Professional Documents
Culture Documents
To create a character
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E rnova ns
Emovans who leave their ocean For a player, the challenge in
abode for the Dry World often find it playing an Emovan would be to
fairly feasible to integrate into their make this emptiness (this sense of loss)
new reality. They try to find jobs that come across strongly. A player would also
put them in contact with kindred spirits, have to explain why his Emovan decided to leave his
such as a job in a factory where many waters in the first place. His Vocation could somehow be
Odwoanes work. Odwoanes are "similar" enough to their own involved in this explanation. The way that an Emovan copes
kind to befriend easily. with his new environment would defmitely serve as an
interesting challenge for many players.
Problems arise, however, at the emotional and
psychological level. It is blatantly obvious that an Emovan
out of water will never feel completely at ease with his Dry
Frilins
World environment. And while we have a tendency to While for the Emovans, the challenge
relegate this information to the background, there is more originates in the outside world and
than a physical malaise here. An Emovan out of water feels affects them on the inside, a player
a vast choking desert in his soul (as well as his body). who decides to incarnate a Frilin finds
himself confronted by a challenge coming
On a physical level Emovans feel a constantly longing for the exclusively from the inside. The difficulty is
feeling of oceanic immersion, a maternal comfort reminiscent of hardly on a social level. The Frilin, with his extreme
embryonic bliss. Everywhere he goes, the air is dry and mental capacities, can land a job practically anywhere and then
polluted, especially in the slums. And the platforms over his climb the ladder socially with great ease. The Gnath pace of life
head prevent the factory smoke from rising beyond the horizons is beyond him, but the little structures that these organized
of the wretched, the poor and the dispossessed. Gnaths set in place are fascinating to the Frilin who quite enjoys
taking them apart to decipher their code.
On an emotional level, an Emovan without water is also without
family. On dry land, everybody must fend for himself. Except Let us recall their birth (Core Book, DS, p.21). Education is the
for the lnals, people live exclusively for their own self-interest key to playing a Frilin. Even at his birth, a Frilin is not particularly
above water. Even if they work for the community, as is the case a product of "chance." His education, constructed in terms of his
of law enforcement officers, they are really in it for themselves. inclination, make himself into work of art, a unique individual who
As for strangers on the street, they merely carve more solitude entirely possesses himself. He is rooted deep within himself, not
out of this dry land that they share. enmeshed in the drama of his parents. There is nothing in his
education that could arrest the development as laid out in a
On a psychological level, gone is the constancy of marine life, theoretical fashion. When the practical applications come up, the
the ebb and flow of the shifting tides, the eternal breath of the theory is so deeply engrained, that practice is like child's play.
ocean. All Emovans naturally drift to this ancestral rhythm,
pulsing for millennia. On land they struggle to feel the rhythm,
the pulse and the comfort of their natural environment.
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P l ay~rs : Engre·nage·s
(~ n fl th s
A Frilin character should not be Once one has understood the basic
constructed from a series of elements that make up a Gnath, they
anecdotes which would have become a relatively easy character to play,
formed him in one way or another. The events regardless of how difficult might be to
after birth should only be taken into consideration as conceive of their inner reality. Gnaths are
secondary elements, having produced in the Frilin such easy creatures to incarnate because they correspond to our
and such character trait without ever touching his inner definition of the tragic hero. They use their pain in order to
fiber, the sap that has coursed through him since birth. create. Gnath cruelty, their pace of life, their way of thinking,
44
- This sap flows upwards, towards the Pendulum,
perhaps. It is not an aimless stream. Its flow, ever rising,
is something the Frilin learns to trust. This flow should be
their insensitivity, their complete lack of frivolity and their
heaviness are all things which are endearing to us. The Gnath
can be ultimately forgiven because (it can be said with
defined with the character's mission in mind. His trajectory conviction) the Gnath suffers.
.
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should not be conceived as a stagnant piece of wood, or a museum
piece, but a dynamic living entity. This sap is what the player When a player decides to create himself anew as a Gnath, he has
should seize upon at the Frilin's birth. In any case, even if the a vast palate of choices at his disposal. Gnaths are omnipresent
Once on his riverbed, moving ever towards his Ocean of This solidarity, quiet but treacherous, allows the player to
Destiny (in the writer and poet lierk Arian sense), the advance to whatever position he desires in whatever profession
newborn Frilin can hardly deviate at all. A Frilin child with more ease, providing the Gnath possesses the necessary
never will be beaten, nor loved nor hated. He will be qualifications. That the character can choose to lead this or that
educated in everything that he wants to know. He does life is not in question. The potential for choice is infinite. The
not need love but understanding and empathy; emotions question is rather the following: "What career path will one 's
that are more subtle and refined. There is no place character follow?" Anything is possible.
for those passionate and visceral emotions, untidy
and wild like the wind. Consequently, he who Here are some interesting questions worth exploring when
decides to incarnate a Frilin character does not incarnating a Gnath: How does my character sublimate his
only incarnate an enormous slow-flowing genius pain? A Gnath, even living in the most miserable conditions,
·- of the Mind, but an individual of a unity and an always looks up beyond the scope of his everyday experience.
/
integrity that cannot be found in any other race. What is he seeking in the Ieavy sky? What are his goals? By
understanding his often ambitious motivations, even if they are
never realized, a player can create a character very alive and
mobile. If a Gnath becomes an Echo, how much more can he
accomplish? How would he react to life situations? What would
become of his ambitions? How would they evolve once he
realizes he is an Echo? A Gnath Echo quickly becomes aware of
the new potential to which he has access ...
r n a1..s
One tends to perceive lnai:s as the type to live He could also get angry,
a life of luxury and leisure. They appear to be demand reparation, fight, die
such sweet and passive people. However, such while laughing or slay his enemies
a lifestyle is impossible on Ka!nas. Therefore, while crying in compassion; it would
something else must be behind this incredible be up to him to choose the emotion in
natural disposition that the Inals possess. This "je that moment. Most of the time, however, he
ne sais quoi," besides their positive relationship with would remain stoic in the face of opposition. Of his
orpee, is an innate resistance to negative patterns. They ability to suffer "possitively" we can only be envious. Hopefully,
also have an extraordinary ability to accumulate and conserve we can all learn lessons from the Inals' harmonious
positive energy, without making any noticeable efforts. world view.
Engineers have been observing this ability for a long time. They
have found a large list of possible causes for this impressive
ability, but have been unable to narrow it down to one. Navans
. ...............v. ........................................................... .
Regarding their instinct for self-sacrifice.
This mental solidity is what gives the Inals their sweet This instinct is really the dominating
disposition. It allows them to appreciate life, to trust that life character trait of all Nayans. It is their
is unfolding as it should. They believe in a number of things central question in life; the ruling quest of
which for many other races would be corrupting; or simply their heart. When a player decides to be a
too painful to conceive. Passion, love and self-abandon are not Nayan, the first question he should ask himself
extreme sensations for an lnals. He or she remains always in is, "How can I survive my own instinct?" Almost
control, taking the passionate feeling in stride. Inals love affairs all Nayans will learn at a very young age how to survive despite
are rarely dramatic, for instance. As for the vicious circles so their instinct for self-sacrifice, often by observing their parents.
often remarked in Gnath society, they are relatively non-existent
among the Inals. As well, Dependencies of any sort have no hold Nayan families are very devoted to one another, and it is not
on them. unheard of for families, cousins, uncles, aunts, grandparents (all
non-Withered), to live in the same neighborhood so that they
Relationship complications, emotional difficulties, remorse and can protect one another. Nayan families have even managed to
unnecessary guilt are all blissfully absent from the Mind of an control entire neighborhoods, creating sub-societies that are
Inals. From this inner strength is born their sweetness, their quite safe. These Families (capitalized when they contain more
patience, their generosity and their capacity to forgive. As well, than twenty members) are often influential in city politics. They
they know how to love purely, not with a tendency for sacrifice represent a good way for a young Nayan to make his way in the
like the Nayans, or calculation like the Gnath. To play an lna:is world, one step at a time.
character is to play someone with an incredible emotional and
mental strength. One thing that the player may want to explore is the tragic side
of the Nayans. This instinct for sacrifice, this natural goodness
The personality of an Inals is rarely defined according to fixed that impels them to help those in need, actually often leads to
forms. For instance, an lnals does not need to assert himself. burn out. They reach a point where everywhere they look, they
Instead, the Inals will take the shapes and contours of his see the Dispossessed, reminding them of their failure to help
environment and make his place within it. If he develops a people. The Nayan who could maintain a profound hope for the
fondness for an environment (as in the case of sedentary Inals or reason of his existence (helping people) is a
nomads traveling with the same group) we might be under the Nayan with an extraordinary willpower.
impression that he has merged with it. In another example of For a Nayan, dulling his senses is no
their flexibility, if a Gnath shouts at an Inals, "Stand up for protection against seeing the evils of
yourself! Can't you see he's insulting you?" The Inals could very the world.
well sigh with sadness in his eye and then smile benignly.
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FACTORY WORKER
(ON THE ASSEMBLY LINE) URBAN FARMER
Here we have an archetype, a Gnath Almost 20% of the jobs in the slums are
factory worker (now also available in related to agricultural activities such as cereal
Odwoane form!). These workers represent the majority of cultivation in the polluted soil, or cattle minding in
the population living in Kamas ' industrial age. Whether it is in a textile mill the putrid pastures. In each slum, a surface equal to that of the
(using fabric made from kioux leaves) , a bark manufacturer or an ore and urban area is devoted to farmland. These farmers live and work in
heavy industry facility, the jobs are all relatively abundant, and condition far less dangerous than those of the factory hands; or at the least
monotonous. The owners and managers, dwelling on the higher platforms, the Dream workers. However, the amount of travel and the rigor of the
can "import" their products at an incredibly low price because these factory long hours (from the rise of the Pendulum to its setting) hardly make it a
workers provide such cheap labor. Owners not only save on labor prices life of luxury.
but also on real estate by keeping their factories in the slums.
Travel is most often carried out on foot. However, in the slums of large
The tasks that these workers have to perform are mechanical,Mind- cities, there are public transport systems in place, bringing workers to the
destroying functions, such as tightening four screws on a wheel. An entire life farms in the morning and home in the evening. Traveling back and forth is
can be wasted spent tightening screws on wheels as they come down the preferable to staying on site for two reasons. The ftrst is that there can be
assembly line. Only I 0% of workers in these factories perform function such more tracts of land dedicated to farming if there are no houses or towns
as administrators, or secretaries and engineers who make sure the operation nearby. As well, the perception is that a dozen or so isolated farmers would
runs smoothly. In the slums, those who do not work - day or Dream · in a be much less secure out in the farmland than they would in the city.
factory, are considered the exception (slightly less than 50% of the total slum
population actually works in factories so, they represent the largest percentage
of employees).
1, h '~ F i r s t P I a t f o r rn s
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"'- i[;::I coRM bureaucrats are
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4) 2nd division, 3) 2nd division's head, 2) 1st division, 1) 1st division's head
everywhere. As members of (direct intervention of Droliath Estolah and the Frilin Council).
i the third and fourth division
of each of the sections of the The C 0 RM bureaucrats process cases that have been given the level 8
Core, their presence in the slums designation (or matters of the 4th division), i.e. the lowest level of importance.
is considered unnecessary. However, it is also not advisable to give them Bureaucrats who seek to process cases that are above their station are heavily
lodging in the intermediary platforms. Their upward mobility is often halted penalized. Many Nayans, Gnaths, Odwoanes (at the secretarial level) and a
at the f.rst platform, in the case of a small city (Khai-Bhek has many few rare Frilins (starting at an entry level position but with ambition to rise
bureaucrats living on the third platform). They make up a sub-elite that is higher) assume these clerical positions. The higher echelons of society see the
very self-contained and local, frequenting the same neighborhood haunts work that these bureaucrats do is as no more than a necessary evil. While the
and keeping a distance from the people, with whom they nevertheless share ruling classes have power over these bureaucrats, they are
a close, if perhaps uncomfortable proximity. These C 0 RM bureaucrats fmd often similar in abilities and backgrounds. This
themselves in a state of limbo, halfway between the proletariat and the elite. common identity but unequal footing often makes
for heated exchanges. Picture if you will a
The employees of the C 0 RM often work in large offices, grouped together by cadre from the Core having it out with a
section. They receive a weekly report on their performance from their neighborhood warden.
superiors of the third division. The Core has classified in a large register all
the known situations, in eight numbered levels, each one referring to its
relative level of importance, and the division or person who must deal with it:
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respect and only Volko'i who give themselves over completely to their task
I.E.S. PRODUCTION SUPERVISOR (releasing their surplus energy) would be able to rival the Gnaths in
Production supervtsors have an productive ability.
enviable position in Gnath society.
They have under their command the Production supervisors remain quite invisible because they do not account
prioritizing of events for their company, a rewarding but for a large percentage of employees. They often form part of the bourgeois
demanding task requiring sustained organizational planning and classes of the lower platforms. Because the work varies from one company
long hours. Confronted with such responsibility, many Gnaths to another, supervisors will often fmd themselves lone riders in an
take advantage of the situation and lose themselves completely industrial timeset. Their only form of assistance comes from consulting the
in their work. Few Odwoanes would be able to compete in this archives about work that the previous supervisors have completed.
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the aura that surroun s tliem, it is quite natural for Nayans and
Ina.i's to become Dream Shamans. These urban Dream Shamans serve as
catalysts for peace during the Dream. It is them who organize rallies to
protect the crowds (often by directing them to large inns, intended as "safe-
houses" during these nights when the unimaginable becomes Reality.
It is them who coordinate the movements of the Dream Warrior. It is them who actively resist the
Dream when the latter threatens something of vital importance (such as the pendulum suspended on the frrst
platform of Oce). They resist through the help of Keys, rituals that, says the legend, they where learnt from
Yaki Shamans milleniums ago. The Dream Shamans are at the service of the cities in which they live and
work, but they rarely have a "boss", so to speak.
Although their occupation may be considered somewhat somber, their social status is nevertheless high. All
Dream Shamans are respected and protected by their peers. Their scarcity makes attacking, disrespecting, and
robbing them severely sanctioned by law. Almost only Nayans or I naYs perform this type of work, as well as the
occasional Frilin or Emovan (a Gnath or Volkol could not possibly have the right mind-set for this type of
work). Since the Nayans and the Inals are not inclined towards any type of abuse, a mutual respect exists
between the Dream Shamans and their respective urban tribes. The fact that this role is one of the oldest in the
world in no way hurts their reputation. According to the various legends, the Dream Shamans would have been
the first- along with the hunter-gatherer Frilins- to have come into this world.
(SEE AI BOOK PJ6, SIWIAH HISTORY)
=-..
RANK \ Ne~AnrLa ~~ n IJ•DRfMlW ~b)r I), D~ EPE ..
(I
Dt DJlW4StWMN ll
COST 25 50 75 100 125
INCOME 200/2 300!2 500/4 750/6 1000/8
SKI US Observation L2 Observation L3 Observation L4 Observation LS Observation L6
Etiquelle Ll Etiquette L2 Etiquette L3 Etiquette L4 Etiquelle LS
EmpothyL2 Empathy L3 Empathy L4 EmpothyLS Empathy L6
Diplomacy Ll Diplomacy L2 Diplomacy L3 Diplomacy L4 Diplomacy LS
Taletelling Ll Taletelling L3 Taletelling LS Taletelling L7
Leadership LI Leadership L2 Leadership L3 Leadership L4 Leadership LS
Organization Ll Organization L3 Organization LS
Teaching Ll Teaching L3 Teaching LS
Dream Know. L2 Dream Know. L3 Dream Know. L4 Dream Know. LS Dream Know. L7
First aid Ll First aid L2 First aid L3
-= ~
15
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The Dream Warriors are the direct subordinates of the Dream Shamans. That being said, their personalities
are often extreme opposites. If at times there is friction between both entities, it is often considered beneficial .
The two poles are in dynamic movement, and the strength pole (the Dream Warriors) is subordinate to the
wisdom pole (the Dream Shamans). They thus create a constructive dynamic.
RANKS:
\ -~~~'twt? ,,,~9~~~)f \\YfHf!Mr lh 0 ~ ~llq~<tfG~ tor- D:oww~o~ ~~~l
COST zs · 50 75 1110 125
INCOME 200/2 3110/2 50013 75013 15110/4
SKillS Dodge L2 Dodge L3 Dodge L4 Dodge L5 Dodge L6
Melee L2 Melee L3 MeleeL4 MeleeLS Melee L6
C.Sense L2 C.Sense L3 C.Sense L4 C.Sense L5 C.Sense L6
Resilience Ll Resilience L2 Resilience L3 Resilience L4 Resilience L5
~u ~L2 ~L3 ~u ~LS
· ··· ········ TiirtlcsD saiil&thiilcei2 saiiiethiilceU · · · · · · · · · · · · · · · · · saiilethiiltei4 · · saiil&thiiicel..S
OR Feint L1
. . ... QR ~W~P.9.oJ,L .
Empathy Ll Empathyl2 Empathy L3 Empathy L4 Empathy L5
Intimidation L2 Intimidation L3 Intimidation L4 Intimidation L5 Intimidation L6
Survival, Dream L1 Survival, Dream L2 Survival, Dream L3 Survival, Dream L4 Survival, Dream L5
Dream Know. Ll Dream Know. L2 Dream Know. L3 Dream Know. L4 Dream Know. L5
There is a proverb among Dream Warriors that says: "The no Junker will go. They patrol from one area of the city to
sorrow of one night is enough : Don't take the sorrow of one another, from one platform to another. They are even called
night to the next". Few among them do not apply this axiom upon to solve problems in the industrial areas.
to their daily lives. Indeed they would not be able to survive
the mental exhaustion of such work if they did not very They are considered mystical warriors - especially if they
early on master "the art of emptiness". They learn this art for manage to survive ten years or more in the field.
five years under the tuition of the Shamans before becoming However, they are surrounded by an aura of
Dream Warriors. This art eventually becomes essential to quiet violence that makes them menacing
their survival. From the previous night, there will remain no to other Dreamworkers. Their quiet
recollection, no psychological wounds. These memories are deadliness resembles a volcano slowly
not completely erased, but to recall them requires extra grumbling, threatening to erupt and
effort. Of course, not every night asks to be forgotten. to thrust its hot lava into the night
However, the Dream Warriors are those that are sent where sky.
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heroes are individuals of exceptional talent recruited by companies
offering to sponsor their activities. Media heroes are really in demand
because they can project the desired image of the company. In the case of more
modest companies, the hero is merely required to use the goods that the company
produces. The hero's situation is an enviable one because he has access to equipment for which
he does not pay. Indeed, very often he would not otherwise be able to afford this equipment.
Moreover, when goods are lost or damaged, most companies will replace them &ee of charge, avoiding all costs for
the Media Hero. Media Heroes recently came into fashion - one could indeed say that they are "hip". In such a
favorable climate, the more sponsors a Media Hero can find, the better. This has brought about a counter-
movement that argues that it is too easy for companies to install subtle mechanisms once they have bound a Hero
to a contract. More and more complex clauses are added onto the sponsorship contracts every day, and a mutual
suspicion is growing, which affects all relations between the company and the sponsored "Hero".
Media heroes can come from any race or social class, but the more "noble" in appearance, attitude and talent they
are, the better. For instance, a Zin can land a sponsorship contract on the spot. However, an Odwoane sadly lacking
in the glamour department will be examined more rigorously. In order to be accepted, the Media Hero should
preferably have a type of employment that is very visible. Media Heroes are almost always taken from the ranks of
adventurers, mercenaries, bodyguards, scouts, hunters, diplomats and couriers. Of course, any Echo is immediatly
accepted ...
The most brilliant Media Heroes will manage to receive sponsorships from companies that already encourage their
actions and their lifestyles. They therefore won't have to change. For instance, an ultra-violent Gnath would find
himself sponsored by several companies who encourage violence. However, corporate manipulation may inevitably
occur: A Nayan doctor could be sponsored to participate in battles in which he would side with the "righteous", i.e.
the side that the company favors.
In so far as media heroes go, there are no abilities and no particular SPECIAL: Media heroes start with one sponsored Crafted Object per Rank
knowledge required or conferred by such a job. It is rather the hero 's in their media hero job. This can either be an ECFCO
abilities and specific knowledge that will enable him to access the higher approved object (if the object's level is higher
ranks of the media hero hierarchy. The abilities given here are those that than 2), or several small Crafted Objects that
are most often seen on the general plan. They generally don 't constitute evade the ECFCO regulations (for example,
more than a quarter of a media hero's abilities. five level one badges).
We offer you 5 particular abilities here that you will choose and that will CONTRAIT: Each badge means the
evolve from level 2 to level 6. sponsored Hero struk a deal with a
NOTE: Media heroes' incomes don~ indude orpee. They must buy orpee ot retoiiiO<otions where it is available. company, ie.: he as a contract with them
and need to define the contract.
1'-)
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Since the arrival of the Core, peddlers have seen their numbers swell
considerably - especially since so many Odwoanes have taken up the trade.
The idea that sales could be targeted was born from the concept of the travelling
seller. Hence the evolution of the Peddler. By limiting the number of products and by
limiting the number of neighborhoods they worked in, they were able to increase their sales.
Their greatest asset is that they can enable people to buy goods without incurring any risks - i.e.
the risk of being attacked on the way to the store. Certain peddlers soon began specializing. For instance,
they would chose to peddle during the Dream exclusively. They would offer goods that could come in handy at
those particular moments. Others still, Volko!, Yaki, and Soleks, took the risk of peddling orpee, charging a high
price for their services.
Since then, some people have preferred to eat less orpee on a daily basis. They save up their funds, accepting to pay
a higher price for orpee should something come up - some event requiring an extra dose of orpee (an injury, a theft
of orpee or a surplus necessary for travel) . The peddler has been around for more than a century and has acquired
a respectable reputation. Certain peddlers band together for increased security, putting their wares into an armored
car, which they protect to the best of their abilities. Most of the peddlers circulate in the slums, although an
increasing number are finding their way to the higher platforms. Recently, we have even heard about an Emovan
selling Sastak door to door...
All those who have observed this profession have come to some kind of conclusion, which almost always contains
these elements : This is a decent occupation because: l) there is no actual boss; 2) the schedule is flexible; 3) if the
right opportunity presents itself, it is possible to make a fortune (success stories abound) . Conversely this job is
terrible because: l) One has to be ready to 6ght or flee at any moment; 2) There are no guarantees of any kind; 3)
If one fails, what does one do afterwards? (horror stories abound). In other words, to be a peddler means you either
have a good idea and the means to sell it, or you have a bad idea and soon enough no means at all.
-~ =:=::<..
COST 10 25 35 45 55
INCOME 100 200 350 550 750
SKILLS Dodge L2 Dodge L3 Dodge L4
MeleeW. L2 MeleeW.L3 MeleeW. L4
C. Sense Ll C. Sense L2 C.Sense L3 C. Sense L4
Observation L1 Observation L2 Observation L3 Observation L4 Observation L5
Evaluation L2 Evaluation L3 Evaluation L4 Evaluation L5 Evaluation L6
Etiquette Ll Etiquette L2 Etiquette L3
Psychology L2 Psychology L3 Psychology L4
Stealth Ll Stealth L2 Stealth L3
Subterfuge L1 Subterfuge L2 Subterfuge L3 Subterfuge L4
Note : Peddlers: income do not include Orpee. Peddlers must buy orpee at available retail locations.
21
on Kamas are always in a state of flux . The closer they are to
Khai'-Bhek, the more stable they are. The roads inside the Enclave are the
only ones that can really be considered secure. Close to the City-States,
things are still quite adequate. However, as soon as the highways and byways
stretch across more remote lands, the level of crime increases. Areas to be avoided are the
lands around Oubarim, Kevoy, the outpost of Kaderun, the far-off cities of Uchatere, and the
City of Amber. If there are Volko"i cyborgs at the city gates of Kha"i-Bhek, it is because the lands beyond
Kha"i-Bhek are indeed dangerous.
In the rural areas, there is more economic hardship. The warriors therefore tend to be quite rough and ready
for action in those areas. Road Guardians, for instance, are very lethal warriors, but don't let that overshadow
the fact that they are nevertheless well-rounded individuals. Indeed, they must be well versed in repairing
roads, walled defenses, and ve hicles as well as healing travelers. They must be able to heal wounded beasts of
burden. It is important that they speak all the dialects of the region. They must be familiar with the plants,
animals and creatures that live by the roadside. They must also know how to subdue all the pillagers and
various creatures. Having no home besides a bunker made of steel and planks of Kioux, Road Guardians
nevertheless lead interesting lives. Their work-leisure cycle is as follows: eight weeks of work and two weeks
of paid vacation . Even their work can be quite restful though if all is quiet on the roadside. However,
Oreamstorms have been known to sweep across the plains, rendering them prisoners for up to a month 's time.
If a Road Guardian survives the first five years of his job, he will without a doubt become irreplaceable. The
number of skills he would have learnt during that time would certainly prevail over any other kind of talent on
the job-market- even those of an Echo. Therefore, this job, though it may be quite risky, is a well-paying long-
term job with great prospects for advancement - providing one survives the experience.
-
RANK DOMAI~ R.vUARDIAN OWN )tGUARDIAN CllY R.GUARDIAN E~CLAVE GUARDjAN ORE R.GOARDIAN
COST 2S 35 55 65 75
INCOME 75/1 150/2 300/2 90013 2700/5
SKillS Dodge L2 Dodge L3 Dodge L4 Dodge L5 Dodge L6
MeleeW. L2 MeleeL3 MeleeW. L4 MeleeW. L5
Combat sense L2 Combat sense L3 C. sense L4
Disarm L1 Disarm L2 Disarm L3
Politia L3 Politics L5
Resilience L1 Resilience L2 Resilience L3
L.awsll laws L2 laws L3 laws L5 laws L7
Observation L2 Observation L3 Observation L4 Observation L5
First aid L1 First aid L2 First aid L3 First aid L4 first aid L5
Dialeds (k) L1 Dialeds (k) L2 Dialeds (k} L3 Dialeds (k) L4 Dialeds (k) L5
Flora&Fauna L1 Flora&Fauna L2 Flora&Fauna L3
Creatures L2 Creatures L3
(
23
/
~~
p.26
~i ho Rr :? t h :? EeHt irn ? r:
...... ····· ... ..... ······· ····················································-r···2 ·o·· p.27
24 RENAISSANCE
THE SECOND AWAKENING
P.31
P.33 p.30
IMPACTS P.34
SPEffiRS AND ENGINEERS P.34
BROTHERHOODS
~ r.~ g.i r.~ ·:?·~-~. ..... .. ..................................................... p-·;·36-·
•
p.31 Dream Of War
'*
p.32
EMPTINESS P.39
IDENTITY P.39 p.33 The Enclave
FORGETTING P.39
EXISTENCE P.39 Order
p.34
-
•~
p.34 The One Mind
')..t')
"-<:.
While Echoes belong to very defined Vocations that change very little
over time, the Ecatirn evolve very rapidly. Some types of Ecatim,
which were once very popular, have now disappeared, replaced
by more modern strains. The wide range of possibilities
prevents us from classifYing them into neat categories. For
any one Ecatim, there is a unique, corresponding career.
There have even been a few rare cases of consecutive
Ecatirn transformation, that is, cases in which an Ecatim
000 goes through the transformation more than once and
4 acquires new powers. For example, a Librarian will become
!" ~..,..
Odo was born in the slums
of Mroa. At the age of six, his an Architect and subsequently posses the powers of both
.,c entire family was slaughtered
~
careers. However, these cases are truly exceptional.
during a Gnarh vendena rhar rook
place after a Dream storm. Luckily, he
I was away from the house ar the rime. on
••
1 his way home. He mer up with the band of Gnarhs
as they were heading towards his family's house. bur The most current theory about this phenomena states that the process
they were so intent on their target rhar they did nor
I I
~k 27
/
~~
Having grown up on The fourrh plarfonn of Kha'i-Bhek. An Odwoane Architect, Koal, invented the first aqueduct used to
This arrisr soon discovered how he could make a place
C)() for himself in sociery. He joined various
irrigate fields (also effective as moats in front of city ramparts). This
"- ( ) organizaTions and always seemed ro make a irrigation allowed for the quadrupling of the yield in grain in certain
successful impression. He was always able ro regions. Aqueducts were also instrumental in cleaning town streets
achieve rhar which he desired, money and acclaim. One which in turn diminished the effects of the Dream. Furthermore, they
day, he disappeared compleTely, changing his name.
reduced the need for the importation of water and the cultivation of
lifesTyle. neighborhood and plarfonn, going ro grear
lengrhs ro make himself forgonen and invisible. water-producing plants.
Indeed. he deployed as much efforr in remaining
anonymous as he once did in seeking acclaim. He These practical inventions were mostly the brainchildren of Ecatim.
even wenr ro live for several momhs in rhe slums
after having boughT The righrs TO dwell on rhe Their reputation for good ideas and as important inventors grew with
sevemh plarfonn. each passing day. However, the transformation of villages into towns
Afrer 30 years. wirh more rhan 20 and the growth of the tribes made the interaction between people
pseudonyms, his legend was second ro more anonymous. A city with a population of 20,000, although they
none. They would speak of him in The may feel a certain kinship, does not have the same intimacy of a village
highesT Nayan and lna'is salons as well as
in rhe lowliesT slums. A few years larer. with a population of 800. The Ecatim, as well as the Echoes,
ir appeared his srraregy had worked. An inadvertently helped deepen the chasm between themselves and the
agem of rhe CPRM came ro call on him people. They remained popular for their good deeds but their renown
for a meeTing wirh rhe upper brass. They
raid him rhar ir had raken Them a few
became of a more impersonal nature. We no longer knew each
years ro discover his arrifice. They inventor by name but rather spoke of them in a general fashion. This
admined rhar rhere were rimes rhey had all separation from the people brought the Ecatim closer and closer in
bur losr all Trace of him as he skipped from lifestyle to the reclusive Echoes.
one idemiry ro anoTher. They had come ro
The conclusion rhar he musr be an Ecarim
spy of rhe highesr order. They TOld him
I I
Where once the Ecatim were lauded for their brave achievements and
brilliant inventions, they too began to fade into obscurity like their
predecessors, the Echoes. There is no longer evidence of Ecatim in
large urban centers. In fact, similar to Echoes, the Ecatim have become
reclusive, unlikely to reveal their true nature to anyone if they can help
it. Some people, might, in fact, be inclined to say these Ecatim have
disappeared from the world all together, have gone extinct. This is a
hasty and not necessarily wise assumption. We, on the other hand,
MAKRAODKE
tend to believe that there are more Ecatim than ever.
A producr of
a sedentary family
established in Ulabediare.
Th~ir Plac~ in Mod~rn Soci~tv
...•.........•.......................................................... .. .......... ..... .... .. ...... v...................•........ Makra·s aggression and impressive
Nowadays, most Ecatim are employed by a company to contribute in Jack of control warranted her many wounds when she
was very young. She wanted very dearly to become a
one way or another with their special powers. Companies pay Ecatim savage warrior maiden. She was often quoted as
workers much higher wages than they give to other creatures because saying that she wanted to meet Death so that she could
Ecatim perform at a superior level. Often both parties, employer and crush its own skull. She would have atrocious
nightmares on a regular basis and many people were
employee, find themselves dependent on the other, especially in the
under the impression that Makra was a Nightmare.
case of small companies. A company comes to rely on the expertise of
She trained tirelessly. receiving the brutal beatings of
an Ecatim and should he disappear, the financial and productive Volko'i to whom she would measure herself. until the
success of the company would be severely jeopardized. Similarly, an day she began beating them in combat. When she
Ecatim is dependant on the company for which he works because he is turned 20. she befriended a few Volko'i who found her
presence refreshing. Soon after. she went to work in a
so well paid. A smart, business-oriented Ecatim would never leave his detention center in which she would savagely beat any
job because it is so secure and it will help him achieve his dream of prisoner who would so much as raise his voice. On her
moving to the upper platforms. time off. she would take long walks at night. picking
fights with every frightful thing coming out of the
Dream.
As independent workers, the Ecatim will often have careers related to
After having kept an eye on her for several months.
those of Echoes. They will be Blacksmiths, Doctors, Armorers, the Dreamwatch came to meet with her. offering her
Mapmakers, etc. Because these occupations put them in constant an excellent salary, should she wish to become a night
contact with Echoes, it allows them to join the Echoes in their travels bodyguard. She accepted without hesitation. As they
had surmised, she was indeed an Ecatim warrior
and adventures. Indeed, they make themselves indispensable as
though of a primitive sort. much like an Echo warrior
warriors, healers, scouts, etc. Always eager for adventure, these of another era.
Ecatim often offer their services to traveling Yaki or Solek tribes.
HvpotiH•sis
....... on their Future
...-. ...................................................................................................................... .
would melt into the backdrop behind her. Indeed. Ecatim powers can be classified into two types. Firstly, there are
after a few years he would fade away entirely into the Specialties which are natural abilities that an Ecatim developed as one
illusion.
develops a psychology or world-view. Next, there are the rarer
In fact. one night in an alleyway, Kemenara placed his
hand on a box before him and watched it disappear
Peculiarities, which stretch beyond the scope of normal skills. For
before his very eyes. Gradually his whole arm r example, Ecatim can master skills such as telepathy. Specialties
became invisible and he watched until his whole constitutes a major part an Ecatim's ability; approximately 80%. That
l
body disappeared. Awestruck by his own powers. he leaves 20% for Peculiarities. These percentages are not divided the same
backed up and suddenly reappeared. His sister
tumed around and he disappeared once more. way in every case. One Ecatim in five, for example, will have a
Exultant in the knowledge that she could not Peculiarity. Most Ecatim only possess Specialties, generally three to five.
see him. he approached her. taunting her.
What a feat! He must certainly be an
Echo! As he was invisible to her, he To attempt to compile an exhaustive list would be of no use, other than
passed alongside her and left. savoring to satisfy historical curiosity. The Ecatim evolve so rapidly, making any
the sweet taste of victory. He went on to research on their development is highly inaccurate and relatively useless.
enlist as ahigh-risk courier in a branch of
The following eight Ecatim's complied to be interviewed for this study.
the Core. Once there. they explained to ' \
-
agroup of Airjackers, who after alinle while lost track of him. The search parties
that went looking for him never returned.
The company never insisted. believing that he was dead. However, three years
later, Woodpecker reappeared with his mutinous crew: Eight Volko'i. as
many Yakis, five Soleks, two lna'is and one lin. They were armed to the
"WOODPECKER"
teeth and their grins spoke volumes about their spoils of war. Indeed.
·woodpecker' is the head Volko'i thief of a they had managed to pillage an entire caravan. Without a doubt they
notorious band of bandits that haunts the were an immensely dangerous group of thugs, possessing in their ranks
road between Dubarim and Lemaive. An two or three Echoes and as many Ecatim. according to the testimony of
ancient Air Lumberjack of great renown. those few survivors who had managed to escape their wrath. The
this colossus standing eight feet tall (tall Woodpecker clan is extremely organized and quietly lethal. They are
even for a Volkoi). can handle any barrie axe veterans of combat, fully-equipped with steel armor modified for the
ease. He had his axe. spear and shield covered with a latest fighting techniques. Given the situation in Dubarim, there is no peace
fine coat of sastak like few of his peers. As for of mind when one is treading this road.
()
.. tl v() c a t i () tl s BROTHERHOODS
What follows is a discussion of several
specific Brotherhoods. which are similar in
nature to the Factions covered in the Aj book.
Brotherhoods. are associations of Echoes which
hold. as their purpose. the serving of common
interests and the protection of new Echoes. They
Incarnating an Echo is the swiftest way to integrate provide fledgling Echoes with a home base that doubles as a
·safe house:
oneself into the aggressive world of Kai'nas. Without
a Vocation, a normal person would have to survive on Over time, these Brotherhoods have become diversified. specializing in terms of their
political and geographic impact. They have developed into quaint. charming micro-societies
his raw talent, willpower and, if he is lucky, social with an incredible amount of power. Their political and social influence (which is
rank. Beyond these variables, there is something especially marked in cases where the Brotherhood contains Truth (rafters and Overlords)
called chance, or is it Destiny? is strong at the local level, as opposed to the Factions. whose influence is more global in
scope. The laner. due to their impressive size. move at a sluggish pace and are less prone
to change with the times. The Brotherhoods are younger. more dynamic and more
One's everyday reality can be overturned with a modem. Indeed. they rarely possess even among their elder members. any Echoes of the
Whisper. The call of a Vocation transforms the third Sphere. The Brotherhoods are able to stay in tune with contemporary culture, living
individual, whether he is of lowly station or high among regular people. influencing their movements and participating in their evolution.
Their decisions have far-reaching consequences that the fate of entire nations.
social standing, into an Echo. Everything changes
from that moment onwards. However, the process is
rarely completed in a sudden fashion. The new Echo,
though he may be transformed, is in a state of
becoming with an incredible amount of potential. He
may have learned a few powers of the first Sphere,
DREAMS OF WAR
but it is only once he has reached the second Sphere
Created by the company bearing the same name.
and beyond that the Echo becomes a force with this Brotherhood is made up of powerful warriors.
which to be reckoned. The philosophy of Dreams of War is simple: this
world holds nothing but adversity. and faced with
When an Echo awakens, he should find a Brotherhood adversity. there are two choices. One may fight, or. one
may die. Those who wish to enter this Brotherhood must prove
of Echoes to whom he can belong. It is possible that a that they have chosen to fight. They must prove that their life is aconstant banle and they
new Echo, isolated in a small village, perhaps the only cannot conceive it to be any other way. Members must demonstrate that they can fight
one of his kind for miles around, may not be aware of with all their being and all their will. As acompany, Dreams of War produces some of the
best weapons in Ka"inas. Most of these weapons are reserved for the exclusive use of the
these Brotherhoods. In this case this Echo may members of this Brotherhood.These wealons are called "Arme d'Honneur".
develop at his own pace for many years until he
The Brotherhood is mostly made up of Gnath and Volko"i. with a few Soleks and Yaki here
discovers a Brotherhood. Other than these isolated and there. There are even three lins. whose movements are coordinated in such a way
cases, a new Echo will be taken into a Brotherhood for that they never to meet one another. The members of Dreams of War often brandish
the purpose of his education. He or she will keep his ,, weapons with their insignia clearly visible. Indeed. the Dreams of war Brotherhood were
the first to have introduced sponsorship at their tournaments. In the last 40 years. the
job in the outside world for the first year or two. This tournaments organized by Dreams of War have incurred a legendary reputation. They are
will give him the time to complete his education with held everywhere there are chapters of the organization. Having followed the path of the
the Brotherhood, acquire a bit of experience in Slumers. Dreams of War has begun accepting Ecatim and Mherakims. over everything
else. they value willpower and strength most highly in new recruits.
apprenticeship, save up a bit of Blood piece and most
Otherwise. Dreams of War is a very free Brotherhood. Their members have few
importantly, prepare himself mentally for what is to
commitments and only meet regularly during tournaments. However. members are
come; his complete transformation. The day he quits expected to observe the ·combat Protocol" established by the
his job is his moment of truth. By quitting, he claims Brotherhood. Members of any race. creed or social class are
his right to desist, his right to be different, his right to welcome. They can be believers of Naakinis or Ka"inas or
any other faith . Indeed, nothing really maners to them
be independent, and he makes his commitment besides the desire for banle.
to freedom.
31
JUSTICE
Within Legends.
several Judges and
Judicator members
of a more meticulous
nature found the direction of the
Brotherhood too large and abstract. They
decided to create a department of the Brotherhood
which would be especially concerned with issues of Justice.
To distinguish it from Legends. they would call their department 'Justice."
Indeed, as the former was concerned with legendary acts. the laner would be
concerned with acts of Justice.
Certain Echoes began traversing from one Brotherhood to the other.
Depending on their affinity at that moment, they would participate actively for This moment, most often celebrated by his fellows in
afew years in acts of Justice. As they again shifted their focus to acts of heroism.
they would slip back to the Legends side of things. After three centuries. the two groups the Brotherhood, is a very fond memory for all Echo.
found themselves completely independent in goals and direction but necessarily and From the day he quits his job, he commits himself to
deeply intertwined through their diverse membership. Their simultaneous and risk and adventure. He enters the fabled world of
complementary actions would work on more than one level at a time. Their association is
explorers and adventurers, builders and warriors,
Legendary. It has been so for seven centuries.
poets and visionaries. Until this time, he had never
Justice and Legends are the only Brotherhoods of their stature to have such a
32 strong alliance. The Judges and Judicators of one Brotherhood are at the service
of the Truth Crafters and Overlords of the other and vice versa. Each Brotherhood
is aware of the plans of the other. They implement their actions in a concerted
allowed himself to dream that he would one day share
in the company of living legends. Contrary to
ascension into a higher social class, in which the new
fashion. always taking care not to step on the other Brotherhood's toes. Justice,
ever since its independence as a Brotherhood. has made a name for itself on account
arrival is greeted with condescending smiles, joining
of its strength and efficiency. Indeed. these are qualities we associate with Judges the world of Echoes is more like finding oneself in the
a~dh~u~~:~~~ited under the same roof. inspired the birth of a dozen small local ~-:'
company of brothers and sisters. The veteran Echoes
have all passed through the same trials as the new
Brotherhoods concerned with Justice. Often. their scope is limited to one . one. He is no different from them, whether they are
platform. Sometimes they see it as their mission to do work in the slums; to do
their part because they know that others are doing theirs. These Brotherhoods rich or poor, Zln or Odwoane. For everyone, the
are composed mainly of Echoes of the first and second Spheres. Sometimes they arrival of their Whisper and their Vocation was
have one member of the third Sphere. available for guidance on a part- shocking revelation. Nothing could have prepared
time basis.
them for that experience. They have all felt the same
To detail the vast quantity of events in which Justice was involved upheaval in their lives. The elders, like the neophytes,
since its inception. on its own or through its partnership with
Legends. would be impossible. They are definitely large-scale; one of can all relate to the feelings that an Echo experiences
the most influential Brotherhoods in Ka'inas. equaled only by the as he leaves his job, his family and his hometown to
Judges. Judicators. Overlords and Truth Crafters Factions. As for take his place among them.
Legends. we find chapters of this Brotherhood in the four City-states
as well as in Kha'i-Bhek.
LEGENDS
An ancestral Brotherhood. Legends has
been around for over 2000 years. It
was born out of the association of
several Truth Crafters and
Overlords. Having discovered what
"" they would later call The Reality
Factor. members of this Brotherhood
understood the importance of Other. They
also discovered the impact that subjectivity had on ,
experience. aconcept that was already in circulation but whose impliWions had I
not been fully under.>tood. Long considered a bastard organization. the
members of Legends nevertheless endeavored to build empires that would
live up to their name as Legends.
I
I
\
'I
I ,\
I
----·-=--• --------- ----=-
Each potential member has to have proven
himself in some way. For a long time. only
Truth Crafter and Overlords were admined
to this Brotherhood. However. seeking to
provide an alternative TO the other exclusive
Brotherhoods. the Overlords conceded to admit
every creature of merit. regardless of Vocation.
In an effort TO keep their standards high. the criteria
for admission became much stricter. Witnessing the
growing gap between the Echoes and the people. between
the upper and lower classes (as higher platforms were always
being built). the Legends came to a consensus on which qualifications they were
seeking in new members. Every established member. as well as every prospective
member. had to prove himself five times over before being admined or into the
Th~ s~eond Awak ~ ninrr
................. ..... .............. ..... .................................. Q .................... .
Brotherhood .
Proof came in the form of hero quests. These challenges were often acts of bravery
There is second birth or awakening to which all chosen by the Legends cadres. The idea of a quest was implemented by its founding
Echoes aspire (there is also a third, a fourth and a members. a tightly-knit group who has long since passed away. The Brotherhood is still
fifth, but that is another story). Through gaining the fulfilling its heroic mandate: keeping close ties with the populace. remaining involved in
social causes. pursuing revolutionary discoveries and generally making this world a bener
necessary experience, most will experience this place. These are tasks for which they see themselves as master artisans. Since the years
second birth or awakening, i.e., they will reach the of Chaos. this Brotherhood has tripled in size. We find Legends chapters
Second Sphere. If the neophyte can, through his Gifts in the four City states as well as one in Kha'i-Bhek.
at the First Sphere, have a certain influence on the THE ENCLAVE
world, the ascension to the Second Sphere represents The greatest of all Brotherhoods. The Enclave's
penetrating new world of power. Having attained this ~~~ membership is recruited from the highest ranks of the
Sphere, the neophyte becomes a traveller, acquiring a " social elite. Members of this Brotherhood must be born
in the uppermost platform of Kha'i-Bhek or in the four
new understanding of himself and of the world.
City-States. When an Echo is awakened on one of these
l
Indeed, the very fabric of the known Universe has platforms. his parents or mentors accompany him (along
been woven by countless Echoes before him. He now with 20 Volko'i and 20 Gnath elite Guards) to Kha'i-Bhek
counts himself a member of their ranks. where 20 other Volko'i guards and 20 more Gnath guards await the
new Echo. Escorted by these 80 guards. the Echo and his family are then brought to the
palace of his Supreme Highness Droliath Estola. who will then grant the young Echo his
An Echo of the Second Sphere reaches a much more blessing.
complete level of knowledge through his own efforts There are exceptions. however. Not all Echoes are treated equally. Nightmares and
(especially in the case of Engineers, Overlords and Specters are excluded from such a ritual. A family whose offspring becomes an Echo of
these frightful Vocations immediately banishes him or her. And when one of these Echoes
Truth Crafters) as well as through the efforts of
is awakened. the community views the entire family with suspicion and this stigma is
others. He is much wiser because he discovers that he often transmined from one generation TO the next. The suspicion stems from an ancient
knows very little. In fact, he can hardly imagine belief that an Echo awakens at a certain place for a certain reason (divine retribution).
achieving the Gifts of the third, fourth and fifth Still. it persists as ancient superstitions often do, deep in the layers of prejudice concealed
under a cloak of hypocrisy. Very linle is known about this Brotherhood from which most
Sphere. Once he has reached this stage, an Echo has of the future leaders of the land are recruited. The Core. by showing an interest in the
probably become an integral part of a group that he Members of this Brotherhood. are able TO ensure apool of loyal subjects from which it can
joined when he started. He now becomes able to do request special favors when necessary.
"his part." In fact, the goal of an Echo of the Second The only condition for new recruits is that he renounce his membership to any Faction.
Sphere is to determine what his role will be in his dedicating his life to his Vocation. his Brotherhood and his master: the Core Himself. As soon
as anew Echo takes his oath of allegiance. he is then bound to his word and put through a 20-
group and in society in general. Very often, at the year training period. During this exhaustive training, the neophyte will often ana in the third
Second Sphere, the group as a whole will attempt to Sphere and a near-perfect mastery over himself. This level of proficiency in his Vocation
situate itself within society; in terms of its knowledge, would have taken him fifty years without specific training. Linle is known
about the details of this training. but the effects are well
beliefs and current abilities. documented.No Brotherhood's training comes anywhere close
to the Enclave'ssuccess rate. Even the Order of Korime'An. a
much bener known and more reputable Brotherhood.
languishes in the dust behind it. Those who are privy to
this kind of information say that the quantity of
legends surrounding this training is infinite. Legend
or fact. TO make head or tail of this labyrinth of
illusion. is a feat only certain Truth Crafters could
perform.
33
.f.. ~.r.~ . P. .Fl.-~-~ ...........................................................................
The impact Echoes of the Second Sphere have on
society is undeniable. This is true on the social level,
through the influence of the Judges, Truth Crafters,
THE KORIME'AN ORDER
Overlords and Conductors. It is also true on the
The Korime'An Order is one of the most scientific level, through the work of the Awakeners,
reputable Brotherhoods. located on the
sixth platform of Kha"i-Bhek. It is made up Engineers and Weirdsmiths. The contribution
exclusively of the elite elements of Core society. Walkers make to the exploration of new territories
Although many members of other Brotherhoods resent it and abandoned ruins of great anthropological
outwardly. the Korime'An Order is a powerful force to be
.
f
reckoned with. Belonging to this Brotherhood obviously does not
offer immediate popularity but it does grant one access to the highest echelons of society.
significance must also be considered. Second Sphere
War Engine and Overlord strategists win military
higher that even the most authority-laden politicians. victories. There are places protected by Guardians
l
This Brotherhood is universally acknowledged as However, their weaknesses are still obvious to
one of the most unusual. As its
Mind designation implies. Echoes of Higher Spheres. These more advanced
there is only two types of Echoes constantly watch over those of lower Spheres,
individuals accepted into
this Brotherhood; Frilins
(of all vocations) and Mind
l concerned with the betterment of their "species."
The latter absorb information, for ends not altogether These unresolved. seemingly unanswerable questions plagued the Frilins and the Mind
Chemists and out of their discomfort the One Mind Brotherhood was born. Its mission was
known, while Engineers are the greatest builders in clear: Explore. discover and understand the Mind in all its dimensions.
Kai:nas (Echoes, Ecatims and Mherakims included).
Located to the west of Ulabediare in an immense and stark Frilin fortress. One Mind
Whether they are erecting new fortresses against the Brotherhood has a population of 8.000. large for a Frilin settlement. Only Frilins can live
Sofe or designing new weaponry, the Engineers are in the extremely harsh environment because they can survive without Orpee. (Echoes
behind every new invention, often aided in their tasks who are well-stocked with their own srash of orpee may also try their luck). Though this
Brotherhood is relatively young. it has already become one of the most
by Awakeners and Weirdsmiths. Their greatest work powerful. Indeed. few dare to speak ill of This organization. even in
is that of Permanence, creating lasting structures. hushed tones. These days. there is resentment mounting against
this Brotherhood. Bur perched as they are in an impenetrable
Frilin fortress where Mind rules over Reality. it is highly
As for the Specters, they defy all known scientific unlikely they can be attacked or destroyed.
laws with their Reality Factor. Indeed, they cause
THE SLUMERS
enormous problems to all scientists. Existing like
ghosts in a reality that is too dense for them, they Among the newest to arrive on the scene. Slumers was
founded on the success of Slum-rechie innovations.
nevertheless (without even noticing) make their mark Resourcefulness. inventiveness. survival. courage.
on Ka"inas. These impressions on the soil of Kamas 11 intelligence. rejection of conventional Thinking. freedom and
rarely consist of actions which we will remember. openness of mind and heart were all characteristics of Slum-
techies. Moreover. the Brotherhood of Slumers Echoes considers
Rather, it is the vague notion of their existence,
these character traits to be of vital importance. Located in Dubarim. the
shocking enough for us rational beings, that carries Slumers consider themselves to be utterly modem. They see the way that they live as
their memory beyond their mist of Forgetting. That totally in keeping with the times. They believe the various Factions and other
being said, one needs to have a superior intellect even Brotherhoods are petrified plankton; prisons of the Mind for institutionalized Echoes.
to recall their existence. That is how subtle they are. In contrast. these ·modem· Echoes want to push the wheels of change. For them. the Years
of Chaos were a sign that things needed to move ahead. Even though life now seems to
be taking a more orderly course. things should not be allowed to stagnate. Fervent
Their role, the reason for their existence, is like a series supporters of the Core (never has a government been so progressive); the Slumers see
of escape hatches. All serious attempts to seize upon themselves as the bastard children of a new era. They have a love-hare relationship with
their "raison d'etre" have lead to dead ends. We hear the systems which oppress and elevate them. All Slumers. without exception. practice
what they call the ArT of Creativity; in other words. Slum-technologies.
vague suppositions blowing through the vacant
The most dedicated among them build lasting technological innovations. Of course. only
buildings of conjecture. The most popular of these is half of all the Vocations are interested in technology. Judges. Judicators. War Engines.
that their purpose is to "absorb information." Some Overlords. Truth Crafters and Mind Chemists have no interest in technological
researchers even maintain that Specters' aim is to improvements. As for the rest however. technology is a passion. Fairly young (this
Brotherhood has only been in existence for 60 years); the unorthodox Slumers rally
absorb all the information so that the entire world will
together many Mherakims as well as many Ecatim. Many scoffed at this openness.
fall into a primitive slumber; the death of consciousness thinking that this bastard organization lacked seriousness (that they were recruiting
or absolute forgetfulness. Other researchers claim that anybody they could get). However. history ruled in their favor. This
their aim is to puruy consciousness. Still others believe Brotherhood turned out to be precursors of societal change.
destroying the ancient barriers that had built up between
that their existence is upside down. If we found a way Echoes. Ecatim and Mherakims.
of inverting our perception of reality, the Specters
would appear to us with perfect clarity. Perhaps by '
negating the work of the Engineers, the Specters seem
to be ready for the truly ephemeral.
............. .
~· . ....' ',
T h ~... ~-.~~ gi r_1 ~-~ .~ ...... ........ ..
The Engineer was born when the first gears began to turn, seeking to understand. The
Engineer is at once the child and the father of the gears. He is the one who designs as well as
plays with the mechanical toys, the clocks and the machines. His fingers can construct
anything accessible by thought. When his hands touch gears, carpentry, springs, they are like
lovers uniting with their loved ones.
Applying themselves as they work, excessively curious and open-minded, Engineers embody the bubbling
joy of artisans performing the work that they love. Sometimes they burst out in a fit of perfectionism, and wonders
arise. The importance of the Engineer cannot be denied. Indeed, he created modern life, along with his brethren, the
inventors, architects and urban planners. In the Engineer's field, they are like seeds in the furrows of the future.
Th ~ Condn~tor
The Conductor is the second child, the quiet one. He self- Infinitely curious and versatile, the Conductor must
actualizes as an Engineer, through the hands of his Mind, perpetually choose, running the risk of not following
by manipulating the subtle mechanisms all around us. He through with anything.
fears and venerates these infinitesimal yet infinite
mechanisms. They are his masters as well as his slaves. He
is at the helm of a much larger vessel than himself. He can
pilot it but he would never be able to create one as We are the prodigal yet invisible youngest child. There is only
magnificent as the one he is sailing. The Conductor is one Conductor for every ten Engineers. There is one
everywhere. He created modern life as we know it. Orchestrator for every ten Conductors. We are, therefore, one
in a hundred. We have grown up here, always looking towards
The Conductor spawns social movements and reinforces the peaks of the mountains. Perhaps we have always been
the social fabric, which for him is nothing but the synthesis attracted by the Mechanical Symphony, the turning of the
of all the subtle mechanisms; the Great Wheels of our Great Wheels. We exist to understand them, to correct their
existence. The Conductor is in motion between two great course and to help them reach perfection. We have lived
waters. His pragmatism is that of the Engineer but the among you for a long time, out of necessity for protection.
scope of his work is vast like that of the Orchestrator. He However, when the moment comes we will leave the nest and
can see far into the distance but he always stops to take ffight. The subtle mechanisms will become imperceptible,
contemplate the work of the Great Wheels. like so many grains ground into dust. We are the only ones
who can kiss the Great Wheels directly with a
We notice him in any group. He is the one fascinated by glance; the only ones who can hear all the
something in the air. Sometimes he is like an archeologist, notes in the Mechanical Symphony. Our
dusting off objects from the dim past to uncover the role is to compose, to orchestrate, not the
remains of ancient subtle mechanisms. Sometimes he can be mechanisms that affect you, but rather
found in heavy political intrigues, weaving and destroying the Wheels that are at the source of
links between the various competing interests. Therein lies those mechanisms; the Engine of
his greatest drama, as well as his greatest strength. Reality...
37
·-:·.:~ .
. ,.· ...
.. ·.. ' ; ·
...
.
---=--+-------------- -
We are emptine<JJ which haJ become JubJtance. We are JhaJowJ
which have become reaL We are the forgotten nwrwriu. We are
where they come to Jie. Through t/J they are reborn.
Emptin~ss
.......................................................................................................................................................................
Specters are perhaps the sad result of a surplus; perhaps they represent the point that too
much information is in circulation and emptiness must therefore be created. Perhaps they are
an antidote to all forms of stagnation, of any idea too fixed in time. They move by giving other
people the responsibility of acting in their place. They give nothing in return. No Specter could ever
feel close to you, whether you are an Echo or another creature. He cannot even get close to another
Specter. Indeed, no shadow can find company in another shadow.
A Specter is bound to nothing. That is what determines his absence. Nothing sticks. A Mind Chemist may search as long as
he wants, but he will find nothing within their Mind. An Engineer may try to link them, but the bond will never hold. They
will slip between the links of the chain. They are true to themselves only in their bodies that give them life; the accumulated
mass of a thousand memories that they devour in order to live and grow.
~ ., '
.•
~j
~ ·,
··'•t'
.
f
--.. rd~ntity
························"'··················································································"
Fo rrr~tti n rr
............ Q ................ Q ............................................................ .
~ The identity of a Specter cannot be understood in the That which allows a Specter to live is his actions. However,
~j regular manner. At every moment he fluctuates, recreates people are constantly forgetting the existence of Specters.
himself anew, moves in time and space without any Few people know for certain that they exist and fewer still
attachment, and cannot be restricted. Only if he stays a will remember having encountered one. While the
long while in front of a mirror could a Specter develop any Engineers weave themselves in, Specters are the threads
sense of "Identity." For the Specter, identity is the drawing that run loose. The success of one becomes the misfortune
of a point in motion, through endless cycles of life and of the other. Only those with incredible perception can
death, without attachments. From the moment that he remember ever having seen a Specter. For the rest, a
becomes a Specter, he ceases to exist in any other manner. Specter is without a face, a gray presence, without features
By looking at what he has accomplished and by looking and, quickly forgotten. What's more, a Specter must even
ahead to what he will accomplish, a Specter can say "I am." make an effort to recognize himself. Without a conscious
effort, he may faint.
If a Specter ceases to move, if he ceases to draw this line
with his daily actions, he ceases to exist. Several Specters
have been found immobilized; hardly visible, their Exist~n<.;~
existence diminished. They were not dead; but they had Nevertheless, Specters exist. We can feel their presence,
forgotten themselves; only Recognition could awaken then see them and even touch them. Yet there is no impression
before they disappear forever. It is this fear of Forgetting left on our minds of their presence. They are
that haunts each Specter and that makes each so active. forgotten as quickly as a gust of wind. They
lead their lives in the most complete
silence. Between us there is an
impenetrable veil; a thin fabric which
will forever keep us different sides
of the chasm.
39
•••
Although elsewhere wood is priced tools that can scarcely be carried . The Kioux is
considered a stately material used only for "static" among the most accessible True wood, and one can even
purposes (such as furniture, etc.), on Ka"inas, wood manage to make modest objects out of its sap, its flesh and
(along with aU other plant-substances) is so integrated its bark. Evidently, weapons and armor constructed with
into people's lifestyles that they can make nearly "materials of the edge" don't even have a tenth of the real
anything out of it. Resin can be made into a dagger, a potential of the materials used. Thus even in big quantities,
spear or a sword, bark can be made into armor or even Naakinis metal mines are exploitable only alongside
,
:
/
into a lance (keeping only a splinter of kioux), etc.
Furthermore, the resistance of these plant-substances,
whi ch are often Naakinisians, far surpasses that of
Ka"inassian resources such as iron or "smaU wood", or as
baffiing expenses. This renders the normal resale of this
material impossible, and renders its use possible only with
several Weirdsmiths and Awakeners.
carpenters call it, "Kai"nas wood". ("True wood" is evidently Materials from Naakinis are n't dealt with here: the
wood from Naakinis). However, if True wood is of a much Weirdsmiths and the Awakeners have much more (and
time ago the anclent na emperors' engineers Power stations stand out in a
learned to use the resources offered by the Kioux. The city. The long rods that link them to
Everlasting Wheels are large turbines directly linked to the the next platform are activated by a
veins. This name was given to them in the year 200 after the Mother Power Station. They reproduce the same
MECHANICAL ENERGY commencement of the construction of Kha.!-Bhek. The sap from schema by redistributing their energy in the same way but on
the veins gushes forth in the ascending networks and sets forth a smaller scale to the industries and to the machines in need of
,Open AttOunt
the rotation of the Everlasting Wheels. These Wheels then start mechanical energy (ex. Tramways, elevators, lifts, mechanical
SOOBPS turning immense jagged wheels and chains, and they engage the draw bridges, etc.). For the small town habitants of the Core,
pistons, valves, pulleys, springs, and other pieces that are used in the sight of all these gears in action, of this unique mechanism
Ata~unt maintenance
the creation of mechanical energy. The Mother Mechanical whose immense appendices spread out over a whole platform,
2000BPSJYEAR Power stations are disposed in such a way as to have direct and the supple yet constant sound of its movements is
access to the Kioux' veins. They are therefore constructed on the sometimes enough to discourage them from living in "such a
UnitofUMS side of the Kioux. From the Mother Mechanical Power Stations, place". If they are not discouraged by these sights and sounds,
CO)(!DAY long and immense rods of wood or steel climb all the way to the they are completely fascinated by them. Through the
1OBPS FOR EACH USE bottom of the inferior platform. From there, long active networks Everlasting Wheels, the Gnath rhythm and era manifests its
of gear wheels and veins head towards the exterior of the city, presence and its strength more and more concretely, as more
towards one or the other regular power stations . and more factories require this energy.
Whether it is animal or vegetal, coal is the simplest and the with Laja'Rabio. The combination of these gasses takes place
most frequently used combustible. Wood coal will always in one of these strange regions where the Aran reigns and
E. = Energy Unit remain a "classic". This polluting and old-fashioned coal is still where the most elementary laws can be completely
•Tank = E. storoge around, but it is used only in the slums. Bolorus animal coal, for metamorphosised. The Emovans are the only ones who know
example, has achieved such a level of popularity since its the techniques for creating Harofa. Once the gasses are
BOLORUS
domestication that it will not diminish quickly. Vegetal coal combined, they enclose the new gas in an air bubble.
Cost: 20 Bps I E.
from Carfo is another example of a popular combustible that
WHERETO BUY should persist for a long time in the slums. The lna.ls mines that Immense storage spaces are built beneath gigantic Nastu
Energy Marthand, dig the coal produce as much as they export. If this exportation Platirums, vegetal marine Naakinisians. These spaces enable
; Emovan is "invisible" compared to that of the orpee, it is nonetheless as the Emovans to direct and to put down the bubbles full of
big, if not bigger. Hafora near large chimneys, with the help of long pipes. From
'CARFo
there goes proceed to the solidification process, a process that
Cost: 10 Bps I E.
brings Harofa to the state its familiar: the famous 100 kilos
/WHERE TO BUY II FtrofR briquette. These briquette can let a highly explosive
' Energy Marchand Harofa is one of the most impressive sources of thermal fJet of gas evaporate through a small
energy. This gas is born in the deep underwater regions out opening. This gas is capable of sustaining
!ANY KIND OF COAL of the combination of two gasses: the Laja'Rabio, that comes and nourishing a thermodynamic
Cost: 5 Bps I E. from primary reality, and an Aran gas called "Socafe" since its vehicle for a month ...
,WHERE TO BUY blackness brings to mind the Sofe. This gas is almost
Any Morthand completely unknown: its only known use is in combination
HAROFA
Cost: 25 Bps I E.
!WHERE TO BUY
Energy Marthond, ~k 41
Emovan /
I~
·······-······[
-/'
it
I
•,
An account for each user mun be opened at the dosest central. Generally, an ouount is opened at 500Bps.. The
inspectors then calculate the required mechanical force and send o bromh from the immense me<honism to the
user. Once the account is open, the cost of use is 10 Bps per unit I dar.
NOTE: the following numbers ore approximations.
I
unforeseen expenses or contingencies
pleases everyone.
\
NOTE: Knai-Bhek has iust inaugurated its tim tramway on
the third platform. This constitutes oreal yet
positive shock in democratic moners.
\
\
\
'
CHEAP REUC DURATION E-CAPACITY E-TRANSFER DAMAGE COST
3 months 10 1 E.pts/m. 1 per hit n/a
The Echoes fmd even the sight of the "relic of the poor" pathetic. For the poor, however,
~.._~r;~;;~;;.;:~~this relic can serve as a bene6cial safeguard. The "mechanism" is extremely simple. It is
just a Cargatu cocoon that is useless to the Cargatu after it has hatched, but proves
extremely useful to a poor ambitious Cnath. The cocoon 's fresh qualities, which are
effective for three months, enable the Cnath to accumulate a small quantity of eflow in it. By
placing in it an orpee, and letting it rest in the cocoon for a whole day (twenty hours), the cocoon
absorbs the eflow contained in the orpee. A third of the eflow evaporates during this process. In
order to obtain this eflow, non-Echoes must use a Canol thorn. Through its thorns, the Canol
can suck the eflow from its victims. Measuring a yard in height, the ganol is slow and simple,
having no defenses other than his thorns. He is a victim to whoever possesses and is capable
of using a weapon longer than a dagger. With such easy access, the miser can stick one end of
44
these thorns into the cocoon and the other into his arm. (The point of the thorn is found in the
cocoon, and the other end in the arm is about a half inch wide.) From there, the thorn will become
stimulated and will react by suclcing the eflow to transfer it. The transfer is a long (I point per minute) and painful (I damage point per "transfusion ")
process. Furthermore, there's a possibility that the veins inside the arm explode under the pressure of a surge of eflow in combination with the wound
to the arm. This causes a grandiose ecchymosis and at times even hemorrhages. Finally, one body out of every two people simply can't support this
intake. The body's complete rejection of this process prevents the transfer of any eflow and makes the
"victim" vomit for about a minute or so. On the positive side, if no rejection takes place, this
transfer may be life saving.
-._...
..
junk G(~m
SIZE STR. SP S W M T C/P C TANK COST
14 012+4 20 km!h 45 400 kg 2 Fhrt - 10 orpee 100 K
MACHINERY : The Junk Golem uses one Of]Jee per hour. If the Junk Golem is stopped
within the hour of aCTivation. the leftover eflow is wasted. and another Of]Jee is needed
for another one hour aCTivation.
Woria is one of the only Odwoane who is known all across the Core.
He is the only one to have created a successful golem. With
incredible relentlessness and will, the Slumtecchie Odwoane
managed to make millions of bolts, screws, nuts, chains, gears, etc.
with is bare hands (without losing his mind). Since the creation of
his famous golem (named Col em .. .), all the material he uses comes
from the slums; Kioux, polished Kioux leaves and scraps collected
over the years. The Junk Colem is an armor measuring three yards in
height and one in width. And it is extremely heavy, due to the materials used
to construct it. This machine's fun ctioning has garnered the attention of
several Engineers and Awakeners since it uses only a very small amount of
eflow to activate the central mechanisms. These central mechanisms then
coordinate the other mechanisms. AI though the cost of materials and of
orpee is very low, the results are quite impressive. No contriving
Awakeners, Weirdsmiths, or Engineers in this Golem. Economy is
factored into every level, and an Odwoane happy to be able to beat i.~
up Volko'is if necessary.
f~ (] 1.1 i [1 fll (~ fl t
2012 D8 20 10 kg Grinding *
• See Grinding rule, MD Core book. MS. p.l25
The Vegecopter is the Slurnmers' most recent invention and is one that augmented their
prestige by a notch. Since none of the three engineers that worked on its conception were
Echoes, the idea of equality promoted by the Slummers simply gained credibility.
Constituting a peak in ingenuity, invention and relentlessness, Vegos, Copte and Tere opted for
the vegecopter. They thus named their unique invention. To reproduce this machine one
would need the conjunction of a number of such bewildering
circumstances that specialists estimate the likelihood
of reproduction to be one in a million.
The vegecopter is made up of
equal parts animal,
creature, plant and
metallic factory
scraps as well as aquatic
matter collected by the two Emovans and the Gnath.
Its basic structure is the skull of an Arqapeliguep, a
bird from Naakinis whose spine was replaced by a
long aquatic plant root still supple and
motile. The complete functioning of
the vegecopter would take days to
explain, and the extensive
explanation might not even be comprehensible since the Slum-tecchies'
logic is based on the inexpressible. Nevertheless, the Vegecopter's
results are evident. It flies rapidly, and for an invention patented as
a "slum-technology," a term associated with a lack of reliability,
the vegecopter is quite astonishing. Its launch sent numerous
educated Engineers back to their drawing boards.
~il k
/
~~
•
'
46 L Hrowg
SIZE SP M T HP CJP c COST
600 180km/h Ground 500 4/60 10 tons 1650 OOOBps
The immense Larowgs ("cousins" of the Huoras) are, according to the legend,
impassive chargers capable of carrying half of a city on their backs. If these
legends exaggerate, it is because Larowgs have a profound effect on the
imagination. At 100 yards high, 100 yards wide and 150 yards long, they are more
imposing than the Huoras, even though Huoras are more effective with their
appendages. Formerly, nomad tribes possessing Larowgs
penetrated cities simply by letting the Larowgs bend
their heads and break down the city walls. The
Enclave's city walls for the Skytrain were
conceptualized in such as way as to resist ten
times such attacks .
.............................................................. --
SIZE SP M T HP CJP c COST
The Joo is intriguing, to put it nicely. It is the ideal mount for the Walker at the end of
his career, or for the traveling Frilin. The Joo is so slow and so silent that nothing stops
it. Its rhythm is continuous, and when we whisper our desired direction in his ear he
starts shaking and immediately turns to navigate in that direction. lt is as though he
had a map of Kai:nas inside of him. The fact that the young and rich Gnaths from
the platforms effortlessly pass you on their short-lasting fashion-trend mounts
shouldn't be a source of worry or annoyance: The Joo is extremely resistant to fatigue
as well as to attacks. In order to ensure your arrival, it is better to proceed with
care and caution. Take your time. Furthermore, the Joo is perhaps the only
mount capable of unaffectedly advancing upside-down on a branch, on its side
on a city wall, or on the surface of a sheet of water without sinking ...
SIZE SP M T s C/P c TANK COST
-Basic Wheelderness models use (orfo fuel, but nowadays in order to get some extra Bps, one can afford
to buy on Orpee engine, or even a Horofa engine (if one ever wonts to reach the Pendulum by dim bing a tree).
-{arloengineselpend their fuel oto rate of 10 E./hour{basic price).
-Cool engines consume fuel at a rate ranging between 5 and 15 E./ hour (From 4000 less to 4000 more)
- Orpee engines consume fuel at 5 E. hour (SO 000 more)
..U tH,t.X=3 .dozt-r
···············································siiE"·······sii············M"·············T"···········s········CJP········c········:rANic-············ca"ST· ······
180 80 kmth +2 Ground 70 6/20 400* 4 000 OOOBps
FUEL : The late Huoradozers depend on Harofa. whilst the older models use the old Carfo fuel.
MACHINERY: Huoradozer uses 30 E. of carfo per hour. or 5 E. of Harofa per hour.
---~__,.-.,..
Called a "basic service" by the company, the Huoradozer is indeed basic, but it is al~ incredibly effective.
....
In all simplicity, the Huoradozer can carry out three tasks. The first is to squash and flatten almost
anything in order to build a road or simply to make "enemy pate" (Don't knock it, this has been
done before). The second is to dig holes in just about everything, even a Naakinis
creature, by opening the frontal shovel. It goes without saying that these holes are
immense. The third is to perforate surfaces that are too hard (ores of all types, or
particularly resistant wood) in order to then be able to excavate them with the help
of the shovel. To do this, the shovel is erected on top of the Huoradozer and sent
backwards to serve as additional pressure for the two enormous drills installed on
top. The caterpillars, made of real Sortac skin, can adhere to any surface and can
support four times the weight of the Huoradozer. Indeed, the art of engineering isn 't
always the most subtle, but it is often effective.
• ALTIRNATIVI FUEl: Huoradozers use the burnt residues of the things they crush as on alternative source of fuel, as though they were some kind of cool (thanks to some Weirdsmith's
alteration to the "furnace"). Whenever the Huoradozer is "active" (crushing, etc.) and can gather such resources, divide the usual fuel consumption by four.
. · ...::~
o!f··, .
times the width of a Bellyglider but having the same countenance as
the Bellyglider, the Cargo is also the most complex and expensive
flying vessel ever built. It took 50 years to conceptualize it, and 70
more years to bring it into existence. During this time, the
number of errors, mishaps and problems of all sorts that
at one moment or another risked plunging this project
into oblivion were innumerable. But when the
J.dff!ffmlm, project survived the Years of Chaos, the majority of
those embarked in this adventure regained their
faith, but they preferred to suppress the news until the
Cargo was nearly ready. Five years after the Core's
centennial, the Cargo was tested in the Nordic regions, but to
this day the results of this flight remain unknown ... The only people in the know,
aware of the billions invested by the Core and by the OA, concluded that the Cargo
was an orpee transport vehicle for states of emergency in order to prevent all other
crises to come .. .
• Uke the Bel~glider, the Cargo relies on Horofo (with a rate of 200 E. consumption/hour), but it con also use Eflow. Pocked in the Cargo while
it is still orpee, this alternative energy source serves another primary purpose: it
stashes and accumulates orpee so that everyone will survive if any problems
should 0«\Jr.
"The Sastak's sister" is what we call the Jislane, a terrestrial plant with physical properties
resembling the Sastak 's. Jislane, however, doesn't affect the Dream and the Aran as the Sastak
~0
--.... .:.,)
does. True Blades are all forged on one piece of Jislane. Its long leaves are cut by hand one by one
and compressed one on top of the other in hydraulic presses until the fusion process is complete. Then
the artisan sculpts the Jislane into the desired shape. Out of respect for the plant, the pommel and the guard
-
_, ,..e..- are carved to resemble the stems of the Jislane leaves. Once the sword is completed, it is dried in a special
r-
..,.. container in order for it to become completely solid. The final result of this process is always a unique weapon.
..... Jislane, like Sastak, is extremely conducive to sculpture as long as it hasn't dried. Unlike the Sastak, however,
[; 1'.~
once it is dry it is impossible to work with, to reshape, or even to repair. The weapon will eventually break, but
0.-
••....
~
~
this could take centuries ... unless a Weirdsmith or an Awakener interferes .
•If it is carved properly, Jislane can be greatly enhanced.
r,
__
. Ukewise, the price of the True Blade doubles for each of these extra successes
• j
(thus a true Blade crafted upon o success roU of four would be 3D + 11 damage and would cost 240 000) .
· Thedifficultyofcroftingsuch a weapon is 12.
The popularity of the E-Slash Blade of the famous i.e.s. Weird Combat Gear will never diminish. Representing a
maximum in fmesse and efficacy while at the same time incredibly simple, this blade is perfect for all warriors for
whom strength isn't based on brute force. The movements of the warriors wielding these blades are inimitable.
Many are judicial adversaries who, when faced with this crazy blade with such vivid and nearly autonomous
movements, preferred to flee the carrier so adorned. On the battlefield at times we see Circles of Echoes all armed with
this blade, and their mortal dance is doubled by the lethal nature of this blade.
;lQ
--...
- •The Terrific Spiked Mace reduces soft 3D+ DB
DWGE
s•
40
REQ. STil
Skg 30000
s WEIGHT COST
-
l:
...
~
ct
annors· effectiveness by 3 (thus making a soft annor of -4 to damage. a -I soft armor to damage.)
- If a deep or pure violence wound arises, the weopon may get stuck in the body because of its spikes. Roll a strength test versus the damage resu~. If the
damage is superior, the weopon remains stuck. For each round that it remains stuck, it will deal hoH the damage that it did upon striking.
--
~
)
0._-
$
The Terrific Spiked Mace is one of the "contusive" weapons, the most appreciated by combatants,
utilitarians as well as the blood-thirsty. Although the advertising that declares that "no points could
have been added to the Terrific Spiked Mass" appears exaggerated when we
first look at the mace any veteran will tell you that in order to conserve its
piercing effect at the maximum level, this is indeed the maximum number of
points possible. A few years ago, a fashion trend arose, and sales of Terrific company
weapons climbed 3000%. The company clearly can't complain. To the surprise of all the
big companies, Terrific maintained its high level of quality, augmenting production by hiring
new personnel. At the moment, Terrific is on the verge of becoming an i.e.s. and its Terrific
Spiked Mace in Kioux, a real truncheon capable of beating up a Grandatorus or of smashing
open a Joo, is used by a great number of renowned warriors. Some people believe that this
mass could be Terrific's entrance into the league of the Dreams of War ...
DAMAGE REQ. STR. S WEIGHT SPECIAL COST
6(3)D D12 60 40 kg Impact 3 000 OOOBps
IMPACT: like the Purecrusher. the surge of the Impact Hammer is delivered upon impact.
However. unlike the Purecrusher. the Impact Hammer adds to the damage afterwards instead
of beforehand. Thus if one deals 20 damage points (before any armor calculation). this will
amount to 40 damage points. Smaller anacks have only small impacts. but massive anacks will
bring down entire walls.
l
-.....
~
COST: The Impact Hammer functions on Orpee. using one Orpee every time it is activated. It can store v
up to twenty Orpee. and once again just like the Purecrusher. it muse be activated before the blow -:::a
,·~
lands. (It would be quite difficult to release the trigger at the exact moment when you know how much
damage has been inflicted. Thus although this is a gamble. it is assuredly a gamble that works against the ~
X
enemy. and this is precisely what one wants in a deathly bani e. ..... ,.,....
.......
-
·~ ~
"
Already well described in The Core News ' "Industries" pamphlet, the Impact Hammer
was built a few decades after the arrival of the Volko'is. At this time, blacksmiths and -
~
~
~
.' gunsmiths of all races let themselves be carried away with the tendency to exaggerate all
points of a weapon. The bigger, the heavier, and the more cumbersome yet effective the Qq
weapons and the armor, the better. Only the Emovans, straying behind, rejected this
trend that claimed "bigger is better." But this period, which had a few years of
..,
possesses a Weirdsmith mechanism activated by eflow
damage points on all forms of structure. Contrary to all other forms of damage
inflicted on structures, this one is cumulative. Therefore. in four rounds, the Drill and permitting the doubling of the "preliminary"
will pierce a structure of 20. (2 rounds to reach its breaking point. and two more pressure.
rounds with 10 damage points to pierce completely through it.) If an individual
is gravely wounded by the Drill's anack (i.e. has a deep or pv wound), he will be
inflicted with the 10 supplementary damage points if he doesn't manage to remove
the Drill from his wound. (Roll of strength of the victim against the roll strength of the
-:::a
,-,,...,
r
-
~-,
-:
~·')
Wo1ll!
anacker, with a bonus of fourto the roll of strength of the anacker. in function of the
advantage granted by the position).
.....
"' ~
' :
~
-
-J
,-.;... ~
NOTE: Without the appropriate strength to hold up the Drill, the Drill will be unable to penetrate any surfaces. It is ~
assumed that the individual piercing a surface (ora creature) will put all his energyintothisaction. The individual's ~
strength score, times two, is the maximum structure that this individual can pierce (Ex. If he possesses s Strength of 20,
he could pierce o struchJreofup to 40; above this, the pressure he will exert one the Drill will not be strong enough.)
""'''I!
llllllllll
SHRIEKING: The extremely strident noise emined by the Drill sounds almost like a
scream. and in order to support it the user must have an exceptional mental strength.
The cry of the Drill inflicts 10 mental damage points per round (which are normally
tolerated with mental armor) on all those who are standing less than five yards away from
- the Drill. This explains the incredible strength and hardness of its users.
COST: 5 E. of Eflow per round. Tank: 30 E.(2 Orpee)
The "The", pronounced with emphasis, refers to one of the Dreams of War combatants' favorite
weapons: the Drill of combat. It signifies this weapon and no other. The Drill is the weapon of choice
for the most dangerous Kamas warriors. Due to its great reach, this long lance is perfect for warding
off and getting ahead of the enemy, as well as for piercing any type of armor. The shrill noise emitted by
the Drill when it is activated is enough to discourage but the most solid individuals from using it. This
noise would really drive anyone crazy. Not having the right to silliness (reread the rules of
the Dreams of War ... ), the one who masters this weapon is therefore one of the most
mentally sound individuals, often a Z'in or a Salek. The Drill's mechanism is among
the most efficient of all known mechanisms. It revolves at more than a 100,000 turns
a minute without overheating crystal-magic of the Weirdsmiths. Its Kioe point,
Naakinisian crystal, will simply never break or burst. At any rate, the rest
of the handle made out of Kioux sap is replaceable.
B oo m ~r-A x ~-
DAMAGE REQ. STR. s WEIGHT COST
-
2) STAFF: The stick is made of an eXTremely solid wood and can be used as proteCTion when you take the axe in the other hand. or when
~ the axe has already been thrown. If it has been thrown. the stick can also be held with two hands.
3) The Axe can be placed at different heights on the handle. an asset that enables it to be used with one hand or with two.
~j
...
~
4) The sastak string measures six yards long. but it can be adjusted and compressed to only thirty inch. The string can be retraCTed
or eXTended by a simple pressing of a finger.
......_
~
,.......,..,
5) IT can be used to rapidly strangle adversaries when in ambush. and the string can also be used TO ward off frontal arracks when
the warrior uses the axe and the stick separately.
6) If the axe is proteCTed by the stick in a circular movement. it will arrain the limit of the string and tum around ... This type of
::..) arrack enables the use of the axe. as well as the string and the stick. TO provoke one's adversaries. (In the jargon. "Jagan strike',
,..e , specialized in this type of arrack. but double. one Boomer in each hand.) In this case. a separate arrack roll is made for each part of the
r- weapon. This requires as many CP as if the arracks were made separately, but in exceptional cases these CP can be taken from
-c:
.. 7) somewhere other than the special 'Boomer-Axe' competence .
The Boomer is a simple system for the projeCTion of the axe in a simple line. starting from the stick inserted in the handle and engaging
~'
itself for 5 eflow (the Boomer-Axe can contain 30).
e::- 8) Etc. (for more minor variables)
~j
-
~
.......
~
Along with the Reactor Sword, this is one of the most recent
creations of Dreams of War. The complexity of this weapon, once it
is mastered, sometimes frightens the neophyte interested in its
management with his enemies. This weapon can, however, be quite
simple. One of the "worst" indexed cases was the case of Jagan, a
beyond the grave with a previously unthinkable level of mastery of
these weapons. Even today, 20 years later, in the year 11 0 of the Core,
he still remains the only true master of the Boomer-Axe. This axe has
in fact since been re-baptized by many as the "Jagan Axe." Even he,
who admits that the weapon still holds a few secrets in all the possible
Volko'i War Engine who, fascinated with this weapon, abandoned the varieties of combat, a warrior who has mastered the Boomer-Axe,
two axes he usually used, disappeared for a year, practiced and knows how to carve a choice place for himself among the cadavers of
trained himself somewhere hidden from view and returned from his adversaries.
~il k
/
51.
~~
'....4..,.
EFLOW COMPENSATOR : There is a True Chainsaw srrengrh
compensaTor ThaT can be boughT for 100 000 per level of
compensaTed sTrengTh (one wiTh D8 in STrengTh would
~
-~
-c
...-
~
~
v
/
have TO pay 200 000). Run wiTh one orpee hour. ~
........
- -c
- -.
~ J'
,· This saw consists of a blade made entirely of bronze "'
'":
Kalekyptos chips that serve as the teeth of the saw, as
I
•
f
- well as the enormous motor made by none other than the
~
~
:: Ecatim Destroyer !naYs named "Saw." Fascinated by cutting mechanisms, for 20 years
Saw researched in our "exploit and legend" department. In order for him to concoct our greatest
Qq
SCJ
t "-
weapon and our most efficient tool, we put all the available resources at his disposal. With Saw,
as you all know, the results are always on time and bang on. The illustrated model is the latest
fashion in Saw, the "manual" model of the Real Mechanical Saw. In order to operate it, this
model requires a VolkoY force or a compensator sold separately. Whether it is long and large like
a tree, serving to cut Kioux branches, or whether it is a yard and a half long and serves more personal
uses, the Real Mechanical Saw will always remain the only, the unique Real Mechanical Saw.
R ~zo r o ~e k
..................... A variant of the Reactor Sword, the Razor deck
............................. ............................
~
-c
c _~
have three speeds: Slow, medium , and fast.
WEAPON SlATS ~
- Through Trees mighT increase iT TO 8. or even more if one is going Through a dense foresT.
CHARGING: IT is possible simply TO charge someone ar full speed wiTh The Razor Deck in order To
impale him. If such a Thing is arrempred, roll as normal (Razor Deck skill roll againsT The defender
roii) .Since The Razor Deck has no real bonus To offer bur iT compensates wiTh iTs abundanT speed. add
after having seen a few kill themselves. Even
though no "somersaulted attack" is possible
with the Razor, it is possible, once the
"rudiments " are mastered, to swivel in
S/ 10/ 20 (slow. normal. fasT speed) To damage as if iT were The Razor Deck's size. order to knock the
•sPINNING: Spinning on oneself horizontally in order TO slash The enemies in close combaT is a very adversaries off their
complex maneuver ThaT requires greaT Timing and balance. The difficulTy of This maneuver is 8. If The roll feet.
succeeds. The difference between The difficulTy and The roll resulTis Then considered as The arrack roll.
againsT which The defenders musT roll. No parries or coumersrrikes are possible. The only way TO escape
This arrack is To dodge iT sTealthily. A spinning arrack may hiT any enemy engaged in close combaT wiTh
The Razor Deck rider (wiThin 1CM).
....
('I
....
~ Adivated 5(3)012 +6
~
- TECHNO.WEAPON: The Reaaor Sword is aTechno. Weapon. and as such it must be mastered separately
and thoroughly.
-- - .;,.)
~
r'" ~ .....
..,..v
I
SPINDROP: The Spindrop anack is even more lethal than acharge. since it can cur many opponents in half. The
difficulty of this maneuver is 10. If the roll succeeds. the difference between the difficulty and the roll result is
then considered as the anack roll. against which the defenders must roll. No parries or counteranacks are possible .
.. Dodges are divided by rwo. as are Reflexes. if this is the only available means of helping the future viaim. Damage
resulting from aSpindrop adds to the Yaki's Size. and it adds the speed at which the rider was coming. divided by ten (ex.:
at ISO. add IS points of damage to the roll ).
"
~'
~ ACTIVATION OF THE REACTORS: The Reaaor Sword can store five Orpee. and it consumes one Orpee per minute. regardless of
its speed. In order to use this weapon properly in a melee. one needs to stopthe reaaors after each strike (unless of course you
want to suddenly fly across the banlefield. potentially killing many. including yourself). This stopping uses up the Orpee
0_~ contained in the sword. which makes these "Reaaor strikes· a good choice.
-...
~
~
( 'I
• The Reador Sword is Dreams of War's newm Alme d'Honneur, and they refuse to sell it. The few Techno Yoki tribes who hove managed to make themselves some also refuse to
Jot go oflhtm ..
lilk 53
/
I~
y~rs: Engr~nag~s
The following wordJ will be u.Jed in reference to Subtle Mechanidm.J
COMPLEX: A subtle mechanism MASS (GROUPING, GATHERING, ETC):
composed of more than one domain or Where groups of over ten people are
possessing more than one link. concerned, individuality is overruled
CONDITION (S): Element (s) that by communality and the group
triggers an effect (s) from a subtle consciOusness takes precedence.
s fll s mechanism.
DOMAIN: Habitual, Affective,
Certain races or individuals can
become a Mass earler (odwoanes) or
never (Z'in).
Psychological and Artificial are the
subtle mechanisms four domains, each OBJECT: Something that, without will,
., The information in thid document
WaJ baJed on work by Nenyi'6an,
stemming from different conditions.
DOMINANT: Most prominent domain
is active within the mechanisms by
which it is linked.
Solek Orchutrator of Ko!Mter. inside a complex pattern. PARADOXICAL: A pattern possessmg
54 THEORY
Nature p55
EFFECT: Result of an active subtle
mechanism.
more than one dominant domain.
PAffiRN: Slang for Subtle mechanisms
REALITY: Point of phenomenological
GROUP: Consists of between two and
Habitual, affective, balance between the Dream and the
ten people, when linked, are referred
psychological and artificial p55 Overworld (massive RF).
to as a group. Otherwise, it is used in
Positive and Negative p56 the general sense of the word . RELATION (S): Used to describe
Birth p56 individuals, groups and others actively
INNOVATOR: An individual's capacity to
Nourishing p56 linked.
reconstruct and improve an existing
Conditions p56 object, either through the application of SATURATION: When a subtle
Aclives p56 new concepts and/or through the mechanism attains its maximum Size
Passives p56 revision of errors in ancient concepts, before proceeding to solidification.
Reinforcement p57 through opposition to the creator-
SOLIDIFICATION: When a saturated
Death p57 inventor who creates anew from the
mechanism reinforces its structure
PRACTICE old, and by extension, through instead of continuing to grow.
opposition to the myth of absolute
1) Creation p57 SUBTLE MECHANISM: The mechanical
creation, i.e. "creation from a void/'
2) Effect p57 linking of between two things,
without sources.
3) Evolution p58 whether conscious or not.
4) Size p58 LINK: Name given to a subtle
mechanism (in whole or in part), once WEAVE (ALSO TO LINK}: The act of
5) Structure p59 creating or strengthening a subtle
applied (i.e. to the Engineer to create
bonds between things) or the state of mechanism.
SHORT EXTRACT linkage between two or more linkees. WHEEL (S): Enormous subtle
by Neobmjin p59 mechanism.
UNKEE: Individuals or items linked by
KEY OF THE DREAM a subtle mechanism.
Mystic Attribute p.61
LINKER (or will): The person or thing
Key system p.61
from which the linking originates,
Dream Key p.61 where applicable.
THE STORY THAT BECAME REALITY
Craft object system p.63
Crafted Objects p.63
are the constituents of things in Mfective subtle mechanisms are
communication. Whether this communication involves an those rooted in the realm of emotion.
individual and a thing, another individual, a location, or a They are most common in families and
memory, several individuals together, etc., it always entails between couples and childhood friends. The effects
subtle mechanisms. To the untrained eye, subtle mechanisms manifest themselves, for example, in the form of conformity (in
exist only in the realm of ideas and not in reality. Their effects time) in one's behavior toward a concubine, of the regressing of
exist and are very real, but the subtle mechanisms themselves one's intellectual capacity in front of one's mother or in
are merely idiomorphic Creations. Subtle mechanisms, however, exhibiting complexes in front of old friends.
do exist in reality. They are there, just out of reach of our senses.
In the same way that nothing, including our own existence, Those subtle mechanisms deemed artificial are those constructed
makes sense or really exists in and of itself without interactions by will. These mechanisms could, however, be a part of the
and reciprocity with other things, subtle mechanisms cannot psychological, the affective, or even the habitual realms. For
exist on their own. Unlike us, however, subtle mechanisms were example, a warrior who trains himself to roar with laughter
not ultimately "created" by the Creator. Rather, they arise from when he is wounded in order to terrify his adversaries, or a
the interaction of other things. They don't have the ability to warrior who creates himself a mental binding with a certain
"exist in nothingness" without interactive relationships. Those weapon that he uses only in circumstances of vengeance would
who believe that subtle mechanisms need us to survive are create artificial subtle mechanisms through the manipulation of
mistaken, though; these mechanisms exist outside the realm of behavior. Artificial subtle mechanisms are also deemed
the Mind. "specialized." They are mechanisms created or recreated by
Engineers. Certain ones stem directly from natural sources,
There are four known typu of Juhtfe mechani.JrruJ: Habitua~ where others are created and are only able, therefore, to
Affective, PJychologicaL and ArtificiaL mechani.JrruJ. There i.J often construct themselves between linkees through tremendous
LikeLy to be more than one type of mechani.Jm invoLved in a compLex efforts due to the complexity, foreignness and weight of the
interaction, but the Jubtfe mechani.Jm wiLL be named for the rrwJt mechanism' gears.
dominate type. Dominant i.J a term tMed to duignate the Jtrong
effort in a compLex pattern. There are as many, if not more, specialized mechanisms as there
are Engineers. In an attempt to keep tabs or an order to these
specialized mechanisms, engineers created a scientific field of
study dedicated specifically to them. From the simplest and most
accidental artificial mechanisms to the most specialized ones
abitual subtle mechanisms are the most common type of derived from a long and intense fermentation process in extremely
mechanisms, and they represent the majority of the non-specific fertile mental soil, each one has been compiled, categorized,
subtle mechanisms. We find them everywhere and at times they studied, analyzed and, their secret extracted, assembled into a
become cumbersome to the observer as well as to the linkee. We unique body of information. In part because of this tremendous
consider everything that in no way significantly or primarily "travail," engineers remain, to this day, the perfect reference
affects the emotions or the intellect to be a habitual subtle model in the areas of intelligence and scientific precision. Among
mechanism. An action such as always seating oneself at the same the most well known specialized mechanisms are
table in a restaurant would be, for example, a habitual subtle the Group pattern, which stem from purely
mechanism. On the other hand, always driving one's Racer at a natural Group pattern, but are pushed
high speed (considering the intoxicating effects of speed) would way beyond their normal scope, which
be a psychological subtle mechanism, as are, for example, all are used as much by Echoes as by
psychotropic substances causing habits. scientific groups or the production
groups of certain A.E.S., S.E.S. or
l.E.S.
55
presence. This energy is, in effect, the reappearance of the
condition (s) of the initial situation. Subtle mechanisms can
Posi ti v<? il u ~ '#; evolve, and certain conditions that were initially energetic may
·~ ?g iltiv <? ~ lose their energy and require new conditions.
Unfortunately, it is mu h easier to
fall into bad habits than it is to ere ' .
good ones. It also holds true that that which is ~ ~!.? n d j t i (>n S
build can be destroyed but that which destroys Subtle mechanisms are highly susceptible to changing
possesses a strong resistance to suffering its own fate. conditions. If all the conditions necessary for a subtle mechanism
Therefore, it follows that subtle mechanisms which, are met, however, the mechanism becomes extremely powerful.
when negative, were extremely difficult to destroy When these same conditions are absent, the mechanisms are left
may, when positive, can be extremely difficult to without any noteworthy strength. Most people find it easier to
maintain. Betrayal, as well as other negative behavior, arm themselves against these conditions than against the subtle
is always easy since it requires no self-sacrifice, where as mechanisms themselves. As previously mentioned, mechanisms
maintaining loyalty often requires sacrifices. However, subtle will survive even if attenuated for many years. However, an
mechanisms bring substantial rewards to those willing and able attenuated subtle mechanism is more easily attacked than a
,
0
to pay the price for them. The majority of mechanisms, neutral mechanism that is nourished by several active conditions.
(habitual subtle mechanisms) or negative, will be the Conditions may vary to extremes, from the simple presence of an
- elements.
·,~'Pa~s i V<?
,;; ·:btle mechanisms are nearly undetectable when they are
~ouris assive. Even among us Engineers, many struggle to observe
A subtle mechanisn'f '· like any other mechanism; m them and even more so to modi/Y them. Hence their name,
order to function, it n eds energy. This energy, like the subtle mechanisms. These tenuous and fine existences,
mechanism itself, is subtle. Simple movement provoked imperceptible to all but the most attuned Minds, demand
by the meeting of interacting items suffices. If two constant exercise sustained by the entire Minds, within oneself
linked items separate and then rejoin, the subtle as well as within one's contact with the world to be able to barely
mechanism (s) anchored within them will take perceive the faint traces of their existence.
effect, since they are nourished by their
NOTE: Technically, passive pattern are th~se which- "inactive" at the
moment you see then, but still linking behind.
:;:c B.
:btle mechanisms gain force and substance by only one means: to an unprecedented massacre.
einforcement. Every time a subtle mechanism is activated, it Those who blamed individual
gains strength by anchoring and linking itself more solidly to the consciences placed little emphasis
thing it has joined. The only disadvantage to this increase in on the subtle mechanisms, the real
strength is its concurrent increase its visibility, which in turn Wheels, which dispossessed them of
increases in size and in structure. The mechanism becomes themselves.
heavier, more obvious and more easily detected since its effect
grows in proportion to its size. A mechanism that has b ··c :', : . "
engaged and then found again once a year doesn't possess much ~; ~P~ th
strength, save in some exceptional cases (lnai's Exalted are . . ~ubtle mechanism can damage or destroy itself. The younger
prone to instantly create powerful subtle mechanisms). It is said and weaker the mechanism, the more easily it is destroyed. On
that the size of certain mechanisms can at times reach hundreds the other hand, as previously stated, a mechanism that is
of metaphysical yards. This isn't difficult to believe when one reinforced daily and that has nearly attained its saturation point
calls to mind the ancient tragedies or Leriht, the crazy Gnath may require years of effort to destroy.
dictator who lead his entire city millions of individuals
...'" l
;;:
number of points of experience equal to the size of the subtle mechanism (see 4))
that is born. If a certain part of the linkees is considered object. the linkees must pay
In order for a pattern to develop, one or more elements must be their part.
identified. These elements are in fact the source of the pattern's NOTE: Anormal will con~ create dominant artificial me<honisms. Only engineers con create patterns with o dominant
from onother domain. Furthermore, on individual con' support more than one positive pattern per type of dice in
creation bearing its conditions. They can, for example, entail a M.Strength (at 010, on individual con support four positive patterns), and these, unlike negative patterns, require
anefforttoensurepreservotion.
terrible look that provokes submission and that from that
moment on becomes conditional to this submission, meaning that
the pattern of submission will take place only at the mome nt of Eff8ds
terrible look. Note these conditions; they will serve for all Subtle mechanisms have a simple duration and bearing (although it is possible that
these anributes vary for exceptional reasons):
patterns that arise more occasionally. If these conditions should
DURATION: as long as in relation with the object of the conditions.
disappear (the binder dies, etc.), the pattern also dies/disappears.
BEARING: as long as the elements in relation are perceptible.
NOTE: lots of pattern won't help nor hinder the linkees -they ore not to be token in ottount here
Although it is extremely variable, the effect must be determined members have already invested 55 experience points each in this
right from the start. It is considered to be of a value of 1 (whether group pattern, the new arrival must also dispense 55 points before
this is a bonus of+ 1 to the score of an attribute or to its mastery, or he is accepted if he wishes to benefit from the same advantages as
to the mastery of an Echo power, of a supplementary dice whose the others. A subtle mechanism can possess a number of linkees
competence is external, to the Combat pool, etc.) Each effect must equal to double the number of linkees at its creation.
be noted as stemming from a pattern, since at the death or
reduction of a pattern, the effects disappear. If several effects are The created effects must always be in direct contact and must be
created by the same mechanism, the cost of experience at the time explainable through their conditions.
of creation must be paid once by each effect (if three +1 are Invisibility and other non-natural
distributed, to a single location or three different ones, the initial things on Kai'nas are impossible
cost must be paid three times). lf a new linkee wants to integrate since subtle mechanisms are
itself into an existing subtle mechanism, it must dispense the natural and bereft of the powers
number of experience points equal to those dispensed by the other of Naakinis ... These particular
linkees. For example, if four Echoes have a group pattern and mechanisms will be revealed
someone new wants to integrate itself into the group, and if its later on.
57
3) Evo lu t ton .,_.
• . . 'i:
. ' .
·~-:a;~
/ 4)
pattern depends on its domain, its linkings, its complexity and its evolution:
You can also compare size to RF: at 20 Size/RF, the pattern 's
existence is as real as it's bearer...
Solidification
A pattern's structure increases when its Size is saturated. The solidification of the subtle mechanism
causes a l-point increase in the structure of the pattern each time the size should increase.
3) TIME: Time can damage the strucTUre but not the size of a subtle mechanism.
Reduce the subtle mechanism's struCTure by I for every day that passes without
any activiry having taken place .
.. ~ Regeneration Death
• A panem regenerates as though it were growing anew (same Time: see time If a panem is reduced TO 0 struCTure poinTs. its size will be affected in the same
p.58) through the aCTivation of its condition (s). A panem can otherwise only way (-I size per point of damage). When the size falls to o. the pan em is
be healed by an engineer. destroyed. The size may. whi le diminishing. reduce the fullness of its effeCT (s).
NOTE: Aregenerated panern doesn't give new effeds until it has found and passed ib initial structure.
Short e.--ctract from a text by Neabmjin, Enwvan Conductor Daily (habitual mechanism): For example, as a good Emovan, I lick my
eyes when I get up in order to moisten them. This is a habit I
Although they often seem impressive when described by an picked up when I immigrated to the Dry World. It's based on my
Orchestrator, subtle mechanisms become much simpler once fear of waking up with dry eyes. The only thing that could stop
they are put into practice. They are, in fact, very familiar to us me from performing this ritual would be to have my tongue cut
since they are integrated into our lives from birth. off, and that is unlikely to happen, thank goodness. This subtle
mechanism is among the simplest and benign there are. At best it
These subtle mechanisms may seem to be intellectual, foreign, brings me slight amusement. At worst we develop a dependence
crazy and wild ideas, but they are simply the gestures of our on it! Not too serious, though. This mechanism is linked only to
everyday lives. They are the habits we form, such as grimacing itself and can not easily become a hindrance. Certain paranoid
with anguish when we get up in the morning, the way we say engineers-especially the Gnaths -are developing hundreds of
"Sweet dreams!" to a certain person when the light of the micro-patterns in order to blur and confuse the powers of
Pendulum declines every day before retiring, and the reflexive detection. Evidently they also find themselves micro-chained.
behavior of always being frightened upon bumping into our old The majority of us possess several patterns of this kind, and all
school teacher. Subtle mechanisms make up everything that these patterns combined into one constitute our daily lives. A
repeats itself and that persists as a habit in one way or another. pernicious engineer will indeed succeed m
infiltrating dirty tricks into our habits, but
All right! Enough with the theory already! Now we must apart from these rare cases, daily life is
practice. Below are only a few examples and ideas, since we're simply daily life. Observe yourself and
running out of space. you will see the number of small
mechanisms of which you are made.
~il
59
,...._ k
/
Pl ay (? rs : En gr~ n ag~s
Affective: Unlike almost all my Psychological: As an adult, this hatred has passed, and I better
comrades, I was not brought up in understand my parents. I've rejoined my own and have
a brood; my parents had such an found my element. Still, something is missing beneath the
advantageous situation here that water, a slowness, a calm that annoys me. Despite myself,
they couldn't leave without losing this terrestrial life has slowly grown on me, has found a
all their special privileges. I am solid place within me. I ended up not only believing in it
therefore one of the rare Emovans that knows his but needing it, finding my security in a place where almost
mother and father and for whom parental issues are of no other Emovan finds theirs, feeling uncomfortable where
importance. Being young though, my Emovan genes almost all other Emovans feel at home .... Today (I am still
prevented me from finding this natural, and I often young for an Echo) I've only just turned twenty. When I
revolted against these Emovans, whom I found far too return to see my parents, as soon as I begin to swim to meet
"individual" for my taste, the taste of my race. I them in their city, I feel myself engulfed by the water,
remember the long walks I took on the platform at night oppressed by the opacity of it, by its pressure, its constant,
in order to feel more a part of the clean and safe residential impressive and inescapable presence. When I re-emerge, I
neighborhood where I lived. It was only at these moments, am like any other non-Emovan. I again find my "air of
when I was wrapped up in my dreams that I regained a bit freedom." This psychological subtle mechanism,
of ease and comfort. Something unknown to me was constructed during the first twenty years of my life, has
missing, and this absence created in me an unhealthy gulf never been erased. I could have deconstructed it with my
---~~~--11···--- --·---·
intimate and selective
Th~ ''mystic" F~ttrib1lt~ method, followed by a long
There is a particular attribute possessed only by the Shamans, apprenticeship that enables the
which enables them to use the Keys. Without this attribute, even future Shaman to thoroughly
if knowledge of a Key can be obtained, it is impossible to use it. understand his role before actually
This attribute is a form of empathetic self-affirmation, a tangible learning it, which renders Yakis the
capacity for emotional exteriorization void of the possibility of best Shamans. Those of the Dream Tribes
faking or of mere imitation. It therefore entails a confident clearly make the best Shamans of Kamas, since in
affirmation of the sensitive self, at once both gentle and firm. any case each individual in these tribes is "at least" a Shaman.
Perhaps this could simply be referred to as "sincerity". However, only one Gnath in a billion, no Solek or Zi'n, and only
certain Volkols, who will no doubt continue to surprise us, are
Due to a lack of available technical explanations of this able to become Shamans.
attribute, Shamans can only very rarely explain all its functions.
This attribute exists profoundly and secretly despite this "Mystic" is considered an attribute that is non-existent in
impossibility of a complete explanation. It needs in all Gnaths, Soleks and Z'ins. It begins at ''1" for Odwoanes and
confidence to be "brought into the world". Volkols, at "6" for Frilins and Yakis, and at "11" for Nayans,
Emovans and Inals. This attribute augments normally.
lnai's and Emovans have a natural disposition for Shamanism.
Nayans and Frilins can easily attain it, as can Odwoanes, if they Below are a few of the most well known "Keys" used by the
are given the time to do so. Yakis have also learned much in this Shamans (in their jargon). They are magical, spellbinding
area, but more through wisdom and necessity than through a rituals with multiple effects.
natural disposition. After a long training, a few members of each NOTE, The "Keys" must be loomed like Complex competences, with the possibility of mastery (at the cost of tho mastery
of powe~ of Gifts from the second Sphere).
tribe learn to take over from their elders. It is in fact this very
The "KeyJ "are clearly ritu.a!J whOJe name hM tranJformeo the Jigni/U:ance Mer time. The word
"ritual'; alrea{)y applying to Awakener ritua!J, iJ now only wed for them M 1veLL M to name the
powm of the &hoe.J' GiftJ having a permanent effect.
When a Shaman wants to learn a new Key, he must either find a mentor that can appropriate). The research of this Key should last at least a month. The player must
teach it to him. or practice on his own until he reaches the desired effect. Keys are "intervene· in this research. explaining why and how he is developing this Key, in
innumerable, and there is nothing more personal than the way in which a Shaman what way he plans to activate it. with the assistance of what interior tools. etc. In
develops his Keys. Even when a mentor teaches him a Key, one of the most brief. each Key must be a spiritual quest or journey inside the self. Without this
important parts of this teaching entails his learning to use this Key in his own way: quest. there is no Key - no learning or creation is possible.
as long as he merely mimics his mentor. he won't get anywhere. Thus. when a NOTE: it is impossible for a Shaman to develop Keys for egotistical or egocentric purposes. Shamanistic Keys ore
Shaman wishes to invent a Key, we recommend to the AJ (in the case of a player's always developed for beneficial purposes. The only eueption to this rule -which will be expanded upon later
on-, is the Sorterer ...
character) that he permits the creation of the Key for an initial cost of experience of
s.or more for more complex Keys (one point of experience per point of difficulty is
Shamans are known to never get lost inside the Dream. Although most must remain in a state of complete spellbinding immobility. At the end
of the time the Dream isn't sufficiently powerful for an individual that of these fifteen minutes, thin rays will emanate from the Shaman's body.
knows his way to get lost, fairly frequently travelers that have been in a The Shaman can use these rays as a compass since they will
certain place for only a short time become disoriented. The city slums, always maintain their orientation. This enables the
with their thousands of labyrinth-like alleyways only truly known by Shaman to tell in which direction he is headed by
natives, are the perfect setting for this kind of situation. Nighttime in the the position of his body.
wild can cause similar or even worse situations. Adventurers forced to SYSTIM: Difficulty: 7: each success increases the
go forth in a jungle at night will almost certainly get lost if a Shaman or duration of the Orientation by an hour. the initial
a fairly gifted Echo isn't there to help them. To this end, the Shamans duration being four hours. During this period, the
Shaman is considered as succeeding all his
developed what they call "the art of tracing". At the time of the Key,
Orientation rolls.
which demands fifteen minutes of absolute concentration, the Shaman
lilk 61
/
~~
C raft~d (~ bj~cts -
Explanataon least forty ... ). However. once a Crafted object attains an RF of 20. if the Truth Crafter
sacrifices a part of his reality (experience) for the profit of the object. he will obtain
For centuries. the uneducated and scholars alike have been intrigued by the nature of one or many permanent effects from it (permanently active or active on command).
Crafted Objects. The truth is that Truth (rafters are the only ones who completely The possible effects are infinitely vast. but the Truth Crafter must have completely
comprehend them. Only an ersatz of this intriguing knowledge is accessible to the mastered reality in order to complete creations that would otherwise look only like
masses. of which we form a part. Crafted Objects are objects -regardless which ones- foolish aberrations.. .
that Truth Crafter has infused with a Craft/Story. If they are successful. the Truth Furthermore. in order for a Truth Crafter to be able to create a Crafted object. he must
crafters' Stories can subject reality to their effect and can act upon it (and potentially attain the third Sphere. This demands a sufficient amount of time for him to attain a
even transcend it. but for this to happen the object would have to attain an RF of at certain level of wisdom.
63
FIN