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DARK SUN

WORLDS
WITHOUT
NUMBER V1.7
Table of Contents • 2

Table Of Contents
Introduction 3
Creating a level 1 character 4
Skills 5
Foci 6
Equipment 7
Races 8
Classes 10
Psionics 22
Magic 36
Effort 37
Death and Healing 38
Experience and leveling up 39
Systems 40
3 • Introduction

Introduction
This book has conversion rules to play Dark Sun with the
Worlds Without Number rules (a fantasy system similar to
The Will and The Way
the Stars Without Number system we adapted for Star From the lowliest slave to the most powerful sorcerer‐
Wars). king, psionics pervade all levels of Athasian society.
The main rules chapter is in this PDF extract (in art- Virtually every individual has some mental ability, and
less format suitable for printing, like all the other PDF every city‐state has some sort of psionic academy
extracts linked from this book). The game master screen available.
has a good summary of the rules (it is very similar to the
basic Stars Without Number rules we use for Star Wars). A World Without Gods
There is also a system quick reference sheet. Athas is a world without true deities. Hundreds or ruin
Any rule in this book supercedes an equivalent rule shrines and temples to old gods lay on the Tablelands,
in the Worlds Without Number book, but since this uses but with the exception of the cults of the tyrannical
the Worlds Without Number rules mostly by the book it is Sorcerer-Kings, the gods of old are either gone or may
useful to have the entire book. have never existed at all. All divine power comes from the
The campaign is set in the timeline of the Revised Elemental planes and the spirits of the land that inhabit
Dark Sun boxed set. geographic features.
All of the PDFs referenced from this book (including
the book iself) are in this Google Drive folder. The City-States
The Tyr Region is the center of the world of Athas, at least
The World of Athas as far as the people of the seven city‐states are
concerned. It’s here, along the shores of the Silt Sea and
Beneath a crimson sun lie wastelands of majestic
desolation and cities of cruel splendor, where sandal-clad in the shadows of the Ringing Mountains that civilization
heroes battle ancient sorcery and terrible monsters. This clings to a few scattered areas of fertile land and fresh
is Athas, the world of the DARK SUN® campaign setting, water. The majority of the population lives in the city‐
a dying planet of savagery and desolation. Life hangs by states of Tyr, Urik, Raam, Draj, Nibenay, Gulg, and Balic.
a thread in this barren land, and now it is up to you to The remainder lives in remote villages built around oases
write your own story in blood and glory. and wells, or wanders about in nomadic tribes searching
for what they need to survive.
A Desert World
Planar Insulation
Thousands of years of reckless spellcasting and epic wars
have turned Athas into a barren world, on the verge of Barriers exist between Athas and other planes. In the case
an ecological collapse. From the first moments of dawn of other planes of existence, the Gray impedes planar
until the last twinkling of dusk, the crimson sun shimmers travel, except to the Elemental Planes. The same holds
in the olive–tinged sky like a fiery puddle of blood, true for those trying to contact or reach Athas. The barrier
creating temperatures up to 65° C by late afternoon. formed by the Gray impedes travel in both directions.
Water is scarce, so most Athasians need to come up with
alternative solutions for dealing with the heat or perish.
Tone and Attitudes
Athas puts the survival of the fittest concept to its fullest.
A World Without Metal Those who cannot adapt to endure the tyrannical
Metals are very rare on Athas. Its scarcity has forced sorcerer‐kings, the unrelenting sun, or the many dangers
Athasians to rely on barter and different materials, such of the wastes will certainly perish. Illiteracy and slavery
as ceramic, to use as currency. It also hampers industrial are commonplace, while magic is feared and hated. The
and economic development as well, as other products term “hero” has a very different meaning in Athas.
tend to be low quality. Even then however, those with
metal possess a big advantage against those who do not.
The Struggle for Survival
The basic necessities of life are scarce on Athas. This
means that every society must devote itself to obtaining
food and safeguarding its water supply, while protecting
themselves from raiding tribes, Tyr–storms, and other city‐
states. This essentially means that most Athasian must
devote a large deal of their lives just to survive.
Creating a level 1 character • 4

Creating a level 1 character


Note about skill picks: If a focus, class, or background Standard Languages Typical Speakers
gives you a skill that you have at 0 then you can raise it to Common Humans, Traders
1, and if you already have that skill at 1 you can pick any Dwarvish Dwarves
other non-Psychic skill (or raise another non-Psychic skill
Elvish Elves
from 0 to 1).
Halfling Halflings
1. Pick your class (see Classes chapter), picking Sign Language Any
foci (full description of foci here and here)
according to what is in the class table. Exotic Languages Typical Speakers
Aarakocra Aarakocra
2. Pick Arts and/or spells if your class has them
(see the lists in each class’ description) Anakore Anakore
Belgoi Belgoi
3. Pick your race (see Races chapter), gaining the Braxat Braxat
Level 1 racial focus (or pick another focus if you Dark Speech Fiends
are human). See notes above about any skills
Giant Giants, Giant-Kin
gained in this step.
Gith Gith
4. Either get the Wild Psychic Talent focus (if not a Kreen Thri-Kreen
Psionicist or Psychic Warrior) or level 1 of the Primordial Elementals
Psychic Training focus (if a Psionicist or Psychic Ssuran Reptilian creatures
Warrior).
Tarek Tarek
5. Pick your background, get the Free skill and pick
another skill from the Learning list. Attribute Score Attribute Modifier
3 -2
6. Pick any non-Psychic skill of your choice (or 4-7 -1
raise one of your non-Psychic skills from 0 to 1) 8-13 0
7. Use this attribute array: 15, 14, 13, 12, 10, 8 14-17 +1
18 +2
8. Add +2 to one attribute

9. Add +1 to a second attribute

10. Record hit points, effort, and saves

11. Pick an equipment package and record your


encumbrance. Readied encumbrance is equal to
1/2 the Strenght score (rounded up), and
Stowed encumbrance is equal to the Strength
score. See the link in the Equipment chapter for
the full encumbrance rules.

12. Pick languages: 2 + (Connect level + 1) +


(Know level + 1)
5 • Skills

Skills
Go to this pdf for the list of skills (taken from the Worlds
Without Number book).
Foci • 6

Foci
Foci are extra abilities that characters can pick up, and Psychic Training
specialize them in some way. The first time you pick a You’ve had special training in a particular psychic
focus you get the Level 1 of the focus. You can pick the discipline. You must be a Psionicist or Psychic Warrior to
same focus again to get the Level 2 of the focus. pick this focus. In the latter case, you can only take
There is a quick reference for the Level 1 of each training in the discipline you initially chose as a Partial
focus here, and a full description of each focus in this pdf Psychic. As with most foci, this focus can be taken only
and this pdf). once.
Dark Sun characters also have available the extra Level 1: Gain any psychic discipline as a bonus skill. If
foci below, and start with either Level 1 in Psychic Training this improves it to level-1 proficiency, choose a free
or Level 1 of Wild Psychic Talent as a bonus focus, level-1 technique from that discipline. Your maximum
depending on the character class. Effort increases by one.
Berserker Level 2: When you advance a level, the bonus psychic
discipline you chose for the first level of the focus
You are prone to terrible battle-frenzy and a killing fury
automatically gets one skill point put toward
that consumes all reason. Men are wary of you, for when
increasing it or purchasing a technique from it. You
the blood-lust is on you, you know no kin or law.
may save these points for later, if more are required
Level 1: As an On Turn action, you may choose to go
to raise the skill or buy a particular technique. These
berserk. While berserk, gain an extra 10 hit points, a
points are awarded retroactively if you take this focus
base Armor Class of 16 if not already better, and an
level later in the game.
additional damage bonus on weapon or unarmed
attacks equal to half your level, rounded up. You are Wild Psychic Talent
immune to Shock damage while berserk and to any
Wild talents are not treated as psychics for general
effect that compels fear or pacification. While
purposes. When relevant, they are treated as having one
berserk you can take no action not immediately
point of Psychic Effort. Psionicists and Psychic Warriors
related to killing something or reaching a target to
cannot take this focus.
kill them, and cannot make ranged attacks. You may
Level 1: Pick a psychic discipline. You gain an ability
end the berserk as an Instant action immediately
equivalent to the level-0 core power of that
after reducing a target to zero hit points; otherwise, it
takes an On Turn action and forces a Mental saving discipline. Optionally, you may instead pick a level-1
throw. On a failure, you remain berserk that round technique from that discipline, but that technique
and must seek to kill the nearest living target, must stand alone; you can’t pick one that augments
whether friend or foe. When the berserk effect ends, another technique or core ability. For example, you
you immediately lose the extra 10 hit points, and could pick the Telekinetic Armory technique from
may be mortally wounded by the loss. Telekinesis, because that ability does not require the
use of any other Telekinesis power. You could not
Level 2: All damage you inflict while berserk is rolled
pick the Mastered Succor ability from Biopsionics,
twice, taking the best result. Once per day, when
because that technique is meant to augment another
reduced to zero hit points while berserk, you may
power you don’t have.
continue to fight for a number of rounds equal to
half your level (rounded up) before falling, mortally Level 2: You now have a maximum Psychic Effort of two
wounded. Additional damage during this time points. You may pick a second ability according to
cannot stop or kill you. If healed during this span, the guidelines above. This second does not need to
be a standalone technique if it augments the power
you continue to stand, but the ability’s benefits end.
you chose for level 1 of this focus. Thus, if your first
Dual-wielder pick was gaining the level-0 power of Psychic Succor,
your second could be Mastered Succor. You still
You are an expert in using two weapons to gain the upper
could not get the level-1 core power of Psychic
hand over your foes. Attacking with two weapons gives a
Succor, however, as you’re still restricted to level-0.
-1 penalty to hit and a +2 bonus to damage.
Level 1: Gain Stab as a bonus skill. Two one-handed
weapons can be carried Readied without costing
Encumbrance. While dual-wielding, your AC
increases by +1. Once per scene, you can use the
Dual Feint action.
Level 2: Ignore the hit penalty to dual-wielding. By
pushing yourself, you can use Dual Feint more than
once per scene; each use after the first adds one
System Strain.
Dual Feint: Confuse your enemy with multiple feints
before striking. As an Instant action, when you miss,
make another attack roll with either weapon at +2 to hit.
7 • Equipment

Equipment
Go to this pdf for the equipment list (taken from the
Worlds Without Number book). We will be reskinning
weapons and armor to look like their Athasian
counterparts. It is easy to find pictures of Athasian
warpons and armor online, such as this one or this one.
Common animals do not exist in Athas, but there are
equivalents. In particular, horses are replaced with
Crodlus or Kanks, depending on the type of horse.
Regular boats and ships would also be useless in Athas
without any bodies of water to use them in, but on the
small side (equivalents of rowboats and small fishing
ships) there are silt skimmers, wheeled vehicles with sails
that can roll over shallow parts of the Silt Sea. Equivalents
of the larger boats (Merchant ship, Galleon) use special
obsidian orbs that users of the Telekinesis discipline can
use to make the ship float on silt.
Athas uses ceramic bits instead of silver pieces. For
items that can be made with little or no metal, the cost in
bits is equal to the cost in sp in the WWN rulebook. For
items that use more metal the cost in bits is 10-100x the
cost in sp, as determined by the GM. Through the
thousands of years of metal scarcity Athasians have
learned to make non-metal versions of common weapons
and armor that are as effective as the metal ones, if not
as durable.
1 ceramic piece equals 10 bits

1 silver piece equals 10 ceramic pieces (100 bits)

1 gold piece equals 10 silver pieces (1000 bits)

Weapon breakage
Non-metal weapons have a chance of breaking. In an
attack with a non-metal weapon, if you roll maximum
damage and the attack roll matches the opponent’s AC
exactly, then the weapon breaks after dealing the
damage in the attack.
Races
Human Halfling
Humans are the predominant race of Athas. You get an Beyond the Ringing Mountains are jungles that flourish in
extra focus pick that you can use with any Focus. rains unheard of. The undisputed rulers of these jungles
are the halflings. A halfling is a very short humanoid,
Elf standing no more than 3.5 feet in height. They are
The dunes and steppes of Athas are home to thousands muscled and proportioned like humans, but they have the
of tribes of nomadic elves. While each tribe is very faces of wise and beautiful children. Though divided
different culturally, the elves within them remain a race of politically into separate villages and communities,
long-limbed sprinters given to theft, raiding, and warfare. halflings have great respect for their race as a whole.
Level 1: Gain Notice as a bonus skill, and you are able Level 1: Gain Sneak and Survive as bonus skills. Your
to see clearly in anything short of complete darkness. Dexterity modifier increases by +1, up to a
You may reroll a failed skill check once per day. Your maximum of +3, but your Intelligence modifier
base movement rate is 40ft, and your overland decreases by -1, down to a minimum of -2. You are
movement rate is twice the human norm. too small to effectively use two-handed melee
weapons or large bows. You can see clearly in the
Dwarf dark out to 60ft.
The dwarves of Athas have the stature of their kindred in
other worlds—short, sturdy, and thickly muscled. Most Mul
dwarves have deep tans from lives spent toiling in the hot A mul is an incredibly tough crossbreed of a human and
sun, with wide, callused hands and feet. They usually dwarf. They retain the height and cunning of their human
have little or no hair; the flowing beards that are the parents, plus the durability and raw strength of their
pride of male dwarves on other worlds are never seen on dwarven heritage. Muls are usually the products of the
the Athasian variety. slave pits—owners recognize the muls’ assets as
Level 1: You have the dwarven surrounding-sense out to gladiators and laborers, and so order the births of as
20ft, able to distinguish solid objects as if you were many muls as can be managed within the ranks of their
using your sense of sight. You need only half the slaves. Muls are born sterile—they cannot perpetuate
usual amount of food, water, and air. You gain a +1 their kind.
bonus to your hit points at each level (stacks with the Level 1: Gain Exert as a bonus skill. Your Strength and
Die Hard focus). Constitution modifiers are improved by +1, up to a
maximum of +3 for each, but your Intelligence
Half-giant modifier decreases by -1, to a minimum of -2. You
In some lost millennium, as a bizarre experiment or require only half as much food and rest as a normal
perhaps as some sort of curse, giants were magically human, and recover 2 points of System Strain per
crossbred with humans. Half-giants are now fairly day.
common, especially to human controlled lands at the
edge of the sea of dust.
Level 1: Your Strength modifier increases by +1, to a
maximum of +3, but your Wisdom modifier
decreases by -1. You gain +2 hit points per level
(this stacks with the Die Hard focus). Half-giants are
on average 8 feet tall. All personal items, such as
clothing, armor, and weapons cost double but have
the same encumbrance values, and you need double
the usual amount of food, water, and air. Your
Stowed encumbrance is twice your Strength score,
but your Readied encumbrance stays the same. Half-
giants have a reputation for gullibility, and you suffer
a -2 penalty to all Mental saving throws to resist
mind-influencing effects.
9 • Races

Thri-kreen
Hulking insect-men standing as tall as 7 feet at the
shoulder, the thri-kreen are the least “Human” of the
player character races. Their survivability in the
wilderness, combined with their cunning and intellect,
have made the mantis warriors (as they are known to
some races) the undisputed masters across large tracts of
the Athasian wastes.
Level 1: Gain Survival as a bonus skill. Your Dexterity
modifier increases by +1, to a maximum of +3, and
your Charisma modifiers decreases by -1, to
minimum of -2. Your unarmored Armor Class is 13,
but you cannot improve it by wearing armor. You
have four arms, but can only use two at once for
combat (this does not grant extra attacks, but follows
regular two-weapon fighting rules). You gain claws
and a vicious bite that can be used in melee to do
1d6 damage (Shock 1/15). You do not require sleep
and you only need per week the same amount of
water a regular human needs per day. You cannot
ride beasts, but can sit awkwardly in a cart or
howdah.
Level 2: Your base AC increases by half your character
level (on top of the base AC of 13 for Thri-kreens),
up to 18. You can use a Move action to make a leap
of up to 30ft horizontal or vertical distance, and
reduce falling damage from plunges by 30ft. Once
per scene, your leap can count as a Fighting
Withdrawal.
Classes • 10

Classes
You must pick one of the classes in this chapter. Worlds
Without Number classes only go to level 10, so attack
bonus progression is shown for levels 1 to 10. The name
of the class in parenthesis is the WWN class name.
For classes that have arts, at any level change you
can swap one of your arts for another art of the same
class, except for the named arts that you gain at first
level.
11 • Barbarian

Barbarian (Warrior/Skinshifter)
Attack Focus Skinshifter forms
Level bonus picks Arts gained The arts of a Skinshifter revolve around improving or
1 +1 Any Change form, Any adjusting their alternate forms. These alternate forms
Warrior Skinshifter have a few basic rules that apply to all their
2 +2 Any One Any Skinshifter permutations.
3 +2 A Skinshifter can master one alternate form per
character level. A Skinshifter who wants to change a form
4 +3 Any One Any Skinshifter
selection can do so with a day of careful practice and
5 +4 Any Skinshifter adjustment. Skinshifter PCs should note down the special
6 +5 Any One Any Skinshifter powers or traits of their alternate forms and keep in mind
7 +5 which of them they have available at any one time.
8 +6 Any One Any Skinshifter A Skinshifter’s alternate forms use the same hit
points, character attributes, and movement speed as their
9 +6
normal form, unless modified by particular arts. Thus, a
10 +7 Any One Any Skinshifter Skinshifter shifted into a wolf’s shape would do no more
damage with its bite than the human’s unarmed attack
Class Ability: Arcane Tradition (Skinshifter)
would do without some augmenting art.
Bonus Skill: Survive level-0, or Survive level-1 if Arts that improve the alternate forms can apply their
they already have the skill at level-0 benefits even if the creature’s natural shape wouldn’t
normally grant it. Thus, a Skinshifter with the Manifest
Effort: Constitution or Wisdom modifier + Wings art could have a wolf-form that had wings and a
Survive skill level (minimum 1) flying speed if they wished. A given form can have no
more than three arts applied to it.
Arts: Change Form, Eyes of the Hawk, Feline A Skinshifter’s alternate forms can be any size
Leap, Feral Prowess, Intrinsic Armor, Manifest between a horse and a kitten, barring modification by
Wings, Octopus’ Embrace, Perfect Mimicry, Pliant some art. They do not need to emulate a specific type of
Flesh, Savage Talons, Sculptor’s Beauty, creature; a Skinshifter could have a clawed and winged
Serpent’s Kiss, The Monkey’s Road, Warform, humanoid form as an alternate shape, or a dog with the
Wisdom of Fin and Scale head of a man, or a cat with razor-sharp mandibles.
The belongings carried by a Skinshifter meld into any
Hit points: 14+con mod first level, 5+con mod new form unless the PC decides otherwise, granting any
per extra level benefit to Armor Class or other worn advantage they may
normally give. Melded objects can be manifested and
dropped as an On Turn action, but cannot be re-melded
again unless the PC changes form with them again.
Skinshifter forms cannot perfectly duplicate another
individual creature without an appropriate art.
Bard • 12

Bard (Warrior/Bard)
The bard is a member of a bizarre class of entertainers
and storytellers prized by the aristocratic city dwellers. It is
also widely accepted that many bards lead double lives
as notorious blackmailers, spies, and even assassins.

Attack
Level bonus Focus picks Arts gained
1 +1 Any Warrior, A Thousand Tongues,
Any One Any Bard
2 +2 Any One Any Bard
3 +2
4 +3 Any One Any Bard
5 +4 Any Bard
6 +5 Any One Any Bard
7 +5
8 +6 Any One Any Bard
9 +6
10 +7 Any One Any Bard

Class Ability: Arcane Tradition (Bard)

Bonus Skill: Perform level-0, or Perform level-1 if


they already have the skill at level-0

Effort: Charisma modifier + Perform skill


(minimum 1)

Arts: A Thousand Tongues, Battle Cry, Cursed


Tune, Deft Fingers, Entangle Incantation, Evoke
Emotion, Inspire Dread, Keen Senses, Liberating
Song, Rally, Soothe the Savage, Soothing Graces,
Swift Misdirection

Hit points: 14+con mod first level, 5+con mod


per extra level
13 • Fighter

Fighter (Warrior)
On Athas, the fighter is a trained warrior, a soldier skilled
in mass warfare. Fighters are both the commanders and
soldiers in these armies, and at higher levels are experts
in individual and formation combat, leadership, and
morale.

Level Attack bonus Focus picks Damage bonus


1 +1 Any Warrior +1
2 +2 Any One +1
3 +3 +2
4 +4 Any One +2
5 +5 +3
6 +6 Any One +3
7 +7 +4
8 +8 Any One +4
9 +9 +5
10 +10 Any One +5

Class Ability: Killing Blow, Veteran’s Luck

Hit points: 14+con mod first level, 5+con mod


per extra level

Killing Blow
Whenever a Warrior inflicts damage with any attack,
spell, or special ability they may add half their character
level, rounded up, to the damage done. This damage is
also added to any Shock they may inflict.
Combined with Foci meant to improve Shock attacks
such as Armsmaster, Close Combatant, or Shocking
Assault, this ability ensures that an experienced Warrior
will almost always kill any ordinary human soldier or
minor monster, regardless of their attack roll result.

Veteran’s Luck
Once per scene, as an Instant action, the Warrior may
turn a missed attack they have made into a hit.
Alternatively, they may turn a successful attack against
them into a miss, also as an Instant action. This ability is
particularly lethal when used with the Make a Snap Attack
action and leveled against weaker monsters or ordinary
human warriors.
Only one exercise of this ability is possible in a
scene, either to force a miss or ensure a hit on a foe;
both options may not be employed in the same fight. A
Warrior may use this ability with crew-served weapons
they are assisting in firing. This ability cannot be used to
negate environmental damage or damage done to a
vehicle or mount they are riding.
Gladiator • 14

Gladiator (Warrior/Duelist)
Gladiators are the slave warriors of the city states, Favored Weapon (supersedes the “Favored
specially trained for brutal physical contests. Disciplined Weapon” art in the book)
in many diverse forms of hand-to-hand combat and
Choose one specific type of non-unarmed melee weapon
skilled in the use of dozens of different weapons,
from the list. You begin play with such a weapon, and
gladiators are the most dangerous warriors on Athas.
when using this type you may use the Favored Weapon
Favored attack bonus column on the Gladiator table to determine
Attack Focus weapon your base hit bonus, unless it’s already better for some
other reason. A Gladiator can change their Favored
Level bonus picks Arts gained Attack Bonus
Weapon after they have practiced with the new weapon
1 +1 Any Favored +1
for a scene.
Warrior Weapon, Any
Duelist
2 +2 Any One Any Duelist +2
3 +2 +3
4 +3 Any One Any Duelist +4
5 +4 Any Duelist +5
6 +5 Any One Any Duelist +6
7 +5 +7
8 +6 Any One Any Duelist +8
9 +6 +9
10 +7 Any One Any Duelist +10

Class Ability: Arcane Tradition (Duelist)

Bonus Skill: Stab level-0, or Stab level-1 if they


already have the skill at level-0

Effort: Dexterity or Intelligence modifier + Stab


skill level (minimum 1)

Arts: Blood for Blood, Burst of Speed, Code


Duello, Crushing Superiority, Dauntless Step,
Dodge Doom, Favored Weapon, Forced
Engagement, Gentleman’s Withdrawal, Graceful
Leap, Lightning Draw, Piercing Strike, Spiritual
Weapon, Unbindable, Unworthy Rabble,
Whirling Evasion

Hit points: 14+con mod first level, 5+con mod


per extra level

The arts of the Gladiator require agility and free


motion. The Gladiator cannot benefit from any art of this
class while wearing medium or heavy armor or carrying a
large shield. Dual-wielding is practiced by some
Gladiators, but most prefer the defensive advantages of a
small offhand shield.
15 • Ranger

Ranger (Warrior/Beastmaster)
Warriors of the wilderness, rangers specialize in hunting Beastmaster Companions
the monsters that threaten the edges of civilization, like
Many Beastmaster arts apply to the PC’s animal
humanoid raiders, rampaging beasts and monstrosities,
companion. There are a few basic guidelines for such
terrible giants, and deadly drakes. They learn to track
companions that a GM should keep in mind during play.
their quarry as a predator does, moving stealthily through
A companion animal cannot have a number of hit
the wilds and hiding themselves in brush and rubble.
dice greater than the Beastmaster’s level plus one. Thus a
Attack Focus 2 hit die wolf is an acceptable companion for a first-level
Level bonus picks Arts gained Beastmaster, but a 5 hit die tentacular horror is too potent
to be bound to service.
1 +1 Any Bind Companion, Any
A companion animal cannot have human levels of
Warrior Beastmaster
intelligence. It must be more-or-less animal in its thought
2 +2 Any One Any Beastmaster patterns, though it can be a magical beast or
3 +2 supernatural entity of some kind.
4 +3 Any One Any Beastmaster A Beastmaster can normally have only one
5 +4 Any Beastmaster companion animal at a time. They can leave an animal
behind in any terrain suitable for its survival and expect it
6 +5 Any One Any Beastmaster
to be in the same vicinity later if they choose to return for
7 +5 it and no one has killed it in the meanwhile. Released
8 +6 Any One Any Beastmaster creatures are usually friendly to the Beastmaster still,
9 +6 unless they have been mistreated or are exceptionally
10 +7 Any One Any Beastmaster savage.
A companion animal functions as an independent
Class Ability: Arcane Tradition (Beastmaster) allied creature. It will obey commands from the
Beastmaster that are not contrary to its own nature or
Bonus Skill: Survive level-0, or Survive level-1 if beyond its intellect, but it will fight, move, check Instinct
they already have the skill at level-0 and Morale as normal, and act independently in combat.
If the creature is mistreated or used as mere cannon
Effort: Charisma or Wisdom modifier + Survive fodder, it can flee or turn on its former master.
skill level (minimum 1) A companion animal must be given a name by the
Beastmaster. Without a name to focus the PC’s arts, the
Arts: Beast Ward, Bind Companion, Eyes of the
creature cannot be controlled.
Beast, Feral Toughness, Howl of Distant
Summons, Know the Weak Spot, Mind Call, The Chosen Friend
Natural Weaponry, Savage Senses, Shared
Some Beastmasters form a lifelong bond with a single
Vitality, Swift Healing, Tongue of the Beasts
dear companion. If a PC chooses this option, they can
Hit points: 14+con mod first level, 5+con mod only ever Bind one companion, but it gains the benefit of
per extra level the Shared Vitality and Mind Call arts automatically. So
long as the Beastmaster lives, this chosen friend cannot
truly die; if reduced to zero hit points, it disappears, but
will manifest again at the Beastmaster’s side the following
dawn with its full hit points. Of course, the master is
expected to treat this companion as the beloved friend it
is, and not as mere battle-fodder.
Elemental Cleric • 16

Elemental Cleric (Elementalist)


Spells
Level Attack bonus Focus picks Arts gained Max level Cast Known
1 +0 Elemental Resilience, Elemental Sparks, Any Elementalist 1 1 2
2 +0 Any One Any Elementalist 1 1 3
3 +0 2 2 4
4 +0 Any One Any Elementalist 2 2 5
5 +1 3 3 6
6 +1 Any One Any Elementalist 3 3 7
7 +1 4 4 8
8 +1 Any One Any Elementalist 4 4 9
9 +1 5 5 10
10 +2 Any One Any Elementalist 5 6 12

In Athas, the gods do not answer prayers, some say they


may have never existed. As such, instead of gods, Clerics
worship one of the four elemental planes: Earth, air, fire,
or water. They call upon magical energies from those
planes, and hone their bodies to fight for the elements.

Class Ability: Arcane Tradition (Elementalist),


cannot cast or use arts while armored or using
a shield

Spell lists: High Mage, Elementalist

Spells known: Can be of any level that currently


be cast, every new level you can replace an
existing spell

Bonus Skill: Pray level-0, or Pray level-1 if they


already have the skill at level-0

Effort: Charisma or Wisdom modifier + Pray skill


level + 1 (minimum 1)

Arts: Beckoned Deluge, Earthsight, Elemental


Blast, Elemental Resilience, Elemental Sparks,
Flamesight, Pavis of Elements, Petrifying Stare,
Rune of Destruction, Steps of Air, Stunning Shock,
Thermal Shield

Hit points: 8+con mod first level, 2+con mod


per extra level

A cleric can make magical Workings and magic


items.
17 • Elemental Monk

Elemental Monk (Elementalist/Vowed)


Punch Spells
Attack Focus Attack Max
Level bonus picks Arts gained bonus Damage Shock level Cast Known
1 +0 Elemental Resilience, Elemental Sparks, +0 1d6 1/15 1 1 2
Unarmed Might, Martial Style, Unarmored
Defense, Any Elementalist, Any Vowed
2 +0 Any Any Vowed +1 1d6 2/15 1 1 3
One
3 +0 Any Elementalist +1 1d8 2/15 2 2 4
4 +0 Any Any Vowed +2 1d8 2/15 2 2 5
One
5 +1 Any Vowed +2 1d10 2/15 3 3 6
6 +1 Any Any Elementalist, Any Vowed +3 1d10 3/15 3 3 7
One
7 +1 +3 1d10+1 3/15 4 4 8
8 +1 Any Any Vowed +4 1d10+1 3/15 4 4 9
One
9 +1 Any Elementalist +4 1d10+2 4/15 5 5 10
10 +2 Any Any Vowed +5 1d10+3 4/15 5 6 12
One

These specialist Elemental Clerics combine the power of Hit points: 10+con mod first level, 3+con mod
the elements with a dedication to improving their body per extra level
and martial prowess.
A monk can make magical Workings and magic
Class Ability: Arcane Tradition (Elementalist), items.
Arcane Tradition (Vowed) cannot cast or use arts
while armored or using a shield

Spell lists: High Mage, Elementalist

Spells known: Can be of any level that currently


be cast, every new level you can replace an
existing spell

Bonus Skill: Pray level-0, or Pray level-1 if they


already have the skill at level-0

Elementalist Effort: Charisma or Wisdom


modifier + Pray skill level (minimum 1)

Elementalist Arts: Beckoned Deluge, Earthsight,


Elemental Blast, Elemental Resilience, Elemental
Sparks, Flamesight, Pavis of Elements, Petrifying
Stare, Rune of Destruction, Steps of Air, Stunning
Shock, Thermal Shield

Vowed Effort: Highest attribute modifier +


highest skill level (minimum 1)

Vowed Arts: Brutal Counter, Faultless


Awareness, Hurling Throw, The Inward Eye, Leap
of the Heavens, Martial Style, Master’s Vigor,
Mob Justice, Nimble Ascent, Purified Body,
Revivifying Breath, Shattering Strike, Style
Weaponry, Unarmed Might, Unarmored
Defense, Unobstrusive Step
Sorcerer • 18

Sorcerer (High Mage)


Spells
Level Attack bonus Focus picks Arts gained Max level Cast Prepared
1 +0 Any Two High Mage 1 1 2
2 +0 Any One Any High Mage 1 1 3
3 +0 2 2 4
4 +0 Any One Any High Mage 2 2 5
5 +1 3 3 6
6 +1 Any One Any High Mage 3 3 7
7 +1 4 4 8
8 +1 Any One Any High Mage 4 4 9
9 +1 5 5 10
10 +2 Any One Any High Mage 5 6 12

An Athasian sorcerer draws energy from living plant life New Arts
to power their magic. Usually a sorcerer can take just
Sorcerous Blast: Commit Effort for the scene as a Main
enough to not cause damage, but the temptation is
Action to hurl a blast of some raw energy at a visible
always there to consume all plant life around them in
target within fifty feet per character level. The attack is
order to have more power.
made with Magic as the combat skill, Int, Cha, or Dex as
Class Ability: Arcane Tradition (High Magic), the attribute, and a bonus to hit equal to your character
cannot cast or use arts while armored or using level. It is not hindered by melee foes. On a hit, the
a shield attack does 1d6 damage plus your character level and
attribute mod.
Spell lists: High Mage
Defiling
Spellbook: Starts with 4 first-level spells, can add
A Sorcerer may choose to Defile any time they cast a
2 new spells to spellbook every level, plus others
spell. By Defiling, all plant life within a radius of 20ft per
found adventuring
spell level instantly withers and dies. Additionally, any
Bonus Skill: Magic level-0, or Magic level-1 if creature within this radius (including the caster) instantly
they already have the skill at level-0 receives a point of System Strain. Upon Defiling, the
Sorcerer makes an Int/Magic or Cha/Magic check with a
Effort: Charisma or Intelligence modifier + difficulty equal to 9 + the spell level. If successful, the
Magic skill level + 1 (minimum 1) Sorcerer does not lose the spell slot used to cast the spell
and the difficulty increases by one. The difficulty resets
Arts: Arcane Lexicon, Counter Magic, during daily spell preparations.
Empowered Sorcery, Hang Sorcery, Inexorable
Effect, Iron Resolution, Preparatory
Countermagic, Psychic Conversion, Restrained
Casting, Retain Sorcery, Sense Magic, Sorcerous
Blast, Suppress Magic, Swift Casting, Ward Allies,
Wizard’s Grandeur

Hit points: 8+con mod first level, 2+con mod


per extra level

A sorcerer can make magical Workings and magic


items.
19 • Psionicist

Psionicist (Psychic)
Psionicists are masters of mind over matter, their rigorous
physical and mental training allows them to learn the
Way, a philosophy of mental discipline, to become master
of the Will, or innate mental power.

Level Attack bonus Focus picks


1 +0
2 +1 Any One
3 +1
4 +2 Any One
5 +2
6 +3 Any One
7 +4
8 +4 Any One
9 +5
10 +5 Any One

Class Ability: Psychic disciplines

Bonus skills: Any Psychic level-1, with a level-1


technique of that discipline

Effort: Wisdom or Constitution modifier +


Highest psychic skill level + 1 (minimum 1)

Hit points: 10+con mod first level, 3+con mod


per extra level

See the “Psionics” chapter for the Psionicist’s psychic


powers.
A Psionicist can make psychic Workings and psionic
items using the same rules as magic users.
Psychic Warrior • 20

Psychic Warrior (Warrior/Psychic)


Level Attack bonus Focus picks
1 +1 Any Warrior
2 +2 Any One
3 +2
4 +3 Any One
5 +4
6 +5 Any One
7 +5
8 +6 Any One
9 +6
10 +7 Any One

Class Ability: Psychic discipline

Bonus skills: Any Psychic level-0

Effort: Wisdom or Constitution modifier +


Psychic skill level (minimum 1)

Hit points: 14+con mod first level, 5+con mod


per extra level

See the “Psionics” chapter for the Psychic Warrior’s


psychic powers. A Psychic Warrior can only ever master
one Psychic discipline.
A Psychic Warrior can make psychic Workings and
psionic items using the same rules as magic users.
21 • Thief

Thief (Warrior/Expert)
Athasian thieves run the gamut of society. They range
from gutter snipes who prey upon the merchants and
freemen of the cities to vagabonds who steal what they
can from passing caravans or merchant trains.

Level Attack bonus Focus picks


1 +1 Any Expert, Any Warrior
2 +2 Any One
3 +2
4 +3 Any One
5 +4
6 +5 Any One
7 +5
8 +6 Any One
9 +6
10 +7 Any One

Class Ability: Quick Learner (+1 skill point per


level after 1st), Modding Equipment

Hit points: 14+con mod first level, 5+con mod


per extra level
Psionics • 22

Psionics
This is a list of all the psychic disciplines (skills) and You can buy extra techniques using skill points, at a cost
techniques. In parenthesis around the technique is the of one point per level of the technique.
minimum level in the discipline necessary to pick up the Every time you raise your level in a discipline you can
technique. also replace one of your level-1+ techniques for a new
You get the level-0 technique when you buy the one.
discipline as a skill (the first technique listed for every Some techniques scale with the level of the discipline,
discipline), plus a new technique every time you raise the this will be indicated in the technique’s description.
discipline level, up to 5 techniques when reaching level-4.

Biopsionics
Psychic Succor (level-0) Heal damage to living creatures
Organic Purification Protocols (level-1) Cure poisions or diseases
Mastered Succor (level-1) Use Psychic Succor without expending Effort
Remote Repair (level-1) Use techniques at a distance
Tissue Integrity Field (level-2) Mass application of Psychic Succor
Invincible Stand (level-2) Keep target active even at 0 hit points
Major Organ Restoration (level-2) Can cure birth defects, regenerate limbs, and bring recently dead to life
Metamorph (level-3) Reshape physical form of target
Teratic Overload (level-3) Gravely wounds target
Accelerated Succor (level-3) Use Psychic Succor as On Turn or Instant action
Holistic Optimization Patterning (level-4) Enhances physical capabilities of target
Quintessential Reconstruction (level-4) Psychic can regenerate from being killed
Precognition
Oracle (level-0) Get information about own future
Intuitive Response (level-1) Act before anyone else in initiative order
Sense the Need (level-1) Retroactively declare that psychic is carrying an object
Terminal Reflection (level-1) Negate surprise for psychic and companions
Destiny’s Shield (level-2) Make attacker reroll successful hit
Alternate Outcome (level-2) Allow target to reroll failed roll
Forced Outcome (level-3) Controls random event in a scene
Anguished Vision (level-3) Rolls back time to beginning of previous round
Cursed Luck (level-3) Target must roll twice and take worst result, and attack and damage on target
rolls twice and takes best result
Not My Time (level-4) Avoid certain death
Prophecy (level-4) Make a prediction that will come to pass
Teleportation
Personal Apportation (level-0) Can teleport self to another location
Spatial Awareness (level-1) Get 360-degree awareness up to 120 feet
Proficient Apportation (level-1) Can teleport as Move action
Burdened Apportation (level-2) Can carry up to 3 companions when teleporting
Perceptive Dislocation (level-2) Can see any location psychic can teleport to
Spatial Synchrony Mandala (level-2) Imprints an object to always know its location and be able to teleport to it
Rift Deduplication (level-3) Teleport as On Turn action
Effortless Apportation (level-3) Teleport without expending Effort
Stutterjump (level-3) Gain AC 20 due to micro-teleports away from danger, and negate attacks
Deep Intrusion (level-4) Bling teleport inside a visible structure
Offensive Apportation (level-4) Teleport unwilling target
23 • Psychic Disciplines

Metapsionics
Psychic Refinement (level-0) Sense use of psychic powers and improve own powers
Cloak Powers (level-1) Conceal own psychic abilities from metapsions
Synthetic Adaptation (level-1) Use Telepathy or Biopsion powers on constructs and undead
Mindtracing (level-1) Trace use of psyhic powers
Psychic Static (level-2) Negate a perceived psychic power
Suspended Manifestation (level-2) “Hang” a psychic power to use it as Instant action later
Neural Trap (level-2) Fail a save against another psion to affect them without saving throw
Metadimensional Friction (level-3) Cause damage on enemy psychic that tries to manifest powers
Concert of Minds (level-3) Share techniques with other psyhics in a gestalt
Psychic Tutelage (level-3) Train other potential psychics
Surge Momentum (level-3) Make target save with a penalty for psychic powers
Impervious Pavis of Will (level-4) Become immune to a psychic discipline, and extend this immunity to allies
Flawless Mastery (level-4) Do another technique without expendign Effort
Telepathy
Telepathic Contact (level-0) Read emotions and thoughts from target
Facile Mind (level-1) Enter Telepatic Contact by commiting Effort for the scene instead of day
Transmit Thought (level-1) Send thoughts and images over Telepathic Contact
Far Thought (level-2) Can activate Telepatic Contact with previous target over long distances
Suppress Cognition (level-2) Block specific thought on target of Telepathic Contact
Reflex Response (level-3) Force sudden, irrational impulse on target of Telepathic Contact
Telepathic Assault (level-3) Causes 6d6 or 9d6 psychic damage to target of Telepathic Contact
Memory Editing (level-4) Change memories of the previous 24 hours of target of Telepatic Contact
Unity of Thought (level-4) Bind up to 6 allies in Telepathic Contact, and grants extra action to a member
of the gestalt
Telekinesis
Telekinetic Manipulation (level-0) Direct force toward object or person
Kinetic Transversal (level-1) Move over vertical or overhanging surfaces as if flat ground
Pressure Field (level-1) Ignore harmful temperatures and pressures, and toxic environments
Telekinetic Armory (level-1) Create weapons and armor out of telekinetic force
Thermokinesis (level-2) Make inannimate objects melt, burst into flames, or freeze, or cause 1d12 per
telekinesis level of daage to constructs or undead
Slip Field (level-2) Make 30ft diameter area slippery
Impact Sump (level-2) Negate a single instance of physical damage
Telekinetic Expertise (level-2) Can use Telekinetic Manipulation without expending Effort
Reactive Telekinesis (level-3) Reflects missed attack back at assailant
Telekinetic Ram (level-3) Cause great damage to immobile structure
Tangible Force Construct (level-3) Create a force construct inside a 10ft cube (AC 15, HP 20)
Telekinetic Flight (level-4) Lift self and allies in flight
Force Puppetry (level-4) Control physical actions of target
Biopsionics • 24

Biopsionics
Psychic Succor level-0 Tissue Integrity Field level-2
The adept’s touch stabilizes critically-wounded creatures. The biopsion’s Psychic Succor may now also affect all
More sophisticated practitioners can heal injuries, though allies within 30 feet of the target. Allies can decline the
curing diseases, detoxifying poisons, and fixing healing if they don’t require it or don’t want to take the
congenital deformities require additional techniques. additional System Strain. Each use of this technique
Each use of Psychic Succor adds one point of System requires that the biopsion Commit Effort for the day in
Strain to the target, except for the Level-0 version of the addition to the cost of the Psychic Succor.
technique.
Invincible Stand level-2
Activating Psychic Succor requires the biopsion to The biopsion has mastered techniques of emergency
Commit Effort for the day. Once used, they can continue tissue reinforcement and system stabilization. As an
to use it for the rest of that scene without Committing Instant action, they can Commit Effort for the scene to
Effort again. keep themself or a target they can touch active even at
Level-0: The psychic’s touch can automatically stabilize a zero hit points. This technique must be used once every
mortally-wounded target as a Main Action. This power round on the target or they collapse at the end of the
must be used on a target within six rounds of their round. If the target suffers hit point damage, the
collapse, and does not function on targets that have biopsion must Instantly Commit Effort for the scene or
been decapitated or killed by Heavy weapons. It’s the the target goes down immediately with a mortal wound.
GM’s decision as to whether a target is intact enough for A Heavy weapon hit on a subject of this power or similar
this power to work. physical dismemberment will always kill a target,
Level-1: As previous level, and heal 1d6+1 hit points of regardless of this technique.
damage for every two levels of the character being
healed (rounded up). If used on a mortally-wounded
target, they revive with the rolled hit points and can act
normally on the next round.
Level-2: As previous level, but healing 2d6+2 hit points
instead.
Level-3: As previous level, but healing 2d6+6 hit points
instead.
Level-4: As previous level, but healing 3d6+8 hit points
instead.
Organic Purification Protocols level-1
The biopsion’s Psychic Succor now cures any poisons or
diseases the subject may be suffering, albeit it requires
Committing Effort for the day as an additional
surcharge. Exceptionally virulent diseases or magical
toxins may resist this curing, requiring a Wis/Biopsionics
skill check at a difficulty of at least 10. Failure means that
the adept cannot cure the target’s disease. This
technique cannot cure congenital illnesses.
Mastered Succor level-1
The biopsion has developed a sophisticated mastery of
their core ability, and they no longer need to Commit
Effort to activate it, and may use it whenever they wish.
The use of additional techniques that augment Psychic
Succor might still require Effort to be Committed.
Remote Repair level-1
Psychic Succor and other biopsionic techniques that
normally require touch contact can now be applied at a
distance up to 120 feet, provided the biopsion can see
the target with their unaided vision. Hostile powers that
normally require a hit roll will hit automatically. Each
time this technique is used, Effort must be Committed for
the scene.
25 • Biopsionics

Major Organ Restoration level-2 Holistic Optimization Patterning level-4


The biopsion’s Psychic Succor can now cure congenital The biopsion gains the ability to drastically augment their
birth defects and regrow missing limbs and organs. It own or a touched ally’s physical abilities as an On Turn
can even be used to bring the dead back to life, action. This boost lasts for the rest of the scene, adds two
provided it’s used within one round per level of points of System Strain to the target and gives them a +2
Biopsionic skill. The best that can be done for such bonus to all Strength or Dexterity skill checks, hit rolls,
badly-mangled targets is stabilization, after which they and damage rolls along with 20 extra hit points. Any
must rest for 24 hours before any further hit points can damage is taken off these temporary hit points first, and
be healed by Biopsionics, magical healing, first aid, or both the bonuses and any hit points in excess of the
natural rest. target’s maximum are lost at the end of the scene. Each
invocation of this technique requires the biopsion to
Metamorph level-3
Commit Effort for the day, and this power cannot be
The biopsion can now shape their own or another willing
used on a given target more than once per scene.
target’s physical form as a Main Action, transforming a
touched target into any humanoid form within 50% of Quintessential Reconstruction level-4
their own mass. Claws and other body armaments can The biopsion becomes extremely difficult to kill, encoding
be fashioned equivalent to one-handed melee weapons their mind in a coherent pattern of thought. If killed, the
and innate armor equivalent to AC 13. Gills and other psychic will regenerate from the largest remaining
environmental-survival alterations are also viable, but fragment of their body over 24 hours. This process
flight is a bridge too far for this power. maximizes their System Strain for one week. If brought to
A person can be impersonated, provided a blood or hair zero hit points during this week, they die instantly and
sample is available. The use of this adds one System permanently. The psychic retains a vague awareness of
Strain point to the target that does not recover so long as their surroundings while “dead” and can postpone their
the change is in effect. Applying Metamorph requires regeneration for up to a week in order to avoid notice,
that the biopsion Commit Effort for as long as the but burial or entombment may result in a very short
change is to be maintained. If applied to a target other second life. Each use of this power inflicts one point of
than the psychic, the power automatically ends if the permanent attribute loss in an attribute of the biopsion’s
psychic gets more than six miles away. choice.

Teratic Overload level-3


This use of biopsionics inflicts potentially-lethal damage
on a touched target as a Main Action, and requires that
the biopsion Commit Effort for the scene. The target
suffers 1d6 damage per level of the psychic’s Biopsionics
skill and must make a Physical saving throw. On a
failure, the damage is tripled and the target is now
affected by an obvious, lethal disease that will kill them
in 1d6 months. The disease can only be treated by
magic or psychic healing. If the biopsion Commits Effort
for the day instead of the scene, they can control the
power sufficiently to do no hit point damage and create
a very subtle disease, leaving it undetectable without
disease-detecting magic. Such victims probably won’t
even know they’ve been attacked by this power. Whether
a success or failure, this power cannot be used on the
same target more than once per scene.
Accelerated Succor level-3
The biopsion’s Psychic Succor now can be used as an On
Turn power, albeit only once per round. By Committing
an additional Effort for the day with each use, it can even
be used as an Instant power, though it still can only be
used once per round. Any surcharges for augmenting the
succor apply normally, such as with Tissue Integrity Field.
Precognition • 26

Precognition
Oracle level-0 Sense the Need level-1
The precog gains a progressively-greater intuitive At some point in the recent past, the psychic had a vague
understanding of their own future. Each invocation of the but intense premonition that a particular object would be
Oracle technique requires a Main Action and that the needed. By triggering this power as an Instant action and
user Commit Effort for the day. Once triggered, the Committing Effort for the day, the psychic can
adept gets a single brief vision related to the question retroactively declare that they brought along any one
about the future that they’re asking. This vision is always object that they could have reasonably acquired and
from their own personal vantage point and never reveals carried to this point. This object must be plausible given
more than a minute of insight, though the psychic recent events; if the psychic has just been stripsearched,
processes it almost instantly as part of the power’s use. very few objects could reasonably have been kept, while
The GM should answer the question as if the PC were a psychic who’s just passed through a weapons check
about to perform the act or engage in the investigation couldn’t still have a dagger.
pertinent to the question. Thus, if the adept wanted to Terminal Reflection level-1
know what opening a door would do and the GM knows The psychic’s Oracle power automatically triggers as an
that it’s connected to a deadly trap, the psychic might get Instant action moments before some unexpected danger
a vision of sudden death. If the trap were on a time or ambush, giving the precog a brief vision of the
delay that extended past the time horizon of the oracle, impending hazard. This warning comes just in time to
however, the psychic might just see a vision of herself avoid springing a trap or to negate combat surprise for
waiting patiently, with nothing happening. the precog and their companions. If the psychic does not
Visions should relate to actions and events, not abstract immediately Commit Effort for the day, this sense goes
facts. Oracle cannot tell a psychic who the crime boss of numb and this technique cannot be used for the rest of
a slum neighborhood is, for example, but it could give a the day.
vision of the psychic caught in the next bloody riot and
the gang boss who’s directing the myriad thugs. It
Destiny’s Shield level-2
The precog observes an incoming injury and tries to find
couldn’t reveal the name of a templar, but it could show
an alternate future in which the attack misses. As an
the seer the impending moment that the next templar
Instant action, the precog can Commit Effort for the day
patrol will enter the area the psychic plans to infiltrate.
to force an attacker to reroll a successful hit roll. This
Only the most important or significant information is
technique only works on attacks against the psychic’s
conveyed by the technique, even if multiple events of
interest might transpire during the time horizon. person, not harm that doesn’t involve an attack roll. This
technique can be used only once per incoming attack.
Oracle can only be used on a given question or topic
once until the situation changes substantially or a week Alternate Outcome level-2
goes by. The maximum time horizon of the Oracle The precog can sense impending failure and attempt to
increases as the adept’s Precognition skill improves. salvage the action. As an Instant action, the precog can
Level-0: One minute into the future. target a visible ally or their own self and Commit Effort
for the day to allow the target to reroll a failed hit roll,
Level-1: One day into the future.
saving throw, or skill check, taking the better of the two
Level-2: One week into the future.
rolls. This power disrupts delicate lines of probability,
Level-3: Three months into the future. however, and cannot be used on any given target more
Level-4: One year into the future. than once a day.
Intuitive Response level-1
As an Instant action, the precog can Commit Effort for
the scene just before they roll initiative. Their initiative
score is treated as one better than anyone else’s involved
in the scene. If another participant has this power or
some other ability that grants automatic initiative success,
roll initiative normally to determine which of them goes
first, and then the rest of the combatants act. This ability
cannot be used if the precog has been surprised.
27 • Precognition

Forced Outcome level-3 Not My Time level-4


Through careful manipulation of probability, the adept The precog instinctively wrenches the lines of probability
can influence random physical events in their vicinity. away from futures in which they are about to die. This
Triggering this technique requires a Main Action and technique triggers automatically when the precog is
Committing Effort for the scene. Any simple, random about to die, provided they can Commit Effort for the
mechanical outcome can be completely controlled for day. On triggering, random events somehow conspire to
the scene, such as a roulette wheel or the order of a deck leave the precog alive, even if outrageous coincidences
of shuffled cards. Any other physical event in the area and ridiculous luck are required. Provided the precog
that seems not-entirely-implausible may be made to doesn’t intentionally thrust herself back into danger, their
occur by this technique, provided it doesn’t involve more life is secured for the next few minutes at least, though
than a few objects and doesn’t require human there’s no guarantee the psychic will survive intact in
involvement. The GM decides what random events are mind or body. This technique can trigger no more often
and are not adequately possible. Anything more than than once per week.
one unusual coincidence or chance per scene is likely
Prophecy level-4
impossible to produce.
The power of the precog extends to dictating future
Anguished Vision level-3 events that directly involve them. As a Main Action, the
The adept’s precognition is sophisticated enough to precognitive PC may make one prediction involving their
clearly foresee several seconds into the future. As an personal future or future condition within the next year.
Instant action, the psychic may Commit Effort for the day Provided they take reasonable measures to enable this
and declare that what they have just done or seen is a prediction, that no direct resistance is mounted by an
vision of the immediate future. Time rolls back to just enemy, and that the prediction doesn’t seem highly
after the adept’s previous action in initiative order, or six improbable to the GM, it will come to pass. The adept
seconds earlier if out of combat. Nothing that happened must Commit Effort when this power is used, and the
during that round has really come to pass yet. Effort remains Committed until the prophecy comes to
This ability is tremendously draining, and can be used pass or is abandoned. This ability cannot be used more
only once per day. than once per month and only one prophecy may be
active at a time.
Cursed Luck level-3
Negative probabilities are woven tightly around a visible
animate target, including constructs and animals.
Triggering this technique requires a Main Action and
Committing Effort for the scene. The target must roll any
attack rolls, damage rolls, skill checks, and saving throws
twice and take the worst result each time. Any attempts to
hit the target or damage dice rolled against it may be
rolled twice and the better result taken. Intelligent targets
can make a Mental saving throw at the end of each
round to throw off the effect; this save is not penalized by
the power.
Teleportation • 28

Teleportation
Personal Apportation level-0 Burdened Apportation level-2
The teleporter can translocate to another location they The psychic can carry willing companions with them
have either occupied before or can see with their when using Personal Apportation. Up to three human-
unaided vision. sized companions and their man-portable gear may be
The core technique allows the teleporter to move himself carried per skill level in Teleportation. Allies must be
and any mass he is able to carry with his own natural within 10 feet of the teleporter to be carried along.
strength. Resisting targets cannot be carried along, and Ordinary inert matter cannot be carried along unless the
unresisting ones must be touched. A teleporter can leave psychic is touching it or it’s being carried by an ally
any clothing, shackles, adhesions, or other matter affected by this power. If carrying inert mass, up to two
behind when he teleports, but he cannot leave behind hundred kilos of objects can be carried per skill level.
matter that has been inserted into his body. Matter Using this technique increases the Effort cost of Personal
cannot be partially left behind. Apportation, requiring that an extra point of Effort be
A teleporter will instinctively abort any apportation that Committed for the day.
would leave him embedded in a solid object or in an Perceptive Dislocation level-2
environment of imminent physical harm. Any Committed Commit Effort for the day to sense any location the
Effort on such aborted jumps is wasted, as is any action psychic could teleport to. The psychic perceives the
spent triggering the power. location as if there, lasting for fifteen minutes at most.
The maximum range of Personal Apportation depends
Spatial Synchrony Mandala level-2
on the teleporter’s skill level. Teleporting with Personal
The psychic imprints a particular object or person on
Apportation counts as a Main Action and requires that
their psionic awareness. Provided the object is relatively
the psychic Commit Effort for the scene.
intact and in range of their Personal Apportation, the
Level-0: The psychic can teleport up to 30 feet. psychic always knows its exact location and can teleport
Level-1: The psychic can teleport up to 400 feet. to within 10ft of it with Personal Apportation even if it has
Level-2: The psychic can teleport up to one mile. moved from its original location. Imprinting an object
Level-3: The psychic can teleport up to 12 miles. requires an hour’s meditation with it, and only one
Level-4: The psychic can teleport up to 144 miles. object can be imprinted at a time. If imprinting on a
person, the target must be willing and cooperative to
Spatial Awareness level-1
make the imprint. Objects must be at least one kilogram
The psychic may Commit Effort as an On Turn action to
in mass to be effectively tracked.
gain an intuitive 360-degree awareness of their physical
surroundings. The sense is roughly equivalent to sight out Rift Reduplication level-3
to 120 feet, though it cannot read text or distinguish Expert teleporters can be infuriatingly difficult to pin
colors. It is blocked by solid objects but is unimpeded by down. By Committing an additional Effort for the day as
darkness, mist, blinding light, holograms, or optical an Instant action, the adept can use Personal Apportation
illusions. The sense lasts as long as the Effort remains as an On Turn action, even if they’ve already used it
Committed to the technique. once this round. Apporting itself costs whatever Effort it
normally would, in addition to any techniques that
Proficient Apportation level-1
augment it. Rift Reduplication can only be triggered once
Personal Apportation now counts as a Move action,
per round.
though it still can be performed only once per round.
If the adept uses their powers to teleport into a location,
Apportations of 30 feet or less no longer require Effort to
perform an action, and then use Rift Reduplication to
be Committed, though any augments to the technique
teleport back out, onlookers in the area will not have
must still be paid for normally.
time to react to their action or attack the adept unless the
onlookers have held their action explicitly to counter the
psychic. Enemies who hold their action this way waste it
entirely if the psychic does not give them a chance to
attack or otherwise interfere. Such a lightning strike may
be surprising to onlookers, but it doesn’t allow enough
preparation time to count as an Execution Attack.
29 • Teleportation

Effortless Apportation level-3


The psychic does not need to Commit Effort to use
Personal Apportation. If the technique is augmented by
other techniques that come with their own extra or
increased cost, however, this extra cost must still be paid.
Stutterjump level-3
The psychic can instinctively micro-teleport away from
incoming danger. As an On Turn action they may
Commit Effort to begin shifting their spatial position
away from attacks, gaining a base Armor Class of 20 so
long as the Effort remains Committed. This Armor Class
is not modified by armor, shields, or Dexterity modifiers,
and the micro-jumps do not significantly move the
psychic from their current location. While Stutterjump is
active, as an Instant action the adept may Commit Effort
for the day to negate a successful hit by a weapon
attack, even after damage has been rolled. This reflexive
defensive jump may be used only once per day and
leaves the psychic just outside the radius of explosions or
other area-effect attacks.
Deep Intrusion level-4
The adept can use Personal Apportation to blind-teleport
into a building, structure, or vehicle visible to them. They
intuitively seek out a space large enough to hold them
and without immediate environmental hazards, but
cannot control their precise destination. Using this
technique in conjunction with Personal Apportation is
very draining to the psychic, and requires that they
Commit an additional Effort point for the day.
Offensive Apportation level-4
The psychic can use Personal Apportation as a Main
Action to teleport an unwilling target, provided the user
can make physical contact with them. Contact with an
unsuspecting or incapacitated target is automatic, while
touching a resisting enemy requires a Punch hit roll with
a bonus equal to the psychic’s Teleportation skill. If the
psychic does not use the Burdened Apportation
technique then only the target is teleported; otherwise the
user may go along with them. The psychic cannot
teleport a target to any location they could not teleport
to, including locations of imminent environmental
danger, such as high in the air, into a windowless tomb,
or into the middle of a sea. A conscious, resisting target
can make a Mental saving throw to forcibly abort the
teleportation, rolling at a penalty equal to the psychic’s
Teleportation skill. Use of this technique adds to the cost
of Personal Apportation, requiring the psychic Commit
an additional point of Effort for the day whether the
touch hits or not.
Metapsionics • 30

Metapsionics
Psychic Refinement level-0 Mindtracing level-1
The metapsion gains improved mastery over their own The metapsion can trace back the use of psionic powers
powers and an innate sensitivity to the use of psionic or or magic they’ve noticed in their presence. By
magic abilities in their presence. Committing Effort for the scene as an Instant action, they
Level-0: The adept can visually and audibly detect the can see and hear through the senses of a user of a
use of psychic powers or magic. If both the source and psychic or magic power, gaining an intuitive awareness
target are visible to the metapsion, they can tell who’s of their location and treating them as a visible target for
using the power, even if it’s normally imperceptible. They purposes of their own abilities. Thus, if they see someone
gain a +2 bonus on any saving throw versus a psionic being affected by a telepathy power with no visible
power or spell. source, they can use this ability to briefly share the
Level-1: The metapsion’s maximum Effort increases by hidden telepath’s senses. If used on a target that is
an additional point. teleporting, they can perceive the teleporter’s view of
their destination. Use on a metamorphically-shaped
Level-2: The adept can determine whether or not a
impostor would reveal the biopsion responsible for the
person is a psychic, magic-user, or has latent psionic
change, and so forth. These shared senses last for only
abilities through one round of visual inspection. Their
one round and do not interfere with the adept’s other
saving throw bonus against psionic or magic powers
increases to +3. actions.
Level-3: The metapsion’s maximum Effort increases by Psychic Static level-2
an additional point. As an Instant action, the metapsion may Commit Effort
Level-4: The metapsion can use a psychic power that for the day to negate a perceived psychic power, spell, or
requires Effort even if they have no more Effort available, art. The target responsible for the effect must Commit
suffering 10 hit points of damage for every point of Effort Effort for the day as an Instant action to resist this
needed. The damage occurs after the fueled power negation, otherwise the power ends and any action used
activates, allowing a psychic at low hit points to trigger a to trigger it is wasted. The PC may then Commit Effort for
power before falling unconscious. This damage cannot the day again, with each spending and counter-spending
be healed by anything but natural rest, though a psychic until one runs out of Effort or chooses to stop. Psychic
can be stabilized if this technique drops her to zero hit Static can be applied only once per round to any
points. particular power. The target of the Psychic Static
automatically knows the position of the interfering
Cloak Powers level-1
metapsion, though other onlookers do not have any
The metapsion can conceal their own psychic abilities
obvious way of identifying the metapsion.
from metapsionic or magical senses. They must Commit
Effort for as long as they wish to cloak their powers. Suspended Manifestation level-2
While hidden, only a metapsion with equal or higher skill The metapsion is capable of “hanging” a psychic power
in Metapsionics, or a mage with equal or higher class in their brain, forming the energy patterns and then
level, can detect their abilities with their level-0 or level-2 suspending them in a self-sustaining loop until it’s time
Psychic Refinement abilities or equivalent detection spells. to trigger their release. The psychic must Commit Effort
In such cases, an opposed Wis/Metapsionics vs the for the day to hang a power, along with the Effort
target’s Metapsionics or magic skill roll is made between normally necessary to trigger it. None of this Effort can
the metapsion and the investigator. If the investigator be recovered until the power is expended, after which it
wins, the cloak is pierced, while if the metapsion wins, recovers at its usual speed. Activating the power is an
the investigator remains oblivious. Instant action, or an On Turn action if it allows the target
a saving throw of some kind. Only one ability can be
Synthetic Adaptation level-1
held suspended at any one time.
This is a particularly esoteric technique. With it, however,
the metapsion has learned how to synergize with the
magical intelligence of constructs or undead in order to
use Telepathy or Biopsion powers on them. Only
intelligent constructs or undead can be affected, as the
technique requires a sentient mind to catalyze the effect.
This synergy takes much of its force from the adept. Any
System Strain the powers might inflict must be paid by
the adept rather than the target.
31 • Metapsionics

Neural Trap level-2 Psychic Tutelage level-3


The metapsion allows a hostile psychic into their mental An expert metapsion can modulate and temper the
sanctum in order to gain a later advantage. When metadimensional energy that surges through an
targeted by a hostile psionic power that allows a save, untrained psychic’s mind. This “safety buffer” allows the
the metapsion may Commit Effort as an Instant action novice to experiment with their abilities and gradually
and voluntarily fail the saving throw, accepting the effect. develop the control they need to channel their powers
The next psychic power the user targets at that assailant without causing permanent brain damage. Without this
then allows the victim no saving throw. This technique technique, it is virtually impossible to turn a normal with
lasts until the metapsion makes their psychic attack or untapped potential into a trained psychic.
reclaims their Committed Effort. A hostile psychic may be An adept with Metapsionics-3 skill can train up to ten
affected by only one Neural Trap from a given psychic at pupils at once. One with Metapsionics-4 can train up to
a time. one hundred. It requires only a week to train a potential
Metadimensional Friction level-3 in ways to avoid accidentally triggering their powers and
As a Main Action, the metapsion Commits Effort for the suffering the damage that follows, but actually teaching
scene to create localized psychic turbulence around a them to use their powers effectively takes anywhere from
visible target psychic within 120 feet. Each time the one to four years depending on their natural aptitude
target Commits Effort or an NPC initiates a psychic and the availability of other psychics willing to assist the
power, they suffer 1d8 damage per Metapsionics skill metapsion in the training process.
level of the adept. Each time the target suffers the Surge Momentum level-3
damage they can attempt a Mental saving throw to throw The metapsion’s abilities can be reinforced with a degree
off the effect. It lasts no longer than the rest of the scene of metadimensional energy that would cause substantial
at most. Only one application of this friction can affect a damage to a less adept mind. Particularly weak or
target at once. unprepared minds might be completely crushed by the
Concert of Minds level-3 force of the adept’s augmented will.
As an On Turn action, the metapsion may Commit Effort The adept must Commit Effort for the day when using a
and form a psychic gestalt with one or more willing power that normally grants its target a saving throw. The
psychics within 10 feet, including up to one other psychic target then suffers a penalty equal to the adept’s
per Metapsion skill level. This gestalt persists as long as Metapsionics skill on any saving throw normally granted
the Effort remains committed, regardless of the by the power. If the target’s hit die total or character level
subsequent distance between psychics. On their own is less than half the adept’s level, rounded up, they
turn, any member of the gestalt may use any power or automatically fail their saving throw.
technique known by any other member, using the other Impervious Pavis of Will level-4
member’s skill levels as necessary and paying any Effort When this technique is learned, the metapsion must
cost from their own pool. This gestalt shares only psychic choose a discipline. They then become entirely immune
power, not thoughts or senses. At the end of each round to unwanted powers from that discipline; they and their
in which one or more members have used some other abilities are simply not valid targets for purposes of that
member’s powers or abilities on their turn of action, the discipline’s powers unless the adept chooses to be
metapsion must Commit Effort for the scene or the affected. By Committing Effort for the day as an Instant
gestalt drops and cannot be re-established for the rest of action, they can extend this immunity for a scene to all
the scene. allies within 60 feet. This technique may be learned more
than once, and any shared protection applies to all
disciplines negated by the adept.
Flawless Mastery level-4
When this technique is learned, the adept may choose
one technique from any discipline they know. That
technique no longer requires Effort to be Committed in
any way, though other techniques that augment it may
still exact a cost. Mastered Psychic Static, for example,
can expend an effectively unlimited amount of effort. If
the technique has a duration based on Committed Effort
then it lasts until the metapsion chooses to end it or is
killed. This technique may only be mastered once,
though the perfected technique may be changed with a
month of meditation and practice.
Telepathy • 32

Telepathy
Telepathic Contact level-0 Transmit Thought level-1
The telepath can obtain a progressively-deeper The telepath can send thoughts and images over a
understanding of a sentient target’s thoughts. The target Telepathic Contact, allowing two-way communication
must be visible or otherwise perceptible to the telepath’s with a willing target as an Instant action when desired.
unaided senses. Opening a contact requires the telepath
Far Thought level-2
to Commit Effort for the day as a Main Action, and the
Once a telepath has made a Telepathic Contact with a
contact lasts for a scene at most unless augmented by
target, they can thereafter activate the technique
other techniques.
whenever that target is within 12 miles, whether or not
The depth of contact that can be made depends on the the psychic knows where they are. At Telepathy-3 the
psychic’s Telepathy skill. A single contact can use any or range increases to 144 miles, and at Telepathy-4 it
all of the effects permitted to a telepath of the user’s skill extends over the entire world. This distant connection is
level. Basic forms of contact do not allow for a saving tenuous, however, and the psychic cannot use any
throw, though more advanced probes allow the target to technique through it that would allow the target a saving
make a Mental saving throw to resist. On a successful throw to resist.
save, no form of this technique that allows a save can be
used on them for the rest of the scene. Suppress Cognition level-2
Level-0: Observe emotional states in a target. Intense Through intense focus, the telepath can make the target
emotions provide a single word or image related to the of a Telepathic Contact simply not think about
focus of the feelings. something, whether that’s the presence of the telepath,
the possibility of committing violence, the absence of
Level-1: A shallow gestalt with the target’s language
important documentation, or any other single potential
centers allows the telepath to understand any form of
action or one specific person. This technique requires the
communication made by the target. If the psychic has the
psychic to Commit Effort for the scene as a Main Action.
requisite body parts to speak the target’s language, they
The target gets a Mental saving throw to resist this power
can communicate with it in turn.
and become immune to it for the scene. If failed, the
Level-2: The psychic’s awareness of the target’s surface thought remains unthinkable for the rest of the scene
cognition is sophisticated enough to read their current unless the target perceives physical danger or a
thoughts, though it can’t pick up memories or non- traumatic threat to something they prize highly. In that
obvious connections. The target gets a Mental saving case, the block instantly dissolves and cannot be re-
throw to resist this. established during the scene. Once the effect ends, the
Level-3: The psychic can drill down into the target’s target will remain oblivious to their temporary fugue
memory to get a one or two-sentence answer to any unless it is brought to their attention somehow.
single question they ask, or receive a single answering
vision of the target’s recollections. The target can attempt Reflex Response level-3
a Mental saving throw to resist this power, and whether As a Main Action, the telepath can Commit Effort for the
or not it succeeds the contact is automatically ended. It day to force a sudden, irrational impulse into the target
can be re-established, but only by activating this of a Telepathic Contact. The target may make a Mental
technique again. saving throw to resist; on a failure, they will use their next
available action to carry out the impulse to the best of
Level-4: The psychic instantly gets a full and nuanced
their ability. This impulse cannot be self-injurious or
awareness of everything the target can remember about
harmful to a loved one, but it can be foolish, reckless, or
a particular topic. The target can attempt a Mental
harmful to others. The target may not understand why
saving throw to resist this power, and whether or not it
they have done the action, but will usually attempt to
succeeds the contact is automatically ended afterwards. It
rationalize it as their choice.
can be re-established, but only by activating this
technique again.
Facile Mind level-1
The telepath is practiced at opening a Telepathic
Contact, and need only Commit Effort for the scene to
do so, instead of Committing Effort for the day. If
contacting an ally who has practiced the process with the
psychic for at least a week, opening the contact normally
requires no Effort at all. In both cases, if the telepath
chooses to Commit Effort for the day, they can open a
Telepathic Contact as an Instant action rather than a
Main Action.
33 • Telepathy

Telepathic Assault level-3


The telepath Commits Effort for the day as a Main Action
to force a wave of psychic energy through the brain of a
Telepathic Contact target. The assault does 6d6 damage,
or 9d6 damage if the telepath has Telepathy-4 skill. The
target may make a Mental saving throw to halve the
damage. This assault cannot kill a target, but can knock
them unconscious for an hour if they’re reduced to zero
hit points, after which they wake up with one hit point. A
victim cannot be targeted by an assault more than once
per scene.
Memory Editing level-4
The telepath can make simple edits to the memory of a
target currently linked by a Telepathic Contact. Events of
no more than 24 hours in duration can be erased from
memory, conversations can be created or changed, new
events can be added to a day, or other similar alterations
made. The psychic can make these changes as a Main
Action by Committing Effort for the day. If the psychic
doesn’t have a good understanding of the memories
they’re changing, such as might be granted by the level-
4 degree of Telepathic Contact, the edits they make may
not fit well. The target gets a Mental saving throw to
resist editing for the rest of the scene, but on a failure,
they will not notice the changed memories until given a
reason to recollect them.
Unity of Thought level-4
The telepath becomes exceptionally skilled at weaving
together multiple allied minds. When they establish a
Telepathic Contact with a willing ally they may bind up to
six willing participants into the same contact without
further Effort. This multi-person link is relatively shallow,
and allows only the Instant exchange of thoughts,
images, and sensory impressions. While under its effect,
every participant knows the exact location and condition
of all others, and uses the best Initiative roll of any of
them if combat commences. At the table, up to five
minutes of discussion and coordination among the
players can be arranged each round without incurring
delays for the PCs. Every combat turn, one gestalt
member of the psychic’s choice gets an extra round of
action to represent the benefits of the perfect
coordination of the group. The psychic cannot gain this
bonus round himself. The telepathic link lasts as long as
the psychic initiates no new Telepathic Contact, and it
has a range that extends to any point within a solar
system.
Telekinesis • 34

Telekinesis
Telekinetic Manipulation level-0 Telekinetic Armory level-1
The adept may Commit Effort for the scene as a Main The adept may Commit Effort as an On Turn action to
Action to direct telekinetic force toward an object or create both weapons and armor out of telekinetic force.
person within unaided visual range or with tactile contact These weapons are treated as a Crossbow if ranged or a
with the psychic. This force isn’t responsive enough to be Great Hammer in melee. Attack rolls can use either
effective as a weapon without further refinement of Dexterity, Wisdom, or Constitution modifiers, and may
technique, and cannot cause damage to living or mobile use the Telekinesis skill as the combat skill.
targets. If used to crush or harm immobile unliving Armor may be created as part of this power, granting the
objects, it does 1d6 damage per skill level of the psychic psychic a base Armor Class equal to 15 plus their
per round of focus. Objects move at 60 feet per round Telekinesis skill level. This armor does not stack with
when moved telekinetically. conventional armor, but Dexterity or shields modify it as
A telekinetic force can be maintained over multiple usual. The gear continues to exist as long as the psychic
rounds without expending further actions, such as chooses to leave the Effort committed, and they may be
holding a metal platform in place under a group of invisible or visible at the psychic’s discretion.
allies, but the psychic cannot again activate this
Thermokinesis level-2
technique on a second object until they release the first.
Telekinetic power involves kinetic energy, but a sufficiently
Level-0: The psychic can exert force as if with one hand sophisticated grip on motion can be used to agitate the
and their own strength. molecules of an inanimate object and cause it to melt or
Level-1: The psychic can manipulate objects as if with burst into flame. Similar focus can chill or freeze such
both hands and can lift up to two hundred kilograms substances. Applying Thermokinesis to a target requires
with this ability. that the adept Commit Effort for the scene as a Main
Level-2: The psychic can lift or manipulate up to four Action. Thermokinesis cannot affect objects larger than
hundred kilograms and smash a human-sized hole in the adept could lift with their Telekinetic Manipulation.
structures of light wooden construction or lighter as a As with other telekinetic powers, this ability does not work
Main Action. on objects being held or used by intelligent creatures.
Level-3: The psychic can manipulate up to eight hundred Constructs, undead, or other objects with hit points take
kilograms and can affect as many individual objects at 1d12 damage per level of Telekinesis skill, each time this
once as they have Telekinesis skill levels. technique is applied to them.
Level-4: The psychic can manipulate up to a metric ton
Slip Field level-2
and can smash human-sized holes in exterior walls, light
As a Main Action, the psychic Commits Effort for the
stone walls, or similar barriers as a Main Action.
scene and decreases the friction at a point in sight. Up to
Kinetic Transversal level-1 30 feet in diameter is affected, making it difficult for
The adept may Commit Effort as an On Turn action to enemies to move from their current position. All chosen
move freely over vertical or overhanging surfaces as if targets must make an Evasion saving throw or fall prone,
they were flat ground, crossing any solid surface strong becoming unable to stand up or move more than a 5
enough to bear five kilos of weight. They can also move feet per Move action taken. If used against a vehicle, the
over liquids at their full movement rate. This movement driver must make a Dex/Ride skill check at a difficulty of
ability lasts as long as the Effort is committed. 8 plus the adept’s Telekinesis skill or go out of control,
driving directly forward for a round and crashing into
Pressure Field level-1
any obstacles. Targets who save are immune to this
As an Instant action, the adept can manifest a protective
technique for the scene.
force skin around their person, maintaining pressure and
temperature even in toxic conditions. They can ignore Impact Sump level-2
temperatures at a range of plus or minus 100 degrees The adept may Commit Effort for the day as an Instant
Celsius and automatically pressurize thin atmospheres action to negate a single instance of physical damage.
for breathability, or filter particulates or airborne toxins. This ability is too taxing to be used more than once per
By Committing Effort for the scene, they can shield up to day, but as an Instant action, it can be triggered even
six comrades. This lasts until the user reclaims the Effort. after damage is rolled.
35 • Telekinesis

Telekinetic Expertise level-2 Telekinetic Flight level-4


The adept has become familiar enough with the As an Instant action, the telekinetic can Commit Effort to
manipulation of telekinetic force that they may now use begin flying, and may extend this effect to up to a half-
Telekinetic Manipulation without Committing Effort. dozen unresisting, human-sized allies within 120 feet.
While flying, the psychic can move at twice their normal
Reactive Telekinesis level-3
movement rate in any direction They can plunge
As an Instant action, the psychic can Commit Effort for
earthward at up to terminal velocity without harm. Allies
the scene whenever an assailant misses them with a
must end their turns within 120 feet of the psychic to
physical attack. The attack is then reflected back against
maintain this flight but control their own motion. As an
the assailant, who must reroll the attack against their
Instant, this power may be triggered in time to negate
own person twice. If either roll hits, the assailant suffers
falling damage. The flight lasts for as long as the Effort
damage from their own attack. If both rolls hit, the
remains Committed.
damage is the maximum possible.
Telekinetic Ram level-3
Force Puppetry level-4
As a Main Action, the telekinetic can Commit Effort for
As a Main Action, the psychic can Commit Effort for the
the day to suborn a visible target’s mobility, whether it is
scene to target a tremendous, uncontrolled burst of force
a creature or a vehicle, provided it’s no larger than a
at a single target within sight. This burst requires some
wagon. A sapient victim can make a Mental saving throw
time to detonate, however, and will only go off at the end
to resist the psychic onslaught; on a failure, they lose
of the next round. Targets of this technique are aware of
control of their physical actions. If not piloted by the
an oppressive, electrical tingling in the air and are apt to
telekinetic, the target remains motionless or continues on
instinctively move; this technique is thus generally useless
its current direction of travel. If the telekinetic spends a
against any target that is not entirely immobile, as any
Main Action to control them, they can be made to
movement of a chosen target disrupts the ram. Once the
perform any physical action that is not directly suicidal,
ram detonates, however, it is sufficient to destroy any
using the psychic’s skill levels and hit bonus for any
immobile vehicle, create a 20-feet hole in anything short
attacks or skill checks they might make. The puppetry
of hardened military fortifications, or inflict 5d12
lasts until the end of the scene, until the target leaves the
damage on anything else.
psychic’s sight, or until a sapient target believes that their
Tangible Force Construct level-3 action or inaction is about to get them killed. The
Once per turn, as an On Turn action, the psychic can psychic’s control is fine enough to achieve even very
Commit Effort for the scene to create a telekinetic force delicate physical motions, but it is not good enough to
construct at a visible point, provided it can fit within a control the target’s speech, though it can keep them
10-feet cube. The force construct can be shaped in any silent.
way the psychic wishes, and can remain fixed in its
location without external supports if desired. It is as
sturdy as a brick construction and may be visible or
invisible at the adept’s choice. The construct lasts until
the end of the scene, until the psychic dispels it, or until it
is smashed with 20 points of damage against AC 15.
Magic • 36

Magic
Only Sorcerers can find and learn new spells during
adventuring. This requires one week per spell level, minus
the learner’s Magic skill, to a minimum of 1 day. After
this the new spell is added to the Sorcerer’s spellbook. A
Sorcerer must be able to cast the spell to learn it.
A Sorcerer that loses their spellbook is only able to
replace it by writing the spells they have prepared.
Sorcerers need to prepare the spells before they can
be cast. Preparing a new set of spells takes an hour, and
can only be done after a good night’s rest, when the
sorcerer’s mind is most fresh and malleable. Once spells
have been prepared they remain so indefinitely until
replaced with a different set of magics.

Casting spells
For any spellcaster, casting a spell usually requires a Main
Action and at least one free hand, along with
vocalizations at least as loud as clear normal
conversation. The arcane gesticulations and vocal
incantations are quite obviously occult to any onlookers,
but it’s usually impossible to tell which spell a spellcaster
is casting merely by looking at them.
Casting a spell requires focus and undisturbed
concentration. If a spellcaster has taken hit point damage
or has been severely jostled in a round, they cannot cast
magic that round. Thus, a spellcaster who acts late in a
round runs the risk of being hurt and having their
concentration spoiled, thus forcing them to do something
other than cast a spell when their turn comes around.
Magic cannot normally be cast while wearing armor
or restrictive clothing. The materials, restrictive fit, and
unsalutary occult configurations of armor spoil the
necessary flow of energy, as does the bulk and
clumsiness of a shield. The same hindrances usually also
spoil the use of any arts the tradition may teach, and not
just spellcasting itself.

Creatures, targets, and visibility


Many spells or powers specify particular targets or
creatures, or require that a target be visible. For purposes
of these spells, “creature” means any animate entity,
whether living, undead, or synthetic. Plants do not qualify
as creatures unless they’re some sort of plant monster.
A spell that can be aimed or used on one or more
targets can include the caster as one such potential
target, unless the spell indicates otherwise. If a spell
specifies that it applies only to “chosen targets”, the
caster can pick and choose; otherwise all in the area are
affected.
A “visible” target is one the caster can see or whose
exact location is obvious. If a maximum range isn’t given,
assume it’s no more than a bowshot away.
37 • Effort

Effort
Arts and psychic powers are fueled by Effort, a
representation of the character’s available focus and
magical energy. Effort is measured in a score depending
on the character’s class, with some character’s possibly
having more than one Effort pool. In this case, the pools
are independent, and Effort from one cannot be used to
power abilities linked to the other.
Using Effort requires that it be Committed. The Effort
is sunk into fueling the power, but will return
automatically once a certain time has passed. There are
three durations for which Effort is Committed, and each
power indicates in its description how long the Effort must
remain Committed to trigger it.
Commit Effort for the day to trigger powerful
powers. One point of Effort is invested in the
power and returns the next morning after the
character has had a good night’s rest.

Commit Effort for the scene to trigger more


modest abilities. One point of Effort is invested in
the power, but returns as soon as the scene is
done.

Commit Effort indefinitely to activate a


persistent, lasting ability that keeps active as long
as you keep one point of Effort Committed. You
can reclaim this Effort at any time as an Instant
action, immediately turning off the power. This
Effort can remain invested indefinitely even while
you’re asleep or unconscious provided you have
a few minutes to prepare things properly before
falling asleep. If you’re suddenly struck
unconscious or killed any such powers
immediately end.
Death and Healing • 38

Death and healing


We are deviating from the “Injury, Death, and Healing” For example, a healer without the Heal skill healing
rules of Worlds Without Number, but are also not a level 7/8/9 character makes that character heal 3d6-1
adopting the rules from D&D 5th edition. This chapter hit points for every System Strain gained. A healer with
details the rules we will use. Heal-2 would make the same character heal 3d6+2 hit
points per point of System Strain. The same Heal-2 healer
Mortal Wounds and healing a level 4/5/6 character heals 2d6+2 per System
stabilization Strain point, and healing a level 10 (or Legate) character
heals 4d6+2.
A character brought to 0 hp is mortally wounded, and Level 1 of “Gifted Chirurgeon” focus doubles hit
needs to make a Luck save every time their turn comes point healed with first aid, so a healer with Heal-1 and
up. Three failed saves means the character has died, “Gifted Chirurgeon” healing a level 4/5/6 character
while three successful saves means they have stabilized would have that character roll 2d6+1 and heal double
on their own. Any damage taken while mortally wounded the value rolled for every point of System Strain (so from
counts as a failed Luck save. 6 to 26 hit points).
Stabilization is not automatic, but requires passing A single healer can apply First Aid on the entire party
an Int/Heal or Dex/Heal check with difficulty 6. The during a single rest period, and a character can also
stabilized character still recovers 1 hit point after 10 apply First Aid on themselves.
minutes (a scene), but has the Frail condition. A Frail There are no “hit dice”. Healing outside of a long
character dies if brought to 0 hit points again, and does rest often adds to a target’s System Strain, whether as first
not recover System Strain or hit points after a long rest. aid or as the effect of some magical power. If the target is
Long rests already at its maximum System Strain, it can’t handle the
additional stress and gets no benefit from the effect or the
A full night’s rest recovers all of a character’s hit points attempted healing.
and reduces one point of System Strain unless a First Aid can restore lost hit points to a Frail
character is Frail. If a character is Frail they do not character, but it cannot get rid of the Frail condition itself.
recover any hit points, but lose the Frail condition after a
night of rest. Character Level First Aid HP per strain
Note that harsh environmental conditions prevent the 1 1d6+Heal
effects of a full night’s rest (HP recovery, System Strain 2 1d6+Heal
recovery, regaining effort, regaining spells), and
3 1d6+Heal
anywhere in Athasian wilderness counts as a harsh
environment unless characters are able to find shelter or 4 2d6+Heal
have abilities that negate temperature extremes. 5 2d6+Heal
6 2d6+Heal
Magical healing
7 2d6+Heal
Some characters have access to abilities that 8 3d6+Heal
automatically heal hit points, such as a Biopsionicist’s 9 3d6+Heal
techniques or healing magic. Other characters might
10 4d6+Heal
have elixirs of health, artifacts that cure injuries, or other
sources of magical healing. Legate 4d6+Heal
A character healed by any amount of magical
healing automatically loses any Mortally Wounded or
Frail qualities and can immediately rise. A downed hero
at zero hit points who gets 3 points of healing from a
magic potion, for example, can immediately get up on
their next turn and return to the fray without any frailty.
Potions of healing heal 1d6+1 hit points for every
two levels of the character using the potion (rounded up).
So a 5th level character using a potion of healing heals
3d6+3 hit points.

Short rests and First Aid


With a short rest (10 minutes or a scene), characters can
benefit from First Aid. An application of First Aid restores
1d6 for every three levels of the character, rounded up,
plus the Heal skill of the healer (-1 of the healer is
untrained). The character healed also gains a point of
System Strain.
39 • Experience and Levelling Up

Experience and Levelling Up


Level XP Legates
1 0
Powerful Athasian heroes, including all Sorcerer Kings,
2 2,000
are not just high-level warriors, sorcerers, or psychics, but
3 4,000 Legates.
4 8,000 When a player character reaches the Legate level,
5 16,000 they gain a Legate Effort score of 2 and access to four
6 32,000 Legate writs: Legate’s Impunity and Legate’s Wrath, plus
two other writs of your choice.
7 64,000
Every 20,000 experience points after reaching
8 120,000 Legate level let’s the character gain a Legate XP, which
9 240,000 they can spend using the table below.
10 360,000
Legate 480,000 Legate XP cost Purchase
Current Legate Effort x2 Raise Legate Effort by 1
Experience is gained by finding treasure (either 3 Gain a Legate writ
monetary, or other valuable goods) in an adventure, with 1 Gain two skill points
1 XP gained for every 1 ceramic bit of treasure found 9 Gain a focus level
(equivalent to 1 silver piece in regular Worlds Without
Number).
Every time you gain a level you get:

Hit points, as indicated by your class

Saving throws (each save reduces by 1)

3 skill points (4 if a Thief)

Possibly focus/spells/arts, as indicated in your


class’ level progression table

Possibly a new base attack bonus, as indicated in


your class’ level progression table

You can also replace one ability of each type (focus


level/art/spell/psychic technique) with another pick of the
same type when you gain a level. If you replace a psychic
technique it must be by one from a discipline you have
access to (if you are a Wild Psychic Talent, this is the
discipline you picked your Wild Talent from).
Increasing skills with skill points uses the following
table. Past 1st level a bonus skill given by a Focus gives 3
skill points instead.

New Skill Skill Point Minimum Character


Level Cost Level
0 1 1
1 2 1
2 3 3
3 4 6
4 5 9

At 3rd, 6th, and 9th levels you add +2 to one attribute


or +1 to two attributes, to a maximum of 18.
Systems • 40

Systems
This chapter both collects some rules that are useful in an
open world campaign, where characters are expected to
Aiding a skill check
be self-directed (Major projects and renown, Construction Sometimes one PC will want to lend a hand to another as
costs, hirelings, and soldiers), as well as other rule they attempt a difficult feat. To do this, the player first
changes (Boons and banes, Aiding a skill check, Critical describes what sort of action they are taking to help their
hits and fumbles). comrade. If the GM agrees that their effort makes sense
and would be helpful, the player then rolls a relevant skill
Major projects and Renown check against the same difficulty as the original check. If
Characters start with a Renown score of 0. See this pdf it’s a success, the other PC gets a boon on their roll.
for the full Renown rules, as well as the rules for doing Multiple PCs can try to help, but the acting PC can’t earn
major projects. more than a single boon.
The helping skill doesn’t necessarily have to be the
Construction costs, hirelings, same skill the PC is checking. If a player can think of a
way to help a Sneak check with Convince, then so be it.
and soldiers
Refer to this pdf for construction costs, but with all of the Critical hits and fumbles
costs converted from Worlds Without Number silver A score of 20 on an attack roll is a critical hit. You hit
pieces to ceramic bits. even if your total attack roll is less than your opponent’s
Boons and banes
Armor Class, and due to favorable positioning you gain
another Main action in your current turn.
Situational bonuses/penalties are replaced with boons or A score of 1 on an attack roll is a fumble. You miss
banes. Each situational bonus you would receive gives a even if your total attack roll is equal or greater than your
boon instead, and each penalty gives a bane. Boons and opponent’s Armor class, and due to bad positioning you
banes cancel each other, so if you have 3 boons and 1 lose your Main action in your next turn (you can still do a
bane you have 2 boons, and if you have 1 boon and 3 Move action).
banes you have 2 banes.
For d20 checks, if you have net boons, roll a d6 for Execution Attacks
each net boon, and add the highest number in the pool Setting up an execution attack takes against an unaware
to the d20 roll. If you have net banes, roll a d6 for each target takes one minute of preparation and a successful
net bane, add subtract the highest number in the pool to Dex/Sneak check of difficulty 12 plus the target’s skill
the d20 roll. level. Boons and banes can apply to this check,
For skill checks, net boons are extra d6s that you roll depending on circumstance.
for the skill check, but you take the two highest of the Success in the check means the Execution Attack can
pool. Net banes also add extra d6 to the roll, but you be made, and proceeds according to the rules in the
take the two lowest of the pool. Focuses that let you roll main rule book. Failing but suceeding at difficulty 8 plus
extra dice count as boons, so they can be cancelled by the target’s skill means the target is not aware of the
situational banes. attempt, so can still be surprised. Failing even this lower
difficulty level means the target is aware of the attempt.
Example boons
Attacking an adjacent prone foe
Attacking while hidden
Attacking a restrained foe
Aiding an ally
Attacking from high ground
Attacking on a charge
Attacking a charging opponent

Example combat banes


Ranged attack from long range
Ranged attack at a prone foe that is not adjacent
Melee attacking while prone
Ranged attack at a target that has cover
Ranged attack while in melee
Ranged attack on the move
Attacking a hidden foe
Attacking while restrained

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