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Alternity - Dark Matter Handbook
Alternity - Dark Matter Handbook
HERO
CREATION
1. DEVELOP Profession Requirements
HERO CONCEPT
Profession STR DEX CON INT WIL PER
Combat Spec 11 - 9 - - -
Diplomat - - - - 9 11
2. CHOOSE A Free Agent
Tech Op
-
-
11
9
-
-
-
11
9
-
-
-
CAREER
A career is the sum of the hero’s
Special Benefits TECH OP
talents. Chapter 3 gives some
: Action Check Score Increase:
possible choices, but you’re not Tech Ops are operatives accom-
A Diplomat’s action check score is
limited to those, being able to plished in the use of particular
increased by 1 point.
come up with original careers, as equipment or specialists who rely
: Contacts or Resources: A
long as they meet the GM ap- on natural genius, agility, and
Diplomat starts with contacts or
proval. expert training.
resources.
: Secondary Profession: All
Diplomats have a knack for Special Benefits
learning other skills to fall back on : Action Check Score Increase:
3. PICK A when discussion and negotiating
fail. Select a second profession.
A Tech Op’s action check score is
increased by 1 point.
The hero can purchase skills from : Accelerated Learning: Every
PROFESSION that profession for list price -1 time a Tech Op reaches a new
achievement level, he receives the
instead of list price.
usual number of skill points plus
extra points depending on the
COMBAT SPEC FREE AGENT level he just reached:
Combat Specs rely on physical
power and endurance to supple- Free Agents are troubleshooters or Level Extra
ment their training in battle field operatives who rely on agility, Attained Skill Points
techniques. intuition, and their natural resolve 2-5 1
to get a job done. They may have 6-10 2
ties to am organization, but they 11-15 3
Special Benefits
work better alone or in small 16-20 4
: Action Check Score Increase:
groups than they do as units in a 21+ 5
A Combat Spec’s action check
large force.
score is increased by 3 points.
: Situation Bonus: Choose one
specialty skill from among those Special Benefits
: Action Check Score Increase:
listed under these broad skills:
Armor Operation, Unarmed A Free Agent’s action check score 4. ASSIGN
Attack, Heavy Weapons, Modern is increased by 2 points.
Ranged Weapons, Melee Weap- : Resistance Bonus: Choose one
ability and improve its resistance
ABILITY
ons and Primitive Weapons. That
specialty skill’s base situation die
improves from +d0 to -d4.
modifier by 1 step.
: Last Resort Bonus: Free Agents
SCORES
start play with a number of last
resort points based on their PER
score, but their maximum is Every hero has six Abilities, three
DIPLOMAT increased by 1. Also, a Free Agent physical (Strength, Dexterity, and
Diplomats are negotiators, politi- can spend 2 last resort points to Constitution), and three mental
cal figures, manipulators, manag- alter an action instead of the usual (Intelligence, Will, and Personal-
ers, deal-makers, and any others 1 point. ity).
who use interaction skills and
personal resolve to accomplish
their jobs.
Flaws are disadvantages that can
DETERMINING 5. PURCHASE enhance roleplaying and give GM
ABILITY SCORES story ideas to develop.
To determine the hero’s Ability SKILLS : A player can select (or be
given by the GM) up to three flaws
Scores, you assign points to each during character creation, but the
Ability, starting from an initial GM can also assign flaws to a
amount of 60 points. All heroes receive six broad skills hero as the campaign progresses.
for free: Athletics (STR), Vehicle : Selecting a flaw doesn’t cost
Ability Score Limits Operation (DEX), Stamina (CON), any skill points. Instead, each flaw
Every Ability Score must be Knowledge (INT), Awareness carries a number of bonus skill
assigned a value no lower than 4 (WIL), and Interaction (PER). points.
and no higher than 14, and the The number of skill points a hero
hero’s scores must conform to the gets, as well as the maximum
minimum scores for the selected number of additional broad skills
profession. he can purchase during character
. creation, depend on his Intelli-
gence score.
7. SELECT
: A hero must purchase a broad
PSIONICS &
Resistance skill before he can select any of
Modifiers
the specialty skills related to it. FX SKILLS
: The purchase of a specialty
skill gives the hero a rank of 1 in
that skill. The score is the associ- A character may also have psionic
ated Ability Score + the Rank.
Ability Resistance powers or FX skills. Note that this
: The cost of a skill not related is purely optional - no hero is
Score Modifier to a hero’s profession is called list
4 or less -2 steps required to take them.
price. As detailed in chapter 6, psionics
5-6 -1 step : The cost of a skill related to
7-10 0 and FX are selected just like other
the hero’s profession is list price -1. skills, paying a cost in skill points.
11-12 +1 step : A starting hero can purchase
13-14 +2 steps as many as three ranks in a
15-16 +3 steps specialty skill. The cost for a
17-18 +4 steps following rank is equal to the list
19+ +5 steps price or list price -1 plus the
current rank.
8. CHOOSE
ATTRIBUTES
Hero Start. 6. SELECT MOTIVATION
Skill Points PERKS & Motivation is a hero’s defining
purpose, the reason he does what
he does. Only one motivation can
CHARACTER TRAITS
Character traits further define a Combat Movement Rates
hero’s personality through the use
of descriptive labels, meant to
provide directions as to how the
hero is roleplayed. Every charac- STR+DEX Sprint Run Walk E. Swim Swim
ter can select up to two character 2-7 6 4 2 1 2
traits during the creation process. 8-9 8 6 2 1 2
Possible choices are: 10-11 10 6 2 1 2
12-13 12 8 2 1 2
Aggressive, Amoral, Calm, 14-15 14 10 4 2 4
Cheerful, Compassionate, 16-17 16 10 4 2 4
Confident, Courageous, 18-19 18 12 4 2 4
Cowardly, Curious, Depen- 20-21 20 12 4 2 4
dent, Egotistical, Energetic, 22-23 22 14 4 2 4
Flippant, Follower, Foppish, 24-25 24 16 6 3 6
Friendly, Frivolous, Generous, 26-27 26 16 6 3 6
Hateful, Helpful, Honest, 28-29 28 18 6 3 6
Humble, Humorless, Humor- 30-31 30 20 8 4 8
ous, Illogical, Independent, 32+ 32 22 8 4 8
Kind, Lazy, Leader, Logical,
Mysterious, Ominous, Optimis-
tic, Passive, Peaceful, Pessi-
mistic, Precise, Quiet, Rash,
for your hero’s profession. This is
Religious, Romantic, Rude,
the Action check Score. The Good Strength &
Selfish, Skeptical, Suspicious,
result is one-half (rounded down),
Talkative, Thoughtless, Trust-
ing.
and the Amazing is one-quarter Damage
(rounded down).
: The base die is +d0 for
humans.
STR Damage
9. COMPLETE Durability
Score
3-6
Adjust.
-1
HEROES
IN
ACTION
The control die is always a 20- score and two smaller numbers)
ROLLING DICE sided die (d20). represent the dividing points
The situation die for any particular between the degrees of success.
check is one of the following: a Regardless of what number comes
four-sided die (d4), a six-sided die up on the situation die, a roll of 20
Skill, Action, and (d6), an eight-sided die (d8), a 12- on the control die always produces
Feat Checks sided die (d12), or a 20-sided die a Critical Failure. Generally, this
(d20). There is also a d0, a place- means that bad luck has befallen
Skill Checks: When your hero holder to represent the situation the hero, and no matter how high
attempts to use a skill in play, you die in a case when success is his or her skill score or Ability
must roll a skill check. You'll roll a determined only by the roll of the Score is, this action doesn't
d20, and you may add or subtract control die. succeed.
a penalty or bonus die assigned Further, the situation die on any A result greater than the score is a
by the Gamemaster. If the total on check is either a plus die or a Failure; equal to or less than the
the dice is equal to or less than the minus die. A plus die, such as score is an Ordinary success;
appropriate skill score, your hero +d4, is bad for the roller, because equal to or less than the second
succeeds at the skill check. it tends to produce a higher result. number is a Good success; and
Action Checks: During combat A minus die, such as -d6, is good equal to or less than the smallest
scenes or fast-paced challenges, for the roller, because it helps to number is an Amazing success.
it's important to know which achieve a lower result. Add or
character goes first. This is re- subtract the situation die from the
solved by an action check. When control die as instructed by the
the Gamemaster tells you to make Gamemaster. If the result is equal
an action check for your hero, you
should roll a d20 and compare it
to or less than the score related to PERFORMING
the hero's action, the action
to your hero's action check score.
The lower you roll, the faster your
succeeds. If the result is greater
than the score, the action fails.
ACTIONS
hero acts.
Feat Checks: Sometimes you may Your Gamemaster tells you what
want your hero to try something bonus or penalty applies when
that doesn't have any real skill or Action Rounds
you roll to see if your hero can
training associated with it. For perform a certain action. For the purpose of determining
example, you might want your A +1 step situation penalty means who acts when in a scene, every
hero to pry open a crumpled car you start with your hero's base scene is divided into action
door to help an accident victim, or situation die and move one step in rounds. During an action round,
wriggle through a small space to the "Penalty" direction to find the every hero performs one action.
escape from a pack of slavering die you'll be rolling. For instance, if A round is divided into four
ghouls. The Gamemaster may ask your hero's base situation die for phases. Each phase relates to one
you to make a feat check using an action is +d4, then a +1 step of the degrees of success that are
one of your hero's six Ability situation penalty changes the die achievable on an action check:
Scores to determine success or to +d6. A -2 step situation bonus Amazing, Good, Ordinary, and
failure. means you find your hero's base Marginal, in order from the first
situation die on the scale and phase to the last. Heroes can
The Control and move two steps in the "Bonus" attempt only one action in a
direction. round.
Situation Dice To determine who acts first in a
Two kinds of dice are used: a round, every participant makes an
control die and a situation die. Degrees of Success action check by rolling a d20 and
Whenever the Gamemaster calls Every dice roll has one of five comparing the result to the hero's
for a roll, you roll one control die possible results: Critical Failure, action check score. The result
and one situation die. The sum of Failure, Ordinary success, Good determines the earliest phase in
the die results indicates a success success, or Amazing success. The which a hero can act. So, if a hero
or a failure. In any case, you're lower your dice roll, the greater rolls a Good action check, the
looking to get as low a result as the degree of success your hero earliest phase he or she can act in
possible - the lower the roll, the achieves. The three numbers is the second, or Good, phase.
better the chance that your hero associated with every skill score All actions in a phase occur
succeeds at what she is trying to and action check score (the base simultaneously, with the results of
do. those actions being applied at the
end of the phase.
SITUATION DIE STEPS SCALE
- d2O - dI2 - d8 - d6 - d4 +dO +d4 +d6 +d8 +dI2 +d2O +2d2O +3d2O
BONUS PENALTY
stun box for each point of stun Fatigue Damage
Assisting Actions damage she sustains.
If some characters want to help Fatigue damage represents
Knockout: When all of her stun exhaustion a hero suffers due to
each other accomplish a task, one boxes are marked, your hero is
of them works as the lead charac- extreme exertion. When a hero
knocked out and can perform no engages in a strenuous activity
ter, and the others (provided they actions until she recovers.
possess at least the broad skill (such as walking or swimming for
Heavy Stun: If all a hero’s stun hours, heavy labor or exercise for
associated) also roll a skill check points are expended, additional
and provide bonuses or penalties more than 10 minutes, or suffering
stun damage becomes wound mortal damage) a Stamina -
to the lead character’s check: damage: for every 2 more points of
Critical Failure, +2; Failure, +1; Endurance check is made. A
stun damage he receives 1 wound. Critical Failure indicates the loss
Ordinary, -1; Good, -2; Amazing, -
3. If the check is a complex one, of 2 points of fatigue, a Failure the
then the modifier is applied to the
Wound Damage loss of 1 point. Every check for a
portion of the skill check that’s Wound damage is more serious continuous activity after the first
presently being undertaken. than stun damage. It represents one has a cumulative +1 penalty.
injuries that cause lasting harm to Dazed: Also fatigue damage
the body. When you hero receives takes a toll on a hero immediately.
Postponing an wound damage, mark off one For every fatigue box marked,
Action wound box for each point of your hero receives a +1 step
wound damage he sustains. situation penalty to any actions
A character can postpone an Secondary Damage: Wound she attempts.
action to take it later in the combat damage causes secondary stun Knockout: When all of her fatigue
round, but risks losing one or more damage. For every 2 points of boxes are marked, your hero can
action he would normally be wound damage inflicted on your try a Resolve - Physical or a Will
entitled to. He can also (provided hero, he also receives 1 point of feat check to avoid falling uncon-
he has at least an Ordinary action stun damage. scious. He’s better rest, as his next
check) do nothing in the current Knockout: When all of his wound point of fatigue damage will knock
round and act before the Amazing boxes are marked, your hero is him unconscious with no check
result in the next combat round. knocked out and can perform no allowed.
actions until he recovers.
Two Actions Heavy Wound: If all a hero’s Recovery
wound points are expended,
at Once additional wound damage be-
How heroes recover from damage
If a character wants to perform two depends on their condition (con-
comes mortal damage: for every 2 scious or not) and the type of
actions in a single phase (like more points of wound damage he
attacking with 2 weapons, or damage they have suffered.
receives 1 mortal. Stun Damage: Stun damage is
attacking while performing some
kind of stunt, or using Unarmed fleeting and disappears at the end
Attack against 2 opponents at
Mortal Damage of a scene. It can be repaired
once), his primary action suffers a Mortal damage is the most severe during a scene by the use of
+2 penalty, and the secondary a form of damage. It represents Knowledge-first aid, Medical
+4. Two separate checks are massive injuries to vital body Science, or some other form of
rolled, and any further modifier is parts. When your hero receives medical treatment.
applied to both. mortal damage, mark off one Wound Damage: Wound damage
mortal box for each point of mortal remains until it is healed by rest
damage she sustains. and/or medical attention.
Secondary Damage: Mortal Mortal Damage: Mortal damage
DAMAGE damage causes secondary stun
damage and wound damage. For
requires the use of the Medical
Science-surgery skill and medical
Heroes lead dangerous lives. every 2 points of mortal damage attention to repair.
Eventually, your hero will suffer inflicted on your hero, she also Fatigue Damage: Fatigue dam-
damage. As indicated on the hero receives 1 point of wound and 1 age can only be recovered when a
templates, damage comes in three point of stun damage. character is in a complete state of
forms: stun, wound, and mortal. Dazed: Mortal damage takes a rest. For each hour of complete
toll on a hero immediately. For rest, the hero can make a Physical
every mortal box marked, your Resolve check. He then recovers 1/
Stun Damage hero receives a +1 step situation 2/3/4 points on a Marginal/
Stun damage is the lightest type of penalty to any actions she at- Ordinary/Good/Amazing result.
damage your hero can sustain. It tempts. Knockout: If a hero is knocked out
represents shocks and bruises that Death: When all of your hero's from stun damage, he remains
rattle a hero but don't result in mortal boxes are marked off, she unconscious for the rest of the
lasting injuries. When your hero dies. round in which he was knocked
suffers stun damage, mark off one out and all of the following round.
At the start of the round after that, Armor
he recovers 1 stun point and Armor protects its wearer from
awakens. If a hero is knocked out Encumbrance
damage by absorbing a certain
from wound damage, he can't amount of it, either from Low
awaken until at least 1 point of his Impact (LI), High Impact (HI), or Load Move Pen.
wound damage is healed through Energy attacks (En). Remember STRx2 100% 0
medical attention. that armor doesn’t offer any STRx4 75% +1
STRx5 50% +2
reduction to secondary damage.
STRx6 25% +3
Natural Healing Armor can be layered, but while
Natural healing of stun damage the Dexterity penalties are cumu-
occurs at the end of a scene: all lative, the effect is not. The dam-
stun disappears and character age reduction is rolled for each
knocked out because of stun layer of armor worn, and the best Operating in Zero
damage regain consciousness. result taken.
In the case of wound damage, a If a character wearing armor
Gravity
character must roll a Physical suffers more than half of his Any physical action a character
Resolve check every week: Critical wound points, or any mortal attempts in a zero-gravity environ-
Failure, he suffers 1 additional damage, the armor itself is ment carries a +3 steps penalty,
wound; Marginal, 1 wound recov- damaged, reducing its stopping cumulative with any other modi-
ered; Ordinary, 2 points; Good, 3; power by 1 (for 50% of wounds) or fier.
Amazing, 4 wounds recovered. A 2 points (for mortal damage).
hero without the Resolve broad Armor can be repaired with a Aiming
skill can try a Will check with a Technical Science - Repair com- A character making an attack with
+d4 situation die. plex check, requiring 8 successes a ranged weapon or direct fire
Mortal damage cannot be natu- for mortal damage and 5 for heavy weapon can spend an
rally healed; only the application wounds. action aiming to increase by -1
of Medical Science - Surgery can step his chance of success. If the
repair mortal damage. Degrading Damage hero spends the Marginal phase
Armor that is especially tough aiming, the -1 bonus is applied in
protects its wearer by degrading the next combat round.
Complex
Checks
Condit. Modifier
Critical +4 steps
Extreme +3 steps
Moderate +2 steps
Slight +1 step
Marginal None
Ordinary -1 step
Good -2 steps
Amazing -3 steps
Compl. Successes
Marginal 2
Ordinary 3 or 4
Good 5 to 7
Amazing 8 to 10
3
SAMPLE
CAREERS
Militiaman Soldier
COMBAT SPEC The militiaman knows the govern- The soldier belongs to (or was
ments and conspiracies of the recently discharged from) a
world all too well and distrusts standing military force. This career
Assassin their every move. He is often able is particularly suited to enlisted
An assassin is, simply put, a killer - to see behind the status quo - and men.
one whose targets are specified by then blow it away. Signature Equipment: Assault
the espionage organization. An Signature Equipment: .44 mag- rifle, rations, survival gear.
assassin's military training usually num, assault rifle, two concussion Skill Package: Modern Ranged
surpasses that of almost any other grenades, survival gear. Weapons - Rifle; Armor operation;
agent. Skill Package: Modern Ranged Heavy Weapons; Unarmed -
Signature Equipment: .44 mag- Weapons - Pistol, Rifle; Survival - Brawl; Vehicle - Land; Stamina -
num pistol with silencer, combat Training; Demolitions; Lore - Endurance. Cost: 32 points.
knife. Conspiracy; Interaction - Intimi- Suggested Perks: Powerful Ally
Skill Package: Melee Weapons - date. Cost: 33 points. (military organization), Reflexes,
Blade; Unarmed Attack - Power Suggested Perks: Hidden Identity, Tough as Nails.
martial arts; Modern Ranged Reputation. Suggested Flaws: Code of Honor,
Weapons - Pistol 2, Rifle; Demoli- Suggested Flaws: Criminal Powerful Enemy.
tions - Set explosives; Knowledge - Record, Divided Loyalty, Powerful
Poisons. Cost: 40 points. Enemy (U.S. Government), Ram- Soldier of Fortune
pant Paranoia, Rebellious. This individual may once have
Corporate Security belonged to a military organiza-
Police Officer tion, but now sells his skills to the
Specialist The hero is a rank-and-file mem- highest bidder.
This hero handles security matters ber of a police force, from a county Signature Equipment: 9mm pistol,
for a large corporation, being sheriff to a city cop, from a high- 9mm SMG, survival gear.
responsible for protecting corpo- way patrol officer to a former cop. Skill Package: Modern Ranged
rate secrets and assets, or even Signature Equipment: Police Weapons - Pistol, SMG; Unarmed
taking proactive efforts to elimi- nightstick, 9mm pistol, handcuffs, - Brawl; Stamina - Endurance;
nate competition. battle vest. Movement; Survival; Interaction -
Signature Equipment: 9mm pistol, Skill Package: Modern Ranged Bargain, Intimidate. Cost: 33
battle vest, flashlight, corporate Weapons - Pistol, Rifle; Melee - points.
uniform. Bludgeon; Law - Enforcement; Suggested Perks: Reputation
Skill Package: Modern Ranged Investigate. Cost: 32 points. Suggested Flaws: Code of Honor,
Weapons - Pistol; Security - Suggested Perks: Observant, Infamy, Old Injury.
Protocols 2, Devices; Investigate - Powerful Ally (Police force).
Interrogate. Cost: 29 points. Suggested Flaws: Old Injury,
Suggested Perks: Danger Sense,
Street Punk
Powerful Enemy. Street punks are brawlers and
Observant.
Suggested Flaws: Divided Loy- petty thieves, making a living by
alty, Obsessed.
Reformed Cultist selling their muscles to crime
Having joined a cult for some bosses and gang leaders, or by
reason earlier in his life, the hero stealing purses.
Martial Artist quickly realized the tremendous Signature Equipment:
More than just pratictioners of mistake he was making and fled Switchblade, .38 revolver, expen-
physical combat, martial artists for his life. Now the hero fights sive shades.
recognize the spiritual, even both to protect himself, and to Skill Package: Modern Ranged
mystical truth behind the purifica- liberate other cultist recruits before Weapons - Pistol; Melee - Blade;
tion of body and mind. they are forever lost. Unarmed - Brawl; Street - Crimi-
Signature Equipment: Gi, katana Signature Equipment: 9mm pistol, nal. Cost: 30 points.
or tonfa as appropriate. shotgun, battle vest, flashlight. Suggested Perks: Powerful Ally
Skill Package: Athletics - Jump; Skill Package: Melee - Blade; (employer), Reputation.
Acrobatics - Defensive 2, Dodge, Unarmed - Brawl; Modern - Pistol, Suggested Flaws: Criminal
Fall; Stamina - Endurance; Rifle; Survival; Interaction - Record, Old Injury, Rebellious,
Awareness - Intuition; Resolve. Intimidate. Cost: 31 points. Temper.
Cost: 34 points. Suggested Perks: Danger Sense,
Suggested Perks: Danger Sense, Willpower.
Reflexes, Tough as Nails. Suggested Flaws: Criminal
Suggested Flaws: Code of Honor. Record, Obsessed, Temper.
Cost: 33 points. - Research; Lore - Occult; Interac-
DIPLOMAT Suggested Perks: Faith, Net-
worked, Powerful Ally (Church).
tion - Charm; plus one of the
following:
Suggested Flaws: Code of Honor, Alchemist: Hermeticism - Sleep of
Slow. Morpheus. Cost: 33 points.
Antiquarian Diabolist: Diabolism - Command.
Diplomat (Tech Op) Facilitator Cost: 35 points.
The antiquarian is a keeper of Mystic: Enochian - Grace. Cost: 31
Diplomat (Free Agent)
knowledge, who usually frequents points.
The facilitator is chameleon, a
libraries, used bookshops, and Suggested Perks: Reputation.
bureaucratic hustler, and a shady
private collections to garner bits of Suggested Flaws: Obsessed.
operator. Keeping tabs on dozens
obscure and ancient information.
of contacts, he trades the informa-
Signature Equipment: Historical
texts, rumpled clothes, various
tion to others or keeps it for him- Operator
self. Diplomat (Free Agent)
cultural artifacts.
Signature Equipment: Cell phone, An operator is the leader of a team
Skill Package: Knowledge -
laptop computer with wireless of agents in the field, directing
Computer, Language (specific) 2;
modem, 3 Good-quality programs, activities and handling adminis-
Social - Anthropology, History 2;
address book crammed with trative tasks, issueing orders and
Investigate - Research 2; Lore.
names. bearing responsibility for the
Cost: 33 points.
Skill Package: Business - corpo- actions of the agents under his
Suggested Perks: Photo Memory.
rate, Illicit; Knowledge - Com- command.
Suggested Flaws: Delicate, Slow.
puter; Law; Administration; Street Signature Equipment: Personal
Smart; Deception - Bluff; Interac- radio, Marginal notebook com-
Dilettante tion - Bargain 2, Charm, Interview. puter.
Diplomat (Free Agent) Cost: 34 points. Skill Package: Modern Ranged
The dilettante samples knowledge Suggested Perks: Networked, Weapons; Stealth; Security -
and experience from a broad Powerful Ally, Reputation. Protection protocols; Tactics;
variety of specialties, often being Suggested Flaws: Infamy, Power- Administration - Bureaucracy;
unable to ficus his attention on a ful Enemy. Leadership - Command 2. Cost:
single topic for very long. 40 points.
Signature Equipment: Business Military Officer
dress, briefcase.
Skill Package: Business, Knowl-
Diplomat (Combat Spec) Psychic
The hero is trained to lead troops Diplomat (Free Agent)
edge - Computer, Language
into battle, Skilled both in combat The psychic has limited psionic
(specific); Law; Social - History;
and interaction, he may come from powers, but supplements them
Administration; Culture - Diplo-
an armed force, or be retired or with deft interaction and deception
macy, Etiquette (specific); Decep-
discharged from service. skills. He has real powers, but has
tion - Gamble; Interaction -
Signature Equipment: 9mm pistol, also learned to hide his gifts.
Bargain, Charm. Cost: 36 points.
uniform. Signature Equipment: Tarot
Suggested Perks: Celebrity, Filthy
Skill Package: Modern - Pistol, cards, runes, crystals.
Rich.
Rifle; Knowledge - Computer; Skill Package: ESP - Empathy 2,
Suggested Flaws: Clueless,
Tactics; Admin - Bureaucracy; Precognition; Lore - Occult Lore;
Dilettante, Oblivious.
Teach; Leadership - Command. Deception - Bluff; Interaction -
Cost: 33 points. bargain, Interview. Cost: 33 points.
Exorcist Suggested Perks: Powerful Ally Suggested Perks: Observant,
Diplomat (Free Agent) (military). psionic Awareness, Superior
Every major religion that believes Suggested Flaws: Code of Honor, Talent.
in the existence of demons under- Divided Loyalty, Powerful Enemy. Suggested Flaws: Wild Talent.
stands that sometimes those
demons get inside mortals, inflict- Occultist
ing untold suffering. When that
Visionary
Diplomat (Free Agent) Diplomat (Free Agent)
occurs, someone with knowledge
The occultist studied arcane lore The visionary embraces the
like a sword and faith like a shield
and magic for fun, until one day intangible, seeks out experiences
must step in to perform an exor-
he discovered that it actually that trascend the everyday, and
cism.
worked. believes that divinity is found in
Signature Equipment: Religious
Signature Equipment: Volumes of common things. While deeply
vestments and paraphernalia,
obscure rituals, formal or fashion- pious, he is frequently at odds with
book of prayers.
able clothes, ceremonial amulet, established religious doctrine.
Skill Package: Knowledge -
candles and trappings. Signature Equipment: Volumes of
Language (Latin, Hebrew, or
Skill Package: Knowledge - revelations, dream journal, casual
similar); Lore - Occult; Resolve -
Language (Latin, Ancient Egyp- clothes, books about spirits.
Mental; Monotheism - Exorcism.
tian or Ancient Greek); Investigate
Skill Package: Social - History; looming on all sides. The cult cop hunter combines an assassin’s
Awareness - Intuition; Resolve - has learned of the existence of the readiness to kill with an investi-
Mental; plus one of the following: big conspiracy, and now he seeks gator’s stealth and interaction
Monotheist: Monotheism - Guid- to prove that it truly exists. skills.
ance. Cost: 34 points. Signature Equipment: .38 pistol, Signature Equipment: .22 pistol
Shaman: Shamanism - Trance badge, unmarked police car, with silencer.
Visions. Cost: 33 points. volumes of cult activity research. Skill Package: Modern Ranged
Houngan: Voodoo - Legba Rides. Skill Package: Modern Ranged Weapons; Stealth - Shadow 2;
Cost: 33 points. Weapon; Law - Enforcement; Investigate - Track; Deception;
Suggested Perks: Faith, Will- Investigate - Research; Lore - Interaction - Charm, Intimidate.
power. Conspiracy; Street Smart; Interac- Cost: 37 points.
Suggested Flaws: Code of Honor, tion - Interview. Cost: 34 points.
Obsessed, Powerful Enemy. Suggested Perks: Celebrity, Investigator
Networked, Powerful Ally. The archetypal spy, an investigator
Suggested Flaws: Code of Honor, deals with information as a
Powerful Enemy, Rampant Para- commodity. A master of surveil-
noia. lance techniques and equipment,
FREE AGENT Field Agent
as well as deductive reasoning
and suave interaction, the investi-
Field agents are the people who gator trades in secrets.
travel, interrogate, and pursue the Signature Equipment: Infrared
Con Artist facts on behalf of a government or minicamera, pocket minidisc
While the professional thief pulls other patron organization. recorder.
off jobs for big money, the con Signature Equipment: 9mm pistol, Skill Package: Stealth - Shadow;
artist is strictly small-time, hustling profession identification papers, Knowledge - Deduce, Language
old ladies for meal money, conning rental car, handcuffs, cell phone, (specific); Awareness - Perception;
tourists with counterfeit goods, and flashlight. Investigate - Interrogate, Search,
cheating in poker games, always Skill Package: Modern - Pistol; Track; Deception - Bluff; Interac-
convinced that he’s only one con Knowledge - Computer, Deduce; tion - Charm, Seduce. Cost: 39
away from the big score. Law - Enforcement; Admin - points.
Signature Equipment: Formal Bureaucracy; Investigate - Interro-
dress, deck of cards, fake jewelry. gate. Cost: 35 points. Journalist
Skill Package: Awareness - Suggested Perks: Powerful Ally This career covers everything from
Intuition; Street Smart; Deception - (employer). cub reporters to news photogra-
Bluff 3, Bribe, Gamble; Interaction Suggested Flaws: Powerful phers, from foreign correspondents
- Bargain, Charm 2, Seduce. Cost: Enemy. to anchormen. Whether at the top
33 points. or just starting out, the journalist
Suggested Perks: Good Luck. Harrower must rely on a combination of
Suggested Flaws: Criminal Not everyone who knows the good information and strong
Record, Infamy, Powerful Enemy. secrets of diabolic magic turns to hunches to get the story.
evil. Some use their knowledge to Signature Equipment: Laptop
Confiscator fight the influence of demons - or computer with cellular modem,
Sometimes a government or to protect dabblers who learn cell phone, pager, camera if
intelligence agency needs some- more than they truly understand. photojournalist.
thing stolen, from a camera Signature Equipment: Trench Skill Package: Knowledge -
holding an incriminating photo- coat, business suit, suitcase full of Computer, Deduce; Awareness -
graph to a prototype stealth paraphernalia, volumes of occult Intuition; Creativity - Journalism;
bomber. Whatever the object, the lore, packet of silk-cut cigarettes. Investigate - Research 2; Street
confiscator is the agent for the job. Skill Package: Knowledge - Smart; Interaction - Interview.
Signature Equipment: Lockpick Language (Latin or Greek); Lore - Cost: 30 points.
set, flashlight, small pistol. Occult; Resolve - Mental; Diabo- Suggested Perks: Celebrity,
Skill Package: Manipulation - lism - Spiritwrack. Cost: 32 points. Networked, Observant.
Lockpick 2, Pickpocket; Stealth - Suggested Perks: Second Sight, Suggested Flaws: Obsessed,
Hide, Sneak; Security - Security Reputation, Well Traveled. Powerful Enemy, Rampant Para-
devices; Deception. Cost: 39 Suggested Flaws: Criminal noia.
points. Record, Dilettante, Rebellious.
Magician
Cult Cop Hunter The magician is as a master of
As police begin investigating The hunter is master of the art of disguise, sleight of hand, and
possible cult crimes, they begin to stalking prey - in this case, human deception. A charming entertainer,
learn of the vast network of evil prey. Keeping to the shadows, the the magician can perform the
work of an investigator or confis- Professional Thief Survivor
cator right under the target’s nose - The professiona thief steals for a Sometime in his youth, the hero
or provide cover to more special- living. He doesn’t waste his efforts was victimized by a cult, though
ized agents as they do their jobs. on amsll-time jobs; instead, he never fully indoctrinated. Armed
Signature Equipment: ID cards focuses on high-paying gigs - after now with first-hand knowledge of
and/or passports, with accompa- all, the better the take, the less how cults recruit and abuse
nying disguises and cover stories, often he needs to risk his neck. members, the hero dedicates her
for several different identities. Signature Equipment: Formal life to giving other victims the
Skill Package: Manipulation - dress, darksuit, lockpick set (Good same chance he got: escape.
Pick-pocket, Prestidigitation; quality), flashlight. Signature Equipment: .38 pistol,
Stealth; Deception - Bluff, Skill Package: Manipulation - binoculars, safe house.
Gamble; Entertainment 3. Lockpick; Stealth - Sneak; Busi- Skill Package: Modern Ranged
Cost: 35 points. ness - Illicit; Security - Devices; Weapons; Stamina - Resist pain;
Awareness - Intuition. Cost: 34 Law; Investigate - Track; Lore;
Paranormalist points. Resolve. Cost: 33 points.
Working at New Age bookstores or Suggested Perks: Danger Sense, Suggested Perks: Hidden Identity,
in herbalist shops to pay the bills, Observant, Reputation. Observant.
paranormalists are always moti- Suggested Flaws: Criminal Suggested Flaws: Abductee,
vated to learn on their own, Record, Infamy, Powerful Enemy. Phobia, Powerful Enemy, Rebel-
shrugging off conventional wis- lious.
dom. Many traditional scientists Psi Agent
don’t give them any respect, but After a rigorous (and top-secret)
that doesn’t deter them. course of training and instruction,
Signature Equipment: Journals of psi agents are psionically en-
UFOlogy, videotapes of phenom-
ena, files of unusual sightings.
dowed individuals working for
some government or organization.
TECH OP
Skill Package: Computer - Knowl- Signature Equipment: 9mm pistol,
edge, Deduce 2; Awareness - microcassette tape recorder,
Intuition; Investigate - Research 2; miniature camera, laptop com- Doctor
Lore - Conspiracy, Psychic, UFO; puter. A doctor is an invaluable addition
Interaction - Interview. Cost: 34 Skill Package: Modern - Pistol; to any organization - accidents
points. Knowledge - Computer, Deduce; happen. This career describes a
Suggested Perks: Observant. Awareness - Perception; Resolve; general pratictioners; specialists
Suggested Flaws: Abductee, Interaction - Charm, Interview; require additional skills to be
Implants, Phobia, Obsessed, ESP - Mind Reading. Cost: 34 purchased.
Rampant Paranoia. points. Signature Equipment: First aid
Suggested Perks: Danger Sense, kit, lab coat, medical license.
Private Observant, Psionic Awareness, Skill Package: Life - Biology;
Investigator Superior Talent, Willpower. Medical - Knowledge 2, Treatment
The private investigator is in Suggested Flaws: Divided Loy- 2; Physical - Chemistry. Cost: 34
business only for himself, investi- alty. points.
gating just about anything, as long Suggested Perks: Concentration,
as it pays the bill. This has the Saboteur Observant.
unfortunate tendency to get him A saboteur’s role is to interfere Suggested Flaws: Code of Honor.
into trouble, but that’s just part of with the proper functioning of
the job. enemy assets - dismantling a fleet Field Guide
Signature Equipment: .38 re- of bombers, throwing a wrench in Occasionally working as native
volver, lockpick set, binoculars, counterfeiting presses, or planting guides, tour operators, or even
parabolic mike, videorecorder. a virus in a computer system. drug smugglers, field guides also
Skill Package: Modern Ranged Combining a confiscator’s knack keep the folks from panicking,
Weapons; Knowledge - Computer, for infiltrating enemy territory with knows whom to bribe and when,
Deduce; Law; Awareness - Intu- an assassin’s ability to cause and can haggle for supplies or
ition; Investigate - Search; Street - destruction, the saboteur is a quick spare parts to get a job done.
Knowledge. Cost: 31 points. and efficient expert, not a mad Signature Equipment: Light
Suggested Perks: Networked, bomber. plane, forged passport, topo-
Observant. Signature Equipment: Toolkit, graphic maps.
Suggested Flaws: Obsessed, demolitions pack. Skill Package: Vehicle - Land, Air;
Powerful Enemy. Skill Package: Manipulation; Knowledge - Language (specific);
Demolitions; Stealth; Knowledge - Navigation - Surface; Technical -
Deduce; Security - Security Repair; Deception - Bribe, Interac-
devices; Technical Science- tion - Bargain. Cost: 32 points.
Sabotage. Cost 35 points.
Suggested Perks: Danger Sense, Suggested Flaws: Infamy, Ob- Hacking; Medical Science -
Gearhead, Networked, reputation, sessed, Rampant Paranoia. Forensics; System Operations -
Well Traveled. Communications; Investigate -
Suggested Flaws: Criminal Mechanic Cryptography; Awareness -
Record, Infamy, Powerful Enemy. Similar to the saboteur, a me- Perception. Cost: 40 points.
chanic specializes in tampering
Forensics Expert with mechanical devices to create Technician
Forensics experts usually work for “accidents”, requiring more Technicians - scientific generalists
an organization or for law enforce- subtlety - ideally, no signs of the employed in the espionage world -
ment, though some are indepen- sabotage should be left behind. are accustomed to performing
dent investigators. They usually Signature Equipment: Demoli- their assigned tasks expertly under
split their time between a lab and tions pack, toolkit. the worst of conditions, including
crime scenes. Skill Package: Manipulation; under fire.
Signature Equipment: Lab coat, Stealth; Demolitions - Scratch- Signature Equipment: Toolkit
scientific journals, microscope, built, Set explosives 2; Knowledge- (specialized), first aid kit.
chemical identification kit, foren- Poisons; Technical Science - Skill Package: Computer Science;
sics kit. Invention, Sabotage. Cost: Medical Science - Treatment;
Skill Package: Knowledge - 39 points. Physical Science; Technical
Computer, Deduce; Medical - Science - Juryrig, Repair, Technical
Forensics 2; Physical - Chemistry Scientist knowledge 2. Cost: 36 points.
2; Awareness - Perception; Investi- The scientist spends most of his
gate - Search. Cost: 36 points. time in a lab or research facility, Wizard
Suggested Perks: Concentration, occasionally venturing into the A wizard specializes in using
Observant. outdoors as part of a research technical or scientific means to
Suggested Flaws: Obsessed. team. achieve the same ends as a
Signature Equipment: Lab coat, confiscator - the removal or
Gadgeteer scientific journals, microscope retrieval of objects or information.
A gadgeteer understands every- (biologist or chemist only), chemi- Modern technology has made the
thing about technology, because cal analysis kit (chemist only). wizard’s role much more interest-
he thinks of technology as his Skill Package: Knowledge - ing than simple safecracking,
hobby, always tinkering with Computer, Deduce; Investigate - requiring such diverse tasks as
rewiring and transforming. Research; plus one of the follow- deactivating electronic security
Signature Equipment: Soldering ing: systems, hot-wiring vehicles, and
iron, wire stripper, socket Biologist: Life - Biology 2, Botany, bypassing computer access
wrenches, measuring tape, duct Zoology; Physical - Chemistry. restrictions.
tape, and lots of other tools. Cost: 34 points. Signature Equipment: Lockpick
Skill Package: Security - Devices; Chemist: Life - Biology; Physical - set, toolkit.
Technical - Invention, Juryrig 3, Chemistry 2, Physics. Cost: 32 Skill Package: Manipulation -
repair 2, Knowledge. Cost: 32 points. Lockpick; Computer Science -
points. Physicist: Physical - Astronomy, Hacking; Demolitions; Security -
Suggested Perks: Gearhead, High Chemistry, Physics 3. Cost: 30 Security devices; Technical
Tech. points. Science - Juryrig. Cost: 40 points.
Suggested Flaws: Obsessed. Suggested Perks: Concentration,
Observant. Xenoengineer
Hacker Suggested Flaws: Obsessed. A xenoengineer takes apart
Hackers live a bizarre split technology captured or stolen from
existance, living both on the fringe Sleuth others, both enemies and aliens.
of society and plugged into its very A technical expert with the mind of Signature Equipment: Voltmeter,
core. A good hacker pokes around a scientist and the techniques of ammeter, batteries, fireproof suit,
and takes whatever he wants from an investigator, the sleuth uses protective goggles, chemical
a computer system - if he’s great, scientific methods and logical analysis kit, metallurgical analysis
you probably won’t even know deduction to solve mysteries and kit.
he’s been there. piece together evidence. Wiretap- Skill Package: Knowledge -
Signature Equipment: Laptop ping, code breaking, computer Computer, Deduce; Physical;
computer and peripherals, 4 hacking, DNA analysis - none of System - Engineering; Technical -
Good-quality programs, cellular these tasks are outside a sleuth’s repair 2, Knowledge,
modem. expertise. Xenoengineering 2. Cost: 37
Skill Package: Computer - hack- Signature Equipment: Forensics points.
ing 2, Hardware, programming 2; gear, surveillance gear. Suggested Perks: Alien Artifact,
Street - Net Savvy. Cost: 32 points. Skill Package: Knowledge - Gearhead, High Tech.
Suggested Perks: Reputation. Deduce; Computer Science - Suggested Flaws: Alien Artifact,
Obsessed.
4
SKILLS
STR Skills INT Skills WIL Skills
Climb Modif.
Throw & Indirect Fire Results
Sheer surface +3
Icy/slippery surface +2
Darkness +1
Distance from Target
Wet surface +1 Skill Check Short Medium Long
Minimal hand/footholds -1 Critical Failure 4m 8m 12 m
Lots of hand/footholds -2 Failure 2m 4m 6m
Minimal climbing gear -1 Ordinary on target 2m 4m
Partial climbing gear -2 Good on target on target 2m
Full climbing gear -3 Amazing on target on target on target
MELEE WEAPONS UNARMED ATTACK DEXTERITY
This broad skill provides a hero
with training in the use of melee
This broad skill provides a hero
with basic knowledge and experi-
SKILLS
weapons (any object a hero uses ence in hand-to-hand fighting.
in a close-quarter fight). Damage inflicted by a normal
:Parry: A character with a Unarmed Attack is d4s/d4+1s/
melee weapon can try to parry a d4+2s, plus any bonuses for
ACROBATICS
Melee Weapons or Unarmed Strength. This is considered LI This broad skill provides a hero
Attack skill used against him. To damage. with basic training in acrobatics,
successfully parry the attack, the :Overpowering: It is a form of including gymnastics, tumbling,
degree of success of the defender unarmed attack made simulta- dodging, etc.
must be equal or higher than the neously by one or more allies If the character has both Acrobat-
attacker’s. trying to restrain a single oppo- ics and Athletics-Jump, he can
:Two Weapons or One Weapon nent. A single individual makes a increase the distance noted under
and Shield: Applying penalties, check with a +1 penalty, and for the latter skill by 1 meter, 2 if using
the hero can attack with to weap- each additional attacker there is a a pole.
ons or attack with one hand and cumulative -1 bonus.
parry with the other. Daredevil
Brawl This skill enables a hero to en-
The following bonuses apply only Brawling is the art of unarmed gage in high-risk activities such as
to the particular specialty skill combat, either disciplined (box- skydiving, scuba diving, surfing,
purchased. ing) or undisciplined (street rafting, etc.
'Resistance Modifier: At rank fighting). On a Critical Failure the hero
4, 8, and 12 a cumulative +1 to the :Knockout: At rank 4, on an takes damage; on a Failure the
hero’s Strength resistance modi- Amazing success the attacker action fails but no damage is
fier is applied when using the forces the target to make a caused; on an Ordinary success
particular melee weapon. Stamina-Endurance check or fall the action succeeds but the hero
:Reaction Parry: At rank 4, it’s unconscious. The check has a +1 has no real control over the action;
possible to parry attacks coming penalty at rank 4, +2 at rank 8, with Good success he has limited
in the previous phases, forfeiting and +3 at rank 12. control, and with Amazing he has
actions in the following phases, up :Increased Damage: Damage full control of the action.
to the character’s number of increases to d6s/d6+2s/d4w plus
actions per round. Strength bonuses at rank 8. Defensive
:Double-Strike: At rank 6, the
hero learns to make a double- Martial Arts
strike in the same phase. Two rolls
Power Martial Arts This skill can’t be used untrained.
are made, the first with a +1 step This skill can’t be used untrained. This skill allows a hero to learn
penalty, the second with a +2 This skill allows a hero to learn one of the many disciplines of
steps penalty. one of the many disciplines of unarmed combat that emphasize
:Multistrike: At rank 9, three unarmed combat that emphasize fluid and circular movements,
attacks per phase are possible, the use of muscle and bone for redirecting the force of an attack.
with a +1, +2, and +3 steps power. A character can attempt an
modifier. Damage inflicted by a Martial Arts Overpowering maneuver (see the
attack is d6s/d6+2s/d4w, plus any description under Unarmed
bonuses for Strength. This is Attack), or use throws, flips and
Blade considered LI damage. holds to cause damage (d4s/
This skill applies to any kind of 'Resistance Modifier: At rank d4+1s/d4+2s plus Strength
bladed weapons. 4, 8, and 12, the hero gain a bonuses, LI).
cumulative +1 to his Strength :Block: At rank 2, the hero can
Bludgeon resistance modifier. block an attack making a roll
This skill covers weapons which :Knockout: At rank 3, on an better or equal to the attacker.
inflict damage by striking with a Amazing success the attacker Only one attack can be countered.
blunt surface. forces the target to make a :Reaction Block: At rank 4, the
Stamina-Endurance check or fall hero can try to block more attacks,
Powered Weapon unconscious. The check has a +1 using his next available action
This skill is for melee weapons penalty at rank 3, +2 at rank 6, +3 phase, as well as the current.
that use energy to enhance their at rank 9, and +4 at rank 12. 'Resistance Modifier: At rank
performance and damage capa- :Increased Damage: Damage 4, 8, and 12 a cumulative +1 is
bilities (like a stun baton). increases to d6+2s/d4w/d4+2w added to the hero’s Strength
plus Strength bonuses at rank 7. resistance modifier score.
Dodge
This skill allows a hero to tumble, Pickpockets Mod.Weapons
roll, duck, or spring out of the way
of an attack. The result determines Modifiers Attack Modes
a modifier to the hero’s Dexterity
or Strength resistance modifier: -2 Object is in contact :Fire: A single attack
for a Critical failure, none for with target’s skin +3 aimed at a single target.
Failure, +1 for Ordinary, +2 for Object is heavy +2 :Burst: A hail of ammo
Good, and +3 for Amazing. This Object in inner pocket +1 aimed at a single target. A -1
skill can’t be combined with parry Object is light -1 step bonus is applied. On a
or block benefits. Other actions in Object is exposed -1 Critical Failure the weapon
the same round are penalized by Victim distracted -1 to -3 jams, and a Technical
a +1 step. Science - Repair check is
:Action benefit: At rank 3, it’s needed.
possible to dodge and perform an :Autofire: A burst aimed
action in the same phase, but with at up to 3 targets within 6
a +2 penalty. Prestidigitation meters. It expends 3 bursts
:Reaction Dodge: At rank 7 a This skill covers stage magic, of ammo. One control die
hero can defend himself earlier in either to entertain or to slip small and 3 situation dice are
the round than his action check objects out of sight. The base rolled. The first attack has
calls for, but no other action is situation die is the opponent’s Will an additional +1 step, the
possible in the round resistance modifier, plus any other second a +2, and the third a
'Resistance Modifier: At rank factor. On a Critical Failure, the +3.
4, 8, and 12 a cumulative +1 is hero drops the object or fumbles
added to the hero’s Dexterity severely, on a Failure the task is
resistance modifier score. clumsy.
Fall to -1/None/+2.
This skill improves the ability to RANGED WEAPONS, :Double-Shot: At rank 6, a
survive a fall. See Chapter 2 for double-shot in a single phase is
details about falling damage. MODERN allowed. Two situation dice are
rolled, and a +1 and +2 applied.
The hero is trained in the use of
modern ranged weapons. If he
MANIPULATION wants to shoot and change a clip Rifle
in the same phase, a +2 step This skill improves the proficiency
This broad skill provides a hero
penalty is applied. in the use of rifles of all types.
with a natural proficiency in
manual dexterity and control. 'Improved Aim: At rank 3, the
Pistol hero gets a -1 bonus for any rifle
This skill improves the proficiency attack.
Lockpick 'Distance Precision: At rank 3,
in the use of pistols of all types. If
This skill allows a hero to open
the hero draws and shoots in the the modifiers for Short/Medium/
physical locks. It’s almost always
same phase, a +1 is applied. Long range change from -1/None/
a complex check, modified by the
:Quick Draw: At rank 3, the +1 +1 to -1/None/None.
Gamemaster for the quality of the
lock.
penalty for drawing and shooting 'Precision Shooting: At rank 6,
is lifted. the autofire penalties change from
'Distance Precision: At rank 5, +1/+2/+3 to None/+1/+2.
Pickpocket the modifiers for Short/Medium/
This skill improves the ability to Long range change from -1/+1/+3
remove objects from a person, or
implant them without that person
noticing. The base situation die is
determined by the target’s Will
resistance modifier, plus any Range Modifiers by Weapon Type
additional penalties or bonuses.
On a Failure or Critical Failure, the Weapon Short Medium Long
attempt is obvious.
Primitive -1 step +1 step +2 steps
'It Takes One to Know One: At Pistol -1 step +1 step +3 steps
rank 3, 6, 9, and 12 a cumulative Rifle -1 step None +1 step
+1 step is applied to the hero’s SMG -1 step +1 step +3 steps
Will resistance modifier for pur-
poses of catching pickpockets.
SMG 6, a flintlock pistol can be loaded modifier to the hero’s situation die.
This skill improves the proficiency and fired in the same phase, and 'Increased Effect: At rank 5, a
in the use of submachineguns. a flintlock rifle only requires one Marginal success gives a +1, an
:Rock-n-Roll: At rank 3, the action to be loaded. At rank 12, Ordinary a +2, a Good a +3, and
penalty for changing a clip is also flintolock rifles can be loaded an Amazing a +4 on the target’s
reduced to +1. and fired in the same action. check.
'Precision Shooting: At rank 6,
the autofire penalties change from Sling Sneak
+1/+2/+3 to None/+1/+2. This skill improves the proficiency Sneaking is the ability to move
:Extra Burst: At rank 9, the in the use of this primitive weapon. silently so as to avoid being
hero can make four bursts instead A sling can be loaded and fired in observed. A sneaking hero can
of three. The last attack has a +3 the same phase. move at one-half his walking
penalty. :Double-Shot: At rank 6, a movement rate.
double-shot in a single phase is Awareness - Perception is the
allowed. Two situation dice are detection skill used by an oppo-
rolled, and a +1 and +2 applied. nent who is expecting trouble,
RANGED WEAPONS, Awareness - Intuition if he isn’t.
PRIMITIVE This skill also allows the hero to
This skill provides a hero with STEALTH get close to an opponent and
make a surprise attack with a
training in the use of primitive This skill provides a hero with the bonus: -1 step on an Ordinary
weapons. All the primitive weap- ability to move without attracting result, -2 on Good, -3 on Amazing.
ons have the same range modifi- attention. The base situation die is
ers, except the flintlock, which modified by the target’s Will
'Increased Effect: At rank 6, a
either uses the rifle or the pistol resistance modifier. The skill Marginal success gives a +1, an
figures. cannot be used in plain sight. Ordinary a +2, a Good a +3, and
The degree of success of the check an Amazing a +4 on the target’s
The following bonuses apply only translates into a modifier to the check.
to the particular specialty skill target’s Awareness - Perception,
purchased. Awareness - Intuition, or Investi-
'Distance Precision: At rank 3, gate - Search skill checks. A VEHICLE OPERATION
the modifiers for Short/Medium/ Critical Failure results in a -2, a This skill provides a hero with a
Long range change from -1/+1/+2 failure doesn’t have any modifier, basic understanding of and
to -1/None/+1. an Ordinary gives a +1 penalty, a proficiency with modern vehicles.
Good success a +2, and an The ordinary operation of any
Amazing a +3.
Bow normal land or water vehicles
This skill improves the proficiency doesn’t require a skill check.
in the use of long and short bows. Hide
A bow can be loaded and fired in Hiding is the ability to stay quiet The following bonuses apply only
the same phase. and still. If the hero is alone, no to the particular specialty skill
:Double-Shot: At rank 6, a modifier is applied, if more than purchased.
double-shot in a single phase is one character attempts to hide in 'Improved Proficiency: At rank
allowed. Two situation dice are the same place, a +1 to +3 4, 8, and 12, a cumulative -1 bonus
rolled, and a +1 and +2 applied. penalty is applied. is applied to the check.
Awareness - Perception is the
detection skill used by an oppo-
Crossbow nent who isn’t actively searching
Air Vehicle
This skill improves the proficiency for the hero, Investigate - Search is This skill can’t be used untrained.
in the use of crossbows. It takes used if the opponent is specifically This skill provides proficiency in a
one action to load it, ad another looking for the hero or for any specific type of air vehicle (such as
one to fire the weapon. hidden foe in general. propeller planes, helicopters,
:Rate of Fire Increase: At rank private jets, commercial jets, and
6, the weapon can be loaded and
'Increased Effect: At rank 4, a jet fighters). To be skilled in more
fired in the same phase. Marginal success gives a +1, an than one category, separate skills
Ordinary a +2, a Good a +3, and must be purchased.
an Amazing a +4 on the target’s
Flintlock check.
This skill improves the proficiency Land Vehicle
in the use of ancient firearms. It This skill provides proficiency in a
takes one action to load it (two
Shadow specific type of land vehicle (such
actions if a rifle), ad another one Hiding is the ability to follow a as automobiles, motorcycles, race
to fire the weapon. target without being noticed. The cars, large trucks, and tanks/
:Rate of Fire Increase: At rank target provides a Will resistance
military vehicles). To be skilled in 'Movement Rate Increase: At Endurance
more than one category, separate rank 5 and 9, the hero’s run rate With this skill, a hero becomes
skills must be purchased. goes up by 2 meters; at rank 4, 7, more able to withstand the effects
and 12, the sprint rate goes up by of damage. For a character with
Space Vehicle 2 meters. this skill, it takes the place of a
This skill can’t be used untrained. Stamina check.
This skill provides proficiency in a Swim
specific type of space vehicle. To This skill can’t be used untrained, Resist Pain
be skilled in more than one except to determine if a hero can This skill can’t be used untrained.
category, separate skills must be tread water to avoid drowning. This skill allows a hero to ignore
purchased. This skill is necessary for a hero to some of the penalties for suffering
be able to use his swim movement large amounts of damage.
Water Vehicle rate; without it e can only tread When a hero suffers more than
This skill provides proficiency in a water and paddle in a crude half of hi tun or wound point, or
specific type of water vehicle (such fashion. Also, any Stamina - when he receives mortal damage,
as canoes, rafts and rowboats, Endurance check for holding one’s he makes a check. On a Critical
power boats, jet skies, sailboats, breath are made with a -1 bonus. Failure, he succumbs to pain and
large commercial vessels, large :Improved Breathing: At rank can’t act for 2d4 phases, on a
military vessels, and submersible 4, 8, and 12 the bonus to the Failure he suffers normal penal-
crafts). To be skilled in more than Stamina - Endurance checks ties, on an Ordinary, Good or
one category, separate skills must improves by a cumulative -1. Amazing he can ignore 1, 2 or 3
be purchased. 'Movement Rate Increase: At steps of penalty.
rank 4, 8, and 12 both the swim
and easy swim movement rates
improve by 1 meter each.
SURVIVAL
CONSTITUTION Trailblazing This skill provides a hero with
basic general training in survival
With trailblazing, a hero learns
SKILLS how to find paths through rough
techniques. On an Ordinary result,
the hero acquires enough basic
terrain or create paths himself. necessities for this day; on a Good
The check is made at the begin- result he gets enough for the fay
ning of each day of travel; on a for him and up to 6 other people;
MOVEMENT Critical Failure everyone in the on an Amazing result survival is
This skill allows a hero to increase group has a +1 penalty to their no longer an issue unless the
the distance he can travel in a fatigue check; on a Failure no situation changes.
given time. In the following table, bonus is gained, and with an
the number before the slash is the Ordinary, Good, or Amazing
number of hours before a Fatigue success a -1, -2, or -3 is applied.
check for a character without the Survival
Movement skill, and the number
after the slash is for characters STAMINA Modifiers
with this skill.
This skill measures a hero’s
physical fortitude. Arctic terrain +4
:Dying: A dying character Arid or wasteland +3
(anyone who sustained mortal Mountainous terrain +2
Overland damage) makes a Stamina check Swamp or ocean +1
at the end of a scene. On a Forest or grassland 0
Movement Dense vegetation -1
Critical Failure he suffers 2 more
points of mortal damage, on a Jungle terrain -2
Travel km/h Hr/Ck. Failure 1 additional point, and on Small settlement -1
Stroll 4 3/4 any success no additional point. Small city -2
March 6 2/3 This check is repeated once per Large city -3
Forced M. 8 1/2 hour until he receives surgery, or
once per day if he receives First
Aid or Treatment.
:Fatigue: When engaging in
Race strenuous activities, a Critical
NBC Protection
This skill can’t be used untrained. This skill indicates that the hero is
Failure inflicts 2 more points of
This skill improves a hero’s ability familiar with the protocols of
fatigue, and a Failure 1 more
to move fast. Rank 1 increases the survival in conditions of nuclear,
point.
run movement rate by 2 meters. biological, or chemical warfare. A
successful skill check provides a-1, modify Ordinary-level programs.
-2, or -3 step bonus to Constitution
COMPUTER SCIENCE :Modify Existing Programs: At
feat checks made to resist the This skill provides a basic under- rank 3 Good-level programs can
effects of radiation, poison, or standing of computers and be modified; at rank 6 every
disease brought on by these computer systems. program can be modified.
conditions. :Information Retrieval: A :Create New Programs: At
check is required only if the data rank 3 the hero can create pro-
is somehow protected, and in this grams of Marginal complexity,
case only Marginal protection can Ordinary programs can be cre-
Survival Training be foiled with this skill only. A
This skill enables a hero to im- ated at rank 6, Good at rank 9,
Critical Failure means that an and Amazing at rank 12.
prove his chance of survival in a alarm is raised, or some monu-
particular terrain. Different ter- mental mistake has been made.
rains require different purchases :Computer Repair: With a
of the skill. complex skill check, a hero might DEMOLITIONS
be able to fix a defective com- This broad skill provides a hero
puter. with training in the basics of
:Programming: The source setting explosives, timers, and
INTELLIGENCE code of programs of a Marginal
complexity can be manipulated
placing charges for maximum
effect. Setting a prepared charge
SKILLS with this broad skill. is a simple check, with a Failure
meaning that the device won’t
Hacking explode as planned, and a
This skill can’t be used untrained. Critical Failure results in an early
explosion.
BUSINESS Hacking is the ability to break
If the hero wants to hide the
computer codes and bypass
This skill provides a basic knowl- charge, a complex check is
security. This skill is needed for
edge of the business market, the required, and a +1 to +4 penalty
bypassing security of Ordinary
theories of supply and demand, to an observer’s Awareness check
level or better.
advertising, business planning, is applied according to the check
etc. 'Increased Effect: At rank 4, 8, result, from Marginal to Amazing.
and 12, a cumulative -1 step is Completing a complex check of
applied to the skill check.
Corporate Good complexity indicates that
This skill improves a hero’s ability the charge has been placed in a
to function in the realm of large- Hardware weak spot, causing damage one
scale trade and commerce, and to This skill allows a greater under- grade better than normal; an
deal with stock markets. It also standing on how computers works Amazing complex check results in
provides an understanding on and how to repair them. a two -grades improvement.
how big companies work. 'Increased Effect: At rank 4, 8,
and 12, a cumulative -1 step is Scratch-Built
Illicit Business applied to the skill check.
Explosives
This skill allows a hero to function This skill can’t be used untrained.
in the underside of the business Programming This skill lets the hero attempt to
world, dealing with black market. With this skill a hero can analyze build a demolition package from
Any illegal transaction is also computer programs, modify them, scratch, or tamper with military
improved by a -1 step. and eventually create his own ordinance. If the proper tools
'Increased Effect: At rank 4, 7, programs. Tank 1 allows heroes to aren’t available, the check has a
and 10, the bonus becomes -2, -3,
and -4 respectively.
First Encounter
This skill can’t be used untrained.
Failure the bluff is seen for what it
PERSONALITY This skill represents a hero’s
training in the theories and
is, and the target becomes Hostile
or Combative. On a Failure the
protocols of making first contact
SKILLS with a previously unknown culture.
hero’s attempt is considered
annoying. On an Ordinary, the
It is always a complex check, and
bluff works for the immediate
may take days, weeks, or even
scene only, with no change in
months to succeed. Upon success-
CULTURE fully completion of a first encoun-
attitude. On a Good result, the
target’s attitude improves one
This broad skill represents a ter, the hero gains rank 1 in the
grade for d8+1 time units. With an
hero’s ability to understand and Knowledge - Language and
Amazing result the target’s atti-
interact with cultures that are Culture - Etiquette skills that relate
tude improves by 2 grades for
different from his own. It is always to the formerly unknown culture.
d12+2 time units.
considered an encounter skill, with
a Critical Failure meaning the
Bribe
target has been insulted. The
complexity of the concepts is also
DECEPTION A bribe check is called for when-
This broad skill represents a ever a hero wants to offer money,
an issue: simple concepts grant a
hero’s proficiency at deceiving goods, information, or services to
-1 bonus, everyday concepts have
others through conversation and get someone to do what the hero
no modifier, and complex concepts
face-to-face interaction. A hero’s wants. On a Critical Failure the
give a +1 penalty.
deception situation die is modified target becomes Hostile or Com-
for the target’s Intelligence resis- bative; on a Failure the bribe is
Diplomacy tance modifier. Also, the shift in refused (and must be raised); on
This skill allows a hero to improve attitude is not necessarily long- an Ordinary success it’s accepted
his ability to reach agreements lasting. but the attitude is not changes; on
and understandings with repre- a Good the target’s attitude is
sentatives of different nations, Bluff improved one grade for 2d6 hours;
cultures, and species. This skill on an Amazing success it im-
This skill represents a talent for
can only be used on a particular proves 2 grades for 4d6 hours.
misleading or deceiving through
target if the hero has at least a
false bravado or outright lies, or
rank 1 in the appropriate Eti-
deterring a character displaying
quette. Depending on the type of
extreme confidence. On a Critical
Gamble knowledge of dance techniques. Bargain
This skill represents a hero’s This skill represents a hero’s
proficiency at various games of Musical ability to make and close deals of
chance. With each purchase of the Instrument all kinds, as well as the skills to
skill, the hero selects one game to This skill can’t be used untrained. negotiate, haggle, and bluster his
be skilled in. He can playing This skill represents a talent for way through a deal.
honestly - and in that case both playing a particular musical
check, and the highest success instrument and reading music. To
Charm
wins (with a +2 if one isn’t a be skilled in more than one This skill represents a hero’s
gambler). If the gambler decides instrument, the hero must pur- ability to change the attitudes of
to cheat, he applies a -3 if playing chase this skill more than once. those he interacts with. It can only
against an untrained target, a +1 be used on Neutral or Friendly
with a trained one, and a -3 with a targets.
trained one higher in rank. On a Sing
Critical Failure he’s caught This skill represents a talent for Interview
cheating, while on a Marginal/ carrying a note and singing This skill represents a hero’s
Ordinary/ Good/Amazing he wins songs. ability to get information from
the pot/1.5 times the pot/twice the another character. It is generally
pot/three time the pot. used to provide information the
target is willing to share, and can
ENTERTAINMENT Interaction only be used on Neutral or
Friendly targets.
This broad skill represents a Modifiers
hero’s proficiency in the perform-
ing arts. Skill checks are modified Intimidate
by the target’s Will resistance Different species +2 This skill represents a hero’s
modifier. An entertainer who is Different culture +2 ability to threaten another charac-
simply trying to show the audience Target/hero’s relationship: ter, either physically or by the
a good time receives a -1, if he Strangers +1 weight of authority. The target’s
wants to make a name of himself Known to each other 0 Will resistance modifier applies,
he gets a +1, and if he wants to Acquainted -1 and it’s not possible to intimidate
stun, shock or divert the audience Combative or fanatic characters.
he receives a +3 penalty.
'Enhance Another Skill: At Seduce
rank 4, 8, and 12 the hero receives This skill represents a hero’s ability
a cumulative -1 to another skill INTERACTION to entice or beguile another
check. Possible combinations are: This broad skill provides a hero character, to gain her trust or
Act o Dance with Interaction - with the basics of interpersonal cooperation through romantic
Seduce; Dance with Manipulation contact with members of the same overtures. It can be used on
- Pickpocket or Acrobatics; Sing species and native culture. Inter- Friendly or better attitudes. If the
with Interaction - Taunt; Musical action is an encounter skill, but character becomes Charmed, the
Instrument with Leadership - neither a Combative nor a Fanatic seduction works until the hero
Inspire. result is possible. Also, the target’s pretends interest, if the character
Will resistance modifier applies. becomes Fanatic she really falls in
Act love with the hero. Every time the
seducer asks for a favor, the target
This skill represents a talent for
makes a Will feat check with a
playing a part or assuming a
modifier based on attitude
dramatic role.
(Charmed, +1; Fanatic, +2): a
:Disguise: At rank 4, the hero
success shifts the attitude one
becomes able to employ stage Bargain grade towards Neutral, once the
makeup to change his appear-
Modifiers attitude shifts to Friendly, she is no
ance. It is a complex skill check,
longer behaving as though
and a penalty is applied to the
seduced.
observer’s Awareness - Perception Opponent w/ no bargain -2
skill: +1/+2/+3 for an Ordinary/ Supply is low +2
Good/Amazing success. Supply is moderate 0
Taunt
Supply is high -1 Taunt is the ability to trade insults
Dance Demand is low -2 with the best of them, causing an
Demand is moderate 0 opponent to become rattles and
This skill represents a talent for
Demand is high +2 acting against his best interests.
moving rhythmically to music, as
The Will resistance modifier is
well as choreographies and the
used.
On a Critical Failure, the target Command
has a bonus of -2 to his next This skill represents a hero’s ability
action; no change for a Failure; a to lead others by virtue of sheer
+1 on an Ordinary success; a +2 authoritativeness and persuasive
on Good; and a +3 on Amazing, ability. This skill can’t be used on
and in this case the target’s Combative targets.
attitude is shifted one grade
towards Combative.
Inspire
This skill can’t be used untrained.
This skill represents a hero’s ability
Taunt to command by example. It is
used in a way similar to Interac-
Modifiers tion - Charm, but it can also be
used on Hostile or Combative
Target Combative -2 targets.
Target Hostile -1
Target Neutral 0
Target Friendly +1
LEADERSHIP
This broad skill provides a hero
with the abilities and talents of a
leader, allowing him to coordinate
a group. On a Critical Failure the
whole group gets a +1 penalty for
the current and following round;
on a Failure no bonus is awarded;
on an Ordinary success up to 2
followers receive a -1 bonus for the
actions attempted in the current
and following round; on a Good
success as many as 4, and on an
Amazing as many as 6 followers
are affected.
'Increased Effect: As a char-
acter gains ranks in the Leader-
ship specialty skills, a bonus is
awarded to the checks: -1 at rank
4, -2 at rank 8, and -3 at rank 12,
noncumulative for Command and
Inspire.
Leadership
Modifiers
PERKS
&
FLAWS
Perks
PERKS Danger Sense
Cost 4, WIL, Active
This perk provides a hero with an
innate ability to anticipate
Name Cost Ab.
Alien Artifact 8 - Alien Artifact danger, which translates in a -2
Ambidextrous 4 DEX Cost 8, -, Special bonus to all Awareness - Intuition
Animal Friend 4 WIL Somewhere in his travels, the hero checks.
Celebrity 3 PER came to possess an object of alien
Concentration 3 INT
Danger Sense 4 WIL origin, an experimental gadget, or Faith
Faith 5 WIL something similar. He doesn’t Cost 5, WIL, Conscious
Filthy Rich 6 PER know about its functions or pur- This perk provides the hero with
Fists of Iron 2/5 STR pose, and he must try to discover belief in either himself or in a
Fortitude 4 CON it. This perk provides mostly
Gearhead 4 PER power or agency greater than
advantages, but also some small himself. The first time this perk is
Good Luck 3 WIL disadvantage.
Great Looks 3 PER used in an adventure, its base die
Heightened Ab. 10 Spec. id -d4, with a cumulative +1 step
Hidden Identity 3/6 PER Ambidextrous for each additional use. When a
High Tech 4 - check fails, the hero can’t use this
Networked 2 PER Cost 4, DEX, Active
A hero with this perk can use both perk until the next adventure. Faith
Observant 3 WIL
Photo Memory 3 INT hands at the same time; the provides a bonus to a skill use that
Powerful Ally 4 PER penalty for his off hand is reduced doesn’t go against the tenets of the
Psionic Awaren. 3 INT to +2, and the penalty for the hero’s faith. On a Critical Failure,
Reflexes 4 DEX the skill is automatically a Critical
primary hand is eliminated
Reputation 3 WIL Failure, too; on a Failure the perk
Second Sight 4 WIL (instead of +4/+2, see Chapter 2).
provides no bonus; on an Ordi-
Superior Talent 4/6 WIL nary, the result of the skill is
Tough as Nails 4 STR
Vigor 2/3/4 CON
Animal Friend improved by one degree of suc-
Well Traveled 4 PER Cost 4, WIL, Conscious cess; on a Good by 2 degrees,
Willpower 4 WIL Animals of all kinds innately trust and on an Amazing result, by 3
the character. All encounter rolls degrees.
when dealing with normal animals
are at -2, and all Animal Handling Filthy Rich
skills check are at -1.
Cost 6, PER, Conscious
: Perks in italics can only be The hero has a wealthy (and
selected on character creation. Celebrity perhaps influential) family. A hero
: A character can never pur- Cost 3, PER, Conscious can (with the GM approval) try a
chase more than 3 perks, either at This perk indicates that the hero is perk check to request some funds.
the time of creation or later in his famous in certain circles. He has a Also, by revealing his background,
career. bonus on Personality-based skill the hero can attempt a perk check
: Active perks are always in checks depending on the success to improve his Personality-based
effect, and provide the hero with a of the perk check: Critical Failure, skills by an amount dictated by
constant benefit. +2 penalty; Marginal, no bonus; the perk check result: +1 penalty
: Conscious perks are not Ordinary, -1; Good, -2; Amazing, - for a Critical Failure; no bonus on
always in effect, and the hero 3. At level 5, the base situation die a Failure; -1 for Ordinary; -2 for
might be required to make a perk for this perk becomes -d4, at level Good, and -3 for Amazing.
check. 10 -d6, and at level 15 it becomes -
: The base situation die for perk d8.
checks is +d4. The perk’s score is Fists of Iron
equal to the associated Ability Cost 2/5, STR, Active
Score. Concentration This perk, after a perk check at the
Cost 3, INT, Conscious beginning of a combat, provides
By using an action, the hero can the hero with a 1-point increase to
make a Constitution check to the Unarmed Attack damage. If
improve a stated task by an the hero has Power Martial Arts
amount depending on the perk and spends 5 points instead of 2,
check result: Ordinary, -1; Good, - the actual bonus to the inflicted
2; Amazing, -3. damage depends on the check: 1
point increase on a Marginal
success, 2 on an Ordinary, 3 on a
Good, and 4 on an Amazing.
Fortitude Networked Second Sight
Cost 4, CON, Active Cost 2, PER, Active Cost 4, WIL, Conscious
A hero with this perk receives a -1 The hero gains a -1 step bonus to The hero can see through illusions
bonus when he makes a Stamina - the use of contacts or allegiances. and visual trickeries (also of
Endurance check. psionic or FX origin). The hero
must concentrate, and gains a -1
Observant to the check used to resist the
Gearhead Cost 3, WIL, Active effect. If normally no skill check is
Cost 4, PER, Active This perk provides a hero with a -1 allowed, he gains a Will feat to
The hero has a natural affinity bonus to his Awareness - Percep- see through the illusion.
with mechanical systems, and tion checks.
gets a -1 step bonus to Technical
Science - Repair and Juryrig skill Superior Talent
checks.
Photo Memory Cost 4/6, WIL, Active
Cost 3, INT, Conscious This perk can only be purchased
This perk gives a hero an extraor- by a hero with psionic abilities.
Good Luck dinary memory. A perk check is The 4-point version allows the
Cost 3, WIL, Conscious required to remember some character to purchase 2 psionic
A hero with this perk can use it specific detail, with bonuses or broad skills and up to 2 specialty
once during a scene, before penalties dictated by the GM. skills from each. The 6-point
attempting some other type of version allows the purchase of up
action. The perk provides a to 4 psionic specialty skills of a
modifier to the next activity, based
Powerful Ally
single broad skill. A hero may not
on the perk check result: Critical Cost 4, PER, Conscious select both versions of this perk.
Failure, +3 penalty; Marginal, -1 When in trouble, the hero can call
bonus; Ordinary, -2 bonus; Good, - on hi Powerful Ally, provided there
3 bonus; Amazing, -4 bonus. is a way to contact him. A Failure Tough as Nails
means that no aid is forthcoming, Cost 4, STR, Active
an Ordinary indicates ordinary This perk provides a +1 increase
Great Looks aid, Good indicates good help, to the hero’s Strength resistance
Cost 3, PER, Active and Amazing means amazing modifier.
A hero with this perk receives a -1 help.
bonus to any Personality-based
skills. Vigor
Psionic Awareness Cost 2/3/4, CON, Active
Cost 3, INT, Active For 2 points, the hero increases his
Heightened Ability A hero with this perk is allowed a stun rating by 1; for 3 points he
Cost 10, Special, Active perk check to determine whether can increase his wound rating by
This perk raises an Ability Score he realizes that a psionic power is 1; for 4 he can increase his mortal
(player’s choice) by 1 point, up to being used in his vicinity. and fatigue rating by 1. Each of
the racial maximum. these benefits can be purchased
Reflexes only once.
Hidden Identity Cost 4, DEX, Active
Cost 3/6, PER, Active A hero with this perk receives a +1 Well Traveled
The hero enjoys the benefits of a increase to his Dexterity resistance Cost 4, PER, Conscious
false identity. For 3 points, no modifier. The hero has acquaintances in
records of the hero exist (but he many remote locations that might
cannot have any bank account or act as contacts for him. Whenever
credit card). For 6 points, he has
Reputation
he travels to a foreign location, he
actually a complete false identity. Cost 3, WIL, Active may make a perk check in order to
This perk provides a hero with a “remember” one of those acquain-
reputation that is known far and tances. If a favor is asked, he
High Tech wide; it’s not based on the hero’s suffers a +1, if a Critical Failure is
Cost 4, -, Special influence and Personality (like the rolled, the hero suffers a +1
The hero owns an object of ad- celebrity perk), but on the awe and penalty to all Personality-based
vanced technology (PL 6), which is impression for his accomplish- skill until he leaves the area.
not an Alien Artifact. The item has ments. The exact bonus must be
no drawbacks, until a Critical figured out with the GM. At level 5,
Failure is rolled, which damages it the Reputation base die becomes - Willpower
until a Technical Skill - d4, at level 10 -d6, and at level 15 - Cost 4, WIL, Active
Xenoengineering can fix it. d8. This perk gives a +1 to the hero’s
Will resistance modifier.
Flaws
FLAWS Code of Honor
+3 Bonus Skill Points, WIL
The code of honor represents a
standard the hero decides to live
Name +SP Ab.
Abductee 4 CON Abductee by; it must have real conse-
Alien Artifact 5 - +4 Bonus Skill Points, CON quences to his life, and it shouldn’t
Bad Luck 6 WIL The hero has been abducted at be always easy. The achievement
Clueless 2/4/6 INT some point in his life, and as a point of an adventure can be
Clumsy 5 DEX reduced if the player does not
Code of Honor 3 WIL result, he is irrationally afraid of
one of the major alien species roleplay the flaw as part of the
Criminal Record 4 PER hero’s basic makeup.
Delicate 3 STR (GM choice). The hero must make
Dilettante 5 WIL a Resolve - Mental check each
Dirt Poor 5 PER round to spend any amount of Criminal Record
Divided Loyalty 4 PER time in an alien’s presence. If the
Forgetful 5 INT +4 Bonus Skill Points, PER
check fails, he attacks for d4 The hero has a significant criminal
Fragile 3 CON
Illiterate 5 INT rounds or flees for d12 rounds record. His personal information
Implants 2 CON (player’s choice). Fleeing inflicts 1 are on file with all major agencies,
Infamy 2/4/6 PER point of fatigue. On a Critical and he is very easy to track. This
Oblivious 4 WIL Failure the hero disappears for d4 flaw can’t be chosen along with
Obsessed 2/4/6 INT days.
Old Injury 2/4/6 STR the 3-points version of the Hidden
Phobia 2/4/6 WIL Identity perk.
Poor Looks 3 PER Alien Artifact
Possessed 4/8 WIL
Powerf. Enemy 2/4/6 PER
+5 Bonus Skill Points, - Delicate
Primitive 2/4/6 INT Somewhere in his travels, the hero +3 Bonus Skill Points, STR
Ramp. Paranoia 2 PER came to possess an object of alien The hero suffers one point of stun
Rebellious 2 PER origin, an experimental gadget, or damage whenever he makes a
Slow 6 DEX something similar. He doesn’t successful Unarmed Attack
Spineless 2/4/6 WIL know about its functions or pur-
Temper 2/4/6 WIL against an opponent. Furthermore,
pose, and he must try to discover if he suffers more than half of his
Wild Talent 6 WIL
it. This flaw provides mostly stun points, he can’t make an
disadvantages, but also some Unarmed Attack any more.
small advantage.
Temper
+2/4/6 Bonus Skill Points, WIL
The hero has a short fuse, and the
player and GM must agree on
what type of event triggers the
hero’s temper. For 2 points, he
receives a +1 penalty to all
actions until he calm don, for 4
points he suffers a +2 penalty,
and for 6 points a +3 penalty.
Wild Talent
+6 Bonus Skill Points, WIL
This flaw can only be purchased
by a hero with a psionic talent.
After becoming dazed, or failing a
Stamina - Endurance check, or
any Resolve check, the hero’s
power is unleashed uncontrollably
for d4 phases. The hero also loses
one point of psionic energy per
phase of uncontrolled discharge.
6
PSIONICS
&
FX
Resisting Mental
PSIONICS Abilities
CONSTITUTION
If a psionic power is directed at
another character, that character’s
SKILLS
A psionic talent may purchase Will resistance modifier must be
only one psionic broad skill and taken into account. Also, Resis-
up to 2 specialty skills within that tance - Mental can provide addi- The broad skill has a base situa-
broad skill (except for the Superior tional modifiers. tion die of +d4, each of the
Talent perk). specialty skills has a base die of
:He can reach rank 12 in one of +d0.
these 2 specialty skills and rank 6
in the other one.
:No psionic skill can be used
untrained. BIOKINESIS
:A talent starts with a number Psionics This skill allows a character to
of Psionic Energy Points equal to harness the power of his mind to
one-half of his Will score, rounded Name Cost enhance his body functions.
up.
CON Skills Bioweapon
Psionic Energy Biokinesis 7 With this power, the hero gener-
When using a psionic power, the Bioweapon 4 ates a staff or club of biokinetic
character spends Psionic Energy Control Metabolism 3 energy that extends from his arm
Points, even if the skill check is not Heal 5
and can be used as a melee
successful: Morph 5
Rejuvenate 4 weapon. The Melee Attack -
Transfer Damage 3 Bludgeon skill is required. The
Action Energy Lost damage rating is d4/d4+2/d6+2
Critical Failure result 3 INT Skills (plus Strength modifiers, if any),
Broad skill, success or failure 2 ESP 6 and the type of damage depends
Spec. skill, success or failure 1 Battle Mind 5 on the check result: Ordinary, stun;
Clairaudience 3 Good, wound; Amazing, mortal.
If a character (rolling a Critical Clairvoyance 3
Failure, for example) loses more Empathy 2
points than he has available, he Mind Reading 4 Control
Navcognition 4 Metabolism
suffers the difference as fatigue
Postcognition 4
points. Precognition 5 Through this skill, a hero can
Psycholocation 3 regulate his metabolic processes,
Extended Duration Psychometry 4 adapting them to an hostile
Sensitivity 3 environment. The degree of
The duration of most psionic
powers can be extended from protection depends on the check
round to round by spending one
WIL Skills result. This power can be main-
Telekinesis 7 tained spending 1 point per hour.
extra point per following round. Electrokinetics 4
Kinetic Shield 3
Psionic Energy Levitation 3 Heal
Photokinetics 2 By concentrating, a character can
Recovery Psychokinetics 4 heal himself with this power. On
A character may try to recover Pyrokinetics 4 an Ordinary result, he heals 1
Psionic Energy Points at the end of wound point, on a Good, 2 wound
any hour in which he didn’t use a PER Skills points, on an Amazing, 3 points. If
psionic power. He has to roll a Telepathy 6 he’s trying to cure a disease, an
Resolve - Mental check. On a Contact 4
Ordinary success reduces the
Critical failure, he loses 1 more Datalink 5
Illusion 4 degree of illness by 1 grade, a
point; on a Failure he doesn’t Mind Blast 5 Good success by 2, and an
recover any; on an Ordinary he Mind Shield 3 Amazing by 3 grades. This skill
recovers 1 point; 2 on a Good, and Obscure 4 can’t be attempted more than once
3 on an Amazing result. If he Possess 5 per hour.
Suggest 4
spends at least 8 hours resting
Tire 4
'Healing Mortal Damage: At
and not using any psionic talent, rank 6, a character can heal
he automatically regains all his mortal damage. On a Ordinary, he
Psionic Energy Points. heals 2 wounds, on a Good, 3
wounds or 1 mortal, and on an
Amazing 4 wounds or 2 mortal.
Morph absorbing it into himself. On a
By using this skill, a character can Critical Failure, the other charac-
ter suffers 1 wound, on a Failure Clairaudience/
alter his physical features, either
to disguise himself or to accom- there is no effect, on an Ordinary Clairvoyance
the hero absorbs 1 wound, on a
plish something extraordinary,
Good, and on an Amazing 3
Modifiers
such as squeezing into a hole or
stretching his arms. Morphing wounds or 1 mortal.
An Ordinary reduces an illness by Familiar location -1
requires an entire round to com-
one grade, simultaneously affect- 1-10 meters -1
plete. The degree of success
ing the hero; a Good by 2 grades, 10-100 meters 0
determines the power duration:
and an Amazing cures the patient, 100 meters - 1 km +1
Ordinary, 1 round; Good, 2
but transfers the full illness into 1-10 km +2
rounds; Amazing, 3 rounds.
the hero. 10-100 km +3
Thereafter, the hero can spend 1
100-1000 km +4
point per round to maintain the
1000-10000 km +5
power. Only the game statistics
directly pertaining the morphing
can change. The power has no
effect on clothing and posses-
INTELLIGENCE
sions.
'Rank Benefits: At rank 1 and SKILLS Empathy
3 select one of the following: This skill allows the hero to “read”
Elongate fingers, adding one the surface emotions of another
half meter to reach The broad skill has a base situa- character. They must be in visual
Elongate arms, adding 1 meter tion die of +d4, each of the contact. A successful use provides
to reach specialty skills has a base die of a bonus when using encounter
Elongate legs, adding 1 meter to +d0. skills on that character: -1/-2/-3 on
height Ordinary/Good/Amazing.
At ranks 5 and 7, choose one of :Aura Reading: At rank 4, the
these forms: hero can see a person’s aura,
Alter facial features (imposing a ESP determining his health and mental
+2 on Awareness checks) This skill allows a character to state. On an Ordinary/Good/
Elongate arms and legs simulta- experience his environment Amazing success, he gains a -1/-2/
neously through an agency beyond the -3 to any Medical Science, Knowl-
Elongate body and alter bone normal senses. edge - First Aid or Biokinesis -
structure to pass through small Transfer Damage skill checks.
openings (half a meter) Battle Mind Reading auras of creatures of
At ranks 10 and 12, select one of different species suffers a +1
As long as this power is in effect,
the following: penalty.
the hero receives a bonus to his
Improved disguise (+4 to action checks: -1 on Ordinary, -2
Awareness checks) on Good, and -3 on Amazing. Mind Reading
Lessen LO damage. A second This skill allows the hero to “read”
check at no cost is made, and the the surface thoughts of another
result used: Ordinary, d4; Good, Clairaudience
character. They must be in visual
d4+2; Amazing, d6+2 With this skill, the hero can project
contact. The duration depends on
Activate 2 forms at once his mind to a location, hearing
the check result, and cannot be
sounds as though he was physi-
extended. On an Ordinary, the
cally there. The ability lasts 1
Rejuvenate round on an Ordinary, on a Good,
contact lasts 1 phase, and ran-
Using this skill, a hero can offset dom and disjointed thoughts are
and 3 rounds on an Amazing
fatigue or stun damage he has perceived. On a Good, the contact
result, and can be extended by
suffered. On an Ordinary he gets lasts for 2 phases, and more detail
paying 1 more point per round.
2 “rejuvenation points”, on a Good and coherence is received. On an
4 and on an Amazing 6. It costs 1 Amazing result, the contact lasts
of these points to restore 1 point of Clairvoyance for 3 phases, and the complete
stun damage, and 2 to restore 1 With this skill, the hero can project surface thoughts can be read.
point of fatigue damage. This his mind to a location, seeing 'Probe: At rank 6 the hero can
power can’t be used more than everything as though he was search for a specific piece of
once per hour. physically there. The ability lasts 1 information. Will resistance
round on an Ordinary, on a Good, modifier applies, and attempting
and 3 rounds on an Amazing
Transfer Damage result, and can be extended by
a probe on an alien species incurs
The hero can alleviate another in a +2 penalty. The degree of
paying 1 more point per round. success dictates the completeness
character’s damage or disease by
of the source, etc.
Navcognition Psycholocation
A character with this skill can A hero with this skill uses psionic
WILL
instinctively determine his present power to find lost or hidden
location and mentally plot a objects (not living beings). The SKILLS
course to a distant one. It replaces skill range is approximately 30
the use of the Navigation skill. meters. Large objects grant a -1,
while small objects have a +1 The broad skill has a base situa-
penalty. If the hero has a focus tion die of +d4, each of the
(like a Y-shaped stick), he has a -1, specialty skills has a base die of
Navcognition but suffers a +1 if without his +d0.
Modifiers focus. On an Ordinary, he can
determine the direction of the
object, on a Good or Amazing
Combat conditions +4 success he also determines the TELEKINESIS
Hostile conditions +2 distance. This skill allows a hero to manipu-
Calm conditions 0 'Extended Range: At rank 6 late his physical environment with
Unexplored territory +4
the range extends to 100 meters, only the power of his mind.
Part. explored territory +2
at rank 9 to 1 km, and at rank 12
Known territory 0
to 100 km. Electrokinetics
Familiar territory -2
Less than 5 min. +1/min. With this skill, a character can
More then 5 min. -1/min. Psychometry cause an electrical charge to build
Darkness +3 This skill gives a hero the ability to up in the air around him, and he
Inclement weather +2 read psychic impressions from can direct it to a target up to 16
Rough terrain +2 inanimate objects. An Ordinary meters away (range 4/8/16),
success conveys simple emotions, causing a shock to a single target.
on a Good the hero receives A check must be made to build up
images associated with the object, the charge, and another to dis-
and with an Amazing success he charge it; if the second check is
Postcognition experiences a brief encounter. The failed, it simply dissipates. The
object must be held and manipu- damage caused is d4+2s/d6+2s/
With this skill, a hero can sense
lated while using the power. d4w.
the mood of an area, and even
:Datawipe: At rank 3, the
“see” events that happened there
Sensitivity character can bulk-erase all data
in the recent past (1 day per skill
This skill enables a character to from any electromagnetic record-
rank). On an Ordinary success the
realize when a psionic skill is ing medium. The success deter-
character senses general emo-
being used in his vicinity. It is a mines the modifier to attempt
tions, on a Good he also receives
voluntary check, costs 2 psionic recovering the data (+1/+2/+3).
brief flashes of events, and on an
Amazing success he actually energy points and persists for 1 'Increased Damage: At rank 5,
experiences a brief encounter. minute; it can be maintained damage is d6+2s/d4w/d4+2w; at
One skill check can be made in paying 1 more point per minute rank 9 it is d4+2w/d6+2w/d8+2w.
the area. thereafter. On an Ordinary suc- 'Tamper: At rank 6 it’s possible
cess, the hero is aware that a to use this power to tamper with
Precognition psionic skill is being used in a 20 electronic sensors and recording
meters radius, and can determine devices, blurring images, fooling
This skill is the ability to receive
who is using it; on a Good he can X-ray devices, etc. The quality of
impressions about possible future
also identify the broad skill being the machinery applies a 0/+1/+2/
events (a number of hours or days
used, and on an Amazing result +3/+4 penalty to the check.
equal to his rank). The GM must
call for a check whenever a
he can determine exactly the 'Bypass: At rank 9 the hero
specialty skill being used. can use this power to bypass or
precognitive flash may occur, if the
:Channeling: At rank 6, the override electronic locks and
character doesn’t want to spend
hero can act as a medium; on a similar devices. A successful
psionic energy, nothing happens.
success he can successfully open Security - Security Devices check
On an Ordinary success, he
his mind to ghostly presence, grants a -1/-2/-3 bonus to this
perceives vague images, on a
allowing them to communicate power. Again, the quality of the
Good brief flashes, and on an
through him. device imposes a penalty.
Amazing success he experiences
a brief encounter. If a hero wants 'Jamming: At rank 12, a hero
to force a precognitive flash, the can try to jam any electronic
psionic cost is doubled, a +3 signal within 20 meters (+20
penalty is applied, and the skill meters per additional point spent)
can’t be used again for 2d6 days. for 1 minute.
Kinetic Shield :Manipulate: At rank 3, the possible. For unwilling minds, the
This skill creates an invisible hero can attempt to manipulate Will resistance modifier applies. It
barrier that moves with the hero small mechanisms, using his is also possible to expel an
and provides him protection from psionic power instead of the unwanted user by making a Will
both LI and HI attacks. The quality appropriate skill. The attempt has feat check or a Resolve - Mental
of the shield depends on the a +3 penalty, that becomes + at with a penalty (+1/+2/+3) de-
check: Ordinary, HI +1, LI +2; rank 6, +1 at rank 9, and no more pending on the psionic user’s
Good, HI +2, LI +3; Amazing, HI penalty at rank 12. degree of success.
+3, LI +4. If the hero attempts any
other action while maintaining the
power, other actions suffer a +1. Pyrokinetics Contact
This skill can be maintained round This skill allows a character to
by round expending 1 more point excite molecules within an object Modifiers
per round. or even in the air until they burst
into flames. This power has Familiar mind -1
Levitation ranges of 10/20/30 meters, and Unfamiliar mind 0
This skill, which can be main- imposes a +1 for medium and a Hostile mind +1
tained, allows a hero to lift himself +3 for long range. Characters and Combative mind +2
into the air and propel himself as objects up to 6 meters away from 1-10 meters -1
though he were flying. The rate of the blast can be hurt, but the 10-100 meters 0
ascent per phase and movement damage i reduced by 2 point for 100 meters - 1 km +1
depend on the check: targets up to 2 m away, by 3 for 4 1-10 km +2
m, and by 4 for targets up to 6 10-100 km +3
Ordinary 2 m/walk x 1 meters away. The damage is 100-1000 km +4
Good 4 m/walk x 1.5 d4+2w/d6+2w/d8+2w. 1000-10000 km +5
Amazing 6 m/walk x 2 'Increased Damage: At rank 5
the damage becomes d6+2w/
If the hero attempts any other d8+2w/d4m, at rank 9 it becomes
action while maintaining the d8+2w/d4m/d4+2m.
power, other actions suffer a +1. Datalink
This skill, which can be extended
Photokinetics in duration, is the ability to link
With this skill, a character can
excite the molecules in an object
PERSONALITY one’s mind with a computer, to
operate the machinery with a
so that they give off illumination, mental command. If the location is
in a radius depending on the SKILLS more than 2 meters away, a +1 is
check: Ordinary, 2 meters; Good, applied, +2 for more than 4
4 meters; Amazing, 6 meters. It meters, and the skill can’t be used
takes one phase for the object to The broad skill has a base situa- further than 6 meters.
reach maximum luminosity, and tion die of +d4, each of the
then it stays excited for the rest of specialty skills has a base die of Illusion
the round and the next full round. +d0. This skill, which can be extended
in duration, enables a character to
Psychokinetics fool a target’s mind by projecting
This skill is the ability to move
objects using the power of the
TELEPATHY into it an illusion, which can a
sight or sound, but no other sense
mind. A character can lift objects This skill allows a hero to open his can be affected. The skill can only
that weigh 10x his Will score, or mind to the thoughts of another or be used within line of sight, and
push objects up to 20x his Will send his own thoughts into the has a maximum range of 5 meters
score (in kilograms). The speed for mind of others. per skill rank. Any actions the user
both lift and push depend on the attempts while maintaining the
skill check: Contact illusion receive a +1 penalty. The
With this skill, which can be result of the check is applied as a
Success Lift Push extended in duration, a hero can penalty to the target’s Awareness -
Ordinary 1 2 send and receive thoughts to and Intuition skill to realize he’s seeing
Good 2 4 from another character. On an an illusion: +1 for Ordinary, +2 for
Amazing 3 6 Ordinary success, only simple Good, +3 for Amazing. Multiple
concepts can be exchanged, on a targets can be affected, but with a
This power can be maintained Good moderate discussions can cumulative +1 penalty to the
spending 1 more point per round. take place, and on an Amazing hero’s check for each additional
success a detailed discussion is target.
Mind Blast against living beings with a medium and a +2 for long range.
This skill allows the user to direct nervous system. It inflicts 1/2/3 points of fatigue,
a powerful blast of pure mental A simple check (modified by the based on the skill check (Ordinary,
energy at another mind. The Will resistance modifier) allows to Good, Amazing).
range is 10/20/40 meters, with a seize control of the body, which is
+1 and +2 for medium and long inert and unconscious. The
range. The damage is d4+1s/ possession ends when the target
d4+2s/d6+2s. makes a successful Resolve -
Mental check; it can be attempted
'Increased Damage: At rank 5 every round/minute/hour depend-
the damage becomes d4+2s/ ing on the hero’s success (Ordi-
d6+2s/d8+2s, at rank 9 it be- nary/Good/Amazing). During the
comes 2d4+2s/2d6+2s/2d8+2s. possession, the hero uses hi own
mental attributes, but adds any of
Mind Shield his appropriate skill ranks to the
This skill allows the user to estab- physical attributes of the hosting
lish a mental defense against body. All action performed suffer a
psionic powers as Contact, Empa- +1 penalty. Attempts to take
thy, Mind Reading, Mind Blast, control of beings not of the hero’s
Suggestion and Tire. Based on the species have a +1 penalty, +3 for
hero’s check, it provides a penalty nonsentient beings.
to the attacker’s psionic power 'Increased Mastery: At rank 4,
check: +1/+2/+3 on an Ordinary/ the victim’s Mental Resolve check
Good/Amazing, plus any Will suffers a +1 penalty, which
resistance modifier. becomes +2 at rank 8, and +3 at
The shield lasts for d4+4 hours, rank 12.
then collapses. 'Greater Duration: At rank 6,
the duration increases to 1 minute/
Obscure 1 hour/ 1 day; at rank 9 to 1 hour/1
This skill, which can have an day/ 1 week. At high ranks, the
extended duration, allows the user possessing hero’s body may
to cloud the minds of others, require medical attention to
obscuring details. The affected ensure it doesn’t starve or dehy-
target receive a +1/+2/+3 penalty drate.
to their Will feat checks to remem-
ber details depending on the Suggest
user’s success (Ordinary/Good/ This skill allows the user to mes-
Amazing). Obscured memories merize another character, planting
can be recovered by the use of a thought into his mind he be-
Medical Science - Psychology, with lieves is his own. A suggestion
a complex skill check requiring 8 lasts for 1/2/3 hours, based on the
successes (one check per 5 check (Ordinary/Good/Amazing).
minutes), with the same penalty Various bonuses and penalties
applied. can be applied as decided by the
'Greater Duration: At rank 4, GM for the particular course of
the character needs only to spend action, if it clashes with the
1 point per 5 rounds to keep this target’s tenets, etc.
power active. 'Programmed Suggestion: At
'Selective Amnesia: At rank 8, rank 6, the hero can implant a
the character can will onlookers to suggestion that will take effect
forget specific details of the scene. when a particular trigger is met.
A number of targets equal to the The suggestion can be as long as
user’s skill rank can be affected, 1 hour/1 day/1 month, depending
and they all receive an additional on the check (Ordinary/Good/
+2 on their checks to recall the Amazing).
specified aspect.
Tire
Possess This skill inflicts fatigue damage
Possess is the power to enter the upon a target. He must be in
minds of others and seize control sight, and the range of this power
of their bodies. It only works is 10/20/30 meters, with a +1 for
FX Arcane Magic Faith FX
FX
A character can only purchase one Name Cost
single broad FX skill, but as many Name Cost
specialty skills in that broad skills Monotheism 14
Aura (PER) 4
as he wants. It can be done at the Diabolism 12 Blessing (WIL) 4
start of his career or later on. Binding (PER) 4 Cure (WIL) 3
:A FX-gifted character starts Black Warding (WIL) 3 Demon Ward (WIL) 4
with 5 FX Points, which can be Command (PER) 4 Exorcism (WIL) 3
Hellfire (WIL) 4 Guidance (PER) 2
later increased in his career to a
Muddle the Eye (PER) 3 Signs & Portents (WIL) 4
maximum of 10. Phantasms (WIL) 2
:Untrained powers (when Vision (PER) 4
Rend the Weave (WIL) 2
available) are used by making the Spiritwrack (PER) 4 Shamanism 13
appropriate Attribute feat check Summoning (PER) 5 Animal Voice (PER) 3
(in parentheses) instead of a Tongue of Dam. (PER) 2 Dreamwalking (WIL) 5
broad skill check. Trail of Dust (WIL) 5 Ghost Dance (PER) 4
:A FX-gifted character can Guide My Hand (WIL) 3
Enochian 9 Hunter’s Stare (WIL) 3
raise at most 2 FX skills to rank 6, Eye of Fate (WIL) 3
while the maximum rank for all the Spirit of Beast (WIL) 2
Grace (WIL) 3 Trance Visions (PER) 2
other FX skills is 3. Halo (WIL) 3 Venom Spirit (WIL) 4
Lumen (WIL) 2
Peaceful Shroud (WIL) 3
FX Energy Unravel Ench. (WIL) 2
Voodoo 13
FX specialty skill costs either 1, 2, Ayza’s Juju (PER) 2
White Salam. (WIL) 4 Erzuli’s Fetish (WIL) 4
or 3 FX points per use. If a charac-
Gris-Gris (WIL) 2
ter uses a skill untrained, it costs 1 Hermeticism 10 Helpful Possess. (WIL) 4
FX point more than the figure Daedalus Impr. (INT) 4 Legba Rides (PER) 2
listed. Glamour (INT) 4 Loa of Healing (WIL) 2
Homunculus (INT) 4 Negate Spirit (WIL) 5
Ligature (INT) 3
FX Energy Shapechanging (WIL) 5
Sleep of Morph. (INT) 4
Recovery Transmutation (INT) 4
A character may try to recover FX
Energy Points at the end of any with these forces is some sort of
hour in which he didn’t use a FX sacrifice, usually personal life
power. He has to roll a Resolve - energy (stun for Marginal sacri-
Mental check. On a Critical fices, wound for Ordinary, fatigue
failure, he loses 1 more point (and ARCANE MAGIC for Good, or mortal for Amazing).
A caster may choose to make a
risks suffering fatigue, just like for
psionic powers); on a Failure he
doesn’t recover any; on an Ordi-
FX greater sacrifice than required;
each step up in quality grant a -1,
nary he recovers 1 point; 2 on a while each step down imposes a
Good, and 3 on an Amazing +3. Environmental conditions may
result. If he spends at least 8 hours Arcane Magic encompasses a effect the casting, with a -3 to +3
resting and not using any FX wide variety of FX, but most effects modifier. Finally, the presence of
powers, he automatically regains of this type rely on obscure formu- like-minded cultists grants a -1
all his FX Energy Points. lae and rituals that allow the user bonus for every factor of 10
to cause energy or beings to do participants beyond the required
his will. number.
Binding
DIABOLISM Transform spell: 1, 2, or 3 points
Diabolism focuses on the sum- This skill can’t be used untrained.
moning and controlling of super- This spell restrains demons so that
natural and extradimensional the diabolist may bargain with
forces and beings of a malevolent them or force them into service.
nature. Demons aren’t friendly, Against least demons, the spell
anyway, and a Critical Failure costs 1 FX, against lesser demons,
usually has some sort of detrimen- it costs 2 FX and has a +3 penalty,
tal effect on the caster. The core of against greater demons it costs 3
a diabolist’s bargaining position FX and has a +5 penalty. The
spell is normally cast upon a to -3 bonus. A Good sacrifice is Phantasms
pentacle (1 hour to inscribe), required, and on a Critical Failure Transform spell: 1 point
otherwise it has a +2 penalty. A the victim becomes immune to This skill can’t be used untrained.
bound creature cannot leave, further commands by the caster. This spell introduces specific
attack, or use any magical ability 'Increased Duration: At rank images directly into a victim’s
to dispel the binding. The demon 4, the command activity can take mind, to create a temporary dread
must make a Resolve - Mental up to 30 minutes. of a specific image. The spell
check every week (each day if a 'Increased Efficacy: At rank 8 begins by establishing a connec-
Spiritwrack is used), with a and 12, the victim suffers an tion to the target. Then, a specific
cumulative +1, until he agrees the additional cumulative +1 penalty image is conjured, and it appears
caster’s demands and is com- to his Mental Resolve check. to the victim in some fashion. The
pelled to serve until the task is target can be asleep or awake,
completed. Unreasonable bar- and will perceive the phantasm as
gains give a -2 bonus to the Hellfire
Conjure spell: 1 point either a nightmare, or a sort of
demon. The sacrifice depends on “corner-of-the-eye” optical illusion,
the type of creature: Ordinary for a This skill can’t be used untrained.
This spell calls forth demonic fire respectively. The phantasm
least demon, Good for a lesser, continues for 1 minute, 1 hour or 1
and Amazing for a greater one. that strike within 30 meters for
d4+1w/d6+1w/d4m (En/O) day according to the success of
On a Critical Failure that particu- the check. The victim is allowed to
lar creature can no longer be ignoring any armor. The spell
requires a Marginal sacrifice, and attempt a Resolve - Mental check
affected by the diabolist’s spells. whenever the phantasm appears,
on a Critical Failure the caster
himself suffers d4+1w. gaining a –1 step bonus for each
Black Warding previous successful check against
Conjure spell: 1 point
'Increased Damage: At rank 4, the spell, and a +1 step penalty
This skill can’t be used untrained. the damage becomes d6+1w/ for each previous failure. When a
This spell creates a faint field of d8+1w/d4+1m. At rank 8 the hero encounters the same image
purplish-black light that protects damage becomes (En/G), while at again - illusion or not - then he
the caster against all forms of rank 12 the damage increases to reacts as determined by the
attack (melee, ranged, psionic, or d8+1w/d8+3w/d4+2m. Mental Resolve check. On a
magical). It grants a +2 to the Critical Failure the image haunts
caster’s resistance modifier. If the Muddle the Eye the caster instead of the victim.
caster suffers wound damage, he Transform spell: 1 point
must succeed in a Resolve - This skill can’t be used untrained. Rend the Weave
mental check or the spell ends. This spell clouds the minds of Transform spell: 1 point
The spell ends immediately if he others, causing them to see what This spell negates other magical
suffers mortal damage. The they expect to see rather than spells. It is automatic against the
sacrifice is Marginal (a drop of what is truly happening. When this caster’s own magic, otherwise the
blood). On a Critical Failure the spell is cast, the caster designates roll is modified by the Will resis-
caster suffers a -1 resistance one or more targets, suffering a tance of the targeted caster, with a
modifier against all melee and +1 step penalty for each target +1 penalty if the targeted spell is
ranged attacks until he stands for after the first. The spell lasts for from Enochian or Monotheism
a full round in sunlight. the next hour. The targets then broad skill list. The spell requires
'Increased Defense: At rank 4, attempt a Resolve - Mental check an Ordinary sacrifice, and on a
the bonus is +3, at rank 8 it is +4, to resist the effects of the spell, Critical Failure it backfires and
and at rank 12, it is +5. with a 0/+1/+3 modifier based on causes the caster the loss of 1
the success of the caster’s check. additional FX point.
The subject’s Awareness check
Command has a penalty of +4/+3/+2/+1
Transform spell: 1 point depending on the degree of Spiritwrack
This skill can’t be used untrained. success of the check (Failure/ Transform spell: 1 point
This spell bends the target’s will to Ordinary/Good/Amazing). The This skill can’t be used untrained.
the diabolist’s. He can command a sacrifice is a single wound point. This spell causes a painful reso-
victim within 30 meters to perform On a Critical Failure each target of nance against extradimensional
any simple action that can be the spell clearly perceives the beings. The target (within 30
described in 12 words or less and events of the next hour, with no meters) is wrecked with pain, and
accomplished in 10 minutes or need for a mental resolve check. receives a +3 to any action. The
less. The victim must know the
caster’s language, and is entitled
'Increased Duration: At rank spell requires an Ordinary sacri-
4, the effect lasts for 6 hours. fice, plus an elaborate tablet
a Resolve - Mental check with a inlaid with gold and inscribed with
+1/+2/+3 penalty for the 'Increased Effect: At rank 8, the caster’s own blood (1 point of
diabolist’s success (Ordinary/ the caster suffers a +1 step fatigue), plus some substance
Good/Amazing). Violent or self- penalty for each three targets after inimical to the being, otherwise a
destructing commands grant a -1 the first, rather than for each one. “generic” spiritwrack only inflicts a
+1 penalty. If cast upon a creature Tongue of the loses access to the spell and has a
held with Binding, the duration of cumulative +1/+2/+3 penalty to
the pain is determined by the Damned any other action (depending on
success: 1 round/1 hour/1 day/1 Augur spell: 1 point (base) the vow - Ordinary/Good/Amaz-
week for a Marginal/Ordinary/ This spell, which requires a Good ing). Environmental conditions
Good/Amazing success. If cast on sacrifice, allows the caster to may effect the casting, with a -3 to
an unbound demon, it’s: No effect/ speak with demons without +3 modifier.
1 round/5 rounds/10 rounds. On a summoning them. A successful
Critical Failure, the demon re- check duplicates the usage of one
of the following: Clairaudience,
Eye of Fate
ceives an immediate Resolve - Augur spell: 1 point
Mental to break free, and if Clairvoyance, Postcognition,
Precognition, Psycholocation, or This skill can’t be used untrained.
unbound his attacks against the This spell allows the caster to see
caster are at -1 for 24 hours. Each Psychometry. This spell can be
maintained by spending 1 addi- a subject’s future and one scene of
time the diabolist uses this spell, danger he will soon face. The
he must make a Personality feat tional point per round.
This spell can also be used to ask subject can then “store” last resort
check or he suffers the permanent points which then have a one-
(and cumulative) effect of the 2- a single question that can be
answered by a single word or degree bonus. The casting re-
points Infamy flaw with respect to quires an Ordinary vow, the
beings of the spiritwracked short phrase. In this case, the
degree of success determines the presence of the subject, and some
creature’s dimension. divinatory tools of the mystic’s
'Increased Efficacy: At rank 4 precision of the information.
choice. This spell can be assisted
and 8, any penalty is increased by This spell can be assisted by the
Lore - Occult Lore skill, granting a by the Lore - Occult Lore skill,
a +1. granting a -1/-2/-3 according to the
-1/-2/-3 according to the skill’s
'Increased Duration: At rank success. A Critical Failure results skill’s success.
12, the duration increases: rounds in an attempted possession of the
become minutes, minutes hours, caster, who has a +1 penalty to Grace
hours days, days weeks, and his Mental Resolve check. Transform spell: 1 point
weeks become months. This skill can’t be used untrained.
Trail of Dust This spell makes the target more
Summoning Transform spell: 2 points friendly towards the mystic. The
Summon spell: 1, 2, or 3 points This skill can’t be used untrained. target’s Will resistance modifier is
This spell allows a diabolist to When this spell is cast, all physi- applied to the check. The spell
summon a demon from its own cal residue within 30 meters of lasts 5 minutes in a 5-meters area,
dimension; the creature is not diabolical magic activities from up and shifts the attitude of the target
required to serve, but is usually to 12 hours before the casting are one category in a favorable
willing to bargain. This skill destroyed, imposing +4 penalty to direction for each degree of
requires a complex check. Sum- Investigate - Search attempts of success (Ordinary/Good/Amaz-
moning a least demon requires an the area. No sacrifice is required ing); furthermore, it grants a -1
Ordinary sacrifice, costs 1 FX for this spell, but the spell only bonus per degree to any Personal-
point, and can be accomplished destroys evidence of diabolic ity- based skill checks against the
by a single caster, with 3 suc- magic, not other kinds of magic. victim. The spell requires an
cesses (one per phase). For a On a Critical Failure, the evidence Ordinary vow.
lesser demon, 10 participants are is made more obvious and more 'Increased Duration: At rank 4
required, a Good sacrifice, 2 FX permanent. duration becomes 10 minutes, 15
points, a +2 penalty to the check, at rank 8, and 20 at rank 12.
and 5 successes (one per round).
A greater demon requires a
unique ceremony, with hundreds ENOCHIAN Halo
of participants, 3 FX points, one or Conjure spell: 1 point
Enochian magic is concerned with This skill can’t be used untrained.
more Amazing sacrifices, a +4 changing the world through
penalty and 8 successes (one per This spell is a manifestation of the
appeals to beneficent powers. It power granted to the mystic. A
minute). Increasing the time requires purity of thought and
intervals by one step grants a -1 shining light surrounds the caster,
purpose, and most spells require providing a +3 step resistance
bonus. On a Critical Failure the the caster to make a vow to the
creature is annoyed, and may modifier against melee and
contacted being, promising a ranged attacks, and a +4 against
send an inferior demon to investi- certain action in return for the
gate, or appear and attack, or hostile magic. These bonuses
power of magic (from Marginal, increase by 1 step if the caster
even try to possess the caster (who such as a prayer or a candle, to
has a +2 penalty to his Mental places himself in harm’s way to
Amazing, such as a pilgrimage - protect someone who is defense-
Resolve check). The demon has a - some vows are considered ongo-
1 bonus against the caster for 1 less. The spell lasts for 1 round
ing and qualify for more than one plus 1 round per degree of success
week. spell). If a vow is broken, the hero
(Ordinary/Good/Amazing), and White Salamander concentration, so penalties are
requires a Good vow. Summon spell: 2 point applied to other actions. On a
'Increased Effect: At rank 6, This skill can’t be used untrained. Critical Failure the caster suffers
the bonus is +4 and +5. At rank This spell brings a small fire spirit from severe vertigo for 5 rounds,
12, tainted beings suffer d6s for a in the form of an invisible (except with his movement reduced by
contact with the halo, or d6w per to the caster) white salamander half and a +2 to any action.
round of extended contact. which can be commanded to do 'Enhanced Speed: At rank 4,
anything an extremely hot fire the alchemist’s speed increases to
Lumen could do, with an instantaneous double the listed figure, at rank 8
Transform spell: 1 point movement. The creature stays for to triple, and quadruple at rank
This skill can’t be used untrained. 1/2/3 rounds, according to the 12.
With this spell, the caster traces a degree of success, and requires a
glowing symbol which provides Good vow to be cast. Glamour
Good illumination, which de- 'Increased Duration: At rank Conjure spell: 1 point
creases one grade at 10, 20, 40 4, 8, and 12 the spell duration This skill can’t be used untrained.
meters. This light has no heat, and increases by 1 cumulative minute. This spell creates strong auditory
if placed on an object moves with and visual illusions that change
it. The duration is 1 hour plus one as the caster desires, up to Good
hour per degree of success, and a intensity, in a 30 sq. meters area.
Marginal vow is required. They are so realistic that any
'Greater Intensity: At rank 6, HERMETICISM Awareness - Perception check has
the maximum intensity increase to a +3 penalty, and thy can even
Hermetic magic (or alchemy)
Amazing (equivalent to sunlight), fool electronic equipment; unlikely
works through the use of complex
and this could cause damage to illusions grant a -1 to -3 bonus.
mystic formulae which give
creatures vulnerable to sunlight. The illusion lasts for 1 hour if the
structure to the energies of the
caster stays within 30 meters, or
spells. The formulae are very
d6 minutes after he leaves. The
Peaceful Shroud difficult to find, and require exotic
spell requires a powder made of
Transform spell: 1 point and dangerous materials. Any
narcotics, sweat from an onstage
This skill can’t be used untrained. error in performing the spell,
performer and crushed leaves of
This spell is a comfort for the substituting components or
belladonna. On a Critical Failure
suffering, removing the pain and 2 mispronouncing a word, inflict a
the caster’s senses are affected by
steps of penalties. The spell +1 to +3 penalty, while a Critical
spectral visions and noises, and
doesn’t actually heal any damage. Failure backfires the spell on the
he suffers a +1 to any action for 1
It lasts for 10 minutes per degree caster.
hour.
of success, or 8 hours of sleep if Every time an alchemist discovers
the target’s pain was keeping him a new formula (and at start he 'Increased Effect: At rank 4,
awake. The spell requires a can’t have more than one or two the illusion can extend beyond
Marginal vow. spells, GM’s choice) he must make human senses (infrared, or ultra-
sonic, for example); at rank 8 the
'Increased Effect: At rank 4, 8, a Knowledge - Language check if
area becomes 100 sq. meters; at
and 12 the spell negates one he knows the language the text is
written in, or a Social Science - rank 12 the visual and auditory
additional step of penalty from images are of Amazing intensity.
damage. Linguistics check with a +1
penalty. It is always a complex
check, requiring a number of Homunculus
Unravel successes equal to twice the base Transform spell: 1 point (perm.)
Enchantment skill points of the spell (on check This skill can’t be used untrained.
Transform spell: 1 point per day of studying). This spell allows the alchemist to
This spell dispels a magic. The slowly grow an artificial life form
caster’s own magic is automati- Daedalus Improved that obeys his creator’s will. The
cally dispelled, otherwise for every Transform spell: 1 point blood of the caster, mandrake
2 ranks of difference between the This skill can’t be used untrained. root, bear’s gall bladder, shark
caster’s spell and the hero’s This spell gives an alchemist the cartilage, and human growth
Unravel Enchantment spell, 1 step ability to fly, moving in any direc- hormones extracted from brain
of penalty or bonus is applied. The tion at will and hanging in place tissue or bought from a biochemi-
targeted spell (or item or creature) effortless at his Sprint movement cal company are required; any
must be within 30 meters, and this rate (see Chapter 1). It can even deviation incurs in a +1 to +3
spell requires only a Marginal work in water, although at 1/4 penalty. The spell requires a full
vow. If it is targeted at a beneficial movement rate, or in space (but it month of preparation, and if
magical effect, a +2 penalty is gives no ability to survive without successful it creates an homuncu-
applied. air). The spell lasts 10 minutes per lus, which knows the caster’s
degree of success, and require language and can act indepen-
dently. 1 FX point is permanently
spent, even in case of failure. With
a successful skill check, and the Transmutation Modifiers
(non-permanent) expenditure of 1
FX point, the caster can telepathi- Light Heavy SimpleComplex
cally communicate with his
Elem. Elem. Comp. Comp.
creation for 1 hour. On a Critical
Light Element -1 +1 +3 +5
Failure, the homunculus flees and
Heavy Element +1 0 +2 +4
haunts its creator for the rest of its
Simple Compound +3 +2 +1 +3
existence.
Complex Compound +5 +4 +3 +2
'Sensory Relay: At rank 4, the
caster, spending 1 FX point, can
use the creature’s sensory organs
as his own for 1 hour; at rank 8 he
also gets a -1 bonus while using spell lasts 4 hours plus one hour grams of material, for 1 hour per
the homunculus’s senses, and at per degree of success. On a rank on an Ordinary success, 1
rank 12 the duration of telepathic Critical Failure the alchemist loses day per rank on a Good, and a
communication extends to 6 hours. partial control of his own faculties permanent duration on an Amaz-
and has a +1 to all actions for 1 ing success. The bonus or penalty
hour. depends on the type of material
Ligature
'Increased Durability: At rank and the type of new form desired.
Transform spell: 1 point No changes in temperature or
4, 8, and 12 the caster gains a
This skill can’t be used untrained. shape are possible.
bonus stun, wound, fatigue, and
This spell wraps the target in On a Critical Failure, an explo-
mortal point when assuming
hundreds of magical metallic sion results, destroying the labora-
animal form (lost when he returns
threads that restrict movement. On tory; anyone within 5 meters must
to normal).
an Ordinary success, the target make an Acrobatics - Dodge
moves at half his normal rate and check or suffer d8+1w (En/O).
as a +2 to Strength and Dexterity- Sleep of Morpheus
Transform spell: 1 point
'Increased Effect: At rank 4,
based checks for d4 rounds. On a
This skill can’t be used untrained. up to 1 kg can be transmuted; 3 kg
Good success, he is rendered
This simple spell causes a living at rank 8, and 5 kg at rank 12.
immobile for d4+2 rounds, and on
an Amazing he’s bound for d8+2 creature within 30 meters to fall
rounds. The strands cannot be asleep for 20 minutes minus his
broken by Strength, but can be Constitution score. He is entitled a
cut: they have a durability of 3/O, Resolve - mental check with a
and only edged or energy weap- penalty dependant on the mystic’s
ons can affect them. On a Critical
Failure, the caster is entangled for
degree of success: +1/+2/+3 for
Ordinary/Good/Amazing. On a
FAITH FX
d4+2 rounds. Critical Failure the alchemist is
'Increased Effect: At rank 4, 8, affected, with a +2 penalty.
and 12 the duration is increased 'Increased Efficiency: At rank MONOTHEISM
by 1 round. 4 and 12 another +1 penalty is Christianity, Judaism, and Islam
applied. are covered under this broad skill.
Shapechanging 'Increased Duration: At rank 8 The monotheist does not require
Transform spell: 2 points the duration is 30 minutes minus any trapping or ceremony, but just
This skill can’t be used untrained. that target’s Constitution score. a brief prayer to God (or Allah,
This ritual allows the caster to etc.). A priest who owns a genuine
assume the exact form of an Transmutation holy relic has a -1 bonus to any
animal, with all its abilities and Transform spell: 1 or 2 points miracle (even -2 or -3 if the activity
senses, but retaining his Intelli- This skill can’t be used untrained. is particularly relevant to the relic).
gence, Will, and Personality. A This carefully guarded spell
well-tanned hide of the particular allows the alchemist to transform Aura
animal is required; nonterrestrial one substance into another. It Conjure spell: 1 point
creatures’ hides apply a +2 requires a complex check, with 10 This spell surrounds the priest with
penalty. Optional lubricants, like successes (one roll per 2 hours). an invisible aura of divine energy,
bear fat or whale oil, grant an- The ritual involves a laboratory, providing a +3 resistance modifier
other -1. Items do not transform which has a setup cost of $5000 to all attacks (mundane, psionic,
with the caster, and wearing (and d4+2 weeks) plus mainte- and FX) directed towards him.
natural items or clothing imposes nance of $100 per casting, and Also, everyone viewing the priest
a +1, while metal, plastic, or any lots of chemical ingredients. Each has his attitude shifted one grade
artificial item impose a +2. The use of the spell can transmute 500 towards Fanatic. The spell lasts 1
round plus 1 round per degree of required. It is a complex skill faith, he receives either a direct or
success. check, with one roll per round; a indirect visitation from a heavenly
'Damage Infernal Denizens: least demon requires 3 successes, messenger.
At rank 4, tainted creatures take a lesser demon, spirit, or psionic
d4w on each contact with the aura possession requires 6 successes,
and a greater demon or Voodoo
(armor notwithstanding); at rank 8
d8w, and at rank 12 d4m. loa 9 successes. The target’s Will
SHAMANISM
resistance modifier applies, and if The shaman is a holy man and
he specifically resists the exor- adviser to a tribe, gifted with the
Blessing cism, he may make a Mental ability to send his consciousness
Transform spell: 1 point Resolve check, with a +1/+2/+3 into the spirit world. This faith is
This spell gives indirect aid to the penalty, based on the priest’s usually restricted to tribes that
priest and his allies within 30 success. have retained their ancient beliefs,
meters, granting a -1 step bonus to
any action check and a +1 to all
'Increased Efficacy: At rank 4, such as Native American tribes,
the hero receives a -1 bonus to Hawaiian or Siberian medicine-
resistance modifiers. men, etc.
exorcism checks, which becomes -
'Increased Effect: At rank 4, 2 at rank 8 and -3 at rank 12. Typically, the shaman enters a
the effect is increased to -2/+2. At trance, which requires a complex
rank 8, the area of effect is 100 Resolve - Mental check, with a
meters, and at rank 12 it is the Guidance number of successes dictated by
hero’s line of sight. Augur spell: 1 point the spell, one roll per round; ritual
With this spell, the priest prays for drumming and chanting grant a -1
advice on a particular problem or to the checks. Trying to cast a spell
Cure course of action. On an Ordinary before reaching the necessary
Transform spell: 2 points success, he is answered with a state of trance incurs in a +1
This spell channels holy power sense of rightness or wrongness, penalty for each trance success
into the target. On an Ordinary on a Good with a more precise required but not achieved. When
success, 4 stun, 2 wounds or 1 answer, and on an Amazing entering the trance, the shaman
mortal can be healed; on a Good success a previously unconsidered suffers a +1 to any action not
8 stun, 4 wounds or 2 mortal; on alternative is pointed out. directly related to maintaining the
an Amazing success 16 stun, 8 trance or using shamanistic
wounds or 4 mortal. Signs and Portents magic. Any spell that requires an
'Cure Disease: At rank 6 the Transform spell: 2 points Amazing trance, has the risk to
hero can improve a disease This spell causes obvious signs of delay the shaman in the spirit
condition by 1/2/3 levels; this can the divine to manifest in the area world if a Critical Failure is rolled;
only be used once on a patient. (flowers blooming, animals laying finding the path out requires a
don, thunder, levitation, etc.), Resolve - Mental (one roll allowed
Demon Ward visible to anyone within 30 meters. per hour); Failure means the loss
Conjure spell: 1 point The effect grants a -3 to -5 bonus of 1 fatigue point, and Critical
This spell protects all within 5 to Personality-based skills de- Failure 2 fatigue point and a +2 to
meters from the presence of pending on the nature of the next checks. If the shaman loses
demons, diabolists, and hostile manifestation (Intimidate, Inspire, all his fatigue point he is lost in
spirits. Any such being must pass Charm, etc.). the spirit world, where he will only
a Mental Resolve check with a +1/ 'Increased Area of Effect: At survive for a number of days equal
+2/+3 penalty (depending on the rank 4, the effect can be seen to his Will. An ESP - Sensitivity
priest success) to pass into the within 100 meters; at rank 8 it rank benefit of channelling or
area (on a Critical Failure they increases to 10 km, and to 1000 another shaman can try to recover
flee for 2d4 rounds), and have a km at rank 12. it; a Resolve - Mental check is
+1/+2/+3 penalty to all their rolls made, modified by the opposite of
inside the area. The duration is 10 the lost spirit’s Will resistance
Vision modifier; success indicates the
minutes per rank of success. Augur spell: 2 points spirit reunites with the body.
'Increased Area: At rank 4 the The priest may pray for a vision
radius increases to 10 meters, 20 when he needs strong guidance
at rank 8, and 30 at rank 12. on a particular issue. If his faith
Animal Voice
has been weak, the spell simply Transform spell: 1 point
This spell allows the shaman to
Exorcism fails. On an Ordinary success, he
speak to animals; 1 FX point per
Transform spell: 2 points sees some existing object or
person in a spiritually significant hour can be spent to continue the
This ritual can banish demons trance and the effect. This spell
and evil spirits from the physical new way. On a Good success, he
actually experiences a miraculous requires a Marginal trance (2
world or from a host. Great faith, successes).
several ritual objects and dedi- vision, and on an Amazing, if the
cated chanting or prayer are priest has been exemplary in his
'Command: At rank 4, the Hunter’s Stare damage per hour; every 4 hours
shaman can make a minor re- Transform spell: 1 point he can attempt a Mental Resolve
quest to the animal, up to 10 This spell requires no trance, but check to avoid losing an addi-
minutes task; 1 hour task at rank just a whispered word. With a tional point, and an Amazing
8, and 4 hours task at rank 12. successful skill check ,modified by result ends the spell. When all
the target’s Will resistance modi- fatigue points are lost, the victim
enters a coma. A shaman can also
Dreamwalking fier, the shaman momentarily
remove a Venom Spirit spell by
Transform spell: 2 points assumes the mind of a predator
and is able to paralyze with fear a entering a Good trance (5 suc-
This spell gives the shaman the cesses) and making a successful
ability to send his consciousness target up to 3 meters away. On an
Ordinary success, the target loses Venom Spirit check with a penalty
outside his body, and perceive equal to the number of fatigue
events, seeing and hearing its next action, on a Good 2
actions, and on an Amazing 3 points the target has suffered; on
locations within 1 km. The spell a Critical failure the Venom Spirit
lasts 10 minutes and requires an actions. The paralysis is broken if
the target is injured. attaches itself to the caster.
Ordinary trance (4 successes).
'Increased Range and Com-
munication: At rank 4, the sha- Spirit of the Beast
man can communicate simple Transform spell: 1 point VOODOO
concepts (similar to Telepathy); at This spell lets the shaman take on The practice of Voodoo revolves
rank 8 the range becomes 5 km one of the qualities of a particular around possession of the living
and moderate telepathic discus- animal, gaining 4 ranks in a and the summoning and control of
sion is possible, and at rank 12 the specific specialty skill (and its spirits. The Voodoo priest is called
range is 10 km and normal broad skill) for 1 hour. For ex- houngan for men, and mambo for
communication is possible. ample: women. Performing a Voodoo spell
requires a ceremony in which the
Ghost Dance Ape Athletics - Climb houngan calls the appropriate
Summon spell: 2 points Crocodile Stamina - Endurance spirits (loa) and offers them
This spell summons protective Deer Movement - Race sacrifices, such as rum, cigarettes,
spirits to protect the shaman or a Great Cat Stealth - Sneak food, or an animal. A group of 6
person chosen by him. The Mouse Stealth - Hide or more worshipers assisting in the
recipient gains a +3 resistance Owl Awareness - Percept. ceremony grants a -1 bonus. On a
modifier against mundane at- Wolf Investigate - Track Critical Failure the contacted loa
tacks, and the others participating tries to possess the houngan, who
in the ritual (no more than 12) gain The spell requires a Good trance must then try an Interaction -
a +2 against ranged attacks and (6 successes), or an Ordinary (3) if Charm check to placate the loa
a +1 against melee attacks. For the appropriate animal is within promising some appropriate
every 3 people less than 12, a +1 50 meters. service. If the service is unaccept-
penalty is applied to the check, up able or the houngan fails the
to +4. The spell requires a Good Trance Visions check, the loa possesses (“rides”)
trance (7 successes), and lasts for Augur spell: 1 point the priest for a number of days
1 hour. If it fails, all participants This spell allows the shaman to equal to 20 minus the houngan’s
suffer 1 point of fatigue. gain a glimpse of the future, Personality score, or until driven
out magically. On a Critical
'Greater Effect: At rank 4, the although in allegorical or symbolic
Failure the ride lasts twice as long,
shaman can affect up to 50 terms. The degree os success
dictates the obviousness of the and the caster’s personality is
participants, and 250 at rank 12. forever altered to resemble that of
'Increased duration: At rank 8, symbolic form. The spell requires
the loa.
the duration increases to 4 hours. an Ordinary trance (3 successes),
and lasts up to 10 minutes.
Ayza’s Juju
Guide My Hand Conjure spell: 2 points
Transform spell: 1 point
Venom Spirit
Summon spell: 1 point This spell invokes the watchful eye
This spell calls upon a spirit to of Ayza. The ceremony takes 1
lend the shaman its skill in com- This spell summons leechlike spirit
creatures that attack the life minute, requiring sugar candy
bat, giving him a -2 step bonus to and rum, and the spell lasts 10
one of the following (shaman’s energy of an enemy. The casting
requires a Good trance (5 suc- minutes per degree of success. At
choice): Melee - Blade or Blud- any time during the spell’s effect,
geon, Unarmed - Brawl, or Primi- cesses) and the ingestion of a
small dose of natural poison; a the houngan can call upon Ayza to
tive - Bow or Sling. The spell intervene in his favor, acting
requires an Ordinary trance (3 Constitution check with a -2 bonus
must be passed to continue the exactly as a last resort point being
successes) and lasts 1 hour. spent.
spell. If the spell is successful, the
target takes 1 point of fatigue
Erzuli’s Fetish the skill rank. Negate the Spirit
Transform spell: 1 point A lesser form (called juju for Transform spell: 2 points
This spell creates a link between a positive and mojo for negative) This spell suppresses the victim’s
Voodoo doll and a victim. Putting has a -1 bonus, and only inflict a spirit, making him into a mindless
the fetish together requires air, penalty to one ability-related zombi. The preparations for the
nail clipping, or some object taken skills; this lesser form requires a 1- spell last 1 hour, and require the
from the victim, and the ceremony round ceremony bust lasts only 1 brewing of a special potion, which
lasts 2 hours. Afterwards, in a hour per rank. must be fed to the victim, who is
single phase the houngan may then buried for at least 8 hours.
choose 3 different effects. The pain Helpful Possession The skill check is modified by the
effect grants a -2 to the skill check Summon spell: 1 point victim’s Will resistance modifier,
and imposes a +1/+2/+3 (on an This spell calls a helpful loa to and has a +2 penalty for nonhu-
Ordinary/Good/Amazing) to any possess a willing follower (or the man beings and a -2 bonus for
action taken by the victim for 1 houngan himself). The ceremony Voodoo believers. On an Ordinary
hour. The paralysis effect renders lasts 1 minute, if rushed a +1 or better success, the victim
the victim immobile for 24 hours. penalty is applied for each round becomes a mindless slave; he is a
The illness effect has a +2 penalty subtracted. The spell lasts 24 living being, and still requires air
to the check, but immediately hours, and grants a -1/-2/-3 bonus and food, even if it doesn’t re-
causes illness in the victim. (depending on the check) divided spond to stimuli. On a Marginal
Whatever the effect, the victim among one or more specialty success, the victim makes a
receives a Physical Resolve check skills. A person can host more Stamina - Endurance check; he
with a +1/+2/+3 penalty to avoid than one loa at a time, but each will recover after 24/12/4/1 hours
the effect. An Amazing result spirit beyond the first gives a +1 (on a Marginal/Ordinary/Good/
makes him immune to further uses penalty to the summoning roll. Amazing check), or will retry after
of the fetish by that houngan. 'Increased Effect: At rank 4, a week on a Critical Failure. A
Another houngan can remove the the bonus is -2/-3/-4; -3/-4/-5 at houngan can have a number of
effects by making a successful rank 8, and -4/-5/-6 at rank 12. zombis under his control equal to
Gris-Gris check with a +1 per twice this spell rank; spells that
degree of success of the original drive away spirits can be used to
Fetish check.
Legba Rides return victims to normal.
It’s also possible to prepare a Augur spell: 1 point
fetish doll without any personal This spell asks Legba, the loa of
attunement, and use it on a person crossroads between worlds, to
within 30 meters, giving him a enter the houngan and answer 1/
momentary pain or twitch, causing 3/5 questions (depending on the
a +2 penalty on the victim’s next success). The answers are very
action. quick, and the ceremony, which
lasts 10 minutes, requires food
hung in a sacred tree, or rum,
Gris-Gris chicken blood or sweets.
Transform spell: 1 point
This spell is a mixture of white and
black magic that can be used for
Loa of Healing
benign or malevolent purposes. It Transform spell: 1 point
is usually made in the form of a This spell summons Ogou Balanio,
bag of herbs, powders, rare a loa of healing, to possess the
materials, etc.; the casting takes houngan and cure injuries. The
30 minutes, and involves food and ceremony lasts 1 minute, and
alcohol sacrifices. involves food, rum, and burning
A positive gris-gris provides a +1/ herbs. The loa heals 1 point of
+2/+3 (depending on the result) damage per round, starting with
to harmful magical or psionic mortal damage and then moving
attack; a negative one imposes a on to wounds; it doesn’t restore
+1/+2/+3 penalty to the target’s fatigue or stun damage. The
actions; the victim must be within caster suffers 2 points of stun
5 meters of the bag every day or damage for each mortal point
have touched it in the past. cured, and 1 point of stun for each
A Resolve - Mental check or the wound. Additionally, he suffers 1
spell of another houngan (with the point of fatigue damage when the
appropriate penalty) can end the spell ends.
spell prematurely, otherwise it
lasts a number of days equal to
7
ACHIEVEMENTS
difference in rank (the minimum Ability Score
THE POINT rank to have the benefit minus the
Increase
current rank) multiplied by 2. Note
SYSTEM that only rank benefits marked
with a “:” can be purchased this
The selected ability is increased
by 1 point, and its resistance
way. Those marked with a “'” modifier is updated.
must be gained at the appropriate
Achievements points are awarded level/rank. Stun Rating
by the GM at the end of an adven-
ture. Typically, a character gets 1 Increase
to 3 points per adventure, plus 1 or Purchase Last This gives 1 more point of stun
2 for good roleplay or extras. Resort Points rating. It can be purchased up to 3
If the character has at least a times.
Personality score of 8 and has
fewer last resort points than his Wound Rating
maximum, he can purchase new
USING SKILL last resort points, spending skill
Increase
This increases by 1 the hero’s
points as noted in Chapter 1. wound rating. It can be purchased
POINTS up to 2 times.
Purchase
Several options are available, as Achievement Mortal Rating
noted below:
Benefits Increase
Achievement benefits are tied to a This increases by 1 the hero’s
Store Skill Points hero’s achievement level. They are mortal rating. It can only be
Skill points can be stored to described below. purchased once.
purchase some expensive benefit
later on in the hero’s career.
Fatigue Rating
Improve Skills Increase
As noted in Chapter 1, skill points
ACHIEVEMENT This benefit increases by 1 the
hero’s fatigue rating. It can be
can be used to improve specialty BENEFITS purchased only once.
skills. Note that every skill can These benefits provide a hero with
only be increased by one single improvements or bonuses that
rank at a time. affect areas of a hero’s persona
FX Points Increase
often other than his skills. A character can spend points to
Purchase New increase his total FX point pool, up
to a maximum of 10 FX points.
Skills
Skill points can be used to pur- Action Check
chase new broad skills or new
Psionic Energy
Bonus
specialty skills. Any specialty skill This benefit can only be pur-
Increase
acquired is at rank 1. chased once, providing a hero Only 1 point can be purchased at
with a -1 step bonus. any given level, and a maximum
Purchase New of 3 additional points can be
purchased over the hero’s lifetime.
Psionic/FX Action Check
As psionic powers and FX are Increase
treated just like skills, a hero can
Monetary Award
This benefit can be purchased up This benefit can be selected at
purchase new powers by spending to 3 times, and it increases the
skill points, provided he doesn’t levels 3, 6, 9, 12, 15, 18, 21, and 24.
hero’s Action Check score by 1 The exact amount and modes of
violate his maximum number of point.
broad psionic skills, specialty payment are up to the GM.
psionic skills, etc.
Extra Action Remove Flaw
This benefit can be purchased This benefit can be purchased
Purchase Rank once. It increases the hero’s once for every flaw the hero has.
Benefits actions per round by 1, up to a The cost to be paid is double the
As long as the hero has at least maximum of 4. amount of points given by the flaw,
rank 1 in a skill, he can purchase and its removal must logically fit
rank benefits that would normally into the story.
be available later in his career.
The cost in skill points is the
Achievement Benefits
WEAPONS
&
ARMOR
Weapons Table
Semi-Automatic Pistols
.22 caliber Mod-Pistol +1 F 2/6/12 HI/O d4-1w/d4w/d4-1m
.22 caliber silenced Mod-Pistol +1 F 2/6/10 HI/O d4-2w/d4-1w/d4-2m
.32 ACP Mod-Pistol 0 F 6/12/40 HI/O d4w/d4+1w/d4m
.380 auto Mod-Pistol 0 F 6/12/40 HI/O d4w/d4+1w/d4m
9mm Mod-Pistol 0 F 6/12/50 HI/O d4+1w/d4+2w/d4m
9mm silenced Mod-Pistol 0 F 6/12/40 HI/O d4w/d4+1w/d4-1m
10mm Mod-Pistol 0 F 6/12/40 HI/O d4+1w/d4+2w/d4+1m
.45 caliber Mod-Pistol +1 F 6/12/40 HI/O d4+1w/d4+2w/d4+1m
.50 caliber Mod-Pistol 0 F 6/12/60 HI/O d6w/d6+1w/d6m
Machine Pistols
9mm (pistol l.) Mod-Pistol 0 F/B 6/12/50 HI/O d4w/d4+1w/d4m
.32 ACP (standard l.) Mod-Pistol 0 F/B 6/12/40 HI/O d4w/d4+1w/d4m
9mm (Uzi l.) Mod-Pistol 0 B/A 6/12/50 HI/O d4w/d4+1w/d4m
Submachine Guns
5.45 mm Mod-SMG +1 F/B/A 30/60/120 HI/O d4+2w/d6+2w/d4+1w
9mm (full frame) Mod-SMG 0 (+1) F/B/A 10/20/80 HI/O d4+1w/d4+2w/d4m
9mm (small frame) Mod-SMG 0 (+1) F/B/A 10/20/50 HI/O d4+1w/d4+2w/d4m
.45 ACP Mod-SMG +1 B/A 8/16/50 HI/O d4+1w/d4+2w/d4+1m
9mm (large cap.) Mod-SMG 0 B/A 10/20/80 HI/O d4+1w/d4+2w/d4m
9mm (Uzi frame) Mod-SMG 0 B/A 10/20/80 HI/O d4+1w/d4+2w/d4m
9mm (mini Uzi frame) Mod-SMG +1 B/A 10/20/80 HI/O d4+1w/d4+2w/d4m
Assault Rifles
5.45mm Russian Mod-Rifle 0 F/B/A 70/140/350 HI/O d6+1w/d6+3w/d4+1m
7.62mm Russian Mod-Rifle 0 F/B/A 70/140/350 HI/O d6+1w/2d4+1w/d4+1m
5.56mm NATO Mod-Rifle 0 F/B/A 60/120/300 HI/O d4+2w/d6+3w/d4+1m
7.62mm NATO Mod-Rifle 0 F/B/A 70/140/350 HI/O d6+1w/2d4+1w/d4+1m
Shotguns
12 gauge pump act. Mod-Rifle 0 F 6/12/30 HI/O d4w/d6w/d4m
12 gauge automatic Mod-Rifle 0 F/B/A 6/12/30 HI/O d4w/d6w/d4m
10 gauge pump act. Mod-Rifle 0 F 6/12/30 HI/O d4+1w/d6+1w/d4+1m
Hunting Rifles
Deer Rifle Mod-Rifle 0 F 150/300/600 HI/O d6+1w/2d4+1w/d4+1m
Safari Rifle Mod-Rifle 0 F 60/350/750 HI/O d6+2w/2d4+2w/d4+2m
Sniper Rifles
7.62mm NATO Mod-Rifle -1 F 200/400/800 HI/O d6+1w/2d4+1w/d4+1m
.300 Win Mag Mod-Rifle -1 F 200/400/800 HI/O d6+1w/2d4+1w/d4+1m
Benchrest Railgun Mod-Rifle -1 F 300/600/1000 HI/O d6+1w/2d4+1w/d4+1m
7.62mm Russian Mod-Rifle -1 F 200/400/800 HI/O d6+1w/2d4+1w/d4+1m
.50 caliber Mod-Rifle 0 F 300/600/1200 HI/O d6+2w/2d4+2w/d6+1m
Weapons Table
Semi-Automatic Pistols
.22 caliber 4 8 1 +4 <1 Com 250
.22 caliber silenced 4 8 1 +2 <1 Mil 1000
.32 ACP 3 7 1 +4 <1 Com 500
.380 auto 3 10 1 +3 1 Com 475
9mm 3 15 1 +3 1 Com 500
9mm silenced 3 8 1 +1 1 Mil 1300
10mm 3 9 2 +2 1 Com 700
.45 caliber 3 7 2 +2 1 Com 500
.50 caliber 3 8 4 +1 2 Com 1400 +1 in double-shot
Machine Pistols
9mm (pistol l.) 2 15 (20) 1 (1.5) 0 (+1) 1 Mil 1400
.32 ACP (standard l.) 4 10 (20) 1 (1.5) 0 (+1) 1 Mil 1200
9mm (Uzi l.) 4 20 1.5 0 1 Mil 800
Submachine Guns
5.45 mm 3 30 8 - 4 Mil 750
9mm (full frame) 3 15 (30) 2 (4) - 3 Mil 750
9mm (small frame) 3 15 (30) 2 (4) +1 3 Mil 2500
.45 ACP 3 32 9 +2 (+1) 3 Mil 500 0 Acc. w/ suppressor
9mm (large cap.) 3 30 (50) 4 (6) +1 3 Mil 1800
9mm (Uzi frame) 3 20 (32) 2 (4) - 3 Mil 1300
9mm (mini Uzi frame) 3 20 (32) 2 (4) +1 3 Mil 1300
Assault Rifles
5.45mm Russian 3 30 6 - 5 Mil 750 +1 Acc. for carbine
7.62mm Russian 3 30 8 - 5 Mil 750
5.56mm NATO 4 30 8 - 4 Mil 940 +1 Acc. for carbine
7.62mm NATO 3 20 9 - 5 Mil 800 -1 Acc. at Med range
Shotguns
12 gauge pump act. 2 5 4 - 3 Com 500 +1 H., -1 Acc. sawed
12 gauge automatic 3 12, 28 4 - 5 Mil 800
10 gauge pump act. 2 3 4 - 5 Con 800 +1 H., -1 Acc. sawed
Hunting Rifles
Deer Rifle 2 4 3 - 4 Com 500
Safari Rifle 2 2 8 - 6 Com 1300
Sniper Rifles
7.62mm NATO 2 5 3 - 7 Con 4000
.300 Win Mag 3 6 6 - 7 Con 4000
Benchrest Railgun 1 1 3 - 20-25 Con 10000+ -1/-2/-3 Acc. w. check
7.62mm Russian 3 10 8 - 4 Con 1500
.50 caliber 2 11 15 - 16 Mil 3000
Weapons Table
Grenade Launchers
Under-barrel 40mm Hvy-Indirect 0 F 100/200/400 HI/O by grenade
Rotating barrel 40mm Hvy-Indirect 0 F 100/200/400 HI/O by grenade
Grenades
Concussion varies +1 (0) F per STR (v.) LI/O d6+2s/d4w/d4+1w
CS Gas varies +1 (0) F per STR (v.) spec. as tear gas
EMP varies +1 (0) F per STR (v.) EnO d4+2s/d6+2s/d8+2s (electr.)
Fragmentation varies +1 (0) F per STR (v.) HI/G d4w/d4+2w/d6+2w
HEAP varies +1 (0) F per STR (v.) HI/G d4w/d4+2w/d6+2w
Smoke varies +1 (0) F per STR (v.) spec. smoke 6m rad. for 8d4 r.
Sticky Bomb varies +1 (0) F per STR (v.) LI/O +2 step pen. in 8m rad.
Stingball varies +1 (0) F per STR (v.) LI/G d4+2s/d6+2s/d8+2s
Stun varies +1 (0) F per STR (v.) LI/G d4s/d6s/d6+2s
Thermite varies +1 F per STR En/G d6+2w for 3 phases
Tranquilizer varies +1 (0) F per STR (v.) spec. d4-1s/d6s/d6+2s
WP varies +1 (0) F per STR (v.) En/G d4w/d4+2w/d4+3w
Oddities
.22 Fountain Pen Mod-Pistol +1 F 0.5/1/2 HI/O d4-1w/d4w/d4-1m
.22 Knife Mod-Pistol +1 F 0.5/1/2 HI/O d4-1w/d4w/d4-1m
.38 Cigar Mod-Pistol +1 F 1/2/4 HI/O d4w/d4+1w/d4m
Air Pistol Mod-Pistol 0 F 2/6/12 LI/O per dart
Air Rifle Mod-Rifle 0 F 4/8/16 LI/O per dart
Blowgun Prim-Blwgn 0 F 4/8/16 LI/O per dart
Compound Bow Prim-Bow 0 F 50/100/250 LI/O d4+2w/d6+2w/d4+1m
Crossbow Prim-Crossbow 0 F 60/120/300 HI/O d6+1w/d8+1w/d6m
Flamethrower Hvy-Direct 0 F 6/12/30 En/O d6w/d6+3w/d8+3w
Harpoon Gun Hvy-Direct +1 F 60/120/300 HI/O d8w/d8+3w/d8m
Pipe Bomb Athl-Throw +1 F per STR En/O d4w/d4+2w/d6+2w
Rocket Launcher Hvy-Direct +1 F 30/60/150 HI/G d6w/d4+3w/d4m
SAM, handheld Hvy-Indirect 0 F 1000/2000/4000 HI/G d4w/d6w/d6+4w
Trash Can Mortar Hvy-Indirect 0 F 50/200/350 En/O as dynamite bundle
Zip Gun Mod-Pistol +1 F 2/6/12 HI/O d4-1w/d6w/d4m
Nonlethal Weapons
CS Gas Fogger Hvy-Direct 0 F 6/12/30 En/O as tear gas
HERF Weapon Hvy-Direct 0 F 50/200/350 En/O d4w/d4+2w/d6m (electronics)
Ketch-all Pole Melee-Bludg +1 - Personal LI/O -1/-2/-3 DEX + strangulation
Laser Blinder Mod-Pistol 0 F 2/6/10 En/O +1 Perc d6d/+2 P. 2d6d/blind
Liquid Metal Embr. Hvy-Direct -1 F 6/12/30 En/O Red. dur., ½ tough.,½ armor
Net Launcher Hvy-Direct -1 F 2/4/8 LI/O +2 pen., -2 DEX modif.
Pepper Spray Mod-Pistol -1 F 1/2/4 En/O +3/+2/+1 on CON CF, F, O
Sticky Foam Sprayer Hvy-Direct -1 F 6/12/30 LI/O +3 penalty, 1/4 movemnt
Strobe Light Mod-Pistol 0 F 2/6/10 En/O d4-1s/d6s/d6+3s
Subsonic Nauseator Mod-Rifle 0 F 2/6/10 En/O d4-1s/d6s/d6+3s
Taser Mod-Pistol +1 F 2/6/12 En/O d4-1s/d6s/d4w
Water Cannon Hvy-Direct 0 F 5/20/100 LI/O d4s/d4+2w/d8w
Weapons Table
Grenade Launchers
Under-barrel 40mm 2 n/a n/a - 2 Mil 700
Rotating barrel 40mm 2 6 36 - 5 Mil 900
Grenades
Concussion 2 - - +3 0.5 Mil 75
CS Gas 2 - - +3 0.5 Mil 50
EMP 2 - - +3 0.5 Res 350
Fragmentation 2 - - +3 0.5 Mil 75
HEAP 2 - - +3 0.5 Mil 150 Halve armor
Smoke 2 - - +3 0.5 Mil 50
Sticky Bomb 2 - - +3 0.5 Con 75
Stingball 2 - - +3 0.5 Con 50 A 2m, G 2-6, O 6-10
Stun 2 - - +3 0.5 Con 100 A 2m, G 2-6, O 6-10
Thermite 2 - - +3 1 Mil 200 With. 2m CON check
Tranquilizer 2 - - +3 0.5 Con 50 A 2m, G 2-6, O 6-10
WP 2 - - +3 0.5 Mil 150
Oddities
.22 Fountain Pen 1 1 1 +4 <1 Con 750 Criminal channel
.22 Knife 1 1 1 +4 <1 Con 350 Criminal channel
.38 Cigar 1 1 1 +4 <1 Con 800 Criminal channel
Air Pistol 2 1 per dart +3 1 Com 50
Air Rifle 2 1 per dart - 2 Com 90
Blowgun 1 1 per dart +1 1 Com 25
Compound Bow 2 1 1 - 2 Com 250
Crossbow 1 1 1 - 2 Com 350
Flamethrower 2 12 200 - 22 Mil 2000
Harpoon Gun 1 1 35 - 20 Con 1200
Pipe Bomb 2 - - +1 1.5 Con 10+ Scratch-built expl.
Rocket Launcher 1 1 150 - 5 Mil 1500
SAM, handheld 1 1 1000 - 8 Res 3500
Trash Can Mortar 1 1 5 - 5 Con 50
Zip Gun 3 1 0.5 0 1 Con 200+ Criminal channel
Nonlethal Weapons
CS Gas Fogger 2 12 30 - 22 Con 100
HERF Weapon 3 6 20 - 4 Mil 300 A 10m, G 40, O 100
Ketch-all Pole - 1 - - 4 Com 120
Laser Blinder 3 6 10 - 2 Mil 1500
Liquid Metal Embrittler 2 6 20 - 8 Con 800
Net Launcher 2 1 15 - 4 Con 450
Pepper Spray 3 4 15 -2 <1 Com 30
Sticky Foam Spayer 2 6 20 - 8 Con 200
Strobe Light 2 6 3 -1 4 Com 300 No armor
Subsonic Nauseator 2 3 3 - 4 Con 500 2x D. Short, ½ Long
Taser 3 1 5 -1 1 Com 55 2x armor
Water Cannon 3 - - - 100+ Con 2500
Weapons Table
Explosives
Armor
EQUIPMENT
&
SERVICES
Clothing & Access. Survival Gear
Communications Gear
Medical Gear Audio jammer: The jammer imposes a +3 penalty to
Awareness-Perception and System Operations-
Communications.
Item Mass Cost Black box: A System Operations-Communications
complex skill check is needed. The number of suc-
Antitoxin, hemotoxine - 250
cesses is the number of “bounces” the call passes
Antitoxin, neurotoxin - 1000
through. Each check requires one minute, and every
Antitoxin, necrotoxin - 500
one after the first has a cumulative +1 penalty.
Antitoxin, caustic agent - 200
Cellular interceptor: A System Operations-Commu-
Antitoxin, paralytic venom - 200
nications check is required.
Antitoxin, irritant - 50
Lineman’s buttset: A System Operations-Communi-
Biohazard suit 8 1500
cations check is required.
Crash cart 10 1500
Radio transceiver, miniature: This two-way radio
First aid kit 2 50
has a 10-km range.
Forensics kit 5 250
Telephone tap: A Technical Science-Juririg check is
Pharmaceutical, Anesthetic - 50
required, Depending on the result, the Awareness-
Pharmaceutical, Atropine - 50
Perception check to notice the feedback is at +2/+3/
Pharmaceutical, Antibiotic - 50
+4.
Pharmaceutical, Cyanide - 25
Telephone tap, transmitted: The device has a 2 km
Pharmaceutical, Hallucinog. - 25/die step
working range.
Pharmaceutical, Sedative - 25
Telephone scrambler: The scrambler imposes a +3
Pharmaceutical, Steroids - 100
penalty to Awareness-Perception and System Opera-
Pharmaceutical, Stimulant - 25
tions-Communications.
Samaritan mask - 8
Trauma kit 7 175
Transfusion kit 0.5 25
Medical Gear
Antitoxin: If someone with Medical Science-Treat- Surveillance
ment administers it, the hero receives a -1/-2/-3 step
bonus on his Constitution checks.
Biohazard suit: The suit protects against R2 radia-
tions, and R3 environments are treated as R2. Up to Item Mass Cost
A3 atmosphere is supported, as well as reducing the Audiorecorder 1 50
checks to once per hour in H1 to H3 conditions. Bug sweeper 1-3 1000-6000
Crash cart: It gives a -2 bonus to Knowledge-First Camera, 35 mm 0.5-2 35-500
Aid and Medical Science-Treatment checks to stabi- Camera, digital 0.5 400-1200
lize a hero. Camera, infrared, mini 0.5 900
Pharmaceutical, Anesthetics: One injection renders Electronic tracking system 1-4 3000-14000
the patient unconscious. If used in combat, it requires Fiber optics scope 0.5-1.5 600-900
an Unarmed Attack, and the victim must roll a Goggles, night vision 2 800
Constitution feat check to determine the effect: Goggles, infrared 2 1250
Critical Failure, knocked out; Failure, d6+2s; Ordi- Light stick, miniature - 40 for 50 pcs
nary, d6s; Good, d6-1s; Amazing d4-1s. Metal detector 1 150
Pharmecautical, Atropine: Atropine is used against Microphone, contact 0.5 200
nerve gases, as well as degrading Hellfire damage Microphone, induction - 25
from mortal to wound if administered up to 1 minute Microphone, laser 1.5 1000
before suffering damage. Microphone, parabolic 2 300
Pharmaceutical, Antibiotics: They provide a -2 Microphone, pickup - 20-200
bonus on the Constitution feat check in order to fight Microphone, shotgun 1.5 300
off a disease. Treatment usually takes 1 to 8 days. Microtransmitter - 100-700
Pharmaceutical, Hallucinogen: Hallucinogens Police scanner 1-2 60-130
impose a +4 penalty to any action, which is reduced Telescope 8 300
by 1 for every hour. If used in combat, the victim is Video camera 1.5-4 300-1000
allowed a Constitution check to reduce the penalty Video shades - 4000-5500
by 1/2/3 points, depending on result. Videorecorder 1 500
Pharmaceutical, Sedatives: They are used to calm a
patient. If used in combat, they require an Unarmed
Attack, and the victim is entitled a Constitution feat
check to fight off the effects: on a Failure, he has a
+3 to any action, on an Ordinary +2, +1 on a Good,
and on an Amazing result the drug has no effect.
Pharmaceutical, Steroids: After one month of usage, Surveillance
the Strength and Contitution are increased by 1 Bug sweeper: This device grants a -1 to -4 (depend-
point, but this vanishes after 2 weeks if the usage is ing on quality) to the Investigate-Search check ued to
discontinued.Furthermore, for every 3 months of detect hidden transmitters.
usage, the hero develops an additional step of the Goggles, night vision: These goggles reduce penal-
Temper flaw, and a tep of the Obsessed flaw every 4 ties for poor illumination by 2 steps; anyway any
months. Awareness check receives a +1 due to the limited
Pharmaceutical, Stimulants: Each dose provides a field of vision.
temporary offset to fatigue points, depending on a Goggles, infrared: They reduce darkness-related
Constitution feat check: Critical Failure, 10 points; penalties by 3 steps, and provide a -1 bonus to
Marginal, 8; Ordinary, 6; Good, 4, and Amazing, 2. Investigate - Search and Awareness - Perception. If
After d4+1 hours the effect wears off, and the offset subject to a bright light, the wearer is temporarily
points are immediately applied half to fatigue and blinded, receiving a +2 penalty on his next action
half to stun point. While under the effect of stimu- check.
lants, the patient has a +1 penalty to any Intelli- Microphone, parabolic: The user receives a +1 to -2
gence, Will, and Personality skills. A second dose modifier depending on quality, plus a +1 for every 10
within 48 hours is dangerous: the penalty increases meters of distance.
to +2, as well as the feat check. Doses beyond the Microphone, pickup: The user receives a +1 to -2
second in a 48-hours period cause wound damage, modifier depending on quality, plus a +1 for every
d4+1w per additional dose. meter of distance.
Samaritan mask: Usage of this mask gives a -3 Microphone, shotgun: A System Operations-Sensors
bonus to any Constitution check to resist diseases check is required.
trasmitted through bodily fluids (not airborne). Still camera: Depending on quality, the System
Trauma kit: It gives a -1 bonus to any First Aid or Operations-Sensors is modified from +1 to -2.
Treatment check. Video camera: Depending on quality, the System
Operations-Sensors is modified from +1 to -2.
Paramilitary
Adjustable Stock: This can be equipped by a Paramilitary
professional gunsmith on rifles and some sub-
machineguns (not the 9mm submachinegun with
small frame, large capacity, Uzi frame and mini-Uzi
frame, as well as the .45 ACP submachinegun). It Item Mass Cost Av.
allos the user to gain a -2 when aiming, but only in Adjustable Stock - 500 Com
single shot mode (F). Camouflage pack 1 150 Any
Camouflage Pack: This grants a hero a -3 bonus to Grip, personalized - 35 Any
his Stealth-Hide checks in the appropriate environ- Holster
ment. Concealment 0.5 45 Any
Grip, personalized: This negates one step of penalty Fast-draw 0.5 25 Any
due to double-shot or autofire. It can be used for Standard 0.5 30 Any
pistols only. Plastic Cuffs - 1 Any
Holster, Concealment: This holster adds a +1 to a Sight
pistol’s Hide rating. Digital 1-2 1500+ Com
Holster, Fast-draw: This holster negates the +1 Flashlight 0.1 40 Any
penalty for drawing and firing in the same phase, but Illuminated - 80 Com
on any Athletics or Acrobatics Critical Failure the Infrared 1 300 Com
weapon falls out of the holster, and an opponent can Laser Aiming Dot 0.5 250 Com
try a disarm with a +3 penalty instead of the usual Light-enhancing 0.1 300+ Con
+4. Magnification 1 120 Com
Plastic Cuffs: They can be broken with a Strength Thermal 1.5 1200 Con
check with a +2 penalty, but they inflict d4+1s to the Silencer 0.3 150 Con
person wearing them. Tactical Deployment Vest 0.5 100 Any
Sight, Digital: This applies to any sight model, but Weapon Balancing - 250 Com
allow computer interfaces and HUDs.
Sight, Flashlight: This is simply a flashlight mounted
under a weapon’s barrel, and has the normal effect
for negating darkness penalties.
Sight, Illuminated: This reduces darkness penalties
by one step.
Sight, Infrared: This reduces darkness penalties by
two steps.
Sight, Laser Aiming Dot: This grants a -1 bonus
when firing at short or medium range.
Sight, Light-enhancing: This reduces darkness
penalties by two steps and long-range penalties by
one step.
Sight, Magnification: This reduces long-range
penalties by two steps.
Sight, Thermal: This reduces darkness penalties by
three steps and long-range penalties by two steps.
Silencer: A suppressor reduces the Good noise of a
firearm to Ordinar level. They can’t be equippd on
revolvers, impose a +1 Hide rating on pistols, and
larger weapons, when suppressed, can’t be con-
cealed.
Weapon Balancing: A qualified gunsmith can
balance a weapon weighing 1 kg or more. This
negates one step of penalty due to long range when
firing in single shot mode only (F).
Services
Item Cost
Car rental 50/day
Charter boat 500/day
Charter plane 1000/day
Comm. call 1/minute
Combat Spec for hire 100/level/day
Diplomat for hire 250/level/day
Free Agent for hire 200/level/day
Lawyer 300/day
Limousine 100/day
Lodging, cheap 25/day
Lodging, good 50/day
Lodging, opulent 200/day
Meal, cheap 10
Meal, good 25
Meal, opulent or exotic 100
Medical examination 500
Medical treatment
Disease treatment 500
Heal stun 100
Heal wound 200
Knockout recovery 100
Stabilization 500
Surgery 5000
Ambulance 300
Hospital stay 1000/week
Poison treatment 200
Radiation treatment 5000/week
Message service 50/month
News service 25/month
Psychological counseling
Marginal disorder 40/check
Ordinary disorder 100/check
Good disorder 250/check
Amazing disorder 500/check
Security service 100/month
Taxi ride 3/km
Tech Op for hire 300/level/day
Travel, air 0.5/km
Travel, bus 0.1/km
Travel, ocean 1/km
Travel, train 0.25/km
10
VEHICLES
Vehicles
Vehicle Skill Drv Acc Cruise Max Type Dur Avail Cost
Bicycle Daredevil - 8 28 40 O 1/1/1 Any 300
Dirt Bike Land +1 20 40 80 O 4/4/2 Com 2000
Street Bike Land - 60 90 180 O 4/4/2 Com 12K
Performance Bike Land -1 60 110 220 O 4/4/2 Com 16K
Economy Car Land - 50 90 170 G 8/8/4 Com 17K
Mid-size Car Land -1 50 90 180 G 10/10/5 Com 18K
Mid-size Perf. Car Land -2 60 130 200 G 9/9/4 Com 50K
Late-model Car Land +1 60 120 190 O 11/11/5 Com 15K
Terrain Buggy Land - 40 110 200 O 15/15/7 Com 12K
Sport Utility Vehicle Land - 40 110 200 G 17/17/8 Com 30K
Heavy Pickup Truck Land - 40 100 160 G 15/15/7 Com 20K
Hum-Vee Land - 30 90 140 G 16/16/8 Com 75K
Minivan Land - 30 100 160 G 15/15/7 Com 25K
Bus Land - 30 100 160 G 18/18/9 Com 30K
Moving Truck Land +1 30 100 140 O 16/16/8 Com 40K
Armored Truck Land - 20 80 140 G 16/16/8 Con 80K
Luxury Car Land -1 50 100 150 G 11/11/5 Com 45K
Limousine Land +1 40 90 140 G 12/12/6 Com 60K
Police Cruiser Land -1 60 110 180 G 10/10/5 Con 25K
Police Interceptor Land -2 60 130 210 G 9/9/4 Con 50K
Arm. Personn. Carrier Land - 40 100 160 G 12/12/6 Mil 85K
ELECTRICITY
The victim Constitution feat check
is modified for environmental
conditions, from a -3 of a well- Electrical Damage
insulated character wearing
rubber equipment to a +3 for
dripping-wet characters. CON Feat Shock Lightning
Critical Failure d12w 2d6m
Failure d6w d6m
FIRE Ordinary d8s d12w
The Constitution feat check must Good d4s d12s
be rolled every round; a respirator Amazing no damage d6s
improves the check by one step,
and a heat-insulated vest provides
another step. A character also
uses his armor energy rating (En)
to negate some or all of the
damage. On an Amazing result, if
the character has caught fire, he
Fire Damage
manages to extinguish it.
CON Feat Heat/Smoke Flame
POISON Critical Failure
Failure
2d6s*
2d6s
3d6w
2d6w
Hemotoxins attack the blood; they Ordinary d6s d6w
typically have an onset time of 10 Good d4s d6s
minutes and an attack duration of Amazing no damage no damage
4 hours.
Example: Rattlesnake bite: insinu- * Treat as on fire in the following rounds
ative, +1 penalty to the CON
check, onset 10 minutes, duration
1 day.
Poison
Vehicular Armor
Dur vs. Cost
Armor LI HI En 1-2 3-6 7+
Light Plating d4-1 d4-1 d4-2 4K 7.5K 15K
Armor Plating d6-1 d6-1 d4-1 5K 10K 20K
Requisition
Modifiers Availability
Modifiers
Obvious application -2
Peripheral application -1
Any -1
No obvious application +1
Common 0
Availability:
Controlled +1
Any -2
Military +2
Common -1
Restricted +4
Controlled +1
Military +2
Restricted +4
Item’s price:
>10000x (level+years)+3
On an Ordinary success, the item
>5000x (level+years) +2
can be procured in d4 days at the
<1000x (level+years) -1
“normal” price (considering the
<500x (level+years) -2
multipliers for availability); on a
Skilled in use of item -1
Good success in d4 days at the
Diligent in returning gear -1
normal price or in d4+2 days at
Lax in returning gear +1
75% price; on an Amazing result
Contact in Facilities -1
in d4 days at the normal price,
d4+2 days at 75% or d4+4 days
at 50% of the normal price.
On a failure the dealer is not
intrested and backs out, while on
On an Amazing success, the items a Critical Failure things turn out
can be provided within minutes; nasty, and the hero must fight to
on a Good within d6 hours, on an get out intact.
Ordinary they can order the
equipment, assuming the hero has
given at least 24 hours notice.
On a failure the organization
promises the item, but fails to
deliver, while on a Critical Failure
a past slip-up in requisitioning or
returning the equipment catches
up to the hero.