Professional Documents
Culture Documents
Crossley
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
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.
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.
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.
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.
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.
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.
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
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.
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!
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)
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
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.
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.
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.
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.
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
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.
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.
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.
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).
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)
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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:
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.
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.
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.
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:
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.
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.
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.
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.
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.
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.
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.
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.
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
Rules of Rank
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.
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).
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
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
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
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
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.
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.
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.
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.
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.
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.
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.
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
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.
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
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.
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
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 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.
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.
)
t (Fb
ity
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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.
)
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ity
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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.
ia l
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
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.
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.
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.
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.
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).
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.
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.
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.
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
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.
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.
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].
Descriptions
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.
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.
(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
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.
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.
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.
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
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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
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.
Occult 215
Psi Paths
Paths of Ego
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.
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.
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.
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.
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
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 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
Occult 231
Paths of Passion
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).
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
Occult 237
Paths of Faith and Intelligence
Attunement Powers are cast using [Int]+[Mental]+[Lore: Occult Practice].
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
254 Occult
Eskatonic
“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.
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
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:
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.
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.
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.
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!”
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.
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.
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
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
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.
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.
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
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.
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.
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.
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
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.
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...”
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.
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.
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.
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:
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.
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