however, few people make the mistake of referring
themselves. The Brother Battle prefer to handle all to them simply as Father or Mother.
cases themselves and look unfavourably indeed on
Metropolitan
outsiders judging members of their order.
Exclusive Rank
Nevertheless, the decision to proceed and how
Metropolitans are high-ranking church officials
long to wait for appeals is all at the discretion of
that preside over collections of planetary dioceses
the individual bishop with jurisdiction.
known as 'metropilae'. Historically the number an
To be promoted to bishop requires the organisation varied but at the moment they
recommendation of two existing bishops and the correspond roughly to the holdings of the five
formal endorsement of the Church on Holy Terra. Royal Houses due to the political pressures that
It is rare for a bishop to be recommended by those existed before the end of the emperor wars. While
outside their sect. It can be a sign either of a a priest of any sect (or even aliens!) may be a
rising political and diplomatic star, or desperation, metropolitan, the metropilae have been dominated
to seek such a recommendation. There are few by the Orthodoxy for a long time. Regardless, a
Orthodox priests indeed who would seek the metropolitan cannot afford to be too prejudiced, as
support of a member of the “more minor” sects. metropilae are guaranteed to have planets of
other sects, perhaps even their seat-world!
Term of address: Bishops address each other as
Venerable Brother or Sister and are normally Term of address: Your Eminence
referred to as Father or Mother by lower ranks
Patriarch/Matriarch
and the laity alike, but the correct form of address
Unique Rank
is “Your Excellency”, “Your Grace”, or in writing:
The man or woman who sits on the patriarchal
“Most Revered Father” or “Most Revered Mother”.
dais is the one of the most important personages
Archbishop in the Known Worlds, whose only real peer is the
Legendary Rank Emperor, and perhaps, at a stretch, the
An archbishop is most often the leading priest of a Leiguemeister. The church considers it's work
planet and is seated in the planetary cathedral. much more important that these secular
Usually at least some of the bishops that they are authorities, however – with the souls of forty
responsible for on their world are from different planets on the line. This rank can be held by any
sects than their own. This means that being a good sect, but again it is dominated by the Orthodoxy,
negotiator is often a key skill required to be with the Sanctuary Aeon a distant second.
successful in this position.
Terms of address: Most Revered Lord/Lady, Your
Archbishops are appointed by the Patriarch, Beatitude, Your Holiness
although the individual sects and the nobility have

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Brother Battle
The main concern of the order is preparing it's acolytes for – and fighting – wars to defend the faithful.
This role means that many of the ranks have a more military and less administrative or political function.
Unlike the other sects of the Church, the Brother Battle concern themselves very little with directly
ministering to their flock. They do, however, collect tithes, defend the faithful, and provide various
services to pilgrims such as banking, providing security, and providing or arranging accommodation and
transport in exchange for donations. As a well-equipped and well-manned Brother Battle monastery can
provide a good deal of peace of mind to the local nobility on border worlds, the order receives many
tithes and donations from the higher nobility. Some see the well-armed Brothers as something of a
protection racket – but who couldn't use a little more protection in these dark and uncertain times?
Apprentice the chance to attempt the initiation within weeks
Free Rank or months of joining the order, but only if they are
Apprenticeship in the Brother Battle can begin at extremely convincing in their spiritual devotion.
a very early age. Orphans may be accepted as
Term of address and crest: Apprentices are
Apprentices as soon as they are old enough to run
formally referred to simply as “Apprentice”, but
errands. This phase of an apprenticeship is simply
their instructors and task masters normally come
hard living: up hours before dawn serving in the
up with colourful forms of address. They have a
kitchens, doing laundry, chanting, praying, and
sword for an insignia.
doing penance for a thousand minor breaches of
the rules. During this time apprentices receive a Oblate
smattering of combat training, general education, Common Rank
and a lot of physical exercise. An oblate has passed their first initiation and has
become a rank-and-file soldier within the order. All
Candidates who join the order from noble houses
Brother Battle are supposed to eventually reach
or from wealthy merchant families at a young age
the rank of Master, but a good fraction remain
can expect more in the way of education, but no
stuck at oblate level for much or all of their
extra leniency. This is a convenient way to get rid
careers. These long-serving (and sometimes rather
of unwanted or inconvenient children (including
cynical) brothers are given responsibility over may
bastards), but also of educating young nobles who
of the others, and are often given the task of
will later be welcomed back into their houses as
commanding the apprentices.
duellists and officers: low-ranking but still vital to
maintaining their families interests. The order Oblates begin their initiation into some of the
tries to break down social and other distinctions secret Battle Arts that make up a fully trained
between their apprentices, but maintaining Brother Battle's arsenal, and are giving additional
recruitment from the nobility is important for the training and responsibilities depending on
order's prestige. whether they show aptitude for command,
infantry, artillery, armour, air combat, space
A few apprentices, from both privileged and
combat, technical support, medical support, or
common backgrounds, are selected as protégés
logistics. Despite these specialisations, Brother
and begin extensive training regimens, are
Battle are expected to be cross-trained and
assigned positions of command within the
capable wherever they find themselves. In
apprentices or even sent on detached missions.
particular, no oblate can advance without skill at
However, most of them must wait until they are
mêlée combat and basic theology as both are
judged physically, mentally, and spiritually ready
rumoured to play an important role in the
to enter the second phase of their apprenticeship
initiation to become an acolyte.
before training exceeds chores in their daily lives.
Then begins a year of intense training and testing Term of address and crest: Oblates are the first
followed by a secret initiation. Any candidate who rank that has earned the title of Brother or Sister.
wishes to leave the order must do so before They wear a ring insignia similar to a jumpgate
attempting it, otherwise, pass or fail, they are cross, but distinctively of the Brother Battle.
bound to the order for life. Repeatedly
Acolyte
unsuccessful candidates typically become servants
Uncommon Rank
within the order.
Acolytes are the main commanders within the
Some experienced warriors join the order late in Brother Battle order, functioning at about the
life as a form of penance or to escape from their same level as captains in other military
pasts. These apprentices can sometimes be offered organisations, although it is not uncommon for
one acolyte to be given command of a number of

Power & Wealth 101


other acolytes. This means that many smaller Therefore the order has created an almost
fortresses and fighting units of about 100-strong equivalent rank of “Administrator” which has the
are commanded by an acolyte. command responsibility without requiring full
mastery. Some within and without of the order
Acolytes are also expected to be in the process of
complain that this is actually the result of the
perfecting their body, soul, and martial technique
sect's banking operations (and associated
to reach the next level within the order. In reality,
politicking) becoming more and more important
many become so involved in their day-to-day
within the organisation.
martial duties that they spend little time on the
more esoteric demands of their order. Others Term of address and crest: Some masters and
spend long days in training and study without administrators have developed a fondness for
allowing themselves to be distracted by command those outside the order referring to them as Your
responsibilities. Grace or Your Excellency and have started
insisting on it. The crest of a master is the sword
For those distracted by command responsibilities,
and Jumpgate with three stars across the top.
being relieved of command and sent on an
individual pilgrimage or mission normally Grand Master
precedes their test for promotion. For those who Legendary Rank
have neglected command, they may be forced into The grand masters lead the Brother Battle on a
a field command position or it may be accepted planetary scale and command the greatest of
that they are such effective individual vessels for fleets and armies. There seem to be more of them
the Pancreator's wrath that they are worthy of than there are positions for them to fill at any
advancement regardless. Such Brothers and given time, and their day-to-day duties may be
Sisters are often masters of stealth as well as more political than military or spiritual in many
whirlwinds of death on the battlefield, and so are cases. What they do with their days is the stuff of
perfectly suited for special operations including much speculation among the political classes, and
work as scouts and even assassins. not a few outlandish pulp books and woodcuts
popular amongst the serfs and young freemen.
Term of address and crest: Acolytes and all
Brothers above this level are addressed as Brother Terms of address and crest: The grand masters are
or Sister, but most often by their rank. Their conceived in the brother battle to be a kind of
insignia is the full Brother Battle jumpgate cross, senior master, and as such use the same crest and
sword, and ring. either Brother/Sister or Your Grace/Excellency,
depending on their degree of humbleness.
Adept
Rare Rank Seatholder
An adept has earned the right to wear the scared Exclusive Rank
Cassock Superior Powered Armour of the Brother Not precisely a rank per se, the leader of the
Battle (though there may not be one available). Brother Battle is the Grand Master of the Raud
Adepts skilled at command lead almost all of the Cathedral on De Moley, the Brother Battle's main
Brother Battle monasteries and operations. Adepts holding. There are few other places which need a
skilled as living weapons are the stuff of legends. Grand Master, and combine this with the huge
concentration of temporal and spiritual clout the
Master
position holds, it is of no surprise that this is the
Very Rare Rank
leader of the Brother Battle.
A member of this rank has achieved mastery of at
least one of the martial or theurgic arts. Many are Terms of address and crest: Strictly speaking, the
responsible for entire continents, fleets, or armies leader of the Brother Battle is just another
of Brother Battle thousands strong. Many skilled (grand)master, and as such use the same crest and
commanders, tacticians, and administrators have terms of address. This could potentially cause
never achieved the level of physical and spiritual confusion if weren't for the sheer gravitas of the
prowess needed to formally achieve this level. Master of De Moley.

102 Power & Wealth


Eskatonic
When the Eskatonics were accepted as brethren by the Universal Church, they were forced to codify
their practices and form a hierarchy. Typically, a priest first joins the order as a tertiary – a layperson
who lives in Eskatonic communities, observes common rituals, and even joins in some theological
debates. Tertiaries inclined towards further study are sent to the Naos, an Eskatonic seminary on
Pentateuch, to study the skills necessary for occult learning and to initiate into the order.
To advance further in rank, an Eskatonic must petition a superior, who forms an oversight committee
(called a 'convocation') to observe their preaching and behaviour, and also to interview them. This is all
with a view to determining their 'degree of illumination'; if it is sufficient, advancement to a higher rank
is recommended. In many ways this is important as most Eskatonics will not divulge arcane secrets to
anyone of a lower rank than themselves, but, many a provost has pursued independent study for decades
and has a degree of illumination and wisdom that dwarfs any magister. For this reason most Eskatonics
will refer to each other as Brother or Sister, regardless of rank.
Novitiate Philosophus
Free Rank Rare Rank
Unlike in other orders, an Eskatonic novitiate is a The defining trait of a philosophus is mastery in
full priest and may preach to the masses. Indeed, some sort of esoteric lore – Astrology, Cosmogony,
it is expected of them. This harkens back to the Geomancy, Somatology, or one of the other sacred
days before the order when any old eskatalogically sciences. Mastery of Theurgy alone is insufficient,
inclined mystic would just preach about the end as nearly all philosophi have mastered many rites
times on street corners. Each novitiate is assigned (those that do not are typically Somatologists and
a confessor-mentor of at least illuminatus rank. masters of Bharata zho Veda).
Although any priest may hear a confession, the
Magister
confessor-mentor is intended to help guide the
Very Rare Rank
new novitiate and teach them new techniques to
This is the highest rank an Eskatonic may attain
cultivate their soul-flame.
and still be an independent operative. It is also
Provost usually the rank of the priests who run one of the
Common Rank few cathedrals of the Eskatonics. A magister is a
No longer under the mentorship of a higher- true master of either Theurgy or a Somatic art. A
ranked Eskatonic, many at this stage choose to wise person fears to meddle in the affairs of a
use their newfound freedom. Some travel in the magister, for they are subtle and quick to anger.
earthly realm, going on expeditions, pilgrimages,
Presbuteros
or even questing. Others explore inner realms,
Legendary Rank
searching for enlightenment. Others still view this
The presbuteroi are the ruling council of the
as merely a rung to climb, and immediately plan to
Eskatonic order. They meet yearly to discuss
be promoted further.
matters of import, and possibly reverse decisions
Illuminatus made by the ruling magus if they feel they were
Uncommon Rank out of line. They also may decide to appoint or
The principle difference between illuminati and replace the ruling magus of the Order.
lesser ranks is that at this stage they may be
Magus
assigned a novitiate to train, as they have been
Exclusive Rank
deemed spiritually advanced enough to lead
Appointed by the presbeteroi, serving at their
another on the path to enlightenment. Those few
pleasure and subject to their review, the Magus is
Eskatonics who have a parish and regular flock of
nevertheless the executive leader of the order.
worshippers are usually illumininati.
Much of their work is involved with maintaining
the Pentateuch Concordant and the sect's
tenuaous position within the wider Church, but
they have other, more conventional duties,
including direction the Sanhedrin – the internal
police of the Eskatonic Order.

Power & Wealth 103


Guild Ranks
Membership of a guild gives many benefits to a freeman. Guilds provide training and protection to their
members from capricious nobles. Guild membership is also often the only way to practice certain trades
in many places without having one's legs broken.
Guild members have to pay dues, which may be fixed or a fraction of their income. Some guild members
in administrative positions receive salaries from the guild, but these tend to be only the most senior
members or those involved in matters of administration, discipline, or defence of the guild.
As guild members are often hired to serve in professional fighting forces, especially in higher technology
ones, guild characters may also take non-commissioned officer ranks of lower scarcity level for
free as extra ranks. Reeves may also have roles managing Noble households, and Muster or Scravers
can serve as part of local law enforcement, and so guildmembers may also take householder ranks
of lower scarcity value for free.
Guilds
Scarcity Charioteers Engineers Scravers Muster Reeves
Free Ensign Apprentice Associate Private Associate
Common Lieutenant Entered Genin Sergeant Chief
Uncommon Commander Fellow Boss Lieutenant Manager
Rare Captain Crafter Jonin Captain Director
Very Rare Consul Engineer Consul Major Consul
Legendary Dean Master Dean Colonel Dean
Exclusive Doge Didact Pater/Mater Janizary Senior Dean
Unique Guildmeister/Guildmeisterin
Extra Titles:
Ambassador Imperial Cohort

Charioteers
The charioteers guild considers itself to be the most skilled of all the guilds. Their role involves piloting
and repairing all manner of vehicles, while also being effective merchants and traders. At the same time,
the guild makes money through it's heavily enforced monopoly on jumpkeys and collecting tolls at
jumpgates.
Ensign route for years or even decades, with an ensign or
An ensign is still learning all the complexities two to lend a hand. Charioteer lieutenants are
associated with caring for their vehicles and pilots on all manner of ships that need to be able
conducting trades. They are heavily supervised to jump without waiting for a guild pilot. Military
and a full Charioteer will normally have time only ships often have one lieutenant as part of her
for one or two apprentices. Training is often crew. A lieutenant may own a jumpkey or two
considered a burden, but having an ensign around themselves for their particular trade run, or may
to watch the instruments while you have a nap, or be licensed to use multiple keys as part of their
having someone you can order to strip and clean patron's contract with the guild.
an engine while you try to get a feel for the trade
Commander
in the agora are definite advantages. The guild
Commanders operate large, guild-owned haulers
still finds it necessary to insist on a certain
or coordinate a guild's dealings in a particular
number of apprentices being trained as part of
port. Independently operating commanders have
each Charioteer's guild dues.
either received recognition for long service or
Lieutenant have been given especially important
A lieutenant is the first independent grade of responsibilities. Missions requiring many
Charioteer, and they can be found all over the jumpkeys to be handed over for long periods of
Known Worlds shipping and trading in flitters, time, such as long range exploration, are normally
small shuttles, and on land and sea rigs. Couples trusted only to commanders.
often pair off and work together on a particular

104 Power & Wealth


Captain retain their own businesses and operations, a good
Captains command guild high-liners or oversee many have “made it” and are semi-retired. Only
non-Charioteer piloted traffic on the busiest jump the deans vote to elect the doge (head of guild) or
routes. This is the highest rank that can be new deans.
achieved with purely field responsibilities.
Doge
Consul Elected by the Governing Board of the
A consul handles guild politics the level of a planet Charioteers, the Doge is the head of the guild.
or system. They also serve as ambassadors. Consul Strictly speaking, the Doge is supposed to share
is the rank given to the commander of a Merchant the responsibilities of leadership with the board,
League fleet when tensions require a deployment. but since it meets so infrequently, the Doge is the
sole leader of the guild in practical terms.
Dean
Deans are the highest administrative and political
officers of the guild. Though they sometimes

Engineers
The Engineers guild immerses itself in the deep study of their subject more than any other guild. They
are regarded by other guilds as being less business savvy, but more than make up for it by the depth of
their skills and the desperate need for them. A true engineer can restore failing crops, clear the air over
a major city, cause or prevent devastating earthquakes, avert meteor strikes, or find out everything
about an opposing army, right down to the moment-to-moment orders of its commander, from thousands
of kilometres away. To gain this knowledge, they spend lots of time sequestered away in libraries or
trying to exchange favours for gems of insight or rare hardware and software from those higher up the
guild hierarchy.
Apprentice number of trained members in a given technical
The Supreme Order of Engineers probably has the specialisation might be a dozen in the entirety of
highest percentage of its apprentices in formal the Known Worlds.
training of any of the guilds. This can be via the
The entered are free to operate their own
Academy on Leagueheim or by its unusually
businesses as technicians for repair or
formal and well-established training facilities at
maintenance, and may also work as consultants.
guildhalls near the agoras of many major planets.
This is the majority of the Engineers Guild that
This formal apprenticeship, rather than the learn-
most Known Worlders interact with. This is not the
on-the-job mentality of many other guilds, stems
path, however, to political power or great wealth.
from two requirements: the esoteric nature of the
For that, the Engineer must make their name
lore that gives the Supreme Order their strongest
within the guild itself.
competitive advantage, and the fact that the
Church formally requires oversight of Fellow
guildmembers because of their great exposure to Technically, to achieve the rank of fellow a
soul-deadening technology and republican member of the guild must either teach at the
ideology. Whatever guildmembers believe in academy (or some registered guildhalls) or be
private, the guild as a whole must ensure that given an internal research project by the guild
each and every guildmember is monitored, as the itself. These roles are often mixed, like teaching
Inquisition will normally follow up on any excuse while overhauling engines at a starport, or
to launch an investigation. Apprentices are also researching a Second Republic databank partially
reminded that in troubles with the Inquisition, the paid by the guild but also by a noble house who
guild has far too much to lose to risk closing ranks found it and wants an edge on their rivals. These
to protect them. positions bring the Engineer into contact with
others of their own guild much more often than a
Entered
wandering entered repairing water treatment
On completing a formal apprenticeship, members
facilities and noble security systems, and so give
of the Engineers are “entered” into a grand
greater opportunity for advancement.
register containing their personal particulars,
including guild relatives, specialisations, and any Crafter
notable or outstanding works. This helps the guild A crafter has reached the point where the guild
find the narrow expertise needed to solve has approved them to craft certain items for sale.
particular problems or teach students when the Of course, a crafter rarely makes all items

Power & Wealth 105


themselves, but they have the right to approve this rank no mater how talented the individual, but
those made by other guild members nominally the most important requirement is to have the
working under them. While fellows may repair backing of one of the leading factions within the
individual items or make prototypes, these are not guild, and that comes with demonstrations of
backed by the guilds full quality standards unless loyalty going back through the Engineer's career.
approved by a crafter. As the Engineers are always Only a few get this far on technical merit alone,
mindful of their reputation to keep their edge over and those are normally chosen only on the
the Scravers' reclaimed tech, “Engineers Guild condition that they don't make a fuss.
Made” has to mean quality.
A titular engineer is supposed to be a sort of
This position is the first that allows the savant, wandering around and solving problems.
guildmember to make real money, and dues for In practice, to get this far they will have
crafters are steep, but they get to pass these costs established an organisation of other guild
on to other lower ranking Engineers who need members working under them in exchange for
their approval. Indeed, some crafters possess less patronage, and have cultivated relationships with
than average technical skills but instead are well other engineers to collaborate with on political
connected and good salespeople. Every agora will and technological projects. An engineer will be
need at least one crafter to allow Engineers to sell chosen as the guildhall leader on most major
their wares and services, and so on some worlds, or will oversee a whole corporation or sub-
backwater worlds a crafter may be the de-facto division of the guild.
guild representative, also handling disputes
Master
between Engineers, contact negotiations, and
The masters are the political leaders of the guild.
local politics.
Although distinguished technical service can
Engineer occasion the appointment of a master, these
It is a sort of guild fiction that every Engineer will individuals are normally retired instead. masters
eventually reach the distinguished rank of normally head internal factions (either ideological
engineer: an expert in their field, recognised by or business related) or have won so much respect
their peers, and largely independent. The story among the Church or nobility that they are needed
goes that this is the real end of an Engineer's as negotiators and diplomats.
apprenticeship, where they no longer have to work
Didact
for others, and from now on they can pursue their
The Didact is the Dual leader of the Guild and the
own interests and clients. Crucially they will also
Hierophant of the Order of Pneumatic Engineers.
now receive some limited direct funding from the
Candidates for this position are selected on their
guild.
knowledge of spiritual matters as well as their
Engineers are chosen by their own, and in practice political and technical expertise.
the number of these positions is limited. There is
definitely a need to serve time before achieving

Muster
Muster ranks have historical connections to those used by land armies, but have eliminated the
distinction between commissioned and non-commissioned officers (as all Muster are Freemen). Muster
use army-style ranks even if they are on the air, wet navy, or space navy rolls. Another thing to note is
that all Muster have a military-style rank regardless of whether they are part of the Guild's mercenary
corps or organised labour gangs.
Private Traditions regarding the promotion of privates
The Muster have a more practical “learn by doing” vary, but it is normally required that they
mentality than many other guilds, and though the demonstrate an ability to work independently
rank of guild members attending the academy is before promotion to sergeant. In the mercenary
private, the vast majority of privates are directly corps, promotion to sergeant often depends on
employed as apprentices in the field. Privates successfully completing at least one major
often have to serve longer in the Muster before contract that involved the private being engaged
attaining sergeant rank compared to apprentice in combat.
ranks in other guilds. They generally serve 6 to 8
Many privates are “affiliated”, which means they
years before promotion.
are labourers or artisans with specialist skills who
are required to be part of the Muster in order to

106 Power & Wealth


work, but are not normally able to rise up the lieutenants. Whatever unit or group that a captain
ranks. These labourers may be experienced and has command of is referred to as a company.
very skilled but remain privates for their entire Companies consist of a hundred to a few thousand
careers. troops depending on how elite the forces are and
the captain's success at recruiting and finding
Sergeant
work.
Sergeant is the rank of most independent Muster,
and is dominated by those doing bodyguard or Major
advisory work with a house's non-guild guards, or Nowadays, majors normally hold administrative
overseeing guild affiliated labourers or slaves. positions in the guild hierarchy. They enforce guild
When overseeing non-guild labour, the guild rules and act as guild ambassadors and
normally demands a certain fee for each non-guild representatives on a planetary scale. During the
employee that is under Muster command and Emperor Wars or other times of upheaval, majors
instruction. Those sergeants who are given had the difficult role of coordinating several
command over other Muster are considered companies under normally quite independent
higher status than other sergeants. captains to fulfil a large-scale contract such as the
invasion of a planetary capital and subsequent
Unlike Noble militaries, sergeants are not always
mopping-up operations. Balancing who will do the
grizzled veteran warriors, although many remain
most difficult fighting and who gets the positions
at this rank for a long time by specialising in more
that offer the best chance of plunder requires a
technically challenging aspects of warfare such as
certain degree of political finesse, never mind
special operations, air power, engineering, or
dealing with one's Noble client and ensuring they
think machine warfare. Sergeants may be
pay on time.
independent operators or command anywhere
between 3 and 50 privates or affiliated soldiers. Colonel
Colonels are the senior administrative officers of
Lieutenant
the guild. Occasionally they oversee huge-scale
Lieutenants are either managers of larger muster
operations, but it is the feeling of many that they
operations where someone has to command a
are either dusty old-timers cluttering up
number of sergeants, or those that have begun the
Legueheim or grasping young politicians with no
climb into guild politics. A lieutenant may
real sense of how things work in the field. The
command about 20 muster troops or up to 200
most respected still keep their own company-scale
lesser soldiers or labourers.
operations going while playing politics.
Captain
Janizary
Most field military units that would be hired for
The Head of the Muster. Usually, they operate out
open warfare are commanded by captains. A
of Bannockburn to be closer to the busiest war
captain typically has command of 5 or so
fronts. Their general staff is the High Command.

Reeves
The Reeves trade on their reputation for impartiality. Who would accept the advice or legal judgements
of someone obviously allied to their current or future enemies? And who would ask them for a loan? As a
result, the Grey Faces are carefully vetted at every stage of their career to insure they are impartial and
above reproach. The Reeves take internal investigations very seriously, and can be ruthless when
purging their own ranks. But the only one who touches a Reeve is the guild – they protect their own from
angry creditors or desperate debtors.
The other reputation the guild is careful to cultivate is a certainty that they will always collect what they
are owed. A Reeve must always have leverage, although few are crass enough to flaunt it. They are
famous for coming at debtors from unexpected directions to get what they are owed, as well as for being
implacable and inescapable.
The higher a Reeve climbs in the hierarchy, the higher their standard of behaviour must be, the more
money they lend out, and thus the more robust their “insurance” schemes need to be. At the same time,
behind their masks, the higher ranks start to play the subtlest and most convoluted of games. As the risk
of detection and sanction rises, so too do the rewards.

Power & Wealth 107


Associate When acting as advisers, it is normally a manager
Associates are merely agents. They are trained by who personally assists landed nobles on how to
a chief for at least five years before they can manage their estates or other assets. They may
conduct any business on their own. However, they also be called in by other guilds to audit accounts,
can act as messengers and intermediaries towards lead investigations, or judge guildsmen. Some
the end of this time. In order to broaden their managers are internal investigators of the Reeves
horizons, some agents are allowed to wander the guild itself.
Known Worlds, provided they keep reputable
Director
company. This does not, however, count against
Directors run operations requiring several
their time served and they are not permitted to
managers to pool their resources. A director is
present themselves as guild representatives.
elected by the managers engaged in the enterprise
The easiest way to become a Reeve is to be born to lead it, and so it is theoretically a temporary
to a Reeve family. Trust in family often comes rank. However, as operations can last for decades
before strangers, and freemen looking for a higher and Reeves are conservative, few directors are
social position can come across as grasping. The ever unseated.
Nobility does not like dealing with a jumped up
This rank is also used to denote important
ruffian. The Reeves do recognise natural talent,
ambassadors or to honour those charged with
and occasionally recruit promising youngsters on
advising counts, dukes, or even princes. This is
an invitation-only basis. They are wary to avoid
more for ceremonial purposes rather than
anyone too openly hungry for power and wealth
practical. Despite this, someone in such a position
who could cause enormous damage.
normally has little difficulty attracting assistants
Chief of lower rank.
Chiefs are full guild members and the ones most
Consul
often seen in the Known Worlds. They are often
A consul has the responsibility for a particular
independent operators but many also serve full- or
function within the Reeves. For example, a consul
part-time as representatives of other, higher guild
may be responsible for all guild affairs on a
members. The guild likes to present itself as a
particular world, for internal investigations, for
single “corporation” and any chief can
economic forecasting, or political intelligence. All
communicate with or on behalf of any part of the
are elected from the ranks of managers or
guild. The reality is of course more complicated,
directors by the guild at large. Theoretically, a
but this quaint republican idea is cherished by the
chief could be directly appointed but there is no
guild and helps many of their farther flung
precedent for this ever being done. Consuls
operations to work smoothly.
normally serve for five years in any particular role
Chiefs are also able to vote in guild elections to but can be recalled or replaced earlier under
choose new leaders or make policy. Often their special circumstances.
vote is transferred to other higher ranking guild
Dean
members (as travel to Leagueheim or even the
The deans form the ruling council of the guild.
local guild hall can be onerous). Despite the fact
They make decisions affecting the guild as a whole
they often give away their vote, the chiefs' votes
that need too swift action to be put to a vote. They
actually count as much as those of higher ranks
also serve as a high court for resolving guild
and so they are courted by those wishing to rise to
disputes. Deans can be elected from any level
the positions of guild leadership.
within the guild but in practice only consuls and
Manager directors have the necessary track record and
Managers are the Reeves who actually control connections to reach this rank. Deans serve for life
most of the capital in the guild. They meet with once appointed.
nobles personally, but will normally only be
Senior Dean
reached through intermediaries by most
Chosen from the ranks of the other Deans, the
guildsmen or freemen unless they are of
senior dean sets guild policy and answers to the
exceptional rank. Typically, they control a pool of
Leaguemeister. Since the Leaguemeister has been
funds that several chiefs can use for their
a Reeve for many years, this position is largely
operations. Appointment to manager requires
ceremonial.
local guildhall approval and is normally a
recognition that a chief has achieved a certain
level of wealth and trustworthiness.

108 Power & Wealth


Scravers
Nominally, the main task of the Scravers Guild is salvage, and trading in salvaged goods. However,
instead of asking what the Scravers do, it is perhaps better to ask what they don't do. They provide
muscle like the Muster, they reclaim technology like the Engineers, they pilot various craft and transport
goods like the Charioteers, they sometimes lend money to small-timers and manage disputes like the
Reeves, and lastly, they occupy territory and charge protection money in a manner not unlike the
Nobles. If the Scravers were Priests, they would preach that survival is the most important virtue in a
chaotic world.
The difference between the Scravers and the rest is that they are not looking to be the best in any
particular field, or to achieve mastery of a trade. They are looking to make what they can out of the
chaos that exists at the bottom. Keeping order in the slums, salvaging war hulks on airless moons,
running drugs and dubious holovids under the noses of the Church, and the occasional bit of wet work
are the Scravers, bread and butter. Why do the Nobles and other guilds put up with this rowdy, noisy,
unpredictable, and violent competition? Partly because they don't want to deal with the problems that
the guild is adept at solving, and partly because the number one skill of a Scraver is preventing oneself
from being done away with.
Associate Jonin
Nothing is more valuable to the guild in a new The jonin rank is a boss of bosses. Typically their
recruit than that rarest of commodities among operations span a continent or so, or perhaps a
Scravers: trustworthiness. Thus, like the Reeves, backwater planet. Exceptional cases might have
Scraver gangs are often family affairs. However, smaller operations if their line of business is
Scarvers are not above adopting promising street particularly lucrative (such as tech reclamation),
talent, often literally. Associates are those who in which case it takes someone with the wits to be
haven't yet been initiated, and they are kept in the a jonin in any other line of business just to keep
dark about many things. The initiation itself is ahead of the competition.
normally a test of loyalty as well as physical
Consul
prowess, courage, and intelligence. Some would
Consuls handle guild disputes, run guildhalls, and
also say it weeds out those who have any moral
manage relationships with the Nobility and other
qualms about putting “the family” first.
factions. They frequently pass on the required cut
Genin of operations to various officials, priests, and
The genin are the lowest initiated rank of the nobles, who might otherwise interfere with the
guild. They have distinguished themselves by smooth running of operations. To maintain oneself
mastery of business skills or brute force, but can as a consul is a difficult task. One must maintain a
also be elevated by achieving a base level of level of respect and fear in order to be able to
technical knowledge. The Scravers maintain solve problems and get groups of Scravers to
relatively large numbers of associates compared to abide by one's rulings. The only way to be a consul
other guilds, so a genin typically has a whole team is to be one, there is no authority that hands out
of them at their disposal. Together with the fact badges of rank or enforces one's rulings if one
that Scravers prefer not to reveal their ranks to can't get it done oneself.
outsiders, it can be difficult to know if you are
Dean
dealing with a genin with a mouth, a boss, or even
Deans are the grand elders of the guild and
a jonin.
command enormous respect. They either run a
Boss large operation or are chosen as ambassador for
The difference between a genin and a boss is one one. Their rise and fall can be rather dramatic.
of scope. A genin runs an operation. A boss is Deans normally deal entirely with internal and
running a business. For example a genin's job may external politics and not day-to-day operations, but
be to keep the west side of a city clear of “trash”, it's always necessary to keep an eye on one's
make sure dues are collected, and move from A to underlings, especially the ambitious ones.
B whatever needs moving from A to B. A boss is
Pater/Mater
the one who knows why these things are being
The head of the entire guild. The Pater or Mater's
done and how they make money. A genin who
job is to ensure the entire guild works together,
figures this out might be on the way to becoming a
and that the League does not move against them.
boss, or might be getting too big for his boots.
Either way they should watch themselves. The Leguemaster is supposed to have authority
over them, but they don't.

Power & Wealth 109


Military Ranks of the Noble Houses and the Church
Due to the significant differences in their roles and ways of doing battle, ground forces follow one
system of ranks and the space and wet navies another. Air forces are either seen as supporting the land
armies in attack, communications, or defence (primarily against spacecraft), or as a branch of the navy
due to their similar mode of operation, thus either set of titles might be used depending on the traditions
of a particular house or unit.

Non-commissioned Officers Commissioned Officers


Scarcity Army Navy Army Navy
Free Private Seaman, etc. Cadet Cadet
Common Sergeant Leading Hand Lieutenant Ensign
Uncommon Master Petty Officer Captain Lieutenant
Rare Master Sergeant Chief Petty Officer Major Captain
Very Rare Colonel Commodore
Legendary General Admiral

Enlisted & Non-commissioned Ranks of the Land Armies


The Church and Noble militaries are conscious of both the need for well-disciplined and competent
fighting forces, and the need to maintain social order and control. This has lead to the creation of a
system of two overlapping organisations of ranks, one open to freemen and the other to nobles or
ordained priests. The Church in particular has an additional problem that, unlike the Brother Battle
(who organise themselves separately from the rest of the church military), it has a severe shortage of
skilled military talent within the ranks of the Priesthood itself, but leads the largest fighting force in the
Known Worlds.
Enlisted ranks are the lowest part of the organisational structure, including ordinary soldiers, but also
encompass technical and logistical workers, who take on duties that would be distractions to officers
charged with achieving the goals of their house or the Pancreator.
The lowest of the low are conscripts or levies, and then militia. Levies are serfs who are ordered to
battle by their liege lords, and flogged or hanged if they refuse. They have little enthusiasm for fighting
and next to no training or equipment. They may fight as massed ranks of spearmen, which can be useful
so long as they have the discipline to stay together, but they usually rapidly crumble if the enemy can
muster but a few heavy weapons. Militia are one step up in that they are serf volunteers who spend
some of their free time training to defend their local village. They are familiar with their weapons, and if
defending their own homes can be quite determined and cunning. Militia can sometimes be trusted to
split up into small bands, which, with their good knowledge of local terrain, can be quite a nuisance for
even a properly trained and equipped army.
Private Higher regarded privates may rise to the position
Freemen private soldiers are the lowest of corporal, which commands a small group of
professional rank-and-file soldiers. They are not privates or helps put some backbone into levied
trainees or fresh recruits, but are seasoned units. Corporals are directed by a sergeant.
fighters. Depending on who they fight for, they
Sergeant
may be required to bring their own equipment or
These individuals are responsible for keeping their
may have a certain amount supplied. To be a
unit in line, supplied, and generally ready to carry
private is a mark of status among some freemen as
out the wishes of the officers.
it is a way of displaying their wealth and devotion
to their lord. Other privates simply view soldiering The more technical the fighting discipline, the
as a job, and are effectively mercenaries. The more sergeants there are. This is in order to give
former type can normally be relied on in times of higher status and pay to those necessary for
peace and the latter so long as they are being keeping the army's war machines running. For
paid. example, a tank or artillery piece with a crew of
just 4 may have a sergeant in command, whereas
as a unit of levies may have 100 under one
sergeant.

110 Power & Wealth


Master fighting force, and for advising officers on how
A master is a soldier who has been given best it can help them achieve their strategic
responsibility for a particular function or type of objectives. Other masters include the master
warfare that is technically specialised. Many physick, the master of supply, the master of
masters are also guild members. Pilots may be beasts, the master of recruits, etc.
Charioteers, communications and artillery posts
As masters do not command a specific number of
are often held by Engineers, quartermasters may
troops, situations can be awkward when two
be Reeves. Muster or Scravers can hold many
fighting forces split or merge and masters of the
positions.
same field encounter each other or have to be
They are the first level of non-commissioned created. In some rare occasions grand masters are
officers who move away from front line combat. created for large hosts, however this title is
These are also necessary in order to create an normally given to specialist advisers to Counts or
extra level in the hierarchy so as to wield larger Dukes far away from the field of battle.
forces of technically specialised warriors. The
Master Sergeant
masters do not command the units in the same
A master sergeant is the highest non-
way as officers do, instead they are charged with
commissioned officer in a fighting force. They are
maintaining the necessary knowledge of the arts
responsible for discipline and organisation of their
of war within the unit and supplying the necessary
fellow sergeants and masters. Wise officers also
logistics. Finally, they also advise officers on the
use them to assess the mood and morale level of
particular requirements and capabilities of their
the men. Formally, the master sergeant is always
troops and equipment, as some officers can lack
below the most junior officer, however a wise
the technical understanding to appreciate them
commander does not undermine their authority, as
without some guidance. The master of artillery, for
ultimately it is the master sergeant that turns a
example, is responsible for all artillery within the
well-armed mob into an army.

Enlisted & Non-commissioned Ranks of the Space & Wet Navies


The navies of most houses follow a similar organisational structure to the more technical land fighting
units.

Sea/Space/Airman, -woman well as many specialised functions) are fulfilled by


Like privates, these are freemen volunteers. sufficiently skilled freemen or guildsmen. The pilot
However, to be a spacer requires a much higher of a ship may be a petty officer, as well as a
level of technical knowledge and therefore Charioteer, for example. Petty officers sometimes
spacemen and -women are often given head work teams, but are usually are given a role
significantly more training. Due to the expense of such as 'weapons officer' that gives them
maintaining the equipment they use, they are responsibilities for specific systems rather than a
rarely required to supply their own, aside from particular group of crew members.
uniform and personal weapons (which are tightly
Chief Petty Officer
restricted on board).
On larger cruisers and dreadnoughts there is a
Leading Hands need for still higher ranking technical leaders.
Leading hands provide day-to-day leadership These “chiefs” are normally subject specialists,
among the crew, as well as being experienced but can also simply occupy leadership positions
crew members who are expected to train their that would normally be filled by an officer. On
charges in their various duties. many vessels they are the leader of all non-
commissioned officers and may therefore have
Petty Officer
disciplinary responsibilities. This position is often
In space there is a real shortage of technical
the ship's quartermaster.
nobles, and so many junior officer functions (as

Power & Wealth 111


Officer Ranks
Nobles are assigned officer ranks or commissions if they are needed to command the house's forces.
Officers often serve only a few years before leaving to go back to their fief. Some who enjoy it or have a
particular talent will return, but most like to keep their ranks in-between deployments and add them to
their titles. Some Freemen can be promoted to this level on merit, but they must be extremely skilled in
order to make up for all the ruffled feathers that come with appointing them. It's worth noting that there
isn't really a formal distinction between Navy and Army officers – while their experience is taken into
account, there is nothing stopping an officer from being switched from a ship to a land-force assignment.
Typically this would happen less at the higher ranks, as by that stage most officers will have specialised.
Cadet Lieutenant/Captain
Officer cadets are in some ways a pitiable A naval Lieutenant is a fully independent officer
category and in others tremendously privileged. who may be given command of a small vessel such
Many nobles directly bypass this rank and assume as an escort or landing shuttle, or a watch or
higher positions (it is assumed that their boarding action on a larger vessel. A Captain in
experience running a fief has prepared them for the army has command of a company, which is in
command). Officer cadets are typically 12 to 16- general about four platoons. This may be
year-old nobles whose families have tacitly anywhere from four tanks to 400 levies.
accepted will never inherit a decent fief. Many a
Captain/Major
bastard ends up a junior officer.
A naval captain commands a full-sized warship
Rather than being packed off to the Church, they from a Frigate to a Dreadnought. Some commands
are encouraged to begin a “career” in the armed are more prestigious and demanding than others.
forces of their house. In the case of some minor Majors are in charge of a large, usually mixed
Noble Houses, it is common to serve in their force composed of several companies. If composed
patron Major House's navy. Barring great of more or less homogeneous troops from standing
distinction in battle or the fortunately timed death units, they are called a brigade. They may number
of a landed noble relative, they will probably anywhere from 5,000 levies and militia, stiffened
spend their entire lives as knights. with a few regulars defending their home fief, to a
planetary defence air base with 200 ground staff
Cadets are acknowledged to be unsuitable for
and a dozen flitters.
immediate command, and are given various
unpleasant tasks that are intended to toughen Commodore/Colonel
them up and teach them something of their trade. Commodore refers to a captain of multiple vessels,
such as a squadron of frigates or a dreadnought
Rarely, a freeman is allowed to become an officer
and escorts. A Colonel is typically in charge of the
cadet in the forces of the Noble Houses. Those
defence forces of an entire continent. Rarely is
that do are normally from lineages of freemen who
there any need for any other standing force that is
have always served a particular house. Officer
large enough to warrant the rank of Colonel, when
cadets from more humble backgrounds are more
there is, it is usually a planetary invasion force.
common in the Church where they might have
been orphaned children of guildsmen entrusted to Admiral/General
the care of the Church. Admirals and Generals are the titles given to
either top advisers to the House or commanders of
Ensign/Lieutenant
a task force with a particular purpose or objective.
These are the lowest officers in positions of actual
Grand Admirals or Generals are the nominal
command. In the navy they are normally assistants
commanders of an entire House's forces, but in
to a more senior officer, or may command a watch
peace time the majority of these are not called up
if no action is expected. In the army they are
to fulfil their feudal duties, or are mothballed to
expected to command a unit under one sergeant
reduce running costs.
(i.e. a platoon of professional soldiers). Their roles
may also include assisting headquarters by
running messages or doing paperwork.

112 Power & Wealth


Householders
Householders are servants in the household of a Noble, higher ranking Guild member, or a Priest.

Householders
Scarcity Household Rank
Free Footman/Maid, Person-at-arms
Common Housekeeper, Butler, Warden
Uncommon Steward, Sheriff
Rare Constable
Very Rare Seneschal
Footman/Maid, Man/Woman-at-Arms Steward/Sheriff
A footman or maid is the lowest level of trained A steward is a servant who is charged with
servant. There are many types of servants, such as representing a noble who is not present. Typically
lady's maids or valets, who attend a particular they may look after a Barony. Generally, there are
member of the family and have a responsibility for some guidelines left to them by their patron on
their clothing and appearance. These servants are how to operate and they will be held accountable
sometimes trusted confidants and asked to pass on the noble's return, but they normally have a
messages or keep tabs on visitors, but many are great deal left to their discretion When the Noble
simply regarded as part of the furniture by their is present they are often a trusted advisor and in
'betters'. This rank of servant may be a serf (thus some cases de facto continue to run the estate.
legally under the protection and control of a given
A sheriff is similar to a steward, but their duties
noble) or a freeman.
focus more on keeping the peace or managing the
Men-at-arms are the lowest of a household's defence of an estate than its economic and
personal fighting force. In wealthy urban political management. There is some overlap
households, their training and duties vary enough between these duties and holders of both titles
from the House's normal military that they are may find themselves performing similar roles.
considered a separate force, with more emphasis
In some cases, where the family is absent for a
on ceremonial, bodyguard, and security work and
very long time, stewardship can be inherited or
less on combat in the field. In many Houses these
passed on to an appointed successor. The politics
duties overlap. While Reeves and Charioteers may
of this can become as involved as any noble
employ non-guild-member guards, this duty often
intrigue, bit with fewer rules and precedents to
falls to junior guilds members in the Scravers or
keep them in check.
Muster.
Constable
Butler/Housekeeper, Warden
A constable is similar to a steward or sheriff but is
A housekeeper or butler (sometimes known as
typically acting on behalf of a count(ess).
housemaster/mistress) is a servant who has
achieved a level of autonomy and responsibility for Seneschal
the control of the household. They generally A seneschal is acting on behalf of a duke or
manage all the other servants and, if the family duchess and may control an entire star system and
are absent, may be left instructions for managing the forces within it. Most Noble Houses keep a
the estate. close eye on any who are not of noble blood and
are given this much responsibility. Sometimes
A warden is an independent officer with
excuses are sought either to replace them
responsibility for keeping the peace, enforcing the
periodically, or to give them a knighthood to
law, or just keeping peasants out of the family's
prevent other freemen from getting too many
favoured hunting grounds. In general they will
ideas. Sometimes a suitably talented baron or
bring most important decisions to their 'betters' if
count is given the role to prevent these issues, but
possible but, when given responsibility for a
this can cause its own problems with jealousy from
remote area or when the family is away, may be
their peers.
granted leave to use their own discretion.

Power & Wealth 113


Equipment

114 Power & Wealth


Terms
The following section details several game terms you may find useful in understanding the items
described in the text and listed in the tables of this section.

Tech Level (TL)


Tech Level is the level of technological sophistication that is used in an item or possessed by a Character
– in the current era of the Known Worlds, there is an incredibly varied level of technological knowledge,
even on the same planet. A character starts at a Tech Level of 2+[Tech] Aptitude. While a character does
not suffer a penalty for basic operations of a high-tech device that they are trained in or is simple to use,
if their Tech Level is lower than the Tech Level of the device, this means they do not have a sound
understanding of its technology and there is a -1 penalty for every level of discrepancy when attempting
to perform complex operations or repairs.
If a 1 is rolled on an attack with a firearm or energy weapon and the attacker has a Tech Aptitude that is
too low to understand the weapon, then they must spend an 8 Speed action clearing the jam, unsetting
the safety, or checking the energy chamber before it can be used again. A character of sufficient Tech
Level can fix this problem at a cost of 0 Speed if they are handed the weapon (normal Speed costs for
picking up and putting down weapons apply).
If a 1 is rolled on a thrown grenade, explosive, or other blast weapon that the character does not
understand, then the explosive detonates at the character's position. The unfortunate user can dive for
cover.
The Tech Levels (TL) are as follows:

Tech
TL Era Example(s) Aptitude
0 Stone Age Flint Daggers -2
1 Mediaeval Swords, Wagons -1
2 Renaissance Gunpowder 0
3 Victorian Electricity 1
4 C20th / Fading Suns era Aircraft, Early Computers 2
5 Diaspora Spacecraft, Ceramsteel 3
6 Early 2nd Republic Advanced Starships, Advanced Computers 4
7 Middle 2nd Republic Static Shields, Robots, Early AI 5
8 Late 2nd Republic / Vau Dynamic Shields, Terraforming, Advanced AI 6
9 Lesser Urtech Soul Shard 7
10 True Urtech Jumpgate 8
Add-ons, Ammunition and Scarcity
Some add-ons and ammunition have scarcities relative to the weapon or equipment in question (e.g.
Item-1) These scarcities never fall below a Common item.

Cost & Firebirds


Cost is the (usual) cost of the item in the firebird (fb), which is the name of the Imperial currency. The
firebird is split into crests (0.5 fb) and wings (0.25 fb).
Firebirds are the currency most often used by the well-off in the Known Worlds, but each Royal House
and other organisations mint their own local currencies for use by the lower classes. Since these
currencies are often not accepted for their face value in other territories, it is difficult to exchange these
currencies for firebirds. This results in another check preventing upward mobility from the lower to
middle classes.

Power & Wealth 115


Firebirds can be purchased at character creation Starting firebirds and stipends
as items in lump sums or as a monthly stipend Scarcity Lump Sum Stipend
paid by an organisation. You cannot spend
firebirds during Character Creation. Common 30 fb 15 fb per month
Like with Scarcity, some items have costs Uncommon 100 fb 50 fb per month
relative to other items (e.g. Item/10). Rare 300 fb 150 fb per month
Very Rare 1000 fb 500 fb per month
Encumbrance (Enc) Legendary 3000 fb 1500 fb per month
Characters can carry [Mass]+[Physique] points of Encumbrance without penalty. Above this they can
carry an extra [Mass]/2 points (round up) of Encumbrance, but at a -1 penalty to Speed and Athletics
rolls and a reduction to their Athletics Finesse by 1 level. If they have any Athletics Finesse left, they can
carry another [Mass]/2 Encumbrance for the same penalty again. Characters reduced to negative
Athletics Finesse cannot move.
For items not listed here, 1 point of Encumbrance is approximately 1kg of mass. This includes
consumables such as fuel or ammunition, as well as some measure of how difficult the object is to carry.

Fusion Cell
The standard power cell of the Known Worlds. More details can be found on P. 148.
This entry in tables refers to the size of the cell the device uses. Fusion cells, from smallest to largest
are; Micro, Mini, Macro and Mega.
All devices come with batteries included. The type of fusion cell they take is included in the item's
description.
Fusion cells can be recharged by most guilds for the listed price, or if a character has access to a
generator they can do it themselves with a successful Tech Redemption check.
Devices may also be powered from generators directly.

Tags & Special Rules


Many items in this section have special rules. To avoid needless repetition, especially common special
rules are detailed at the start of each sub-section (such as Mêlée weapons), and each item instead
receives a Tag in the table entry (in the form of a symbol, such as I for Impact) and in the item
description (as an italicised word, such as Impact). These common rules are referred to collectively as
Tags.
Special rules unique to an item are explained in the item's description, and items with these extra rules
are denoted by a * symbol in the Tags column.
Some Tags or special rules increase in power as your Skill Finesse increases. Unless specifically noted,
the advantages gained at higher Finesse levels include all advantages of the lower Finesse levels, and
only the improvements are detailed.

116 Power & Wealth


Armour
Armour is modular, and you choose what armour you want to wear by location. Each piece of armour is a
separate item and covers different locations: the torso, the head, or all limbs. Costs are the same for all
three options.

Soak & Armour Value


Soak is the amount of damage that a piece of armour reduces an attack by, it is a measure of the
armour's ability to absorb impacts.
Armour Value (av) is the armour's ability to stop or deflect blows. For every point of Armour
Penetration (ap) by which an attack exceeds the Armour Value (av) the Soak of the armour is
halved. Devices or powers that provide avX protection have a Soak value that is never reduced by high
ap and never reduce Lethal Wound loss due to high av.
In some circumstances a Character may have more than one type of armour on one location, either by
wearing one on top of the other or using cybernetic implants (such as sub dermal armour) or Psychic
Powers (like Hardening) while wearing mundane armour. Unless explicitly stated otherwise (such as
with physical shields or Hardening), armour does not Stack and the defending Character chooses which
armour to defend with. If a Character can Stack multiple armour pieces on a location, both armours
work to reduce the vitality damage while Lethal Wounds are only subtracted because of high av by the
highest av valued armour, and not each layer separately. For determining Vitality loss, Autofire attacks
are soaked by the best armour value of any of the locations hit (defender chooses in cases of ambiguity).
For determining av reduction of Lethal Wounds, consider each location hit separately. This means that a
Character wearing an av3 breastplate who is struck twice in the Torso and once in the (unarmoured)
Arm by an ap2 weapon, reduces Lethal Wound damage by two.

Stealth Penalty
Armour also reduces a Character's Stealth. For each non-helmet piece of armour worn, the Character
suffers the listed penalty to all Stealth rolls.

Armour Encumbrance (Enc)


Armour has one Encumbrance value for the torso and limbs, and another for the helmet. This is due to
the helmet's smaller size size. For the entire suit's Encumbrance, add all the purchased pieces'
Encumbrance values together. Helmets reduce Alertness skill tests by the helmet's Encumbrance value
(remember this is halved for being a Non-Torso location).
Bold Encumbrance values indicate whole armoured suits that have a single Encumbrance value and
Stealth penalty. They have optional helmets which do not have additional Encumbrance, but do give an
Alertness penalty. The listed helmet Encumbrance refers only to the Alertness penalty.

Energy Shield
This is the minimum size Energy Shield that can be worn with the armour – all energy shields of lower
size do not function when worn over this armour. Heavy armour is only compatible with battle energy
shields, medium and light armour are also compatible with assault energy shields and only duelling
armour is compatible with Standard and duelling energy shields.

Space Suit
This indicates whether a full suit of the armour functions as a Space Suit. These fully sealed suits have
an internal air supply which allows users to survive in vacuum and avoid attacks based on inhaled
gasses. If the Character takes a Lethal Wound the suit is ruptured. See the environmental rules section
for suffocation. Patching a suit is an 8 Speed [Int]+[Tech]+[Low Tech Redemption] skill check at
Advanced difficulty.

Power & Wealth 117


Armour
Torso
Cost /Limb Helm Energy Space
Name Scarcity TL (fb) Enc Enc Soak/av Stealth Shield Suit
Padded F 1 1 2 1 6av1 -1 All
Leather C 1 5 3 2 12av1 -1 Assault
Chain C 1 20 4 2 12av2 -2 Assault
Plate U 2 100 5 3 12av3 -2 Battle
Duelling Armour U 2 50 1 1 10av1 0 All
Stiffsynth U 7 125 2 1 20av1 0 Assault
Plastic Chain U 5 150 2 1 12av2 -1 Assault
Synthsilk R 7 300 1 1 6av3 0 All
Polymer Knit R 5 200 2 1 4av4 0 All
Ceramsteel (Section) R 6 500 6 3 12av4 -3 Battle
Plastic Plate R 5 300 3 2 12av3 -1 Battle
Space Suit R 5 300 10 2 8av1 -4 Assault Yes
Tactical Armour VR 7 1000 3 2 6av5 -1 Assault
Null Atmosphere Suit VR 7 1500 5 1 12av2 -2 Assault Yes
Fire Drake Armour VR 1 1500 3 2 32av2 -2 Battle
Powered Ceramsteel Suit L 6 3000 0 3 12av4 -6 Battle Yes
Gyllevhem L 9 10000 0 0 16av3 0 Assault Yes
Armour Descriptions

Free Duelling Armour


Leather armour constructed in line with the latest
Padded fashions, and also designed to be compatible with
Light armour. Either a gambeson, composite cloth energy shields. This armour is worn by sabre
layers, or simply sports padding, this armour is rakes and duellists all over the Known Worlds.
light and protects mostly from fists and clubs.
Stiffsynth
Stiffsynth looks similar to leather, but when
Common something impacts it, it hardens into a solid layer
to absorb the impact. It was used during the
Leather
Second Republic as protection during sporting
The typical leather armour is fashioned from a
events. The secrets of its manufacture have now
hardened plate of hide made by boiling in oil, but
largely been lost, with only a few secretive guilds
can also be many layers or a single tough hide.
producing new suits. Most current suits are
Chain passed down from generation to generation, still
Also called mail, this armour consists of a series of sporting the mascots of whatever team they were
metal rings linked together to form a flexible layer first made for.
that can foil both cutting and thrusting attacks.

Rare
Uncommon
Plastic Chain
Plate Much the same as metal chain, but this armour is
Armour made of shaped plates of steel A full suit is instead made of lighter polymers. It is often used
the classic suit of knight's armour, favoured by the by sergeants and officers who cannot afford an
richer rural nobles trained in the art of war. Older energy shield.
suits tend to have many repairs, mostly of bullet
holes.

118 Power & Wealth


Synthsilk advanced ceramics and polymers, much lighter
Used by construction and utility workers during than Ceramsteel. However, it does not prevent
the Second Republic, this material was first made bruising as easily due to the relative lack of mass.
during the diaspora then refined to its current Special Rules: Costs one scarcity level less (or
state. It is as thin and as light as cotton, but strong half price) with Connections to Kurga.
enough to absorb small-arms fire, and available in
Null Atmosphere Suit
a variety of colours. It can even be styled to look
A fully sealed suit designed for hostile
like normal clothing. This armour is still produced
environments Unlike a normal space suit, it is
by a number of carefully maintained Second
armoured to prevent damage from any number of
Republic textile mills.
environmental hazards.
Special Rules: Costs one scarcity level less (or
Special Rules: This functions as a Space Suit.
half price) with Connections to Kurga.
This is a whole suit (all locations).
Polymer Knit
Fire Drake Armour
These plastic–cloth composite armours, such as
Incredibly durable armour made from the hides of
kevlar, are very rare. This is due to the fact that
giant lizards on the Vuldrok world of Frost. Much
the tech required to produce them was lost during
lighter than metal armour, the hides are more like
the fall, and not much was used during the Second
high-tech composites or plastic than conventional
Republic, due to the more advanced materials
leather. It is also much more expensive than
available.
normal armour, and many warriors go out into the
Special Rules: Costs one scarcity level less (or
wastes themselves to slay one of the mighty
half price) with Connections to Kurga.
beasts. The smarter ones get a loan.
Ceramsteel Special Rules: The chest piece grants +1 Wyrd to
Large plates of ceramic–steel composite are used the character's total if they slew the beast
in the construction of the incredibly durable hull themselves. Costs one scarcity level less for
plating of starships, which have to withstand the Vuldrok characters at character creation.
effects of high-velocity micrometeorite impacts
that occur during travel in a solar system. They
are also used to make this armour. Very heavy, Legendary
most suits are designed with power-assist servos Powered Ceramsteel Suit
to make this armour seem weightless (see See Ceramsteel.
Powered Ceramsteel Suit in table). Many suits are
adorned with the wearer's House, Guild or Sect Gyllevhem
livery. The Brother Battle make a lot of use of this The “Skin of Vhem”, this armour is of Ur-Obun
armour in the form of their consecrated adept craftsmanship, dating from that species' Savage
robes, known as cassock superior. Age. Named after Vhem, a war-spirit called a god
Special Rules: Costs one scarcity level more for by the pagan Ur and a spirit of the empyrean by
Kurgans (or double price), The Powered the Voavhenloji, the secrets of constructing these
Ceramsteel selection (Legendary) is for a whole suits have been lost over the millennia, and only a
suit (all locations) and also counts as a Space Suit. dozen are known to exist. The suits generally
appear to be made from bone or a similar
Plastic Plate material, and have plates moulded to the
Often made for junior officers, this plate armour is appearance of idealised Ur-Obun musculature.
made of light polymers, allowing adequate The suits empower the user's kalenti with Vhem's
protection even for those who are not fit enough to spirit of personal endeavour, greatly increasing
bear the weight of a suit of steel plate. the user's physical abilities. However, using a suit
Space Suit for too long will damage the user's health.
A standard space suit. Good at resisting the Special Rules: This is a Space Suit and a whole
environmental hazards it was designed for. Swords suit (all locations). Grants +2 Physique, but the
and bullets... not so much. user must commit 3 points of Wyrd to the suit
Special Rules: The Space Suit is a Space Suit. while it is worn (failing to commit the Wyrd means
This is a whole suit (all locations). Space Suits can the armour cannot be put on). Wearing the armour
stack with other armour (see p. 117). for more than (modified) [Physique] hours causes
the Character to become Stressed and also start
suffering a –2 penalty to all actions, become
Very Rare limited to half of their total Vitality, and may not
regain Wyrd through resting, Meditation, or Battle
Tactical Armour
Arts. This armour's helmet gives no Alertness
The most advanced armour produced during the
penalty.
Second Republic, this armour is a composite of

Power & Wealth 119


Armour Add-on
Cost
Name Scarcity TL (fb) Rules
Consecrated U - 100 Consecrates the complete suit of armour granting a
+1 bonus to casting thematically appropriate Rites
such as Armour of the Pancreator and Faithful
Heart. A Character carrying a consecrated item
gains +1 to resist Occult Powers (regardless of the
number of items carried). Items of Tech 5 and
higher cannot be consecrated.
Master Crafted U - 100 Reduces Encumbrance value and Awareness penalty
Helmet for the helmet by 1.
Self Sealing U 5 100 An upgrade for space suits, common with those
Suit expecting trouble. If a limb is ruptured then it fills
with foam, preventing air from escaping but
immobilising the limb. This doesn't effect other Hit
Locations.
Tech Helmet R 5 300 Uses built in sensors to eliminate Awareness
penalties for using a helmet.
Cassock R - N/A This can only be applied to a full suit of powered
Superior ceramsteel armour (with or without helmet). This
item is one of the holy battlesuits of the Brother
Battle order and counts as consecrated despite it's
Tech Level. The character must hold at least adept
rank (rare item) in the Brother Battle to be
permitted to wear this suit.
Sensory R 6 300 The entire suit of armour is fitted with sensors
Feedback connected to an implant in the wearer that allows
Implant them better understanding of their own movement
and balance. This reduces all Stealth penalties by
50% (round the remaining penalty up). The implant
has Advanced Incompatibility and Expert surgery
difficulty.
Master Crafted Item - Item Increases the Soak of the armour by 20% (rounding
Armour up), decreases the Encumbrance of a full suit of
armour by 1 if it is entirely master crafted.
Characters with Connections:Vuldrok at Basic or
above have access to their excellent smiths and
their chain, plate or ceramsteel armour is
considered master crafted for free.

120 Power & Wealth


Energy Shields
Despite being churned out by the million during the Second Republic, the theories behind energy shields
are now lost. Initially, during the middle Second Republic era, only shields that remained static relative
to their generators could be produced – this is the technology behind starship shields and energy
bucklers. During the late Second Republic, after studying Vautech energy fields (which were greatly
superior in field manipulation), Known Worlds scientists and engineers managed to develop dynamic
energy shields – ones that could be modified on the fly. It was from this technology that personal energy
shields were developed – shields that conform to the user's body and move when limbs are moved.
Construction of both static and dynamic energy shields by simply copying existing designs is still
possible and energy shields are used by most nobles and many priests and guildsmen. Peasants and
yoemen have access to them only if they join a well-equipped military. Shields are activated by either
impact or energy; when something impacts the activation area (usually a couple of centimetres around
the body,), or a beam of high energy intersects it, the shield activates, emitting a characteristic flash of
light.
Shields are only activated by attacks of a certain magnitude, and the knowledge of how to calibrate
shields for thick armour is rare, so typically only energy shield models that are purpose built to do so
may be used with heavy armour. This has led to a rise of a duelling culture where the aim is to attack
lightly enough not to activate the energy shield and yet still maim or kill. The other main way of dealing
with energy shields is simply to overwhelm them, either with many attacks or a single large one that
overloads the shield. Finally, plasma weaponry interacts strangely with energy shields – the shield has
trouble containing the plasma blast, and about half of a given blast will leak through.

Energy Shields
Name Scarcity TL Cost (fb) Activation Burnout Capacity Fusion Cell Enc
Standard R 8 500 13 26 5 Mini 0
Duelling VR 8 1000 10 30 5 Micro 0
Assault VR 8 3000 15 45 10 Macro 2
Psi Cloak VR 8 3000 - - 5 Mini 0
Battle L 8 5000 20 60 20 Mega 4
Energy Shield Rules
Upon activation, an energy shield absorbs all the damage from a hit (although some weapons, like
blasters, may leak through).

Activation
Energy shields activate when hit by a Mêlée attack that equals or exceeds their damage threshold
(though special rules apply for some weapons and shields). Attacks with guns or energy weapons always
activate shields unless noted otherwise. Lower velocity ranged attacks such as by bows and thrown
weapons do not automatically activate energy shields and are instead treated like Mêlée attacks.
Any attacker may deliberately reduce the damage they inflict in order to go under an energy shield as
normal, but Characters have no automatic knowledge of a target shield's activation threshold.
For Autofire attacks, the energy shield is activated if a single shot from the weapon (with all Finesse
Effects except for extra hits) would activate the shield, which may be automatic if the attack is made
with a gun or an energy weapon. If the energy shield activates due to the attack, it activates a number of
times equal to the number of weapon hits and stops those hits. If not enough charges are available to
stop all the hits, the remaining hit(s) cause damage as if they were the only ones in the burst.
For blast attacks, the energy shield activates if it would be activated by the weapon's listed damage
(before diving for cover). A blast weapon normally causes three hits to the shield, unless these are
blocked by cover. If the blast weapon's damage per hit is higher than the burnout threshold of the shield
then the shield fails and the extra hits go through causing one third damage each. Should anyone be rich
or fortunate enough to have two energy shields, then only the energy shield with the largest radius

Power & Wealth 121


(highest compatibility, in rules terms) can activate due to interference between their sensors. If two
energy shields of the same compatibility are worn together and both turned on, they interfere with each
other and so neither activates. Turning an energy shield on or off costs 2 Speed.

Capacity
Shields can only take a certain number of hits before their fusion cell expires. Capacity is the number of
times a shield functions before its fusion cell needs to be replaced. Changing the fusion cell of an energy
shield is a 4 Speed action.

Burnout
If an energy shield is required to absorb more than their Burnout threshold in a single hit, it will burn
out its current fusion cell, reducing its remaining charges to 0, though the attack is still absorbed.

Energy Shield Descriptions

Rare Assault Energy Shields


Resembling thin backpacks (or rarely,
Standard Energy Shield breastplates), these devices were worn with body
The standard energy shield is considered clumsy armour during the Second Republic by soldiers
by Second Republican standards and is modelled and civil guards who were expecting extremely
on cheaper versions used on construction sites hazardous environments or armed violence.
and in dangerous sports. It is typically a belt with Projecting a shield a small fixed distance from the
a large and heavy clasp and is often heavily and wearer's body, they are not as flexible as lighter
gaudily decorated. Locking mechanisms often energy shields, but they are able to handle greater
keep the belt securely in place and controls for the and more numerous impacts.
shield itself are often disguised or concealed –
more than one noble has had their belt turned off Psi Cloak
by an assassin's accomplice whom they have An energy shield against psychic energy was the
foolishly allowed to get too close. top of the wish list of many “psycophobes” as well
as of a good number of powerful and influential
These energy shields are able to conform to a people since the discovery of psychic and theurgic
wearer's body and most clothing. They offer great powers. Many secret government and corporate
protection against accidents and minor injuries. research projects were funded in this area but
Unfortunately this adaptive technology makes only one (ironically an open source effort by the
them less able to deal with full force, full area pro-psychic Flavian Institute) was ever known to
impacts than Assault and Battle Energy Shields. be successful. The devices are hard to make and
physically similar to a standard energy shield in
Very Rare size and appearance. They are referred to as
“cloaks” by many as they appear to some viewers
Duelling Energy Shields to throw a light heat haze around the wearer that
Duelling energy shields use more refined and seems to taper outwards away from the body
elegant technology that consumes less power, fits closer to the ground. This somewhat unsettling
in a smaller space, and works more efficiently than effect has never been explained, but is thought by
standard models. The devices themselves are some to indicate that the viewer has some latent
usually about the size of a hen's egg, and can be occult potential or spiritual connection.
even smaller. They are often built into brooches or Regardless of the appearance of the “cloak” the
secured in one's undergarments. There is a trade device protects all items held and worn by the
off between accessibility (to be able to quickly bearer (although the field is disrupted by heavy
change the cell), concealment, and displaying that armour).
one has the wealth to own such a device. These Special Rules: Activates whenever the wearer is
goals are often helped by fashionable trinkets subject to a direct Occult Attack (See the Occult
made to resemble energy shield brooches, which Powers chapter for more details on Occult
can serve as decoys or even, with some gumption, Attacks) and negates its effect. When the psi
be worn to mislead others into thinking one is cloak defends against an Occult Attack, one
shielded when one cannot afford such a device. charge is subtracted from the capacity of the cloak
per Finesse Level of the Power. i.e. Basic powers

122 Power & Wealth


subtract 1 charge, Advanced 2 charges etc. Legendary
Attacks with weapons with the Psi tag or Occult
weapons (such as Vis Bolt attacks) deplete 1 Battle Energy Shields
charge from the cloak per hit (Explosive Blast A heavy “bubble” shield normally only worn with
weapons/Powers such as Vis Storm subtract up to full space suits or powered armour in Republican
3). If multiple weapon Occult Powers are used as times, the Battle Energy Shield has seen a
part of a single attack (such as enhancing a sword renaissance in the new dark ages. With weapons
with multiple Powers) this still counts as one hit. If that pierce, overload, or leak through shields now
the psi cloak does not have enough hits to a rarity, this shield allows armoured warriors to
completely absorb a power, it gets through but the wade through a battle disregarding almost all
charges are retained in the cell to protect against heavy weapons. Unfortunately, if opponents can
future attacks. In the case of Psi weapon attacks get close to the bubble or bring specialised laser
that are Autofire or use the Explosive Blast rule, or xaser weaponry to bear, the user may be in for
Damage is done by those hits that are not stopped. some trouble. Therefore these shields are
normally only worn by (and given to) individuals
If an attack (such as Vis Bolt) would normally with great prowess in short range combat and who
activate both the psi cloak and an energy shield combine them with heavy body armour.
the character is wearing, the psi cloak activates Special Rules: This shield does not automatically
first. If the attack is stopped, the energy shield activate for guns and energy weapons and instead
does not also activate. If the attack is not stopped only activates if they do 13+ points of damage in
by the psi cloak, the energy shield will activate as one hit.
normal.

Energy Shield Add-ons


Name Scarcity TL Cost (fb) Rules
Flash Item -1 8 1/3 With this add-on, the energy shield does not
Suppressor Item flash if stuck. It can be turned off.
Flash Enhancer Item -1 8 1/3 The energy shield flashes strongly when struck,
Item inflicting the effects of a Flash Grenade on all
within 6m including the wearer. It can be
turned off.
Adjusted Item -1 8 1/3 This modification adjusts the default activation
Threshold Item threshold for the shield by +2 or -2. It also
adjusts the burnout threshold by +6 or -6 (+4 or
-4 for Standard Energy Shield).
Random Item -1 8 1/3 The shield is set to have an activation threshold
Threshold Item that constantly changes, forcing an opponent to
guess which tactic will be effective. The
activation threshold is the default value -5,
+1d10 (determined separately for each attack).
The burnout threshold is three times higher
than the activation threshold (except for the
standard shield which is only two times higher).
Safe Falling Item -1 8 1/3 Reduces number of charges consumed to
Item prevent falling damage to 1. The burnout
threshold is doubled for falling damage.
Energy Item -1 8 1/3 Increases the capacity of the energy shield by
Efficient Item 50% (round up).

Power & Wealth 123


Physical Shields
Although blocking by turning aside an opponent's blade with one's own is the romantic stuff of duels,
stage performers, and desperate last stands, many warriors prefer to carry a shield. Though they can be
cumbersome and uncouth at evening receptions, when they are socially permissible (such as during
open warfare) many combatants find them invaluable. Shields carry some stigma as they are associated
with the rank and file soldiery or brutes like muster slavers, but a tastefully designed and elegant
buckler can be quite the accessory.
Shields in the known Worlds are constructed out of a variety of materials. They range from simple
wooden shields all the way to Second Republic technologies like energy bucklers. While these energy
shields utilise the same technology as true energy shields, they should not be confused for them. Energy
bucklers and energy tower shields are merely static fields with a manually moved projector, unlike the
dynamic automatic protection offered by true energy shields.

Shield Bash
Physical shields can function as weapons using any Mêlée Skill it can block with, using the statistics
noted in the Damage/ap column of the table below (adding HtH) at the normal Speed costs of those
Skills. Attacks with a physical shield are referred to as a Shield Bash.

Physical Shields
Cost Mêlée
Name Scarcity TL (fb) Enc Soak/av Skill Damage/ap Type Special
Metal Buckler C 1 10 1 2av3 S/M 2ap1 b Buckler
Wooden Shield C 0 20 3 4av2 Any 4ap1 b Standard Shield
Wooden Tower C 0 20 5 6av2 M 6ap1 b Tower Shield
Shield
Metal Shield C 5 30 4 4av3 Any 2ap1 b Standard Shield
Polymer Knit U 5 100 3 3av4 M 4ap1 b Tower Shield
Tower Shield
Metal Tower U 2 60 6 6av3 M 6ap1 b Tower Shield
Shield
Ceramsteel R 5 150 2 2av4 S/M 2ap1 b Buckler
Buckler
Ceramsteel R 6 200 4 4av4 Any 4ap1 b Standard Shield
Shield
Ceramsteel R 6 300 6 6av4 M 6ap1 b Tower Shield
Tower Shield
Tactical VR 7 400 1 2av5 S/M 2ap1 b Buckler
Buckler
Tactical Shield VR 7 500 3 4av5 Any 4ap1 b Standard Shield
Tactical Tower VR 7 800 5 6av5 M 6ap1 b Tower Shield
Shield
Energy VR 7 500 0 5avX S/M 0ap1 b Buckler. Soak never
Buckler reduced by high ap
Energy Tower L 7 1500 1 5avX M 0ap1 b Tower Shield. Soak
Shield never reduced by
high ap

124 Power & Wealth


Buckler the bearing arm and the torso, and many often
A small shield often less than half a metre in partially cover other locations as well. Most
diameter. It is held in one hand by a grip on the familiar designs of shield fall into this category,
inside of the boss and is greatly favoured by such as the kite shield, the heater shield, and even
duellists, who can use it to quickly parry attacks. the Roman scutum, though the latter is almost
It is often used as a companion to the rapier – with large enough to be a Tower Shield.
a set of duelling leathers and a duelling energy Special Rules: Standard Shield (see table)
shield, this is what would constitute a “uniform”
Tower Shield
for that profession. The buckler is available in
The largest of shield designs, what makes a shield
many materials.
a Tower Shield is that it covers nearly all locations
Special Rules: Buckler (see table)
without crouching or bracing. Usually, only the top
Standard Shield of the head, the feet, and the weapon hand are
This category covers most of the shields in the visible targets when someone is protected by a
Known Worlds, which come in many different Tower Shield. This makes such a person a very
styles and designs. They can be round, square, hard target for ranged attacks, as the shield acts
rectangular, or of any other shape, can be dished almost like portable cover. Like other shields, they
or flat, and of any construction. What typifies a can be constructed out of many materials.
Standard Shield is that it is large enough to cover Special Rules: Tower Shield (see table)

Physical Shield Add-ons


Name Scarcity TL Cost Rules
Built-In Gun C 2 30 Bucklers may be fitted with a derringer or palm
laser, while larger shields can be fitted with any
Ranged:Small weapon. Use Ranged:Small for
attacks with the built-in weapon but at the Shield
Bash Speed cost. The weapon must be bought
separately.
Plastic Shield C 5 50 Reduces the Encumbrance of any metal (not
ceramsteel) shield by 1/2.
Spiked Shield U 1 100 Increases Shield Bash ap to 2 and changes the
damage type to edged and blunt. Increases the
Encumbrance value of the shield by 2.
Shield Shocker U 4 100 10 charges (mini cell). Can be added to any
metallic shield. Gives the Shield Bash the
Stunning tag.
Master Crafted Same - Same Increases the protection offered by the shield by
Shield as Item as 2. Decreases the Encumbrance of the shield by 1.
Item Characters with Connections:Vuldrok at Basic or
above have access to their excellent crafters and
their wooden, metal, and ceramsteel shields are
considered master crafted for free.

Power & Wealth 125


Physical Shield Special Rules
Buckler
Special For 1 Speed, the Character may block with this shield with Mêlée:Small
Rules or Mêlée:Medium. If the attack hits despite this, the armour of the
shield Stacks with the armour of the location hit.
Advanced For every 3 Speed spent boosting a block with any weapon or the
Finesse buckler while the buckler is drawn, you gain an additional +1 to block.
Expert For every 2 Speed spent boosting a block, you gain an additional +1 to
Finesse block.
Elite For every point of Speed spent boosting a block, gain an additional +1 to
Finesse block.
Legendary For every point of Speed spent boosting a block, gain an additional +2 to
Finesse block for the first point and +1 for each point thereafter.
Standard Shield
Special For 1 Speed you may block with this shield using any Mêlée skill.
Rules Alternatively, the shield may be used as part of a dodge, which costs 2
Speed as normal. In both cases, if the attack hits, the armour of the
shield Stacks with the armour of the location hit. When used as part of a
dodge, the shield's armour also applies against ranged attacks.
Advanced In addition to the normal effects, for every point of Speed spent boosting
Finesse defence, add 1 point of Soak.
Expert In addition to the Advanced effects, for every 3 Speed spent boosting a
Finesse defence, add 1 point of av.
Elite In addition to the Expert effects, for every 1 Speed spent boosting a
Finesse defence, add 2 points of Soak (Maximum capped by HtH).
Legendary When using a Standard Shield to block or dodge, count its av as 1 point
Finesse higher.
Tower Shield
Special Blocking with this shield costs 1 Speed, but the shield may be used to
Rules block both Mêlée and Ranged attacks with the Mêlée:Medium skill. If
the attack hits despite this, the armour of the shield Stacks with the
armour of the Hit Location. Tower shields also allow the Character to
Dive for Cover against Blast attacks without moving, reducing the attack
Damage and adding the shield's armour but still falling prone if the user
does not have Expert Mêlée:Medium skill. When used to block ranged
attacks or as part of a Dive for Cover action, if the av of the shield is
lower than the ap of the weapon, the attack always hits with at least 0
Successes and the Dive for Cover does not reduce the Damage (as the
shield is penetrated by the attack) but the armour still Stacks.

126 Power & Wealth


Mêlée Weapons
The introduction of the energy shield changed personal combat forever. Without specialist high-tech
weapons, it was now impossible to be sure of dispatching your foe at long range; mêlée combat became
much more important. Since the fall of the Second Republic, this has seen mêlée weapons star not only
in a new golden age of duelling between Nobles, but also on the battlefield.

Speed
Mêlée Skill
Mêlée Skill Cost Handedness
This is the skill used for attacking or blocking with the Mêlée:Short 3 One-handed
weapon. It also determines the normal Speed cost for
attacking and whether the weapons is two-handed. Mêlée:Medium 4 One-handed
Mêlée:Long 5 Two-handed
Damage & Armour Penetration (ap)
Damage is the amount of Damage that would be applied in the absence of Soak. Subtract the Soak from
the Damage after working out the effects of armour penetration (ap) to work out how many points of
Vitality the target loses to the attack. If enough Vitality is lost the target will lose Lethal Wounds. One
Lethal Wound is lost for every full [Mass]/2 points of Vitality lost.
For every point of armour penetration (ap) by which an attack exceeds the armour value (av), the Soak
of the armour is halved. However, for every point the av exceeds the ap, the number of Lethal Wounds
caused to the location is reduced by 1. Please see the Rules chapter for more details.

Damage Type
The Damage Type(s) are the kind of damage the weapon causes. The types are blunt (b), edged (e),
piercing (p), and ranged (r). This mostly determines what Success Effects may be applied.

Range
For Mêlée weapons, this is the total reach in metres of the weapon when wielded. With a Mêlée weapon,
you may only attack a foe within this range. For weapons with the Thrown Tag, this is the range
increment of the weapon. For full rules on range increments, please consult the Rules chapter.

Tags
C – Charges: This weapon uses fusion cells or V – Vicious: You get bonuses at high Finesse:
otherwise has a limited number of uses before it
Advanced: +2 Successes towards the Slash
must be replaced or reloaded. See the item
Finesse Effect.
description for more information.
Expert: +3 Successes towards Slash.
I – Impact: Consider the wielder one Finesse Level Elite: +4 Successes towards Slash.
higher for the Battle Arts Improved Wind Up and
Bl – Bloody: You get bonuses at high Finesse:
Hammer Blow if weapon wielded in two hands.
Advanced: +2 Successes towards the Bleeding
T – Tripping: You get bonuses at high Finesse:
Strike Finesse Effect.
Advanced: +2 Successes towards the Trip Finesse Expert: +3 Successes towards Bleeding Strike.
Effect. Elite: +4 Successes towards Bleeding Strike.
Expert: +3 Successes towards Trip.
S – Stunning: You can use the Stun Finesse Effect
Elite: +4 Successes towards Trip.
even if the weapon isn't blunt, and get bonuses at
D – Disarming: You get bonuses at high Finesse: high Finesse:
Advanced: +2 Successes towards the Disarm Advanced: +2 Successes to using the Stun Finesse
Finesse Effect. Effect.
Expert: +3 Successes towards Disarm. Expert: +3 Successes to using Stun.
Elite: +4 Successes towards Disarm. Elite: +4 Successes to using Stun.

Power & Wealth 127


Ħ – No HtH: Does not add HtH to damage. Can't Mêlée skill. Unlike true ranged weapons, it lacks
be used with Wind Up Battle Art. Damage marked ammunition and the weapon is used as the
in italics. projectile, effectively disarming the user when
used. An Advanced difficulty Awareness check is
β – Blaster: Half of the Damage leaks through
required to hear a thrown weapon being used.
shields. Damage marked in bold.
* – Special Rules: The item has unique special
Th – Thrown: This weapon can be thrown. It can
rules. Consult the item description for details.
be used at the range shown using its normal

Mêlée Weapons Scarcity TL CostEnc Skill Damage/ap Type Range(m) Tags


Thrown Rock F 0 0 1 Short 2+HtHap1 b HtH/2 Th
Knife F 1 1 0 Short 0ap2 e, p HtH/2 Th, *
Staff F 0 0.1 2 Long 4ap1 b 4 *
Club F 0 0.1 2 Medium 6ap1 b 2
Short Spear F 1 1 1 Medium 4ap2 p HtH/2 Th
Long Spear F 1 2 3 Long 8ap2 p 4 *
Cestus C 1 4 0 Unarmed 2ap1 b 2 *
Dagger C 1 4 0 Short 2ap2 e, p HtH/2 Th
Short Sword C 1 10 1 Medium 4ap2 e 2 *
Rapier C 1 30 1 Medium 4ap2 p 2 *
Sword/Sabre C 1 30 1 Medium 6ap2 e 2
Longsword C 1 40 3 Long 8ap2 e 2 *
Two-Handed Sword C 1 50 4 Long 10ap2 e 2 I
Glankesh C 1 35 2 Medium 6ap2 e 2 Bl, *
Glanklar C 1 50 4 Long 8ap2 e 2 Bl, *
Halberd/Glaive C 1 20 5 Long 8ap2 e, p 4 T, I
Hand Axe C 1 5 2 Medium 6ap2 e HtH/2 Th
Two-Handed Axe C 1 20 4 Long 10ap2 e 2 I
One-Handed Mace C 1 20 3 Medium 10ap1 b 2
Two-Handed Mace C 1 30 5 Long 14ap1 b 2 I
One-Handed Flail C 1 20 3 Medium 8ap1 b 2 *
Two-Handed Flail C 1 30 5 Medium 12ap1 b 2 I, *
Whip C 1 3 2 Medium 4ap1 e 4 T, D
Main Gauche U 1 50 0 Short 0ap2 e 2 *
Sword Breaker U 1 50 0 Short 2ap2 e, p 2 D
Kraxi Knife U 1 50 0 Short 2ap2 e, p HtH/2 V, Th
Kurgan Side Sword U 1 70 2 Medium 6ap2 e 2 *
Splinter Sword U 5 100 1 Medium 6ap2 e 2 Bl, *
Hand Shocker U 4 50 1 Short 10ap1 b 2 C, S, Ħ
Frap Stick U 4 70 2 Medium 10ap1 b 2 C, S
-Without Shocker 2 Medium 6ap1 b 2
Thunderlance U 5 55 4 Long 30ap5 b 4 C, Ħ, *
-Without Mine 4 Long 8ap1 b 4 *
Spiked Chain U 1 50 4 Long 6ap1 e 4 V, D, Bl
Suresnake Whip R 7 500 2 Medium 4ap1 e 4 T, D, *
Wireblade VR 8 3000 0 Medium 2ap4 e 2 C, *
Flux Sword VR 8 3000 0 Medium 18ap3 e 2 C, Ħ, β
Chainsword VR 6 2500 5 Long 12ap2 e 2 C, V, Bl

128 Power & Wealth


Descriptions

Free Unarmed skill but may not be used with the Nerve
Strike Battle Art, while Grappling, or while using
Thrown Rock the Headbutt Battle Art. This item does not allow
Let he who is without sin cast the first stone. (This you to parry armed attacks. The hand cannot be
is usually an Orthodox Priest.) used for fine manipulation while wearing a cestus.
Special Rules: Quiet. May be drawn for zero You receive additional bonuses with high Unarmed
Speed. Finesse:
Knife Expert: You may block armed attacks using the
A simple knife, often the only weapon peasants are Unarmed Skill. If your Character has a Battle Art
allowed to carry. More of an eating implement and that allows this already, you gain a +1 to block
a tool than a weapon, it is also easily concealable. with the Unarmed skill.
Special Rules: May be drawn for 0 Speed.
Thrown. Silent when thrown. Elite: Increase blocking bonus to +2, if applicable.

Staff Dagger
A stout piece of wood the height of a person, this Unlike a knife, a dagger is designed as a weapon.
defensive weapon is favoured by peasants, priests, It can come in many varieties, being sharp on one
martial artists, and angelic beings masquerading or two edges, and may be curved or straight. It is
as the elderly. typically about a foot long.
Special Rules: If you wield a staff in two hands, Special Rules: Thrown. Silent when thrown.
you receive a bonus to block based on your Short Sword
Mêlée:Long Finesse: A sword that is typically less than three feet in
Advanced: +2 to block length and also rather wide. The most famous
example of the short sword is the Roman Gladius.
Expert: +3 to block In the Known Worlds, it is quite often used by
Elite: +4 to block. shady types, as it is small enough to conceal and
smuggle but a much more capable weapon than a
Club dagger.
Often improvised from durable material, a club is Special Rules: At Advanced Mêlée:Medium
a metre-long weapon suitable for bludgeoning. Finesse, this weapon only costs 3 Speed to attack.
The club is often thought of as the earliest
weapon. Rapier
The favoured weapon of duellists, these thin
Short Spear swords favour skill over strength. Many a noble
A one-handed spear suitable for throwing. haunt is filled with the clash of rapiers as the
Construction can range from sharp sticks with overlords of the Known Worlds fight over real or
fire-hardened tips to composite sporting javelins imagined slights.
from the Second Republic. Special Rules: You receive the following bonus
Special Rules: Thrown. Silent when thrown. with high Mêlée:Medium Finesse:
Long Spear Advanced: You can spend a single point of Speed
A larger spear or pike that is three meters long or to gain a +1 Set-Up bonus when making an attack.
more. A popular weapon in lower tech militias for This cannot be stacked.
it's low cost and ability to keep the enemy at bay.
Special Rules: May be used with any type of Elite: You can spend a single point of Speed to
Standard Shield slung over one shoulder, even gain a +2 Set-Up bonus when making an attack.
though it is a two-handed weapon. This cannot be stacked.
Sword/Sabre
This entry covers a broad category of weapons
Common
from Vuldrok broadswords to Kurgan shamshirs,
Cestus Li Halan tachi, Decados sabres, Hawkwood arming
A type of boxing glove consisting of leather straps swords and many more besides. Broadly speaking,
wrapped around the hand. Unlike sporting boxing this entry describes weapons which are one-
gloves, these are not worn for protection but as handed blades that focus on slashing or chopping
weapons. Blade and spike inserts are common. rather than stabbing.
Special Rules: The cestus is used with your

Power & Wealth 129


Mêlée Weapon Add-ons
Name Scarcity TL Cost Special Rules
Built-In Gun C 2 30 A Mêlée:Medium or Long weapon can accommodate a
concealed derringer or palm laser. This weapon must
be bought separately.
Poison U 3 150 The blade contains a large number of pores for
Reserve applying poison rapidly from an internal reservoir. The
reservoir holds 1 dose and can be activated for free on
the wielder's turn by flicking a catch on the hilt.
Blade U 4 100 10 charges (mini cell). Can be added to any metallic
Shocker Mêlée weapon. Adds the Stunning Tag.
Vibrating U 6 100 Increases the activation threshold of energy shields by
Blade 2 for the purposes of attacks by this weapon. Does not
work with thrown weapons.
Consecrated U - 100 Consecrated items give a +1 bonus if they are used to
assist in the casting of a Theurgic rite. The item used
must be thematically appropriate to the rite being
cast. A Character carrying a consecrated item gains +1
to resist Occult Powers (regardless of the number of
items carried). The weapon is no longer consecrated if
it is used in an inappropriate way. Items over Tech 5
and higher cannot be consecrated.
Crucible U 5 200 These weapons are heated to searing hot temperatures
Blade by an internal fusion cell or chemical reaction, thereby
dealing +5 extra damage which does not count towards
an energy shield's activation. The heat destroys any
poison on the blade at the time. The mini fusion cell or
chemical reaction can only heat the blade for one
scene, after which it must be replenished.
Master R - 800 The user counts as having a weapon Finesse 1 point
Crafted higher when using this weapon, and foes trying to
disarm the wielder of it need 2 more Successes. These
bonuses stack with the Favoured Weapon Battle Art.
Mono- R 6 700 Any edged or piercing weapon can be upgraded by +1
molecular ap. This does not affect its av when used with the Two
Edge Weapon Defence or Wall of Steel Battle Arts.
Shield R 7 500 The weapon is impregnated with a lattice of rare
Dissipating minerals which dissipate the energy of a shield as it
activates. This means the shield has to work harder to
protect the wearer and requires twice the normal
number of charges to activate successfully.
Longsword Special Rules: This weapon has bonuses at high
Another broad category of weapon. The classic Mêlée:Long Finesse:
weapon of this category is the Bastard Sword (also
Advanced: The weapon costs 4 Speed to attack
known as a Hand-and-a-half Sword, or simply a
with.
Longsword), which is a large double-edged blade
that is typically wielded in two hands but can be Expert: The Longsword counts as a one-handed
used in one if necessary. This category also covers weapon.
schweizersäbel, katana, and similar weapons.

130 Power & Wealth


Mêlée Weapon Add-ons (cont.)
Name Scarcity TL Cost Special Rules
Attuned R - 750 The weapon can be psychically attuned to the wielder.
Attuning requires 1 hour and a successful Advanced
difficulty Meditation roll.
When spending Wyrd, Focus, or Resolve points to add to
attack or defence rolls with this weapon, it counts as if
an extra point were spent, which can be above normal
maximums. This increases the effects of Battle Arts that
utilise Focus and Resolve points. Flux Swords so
upgraded are called Mist Swords.
Quicksabre VR 7 2000 The hilt incorporates an inertial damper making the
Hilt weapon weightless as far as the user is concerned.
Reduces the Speed cost of all attacks with this weapon
by 1. This effect does not stack with other effects
reducing the Speed cost of attacks like high Finesse or
two-weapon fighting. Lasts for up to 1 hour of
continuous use on a mini cell.
Holy VR - 2000 +2 Damage against creatures of darkness. Occult
Powers with the Direct Defence Tag are ignored for the
purposes of a strike with this weapon if the attack roll
exceeds the Construction Cost of the Power or Rite. The
weapon also counts as consecrated (see above). All
powers are lost if the weapon is used in an
inappropriate way, and the weapon effectively rolls a 1
for the purposes of the action when this happens. Items
of Tech 5 and higher cannot normally be holy.
Two-handed Sword Glanklar
Any sword or sabre that is so large it needs two The larger counterpart to the Glankesh. Wielded
hands to wield. This category covers claidheamh- in two hands, this weapon is used for a similar
mòr, zwei- and doppel-handers, ōdachi, and similar purpose to the Glankesh, with pack tactics being
weapons. used to attack and bleed large prey. Also like the
Special Rules: Impact. smaller blade, it is used as an honour weapon to
settle disputes.
Glankesh
Special Rules: Bloody. This weapon can normally
A deadly blade crafted by civilised Vorox to make
only be used by Vorox. However, a character with
up for their lack of claws. Resembling a Chinese
the Wield Oversized Weapon Battle Art can wield
deer hook sword, Vorox like to wield four at a time
this weapon without penalty. This replaces the
in order to create a whirlwind of death, using
usual effect of that Battle Art for this weapon.
them to slash veins to bleed out the incredibly
tough prey species on Ungavorox. To some Vorox At Advanced Mêlée:Long Finesse this weapon can
these weapons are sacred, and they adorn them be used to make two attacks for 5 Speed. The
with charms and fetishes. Such Vorox don't like damage is reduced to 4ap2, but the Bloody
other people touching their Glankesh. property is retained.
Special Rules: Bloody. This weapon can normally
Halberd/Glaive
only be used by Vorox. However, a Character with
A polearm with either a curved blade atop the
the Wield Oversized Weapon Battle Art can wield
pole, an axe-head, or a spike and hook. This is a
this weapon without penalty. This replaces the
flexible weapon that is also useful for tripping
usual effect of that Battle Art for this weapon.
opponents. These statistics can also be used for
many other similar polearms.
Special Rules: Impact. Tripping.

Power & Wealth 131


Hand Axe Uncommon
The simple hand axe is a one-handed axe favoured
by woodsmen and barbarians across the Known Main Gauche
Worlds. As it often doubles as a useful tool, it is A defensive dagger wielded by some duellists in
often permissible for peasants to carry them on their off hand. It is used to catch and parry
this pretext. Even if they are obviously used to opponents attacks.
attack things other than trees. Like tax collectors. Special Rules: This weapon adds special rules
Special Rules: Thrown. with high Mêlée:Short Finesse:

Two-handed Axe Advanced: If used with the Two Weapon Defence


A two-handed version of the hand axe. Like its Battle Art, the Main Gauche can be used as a
smaller cousin, it often doubles as a woodsman's (1+HtH)/2 av3 buckler. It also gains all the
tool. Favoured by woodcutters, firefighters, buckler's special abilities, including Finesse
Vuldrok, and serial killers. Effects.
Special Rules: Impact. Expert: The Two Weapon Defence effect increases
One-handed Mace to (2+HtH)/2 av4. For every 2 Speed spent
Originally an upgrade of the club created by boosting a block, you gain an additional +1.
lashing a rock to the end, this weapon ranges from Elite: The Two Weapon Defence effect increases to
stone hammers to elaborate metal designs to (3+HtH)/2 av5, and for every point of Speed spent
collapsing batons. boosting a block you gain an additional +1.
Two-handed Mace Legendary: As Elite, but the Two Weapon Defence
A two-handed version of the mace. An impressive increases to (4+HtH)/2 av5. Additionally, add +1
weapon that can cause monstrous damage to an to defence if any extra Speed is spent boosting the
unarmoured opponent. block, in addition to the effects of Elite.
Special Rules: Impact.
Sword Breaker
One-handed Flail A dagger with several notches in the blade for
Similar to a mace, this weapon has a length of catching enemy weapons. While it is doubtful
rope, chain, or cable between the handle and the anyone can use this to break an enemy's blade,
striking head. This makes the head strike faster they can certainly break their grip.
(and therefore harder) than a mace head. Special Rules: Disarming.
Favoured by gladiators, barbarians, and the more
fanatical brands of priests. Kraxi Knife
Special Rules: Adds [Finesse] bonus damage for A serrated dagger traditionally used by Ukari
every 2 Speed spent using the Wind Up Battle Art. warriors. Ukari warriors are frequently proud of
This can by applied up to [Finesse] times. This their knives, and have many traditions
does not count towards the normal cap on Wind surrounding them. They have even developed a
Up ([Passion]). Battle Art specialising in the use of Kraxi.
Special Rules: Vicious. Thrown. Silent when
Two-handed Flail thrown.
The one-handed flail's big brother. Favoured by
anyone who wants to reduce their opponent to the Kurgan Side Sword
consistency of chunky fwibza salsa. An odd weapon used by Kurgan boarding parties.
Special Rules: Impact. Adds [Finesse] bonus When the crossbar in this weapon's handguard is
damage for every 2 Speed spent using the Wind gripped, it causes the binding around the hand
Up Battle Art. This can by applied up to [Finesse] and forearm to constrict, making it very hard to
times. This does not count towards the normal cap disarm the wielder.
on Wind Up ([Passion]). Special Rules: One scarcity level less (half price)
with connections to Kurga. If you have Advanced
Whip level Finesse in Mêlée:Medium, then add your
A length of bull-hide or synthetic material, these Finesse level to the number of Successes required
weapons are known for their distinctive crack. to disarm you of the Kurgan Side Sword.
Usually wielded by slavers, herders, coachmen,
and the occasional eccentric archaeologist. Splinter Sword
Special Rules: Disarming. Tripping. This is a weapon manufactured during the Second
Republic for shipboard defence. It is constructed
out of a polymer which splinters on impact; these
splinters continue to cut the victim as they move
around. However, these weapons tend to

132 Power & Wealth


disintegrate after several uses, making them rare Very Rare
in this era.
Special Rules: Bloody. This weapon disintegrates Wireblade
if a Critical Failure is rolled. The height of Second Republic mêlée weapon
technology. By pressing a button on the handle, a
Hand Shocker blade made of monomolecular wire is extended.
This is an electrical device crafted by the Guilds Great care must be taken for the blade is
for self-defence. It functions by passing an incredibly sharp and strong and the user may
electrical current through the target, stunning accidentally cut through something important, like
them. a limb, an ancient heirloom, or a fusion reactor
The Hand Shocker is powered by a mini cell, containment system. Thankfully, the
which provides the weapon with 10 charges before manufacturers were aware of this problem and
it has to be replaced. designed the blade to light up when extended.
Special Rules: Stunning. No HtH. Charges. Allowing the fusion cell to run down if the blade is
extended is not recommended, as this will render
Frap Stick it near-invisible – to the detriment of anyone
A paramilitary version of the Hand Shocker, this unlucky enough to walk into it. This weapon's light
weapon can be used as a durable club even when functions for 1 year on a mini cell.
the fusion cell is discharged. Often used by guards Special Rules: Charges. Incompatible with the
and police. Vibrating Blade, Crucible Blade and Mono-
The Frap Stick is powered by a mini cell, which molecular Edge add-ons. This weapon has special
provides the weapon with 10 charges before it has rules at high Mêlée:Medium Finesse:
to be replaced. Advanced: The Speed cost of your first attack each
Special Rules: Stunning. Charges. Round is reduced by 1. You gain +3 Successes
Thunderlance towards Destroy Weapon and Destroy Armour
Little more than a shaped charge on the end of a Finesse Effects.
pole, this weapon is used when greater precision Expert: The Speed cost of all attacks with this
than an anti-tank missile is needed, or when truly weapon is reduced by 1.
desperate. The head has an anti-tank mine, and
the entire weapon is destroyed when it is used. Flux Sword
Special Rules: No HtH. Charges. If the user Developed during the height of the Second
scores a hit they may spend 6 Successes to Republic from reverse-engineered Vautech.
activate the mine, which does the mine's Damage, Triggering this weapon causes it to form an
ignores the target's shields, and can use Finesse energy field in the shape of a blade, which is
Effects as normal. Unfortunately, detonating the immediately filled with high-energy plasma.
mine hits the user with 15ap2 damage from the Consequently, the wounds caused by this weapon
blast as if they had been hit by a grenade (they are similar to those caused by blasters.
may chose to Dive for Cover, negating the hit). If Trying to use this weapon to parry blaster shots
the mine detonates, the weapon is destroyed. will end in tragedy. Not Recommended.
Rolling a Critical Failure while using this weapon
also activates the mine, destroying the weapon This weapon functions for 1 hour on a mini cell.
and potentially inflicting hits on the user. Special Rules: Charges. Blaster. No HtH.
Incompatible with the Vibrating Blade, Crucible
Spiked Chain Blade and Mono-molecular Edge add-ons.
A length of chain enhanced with spikes. This is a
difficult weapon to wield and is usually used by Chainsword
martial artists and people who have seen too many A ferocious weapon based on a modified chainsaw
magic lantern shows. used by the Decados Kossacks. It is somewhat
Special Rules: Vicious. Disarming. Bloody. difficult to use as it was designed for psychological
impact rather than combat.
This weapon functions for 1 hour on a mini cell.
Rare Special Rules: Vicious. Bloody. Charges.
Suresnake Whip
A fairly normal whip upgraded with a tracking
wire and miniature think machine. This allows the
whip to home in on targets.
Special Rules: Tripping. Disarming.+2 bonus to
hit.

Power & Wealth 133


Ranged Weapons
Despite energy shields being available, firearms are still used throughout much of the Known Worlds for
hunting, fending off hostile aliens, warfare, and keeping the peasantry in line. Indeed, Alexis Hawkwood
found much success by introducing a standardised repeating rifle and issuing them to his troops en
mass. This was now widely available Imperial Rifle. Nobles had previously feared allowing too many
repeating weapons onto their lands as they might be used in serf revolts – lone gunmen and slow firing
hunting weapons are much easier to defend against with one's personal energy shield. High-tech energy
weapons are too expensive to be much of a societal nuisance, even with their prodigious firepower,
though conversely anyone who carries them must have good connections and so will be taken seriously.

Types
The types of Ranged Weapons are: Primitive, Crossbow, Slug, Flamer, Launcher, Laser, Xaser, Energy,
Blaster, Pulse Rifle, and Psi. The types differ in how they interact with energy shields, what add-ons they
can take, and the type of ammunition they use.
Primitive Ranged Weapons are allowed to “pull under” energy shields, and have free ammunition. They
are incompatible with laser sights, reflex sights, and scopes.
Crossbows interact with shields normally, have variable reloading Speed costs depending on the users
HtH stat, are compatible with all sight types, and have free ammunition like Primitive weapons.
Slug, Laser, Energy, Blaster and Pulse Rifle weapons automatically activate energy shields,
while Flamer and Psi weapons never do. Xaser weapons interact with shields normally.
Launchers are incompatible with sights.

Skill
This is the skill used for attacking with the weapon.

Damage and Armour Penetration (ap)


Damage is the amount of Vitality that would be lost when attacked, in the absence of Soak. Subtract the
Soak after working out the effects of Armour Penetration to work out how many points of Vitality the
target loses to the attack. If enough Vitality is lost the target will lose Lethal Wounds. One Lethal Wound
is lost for every full [Mass]/2 points of Vitality lost.
For every point of Armour Penetration (ap) by which an attack exceeds the Armour Value (av), the Soak
of the armour is halved. However, for every point the av exceeds the ap, the number of Lethal Wounds
caused to the location is reduced by 1. Please see the Rules chapter for more details.

Damage Type
The Damage Type(s) are the kind of damage the weapon causes. The types are blunt (b), edged (e),
piercing (p), and ranged (r). The mostly determines what Success Effects may be applied to attacks with
this weapon. In the following tables, the Damage Type is appended to the Damage and ap.

Range
For Ranged Weapons, this is the range increment of the weapon. Consult the Rules Chapter for details.

Capacity (Cap)
This is the number of times the weapon may be used before it must be reloaded or (in the case of energy
weapons) have its energy cell replaced.

134 Power & Wealth


Rate of Fire (RoF)
This denotes whether the weapon can fire single shots or Autofire bursts and the number of shots fired
from a short or long Autofire burst, in the format single shot/short burst/long burst (e.g. S/3/30). A dash
indicates the weapon is incapable of that fire type, e.g. -/3/5 cannot single fire, and S/-/- means the
weapon can only use single shot. Sprays use the long burst value. This is also the maximum number of
hits possible with an Autofire attack.

Tags
Q – Quiet: A Basic difficulty Awareness check is damage from this weapon may be reduced (e.g. to
required to notice weapon being fired. (Remember go under energy shields) without penalty. Bows
to modify the Awareness difficulty by the range cannot be fired while prone.
and environment.)
AO – Autofire Only: This weapon may only be fired
Si – Silent: An Advanced difficulty Awareness as an Autofire action.
check is required to hear weapon being fired.
GL – Grenade Launcher: This weapon fires
S – Stunning: You can use the Stun Finesse Effect specially modified grenades as ammunition. See
even if the weapon isn't blunt, and get bonuses at the relevant grenade entry for damage and other
high Skill Finesse: statistics.
Advanced: +2 Successes to using the Stun Finesse 1/r – One shot per Round: This weapon may only
Effect. be fired once per Round, regardless of the user's
Expert: +3 Successes to using Stun. Speed.
Elite: +4 Successes to using Stun.
Fx – Fixed Mount: This weapon may only be fired
R – Recoilless: The weapon grants +2 to hit with from a fixed mounting or while prone. Consult the
Autofire actions. item description for details.
F – Flamer: Can only make Autofire attacks, and Ex – Explosive Blast: This weapon uses the Blast
gets +2 to that action. Does not trigger energy rules (see the Rules Chapter). Consult the item
shields. For 3 Successes the first location struck description for the Blast Radius.
can be set on fire doing 5apX damage until
Ψ – Psi: Occult defence bonuses add to defence
extinguished (see the Rules section). For each
rolls against this weapon.
Character only one location can be on fire at a
time. Fire damage begins at the end of the Round β – Blaster: Half of the Damage leaks through
after the attack. This can be used once per attack. shields. Damage marked in bold.
FR – Fixed Range: The weapon can only target 8 – 8-speed reload: Reloading costs 8 Speed.
within the first range increment, no further.
Th – Thrown: This weapon can be Thrown. It can
Range marked in bold.
be used at the range shown using its normal
MG - Machine Gun: This weapon can make Mêlée skill. Unlike true Ranged Weapons, it lacks
Autofire sprays at any range. ammunition and the weapon is used as the
projectile, effectively disarming the user when
B – Bow: The weapon adds HtH to damage. A
used.
minimum HtH equal to the weapon's Base Damage
is required to use it without penalty. Otherwise * – Special Rules: The item has additional, unique
there is a -1 penalty for each point of HtH by special rules. Consult the item description for
which the user is below the Base Damage. The details.

Power & Wealth 135


Weapon
Ranged Weapons Scarcity TL Cost Enc Type Skill
Damage Range Cap RoF Tags
Sling F 0 0.1 2 Primitive Small
4+HtH HtH X S/-/- Q, *
ap1 b
Atlatl F 0 0.1 2 Primitive Small 4+HtH HtH X S/-/- Q, *
ap2 r
Short Bow C 1 20 3 Primitive Med 4+HtH 16 X S/-/- Q, *
ap2 r
Long Bow C 1 40 4 Primitive Med 8+HtH 20 X S/-/- Q, *
ap2 r
Hand Crossbow C 4 100 1 Crossbow Small 6ap2 r 8 1 S/-/- Q, *
Crossbow C 1 30 4 Crossbow Med 12ap2 r 20 1 S/-/- Q, *
Heavy C 1 40 6 Crossbow Med 16ap2 r 20 1 S/-/- Q, *
Crossbow
Blowgun C 1 30 2 Primitive Med 2ap3 r 6 1 S/-/- Si
Bolas C 1 20 3 Primitive Small 4+HtH HtH/2 - S/-/- Q,
ap1 b Th, *
Black Powder C 2 50 2 Slug Small 8ap3 r 6 1 S/-/- 8
Pistol
Musket C 2 70 4 Slug Med 10ap3 r 20 1 S/-/- 8
Derringer U 3 100 0 Slug Small 6ap3 r 6 2 S/-/- 8
Revolver U 3 200 2 Slug Small 10ap3 r 10 6 S/-/- 8
Autofeed U 5 250 2 Slug Small 10ap3 r 10 10 S/-/-
Shotgun U 3 300 4 Slug Med 14ap3 r 20 8 S/-/- 8
Sawn-Off U 3 100 3 Slug Small 14ap3 r 6 2 S/-/-
Shotgun
Imperial Rifle U 4 200 4 Slug Med 10ap4 r 40 10 S/-/-
Militia Rifle U 3 150 4 Slug Med 14ap4 r 50 1 S/-/- *
Flame Gun U 4 150 4 Flamer Med 16ap1 r 10 15 -/3/5 F, FR
Spear Gun U 4 200 4 Crossbow Med 8ap2 r 10 1 S/-/- Si, *
Imperial U 4 250 4 Launcher Med - 15 1 S/-/- 8, GL
Grenade
Launcher
Stunner U 6 300 2 Energy Small 10ap3 b 10 15 S/-/- S, *
3-Handed Vorox U 1 100 6 Primitive Heavy 12+HtH 24 X S/-/- Q, B,
Bow ap2 r *
Futhanga U 1 80 4 Primitive Heavy 8+HtH 20 X S/-/- Q, B,
ap2 r *
Ballista U 1 150 10 Crossbow Fixed 24ap2 r 40 1 S/-/- Q,
Fx, 8
Machine Pistol R 5 300 3 Slug Small 10ap3 r 10 20 S/3/20 *
Submachinegun R 5 350 4 Slug Small 12ap3 r 20 30 S/3/30 *
Assault Rifle R 5 500 5 Slug Med 10ap4 r 40 30 S/3/30
Automatic R 5 700 6 Slug Med 14ap3 r 20 12 S/3/12
Shotgun

136 Power & Wealth


Ranged Weapon
Weapons Scarcity TL Cost Enc Type Skill Damage Range Cap RoF Tags
Sniper Rifle R 4 700 5 Slug Med 14ap4 r 60 10 S/-/-
Anti-Vehicle R 4 850 7 Slug Med 16ap4 r 80 5 S/-/- Fx
Rifle
Palm Laser R 6 300 0 Laser Small 6ap4 r 10 10 S/-/- R
Laser Pistol R 6 500 2 Laser Small 10ap4 r 16 20 S/-/- R
Laser Carbine R 6 600 3 Laser Small 8ap5 r 30 30 S/6/30 R, *
Laser Rifle R 6 700 4 Laser Med 12ap5 r 80 10 S/-/- R
Assault Laser R 6 700 4 Laser Med 8ap5 r 60 30 S/3/30 R
Multi Grenade R 5 500 5 Launcher Med - 15 6 S/-/- 1/r,
Launcher GL, 8
Secondary R 5 300 5 Launcher Med - 10 1 S/-/- 1/r,
Grenade GL, 8
Launcher
Flame R 4 150 8 Flamer Heavy 20ap1 r 20 50 -/5/10 F, FR,
Thrower 8
Light Machine R 4 750 7 Slug Heavy 10ap4 r 40 Belt -/6/30 AO,
Gun MG
Rocketeer R 5 750 7 Launcher Heavy - 30 6 S/-/- 1/r, GL
Light Mortar R 4 400 7 Launcher Fixed - 30 1 S/-/- 1/r,
GL, *
Pulse Rifle VR 6 1500 5 Pulse Med 10ap4 r 50 99 S/6/33 * (8)
Heavy VR 4 1000 10 Slug Heavy 16ap4 r 50 Belt -/6/30 AO,
Machine Gun MG, Fx
Minigun VR 5 1000 10 Slug Heavy 10ap4 r 40 Belt -/10/90 AO,
MG, *
Blaster Pistol VR 7 700 2 Blaster Small 18ap3 r 10 8 S/-/- 1/r, β
Blaster Rifle VR 7 1000 4 Blaster Med 20ap3 r 40 10 S/-/- 1/r, β
Blaster VR 7 1200 4 Blaster Med 24ap3 r 20 10 S/-/- 1/r, β
Shotgun
Xaser Pistol VR 7 1000 2 Xaser Small 8ap5 r 20 10 S/-/- R, Si, *
Xaser Rifle VR 7 1500 4 Xaser Med 8ap6 r 80 15 S/-/- R, Si, *
Scatter Laser VR 6 1500 7 Laser Heavy 8ap5 r 60 120 -/6/30 R, AO,
MG
Laser Cannon VR 6 1200 10 Laser Heavy 20ap5 r 80 5 S/-/- R
Missile VR 5 800 10 Launcher Heavy - 40 1 S/-/- GL, *
Launcher
Neural VR 8 3000 2 PsiSmall 12apX 6 6 S/-/- S, *
Disruptor Psi
Blaster L 7 2000 10 Blaster Heavy 30ap4 r 40 5 S/-/- 1/r, β
Cannon
Fusion Pistol L 8 4000 1 Blaster Small 24ap3 r 10 6 S/-/- β
Fusion Rifle L 8 5000 3 Blaster Med 24ap4 r 40 10 S/-/- β

Power & Wealth 137


Ranged

)
t (Fb
ity

ia l
Weapon

Spec
Scar

Cos
Add-ons

TL
Light F - - Decreases base damage by 2, encumbrance by 1, and
Calibre range by 20%. Increases capacity and long burst by 1/3
(Slug (weapons with capacity 1 stay at capacity 1). Grants
weapons extra 1 point of Speed towards aiming. Increases short
only) burst Autofire RoF by 1 and gives a +1 to hit with
Autofire actions unless the weapon is recoilless. If
recoilless, increase short burst RoF by 2.
Heavy F - - Increases base damage by 2, encumbrance by 20%, and
Calibre range by 20%. Increases the Speed cost to use the
(Slug weapon by 1. Decreases capacity and long burst by 1/3
weapons (weapons with capacity 1 stay capacity 1). Autofire RoF
only) is unaffected but there is a -1 penalty to hit with Autofire
unless the wielder has Wield Oversized Weapon.
Bayonet C 1 15 A Ranged:Medium weapon can be used as a
Mêlée:Medium weapon with 4ap2 plus HtH damage.
Mounted C 4 30 Illuminates 10 metres at a 45 degree angle in the
Fusion direction pointed. Lasts for 100 hours of continuous use
Torch on a mini or micro fusion cell. The beam can be used to
Blind opponents within range who are facing the
Character: the Character must make a successful ranged
attack with the beam hitting the target's head location.
This uses the same Skill and Speed cost as the weapon it
is attached to. Targets suffer the Blind condition for one
Round.
Underslung C - 20 Allows any Ranged:Small weapon to be fitted to a
Weapon Ranged:Medium weapon as a secondary weapon. It is
fired using the Ranged:Medium Skill and Speed cost. The
attached weapon must be bought separately.
Scope U 4 100 Allows additional cumulative Aim actions to be taken
with the weapon in order to offset range increments. The
bonus of these extra Aim actions is limited by the user's
Calm and the total range penalty. The shooter can offset
the range penalty up to their Calm, and then add the
normal aiming bonus to the shot. These additional Aim
actions can be performed over many rounds if desired,
provided the shooter makes no other actions, including
active defences, between aiming and firing.
Reflex U 4 100 Allows the Character to offset 1 single point of range
Sight penalty by spending 1 point of Speed.
Suppressor U 5 100 Grants the Quiet Tag.

138 Power & Wealth


Ranged

)
t (Fb
ity

ia l
Weapon Add-

Spec
Scar

Cos
ons (cont.)

TL
Laser sight/ U 5 150 The user automatically receives a +1 aim bonus when
Infrared laser within one range increment of the target. This does
sight not stack with aiming or other aim bonuses. The IR
version can only be seen by users with night vision
goggles or enhanced senses, and it only gives bonuses
to these Characters. Lasts 100 hours on a micro cell.
Stabiliser Item 5 80 +1 to Autofire actions unless the weapon is already
-1 Recoilless.
Crossbow U 5 100 +1 enc. Increases the capacity of a crossbow to 5 but
Auto means it can only be fired once per turn. Reloading
Rewinder costs 4 Speed.
Tech Bow or U 5 300 Halves Encumbrance for any bow or crossbow (round
Crossbow up), increases Damage by 2, increases range by 4m.
Silencer R 6 500 Grants the Silent property: Requires an advanced
difficulty Awareness check to hear the sound of the
weapon being fired.
IR/Night R 5 400 Allows additional cumulative Aim actions to be taken
Vision Scope with the weapon in order to offset range increments.
The bonus of these extra Aim actions is limited by the
user's Calm and the total range penalty. This allows
the shooter to offset the range penalty up to their
Calm and then add the normal aiming bonus to the
shot. These additional Aim actions can be performed
over many rounds if desired, provided the shooter
makes no other actions, including active defences,
between aiming and firing. The user ignores all
penalties related to darkness when using this scope.
Laser/Xaser Item - Item/3 Increases the range increment of a laser or xaser
Calibration -1 weapon by 50%.
Energy Item - Item/3 Increases the capacity of an energy weapon by 50%
Efficient -1 (round up) per fusion cell.
Overpowered Item - Item/3 Increases the Damage of energy weapons by 20%
Weapon -1 (round up) but counts as firing two shots for every
shot fired for the purposes of capacity. On a Critical
Failure, the fusion cell burns out and is destroyed.
The modification can be turned on and off.
Laser/Xaser Item - Item/3 Increases Damage by 20% (round up), but reduces ap
Diffuser -1 by 1 and decreases range by half. This modification
can be turned on and off.
Charged Item - Item/3 Adds the Shocking property to a Blaster weapon.
Blaster -1
Blast Item - Item/3 Allows a Blaster weapon to be fired an unlimited
Capacitor -1 number of times per Round.

Power & Wealth 139


)
t (Fb
ity

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Ranged Weapon

Spec
Scar

Cos
Add-ons (cont.)

TL
Master Item - Item The user counts as having a weapon Skill Finesse 1
Crafted point higher when using this weapon and is at a -2
to being disarmed of this weapon. The weapon also
takes half the normal time to reload.
Hyper Cyclic Item - Item Increases the rate at with which the weapon fires
Burst bullets during a short burst. With the hyper cyclic
burst each extra Success with a short burst counts
as an extra hit on the target instead of 1 hit for 2
Successes. This burst may not be extended using the
Burst Specialist Battle Art, but the Character can
make longer short bursts if they do not use the
advantages of this modification. This modification
does not affect long bursts or sprays. Can only be
fitted to weapons that are intrinsically capable of
Autofire (not through Battle Arts or other abilities).
Recoil Item - Item Grants the Recoilless Tag.
Compensation

“Man has killed man since the beginning of time.


Why should the future be different?”
Colonel Aurelia Lima of the Muster

Descriptions

Free Common
Sling Short Bow
An improvement over thrown rock technology, a A small bow often made either of wood and horn
sling is a piece of fabric with a rock inside that is composites or all of metal. It's small size make it
spun over one's head to increase range and hitting more concealable and much easier than other
power when the rock is released. bows to use from horseback or the command
Special Rules: Quiet. Costs 5 Speed to use. hatch of a tank. Target archery has been
considered an acceptable pastime for noble ladies
Atlatl
since before Humanity left Urth, and is enjoyed by
A spear-thrower, this is a short stick with a cup at
many others as well.
the end to place the butt of a spear or javelin
Special Rules: Quiet. Bow. Costs 5 Speed to use.
inside. This is used as a lever to increase throwing
power and distance. Long Bow
A large warbow as tall as a Human, firing an
Like all primitive ranged weapons, the javelins for
arrow about a yard long. It is often so hard to
this weapon are free.
draw it requires specialist techniques to use.
Special Rules: Quiet. Costs 5 Speed to use.
Special Rules: Quiet. Bow. Costs 6 Speed to use.

140 Power & Wealth


Hand Crossbow Black Powder Pistol
A small one-handed crossbow with a pistol grip. It A primitive pistol that uses black powder as
is favoured by assassins and... uh... hand crossbow propellant for a bullet that is often half an inch in
enthusiasts? calibre or more. This covers many primitive
Special Rules: Quiet. Reloading is 8 Speed if your designs, like matchlocks, flintlocks and wheel-
HtH is 3 or less, 6 Speed if your HtH is 4, and 4 locks. For more advanced weapons that use cased
Speed if it is 5 or more. ammunition but still use black powder, use the
normal pistol and rifle statistics.
Crossbow
Special Rules: 8-speed reload.
A crossbow suitable for hunting, it is used to hunt
wild game by Nobles and peasants alike. The Musket
Church favours it over guns as it is simpler A two-handed primitive longarm popular on some
technology. As crossbows do not automatically barbarian worlds and other places that haven't
trigger shields and they can carry poison to their maintained a high technological base. Like the
targets, they are weapons to be feared by Nobles pistol above, this covers smoothebore and rifled
who rely only on energy shields for protection. weapons of match-, wheel-, and flintlock design.
Special Rules: Quiet. Reloading is 8 Speed if your Use normal rifle statistics for more modern
HtH is 5 or less, 6 Speed if your HtH is 6–8, and 4 weapons that still use black powder.
Speed if it is 9 or more. Special Rules: 8-speed reload.
Heavy Crossbow
A heavier weapon where the bow is often made Uncommon
out of steel and often requirs tools to aid
reloading. This weapon is suitable for war and also Derringer
hunting tough game (except on Ungavorox, where A very small pistol often concealed up a sleeve or
it will just anger the wildlife). in another location. It's small size makes it ideal
Special Rules: Quiet. Reloading is 8 Speed if your for assassination and self-defence. It is a small
HtH is 8 or less, 6 Speed if your HtH is 9–11, and weapon with two barrels, in case one shot isn't
4 Speed if it is 12 or more. enough.
Special Rules: 8-speed reload.
Blowgun
Consisting of little more than a small tube that a Revolver
dart is placed in before being forced out at speed A fairly common and rugged weapon often used in
by blowing into the tube sharply, this weapon is situations where an autofeed may jam. The most
good at penetrating light armour to deliver poison. common weapon of this type in the Known Worlds
Unlike the Hand Crossbow, this weapon is is the Mitchau 10mm Thunderer, but Mitchau also
generally associated with hunters over assassins. produce a model in 8mm (Light Calibre variant)
Special Rules: Quiet. called the Protector. Another popular model is the
Sumpter 12mm Ulik (Heavy Calibre variant) which
Bolas is produced by the Sumpter family under the
Constructed from a pair of weights joined by a patronage of House Al-Malik, and is often used to
cord, this is a hunting weapon that is also useful bring down large and dangerous animals like the
for capturing opponents. Malignatian mammal it is named after.
Special Rules: Quiet. Thrown. If the wielder has Special Rules: 8-speed reload.
Expert Finesse, then for 4 Successes they may
either entangle the target's legs, making them Autofeed
unable to move or use active dodging, or entangle A more popular weapon in urban environments, an
the target's arms, making them unable to use autofeed has more ammunition than a revolver but
them. For 6 Successes, the bolas strangles the is less durable. Mitchau produce the 10mm Ripper
target, inflicting suffocation. This causes Vitality to fill this weapon's niche, but also manufacture
Damage equivalent to a Lethal Wound each the 8mm Rumbler (Light Calibre variant) for
Round, and prevents Recovery. lighter duties. Sumpter also produce a Heavy
The Bolas can be escaped from with an 8 Speed Calibre Autofeed in 12mm called the Urthquake.
Advanced [Physique]+[Physical]+[Athletics] Shotgun
check. This Speed cost can be reduced to 4 with 5 A pump-action shotgun that fires a spray of
Successes. The attacker can increase the difficulty pellets. It is the most common type of shotgun in
of this roll by +1 for +1 extra Successes on the use in the Known Worlds. The Dreskel Boomer,
initial hit. manufactured by Ariman Dreskel under exclusive
contract to the Scravers, is well known, and
appears in many magic lantern shows.
Special Rules: 8-speed reload.

Power & Wealth 141


Sawn-off Shotgun 3-Handed Vorox Bow
A weapon commonly used by criminals and Husk A typical bow for a Vorox, this weapon is so large
hunters, this is a standard double-barrelled it requires three hands to use, even for a Vorox.
hunting shotgun that has had it's barrels Special Rules: Quiet. Bow. Costs 7 Speed to use.
significantly shortened. This weapon can normally only be used by Vorox,
but a character with the Wield Oversized Weapon
Imperial Rifle
Battle Art and three arm-equivalent limbs can
A cheap and low-quality, assembly-line produced
wield this weapon without penalty. This replaces
bolt-action rifle. It is manufactured by armouries
the usual effect of that Battle Art for this weapon.
and Guilds to keep up with the demand that the
standardisation of the Imperial Legion's weaponry Futhanga
is creating. Naturally, many of these rifles are A Vorox 4-handed double bow. This weapon is
turning up on the black market on every planet similar to the 3-handed bow above, but has a
that has an Imperial base. It fires 5.56mm calibre second string parallel to the first. This allows the
ammunition and has a ten-shot magazine. Vorox to apply multiple doses of poison to tough
prey quickly, or to have more chance of hitting
Militia Rifle
particularly fast prey like the Chidwit bird. This
A high calibre rifle most often used for hunting. It
weapon is also favoured by Vorox Commandos, as
has this name due to its frequent dual use as a
humans rarely warrant a full-power bow.
militia weapon in higher-tech communities. It is a
Special Rules: Quiet. Bow. Costs 7 Speed to use,
bolt-action that uses 7.62mm ammunition and has
or can be fired twice for +2 Speed. This weapon
no magazine.
can normally only be used by Vorox, but a
Special Rules: Comes with a bayonet (4ap2,
character with the Wield Oversized Weapon Battle
Mêlée:Medium)
Art and four arm-equivalent limbs can wield this
Flame Gun weapon without penalty. This replaces the usual
A light flamethrower favoured by the Temple effect of that Battle Art for this weapon.
Avesti, who often fill it's fuel tank with sanctified
Ballista
Ka oil.
An oversized artillery crossbow that would be
Special Rules: Flamer. Fixed Range.
familiar to many pre-industrial societies. It either
Spear Gun uses a large bow or cylinders of twisted sinew as
A tool used for fishing underwater, this longarm springs.
fires a spear with compressed air. It also makes a Special Rules: Quiet. Fixed Mount: This weapon
very serviceable underwater weapon for those may only be fired from a fixed mounting, 8-speed
inclined. reload.
Special Rules: Quiet. Works underwater.
Imperial Grenade Launcher Rare
A single-shot, break-barrel grenade launcher. This
weapon is part of Emperor Alexis's push to Machine Pistol
standardise his Legion's weaponry. It is durable A single-handed automatic weapon that fires pistol
and a cheap weapon to produce, and many have rounds. It's small size and impressive firepower
made their way onto black markets on garrison make it a popular weapon for gang members and
worlds. insurgents everywhere. The Jahnisak Muffler Gun
Special Rules: Grenade Launcher. 8-speed is the most widely used in the Known Worlds,
reload. though the (more expensive) Lank Stinger is
better manufactured.
Stunner Special Rules: -2 to perform an Autofire
Manufactured during the Second Republic as non- manoeuvre when this weapon is wielded in one
lethal police weapons, these weapons emit a hand.
concussive force field that stuns a target's nervous
system. The Guilds continue to manufacture them Submachinegun
to this day, and a popular model is the Arbogast Similar to a Machine Pistol, this longarm fires
Sleeper. pistol rounds. It is favoured by police forces and
Special Rules: Stunning. Only inflicts Vitality soldiers fighting in urban environments when
damage, never Lethal Wounds. Powered by a Mini hitting civilians is a concern, as it has high
Fusion Cell. stopping power but lower penetration than a rifle,
so there is less chance of an accidental blow-
through.
Special Rules: Despite being a Ranged:Small
weapon, this is a longarm that requires two hands
to use.

142 Power & Wealth


Assault Rifle Laser Carbine
This is a longarm that fires rifle ammunition and is A smaller automatic laser like the larger Assault
capable of automatic fire. They have been popular Laser. The Varsten Blacklight Carbine is
with humanity since before the First Republic. manufactured by House Decados, and directly
There are many Known World models, such as the competes with the Martech Red Assault Laser,
Masseri 5.56mm Stomper or the Van Gelder something Martech are not happy about,
Thracker (which is named after a reptile on especially as the Blacklight seems to be favoured
Ungavorox known for great speed). by a lot of Royal troops.
Special Rules: Recoilless. Powered by a Macro
Automatic Shotgun
Fusion Cell.
Similar to other models of shotgun, this category
of weapon features a large drum or box magazine Laser Rifle
and is capable of fully automatic fire, to the great About the size of a Sniper Rifle, and used for
detriment of anyone standing on the wrong end of similar purposes, this weapon is favoured more by
it. hunters than assassins and snipers as it fires a
visible beam, which tends to let anyone nearby
Sniper Rifle
know where you are. Less of a problem when
A powerful weapon similar to the Militia Rifle, but
hunting animals, much more of a problem if the
featuring a 10-round box magazine. Despite the
enemy has counter-snipers. Or mortar teams. The
name, this weapon is also used by hunters all over
Martech Indigo is the model most often found for
the Empire. The most sought-after Sniper Rifles
sale.
are handcrafted by the Radir family under the
Special Rules: Recoilless. Powered by a Macro
patronage of house Decados.
Fusion Cell.
This weapon comes fitted only with iron sights.
Assault Laser
Accessories such as a scope are sold separately.
A larger automatic laser weapon with better
Anti-Vehicle Rifle focusing components, allowing for a much longer
A rifle with an enormous calibre, used for range. The Martech Red competes with the
penetrating the armoured skin of vehicles. This Varsten Blacklight above for the custom of the
weapon has so much recoil that it cannot be fired better-equipped troops in the Empire.
from the shoulder. Special Rules: Recoilless. Powered by a Macro
Special Rules: Fixed Mount: this weapon can Fusion Cell.
only be fired from a fixed mounting or with it's
Multi Grenade Launcher
bipod while prone.
A grenade launcher designed with a clip holding 6
Palm Laser grenades. It is popular in professional military
A laser weapon the size of a derringer, this forces like the Muster.
weapon is used for self-defence and assassination Special Rules: One Shot per Round. Grenade
purposes, or as a last-resort hold-out weapon. The Launcher. 8-speed reload.
most popular model at the moment is the Martech
Secondary Grenade Launcher
Midget, manufactured by Martech, a sub-guild of
An underslung grenade launcher that can be
the Engineers.
added to a longarm. It is single-shot and is fired
Special Rules: Recoilless. Powered by a Micro
with another trigger.
Fusion Cell.
Special Rules: One Shot per Round. Grenade
Laser Pistol Launcher. Reloading costs 8 Speed, this weapon is
A laser weapon the size of a slug pistol. The fitted on a Ranged:Medium weapon, a
Martech Gold (for it's yellow laser beam) is Submachinegun, or a Laser Carbine, and can be
considered the standard for laser pistols in the fired for 4 Speed.
Known Worlds.
Special Rules: Recoilless. Powered by a Mini
Fusion Cell.

Laser Technology
Laser weapons are rare and expensive in the Known Worlds as they are not commonly manufactured
and are subject to higher Church taxes on technology. Known World models are typically based on
civilian models from the Second Republic era, and thus function in the visible range to comply with
ancient regulations designed to limit their use as sniper weapons. They function by drawing power
from a fusion cell and using it to emit a powerful focused blast of light; this phased light transfers its
energy to the target, resulting in ionisation and gasification of the impact site. Which is to say, the
target explodes. Violently.

Power & Wealth 143


Flame Thrower energy shields. Although pulse Rifles were
A heavy, military version of the flame gun. It fires rendered obsolete by fusion weaponry, the Second
a sticky napalm-like substance that burns hotter Republic fell before armies were rearmed with the
than Ka oil. Smoking is not recommended. new weaponry, thus pulse rifles remain much more
Special Rules: Flamer. Fixed Range. 8-speed common than fusion weapons.
reload. Special Rules: To reload this weapon you must
replace the magazine (4 Speed) and replace the
Light Machine Gun
Fusion Cell (4 Speed). Powered by a Macro Fusion
A belt-fed, assault rifle-derived weapon optimised
Cell.
for automatic fire and designed as a squad support
weapon. The ones most commonly for sale are Heavy Machine Gun
manufactured by Jahnisak, fire 5.56mm rounds, The Light Machine Gun's big brother. Designed
and continue their reputation for ruggedness and from the ground up as a suppressive fire weapon,
reliability. and firing a much heavier round. Used to
Special Rules: Autofire Only, Machine Gun. devastate huge swathes of concentrated enemy
forces, the Heavy Machine Gun can dominate a
Rocketeer
battlefield.
A more advanced grenade launcher from a more
Special Rules: Autofire Only, Machine Gun, Fixed
civilised age. This is similar to the multi grenade
Mount: must be fired either from prone with a
launcher, but the grenades it fires are rocket-
bipod or from a fixed mounting.
propelled, allowing far greater range. Well loved
by the Muster is the Nightstorm model, as it won Minigun
them the decisive battle of Barga Gully on Sutek Portable death, the minigun can cut down entire
during the Emperor Wars. battalions under the right circumstances. It uses
Special Rules: One Shot per Round. Grenade multiple, rotating barrels, so that when a Heavy
Launcher. Rocketeers puchase ammo as Grenade Machine Gun would have to stop firing due to
Launchers, not as missiles. overheating, the minigun can continue firing.
Special Rules: Autofire Only,. Machine Gun.
Light Mortar
Cannot be fired prone. Each extra Success with
This weapon consists of little more than a tube burst autofire actions counts as an extra hit for
that is mounted on a bipod at an angle with a
one less Success than normal (1 for short burst, 2
firing spike at the bottom. The complicated part is for long burst). With the Spray Specialist Battle
the mortar round, which is a finned grenade with
Art you only need 2 Successes to score an extra hit
a small explosive at the bottom for propellant. This on a target in a spray.
allows the user to drop the round in the mortar,
which then expels the round in an arched indirect Blaster Pistol
trajectory that bypasses most cover. The Alembic is the only Blaster Pistol reliable
Special Rules: One Shot per Round. Grenade. enough to be trusted by the Nobility. It is
This weapon is capable of indirect fire, allowing it produced by the Engineers Guild under various
to target unseen terrain or targets whose position contracts.
is relayed by a spotter. Special Rules: One Shot per Round. Blaster.
Powered by a Mini Fusion Cell.

Very Rare Blaster Rifle


A more powerful, two-handed version of the
Pulse Rifle Blaster Pistol, the Engineers produce a reliable
The primary weapon of the mid-to-late Second model called the Crucible.
Republic, it features a series of electromagnets Special Rules: One Shot per Round. Blaster.
making up the “barrel”, which allow extremely Powered by a Macro Fusion Cell.
rapid fire by way of pulsing on and off in
sequence, which pulls iron projectiles at very high Blaster Shotgun
velocity. Waiting for the first bullet to be far A horrific (-ly awesome) weapon. Every pull of the
enough down the barrel before reactivating the trigger sends burning death in the form of plasma
first electromagnet is the only limiting factor to buckshot towards anyone fool enough to be on the
the Rate of Fire. It was designed to overwhelm

Blaster Technology
Reverse-engineered from Vau technology during the Second Republic, blaster weaponry works by
forming an energy field around an incandescent ball of energetic matter. The field then disintegrates
when it hits a solid object, resulting in the release of explosive energy and horrific burns. Still not
fully understood, only certain guild-members know how to produce it.

144 Power & Wealth


wrong side of it. Missile Launcher
Special Rules: One Shot per Round. Blaster. A versatile weapon often used in armies and
Powered by a Macro Fusion Cell. better-equipped militias. The most commonly used
Launcher is manufactured by Dreskel.
Xaser Pistol
Special Rules: Grenade Launcher. Missile
Xasers are lasers that operate in the x-ray range.
Launchers fire missiles rather than normal
More penetrating but less damaging than
grenades.
conventional lasers, they are difficult for energy
shields to detect and block. They are not only Neural Disruptor
more difficult to protect oneself against, they can A highly experimental weapon that was in the
burn a hole right through a target. prototyping stage when the Second Republic fell,
Special Rules: Recoilless. Silent. Doesn't it is a small palm gun which fires an erratic and
automatically activate shields, adds +3 Successes invisible stream of energy at the target. This
to performing the Blowthrough Finesse Effect. energy causes great damage to the nervous
Powered by a Mini Fusion Cell. system. Psychic powers or a Psi Cloak are the only
true defence against this weapon.
Xaser Rifle
Special Rules: Stunning. Psi. This weapon
One of the advantages of Xasers over conventional
ignores armour and shields but not Psi Cloaks.
lasers is that the beam is impossible to see with
Powered by a Mini Fusion Cell.
the naked eye, which makes it a potent sniper's
weapon. Added to that the fact they can slip under
energy shields in a way most long-ranged weapons Legendary
can't, only the low stopping power makes them
anything less than the perfect way to pick off Blaster Cannon
Nobles at a distance. The mother of infantry-grade blaster weaponry.
Special Rules: Recoilless. Silent. Doesn't More often attached to a vehicle than carried by
automatically activate shields, adds +3 Successes infantry, in either form it is a potent weapon
to performing the Blowthrough Finesse Effect. against targets defended by powerful Energy
Powered by a Macro Fusion Cell. Shields.
Special Rules: One Shot per Round. Blaster.
Scatter Laser Powered by a Mega Fusion Cell.
A heavy repeating laser used as a heavy squad
support weapon and in a light anti-armour role Fusion Pistol
during the Second Republic, there are still many The next generation of Plasma weapons, this
of these around. The Guilds maintain knowledge of sleek, black weapon is capable of discharging still-
their construction. fusing plasma, which maintains both the great
Special Rules: Recoilless. Autofire Only. Machine heat of the discharge and stabilises the force field
Gun. Powered by a Mega Fusion Cell. that contains it. These weapons are the pinnacle of
Second Republic weapons technology; it is
Laser Cannon doubtful if anyone within the Known Worlds
A heavy laser cannon designed for an anti-armour retains knowledge of their construction.
role. This weapon is more often found mounted on Special Rules: Blaster. Powered by a Mini Fusion
tanks and aircraft than as a crew-served weapon, Cell.
but in any role it should be feared by those who
think themselves invincible because of their Fusion Rifle
armour. The larger version of the Fusion Pistol, the
Special Rules: Recoilless. Powered by a Mega balance on this weapon makes it seem lighter than
Fusion Cell. it really is. So great is its power that it can liquefy
even Ceramsteel. Recovering the technology to
produce these would be a suitable objective for a
Questing Knight, and the recoverer would be
greatly rewarded by Emperor Alexus, the Royal
Houses, and the League. The Church would
probably try to have you executed.
Special Rules: Blaster. Powered by a Macro
Fusion Cell.

Power & Wealth 145


Ammunition
While some weapons run off fusion cells, many lower tech level weapons require physical ammunition
which must be bought, made, or “found“. Most weapons come with free ammunition, but extra
ammunition, or even a whole box of it, can be purchased (see the table, below).
Primitive weapons and Crossbows are considered to have free ammunition.
Slug weapons and flamers use Standard Ammo or (in the case of black powder pistols and muskets)
black powder ammunition. Slug weapons and flamers come with capacity x3 ammunition (minimum 15)
for free when first purchased. If there are multiple ammunition types available for the weapon, choose
any combination that total 3x the capacity. Black powder weapons come with 30 shots of ammunition.
Pulse rifles require both ammunition and a fusion cell to function. They use standard ammo and come
with 3 fusion cells and 3x the weapon's capacity of ammo.
Laser, Xaser, Energy, Blaster, and Psi weapons all use fusion cells in lieu of ammunition (one cell of the
appropriate type provides shots equal to the weapons capacity). The type is detailed in each entry. They
come with three of the appropriate type of fusion cell. More details on fusion cells can be found in the
Power & Fusion Cells section on P. 148.
Launcher ammunition is brought as individual modified grenades, chosen from the Grenades section,
and doesn't come free with the weapon. These grenades must be designed to be fired from a specific
weapon and cannot be thrown or used in other weapons. Missiles, exceptionally, are one scarcity level
more costly than and triple the firebird cost of the corresponding grenade, due to the extensive
modification.

Ammunition
Name Scarcity TL Cost (Fb) Special Rules
Standard - - - All weapons, with the exception of Launchers
Ammo and Black Powder weapons, come with 3x
their capacity in ammunition for free.
Black Powder - 2 - 30 rounds of ammunition come free with each
Ammunition black powder weapon when first purchased.
Primitive Free 1 Free Primitive ammunition such as arrows,
Ammunition crossbow bolts, and sling bullets are
considered to be free.
Extra Item-2 - Item/10 An amount of ammunition equal to a
Ammunition weapon's free starting ammunition. This
option is not available for energy weapons:
they must purchase fusion cells instead.
Ammo Box Item-1 - Item/3 Provides 10x the weapon's capacity in ammo
(min. 50), or 300 rounds of black powder
ammunition. Carrying less than this amount
of ammo has no Encumbrance cost, but this
much or more creates Encumbrance equal to
½ the weapon's Encumbrance. This option is
not available for energy weapons: they must
purchase fusion cells instead.
Launcher Item - Item See Grenade table
Ammo
Missile Item+1 - Itemx3 Missiles are 1 scarcity higher than the
corresponding grenade type. +50% grenade
damage, +100% blast radius, +1ap.

146 Power & Wealth


Special Ammunition Types
Name Scarcity TL Cost (Fb) Special Rules
Bodkin C 1 10 -2 to Damage and +1ap.
Arrows/Bolts x10
Vorox Claw U 6 20 +6 Successes towards the Bleeding Strike
Arrows/Bolts x10 Finesse Effect.
Boomer U 5 50 Adds +5 to Damage if the arrow or bolt
Arrows/Bolts x10 successfully pierces the armour. This does
not add to Energy Shield activation.
Consecrated U - - These items grant no bonus to occult
Slugs/Arrows/Bolts defence or casting, but may have certain
x10 effects on Creatures of Darkness. Cannot be
used with weapons of Tech 5 or higher.
Slapper Slugs (3x Item-1 5 Item/3 Reduces ap to 1 but increases damage by
Weapon Capacity) 50% and allows blunt weapon Finesse
Effects. Causes half as many Lethal Wounds
(round down). Does not work with shotguns.
Sunder Slugs (3x Item-1 6 Item/3 Increases ap by 1. Does not work with
Weapon Capacity) shotguns. Tech 6. One Scarcity value higher
and double the price for Kurgans.
Rad Blaster Gas Item-1 7 Item/3 Changes a blaster weapon to fire
(3x Weapon radioactive gas. Target suffers 1 point of
Capacity) radiation Damage each hour for a number of
hours equal to the amount of damage
inflicted by the hit. Radiation damage to
Vitality can only be recovered at 1 point per
day. See Environmental Rules for details on
radiation. The effects of multiple shots are
cumulative. On a roll of a 1 the shooter is
contaminated instead for a number of hours
equal to the weapon's Base Damage,
however no weapon Damage is inflicted.
Vorox Claws (1x Item-1 6 Item/3 +6 Successes towards the Bleeding Strike
Weapon Capacity) Finesse Effect. Does not work with shotguns.
Blast Capsules Item-1 7 Item/3 Adds +6 to Damage, changes ap to 3, in
addition half of total Damage leaks through
energy shields. Does not work with
shotguns.
Grappling Hook C 1 10
and Rope for
Heavy Crossbow
Fusion Cells See Power and Fusion Cells Section.

Power & Wealth 147


Power and Fusions Cells
Fusion Cells
Named for the fact that they are typically recharged from Fusion Generators, these devices were
paramount during the Second Republic, and are the staple of portable power use in the Known Worlds.
Charging stations are run by the Merchant League on nearly every agora, though the quality of such
facilities, as well as the cost of using them, can vary wildly. They come if four standard sizes – usually
called Micro, Mini, Macro, and Mega cells, in order of power.

Power Source
Name Scarcity TL Cost (Fb) Encumbrance Special
Micro Cell Common 6 30 - Example uses: whisper pins,
palm lasers.
Mini Cell Common 6 30 1 for 10 Example uses: pistols, fusion
torches, energy Shields.
Macro Cell Uncommon 6 50 1 for 5 Example uses: rifles, assault
energy shields.
Mega Cell Uncommon 6 100 1 for 2 Example uses: battle energy
shields, think machines,
vehicles.
Fossil Fuel Uncommon 4 100 10 Provides power for two micro
Burning or mini cell powered devices or
Generator one macro powered one.
Alternatively, it can charge one
mega cell, 2 macro cells, or 4
mini or micro cells in 1 hour. A
shield never runs out if
attached to a generator, but it
can be burned out, rendering it
useless until repaired. Can run
for 8 hours when fully fuelled
Fusion Rare 6 300 2 Provides power for two micro
Generator or mini cell powered devices or
one macro powered one.
Alternatively, it can charge one
mega cell, 2 macro cells, or 4
mini or micro cells in 1 hour. A
shield never runs out if
attached to a generator, but it
can be burned out, rendering it
useless until repaired. Runs on
deuterium.

Fusion cells do not cost Encumbrance when inside items. If a Character has equal to,
or more, than the listed number of spare fusion cells then these cost Encumbrance
(i.e. round the Encumbrance down).

148 Power & Wealth


Grenades and Explosives
The threat of explosive grenades are useful ways of intimidating the peasantry and scattering levies, but
a single device is easily stopped by ceramsteel or energy shields. The forces of the Imperial Army have a
reputation for using these weapons as they regularly used them to overcome simple earthwork
fortifications put up by enemy militia towards the end of the Emperor wars. There are also cases of the
Muster simply saturating an area with explosives launched from afar to overwhelm defenders.
The advantage of grenades against an elite opponent is that they can slow an enemy down by forcing
them to take cover to preserve their shield capacity from the many flying shards of whirling metal.
Specialist explosive devices which blind or shock are also useful against elite opponent. At the high end
of the price range are blast grenades, wire grenades, and highly proscribed (and feared) psi grenades,
which can penetrate even the thickest and most sophisticated personal defences. Of course, the best
way of doing away with an elite foe might be to rig a device to explode when they least expect it and
have removed their last layers of protection. Assassins have been known to use these tools in
bedchambers, baths, and steam-rooms, triggered via a variety of ingenious mechanisms.

Constructing a Device
An explosive device is made up of two components: the detonator and the explosive. Grenades come
with very accurate detonators, but others come with a length of fuse (for black powder or dynamite) or a
detonator that explodes on a timer or wired switch (for everything else). Other kinds of detonators must
be purchased separately.
It is of course possible to attach more explosive to a single detonator to make a single, bigger bang.
Doubling the quantity of explosive used increases the Damage and Blast Radius by 50% of the base
value; a further doubling increases the Blast Radius by another 50% (so double the original) and
increases the ap by 1. Alternate these two effects for progressively larger and larger explosive charges.

Detecting and Defusing Explosives


Explosives are located with an [Int]+[Mental]+[Security] or [Perception]+[Mental]+[Awareness] roll,
which must beat the difficulty set by the [Int]+[Mental]+[Security] roll of the concealing Character.
Explosives can be disarmed with an [Int]+[Tech]+[Security] or [Int]+[Tech]+[Demolition] check, which
needs to beat Advanced difficulty. Anti-tampering devices can increase this difficulty. Critically failing
this roll sets off the device.

Placing Explosives in Combat

Targeting Vehicles
A Character can attempt to set explosives on a vehicle: they can place them on any location they can
touch with a Mêlée:Short attack roll. If the Character is able to choose a hit location, all the
Damage is directed at this location (they must obviously be able to reach the desired location).
Otherwise, the explosives do Damage to 3 random locations as normal for a blast weapon. If the vehicle
is in motion, the Character's remaining Successes on the attack roll are the maximum number of
Successes they can achieve on the explosive placement roll.

Sticky Explosives
Explosives modified to stick to targets can be placed with a Mêlée:Short attack with a range increment
of 2m. The defender may Dodge this attack. This attack suffers an increase in the range increment
penalty by 1 per 2m for each unit of explosives after the first that is included in the device. Targets with
explosives stuck to them may not Dive for Cover and are not protected by energy shields. If the attack
misses, the device scatters 2m+(2m per range increment), as if the character had failed an attack roll
with a blast weapon. Sticky explosives may also be used like ordinary grenades, and scatter in the same
way when used.

Power & Wealth 149


Grenades Cost Radius
Name Scarcity TL (Fb) Enc Damage AP (m) Tags
Black Powder x16 C 2 10 4 10 ap2 2 TS, *
Black Powder Grenade x16 C 2 10 4 15 ap1 4 G, TS, *
Dynamite x4 C 3 30 1 16 ap3 2
Dynamite Grenade x4 C 3 30 1 24 ap2 4 G
Pherizas Spit Vial C - 10 - 16 ap1 - DoT, G, NES, *
Kaa Plant Oil Grenade C 1 10 1 24 ap1 4 DoT, G, NES
C4 C 4 40 - 16 ap4 2
Grenade C 4 50 - 24 ap3 4 G
Imperial Stick Grenade C 4 50 1 24 ap3 4 G, *
Buster Grenade C 4 60 - 24 ap5 - G, *
Boomer Grenade C 5 80 - 24 ap1 4 G, S
Mist Grenade C 5 50 - -- 6 G, M
Flash Grenade C 5 70 - -- 6 Bli, G
D4 U 6 100 - 24 ap5 2
D4 Grenade U 6 100 - 36 ap4 4 G
Plasma Grenade U 7 250 - 36 ap3 6 β, G
Gehenna Grenade U 4 100 - 36 ap1 6 DoT, G, TS, NES
Chem Grenade U 6 100 - 24 ap1 4 G, Gas, DoT, Bli,
NES
Shock Grenade U 6 150 - 18 ap1 4 G, S, NES, *
Morpheus Grenade U 6 250 - -- 6 G, Gas, NES, *
Ukari Det Cream U 5 100 - 16 ap4 2 *
Psi Grenade R 8 300 - 24 apX 6 G, S, φ, *
Wire Grenade R 8 300 - 36 ap5 6 G
Tags
β – Blaster: Half damage leaks through energy Dive for Cover can resist with an Advanced
shields. difficulty roll
G – Grenade: Grenades have their own detonators DoT – Damage over Time: Characters in the radius
and can be thrown using Mêlée:Short with a range that do not Dive for Cover have a random location
increment of the Character's [HtH]/2. Cannot be set on fire or coated in acid, dealing 5apX until
modified using Shrapnel. Ammo for Launchers. extinguished (see Damage Over Time and
Continuous Damage in the Rules Chapter). For
TS – Temporary Smoke: The Blast Radius is filled
each Character only one location can be subject to
with smoke for one round after the explosive
continuous damage at a time. Continuous damage
detonates. This smoke is impossible to see more
begins at the end of the Round after the attack.
than 2m through and counts as an extra 4av4
armour against laser weapons. Gas: The special effects of this grenade do not
apply to Characters with special breathing
M – Mist: The area is filled with mist which is
apparatus. Damage is inflicted as normal.
impossible to see more than 2m through and
counts as an extra 4av4 armour against laser S – Stunning: Victims are affected by the Stun
weapons. The mist dissipates at the end of the Finesse Effect even if they Dive for Cover.
scene.
Φ – Psi: Occult defence bonuses add to defence
Bli – Blinding: Inflicts the Blind Condition on those rolls against this weapon.
who fail an Expert difficulty [Perception]+
NES – No Energy Shield: Does not activate energy
[Physical]+[Stoicism] roll. This can be removed
shields. Damage in Italics.
with an Advanced difficulty roll. Characters who

150 Power & Wealth


Descriptions

Common Grenade
A small device with a specially designed metal
Black Powder casing to maximise shrapnel, it uses a precision
A mixture of simple chemicals that burns when timed detonator with a pull-pin safety system that
ignited. Though the burn rate is not very fast, it is prevents accidental detonation. Remember to
enough that when confined it will cause an throw the grenade, not the pin. The L28
explosion. It produces a lot of foul smelling smoke “Pineapple” is the most common type in the
which is damaging to health with long term Known Worlds.
exposure.
Rules: At a Demolitions Finesse of Advanced, the Imperial Stick Grenade
Character can pack the powder for maximum Similar to a normal grenade but mounted on a
effect increasing the ap by 1. short handle to aid throwing; this handle also
makes the grenade more bulky. The L29
Black Powder Grenade “Pineapple tree” is the most common type.
A simple and crude metal object designed to hold Rules: Range increment is [HtH], not [HtH]/2.
a charge of black powder and a fuse to set it off.
The fuse is set on fire and burns slowly. It is a bit Buster Grenade
of an art to get the fuse the desired length, and if A specially designed, shaped charge grenade
damp the grenade is unlikely to explode. designed to punch through armour, walls, doors,
Rules: At a Demolitions Finesse of Advanced, the and Symbiots. This type of grenade is only usable
character can pack the powder for maximum in grenade launchers like the Night Storm popular
effect increasing the ap by 1. with Muster teams.
Rules: Only useable with grenade launchers.
Dynamite Inflicts damage to a single target as a projectile
A simple but unstable chemical explosive that has weapon. Successes on the attack roll can be spent
been stabilised using clay, it is set off using fire or to improve the effects of the attack. Activates
a fuse. shields as if it did 10 Damage.
Dynamite Grenade Boomer Grenade
A simple metal cylinder filled with dynamite and A short, puck-shaped grenade that explodes with a
detonated using a slow-burn fuse. These grenades powerful shock wave and no shrapnel. This type of
are normally industrially manufactured so the fuse grenade is widely used for non-lethal
in normally a predefined length giving a consistent incapacitation when friendlies are within the area,
detonation time. commonly used for hostage rescue. The L56
Pherizas Spit Vial “Boomer” is the most popular type in the Known
A glass bottle containing the acidic spit of the Worlds.
Pherizas lizard of Kish. Handle with care! Mist Grenade
Rules: For 3 Successes you can inflict Damage A cylindrical grenade that emits a dense, white-
over Time, as the Tag. For 8 Successes the target grey cloud over an area, normally for the purposes
suffers the Blind Condition and takes half the of hiding movements though dye can be added for
Damage to its head location. Alternatively it can signalling purposes. The cloud is specially
be applied to a weapon adding 5 Damage; metal designed to be opaque in both the visible and IR
weapons will be corroded. Metal edged and wavelengths. The L73 “Fogger” is the most
piercing weapons lose 1 point of ap at the end of common type used by the Muster.
the scene.
Flash Grenade
Kaa Plant Oil Grenade A thin cylinder-shaped grenade filled with a mix of
An incendiary device using an oil from the Kaa low-power explosives and magnesium, which gives
plant found on Pyre. This grenade is a fragile the flash grenade it's blinding ability when
sealed container with an air-sensitive chemical detonated. This type of grenade is widely used for
additive that spontaneously combusts in contact non-lethal incapacitation when friendlies are
with oxygen (or any similar oxidiser). It goes within the area, commonly used for hostage
without saying that it is bad to drop it. rescue. The L80 “Sunburst” is the most common
C4 type in the Known Worlds.
A pre-First Republic plastic explosive. It is safe to
handle and can even be set on fire with no chance
of an explosion as it is shock-wave detonated. As
such it requires an explosive to detonate it.

Power & Wealth 151


Uncommon Shock Grenade
This short, puck-shaped, high-tech grenade is used
D4 for non-lethal take downs and was popular with
A First Republic era advancement to the earlier Second Republic police and SWAT forces. These
C4 plastic explosive, its composition is advanced days they are much less common, normally being
enough that shocks which don't match a specific found in Muster slaver forces. The Muster “Bug
profile won't set off the explosive. As such it can Zapper” is the most commonly manufactured.
only be detonated by a detonator. Rules: Inflicts double the normal Stunning Speed
D4 Grenade loss.
A small device with a specially designed metal Morpheus Grenade
casing to maximise shrapnel. Older versions have This unusually shaped grenade is popular with the
a digital variable timer, but the more common M15 Kurgan. It releases a narcotic cloud that makes
uses the same fixed-time detonator that is found in those who inhale it feel like time and motion have
the L28 and L29 pineapple grenades. slowed down. While mostly used against Hazat
Plasma Grenade troops along the Kurgan front, a small number get
The plasma grenade – or blaster grenade, as it is smuggled across the border, and unsubstantiated
also known – is a spherical device that contains a rumours abound of the Engineers having made
small, magnetically shielded chamber that is used their own version.
to hold pressurised plasma when the grenade is Rules: Those in the area of effect are poisoned
activated. The grenade doesn't have a timer in the and gain the Slow Condition if they fail an Elite
conventional sense but it takes time for the plasma difficulty [Mass]+[Physical]+[Stoicism] check.
to build up. When the internal battery runs out of Targets who Dived for Cover can resist on an
charge, the field holding the plasma collapses and Expert difficulty roll. Recovery requires an
the pressurised plasma explodes outward. There Advanced difficulty roll.
are no factories that mass-produce plasma Ukari Det Cream
grenades anymore, but various places make them This two-part explosive paste is mixed before
to order; those from the technicians of J. Glassner being smeared on a surface; once dry it is a
and Associates are highly sought after due to their pressure sensitive explosive. Application using
impeccable quality, but most plasma grenades on bare hands is best avoided.
the market are left over from the Second Republic. Rules: A wet putty that can be easily pushed into
Gehenna Grenade place granting +5 Successes on the placement
This hellish grenade is cylindrical in shape with roll. Easily filled with shrapnel while wet.
slits running the height of it all round. When
triggered it releases a corrosive and flammable
Rare
chemical cloud that adheres to surfaces and skin,
causing horrific burns. Its use is controversial but Psi Grenade
due to it's devastating effectiveness, its users have A small device that emits a psi shock wave that
resisted attempts to restrict them to only being directly affects a target's brain, bypassing armour
used against aliens and barbarians. The Muster and all but the most specialised force fields. These
“Devils Breath” is the most commonly used. devices are poorly understood and only a few late
Second Republic examples exist; purchase and
Chem Grenade
ownership is strictly controlled.
This small, throwable chemical weapon is similar
Rules: Ignores armour and energy shields but not
to the Gehenna grenade in shape and size but
psi cloaks. Does not penetrate walls.
carries a different chemical payload that is
designed to blind and choke. The Decados were Wire Grenade
rumoured to use these during the Emperor Wars A small spherical device that when triggered
and are the manufacturer of the most commonly releases a bundle of mono-molecular wire which
used type. slices through anything within its Radius.

152 Power & Wealth


Demolitions Utilities
Fuses
These come in a variety of forms, lengths, and burn rates for common needs, as well as long lengths for
custom uses. Fuses are used for explosives that can be detonated by fire, like black powder.
Detonators
These small metal objects are activated using a timer or remotely by radio or other device. They can be
used for C4, older explosives like black powder, and unusual ones like Ukari det cream. D4 requires
specially made detonators that only work with D4.
Specialist devices and triggers
Anti-tamper devices, genetic triggers, motion sensors, etc are all designed to aid various aspects of
building more complex devices. They can't set off a device by themselves and require a detonator.
Positioning systems and items
These range from simple tapes and putties/glues to anti-grav drones, magnetic attachment systems, and
drills.
Shrapnel
Increases anti-personnel lethality. Shrapnel comes in all kinds from rocks, nuts, bolts, and nails, to
specially constructed metal or ceramic plates and high-tech monowire.
Drill
Increases Damage and ap at the expense of Blast Radius by placing the explosive inside the target.
Halves the Blast Radius.
Roll [Intelligence]+[Tech]+[Demolitions] against Basic difficulty to use. Successes can be spent on the
following Finesse Effects: increase damage by 10% for 1 Success, increase ap by 1 for 5 Successes, or
increase the difficulty of finding the device by 1 for 1 Success.

Demolition Utilities
Cost
Name Scarcity TL (Fb) Type Special
Assorted F 2 2 Detonator Only works with dynamite or black powder.
Twine 10% timing error. If used as a grenade or 1
Fuses round timer, roll a d10: on a 1 the device
explodes immediately and on a 10 the
device explodes on the thrower's Turn the
Round after it was intended to go off.
Expert: Remove timing uncertainty.
Tape, F 4 2 Attachment
Suction
Devices,
Putty
Shrapnel F 0 0 Shrapnel Increases Damage by 50% and Blast Radius
by 100%. Decreases ap by 1.
Detonator F 4 10 Detonator Can be triggered by a timer or connected
wire, or set as a booby trap.
Remote C 4 20 Detonator As Detonator, but may be detonated by
Detonator radio transmission.
Anti- C 5 40 Detonator If a disarm roll is failed by 5 or more, the
Tamper device detonates.
Device

Power & Wealth 153


Demolition Utilities (Cont)
Cost
Name Scarcity TL (Fb) Type Special
Hand Drill C 3 10 Drill Allows the Character to drill into bricks and
stonework slowly but quietly. Requires 1
minute to use.
Bouncing U 5 100 Shrapnel Hurls the device up in the air increasing the
Betty Blast Radius by 50%. This multiplies other
Launcher shrapnel effects.
Monowire U 8 150 Shrapnel Increases Damage by 50% and Blast Radius
by 200%, does not decrease ap.
Magnetic U 5 100 Attachment Allows the device to stick to metallic
targets. If the throwing Character is
wearing metallic armour, the device sticks
to them on a Critical Failure on an attack
roll. A stuck device can be removed with an
Advanced difficulty [Physique]+[Physical]+
[Athletics] roll using 8 Speed, or 4 Speed for
5 Successes.
Superstick U 6 150 Attachment On a Critical Failure on an attack roll, the
Coating device sticks to the throwing Character. A
stuck device can be removed with an
Advanced difficulty [Physique]+[Physical]+
[Athletics] roll using 8 Speed, or 4 Speed for
5 Successes.
Power U 4 80 Drill Allows the Character to drill into bricks and
Drill stonework quickly. Requires an 8 Speed
action to use. Runs for 1 hour on a mini
fusion cell.
Motion U 5 200 Detonator Detects motion within the specified range
Sensor (up to 10m) causing the explosive to
detonate. This device effectively has a
passive Awareness of 20 and can be
bypassed using the Stealth skill.
Laser R 6 250 Drill Allows the Character to drill into bricks ,
Drill stonework, and metal quickly. Requires an 8
Speed action to use. Runs for 1 hour on a
mini fusion cell.
Gen R 6 500 Detonator A thin transparent film that detects the
Trigger genetic code of the target by touch and is
programmed to detonate (or not) for
particular targets.
Grav VR 8 2000 Drone Allows the bomb to be placed remotely by a
Drone small, silent drone. The drone has poor
System manoeuvrability and is flown using the Pilot
Skill. It can travel 10m in one Round. Any
Damage destroys the drone.

154 Power & Wealth


Cybernetics
One of the many excesses of the materialist cultures that once dominated humanity was the belief that
the Pancreator's creation could be “improved“ or even “personalised“, an individualist fantasy of utmost
hubris. Cybernetics come in a variety of shapes, sizes, materials, and functions, each designed to fulfil
different roles by various corporations over the centuries, or for the individual tastes of those individuals
who believed that these modifications were an art or even an act of self-discovery. As such, it is highly
recommended that players talk with their GM about the appearance of their Character's cybernetics.

Installation
The prices below include the costs of customization to fit the user and surgery for implantation.
Cybernetics are always installed into a specific hit location. Prices for the device alone are 1/3 the
firebird cost or an item of one lower scarcity value. Characters can modify and install cybernetics with
Tech Redemption:Cybernetics and Heal skills respectively. Failure on these checks can result in
increased Incompatibility, malfunction, serious injury, or death. These checks should be made secretly by
the GM for maximum entertainment value.

Typically, a failure to correctly adapt the device for a user increases the Incompatibility difficulty by one
level. A natural 1 also renders the device unusable, and inflicts a Lethal Wound to the location the device
is installed in whenever the user attempts to activate it. At the GM's discretion, the Character may also
gain the Pain or Crazed Conditions when they attempt to activate the device.

Incompatibility
When a cybernetic device is installed (or when creating a Character who already has one) the Character
must test for Incompatibility. This is a Fate roll, so it cannot be modified and is always considered
Stressed. The roll is [Ego]+[Tech]+[Stoicism], and the difficulty is determined by the device in question.
If the roll is failed, the Character gains an Affliction point and a Hubris Point, plus an additional
Affliction and Hubris Point for every 5 points they failed the roll by. On a Critical Failure, count the dice
as being a zero and the Character gains a minimum of 1 Affliction Point and 1 Hubris Point.
The Character must also test for Incompatibility whenever a device undergoes a significant upgrade,
malfunction, or suffers major damage. Major damage to a cybernetic device is assumed to have
happened if any of the locations it is installed in loses all its Lethal Wounds.
Most devices shut down after they have been damaged in this way, but some may keep functioning (or
be restarted with an appropriate Tech Redemption roll) requiring a further Incompatibility check every
hour in an Unstressed environment, or every minute if the Character is considered Stressed.

Soul Death
Soul death occurs if a Character is ever reduced to 0 Wyrd due to Affliction from Cybernetic
Incompatibility. This has no outward physical or even mental effect on the Character, but the Church
warns those who see the soul-dead as living, sentient beings that they are tragically mistaken.

Modification and Removal


A cybernetic device can have various Add-ons, listed in the tables below. These are modifications that
are considered intrinsic to the device itself. Unless otherwise stated, they do not cause their own
Incompatibility rolls or increase the difficulty. For a device to be upgraded after installation, the user
must undergo surgery. However there is no additional Incompatibility roll unless the Add-on increases
the Incompatibility of the device, in which case the user must roll a new Incompatibility check at the
new higher difficulty and apply the effects as above.
To remove a cybernetic device, the surgery difficulty is the same as installation. In some cases the
device has replaced a vital organ (e.g. Lithe Wire or Cyber Heart and Lungs), in which case the surgery
is inevitably fatal unless a new replacement is immediately available.
Characters that have had all their cybernetics removed can attempt to regain Wyrd points lost to
Incompatibility via Hubris. These are regained in the normal manner for Hubris (see the Rules Chapter).

Power & Wealth 155


Repairing Damaged Locations
Characters who have lost too many Lethal Wounds to a location to have them restored by surgery may
have certain cybernetics installed to repair the damage. Installing these devices to a location restores
+2 Lethal Wounds to the location regardless of its current number. A Character can only do this once
per location. Some cybernetics completely replace a location. In this case, the Heal Skill, elixirs, and
healing Occult powers can no longer restore Lethal Wounds to the location and it no longer heals
naturally. Repairs can be made as if the Tech Redemption:Cybernetics Skill was the Heal Skill for such a
location if it loses all its Lethal Wounds. If that fails, a cyberlimb can always be replaced. Replaced
locations that suffer Lethal Wounds damage but still have Lethal Wounds can be repaired at a rate of 1
an hour with an Advanced Tech Redemption or Craft check. This repair rate can be doubled with 5
Successes.

Name Scarcity TL Cost (Fb) Location Surgery Difficulty Incompatibility


Peg Leg C 2 30 Leg Advanced Basic
Weapon or Tool C 2 30 Arm Advanced Basic
Hand
Prosthetic Leg U 4 150 Leg Advanced Basic
Storage Pouch U 5 100 Any Advanced Basic
Inbuilt Weapon/Tool U 5 200 Any Advanced Advanced
Subdermal Armour U 5 100 Any Advanced Advanced
Drug Dispenser U 5 250 Chest Advanced Advanced
Onboard Doctor U 6 300 Chest Advanced Advanced
Built-in Generator R 6 1000 Chest Advanced Advanced
Cyber heart & lungs R 6 1000 Chest Expert Expert
-Add-ons U 300
Cyberarm R 6 1000 Arm Expert Advanced
-Add-ons (2 for free) U 300
Extra arm R 6 1000 New Arm Expert Expert
-Add-ons (2 for free) U 300
Cyberlegs R 6 1000 Legs Expert Advanced
-Add-ons (3 for free) U 300
Wheels/Tracks R 6 1000 Legs Expert Expert
-Add-ons (3 for free) U 300
Arachnoform VR 6 1000 Legs Expert Expert
Locomotion
-Add-ons (3 for free) U 300
Cybereyes VR 6 1000 Head Expert Advanced
-Add-ons (3 for free) U 300
Cyberears VR 6 1000 Head Expert Advanced
-Add-ons (3 for free) U 300
Lithe Wire VR 6 2500 All Elite Elite
-Add-ons U 300
Second Brain VR 7 2500 Head Elite Elite
-Add-ons VR 2500
Goliath Skin L 6 3000 All Elite Elite

156 Power & Wealth


Descriptions

Common Storage Pouch


A small space is cleared by moving organs or
Peg Leg replacing a bone with a synthetic equivalent
A simple piece of wood or other sturdy material containing a cavity. These sorts of alterations are
that is strapped to the user to make it easier to common with smugglers as it is almost impossible
walk again after loss of a leg or lower leg. Higher to detect the pouch with common security
tech versions are made of plastic and metal. It can methods. The size of the space is very small.
also be made to articulate to make walking easier. Rules: Allows you to store a small item without
Rules: You effectively operate at one level of attracting attention.
Athletics Finesse lower per limb replaced.
Inbuilt Weapon/Tool
Weapon or Tool Hand This alteration replaces a bone with a synthetic
Normally consisting of a simple hook, especially at equivalent, normally in an arm, or fits small
lower tech levels, this prosthetic arm can also be a weapons or tools between muscles. Though more
weapon or tool, though that option is more commonly used for concealing weapons,
expensive. Higher tech versions are metal and unscrupulous individuals have used this alteration
plastic. It can have a manually adjustable grip. for hiding security intrusion tools in the past.
Rules: Removes the -2 penalty for missing one Rules: Installs a weapon or tool inside your body
arm. Replaces your hand or forearm with a Small so it can be concealed. You can activate and fire
or Medium weapon or similar sized tool. You the weapon with a thought, but normal Speed
cannot use this hand for fine manipulation or to costs must still be paid. The weapon or tool must
wield other weapons. The weapon or tool must be be paid for separately.
paid for separately.
Subdermal Armour
This surgical procedure replaces several lower
Uncommon skin layers with a choice of flexible armours,
though if concealability is unimportant non-
Prosthetic Leg
flexible armour plates can be fitted. More
An articulated leg made of metal or composites.
commonly seen in cyber-soldiers, this alteration
While worse than a cyberlimb, it is worlds ahead
was used by extreme sports enthusiasts during the
of a simple peg leg. While mobility is still limited
Second Republic for protection from injury.
on difficult terrain, it is improved on flat terrain.
Rules: You can install either synthsilk, polymer
Rules: You effectively operate at one level of
knit, or stiffsynth armour to a location without
Athletics Finesse lower per limb replaced for all
attracting attention. Plate or ceramsteel can also
activities except walking and running.
be added to the head without attracting attention,
however adding it to other locations means you

Cyber Heart & Lungs Add-ons (Uncommon Items)


Name Rules
Toxin Resistance Provides Immunity to airborne toxins and gas damage.
Aqualung Can breathe underwater. Incompatibility increases by 1 Finesse.
Air Reserve Allows the Character to function without air for 1 minute without
ill effects. Takes 1 hour to recharge.
O2 Regenerator Requires Air reserve. Allows the character to function without air
for extended periods. For every hour without air the Character
loses 1 Vitality. Vitality lost in this way cannot be regained until
the Character has access to a source of breathable O2.
Conscious Control Allows conscious control of heart-rate; +1 to Passion or Calm
(chosen when installed and can be installed once for each).
Character can feign death for 1 minute per point of Physical
Aptitude. Increases Incompatibility by 1 Finesse level.
High-G Lets the character take Vitality damage from acceleration as if
the force were 3 Gs lower.

Power & Wealth 157


appear cybernetic. You must pay for the armour
separately. Head protection installed in this way Cyberlimb
gives no Alertness penalties. A significant upgrade over the earlier prosthetic
Drug Dispenser arms and legs. It allows either full mobility and
Stores drugs which can be dispensed with a functionality, or can be upgraded to be quicker,
mental command. faster and/or stronger than an average person.
Rules: Stores up to 10 doses of drugs (you can
mix-and-match) which can be dispensed with a Cyber heart and lungs
thought (a zero Speed action). It dispenses them One of the first cybernetic devices to reach mass
as if it were a Character with Advanced Finesse. market production due to its medical benefits for
The dispenser can be configured to function those suffering life-threatening heart and lung
automatically given pre-set conditions. For Elixir, problems. It caused some controversy in the
the dispenser can only heal injuries to the torso. athletics world due to its enhancing abilities. Post-
Up to 3 additional dispensers can be installed to fall this upgrade is still popular among those who
cover two arms, two legs, and/or the head. Note want a discrete edge – at least with those who can
that the dispenser grants no resistance to pay and who don't care for their soul's integrity.
addiction. Drugs must be bought separately. Rules: Provides +2 Physique.
Onboard Doctor Cyberarm
A small device that monitors the user's medical A robotic prosthesis; a significant improvement
status. While it was very popular during the First over earlier designs. Common with Nobles and the
and Second Republic for it's assistance to doctors Muster, who both favour upgrades over the
when diagnosing conditions, it was also used by original limb, such as inbuilt weaponry.
lifestyle enthusiasts to advise on diet and exercise. Rules: Functions as an arm with no penalties. By
It used to be standard issue for all military, but default it looks artificial.
since the fall of the Second Republic, the loss of Extra arm
most of the medical facilities, information viewing Rules: Functions as an extra arm with no
systems, and cyber-surgeons, as well as a dislike penalties. The extra arm counts as a new location.
of cybernetics have made these items rare. It can If any arm location is rolled when targeting upper
be set to send the information to a variety of body, randomise the hit between all the arms.
devices ranging from a cybereye HUD to a Second
Republic personal communicator (esoterically The extra arm uses the same add-on rules as a
known as a “telephone”). normal cyberarm.
Rules: This device provides information about the Cyberlegs
users current health via a display, feedback, or Similar to the cyber-arm, this is an advanced leg
wirelessly. It can be programmed to take certain prosthesis. Common with Vuldrok and other space
actions if the user is incapacitated (e.g. radio for pirates, who tend to lose legs to closing airlocks.
help) or under other conditions (e.g. triggering a Rules: Functions as a pair of legs with no
drug dispenser). The system provides advice and penalties. By default they look artificial.
diagnostic information to a ministering doctor,
giving a +2 bonus to Heal checks for those able to Wheels/Tracks
consult it and allowing any poisons or diseases to The legs are replaced with another mode of
be identified. The system also can also provide locomotion – either or wheels tracks – increasing
dietary and long-term health advice to the user. movement rate at the cost of terrain handling. It
should be noted that most of the Known Worlds is
not disabled-access compliant.
Rare Rules:
Built-in Generator Wheels: Triples your movement rate over hard,
This cyber-device is commonly installed alongside open terrain (GM's discretion). You move at half
other cybernetic items which require a steady rate through difficult terrain. You cannot swim or
power supply, like energy shields or built-in jump and take a -5 penalty to climbing. You must
energy weapons. While external power leads are always Dive for Cover as if prone: ([Athletics
available, they are harder to conceal. Finesse]/2)m.
Rules: Provides power for two micro or mini cell Tracks: Doubles your movement rate over
powered devices or one macro powered one. It can sufficiently open terrain (GM's discretion). You
instead charge one mega cell, two macro cells or move at your normal rate through difficult terrain.
four mini or micro cells in one hour. A shield never You cannot swim or jump and take a -5 penalty to
runs out if attached to a generator, but it can be climbing. You must always Dive for Cover as if
burned out, making it useless until repaired. prone: ([Athletics Finesse]/2)m.

158 Power & Wealth


Cyberlimb Add-ons (Uncommon Items)
Cyberarm (2 free) Rules
Lifelike Gives the limb an organic appearance. Can be identified as
cybernetic with 10 Successes on an Awareness roll.
Synthlife Requires Lifelike. The limb can pass close inspection (though not X-
ray or dissection).
Strong Provides +4 HtH for weapons used in that hand, or for 2-handed
weapons that are wielded with that hand.
Inbuilt Allows installation of any small or medium weapon or tool (which
weapon/tool must be paid for separately). This is the same as the Inbuilt
Weapon/Tool cybernetic upgrade.
Tough Provides +2 Lethal Wounds to the location.
Gyro-stabilised Grants the Character a +2 aim with ranged weapons. This does not
stack with the Aim Battle Art.
Recoil Adds the Recoilless Tag to any ranged attacks with the arm.
compensation
Reinforced Allows the Character to use up to Ranged:Medium and all Mêlée
weapons one-handed when they use this limb.
Extendible Gives +2m reach with this arm and adds the Tripping Tag to Mêlée
attacks.
Super- Gives +4m reach with this arm, and adds the Tripping and
extendible Disarming Tags to Mêlée attacks. Requires Extendable.
Quick Grants 1 point of Speed that can be spent on Battle Arts to augment
attacks with this arm. This point of Speed cannot be spent on the
Off-Hand Attack Battle Art.
Cyberleg (3 free) Rules
Lifelike Gives the limb an organic appearance. Can be identified as
cybernetic with 10 Successes on an Awareness roll.
Synthlife Requires Lifelike. The limb can pass close inspection (though not X-
ray or dissection).
Lifting Increases the Character's maximum Encumbrance by [Mass].
Speed Increases effective Athletics Finesse by 1 for movement and
jumping, and the sprint movement multiplier by 1.
Agile Provides +1 to Athletics rolls.
Jumping Increases effective Athletics Finesse by 1 for movement and
jumping, and doubles all jumping distances.
Swimming Increases Athletics Finesse by 2 for swimming and doubles swim
rate.
Tough Provides +2 Lethal Wounds to the location.
Shock Absorbing +5 to Athletics rolls against falling damage and, if successful,
reduces the Damage to 1/4.
Stabilised An opponent requires an additional 6 Successes to Trip or Knock
Back the Character. The Character is considered to be at least
Expert Athletics for staying on their feet after a dive, Knock Back
or similar action.

Power & Wealth 159


Very Rare Cybereyes
“Hindsight is 20:20 but why settle for that” is a
Arachnoform Locomotion Second Republic slogan that still adorns many
Replacing the lower half of the body with multiple models of cybereyes (often on shoddy replicas
legs (despite the name, it could be as few as three) attempting to pass for genuine relics). Vision is so
combined with a mono-tasked think machine to central to human experience that they were
help control them. This allows you to maintain among the first socially acceptable enhancements.
high speed without sacrificing manoeuvrability. Initially developed to correct blindness and major
The Lifelike and Synthlife Add-ons do not provide impairments of vision, the internal optics rapidly
any benefit in concealing you from the Inquisition. bested what nature had provided and added whole
(At least without the Bipedal Mode Add-on) new areas of capability to those willing to cut out
Rules: Double your movement rate over their own eyes to see further than others.
sufficiently open terrain. You move at your normal
rate through difficult terrain. You can swim and Limited versions of cybereyes were prototyped
jump, and gain +5 to climbing steep but non- early in the 21st century, so it is of no surprise that
vertical surfaces. There is no Dive for Cover during the Second Republic a great many
penalty. Due to the increased width, you move at innovations were implemented, to the point that
quarter your normal rate in narrow confines. where once there was a crude prosthetic, now
stands the human eye, 2.0.
The Arachnoform Locomotion uses the same Add- Rules: Functions as a pair of eyes with no
On table and rules as Wheels/Tracks. penalties. By default they look artificial.
Wheels/Tracks and Arachnoform Locomotion Add-ons (2 free, others Uncommon Items)
Name Rules
Lifelike Requires Bipedal Mode. Gives the Bipedal Mode an organic
appearance. Can be identified as cybernetic with 10 Successes on
an Awareness roll.
Synthlife Requires Lifelike. The Bipedal Mode can pass close inspection
(not X-ray/dissection).
Lifting Increases the Character's maximum Encumbrance by [Mass].
Speed Increases effective Athletics Finesse by 1 for movement and
jumping, and the sprint movement multiplier by 1.
Agile Provides +1 to Athletics rolls.
Jumping Increases effective Athletics Finesse by 1 for movement and
jumping, and doubles all jumping distances.
Swimming Increases Athletics Finesse by 2 for swimming and doubles swim
rate.
Tough Provides +2 Lethal Wounds to the location.
Shock Absorbing +5 to Athletics rolls against falling damage and, if successful,
reduces the Damage to 1/4.
Stabilised An opponent requires an additional 6 Successes to Trip or Knock
Back the Character. The Character is considered to be at least
Expert Athletics for staying on their feet after a dive, Knock Back
or similar action.
Bipedal Mode Allows the character to transform their Tracks, Wheels, or
Arachnoform Locomotion into legs, and vice-versa. This is a 4
Speed action. Combined with Lifelike or Synthlife, this allows the
other locomotion type(s) to be concealed in cybernetic legs.
Wheeled Mode Allows the Character to switch between their default movement
mode and wheels. This is a 4 Speed action.
Tracked Mode Allows the Character to switch between their default movement
mode and tracks. This is a 4 Speed action.

160 Power & Wealth


Cybersenses Add-ons (Uncommon Items)
Cybereye (3 free) Rules
Lifelike Gives the eyes an organic appearance. Can be identified as
cybernetic with 10 Successes on an Awareness roll.
Synthlife Requires Lifelike. The eyes can pass close inspection (not X-ray or
dissection).
Zoom Lens When used, the Zoom lens offsets the first 5 points of distance
penalty, but doubles the Speed cost for actively looking.
Weapon Smart- Allows you to see through a camera attached to a weapon (this
link must be bought as a separate rare item). Counts as a laser sight,
scope, and reflex sight for that weapon.
Superior Optics Provides +2 to Awareness rolls.
Quick Scanning Grants a +1 bonus to Perception. Halves the Speed cost to actively
look.
Blinding +5 to resist and recover from Blindness.
Resistance
Night Vision Reduces Awareness penalty due to darkness by 1 level.
Heat Vision Requires Night vision. Allows the Character to see normally in
complete darkness. Grants +2 Perception vs people (including
Intuit rolls) halves vehicles' stealth bonuses and attack penalties
from camouflage and invisibility. At Advanced weapon Finesse it
also grants +2 to targeting spacecraft that are dodging or evading.
Full Requires Night vision and Heat vision. Allows the user to detect any
Electromagnetic communications equipment, energy weapons, or shield activations
Spectrum Vision within 6 km.
Cyberears (3 free)
Lifelike Gives the ears an organic appearance. Can be identified as
cybernetic with 10 Successes on an Awareness roll.
Synthlife Requires Lifelike. The ears can pass close inspection (though not X-
ray/dissection).
Improved Provides +1 to Athletics rolls.
Balance
Sensitive Provides +5 passive Awareness and +2 to Awareness rolls.
Hearing
Directional Provides +2 Awareness when actively listening. Allows the
Hearing targeting of enemies by sound alone: halve penalties for targeting
concealed or invisible opponents.
Stunning You are immune from the Stun Finesse Effect when produced by
Resistance impacts or loud noises; electrical attacks are not affected.
Echolocation You can perceive your surroundings within 10m by echolocation. If
relying only on this, you are at -5 to Awareness and do not gain the
benefits of enhanced vision. This increases Incompatibility by 1
Finesse level.
Ether Ear Provides the benefits of the squaker utility item, built into the ear.

Power & Wealth 161


Cyberears
Much like cybereyes, cyberears began
Cybersenses
development in the 21st century, but were available These small cybernetic devices restore
to the public much earlier and underwent functionality to a sense or allow it to go beyond
significant development in the subsequent years, the normal visual and auditory spectrum.
to the point where they are very useful for those
brave enough to install them. Second Brain
Not an actual second brain in most cases, but an
Rules: Functions as a pair of ears with no advanced neurally linked computer.
penalties, by default they look artificial. Rules: Provides +2 Intelligence.
Lithe Wire
Total replacement of your nerves with
superconductors Results in reduced reaction time
Legendary
between thoughts and actions. Goliath Skin
Rules: Provides +2 Reaction. A total replacement of muscles and bones with
superior synthetic equivalents resulting in boosted
strength and resilience.
Rules: Provides +2 Physique and +2 Mass.

Neural Cybernetics Add-ons (Lithe Wire: Uncommon Items, Second Brain: Very Rare Items)
Lithe Wire Rules
Shocking You are immune from the Stun Finesse Effect when produced by
Resistance electrical attacks; impacts or loud noises are not affected.
Pain Immunity You are immune to physically induced Pain; but are still vulnerable
to Occult Powers that induce Pain.
Remote Control Your body can be remotely controlled. It retains its Physique and
Mass, but all other Primary Statistics, Aptitudes, and Skills are
replaced by those of the controller. The controller and target must
both pay the Speed costs for any actions and Wyrd, Passion, and
Calm points may not be spent. This Add-on increases Incompatibility
by 1 Finesse level.
Second Brain Rules
Quick Thought Provides +2 Acuity. Increases Incompatibility by 1 Finesse level.
Think Machine +5 to Think Machine rolls.
interface
Situation +1 to Awareness Finesse; +2 to Awareness and Stealth rolls, and to
Awareness Initiative.
Onboard +2 to all Research rolls and +1 Finesse to three Knowledge/Science
Library skills.

Neurally Linked Cybernetics


A breakthrough in the understanding and advanced mapping of how the brain, nerves, and muscles
interact resulted in the largest leap in the cybernetic technology of humanity. The ability to control
the replacement limb or organ directly with thoughts or subconsciously through the brain's in-built
autonomic ability. This resulted in an massive increase in the use of medical cybernetics to fix
various physical problems (and to a lesser extent by those who “wanted an upgrade”). With
increased uptake came a desire for more lifelike cybernetics due to a social stigma against inorganic-
looking cybernetics, though some fringe groups embraced the inorganic look. With the development
of lifelike cybernetics, more people started to use it for non-medical reasons. World governments and
large corporations started to fund and use “cyber-soldiers” to devastating effect. Thankfully, with the
fall of the Second Republic, these sort of abominations have become much more difficult to create, as
there is not the required expertise, parts, or funding.

162 Power & Wealth


Medical Gear, Drugs, and Poisons

Method
The method that must be used to administer a poison or drug. Minimum Speed costs in parenthesis.
Method
Blade If the target is struck for at least 1 point of Vitality Damage by a
weapon coated with poison, they must roll to resist it or be
affected. Successes on the attack roll may be spent 1 for 1 to
increase the difficulty of resisting the poison and the difficulty of
recovering from the disadvantage. You may not spend more
Successes on this than your level of Medicine Finesse. The
weapon coating lasts for one scene before becoming useless.
Injected (3 Speed) Injecting drugs into a resisting victim requires 6 Successes on an
Unarmed or Mêlée:Small attack with a syringe or appropriately
modified weapon. Extra Successes can be spent 1 to 1 to
increase the initial difficulty of resisting the drug.
Food/Drink/ The poison must be swallowed to be effective. Poisons can be
Swallowed/Ritually detected by suspicious persons with an Awareness roll against
Ingested (2 Speed) the attackers [Intelligence]+[Mental]+[Craft:Cooking].

Medical Gear, Drugs, & Poisons


Name Scarcity TL Cost (Fb) Enc Method
Poultices (5 uses) F 0 10 2
Basic Medpack C 3 20 1
Elixir Dose C 7 30 - Injected
Selchakah Dose (3 uses) C 2 10 - Injected
Stim Dose C 5 30 - Injected or Swallowed
Zipper Dose C 6 75 - Injected
Zhrii-Kaa C - 20 - Injected or Swallowed
Vorox Poison C - 20 - Blade or Food
Plox Blade C 1 35 - Blade
Grixi C 1 50 - Blade
Ruakar Venom C - 50 - Injected
Reoc Dose U - 60 - Ingested
Vritra Dose U - 100 Ritually Ingested
Expedition Pack U 5 100 2
Surgery Kit U 5 100 2
Longevity Serum U 7 100 - Injected
Needle Rack U 6 250 1 -
Iocane Powder U - 200 - Food or Drink
Vorox Killer Dose U 5 250 - Injected
Genetic Poison Dose U 6 300 - Blade or Food
Deadly Genetic Poison R 6 600 - Blade or Food
Nanotech Surgery Kit VR 7 1000 2
Concentrated Poison Item +1 - Item x 3 - -

Power & Wealth 163


Tags
Addictive: Each time this substance is used the Failure or Basic Success: 2 Lethal Wounds to the
Character must succeed [Willpower]+[Mental]+ Torso.
[Stoicism] check at Basic difficulty or become
Advanced Success: 1 Lethal Wound to the Torso.
addicted. This difficulty increases by 1 Finesse
level for every dose used in the last 24 hours. Expert Success: No damage; roll again next
period.
Deadly: A Character suffering from a Deadly
poison must repeatedly roll Stoicism against Elite Success, or highest number rolled on the die:
poison, with a frequency specified by the item. The Effects cease; poison no longer has any effects.
effects depend on the result of the check(s), with
Stat Boost: This substance provides a temporary
rolling the highest number on the die being
Stat bonus. Stat bonuses from multiple doses of a
considered an Elite success:
drug do not stack.

Inexpensive Kurgan Medicine


Kurgan Characters receive two drugs for each one bought at Character creation.

Descriptions

Free Symbiot and Kurgan fronts far outstrips the


supply.
Poultice Rules: Heals 1 Lethal Wound to a location with
A soft, often medicated and heated, mass that is Lethal Wounds remaining for a Basic Heal roll
applied and bandaged to wounds. They are used to (heals 2 for Advanced, 3 for Expert, etc.) but does
treat pain and inflammation at the site of an injury. not heal Vitality. It can also restore Lethal Wounds
Many are also absorbent, and can be used to help to locations that have zero or negative Lethal
draw infection from open wounds. In the Known Wounds, however it only heals a maximum of 1 per
Worlds they are usually low-tech, featuring dose.
mixtures of bran or flax with honey and bread
mould. Selchakah
Rules: Avoid -5 penalty on Basic difficulty Heal A product of the Severan Opiate Poppy, Selchakah
rolls for healing Lethal Wounds. is an intensively addictive narcotic and painkiller.
It is one of House Decados' chief exports. It is also
illegal outside of Decados space. Users proclaim
Common unequalled bliss and joy from using the drug. Also
unequalled is the lengths they will go to to get
Basic Medpack
their next fix. House Decados has been accused in
A small handheld medpack that would be familiar
the past of getting high-ranking officials addicted
to many first-aiders of the 21st Century. It contains
to the drug and then milking them of their secrets.
bandages, dressings, painkillers, antiseptics,
Rules: Addictive. A Basic Heal roll restores 10
suturing equipment, and a small jumpgate cross
Vitality + 1 per Success, and makes the subject
used for administering last rites. These medpacks
immune to the Pain Condition for the duration of
are distributed freely by the Almatheans, and
the scene. A second dose or subsequent dose in 24
begrudgingly by the Apothecaries Guild (who
hours risks inflicting the Unconscious Condition
would rather that all knowledge of medical
unless they succeed an Advanced difficulty roll
practise rest with them).
against poison, although they still heal Vitality
Rules: Avoid -5 penalty on Basic difficulty Heal
loss. Failing additional rolls against
rolls for healing Lethal Wounds.
unconsciousness due to Selchakah in 24 hours
Elixir inflicts 5 Lethal Wounds to the Torso per
Technology from the Second Republic, no one additional failed roll.
really understands how this tissue regenerative
Stims
serum functions. This doesn't stop the people who
A broad category of drugs, the purpose of stims is
know the secrets of it's manufacture from
to remove fatigue and increase reaction times.
churning it out by the barrel though. While it
While no Brother Battle would ever admit it, many
would seem that this would lead to a low price, the
at Stigmata Garrison use any chemical edge they
fact of the matter is that the demand at the

164 Power & Wealth


can get against the Symbiots. Even if it is against This substance always inflicts 1 Affliction Point on
Church doctrine. the user, and the user then makes a Meditation
check (consult the table below for the effects
In less violent locales, many high-class Reeves
based on this check). The user may voluntarily
diplomats and advocates find it gives them a boost
lower their level of Success on this check. Effects
before an important engagement.
last for the duration of the scene however
Rules: Addictive, Stat Boost. This drug grants the
Conditions can be thrown off as normal.
user a +1 bonus to Reaction, Perception, and
Charisma as well as removing all penalties for Using this substance multiple times in 24 hours
fatigue for 1 hour. lowers the difficulty of the Meditation check by
one level each time but inflicts twice as many
Zipper
Affliction Points as the last time it was used.
A derivative of methamphetamine, this drug if
primarily used by Chemical Shock Troops. It Vorox Poison
boosts speed and reaction times, but once it wears This is the poison from a Vorox's claw. Since all
off the user will find it hard to concentrate due to civilised common Vorox have their claws removed
the withdrawal. More than one squad of Shock when their poison grows in, and no noble would
Troops have been ambushed during this consent to being milked, it's an open question as
withdrawal period. to where this product comes from. Vorox poison
Rules: Addictive, Stat Boost. This drug grants the acts as a slow acting paralytic, it can be added to
user a +2 bonus to Speed and Reaction for a blades, darts, or even food.
scene. The user also suffers a -2 penalty to Rules: Inflicts the Slow Condition on the victim,
Perception for 24 hours after last using the drug. provided their opponent fails an Advanced
This penalty is not cumulative. difficulty [Mass]+[Physical]+[Stoicism] check.
Zhrii-Kaa Plox Blade
An exotic vegetable oil from Manitou which has a This sticky, clear paste is an Ukari blood poison
number of unusual effects on brain made from ground Boca'ti seeds. It is a strong
neurochemistry, the most mundane of which is paralytic.
acting as a powerful psychedelic. In larger doses it Rules: Inflicts the Paralysed Condition on the
stimulates the parts of the brain that deal with victim, provided their opponent fails an Advanced
psychic manifestation, and can even cause psychic difficulty [Mass]+[Physical]+[Stoicism] check.
powers to appear when the user had none before.
Grixi
In large enough doses it opens the user's mind to
This green, slick paste is a deadly Ukari poison
communicating with spirits. Or demonic
distilled from the blood of the ape-like Solka and
possession. Caution is advised.
other herbal ingredients. It causes the blood
Rules: Addictive. The effect of this drug is to
vessels near an injury to dilate, increases the
increase the user's occult sensitivity, which
heart rate, and prevents clotting. This makes the
increases their perception of occult forces and
wound both problematic from blood loss and
grants a bonus to using powers, but at the same
difficult to recover from without advanced medical
time leaves them with a penalty to occult defence.
aid or theurgy. Nobles in particular despise this

Zhrii-Kaa Meditation Check


Casting/Occult
Name Effect Defence
Failure Gain the Crazed Condition. -
Basic Gain the Confused Condition. +1/-1
Advanced Gain the Slow Condition. +2/-2
Expert The user can now talk to local spirits. +3/-3
Elite As Expert, but gain +1 XP that can be spent on Occult +4/-4
Powers, Skills or Mental Aptitude.
Legendary The user is possessed by a local spirit, completely +5/-5
sharing minds and Occult Powers. The dominant party is
determined by an opposed [Ego]+[Mental]+[Stoicism]
roll, including the occult defence penalty. There are
always severe long-term effects of even a brief merger,
which should be adjudicated by the GM.

Power & Wealth 165


poison, because it ruins their clothes with renders the user berserk, which increases their
bloodstains. Also it kills them. physical abilities at the price of their mental
Rules: Provided the attack inflicts at least 1 abilities.
Lethal Wound, the target will lose Vitality Rules: Addictive, Stat Boost. If the mushroom
equivalent to a Lethal Wound at the end of every alone is ingested, the eater rolls an Advanced
Round until they receive an Advanced difficulty difficulty [Mass]+[Physical]+[Stoicism] check. If
Heal check, an elixir dose, or occult healing. +5 they pass, they gain +2 HtH and Speed, +2 to
Successes can be spent to increase the bleeding Determination rolls, and +1 Lethal Wound to all
rate by 1 Lethal Wound per Round. locations for the next 6 hours, but they also suffer
a –2 penalty to the Tech and Mental Aptitudes. On
Ruakar Venom
an Expert level Success, the user is also immune
The venom of the Ruakar, a snake native to Kurga.
to the Pain Condition. If they fail they receive no
It is a powerful drug that disorientates the victim
bonuses, but they still receive the penalties. For
and makes them incredibly suggestible. Unlike
multiple doses the penalties stack, but not the
other truth drugs, Ruakar venom can even affect
bonuses. Half price and -1 scarcity for Vuldrok.
deeply held beliefs for a time. It was used on
Hazat troops in their war with the Caliphate, and Vitra
they took the knowledge back with them. Indeed, A fungus from Manitou that increases physical
there are now more of these snakes in Hazat endurance and perception. Not much is known
space than on Kurga! about it.
Rules: A powerful truth serum with personality Rules: Stat Boost. Area Knowledge:Manitou and
altering effects. If injected, resistance roll is an Meditation:Basic are required to prepare this
Expert level difficulty [Mass]+[Physical]+ fungus in such a way as to properly gain the
[Stoicism] check. If failed, the defender answers benefits. Grants +2 Physique and +1 Awareness
any question put to them truthfully and becomes for [Mental] hours. After this time, the Character
very open to suggestion, proposals, and 're- suffers -2 Acuity for the next 24 hours. Taking
education therapy' (brainwashing). Their Acuity, another does in this time is effective but gives 1
Passion, Calm, Ego, and Faith scores drop by 2 Affliction Point.
points each (minimum 1). After 24 hours the stat
Expedition Pack
penalties can be removed with an Advanced
An airtight, stainless steel cylinder filled with
difficulty [Willpower]+[Mental]+[Stoicism] roll.
enough gauze to bandage a small army. It also
The defender can test once per 24 hours.
includes antiseptics, antibiotics, anitvirals, enough
If one or more additional doses are given within antihistamines to adjust to virtually any
the first 24 hours, with each additional dose the environment, and water purification tablets for
defender gains 1 Affliction Point if they fail the over a thousand litres of water. Also included is
initial resistance roll and a further 1 point for antivenom or antivenin for all known venomous
every 5 they fail by. They also gain the Crazed creatures on the planet of manufacture.
Condition until they shake it off. On a Critical Rules: Avoid -5 penalty on Basic difficulty Heal
Failure to resist these extra doses, the victim's rolls for healing Lethal Wounds. For 8 Speed a
Passion and Calm or Faith and Ego scores may be Character can using their Heal roll to resist or
switched, or their motivations replaced by new recover from a poison in exactly the same way as
ones (1/3 chance of each outcome, unless guided if the affected Character had attempted a [Mass]+
by an interrogator). The Character has only one [Physical]+[Stoicism] roll.
chance to revert each personality change; by
Surgery Kit
making an Expert difficulty [Willpower]+[Mental]
An upgraded medpack, this kit also includes pill
+[Stoicism] roll within the next year if confronted
and injected painkillers, stainless steel surgical
with evidence of their old personality. This roll can
tools, a laser cauteriser, an automatic stitcher, and
only be attempted once for each personality
inflatable bone splints.
change.
Rules: Avoids the -5 penalty on up to Expert
difficulty Heal rolls for healing Lethal Wounds.
Uncommon Longevity Serum
Reoc A holdover from the Second Republic, the Church
A mushroom considered sacred by the shaman- heavily frowns upon this substance. Only the most
priests of Gwelkarga, Vuldrok Goddess of decadent or desperate Nobles use this serum due
destruction and balance. It is often brewed into a to it's propensity to render the user infertile –
sacred tea which produces visions, poetic some Guild scientists think that this was
inspiration, supreme confidence, and a sense of engineered into the substance deliberately so as to
immortality. If the mushroom alone is ingested, it prevent overpopulation.

166 Power & Wealth


Rules: One dose of of this treatment lasts for one the poison and recover from the Condition by 1
month. The first month's worth of treatment has Finesse level. Provided the target fails an
no effect. After that the Character ages at 1/2 the Advanced difficulty [Mass]+[Physical]+[Stoicism]
normal rate. This treatment also permanently check, it inflicts either the Slow, Paralysed,
sterilises the Character after the first month. If Confused, Unconscious, or Blind Condition on the
treatment is stopped and restarted, the first target, chosen when the dose is made.
month of restarting the treatment has no effect.
Needle Rack Rare
This device was the product of some very
unscrupulous research projects during the Deadly Genetic Poison
Emperor Wars. It consists of a rack of telescoping A fatal version of the genetic poison. The mere
needles, reservoirs, and pumps. It is used to inject existence of this substance is incredibly alarming
drugs into the wearer (usually a Chem Shock to both governors of worlds with alien populations,
Trooper) at the push of a button. During the and those aliens themselves. The mere rumour of
Emperor Wars, an officer held this button, and someone possessing a stock of this substance is
they may have had some very different ideas about enough to cause mass hysteria and civil unrest. In
how much drug is safe to take than the Trooper. reality, even the richest cannot acquire more than
Rules: Stores up to 10 doses of drugs which are a few doses, let alone the quantities required to
dispensed with the push of a button (2 Speed affect entire planetary populations.
action). It dispenses them as if it had Advanced Rules: Same as genetic poison, but has the
Finesse or a roll of 15. The dispenser can also be Deadly property instead of inflicting a Condition.
controlled remotely. For elixir, the rack can only Being programmed to affect a specific person
heal injuries to the Torso. Note that the rack increases the difficulty of all rolls against the
grants no resistance to addiction. Drugs must be poison by 1 Finesse level. The target rolls against
brought separately. poison every Round.

Iocane Powder
A highly toxic substance from Ostralia on old Urth. Very Rare
The human body can build up a resistance if it is
Nanotech Surgery Kit
introduced in minute doses. Useful when going up
Available only to the highly influential, this kit
against the Decados when death is on the line.
incorporates some of the finest nanotech ever
Rules: Deadly. Target rolls against poison every
produced. If there is a medical emergency, this kit
minute. If the target survives this poison, they
has a nanite for the job. Optical nerves can be
become immune.
regrown, bones can be reknitted, wounds closed,
Vorox Killer and even burns and blood infusions can be
An extremely deadly poison valued for it's ability handled. It must be used by someone trained in
to kill even Vorox. The only problem is it must be it's use, as it does not have user-friendly controls
injected directly into the bloodstream. Vorox Killer or an instruction book. Once produced by the
is made from a variety of different Kordeth toxins influential NanoTech corporation, the company is
through a complicated chemical process that long gone and the current-day nanotech Surgery
requires high-tech equipment. kits are manufactured under the patronage of
Rules: Deadly. The target rolls against this poison House Al-Malik.
every Round. Rules: Avoids the -5 penalty to up to Elite
difficulty Heal rolls for healing Lethal Wounds and
Genetic Poison in addition it always heals one extra Lethal Wound.
High level assassins have created a demand for The surgeon uses [Intelligence]+[Tech]+[Heal] to
poisons that are engineered to be extremely operate the kit. 1000 firebirds. Can be powered
effective, but only against specific targets, that for 5 uses from a macro fusion cell. The nanites
goes back to the Zaibatsu period of the First recycle and rebuild themselves, so they do not
Republic. As well as being used to “cleanly“ have to be replaced.
eliminate corporate and political rivals, the same
toolkit can be used to broadly target whole Concentrated Poison
species. It has been used on multiple occasions in A more concentrated form of any of these poisons,
history by human colonists on the one hand and more deadly and difficult to resist.
pro-alien terrorists on the other. Rules: Increase the difficulty of all resistance and
Rules: Configured to only affect members of a recovery rolls by one Finesse level. For Grixi,
particular species. If designed to only affect a increase the Vitality loss by 1 Lethal Wound per
specific individual, increase the difficulty to resist Round.

Power & Wealth 167


Wyrd Items
Wyrd Items
Name Scarcity Tech Level Cost (Fb) Enc
Almanac C 2 20 -
Rosary Beads C 1 30 -
Incense C - 20 -
Vial of Holy Water C - 50 -
Oil of Mercy C - 50 -
Omega Gospels C 2 30 -
Ur-Ukar Light Symbol U - 100 -
Fetish U - 100 -
Wyrd Tabernacle R - 700 -
Article of Faith VR - 2000 -
Greater Wyrd Tabernacle VR - 3000 -
Saint's Lore L - 5000 -
Psi Lens L 9 5000 -

Descriptions

Common Incense
This entry covers a number of items from around
Almanac the Known Worlds, from exotic barks to dried and
Timekeeping practices can be fairly flexible in the compressed algae. Incense is anything that is
Known Worlds. Locally, people tend to base time burned to produce a pleasant smell, purify an
on the position of the local sun, using sundials and area, and focus meditation.
more general terms to coordinate social events. Rules: When an area is purified with burning
While the terraforming efforts of the Second incense, it provides a +5 bonus to Meditation rolls
Republic mean that nearly all habited planets have within the area. Meditation within the area
a local day of 20-30 hours, this is still different provides double Wyrd for the duration(one hour).
enough that it makes interstellar coordination
between planets problematic. The Church follows Vial of Holy Water
the sacred Urth calender, which is used for Another artefact based on pre-reflective traditions.
coordination between planets but can have no This is a vial of water that has been specially
resemblance to local time. Military time is usually blessed (usually by an Orthodox Theurge). It is
averaged into 25-hour days, and most other ships used to perform basic blessing and consecrations,
and extraplanetary bases follow this model. and can be used to aid many other rites.
Rules: This artefact can be used to allow a
In order to coordinate between these disparate character with Basic Theurgy Finesse to perform
time systems without a think machine, a number the Consecration and Prophet's Holy Blessing rites
of almanacs have been produced by the Guilds and without knowing them. The roll must still be made
the Church. These books contain information and any Successes beyond the activation difficulty
about timekeeping systems in the Known Worlds, are lost. It can also be used up to grant a +1
and also feature tables, sliding tabs, and miniature Consecration bonus and reduce the Wyrd cost by 1
abacuses for conversion between various systems. for casting Consecration, Prophet's Holy Blessing,
Rosary Beads Cleansing, Laying on of Hands, and Healing Hands
Based on traditions from before the coming of the of St Amalthea. The contents of the vial lose their
Prophet Zebulon, this is a loop of beads with a effectiveness within [Faith] Rounds of being
jumpgate cross. It is used to count off sets of unsealed, or when used to perform or aid a
repeated prayers in order to focus the mind. Theurgic rite; whichever comes first.
Rules: Provides a +1 bonus to Meditation rolls,
also, the user can use Faith instead of Calm for
Meditation rolls.

168 Power & Wealth


Oil of Mercy Rules: This item can hold up to 5 points of Wyrd.
A blessed form of the Ka plant oil used by the The user can draw Wyrd out of the tabernacle or
Inquisition to burn heretics. It was first created by store it. They can transfer 1 point of Wyrd per
an Orthodox priest who felt that the Inquisition's Meditation [Finesse] (minimum 1) for 8 Speed.
methods were too violent. However this caused
the Inquisition to take greater risks and be more
reckless, as they could rely on the healing and Very Rare
protective qualities of the oil. Article Of Faith
Rules: If poured on a Character who is at A holy item that can be of any form – from a saint's
negative Lethal Wounds to the Head or Torso (a 4 knucklebone to a suit of cassock superior
Speed action), they gain 2 Lethal Wounds (to a (although items of Tech Level 5 or higher are
maximum of zero) and are protected by Armour of extremely rare). The important thing is that it is a
the Pancreator (as the Orthodox Rite, Construction relic that allows the user to perform miracles
Cost 15), until they regain consciousness. without knowing the relevant Theurgic Rite.
Omega Gospels Rules: A holy item that, while held, allows the
A copy of the revelations and teachings of the wielder to perform two Basic level Rites or one
prophet Zebulon and his disciples. It contains Advanced level Rite as if they knew them. Normal
many moral and practical teachings, particularly Wyrd costs and casting rules apply and the Caster
for Questing Knights, who emulate the prophet's must have sufficient Theurgy Finesse to perform
travels. It also contains many quotes that can be the Rites. Or, if the Caster already knows the
cherry-picked and taken out of context to support Rites, they gain a +2 consecration bonus to the
your arguments with the full force of religious casting roll. Consecration bonuses do not stack.
canon, albeit at the risk of being branded a heretic Greater Wyrd Tabernacle
by the Church. (The latter almost never happens.) A more mystically potent version of a wyrd
tabernacle. Items like this are rarely found outside
of the hands of a high ranking Theurge.
Uncommon
Rules: Same as a wyrd tabernacle (see above),
Ur-Ukar Light Symbol save that it can hold 10 points of Wyrd.
A curious item produced by the Ur-Ukar, since the
Ur-Ukar can find their way in the dark without
light, the theory is that it is used by Ukari priests Legendary
to read text that is not engraved. This theory does Saint's Lore
not explain why they don't just use a fusion torch. Similar to the Article of Faith, this holy relic allows
Rules: A user with Advanced Meditation Finesse the performance of miracles without knowing the
can cause this item to glow by committing 1 point ritual. Like the Article of Faith it can take the form
of Wyrd. As long as the Wyrd is committed, it of any holy item.
illuminates the area within 3 metres. If the user Rules: A holy item that, while held, allows the
lets go, or ends the Wyrd commitment, the point of wielder to perform either two Advanced level
Wyrd is lost and the symbol stops glowing. Rites; one Basic and one Expert level Rite; or one
Elite level Rite as if they knew them. Normal Wyrd
Fetish costs and casting rules apply, and the Caster must
This is a catch-all term for any number of strange have sufficient Theurgy Finesse to perform the
items – crystals, dolls, staves, etc. – that are used Rites. Or, if the Caster already knows the Rites,
by psychics to focus their powers. They tend to be they gain a +2 consecration bonus to the casting
either concealable or innocuous, given the way roll. Consecration bonuses do not stack.
psychic cabals are viewed and treated.
Rules: Grants +1 to rolls to activate a single Psi Lens
Psychic Power, specified when constructed. A device that often resembles an actual lens (but
Fetishes can't be combined to increase the effect. can come in all sorts of decorative shapes) the psi
lens acts as a focus for psychic energies, allowing
them to be more easily used and directed,
Rare particularly for users of the Far Hand path.
Rules: The lens must be within 10 cm of the
Wyrd Tabernacle
Caster's body to be effective. Increases range of
An item often produced by the Eskatonic order. It
ranged powers by 1 step for free, and also grants
can be anything from a knick-knack to a sword,
a +2 bonus to cast ranged powers or powers that
but what makes it a tabernacle is that it allows the
enhance the user's perceptions (in this case the
user to store Wyrd, so that they can continue to
user's perceptions are enhanced only while they
use Occult Powers. It is rarely possible for items of
look through the lens).
Tech Level 5 or higher to become a tabernacle.

Power & Wealth 169


Utility Items
Utility Items Utility Items

(Fb)

)
c it y

t (Fb
ity
c
S c ar

Cost

Scar
En c

Cos

Enc
Name Name

TL
TL
Lamp F 1 0.1 1 Magna Lock U 5 200 -
Tent F 0 1 3 Muster Chains U 6 300 -
Large Tent F 0 5 4 Audio/Video Display U 5 300 -
Sleeping Bag F 0 1 2 Emergency Kit U 5 100 4
Hemp Rope F 1 2 1 Enviro. Shelter (for 2) U 6 100 2
Crowbar C 1 1 1 Breathing Mask U 4 50 -
Fusion Torch C 4 30 - Digital Video Camera R 5 500 -
Light Stick x3 C 5 30 - Night Vision Goggles R 5 500 -
Squawker C 5 50 - Voice Encryption R 5 500 -
Tech Tools C 6 30 - Think Machine VR 6 1000 -
Wellesley Lock C 4 50 - Gen Lock VR 6 1000 -
Hand Cuffs C 4 50 - VS Perimeter Guards VR 7 2000 -
Back Pack C 1 10 - Grav Drone System VR 8 2000 -
Polymer Tent C 5 30 2 Holographic Camera VR 7 1000 -
Polymer Sleeping Bag C 5 20 1 Holographic Projector VR 7 2000 -
Frictionless Gel C 7 10 - Hologuise VR 8 2000 -
High Tension Twine C 6 20 - EMS Sensor Kit VR 6 1000 2
Film Camera U 4 100 - Psi Radio L 8 3000 -
Binoculars/Telescope U 3 100 - Advisor L 8 4000 -
Flash Goggles/Visor U 4 100 - Wet Jacket L 8 5000 -
Whisper Pin U 6 150 - Bassileus's Nanobuilders L 8 3000 -
Starlight LRCD U 6 500 2 Holoflage L 8 5000 -

“If you can imagine it, it is for sale in the Ishtakar market.”
Kamal Ozturk - Mutash field agent and tour guide.

This list is not an exhaustive list, there may other items available at the GM's discretion.

Descriptions

Free Sleeping Bag


A typical sleeping bag in the Known Worlds is
Lamp made of waxed canvas or hides stuffed with wool.
A simple paraffin or alcohol lamp. The best models
are produced by Glass 'n' Brass, one of the artisan Hemp Rope
Guilds. Hemp is a common material for the peasantry, as
Rules: Illuminates a 4m radius area when lit. the hemp plant is very versatile – its seeds can be
eaten, it can be made into cloth and cordage, and
Tent/Large Tent some variaties can even be smoked. This is
A simple tent made of wooden poles and waxed encouraged by some Nobles, as it tends to make
canvas or animal skins. Typically comes in a one- the peons docile. This is a 10m length of rope,
person size, but a larger version for two people (or useful for lifting materials, lashing things together,
a Vorox) is also frequently available. and climbing. Larger lengths are available at
multiples of the price; 20m for 4 Fb, and so on.

170 Power & Wealth


Common – A compact electric welder.
Crowbar – A small propane torch, or similar.
A J-shaped bar of metal with wedged ends, it is – A soldering iron.
designed to aid someone in opening crates and – Industrial-grade Adhesive tape.
similar prying work. It is often used by serfs,
dockworkers, and Engineers who have – A device similar to both a 21st-century
inadvertently released Symbiots. multimeter and oscilloscope, for
Rules: The crowbar can be used as a mêlée diagnostics.
weapon with the same statistics as a club. – various common replacement parts
Fusion Torch (especially electronic components).
A modern version of the torch or electric lantern, – A selection of the more common tools for
this is a robust tube with a powerful light-casting working with high technology, such as
apparatus on one end. pygmalium or plasma.
Rules: Illuminates a 2x20m area as part of an Wellesley Lock
active look action. Operates for 100 hours An advanced lock made from the steel of the
continuously on a mini or micro fusion cell. The famous Wellesley forges, its hardened steel is
beam can be used to blind opponents within range difficult to damage and its spring-loaded plated
who are facing the Character. The Character must make it difficult to pick. This is the most common
make a successful Ranged:Small attack with the type of secure lock for the well-to-do in the Known
beam hitting the target's head location. Targets Worlds. What most people don't know is that the
suffer the Blind Condition for one Round. Scravers design these locks... and therefore have
The fusion torch is also heavy enough to be used access to all the tricks to opening them.
as a mêlée weapon with the same statistics as a Rules: Requires an Advanced difficulty Security
club. check to bypass.

Light Stick Handcuffs


A plastic tube containing both a liquid chemical A standard set of metal handcuffs, carried by
and a smaller fragile tube that in turn contains Muster and other forces interested in the
another chemical. When the light stick is bent, the collection of captives.
inner tube is broken and the chemicals react Rules: Requires an Advanced difficulty Security
producing a luminescent glow. These tubes are check to bypass. Expert if Character is restrained.
particularly useful in caving or exploring Backpack
abandoned buildings, as they are cheap and so can A standard backpack made of wood and waxed
be chucked into holes or crannies without the cost canvas or leather. Synthetic materials have been
of going through dozens of Fusion Torches. rare since the Second Republic and are not usually
Rules: These illuminate a 4m radius and last 6 used for anything other than Noble attire, military
hours once activated. They can be thrown using a gear or survival equipment.
Mêlée:Short skill roll like a grenade with a range Rules: Can carry up to 10 Encumbrance worth of
of [HtH]/2. items. Reduces Encumbrance penalties for these
objects to 1/2 (round total up). Getting an item out
Squawker of the backpack in combat is an 8 Speed action.
A radio, known as a 'squawker' in Known Worlds Dropping the backpack is a 2 Speed action.
parlance. Common models are either helmet-
mounted or clip onto the belt. Polymer Tent
Rules: Ground to ground range is 25 km under Polymer construction has been rare since the
ideal conditions, 100 km ground to air. Range Second Republic. These tents are used by Nobles
rapidly deteriorates inside buildings. Enough or Guildsmembers. The polymer construction is
battery life for 20 hours use from a mini fusion lighter and stronger, allowing the user to carry
cell. more gear.

Tech Tools These fit two human-sized occupants, or one


A collection of various tools for use in Tech skills, Vorox.
it contains: Polymer Sleeping Bag
– A fusion cell-powered multitool with all Like polymer tents, the polymer sleeping bags in
sorts of attachments for drilling, screwing, the Known Worlds are used by Nobles,
bolting, hammering, cutting, grinding, Guildsmembers, and the more decadent or health-
sawing, and the like. This is in no way concerned Priests. It is both warmer and can be
suitable for military or medical work. rolled up into a smaller space than its low-tech
cousin.

Power & Wealth 171


Frictionless Gel the Imperial Navy to various Houses. It comes in
Designed during the Second Republic as a high- the form of a heavy briefcase that is frequently
tech engine lubricant, this gel can be applied to mounted as a backpack when used in a military
any surface. The gel dries and becomes nearly context. It uses tachyons to communicate long
frictionless, allowing for a lot of mayhem when distances with very short response times. It is
used as a practical joke. Or a trap. The surface is most frequently used for surface-to-space
typically nearly frictionless for a day before the gel communications when other methods are
starts to flake off. unsecured or absent.
Rules: Enough to cover 4 square metres. Takes 1 Rules: This backpack-sized unit can be used to
hour to dry before becoming frictionless. communicate with ships up to 1 AU away provided
the planet is pointing the right way. Enough
High Tension Twine
battery life for 200 hours with a mega fusion cell.
Sometimes two thousand years of technological
advancement amounts to a really strong piece of Magna Lock
string. Heavy, durable locks still used on most spacecraft.
Rules: For general use, you can assume it is very They require powering (usually with a generator,
difficult to break without mechanical assistance. but they can be modified to run on a mega fusion
Can support loads of up to 1000kg, but cannot be cell for 200 years), and these magnetised locks are
easily climbed due to its fine structure. capable of resisting more than 8 MN of pressure.
Rules: Requires an Expert difficulty Security
check to bypass. Ceramsteel construction.
Uncommon
Muster Chains
Film Camera The finest personal restraints in the Known
A camera that uses photoreactive film to record Worlds. If the Muster find these chains on anyone
visual information. The negatives need to be who is not one of them, that person will usually
developed in a dark room to produce the image. find themselves on the auction block. They are
Rules: Requires a successful Advanced difficulty made of Ceramsteel, which means that it is very
Alchemy check to develop pictures. difficult to damage them without also hurting the
Binoculars/Telescope wearer. They come equipped with an electro-pain
A standard set of binoculars or a telescope. The inducer, which when activated causes the wearer
lenses on these allow distant objects to be viewed to fall to the floor, writhing in agony. They can only
as if they were closer. The Best models are be removed by inserting the right code into a
produced by Glass 'n' Brass on Leagueheim. matched handheld terminal. Muster Chains are
Rules: Offsets the first 5 points of distance usually not for sale, but can be found on the black
penalty when actively looking, but doubles the market.
Speed cost. Rules: Remote control Ceramsteel handcuffs with
electronic locks and inbuilt shocker. Operator can
Flash Goggles/Visor inflict the Pain Condition and up to 9 Damage per
A pair of goggles or a visor that has specially Round to the target's Torso, ignoring armour.
darkened glass that protects the user from bright Requires an Expert difficulty Security check to
lights. The Guildsmembers use these while bypass. Elite if Character is restrained. Shocker
welding, but they also work well against flash has 10 uses from a mini fusion cell.
grenades.
Rules: +5 for the initial roll to avoid being blinded Audio/Visual Display
by bright light; -2 to Awareness. A device suitable for displaying visual and
transmitting audio. Similar to a 21st-century
Whisper Pin television or computer monitor.
A tiny radio that is often worn as a lapel pin and
programmed to only transmit the user's voice, but Emergency Kit
which can pick up even a faint whisper (hence the This kit was a standard component in Second
name). House Decados controls the production of Republic escape pods, aircraft, and land vehicles
these radios, and are picky about who they sell making overland journeys in remote areas. Now it
them to. Regardless, all spy agencies use these is a luxury to be so well prepared.
useful devices. Contains 1 thermal blanket, 10 water purification
Rules: Concealed radio with performance of tablets, a 1 litre sealable drinking flask, 2 days of
squawker. Enough battery life for 20 hours use rations, 5 light sticks in various colours, uv
from a micro fusion cell. blocking paste, a knife, a whetstone, 10m of high
Starlight LRCD tension twine, an inflatable floatation aid, and 1
The Starlight Long-Range Communication Device medpack.
is an expensive machine licensed exclusively by

172 Power & Wealth


Enviromental Shelter from using body parts to open the gen lock.
A large tent with a combined system that helps Rules: Requires an Elite difficulty Security check
moderate extreme environments. Holds two to bypass.
human-sized occupants or one Vorox.
VS Perimeter Guards
Rules: Environmental System runs for 100 hours
Visual Security Manufacturing was a company
on a mini fusion cell. Functions as a large tent
during the Second Republic. They are long gone
when the environmental system is not running.
but some of their products remain. This set of four
Breathing Mask hovering spheres were supposed to be used to
A mask that covers the mouth, nose, and eyes. It guard the perimeter of a camp site, however they
comes fitted with environmental filters that scrubs are more commonly used for espionage, as a spy
poisonous gases from the atmosphere. can use one of the small spheres to scout out an
Rules: Protects the wearer from poisonous gasses entire building.
and atmospheres. Does not provide extra oxygen Rules: Four remote control, hovering spy cameras
in thin atmospheres or vacuum without a and control unit. Can be programmed to search or
compressed air tank (Enc 2 for 1 hour of air, alert the user of intruders in an area with an
common item 10 fb). -2 to Awareness when worn. Awareness skill check of 10. Can operate for 100
hours on a macro fusion cell in each unit.
Rare Grav Drone System
A small, silent, and very fragile drone used for
Digital Video Camera placing and retrieving small objects. It is used to
A digital camera for recording moving video, like place objects in hard-to-get places, like a small
the ones in the late 20th and early 21st centuries. cranny in a rock face, or under a noble's bed.
Rules: Can operate for 20 hours from a mini Rules: The drone has poor manoeuvrability and is
fusion cell. flown using the Pilot skill. It can travel 10m in one
Night Vision Goggles Round. Any damage destroys the drone.
These goggles have much the same capability as Holographic Camera
night vision gear form the 21st century, but come This complex multi-lensed apparatus is used to
in a much smaller configuration. take a static 3d image, which can then be
Rules: Double the range increment for Awareness projected from a projector. Rare in these anti-
checks in dark environments. Can operate for 20 technological times, it is mostly used by Scravers
hours from a mini fusion cell. who want to keep a record of their digs.
Voice Encryption System Holographic Projector
This device can be attached to an audio A device that can project a medium sized image.
communicator to encrypt the signal. This makes it These were used as entertainment systems during
impossible to understand unless it is decrypted. the Second Republic but now are only used that
Rules: Decryption requires a think machine and way by the techno-decadent. The most common
requires an Expert difficulty Think Machine Skill legitimate uses are by the Guilds to display data
check to write a program capable of breaking it. and the armed forces to display three-dimensional
Can operate for 20 hours from a mini fusion cell. maps of deployments.
Rules: Projects holograms up to 10x10x10 metres
in size. Successful Think Machine rolls are needed
Very Rare
to produce images. Lasts 20 hours on a mega
Think Machine fusion cell, or longer if not using full size images.
Very rare after the fall of the Second Republic,
Hologuise
computers have acquired the name 'Think
A powerful Think Machine and Holographic
Machine' and are usually fairly specialised. Most
Projector that allows the user to project a
common are portable versions with 'diagnostic
holographic disguise. Unlike normal disguises, you
tools' and interchangeable storage media used by
can remove or modify this disguise very quickly. It
Guildsmembers for...security. But even the Church
can also be made to blur the outline of the user
uses them for archives and starship navigation.
making them harder to hit.
Rules: Runs for 200 hours on a mega fusion cell.
Rules: Gives +10 Disguise with a successful
Gen Lock Advanced Think Machine roll. It can also provide
This lock works by comparing the genetic code of camouflage, giving a +3 bonus to Stealth (+5 if
the user to a bank of files. It works by scanning stationary). It can also be used to blur the user's
the entire person's body with a laser and using outline, giving a -2 penalty to attacks against the
that information to create a record of the genetic user. Lasts 20 hours on a mini fusion cell.
code. Scanning the entire body prevents people

Power & Wealth 173


EMS Sensor Kit maximum of 2m a Round if resisting. The wet
A sensor kit that detects a very broad array of jacket can also cause the victim to suffocate, or be
electromagnetic emissions. It can come in a programmed with a desired level of transparency.
variety of configurations, such as a briefcase unit The wet jacket provides 20av1 protection to the
with sensor wands or a body-mounted kit with a victim unless ordered to open a hole.
visor display unit. It is useful in a range of
As it can move under its own power, the wet jacket
applications from scientific analysis to searching
can be programmed to Capture a character. It has
for hidden enemy troops.
8 Speed, a Unarmed Skill with Advanced Finesse
Rules: User can see normally in complete
and always attacks with a check of 18. It starts a
darkness. +2 to Awareness when looking for
grapple and executes the lock action at the first
people or vehicles due to heat signature. Halves
opportunity, enveloping its victim. In has an
opponents' Stealth bonuses and your attack
effective Reaction, Mass, and Physique of 10. It
penalties against camouflage or Invisibility. Can
can only move 2m a Round (costing it zero Speed).
detect the use of any communications equipment,
The wet jacket does not dodge and has a Passive
energy weapons, or shield activations within 6 km.
Defence of 15. The wet jacket has 20av1 armour
At Advanced weapon Finesse: +2 to targeting
and 50 Vitality; it shuts down when it runs out of
dodging or evading spacecraft. Operates for 20
Vitality. It regenerates if damaged (it can use
hours from a macro fusion cell.
Speed for recovery at a 1 for 1 rate). Requires an
Elite Security check to bypass. Operates for 100
Legendary hours on a macro fusion cell.

Psi Radio Bassileus's Nanobuilders


An extremely strange device presumably Invented by Adam Bassileus of House Czartoryski,
constructed during the Second Republic, it's exact these wondrous devices are one-use-only kits that
origins are unknown. The device seems to use can take materials from the environment and use
principles based on Psi and Theurgy in order to them to produce whatever the kit is programmed
facilitate faster than light communication. to produce. Bassileus's company was destroyed in
Rules: FTL communication at ranges up to 5 AU. the fall and there are no longer any factories that
This device can only be blocked or spied on with produce these kits. There are still some left, but
appropriate Occult Powers. 20 hours continuous they get rarer and rarer as they are used up.
use from a mini fusion cell. Rules: Can be programmed to build or destroy
almost anything up to 20x20x20 meters in size,
Advisor provided the right materials are on hand. Living
A crude artificial intelligence linked to a database. targets in the area of effect suffer 10 Damage a
An Advisor is capable of answering questions on a Round to a random Hit Location, ignoring armour.
range of topics, and can also extrapolate and form The nanobots cannot be programmed to pursue
opinions. These were largely produced during the creatures leaving the area of effect.
Second Republic; surviving models tend to be
eccentric at best and downright infuriating at Holoflage
worst. Even devotees of tech tend to hate them as A backpack or suit that projects an image of the
much as the Inquisition do. This has driven the surrounding environment in visual frequencies
price down considerably. and the more common sensor frequencies (IR, UV,
Rules: Typically works for 200 hours on a macro etc). This has the effect of making the wearer
fusion cell. functionally invisible. The Imperial Eye tries to
keep possession of all known units.
Wet Jacket Rules: Holographic cloaking device. Grants the
Designed during the Second Republic to restrain Invisibility Tag (repeated below for convenience).
aliens that resisted removal to reservations. These Invisibility means they pass all Stealth checks
silvery sheets of hard metal are almost unless Stressed or actively looked for. Gives +10
indestructible, so there are still plenty around. to Stealth checks when stationary and +5 when
When activated by the control unit, the nanotech moving. The Character can be tracked once
device expands and engulfs the target to safely spotted by a slight distortion at the edge of the
bind them. field. Once the Character has been spotted, this
Rules: A restrained Character is completely Tag still gives attackers a -5 penalty to attacks,
incapable of any movement the operator has not except those with an area of effect (such as
allowed. If movement is allowed, the wet jacket Autofire sprays and Explosive Blasts). Opponents
can allow complete freedom of movement within cannot make active defences against the Invisible
its confines, as if covered with a blanket. The Character's attacks other than Dive for Cover.
operator can force the bound Character to move Also functions as a Hologuise (above). Lasts 20
using the wet jacket, however victims only move a hours on a mini fusion cell.

174 Power & Wealth


Animals
In the technologically diverse Known Worlds, the image of a knight in shining armour riding a noble
steed is not relegated to folktales. In many “spiritually enlightened” (that is to say, technologically
backwards) places, animal power remains the principal method of transportation. Besides this, many
Noble Houses diversify their militaries with a number of exotic mounts, such as Ramakrishna war
elephants or Trusnikron Urroc flying cavalry.

Fighting Fido
Mounts
These rules are intended for
A Character can Ride an animal at least one Size larger than using animals as mounts, or as
themselves as a mount. A mount has a number of special rules that companions using the Beast
treat rider and mount more as one unit in order to simplify combat. Lore Skill. More detailed rules
A mount has no Initiative and does not spend Speed. Instead, for animals will be published
the mount grants a number of abilities to the rider and the rider separately. Meanwhile, if the
must spend Speed to take advantage of them. story calls for fighting one of
the animals here without a
Movement Rate rider, you can assume they have
The chief advantage of a mount is that riding one is usually faster attack and defence rolls of
than walking. Moving on a mount costs the same for similar actions about d10+15, and [Willpower]
on foot (jog, sprint, etc.), but movement rate is calculated with the +[Mental]+[Stoicism] of 10.
mount's [Physique] and the Character's Ride [Finesse] instead of
Athletics. Most mounts also have a Movement Rate multiplier, which multiplies the final movement rate
calculation by that amount. For example, a rider with Advanced Ride Finesse and a mount with Physique
10 and a x2 movement multiplier can adjust up to 4m for 1 Speed, jog up to 14m for 2 Speed, or sprint
42m for 4 Speed. Some mounts allow other movement modes, such as flight.

Flying
While flying, a rider commits 2 Speed that cannot be used for any purpose other than movement. Most
forms of flight are very fast but also have a minimum movement rate they must achieve or else they fall
out of the sky. Some mounts can hover instead. The minimum movement per Round or whether the
mount can hover is denoted in the Mounts table.

Attacks
Mounts also come with a number of attacks that the rider can employ using their Ride Skill at the Speed
cost listed in the Animal Attacks table. The attacks do the Base Damage listed, plus the animal's HtH. If
the mount has access to any Battle Arts or special attacks, they use the mount's physical Statistics
(Mass, Physique, and HtH) and the rider's other Statistics.

Defence
Mounts can be attacked directly, and have a single Hit Location with [Physique] Lethal Wounds. This Hit
Location is treated as if it were the riders: attacks strike the rider's Torso by default as normal, but the
mount can be targeted for 2 Successes. With the optional Hit Location rule, randomise all hits between
the rider and mount (1-5 hits rider, 6-10 hits mount). Attacks on the mount can be dodged with the Ride
Skill, as if it were Athletics, and the rider can parry attacks on the mount as if they were against the
rider, subject to all the usual rules. Some mounts also naturally posses some armour, which is listed in
the table. Mounts, like Characters, can use energy shields despite any differences in Size or physiology.
Any effect which knocks a rider prone also dismounts the rider.

Piggyback
A Character may ride another Character, but any rider(s) must pay the same Speed cost as the 'mount'
during movement, although this may still be faster. Everyone is targeted normally, and riders may not
use their defence Skills against attacks on the 'mount' unless they would be able to do so unmounted.
Battle Arts and abilities intended for use while mounted may only be used at the GM's discretion.

Power & Wealth 175


War Training
War training for animals increases their scarcity level by 1 and doubles their price. Animals that are not
war-trained panic in combat, do not follow instructions, and may try to throw their riders unless their
master uses the Beast Lore Skill.

Tags
When attacking with the Ride Skill, these Tags have their effects determined by Ride [Finesse].
S – Stunning: You can use the Stun Finesse Effect with this sprint. The victim suffers an attack from
even if the weapon isn't blunt, and get bonuses at the mount's hooves that is treated as a Short Burst
high Finesse: Autofire attack, Rate of Fire 4.
Advanced: +2 Successes to using the Stun Finesse Gr – Grapple: For 3 Speed the mount Grapples an
Effect. opponent with its mouth and claws. The rider must
Expert: +3 Successes to using Stun. spend 3 Speed each turn to maintain the Grapple
Elite: +4 Successes to using Stun. and is considered to be outside of it for the
purposes of attacking and being attacked.
T – Tripping: You get bonuses at high Finesse:
P – Pounce: Must move a minimum of 2m. The
Advanced: +2 Successes towards the Trip Finesse
animal spends 4 Speed on movement in addition to
Effect.
the cost of the attack and then can initiate a
Expert: +3 Successes towards Trip.
Grapple for 0 Successes.
Elite: +4 Successes towards Trip.
Dive – Diving Attack: For a total of 8 Speed (4
HB – Hammer Blow: Can use the Hammer Blow
Speed and a 4 Speed flying sprint) the mount
Battle Art (for 2 Speed) with the specified attacks
makes a diving attack. This attack is Stunning and
even if the user doesn't have it. This uses their
performs a Hammer Blow, as the Tags, but at no
Ride Finesse, which means when making a Wind
extra Speed cost.
Up attack the target is at a –Ride [Finesse] penalty
to parry instead. Dodging is unaffected. Ram – Ramming Attack: For a total of 8 Speed (4
Speed and a 4 Speed sprint) the mount makes a
Go – Gore: For a total of 8 Speed (4 Speed and a 4
ramming attack. This attack does 8x([distance
Speed sprint) the mount makes a charging attack.
moved]/20) ap1 Damage, spread over 3 hits in the
It performs a free attack with its tusks or horn
same manner as an Explosive Blast weapon. This
using Hammer Blow (as the Tag) and a single use
attack also inflicts the 10 Successes versions of
of Wind Up, at no additional Speed cost.
both Knock Back and Stun for free.
Tr – Trample: For a total of 8 Speed (4 Speed + 4
* – Special Rules: The animal has unique special
Speed sprint) the mount makes a trampling attack.
rules. Consult their description for details.
The mount must move over the target of the attack

Descriptions

Common Horse
The most common beast of burden in the Known
Dog Worlds. This is a middling animal that can be used
It's a dog. Woof. for riding, farm work, haulage, or as a trusted
Donkey companion.
Also known as an ass, this equine animal is small Shire Horse
but sturdy. They have a reputation for A much larger horse. Also includes similar breeds
stubbornness, but this is actually due to the fact such as Clydesdales. Mostly used for farm work.
that they are smarter (or at least more They can be as tall as 16 hands at the shortest and
independent and cerebral) than horses – where a can go up to 21 hands. They have an enormous
horse will take your word for it that it's safe, you capacity for pulling weight. Legend has it that
have to convince a donkey. This independence may they are derived from mediaeval warhorses after
be due to the fact that they do not form herds in swords were forged into ploughshares.
their natural environment, instead having singular
ranges.

176 Power & Wealth


Mounts

ds

?
oun

ned
Leth ique/
al W
)

Trai
t (Fb
ity

our
lity
Phys
s
c
Scar

War
Mas

Arm
Vita

HtH

Size
Cos
Name Movement Rate
Dog C 30 4 10 15 - 3 No -1 x1
Donkey C 50 8 8 23 - 11 No 1 x2
Horse C 200 8 10 25 - 11 No 1 x2
Shire Horse C 200 14 10 34 - 14 No 1 x1
Chervin U 200 8 10 25 6av1 11 No 1 x2
Dal-Vuann U 500 8 10 25 - 11 No 1 x3
Doggoth U 100 8 8 15 - 5 Yes -1 x1
Gurdvulf U 100 7 11 17 - 6 Yes 0 x1
Hawk U 100 1 10 13 - -1 No -2 Fly: x4 (minimum move 16m)
Midan Vixen U 100 6 10 16 6av1 6 Yes 0 x1
Pherizas U 300 12 8 41 - 17 No 2 x1
Scrup Monkey U 100 2 10 14 - 0 No -2 x1
Warhorse U 500 10 10 28 - 12 Yes 1 x2
Whip-Tailed U 700 8 8 23 - 11 No 1 Fly: x4 (can hover); Walk x2
Dragonfly
Evik R 300 3 10 14 - 0 No -2 Fly: x4 (minimum move 16m)
Guernicabeast R 300 10 12 30 6av1 12 Yes 1 x1
Krinsi-Vuann R 1000 8 10 25 - 11 No 1 x4
Molad Bhenz R 1000 10 12 30 - 12 No 1 x2
Muo-Vuann R 1000 8 10 25 - 11 Yes 1 x3
Nakuuts R 1000 8 12 27 6av1 11 No 1 Fly: x4 (minimum move 16m);
Walk x2
New Unicorn R 300 6 10 16 - 6 No 0 x2
Ruakar R 300 1 10 13 4av2 -3 No -3 x1
Shazzle R 300 4 10 15 - 3 No -1 x1
Urroc R 1000 10 10 28 - 12 No 1 Fly: x4 (minimum move 16m);
Walk x2
Wesha-Vuann R 1000 8 10 25 - 11 Yes 1 x2
Elephant VR 2000 18 10 58 12av1 20 No 2 x2
Tagalath VR 2000 8 12 27 12av2 11 No 1 x2

Vuann
A flightless bird that resembles a crane, they are large enough to ride and have an indentation in the
back that is used to carry eggs in the wild. They are known for their pungent but not entirely
unpleasant smell, which is produced by stench glands. Wild examples subsist almost entirely on fish,
but in captivity can be fed on protein concentrates. Though native to Velisamil, they were transplanted
along with the Ur-Ukar to Kordeth and from there to Aylon and Criticorum. Over the years many
breeds and sub-species have come about.

Power & Wealth 177


Uncommon their biology is that their excrement is almost
always edible to humans and can even have a
Chervin somewhat pleasant taste. This was found to be
Native to Hira, this animal has an appearance greatly amusing by the Decados who imported
between a horse and a goat, notably possessing many to their worlds as pets and as a source
two forward-jutting horns. They are excellent delicacies.
mounts and pack animals for mountainous terrain.
Warhorse
Dal-Vaunn While historically a very large horse on the order
Sturdy draught animal, lacks stench glands. of the Shire Horse (see above), the Known Worlds
Special Rules: One scarcity level fewer (half favour a lighter breed that is nonetheless fast and
price) with connections to Ur-Obun. tough.
Doggoth Whip-Tailed Dragonfly
A doglike creature meant to resemble a lapdog but Native to Ungavorox, this is one of the few animals
which also doubles as a bodyguard animal. It uses to be domesticated from that world. It is a huge
it's surprising strength, weight, and unassuming 5m long Dragonfly with a 10m wingspan and is
appearance to ruin any would-be assassin's day. native to swampy environments. It feeds on small
Gurdvulf vermin. It cannot carry as much as other flying
Once thought extinct, the Gurdvulf was native to mounts, so it's main advantage is it's
Byzantium Secundus. It has been rediscovered in manoeuvrability – it can perform stunning aerial
Vuldrok space – on Wolf's Lament. It is more acrobatics, hover in place (with some difficulty),
typically found by the side of a Drenjar Viking and land on almost any terrain short of lava.
captain, though. The primary feature which Special Rules: The dragonfly will only attack
distinguishes it from the Holy Terran wolf is a pair using it's tail if war trained, and such attacks also
of large, upward-thrusting tusks, which it uses to deal ½ damage to the dragonfly.
puncture its prey.
Hawk Rare
A terran Hawk or other raptor, it is fondly
Evik
regarded by the Nobles who consider it a noble
Native to the planet of Grail, the Evik is a
animal and often go hawking for leisure.
consummate predator with incredibly sharp claws
Midan Vixen and eyes. The native Etyri consider it to be a
A large green or tan animal that can reach sizes of distant cousin and to them the Evik mythologically
7 feet in length. It looks like a cross between an represents swift and vigilant justice.
Urth wolf and a badger, and has powerful muscles
Guernicabeast
and digging claws. They are intelligent and
Created on Istakhr, but presently found mostly on
friendly companion animals. One issue for
Criticorum. This genetically modified lion is a
prospective owners, however, is the propensity for
fearsome predator. It possesses silver fur and a
females to go berserk while in heat – which
more vulpine appearance, is very intelligent, and
coincides with the full moon.
can fight ferociously when enraged. Regardless,
Pherizas some are kept by Nobles as pets, even though
Large, ill-tempered lizards native to Kish. Its several Nobles are eaten by these 'pets' every year
acidic spit can eat through thick armour. Riding when they take offence to some quasi-imagined
beasts sometimes have the spit glands removed. slight.
Special Rules: The spit attack is a single blob of
Krinsi-Vaunn
acid with a range of 10m. For 3 Successes the
Racing Breed, capable of short glides.
location hit can be soaked in acid dealing 5apX per
Special Rules:One scarcity level fewer (half price)
Round. For 8 Successes the target suffers the
with connections to Ur-Obun. At Expert Ride
Blind Condition and takes half the damage to it's
Finesse, all the mount's attacks gain the Hammer
head location. Expert Animal Handling: [Finesse]
Blow Tag.
times per day the Character can make the mount
spit in a bottle to produce a Vial of Pherizas Spit. Molad Bhenz
Bipedal herbivorous lizards from Khayyam in the
Scrup Monkey
Kurga Caliphate. They have large claws like a
A primate native to Bannockburn and thought to
bear's on their forelimbs and claws like a
be related to the Gannock. They have large eyes
velociraptor on their hind legs. They have acid
and catch birds and lizards out of the air to eat,
blood that renders them very docile, however the
but subside mainly on fruit. A notable quirk of
Caliphate has developed a drug which counteracts

178 Power & Wealth


this property, allowing them to be used as Urroc
ferocious war-mounts. A very large, flying riding bird mostly used by
Special Rules: One scarcity level fewer (half price) House Trusnikron.
with connections to Kurga. The Acid blood causes Special Rules:At Expert Ride Finesse, all the
5apX to any Mêlée attacker if they cause damage mount's attacks gain the Hammer Blow Tag.
with an edged or piercing weapon unless they
Wesha-Vaunn
spend 2 Successes. If injected with Ilhowdry
Bred for beauty, with extraordinary plumage.
(Common item) the beast frenzies gaining +2
Special Rules: One scarcity level fewer (half
Lethal Wounds (and equivalent Vitality) and +4
price) with connections to Ur-Ukar. At Expert Ride
mount damage for a scene, but the rider must
Finesse, all the mount's attacks gain the Hammer
succeed an Expert difficulty ride check to control
Blow Tag.
the mount when first injected or first mounted
after injection. The beast also loses its acid blood
property. At Expert Ride Finesse, all the mount's Very Rare
attacks gain the Hammer Blow Tag.
Elephant
Muo-Vaunn Descendants of Asian elephants taken to the stars,
War-crane. Used mainly by pagan Obun and these animals are mostly used for logging in
surface Ukar on Aylon and Criticorum. jungle and warmer swamps. They are also used as
Special Rules: One scarcity level fewer (half price) impressive mounts for Nobles and heavy-duty
with connections to Ur-Obun. At Expert Ride beasts of burden. In a pinch, they can be used as
Finesse, all the mount's attacks gain the Hammer devastating heavy cavalry. However, like donkeys
Blow Tag. they are too smart to go charging into all those
Nakuuts heavily armed fellows with the pikes without a lot
A large flying creature native to Grail but of encouragement and training.
naturalized elsewhere. It is tentatively classified Special Rules: One scarcity level fewer (half
as a bird but appears more like a cross between a price) with connections to House Ramakrishna.
bat and a beaked dinosaur. It has large leathery At Expert Ride Finesse, all the mount's attacks
wings, a powerful beak, and a hood of feathers gain the Hammer Blow Tag. At Elite, you are
around its face. It is used as a beast of burden. treated as having the Improved Wind Up Battle
Special Rules: Halves fall damage in addition to Art for Gore attacks.
any further reduction through other means. Tagalath
Expert: At Expert Ride Finesse, all the mount's A large lizard with a scythe-like tail, four clawed
attacks gain the Hammer Blow Tag. At Elite, you legs (which it uses in an upright posture, unlike a
are treated as having the Improved Wind Up true lizard), a pronounced overbite, a snubby
Battle Art for Dive attacks. snout, and a powerful ability to detect
New Unicorn electromagnetic sources. In its natural
Genetically engineered during the second environment it hunted in packs for EM emitting
republic, these rare animals have cloven hooves, a fauna. After such prey became extinct, they
fanciful beard, and a blunt horn about a foot long. switched to humans and their EM emitting
They are about pony-sized and were designed as technology. Tagalath are also domesticated and
expensive mounts for children. can be trained as trackers and mounts.
Special Rules: At Expert Ride Finesse, all the
Ruakar mount's attacks gain the Hammer Blow, Pounce
A brightly coloured red and-violet striped snake, and Grapple Tags. At Elite, you are treated as
the Ruakar is native to Kurga and is famous for it's having the Improved Wind Up Battle Art for tail
mind-altering venom. attacks.
Shazzle
A small rodent similar to a cross between a
raccoon and a mink. It is native to Aragon and was
exported across the Known Worlds during the
Second Republic as a pet.

Power & Wealth 179


Animal Attacks
Animal Attacks Damage Speed Cost Tags
Bite 6ap2e 4
Dog
Paw 0ap1b 3
Bite 0ap2e 3
Donkey
Hooves 10ap1b 5 S, HB, Tr
Bite 0ap2e 3
Horse
Hooves 10ap1b 5 S, HB, Tr
Bite 0ap2e 3
Shire Horse
Hooves 10ap1b 5 S, HB, Tr
Bite 0ap1e 3
Chervin Hooves 10ap1b 5 S, HB, Tr
Horn 8ap2p 5 Go, *
Bite 2ap2p 3
Dal-Vuann
Claw 8ap2e 5
Bite 6ap2e 4
Doggoth
Paw 0ap1b 3
Bite 6ap2e 4
Gurdvulf
Paw 2ap1b 3
Bite 2ap2p 3
Hawk
Claw 0ap2e 3
Bite 6ap2e 4
Midan Vixen
Claw 2ap2e 3
Bite 2ap2e 3
Pherizas Claw 0ap2b 3
Spit 16ap1 3 *
Bite 2ap2e 3 Gr
Scrup Monkey
Paw 0ap1b 3 Gr
Bite 0ap2e 3
Warhorse
Hooves 10ap1b 5 S, HB, Tr
Bite 4ap2e 3
Whip-Tailed Dragonfly Claws 0ap2e 3
Tail 8ap1b 5 S, T, HB, *
Bite 4ap2p 3
Evik
Claw 2ap2e 3
Bite 8ap2e 4 Po
Guernicabeast
Claw 2ap2e 3 Po
Bite 2ap2p 3 *
Krinsi-Vuann
Claw 8ap2e 5 *
Bite 0ap2e 3 *
Molad bhenz
Claw 6ap2e 4 *
Bite 2ap2p 3 *
Muo-Vuann
Claw 8ap2e 5 *

180 Power & Wealth


Animal Attacks (Cont.)
Animal Attacks Damage Speed Cost Tags
Bite 6ap2e 4
Nakuuts Claws 2ap2e 3
Dive 14ap1b 5
Ram * 4+4
Bite 0ap2e 3
New Unicorn Hooves 10ap1b 5 S, HB, Tr
Horn 8ap2p 5 Go
Ruakar Bite 4ap1 3
Bite 2ap2e 3
Shazzle
Paw 0ap1b 3
Urroc Bite 2ap2e 3 Gr, *
Claws 10ap2e 5 Gr, *
Bite 4ap2p 3 *
Wesha-Vuann
Claw 8ap2e 5 *
Bite 0ap2e 3 *
Trunk 4ap1b 3 T, Gr, *
Elephant
Hooves 10ap1b 5 Tr, *
Tusks 8ap2p 5 Go, *
Bite 4ap2e 3 *
Tagalath Claw 2ap2e 3 *
Tail 12ap2e 5 T, HB, *

Power & Wealth 181


Followers Followers
Followers are any (useful) NPC that follows the character. They
Name Scarcity
can range from paid specialists, to bodyguards, to mentors, to Tradesman / Serf Common
serfs. A Noble may have a Reeve in their entourage, for Guildsman / Warrior Uncommon
example, to handle any paperwork. Follower Rare
Followers cannot be purchased with Connections at character Companion Very Rare
creation, instead they are gained in the same manner as Extra
Items and at the same cost.
Mentor Legendary
You can create your followers freely, arranging Stats, Aptitudes and Skills as you like.
Tradesman/Serf Guildsman/Warrior
Has Primary Stats equal to the default for a tyroic Has Primary Stats equal to the default for a tyroic
Character of their species. Character of their species.
Aptitudes: 1 in Tech, 4, 3, 2 in the others. Aptitudes: 4, 3, 2, 1.
They have three Mental or Social Skills at They have three Skills at Advanced 2, two others
Advanced 2, two others at Basic 1, and have one at Basic 1, and have one language at Basic.
language at Basic Finesse.
Cannot buy Battle Arts or Occult Powers.
Cannot buy Battle Arts or Occult Powers.
Follower – A tyroic level Character.
Companion – A heroic level Character.
Mentor – A legendary level Character.
By default a follower is available most of the time, has their equipment supplied by the Character, and is
willing to undertake dangerous work relating to their job, but not to take excessive risks. You require
Advanced Leadership Finesse, to have a follower at this level of loyalty, otherwise you need to
downgrade. (Each of these categories (Loyalty, Availability, and Equipment) can be individually up- or
downgraded by changing the Scarcity level of the follower, according to the table). You cannot lower the
scarcity below common.
Scarcity Availability
Change
-1 The follower has major commitments which they cannot easily get out of.
E.g. they have a job they must work at or they are a soldier belonging to a
superior who can only be assigned to the Character for the duration of
important missions.
+0 The follower is available most of the time.
Scarcity Equipment
Change
+0 Follower's equipment is purchased by you from your Connections.
+1 The follower supplies their own equipment from their own Connections and
using Extra Items. Followers cannot themselves have followers.
Scarcity Loyalty
Change
-1 They are unwilling to face dangerous situations or make sacrifices for you.
+0 Willing to do dangerous work related to their job, but not to take large risks.
You need Advanced Leadership to have a follower at this level of loyalty.
+1 Willing to make sacrifices for you and your cause. Has motivation: loyal. You
need Expert Leadership to have a follower at this level of loyalty.
+2 Willing to die or suffer for you and your cause. Has motivation: loyal. You
need Elite Leadership to have a follower at this level of loyalty.

182 Power & Wealth


Aspects

Aspects 183
Some features of a character cannot be captured by a simple listing of what they can do. Characters also
have experiences and qualities that are not so easily captured, but which nevertheless shape them.
Some qualities – like being outstandingly handsome – are an additional feature in what makes the
Character a persuasive diplomat, beyond the story told by their Stats, Skills, and Aptitudes. In particular,
some unique weaknesses or backstory elements such as a childhood illness never fully recovered from or
an old enemy do not appear in a Character's Stats. Some of these qualities can be represented by
Aspects, which can be positive or negative and add a few extra rules for the Character.
In general, Aspects are normally only purchased using CCP's during Character creation as they
represent their history or fundamental traits which do not easily change, but they can be bought with XP
(for the same cost) at the GM's discretion. Negative Aspects instead award CCP's, and can also be
gained or lost during play (for example by personality changes, learning, supernatural experiences or
surgery). However, gaining negative Aspects does not grant you XP, while losing negative Aspects does
require the Character to spend experience points equal to its cost.
The cost of the Aspect (in CCP's or XP's, with negative Aspects marked with a negative number) is listed
both in the table below and in the description of the Aspect. Some Aspects have multiple levels with a
range of costs.
In general, a Character should have only a few Aspects, and many Characters will have none at all.

Aspects
Background Aspects CCP Value Background Aspects CCP Value
Psychological Branded -1 to -4
0
Compulsion Debt -1 to -3
Reputation 1 to 4 Old Injury -1 to -3
Knowledgable 2 Missing Limb -2
Partner 2 Allergy -2 to -6
Wealthy 5 to 10 Enemy -2 to -6
Illiterate -1 Physical Addiction -2 to -6

Combat Aspects CCP Value Social Aspects CCP Value


Quick 2 to 6 Attractive 2
Slow -1 to -3 Indomitable 2
Squeamish -2 Gullible -1
Fragile -3 to -6 Obvious -1
Clumsy -4 Prejudiced -1
Hesitant -4 Ugly -1
Oblivious -2

Supernatural Aspects CCP Value Alien Aspects CCP Value


Mundane/Cossack 0 Ur-Ukar
Good Luck 4 Baa'mon -2 to 2
Fetishistic -1 per power Ur-Obun
Stigma -1 to -8 Intersex 1
Bad Luck -2 to -4 Serene 1
Outsider -1
Primary Stat Aspects CCP Value Vorox
Impairment 0 Poison Claw 6
Small 0 Hironem
S'su Vision 4

184 Aspects
Background
Characters are already notable before the game starts. They may have enjoyed great privilege or great
privation, distinguished themselves in adversity, been fawned over by sycophants, been exposed to
dangers, and they likely have made enemies.
Psychological Compulsion (0) Branded (-1 to -4)
You are addicted to a particular action or have You are branded as a serf or slave of someone, or
some compulsion you cannot ignore. This includes as a criminal. Where appropriate, you may suffer
habit-forming addictions to substances (for the social penalties (typically -2) or, occasionally, a
physical aspects of addiction, see Physical bonus.
Addiction, below), compulsive behaviours arising
Serf Brand (-1): You are branded as a serf. Serfs
from conditions such as obsessive compulsive
may not serve in the Guilds, are bound to their
disorder and some personality disorders, and traits
masters and have very limited legal rights. Few
like extreme cowardice. You must act in accordance
Nobles brand serfs.
with your compulsion whenever an opportunity
prevents itself or lose 1 XP. However, if you act in Slave Brand (-2): You are branded as a slave. Slaves
accordance with your compulsion and suffer have no legal or property rights. If people cannot
unfortunate consequences as a result, you get 1 XP. find your 'owner' they may assume you have
escaped. Most slaves are branded.
Reputation (1, 2, or 4)
You are well known and either liked, respected, or Double these penalties if you have escaped your
feared. You gain +2 to two (players choice) of “legal” master. You may also take the Enemy
Conversation, Seduce, Intimidate, Oratory, or disadvantage for your former master, but only if
Leadership with people who are aware of your they are actively chasing you.
reputation.
Petty Criminal (-2): You are branded for some minor
Niche Interest (1): You are well known among a crime, such as theft.
small subset of society, for example, opera fans,
Major Criminal (-4): You are branded for a major
think machine programmers, trial lawyers, or
crime like rape, murder, or blasphemy.
soldiers on the Kurgan front.
Debt (-1 or -3)
Broad Appeal (2): You are well known among one
You owe someone something that must be repaid.
major set of society, for example, on a single planet
or by a single house, guild, or sect. 'Small' Debt (-1): You must repay a Very Rare item.
Universal Fame (4): Everyone knows who you are. Large Debt (-3): You must repay a Legendary item.
Knowledgable (2) Old Injury (-1 to -3)
You can increase one Knowledge Skill or Language You have an old injury that never really healed. This
Finesse by 1 level beyond what your Knowledge wound cannot be healed by conventional means,
Aptitude would normally allow. This Aspect may be though the GM may allow this to be brought off if
taken multiple times, but must add to a different specific circumstances are achieved. This injury is
Skill each time. probably the result of some particularly nasty
weapon or occult activity, and there should be a
Partner (2)
story associated with how you got it.
You have a single “follower“ who you consider to be
an equal partner. They are two ranks more loyal (-1): Reduce the number of Lethal Wounds of an
than usual. However, this follower also considers arm or leg by 1.
you to be their partner, and may ask favours from
(-2): Reduce the number of Lethal Wounds of the
you, need rescuing, or want their opinion taken into
head by 1.
account rather than simply taking orders.
(-3): Reduce the number of Lethal Wounds of the
Wealthy (5 or 10)
torso by 1.
You have more stuff. You gain a number of extra
items as if from an Expert level connection (5 Missing Limb (-2)
points) or Elite level connection (10 points), in You are missing an arm or leg. This location cannot
addition to the items granted by your highest be hit. If you wish to install a cyberarm or cyberleg
Connection Skill. to replace this limb, you must first buy off this
Aspect. A Peg Leg or Weapon/Tool Hand/Arm can
Illiterate (-1)
be installed without needing to buy off this Aspect.
You cannot read or write any of your languages.

Aspects 185
Allergy (-2 to -4) Vendetta (-4:) Your enemy will not rest until you are
You are allergic to a common substance. dead.
Basic Allergy: (-2) Allergic reaction lasts for Extremely Powerful Enemy (a further -2): Your
[duration of contact]+5 minutes. You get -2 to all enemy has the strong backing or control of a Royal
actions and are considered Stressed during the House, Guild or major Sect.
allergic reaction. You also cannot regain Vitality
Physical Addiction (-2 to -6)
and Wyrd during this time through resting,
You must use a particular substance daily or begin
Meditation, or Battle Arts.
to suffer from withdrawal. Some addictions also
Lethal Allergic Reaction (-4): Same as Basic Allergy, have mental health components – see Psychological
but every Round you are suffering from the allergic Compulsion, above.
reaction, you also lose a Lethal Wound to a random
Basic Addiction (-2): 24 hours after the last use of
location and the equivalent amount of Vitality. An
the substance, you enter withdrawal, suffering a –2
antidote is available as a common item (one dose
penalty to all actions, and are considered Stressed.
per item) that requires an Advanced difficulty Heal
You are also reduced to half of your Vitality total
check to administer. Use of the antidote only
during withdrawal and may not regain Wyrd
prevents Lethal Wound and Vitality loss; it does not
through resting, Meditation, or Battle Arts.
alleviate the Basic Allergy penalties.
Lethal Withdrawal: (-4). Same as Basic Addiction,
Enemy (-2 to -6)
but for every hour of withdrawal, you also lose a
A person with power dislikes you. The enemy must
Lethal Wound to the Torso and an amount of
be more powerful or better connected than you are
Vitality equivalent to the loss of a Lethal Wound.
to qualify for this Aspect.
Rare substance (further -2): Each dose is a common
Rival (-2): The enemy doesn't want to see you
or rarer item.
succeed at your goals, and will actively hinder you.

Combat
How a person fights, when they fight, and why they fight can say a lot about them. Is their hand stayed
by reluctance or squeamishness? Do they jump into the fray like a veteran or a hot head? Not all
Characters are born warriors, some shrink away when guns bark and swords clash, but they steel
themselves to do what they have to - or make their mark in other ways.
Quick (2 to 6) Fragile (-3 or -6)
You react quicker than others. +1 to Initiative You can't handle much rough and tumble. Reduce
checks for every 2 points spent, to a total of +3. your Vitality to 3/4 (round up) for -3 or to 1/2
(round up) for -6.
Slow (-1 to -3)
You react slower than others. -1 to Initiative checks Clumsy (-4)
per point. You are likely to drop items when Stressed.
Whenever you roll a Critical Failure, you drop any
Squeamish (-2)
items held in hand.
You don't like to see people get hurt, and so cannot
spend Successes on any Finesse Effect that causes Hesitant (-4)
additional Lethal Wounds, deliberately target a You are easily strained or frightened and take a
vital location, or make an attack that would inflict while to collect yourself. You start each encounter
Lethal Wounds on a helpless opponent. with only 1/2 Vitality.

Social
Even the best diplomat can have blind spots. Sometimes even the most backwards peasant can be
scrubbed up to become a great society beauty. A simple soul may have self-belief that allows them to do
what they must in spite of the manipulations and distractions of a whole court. When people deal with
other people there are always surprises.
Attractive (2) Indomitable (2)
You are pleasing to the eye. You gain +1 to all You aren't easily pushed around. You gain +4 to
Conversation, Seduction, and Perform checks. Stoicism checks when resisting social attacks.

186 Aspects
Gullible (-1) always considered Stressed when making them. If
You suffer a -4 penalty to all Intuit rolls and are your prejudice causes you to suffer significant
always considered Stressed when making them. consequences, you gain 1 XP.
Obvious (-1) Ugly (-1)
You cannot lie very well due to your naiveté, guilty Your looks repulse others. You have a -2 penalty to
nature, or poor acting skills. -2 to Connive checks. all Conversation and Seduction rolls and are always
Stressed when using these skills.
Prejudiced (-1)
You dislike certain types of people. You have a -2 Oblivious (-2)
penalty to all social rolls against this group and are You have very poor awareness of your
surroundings. You suffer a -2 to all Awareness and
Intuit checks.

Supernatural
Some people are touched for good or ill by the forces that shaped creation or try to tear it apart. A smell
of sulphur, a mark where they touched a saint's reliquary, uncommonly good luck. These subtle signs can
show someone is destined for greatness, or damnation.
Mundane/Cossack (0) Stigma (-1 to -8)
A quality possessed by Decados Grimsons. You are You have something of the wyrd about you –
genetically modified or born in a way that cuts you strange magelights, a holy halo, devil horns, or
off from the Occult. This makes you a bit less lucky something even stranger marks you as afflicted by
but rather resistant to Occult Powers. Halve your the Occult.
Wyrd, but gain +4 to Stoicism checks to resist
Holy Stigma (-1): Concealable or infrequent
Occult Powers. This includes checks to remove
Conditions inflicted by Occult Powers. Occult Stigma (-2): Concealable or infrequent
Good Luck (4) Infernal Stigma (-4): Concealable or infrequent
You are less likely to Critically Fail. You can spend 1
Double points if stigma cannot be concealed or is
Wyrd to re-roll any Critical Failure.
extremely blatant when it occurs.
Fetishistic (-1 per power)
Bad Luck (-2 or -4)
You cannot use your powers without a ritual object.
You are more likely to Critically Fail.
You must have a fetish in order to use some of your
Occult Powers. These powers can be brought for 1 Bad luck (-2): All die rolls of 1 and 2 are Critical
point less than the normal cost, but to use each one Failures.
you must have a fetish in hand (see Equipment
Terrible luck (-4): All die rolls of a 1 and 10 are
Section). This cannot be used to reduce the cost of
Critical Failures.
Mastery powers. Without the fetish in hand, you
cannot use the power at all. The fetish cannot have
any other function (e.g. be a weapon or tool).

Alien Aspects

Ur-Ukar
The Ur-Ukar have their own means of marking themselves to show affiliation to tribe and family, and the
deeds they should be known for. To those who can read them, these marks, or Baa'mon (ritual tattoo-
scars), can convey that this is someone to respect or fear. If well done they can also be works of art,
attractive to all who see them. On the other hand, poorly done markings, humiliating brands, or
unpopular affiliations can provoke ridicule or even hatred.
Baa'mon (-2 to 2)
You have performed some deeds that make you worthy or crimes that have cursed you with special
Baa'mon. Poorly Executed and Artistically Executed are exclusive; all other combinations are allowed.
Outcast (-1): You are marked as an outcast or with affiliations that result in scorn among Ur-Ukar.
Poorly Executed (-1): The Baa'mon are particularly poorly done. -1 to Conversation and Seduction vs.

Aspects 187
other species, double these penalties and give -2 to Intimidate vs. Ukari.
Worthy Accomplishments (1): You gain +2 to two (player's choice) of Conversation, Seduce, Intimidate,
Oratory, or Leadership with people who understand the meaning of your Baa'mon (typically those with
Lore: Ukari Culture Basic or higher).
Artistically Executed (1): The Baa'mon have particular artistic value that can be appreciated by Ur-Ukar
and other species alike. +1 to Conversation and Seduction.

Ur-Obun
Obun society has it's own quirks. They revere the intersex as blessed with a balanced knowledge of both
male and female. They value community above all and so anyone who has managed to become a true
outsider (perhaps being raised in another culture) is viewed with deep suspicion. Finally, their
moderation in manners and emphasis on calm and reason can be a sign of personal strength of character
and be soothing for other races.
Intersex (1)
+2 to Conversation, Oratory, and Connections checks with Ur-Obun.
Serene (1)
+2 to Stocism vs. social attacks. +2 Conversation in debate or when attempting to calm others.
Outsider (-1)
-2 to Conversation, Oratory, and Connections checks with Ur-Obun. Connections skills with the Ur-Obun
cost double the normal amount.

Vorox
Vorox naturally possess poison claws that secrete a stunning toxin. These claws are removed from
civilised Vorox as a coming-of-age ritual. Royal and Noble Vorox, however, keep one venomous claw as a
sign of their rank. 'Wild' Vorox never have these claws removed.
Poison Claw (6)
You either retain a single claw or the whole set (in which case many will see you as a savage at best and
a wild beast at worst). On an Unarmed attack that deals Vitality damage you may inflict the Slow
disadvantage on your opponent (doubles all Speed costs) provided they fail an Advanced difficulty
[Mass]+[Physical]+[Stoicism] check. Successes on the Unarmed attack may be spent 1 for 1 to increase
the difficulty of resisting the venom and the difficulty of recovering from the disadvantage.

Hironem
S'su Vision (4)
This power functions exactly like the Subtle Sight psychic power in the Sensing path, however it can
also sense the auras of areas. The power is activated using an Advanced difficulty [Calm]+[Mental]+
[Meditation] roll and costs 2 Wyrd to activate.

Primary Stats
If you are significantly outside the norms of your species, your Primary Stats may need to be adjusted.
Children, the impaired, or the severely malnourished can also change the world.
Impairment (0)
Reduce your species base value for Physique, Mass, Acuity, or Intelligence to 3 and gain the difference
between this and your normal species minimum in extra stat points. This may be taken for multiple Stats
at the Gamemaster's discretion.
Small (0)
You are very young, suffered from severe malnourishment when you were, or have some sort of
predisposition to being very small. Reduce your Mass by 2 and your Size by 1.

188 Aspects
Battle Arts

Battle Arts 189


Marlus frowned up at his foe.
“It's over old man! I have the high ground!” She boasted.
“It's not over yet Marle.” He grumbled, leaning to the right a little.
As usual, she over-committed and leapt for him, but at least she took a grip of her spear that allowed her to
reposition her strike if he rolled right.
Pity it was a feint.
With a grace that belied his age, he leapt to the left – pivoting into a strike she couldn't dodge mid-air.
With a gasp, she whipped her spear behind her into a parry, and he let his blade slide along the pole as she landed,
before rolling his shoulder for a strike to her feet.
Stumbling back out of the way, she tripped over his waiting foot.
His sword flashed, and she screamed... in frustration.
Marlus grinned down at his favourite niece, his sword-tip pressed down on the deactivation rune of her energy
shield.
Marle huffed, then returned his grin.
“Best two out of three?”

What are Battle Arts?


Some talents and abilities go beyond mere skill in an area. Battle Arts represent actions or bonuses that
you get from following particular specialised training. A Brother Battle's Mantok martial art teaches
manoeuvres such as Step to Side, Greet the Pilgrim to deal with armed opponents, and Spread Palm,
Speak the Truth, which uses their inner faith to guide their blows. These techniques are so much more
than simple skill in brawling. A hunter carefully watching snowflakes drifting to adjust their aim for wind
as part of the “Far Shot” Battle Art is far more specialised than just being good with guns.
In general, a Battle Art provide a bonus to your existing capabilities or allows you to undertake a
completely new action. They are bought individually with character creation points (CCPs) or experience
points (XP). As one might imagine, you need a certain level of training in a given Skill before you can use
a Battle Art. This is represented by a minimum Finesse level which must be achieved in at least one of
the allowed Skills before the Battle Art can be purchased. You may then use this Battle Art with any of
the Skills listed, provided you have the required Finesse in that Skill. For example, a duellist with Quick
Draw, Advanced Mêlée:Short, and Expert Mêlée:Medium may pull out their dagger and rapier as zero
Speed actions, but unless they also had Advanced Ranged:Medium, their shotgun would still require a 2
Speed action to draw. Skills without subskills specified (e.g. simply 'Ranged') indicate any variation of
the Skill may be used to qualify.
Master Crafted equipment or Battle Arts such as Familiar with Weapon can improve your effective
Finesse with a particular weapon. This can allow you to qualify for Battle Arts, but if so, they can only be
used with that particular weapon.
Many Battle Arts also improve with Finesse. For example, for 2 Speed, Trick Strike grants a point of Set
Up bonus for each point of Finesse you have. This means that the more skilled you are, not only do you
get access to more Battle Arts but each Battle Art may also be more effective.

190 Battle Arts


Free Battle Arts
There are a number of free Battle Arts that represent abilities that all sentient beings possess. Whether
it is taking a moment to Aim, making sure to Wind Up to put all your effort into a blow, deciding to Scare
someone to give them pause, Distract your foe to give yourself an opening, or Gibe at them in order to
shake their beliefs, everyone has ways of doing combat beyond simply hitting them. Even if it's only
hitting them harder!
Don't forget to add these Battle Arts to your character sheet, even if you don't buy any others!

Personality Battle Arts


The free personality Battle Arts are a special case; these Battle Arts are granted for high spiritual
Primary Stats and do not require Skill Finesse. They represent how Passionate, Calm, Faithful, and Ego-
driven characters behave differently in combat and in life. Passionate characters are gamblers and risk
takers, while Calm characters are reliable performers who know their strengths and weaknesses.
Faithful characters trust to luck or higher powers to get them out of tough situations, while Ego-driven
characters seem to get be able to get what they want if they can muster the force of will.

Personality Battle Arts


Battle Art Primary Stat Description
Inspiration Passion 6+ Spend 1 Wyrd to roll 1d12 instead of 1d10. This allows a
roll in place of using your Finesse, even if you are not
Stressed.
Passion 8+ Gain +1 if you roll the maximum on a d10 or d12 roll.
Passion 11+ Gain +2 if you roll the maximum on a d10 or d12 roll.
Steady Calm 6+ Spend 1 Wyrd before making a check to get a result of 4
Hand instead of rolling or using your Finesse.
Calm 8+ Spend 1 Wyrd to take 5 instead of rolling or using Finesse.
Calm 11+ Spend 1 Wyrd to take 6 instead of rolling or using Finesse.
Intervention Faith 6+ If an Occult, social, or normal attack succeeds you may
either re-roll your defence roll and take the highest of the
two, or force the attacker to re-roll and take the lowest of
the two. Each re-roll costs 1 Wyrd. You may do this once
per scene.
Faith 8+ You may do this twice per scene.
Faith 11+ You may do this three times per scene.
Will to Ego 6+ You may spend up to 1 point of Wyrd to add +1 to any Skill
Power check. This must be used before the results are
determined.
Ego 8+ You may spend up to 2 points of Wyrd to add up to +2.
Ego 11+ You may spend up to 3 points of Wyrd to add up to +3.

Battle Arts 191


Battle Art Quick Reference Tables
Battle Arts
General Weapon Cost Skill Finesse Type
Wield Oversized Weapon 2 Mêlée/Ranged Advanced General
Quick Draw 3 Mêlée/Ranged Advanced General
Familiar with Weapon(s) 3 Mêlée/Ranged Advanced General
Weapon Master 9 Mêlée/Ranged Legendary General
Weapon Expertise Cost Skill Finesse Type
Knife/Dagger Expert 3 Mêlée: Short Expert Expertise, Attack
Straight Sword Expert 3 Mêlée:Med/Long Expert Expertise, Defence
Curved Sword Expert 3 Mêlée:Med/Long Expert Expertise, Attack
Axe Expert 3 Mêlée:Med/Long Expert Expertise, Attack
Mace Expert 3 Mêlée:Med/Long Expert Expertise, Attack
Flail Expert 3 Mêlée:Med/Long Expert Expertise, Attack
Polearm Expert 3 Mêlée:Long Expert Expertise, Attack
Pistol Expert 3 Ranged:Small Expert Expertise, Attack
Two-Handed Weapon 3 Mêlée:Long Expert Expertise, Attack
Expert
Two Weapon Expert 3 Mêlée/Ranged Expert Expertise, Two Weapon
Twin Weapon Expert 3 Mêlée/Ranged Expert Two Weapon,
Attack, Set up
Mêlée Cost Skill Finesse Type
Trick Strike 3 Mêlée/Unarmed Advanced Attack, Set Up
Second Strike 3 Mêlée/Unarmed Advanced Attack
Duelling Strike 2 Mêlée/Unarmed Advanced Attack
Chain Attack 3 Mêlée:Long Advanced Attack
Sacrifice 3 Mêlée/Unarmed Advanced Attack/Defence, Set up
Wall of Resolve 2 Mêlée:Long Advanced Defence
Cloak Fighting 2 Mêlée: Advanced Defence
Short/Med
Flurry 4 Mêlée/Unarmed Expert Attack
Perfect Defence 9 Mêlée/Unarmed Elite Defence
Wind Up Cost Skill Finesse Type
Wind Up Free Mêlée/Unarmed - Attack, Wind Up
Improved Wind Up 3 Mêlée/Unarmed Advanced Attack, Wind Up
Hammer Blow 3 Mêlée:Med/Long Advanced Attack, Wind Up
Sunder 3 Mêlée:Med/Long Advanced Attack, Wind Up
Stagger 3 Mêlée:Med/Long Advanced Attack, Wind Up
Set Up Cost Skill Finesse Type
Opportunist 3 Awareness Expert Attack, Set Up
Diversion 3 Connive Advanced Set Up
Unbalance Attacker 3 Athletics/Mêlée/ Advanced Defence, Set Up
Unarmed

192 Battle Arts


Battle Arts (Cont.)
Mounted Cost Skill Finesse Type
Mounted Charge 2 Ride Advanced Attack
Ride-By Attack 2 Ride Advanced Attack, Movement
Physical Shield Cost Skill Finesse Type
Shield Wall 4/2 Mêlée Advanced Defence
Shield Bash Specialist 2 Mêlée Advanced Attack, Shield
Heal Cost Skill Finesse Type
Poison Specialist 2 Heal Advanced Attack
Surgical Strike 3 Heal Advanced Attack
Two-Weapon Fighting Cost Skill Finesse Type
Two-Weapon Defence 2 Mêlée Advanced Two Weapon, Defence
Off-Hand Attack 2 Unarmed/Mêlée/ Advanced Two Weapon, Attack
Ranged
Multi-Hand Attack 3 Unarmed/Mêlée/ Expert Two Weapon, Attack
Ranged
Rapid-Fire Pistols 3 Ranged: Small Advanced Two Weapon, Attack
Special Cost Skill Finesse Type
One-Arm Balance 1 Athletics Advanced Wound Penalty
Burley 4 Athletics Advanced Encumbrance
Step and Strike 3 Athletics Advanced Defence
Back Attack 3 Athletics Elite Attack, Set Up
Reed in the Wind 9 Athletics Legendary Defence
Blind Fighting 3 Awareness Expert Defence
Ranged Cost Skill Finesse Type
Aim Free Ranged - Aim
Far Shot 2 Ranged Advanced Range
Sharpshooter 2 Ranged Expert Aim
Quick Aim 6 Ranged Expert Aim
Double tap 4 Ranged Advanced Ranged
Heavy Weapon 3 Ranged: Advanced Heavy Weapons
Specialist Heavy/Fixed
Archery Cost Skill Finesse Type
Rapid Archery 2 Ranged: Advanced Archery
Med/Heavy
Hail of Arrows 4 Ranged: Advanced Archery
Med/Heavy
Read the Wind 1 Ranged: Expert Archery
Med/Heavy
Autofire Cost Skill Finesse Type
Spray Specialist 3 Ranged Advanced Autofire
Burst Specialist 3 Ranged Advanced Autofire
Accurate Burst 2 Ranged Expert Autofire
Deadly Burst 2 Ranged Expert Autofire

Battle Arts 193


Battle Arts (Cont.)
Social Cost Skill Finesse Type
Distract Free Connive - Attack, Social
/Seduction
Gibe Free Conversation - Attack, Social
Scare Free Intimidate - Attack, Social
Combat Instincts 3 Intuit Advanced Defence, Social
Terrifying Charge 3 Intimidate Advanced Attack, Social
Rout 3 Intimidate Advanced Attack, Social
Taunt 3 Intimidate Advanced Attack, Social
/Connive
/Conversation
Determination Cost Skill Finesse Type
Rage 3 Determination Advanced Attack, Passion
Adrenaline 3 Determination Advanced Attack, Passion
Frenzy 6 Determination Advanced Speed
Meditation Cost Skill Finesse Type
Mettle 3 Meditation Advanced Recovery, Calm
Tactician 3 Meditation Advanced Speed
Precision 2 Meditation Expert Attack, Calm
Unarmed Cost Skill Finesse Type
Nerve Strike 3 Unarmed Advanced Attack
Shaiden Cost Skill Finesse Type
Noble Decree 2 Unarmed Advanced Attack
Cannon Fist 2 Unarmed Advanced Attack
Golden Armour 2 Unarmed Expert Defence
Tortoise Wins the Race 6 Unarmed Elite Attack
Koto Cost Skill Finesse Type
Snake Surprises 2 Unarmed Advanced Attack
the Sleeper
Jolo Bird Squawks 4 Unarmed Advanced Defence
Monkey's Tail Plays 4 Unarmed Expert Attack/ Defence
While The Hands
Surrender
Monkey Steals the Peach 6 Unarmed Elite Attack
Mantok Cost Skill Finesse Type
Remain Still, Reach to 2 Unarmed Advanced Defence
Heaven
Step to Side, Greet the 2 Unarmed Advanced Defence
Pilgrim
Spread Palm, Speak the 4 Unarmed Expert Attack
Truth
Stretch Spine, Speak the 4 Unarmed Elite Attack/ Defence
Word

194 Battle Arts


Battle Arts (Cont.)
Iron Heel Cost Skill Finesse Type
Headbutt 2 Unarmed Advanced Attack
Ball and Chain 2 Unarmed Advanced Attack
Claw Grip 2 Unarmed Expert Attack, Grappling
Tackle 2 Unarmed Advanced Attack/Defence,
Grappling
Terrorise 6 Intimidate Expert Attack, Social
Jox Kai Von (Jox Boxing) Cost Skill Finesse Type
Ukar Greeting 2 Unarmed Advanced Attack
Cruel Strike 2 Unarmed Expert Attack
Kraxi Knife Fighting Cost Skill Finesse Type
Engage 2 Mêlée:Short Advanced Attack
Kraxi Nerve Slice 4 Mêlée:Short Advanced Attack
Death Flurry 9 Mêlée:Short Elite Attack
Graa Cost Skill Finesse Type
Pounce 3 Unarmed Advanced Attack
Roar 3 Athletics Advanced Attack, Social
Bharata zho Veda  Cost Skill Finesse Type
Pour the Water 1 Unarmed Advanced Attack
Pebble in the Stream 3 Meditation Advanced Defense
Open the Mind's Eye 2 Unarmed Expert Attack
Anzu Cost Skill Finesse Type
Barrier of Spirit 6 Unarmed Expert Defence
Recovery And Resistance Cost Skill Finesse Type
Ignore Pain 3 Stoicism Advanced Defence
Healer's Friend 3 Stoicism Advanced Skill Bonus to Healer
Revitalise 2 Stoicism Advanced Recovery
Rapid Recovery 4 Stoicism Advanced Recovery
Extra Vitality 4 Stoicism Advanced Vitality
Strong Soul 2 Stoicism Advanced Lethal Wounds
Fighting Spirit 4 Stoicism Advanced Pass, Calm, Lethal
Wounds
Tough 6 Stoicism Advanced Lethal Wounds
Hard as Nails 6 Stoicism Expert Defence, Lethal Wounds

Battle Arts 195


Battle Art Descriptions

General Weapon Battle Arts


These Battle Arts can be applied to most or all weapons. They represent focused training in a particular
weapon rather than a broad class represented by a Skill.
Wield Oversized Weapon (2) Familiar with Weapon(s) (3)
Requirements: Mêlée/Ranged Ad Requirements: Mêlée/Ranged Ad
Your sheer size and strength allows you to easily You must choose a specific Mêlée or Ranged
wield heavier weaponry than normal. weapon (not just a type of weapon) to which this
Battle Art applies. When using this weapon, you
This Battle Art allows you to ignore certain
reload it at 1/2 the normal Speed cost, your
penalties for weapons with Encumbrance equal to
opponents have a -2 penalty to all attempts to
or less than your [Mass]. Weapons that would
disarm you of this weapon, and your Finesse level
normally be fired from a fixed mounting, fired
with this weapon counts as 1 point higher. This
from prone, or have a penalty that is specifically
Battle Art may be applied to a pair of weapons, but
removed by this Battle Art (for example the
it then only functions if the weapons are used as a
automatic shotgun's penalty to autofire) no longer
pair. This Battle Art also effects all Add-Ons (e.g.
suffer these penalties.
underslung grenade launchers). If the weapon is
If any weapon (not including bows) has an lost or destroyed, the points spent on this Battle
Encumbrance equal to or less than your [Mass]/2, Art are not regained.
it can now be used in one hand or loses any
Weapon Master (9)
penalties for one-handed use (for example the
Requirements: Mêlée/Ranged L
machine pistol's penalty to Autofire when used
You may spend 3 points of Wyrd and receive
one-handed). Tactical foregrips are not effective if
[Finesse] points of Speed that can only be used for
used in one hand and weapons other than
actions with a weapon you have Legendary Skill
Ranged:Small weapons cannot take advantage of
Finesse with. This action can be used reactively
Reflex Sights or Scopes when used one-handed.
when attacked. This Battle Art may only be used
Quick Draw (3) once per Round.
Requirements: Mêlée/Ranged Ad
You may draw a weapon for zero Speed.

Weapon Expertise Battle Arts


Extensive specialisation with more specific types of weapons than allowed by the broad Mêlée Skills
grants you extra bonuses while using your favoured weapons.
Knife/Dagger Expert (3) Axe Expert (3)
Requirements: Mêlée:Short Ex Requirements: Mêlée:Med/Long Ex
Reduces the Success cost of increasing ap for Opponents have a -1 penalty to block your axe
attacks with knives and daggers to 2. This does attacks with a shield. Gain +1 bonus Success
not work with Kraxi knives, Sword Breakers, or towards using the Trip Finesse effect.
Main Gauches.
Mace Expert (3)
Straight Sword Expert (3) Requirements: Mêlée:Med/Long Ex
Requirements: Mêlée:Med/Long Ex When using maces, you inflict a Lethal Wound for
Gain +1 to block with straight swords. every ([Mass]/2) -1 points of Vitality damage you
inflict instead of every [Mass]/2 points of Vitality.
Curved Sword Expert (3)
Requirements: Mêlée:Med/Long Ex Flail Expert (3)
Gain +1 bonus Success towards using the Slash Requirements: Mêlée:Med/Long Ex
Finesse effect with curved swords. Opponents have a -1 penalty to block your attacks
with flails.

196 Battle Arts


Polearm Expert (3) Two Weapon Expert (3)
Requirements: Mêlée:Long Ex Requirements: Mêlée/Ranged Ex
Gain the Tripping Tag with quarterstaffs. Gain +1 The Character may use the highest Finesse and
to block with other polearms. Practice levels (before bonuses from weapon type
or Battle Arts) of the Skills for the weapons they
Pistol Expert (3)
are wielding for all Mêlée attacks with any held
Requirements: Ranged:Small Ex
weapons (i.e. ones with lower Skills). Only one
Increases the range of pistols by 50%.
Skill needs to have Expert Finesse for this Battle
Elite: Increases the range of pistols by 100%. Art to function. This does not apply to Unarmed
attacks.
Two-Handed Weapon Expert (3)
Requirements: Mêlée:Long Ex Twin Weapon Expert (3)
For up to the first [Finesse] Successes spent on Requirements: Mêlée/Ranged Ex
Damage, you inflict 2 points of Damage per The Character has trained to wield identical
Success spent instead of 1. This only works on weapons in both hands, meaning they can attack
Mêlée:Long weapons wielded in two hands. and defend equally with both weapons. They are
considered to have +1 Finesse when using the
Trick Strike Battle Art if wielding a pair of
identical weapons. These weapons need to use the
same Skill used to qualify for this Battle Art.

Mêlée Battle Arts


Beyond sticking the pointy end in the other guy, fencing starts to become an elaborate series of feints,
counter-feints, and defences. Master duellists know they cannot afford to leave themselves open to even
one blow, and so a duel becomes a chess-like series of manoeuvres as well as a test of raw speed and
precision to those with a trained eye.
Trick Strike (3) Duelling Strike (2)
Requirements: Mêlée/Unarmed Ad Requirements: Mêlée/Unarmed Ad
For +2 Speed cost on an attack, gain a +[Finesse] You may spend extra Speed to penetrate energy
Set Up bonus against your target. As this Battle shields. For every extra point of Speed spent on an
Art relies on distraction, the target must be aware attack, the activation threshold for energy shields
of you in order for you to use this Battle Art. is increased by [Finesse] points. The maximum
Remember that Set Up bonuses against a target increase in the threshold is your [Calm].
must be used on the first attack you make against
Chain Attack (3)
that target, so unless you have a Battle Art that
Requirements: Mêlée:Long Ad
allows Set Up bonuses to be transferred you must
If you spend 6 Successes after a successful mêlée
use this bonus immediately.
attack you may make another attack against a
Second Strike (3) different target within range. You may use this
Requirements: Mêlée/Unarmed Ad Battle Art on subsequent attacks, but cannot
You don't commit yourself to an attack until you return to the same target in a single attack chain.
have to.
Sacrifice (3)
You may spend +2 Speed on an attack; if the Requirements: Mêlée/Unarmed Ad
attack was not a Critical Failure but is successfully You may take a penalty to block or dodge a Mêlée
blocked or dodged you can ignore the negative attack of up to your weapon [Finesse], and then
consequences and do not give the defender any gain a Set Up bonus against that target of +2 per
Successes. You may then choose to take another point of penalty. You cannot use Speed, Wyrd,
attack against the same target for free. This Passion, or Focus Points to boost defences when
second attack resolves normally. You cannot using Sacrifice.
choose to take the second attack if the first attack
Wall of Resolve (2)
hits normally.
Requirements: Mêlée:Long Ad
At Elite Finesse you can make a third attack if You may spend +1 Speed while blocking with your
your second attack is not successful. This action Mêlée weapon to treat it as if it were a Standard
can be combined with other Battle Arts but any Shield with the Standard Shield tag. It gains a
Speed or Wyrd costs must be paid for each soak equal to (the weapon's Base Damage+
subsequent attack to gain any of the benefits. [H2H])/2 and an av equal to its base ap before
Add-ons, Occult Powers, Battle Arts, or modifiers.

Battle Arts 197


Cloak Fighting (2) damage per 2 Successes. If used with the Wind Up
Requirements: Mêlée:Short/Med Ad Battle Art, then apply the increased Damage only
You may use a cloak in your off hand as if it were a to the initial hit, not to any extra hits.
2av1 buckler with the Disarming Tag.
Perfect Defence (9)
Flurry (4) Requirements: Mêlée/Unarmed El
Requirements: Mêlée/Unarmed Ex You have perfected the art of self-defence and can
You may make a short burst Autofire attack with a use the Set Up and Counter Attack blocking
one-handed Mêlée weapon for +0 Speed. This Finesse effects for 1 and 3 Successes respectively.
attack has a Rate of Fire limited by your weapon The Unarmed Skill still cannot be used to block
Finesse and does (Base Damage+[HtH])/2 extra armed attacks without special Battle Arts. This
very powerful Battle Art is excellent for duels and
for fighting large numbers of weak enemies.

Wind Up
For those for less patience for finesse there is always the direct approach. When on a battlefield facing a
shield wall, going against an opponent armoured in Ceramsteel, or confronted with a cowardly noble
hiding behind an energy shield there are times when taking the time to prepare your blow and smash
through these obstacles with brute force are totally worth it. Believe it or not, there are those who can
take breaking things to an art form.
Wind Up (Free) get through your opponent's defences. If you use
Requirements: Mêlée/Unarmed the Wind Up Battle Art, your target suffers a
You may spend +2 Speed to add an extra [HtH] -[Finesse] penalty to block (but not to dodge).
points of damage to an attack, up to a maximum of
Sunder (3)
your [Passion]. This can be used with any mêlée
Requirements: Mêlée:Med/Long Ad
attack, including Unarmed and with Thrown
When using Wind Up, gain your [Finesse] in free
weapons. This Battle Art can be used multiple
Successes that can only be put towards the
times in an attack, but the total bonus Damage
Destroy Weapon or Destroy Armour Finesse
remains capped by [Passion].
Effects if you hit.
Improved Wind Up (3)
Stagger (3)
Requirements: Mêlée/Unarmed Ad
Requirements: Mêlée:Med/Long Ad
You have a maximum Wind Up damage bonus of
When using Wind Up, gain your [Finesse] in free
[Passion]+[Finesse].
Successes that can only be put towards the Knock
Hammer Blow Back or Trip Finesse Effects if you hit.
Requirements: Mêlée:Med/Long Ad (3)
You lack subtlety and prefer to use brute force to

Set Up
A duellist has the luxury of worrying only about the opponent in front of them. On the streets or in the
confusion of close-quarter fighting there is a risk that one attacker is merely creating an opening for
someone else. Set Up Battle Arts are for those who have mastered this sort of devious team fighting.
Opportunist (3) Unbalance Attacker (3)
Requirements: Awareness Ex Requirements: Athletics, Mêlée/Unarmed Ad
When you attack a target and have a Set Up bonus You may use any Set Up bonus you have against
against them, you gain an additional +1 to hit. an attacker as a bonus on defence instead of
attack. It is still used up.
Diversion (3)
Requirements: Connive Ad
When you first receive it, you may give any Set Up
bonus to any of your allies.

Set Up Bonuses?
For rules about Set Up bonuses, see the Special Attacks section of the Rules chapter.

198 Battle Arts


Mounted
Mounted Charge (2) Ride-By Attack (2)
Requirements: Ride Ad Requirements: Ride Ad
You may add your mount's [H2H] to your Damage For 6 Speed, you may make a Sprint (4 Speed
for a Mêlée attack made immediately following a move) and execute a single attack at any point
Sprint (4 Speed move). This Battle Art may not be during that movement.
used with Ride-By Attack.

Physical Shield
From the famous shield walls of the Vuldrok to disarmed soldiers making the most of anything and
everything they have at hand, the art of proper shield use is the mark of a veteran soldier.
Shield Wall (4/2) block in this way, and with Expert Finesse in
Requirements: Mêlée Ad Mêlée:Medium they can use Mêlée:Medium
You may block attacks against your allies using weapons. Elite Finesse with Mêlée:Short is
your shield at the normal Speed cost. This required to use Mêlée:Short weapons in this way.
requires that you can interpose your shield, which
This Battle Art only costs 2 CCPs for Vuldrok.
normally requires that you are within 2m of the
Character you wish to protect and at least as close Shield Bash Specialist (2)
to the attacker as the defender is. This may be Requirements: Mêlée Ad
used in addition to the defender's own defensive If you hit with a shield bash, you gain your
actions, however, only the best result counts. [Finesse] in free Successes that can only be put
towards the Knock Back Finesse effect. The shield
With Advanced Finesse in Mêlée:Long the
also gains the Stunning Tag if it doesn't already
Character can also use Mêlée:Long weapons to
have it.

Heal
It turns out that knowing how to heal also allows one to know how to hurt. Many assassins study the
healing arts, to help them both survive missions and complete them more successfully.
Poison Specialist (2) your Heal [Finesse] in free Successes (if you hit)
Requirements: Heal Ad that can only be spent on the following Finesse
As normal, you may spend Successes up to your Effects, based on weapon type:
Heal [Finesse] to increase the difficulty to resist
Blunt: Heavy Stun, Disable, Knock Out.
and recover from the poison, however, each
Edged: Slash, Blind, Bleeding Strike.
Success now increases the difficulties by 2.
Piercing: Impale, Blind or Bleeding Strike.
Surgical Strike (3) Ranged: Bleeding Strike.
Requirements: Heal Ad
Any weapons with the Stunning Tag can also have
Increase the cost of an attack by 2 Speed to gain
these Successes used towards that Tag's effects.

Two-Weapon Fighting
Fighting with two weapons means forgoing a shield, but certainly looks impressive. It can also be an
effective way to fight – tying up an opponent's weapon, then attacking furiously from all directions.
Two-Weapon Defence (2) Off-Hand Attack (2)
Requirements: Mêlée Ad Requirements: Mêlée/Unarmed/Ranged Ad
By spending +1 Speed on a Mêlée block while you Every time you make an attack with the weapon in
are holding 2 or more one-handed Mêlée weapons, your main hand, you may make a single separate
you treat one these weapons as if it had the attack with your off-hand weapon at -1 to the
Buckler tag. The weapon has a soak equal to (the normal Speed cost (minimum 1), provided you
weapon's Base Damage+[HtH])/2 and an av equal have the appropriate Finesse level. This second
to it's base ap before Add-ons, Occult Powers, attack does not have to be at the same target as
Battle Arts or modifiers. the first.

Battle Arts 199


Multi-Hand Attack (3) pistols as if they were a single weapon. Rate of
Requirements: Mêlée/Unarmed/Ranged Ex Fire is 4 (2 each) for a short burst and 12 (6 each)
Vorox or other characters with more than 2 hands for a long burst. Bullets are fired equally from
may make attacks with their additional weapons at both weapons. If one gun is lower on ammo, the
-1 Speed cost (minimum 1). This has all the RoF is capped at twice its number of remaining
benefits and drawbacks of Off-Hand Attack. bullets.
Rapid-Fire Pistols (3) If two different weapons are used, use the one that
Requirements: Ranged:Small Ad does more Damage to determine Base Damage
You may make Autofire attacks with a pair of and the one that does less Damage to determine
bonus Damage. Use the lower ap value of the two.

Special
People train to fight in all sorts of unusual situations. Ur-Ukar train to fight in complete darkness, those
who expect to fight alone and without mercy may practice what to do if one arm is injured. Others may
train to carry heavy equipment to where it can do the most damage on the battlefield.
One-Arm Balance (1) Reed in the Wind (9)
Requirements: Athletics Ad Requirements: Athletics L
You have grown used to being an amputee or have You may spend 6 Speed in response to an attack
trained to fight with one arm immobilised. This and may thereafter make zero Speed active
negates the -2 penalty to attack and block that dodges and Dive for Cover actions against that
comes from having only one arm in battle. attack and all subsequent attacks for the Round.
Burley (4) Blind Fighting (3)
Requirements: Athletics Ad Requirements: Awareness Ex
Your Encumbrance values are all increased by You are aware of sudden motion in your
[Mass]. surroundings. You may actively defend against
attacks from unseen opponents while Blind, but
Step and Strike (3)
not against a successful Connive roll or if you are
Requirements: Athletics Ad
reduced to only Fate Defence by being unaware of
You may use Set Up and Counter Attack when
an attacker. You may also attack without a penalty
using the dodge action for 2 and 6 Successes
for being Blind within your Awareness
respectively.
2x[Finesse]m.
Back Attack (3)
Requirements: Athletics El
When attacking, you may spend 2 Speed to move
behind your foe and get an Athletics [Finesse] Set
Up bonus.

Ranged
The first rule of using a ranged weapon is to hit your opponent and preferably to do it before they hit
you. These Battle Arts focus on increasing speed and accuracy.
Aim (Free) Far Shot (2)
Requirements: Ranged Requirements: Ranged Ad
Aiming with a ranged attack costs +3 Speed on Increases range increments by 10% per point of
the attack action and grants +2 to hit. This Battle [Finesse].
Art can be used multiple times to offset ranged
Sharpshooter (2)
penalties if the weapon is equipped with a scope.
Requirements: Ranged Ex
The maximum range penalty that can be offset is
You may Aim multiple times to gain a maximum
equal to your [Calm]. After offsetting [Calm] points
Aim bonus equal to your [Finesse] rating. When
of range penalty, you may then make another Aim
using scopes, this is the maximum bonus after
action to gain +2 to hit.
offsetting the range penalty.
Aim actions can be started one Turn and held to
Quick Aim (6)
another using a Readied Action or by partially
Requirements: Ranged Ex
completing the attack action. In both these cases
Reduces the Speed cost of Aim when using a
you lose your Aim if you perform any other action.

200 Battle Arts


scope. You gain +1 to hit per Speed point spent used with this Battle Art then costs must be paid
but are still limited by the maximum bonus of +2. for each attack separately in order to receive the
You can also use this Battle Art to spend 1 point of benefits. The target makes a single defence roll
Speed to gain a 1 point offset of the range penalty which is then used against both attacks. Successes
when using scopes up to the normal maximum of and Finesse Effects are determined separately.
your [Calm].
Heavy Weapon Specialist (3)
Double Tap (4) Requirements: Ranged:Heavy/Fixed Ad
Requirements: Ranged Ad If a weapon has a Base Damage of 20 or more then
You may spend +2 Speed on a single attack to you can add Base Damage/10 points instead of 1
makes two attack rolls against a single opponent. point of Damage to an attack for 1 Success.
If any bonuses, extra actions, or Battle Arts are

Archery
On many planets archery is more than a sport for decadent nobles, it is an important way of feeding
one's family and warding off bandits. It also has a more sinister side among those who would like to put
a poisoned arrow under a noble's energy shield, and then through their finery.
Rapid Archery (2) Speed. This attack has a Rate of Fire equal to your
Requirements: Ranged:Med/Heavy Ad weapon [Finesse] and does (Base Damage+
You reduce the Speed cost to fire a sling, atlatl, or [HtH])/2 extra Damage per 2 Successes.
bow (but not crossbow) by 2.
Read the Wind (1)
Elite: For +2 Speed (over the reduced cost), you Requirements: Ranged:Med/Heavy Ex
can fire an extra time (this may be at a different You may use bows (but not crossbows), slings,
target). You may only do this once per attack. atlatl, and Thrown weapons with the same
precision as if using a scope. This allows you to
Hail of Arrows (4)
offset the range penalty up to your [Calm] using
Requirements: Ranged:Med/Heavy Ad
the Aim Battle Art. You can then add the normal
You may make a long burst Autofire attack with a
aiming bonus to the shot.
sling, atlatl, or bow (but not crossbow) for +2

Autofire
Autofire is as expensive as it is devastating; the province of well-paid specialists with excellent logistics.
As such, the art of how to use this hail of shots most effectively is important if one expects the Nobles or
a Guild to keep you in ammunition.
Spray Specialist (3) weapons that are intrinsically Autofire, not attacks
Requirements: Ranged Ad which are only Autofire as the result of other
You can make Autofire spray attacks which can Battle Arts or Occult Abilities.
inflict more than one hit per target. For every 4
Accurate Burst (2)
points by which the attack roll beats the
Requirements: Ranged Ex
defender's roll you may inflict an extra hit, doing
You may choose hit location Finesse Effects when
Base Damage/2 points of Damage as if you had hit
making short burst Autofire attacks, and may
with a long Autofire burst. This does not allow you
choose upper or lower body for long Autofire
to score more hits with a spray than the weapon's
bursts. This cannot be applied to Autofire sprays.
Rate of Fire.
Deadly Burst (2)
Burst Specialist (3)
Requirements: Ranged Ex
Requirements: Ranged Ad
You may choose to increase the ap of short burst
You may choose to double the Rate of Fire of a
Autofire attacks for 3 Successes. If you have Elite
weapon's short burst or halve the Rate Of Fire of a
Finesse you may use this Battle Art with long
weapon's long burst. This choice must be made
Autofire bursts. This cannot be applied to Autofire
before attacking. This Battle Art only applies to
sprays.

Battle Arts 201


Social
If a combat is unfolding slowly enough for communication between combatants, social attacks can be
used to intimidate or confuse opponents. They can even be used to undermine their motivations. These
are a key part of ballroom duels between evenly matched opponents, but can also play a role in fast and
fluid situations in seedy bars. The most primal of these social attacks is Intimidation, a Skill that works
on people and animals alike. More sophisticated arguments about how your opponent is throwing their
life away and should really join your cause requires a common language and a fair amount of time to use
successfully. In-between are games of distraction and confusion.
Distract (Free) must be able to get the attention of the target(s).
Requirements: None (Connive/Seduction) This Battle Art has a 10m range increment (-1 to
You may make a 4 Speed Connive or Seduction the roll per increment past the first).
social attack affecting a single target. You must be
Scare can be opposed by [Willpower]+[Social]+
able to get the attention of the target(s). For 6
[Stoicism] as a 0 Speed action or can be countered
Speed you can affect everyone who can perceive
with a Scare attack of the target’s own for 4
you in an area with a radius of 2x[Finesse]m. This
Speed. If the counter-attack is successful, it blocks
attack has a 10m range increment (-1 to the roll
the attack and the original attacker must resist or
per increment past the first).
be affected by the counter attacker with the
This action is opposed by [Intuit]+[Social]+ Successes from the opposed roll.
[Perception]. If using Seduction the target must be
Characters who have resisted a Scare attempt
able to comprehend the attacker's actions.
from a Character in the past gain +5 to resist
Base effect: The target is distracted; you gain a using Stoicism but not to counter using Scare.
Connive [Finesse] Set Up bonus. For every +4
Base effect: The target is scared and loses
Successes, the Set Up bonus increases by 1.
Intimidate [Finesse]/2 from their Initiative (round
Gibe (Free) up, minimum 1) and Intimidate [Finesse]/2 (round
Requirements: None (Conversation) down) from their Speed.
You may make a 4 Speed social attack using the
For +4 Successes, increase your effective Finesse
Conversation Skill to affect a single target. For 6
by 1, increasing Initiative and Speed loss.
Speed you can affect everyone who can perceive
you in an area with a radius of 2x[Finesse]m. You For +4 Successes, increase the penalty to Social
must be able to get the attention of the target(s). Aptitude, inflicted by the Rattled Condition, by 1.
This attack has a 10m range increment (-1 to the
Combat Instincts (3)
roll per increment past the first).
Requirements: Intuit Ad
While Intimidate and Connive attempts can rely on Decrease opponents' Set-Up bonuses when used
body language, the target(s) of Gibe must be able against you and your own Speed loss from social
to hear and understand the attacker. attacks by 1.
A Gibe attack is opposed by [Stoicism]+[Social]+ Expert: Decreases opponents' Set-Up bonuses and
[Willpower] or can be countered with a Gibe your Speed loss from social attacks by 2.
attack of the target’s own for 4 Speed. If the
Elite: Decrease opponents' Set-Up bonuses and
counter-attack is successful it blocks the attack
your Speed loss from social attacks by 3.
and the original attacker must resist or be affected
by the counter attacker with the Successes from Terrifying Charge (3)
the opposed roll. The target gains a +5 bonus to Requirements: Intimidate Ad
Stoicism if the attacker is making an argument Combines the effects of the 4 Speed move and 6
that conflicts with the defender's motivations. Speed area of effect of the Scare Battle Art into a
single, 6 Speed action. The area of effect must be
Base effect: Saps the target's self-confidence and
centred on you at the end of your movement.
faith in what they are doing, giving the Rattled
Condition to the target. Rout (3)
Requirements: Intimidate Ad
Scare (Free)
You can choose to force anyone who loses Speed
Requirements: None (Intimidate)
to a successful Scare social attack to spend at
You may make a 4 Speed social attack using the
least that much Speed moving directly away from
Intimidate Skill to affect a single target. For 6
you as far as possible (not counting adjusting).
Speed you can affect everyone who can perceive
Thus a Character who loses 3 Speed must make a
you in an area with a radius of 2x[Finesse]m. You
4 Speed jog.

202 Battle Arts


Taunt (3) suffer a -[Finesse] penalty to all attacks against
Requirements: Intimidate/Connive targets other than the user. For the purposes of
/Conversation Ad this action, 'attack' includes the use of hostile
Instead of inflicting the normal effects of a Occult Powers. Area of effect attacks are counted
successful Scare, Distract, or Gibe social attack, as attacking the user provided they are within the
the target gains the Taunted Condition. They blast radius. For +4 Successes you can increase
the penalty by 1.

Spiritual

Determination
Characters with the Determination Skill can already use their Motivations and Wyrd to improve their
chance of succeeding at Skill rolls. These Battle Arts allow you to go even further, improving Mêlée
Damage, providing additional Vitality, and allowing you to burn Vitality for Speed.
Rage (3) Unarmed attack, the attacker gains 1 point of
Requirements: Determination Ad Vitality for each Resolve Point and/or Wyrd point
If you use the Inspiration Battle Art and/or spend spent.
Resolve Points to enhance a Mêlée or Unarmed
Frenzy (6)
attack, then add 1 point to Damage for each
Requirements: Determination Ad
Resolve Point and/or Wyrd point spent.
Up to ([Finesse]–1) times per Round you can
Adrenaline (3) spend 3 points of Vitality instead of spending a
Requirements: Determination Ad point of Speed when taking an action. You may not
Whenever you use the Inspiration Battle Art or use this Battle Art if the result would be zero or
spend Resolve Points to enhance a Mêlée or negative Vitality.

Meditation
Characters with the Meditation Skill can already focus to improve their chances in combat if they have
the time to concentrate. These Battle Arts allow you to take this a step further, allowing you to recover
faster, improve your accuracy when shooting, or use your perfect calm to choose the right moment by
moving Speed from Round to Round.
Mettle (3) Expert: You may spend 1 Speed to gain 1 Speed in
Requirements: Meditation Ad the next Round
You may use your Focus Points to aid recovery as if
Elite: You may spend up to 2 Speed to gain that
they were either Speed or Wyrd.
many Speed in the next Round
Tactician (3)
Precision (2)
Requirements: Meditation Ad
Requirements: Meditation Ex
You may spend 2 Speed in the recovery phase of
If you use Focus Points to enhance an attack that
one Round to gain 1 Speed in the next Round.
hits, you gain a number of free Successes equal to
the number of Focus Points expended. These may
only be used to choose hit locations

Social Attacks
Social Attacks use a Character's social Skills to unbalance their opponents in combat. There
are three free Social Attacks in this chapter: Scare, Distract, Gybe which can all be used by
any Character without any requirements. They are more effective. however, if Characters
have trained in using them and have the Skills and Battle Arts to match.

Battle Arts 203


Unarmed
Not all conflicts are announced and though most prudent characters carry a knife, the art of how to
defend yourself using nothing but your own body is still important. Among Nobles it also offers exercise
and friendly sporting opportunities. Among thugs it can be a way to impress rivals or underlings.
Nerve Strike (3)
Requirements: Unarmed Ad
You can inflict the Blind, Pain or Paralysed Conditions for 6 Successes, provided you do at least 1 point
of Vitality Damage with an Unarmed attack. You only need 5 Successes at Expert Finesse, and 4 at Elite
Finesse.

Martial Art Styles


Characters who meet the prerequisites can purchase special Battle Arts unique to a martial arts style.
Styles do not necessarily require that the Character is unarmed or using an Unarmed attack to take
advantage of them. Check the individual Battle Arts for details.

Shaiden
This is an honourable style commonly used in competitions, or occasionally to settle duels. In armed
combat Shaiden practitioners often either have to disarm their opponent or turn the fight into a grapple;
otherwise they may be at a distinct disadvantage compared to practitioners of other more martial styles.
Special Requirements: Shaiden Battle Arts must be learned in the order: Noble Decree, Cannon
Fist, Golden Armour, then Tortoise Wins the Race.
Noble Decree (2) Golden Armour (2)
Requirements: Unarmed Ad Requirements: Unarmed Ex
Success costs for choosing target locations are You gain a +[Finesse] bonus to blocking Unarmed
halved with Unarmed attacks. attacks with your own Unarmed skill. This applies
during grapples.
Cannon Fist (2)
Requirements: Unarmed Ad Tortoise Wins the Race (6)
You gain +[Finesse] to HtH for the purposes of Requirements: Unarmed El
Unarmed attacks. You nominate a single opponent. For every 4
Speed that opponent spends within your
perception, you get 1 free Success every time
thereafter you make a successful Unarmed attack
against them. Changing designated opponents or
ending a scene resets this effect to zero.

Koto
A tricky, anything-goes style. Favoured by those who prefer grace over brute force, but above all,
winning over losing. It is not necessary to be unarmed to use the defensive aspects of this style.
Special Requirements: All Koto Battle Arts require the Connive Skill at Advanced Finesse.
Snake Surprises the Sleeper (2) Monkey's Tail Plays While the Hands
Requirements: Unarmed Ad Surrender (4)
By spending +1 Speed you can add your Unarmed Requirements: Unarmed Ex
[Finesse] to a Distract social attack made by you Your Unarmed attacks gain the Tripping Tag.
against characters within Mêlée range.
Monkey Steals the Peach (6)
Jolo Bird Squawks (4) Requirements: Unarmed El
Requirements: Unarmed Ad You can make an Unarmed attack for 6 Speed.
Any Mêlée or Unarmed attack against you costs 1 Opposing characters or observers must equal or
Speed more than normal to execute. beat your Unarmed attack roll with an Awareness
roll to actively defend against the attack or even
determine its source.

204 Battle Arts


Mantok
The style of the Brother Battle warrior monks.
Special Requirements: To learn Mantok, you must know the Sacrifice Battle Art, the Ignore Pain Battle
Art, and have Oblate rank or higher in the Brother Battle.
Remain Still, Reach to Heaven (2) Spread Palm, Speak the Truth (4)
Requirements: Unarmed Ad Requirements: Unarmed Ex
Increases the number of Successes required by Your Unarmed attacks automatically hit (except on
your opponent to use the Knock Back, Trip, or a natural 1), doing at least Base Damage. The
Throw Opponent Finesse Effects against you by number of Successes they score on offensive
your Unarmed [Finesse]. actions is determined normally (minimum zero).
Step to Side, Greet the Pilgrim (2) Stretch Spine, Speak the Word (4)
Requirements: Unarmed Ad Requirements: Unarmed El
You may block armed attacks with the Unarmed Your Unarmed attacks gain the effects of the Holy
Skill. and Attuned mêlée Add-ons.

Iron Heel
A brutal style favoured by the Muster for subduing opponents quickly.
Special Requirements: To learn Iron Heel Battle Arts, you must have the Unarmed and Intimidate Skills
at Advanced Finesse and Mass 8 or above.
Headbutt (2) Claw Grip (2)
Requirements: Unarmed Ad Requirements: Unarmed Ex
For 6 Successes on an Unarmed attack, you can Your [Mass] is doubled for the purposes of
headbutt your opponent. The attack automatically executing the Strangle Hold Finesse Effect on a
hits your opponent's Head location and inflicts the Grappled opponent.
Stun Finesse Effect on them. However you also
Tackle (2)
take half your HtH (round up) ap1 Damage to your
Requirements: Unarmed Ad
own Head location.
During a successful Block, Dodge, or Unarmed
Ball and Chain (2) attack, you gain +1 free Success that can only be
Requirements: Unarmed Ad spent on initiating a Grapple.
If you hit with an Unarmed attack or succeed
Expert Finesse: Gain +2 free Successes.
while Grappling you gain [Finesse] free Successes
that can only be spent on the Knock Back and Stun Elite Finesse: Gain +3 free Successes.
Finesse Effects (for an Unarmed attack) or Throw
Terrorise (6)
Opponent (when Grappling).
Requirements: Intimidate Ex
Following any successful Mêlée attack you gain a
free use of the Scare Battle Art against your
target.

Jox Kai Von


A vicious style developed by the Ur-Ukar to put down an opponent quickly in tunnel fighting situations.
Special Requirements: To learn Jox Kai Von you require the Nerve Strike Battle Art and Faction Lore (Ur-
Ukar) at Basic Finesse
Ukar Greeting (2) Cruel Strike (2)
Requirements: Unarmed Ad Requirements: Unarmed Ex
You can add your Unarmed [Finesse] to your Provided an Unarmed attack causes Vitality
Initiative provided your first action of the Round is damage, it inflicts one extra Lethal Wound to the
an Unarmed attack. location struck.

Battle Arts 205


Kraxi Knife Fighting
Ur-Ukar knife fighting is adapted to their close subterranean quarters. As in the darkness it can be
almost impossible to tell friend from foe until you are touching their Baa'mon, this style is designed to
ensure victory as quickly as possible.
Special Requirements: To learn Kraxi you require the Quick Draw Battle Art, Mêlée:Short at Advanced
Finesse, and Faction Lore (Ur-Ukar) at Basic Finesse.
Engage (2) Death Flurry (9)
Requirements: Mêlée:Short Ad Requirements: Mêlée:Short El
You can attack with Mêlée:Short weapons in a As an 8 Speed action you may make a Mêlée:Short
grapple at the normal Speed cost, instead of attack. If this attack hits, you may immediately
double Speed cost. choose to make another at no Speed cost. If other
Battle Arts, Occult Powers, or other abilities are
Kraxi Nerve Slice (4)
used to enhance any of these attacks, any Speed
Requirements: Mêlée:Short Ad
or Wyrd costs must be spent separately for each
You can inflict the Blind, Pain or Paralysed
attack roll. This can be used multiple times in
Conditions for 6 Successes provided you do at
succession up to a maximum number of extra
least 1 point of Vitality damage with a Mêlée:Short
attacks equal to your [Physical] Aptitude.
attack. You only need 5 Successes at Expert
Finesse, and 4 at Elite Finesse.

Graa
The Vorox have various fighting styles that rely on their unique anatomy.
Special Requirements: To learn Graa, you must either be a Vorox, or have enough cybernetics to emulate
Vorox physiology (GM's Discretion). You must also have have Faction Lore:Vorox at Basic Finesse.
Pounce (3) Roar (3)
Requirements: Unarmed Ad Requirements: Athletics Ad
When making an Unarmed attack, if you spend 4 You may add your Intimidate [Finesse] to all Scare
Speed on movement (in addition to the 3 Speed social attacks you make. You are also considered
cost of the attack) and move a minimum of 2m, to have one higher Intimidate Finesse when using
you get 4 free Successes if you hit. These can only the Terrifying Charge Battle Art.
be spent on starting a Grapple. You may only use
this Battle Art if the target creature is the same
Size or smaller than you.
Mounted Battle Arts
If moving on fours or sixes you may also use the Mounted Battle Arts as if you were mounted. However,
you use your Athletics Finesse instead of your Ride Skill and use your own Stats in place of a mount's.

Bharata zho Veda


An Eskatonic Martial Art. Designed more to gain enlightenment than to cause actual harm. Those
aspects of it that are applicable to combat involve interesting anatomical quirks and personal defence.
Special Requirements: To learn Bharata zho Veda, you require the Nerve Strike Battle Art and the
Meditation Skill at Advanced Finesse.
Pour the Water (1) Pebble in the Stream (3)
Requirements: Unarmed Ad Requirements: Meditation Ad
On any successful Unarmed attack inflicting at Whenever you successfully dodge or block an
least 1 Vitality Damage the target can be made to attack with your Unarmed Skill, you gain 1 Focus
urinate as a zero Success cost Finesse Effect. This Point (up to a maximum of your [Calm] as normal).
usually works a maximum of once per scene.
Open the Mind's Eye (2)
Requirements: Unarmed Ex
You can inflict the Confused or Crazed Conditions
when using the Nerve Strike Battle Art instead of
another Condition.

206 Battle Arts


Anzu
The martial art of the Hironem warrior caste contains many manoeuvres that are recognisable from
other martial schools, however one distinctive ability they have is an almost supernatural resilience in
the face of injuries. Disabling one of these practitioners is best accomplished with a single heavy blow
rather than attempting to wear them down with a thousand small cuts.
Special Requirements: You must be a Hironem of the Warrior cast, have the Trick Strike Battle Art, and
have the Unarmed and Meditation Skills at Advanced Finesse
Barrier of Spirit (6)
Requirements: Unarmed Ex
While this Battle Art is active you gain 1apX armour to all locations for each point of [Mental] Aptitude,
stacking with normal armour and energy shields. This Battle Art costs 1 Wyrd to activate and lasts
[Mental] minutes. It can be extended by paying extra Wyrd as if it was an Occult Power. Activating this
power costs zero Speed and requires no roll, but it must be done on your Turn.

Recovery and Resistance


The ability to handle pain and quickly collect yourself again after a blow in combat can be the difference
between life and death. Characters with these Battle Arts can keep going when others would falter, and
can pick themselves up off the floor and go another round when others would be out for the count.
Ignore Pain (3) Strong Soul (2)
Requirements: Stoicism Ad Requirements: Stoicism Ad
You are immune to the Pain Condition. You just won't die. You die at -7 to the Head and
Torso locations instead of -5. For the purposes of
Healer's Friend (3)
any Occult Powers or use of the Heal Skill, you are
Requirements: Stoicism Ad
considered to have a two fewer negative levels of
Your toughness makes you easier for others to
Lethal Wounds, for example -4 would be
heal. Whenever someone targets you with the
considered -2 for the purposes of healing. When at
Heal Skill or a healing Occult Power, you may
0 and -1 Lethal Wounds, you are are considered to
choose to grant the healer your Stoicism [Finesse]
be at 0.
as a bonus to the roll. If the medic is using the
Heal Skill to inflict harm you cannot give them this Fighting Spirit (4)
bonus. This bonus also applied to your attempts to Requirements: Stoicism Ad
treat your own injuries. Adversity makes you more determined. Whenever
you suffer Lethal Wound loss you gain Stoicism
Revitalise (2)
[Finesse] Resolve Points or 1 Focus Point. This
Requirements: Stoicism Ad
cannot exceed the normal maximum of your
You regain 1 point of Vitality per point of Stoicism
[Passion] or [Calm] respectively.
[Finesse] at the end of each Round.
Tough (6)
Rapid Recovery (4)
Requirements: Stoicism Ad
Requirements: Stoicism Ad
You are harder to put down. You gain +1 Lethal
Whenever you spend Speed or Wyrd to regain
Wound to the Torso.
Vitality or regain Vitality from the Revitalise Battle
Art, multiply the effect by your Stoicism [Finesse]. Hard as Nails (6)
Requirements: Stoicism Ex
Extra Vitality (4)
You may spend 2 Wyrd to negate the first Lethal
Requirements: Stoicism Ad
Wound inflicted by an attack. This does not
Increase your total Vitality by [Mass/2] for every
prevent any special effects from the attack and
point of Stoicism [Finesse] you have.
does not prevent Vitality loss. You do not have to
be conscious to use this Battle Art.

Battle Arts 207


Occult Powers

208 Occult
There are forces in the universe that surpass the understanding of those who count every grain of sand,
dissect every creature, and study every star. These forces can only be perceived through the higher
faculties of the mind, not by baser senses like sight and touch.
There are two paths to power using these faculties: recognition of the Pancreator's grace is known to
those who through prayer, devotion, and discipline walk the higher path of Theurgy, while others
selfishly turn inwards to their own alien urges and desires, manifesting Psi to manipulate others. A third
way exists by which rote repetition of rituals is claimed, including by some Eskatonics, to modify and
twist either the Pancreator's gift of Theurgy or the baser path of Psi. This hubristic practice, devoid of
understanding, risks use by rogue psychics. It is dangerous knowledge, better off destroyed.
As focusing the powers of the supernatural is a mental and emotional ordeal, the character of the
practitioner is critical. Those of steady disposition are rewarded with greater control, knowledge, and
insight, and the ability to bestow merciful healing. Those burning with fervour find themselves able to
strike down their foes, or to move others to extremes of hope and despair. The Faithful can bestow
protection and beseech the Pancreator and his Angels for help, guidance and succour. The selfish
poison the minds of others, twisting them to their own foul desires.
- An excerpt from An Introduction to the Powers Beyond: Just and Wicked,
by Archbishop Dayo Goodfreed, formerly of the Inquisition.
There are many strange and unusual powers that exist in the Fading Suns universe. From the chanting
priest to the coven of psychics to the strange meditations of the children of the Ur. In this section you
will find many, many powers, and the rules to use them. Beware, though! These abilities are not merely a
route to easy power: psychics are heavily suppressed and controlled, religions other than the Universal
Church are rooted out by the Inquisition, and even the theurges of the Church face many dangers – if
nothing else, they face the inherent dangers of using the Occult. There are a great many things in The
Dark Between the Stars, things attracted by the Occult, hungry things.

Occult Rules
'Rites' refer to Powers cast using the Theurgy skill, while 'Psi Powers' or 'Psychic Powers' refers to
Powers cast using the Psi skill. To avoid needless repetition, 'Power' refers to any ability in this chapter.

Purchasing Theurgic Rites & Psi Powers


Each individual Power has a Finesse Level. A Caster's Psi or Theurgy Skill (or Occult, for Attunement
Powers) must be this Finesse Level or higher before the Power can be bought. Powers also have a CCP
or XP cost based on their Finesse Level, detailed in the Character Creation chapter.

Psychic Powers & Paths


Psychic Powers are arranged into groups of related powers called Paths. Psychics learn the powers of a
path in order from the lowest level Power to the most powerful, so for Psychic Powers, the Character
must also possess at least one Power from the same Path at the Finesse Level below the one being
bought, unless it is the lowest level Power in the Path. The Paths found in this book are: Bedlam,
Cloaking, Domination, Visioning, Urge, Omen, Psyche, Sensing, Turning, Vis Craft, Dervish, Farhand, Vis
Calling, Sathra and Attunement. Other Paths may be published in other books, or devised by the GM.

Occult 209
Theurgic Rites & Sects
Every theurge belongs to a 'Sect', which normally refers to a branch of the Universal Church or another
religion in the Fading Suns Universe, but can also refer to being a hedge theurge or a practitioner of
Kurgan El-Diin. Sects guard their secrets jealously, so Theurgic Rites from Sects other than the
theurge's own cost 50% more character creation points or XP to learn. Each Sect usually has
their eponymous group of Powers and another set (Usually Church Rites or Folk Gjarti) as Sect Powers,
but exactly what Powers are freely taught in a Sect are listed with that Sect's eponymous Powers. A
consolidated table can also be found at the end of this chapter.

Casting Theurgic Rites & Psi Powers


Casting typically requires only a silent prayer or moment of concentration. If other components are
required they are listed in the Power's description. Casting is normally a 6 Speed action and requires a
Psi, Theurgy, or Occult roll. The Skill Check total is the Construction Cost of the effect. Different Powers
have different minimum Construction Costs before they function – these are listed in the Power table
and are based on the Power's level. If you fail to make the minimum Construction Cost, the Power fails to
function, expending Speed and Wyrd as normal but having no other effect.
Powers or Rites cost an amount of Wyrd to use based on their Finesse Level: Basic, 1 Wyrd, Advanced, 2
Wyrd, etc. Certain Finesse Effects may also add to the cost.
If additional Successes are accrued, they may be spent on Finesse Effects which improve the Power.
Some generic Finesse Effects are detailed below, and others are listed in the Power's description.
If you roll a Critical Failure, you lose the Wyrd cost of the Power as above and gain an Affliction Point.

Duration
Continuous Powers last for the scene (a single combat or encounter, maximum of 1 minute per point of
Mental) unless noted otherwise. You may end Continuous Powers at any time, releasing any Wyrd.
All Continuous Powers have this additional Finesse Effect (see Reading an Occult Power Table, below):
Extend Power from base duration to one step above it: i.e. from scene to 10
+1, +1
minutes per point of [Mental], 10 minutes to hours, hours to (terran) days,
Wyrd
days to months, months to (terran) years.
Wyrd spent on continuous Powers is committed until those Powers end and can't be regained until then.
Perpetual Powers last forever, but do not require Wyrd to be committed.

Range
Touch Powers may be made on adjacent Characters for zero extra Speed. If the target is unwilling, an
Unarmed attack may be required, but this special use requires no extra Speed and does no Damage. If
you fail to strike the target with this attack the Power fails to function as if you failed to meet the
minimum Construction Cost.
Self Powers are like touch Powers, but may only be cast on yourself.
Voice Powers affect all those who can hear them. This range can vary wildly due to environmental
effects, background noise, and the like. The GM must use their discretion over whether a given target
can hear the voice of the Caster clearly. These Powers cannot be amplified by non-Occult means such as
electronic transmission.
Ranged Powers have a range of 100 metres and normally require a direct line of sight.
All ranged Powers have this additional Finesse Effect (see Reading an Occult Power Table, below):
+1, +1 The range of the Power is multiplied by 10. Each purchase increases the
Wyrd range by another 10-fold, to 10,000m, 100,000m, etc.

210 Occult
Area
Some Powers affect an area: this is a circle with a radius denoted in the Power table.

Number of Targets
A Power affects only one target unless it has 'Multiple' or 'Area' noted in the range section.

Astrological Events
If a Power is cast at the exact moment of a local astrological event, the Caster reduces the Wyrd cost for
the Power by the amount listed. This is particularly useful for extended Powers.
Moon Rise: -1
Lunar transit or partial eclipse: -2
Total eclipse: -3

Attacking and Defending


Occult Powers are feared by the peasantry as they are strange and unknowable forces that could be
channelled by seemingly anyone. Wiser folk fear them all the more as some can be used to strike out
silently and invisibly in a ballroom, when the Caster is bound and gagged in a dungeon, or even after you
have thrown them out of an airlock! Most Powers require only a moment of concentration (Psi) or silent
prayer (Theurgy). Some do require extended periods of meditation or ritual preparation and this is noted
in their descriptions.
Despite these dangers, there are ways of defending against the Occult. The roll to successfully resist a
Power is normally against the Power's Construction Cost. These rolls are free and can be made even if
the defender is unaware of the attack. As normal for a defensive roll, Wyrd can be spent to add to the
roll. Speed can also be spent if the defender is in combat or aware the Occult Attack is taking place. The
defender cannot use the normal defensive Finesse Effects when defending against a Power.
Some Powers' effects are based on the difference between the defender's roll and the attacker's roll,
while others are all-or-nothing affairs where any Finesse Effects are simply based on the casting roll.
Other Powers can only be resisted with physical defences like dodging, Diving for Cover and, armour.
Occult Attack Powers directly affect the Character in such a way that occult energy flows into them.
They can be resisted by rolling [Willpower]+[Mental]+[Stoicism] as a free, zero Speed action. Calm or
Passion are used instead of Willpower to resist being enraged or calmed respectively. The resisting
Character can use any Wyrd or Speed they have to add to the roll on a one for one basis even if they are
unaware of the attack. If a defence roll is successful the Character notices the attempt to attack them
even if it would not otherwise have been obvious.
Consecrated weapons and some Occult Powers can give Occult Defence bonuses. These types of
defences work by blocking, dissipating, or re-directing occult energies away from the warded Character.
These bonuses are added to the defender's Stoicism roll or to their physical resistance roll.
Psi cloaks block Powers completely - if the cloak is effective there is no resistance or defence roll.

Tags
Occult Attack: Occult attacks are resisted using Stoicism and can be blocked by a Psi cloak. Bonuses to
Occult Defence apply against the attack provided energy from the Power directly intersects with the
target or items either on their person or held in hand. For example, a rock thrown with the Lifting Hand
Power is not an Occult Attack and does not grant Occult Defence bonuses, but directly lifting an enemy
with the Power would be.
Physical Occult Attack:These Occult attacks are avoided by physically Diving for Cover, dodging, or
blocking the attack as if it was a weapon. They may also be blocked by a Psi cloak. Bonuses to Occult
Defence add to defence rolls against the attack provided energy from the Power directly intersects with
the target or items on their person/held in hand.

Occult 211
Occult Defence: These Powers give a bonus to resisting Occult Attacks, including Physical Occult
Attacks, provided they directly intersect with the target or items either on their person or held in hand .
Indirect Attack: These Powers give a boost to a Character's attack skills or weaponry but do not directly
attack, so defenders do not gain any bonus from Occult Defences.
Direct Defence: These Powers use occult energy or effects to deflect incoming attacks. They can be
bypassed by attacks that can bypass Occult Defences, such as attacks by holy weapons.
Indirect Defence: These Powers boost the Character's defensive capabilities, but not in a way that can be
overcome by attacks that bypass Occult Defences.
Mind Affecting: These Powers affect the mind, and are useless against plants, think machines, husks, or
anything that lacks a mind. Mind Affecting Powers are always either Occult Attack or Illusion Powers.
Skill Bonus: The target's Skills are improved for the duration of the Power. While the target can resist
gaining this bonus, others can't use Occult Defences to resist the target's use of these enhanced skills.
Stat Bonus: Similar to Skill Bonus, the target's Stats are enhanced and this resulting bonus cannot be
countered by the Occult Defences of others. These Powers have a base duration of hours if affecting
Primary Stats. All bonuses take effect immediately, and are removed at the end of the Power's duration.
Blessing: These Powers reduce the chances of the target rolling a Critical Failure by changing the rules
of how they occur. If a Blessing and a Curse function in an equal but opposite way on a target, they
cancel each other out.
Curse: These Powers increase the chances of the target rolling a Critical Failure, by changing the rules
of how they occur. If a Blessing and a Curse function in an equal but opposite way on a target, they
cancel each other out.
Divination: These Powers provides the Character with supernatural access to information or sixth
senses. These Powers may not normally be defended against.
Mastery: These Psychic Powers represent the pinnacle of a Psychic path and provide bonuses to other
Powers in that path, but do not themselves need to be cast.
Summoning: These powers call a supernatural or mundane entity. The entity is not under the command
of the summoner and is free to react as it would normally unless noted otherwise.
Targeting: These Powers allow Casters to use their Powers on targets which would normally be out of
range or line of sight.
Counter Concealment: These Powers reduce bonuses given by concealment or Invisibility. Though an
Awareness check may still be needed. Apply the best reduction from all Powers, rather than stacking.
These Powers may cause targets to be 'in the open' for Stealth purposes, at the GM's discretion.
Scent: These Powers rely on the target's sense of smell. In general the effects of the Power have a range
of about 100m but this can increase with the strength and/or number of sources. (GM's discretion)
Invisibility: These Powers make the target invisible (and often inaudible). They pass all Stealth checks
unless Stressed or actively looked for. Get +10 to Stealth checks when stationary and +5 when moving.
The Character can be tracked once spotted by a slight distortion at the edge of the field. Once the
Character has been spotted, this Tag still gives attackers a -5 penalty to attacks, except those with an
area of effect (such as Autofire sprays and Explosive Blasts). Opponents cannot make active defences
against the Invisible Character's attacks other than Dive for Cover. These Powers can also function as a
Hologuise.
Meta: These powers have effects that interact with or negate other Powers.
Healing: These powers allow the restoration of Vitality, Lethal Wounds, or other bodily damage.
Utility: These powers have useful effects that are not directly related to Skill use or combat.
Item Creation: These Powers create a physical item that is some kind of Occult artefact. Normally, these
items only last for the duration of the Power, but some may be of Permanent duration in some situations
(typically with an expenditure of Successes or XP).
Illusion: The illusions produced by these powers affect all who perceive them but do not automatically
grant resistance rolls just because a Character encounters an illusion. They can be resisted if a

212 Occult
Character examines them closely (active look) or is given a good reason to doubt that what they are
sensing is real. Illusion Powers can be resisted using [Stoicism]+[Mental]+[Willpower] or [Awareness]+
[Mental]+[Perception], whichever is higher. A Character that resists an Illusion successfully perceives
the real situation with the Illusion as a ghostly overlay from then on.
Behaving in a manner that is unusual or impossible for the Illusion (such as attacking while Invisible)
entitles any viewers to a free resistance roll.
All Illusions are mind-affecting and thus have no effect on machines, this also means it typically trumps
mundane disguises or holograms. In cases of conflicting Illusions (or Invisibility), the Power with the
highest Construction Cost is the one that functions. Unless otherwise noted, Illusion does not interfere
with any Occult detecting ability.
Ukari: These are Ukari specific Psi powers. These Powers are brought as if they were a normal part of
the relevant Psychic Path, but the Character must have Faction Lore:Ukari of at least Basic to buy them.
Size Change: These powers change the character's Size.
For smaller Characters, apply -2 to Hand to Hand and -2 to Block per point of Size below 0. There is also
a +([Size] x [Size]) bonus to Stealth when Size is below 0.
For larger Characters, apply a ([Mass]x[Size]) bonus to Vitality, -2 to Dodge rolls, +4 to Hand to Hand,
+2 towards the Knock Down and Stun Finesse Effects with appropriate attacks, and +4 to the Successes
required to Stun, Knock Back, Knock Out, Disable Arm/Leg or Trip the Character per point of Size above
0. There is also a ([Size] x [Size]) penalty to Stealth.
Hours, Days, Months, and Years: These tags indicate that the base duration of the Power is [Mental]
hours, days, months, or years rather than the base duration, which is the length of the scene.
Aura: Some Powers allow you to detect auras, the details of which are below:

Aura Table
Colours (Emotions) Motion (State of Mind)
Pale, empty aura: Unconscious Upward: Elated
Pale, active aura: Asleep Downward: Depressed
Red: Angry Inward: Introverted
Orange: Repelled, disgusted Outward: Extroverted
Yellow: Happy Vertical spiral: Determined
Green: Desirous Horizontal spiral: Confused
Blue: Sad Quivering: Excited
Violet: Satisfied Sloshing: Indifferent
White: Loving, caring Melting: Fatigued, tired
Grey: Purely abstract thought
Black: Afraid
Texture (Thought) Shading (Sins)
Spike: Hatred Narrow vertical streaks: Pride
Cloud: Doubt Broad horizontal streaks: Greed
Column: Certainty Violet bubbles rising from bottom: Lust
Swirls: Whimsy Greenish streaks pointing inward from
outer edges: Envy
Veins: Nagging insistent Thick bluish bubbles rolling down from
thoughts the top: Sloth
Rays: Strongly directed Reddish streaks radiating from the
emotion towards target centre: Wrath
Hard outer edge: Suspicion, Cracks; one for each oath, size reflects
distrust importance: Oath-breaking

Occult 213
Aura Table (cont.)
Basic Aura (Species)
Simple circle: Animals
Simple, elongated oval: Human
Exaggerated, inverted, egg-shape: Ur-Obun
Exaggerated egg-shape: Ur-Ukar
Torn, raggedy-edged oval: Vorox
Horizontal elongated oval: Gannok
Interlocking angular shapes: Ascorbite
Rounded triangle, pointed down, reflecting nearby auras at the points: Hironem
Crescent, with points down: Ertyri
Sleek wedges pointed at the bottom: Vau
Deeper, more 3-dimensional: Psychic or Theurge
Special Species
Folded or crimped around the altered body part: The Changed
Tiny filament-threads stretching out to infinity: Symbiot

Reading an Occult Power Table

Whether the Power is Ranged,


Duration of Touch, or Self-only. Area is
Name of Finesse Level listed here for area Powers.
the Power. the Power:
of the Power. Passive, Multiple target Powers also
Instant, or have that noted here.
Statistic rolled to Continuous.
cast the Power. Power Tags.

Confusion
Basic Instant Ranged Occult Attack, Mind Affecting
The target of the Power acquires the Confused condition unless they
Ego successfully resist. They may recover with a successful Advanced difficulty
[Willpower]+[Mental]+[Stoicism] roll as an 8 Speed action. If the Character
10 cannot recover from the condition it wears off after the caster's [Mental]
minutes and the target gains an Affliction Point. 
+2 Increases the difficulty of the Condition recovery roll by 1. 

Successes necessary to
Minimum
spend for the Caster to use a
Construction Cost
Finesse Effect. Unless
needed to activate
otherwise stated, Finesse Description of The Power's
the Power.
Effects can be taken more the Finesse effects.
than once. This is also where Effect.
any additional Wyrd
requirements are stated.

214 Occult
Kurgan Psychics
The Kurgans maintain a strange insistence that the practices we call Theurgy and Psi are in fact two sides of
the same coin. To them, Theurgy is not the faithful petitioning of the Pancreator, and Psi is not a dangerous
aberration which allows some driven individuals to work their will on reality. The Kurgans happily admit
that Psi powers often manifest in individuals by means of from contact with foreign entities, but regard these
“Djinn” not as demons struggling against the Pancreator's will, but rather elemental spirits that form a part
of His Creation. They classify those so afflicted by Djinn into four types: Earth, Fire, Air, and Water. All four
are credited with distinct personalities, akin to a horoscope for these benighted souls.
– From The Superstitions of Kurga: A Traveller's Guide by Harikiran Ghosh
In Kurgan space, psychics suffer considerably less stigma than in the Known Worlds, and the distinction
between Psychic Powers and Theurgy is weaker. It is not unusual for Kurgan Psychics to also practice
Kurgan El-Diin, which, despite Kurgan beliefs, is classified in these rules as Theurgy.
Kurgan psychics are often seen as conduits for spirits, such as Djinn or Afrit, and the elemental flavour
of the spirit is represented in the psychic's abilities. Kurgan psychics are classed as being of earth, air,
fire, or water. Each group has a particular temperament which is related to the spirit they are thought to
be channelling.
Each element has a list of Psychic Paths which belong to them as well as a Stat that all the Powers work
off, replacing the usual Stat. You may also purchase Powers from other Paths in the your chosen element
at reduced cost. If you have a Power at a given Finesse Level in one Path you may purchase other
Powers at the same level from the same element at half price.
Each element has a Skill which caps a Kurgan psychic's Psi Skill, preventing their Psi Practice or Finesse
being higher than the capping Skill. This Skill is determined by their element. In addition, Kurgan
Psychics must spend 50% more experience and CCPs to learn powers from other elements and get no
discount when doing so.
This results in Kurgan Psychics typically having a wide range of low level powers as it is more difficult
for them to specialise.

Earth Air
Earth specialists are typically Air specialists are whimsical, happy,
melancholy, withdrawn, and often loners. amorous, sociable and possessed of great
They are however extremely tenacious. energy.
Skill: Stoicism Skill: Seduction
Stat: Calm Stat: Passion
Paths: Cloaking, Soma, Turning Paths: Domination, Farhand, Sensing,
Visioning
Fire Water
Fire specialists are hot-headed, and can Water specialists are cold, calculating
be prone to violence. and intellectual.

Skill: Determination Skill: Awareness


Stat: Passion Stat: Calm
Paths: Bedlam, Dervish and Vis Calling Paths: Omen, Psyche and Vis Crafting
Special: must have 'avenging slights' as a
Motivation

Occult 215
Psi Paths
Paths of Ego

The Path of Bedlam


“Cry 'Havoc!', and let slip the dogs of war.”
– Sir Evren Al-Malik, Dervish Officer. Awarded the gold star for valour by single handedly
incapacitating a heavily fortified heavy weapons detachment by directly attacking their minds. He was killed
soon after by a sniper, having revealed his position.

Confusion
Basic Instant Ranged Occult Attack, Mind Affecting
The target of the Power acquires the Confused condition unless they
Ego successfully resist. They may recover with a successful Advanced difficulty
[Willpower]+[Mental]+[Stoicism] roll as an 8 Speed action. If the Character
10 cannot recover from the condition it wears off after the caster's [Mental]
minutes and the target gains an Affliction Point. 
+2 Increases the difficulty of the Condition recovery roll by 1. 

Mass Confusion Ranged,


Advanced Instant 2m Radius Occult Attack, Mind Affecting
Ego All targets within a 2m blast radius suffer Confusion (as above) unless they
15 resist. Targets may Dive for Cover as well as resisting this Power.
+2 Increases the difficulty of the Condition recovery roll by 1. 
+3 Increases blast radius by 2m.

Stupefy
Expert Continuous Ranged Occult Attack, Mind Affecting
Compare the Caster's roll to 20 or the defender's roll (whichever is higher)
Ego
in order to determine Successes. If the Caster succeeds, the target suffers a
–2 penalty to Reaction, Speed and Perception, as well as a -2 penalty to Tech
20
and Mental rolls for the duration of the Power. 
+3 Increase the penalties by 1.

Mass Stupefy Ranged,


Elite Continuous Multiple Occult Attack, Mind Affecting
Ego A number of targets equal to the caster's [Finesse] are afflicted by Stupefy
(as above), except that you compare the Caster's roll to 25 or the defender's
25 roll (whichever is higher) in order to determine Successes.
+3 Increases the penalties by 1.

Bedlam Mastery
Legendary Passive Self Mastery
Ego You may cast Bedlam Powers at 1 lower Wyrd cost or 1 lower Speed cost
– than normal, chosen at time of casting (minimum 1).

216 Occult
The Path of Cloaking
“There is nothing that people notice less, than that they do not wish to notice. People very much do not wish
to notice me.”
– Recording of conversation with intruder by hired Muster guard. Height unknown, weight
unknown, no known distinguishing marks, no account of clothing or equipment.

Shadow Dance
Basic Continuous Self Skill Bonus, Occult Attack, Mind Affecting
You gain a +2 bonus to Stealth rolls and other Characters must succeed a
[Willpower]+[Mental]+[Stoicism] roll against the Power's Construction Cost
Ego to remember you in any encounter that occurred when this Power was in
effect. This memory-affecting part of the Power is an Occult Attack, but not
10 the Stealth bonus. One roll is allowed per encounter and re-rolls are not
allowed unless the memories are somehow recovered by occult means.
+2 Increases Stealth bonus by 1.

Stone Wall
Advanced Continuous Self Meta
You do not appear to any Counter Concealment or Divination Powers whose
Ego Construction Cost is equal to or less than this Power. You are always aware
of any attempts to sense you by occult means when this Power is active. If
15 the Construction Cost of this Power exceeds that of the scanning power by 5
or more, you may create a false reading of yourself. 

Cloud the Mind


Expert Instant Touch Occult Attack, Mind Affecting
You may permanently erase memories from the target. You may erase
memories with a duration of a scene by default, which may be extended as
Ego
normal for an Occult Power. You can only erase all memories of a specific
encounter that you clearly specify or all the target's most recent memories
20
unless you have another Power (like Mindsearch) that allows you to target
memories in a more precise manner. 

Invisibility
Elite Continuous Self Invisibility, Occult Attack, Mind Affecting
This power grants you Invisibility (as the Tag). This power has no effect on
technological recording devices or computers, but does confuse users who
Ego are watching the Caster within the duration of the Power. If someone does
spot you, they must succeed a [Willpower]+[Mental]+[Stoicism] roll against
25 the Power's Construction Cost to remember the event after more than the
their [Mental] Aptitude rounds have passed. This part of the Power is
considered a direct Occult Attack. This power also functions as Stone Wall.

Cloaking Mastery
Legendary Passive Self Mastery
Ego Your Cloaking Powers increase in duration by one step at no cost, and the
– Wyrd cost of all Cloaking Powers is reduced by 1 (minimum 1).

Occult 217
The Path of Domination
“You are feeling sleepy, very sleepy.”
“You however, my handsome darling, are now feeling like coming to my bedchambers for something rather
different.”
– Baroness Gertrude Hawkwood, before excusing herself from the governess' card table.

Mindspeech
Basic Instant Ranged Occult Attack, Mind Affecting, Skill Bonus, Utility
Ego You project thoughts into the mind of the target. Compare your roll to the
defender's or 10, whichever is higher, in order to determine Successes. The
10 thoughts appear as an overt message.
+2 Increases Social Skill bonus by 1.
+5 Make the thoughts appear to be target's own. If the right suggestions are
planted, this can give +2 to using Social Skills to influence the target.
+5, +1 The duration becomes continuous. The Power will no longer expire if the
Wyrd target goes out of sight. If combined with Mindsight or if your target also
uses Mindspeech, this allows for two-way silent communication.
+5, +1 You can project thoughts into [Finesse] additional targets.
Wyrd

Heart's Command
Advanced Continuous Ranged Occult Attack, Mind Affecting, Skill Bonus
Using this Power you may influence someone's emotions. Compare the
Caster's roll to the defender's or 15, whichever is higher, in order to
determine Successes. The target resists this effect using [Stoicism]+[Mental]
Ego +[Passion] to resist their emotions being calmed or [Stoicism]+[Mental]+
[Calm] to prevent them from being agitated. This Power can be used to
15 remove all of a Character's Resolve or Focus points by calming or agitating
them respectively. This also gives characters a +2 or -2 modifier to
appropriate Social Skill rolls against the target, depending on the emotion
applied.
+2 Increases modifiers by 1. 
+5 Gives the target an additional temporary motivation or prevents them from
calling on a existing one for the duration of the Power.

218 Occult
Brain Blast
Expert Instant Ranged Occult Attack, Mind Affecting
You cause debilitating agony in the target, inflicting the Pain Condition. The
target must succeed an Expert difficulty [Stoicism]+[Mental]+[Willpower]
Ego
roll costing 6 Speed to recover. If the target cannot recover from the
Condition, it wears off after the Caster's [Mental] minutes and the target
20
gains an Affliction Point. Your roll is compared to the defender's or 20,
whichever is higher, in order to determine Successes.
+1 Inflicts damage to the target's Vitality equal to their [Mass]/2. This attack
ignores armour and does not strike a location or cause Lethal Wounds.
+1 Increases the difficulty of the Condition recovery roll by 1. 

Headshackle
Elite Instant Ranged Occult Attack, Mind Affecting
You gain telepathic control of the target. Compare the your roll to the
Ego defender's or 25, whichever is higher, in order to determine Successes. The
target will attempt to carry out your mental instructions to the best of their
25 ability. Instructions can be sent until this Power ends even if the target
leaves line of sight. Leaving the range of the Power ends the effect. 

Domination Mastery
Legendary Passive Self Mastery
Ego You may cast Domination Powers at 1 lower Wyrd cost or 1 lower Speed cost
– than normal, chosen at time of casting (minimum 1).

Occult 219
The Path of Visioning
“Do you smell something burning? Or it just me?”
– Genin Benna Turzen, suspected of making off with a vault full of salvaged cybernetics during an
evacuation of the agora.

Lying Senses Ranged,


Basic Continuous 2m Radius Illusion, Mind Affecting
You may create an illusion affecting any one sense. Illusions can be centred
on an object, location or creature. Illusions cannot inflect Conditions or
Ego cause Damage. They cannot Blind, are not loud enough to Deafen, aren't
pungent enough to cause Characters to gag (unless the target is particularly
10 sensitive), and can't inflict significant Pain. This Power can be used to mask
people or objects, provided they don't move. The illusion cannot be changed
once created and persists until dismissed.
+1 Increases the radius by 2m.
+5 Add an additional sense.

False Scenery Ranged,


Advanced Continuous 2m Radius Illusion, Mind Affecting
You can create illusions of objects that affect all senses but are unable to
cause harm. These illusions do nothing without direction. You may make any
changes you like within the radius, which can be centred on an object,
location or creature. You can adjust the illusion at zero cost, but complex
Ego changes or manipulations (such as moving along with a creature) may
require 3 Speed spent on concentrating. This Power does not correct for
15 objects entering the illusion unless you direct it to, and does not provide any
awareness of them. An illusion of a creature or person can be made, but it is
a mere puppet and its every action must be directed by you. This Power can
be used to make inanimate objects Invisible and inaudible within it's area of
effect.
+1, +1 Doubles the radius.
Wyrd

False Creature
Expert Continuous Ranged Illusion, Mind Affecting, Invisibility
You can create an illusion (that affects all senses) of a complex device like a
think machine, a creature, or a person that reacts intelligently. This illusion
Ego reacts according to the user or Caster's perception (Caster's choice) of how
they should behave. This Power can be used to make Size 0 and smaller
20 creatures Invisible (as the Tag). An Awareness check that spots an Invisible
Character may also beat the Construction Cost of the Power and thus counts
as successful resistance. 
+2 Increases the Size of creature that can be made Invisible by 1.
+3, +1 Add [Finesse] additional false creatures.
Wyrd

220 Occult
False World
Elite Continuous Ranged Occult Attack, Mind Affecting, Illusion
The target is thrown into an illusionary world of the psychic's devising. They
may even alter the subject's perceptions of themselves. No actual physical
injury (such as Lethal Wounds) can result from illusions, but Vitality damage
is still inflicted. If the target realises the world is illusory, they may make a
resistance roll to escape the illusion. A maximum of one roll is allowed in
this manner per duration step (minutes after noticing, then tens of minutes,
Ego
hours, etc.). The psychic must concentrate to exert control on the illusory
world, but the illusion is sufficiently advanced to respond in a programmed
25
manner to ordinary actions. The victims suffering harm in the real world
does not wake them up, but it does grant them an additional resistance roll.
The victims dying while they are in the illusory world may cause unfortunate
psychic backlash on the Caster; the victim rolls [Willpower]+[Mental]+
[Stoicism] and on a Basic Success the Caster gains one Affliction Point. For
every 5 Successes an additional Affliction Point is inflicted.
+1, +1 Include an additional target in the illusionary world.
Wyrd

Visioning Mastery
Legendary Passive Self Mastery
Ego Your Visioning Powers increase in duration by one step at no cost, and the
– Wyrd cost of all Visioning Powers is reduced by 1 (minimum 1).

Occult 221
The Path of the Urge
“Why do you struggle against your desires? Your Id and your Ego are in conflict, and that weakens you. The
wisdom is to embrace your subconscious mind and harness it – for then in tandem you can achieve what one
will alone cannot. Of course, there is a danger of one will being subsumed by the other. That is why firm
discipline and sense of purpose is essential before embarking on this course.”
– Magister Konstantín Vedenin of the Eskatonic Order

In this path you utilise your own subconscious for great power, but at great risk of Affliction.
Every time a casting roll is failed for Powers in this path (not just on a Critical Failure), the
Caster gains an Affliction Point.
While any of these Powers are in effect, on any Critical Failure for any action (not just occult
actions) the Character's subconscious acts instead of the Character (GM adjudicates).
The shadow created by this path is not the Caster's own shadow, but in fact a shadowy wraith
formed from Wyrd-stuff mixed with the Caster's conscious and unconscious minds.

Awaken Urge
Basic Continuous Self Meta
Ego You gain 1 point of Speed that can only be spent on activating or controlling
Psychic Powers. This includes actions like lifting or throwing items with
10 Farhand, shooting bolts with Vis Bolt, etc.
+5, +1 Increases the number of Speed points by 1.
Wyrd

Dark Mirror
Advanced Continuous Self Meta
When casting a Power you may immediately cast it again at -1 Speed and
Wyrd cost. Skill Bonus and Stat Bonus Powers on the same target do not
Ego
stack. While this Power is active, actions performed with Psychic Powers can
also be done twice at -1 Speed cost for the second action, e.g. lifting or
15
throwing with Farhand or shooting bolts with Vis Bolt. The Power does not
need to be cast twice to gain this benefit.
+5 You can cast a third time at -1 Speed and Wyrd, with the same limits as the
second casting.

Dark Bargain
Expert Instant Self Meta
Ego This Power has no Speed or Wyrd cost. Instantly gain 1 Affliction Point and
regain [Finesse] points of Wyrd. Unless doubled with Dark Mirror, this power
20 can only be used once per Round.
+5 Increases Wyrd regained by 1.

222 Occult
Doppelgänger
Elite Continuous Self Utility
There are suddenly two versions of you, which are completely
indistinguishable. This includes temporarily duplicating any equipment or the
effects of any Powers cast on the Character. No additional Wyrd needs to be
committed fro these duplicated Powers.
There is no "real" copy – the doppelgängers are instantly aware of anything
the other one is aware of, share memories, and cooperate. These
doppelgängers act independently (but are both controlled by the player) and
have independent Speed totals but share Vitality, Lethal Wounds, Wyrd
Ego
totals and any consumable items. If a Condition is applied to one of the
doppelgängers then it is applied to both, but only the one who gained the
25
Condition can recover from it. At the end of the Power's duration, or if a
doppelgänger is knocked out, you must succeed a single casting roll again or
gain 1 Affliction Point as the doppelgänger merges back into you (including
all their equipment). If the two of you are not in the same place, you end up
in one of the two locations at random after the merging. On a Critical
Failure, the doppelgänger becomes a free-willed npc with it's own health,
Wyrd, and equipment. The "real" Character that will be played is determined
randomly.

Shadow
Legendary Instant Self Utility
You may create a shadow of yourself that functions as an incorporeal
Doppelgänger but does not cost Wyrd to maintain and does not merge with
Ego the original. The shadow inevitably develops free will over time but
otherwise remains linked to it's creator. This shadow cannot be harmed by
30 physical weapons but can be hurt by fire, lasers, blasters, flux swords. and
Occult Attacks. The shadow cannot make physical attacks but is free to use
Occult Powers.

Occult 223
Paths of Calm

The Path of Omen


“The greatest fencers learn to react before their opponent has acted. The greatest leaders take their lessons
from history but always looks to the future. Both heed the wisdom of the elders and ancestors. Do you
understand what I am telling you?”
– Baroness Yu Wei Li-Halan to her daughter on the occasion of her coming of age.

Premonition
Basic Continuous Self Stat Bonus
Calm You become aware of events slightly before they happen. Increases your
Reaction Stat by 1. In addition to the effects of the improved Reaction Stat,
10 you receive a +1 bonus to Initiative.
+2 Increases Initiative bonus by a further +1.
+5, +1 Increases Reaction by a further +1.
Wyrd
+5 You become able to use your base Dodge or Parry against attacks that would
catch you unawares and otherwise force you to defend only with your Fate
Defence. This does not affect your defence if you are immobilised.

Shadows Gone By Self Casting Time Varies, Divination


Advanced Continuous
You may ask a particular object [Finesse] questions about its history. The
object in question must have been actively involved in the event. This Power
does not work on living beings or corpses. The answer takes the form of
either a short phrase, sound, or vision at the GM's discretion. You may see
Calm up to one year into the past for every point of [Mental]. At the GM's
discretion, older events may be seen if they were sufficiently large in
15 scale. The casting time for the Power is 6 Speed for an event that has
occurred since the sun last crossed the horizon. If the event is older than
that, the ritual takes 1 hour to cast for every year into the past. You become
aware of the age of the event (and thus casting time) after the first 6 Speed
is spent. In deep space this rite always takes at least 1 hour.
+1 Extends the Power another year into the past.
+5 Allows you to ask an additional question.

Shadows to Come
Expert Continuous Self Casting Time Varies, Divination
Calm This Power works the same as Shadows Gone By, but you look into the
20 future, not the past. The GM must use their discretion with this Power.
+1 Extends the Power another year into the future.
+5 Allows you to ask an additional question.

224 Occult
Voice from the Past
Elite Continuous Self Casting Time Varies, Divination
This Power works the same as Shadows Gone By, but you may talk to a dead
person via their intimate personal effects. The Power is affected by the time
since the target's death, rather than the time since the events in question.
Calm The spirit of the dead person is under no compulsion to answer truthfully or
indeed answer at all. The spirit may want some services to be performed in
25 return for answering questions. They are unaware of any events that have
transpired since their death, including previous conversations. It is possible
to trick them with a successful Connive roll, though some say that
disrespecting the dead in this way is unwise.
+1 Extends the Power another year into the past.

Omen Mastery
Legendary Passive Self Mastery
This Power halves casting time for Omen Powers and reduces their casting
Calm cost by 1 Wyrd (minimum 1). It also doubles the time into the future and past
that you can see. You gain a pool of [Finesse] Wyrd that can only be used for
– casting Advanced or higher level Omen Powers. This Wyrd can be
replenished in the same way as normal Wyrd.

Occult 225
The Path of Psyche
You have such insipid thoughts. Have you had an original notion in your entire life? How did I end up
travelling the void with such a bunch of uncultured thugs. Yes, I know you read my diary. Serves you right for
peeking.
– Diary of an unknown noblewoman, found on a derelict starship.

Intuit
Basic Continuous Ranged Occult Attack, Mind Affecting, Skill Bonus
Calm You instantly become aware of the target's emotional state, gaining a +2
bonus to Intuit vs. the target. Compare the casting roll to the defender's roll,
10 or 10, whichever is higher, in order to determine Successes.
+2 Increases bonus by +1.

Mindsight
Advanced Continuous Ranged Occult Attack, Mind Affecting, Skill Bonus
You read the target's surface thoughts. Gain a +1 bonus to defensive actions,
Calm defending against Social Skills, and Occult Defences vs. the target. Used in
combination with Mindspeech allows two-way silent communication.
15 Compare the casting roll to the defender's roll or 15, whichever is higher, in
order to determine Successes.
+3 Increases bonus by +1.

Mindsearch
Expert Continuous Ranged Occult Attack, Mind Affecting, Utility
You delve into the target's memories, allowing you to learn anything they
Calm
remember. Compare the casting roll to the defender's roll or 20, whichever
20
is higher, in order to determine Successes.
+5 Read memories that have been suppressed, erased or otherwise buried

Shared Sense
Elite Continuous Ranged Occult Attack, Mind Affecting, Utility
You may perceive all of the targets senses, natural or otherwise. In addition,
you may cast Psychic Powers as if you were where the target is. You are free
Calm
to switch between your senses and those of the target at will. While using
one set of senses you have a -5 penalty to Awareness rolls with the other.
25
You do not have to maintain line of sight to the target, but they must stay
within range or the power ends. This Power also functions as Mindsight,
+3 Increase the Mindsight bonus by +1.

Psyche Mastery
Legendary Passive Self Mastery
Calm This Power halves Psyche Powers' total Wyrd cost (rounding up).

226 Occult
The Path of Sensing
“When you take these mushrooms you will see things that are really there!”
– Street Vendor on Criticorum

Sensitivity
Basic Continuous Self Stat Bonus, Utility
Calm You gain a supernatural insight into events going on around you. Gain a +1
10 bonus to Perception. 
+3 Gives an additional +1 bonus to Perception.
+5 Gives the ability to see in the dark, through smoke, or when otherwise
blinded. This does not allow you to see through walls.

Subtle Sight
Advanced Continuous Self Utility, Counter Concealment, Targeting
You can read the auras of others through all concealment (but not through
walls). Reading auras normally allows you to determine a Character's
Calm
Species and Emotions, as well as whether they have occult potential. This
halves all Stealth bonuses and attack roll penalties due to concealment or
15
Invisibility. Consult the table at the beginning of the chapter to see the
effects of viewing auras. This Power cannot be used while Blind.
+3 Allows you to detect the Motion of the aura.
+5 Allows you to detect Motion and Texture of the aura.
+10 You can detect Motion, Texture, Symbiots, and the Changed.
+5, +1 You can now see auras through walls, and can target Occult Powers and
Wyrd attacks using this Power, but the attack has to penetrate the wall and suffers
a -3 penalty. If you are Blind, or in a situation where there is no illumination,
you may still perceive other Characters by seeing their auras, but at a -3
penalty to Perception.

Annunaki Sense
Advanced Continuous Self Utility, Ukari
Calm This Power detects the general direction and strength of Annunaki artefacts.
The range depends on the power of the item. 100 metres for trinkets, 10s or
15 1000s of kilometres for Gargoyles, and AUs for Jumpgates.
+5 Allows you to gain some insight into the object's function.

“And another one through there, unless I'm very much mistaken.”
“How do you always find these things?”
“It's a knack. Some Ukari have it.”
“Well, lead on.”
“No, after you, human... I insist.”
– Surviving audio recording of an ill-fated Scraver expedition hunting for Annunaki relics. Most
of the band was found horribly deformed and transmuted into some sort of exceedingly hard
stone.

Occult 227
Rivga Ialtach
Advanced Continuous Self Occult Defence, Meta, Ukari
You become aware (as Subtle Sight) of the auras of yourself, your Urge, and
anything attempting to possess you by Occult means. When this Power is
activated, you may re-roll any Occult Defence rolls to block attempts to
Calm control you, and while the Power is active you may re-roll each failed
defence roll once. On failed casting rolls for Urge Powers, you may attempt a
15 [Willpower]+[Mental]+[Stoicism] roll against the Power's Finesse to avoid
gaining Affliction (unless you rolled a Critical Failure). You may also attempt
a roll against the difficulty of the highest level Urge Power currently active
to avoid the Urge seizing control on a Critical Failure on another roll.
+2 +1 bonus to resisting mental attacks/control.

Farsight
Expert Continuous Ranged Utility, Targeting
You can see and hear at a target location for the duration of the Power as if
physically present. This Power does not need line of sight, but remember to
Calm
take range penalties into account. Once a connection has been established,
the Caster can move their viewpoint [Finesse] metres for 2 Speed or
20
3x[Finesse] metres for 4 Speed. By default this Power can target a place you
have been or have line of sight to.
+5 Allows you to target a place you know about.
Allows you to target a place you do not specifically know about but have
+5
some sort of connection to (such as the unknown place someone was born.)
+10 An unknown place (must be specified uniquely, such as the location of a
specific person or item).
+5, +1 Allows you to target Occult Powers through this Power as if you were
Wyrd present.

True Seeing
Elite Continuous Self Meta, Counter Concealment
This Power allows you to see things as they really are. You automatically
succeed all Awareness rolls unless Stressed, and if Stressed receive a +10 to
Calm
them. It also allows you to see through poor lightning conditions, complete
darkness, technological illusions, camouflage, and any Occult Powers that
25
have a lower Construction Cost, including Powers that are noted to prevent
detection by occult means. 

Sensing Mastery
Legendary Passive Self Mastery
Calm You may increase the duration of all Sensing Powers by one step at no cost
– and reduce the Wyrd cost of all Sensing Powers by 1 (minimum 1).

228 Occult
The Path of Turning
“Foolish Sanhedrin lacky! You have underestimated me! You will never understand my power! Wait, why
isn't it working!? You should be dead by now...”
“I say, most honoured Philosophus, that it seems it is you who has underestimated me.”
– Illuminatus Verra Tangir of the Eskatonic Order tackling a rogue member of her order.
Psi-Sense
Basic Continuous Self Meta, Occult Defence, Targeting, Counter Concealment
Calm This Power allows you to detect active Occult Powers, and grants a +1 bonus
10 to resisting Occult Powers.
+2 Increases resistance bonus by a further +1.
+5 You may detect Occult Powers through any physical object. If you are Blind,
or have no illumination, you may still detect and target others by seeing
active Occult Powers (e.g. possession) but at a -3 penalty to Perception.
+5 Detect if people have Occult Powers, and passive activity like occult items.
Diffusion
Advanced Continuous Ranged Occult Attack, Meta
Calm The target gains a penalty to all Occult Power casting rolls equal to your Psi
[Finesse]. This Power doesn't stack with itself. Compare the casting roll to
15 the higher of the defender's roll or 15, in order to determine Successes.
+2 Adds +1 to casting penalty.
+5 Increases the Wyrd cost of all Powers used by the target by 1.
Deflection
Expert Instant Ranged Meta
This Power allows you to negate a targeted Power. If this Power functions,
Calm the target Power is dispelled. You may ready an action to cast this Power to
20 negate a Power with instant duration. Compare the casting roll to the higher
of the target Power's Construction Cost or 20, to determine Successes.
+5 You may gain control of the target Power and/or move its effects to another
target. The original Caster may not dismiss the Power and must keep their
Wyrd committed to the Power until it ends or is dismissed by the new
controller. The effects may only be moved to a location within the Power's
original casting range of its current target ("self" powers cannot be moved,
you must touch the target to steal a touch power, etc.). 
Wyrd Harvest
Elite Instant Touch Occult Attack
Calm You steal [Mental] Wyrd points from the target. Compare the casting roll to
25 the defender's roll or 25, whichever is higher, to determine Successes.
+1 Steals one extra point of Wyrd.

Turning Mastery
Legendary Passive Self Mastery
Calm All Turning Powers now cost half the normal amount of Speed to cast.

Occult 229
The Path of Vis Crafting
While private citizens are often mostly concerned about individuals with psychic abilities invading their
privacy (for example, the commonly held belief that all these individuals possess some form of so-called
“mind reading” abilities), the security services are often more concerned about those with televoltaic
powers.
These powers allow the perception and manipulation (sometimes remotely) of electrical currents and other
sorts of energy. Given that modern security systems, droids, cybernetics, and other personal equipment are
heavily dependent on powered systems, these individuals pose an obvious threat in combat situations. Their
ability to disrupt transport systems, communications, and interstellar travel (potentially catastrophically)
with limited traceability also means they would pose an enormous threat in the hands of terrorist
organisations. As such it is important that personal data about these individuals and studies of these abilities
are kept with the utmost respect for the individual's privacy and data security.
– Phavian Institute, Interviewer's Handbook, 3940 edition

Vis Drain
Basic Continuous Touch Utility, Occult Attack
Temporarily removes power from a single device comparable to a fusion cell.
Calm If active at the same time as the Vis Flow Power from the Vis Calling path,
10 this Power counteracts the Vis Flow Power, thus causing the device to
function as it would with no occult intervention. 
+2, +1 Increases power drained to the next level on the Vis Power Levels table (see
Wyrd Vis Calling).
Vis Sight
Advanced Continuous Self Utility, Skill Bonus, Counter Concealment, Targeting
This Power allows you to see flows of energy. Vis Sight penetrates thin
Calm coverings and circuit cases. This grants a +1 to Security vs. powered
systems, Low Tech Redemption, and High Tech Redemption. This allows you
15 to halve the penalties associated with camouflage and Invisibility if you are
looking at someone using technologically powered equipment.
+3 Increases Skill bonuses by 1.
+5 Vis Sight can see through solid objects. If you are Blind, or in a situation
where there is no illumination, you may also perceive other characters by
seeing their equipment, but at a -3 penalty to Perception. This allows you to
target whatever you can see.
Vis Shield
Expert Instant Self Utility, Occult Defence
Provides 10avX armour against radiation, energy attacks, energy weapons,
Calm electricity, and heat. This protection covers all locations and stacks with
normal armour. A Character with Vis Shield active cannot be set on fire and
20 any fire is extinguished. Stunning weapons that rely on electricity are not
effective against the Character.
+3 Doubles the Soak value.

230 Occult
Ranged Vis Drain
Expert Continuous Ranged Utility, Occult Attack
Calm As Vis Drain, but Ranged. This Power must be bought separately from Vis
20 Drain.
+2, +1 Increases power drained to the next level on the Vis Power Levels table (see
Wyrd Vis Calling).

Vis Crafting
Elite Continuous Ranged Utility, Skill Bonus, Counter Concealment
For the duration of this Power you can redirect flows of energy equivalent to
the output of a fusion cell powered device. You are also able to see energy
flows as if you were using Vis Sight. This can allow energy weapon fire to be
redirected; deflecting a shot so it doesn't hurt the Caster is a 3 Speed
Calm
defence action which requires a Ranged:Small roll that beats the shooter's
roll (other Characters may be defended by using a readied action). A
25
separate attack roll (which costs no Speed) is required to attack a target
with the redirected bolt. This Power grants a +5 bonus to rewire devices
using Low Tech Redemption, High Tech Redemption, Security or other
relevant Skills, and allows them to be used at range.
+1, +1 Increases power drained to the next level on the Vis Power Levels table.
Wyrd

Vis Crafting Mastery


Legendary Passive Self Mastery
Calm Your Vis Craft Powers increase in duration by one step at no cost, and the
– Wyrd cost of all Vis Craft Powers is reduced by 1 (minimum 1).

Vis Power Levels


1 1 mega fusion cell
2 Building or land car
3 10 mega fusion cells
4 City block, agora fusion generator, or flitter
5 Small starship (explorer, escort, raider)
6 Capital city
7 Medium starship (frigate, galliot, assault lander, freighter)
8 Starship, luxury liner
9 Capital starship (cruiser, dreadnought), planetary shield generator
10 Terraforming engine, symbiot world egg

Occult 231
Paths of Passion

The Path of the Dervish


“The command door of the bunker exploded inwards. Instantly everything was chaos. Dust and debris
everywhere. Slug throwers barking left and right. Bounding almost too fast to see through the hail of fire
came the first of them. The Ukar plunged her dagger through the commander's breastplate before he’d even
finished drawing his sword. Spinning and striking, she struck down the comms officer and my man next to
him. That’s when I knew I was dead…”
– An Al-Malik Marine Sergeant recalls his time stationed on Kordeth.

Forced Entry
Basic Continuous Self Indirect Attack
Pass Your physical Unarmed and Mêlée attacks gain a +1 bonus to ap. 
10
+5, +1 Increases ap by another +1.
Wyrd
Blur
Advanced Continuous Self Direct Defence
Pass Your outline becomes hazy, making your movements unpredictable. This
15 grants you a +3 bonus to all Dodge rolls. 
+3 Increases Dodge bonus by another +1.

Whirling Dervish
Expert Continuous Self Stat Bonus
Pass This Power increases your base Speed by 3 points. 
20
+5 Increases your Speed by another +1.

External Vibrations
Elite Continuous Self Indirect Attack, Utility
You can destroy materials by touching them. If you hit with an Unarmed
Pass
attack, you gain 6 free Successes that can only be put towards the Destroy
Weapon and Destroy Armour Finesse Effects. Objects touched can be
25
crumbled to dust at a rate of 10kg per point of [Finesse] per Round.

Dervish Mastery
Legendary Passive Self Mastery
Pass Dervish Powers can be activated at half Wyrd cost after modifications to
– range and duration (rounding up).

232 Occult
The Path of Farhand
Jorveth, put your brother down and come inside this instant! How many times have I told you not to float
him up so high? What if you dropped him and he got hurt? How would you feel then?
– 'Life among the Obun. My time in retreat.' By Acolyte Laura Giovanni

Lifting Hand
Basic Continuous Ranged Occult Attack, Indirect Attack, Utility
For the duration of the Power you may levitate and move objects, other
Characters, or yourself with a weight of up to 10x[Passion]kg. If your
[Passion] exceeds the target's [Mass], this force can be used to pin an
Pass
opponent against a wall or hold them down unless they Dive for Cover. This
works as if they were in a Grapple using the characters [Passion]+[Mental]+
10
[Unarmed]. This Power can also be used to throw small objects or weapons
hard enough to cause serious injury (see 'Moving and attacking with Farhand'
on the next page).
+1 Increases the lifted mass by 5kg. +1 Base Damage when throwing objects.
+5 Levitated objects can be moved at jog and sprint speeds as with Duelling
Hand. Thrown object Damage is increased by the Caster's Psi [Finesse].
+5 You are now able to throw multiple objects at once, allowing you to make
use of Autofire attack options with a Rate of Fire equal to your Psi [Finesse]
for short bursts and your [Mental] Aptitude for long burst and sprays. In both
cases you are limited by the number of objects available to throw. The total
mass of the objects thrown is used to determine Base Damage.
+5, +1 Multiplies maximum liftable mass by 3. Increases the throwable mass to 3kg,
Wyrd allowing Mêlée:Long attacks with improvised weapons.
Duelling Hand
Advanced Continuous Ranged Occult Attack, Indirect Attack, Utility
For the duration of the Power you may manipulate objects remotely as
dexterously if you were using your own hands. This allows you to pick locks,
Pass
use weapons, or make Unarmed attacks at range. Weapons with an
Encumbrance of up to the Character's [Passion] may be used without
15
penalty. There is a penalty of -1 for each point the Encumbrance exceeds
your [Passion]. If used to Grapple, your effective [Mass] is your [Passion].
+3 Increases maximum allowed Encumbrance before the penalty by 1 and
increases the effective Mass for Grappling by 1. 
Far Wall
Expert Continuous Ranged Utility
Creates a flat rectangular energy shield of area 3x3m that may be placed
Pass anywhere within range and in any orientation. This field prevents objects
from moving through it, is airtight, and can be walked upon. If the shield
20 gets in the way of an attack, then Characters behind it have an additional
20avX armour. 
+1 Increases armour by 1 point.
+3 Increases area by 3x3m.

Occult 233
Seize the Heart
Expert Instant Ranged Occult Attack, Ukari
You use your telekinetic powers to reach inside the target and cause internal
damage, often aiming for the victim's heart. This attack causes [Passion] apX
Pass
points of damage to the target's Torso. The target loses a point of Speed for
every Lethal Wound inflicted. This attack ignores armour and energy shields
20
but not psi cloaks. This Power can be resisted with [Willpower]+[Mental]
[Stoicism] as it involves directly manipulating the target's body.
+1 Increases damage by 1.
+5 Doubles the Speed loss.

Air Stride
Elite Continuous Self Utility
Pass This Power allows you to fly at 2x your normal move speed. You can fly in
25 any direction, or hover in place.
+2 Increases speed multiplier by 1.

Farhand Mastery
Legendary Passive Self Mastery
Pass Increases the duration of all Farhand Powers by one step at no cost, and
– reduces the Wyrd cost of all Farhand Powers by 1 (minimum 1).

Moving and attacking with Farhand


By default, Lifting Hand only allows you to move an object by adjusting it 2m for
1 Speed, but you may move it faster with a Finesse Effect. Items wielded by
Duelling Hand may be adjusted, and may also be moved at jog for 2 Speed and
sprint for 4 Speed. The base movement rate for jogging is [Passion]/2 + [Psi
Finesse] and sprinting is 3x the jogging Speed.
The attack roll for using these Powers is [Reaction]+ [Mental]+[Weapon Skill's
Practice] or [Unarmed Practice]. For weapons, use the normal Speed cost.
Thrown Mêlée weapons do their Base Damage and ap, with [HtH] equal to your
[Passion]. Normal weapons use [Passion] in place of HtH for range increments.
For improvised weapons, use Mêlée:Short (3 Speed) for attacks up to 1kg (e.g.
half a brick) with a Base Damage of [Passion] and Mêlée:Medium (4 Speed) for
attacks up to 2 kg, with a Base Damage of 2x[Passion]).
If the final Finesse Effect is purchased, you can also use Mêlée:Long (5 Speed)
for improvised attacks up to 3 kg, causing 3x[Passion] Base Damage.
Improvised weapons have a range increment of [Passion]/2.

234 Occult
The Path of Soma
The two thugs closed in on their prey; a lone drunkard staggering out of the Aerobrake. A good mark: a
guildsman, likely just landed, who'd got his new Firebirds burning a hole in his pocket. They'd just help him
lighten the load.
As the three of them turned the corner into the alley where the poor spacer was planning to relieve himself,
one of them drew a frap stick.
“Barney, what did I tell you about making new friends without me?” Called a small voice from behind them.
The drunk turned, looking confused and frightened as he noticed the thugs. Still lit by the garish. lights from
the main street, a small Gannock had intruded on the planned mugging. Dressed in a jumpsuit and unarmed.
“Beat it pipsqueak! This doesn't concern you.” the thug said as he zapped Barney with the frap stick, causing
him to writhe and drop to the floor.
The Gannock had a dark and angry expression. The thug started to threaten him again, but in the shifting
lights the Gannock grew and changed like something out of a nightmare. The pair froze, and before they had
time to flee or even think, a massive fist caught each of them around the throats and lifted them into the air.

Quickening
Basic Continuous Self Stat Bonus, Hours
Pass You gain +1 to your Physique for the Power's duration and recalculate
10 derived Stats if they would be increased as a result of your new Physique.
+5, +2 Increases Physique bonus by 1.
Wyrd
Hardening
Advanced Continuous Self Stat Bonus, Utility, Hours
Pass You gain 10av1 armour to all locations, Stacking with normal armour.
15
+1 Increases Soak by 2.
Shaping
Expert Continuous Self Stat Bonus, Utility, Size Change
Pass You increase or decrease your Size by 1.
20
+1 Gain +1 to the use of the Disguise Skill.
+3 You becomes more attractive: +1 to Seduce and +1 to Conversation checks.
+5 Apply Size alteration one more time.
Recovering
Elite Instant Self Healing
Pass Heals Vitality equal to your [Passion]+[Mental]+[Practice]. In addition, you
may heal 1 Lethal Wounds (from any location) for every 3 points of Vitality
25 healed. 
+1 Increase Vitality healed by 1; this may increase Lethal Wounds healed.
Soma Mastery
Legendary Passive Self Mastery
Pass Increases the duration of all Soma Powers by one step at no cost, and
– reduces the Wyrd cost of all Soma Powers by 1 (minimum 1).

Occult 235
The Path of Vis Calling
The countess' liveried guards finished examining the rather lovely young courtesan.
“I'm sorry my dear, someone in my position can never be too careful.” The noble apologised, dismissing her
guards with a gesture, before reclining and taking another sip of her wine. She had rather enjoyed the show.
Now it was time to enjoy her prize up close.
“Come here my dear, sit,” she said beckoning to her lusciously upholstered chaise lounge.
The young woman bit her lip, most adorably, and padded over to the recliner with a look of concentration on
her face. As she took her seat the countess pulled her into her arms.
“Don't be shy, come closer and tell me what is troubling you, my pretty thing.”
The courtesan leaned in to the countess, twining one arm behind her head, and whispered softly into her ear
“Your brother, he sends his regards.”
There was a sharp crackle of blue light followed by the smell of burnt hair and ozone.

Vis Flow
Basic Continuous Touch Occult Attack, Mind Affecting, Skill Bonus
Pass Provides Power to a single device comparable to a fusion cell. If active at the
same time as the Vis Drain Power, the Powers counteract and cause the
10 device to function as it would with no occult intervention. 
+2, +1 Increases power provided by one step on the Vis Power Levels table (below).
Wyrd
+10, Changes to a Ranged Power.
+1
Wyrd
Vis Shock
Advanced Continuous Self Physical Occult Attack
Pass You can make Unarmed attacks that deal [HtH] or [Passion] (whichever is
higher) ap3 damage instead of your normal damage. Half of this damage
15 leaks through energy shields. These attacks have the Stunning tag.
+1 Increases damage for Unarmed and Mêlée (see below) attacks by 1.
+3 Increases AP by 1
+5 Any Characters touching the Caster suffer the Damage as Continuous
Damage. This inflicts Pain if the victim is in a Grapple.
+5 This Power now effects metallic Mêlée weapons, granting them the Stunning
Tag and using your [Passion] in place of [HtH], if it is higher. Mêlée weapons
do not and cannot gain increased ap and do not leak through shields.

236 Occult
Vis Bolt
Expert Continuous Ranged Physical Occult Attack
For the duration of the Power, you can throw bolts of energy as a
Pass Ranged:Small attacks with a range increment of 10m. This attack does
[Passion] ap3 damage, plus [Finesse] extra damage per point of extra Speed
20 spent making each attack. These attacks have the Stunning Tag and half the
damage leaks through energy shields.
+1 Increases base bolt damage by 1
+3 Increases base ap by 1
+3 Doubles bolt range increment

Vis Storm Ranged,


Elite Instant 10m blast Physical Occult Attack
You unleash a burst of energy dealing [Passion]+[Mental]+[Practice] ap3 as
Pass an Explosive Blast attack with a 10m radius. Extra Speed can be spent to
increase the damage by [Finesse] points per point of Speed. This attack has
25 the Stunning Tag, which affects even victims who used Dive for Cover if they
fail to exit the blast radius.
+1 Increases damage by 1
+3 Increases ap by 1
+3, +1 Doubles the blast radius
Wyrd
Vis Calling Mastery
Legendary Passive Self Mastery
Pass Increases the duration of all Vis Calling Powers by one step at no cost, and
– reduces the Wyrd cost of all Vis Calling Powers by 1 (minimum 1).

Vis Power Levels


1 1 fusion cell
2 10 fusion cells
3 building or land car
4 City block, agora fusion generator, or flitter
5 Small starship (explorer, escort, raider)
6 Capital city
7 Medium starship (frigate, galliot, assault lander, freighter)
8 Starship, luxury liner
9 Capital starship (cruiser, dreadnought), planetary shield generator
10 Terraforming engine, symbiot world egg

Occult 237
Paths of Faith and Intelligence
Attunement Powers are cast using [Int]+[Mental]+[Lore: Occult Practice].

The Path of Sathra


“First you must understand that all distance, as all time, is an illusion. An illusion that is broken for us in the
one place where distance becomes nothing; we can see all as it is for the instant that lasts all eternity.”
“So... in other words you tracked them here by asking the jumpgate?”
Trail
Basic Instant Ranged Utility, Divination
Faith You can determine the destination of the last jump from a jumpgate. Base
10 range 100 km.
+5 Determine the destination before the last one.
+10, You also gain a vision of what ships went through the gate.
+2
Wyrd
+10, Increases the range of this Power to anywhere in-system. Line of sight is not
+5 required.
Wyrd

Latch/Unlatch
Advanced Instant Ranged Utility
Faith Reduces or increases a jumpgate's reset time by one level (see the Jumpgate
15 Reset Times table on the next page). Base range 100 km.
+3 Increases the latching or unlatching effect by one level.
+5 Shuts down the jumpgate as if a ship had just gone through it.
+10, Increases the range of this Power to anywhere in-system. Line of sight is not
+5 required.
Wyrd
+15, Severs a route between systems for one year, or reattaches a severed route.
+10 Casting time: 1 day.
Wyrd

Space Speech
Advanced Instant Ranged Utility
Faith You may send a one-word message to another creature instantaneously
through space. The recipient must find their own means of replying. Base
15 range: system-wide.
+1,+1 You may add another word.
Wyrd
+10, Allows the message to pass through a jumpgate to a system within a single
+5 jump.
Wyrd

238 Occult
Void Touched
Expert Continuous Self Utility, Divination
You gain the ability to feel space around you. This Power can determine the
size, bearing, and radial and tangential velocity of objects within range, and
Faith
can scan through intervening objects such as planets with a range of [Calm]
AU. This Power cannot detect anything on or in a material object, or in
20
atmosphere. In addition, you gain a +4 bonus to all Pilot Spacecraft rolls
including those to experience the Sathra effect.
+2 Increases range by 1 AU.
+3 Increases Pilot bonus by 1.
+5 All weapons fired by you in space combat are considered to have the best
available sensors. This Power cannot be used to aid Think Machine gunnery
systems.

Void Mind
Elite Instant Self Utility, Divination
You can see any location in space that you detect using the Void Touched
Faith
Power as if you were there. This allows you to target Psychic Powers as if
you were touching a spacecraft or to be in range of objects in planetary
25
atmospheres. 
+5, +1 You can extend the range of your Void Touched Power and this Power a
Wyrd single jump through a jumpgate if you are sufficiently close to it.

Sathra Mastery
Legendary Passive Self Mastery
You gain a reserve of Wyrd that is effectively a Wyrd tabernacle that can
Faith only be refilled by experiencing the Sathra effect, which fully restores it. The
tabernacle holds [Faith]+[Mental]+[Practice] points of Wyrd. You can
– transfer 1 point of Wyrd from the tabernacle per point of Meditation
[Finesse] as an 8 Speed action (minimum 1).

d10 Jumpgate Reset Times


1-2 Jumpgate takes 1 minute to reset after use.
3-4 Jumpgate takes 10 minutes to reset after use.
5-6 Jumpgate takes 30 minutes to reset after use.
7-8 Jumpgate takes 1 hour to reset after use.
9 Jumpgate takes 1 day to reset after use.
10 Jumpgate takes 1 week to reset after use.

Occult 239
The Path of Attunement
The link between the material and the spiritual is stronger than many would have you believe. Using pure
materials, the flows of spiritual energy can be detected, measured, and even mapped. These flows can
similarly be tethered to objects, or between persons, in ways that can be quite advantageous.
– Understanding and Refining the Aether, A Practitioners Guide, anonymous.

Bonding Casting Time: 1 hour, Divination, Hours, Utility, Meta,


Basic Continuous Touch Occult Attack
The target must be a willing recipient of this Power. You may cast Occult
Powers on the recipient at -1 Wyrd cost (minimum 1) while this Power is
Int
active. The duration of the Powers cast using this bonus cannot exceed the
duration of this Power. If you have the target's blood, you may bond them
10
whether they are willing or not, and you gain +5 Successes towards Finesse
effects if you successfully cast the Power.
+5 You always know the location of the target if they are within 100m. 
+5 You can know if target is asleep, unconscious, or dead just by thinking about
it, provided they are in the same solar system.
+5 Gives the target a -1 penalty to resist Occult Powers you cast on them.
+5,+1 Bonds an unwilling target. Target may resist as normal.
Wyrd
+5,+1 Bonds a target that is not present by using their personal effects. This only
Wyrd works if the target is in the same solar system.
+10, Reduces Wyrd cost by a further -1. 
+1
Wyrd
+15, You may grant the subject the effects of Powers that are normally Self only
+1 by casting them on the target at Touch range. 
Wyrd

Geomancy
Basic Instant Ranged Casting Time: 1 hour, Divination, Utility
Int You gain an insight into the ley lines in your vicinity. This can help them
determine if terraforming or other weather- or nature-altering activities are
10 taking place.
+5 Locates any disturbance in the local ley lines within range.
+10 Locates a place of power (if it is within range) that can be used to
compliment Occult casting. At a place of power the effects of celestial
alignments are doubled. The price of an Occult Power cannot be reduced
below 1.

240 Occult
Sense Traces
Basic Instant Self Casting Time: 1 hour, Utility, Divination
Int You can sense the presence of recent and present Occult activity in a 100m
radius and gain an approximate feeling of the number of effects present,
10 their direction, and how powerful they are.
+5 Multiplies the radius by 10.
+5 Indicates which Mental characteristic the Power(s) are based on (Faith, Ego,
Passion, Calm).
+5 Indicates the approximate location of the occult activity.
+5 Indicates how long ago the activity took place.
+5, +1 Reduces the casting time to 1 minute.
Wyrd
+10, Reduces the casting time to 6 Speed.
+2
Wyrd

Spirit Hedge
Basic Continuous Touch, 2m Casting Time: 1 hour, Utility, Hours
Int You create a ward that spirits cannot pass unless they succeed a resistance
roll against the Construction Cost of this power. This ward has no effect on
10 Psychic, Theurgic and Occult Powers.
+1 Increases radius by 1m.
+5, +1 Spirits are unable to use ranged or Occult Attacks across the warded
Wyrd threshold unless they succeed their resistance roll.

Totem
Advanced Continuous Touch Casting Time: 8 Hours, Divination, Utility, Skill Bonus, Years
Int You become attuned to an item. Once attuned, the Caster gains a +1 bonus
15 whenever they spend Calm points or Passion points when using the item.
+5 Caster always knows the location of the item to within 100m. 
+5 Caster knows if item is damaged or destroyed by thinking about it. 

Sanctum
Advanced Continuous Touch, 5m Casting Time: 8 Hours, Divination, Meta, Years
Int You attune yourself to a particular place with a radius of 5m or less. So long
as you are in this place you gain a +2 to all casting rolls of Psychic,
15 Theurgic, and Occult Powers. You may only have one sanctum at a time. 
+5 You become aware whenever anyone enters your sanctum. 
+5 Increases casting bonus by 1.
+10 You are made aware of and receives a brief vision of anyone entering your
sanctum. 

Occult 241
Dead Zone
Advanced Continuous Touch, 2m Casting Time: 1 Hour, Meta, Hours
This power creates a zone in which normal occult energy is suppressed or
even absent. Spending time in an area so warded is uncomfortable for most
Int people and very uncomfortable for those with occult talents. While in this
area, Characters cannot regenerate Wyrd. On entering such an area,
15 psychics or theurges must roll a resistance roll or lose a point of Wyrd. This
does not apply to the Caster when the Power is first cast, but does apply to
others in the area of effect, and if the Caster re-enters the area.
+1 Increases the radius by 1m.
+2 Gives a -1 penalty to casting Occult Powers within the dead zone.
+5 Increases the number of Wyrd points lost by theurges and psychics when
entering the area by 1. Half this total is also now lost by Characters with no
Occult Powers.

Ward
Advanced Continuous Touch Casting Time: 1 Hour, Divination, Meta, Targeting, Hours
You can ward a 2m radius area so that you are momentarily aware of the
Int next person entering it, and (if you cast one) they trigger and become the
target of an Occult Power. You must cast the Power at the end of the Ward
15 casting time, and the Wyrd used to cast it is committed for the duration of
the Ward or until it is triggered.
+5 You can make the ward in such a way that it can be activated and
deactivated by your choice of: anyone, specific persons or groups, or only the
living hand of it's creator. Turning a ward on or off costs 3 Speed and the
person must be touching the ward.
+5, +1 You can make the ward so that is casts the attached power a second time if
Wyrd another target enters the warded area. Only one casting of the attached
power is required.
+5, +1 Reduces the casting time to 1 minute.
Wyrd
+10, Reduces the casting time to 6 Speed (including the attached power).
+2
Wyrd

242 Occult
Coven Pact Ranged,
Expert Continuous Multiple Casting Time: 1 Minute, Meta, Hours
You set up a ritual bond for sharing power. You may nominate any
Characters with Meditation Basic or higher and who are within range,
allowing them to opt to participate with you. Participants must remain in
range for the full casting time. When this Power first activates, participants
may put an amount of Wyrd equal to their Meditation [Finesse] into a
collective pool. This Wyrd is committed for the duration of the Power.
Participants can then call on this Wyrd to use in their own castings for other
actions. An individual Character can only call Meditation [Finesse] points of
Wyrd out of the pool per Turn and this Wyrd must be spent
Int
immediately. There is no requirement that bonded Characters can use Occult
Powers of any kind to contribute. Once the bond is formed it is not dispelled
20
if Characters go out of range. If it is dispelled by other means, all stored
Wyrd is lost.

In addition, participants can use their Powers cooperatively. If one Caster


attempts to use a Power, any other participants who know the same Power
may assist them by taking the normal casting time to help with the casting.
This grants a bonus of the helper's [Finesse] for each additional Caster up to
the a maximum bonus of the primary Caster's [Mental]. The additional
Casters do not roll and do not have to spend Wyrd.
+5 The bond is set up so that there is a leader who can veto anyone taking Wyrd
from the pool or gaining the cooperative casting benefit. This leadership
starts with the Caster, but can be freely transferred. The old and new leader
must both consent to the transfer.
+5, +1 Reduces the casting time of this Power to 6 Speed.
Wyrd
+10, Doubles the maximum contribution each Character can make to (not call
+2 from) the shared pool to 2x Meditation [Finesse].
Wyrd

Occult 243
Theurgic Rites

Church Rites
The Universal Church may at times seem heterolytic, composed of competing sects and factions. However
we are united in our cause of helping spread the Pancreator’s grace to our flock and offering all his love and
protection.
– Account from the trial of Sanctuary Aeon Theologian Gupta of Florence, Holy Terra.

Devotional Liturgy Ranged,


Voice,
Basic Continuous Multiple Stat Bonus, Skill Bonus, 1 minute casting time, Hours
You nominate one target (which may be yourself) who gains a +2 bonus to
Pass
Leadership rolls aimed at friendly targets that hear the speech. This rite only
applies to characters who hear speaker using their own ears. Those listening
10
via PA systems and communications devices do not receive a bonus.
+3 Increase Leadership bonus by a further +1.
+5 Increase effective Leadership Finesse by 1.
+5, +1 Grant a +1 Faith and Calm bonus to all those listening. This also affects all
Wyrd derived stats.

The Prophet's Holy Blessing


Basic Continuous Touch Blessing
Faith The target of this Rite treats rolls of a 1 as normal results and not Critical
Failures. If this rite is used on a victim of The Prophet's Censure or a similar
10 Power, both Rites cancel each other out for as long as they are both active.
+10 The Character treats rolls of 1 as an 11, instead of Critical Failure.
The Tongues of Babel
Advanced Continuous Self Utility
Faith You gain the ability to converse with any creature with a spoken language as
if you had Basic Finesse. This Rite does not confer the ability to read or
15 write any language. 
+5 You can read other languages, but can't understand coded writing.

244 Occult
The Prophet's Censure
Advanced Continuous Ranged Curse, Hours
Pass The target Character treats rolls of 2 as a Critical Failure as well as 1. If this
Rite is used on a recipient of The Prophet's Holy Blessing or a similar Power,
15 they both cancel each other out for as long as they are both active.
+5 The target cannot spend Wyrd to assist defence rolls or recover Vitality.
+5 The target Character treats rolls of of 1 or 10 as Critical Failures instead of
1 or 2.

Laying on of Hands
Advanced Instant Touch Healing
Heal one Lethal Wound to a location that has -1 or more Lethal Wounds (-2
Calm
for Theurgy at Expert, -3 for Theurgy at Elite). This Rite also restores a
number of points of Vitality equal to target's [Faith]/2 (rounding up) for every
15
Lethal Wound healed.
+3 Increases the number of Lethal Wounds healed by one. Multiple locations
can be healed in a single casting.

Oath to the Saints Touch,


Expert Perpetual Multiple Utility
A group of people swear an oath with one of the Church's saints as a witness.
Subjects of the Rite receive a +1 bonus when casting Theurgic Powers on
one another. In addition, they receive a +1 bonus to all rolls when acting in
Faith
according to the virtues of one chosen saint and gain their oath as a
Motivation they can call upon. Should one member of the party betray the
20
others while under the effects of this Rite, all bonuses are lost, and the oath
breakers must roll to avoid gaining Hubris and are afflicted by a permanent
Prophet's Censure Rite until they atone.
+2 Grants a +1 to Determination in order to call on the oath.

The Saints and their Virtues


Paulus Pathfinding, investigating mysteries
Lexitus Upholding an example to others, upholding a pledge
Almathea Aiding those in need, easing suffering.
Manitus Defending the faithful, personal improvement
Maya Defending the innocent, punishing the guilty
Horace Research, lore-keeping
Hombar Befriending others, selfless acts of charity
Ven Lohji Meditation, mental or spiritual self improvement, art

Occult 245
The Pulpit's Gift Ranged,
Voice,
Expert Continuous Multiple Skill Bonus, Days
You deliver a speech and thereafter gain a +2 bonus to Social rolls against
Pass
all those who heard you speak. This Rite only applies to Characters who hear
you using their own ears. Those listening via PA systems and communications
20
devices are not affected. This power can be resisted as normal.
+2 Increases the social bonus by another +1.

The Righteous Assignation of Penance


Elite Instant Touch Utility
Faith You show the target how to atone for past behaviour. This may allow the
target to lose Hubris, remove a curse or Affliction, change motivations, or
20 reassign Calm, Passion, Ego, and Faith if they complete the task(s).

Sanctification
Elite Varies Touch Item Creation, Hours
Faith This Power functions as per the Consecration Rite except with a base
duration of hours. This Rite can only be used once on a given object. Items of
25 Tech 5 or higher cannot be consecrated or made into articles of faith.
+0 Instead, creates a vial's worth of holy water. (Permanent duration.)
+1 XP Duration becomes Permanent.
+2, +2 Allows you to create an article of faith storing 2 XP worth Theurgic Rites you
Wyrd, know. Users who know the Rites gain a +2 bonus to casting them. Users who
+1 XP don't know the Rites may cast them as if they did, provided they have
sufficient Theurgy Finesse. Permanent Duration.

Providential Deliverance
Elite Varies Varies Utility, Direct Defence
You miraculously escape from one dangerous situation completely
unharmed. Your associates are also offered a path to safety, but may falter
Faith
depending on their actions. This Rite can be cast after you have died in order
to save your comrades provided you would have had sufficient Wyrd and
25
succeed the roll. The action can be attempted the Round after your death on
your Initiative.
+5, +1 The Rite can be used to miraculously save both you and other Characters
Wyrd who have apparently died within the last minute.

246 Occult
Orthodox
In addition to these Rites, Orthodox priests gain access to the Church Rites.

“The archbishop didn’t fall from the survey gantry. He was pushed!”
A jagged steel bar ripped from the half-finished buttress of the cathedral and impaled Brother Jinn to the
wall. Blood began to soak through from the deep chest wound.
“Very clever, but you will never prove it,” sneered the Reeve. “And after another 'construction accident'
claims another up and coming young priest, I dare say they may give up on this project!”
He gestured upwards towards the scaffolding. It started to rock, pushed by unseen forces. Suddenly it
collapsed; Jinn disappeared in an avalanche of metal struts and dust.
The Reeve coughed, peering through the dust to make certain of his victim. His cruel gaze was met by Jinn
staring determinedly down the sights of his revolver.
The Reeve gestured sharply to the fallen metal scaffolding, but it lay motionless. Looking horrified, he
turned to run.
Jinn squeezed the trigger.

Light
Basic Continuous Self Utility, Occult Attack
You summon a ball of light into your palm, illuminating the area within 3m.
Faith Alternatively, a narrow beam of light emerges from your hand illuminating
objects out to 10m. The beam can be used to Blind opponents for one Round
10 if they are facing you and within range. You must make a successful
Ranged:Small attack with the beam that must hit the targets Head location.
+1 Increases the radius of the area illuminated by the ball(s) by 1m, or the
range of the beam by 3m.
+3 Add an additional ball of light.

+5 Makes this power Ranged and allows the balls to be freely directed within
range.

Consecration
Basic Continuous Touch Utility, Item Creation
Consecrates an item, mentally purifying it. Consecrated items give a +1
Faith bonus if they are used to assist in the casting of a Theurgic Rite. The item
used must be thematically appropriate to the Rite being cast. Consecrated
10 items also grant a +1 non-stacking bonus to resisting Occult Powers. Items of
Tech 5 and above cannot be consecrated.
+5 Instead creates a vial's worth of Holy Water (Permanent duration).
+10, Makes the item permanently consecrated.
+1 XP

Occult 247
Armour of the Pancreator
Advanced Continuous Touch Direct Defence, Hours
The target is miraculously protected against particularly dangerous attacks.
If an attack would reduce a Character to below 0 Lethal Wounds to a
location, or would kill them, they may opt to spend a point of Wyrd to
Faith completely negate the hit. This counts as the attack missing with 0
Successes. This Rite may be used a number of times equal to the recipient's
15 [Faith]/2 per casting. This version of the Rite doesn't work with armour with
a greater Soak than 12 or an av higher than 1, or characters wearing energy
shields. The exception to this is all characters are protected if they are
unconscious.
+3, +1 Increases the number of attacks this Rite can negate by one.
Wyrd

Exorcism
Advanced Continuous Ranged Occult Attack, Meta
While the power is active, you may make [Faith]+[Mental]+[Theurgy] rolls
in order to dispel an Occult Power, suppress a Caster's ability to use a
specific Power, or exorcise otherworldly entities. The first roll can be made
immediately after casting; afterwards, rolls are 6 Speed dispel actions which
the Caster can perform at no Wyrd cost until the end of the Rite's Duration.

When targetting Occult Powers, you must select a single Power that is in
effect, or try to suppress a specific Power that the target has the ability to
cast. You may attempt to target a Power you are not certain the target
possesses; if they don't have it, the attempt is wasted. This functions like a
sustained task, except that there is no interval; you are allowed to spend
Speed on the dispel action with a difficulty equal to the targeted Power's
Finesse Level, until you reach the target's [Mental] Finesse in sustained task
Successes (in which case you succeed) or the duration of this Rite ends. If
Faith you succeed when targetting an active power, it is dispelled, while
suppressing a Power causes the owner to be unable to use that Power again
15 for the duration of this Rite. Otherworldly entities appearing to their hosts
are considered an Occult Power for this use of the Rite. This Power can
dispel and be dispelled using the Deflection Psychic Power or the Exorcism
Rite of another Caster. However, neither of these Powers can be
"suppressed" to prevent them from being cast again.

Alternatively, you can target otherworldly entities directly. You make


opposed [Faith]+[Mental]+[Theurgy] checks, and if you succeed they take
damage equal to your [Faith]+[Mental]+[Theurgy]+Successes on the
opposed roll. This damage ignores armour but it does not affect the host of a
possessing entity. If the Caster reduces an entity to below zero Vitality using
this Power, the entity may not manifest again or use any Powers for the
duration of the Rite and for an additional [Mental] days. At the end of this
period the host may make an occult defence roll vs the entity's casting roll; if
the host is successful they may spend 1 XP to permanently banish the entity.
+5 Reduces the Speed cost for the dispel action by 1 (minimum 3).

248 Occult
Faithful Heart
Advanced Continuous Ranged Occult Attack, Meta
You may grant up to [Finesse] targets either the ability to re-roll failed
defence rolls against continuous Powers affecting the targets, or a +2 bonus
Faith to resisting Occult Attacks and Social attacks. This bonus also applies to
defence rolls against Physical Occult Attacks (but not merely enhanced
15 mundane attacks). For example, it wouldn't help against a crate dropped on
the target with the use of Farhand but it would protect against any attempt
to grapple the beneficiary with the same Power.
+2 Increases the bonus against Occult Attacks and Social attacks by +1.
+5 Add additional target.

Dispersal of Darkness Self, 2m


Expert Continuous radius Occult Attack
No servant of darkness can enter the warded region within 2m of you unless
they successfully resist this Rite. This includes any mêlée, ranged, or Occult
attacks the servants of darkness may make or other effects or creatures they
Pass create or control. You may approach servants of evil, but moving within 2m
of them ends the effects of the Rite for that creature. If you attack a creature
20 subject to this Power normally or by using an Occult Power, this also ends
the Rite for that creature. If creatures are within the Rite's area when it is
cast, they flee if they are able to do so. If not, they are still unable to
approach the Caster.
+2 Increases the warded area's radius by 2m.

Seal the Temple


Elite Continuous Ranged Occult Attack, Meta
This Rite must be cast on a consecrated place of worship that has been
closed or barricaded so that people may not enter. While this Rite is in
effect, anything within the area cannot be harmed by anything from the
Faith outside. Fires miraculously burn out just short of the walls, artillery shells,
miss and diseases do not cross the threshold. For the duration of this Rite no-
25 one may enter the warded area and anyone leaving the area ends the Rite.
Similarly, those within the warded area cannot make attacks on those
outside without ending the Rite. This Rite does not prevent those within the
warded area from harming each other. 

Occult 249
Brother Battle
In addition to these Rites, the Brother Battle gain access to the Church Rites.
His throat burned. His legs screamed. He hadn’t slept in four days. Up ahead, his Master ran onto a fallen
tree lying across the canyon. Below, the river boiled and frothed. She turned, glancing back into the wood,
apparently looking for the rest of the acolytes.
As he started to cross, she turned and broke off a branch. Wielding it as a staff, she came back along the
trunk to meet him.
“Why are you still following me, acolyte?” She swung high, making him duck. “Why are you trying to cross
this stream?” She swung again. He blocked with his forearm. It was agony but he had kept his balance.
“Why? Why? Why!?” She cried as she swung at him over and over.
He caught her branch and twisted. It fell into the torrent below. “To get to the other side,” he panted.
A grim look of pride spread across her face.

Soul's Vessel
Basic Continuous Self Skill Bonus
Pass Increase your effective Athletics Finesse Level by 1. If this takes it beyond
10 Legendary, extrapolate the appropriate effects. 
+4 Gain a +1 bonus to Athletics rolls.
+10 Gain a further +1 bonus to Athletics Finesse and a further +2 bonus to
Athletics rolls.
Rightfully Guided Hand
Basic Continuous self Skill Bonus
Faith Gain a +1 bonus to the use of one combat Skill.
10
+4 Increases bonus by +1.
Liturgy of the Wrathful Host
Voice,
Basic Continuous Multi Casting time: 1 minute speech, Skill Bonus, Hours
One Character nominated by you (which can be yourself) gains a +2 bonus to
Pass Leadership rolls aimed at friendly targets that hear the speech. In addition,
hearers of the speech gain a +2 bonus to Determination. This Rite only
10 applies to Characters who hear the speaker using their own ears. Those
listening via PA systems and communications devices do not receive a bonus.
+3 Increases Leadership and Determination bonuses by 1.
+5 Increases the leader's effective Finesse by 1.
+5, +1 Grants a +1 Faith and Passion bonus to listening Characters. This affects
Wyrd derived stats.

Armour of the Pancreator


Advanced Continuous Touch Direct Defence
Faith Functions as the Orthodox Rite, except it can work with armours of more
15 than 12av1 provided they are Consecrated.
+3, +1 Increases the number of attacks this Rite can negate by one.
Wyrd

250 Occult
Righteous Fervour
Advanced Continuous Touch Utility, Defence Bonus, Days
The target gains a new Motivation to complete a mission they specify at the
Pass time of casting and a +2 bonus to all Determination rolls. A Character
cannot be under the effects of two of these Rites at the same time. If a
15 Character is judged by the GM not to be acting in accordance with the
mission they specify, they gain a point of Hubris and the Rite ends.
+1 Increases the bonus to Determination rolls by 1.

Zakhayelos's Eyes
Advanced Special Self Utility
You are warded in your sleep enabling you to make use of your Awareness
Calm
Skill as normal. This only applies to natural sleep, not sedation or
unconsciousness due to injury. You may awaken instantly, but you typically
15
do not remember events more than a few minutes before you awoke. 
+5 You are able to control your waking response so you are not woken by loud
noises, light, or even pain or physical injury unless you choose to be. This
allows you to rest peacefully even during an artillery barrage or survive
deliberate sleep deprivation and torture. 
Smiting Hand
Expert Continuous Self Stat Bonus, Indirect Attack
Adds +6 to your Hand to Hand, increasing the Damage for all Mêlée weapon
Pass
and Unarmed attacks. Also gives a +3 free Successes to the Knock Back and
Stun Finesse Effects and allows their use even if the weapon isn't blunt or
20
you lack the required Finesse Level.
+2 Increases HtH bonus by 2, and the Knock Back and Stun bonuses by +1.
Fearsome Majesty
Elite Instant Self Skill Bonus, Occult Attack, Mind Affecting
You can make a single supernaturally enhanced area of effect Scare Social
Battle Art attack as part of the casting of this Rite. Gain a +10 bonus to
Pass Intimidate, increase the range and multiply area of effect by 10 (to 100m
and 20m radius per point of [Finesse]), and add your Theurgy Finesse to your
25 Intimidate Finesse. This Scare attack is considered an Occult Attack and a
Social attack for the purposes of defensive bonuses (apply both bonuses if
applicable).
+1 Grants a +1 bonus on the Scare Social attack.

Salutation to Zakhayelos, Lord of Hosts


Elite Instant Battlefield Summoning
You call on Zakhayelos to intervene in the battle at hand. If judged worthy,
you and your allies may receive supernatural aid, but this is rarely direct.
Typically, the party will have their Wyrd and Vitality totals restored to full
Faith
and be temporarily returned to at least 1 Lethal Wound to all vital locations.
Reinforcements may appear, much needed ammunition or weaponry may
25
suddenly be found, and enemy weapons may malfunction. At the end of the
battle, all Characters that benefited from this rite are reduced to zero Wyrd
and any Lethal Wounds that were temporarily restored are lost.

Occult 251
Sanctuary Aeon & Compassionate Gjarti
In addition to these Rites, Sanctuary Aeon gain access to the Church Rites and
Compassionate Gjarti gain access to Folk Gjarti.

War and disease are the same. Cells exchange beneficial proteins and stimuli to work together for the
good of the whole organism when healthy. The breakdown of this coexistence is what we call conflict.
Just as disease has an imprint on a sentient’s energy fields, so does wrath. This disharmony is what we
address either through medicine, diplomacy, or the Pancreator’s grace. When you do this, remember
that the best and most lasting change is to address the smallest part of the dysfunction precisely with
just the right medicine. Blunt approaches and urgent prayers may hold in an emergency, but a true
healer and counsellor always has a more elegant solution.
– Holistic thinking in the Service of Harmony:. An Acolytes Guide, by Father Josephus Collins

Cleansing
Basic Continuous Touch Utility, Item Creation
Functions as the Orthodox rite Consecration except it also serves as a
disinfectant. Consecrated items give a +1 bonus if they are used to assist in
Faith the casting of a Theurgic rite. The item used must be appropriate to the rite
being cast. Consecrated items also grant a +1 non-stacking bonus to
10 resisting Occult Powers. This rite can make up for the lack of a medkit by
allowing bits of cloth or other material to function just as well as a bandage.
Items of Tech 5 or higher cannot be cleansed. 
+2 Grants a +1 bonus to Heal checks when using the cleansed item. A whole
basic medkit can be affected in this way (higher level medkits are too high
tech). 
+5 Instead creates a vial's worth of Holy Water. (Permanent duration.)
+10, Makes the duration of Cleansing on the item permanent.
+1 XP

Hearth
Basic Continuous Touch Utility, Hours
Faith Produces a magical camp fire that can be used for cooking or illumination
10 but cannot burn people or materials. This fire does not consume oxygen.
+5 In the area around the hearth characters naturally recover Lethal Wounds
faster, at a rate of 2 per day instead of the normal 1 per day.
+10 The hearth is especially noticeable to those in need or rescuers guiding them
to safety, granting them a +10 bonus to spot it. At the same time, it is not
visible to those who wish the campers harm.

252 Occult
Knowing Heart
Advanced Continuous Ranged Occult Attack, Occult Defence, Skill Bonus
This Power allows you to read surface thoughts like the Psychic Power
Calm Mindsight, but also reveals any mental illness or occult influence that may
be affecting the target's psyche. Gain a +1 bonus to defensive actions and
15 Social and Occult Defence vs. the target. Compare the Construction Cost to
the defender's or 15 (whichever is higher) in order to determine Successes.
+3 Increases the defence bonus by +1.

Restoration
Advanced Varies Touch Healing
Instantly cures a person of poison and disease with a touch. Symptoms of
Calm
mental illness abate for 1 hour per point of [Mental] Aptitude. This removes
all Conditions and penalties. This Power can also be applied to instantly
15
make spoiled or contaminated food and drink safe to consume. 
+2 Affects an additional target with a single casting, provided they can be
touched in the same round as the casting. 
+5 Removes the Confused, Blind, Pain and Crazed Conditions from the target(s)
even if they are not caused by poison or disease. Targets gain no immunity if
the Conditions are inflicted again.
Calming
Advanced Continuous Ranged Occult Attack, Stat Bonus
This Rite calms the target down, quieting strong emotions. The roll to resist
this Rite is [Passion]+[Mental]+[Stoicism]. For the first [Mental] Rounds
Calm
after this Power comes into effect, the target is unable to make attacks
unless they are attacked or threatened, or someone attacks or threatens a
15
loved one or someone to whom they have a Motivation to defend. This period
of non-violence cannot be extended without recasting the Rite. 
+5 Suppresses mental disturbances, demonic possession and Occult effects that
produce strong emotions and/or mind control for the duration of the Rite.
Removes the Crazed and Pain Conditions from the target who becomes
immune to these for the duration of the Rite.
+5 Optionally, increases the target's Calm by 1 point. Target gains the
Squeamish Aspect for the duration of the Rite: they cannot make an
Initiative bid in combat and also cannot spend Successes on any Finesse
Effect that causes additional Lethal Wounds, cannot deliberately target vital
locations and cannot deliberately make an attack that would inflict Lethal
Wounds on a helpless opponent. 
Fruitful Multiplication
Advanced Instant Touch Utility
Multiplies the quantities of a target basic material (food, water, clothing,
Faith
bandages, air, etc.) by a factor of 2. Certain uses of this Rite result the
Caster gaining Hubris (test vs. difficulty 15), e.g. use on precious metals,
15
money, or attempting to use the Rite more than once on a pile of goods.
+1 Increases the multiplication factor by 1.

Occult 253
Manna from Heaven
Expert Instant Touch Utility, Healing
Faith Creates enough sustaining but bland food and water to feed 30 adult humans
for 1 day. Can instead cleanse enough breathable air for 30 person days if
20 there is sufficient available volume. This Rite cannot produce new air. 
+1, +1 Increases the amount of food or air produced by 10 person days.
Wyrd
+5 The food and drink restore 1 Lethal Wound if consumed for a day.
Sanctuary Self, 10m
Expert Continuous Radius Direct Defence
Prevents any violent actions (such as physical assault or Occult Attacks)
Faith
either originating from or targeting characters within 10m of you from
succeeding unless the highest number on the die (10 on a d10, etc) is rolled.
20
The Caster is also affected. 
+1 Extends radius of the effect by 10m.
+5 Increases the radius by a factor of 10.
Healing Hands of St. Amalthea
Elite Instant Touch Healing
Fully heal all Lethal Wounds a Character has suffered provided they are not
Calm
dead. Vitality is not restored. Removes any mundane Conditions like Pain or
Stun and the effects of any poison or disease. This Power can be used to
25
reattach limbs, remove alien parasites, or fix destroyed organs. 
+5 Regrow a detached limb or organ as good as new
Revive the recently deceased. The beneficiary has 1 Lethal Wound remaining
+5 on all locations and 0 Wyrd.

Invitation to Hamomeyelos, Lord of Mercy


Elite Instant Varies Summoning
You request the aid of Hamomeyelos in order to help you survive a difficult
situation or when you pledge to relieve the suffering of a group of people
(other than the party). A series of fortunate coincidences, usually involving
the kindness of strangers, will help the party to survive their present
predicament. This only gives the help that is truly needed, not necessarily
Calm what is desired.

25 When pledging to help others, your power may be strengthened in order to


help you with the task. You gain an extra temporary Motivation to help this
group and Wyrd costs for all Rites are reduced by 1 (minimum 1) so long as
you use your Powers for this cause. Working against this goal, causing
suffering to others, or abandoning those in need before the mission is
accomplished requires you to test to see if you gain Hubris (difficulty 15).

254 Occult
Eskatonic

In addition to these Rites, Eskatonics gain access to the Church Rites.

“A story is being told, perfect in its imperfection, sublime in its contradictions. To appreciate the ending one
must know what was. We are but players and assigned our parts. But to give our best honour to the
performance we must understand the stage, do you not agree?”
– Final appeal before the execution of Francesca Du Plies for the possession and dissemination of
heretical materialistic republican texts and shamanry.

Celestial Alignment
Basic Perpetual Self Casting time: 1 hour, Utility, Divination
Calm You know when and where you are by looking at the sky. This Rite only
works on a planet and must be cast separately for each different planet. The
10 Rite must be performed on the planet in question.
+5 Know the exact time if sun- and moon-rise at any given location.
+5 Predict exactly the time of any eclipses or transits at any given location.

Cypher
Basic Instant Touch Utility
Encrypt a single text so that others cannot read it. This Rite is required to
decrypt the text, but only works for the original caster. The Caster may
choose (at the time of casting) another person who can use this Rite to
Int
decrypt the message. Others may attempt to decrypt the text by beating the
Construction Cost of the original casting by 5 using this Rite or by making an
10
[Intelligence]+[Mental]+[Lore:mathematics] Skill check. A think machine
program can also be written to break the code. In this case consider the
message to have a Tech Level of 5 + (1 per 3 Successes on the Rite).
+10 You gain the ability to determine the meaning of a passage which is not
encrypted but is in a language you don't know. This changes the duration of
the Rite to continuous and you can also read the text at a rate of 1 page a
minute.
+10 The encrypted text can be hidden as a seemly normal passage. Discovering
the passage requires an [Intelligence]+[Mental]+[Research] check equal to
the Construction Cost of this Rite. The text itself is not Occult and is not an
active power.

Divine Revelation
Advanced Instant Self Divination
Calm You gain some insight into a problem vexing you. This may not be the
15 problem you intend to solve with this Rite.

Occult 255
Second Sight
Advanced Continuous Self Utility, Counter Concealment, Targeting
You can see the local flows of occult forces including active Occult Powers,
Calm
consecrated items, and Annunaki artefacts. This allows you to halve the
penalties associated with camouflage and Invisibility if you are looking at
15
someone using Occult Powers.
+5 Detect if individuals have Occult Powers even if they're not being used.
+5 See low-level background occult forces such as ley lines, the effects of
terraforming, and latent demonic taint. 
+5 See Occult activity through walls. If you are Blind, or in a situation where
there is no illumination, you may also perceive other characters by seeing
their active Occult Powers (or possession by occult entities), but at a -3
penalty to Perception. This allows you to target whatever you can see.

Rending the Veil of Unreason


Advanced Continuous Self Utility, Counter Concealment, Targeting
Read the auras of others through all concealment (but not through walls).
Reading auras normally allows you to determine a Character's species and
emotions, as well as if they have Occult potential. This is like the Psychic
Calm
Power Subtle Sight except that you can also see the strength of the target's
Faith and the sins the target has committed. This halves all Stealth bonuses
15
and attack roll penalties due to concealment or Invisibility. Consult the table
at the start of this chapter to see the effects of viewing auras. This Power
cannot be used while Blind.
+3 Detect Motion.
+5 Detect Motion and Texture.
+10 Can Detect Motion, Texture, Symbiots, and the Changed.
+5, +1 You can now see auras through walls, and can target Occult Powers and
Wyrd attacks using this Power, but the attack has to penetrate the wall and suffers
a -3 penalty. If you are Blind, or in a situation where there is no illumination,
you may still perceive other characters by seeing their auras, but at a -3
penalty to Perception.

Refinement of Essence
Expert Instant Touch Utility, Skill Bonus
Purify 40kg per [Finesse] of living or non-living mater. This cleansing is both
Int spiritual and material. Living targets are instantly cured of poison and
disease. If these materials are to be used to make an item that requires pure
20 starting materials, then this Rite also grants a [Finesse] bonus to the
required Craft, Alchemy, or similar checks.
+1 Increases material to be purified by 10kg.
+5, +1 Increases amount of refined material by an order of magnitude.
Wyrd

256 Occult
Osseous Transmutation
Expert Instant Touch Occult Attack, Utility
Int Transform 40kg of non-living matter into a chalk like material per point of
20 [Finesse].
+1 Converts an additional 10kg of material.
+5 Converts organic mater as well as inorganic mater. Performing this rite on
any creature with a soul is believed to trap the soul within the structure and
is an evil act requiring the Caster to test to avoid gaining Hubris.
+5 Increases the strength of the converted materials to that of granite. If this
Finesse Effect is selected twice, the strength improves to that of ceramsteel.
+5, +1 Increases the amount of converted material by an order of magnitude.
Wyrd
All-Seeing Eye
Expert Continuous Ranged Utility, Targeting
Calm You see and hear for the duration of the Power as if physically present at a
location that you have been to or have a line of sight to. This power does not
20 need line of sight but remember to take range penalties into account. 
+5 You may target a place you merely know about.
+5 You may target a place you don't know about, but to which you have some
sort of connection.
+10 You may target a completely unknown place.
+5 You may target Occult Powers as if you were at the target location.
Investiture
Elite Instant Touch Item Creation
Calm Converts the target object into a Wyrd tabernacle capable of storing 1 point
25 of Wyrd per point of [Mental] aptitude at a cost of 2 XP per casting.
+2 Increases the Wyrd capacity by 1.
Knowledge and Conversation of Tholumiyelos, Lord of Wisdom
Elite Instant Variable Summoning
You summon Tholumiyelos to teach you. This normally takes the form of a
sort of Socratic dialogue in which you learn the answers to your own
questions through Tholumiyelos asking his own questions to guide your
reasoning. Other parties may join the dialogue but they must be selected at
the start of the Rite. If Tholumiyelos is asked to help with a particular
Faith problem or confrontation that you and your companions are about to face,
then he may instead offer them aid in the form of flashes of insight. Typically
25 this means all those who participated in the conversation (answering at least
one question (either Tholumiyelos's or someone else's) in a way
Tholumiyelos finds satisfactory) are considered to have Critically Succeeded
on any Intelligence or Perception based rolls they are required to make.
They may use Divine Revelation once without rolling even if they do not
know the Rite or indeed are not theurges. Wyrd costs must be paid as

Occult 257
Avestite

In addition to these Rites, Avestites gain access to the Church Rites


and the Brother Battle Rite Fearsome Majesty.
“Thank you so much for the access code. You are absolved.” said Kodor, hefting his flame gun.
“Wait, noooo!” cried the Scraver sentry. There was a woosh and a terrible stench arose as the flames
engulfed the battered and bloody man.
Knowing he was losing the element of surprise, Kodor keyed in the combination and the shuttle’s cargo ramp
swung down. Just as he’d suspected, they were trying to move the unholy artefacts they had been excavating
off-world.
The scream had attracted attention. The Scravers responsible for spaceport security were closing in. Kodor's
acolyte Gretha cowered behind a crate. The Inquisitor sighed and strode out of the mass of stacked cargo into
plain view.
The Scraver Genin and her hulking brute of an enforcer were leading the assembled guards to see what the
source of the trouble was. A weapons turret on the control tower twiched and started traversing towards
them.
“We do the Pancreator’s work! You cannot thwart us!” Kodor bellowed.
Sudden terror seized the assembling Scraver thugs causing them to scatter. Kodor gestured at the turret the
Pancreator had the mercy to stop it in its tracks, causing its weapons to droop limply. Only the Genin and her
enforcer remained.
Kodor growled “Step any closer and I will send you to Gehenna!” Both Scravers paused in their tracks.
“Now, if you would be so kind, please tell me about the owner of that shuttle craft you have secreted back
there.”
Knowing the False Heart
Basic Continuous Ranged Utility, Occult Attack
This Rite allows you to know if the target says anything which they
Calm personally believes to be untrue. This Rite does not actually tell you the
nature of the lies(s) in question. This Rite works on a single target per
10 casting. Compare the casting roll to the defender's roll or 10 (whichever is
higher) in order to determine Successes.
+5 You can detect half truths or deliberately misleading omissions. 
Scent of Evil
Basic Continuous Self Counter Concealment, Scent, Utility
You can detect the presence of evil in your immediate vicinity as if you could
Calm
smell it. This does not grant knowledge of the strength or number of sources
of evil. The definition of evil depends on the Caster's own beliefs as
10
interpreted by the GM. 
+5 Locate the scent of evil to within 10m.
+10 Determine the nature of the evil.
+15 Locate the exact source of the evil.

258 Occult
Sting of Conscience
Advanced Instant Voice Occult Attack
This Rite makes the target feel guilty about a sin they have committed. You
Pass must confront the target with the sin at the time of casting otherwise the
target will settle on a random transgression. This Rite is resisted by the
15 target's [Ego]+[Mental]+[Stoicism]. Compare the casting roll to the
defender's or 15 – whichever is higher – in order to determine Successes.
+5 The target is compelled to make up for the sin or else gain a point of Hubris.
+5 The target is temporarily overwhelmed by guilt and they are unable to take
any actions except defending themselves or recovering until the end of the
next Round.
+3 The target is overwhelmed by guilt for an additional Round.

Torchbearing
Advanced Varies Touch Occult Attack
If cast on an inanimate object, this Rite creates a flame that cannot be
extinguished by mundane means. If cast on a living creature, this Rite
instantly creates mundane fire and ends (the fire remains until extinguished,
which can be done as normal). Fire produced by this Rite is in all other
Pass
respects a normal flame and can start fires and will burn characters it
touches. The flame does 5apX damage each Round and inflicts the Pain
15
Condition. Fires lit from this magical fire are mundane and can be
extinguished as normal. If the flame is placed on the end of a weapon, it adds
+5 to the weapon's Damage at its normal ap, which does not count towards
activating energy shields.
+3 Increases the fire Damage by 1 point.
+5, +1 You may use this Rite at sight range. If cast on another character, the
Wyrd location is randomly rolled. Additional Successes can be spent to choose the
location as if this was an attack with a ranged weapon.
Inquisitorial Commandment
Expert Continuous Ranged Occult Attack
Pass The target is compelled to fully and truthfully answer any questions put to
20 them. These do not only include those asked by the Caster.
+10, The target is compelled to obey any verbal instructions they receive but is
+1 aware that they are not complying willingly. Suicidal orders are possible but
Wyrd entitle the defender to an additional defensive roll every time a suicidal
action is attempted. The target is also entitled to a re-roll every time an
order goes against their nature (as determined by their motivations).

Occult 259
Fault of the Soulless
Expert Instant Ranged Occult Attack
A targeted complex machine with a volume less than 1m 3 stops working,
Pass
alternatively if targeting a Character, all machines and cybernetics held or
on a single Hit Location stop working. The device can still be repaired with
20
an Advanced difficulty Tech Redemption roll as an 6 Speed action.
+3, +1 Increases the target volume by a factor of 10 in all dimensions (The target
Wyrd must all be part of the same machine), or, if targeting a Character, the Rite
targets all Hit Locations.
+5 Target device requires extensive repairs.
+10 Target device is permanently destroyed.
Tortures of the Damned
Elite Continuous Ranged Occult Attack
The target receives a vision of Gehenne, completely incapacitating them for
the duration of the Rite. At the end of the Rite the target gains an Affliction
point, plus an additional point for every time the Rite's duration was
increased. If the Rite is interrupted, only count the duration that has actually
elapsed for purposes of Affliction points. When the target's visions cease, roll
Pass a d10 to see what happens:

25 1–2: They suffer the Pain Condition


3–4: They suffer the Confused Condition
5–6: They suffer the Crazed Condition
7–8: They suffer the Rattled Condition, but cannot make a recovery roll until
the Caster's [Mental] in hours have passed
9–10: They pass out until the Caster's [Mental] in hours have passed
+1 The Caster nudges the die result for the table above up or down by one point
after it has been rolled. This can be taken multiple times.
+3 The Caster reduces or increases the Affliction points inflicted by 1. 
Petition to Jachemuyelos, Lord of Judgement
Elite Instant Battlefield Summoning
You summon Jachemuyelos and petition him to consider your cause and aid
you in bringing the guilty to justice. Jachemuyelos must be approached with
precise legal arguments and will often ask the other side of the dispute to
argue their case. During these deliberations no violent actions can be
attempted by the advocates without risking Jachemuyelos's wrath, and they
are warded from harm by outsiders even though battle may rage around
Faith them. Those who convince Jachemuyelos that their cause is just (which might
be the other side!) may be given his aid if they are unable to secure an
25 appropriate resolution. This usually takes the form of increased reserves of
Wyrd (doubling the remaining Wyrd and Wyrd capacity of those on the side
of right) and warding them with Armour of the Pancreator, even if this would
not normally be possible due to their heavy armour. The side seeking
restitution is given this blessing only so long as they are fulfilling the will of
Jachemuyelos. If they overstep their authority, or engage in unjust actions
themselves, the blessings are withdrawn and they must roll to avoid gaining
Hubris. In serious cases they may be directly punished by Jachemuyelos.

260 Occult
Chorali
Chorali are full members of another Universal Church Sect and gain access
to those powers as normal. They use the lower of Perform or Theurgy
Finesse Level to determine what Powers they can buy from this list. They
use the lower number of Theurgy or Perform Practice for casting rolls for
Chorali Powers. Any Chorali Power that relies on the Caster continuing to
sing is interrupted if they attempt to use another Occult Power.

There once was a girl; Now she stands 'fore us all;


They called her a witch; And sings her last song;
With hair as white as the snow. Atop the hangman's gallow.
One solstice eve; Her hands bound in chains;
She sang for the lord; The guardsmen behind;
And there starts our tale of woe. Ready to send her below.
Her voice like a bell; From out her throat;
She gave us her song; There comes a harsh note;
The lord he willed her his beau. That shatters her chains like a blow.
Said she, I cannot; Calmly she turns;
I’m pledged to be pure; And walks out of that square;
Your favours I must forgo. Her song of peace sung slow.
He stormed and he raged; None raise a hand;
His ardour denied; Or stand in her way;
From there the flames started to grow. And so she is free to go.
The barn was ablaze;
All fled into the night;
- Traditional
How it started we do not know.

Ave Igna Voice,


Basic Continuous Multiple Utility, Occult Attack
All fires within earshot increase in intensity, burning their fuel rapidly. Fire
Pass
Damage is increased by half (rounding down) for all within range. You must
keep singing and stay within earshot to maintain this effect. Using another
10
Power makes you unable to continue this one.
+1 Increases fire Damage by a further +1.

Blessed Disciple Voice,


Basic Continuous Multiple Direct Defence
Anyone wishing to attack you must succeed a [Passion]+[Mental]+[Stoicism]
Calm roll against the Construction Cost of this Rite or be unable to do so for this
Round. This effect ends if you make an obvious attack on any target. You
10 must keep singing and stay within earshot to maintain this effect. Using
another Power makes you unable to continue this one.

Occult 261
Fear the Prophet Voice,
Advanced Continuous Ranged Curse
Your opponents roll a Critical Failure on a 2 as well as a 1. You don't need to
Pass
continue singing or stay within range to maintain this effect. This effect
counters The Prophet's Holy Blessing or similar Powers, leaving no net effect
15
if both are active at the same time.
+5 Affected persons cannot spend Wyrd to assist defence rolls or recover
Vitality.
+5 The maximum possible roll on the die is now treated as a Critical Failure.

Calming Voice,
Advanced Continuous Multiple Occult Attack, Calming
As the Sanctuary Aeon Rite, except that you may choose to apply it to
Calm multiple targets in range who can then resist separately. If any of the
subjects of this power are obviously attacked or threatened then the
15 restriction on making violent actions ends for all of them but the rest of the
Rite remains in force.

Bless the Faithful Ranged,


Advanced Continuous Multiple Blessing
Your allies (but not you) no longer Critically Fail on a roll of a 1. You do not
Faith
need to continue singing or stay within range to maintain this effect. This
effect counters The Prophet's Censure or similar Powers leaving no net effect
15
if both are active at the same time.
+10 The targets treat rolls of 1 as an 11 instead of a Critical Failure.

Uplifting Word Voice,


Expert Instant Multiple Healing
Pass Your allies within range regain Vitality equal to your [Passion]+[Mental]+
20 [Perform]. No Lethal Wounds are restored. This power doesn't affect you.
+1 Increases Vitality healed by 1.
+10, Each ally regains a single Lethal Wound to a location of their choice.
+2
Wyrd

Song of Peace Voice,


Expert Instant Multiple Occult Attack, Calming
Anyone wishing to make an attack within range of this Rite must succeed a
[Passion]+[Mental]+[Stoicism] roll against the Construction Cost or be
Calm unable to do so for this Round and lose the Speed for the action. You cannot
deliberately exclude people from this effect. The effect ends if you make an
20 obvious attack on any target. You must keep singing and stay within earshot
to maintain this effect. Using another power makes you unable to continue
this one.

262 Occult
Horn of Joshua
Expert Instant Voice Occult Attack
You may choose one inanimate object within range of your voice as a target
to damage or destroy. This effectively works as either a Destroy Weapon or
Pass
Destroy Armour Finesse Effect on a chosen weapon or location (destroying a
fragile weapon or reducing the av of that location by 1). If targeting an
20
object like a golem, vehicle, or door, the target takes [Passion]+[Mental]+
[Perform] apX Damage. This Damage ignores energy shields.
+1 Increase Damage by 1.
+5, +1 Applies the effects of Destroy Armour an additional time, or applies the
Wyrd effects of Destroy Weapon to a target that isn't fragile.

The Chorus of Flames Voice,


Elite Continuous Multiple Stat Bonus
Pass Increases the Speed of your allies within range (but not you) by 3. You must
keep singing and stay within earshot to maintain this effect. Using another
25 power makes you unable to continue this one.
+5 Increases Speed by +1.

Shepard's Lament Voice,


Elite Continuous Multiple Occult Attack
Increases the Speed cost for all actions for enemies within range by 1.
Calm
Listeners are entitled to resist this Power when it first begins to affect them
as normal. You must keep singing and stay within earshot to maintain this
25
effect. Using another power makes you unable to continue this one.
+5 Reduces each opponent's Speed total by 1.

The Pancreator's Champion


Elite Continuous Voice Stat Bonus, Hours
You target one other Character. This Character receives their [Faith]/2 in
Faith
bonuses to their Primary Stats. These bonuses can be allocated as the
recipient sees fit, possibly exceeding species maximums. These increases
25
affect the target's Derived Stats and Vitality.
+3 Treat the recipient's [Faith] as one point higher for the purposes of
calculating bonus Stat points.

Grace of the Empyrean


Elite Continuous Self Direct Defence
As long as you take no actions but singing and walking (a 2 speed move once
Faith per Turn), you cannot be harmed in any way. You are immune to Occult
Powers, starvation, radiation, suffocation, poison, falling, and all other
25 sources of Damage, Conditions, or other ill effects. Even a supernova
explosion would leave you unharmed. However, this power can be dispelled.

Occult 263
Incarnates
Incarnates get access to all Church Rites and Orthodox Rites, they also gain
access to the Eskatonic Rite Divine Revelation, which they know as Clear Path.
“Look up at that palace, with its pleasure gardens and golden domes. Is that built to the glory of the
Pancreator? No, it is built to the glory of one man. One who claims to stand between you and salvation.
He has taken your children as ‘tithe’. He has taken the strongest and most beauteous of you and sold them
offworld so he may add another jewelled chandelier or another statue to his temple to himself.
Rid yourself of him! Do not fear! Grace is not a gift bestowed by the likes of him. It comes from the
Pancreator alone!”
A commotion broke out at the back of the crowd – a band of liveried and armoured soldiers from the
Archdeacon’s personal guard!
“You there, that’s enough! You are coming with us!”
Renyam grinned defiantly. “I think not. Your corrupt master has gone too far this time.” Like lightning, her
staff burst into a blaze of righteousness. “Today he shall see true justice done!”

Words of the Prophet


Basic Continuous Self Skill Bonus
Pass You gain a +2 bonus to all social rolls aimed at converting people to the
10 Incarnate sect or turning them against the Universal Church.
+2 Increases Social roll bonus by 1.

Sword of Righteousness
Expert Continuous Self Indirect Attack
One Tech 2 or lower mêlée weapon you are holding glows with the light of
your soul-flame and gains the following bonuses: +2 ap, increase energy
Faith
shield's activation threshold by 4, and the weapon is considered Consecrated
and Holy. The Holy property gives +2 Damage against creatures of darkness
20
and allows the wielder to bypass Powers with the Direct Defence Tag if the
attack roll exceeds the Power's Construction Cost.
+1 Increases Damage vs. creatures of darkness by a further +2.
+3 Increases ap by a further +1, increases energy shield activation thresholds
by +2.
+5, +1 Completely ignore Occult Defence Powers with the for the purposes of
Wyrd attacks with this weapon.

264 Occult
Children of Zuran
The Children of Zuran also get access to the Hexery Rites.
“Thank you kindly for the drink. As I said my throat was mighty parched...
The Church hunts them everywhere of course, so you rarely see them in the open. Normally you just suspect
those wanderers and vagabonds but they don’t normally settle.
However, it is said there are a bunch of them out in the frozen wastes in the far north of Cadavus. In caves
heated by radioactive thermals, you can find a place where they will fence any cargo for you, no questions
asked. A fat fee, but no questions.
There is no one else out there for hundreds of kilometres. Just them, and the dead.”
– Retired Charioteer Captain at the Aerobreak bar and grill house, Cumulus station

Sweeping Samedi
Basic Continuous Touch Direct Defence, Indirect Defence, Indirect Attack, Hours
Creates a ward on a person or object that husks cannot move towards unless
Faith
they successfully pass a [Willpower]+[Mental]+[Stoicism] Roll against this
Rite's Construction Cost. The ward works on all husks within a radius of 2m
10
per [Finesse].
+5, +1 If placed on a person, that person gains a +2 bonus to defence rolls vs.
Wyrd husks. This applies even if the husk resists the Rite.
+5, +1 If the ward is placed on a mêlée weapon, it does +5 damage vs. husks. This
Wyrd applies even if the husk resists the Rite.

Saint Coyote's Eyes


Advanced Continuous Touch Utility, Occult Attack, Illusion, Hours
Disguises one small object as another. This fools technological sensors. If a
Faith character suspects an Illusion is at work they may roll [Willpower]+[Mental]
+[Stoicism] against this Power's Construction Cost to try to throw it off and
15 see what is really there. If the Illusion is revealed to a Character as fake,
they are entitled to an additional roll to throw off the Power.

Golden Tongue of Zuran


Advanced Continuous Ranged Occult Attack, Skill Bonus
The target becomes favourably disposed towards Zuranists, temporarily
Pass
forgetting prejudices and becoming helpful and friendly. You gain a +2 bonus
to Social rolls with the target. Compare the casting roll to the defender's roll
15
or 15 (whichever is higher) in order to determine Successes.
+2 Increases Social Skill bonus by 1.

Occult 265
Hexery
Mendicant Monks may choose Hexery in lieu of another sect's Powers and
combine these Rites with Church Rites. Hedge theurges may combine Hexery
with Folk Gjarti Rites, although they are usually not part of the Gjarti religion.
Characters who practise Hexery have discovered that they can produce subtle
but long lasting magical effects by arranging twigs and other pieces of bric-a-
brac to create a warded area of up to 10m radius. These Rites fail if any part of
the warded area is disturbed.
Characters with the Craft:Woodworking or similar Skill can assemble stuff
together to produce a talisman that provides the benefits of one of these Rites to
the wearer. The Rite must be cast as normal and a the Craft roll is made and the
lowest result determines the effects of the Rite. The duration is permanent
unless the token is destroyed, but only works so long as the creator continuous
to commit Wyrd to it. No extra Wyrd is required for the permanent duration.
By spending 10 Successes, the crafter can create a talisman which the wearer
can sustain by committing their own Wyrd to it, provided they have a Meditation
Finesse of at least Basic.

“The poor benighted Westlands: the sea whips the dark rocky coast and the living is hard. There is barely soil
for crops and wild things and raiders come at night for the flocks.
Move a little inland and there is a sheltered valley with a small settlement in the shadow of a huge river of
ice. A little haven amongst the storms.
It’s a well kept secret. Even the Baronesses men cannot find it. A place where peasants can do more than
merely cling on. Where they are not at the mercy of the elements or of hungry and desperate wanderers. A
place of surprising happiness and tranquillity. A place where I yearn more than anything to return, but know I
cannot.
Even more secret than the place itself is what you find in the corner of the village closest to the ice, in a little
carpenter’s shop...”
– Jarvik, a wandering seller of charms and trinkets who sought passage with Captain Reynolds.

Comfort Hex 10m


Basic Continuous Radius Casting time: 1 minute, Utility, Skill Bonus, Item Creation, Days
Protects all in the area from the extremes of the environment, improves
Faith comfort, and makes food tastier and more nourishing. Characters can sleep
soundly even on hard stones or in driving rain or howling wind. This gives a
10 +2 bonus to Survival checks and halves the amount of food and water
required by those in the warded area.
+2 Increases bonus to Survival checks in the area by +1.
+4 Increases the Survival bonus by +2. Further halves the amount of food and
drink required by characters in the warded area.
+5, +1 Increases the radius of the warded area by 10 times.
Wyrd

266 Occult
Rest Hex 10m
Basic Continuous Radius Casting time: 1 minute, Healing, Utility, Item Creation, Days
Calm Halves the amount of sleep needed by Characters in the warded area.
10
+5 Increases Wyrd regain rate by 1 per hour.
+5 Characters who get at least 4 hours of sleep can regain 1 extra Lethal
Wound.
+5, +1 Increases the radius of the warded area by 10 times.
Wyrd

Dream Ward Hex 10m


Basic Continuous Radius Casting time: 1 minute, Occult Defence, Item Creation, Days
The characters in the warded area are protected from bad dreams. They
Faith
gain a +2 bonus to resist Occult Powers used on them while they remain in
the warded area. There is a further +2 bonus against Ego-based psychic
10
Powers.
+1 Characters in the area gain a +1 bonus to resist Powers cast without line of
sight to the target, or from a distance of more than 100m.
+2 Increases the Occult defence bonus by 1.
+5, +1 Increases the radius of the warded area by 10 times.
Wyrd

Fellowship Hex 10m Casting time: 1 minute, Utility, Skill Bonus, Item Creation,
Basic Continuous Radius Days
Pass Makes those in the warded area more companionable and able to enjoy each
others company. All characters gain +2 Stoicism to resist Intimidation, +2 to
10 Conversation, +2 to Perform, and +2 to Seduction.
+2 Increases Skill bonuses by +1.
+5 Characters making violent actions against those in the warded area must pay
1 Wyrd to attempt each action. This may be resisted. The Power becomes an
Occult Attack.
+5, +1 Increases the radius of the warded area by 10 times.
Wyrd

Wellness Hex 10m


Basic Continuous Radius Casting Time: 1 minute, Skill Bonus, Item Creation, Days
Blesses the growth of crops, animals and people within the warded area and
Calm
keeps them free from pests and disease. This grants a +2 to Heal checks and
rolls to resist Poison and Disease within the warded area. Children or young
10
animals raised in the warded area grow up healthier than their peers.
+2 Increases the bonuses by +1.
+5, +1 Increases the radius of the warded are by 10 times.
Wyrd

Occult 267
Fear Hex 10m Casting time: 1 minute, Skill Bonus, Occult Attack, Item
Basic Continuous Radius Creation, Days
Outsiders that attempt to cross the warded area feel a sense of foreboding
and a desire to go back or move on. This grants a +2 bonus to Intimidate to
Pass those who were attuned to the hex when it was made while they remain in
the warded area. It also provides +2 bonus to Stealth checks to those
10 attuned attempting to hide from outsiders in the warded area. If made into a
personal talisman, this hex grants the wearer an unsettling presence giving
them a +2 to Intimidate only.
+2 Increases the bonuses by +1.
+5, +1 The sense of foreboding is so strong it takes the form of a Scare Battle Art
Wyrd against outsiders as they try to cross the threshold with a roll equal to the
Construction Cost of the Rite and a Finesse equal to the Caster's Theurgy
[Finesse]. Characters who lose Speed move away from the affected area.
Anyone who re-enters is attacked again. This attack is considered to have
come from the ward itself, not the Caster or wearer, so succeeding does not
grant a bonus to resisting further Scare actions by these characters.
+5, +1 Increases the radius of the warded area by 10 times.
Wyrd
+10, Remaining within the warded areas is mentally taxing for outsiders, and they
+2 must pay 1 point of Wyrd per Round they remain in the area. This effect may
Wyrd be resisted as an Occult Attack.

268 Occult
Manja
Manja Theurges also get access to the Eskatonic Rite Second Sight, which they
know as Sight from Beyond.
Manja Theurges require a picture of the ancestor in question and a part of the
ancestor's body in order to perform any Rites. Until they reach Mediation
Advanced, they also require Ukari pomonjo-cinnamon incense (which also
functions as normal incense, and is a Common item for one use) to perform Rites.
Emiko brought her beloved before the mausoleum in the dead of night. An imposing statue of an old warrior
looked down on them both, its face stern in the moonlight.
“I need you to understand something, now that we are to be wed. This is my great grandfather. He watches
over me, but also allows me to watch over our family. I’d like you to meet him, now his is to be your family
too.”
“Meet him?” Demitry asked hesitantly.
“He warned me that this would be difficult for you at first. But he knew that you would be good and loyal to
me. To us. Let me show you.”
She produced two sticks of incense from her evening gown and one by one lit them at the feet of the Li-
Halan noble. The air filled with a musky, spicy aroma. “I need you to trust me. Ever since your family
disowned and betrayed you, I know you have found trust difficult. But soon we are to be one blood.”
Reaching again into her dress she drew out a thin ruby jewelled dagger. “Please hold perfectly still.”

Birthright
Basic Instant Self Divination
Calm You may ask your ancestors one question (per Casting) about your family.
10 Answers are limited to the past and present.
+5 Questions about the future may be asked.

Sight from Beyond


Advanced Continuous Self Utility, Counter Concealment, Targeting
You can now see the local flows of Occult forces, including active Occult
Calm
Powers, consecrated items, and Annunaki artefacts. This allows you to halve
the penalties associated with camouflage and Invisibility if you are looking at
15
someone who is using Occult Powers.
+5 Detect if individuals have Occult Powers even if they're not being used.
+5 See low level background Occult forces such as ley lines, the effects of
terraforming, and latent demonic taint. 
+5 You can now see Occult activity through walls and can target Occult Powers
and attacks using this Power, but the attack has to penetrate the wall and
suffers a –3 penalty. If you are Blind, or in a situation where there is no
illumination, you may still perceive other characters by seeing their active
Occult Powers, but at a –3 penalty to Perception.
+5 You can see ghosts.

Occult 269
Schemes
Advanced Instant Self Divination
Calm You receive a warning about one plot being made against you, your holdings,
15 or the family at large – in that order of priority.

Protect Fief
Expert Continuous Fiefdom Utility, Curse, Days
Your fief is warded against outside forces, but not traitors. This cannot be
used on any location other than land you legally own. Any interlopers (from
Ego burglars to armies) in your fief are Cursed for any actions against the fief.
They treat rolls of 2 as a Critical Failure as well as 1. If this Rite is used on a
20 recipient of The Prophet's Holy Blessing or a similar Rite, both Rites cancel
each other out for as long as they are both active. This Curse takes the form
of random mishaps, like getting stuck in the mud, food spoiling and
equipment breaking.
+5 Those affected cannot spend Wyrd to assist defence rolls or recover Vitality.
+5 Instead of treating rolls of 2 as a Critical Failure, Critical Successes are
treated as Critical Failures.

Foil Rival
Expert Continuous Ranged Utility, Occult Attack
You can choose one action a rival can no longer perform as circumstances
conspire to thwart the target. This Rite may only inconvenience or
Ego embarrass a target, not directly harm them or provide penalties in combat.
This Power lasts for 24 hours and cannot be extended. Examples include:
20 'meet with the Kurgan ambassador', 'make it to the ball', 'make it home to
their wife'. You cannot say 'breathe' or specify an action like 'he chokes on
his anchovies'. The effect persists even if the Caster leaves the range.

Thwart Assassin
Expert Continuous Self Direct Defence, Days
The next attempt to kill you within the Rite's duration automatically fails,
the assassin mistakenly leaving you for dead or otherwise avoiding or foiling
Ego
the attempt. This effect can only defend you against a particular assassin
20
once. The identity of the perpetrator(s), including whomever masterminded
the plot, is known to you as soon as the attempt is made.
Command Kin
Elite Continuous Ranged Occult Attack
You verbally communicates one command to a member of your own house
that they must obey as long as the duration lasts. A potential target is
considered to belong to the house they have the highest title with, and in
Ego marriages between equals, the marriage contract specifies to which house
the couple will owe their allegiance. You add your noble rank (knight: +1,
25 baronet: +2, etc) to the Construction Cost of the Power and the target adds
their noble rank to their resistance roll. If the target fails to resist, they
believe that they are willingly performing the task. If a target resists, you
may not use this Power on them for 24 hours. Using this to deliberately
damage your own house causes a Hubris roll.

270 Occult
Etyri Death Gaze
Etyri Theurges also gain access to the Church rites: The Prophet's Holy Blessing,
Devotional Liturgy, The Laying on of Hands, The Prophet's Censure, and The
Tongues of Babel.
Jek'aak recognised this moment. It was the moment before a death. A perfect crystal instant before she let her
spear fly and penetrate the horn beast’s artery. Like a hundred kills before and still unique. The thought had
barely passed before the speed of her dive carried her over and beyond her prey. She turned back to see the
lifeblood soaking the soil and raised her voice to the sky to call the bearers.

“Tonight,” she called to her charges, “we feast well!”

Death Scent
Basic Continuous Self Divination, Death, Scent
You gain the ability to sense impending death in the immediate area. This
Calm
Rite automatically detects the victims of End Strike, other Powers with the
Death Tag, or Antinomy (which has a particularly foul scent). This may also
10
be used to detect active Powers with the Death Tag.
+5 Determines who is at risk of death.
Horuspication
Basic Instant Touch Casting time: 10 minutes, Divination
Calm You determine the cause of death of a target corpse.
10
+5 You receive information about the deceased's habitual activities,
mannerisms, diet, and natural environment.
+10, You gain insight into a question in the form of a vision similar to Divine
+1 Revelation. This question may be about the future but must relate to or have
Wyrd some connection to the target (e.g. what places were familiar to them?, who
were their employers, family members, friends, or rivals?). Only one
question per corpse per Caster is permitted.
+10, Decreases casting time to a 6 Speed action.
+1
Wyrd

Occult 271
Far Song
Basic Continuous Touch Utility
The target can make themselves clearly audible at 10 times the usual
distance (normally 100m, so now up to a kilometre), allowing for easier
Pass
communication on the wing. The effects of this Power can be activated or
deactivated as the target wills at any time. This does not actually increase
10
the volume of the character's voice. This Power extends the range of voice
range Powers by a factor of 10.
+5, +1 Only enhances the clarity and distance of the target's voice for certain
Wyrd individuals (e.g. allies). To other Characters, the target's voice is as loud as
it would be normally. The particular individuals can be freely changed.
+5, +1 Multiply the distance a further 10 times.
Wyrd
+5, +1 The target gains the ability to project their voice into the realm of spirits and
Wyrd the dead, but gains no ability to hear any response.

Hunter Scents
Advanced Continuous Self Divination, Death, Scent
Calm While this Power is active, you can smell the scents of those killed by any
15 surrounding people.
+5 You can determine a killer's attitude to killing.
+5 Allows the time of the target's last killing to be determined. The result is less
precise the longer it has been since the killing: this Finesse Effect gives a
result using the time ranges for Occult Powers (minutes ago, 10s of minutes
ago, hours ago, days ago etc.).

Huar'raughq Oath
Advanced Instant Touch Utility
The target of this Rite may never violate their oath to uphold Huar'raughq
Faith codes of honour or lie without risking an Expert Level Hubris roll. This is in
addition to any other Hubris rolls that may be provoked by such acts.
15 Normally only cast on a Huar'raughq on reaching maturity, conceivably this
Rite could be altered to bind a target to uphold other oaths.

End Strike
Advanced Continuous Self Occult Attack, Death
This Rite fills you with the power of death, and discharges it when you make
an attack. If the next attack you make after casting this Rite hits and causes
Damage, this effects below occur and then this Rite ends. A miss or attack on
a target that fails to cause Damage ends this Rite with no effect. Compare
Faith the target's remaining Vitality after the attack to the Construction Cost of
this Rite; if the target's Vitality is equal to or less than the Construction Cost,
15 the target is immediately reduced to zero Vitality and zero Lethal Wounds
on the first Vital Location hit by the attack (non-vital locations do not suffer
additional Lethal Wound loss). If the normal Damage of the attack would
cause a worse result than this Power, use that result instead.

272 Occult
Final Sight/Song
Expert Instant Touch Divination
Calm By examining their corpse, you can determine either the final sight or final
20 sound the victim experienced before dying.
+5 You determine both.

Dead Sight
Expert Instant Ranged Divination
You become aware of the target's past encounters of near death experiences
Calm as well as the deaths of the target's friends, relatives, and bitter rivals. You
also gain some insight into death in the target's future. This Rite detects the
20 use of Powers with the Death Tag (or Antimony) in the target's past and
possible futures.

Avert Death
Expert Continuous Touch Direct Defence, Death, Days
The target is miraculously protected against particularly dangerous attacks
in a manner similar to Armour of the Pancreator, but there is no restriction
on the armour that can be used with it and it provides additional protection
against Death magic and other causes of death. If an attack would reduce a
character below their zero Lethal Wounds to a Location or would kill them,
Faith they may opt to spend a point of Wyrd to completely negate the hit.

20 A warded character may also spend a point of Wyrd to negate any power
with the Death Tag (such as End Strike) and all Antinomy attacks. This Rite
also prevents against death from causes other than direct Damage. To
negate a cause of death such as disease, dehydration, or starvation the
recipient of this Rite must spend one point of Wyrd per day. This Rite may be
used a number of times equal to the recipient's [Faith]/2 per casting.
+3, +1 Increases the number of times this Rite can function by 1.
Wyrd

Funerary Communion
Elite Continuous Touch Casting time 1 Hour, Divination
This Power allows you and your companions to commune with a dead person
who died within the last year and whose corpse you must be able to touch
Faith during the Rite. This Power functions as Voice from the Past except that
casting time is not variable, no personal effects are required, and the
25 deceased appears to everyone in the local area and can communicate with
them. The dead conjured by this Rite can remember you tricking or offending
them in death, and such a transgressor also has to make a Hubris roll.
+2 Multiplies the maximum number of years ago the target can have died by 10.
+5 Can be cast without the corpse present, and it changes to Ranged.

Occult 273
Voavenlohjun

Ven Lohji Theurges also get access to the Church Rites The Prophet's Holy Blessing,
The Laying on of Hands, The Prophet's Censure, The Tongues of Babel (known to
the Ven Lohji as Words of Dhoneki), and Sanctification; the Orthodox Rites
Consecration, Light, and Armour of the Pancreator; the Eskatonic Rites Investiture
and Divine Revelation (known to them as The Pattern Speaks); and the Sanctuary
Aeon Rites Calming, Knowing Heart, Restoration, and Healing Hands of St.
Amalthea (known as Ishtel's Boon).
Vhem-Salikal watched the drunken Ur-Ukar get up from her table, gesturing wildly with her knife as she
cursed and spewed her phlegm-laden invective about the room.
The drunkard lurched and turned her gaze towards Vhem-Salikal, the lone Ur-Obun sitting in the corner of
the hall. Salikal cast his eyes downwards.
“Why do you close your eyes? I remain here even if you cannot see me,” the Ukari sneered.
“I am reflecting on the way the pattern has brought us together and the need for stillness,” Salikal said.
The Ukari advanced and loomed over him.
“You are a slave child, Obun fool! It is incredible the Humans think we are even remotely alike. You are all
cowards! What good is your stillness when there is a boot on your neck?” With a flourish she brought up her
dagger. “Or a knife at your throat?”
The room fell completely silent.
“My stillness allows me to prepare, as they say so colourfully in the Urthish tongue, to kick your arse.”

Clear Mind
Basic Continuous Touch Stat Bonus, Hours
The target gains +1 Faith and +1 Calm. The total bonus to either Stat
Calm
cannot exceed the target's Meditation [Finesse]. This affects all derived
10
Stats.
+3, +1 Increases either Faith or Calm bonus by 1.
Wyrd
+5, +1 Increases both Faith and Calm bonus by 1.
Wyrd

Quaatai Sight
Advanced Continuous Self Divination, Skill Bonus
You can see the Kelanti that make up the pattern and bind all souls together
in harmony. Particularly strong relationships (those between close relatives,
Calm
lovers, good friends, or hated enemies) can be seen as threads passing
between characters. Active Occult Powers can also be seen with threads
15
tracing back to their casters. This Rite halves all Stealth bonuses and attack
roll penalties due to Invisibility, concealment or being Blind.
+3 You gain a +1 bonus to Awareness and Intuit checks.

274 Occult
Dream Speech
Advanced Instant Planetary Utility, Occult Attack
You can send a dream message to [Finesse] targets on the same planet. The
Faith
targets' positions do not need to be known and the recipients will get the
message the next time they sleep or meditate. The message is turned into a
15
meaningful dream by the GM rather than directly passed to the targets. 
+2 Doubles the number of possible targets.
+5 You can induce an emotionally charged dream. The target resists this effect
using a [Passion]+[Mental]+[Stoicism] roll to resist their emotions being
calmed, or [Calm]+[Mental]+[Stoicism] to resist them being agitated. This
Rite can be used to undo the effects of a target using Determination or
Meditation to gain Resolve or Focus points and can give them a +2 or –2
modifier to using these skills. This gives other Characters a +2 or –2
modifier to appropriate Social rolls against the target depending on the
emotion applied. 
+5 You may directly control the contents of the dream. 
+5, +1 Extends this power to targets in the same solar system.
Wyrd
+10 You can share an emotionally charged dream or memory with the above
effects and give the target an additional temporary motivation or prevent
them from calling on an existing one for the duration of the Power.

Beast Kalenti
Elite Continuous Self Utility, Stat Bonus, Indirect Defence
You transform into a supernatural animal, gaining +4 Physique and 10av1
natural armour in addition to any other bonuses conveyed by your new form.
For each Size larger you get, you gain +4 HtH, +4 Mass, –2 to dodge and
Stealth, +2 towards Trip and Stun Finesse Effects with appropriate attacks,
Faith
and +4 Successes are required to Stun, Knock Back, Knock Out, Disable
Limb, or Trip you. For each Size smaller you get, you gain –2 HtH, –4 Mass,
25
+2 to Dodge and Stealth, and –2 to Block. Vitality and other Derived Stats
are re-derived. You may not speak while changed, and any equipment and
clothing carried does not transform. Cybernetic enhancements and this
Power do not mix well. 
+1 Increases Soak by 2.
+3 Increases av by 1 (Max 2).
+3 Increases Mass or Physique changes by 1.
The form has functional wings, and can fly at 4x ground movement speed if
+5
carrying less than half Encumbrance. Minimum fly speed of 8m per Round. 

Occult 275
Banjak
Banjak Theurges also gain access to the Eskatonic Rite Divine Revelation (known to
them as Dzwronga's Insight), the Brother Battle Rite Zakhayelos's Eyes (known as
Ward of Liwong Dhyan), and the Voavenlohjun Rite Quaatai Sight.
“The thing you have to realise, my lord governor, is even with the dubious loyalty of the 'allied' clans, you
are not really in control of this planet. The Ukari are the greatest troublemakers in the Known Worlds.
They can disappear into any crack in the ground, but here they have whole cave warrens. You can never beat
them with numbers because that is not how they fight. They fight in the dark, in the tunnels, and in the
shadows.
The only way you can keep your grip here is to understand what drives them. It is their savage honour, or
lack of it, that gives you the most leverage, and is the biggest threat to you.
Do not trust; understand. Or you will meet the same fate as your predecessor.”
– 'That fool of a Torenson', named Dame Edith, former Seneshal to Lord Hassen Saif Al Malik

Anikrunta's Red Eye


Basic Continuous Self Stat Bonus
Calm You gain the ability to see in perfect darkness, through smoke, or when
10 otherwise blinded. You do not gain the ability to see through walls.
+3 You gain a +1 bonus to Perception.

Gift of Glangon Untya


Basic Continuous Touch Stat Bonus, Occult Attack
The gifts of Glangon Untya are hard to bear but there is much to be gained
through suffering. This Power increases the target's effective Athletics
Pass Finesse Level by 1 but also inflicts the Pain Condition on them. The Power
lasts until its duration is up or until the target recovers from the Pain
10 Condition. If the target is immune to Pain, the effects persist until the end of
the duration as normal. If this takes it beyond Legendary Athletics Finesse,
extrapolate the appropriate effects.
+3 The target gains a +1 bonus to Athletics rolls.
+8 Increases Athletics Finesse by a further +1 and the target gains a +2 bonus
in Athletics rolls.

Blessing of Kalakal Voice


Basic Continuous (Silent) Casting time: 1 minute, Skill Bonus, Stat Bonus, Hours
This Power functions like the Brother Battle Rite Liturgy of the Wrathful
Pass
Host except that can be performed in complete silence. The Rite is not
blocked by competing sounds but does require double the normal Successes
10
and Wyrd cost to extend it as if it were a Voice power.
+3 Increases Leadership and Determination bonuses by 1.
+5 Increases the leader's effective Finesse by 1.
+5, +1 Grants a +1 Ego and Passion bonus to the affected Characters for the
Wyrd duration. This affects Derived Stats.

276 Occult
Anikrunta's Judgement
Advanced Continuous Ranged Occult Attack
Pass The target gains the Blind Condition until they successfully remove it with an
15 Advanced difficulty [Perception]+[Physical]+[Stoicism] check.
+5 You can inflict the Condition on 1 additional target.

Shroud of Uysaddah
Advanced Continuous Self Stat Bonus
Calm The sounds you make are quietened and the area around you shadowed. This
grants a +2 bonus to Stealth checks and allows you to use your Theurgy
15 Finesse in place of your Stealth Finesse if it is higher.
+3 Increases Stealth bonus by 1.
+5, +1 All chosen characters within 100m also gain the benefit of this Power.
Wyrd

Saddereaper's Might
Advanced Continuous Touch Stat Bonus, Skill Bonus
Pass Grants a +2 bonus to Hand to Hand and a +1 bonus to Athletics and Stoicism
rolls to the target. Increases the target's Vitality maximum and current value
15 by their Willpower.
+2 Increases HtH and Vitality bonus by 1.
+5 Increases HtH and Vitality bonus by 2, and Athletics and Stoicism bonuses by
1.

Pact of Brotherhood Touch, 2


Advanced Perpetual targets Utility
This Power enables the Caster to link two targets that are touched during
the Rite. The subjects of this Rite become aware of each others' location and
rough physical condition regardless of distance. They also gain Motivation:
Loyal towards each other and a +1 bonus to Determination rolls using it.
Faith The targets of this Rite (which may include the Caster) must be willing.
Should one taker of the pact betray the other, all bonuses are lost and the
15 oath breaker must roll to avoid gaining Hubris and is afflicted as if by a
permanent Prophet's Censure Rite until they atone. If one member of the
pact is killed, the other pact member is compelled to seek vengeance and
gains a Psychological Compulsion Aspect to do so. They also replace their
Motivation with vengeance against the person (and very possibly the faction)
who killed their pact-sibling.
+2 Grants a further +1 bonus to using Determination to call upon their oath.

Occult 277
Water of Navriggami
Advanced Continuous Touch Utility
You imbue some water with the power to force any who drink it to speak
only the truth unless they successfully resist. It is not obvious whether the
Faith drinker resists this Power or not. If someone swears an oath while under the
effect of the Water of Navriggami, it is supernaturally enforced; breaking
15 any such oath means the Character must roll to avoid Hubris at Expert
Difficulty. This applies even past the duration of this Rite (indefinitely, unless
the oath specifies a duration).
+1 The target suffers a +1 to all rolls to gain Hubris from breaking any oaths or
vows after drinking this water.

Suffer the Ialtach


Advanced Instant Touch Utility
You can transfer a point of Affliction from the target to yourself provided the
target has a lower or equal number of Affliction points than their [Faith].
Faith
This act enables the target's subconscious desires to act through you. This
functions like the Crazed Condition with an Advanced difficulty roll required
15
for recovery, but the target's subconscious controls your actions as directed
by the GM instead of rolling on the normal table.
+3 Increases the Affliction points transferred by 1.
+5 You do not gain Affliction points from the target; they are dissipated.
+5 Doubles the number of Affliction points transferred.

Sora's Blood
Expert Instant Touch Healing, Item Creation
Using the blood of a character, you can create a potent healing salve that
can be applied to that Character only. The salve can be applied immediately
or stored for use at a later time (if the latter, the salve must then be stored
in a ritually prepared container). A Character may only have one of these
Calm
prepared salves at one time, but it can be applied by any Character. The
salve requires an 8 Speed Advanced difficultly Heal check to apply and
20
restores 1 Lethal Wound plus 1 per Success on the Heal check. The salve can
restore a character from –2 Lethal Wounds when made by a Caster at Expert
Theurgy Finesse, –3 at Elite, or –4 at Legendary. The salve also restores 3
Vitality per Lethal Wound restored.
+5 Salve restores one additional Lethal Wound.

Anikrunta's Gift Planet or


Expert Continuous Shipwide Utility, Skill Bonus
This Rite frees an unjustly imprisoned target from confinement by bonds,
chains, locks, or other mechanical or technological restraints. The target
Pass must be unjustly imprisoned by the standards of Ukari law. For the duration
of the Power, any technological or physical security mechanisms will fail to
20 prevent the character from pursuing their path to freedom and reclaiming
stolen property. It will not, however, allow the character to break into an
area they have no place being.
+2 Grants a +1 bonus to any Athletics and Stealth rolls required to escape.

278 Occult
Knife of Darkness Self or
Expert Continuous Weapon Indirect Attack
You may cast this Rite on an edged or piercing Mêlée:Small weapon you
touch. The weapon becomes imbued with the power of darkness, rendering it
Pass incorporeal and preventing it from reflecting light. This allows the weapon to
ignore armour and energy shields. The wielder gains the Caster's Theurgy
20 [Finesse] as a bonus to Sleight of Hand and Connive rolls to conceal the
weapon or make surprise attacks with it. If you choose to, you can instead
make a completely incorporeal knife with all the benefits given by this
Power, but it cannot be given to anyone else to use.
+2 Grants +1 increase to the difficulty of resisting any poisons used with this
weapon.
+2 Increases the weapon's Damage by 1.
+5 Increases the Size of weapons this Rite can be used with from Melee:Small
to Melee:Medium or Melee:Medium to Melee:Long.
+5 Grants the weapon the Vicious property and the wielder the Battle Art Kraxi
Nerve Slice while using it. If the weapon or wielder have these properties
already, they gain +1 Success that can only be spent towards using them.

Sukara Manja
Elite Continuous Touch Casting Time: 1 Hour, Divination
This Power allows you and your companions to commune with a dead person
who died within the last year and whose corpse you must be able to touch
Faith during the Rite. This Power functions as Voice from the Past except that
casting time is not variable, no personal effects are required, and the
25 deceased appears to everyone in the local area and can communicate with
them. The dead conjured by this Rite can remember you tricking or offending
them in death, and such a transgressor also has to make a Hubris roll.
+2 Multiplies the maximum number of years ago the target can have died by 10.

Shadow Host
Elite Continuous Battlefield Summoning
If you and your allies are outnumbered, a number of shadowy warriors
appear to balance the sides and make the battle a test of skill, not numbers.
These shadowy figures typically engage weaker members of the enemy not
currently involved in hand to hand fighting and engage them in deadly one on
Faith
one combat which requires all their attention to survive. This frees up the
strongest warriors on each side to settle the battle honourably. The fights
25
between the shadow figures and those they have engaged follows the same
flow as this battle of champions. If your side is winning, the shadow warriors
kill or drive off the enemy. If it goes poorly for you, then they melt away, one
by one leaving you and your allies to their fate.

Occult 279
Folk Gjarti
Gjarti Theurges gain access to Folk Rites as well as either the Contemplative or Compassionate
Rites. Also, they gain access to the Orthodox Rite Consecration (known as Purification), the
Church Rites Prophets Holy Blessing and The Laying on of Hands (known as Gjarti's Blessing
and Gjarti's Kiss), and the Voavenlohjun Rite Beast Kalenti (called Strength of Animal Powers).
“The deer and the rabbits have gone. The rains do not come and the crops fail. I have hiked for many days
with my good companions here to find you, old Shaman. What is it that I have done for you to curse me so?”
“We have not cursed you, my young Lady. We have simply removed our blessing. The one your mother
enjoyed. She allowed us to live up here in peace.”
“How can I convince you to reinstate it? Perhaps, in exchange for allowing you heretics to live?”
In the dark woods something stirred, first on the right, then the left, then behind the startled party. Tusk bears
stood up and pushed slowly forwards through the undergrowth. How had they gotten so close unseen?
“Perhaps we could sup together and talk instead,” the old man grinned, “I think you have missed a great
many lessons from these old woods while you were away in the city.”

Weather Way
Advanced Continuous Ranged Divination, Utility
You can predict local weather up to 1 day per point of [Finesse] into the
Faith future. In addition, you can change the weather to you liking with Finesse
Effects. Changing the weather ends the Rite and a new casting is required
15 for subsequent changes. Effects can take many minutes to appear depending
on current weather conditions.
+2 You can create or remove clouds.
+4 You can start or stop precipitation.
+6, +1 You can start or stop strong winds.
Wyrd
+8, +1 You can start or stop heavy precipitation.
Wyrd
+10, You can start or stop a thunderstorm or sandstorm.
+2
Wyrd
+12, You can start or stop a hurricane or tornado.
+3
Wyrd

Voice of Animal Powers


Advanced Continuous Self Utility, Skill Bonus
You may commune with creatures of a specified type. You gain a +1 bonus to
Beast Lore and count it as having one Finesse Level higher with animals of
Pass
this type. In addition, you gain a +1 bonus to one Skill related to the
creature's folkloric archetype, for example Awareness for eagles or Connive
15
for snakes (although this varies by culture). This Power gives significant
advantages to those rearing and training animals.
+3 Increases skill bonuses by 1.
+5 Increases your Finesse with the folkloric Skill and Beast Lore Skill by 1.

280 Occult
Voice of Plant Powers
Advanced Continuous Self Utility, Skill Bonus
As Voice of Animal Powers, but for plants. This results in a +1 bonus to Heal
checks with herbs, which can be used in place of technological med-kits or
Calm surgical tools. In heavily vegetated areas the +1 Skill bonus is also granted
to Awareness, Stealth, and Survival rolls for the duration of the Power. The
15 most common use of this Power is to provide a bonus to agriculture. If used
over the course of a year, the insight gained can significantly improve the
crop if shared with the farmers looking after it.
+3 Increases Skill bonuses by 1.
+5 Increases your Finesse with these Skills by 1.

Sacred Space
Expert Continuous 10m Casting time: 1 Hour, Occult Defence, Hours
You create a ritually warded area of up to 10m radius area in which people
are protected from random magical energies and harmful Occult Powers,
Faith
and in which they can meditate more peacefully. All within the area get a
+10 bonus to resist Occult Powers, +10 to Meditation Skill checks, and gain
20
1 Meditation Finesse level. The area can be disrupted by physically
damaging any part of the warding.
+2 Increases defensive bonus by 1.
+5 The calming of random magic in the area means that Powers can be cast
more reliability within it. Add one extra die to any casting attempt within the
area and choose the highest result.
+5, +1 Multiplies the area of this Power by 10.
Wyrd

Storm Lord
Expert Continuous Ranged Utility, Occult Attack
You can direct the wrath of an existing storm for the Rite's duration. Each
Pass act of command costs 6 Speed. By default, you may only direct rain, but
additional Finesse Effects are listed below. Unlike other Powers, the Finesse
20 Effects of this Power also grant you the lesser Finesse Effects (e.g. you may
direct wind, waves, and hail for 4 Successes).
+2 You can direct wind or waves.
+4 You can direct hail. Hail counts as an 15ap1 autofire attack against the
victim(s) with an attack roll equal to the Power's Construction Cost. Autofire
sprays cover an area of radius 4m.
+6 You can direct lightning. Lightning does 20av3 Damage to a single target,
half of which leaks through energy shields. Use [Passion]+[Mental]+
[Theurgy] as the attack roll.
+8 You can direct a tornado. Unless they Dive for Cover out of the area,
everyone within 2m of a designated point is thrown 2x[Passion] metres away
from the centre of the area. This does 1 Damage per 2m thrown, ignoring
armour, and can potentially inflict falling damage.

Occult 281
Command Plants Ranged,
Expert Continuous 10m Utility, Indirect Attack
You can control plants within a 10m radius. Each act of command costs 6
Speed. These plants can be commanded to grow faster and stronger than
Calm normal (up to 10 times their normal Speed), to yield extra fruit, or to be
more or less poisonous than normal. You may also command plants to shed
20 their leaves immediately or to die, but doing so is negatively regarded by
most Gjarti practitioners and may force you to roll to avoid gaining Hubris.
The nutrition and energy required by the plants is supplied by the Rite itself.
+5, +1 Plants grow and move on the timescale of combat. The plants may attack or
Wyrd grapple those in the targeted area, help them to hide, or carry them aloft
out of harms reach. Hiding or moving through the plants gains a +5 bonus if
they are ordered to assist the characters. This stacks with any bonuses from
Voice of Plant Powers.

If the plants are ordered to attack, each creature in the affected area in
range of a plant can be attacked once per Round. The attack roll is your
[Calm]+[Mental]+[Unarmed], using your Theurgy Finesse in place of
Unarmed Finesse. The attack does ([Calm]+[Mental]+[Theurgy])/2 ap1 Base
Damage and has special properties depending on the type of attacking plant,
such as Bloody and Vicious for thorns or Tripping and Disarming for vines
(GM's choice for others). Trees and other very large plants have a –5 penalty
to attack but do [Calm]+[Mental]+[Theurgy]+10 ap1 damage, have the Wind
Up and Hammer Blow Battle Arts, and if they hit, they gain +4 free
Successes that can only be put towards the Stun and Knock Back Finesse
Effects.

Plants defend using the Caster's [Calm]+[Mental]+[Theurgy] (–5 for trees or


other very large plants). Small plants can be prevented from attacking within
a 2m area by a successful attack with an edged weapon or fire but cannot be
destroyed without burning them to ash or using chemicals. Shrubs and
bushes have [Finesse] Lethal Wounds that take [Calm]/2 points of Damage
per Lethal Wound and have [Calm] ap1 armour. If destroyed, those in the 2m
area will not be attacked for the remainder of the duration of the Power.
Larger plants have 2x[Finesse] Lethal Wounds that take [Calm] points of
Damage per Lethal Wound and have 2x[Calm] ap1 armour. Plants have no
Vitality.
+5, +1 Allows plants to grow in an environment which is normally hostile to them
Wyrd (e.g. rocky desert or salty marsh).
+5, +1 Seeds an area with new plant life using seeds you provide or ones drawn
Wyrd from some nearby living plants (provided they are in season).
+5, +1 Multiplies the area of the Power by 10.
Wyrd

282 Occult
Call Creature
Expert Instant Ranged Summoning
The nearest creature of the specified type within the Rite's range (line of
sight is not required) is Summoned to your presence. This creature rolls
Stoicism to resist this Power as normal. If the creature is smaller than
Pass human (Size 0), double the number of creatures may be called in a single
casting for each Size category they are below human. Thus, two creatures of
20 Size –1 may be called, four creatures of Size –2, and eight of Size –3. The
animal(s) must travel to you under their own power. A creature greater than
Size 0 may be summoned, but gains +2 to resist this Power for each point of
Size above 0. This Rite grants no control over the called animal.
+3, +1 Doubles the number of called animals.
Wyrd
+5, +1 Makes this Power continuous. For the duration of the Rite the creatures are
Wyrd friendly to the Caster and inclined to follow them and protect them from
obvious harm, but do not necessarily understand or follow commands. If the
Caster harms, mistreats, or allows a creature under the effects of this Power
to come to harm, they must roll for Hubris at Advanced difficulty.

Command Creature
Expert Continuous Ranged Utility
For the duration of the Rite, you may give a creature of a particular type
orders which they will follow to the best of their ability. The animal resists
with Stoicism as normal. The Caster must try to communicate in concepts
Pass the animals understand. This Rite gives you no special ability to understand
the animals. If the creatures are smaller than human Size, two creatures
20 may be commanded in a single casting for each Size category they are below
human. Thus, two creatures of Size –1 may be commanded, four creatures of
Size –2, and eight of Size –3. If the animals die as a result of your orders, you
must roll for Hubris at Advanced difficulty. Creatures larger than Size 0 gain
+2 to resist this Power for each point of Size above 0.
+3, +1 Doubles the number of commanded animals.
Wyrd

Call Unicorn
Elite Continuous Battlefield Summoning
When the world-soul of a planet is in great distress, a unicorn appears in
rolling storm clouds, riding the waves, or in dust devils. The planet lets it's
pain be known, but often its wrath is random and unfocused. Here you may
call the attention of the world-soul to that which vexes it so that it may pluck
Faith out the thorn in it's own side. For the duration of this Power you may
activate the Weather Way, Voice of Animal Powers, Voice of Plant Powers,
25 Command Plants, Call Creature, Command Creature, Storm Lord, and
Strength of Animal Powers Rites as 3 Speed actions and do not need to pay
their base Wyrd costs (though extra Wyrd costs for Finesse Effects still
apply). Also, acts of command that normally cost Speed have their costs
halved for the duration of this Rite. Use of this Power for selfish purposes, or
those which harm the planet's own interests result in Hubris checks.

Occult 283
Contemplative
Contemplatives also gain access to the Voavenlohjun Rites Clear Mind and Dream Speech.
“We can’t get into the escape pod! Those jackals code-locked the doors before setting the autodestruct. It’s
sixteen digits long! How are we going to get out? Look at me! Are you even paying attention?!”
“More than you know... Be calm my friend, I saw her on the bridge.” Four feathers slowly and deliberately
entered the code into the keypad.
“Great, we’re in. But I don’t know how to fly this thing and someone’s emptied out all the food and water!
Thank the Pancreater they didn’t bleed the air tanks.”
“Easy my friend. Don’t think on it now. Let us launch and the solutions will come to us. Once we have a
moments peace.”

Subtle Memory
Basic Continuous Self Skill Bonus
You gain a +2 bonus to remember events that happened while the Rite was
active and to resist Powers that cause you to forget. This bonus also applies
Calm to all Research rolls for the duration of the Rite. If this Rite is cast before
sleep or Meditation, it lasts while you sleep or meditate instead of the
10 normal duration and you perfectly remember any dreams. This Rite is useful
if you have prophetic dreams. For each Affliction Point you gain while using
this Power, roll a d10; on a 6 or more you gain an additional Affliction Point.
+3 Increases bonuses by +1.
+5, +1 You may apply the bonuses from this Rite to events in the past you are
Wyrd working on recalling. This can cause you to gain extra Affliction Points if the
event was traumatic. You can use the bonuses from this Rite in place of the
complementary Skill bonus from any Knowledge or Science Skill (up to a
maximum of double the normal bonus).

Dream Sign
Basic Continuous Self Divination
You gain confusing but insightful dreams from the Affliction table (on pages
65-66), but only with regards to warning of danger. If cast before sleep or
Calm Meditation, this Rite lasts for the duration of the sleep or meditation. If you
already have these or other dream Afflictions, you may induce them while
10 awake using this Rite. Waking dreams last at least 1d10 Rounds before
useful information is conveyed. While the dream is happening you suffer from
the Crazed Condition (possibly modified by the nature of the dream). If you
throw off the Condition, the dream ends before you gets any useful
+5, +1 You gain the assistance of a dream guide who helps you interpret the
Wyrd dreams.
+5, +1 You instead gain confusing but insightful dreams related to one question you
Wyrd ask.

284 Occult
Serenity
Advanced Continuous Touch Stat Bonus, Healing
The recipient of the Rite feels at peace with their body and mind and can
neglect earthly distractions. For the duration of this Power the target suffers
Calm no penalties from lack or food, water, or sleep or from withdrawal from any
type of drug. Further, the amount of Vitality regained by Recovery actions or
15 spending Wyrd is multiplied by 2. This does not stack with other multipliers:
use whichever value is higher. Finally, this Rite grants the recipient a +2
bonus to Meditation and Stoicism checks.
+2 Increases the Stoicism and Meditation bonuses by +1.
+5 Increases the Recovery multiplier by +1.
+5 The target's body overcomes its material needs and does not require food or
water for the duration of the Rite. In addition, deadly withdrawal symptoms
to not inflict Lethal Wounds during this time.
+5 The target becomes immune to the Pain Condition and similar effects for the
duration of the Rite.

Share Dream
Advanced Instant Touch Utility, Occult Attack
Up to your [Finesse] participants can instantly share a dream or memory you
have experienced. If the memory or dream caused you Affliction, or caused
Calm you to make a check against Affliction, the participants must do the same.
This can inflict either the Pain or the Crazed Condition. This Condition may
15 be recovered from using an Advanced difficulty check. If cast immediately
after casting Subtle Memory or Dream Sign, those Powers can be
transferred to the target(s) before taking effect on the Caster.
+3 You can include an extra participant.
+5 You can share an emotionally charged dream or memory that can affect the
recipient. The target resists this effect using a [Calm]+[Mental]+[Stoicism]
to prevent them being agitated or [Passion]+[Mental]+[Stoicism] roll to
prevent their emotions being calmed . This Rite can be used to undo the
effects of a target using Determination to incite Passion or Meditation to
steady their hands, and can give them a +2 or –2 modifier to using these
Skills. This gives other Characters a +2 or –2 modifier to appropriate Social
checks against the target depending on the emotion applied. 
+5 Allows another member of the group touched to share a dream or memory if
they are willing.
+5, +1 This Power becomes Ranged.
Wyrd
+10 You can share an emotionally charged dream or memory with the above
effects and also give the target an additional temporary motivation or
prevent them from calling on a existing one for the duration of the Power.

Occult 285
Dream Skill
Expert Continuous Self Skill Bonus, Hours
You may use this Rite before sleep or Meditation, or before inducing a
waking dream with Dream Sign. Instead of the normal effects of the dream,
Calm you gain brief insight into a Skill. You may use your Theurgy Skill in place of
the selected Skill for the duration of the Rite. Stat and Aptitude for the roll
20 are unchanged, but Finesse Level is not limited by Aptitude. The duration of
this Rite begins after the Caster wakes or emerges from their meditative or
dream state.
+2 Increases the effective Practice with the Skill by +1.
+5 Increases the effective Finesse with the Skill by +1.
+5, +1 Allows this dream and the bonus to be shared using the Share Dream Rite.
Wyrd When the duration expires for you it also expires for all participants.

Portents
Expert Continuous Self Divination
You may use this Rite before sleep, Meditation, or before inducing a waking
dream with Dream Sign and it lasts for the duration of the sleep, Meditation,
Calm
or dream. You receive a vision of any point in the past or future as if you
were there. Possessing significant objects or casting this Rite at locations
20
connected to specific event can allow the Caster to direct this Power,
otherwise it is likely to settle on any event with powerful local significance.

Repose
Expert Instant Ranged Occult Attack
You can put a target to sleep provided they do not perceive themselves to be
in danger or in the presence of hostilities and they are not agitated. Calmed
Faith
characters may always be put to sleep, as may characters who are extremely
exhausted. Targets gain the Unconscious Condition. Only if they are are
20
disturbed by anything that would wake a normal sleeper may they attempt to
remove the Condition at Advanced difficulty.
+5, +1 Any target can be put to sleep, even if agitated or in danger.
Wyrd
+5, +1 This Power becomes continuous, meaning that the target cannot wake up or
Wyrd be woken up until the duration expires.

286 Occult
Dream Walk
Elite Continuous Self Utility, Occult Attack
While sleeping, your mind may enter the World of Dreams. Your physical
body remains behind, and you may choose your form in the Worlds of Dreams
at will. This Power is commonly used as a form of long distance
communication between powerful Vuldrok Shamans.

The World of Dreams appears more or less as the waking world, but living
creatures and temporary objects are faint, indistinct, and may appear and
disappear. The longer an object remains stationary, the stronger and more
stable its presence becomes. Interacting with objects in the World of Dreams
has no effect on the waking world. The World of Dreams may also be warped
by the presence of powerful emotions or Occult forces. Spirits and demons
Faith always have some simultaneous presence in the World of Dreams and the
waking world. They can perceive dream walkers and may attack them. While
25 in the World of Dreams you may explore freely, traveling instantaneously
between points you know and walking or flying through unfamiliar territory.
Walls and other physical barriers can be moved through as if they were not
there. Travel though the void and even jumpgates is possible, but becomes
increasingly hazardous away from the light of the suns. You may find anyone
or any place that is on the same planet as you within a short period of
searching, provided you have some method of identifying them or it.

If you touch a sleeping Character's mind in the World of Dreams, you may
use Dream Speech or Share Dream on them at –1 Wyrd cost, and with no
range costs or limitation based on their real world locations. Share Dream
can also be used to bring other sleeping Characters into the World of
+5 Dreams.
You may observe the dreams of sleeping Characters.
+5, +1 You can touch the minds of Characters that are awake, allowing you to
Wyrd communicate with them via Dream Speech.

Occult 287
El-Diin: Kurgan Theurgy
Kurgans gain access to additional Rites based on their ordu, detailed below. They
also gain access to the Church Rites The Prophet's Holy Blessing, The Laying on
of Hands, The Prophet's Censure, and Sanctification and to the Orthodox Rites
Light and Exorcism.
Ordu Rites
Soldiers Soul's Vessel, Liturgy of the Wrathful Host (Brother Battle)
Merchants Tongues of Babel, The Pulpit's Gift (Church)
Entertainers The Chorali Rites. All of them.
Craftsmen Refinement of Essence, Investiture (Eskatonic)
Stinking Ones Cleansing (Sanctuary Aeon), Refinement of Essence (Eskatonic)
The Touched Rending the Veil of Unreason, Second Sight, Divine Revelation
(Eskatonic)
Healers Cleansing, Restoration, Healing Hands of St. Amalthea (Sanctuary
Aeon)
Astronomers Celestial Alignment, Second Sight, Divine Revelation (Eskatonic),
Dispersal of Darkness (Orthodox)
Whisperers Soul's Vessel (Brother Battle), Cypher (Eskatonic), Tongues of Babel
(Church)
“My Lady! Stay down from there!” the guard warned.
“This oasis is over one hundred kilometers from the nearest other water. There is no way those Kurgan
raiders could follow us here after we stole their beasts. And they’d never spot me among all this scree in the
dark.” the lady scoffed.
“My Lady I have seen them do incredible things. Shots out of nowhere when we least expected it. They
march like demons. I urge you to be cautious,” he said.
“Speaking of demons, bring me the captive. The one who says he can speak to the spirits of this–” Before
she could finish, another guard ran up.
“My Lady, the prisoner has escaped!” The guard looked stunned and devastated. “He killed Jennifer! Ran her
through with a palm frond! I don’t understand...”

Writing the Pages of Memory


Basic Continuous Self Skill Bonus
You gain a +2 bonus to remember events that happened while the Rite was
Calm active and to resist Powers that cause you to forget. This bonus also applies
to all Research rolls for the duration of the Rite. For each Affliction Point
10 you gain while using this Power roll a d10; on a 6 or more you gain an
additional Affliction Point.
+3 Increases bonuses by +1.
+5, +1 You may apply the bonuses from this Rite to events in the past you are
Wyrd working on recalling. This gives a bonus to all Knowledge Skills, but the
maximum bonus is limited to the character's Knowledge [Finesse] (you
cannot remember that which you never learned). This can cause the
character to gain extra Affliction if the event was traumatic.

288 Occult
Eagle Eyes, Fox Ears
Basic Continuous Self Skill Bonus
Calm You can see and hear at incredible distances without difficulty. Doubles the
10 range increments for Awareness checks.
+2 You gain a +1 bonus to Awareness rolls.
+5 Doubles the range increments for Awareness checks.
+5, +1 You gain a +1 bonus to Awareness Finesse and rolls.
Wyrd

Work Song
Basic Continuous Voice Utility
Pass All allies within earshot can continue strenuous activity without suffering
from fatigue or needing to sleep for as long as you keeps singing. See the
10 restrictions on Chorali singing Rites for more information.
+5 The Rite also applies to allied animals within earshot.
+5 The targets' bodies overcome their material needs and do not need food or
water for the duration of the Rite. In addition, deadly withdrawal symptoms
to not inflict Lethal Wounds during this time.
+10 The targets become immune to Pain and similar effects for the duration of
the Rite.
+10 You no longer need to sing for the duration of the Rite so long as at least one
other character within the range of the effect continues the song.

Dance of Faces
Advanced Continuous Self Skill Bonus
Calm You can make changes to your appearance and gain a +5 bonus to your use
15 of the Disguise Skill.
+1 Increases the bonus by +1.
+5 You can cast this Power on others (range:touch).

Bind Djinn
Advanced Instant Self Skill Bonus
You bind a local spirit to yourself in order to increase your Occult Powers.
Many Kurgans believe that Psychic Powers are the result of such a binding
and that performing this Rite strengthens this existing bond.

The benefits of this Rite are that it grants you a permanent +1 to Theurgy
Ego and Psi Finesse and Practice so long as you remain bound to the djinn. When
casting this Power you must make a roll on the Affliction table using your
15 Faith and take the first "Otherworldly Entity" result on the table below the
number rolled. This may strengthen an existing Otherworldly Entity.

If the effects of the Otherworldly Entity are suppressed or removed, the


bonuses are lost until the bond is restored. You may only bond one such
entity at a time.
+3 You gain a +1 bonus on the Affliction table roll when casting this Power.
+10 You gain +1 maximum Wyrd so long as this Rite is in effect.

Occult 289
Lesser Pleasure Trick
Advanced Continuous Ranged Direct Attack, Mind Affecting
You can cause the target a distractingly large amount of pleasure. This
functions in exactly the same as giving the Pain Condition to the target
Pass
except that characters normally immune to Pain can be affected. The target
can resist this Rite as normal, but they use [Calm]+[Mental]+[Stoicism]
15
instead of the normal roll. The same roll at Advanced difficulty is used to
remove the Condition.
+2 Increases the difficulty of the roll to recover from the Condition by 1. Grants
a +1 bonus to all Seduction rolls against the target while the Condition
remains in effect.

Greater Pleasure Trick


Advanced Continuous Ranged Mind Affecting, Healing
This Power is similar to the Lesser Pleasure Trick, but the target instead
feels invigorated. They lose the Pain Condition if they are currently suffering
Pass
from it and multiply the effects of any Vitality recovery actions by 2. This
does not stack with any other effects that multiply recovery, simply choose
15
the highest value. The target can resist this Rite as normal, but they use
[Calm]+[Mental]+[Stoicism] instead of the normal roll.
+2 Increases the recovery multiplier by 1. Grants a +1 bonus to all Seduction
rolls against the target while this Rite remains in effect.

Soul of the Blade


Advanced Continuous Self Skill Bonus, Hours
Faith You gain a +1 bonus to the use of one weapon.
15
+4 Increases the bonus by +1.

Invisible Blade
Expert Continuous Self Indirect Attack
You can use any small thin objects you pick up as bladed weapons for the
duration of the Rite. The objects do not have to be rigid, so ribbons or pieces
of straw are perfectly suitable. The objects can function as a knife (0ap2) or
Faith
dagger (2ap2) [Mêlée:Small], rapier (4ap2) or broadsword (6ap2)
[Mêlée:Medium], or bastard sword (8ap2) or two-handed sword (10ap2)
20
[Mêlée:Long] and use all the relevant special effects for these weapons
provided the object is of a suitable size. These items do not cause
Encumbrance.
+2 Increases the ap of the weapon by 1.
+5, +1 Reduces the Speed cost to attack with these weapons by 1. This may only be
Wyrd applied once.

290 Occult
Cloud the Mind
Expert Continuous Ranged Direct Attack, Mind Affecting
The target completely forgets about you and everything they knew about you
for the duration of the Rite and automatically fails to spot you. Normally the
target will completely ignore you even in combat, however, should you
Calm directly interact with the target (for example by making an attack) they will
notice you if they succeed an Awareness roll against your unmodified Stealth
20 roll. At the end of the duration the target will not remember anything about
you that occurred while under the effects of this Rite. Compare the casting
roll to the defender's or 20 (whichever is higher) in order to determine
Successes.
+5 You gain a +1 bonus on the Stealth roll to avoid being noticed by the target
when interacting with them.
+5, +1 Hide one additional Character from target.
Wyrd
+5, +1 Affects one additional target.
Wyrd
+10, Completely wipes the target's mind of all events that occurred during the
+2 duration of the Rite as soon as it expires.
Wyrd

Dancing Stride
Elite Continuous Self Casting time 1 hour, Hours
You gain the ability to fly at 2x your normal move speed. You may fly in any
Pass
direction or hover in place. The casting requires a 1 hour long dance, which
is exhausting With Expert Perform Finesse the casting time can be reduced
25
to 1 minute. With Elite Finesse it can be reduced to 6 Speed.
+2 Increases the fly speed multiplier by 1.

Djinn Master, Djinn Servant


Elite Instant Self Skill Bonus
To use this Power you need to have a currently active bond to a spirit using
the Bind Djinn Rite. This Power deepens your bond to your spiritual ally. This
provides you with Psi [Finesse] extra points of Wyrd, and allows you to use
whichever of Psi or Theurgy has the highest Practice and Finesse for buying
and casting all Psychic Powers and Theurgic Rites.
Ego
When casting this Power you must make a roll on the Affliction table using
25 your Faith and take the first "Otherworldly Entity" result on the table below
the number rolled. This may strengthen an existing Otherworldly Entity.

The effects of the Otherworldly Entity are permanent unless they are
suppressed or removed. In which case, the bonuses are lost until the bond is
restored. You may only bond one such entity at a time.
+3 You gain a +1 bonus on the Affliction table roll when casting this Power.
+10 You gain +1 maximum Wyrd so long as this Rite is in effect.

Occult 291
Vuldrok

Vuldrok theurges have access to either Hexery, Folk Gjarti, Compassionate Gjarti or
Contemplative Gjarti (theurges' choice). They may also have access to other Rites
depending on the tribe they hail from. These are detailed below, where applicable.

As Valdemar entered the forest hollow, his nose wrinkled at the incense his compatriots had added to the fire.
Four of the six members of their wyrdmeet had gotten there before him: Edwe Zaundun, the tattooed
grandmother of the Skey; Bruno av Talberg, the pompous and brightly garbed Rekgold tradespeaker; Hinto,
the blue-haired and buckskin-garbed Lakol shaman; and Kjurie, the member of the Magtaw, robes curiously
embroidered with the ricu of his ilk, who was... gibbering on the ground?
“Error four-one-eight! Error four-one-eight!” the Magtaw panted as he writhed on the ground.
“Gon damn it!” Valdemar cursed. “What happened to him?”
“He was being disrespectful.” Edwe took a long puff on a pipe. “So I gave him a taste of knowledge.”
Valdemar sighed. “Well, I have need of him. Hinto, do you mind?”
A small smile appeared on the stoic Lakol's face. “Very well, I am certain this has been educational for him
regardless.”
“Why did you call this meeting anyway?” Edwe asked. “I'm getting to old for random trips!”
“Abeni asked me to,” Valdemar answered, surprised. “She gave me the impression you'd know what this was
about.”
“Hmph. I suppose we'll have to wait until that Zetol shows, then,” Edwe grumbled.
“He is cleansed,” Hinto announced from beside the Magtaw.
Valdemar tossed a damaged metal cylinder onto the supine Magtaw. “I took this off a dead hawkwyrdedda.
I'm calling in the favour you owe.”
Bruno's eyes gleamed. “A firesword? Even damaged, I could get three thousand grimmagest for that!”
Valdemar glared at him. “You keep your grubby hands away. I lost my grandfather's axe getting that!”
“I don't see why you're so fond of clumsy and random weapons like this,” grumbled Kjurie as sparks flew
and he repaired the weapon with his magic touch. “You should use a blaster. It's an elegant weapon from a
more civilised age.”
Valdemar turned his scowl to him. “My ways are not yours, Maghtaw! Kurmda considers ranged weapons to
be cowardly.”
There was an audible pop of displaced air as a cloaked and masked figure walked out of the trunk of a nearby
tree.
“Ah, Abeni, you join us. Are you well?” Edwe asked.
“Well enough,” she coughed, limping into the firelight clutching her blood-stained side. “I'm afraid I bring
dire news.”

292 Occult
Drenjar

Drenjar tribe theurges also gain access to Sadderreaper's Might (Banjak, known
to the Vuldrok as Strength of Ettins) and Smiting Hand (Brother Battle, known as
Kurmda's Rage).

Kurmda's Shield
Advanced Continuous Self, 10m Direct Defence
All ranged attacks where the attacker or defender is within 10m of you are
Faith less effective. Ranged attacks (including Explosive Blast weapons and
grenades) suffer a –1 penalty to ap for each full 10m between the attacker
15 and defender. If the ap drops to zero the attack has no effect. This Power has
no effect on apX attacks.
+1 Increases radius of the effect by 1m.
+5, +1 Doubles ap penalty.
Wyrd

Kurmda's Hammer
Expert Continuous Ranged Direct Attack
For the duration of the Power you may strike targets within range with an
ethereal hammer that creates a 2m radius Blast dealing [Passion]+[Mental]
+[Theurgy] ap1 Damage. If the target is a vehicle or building, the ap is
increased to [Mental], but there is no blast radius. The attack roll for using
this Power is [Reaction]+[Mental]+[Mêlée:Medium] or [Mêlée:Long] and
Pass
appropriate Mêlée:Medium or Long Battle Arts may be used. Attacks cost 4
Speed.
15
The range of this Power cannot be increased if it is being used against
creatures of Size 2 or smaller as that would be cowardly. However the range
may be extended if the target is a creature of Size 3 or larger, a vehicle, or
a building.
+1 Increases Damage by 1.
+2 Increases ap by 1 point against vehicles and buildings.
+5 Adds the Stunning Tag to the Blast.
Lakol

Lakol tribe theurges gain access to the Orthodox Rites Armour of the Pancreator (known
to the Lakol as Shield of the Ancestors) and Exorcism (known as Soul Recovery), and the
Eskatonic Rite Second Sight (known as See the Invisible World).

Occult 293
Zetol
Speak with the Dead
Expert Continuous Touch Divination
Faith This Power functions like Voice from the Past, but only allows one question
to be asked and which is asked in exchange for a favour. If the favour is not
20 performed then you gain a point of Hubris.
+5 You may ask one more question in exchange for the favour.
+5, +2 The spirit does not require a favour from the Caster.
Wyrd

Invisible Highway
Expert Instant Ranged Utility
Faith Allows you to instantaneously travel to any point in line of sight, or even
locations seen through Farsight or some similar Power that allows you to
20 target remote locations using Occult Powers.
+1, +1 You can bring one additional person touched along with you. Unwilling
Wyrd targets may resist as normal.
+5, +5 You can bring a truck sized vehicle you touch (and its occupants) along with
Wyrd you. The largest dimension can be at most 5m.

Skey
Skey tribe theurges also have access to the Eskatonic Rite Divine
Revelation, which is known to them as Flesh of Zukinyan.
Taste of Pa'Unkta
Advanced Continuous Ranged Direct Attack
The target of the Power acquires the Crazed Condition unless they
successfully resist. They may shrug this off as normal with a successful
Advanced difficulty [Willpower]+[Mental]+[Stoicism] check as an 8 Speed
action. If the character cannot recover from the Condition, it wears off after
your [Mental] in minutes and the target gains an Affliction Point.
Pass
A Critical Failure on the resistance roll or the roll to remove the Condition
15
results in the target gaining an Affliction Point.

On shaking off the Condition, the target sees the spirit world overlaid on
their normal vision. This has the side effect of a –5 penalty to Awareness
until the Power ends.
+1 Increases the difficulty of recovering from the Condition by 1.
+1 Decreases the difficulty of recovering from the Condition by 1.

294 Occult
Rekgold
Barter Tongue
Advanced Continuous Self Skill Bonus, Utility
Faith You gain the ability to converse with any creature with a spoken languages
as if you had Basic Finesse in it. This Rite does not confer the ability to read
15 or write any language. 
+2 You gain a +1 bonus to Intuit, Connive, and Conversation rolls for the
duration of the Rite.

Svalbard's Eye
Advanced Continuous Self Skill Bonus
You instantly knows the monetary value in the local market for any object
you look upon or a service provided by any person you can see. In addition, if
Calm
you attempt to find a particular item or service, you will get a vague idea of
a course of action that will lead you to a situation where you can get hold of
15
it. You also gain +2 to all Streetwise or Connections checks towards
obtaining goods, services, or information.
+1 Increases Streetwise and Connections bonuses by +1.

Maghtaw
Maghtaw Theurges also have access to the Vis Flow Power from the Vis Calling path,
which they know as Vizlik's Song, and Vis Sight from the Vis Crafting path, known as
Vizlik's Sight. These Powers work as stated, but are Theurgic Rites, not Psychic
Powers. Maghtaw are not restricted by Tech Level for Rites like Consecration or for
holy weapons and the like.
Spirit of the Machine
Advanced Continuous Touch Divination, Skill Bonus
You can communicate with one target machine for the duration of the Rite.
This grants a +2 bonus to Tech aptitude to use and repair the device unless
Pass
its spirit is hostile. In addition, you are considered to have a high enough
Tech Level to understand the target machine. Using this Power on Urtech
15
requires an Elite difficulty [Willpower]+[Mental]+[Stoicism] check or you
gain a point of Affliction and an additional one for every 5 points you fail by.
+5 Increases the Tech aptitude bonus by 1.
+5, +1 The Power becomes Ranged.
Wyrd
Hands of Gottun
Basic Continuous Self Skill Bonus, Hours
Faith Your hands function as tech tools for the duration of the Rite.
10
+5 Replaces the Finesse Level of all Tech Redemption, Think Machine, and
Security Skills with your Theurgy Finesse, if it is higher.
+5 Replaces the Practice level of all Tech Redemption, Think Machine, and
Security Skills with your Theurgy Practice, if it is higher.

Occult 295
Sect/Order Rites Lists Page Additional Rites Known as Page
Urth Orthodox Church Rites 244
Orthodox 247
Brother Battle Church Rites 244
Brother Battle 250
Sanctuary Church Rites 244
Aeon
Sanctuary Aeon 252
Eskatonics Church Rites 244
Eskatonic 255
Temple Avesti Church Rites 244 Fearsome Majesty 251
Avestite 258
Voavenlohjun Voavenlohjun 274 The Prophet's Holy 244
Blessing
The Laying on of Hands 245
The Prophet's Censure 245
Tongues of Babel Words of 244
Dhoneki
Sanctification 246
Consecration 247
Light 247
Armour of the 248
Pancreator
Investiture 257
Divine Revelation The Pattern 255
Speaks
Calming 253
Knowing Heart 253
Restoration 253
Healing Hands of St. Ishtel's Boon 254
Amalthea
Mendicant Either:
Monks Any above Sect
Or:
Church Rites 244
Hexery 266
Chorali Any Above Sect
Chorali 261
Incarnates Church Rites 244 Divine Revelation Clear Path 255
Orthodox 247
Incarnates 264
Zuran Zuran 265
Hexery 263
Hedge Theurgy Folk Gjarti 280
Hexery 266

296 Occult
Sect/Order Rites Lists Page Additional Rites Known as Page
Manja Manja 269 Second Sight Sight from 256
Beyond
Etryi Death Etryi Death 271 The Prophet's Holy 244
Gaze Gaze Blessing
Devotional Liturgy 244
The Prophet's Censure 245
Tongues of Babel 244
Banjak Banjak 276 Divine Revelation Dzwronga's 255
Insight
Zakhayelos' Eyes Ward of Liwong 251
Dhyan
Quaatai Sight 274
Contemplative Folk Gjarti 280 Consecration Purification 247
Gjarti
Contemplative 284 The Prophet's Holy Gjarti's Blessing 244
Gjarti Blessing
The Laying on of Hands Gjarti's Kiss 245
Beast Kalenti Strength of 275
Animal Powers
Compassionate Folk Gjarti 280 Consecration Purification 247
Gjarti
Compassionate 252 The Prophet's Holy Gjarti's Blessing 244
Gjarti Blessing
The Laying on of Hands Gjarti's Kiss 245
Beast Kalenti Strength of 275
Animal Powers
El-Diin El-Diin 288 The Prophet's Holy 245
Blessing
The Laying on of Hands 245
The Prophet's Censure 245
Sanctification 246
Light 247
Exorcism 248
One of:

Soldiers Soul's Vessel 250


Liturgy of the Wrathful 250
Host
Merchants Tongues of Babel 244
Pulpits Gift 246
Entertainers Chorali 261
Craftsmen Refinement of Essence 256
Investiture 257

Occult 297
Sect/Order Rites Lists Page Additional Rites Known as Page
El-Diin (cont.) 288
Stinking Ones Cleansing 252
Refinement of Essence 256
The Touched Rending the Veil of 256
Unreason
Second Sight 256
Divine Revelation 255
Healers Cleansing 252
Restoration 253
Healing Hands of St. 254
Amalthea
Astronomers Celestial Alignment 255
Second Sight 256
Divine Revelation 255
Dispersal of Darkness 249
Whisperers Soul's Vessel 250
Cypher 255
Tongues of Babel 244
Vuldrok One of:
Hexery 266
Folk Gjarti 280
Contemplative 284
Gjarti
Compassionate 252
Gjarti
And one of:
Drenjar 293 Sadderreaper's Might Strength of Ettins 277
Smiting Hand Kurmda's Rage 251
Lakol – Armour of the 248
Pancreator
Second Sight See the Invisible 256
World
Exorcism Soul Recovery 248
Zetol 294
Skey 294 Divine Revelation Flesh of Zukinyan 255
Rekgold 295
Maghtaw 295 Vis Flow Vizlik's Song 236
Vis Sight Vizlik's Sight 230

298 Occult
Glossary

Glossary 299
8-Speed Reload (Tag) and indulgent philosophies concerning
A weapon that costs 8 Speed to reload. serfs. One of the 5 Royal Houses that can
vote to select the Emperor.
Active Defence
A defence where Speed is spent, allowing Ambush
the defender to add a die to their base An attempt by Stealth or betrayal to make
block or dodge. an enemy Surprised and therefore forced
to rely on their Fate Defence.
Acuity (Primary Stat)
A Primary Statistic, Acuity represents Antimony
speed of thought. It contributes to the Literally, actions or beliefs against the
Derived Statistics of Reaction, Speed, name of the Pancreator. The meaning,
Perception, and Charisma. however, goes beyond simple heresy or
misguided alien religions and covers
Add-on (Weapon, Armour etc.)
those who engage with powers actually
An item that changes the properties of
opposed to the Pancreator's light, notably
another item. It can either be a device
demons.
that is installed on the original item (such
as an underslung grenade launcher), or it ap (Armour Penetration) (See
may represent building the item Damage)
differently or with different materials
Apothecaries
(such as a knife with an monomolecular
A minor guild concerned with the medical
edge).
arts, including the treatment of wealthy
Affliction Points patrons and provision of cyberware.
Affliction Points are gained from Critically
Aptitudes
Failed Occult rolls (Psi or Theurgy,
Extremely broad areas of expertise. Every
typically), Cybernetic Incompatibility, and
Skill is associated with an Aptitude that
encounters with certain horrific or
caps the level of Finesse the Character
otherworldly entities. When a Character
may attain in that Skill. It is (almost
has as many of these as their [Ego] score,
always) used for Skill checks with that
they incur an Affliction.
Skill, along with a Statistic. The Aptitudes
Afflictions are Physical, Mental, Tech, Social,
These are various blessings and curses Knowledge, and Science.
(mostly curses) that can come about
Art (Mental Skill)
through interaction with the supernatural.
Skill representing your Character's ability
They include unnatural versions of
in artistic endeavours. See p. 72.
psychological problems, strange markings
appearing on the body, Stat changes, and Ascorbite (Language Skill)
hauntings by Otherworldly Entities. The spoken language of the insectoid
Ascorbites of the jungle world of Severus.
Alchemy (Science Skill) Ascorbites seem to be capable of some
The study of the interactions of the non-verbal communication over long
elements of mater and how they react, distances which operates via an uncertain
transform, and transmute. Sometimes mechanism, however they retain a
referred to by the archaic term language that is fully intelligible based on
“chemistry”. See p. 88. sound alone. The evolutionary or cultural
Al Malik, House reasons for this, as with much about the
A Noble house famed for its decadent Ascorbites' practices amongst themselves,
fondness for technology, love of poetry, are not well understood.

300 Glossary
Ascorbites uncompromising attitude towards sin,
An insectoid race of approximately human loathing of technological decadence and
proportions from the jungles of Serverus. depravity, and disdain for secular
They drink blood and are reputed to have learning. The majority of the Inquisition
a kind of hive consciousness. are Avestites.
Aspects Awareness (Mental Skill)
Aspects are qualities or properties, Your Character's ability in detecting their
positive or negative, that represent a surroundings. If you can see this you
general advantage or disadvantage a passed. See p. 72.
Character has that is not captured by Base Damage see Damage, Base
their Statistics. These are different from
Stats, Aptitudes, and Skills in that they Base Defence see Passive Defence
are not quantitative, and different from Battle Art
Battle Arts in that they tend to be Abilities, which can be purchased with
properties a Character has gained from CCPs or XP, that allow the user to perform
their background rather than abilities special techniques that improve their
they have learned. faculty in battle.
Athletics (Physical Skill) Beast Lore (Mental Skill)
Your Character's ability in running, The Skill used to train, command, and
jumping, dodging, and tumbling. See p. understand beasts of all kinds. Does not
69. include the coordination necessary to
Aura (Tag) Ride them (which is covered by another
These Occult Powers detect or otherwise Skill) but it is nevertheless
interact with a Character's aura. Known complimentary. See p. 74.
in Almathean theology as sentient energy Biology (Science Skill)
fields, these emanations can indicate a Your Character's Skill in the arcane realm
Character's nature, emotional state, and of the life sciences. See p. 88.
(some suggest) the state of their immortal
soul. Biotech Redemption (Tech Skill)
Your Character's ability in the downright
Autofire mystical area of technology that interferes
An attack where multiple projectiles, with the natural order of life. See p. 81.
blasts of energy, or other blows are made
in such quick succession they can be Blaster (Tag)
considered a single attack. The necessary A weapon Tag that means half the
Rate of Fire is normally achieved only weapon's Damage leaks through shields.
with firearms, but certain Battle Arts Blast Radius
allow it to be used with other weapons. This is the radius, in metres, of the blast
See p. 51 for details. produced by a weapon with the Explosive
Autofire Only (Tag) Blast Tag. See p. 51 for more details on
A weapon that can only be fired as types of attacks and p. 53 for ways to
Autofire Bursts or Sprays. It cannot fire avoid being caught in area of effect
single shots. attacks, such as Diving for Cover.
av (Armour Value) see Damage Bleeding Strike (Finesse Effect)
A weapon Finesse Effect that causes the
Avestites victim to lose Vitality every Round as they
Members of the major Church Sect bleed out. See p. 47 for more details.
Temple Avesti. Famous for their

Glossary 301
Blessing (Tag) Break Lock/Hold (Grappling Finesse
These Occult Powers protect a Character Effect)
from misfortune typically by removing the A Finesse Effect usable with Grappling to
effects of a Critical Failure. They also escape from a Lock or Strangle Hold. See
counter, and are countered by, Curses. p. 50 for more details.
Blind (Condition, Finesse Effect) Brother Battle
A Condition that renders a Character A major Church Sect concerned with
temporarily unable to see, making it perfection through martial excellence and
difficult for them to defend against protecting the faithful, especially
attacks. Also the Finesse Effect which pilgrims. Famous for their powerful but
inflicts the Condition. Sometimes the rare fully enclosed armoured suits, the
Character can recover on their own or cassock superior. They maintain a close
after a duration, depending on how the watch on barbarian and alien threats to
Condition was inflicted. See p. 64 for the the outer borders of the Known Worlds.
Condition and p. 47 for the Finesse Effect.
Bureaucracy (Mental Skill)
Bloody The Skill relating to paperwork, laws, and
A weapon Tag indicating that through regulations. See p. 75.
vicious barbs, blades, or poisons, a
Calm (Primary Stat)
weapon can be used to inflict a Bleeding
A Primary Statistic representing self
Strike Finesse Effect more easily. See p.
control, precision, and focus. It
47 for Bleeding Strike and p. 131 for the
contributes to the Derived Statistics of
Bloody Tag.
Perception and Willpower (and through
Blowthrough Willpower to Vitality). Also useful for
A weapon Finesse Effect that allows a using scoped weapons, recovering Vitality,
Character to strike another foe who is and using Occult Powers related to
behind the first with the same projectile. information gathering, precise control,
See p. 47 for more details. and healing.
Boosting Initiative Caster
Using Speed, the Leadership Skill, or Any Character who can wield Occult
other abilities to increase a Character’s Powers, whether Psi, Theurgy, or... other.
Initiative after combat has started. This
CCP see Character Creation Points
shortens the interval before that
Character can act again and may allow Character
them to make a critical action before an An entity within the Secrets of the Fading
enemy or ally's Turn. See p. 41 for more Suns game. Typically these are the
details on the Turn sequence and Characters operated by the players
Initiative order, and p. 43 for Boosting (player characters), but they may also be
Initiative specifically. those operated by the GM (non-player
characters, or NPCs). Almost everything
Bow (Tag)
in this book refers to Characters – when
Bows are muscle-powered weapons; they
an ability says 'you can do this' it is
require a certain amount of HtH to be
referring to the Character whose role you
used properly. Bows add HtH to Damage
are playing.
and can also be pulled under energy
shields like Mêlée weapons. Character Creation Points (CCPs)
These points are spent to increase
Primary Stats and Aptitudes and buy new
Skills, Aspects, and Battle Arts when

302 Glossary
making a Character. Bonus CCPs are Combat Time
awarded for lowering Aptitudes or taking When every moment counts, Characters
some negative Aspects. After Character use Speed points to make actions and act
creation is over, remaining CCPs become in Initiative order. This can be because
Experience Points (XP), which are spent in they are in mortal combat or because they
a similar way to further increase a are in some other sort of time-critical
Character's abilities as their story peril. A period of Combat Time is always
continues. The only difference is XP can its own Scene.
also be spent to increase Secondary Stats Complementary Skill
or to pay for some Occult effects. See also A Skill whose Finesse Level grants a
XP. bonus to Skill Checks made with another
Charges (Tag) related Skill. See the Skills chapter.
A Mêlée weapon Tag that indicates it is
Concealed Attack
powered by a fusion cell, which may need
An attack that the defender may not be
replacing.
able to perceive and actively defend
Charioteers, the against either due to deception or stealth.
A major guild that maintains a monopoly See the Rules chapter for more details.
on intersystem travel using jump gates.
Condition
Guild members also serve as highly skilled
Characters suffer all sorts of temporary
pilots and drivers for vehicles of all kinds.
setbacks. Some of these are tracked in
Charioteer vessels carry high-value and
combat by giving the Character a
exotic goods between worlds; deal-making
Condition which gives them certain
and trading are also part of these
penalties until they recover. Examples
guilders' lives.
include the effects of a poison, the Pain
Charisma (Derived Stat) from a particularly vicious blow, or being
A Derived Statistic. The ability to Rattled by an opponent's demoralising
influence others through force of words.
personality and wit. Determined by a Confused (Condition)
Character’s Acuity, Passion, and Ego A Condition indicating a temporary (and
Stats. often unnatural) episode of extreme
Church, the confusion, resulting in random actions
The body that shepherds the souls of the from the unfortunate victim.
Known Worlds and teaches the truth of Connections (Social Skill)
the Pancreator and the words of the For the aristocracy of the Known Worlds it
Prophet and his disciples. This truth is is an accepted fact that breeding is the
universal and applies to all sentient most important distinction; for the guilds,
beings, even those aliens, barbarians, and knowledge is key; while every farmer will
heretics who do not realise it. However, tell you the importance of an early
exact interpretations of this truth and how morning and hard work. However in
best to honour the Pancreator do subtly practice, when it comes to wealth and
vary between sects. The Church’s priests influence who one knows is much more
are highly respected members of society important than any of these. Powerful
and are often called upon to sit in friends can get one access to things that
judgement and adjudicate disputes as well mere coin cannot buy. This Skill
as sometimes to personally defend the determines both a Character's starting
flock and punish the wicked. wealth and their ability to call in favours
throughout the game. See p. 84.

Glossary 303
Connive (Social Skill) Creatures of Darkness
To trick, mislead, or convince of a These come in many and varied forms but
falsehood. Lying both verbally and non- include Husks and demons. Further
verbally to gain advantage in any information on this topic is restricted by
situation from love to war. See p. 85. Inquisitorial Order.
Construction Cost Critical Failure
This is the total of the Skill Check A die result that causes a Skill Check to
originally made to cast an Occult Power. It automatically fail, regardless of Skill,
is most often used when comparing the Practice, Aptitude, or Statistic values. It
strength of Occult Powers. If the Power may also have some other special
has a duration longer than Instantaneous, negative consequences, such as gaining
Construction Cost should be noted down Affliction Points when rolling a Critical
along with the duration and Wyrd cost of Failure on casting an Occult Power.
the Power. Normally a natural 1 on a die is a Critical
Continuous Damage (Condition) Failure, but Occult Blessings and Curses
A Condition that indicates the continuous and certain Aspects change the ways
incurring of Damage to a Hit Location, these can occur, often preventing them
such as would occur being on fire or entirely.
covered with acid. Curse (Tag)
Conversation (Social Skill) Whether a witch's hex or the spiritual
Skill for persuasion, argument, and condemnation of a priest, this Occult tag
debate. See p. 86. indicates Powers that cause others to be
more likely to Critically Fail. These
Counter Attack (Defensive Finesse Powers counter and are countered by
Effect) Blessings.
A defensive Finesse Effect that can be
Cybernetic Incompatibility
used when an attack is negated by
The name given in the Second Republic to
allowing the defender to make a free
disturbances or disconnects suffered by
attack interrupting the attacker's Turn.
users of cybernetics. This could be the
See the Rules chapter or Cheat Sheet for
result of dysphonia due to the implants,
more details.
but other pseudoscientific explanations
Counter Concealment (Tag) also abounded. Characters with higher
An Occult Tag that indicates the Ego and Stoicism are more resistant to
Character can perceive others through the initial effects, as are Characters with
smoke, darkness, or even walls, often by a better understanding of technology.
granting the Caster additional senses. Incompatibility takes the form of both
This reduces penalties the Caster may Hubris Points and Affliction Points, which
face because of these conditions. high Ego Characters may be able to
Craft (Mental Skill) ignore but Faithful Characters may be
Your Character's Skill in basket weaving, better able to handle in the long term as
and other, less important, crafts. See p. they can more easily remove these points
75. or adapt to their effects.

Crazed (Condition) Cyber Redemption (Tech Skill)


A temporary Condition causing the victim The Skill relating to the construction and
to take random and dangerous actions repair of cyberware. Installation requires
due to being panicked by some unnatural the Heal Skill. See p. 88.
source.

304 Glossary
Damage Deflect Grenade (Defensive Finesse
Damage and ap represent an attack's Effect)
damage potential and armour penetration, Uses the block action to cause a grenade
while Soak and av (armour value) that has found its way into one's
represent an armour's defensive abilities immediate vicinity to move in a new and
in terms of cushioning blows and resisting more desired direction. A certain number
ap. If ap and av are equal, Soak is of Successes are required above the
subtracted from Damage. For every point thrower's roll to actually achieve this. Not
an attack's ap exceeds an armour's av, the effective for contact-detonated projectiles.
armour's Soak is halved. If the av exceeds Delay, Delaying
the ap, the amount of Lethal Wounds A Character may Delay their Turn, setting
inflicted by the attack is reduced by the a new lower Initiative for themselves so
number of points by which av exceeds ap. that they can act later in the Turn order
Vitality is reduced as normal as the (such as after some breaching charges
defender is knocked around in the detonate). Delaying costs 1 Speed each
armour. See p. 54 for more details. time it is done. See p. 45 for more details.
Damage, Base Demolitions (Tech Skill)
This is the Damage a weapon does before Skill relating to the use of explosives, not
HtH, Finesse Effects, Successes, Battle wrecking balls. See p. 80.
Arts, Occult Powers (or other special
abilities), Stats, or Skills are counted. Derived Aptitude
Derived Aptitudes like Knowledge and
Damage Type Science are not brought at Character
This is the type of Damage done by an creation, but are calculated based on a
attack (bludgeoning (b), edged (e), characters Stats and Aptitudes. Their
piercing (p), or ranged (r)). It determines values are updated when these numbers
what Finesse Effects are available to change. Derived Aptitudes are not
spend Successes on. If an attack has normally used for Skill Checks and
multiple Damage Types, all relevant instead limit the Finesse Levels of the
effects are available. In some cases Skills that fall under them. See p. 28.
targets can take Damage differently
depending on the Damage Type. Derived Statistics
These Statistics are calculated based on a
Days (Tag) Character's Primary Statistics instead of
An Occult Tag which means that the base being independently set at Character
duration of the Power is [Mental] days. creation. They can be directly boosted in
Decados, House play via Occult Powers or other abilities,
A Noble house noted for its cunning and or indirectly boosted by increasing the
ruthlessness. One of the 5 Royal Houses Primary Statistics on which they are
that can vote to select the Emperor. based by similar means. The Derived
Stats are Reaction, Speed, Perception,
Defensive Leap (Defensive Finesse
Hand to Hand Damage (HtH), Charisma,
Effect)
Willpower, Wyrd, Vitality, and Initiative.
A defensive Finesse Effect that allows the
See p. 28 for more details.
defender to move in response to an
attack. Irritating to Mêlée opponents who Destroy Armour (Finesse Effect)
now find you just out of reach. See the A Finesse Effect that allows you to
Rules chapter or Cheat Sheet for details. damage an opponent's armour, lowering
its av and making it less effective, not just
for this attack but until the armour is

Glossary 305
repaired. An alternative use allows you to Useful for winning duels without
burn out the target's energy shield by bloodshed or for seizing that detonator
causing a small amount of damage to the switch. See p. 49 for details.
fusion cell. See p. 49 for more details.
Disarming (Tag)
Destroy Weapon (Finesse Effect) A weapon Tag that indicates the weapon
A Finesse Effect that allows you to is more suited to using the Disarm
damage a weapon, rendering it inoperable Finesse Effect. See p. 131 for details.
until repaired. Usually it only works on
Disguise (Mental Skill)
fragile weapons like guns or hafted
Skill in disguising oneself. Clipboard and
polearms. See p. 49 for more details.
fake moustache recommended. See p. 76.
Determination (Mental Skill)
Dive for Cover
With training, Characters can use their
A active defensive action that can be
Motivations and Passion in combat to gain
taken to leave the area of effect of an
advantages. Characters can spend Wyrd
attack or to reduce the attack's effects
to gain Resolve Points that can be spent
even if the Character cannot completely
using the Determination Skill to add to
escape. Based on the Character’s
rolls in a manner similar to the Meditation
Athletics Skill. See the Rules chapter or
Skill and Focus Points. The Determination
Cheat Sheet for details.
Skill can also be used by Characters to
regain Wyrd when they act in accordance Divination (Tag)
with their Motivations. See p. 75. Occult Powers of this type allow
Difficulty Level Characters the ability to see the unseen,
The numerical difficulty of a Skill Check give them knowledge of the past or
that needs to be equalled or exceeded to future, or let them know things they
pass. Normally expressed in terms of a otherwise might not be able to.
Finesse Level. These difficulties are Basic Drive (Tech Skill)
(10), Advanced (15), Expert (20), Elite Ability to pilot ground vehicles. Some
(25), and Legendary (30). planets maintain licensing restrictions.
Direct Defence (Tag) See p. 81.
This Tag indicates Occult powers where Ego (Primary Stat)
Occult energy or effects deflect incoming Ego is the Primary Stat that represents a
attacks. These Occult forces can be Character's sense of self. It makes a
bypassed by attacks that can bypass Character more charismatic and happier
Occult Defences, such as attacks by holy to accept cybernetic modifications as a
weapons. part of themselves. It also makes a
Disable Arm/Leg (Finesse Effect) Character less likely to freak out when
A Finesse Effect that renders a Hit exposed to the supernatural. However,
Location unusable, as if it had 0 Lethal without high Faith, Ego-based Characters
Wounds remaining, until it is treated with are more likely to have a rough time if the
an Expert difficulty Heal check. A supernatural does show up. Only some
common trick used by martial artists to Psychic Powers use Ego, and these tend to
cripple their foes. See p. 49 for details. be focused on mind control and other
such mental powers. See the Character
Disarm (Finesse Effect)
Creation chapter for more details.
A Finesse Effect that causes an opponent
to drop their weapon or send it flying. Encumbrance
A proxy for the bulk of an item and its
associated accessories. Also how much a

306 Glossary
Character can carry without penalty and energy shields and high-tech weaponry.
how great those penalties become. 1 point Like all the guilds, it keeps its secrets and
of Encumbrance is approximately 1kg of enforces its monopoly. As it deals in
mass. See the Equipment section of the potentially soul-corrupting technology, it
Power and Wealth chapter for details. has a complex set of agreements with the
Church to prevent technosophistry or
End Times
unsanctioned research.
As the suns fade, the most important
theological question is not how exactly Escape (Grappling Finesse Effect)
the Pancreator will end this material A Grappling Finesse Effect that breaks
existence but how to prepare the souls of the Grapple. Both participants end up free
the flock for life in the Empyrean and standing.
hereafter so that they do not remain
Eskatonics
trapped in the faded material world,
The members of the Eskatonic Order; a
shrieking in the endless black, or, worse,
Sect that delves into mysteries of the
are dragged into Gehenna. That this time
coming end of the world. The Sect was
is coming is indisputable, and so the
formerly deemed heretical and was
Church encourages the flock to focus on
almost purged, but it was saved due to its
the well-being of their spiritual lives and
usefulness battling the Symbiote threat.
not distract themselves with material
Seen by many as a thin excuse to dabble
concerns. Similarly, it is also emphasised
in powers that should be kept out of
that now is not the time to take risks with
mortal hands, its relationship with the
reckless or untested philosophies.
Inquisition remains tense. The Sect
Despite its relative unimportance, some maintains its own internal inquisition, the
scholars have chosen to focus instead on sanhedrin, to keep things in hand.
how exactly the world will end.
Etiquette (Knowledge Skill)
Materialistic scholars tend to focus on
The knowledge of social rules used by the
how the fading of the suns will either
upper classes. Useful in avoiding death
warm or cool individual planets, causing
for inadvertent insult or to know which
severe weather conditions leading to crop
fork to use for the salad. See p. 89.
failures and mass poverty, starvation, and
war. They emphasise in their writings the Etyri
importance of adapting to these changes, A collection of avian humanoids that co-
while investigating the (absent) material evolved on Grail with each sub-species
causes for this phenomenon. However, filling a particular social niche. Noted for
most scholars with even a basic their morbid and death-obsessed religion
theological background understand that as well as their claustrophobia. The larger
the Pancreator will end this universe in a Huar'raughq sub-species captured the
flash of light as all stars simultaneously imagination of many with their imposing
go supernova in a final triumph of light presence and majesty, especially on the
over darkness (and in so doing rescue wing. Their warrior code of honesty also
even some lost souls with their purifying adds to their dashing image.
fire). Etyrian (Language Skill)
Engineers, the The language of the Etyri of Grail.
A major guild that preserves the Explosive Blast (Rule)
knowledge of how to build and maintain This is an area of effect attack that causes
many technological devices. It ensures Damage to Characters that remain within
that terraforming engines and power a certain Blast Radius. These effects can
plants run smoothly, as well as providing

Glossary 307
be partially or fully avoided by defenders effects can be used to make an action
using the Dive for Cover manoeuvre, stronger, bigger, longer lasting, or to
assuming they have enough Speed. change the action fundamentally, for
Experience Points see XP example to Disarm an opponent instead of
hurting them.
Explosive Blast (Tag)
Weapons with this Tag use the Explosive Finesse Level
Blast rules. Also referred to as just Finesse. Like
Practice, this is a property of Skills.
Extra Items Finesse represents theoretical knowledge
Sometimes Characters may have items and performance under ideal (Unstressed)
that are unusually rare or valuable conditions. Characters with higher
despite their social standing. To allow for Finesse Levels have access to more fancy
the inheritance of legendary swords, Finesse Effects and can purchase a wider
chance finds of artefacts, or outright theft variety of Battle Arts or Occult Powers. A
of a powerful item, Characters may Character's Finesse Level in a Skill is
directly purchase Items with CCPs as well capped by their level in the Aptitude to
as through their Connections. See p. 92. which the Skill belongs.
Faction Lore (Knowledge Skill) Fixed Mount (Tag)
Your Character's knowledge in one of the This weapon can only be fired from a fixed
factions of the Known Worlds. See p. 90. mounting (usually from a wall or vehicle,
Faith (Primary Stat) but sometimes from a tripod or the like)
A Primary Stat representing the or while prone.
Character's belief in the wider universe, Flamer (Tag)
which may be religious, spiritual, or Weapons with this Tag can only make
optimistic. Ultimately, this determines Autofire attacks and do not trigger energy
luck. It is used to defend against attacks shields. They can also be used to set
the Character is completely unaware of. A victims on fire. The SotFS team do not
Character with high Faith and low Ego is condone the use of Flamers as weapons.
more likely to have supernatural
experiences and more likely to do well Focus Points
when they happen. Faith-based Occult Characters may use the Meditation Skill
Powers tends to focus on defence and to gain Focus Points. These can improve a
aiding the party. Character's actions, making them more
likely to succeed or be more precise, or
Fate Defence aiding them in recovering Vitality. Focus
This is a Character's unmodified Faith Points are based on Calm and cannot be
Characteristic, plus 5. An attack must combined with the similar Resolve Points
always equal at least this value in order to derived from Passion.
hit.
Gambling (Social Skill)
Fate Roll Skill in calculating odds and also reading
A roll which a Character cannot modify opponents in social games. See p. 86.
using Wyrd or other abilities. These rolls
typically determine long-term effects for Gannok
the Character, e.g. incurring cybernetic A species of highly intelligent, but foul
Incompatibility or Afflictions. smelling, creatures resembling Urthish
monkeys, originally from jungle habitats
Finesse Effects on Bannockburn. The word Gannok means
Extra effects of a successful action that 'hungry' in their native language, and they
can be purchased with Successes. These certainly put the 'omni-' into 'omnivore'.

308 Glossary
Gannoks have adapted incredibly quickly They have been collectively granted the
to encountering spacefaring humans and permission and heavy responsibility by
now seem to understand technology the Church to use technology under The
remarkably easier than other species. Doctrine of the Privilege of Martyrs (along
with the Church itself and the Nobility).
Geology (Science Skill)
The League operates collectively to
The study of the composition of planetary
protect its interests, while individual
lithospheres. And rock puns. See p. 88.
guilds work separately to protect their
Gjarti individual monopolies.
A belief that worships planets as living
Hand to Hand Damage (HtH)
organisms. Full of animism, spirit worship
(Derived Stat)
and Shamanism. The universal church
How much Damage a Character does if
would say it involves a perverse worship
striking Unarmed or how much they add
of soulless and material animals, plants
to their Mêlée attacks if armed. HtH also
and even rocks instead of recognition that
increases the range of Thrown weapons
nature was created for the benefit of
and adds to Damage with Bows.
mankind, regardless of the devout
reverence, gratitude, and awe the Hawkwood, House
Pancreator’s work inspires. Often A noble house noted for its sense of
practised in various forms by the Vuldrok honour and noblesse oblige as well as
Barbarians and backwater peasants. being one of the strongest houses
militarily. Following the emperor wars,
Graceful Tongue (Language Skill)
Alexius Hawkwood was crowned Emperor,
A poetic language of metaphors used by
but he has chosen to distance himself
House Al-Malik to talk secretly amongst
from his house in order to seem more
themselves. It is based on references to
impartial, angering some of his kin. House
favoured poems and stories and the
Hawkwood is one of the 5 Royal Houses
history of the house. See p. 90.
that can vote to select the Emperor.
Grappling (Finesse Effect)
Hazat, House
A Finesse Effect that allows you to initiate
A proudly martial house famous for giving
a Grapple.
its young nobles early battlefield
Grapple, Grappling (Rules) commands and never backing down from
When a Character is wrestling closely a challenge (no matter how ill-advised).
with one or more opponents, making it House Hazat was the last remaining rival
harder to bring weapons to bear on to the Hawkwood coalition after House
opponents in or outside the Grapple or to Decados defected, and so it was on the
avoid hitting unintended targets. The losing side of the Emperor Wars. House
Unarmed Skill is particularly useful to Hazat is one of the 5 Royal Houses that
participants. See p. 50 for more details. can vote to select the Emperor.
Grenade (Tag) Head (Hit Location)
This Tag refers to grenade launchers, Along with the Torso, one of two vital Hit
which fire specially modified grenades. Locations a Character has which will
Grey Faces see Reeves, the render them unconscious if they lose all of
its Lethal Wounds. The Head can be
Guilds, the targeted using Finesse Effects or certain
Shorthand for the Merchant League, a Battle Arts, but is difficult to hit reliably.
collection of organisations which each Faceless swarms of guards often protect
specialise in and protect a certain area of their heads with helmets, but this can
expertise from being lost to the ages.

Glossary 309
make it even more difficult for them to Hubris Points
see wily heroes using their Stealth against These points can manifest when a
the tin-heads' limited Awareness Skills. Character acts against the precepts of
their religion by committing a sin or
Heal (Mental Skill)
ignoring confession for an extended
Your Character's Skill in the healing arts.
period. In some cases, oathbreaking or
See p. 76.
the inappropriate use of Theurgic Powers
Healing (Tag) can also cause Hubris. Characters with
Occult Powers with this Tag restore higher Faith, Mental, Theurgy, or Psi are
Lethal Wounds and/or Vitality, help a most at risk. When acquired, these points
Character recover from diseases or reduce a Character's reserves of Wyrd
poison, or even regrow missing limbs. and put them at risk of worse Afflictions if
High Tech Redemption (Tech Skill) they accumulate too many Affliction
Repair and redemption of high-tech Points.
systems such as think machines, energy Human
shields, jump drives, and artificial gravity The creatures the Pancreator made in His
plating. Typically this covers Tech Levels image and burdened with the task of
of 6 and higher. See also Low Tech enlightening the lesser races within the
Redemption. See p. 81. region sanctified by the Prophet Zebulon
Hironem before the End Times. Or over-evolved
The cold-blooded lizard people of Cadiz. apes with delusions of grandeur. Depends
The Hironem maintain an autonomous who you ask.
region on their world in which their Husk
extremely hierarchical caste-based society Victims of a disease that attacks the
remains intact, along with their religion central nervous system and causes the
and customs. Many have speculated that skin to take on a dried out appearance.
their society is modelled on or influenced Sometimes hysterically referred to as 'the
by the technologically advanced Vau, but walking dead'. While highly infectious, the
that has never been confirmed. fatality rate is disputed and is largely a
Hit Location matter of definition.
These are the different parts of someone's Illusion (Tag)
body that may be hit in combat. Typically, An Occult Tag for Powers that make
they are the Head, Torso, Main Arm, Off things appear not as they are. Characters
Arm, and Legs. More exotic creatures can see through them with Awareness or
might have other Hit Locations or rules Stoicism if they have reason to believe
concerning them. By default, every attack something is amiss.
strikes the Torso.
Impact (Tag)
Holy Occult Stigma see Occult Stigma A Tag that means that a weapon is well-
Hours (Tag) suited towards the Improved Wind Up and
An Occult Tag which indicates that the Hammer Blow Battle Arts.
base duration of the Power is [Mental] Impale (Finesse Effect)
hours. A Finesse Effect that causes a more
HtH see Hand to Hand Damage grievous wound, allowing you to do more
Damage without activating an energy
Hubris shield.
Excessive pride or self confidence,
particularly in defiance of the gods. See Incompatibility (Cybernetic) See
also Hubris Points. Cybernetic Incompatibility

310 Glossary
Indirect Attack (Tag) Intelligence (Primary Stat)
An Occult Tag for Powers that create a A Primary Stat representing a Character's
dangerous effect in the physical world or quality of thought and general knowledge.
improve the attacker in order to cause Contrast with Acuity, which represents
harm. These Powers do not directly instincts and quick thinking.
channel Occult forces through the target
Intimidate (Social Skill)
and so are not subject to Occult Defences.
This Skill represents your ability to be,
Indirect Defence (Tag) well, intimidating. See p. 86.
These Occult Powers create a physical
Intuit (Social Skill)
barrier or other defence that is not itself
The ability to understand the significance
Occult in nature and so cannot be negated
of a count's small inward smile, to see the
by attacks that bypass Occult Defences.
hesitation in a bandit's eye, or to
Infernal Occult Stigma see Occult determine if a Scraver's deal really is too
Stigma good to be true. See p. 86.
Initiative (Derived Stat) Invisibility (Tag)
A special Derived Statistic that An Occult Tag for Powers that cause a
determines the Turn order in which Character to disappear from view. These
Characters act during a combat Round. It Powers are not perfect and so the
is based of off the Reaction Stat, plus any Character can still be noticed and
relevant bonuses. This can be increased if targeted if they give themselves away.
Characters have Speed left over in the Item Creation (Tag)
Recovery Phase at the end of a Round. If A Tag for Occult Powers that create an
the Initiative values of multiple object or imbue an object with
Characters are tied, they are resolved in supernatural properties.
order of Perception and then Passion
values. Knock Back (Finesse Effect)
A Finesse Effect that forces your
Inquisition, the opponent back or even knocks them over
An investigative and correctional branch if you are particularly successful and they
of the Universal Church with extensive are not an Expert in Athletics.
autonomy, universal extra-territorial
authority, and exceptions to many local Knock Out (Finesse Effect)
laws (in particular those relating to the A Finesse Effect that knocks a target
carrying of weapons and use of force). Unconscious.
Commonly associated with Temple Avesti, Knowledge (Derived Aptitude)
whose use of flame guns to purify sinners, An Aptitude (derived from a Character's
heretics, and inventors before dispatching Intelligence Statistic) representing a
them to the hereafter is iconic. The Character's ability to absorb and retain
Inquisition is actually governed by a academic knowledge. It does not
conclave that includes other Sects, such represent how much formal education a
as the Orthodoxy, and uses a wide range Character has had, but rather their
of methods to do their work. Another potential. This Aptitude is not normally
common mistake is that all Avestites act used to make Skill Checks, but does limit
with the authority of the Inquisition; the maximum Finesse Level a Character
however, sometimes legal distinctions can has in their Knowledge Skills. See p. 28.
be lost in the heat of the moment.
Kurgan (Language Skill)
The language of the Kurgan Caliphate.

Glossary 311
Kurgan Caliphate Legs (Hit Location)
A barbarian culture of Humans who follow A Hit Location counting all of a
a false religion that bears some Character's legs collectively. It can be
superficial relationship to the Universal targeted using the 'choose hit location'
Church, indicating that it may be a universal attack Finesse Effect, either
deliberate perversion of it. Their society is directly or indirectly by targeting a
highly caste based, wealthy, and random lower body Hit Location.
decadent. Nevertheless, they have given
Lethal Wounds
the Hazat warriors some significant
A measure of the injuries a Character can
trouble as they struggle over Hira, a
sustain to their various Hit Locations.
world the Kurgan consider to be holy for
Characters have a certain amount of these
misguided astrological reasons. See p. 90.
based on Physique, and can lose them
Latin (Language Skill) when Damage is sustained. Once a
The official language of the Universal location has zero or negative Lethal
Church. Used for record keeping, official Wounds it is disabled in some fashion, and
proceedings, and prayer. It is derived when a Character is at -5 Lethal wounds
from the purest and most holy languages to a Vital Location, they die. Characters
of Urth as studied by the Prophet. There with higher Mass can take more Damage
are some idle speculations among before they suffer a Lethal Wound. See p.
scholars that modern Church Latin is 49.
actually based on an amalgam of several
Li Halan, House
ancient Urthish languages, however most
A Royal House, one of 5 that votes on
theological scholars are certain it is
selecting the Emperor. House Li Halan
actually the purest form of communication
claims descent from the Northwestern
and a refined version of the one language
Pacific region of Urth. They are strongly
that humanity originally spoke before
traditional and highly religious. Their
their tongues were confounded and
detractors claim this is to distract from
corrupted. See p. 90.
historical rumours that they dabbled in
Language Skill sorcery and even Antinomy.
The Language Skills represent a
Lock (Grappling Finesse Effect)
Character's command of the languages
A Grappling Finesse Effect that gets one
they can speak and read. At Basic Finesse
of the victim's Hit Locations in a lock,
a Character is considered to be able to
giving them a -5 to attack and defence in
fully communicate, but their language
the Grapple until the Lock is broken.
may be accented and lack nuance. Even if
this is their native tongue they may not be Lojmaa (Ur-Obun) (Language Skill)
considered ‘well spoken’ by polite society The language of the communal Ur-Obun
or formal grammarians. At Advanced and species of Velisamil. See p. 90.
higher Finesse the Character has learned Low Tech Redemption (Tech Skill)
to use the language artfully or as a social Repair and maintenance of simple
weapon and so gains a bonus to most electronics, hydraulics, pumps, and
Social Skills while using it. compressors. This skill can be critically
Leadership (Social Skill) important even to maintaining high-tech
The Skill of commanding people in such a starships' more mundane systems.
way that they receive bonuses. Doesn't Typically used for devices of Tech Level 5
actually supply you with good plans, but and below. See also High Tech
by golly they'll be carried out! See p. 86. Redemption. See p. 81.

312 Glossary
Machine Gun (Tag) Characters that are focused on research,
This weapon can make Autofire sprays at investigation, or Psychic or Theurgic
any range, instead of just the first range Powers are often high in this Aptitude.
increment. Merchant League see Guilds, the
Main Arm (Hit Location) Meta (Tag)
A Hit Location representing a Character's Powers with this Occult Tag affect other
favoured arm. The Main Arm is assumed Occult Powers. If the Powers are opposed
to hold the Character's main weapon (if it is often important to compare their
they are holding a one-handed weapon). Construction Costs in order to see if this
It can be targeted using the 'choose hit modification is successful.
location' universal attack Finesse Effect,
either directly or indirectly by targeting a Mind Affecting (Tag)
random upper body Hit Location. These Occult Powers do not produce
physical effects but instead affect other
Mass (Primary Stat) Characters' minds. These Powers include
Size, toughness, and strength. Increased Illusions and mind control Powers.
Mass increases Encumbrance capacity
and increases the Damage required for a Misdirect Attack (Defensive Finesse
Lethal Wound to be suffered. Effect)
Causes the attack to be directed to
Mastery (Tag)
another target of the original defender's
This Tag indicates Legendary Psychic
choosing, to whom (or to which) the
Powers that come at the pinnacle of most
attack does base Damage.
Psychic Paths. These typically make all
other Powers in the Path more effective Months (Tag)
and are not Occult effects in their own An Occult Tag which indicates that the
right. base duration of a Power is [Mental]
Months.
Mathematics (Science Skill)
Addition, subtraction, division, and so on. Motivations
Might as well be witchcraft to some While a Character can have many goals
Avestites. See p. 88. and desires, these Motivations can be
invoked to channel their Passion and gain
Meditation (Mental Skill)
Resolve Points using the Determination
Skill in self-calming and self-reflection.
Skill. Motivations can also provide extra
Also doesn't seem to be practised by many
resistance to mind control effects and to
Avestites. Has the additional ability to
opponents using the Battle Art Gibe (a
generate Focus Points and regenerate
Social Attack) to undermine their belief in
Wyrd. See p. 76.
the righteousness of their cause.
Mêlée (Weapon, Physical Skill)
Move (Grappling Finesse Effect)
(Short, Medium, Long) A Grappling Finesse Effect that results in
Actually three different Skills to you dragging the other participant some
differentiate which size of pointy stick you distance.
use to make your enemies bleed and die.
See p. 69. Muster, the
A major guild which deals with the
Mental (Aptitude) provision of labour. This mostly takes the
A general Aptitude of common sense and form of supplying mercenaries and
non-technical mental sharpness. dealing in slaves. The guild itself has a
military style hierarchy and as well as
training soldiers and fighting wars they

Glossary 313
are sometimes hired for keeping the experience may also be related to the
peace and suppressing uprisings, which high prevalence of Occult Powers in both
can be lucrative if punishments include sub-species, either as a cause or a side
indentured servitude. Other than effect. Perhaps unsurprisingly, the two
criminals, major sources of slaves are races refer to these beings as gods and
people selling themselves into slavery to their primitive, pre-reflective religions are
avoid extreme poverty or enslaved serfs supposedly based on their philosophy and
who are no longer wanted by their lords. teachings. Many Ur-Obun have been
converted to the Universal Church with
Noble Houses see Nobles, the
many following the Voavenlohjun Sect.
Nobles, the
Occult (General)
Those positioned atop the hierarchy of
Used to describe supernatural powers or
freemen, serfs, and slaves. This privilege
influences in general, including Psi
and burden comes from their bloodlines,
(personal Psychic Powers) and Theurgy
although freemen may occasionally be
(religious Rites).
created as Nobles by a house or the
Emperor in recognition of truly Occult (Mental Skill)
exceptional service. There are countless A Mental Skill concerning a Character's
Noble Houses in the Known Worlds. The 5 knowledge of the Occult (also used to cast
greatest Houses, the Royal Houses, have some Powers). See p. 77.
votes (along with the Church and Occult Attack (Tag)
Merchant League) to elect the next These Powers channel Occult energies
Emperor. These houses rule over multiple directly into the target in order to cause
worlds and command vast armies and harm. They can therefore be resisted by a
space fleets. The smaller houses Character's Occult Defences.
combined cannot match even one of the
Royal Houses for power and influence, Occult Defence (Tag)
but due to accidents of history, war, These Powers create an Occult effect
politics, or inheritance most houses' fiefs which defends a Character from harm.
are to a certain extent intermingled, Some effects can negate these types of
meaning they rarely have complete defences by overcoming their
domination of a continent, much less an supernatural aspects.
entire planet. This is before church and Occult Powers
guild holdings and alien reservations are A term covering both Psychic Powers and
even included. Theurgic Rites.
No HtH (Tag) Occult Stigma
A Mêlée weapon that does not use muscle A mark or tell which shows that a
strength to cause Damage, e.g. a flux Character is touched by the Occult. These
sword. can be visible only under certain
Obun conditions or in certain lighting, or
The Ur-Obun, or just Obun, are from the permanent. They have a tendency to
planet Velisamil, a world where the Ur- become more prominent if a Character
Obun are mostly allowed to run their own continues to be touched by Occult forces.
affairs safely under the stewardship of The general populous of the Known
House Hawkwood. They are the peaceful Worlds are rightly suspicious of
and collectivist cousins of the violent and Characters with Stigmas, so normally
individualist Ur-Ukar, the two groups pains are taken to hide them. Occasionally
likely being separated by the intervention these Stigmas can be a sign of a holy
of another species in their history. This personage but the interpretation of the

314 Glossary
meaning of the individual Stigma is rarely story of who has dominance in this
clear and so it is always dangerous to risk regard). The current Church Patriarch is
displaying them. of this Sect.
Occupation (Mental Skill) Otherworldly Entity
A Character's ability to turn their various A catch-all term for all supernatural
Skills into their daily bread. Normally entities. Eskatonics and the pagan Gjarti
many other marketable and practical argue that some of these entities may
Skills are Complimentary to the final actually have our universe or world as
result. See p. 77. their home (in fact, the rare Gjarti
Off Arm (Hit Location) scholars argue that they are supra-natural
A Hit Location representing a Character's not supernatural), but these distinctions
less favoured or shield arm, as opposed to are for quiet discussions between like-
their Main Arm. The Main Arm is assumed minded theologians and best avoided in
to hold the Character's main weapon (if uncertain company.
they are holding a one-handed weapon). It Overland Movement
can be targeted using the 'choose hit The rate at which Characters can hike
location' universal attack Finesse Effect, under their own power over a period of
either directly or indirectly by targeting a hours or days.
random upper body Hit Location.
Pain (Condition)
Old Urth Lore (Knowledge Skill) A Condition indicating a distractingly
The knowledge of the history of Old Urth. large amount of pain. It causes a -3
See p. 90. penalty to Skill Checks and renders the
Omega Gospels victim Stressed.
The holy texts of the Universal Church, Paralysed (Condition)
containing the teachings of the Prophet A Condition indicating temporary full-
Zebulon and his followers. body paralysis. The victim may still
One Shot per Round (Tag) perceive their surrounding and take
This weapon has a limited Rate of Fire mental actions like using Occult Powers.
and can only be fired once per Round, Passion (Primary Stat)
regardless of the user's Speed. This Primary Statistic represents how
Oratory (Social Skill) worked up a Character gets about things.
See p. 87. Passionate Characters are more
charismatic, cause higher Mêlée Damage,
Orthodox, Urth and can get more out of using the Wind
The most politically powerful Sect of the Up Battle Art to sacrifice rate of attack for
Universal Church. They are responsible Damage. They have more Motivations and
for the majority of souls in the Known can use them to gain bigger bonuses
Worlds, have the most influence on when using the Determination Skill.
Church theology, and control the most Passion-based Occult Powers tend to
powerful starfleet of any single group and favour direct attacks or making Mêlée
the largest land forces of any Church Sect attacks more powerful.
(although the quality of their troops
compared to the Brother Battle warrior Passive Defence (previously known as
monks or House Hazat's soldiers means Base Defence)
that numbers alone do not tell the whole When the defender cannot actively
defend, or prefers not to spend the
required Speed, they use only their base
block or dodge value to determine the

Glossary 315
success of an attack made against them. their Turn. At the end of the Round there
An example is when Characters cannot is a special recovery Phase where
spend Speed against attacks they cannot Characters can spend any remaining
detect (such as when Blind). Speed on increasing their Initiative or
regaining Vitality.
Passive Perception
A character's Awareness when they are Physical (Aptitude)
not making an active look action. For An Aptitude representing physical
example, it is used to see if a guard strength, endurance, and coordination.
detects someone sneaking by if that guard This Aptitude is very important for
isn't expecting trouble. This is equal to combat but is also used for the Ride,
the Character's Unstressed Awareness. Stealth, and Sleight of Hand Skills.
Perception (Derived Stat) Physical Occult Attack (Tag)
A Character's ability to notice and These Powers use Occult forces to
correctly interpret details. Also includes manifest harmful physical effects in their
common sense (it's used, for example, in targets. They are avoided by physically
the Occupation Skill). avoiding them by dodging or Diving for
Cover instead of using Stoicism, but
Perform (Social Skill)
Occult Defence bonuses will add to these
Skill covering various performing arts
checks, and effects that block Occult
used by actors, musicians, and other
Attacks will also work.
artists. See p. 87.
Physique (Primary Stat)
Personality Battle Arts
A Character's physical speed, endurance,
Passion/Calm and Faith/Ego are two pairs
and precision.
of spiritual Stats which help to describe a
Character's personality. One way these Pin (Finesse Effect)
personality traits manifest in the game is A Finesse Effect that pins a part of an
through the Personality Battle Arts (one opponent's body to a nearby object with
for each Stat) which Characters get for your weapon.
free in any of these Stats they have at Polearm
least 6 points in. These Battle Arts require A class of weapon that includes a long
Wyrd to use. They are Inspiration (~2m), often wooden handle or haft which
(Passion), which increases the maximum provides the user with significant reach. A
die result and allows rolling even when cutting or stabbing blade is added to the
Unstressed; Steady Hand (Calm), which business end to inflict wounds on the
allows Characters to take a fixed value enemy. These weapons are very effective
instead of rolling; Intervention (Faith), in massed ranks and cheap to produce,
which lets a Character re-roll successful allowing blocks of peasant levies to be
attacks against them; and Will to Power raised easily. The increasing use of
(Ego), which allows a Character to use firearms as the Emperor Wars progressed
their Wyrd to add to all dice rolls and not has relegated large groups of spearmen to
just defensive ones. Characters can the backwaters. Skilled individuals can
further harness their Passion and Calm by use them to deadly effect, often
purchasing the Determination and employing different tactics and styles.
Meditation Skills, respectively, and
associated Battle Arts. Powers see Occult Powers
Phase Practice, Skill
A single pass through the Initiative order This number is added to all checks with a
in which Characters can take actions on Skill regardless of whether a Character is
Stressed or Unstressed. Unlike Finesse, it

316 Glossary
does not allow the Character to unlock Psychology (Knowledge Skill)
fancy manoeuvres on its own, but The study of the working of the mind and
represents consistency, especially under behavioural instincts of sapient creatures.
pressure. An Expert in this Skill can use Heal to
Primary Statistics remove Affliction points. To the serfs this
Together with Aptitudes, these capture Skill may as well be witchcraft, and some
what a Character is good at and what they witches may agree. See p. 90.
are not. They are grouped into two body Questing Knights
Stats (Mass and Physique), two Mind An chivalric order set up by Emperor
Stats (Acuity and Intelligence), and four Alexius to help him survey and bring
Spiritual Stats in two pairs (Passion/Calm peace and justice to all corners of the
and Faith/Ego). Unlike Aptitudes and Known Worlds. The knights are also
Skills, Primary Stats do not have a cost charged with uncovering lost artefacts,
that depends on how high they are, and so ancient knowledge, and the answers to
these are very important for a Character's mysteries, hopefully even including the
greatest strengths and weaknesses. They secret behind the fading of the suns. The
also tend to change slowly over the course order is seen as a shrewd move by the
of a campaign and represent more what a new Emperor to harness the energy of
Character's fundamental capabilities are. nobles, both young and old, who perhaps
Primary Statistics are also used to lost their estates or chances for glory at
calculate a Character's Derived Statistics. the end of the Emperor Wars and to help
All Skill Checks use a combination of one bury resentment while bringing Alexius's
Statistic (Primary or Derived), one banner far and wide. Individual knights
Aptitude, and one Skill. and their cohorts are expected to be
Psi (Mental Skill) largely self-reliant but are given small
Characters with psychic potential have stipends and passes to travel on Imperial
this Skill and can use its Finesse level to Navy ships which are already going their
determine which Psychic Powers they can way. Both knights and cohorts can use
purchase. See p. 78. their membership of the order to add
weight to negotiations with local officials,
Psi (Tag) but they have no official authority or
A psychic weapon; Occult Defence jurisdiction and are not advised to lean on
bonuses add to defence rolls against these their status too heavily.
weapons.
Quiet (Tag)
Psi Redemption (Tech Skill) A somewhat quiet weapon; a Basic
Skill relating to the repair and Awareness check is required to hear it
construction of tech that interfaces with being fired.
psionic powers. See p. 81.
Ranged (Weapon, Physical Skill)
Psychic Path (Small, Medium, Heavy, Fixed)
Psychic Powers are organised into Paths This is actually three Skills, delineating
and must be purchased in a prescribed whether your Character prefers to use
order. Each Path has a particular theme one-handed, two-handed, heavy, or crew-
and the Powers are closely related. served weapons to shoot that guy who
Psychic Powers owes you money. See p. 70.
A subset of Occult Powers only covering Ranks/Titles
Powers using Psi. See also Occult Powers. Knowing one's place is of the utmost
importance in a well ordered society.
Bonds of kinship, history, and ancient

Glossary 317
contract bind serfs to the land and the Reaction (Derived Stat)
land to their Lord. Though the Known A Derived Statistic representing dexterity,
Worlds have seen some changes to these quickness, and precision in physical
arrangements during the Emperor Wars, actions. This is the Stat used with all
serfs are still expected to honour those attack rolls.
obligations, and through that honour Readied Action
nourish their bodies and souls. Lords are Characters may declare that if certain
sworn to protect their lands and rule them conditions are met they will take an action
with justice. Priests minister to the souls that interrupts another Character's Turn.
of all and ready them for the coming Commonly this is used with Ranged
Eskaton and judgement. If all keep their weapons to shoot a target as soon as it
place then their souls are assured the comes into view. The greater a
warm embrace of the Pancreator's glory. Character's Finesse, the larger an area
Amongst the nobility and the priesthood a they can cover while waiting for an enemy
similar order and hierarchy must prevail to pop up. Declaring a Readied Action
for the well being of all. Codes of address costs the Speed that the action would take
and rules of etiquette and ceremony to perform, and the action needs to be
reinforce these bonds and nurture this renewed every Round. If a Character
peace and order. Some freemen are takes a Readied Action their Initiative is
allowed to operate their own hierarchies moved to the point at which their action
in the Guilds or militaries for reasons of was triggered. See also Trigger.
operational efficiency and so outsiders Recoilless (Tag)
understand the relative importance of A weapon with this Tag lacks significant
their interlocutor, however these ranks recoil and is much easier to use with
are but a shadow of the holy order. Autofire actions (+2 to hit).
Nevertheless, all bearers of high rank can
expect their words to be given greater Recovery Action
weight, and so Ranks and Titles provide The Character takes a pause to regain
bonuses to Connections checks. Vitality. The amount of Vitality recovered
depends on a Character's Calm and Battle
Rate of Fire
Arts. This can be done at the end of a
This indicates how many rounds a weapon
Round in the Recovery Phase using
fires in a short or long Autofire burst. The
leftover Speed, or that Speed can be used
long burst number is also used for
to boost Initiative.
Autofire sprays. It is useful for calculating
how many (extra) hits can be bought with Recovery Phase
Successes when making Autofire attacks If a Character is not going all out in
and for tracking ammunition usage. These Combat, they get a bit of a chance to
numbers do not affect how many times a catch their breath and get their bearings.
weapon can be used to attack in a Round At the end of a Round, Characters may
(Speed and ammunition permitting). take their remaining unused Speed and
use it to regain some lost Vitality Points or
Rattled (Condition)
put it towards increasing their Initiative
A temporary Condition inflicted by one
so they can act earlier in the next Round.
Character upon another that applies a
penalty to the victim's Social Aptitude. Reeves, the
This major guild concerns itself with
managing finances and acting as legal
representatives. Although legal power is
normally vested in Nobles or the Church,

318 Glossary
the Reeves Guild serve as advisers, may have multiple Turns (taken in
advocates, and appointed representatives, Initiative order) but they are constrained
especially in more complicated dealings in the number of actions they can take by
or large urban fiefs. On some worlds, how much Speed they have. Once all
Reeves can also call upon old Republican Characters pass the Turn without
laws and jurisprudence which have never spending Speed, a final Recovery Phase is
been repealed and which Guild and Noble taken before all Speed is refreshed and a
power brokers still respect. Otherwise new Round begins.
their role involves a good deal of Rounding
persuasion and Oratory, a little arm If a calculation in Secret of the Fading
twisting, and the occasional use of other Suns results in a fraction, it is normally
forms of leverage to get judgements rounded up. The main exception being the
enforced and debts repaid. They carefully number of Lethal Wounds inflicted by an
cultivate a reputation for honesty and attack, which is rounded down.
impartiality, however their influence,
which can make or break a guilder's Royal Houses
business or a Noble's war, means they The 5 most powerful Noble Houses,
attract a fair deal of enmity. Hawkwood, Al Malik, Decados, Hazat and
Li Halan, are also known as the Royal
Research (Mental Skill)
Houses. These houses (along with the
Skill for searching through mounds of
Guilds and the Church) can vote to select
information for relevant data. Can also be
the next Emperor.
used for prototyping inventions. The most
successful users of this Skill have Salsu (Hironem) (Language Skill)
students do all the work and then steal The slurred-sounding language of the
the credit at the end. See p. 78. lizardlike Hironem from Cadiz. This
language is unusual in that all material
Resolve Points nouns must be assigned an emotion in
Characters with the Determination Skill order to be grammatically correct. This
can spend Wyrd to gain Resolve Points corresponds to the Hironem belief that all
when they are acting in accordance with a objects and creatures have innate but
Motivation. These can improve a variable spiritual energies or "S'su",
Character's actions, making them more which roughly corresponds to the concept
likely to succeed or to hit harder. Resolve of emotions or moods. See p. 90.
Points are based on Passion and cannot be
combined with the similar Focus Points Sanctuary Aeon
derived from Calm. A branch of the Universal Church set up
by St. Amaltha herself to carry forward
Ricochet (Finesse Effect) her "Compassionate Gospels", which
A Finesse Effect that allows you to bounce expand on the Prophet's teachings.
your Ranged attacks around cover. Sanctuary Aeon places a greater
Ride (Physical Skill) emphasis on caring for the physical and
Skill in riding a horse or other beast. emotional well-being of its flock and less
Charging artillery not recommended. See on discipline, purity, and the spiritual
p. 70. hazards facing the believers of the Known
Worlds. Amaltheans also believe that, as
Rites, Theurgic see Occult Powers
well as the spiritual arts of Theurgy,
Round studying the material sciences and the
A period of Combat Time lasting purely medical use of prosthetics and
approximately 6 Imperial standard simple cyberware can be used to care for
seconds. During a Round, a Character their followers. They are politically

Glossary 319
powerful and well funded but lack the Scent (Tag)
clout and military strength of the An Occult Tag which indicates a Power
Orthodoxy. They also rarely participate in that enhances the target's sense of smell.
the Inquisitorial Conclave, limiting their See p. 212.
influence in that regard. Science (Derived Aptitude)
Sathra Effect An Aptitude derived from the Knowledge
A dangerous and highly addictive effect and Tech Aptitudes representing a
triggered by using an unshielded or Character's ability to learn and
improperly shielded jump drive. The understand materialistic sciences.
experience appears to its victims as a Actually learning these sciences normally
moment of bliss and transcendent requires Guild instruction. Exposure to
knowledge of the multiverse, which ends technology and a general academic talent
all too briefly. This is inevitably followed are helpful for those who want to
by a frustrating feeling of forgetting this understand the theoretical underpinnings
'revelation', with participants sometimes of this level of existence. This Derived
only remembering the word 'Sathra'. This Aptitude is rarely used for Skill Checks
results in the obsessive delusion that but provides a limit for the Finesse Level
repeatedly jumping in the dark, away of a Character's Science Skills. See p. 28.
from the light of the Pancreator, is a Scraver Cant (Language Skill)
better path to enlightenment than A secret language used by the Scravers
heeding the teachings (and warnings) of Guild to communicate without outsiders
the Church. Discovery and correction of understanding. See p. 90.
Sathra cults is a matter for the
Inquisition. Scravers, the
There is almost nothing that the Scravers
Scarcity Guild does not do, making a definition of
A measure of how difficult a thing is to their role somewhat difficult. While the
come by and how valuable it is. At Engineers build and maintain technology,
Character creation, a Character is the Scravers "reclaim" it. While the
awarded a certain number of items at Charioteers trade between systems and
each scarcity level, depending on their hold a monopoly on the jumpkeys, the
Connections Finesse and Social Aptitude. Scravers will still buy, sell, and pilot. The
A Character with expensive tastes in Muster provides muscle and talent for
weaponry, cyberware, or simply land and hire, but the Scravers do the same, albeit
Titles better be well enough connected to with a greater emphasis on secrecy. The
acquire and keep these items. Otherwise Reeves pass judgement for and loan
Characters can find or 'borrow' them as money to the Nobles, the Scravers do it
Extra Items, with or without for urban freemen and the poor. The
corresponding Debt or Enemy Aspects. Scravers are everywhere, in every pie and
Scene behind all sorts of business, legitimate
A Scene is a flexible period of time that and otherwise. To their members they are
covers a single encounter or element of a family, to their customers they can get
story. A period of Combat Time is always anything done, no questions asked. Why
its own Scene, but otherwise it can be a can the other powers not put a stop to
conversation at a ball, a court room their borderline criminality? Because
appearance, or a docking sequence with a before all other things, to be a successful
space derelict. As a rule of thumb, Scenes Scraver is to be a survivor.
last no more than a few minutes.

320 Glossary
Sects, Theurgic if they choose to block it and capitalise on
All of the Universal Church recognises an overextended opponent as a defensive
that Theurgy is merely a way to petition Finesse Effect. Characters may also give
the Pancreator for aid. The practitioner these bonuses to other attacking
opens themselves spiritually, but the work Characters under circumstances such as
comes from the divine. Nevertheless, how distracting the opponent (for example
to bend the ear of the Pancreator is a using the Connive Skill) or creating an
knowledge best kept to a responsible few. opening. Certain weapons like the rapier
Other misguided practitioners follow false are particularly suited to feints and so can
gods and prophets, unleashing forces give these bonuses. For more options,
from who knows where. As a result the have a look at the Battle Arts section.
practice of Theurgy is composed of Shield Bash
multitudes of diverse traditions all Physical shields are big and heavy – they
separated by differences of dogma, can be used to block attacks and they can
philosophy, secrecy, and, in more than a also be used to strike opponents.
few cases, accusations of heresy. This Sometimes this is an act of desperation,
means that while a Character can learn but it can also be part of a particular
Theurgic Rites from their own Sect at the fighting style. See the Battle Arts section
normal cost, there is a higher cost that for more inspiration.
must be paid to learn Powers from outside
their Sect, representing the difficulties in Shocking (Tag)
getting access to these Rites from other Certain weapons use electrical currents to
traditions. See the Occult chapter for temporarily jar opponents. These weapons
rules on costs, and the Theurgy section grant free Successes to using the Stun
for lists of which Rites are included in Finesse Effect. Most famous of these are
each Sect's tradition. the brutal Muster frap sticks, which are
used to capture new slaves or subdue
Security (Mental Skill) existing ones with inflicting only minimal
Skill in creating or bypassing security permanent damage.
systems. Useful for when you need to
burgle a signet ring, booby-trap your Silent (Tag)
lunch, or get back into the spaceship This weapon is very quiet; an Advanced
when you locked yourself out. See p. 79. Awareness check is required to hear it
being fired.
Seduction (Social Skill)
Your Character's ability to tempt others Size
with money, wine, and... other things. Like This is a measure of how big or small a
boardgames! See p. 87. Character is relative to a Human (size 0).
Larger Characters have more difficulty
Sensors (Tech Skill) avoiding attacks with a dodge, but smaller
Skill relating to detecting other ships in ones have more difficulty using block.
space, involving such esoteric methods as Larger Characters are easier to spot,
radar, tachyon sensors, and looking out while smaller ones are better at Stealth.
the window. See p. 81. Finally, larger Characters have greater
Set-Up (Defensive Finesse Effect, Vitality and it is more difficult to use the
Rule) Stun, Disable Arm/Leg, or Knock Back
Some circumstances allow a Character to Finesse Effects on them. Their additional
unbalance another so that their next strength makes it easier for them to
attack has a better chance of succeeding. Knock Back or Stun others.
All Characters can take advantage of a
poorly executed attack on them in Mêlée

Glossary 321
Size Change (Tag) Social (Aptitude)
These Powers make Characters bigger or An Aptitude representing a Character's
smaller, which can cause them to gain or ability to understand and influence others
lose modifiers due to their Size as well as and covering Skills such as Intuit and
being very useful for getting into tight air everything from Connive and Intimidate
vents and other spaces they are not to Leadership and Oratory. This Aptitude
supposed to be. is very important for a Character's
Skewer (Finesse Effect) Connections, which is the main way a
With this Finesse Effect you stab one Character's starting Rank and equipment
opponent through another, similar to is determined.
Blowthrough but for Mêlée weapons. Social Attack
Skills A Character can use their body language
Skills represent those things that a or verbal jabs to Scare, Distract, or make
Character has learned in their life. Unlike a Gibe that Rattle their opponents. These
Aptitudes, which represent learning in are free Battle Arts that can be found in
general areas, Skills are very specific. All the Social subsection of that chapter.
Skills are associated with an Aptitude. Speed (Derived Stat)
Aptitudes add to Skill Checks and A Derived Stat that determines how much
determine each Skill's maximum Finesse. a Character can accomplish in a Round.
See the Skills section for more details. Speed points are spent on actions and
Skill Bonus (Tag) defences, and any excess points can be
An Occult Tag for Powers that grant a used in the Recovery Phase at the end of
bonus to Skill Checks. the Round to boost Vitality or a
Character's Initiative. Pools of Speed
Skill Checks points refresh when a new Round starts.
If Characters wish to perform a task that
they could succeed or fail at, they make a Stacking
Skill Check using their Finesse or a die When a Power, item, or ability 'stacks'
roll in order to determine if they succeed with another, it adds its potency to the
or fail at the task. All Skill Checks use original effect.
[Stat]+[Aptitude]+[Skill Practice]+1d10 if Some armours have the ability to stack;
Stressed or [Skill Finesse] if not. these armours can Soak and subtract
from the same attack before any
Skill Practice see Practice, Skill
remaining Damage is inflicted. Normally,
Slash (Finesse Effect) only the best value applies.
This Finesse Effect inflicts a jagged and
Stat(s)
agonising wound, inflicting the Pain
Short for Statistics. Together with
Condition.
Aptitudes, these describe broad areas of
Sleight of Hand (Physical Skill) competence for a Character and improve
Skill in moving, taking, or concealing more slowly than Skills. Stats come in two
items without others noticing. Also good forms: Primary (which are chosen at
for party tricks. See p. 70. Character creation) and Derived (which
Snatch Weapon (Grappling Finesse are calculated from the Primary Stats).
Effect) Stat Bonus (Tag)
A Grappling Finesse Effect that allows you An Occult Tag which indicates that a
to seize a nearby weapon (including from Character's Stats are temporarily
your opponent).
Soak see Damage

322 Glossary
increased. When Primary Stats are a hastily thrown tightrope above surging
increased, Derived Stats should also be rapids while under fire from the bandits
recalculated and increased. they are fleeing (or facing any one of
Stealth (Physical Skill) these circumstances on its own), they are
Your Character's ability to sneak and hide. considered Stressed and must roll a d10
More difficult if you are a Vorox. See p. instead.
71. Stun (Finesse Effect)
A Finesse Effect that causes a victim's
Stoicism (Mental Skill)
Initiative to be lowered or even causes a
This Skill is used to resist all manner of
victim to lose Speed.
ills that may befall a Character, from
disease to poison to unholy Occult Stunning (Tag)
Powers. It can enable a Character to take A weapon that is well-suited towards the
Battle Arts that improve their resilience in Stun Finesse Effect.
combat. See p. 79.
Successes
Strangle Hold (Grappling Finesse When a Character succeeds a Skill Check
Effect) they gain Successes. One Success is
A Grappling Finesse Effect that results in granted for each point by which they beat
the victim being strangled, losing Vitality the required score. They may also receive
every Round until they escape or fall free Successes granted by items of
Unconscious. equipment, certain Battle Arts, and
Streetwise (Social Skill) various other effects. Successes can be
The 'common sense' of surviving in poor spent on a variety of Finesse Effects. The
urban areas. Includes such knowledge as available Effects depend on what action
not loudly announcing that your purse the Character was taking, and there may
was so heavy you left your weapon a be extra options granted by the items or
home. See p. 87. Battle Arts they were using and/or their
Finesse level with the Skill. For an
Stressed example of the range of combat Finesse
Characters that are not under pressure, Effects, see the Rules chapter.
such as during fencing practice, perform
Summoning (Tag)
consistently but not exceptionally. They
This Occult Power calls another creature
face a real test when everything is
or entity to the Character. These beings
exploding around them or they are facing
may not always be friendly, controllable,
off against their nemesis at dawn on a
or able to communicate with the Caster.
field of honour. In these circumstances
(See the Power's description for further
failure is not only more likely, it can be
information.)
much more deadly, but such
circumstances can also be occasion for Among the Inquisition's greatest fears is
moments of brilliance under pressure. the possibility of entities from lower
Characters that are not suffering from any emanations gaining access to the souls of
unusual Conditions (e.g. not on fire or our reality, and so they investigate
suffering from drug withdrawal) and are rumours of these abilities as a matter of
not in combat are considered Unstressed. priority.
Instead of rolling for Skill Checks, they Surprised
take the number determined by their Skill If the Character did not notice their
Finesse. If, however, they have just been opponent(s) at the start of the Round,
injected full of venom from a local cobra they are Surprised and do not roll for
and are trying to balance their way across Initiative, receiving an Initiative score as

Glossary 323
if they had rolled a zero instead. They Tactics (Knowledge Skill)
cannot act or have a Turn before they A Character's Skill in planning for battle.
become aware of the danger, and must Better planning than 'run up and stab
rely on their Fate Defence. See the Rules them', anyway. See p. 89.
chapter on Ambushes for more details.
Tags
Survival (Mental Skill) Tags are short indicators which note that
Skill relating to surviving in the a certain Power or item uses a particular
wilderness and not feeding the bears. See generalised rule or falls into a particular
p. 79. class. They exist to help you find what you
Symbiote are looking for and clarify which rules
An unholy abomination of a creature or apply.
creatures that seem to be able to possess Takedown (Grappling Finesse Effect)
and take the form of any and all life. A Grappling Finesse Effect where you
Normally they have a form that resembles throw the target down at your feet,
twisted mockeries of several animals and ending the Grapple.
plants combined in unnatural ways
Targeting (Tag)
however they appear to be able to take
An Occult Tag that means this Power can
any form and change their appearance to
be used to avoid the normal requirement
match more benign animals and plants.
for a Caster to have direct line of sight to
This insidious enemy is also able to infest
their target. This might be, for example,
and control plants, animals and even
by allowing the Caster to see and use
people converting them to its own twisted
Powers through walls. Normal costs for
purposes horrific transmogrifications of
using Powers at longer ranges still apply
their flesh and spirit. These creatures
(unless noted otherwise).
seem to have a will or wills that drive
them forward and are capable of Tech (Aptitude)
intelligence and even strategy in their Characters have a Tech Aptitude which
quest to overtake the border world of determines their level of understanding of
Stigmata, which currently blocks their the technological arts and how proficient
advance, and from their spread their they are in using them. Technology is
infestation into the Known Worlds. considered to be a set of materialist arts
and principles to be used only by a
Fortunately these creatures have privileged, penitent few to keep the
limitations and weaknesses. Firstly the Known Worlds operating until the
majority appear to be mindless drones Pancreator deems the moment right to
driven only to kill. Secondly not all end this existence. It is an unnecessary
Symbiotes appear to have all of their full distraction and a path to temptation for
range of abilities to transmute and infest. the common people.
Finally and most significantly they appear
to be unable to resist the holy powers of Tech Level
Theurgy or Psychic energies. This fact As education and technical familiarity
historically saved the Eskatonic Order vary widely among Characters in the
from destruction by the Orthodoxy as the Known Worlds, it is necessary to make
Eskatonics occult knowledge proved note of the level of technological
essential to allowing the Stigmata understanding needed to grasp a certain
Garrison to hold the line. technology. A Character's Tech Level is
determined by their [Tech Aptitude]+2. If
a Character's Tech Level is not high
enough for the Tech Level of the item in

324 Glossary
question, they may understand more or Tok Tok (Gannok) (Language Skill)
less what it does in general but not its The main language of the Gannok species
principles of operation, and they cannot from the jungles of Bannockburn. See p.
really improvise or innovate with it. 90.
Characters who do not meet the required Torso (Hit Location)
Tech Level have a penalty when The Hit Location that (unless stated
attempting complex operations with that otherwise) all attacks strike by default.
item, but weapons can generally be used For this reason, many Characters choose
normally, except that on a Critical Failure to wear their heaviest armour here. It is a
they may jam and need to be reset. Lower Vital Location, meaning that if a
Tech Level items are also more Character runs out of Lethal Wounds here
compatible with some Occult Powers. they become incapacitated and if enough
Temple Avesti see Avestites are lost the Character will die.
Fortunately, it also has the most Lethal
Theology (Knowledge Skill)
Wounds of any location.
Knowledge of the how religious figures
say how the universe is ordered. See p. Trigger
89. This is the action or circumstance
specified by a Character in setting up a
Theurgic Rites see Occult Powers
Readied Action that will allow them to act.
Theurgy (Mental Skill) Things that a Character cannot perceive
Characters who learn to implore spiritual cannot cause them to take their readied
powers to intervene have this Skill, and action, so a Character may still sneak past
can use its Finesse level to determine a waiting sniper provided they can stay
which Theurgic Powers they can out of view. If the Trigger conditions are
purchase. See p. 79. met, the Readied Action can be taken
Think Machine (Tech Skill) immediately, interrupting another
The Skill used to operate or 'programme' Character's Turn. For some actions like
think machines. These devices cannot attacking with a ranged weapon, the
actually think for themselves as they have Trigger is limited by a Character's
no souls, but they can perform some weapon Finesse to cover a certain pre-
calculations and actions in response to specified area. See the Rules chapter for
stimuli in a way that may appear more details.
intelligent. In the hubris of the Second Trip (Finesse Effect)
Republic, some creations were made that A Finesse Effect that knocks a target
did exhibit true intelligence. These prone.
abominations have been hunted down and
Tripping (Tag)
destroyed by right-thinking people and
A weapon that makes it easy to use the
the Inquisition ever since. See p. 82.
Trip Finesse Effect.
Thrown (Tag)
Turn
A Mêlée weapon that can be thrown. It
In Combat Time, Character's take Turns
doesn't come back.
to act in Initiative order, spending Speed
Throw Opponent (Grappling Finesse points to take actions. A Character can
Effect) have multiple Turns per Round, provided
A Grappling Finesse Effect where you they leave enough Speed to do so. One
throw your opponent a number of metres, pass through all Characters' Turns is
causing Damage. called a Phase. Some actions such as
Titles see Ranks/Titles

Glossary 325
defences or Readied Actions do not have semi-subterranean civilisation on the
to be taken on a Character's Turn, but inhospitable, rocky planet of Kordeth. See
they are the exception. p. 90.
Ukari (Species) Utility (Tag)
The Ur-Ukar, also known as the Ukari, are An Occult Tag for Powers which may be
according to legend the exiled cousins of useful to Characters in ways that go
the peaceful and harmonious Ur-Obun. beyond Combat.
The Ur-Ukar were cast out when they lost Vau
the war between their gods and those of The Vau are the only alien power other
the Obun after rebelling against what than the Symbiotes to push back Human
they saw as their restrictive colonial expansion through the jumpweb.
commandments and the Obun's servile Some Second Republican innovations in
attitude. The Ukari people were energy shields and field manipulation
transported to Kordeth, an inhospitable were inspired by Vautech, and humanity
planet who's tormented spirit hates them. has never rivalled them in this field of
In order to adapt and survive the Ukari technology.
have developed a subterranean culture
and complex ritual scars, or Baa'mon, Vau (Language Skill)
which allow them to identify each other The language of the reclusive and highly
by touch. They are also renowned for technologically advanced Vau. See p. 90.
their close quarter knife fighting and Vicious (Tag)
vicious martial arts. A weapon well-suited to performing the
Ukari (Tag) Slash Finesse Effect.
These Occult powers are peculiar to Ukari Vitality (Derived Stat)
culture and Characters must have some A quantity reflecting how much pain and
knowledge of it to learn them. non-lethal punishment a Character can
Unarmed (Physical Skill) endure, it is derived from Mass and
The art of fighting without weapons. Not Willpower. If a Character runs out of
the art of fighting without arms, although Vitality during combat, they are
they are not strictly required. See p. 71. temporarily incapacitated. Fortunately
Characters can regenerate Vitality by
Unconscious (Condition) taking Recovery Actions, spending Wyrd
A temporary Condition that prevents all or receiving various sorts of medical
actions except recovering from attention. Vitality normally regenerates
Conditions. instantly outside of combat. Characters
Unstressed (see Stressed) suffering from certain Conditions (such as
starvation or drug withdrawal)
Ur-Obun (see Obun)
unfortunately cannot recover Vitality.
Urthish (Language Skill)
Vital Location
The dominant language of the Known
On most Characters, the Head and Torso
Worlds. Originally from Holy Terra, the
are Vital Locations. Losing all Lethal
cradle of civilisation. See p. 90.
Wounds to a Vital Location incapacitates
Ur-Ukar (See Ukari) the Character, and with sufficient further
Uryari (Ur-Ukar) (Language Skill) Lethal Wound Damage to any of these
The primary Language of the Ur-Ukar locations a Character's immortal soul will
species, predominantly found in their begin its final journey to the hereafter.

326 Glossary
Voavenlohjun against particular targets. If a weapon has
This is an offshoot of the Universal multiple types, then all of them apply and
Church that is practised by the Ur-Obun all relevant Finesse Effects can be used.
species of Velisamil. It's a Sect that places Willpower (Derived Stat)
an undue and overstated level of A Derived Stat representing a Character's
importance on the Prophet's one alien mental strength. It adds to Vitality but is
disciple, Ven Lohji (sometimes omitted most often used to resist intrusions into
from mainstream paintings or accounts of one's mind (with the Stoicism Skill) or to
the disciples for aesthetic reasons). Intimidate others, dominating them by
Nevertheless this Sect provides a useful sheer force of will.
method for bringing the Pancreator's light
to these creatures. World of Dreams
An alternate version of our material world
Vorox described by some Vuldrok and Gjarti
The Vorox are a large and powerfully built shamans of the contemplative tradition.
race of shaggy, six-limbed warriors from See the Dream Walk Theurgic Rite.
the dangerous jungle world of Ungavorox.
Though savage and intimidating, Vorox Wyrd (Derived Stat)
can be tamed and can be ferociously loyal. A Character's reserve of spiritual energy.
Wild Vorox have poisonous claws, but Some caddish gamblers experience it as
civilised Vorox typically have their claws "luck" and it can certainly manifest to
removed 'to make them safe for society'. avoid misfortunes (by adding to defensive
rolls or restoring Vitality). It powers
Vorox (Language Skill) Personality Battle Arts and is vital for
The guttural language of the Vorox of those who wish to use Occult Powers.
Ungavorox. See p. 90.
Wyrd Items
Vuldrok These items are Occult in nature and
The Vuldrok are Human savages live interact with metaphysical or
outside of Hawkwood territories and do otherworldly forces.
not yet accept the Prophet's teachings.
Their lives are given over to raiding and XP (Experience Points)
war in disorganised tribal bands, wielding Points that a Character accumulates
everything from spears and axes to highly through play, representing the growth in
advanced stolen weaponry. They practice their abilities as they develop. They are
some non-unified primitive and animistic spent in a manner similar to Character
religion. Creation Points. See also Character
Creation Points (CCPs).
Vuldrok (Language Skill)
The language of the Vuldrok barbarians. Years (Tag)
See p. 90. An Occult Tag which indicates that the
base duration of the Power is [Mental]
Weapon Types (Holy Terran) years.
These categories determine which
Finesse Effects are applicable for a Zebulon, Prophet
particular weapon and sometimes The founder of the Universal Church. His
determine the weapon's effectiveness doings and teachings, and those of his
companions (the Saints), are recorded in
the Omega Gospels.

Glossary 327
328 Glossary

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