Clockwork System

©2015 Daniel Burrow DBA Cracked Monocle

This is the Open Game License (OGL) version of this text. The OGL is found at the end of this document.

Front Matter

Roleplaying

You as the Player

The Building of a Story

You as the Narrator

Creating the Party

Steampunk

Chapter 1 - The Clockwork System

Entering the Clockwork

Dice & Modifiers

Four Tiers of Success

Turns!

Attributes & Skills

Specialties

Hit Points, Damage, and All That Stuff

Breaking Down the Mechanism

Action Points (AP)

Turn Order

Attributes

Hit Points & Wounds

Regaining Health

Priority

Damage Classes

Stories

Note to the Narrator: Awarding Stories

Attacking

Specialty Attacks

How We Roll

Rule #1

Rule #2

Actions

Attack

Called Shot

Deflect

Draw or Swap an Item

Enter a Stance

Grab

Throw

Move

Ready a Firearm

Stand Up

Sunder

Miscellaneous Actions

Reflexive Attacks

Leaving Cover

Using an Item

Fighting out of Combat

Called Shots

Attributes

Using Attributes

Note to the Narrator: When to Ask for Attribute Rolls

Resists

Dodging Blasts      (1 AP Dexterity resist)

Social Tells

Using Social Tells

Cover

Soft Cover

Taking Total Cover

Melee Attacks versus Cover

Firing Blindly

Hiding Spots

Status Effects

Battlefield Modifier

Chapter 2 - Character Creation

Making a Character

Note to the Narrator: Choosing Traits

Note to the Narrator: Altering Starting Cash

Leveling Up

Retrofitting

Note to the Narrator: Further Retrofitting

Chapter 3 - Races

Humans

Traits of a Human

Random Racial Traits

Ayodin

Excerpt from the 842 Census

Ayodin Religions

Technology of the Deep

Traits of an Ayodin

Random Racial Traits

Elves

Anti-Elven Prejudices

Why Elves stay Elves

Traits of an Elf

Random Racial Traits

Farishtaas

Personality Blender

Become a Farishtaa Today!

Traits of a Farishtaa

Random Racial Traits

Gnomes

Traits of a Gnome

Random Racial Traits

Satyrs

Traits of a Satyr

Random Racial Traits

Chapter 4: Context

Evanglessians

Dalvozzeans

Izedans

Paldoran Exiles

Zel Hauds

Organizations

p The Brimstones M

p The Carnival M

p Coaldust Unions M

p Fulbourne Society M

p Highflyers M

Background Stories

Tailemy

Free Will

Jinzium

Chapter 5: Gear

Materials

The Trust

Melee Weaponry

Firearms

Animals

Horses

Canines

Birds of Prey

Equipment

For Sale

Chapter 6 - Brute

Brawl Skill

Frenzy Skill

Overpower Skill

Resilience Skill

Chapter 7 - Cunning

Espionage Skill

Expertise Skill

Showmanship Skill

Tactical Skill

Chapter 8 - Dexterity

Ace Skill

Agility Skill

Marksmanship Skill

Swashbuckling Skill

Chapter 9 - Spirit

Faith Skill

Grace Skill

Luck Skill

Shamanism Skill

Chapter 10 - Sciences

Crafting

Alchemy Skill

Armsmith Skill

Crafting Firearms & Crossbows

Crafting Melee Weapons & Throwing Weapons

Crafting Bows

Crafting Armor

Automata Skill

Bio-Flux Skill

Crafting Bio-Zappers

Engineer Skill

Armoring Vehicles

Gadgetry Skill

Chapter 11 - Narrating

Assembling a Party

Appendices

Specialty Listings

Appendix I: Open Game License Version 1.0a

Front Matter

Roleplaying

You as the Player

If you’re joining us as a player, welcome to roleplaying. Roleplaying is a wonderful gaming experience unlike all other tabletop games. In many games you are given a character to represent, and you take that character around a board, attempting to win the game. Roleplaying games take that to an extreme, then twist it.

        You create your own character, develop their personality and abilities, then try to act and portray them as closely as possible. You can build them however you want, customize them, give them the hair you’ve always wanted, a dashing vest, and that enormous firearm you drool over in your daydreams. You give that character a name, a back-story, and a personality. Once you’ve done that, you’re pretty well ready to begin.

        You join up with a couple other players, each with their own character. Together you become a party of adventurers.

        Another person takes on the role of narrator. In many games, this is the game master (or GM, if you will). The narrator weaves together a story, a setting, and other characters for you to interact with, meet, and - when necessary - kill. The narrator is there to give you a scene and let you explore it. You may start in a pub, travel across the city, and take off in an airship to explore the rumors of a clockwork monstrosity in a nearby town. After you become the hero of that town, you’ve only just started your saga; soon, you’ll have numerous stories under your belt, a scar or two, and a character to be proud of.

The Building of a Story

Through your roleplaying you will create a story. You will be one of the protagonists of this story, a story that you make with a handful of other protagonist and a narrator who has no control over the heroes.

        The art of roleplaying is getting deep into the character and the saga. The entire game is about you being another person in this alternate reality. You will eventually learn what your character’s goals are, what makes your character angry, and what gives your character joy. That is roleplaying at its finest.

        But let’s be real...there’s another part to this roleplaying game. You want to be awesome, and you want to be the best. Perfect, then! This system is designed to make every aspect of roleplaying fun, and that includes challenging every person or thing you meet to a fierce duel to the death!

You as the Narrator

Did you get the bug? Did you get the urge to make your own story, see how your friends make it through, overcome seemingly impossible odds, and fight off that villain that you’ve been secretly fleshing out for the past year? Don’t worry, this is normal. It happens to all of us.

        When you narrate, you’re given a very special duty by the players. You are there to ensure that they are enjoying themselves, and that their characters are gaining all of the thrills and excitements you could possibly lend to them.

        If this is your first time, be prepared to have fun. That’s both advice and a fact - narrating is exciting in ways that players could never understand. It’s engaging, challenging, and requires a very active imagination. More so than anyone else at the table, you are helping to build a story. When you take on the mantle of the narrator, you get the pleasure of challenging your friends, rewarding them for their victories, and creating a saga of great stories they’ll all remember for years to come.

        Sounds promising, doesn’t it?

Creating the Party

Within Tephra, we often recommend that people play with three to five players and a narrator. If you’re up to the challenge, more or less players might be a better fit for you. (And yes, less than three players can be quite challenging, as only having a couple adventurers can create a rather demanding game!)

        If you’re having a hard time getting players, just carry this book in a public space for a couple hours. Before long, you’ll have a large horde of people wanting to play (begging, probably). And, if that doesn’t work, go to your local gaming shop and ask them if they have any suggestions. Most gaming stores will have places where you can post that you’re looking for players. Our favorite gaming stores will also have dedicated Tephra nights every week. I’ll bet my sideburns they can help you get a game going or find a game for you to join.

        Once you’ve got your group together, you’ll need one person to be the narrator and everyone else will need to make characters. Go through our fast and easy character creation process (over in Chapter 2), and soon you’ll be on board your airship, taking on zombies and sky pirates with a gun in one hand and a saber clenched between your teeth.

Steampunk

Steampunk is one of those genres that seems to entrance people as soon as they see it, something that sparks their inner creativity. It appeals to our love for the past and the marvels of the future, combining them into a world of our own making. However, despite being easily identifiable as you walk down the street or look through a store window, defining steampunk is a difficult task caused by the broad interpretation of what “steampunk” is. From steampunk proper to dieselpunk, biopunk to clockpunk and so many more, there are as many different flavors of the movement as there are of music. That being said, there are unifying themes throughout them all, so no other title can truly encapsulate just what the word steampunk entails.

        On the surface, steampunk is an aesthetic movement, one that hails back to the Victorian times and the Industrial Revolution, a time when the ins and outs of a machine could be understood and mastered by a single man. A time when you could look at the inner workings of our technology and follow the cranks, pistons and gears all the way from the boiler to the wheels. With a curious mind, time and patience, any man could master this new technology. Steampunk takes this mindset and runs with it. As many felt during the Victorian era, in Steampunk anything is possible!

        It was also during the Victorian Era when both man and society began to change. Following on the heels of the Enlightenment, thousands of slaves were freed and a middle class was established. The culture of Colonialism was in full swing around the world; revolutions were occurring that threw out old rulers, building new governments in their stead. Everyone had a hope for a better, brighter future.

        Steampunk is more than just the aesthetics of a proper London gentleman with his tailored coat and top hat, and it’s more than the social reforms and exploration of the Victorian era. In fact, it’s more than the past ever was. Steampunk is looking at a world that could have been during a time where the Victorians thought anything was possible. Who cares that sky-pirates, intelligent clockwork automatons, machine-powered undead, time machines and ray guns never existed? The Victorians believed someday steampowered airships or cannons would allow us to reach the moon. In a future of our own creation, why can’t these other things exist just as easily? A world influenced from the past, but purely created by those who live now. A world in which anyone can experience an adventure. Steampunk is what you make of it.

        In Tephra, we give reasons for why these things are possible. We have forsaken following Earth’s history and instead come to land on a new world, a world in which their Industrial Revolution took a drastically different path than that of our own. Here, steampunk thrives in a world full of steampowered machinery, clockwork creations of massive scale, entire continents of unexplored wilderness and lost civilizations just waiting to be rediscovered. You can hop on an airship capable of crossing the world, twisting science to your own end. It’s a world where everywhere you look, an adventure is waiting to happen.

        So sure, you could define Steampunk simply by the gears, leather outfits, top hats, and monocles, but it is so much more than that. Steampunk embodies hope, creativity and adventure. Whether you draw influences from the Wild West, Victorian England, the Colonies of Africa, the Far East, or anywhere else, it is these things that truly define what the genre is.

Chapter 1 - The Clockwork System

Entering the Clockwork

There’s a lot of text in this book. Don’t be afraid…it won’t take you long to start enjoying your stay.

This is a richly customizable mechanism with a variety of rules, ticking tidbits, and random springs. Inside of this mechanism is a single clockwork movement that makes the rest of the system function. Once you’ve seen how the basic movement works, everything else won’t  seem so daunting.

Dice & Modifiers

To begin, you’ll need a single die: a unique one with 12 sides. This is the foundation for the Clockwork System, a die that can randomly give you any number from 1 to 12.

        With this special die, occasionally called the D12, you’ll be able to determine how successful you are on any given task. You’ll have skills, attributes, and various other traits that all have numbers assigned to them. When you need to determine how well you succeed at something, you’ll roll your die and add on the appropriate number.

        Rolling your Dexterity? Roll your D12, add the number in your Dexterity attribute, and you’ve got your result.

Four Tiers of Success

The game revolves around tiers - four tiers, to be exact. Once you’ve received the result of your die roll, you’ll be able to determine what tier it is.

T1 (Tier 1):         Result of 1 through 9                Barely Passing

T2 (Tier 2):         Result of 10 through 19        A Solid Success

T3 (Tier 3):         Result of 20 through 29        Phenomenal!

T4 (Tier 4):         Result of 30 or more                Beyond Human

As you can see, tier 1 is going to be the most minimal of a success. If you’re trying to jump, all you can say is that you successfully jumped. Nobody takes notice up until you get to tier 2. A tier 3 is the utmost of human ability. If you’re hitting a tier 3, that means you’ve just leapt a chasm.

        A tier 4? There are no words to explain a tier 4 success.

Turns!

Let’s discuss combat. If you’re in a fight with somebody, you’re going to take turns. You’ll begin by rolling priority. The person with the highest priority goes first, the person with the next highest goes second, and so on. When it’s your turn, you’re going to have a number of action points (AP) that you can spend.

        Let’s say it’s your turn, and you have 3 action points (the norm for starting characters). You could run (1 AP) and shoot your rifle (2 AP). Or, you could run (1 AP), open a door (1 AP), and then duck behind a barrel (1 AP). Or, you could swing your sword (2 AP) at somebody’s head (another 1 AP for aiming).

        The options are pretty open-ended.

Attributes & Skills

As we’ve said, your character is going to have a lot of numbers associated with him. When you build your character (found in Chapter 2 - Character Creation), you’ll first distribute some points in your skills. Skills are those areas that you’ve trained in. Swashbuckling, Brawl, Gadgetry, Marksmanship - these are all skills.

        Now, your skills are going to determine your attributes. Attributes are the core components of your character. If you have a total of 6 points in your Dexterity skills, your Dexterity will be a +6.

        When do you use these numbers? For attributes: all the time. Lifting something? Brute. Picking somebody’s wallet? Dexterity. Trying to figure out a puzzle? Cunning.

Specialties

The most exciting part of your character is their specialties. Specialties are the defining aspects of your character, things that make them awesome. At first level, you’ll start with three, and you’ll choose them from your skills. When you need to make a roll to determine how well you use your specialty, you’ll roll your skill.

Hit Points, Damage, and all that stuff

A lot of your statistics will be determined by the specialties that you select, the stories that you gain, and the race that you choose. But, honestly, this is all clockwork. Once you start building a character, everything else will fall into place.

Breaking down the Mechanism

Did the last page not explain things enough for you? Then keep on reading.                                    

Action Points (AP)

During your turn, you have 3 action points you can spend to move, attack, or do virtually anything. Every action has an action point cost, though some are free (and, often, can be done at any time).

        Refresh: Your action points refresh at the end of your turn. So as soon as your turn ends, you may start using reflexives that drain your next turn’s action point pool.

        Reflexives: You can use action points reflexively. When you’ve trained yourself so well that you can act in a split second, that’s when you’re using your AP reflexively.

        Reflexives are action points you can use out-of-turn. You might have a specialty, for example, that allows you to jump in front of an incoming bullet for an ally (Interposition, found under the Resilience skill). That specialty costs 2 action points reflexively, which you may do any time an ally is being attacked. Your reflexive action points come out of your next turn’s pool of action points. So if you used interposition, on your next turn you’d only have 1 action point left.

        Your action point pool increases at certain levels. You’ll find those in this chart:

Turn Order

When combat begins, every combatant rolls their priority, creating a “turn order.” Everybody starts the combat with their action points full, so they can start making reflexive actions right away. The person with the highest priority roll goes first. That person could then use any of their action points they have, and, once they’re done, their action points refresh.

        A person can never save action points for their next turn. When your action points refresh, they are hitting a hard reset and going to their normal value. Any action points from your previous turn that you did not use are wasted - so go ahead, use them!

Attributes

Your attributes are the key building blocks of your character. Attributes reflect your training in your skills and are entirely based off of them. Every skill falls under one of our five key attributes: Brute, Cunning, Dexterity, Spirit, and Sciences. Once you’ve selected your skills, add up the skills under those attributes to get your points in that attribute.

        You’ll find yourself using attributes both in and out of combat. Attributes are used to resist special attacks, called shots, poisons, and all other manner of contraptions. If you’re being tricked, you would resist with your Cunning attribute. If you’ve been hit in the head, you’d resist getting a concussion with your Brute attribute.

        Likewise, attributes determine how well you interact with people and the setting. How easily you can sneak around depends on your Dexterity. Holding the door closed as enemies try to break in requires Brute. Any time you’re trying to convince somebody of something, you’ll roll your Cunning. Throughout the entire system, these five attributes will be keys to your character and help him or her grow.

Hit Points & Wounds

Hit points are a reflection of a character’s toughness and willpower to keep on fighting. During combat, every time a character is successfully hit, their hit points will decrease. If all of a character’s hit points are depleted, a character begins to take wounds. Wounds are substantial damage taken to the character’s bodily form, such as deep gashes or wracking blows.

        Your hit points are determined by your specialties, and the amount of wounds you have will start at 12.

        Hit points are only in effect while you’re ready for action. When your character is asleep, in a focused conversation, or for some reason not paying attention, your hit points don’t come into play. Any time you are hit while not prepared, the damage goes straight into your wounds pool.

        Wounds Damage: Every time you take wounds damage, your character suffers a grievous hit. When you take wounds damage, you roll on our called shot chart and take the wound effect from that location. If you rolled “Left Hand,” for example, your hand would be smashed and you’d have a hard time grasping anything with it.

        If you’re hit by an attack and you run out of wounds, you immediately roll randomly on the called shot chart, this time for a fatal effect. If you rolled “Left Hand” again for the fatal effect, your hand would be severed and you could never use that hand again (unless somebody could create you a prosthetic hand). Though that might sound bad, if you’re unlucky enough for the attack to land across your head, your fatal effect is instantaneous death.

        Once you’re out of wounds, every time you take damage, you roll for a fatal effect.

Regaining Health

Taking a Breather: Hit points don’t take a long time to return to you. We assume that every blow to your stamina is a small scrape, bruise, or just a representation of you becoming more exhausted.

        To replenish your hit points after a battle, just take a breather. If you have time to rest for fifteen to thirty minutes after a battle, all of your hit points will be returned.

        Naturally Healing Wounds: Your wounds will return to you at the rate of one wound per day. Your pool of wounds is likely to be much smaller than your hit points, and it takes longer to regenerate them. Be careful when you’re in wounds.

Priority

Priority determines your turn order. Priority represents a character’s awareness of their current environment and their alertness of the situation. To determine priority, each player involved in combat will roll and add any bonuses to priority that they have.

        A player may request to be given a circumstantial bonus by consulting the narrator. With proper justification, the narrator has the right to grant the player a bonus to their priority (normally a +6). This is typically done when a character is ready for combat, has their revolver drawn, and is aching to go. This character is likely to go before the guy sitting in the corner, drinking a glass of wine.

        Multiple players may request this benefit, but the narrator is never obligated to anybody. If too many people can justify gaining a priority bonus, then everyone’s starting on the same footing and should probably just go without any bonuses.

        If the characters are ready for the combat before the combat truly begins, they can be in their stances and have their weapons already drawn.

Damage Classes

Weapons and most attacks have damage classes. The damage class of a weapon varies based on the size of the weapon. Light melee weapons, for example, have a damage class of 4, while heavy melee weapons have a damage class of 8.

        The damage class determines how much damage it will do for any given tier. If you get a tier 1 result, your damage dealt will be equal to the damage class. If you get a tier 2 result, the damage dealt will be twice the damage class. Tier 3 triples the damage class.

        Most easily put, the damage you deal for an attack is equal to your damage class times the tier.

Stories

Stories are memories of adventures past, things you take with you throughout your lifelong journeys. Stories are not active abilities for you to use; they are simply past experiences that make obstacles you face now either easier to face or harder.

        You have some stories before you even start your days as an adventurer, such as past job experiences in the form of Background Stories, or affiliations with different organizations through Membership Stories. All other Stories attached to your character are awarded by your narrator. For instance, should you continually act crude and vulgar, your narrator may choose to give you the Yobbish Personality Story, and you gain all of the bonuses and penalties that go along with it. However, should your personality change and you cease your vulgarity, your narrator is fully within their rights to take that Story away.

        Some Stories are, on the other hand, permanent modifiers of your character, and earning such a Story means you would have to do something extremely drastic to be rid of it. This of course would come in the form of a different Story taking the former’s place. Perfect examples of this are Alteration Stories, which are Stories that affect your character’s physical make-up.

Note to the Narrator: Awarding Stories

Stories are entirely given out and taken away at your discretion. If you don’t feel like giving a player a Story they seem to meet the requirements of, you are fully able to simply ignore them and not give it to them. At the same time, Stories make adventures that much more exciting. A player can go up to another and show them the Stories their character has collected as a symbol of pride. On the other end of the spectrum, Stories can also be in your arsenal of weapons against the player. If a player keeps trying to melee fight with clockwork abominations that use giant torches, have the abomination attack their face and give them the Burn Victim Alteration Story. Feel free to let players take one or two Personality and Background Stories when they first build their character, but make sure you know have an idea about the roleplay requirements for them.

Attacking

Attacking is a simple process. Both combatants roll, the attacker to hit and the defender to evade. If the accuracy meets or exceeds the evade, the attack lands. Then the attacker rolls for strike and the defender rolls for defense. The damage dealt is based on the weapon used and is put against a tiered result. The defense works the same way, soaking an amount of damage based on the armor worn.

Accuracy

When delivering an attack, you must first land it. You make an attack against the target’s evade. If the accuracy meets or exceeds the evade, the attack hits.

Vs

Evade

When receiving an attack, you want to evade it. The attacker makes an accuracy roll against the defender’s evade. If the evade exceeds the accuracy, the attack misses.

Strike

Once you are sure that an attack has landed, how hard the strike hit is decided. Use your roll, add your strike, and then tier the results. The tier will then deal the indicated amount of damage to the defender.

Vs

Defense

In preparation for an incoming blow, the target readies his defenses. Roll again, add your defense, and then tier the results. The tier will then soak damage from the opponent’s attack.

Specialty Attacks

Normally, melee attacks require 2 action points (unarmed attacks require 1 AP and ranged attacks vary). Characters can make unique attacks using specialties for extra action points. Many specialties will be labeled as “attack + x AP.” Therefore, when you decide to make a specialty attack, you announce the attack and spend the total action point cost in order to attempt it.

        You may stack special attacks if you have enough action points to do so. For example, if you have two specialties that both say “melee attack +1 AP,” you may make your melee attack (for 2 action points) and add both specialties onto it (at 1 action point apiece), which would be a single attack that costs 4 AP to make. Be careful, though: if your opponent manages to evade, you’ve just used 4 action points on a single attack! You cannot add a single attack-modifying specialty twice, however.

How We Roll

Explaining how to roll a single die may seem asinine, but I’m going to do it anyway (but only because we have two special rules about die rolling).

Rule #1

1 is 1

This rule is simple. A roll of a 1 results in a 1. Whenever you roll a 1 on your twelve-sided die, you are not allowed to add anything to it. We don’t care if you have a +48 in brute; when you roll that 1, you receive a 1.  

        The only exception to this rule regards negatives. If you have some penalty on your roll (such as being blind, which incurs a -4 on accuracy rolls), a 1 is not a 1. Negatives still apply. So your blind accuracy roll was not a 1, it was a -3.  

Rule #2

Pure 12s Roll Again

It’s true. If you roll a pure 12 (as in, a 12 on the twelve-sided die is showing), you roll again. You then add your new roll to 12 in order to determine the result.

        If you roll 12 again, you keep on going.  

        Just so it’s clear, if you roll a 1 after rolling a 12, the result is a 13. Rule #1 no longer applies.

        If you are rolling a 12 randomly to determine what called shot location you hit, this rule need not apply.

Actions

Now let’s see what you can do.

Attack

Cost: 2 AP for Most Weapons, 1 AP for Unarmed

Attacking somebody can be anything from stabbing with your rapier to swinging your whip to firing your pistol. You choose a target and you attack.

        Your choice of weapon determines how many action points it cost, though most will use 2 action points. Your damage is also determined by your choice of weapon.

        Non-Lethal Attacks: You hold your blows just a little bit, aiming for areas that won’t kill the person. You can make a non-lethal attack just like a regular attack; however, if the opponent takes any wounds damage, he does not have to roll on the wounds effect chart. Instead of dying, the opponent falls unconscious upon reaching 0 wounds.

Called Shot

Cost: Attack +1 AP

Sometimes you don’t just want to hurt them. Sometimes you want to stab them in the eyes, smash their fingers, or kick them in the balls. These options are Called Shots.

        To make a called shot, choose one of the 12 key parts of the body (found on the Called Shot pages, a couple pages over) and make an attack. The attack is just like any other attack, except that it requires one extra action point to do. Thus, a normal melee attack made as a called shot would be three action points, whereas a called shot that was unarmed would be two action points. Called shots can also be made with ranged weapons.

        Every called shot is resistable. The resist is based on your strike (or accuracy with firearms and crossbows), for which the target must roll the appropriate attribute and exceed your strike in order to resist.

        Stacking Called Shot Effects: The effects from called shots do not stack. If somebody is disoriented from a called shot to the brain, another called shot to the brain will only renew the effect, not double it. A called shot to the torso (to knock them back) or stunning them via a called shot to the neck are the only exceptions.

        Called Shot in Wounds & Fatals: A called shot while the target is in wounds or fatal effects will automatically hit that location. There’s no need to roll randomly. (For this reason, many people will do a called shot to a lethal location once a person has reached wounds and fatals, like to the head or chest.)

Deflect

Cost: 1 AP interruption

Shields are used for deflecting incoming attacks. To make a shield deflection, you must be wielding a shield (or some other item you can make a deflection with) and be in the process of being attacked. Then, you can make a deflect attempt. When you deflect with a shield, it costs you 1 action point and you gain a +4 on your evade roll.

Draw or Swap an Item

Cost: 1 AP

You may swap weapons or pull out an item (such as a vial or explosive) for one action point.

Enter a Stance

Cost: 1 AP

You may enter a stance for 1 action point. You can only be in one stance at a time. Oftentimes when combat begins you can simultaneously enter a stance, costing no action points. Any time you take on a specialized stance, the effects of the stance remain active until you are knocked back, knocked prone, or are otherwise knocked out of your stance. You must then re-enter the stance to regain the benefits. At first the only stance your character knows how to enter is the “Footing” stance used to wield Super-Heavy items. You can learn more stances through certain specialties.

Grab

Cost: as an Unarmed Attack (1 AP) or Whip Attack (2 AP)

Grabs are similar to called shots, but rather than hitting them there, you grab them. Your goal is not to deal damage but to take hold of your opponent and limit their movement.

        First choose a called shot location, then roll your accuracy versus their evade just as though you were doing a normal attack. However, you do not deal damage. If you land the attack, the target is grabbed. Once you grab the opponent, a few rules apply:

        Neither you nor the target can move without breaking the grab.

        The target can attempt to break free for 1 AP by making either a Brute or Dexterity resist against your Brute or Dexterity. You can let go for 0 action points.

        If you grab the target’s hand, the target cannot use the weapon, item, or shield in that hand (beyond dropping it).

Throw

Resist: Brute (tier down)

Cost: 2 AP

After successfully grabbing a person, you may then throw them. Roll your Brute to determine how well you throw them. For every tier over tier 1 that the opponent rolls their Brute, it lowers the effect by 1 tier. Note: small creatures, such as gnomes and most animals, are thrown an additional 5 feet.

        Opponent is thrown 5 feet.

        Opponent is thrown 10 feet.

        Opponent is thrown 10 feet and is now prone.

        Opponent is thrown 15 feet and is now prone.

Move

Cost: 1 AP

You are able to move 25 feet for a single action point. Certain races (elves, gnomes, and satyrs) have different movement speeds.

Ready a Firearm

Cost: Varies

Many firearms require you to ready them between each firing. This can be as simple as cocking back the hammer or as complex as muzzle-loading the musket. It all depends on the firearm. You can find out more about readying a firearm in the Gear chapter.

Stand Up

Cost: 1 AP

Sometimes, after you’ve been knocked prone, you just need to stand back up. Do so for 1 action point.

        Note: kneeling does not cost any action points as you are doing that as a combat action. Thus, you could kneel behind a low wall for no action points. If the wall’s only 1 foot tall, though, your narrator might rule that you need that 1 action point to get down into a flat position and stand up from it.

Sunder

Cost: as an Attack

Resist: Dexterity (tiers down)

Rather than attacking the person, the attack is against the wielded item, be it a weapon, shield, or vial of poison. Most items are instantly destroyed when attacked (such as poisons, complex machines, et cetera). Weapons last a little bit longer.

        A melee weapon’s damage class decreases every time it is struck by a sunder. The tier of the attack will indicate how much the weapon’s damage class decreases by. For example, a tier 2 attack would decrease the target’s weapon by 2 damage class. A sunder made against a firearm, crossbow, or bow is twice as effective, lowering the damage class by 2 for every tier of the attack.

        The Dexterity resist will tier the effect down against a weapon (so if you get a tier 2 Dexterity resist, it lowers the effect by 1). If used against another item that is instantly destroyed by a sunder, the Dexterity resist can only negate by being a tier over the attack.

        A damaged weapon can be repaired during a breather.

Miscellaneous Actions

Cost: Varies

There are a wide variety of other actions you may want to make while in combat. Here is a list of just some of those actions:

Actions                        AP Cost

Breaking a Window        1 AP

Opening a Door        1 AP

Pulling a Lever                1 AP

Reflexive Attacks

Actions you can do in an instant.

Reflexive attacks are attacks that you can make when an opponent leaves themselves open. They are just like normal attacks - that is, they cost the same amount of action points and you can upgrade them with your specialties - but they can happen outside of your turn. And remember, your action points reset at the end of your turn, so after your turn, you’re back up to full.

        For most people, there are two actions that leave a person open to reflexive attacks: leaving cover and using, consuming, or drawing an item.

Leaving Cover

Can only be made with ranged attacks

If a gunman is hiding behind a crate and leaves cover to take a shot, everyone can take a shot at him, because he is now open.

        If somebody is standing behind a tree and walks out from behind the tree, anybody with a gun ready can take a shot.

Using an Item

Can only be made with melee attacks

If somebody pulls out an accelerator rifle, tries to drink a push potion, or flips on their unusual gadget within melee distance, anybody within melee range can make a reflexive attack.

Fighting out of Combat

Fighting out of combat may sound like an oxymoron, but it occurs any time where the defender is not fighting back. If you are stabbing somebody in their sleep, knocking somebody upside the head while they have their back turned, or otherwise dealing damage to a person who doesn’t think they’re in combat, you are fighting out of combat.

No Hit Points

Whenever a person is not at least partially ready for a fight themselves, they take direct wounds damage. Hit points are a reflection of combat stamina, and a person who is not in combat has no hit points. Therefore, if you are stabbed in the back, you take wounds damage.

Coup de Grace

Cost: 3 AP

A coup de grace is a melee attack specifically meant to kill somebody. They can’t be fighting back, moving, or otherwise defending themselves. The attack deals direct damage to their wounds and they must roll on the wounds random effects chart. In a coup de grace, the attacker takes a pure 12 on their strike roll with the defender takes a natural 1 on their defense.

        Knock Out: A character can make a non-lethal coup de grace that works exactly like a coup de grace, except that the target falls unconscious upon reaching 0 wounds and does receive wounds random effects.

Called Shots

Called shots are all resistable. The defender must roll their resist attribute. If it exceeds the attacker’s strike roll (or accuracy roll for firearms and crossbows), the called shot is resisted.

Wounded and Fatal effects can not be resisted.

1

Head

Resist: Brute

A shot to the head will disorient you (causing you to lose 1 action point per turn) until the end of your next turn.

Wound: Disoriented

A wound to the head causes long-term disorientation. While disoriented, you lose 1 action point per turn, and will be disoriented for 1 turn per 3 points of damage the attack dealt to you. You cannot re-orient yourself from this wound.

Fatal: Beheaded

If your head is dealt a fatal blow, you instantly die.

2

Eyes

Resist: Dexterity

When a successful attack is made against your ocular region, your sight becomes blurry (giving you a -2 on accuracy and evade) until the end of your next turn.

Wound: Blinded

A wound to the eyes leaves you blinded until you can take a breather. You suffer a -4 on accuracy and evade rolls, and you cannot target opponents you can’t locate.  

Fatal: Blind

A fatal to the eyes leaves you permanently blinded. You suffer a -4 on accuracy and evade rolls, and you cannot target opponents you can’t locate. Losing your eyes permanently drops your wounds by 1 point.

3

Ears

Resist: Cunning

When a successful attack is made against your aural region, your hearing becomes fuzzy (giving you a -2 on evade) until the end of your next turn.  

Wound: Deafened

A wound to the ears leaves you deafened until you can take a breather. You suffer a -2 on evade rolls and any roll that requires listening, speaking, or performing a sound-based action.  

Fatal: Deaf

A fatal to the ears leaves you permanently deafened. You suffer a -2 on evade rolls and any roll that requires listening, speaking, or performing a sound-based action. Losing your ears permanently drops your wounds by 1 point.

4

Neck

Resist: Brute

An attack against your neck can leave you gasping for air, unable to take actions. A successful called shot against your neck stuns you for 1 action point.  

Wound: Bleeding

A wound to the neck causes bleeding. Bleeding will cause you 1 point of wounds damage every turn after the one where you take the wound, and will last for 1 turn per 3 points of damage the attack dealt to you.

      Any sort of bloodclotting, medical healing, or artificial flesh imbuing will stop the bleeding.  

Fatal: Slit Throat

If your neck is dealt a fatal blow, you will die at the end of your next turn.

5

Torso

Resist: Brute

A good blow to the torso can knock a person backwards. A successful torso called shot sends you backwards 5 feet.

      If the person dealing the attack is in melee with you, they may choose to follow you back the 5 feet for 0 action points.

Wound: Broken Ribs

Suffering broken ribs can make it difficult to breath. Any time you want to make any action, you must roll your Brute attribute. If you do not receive a tier 2 result, you fail and lose 1 action point. This wound will stay with you until your next breather.  

Fatal: Slain

You are instantly killed.

6

Groin

Resist: Spirit

A blow to the groin makes you nauseated. You receive a -2 to all rolls until 3 action points have been spent emptying your stomach.

Wound: Purge

Your body begins to purge itself. You can take no actions beyond moving, and you only can go at half your normal speed (rounded down). While purging, if anybody attacks you, you suffer a -4 on your evade roll. The purging lasts for 3 turns.

Fatal: Gutted

Your vital organs are exposed to the world, and you are bleeding out. Unless you can recover 10 points of damage (wounds or hit points) before the end of your next turn, you will die.  

7-8

Arm

Resist: Brute

An attack against your arm makes it difficult for you to use that hand. You take a -2 on any roll that would use that arm and hand, such as accuracy and strike, or evade if you are trying to use a shield with that hand, until the end of your next turn.

Wound: Sprained Arm

Your arm is sprained, making it near impossible for you to wield things with that arm. Anything that you do with the arm suffers a -6 on the roll. The wound will recover during your next breather.  

Fatal: Severed Arm

Your arm is severed. You now have one less arm, and anything that requires you to use two arms cannot be accomplished. Ambiguous actions that would normally use two arms (such as lifting something over head or climbing) take a -6 on the roll. Having a severed arm permanently drops your wounds by 2 points (1 point for the arm and 1 point for the hand).

      The bleeding from a severed arm will cause you to die in 3 turns if you do not spend at least 3 AP bandaging it up.

9-10

Hand

Resist: Dexterity

An attack to the hand causes you to drop whatever you’re holding. Picking up a dropped item costs 1 action point.

Wound: Bruised Hand

Your hand is smashed, making it impossible for you to wield anything with that hand. The wound will recover during your next breather.

Fatal: Severed Hand

Your hand is severed. You now have one less hand, and anything that requires you to use two hands cannot be accomplished. Ambiguous actions that would normally use two hands (such as lifting something over head or climbing) take a -6 on the roll. Having a severed hand permanently drops your wounds by 1 point.

      The bleeding from a severed hand will cause you to die in 6 turns if you do not spend at least 3 AP bandaging it up.

11-12

Leg

Resist: Dexterity

A called shot to the leg can either trip you or slow you down (attacker’s choice). If you are slowed, it will cost you 1 extra AP to move until the end of your next turn. If you’re tripped, you’re brought prone and lose your stance. While prone, you suffer a -1 on all combat rolls (accuracy, evade, strike, and defense), but can stand up for 1 action point.  

Wound: Sprained Leg

Your leg is sprained. You suffer a -10 on your movement speed (though you cannot be dropped below a minimum of 5 feet) and you’re tripped (bringing you prone). The wound will recover during your next breather.

Fatal: Severed Leg

Part of your leg is severed. You suffer a -20 on your movement speed (though you cannot be dropped below a minimum of 5 feet). Anything that requires two legs, such as swimming, climbing, or kicking, suffers a -6 on the roll. Having a severed leg permanently drops your wounds by 1 point.

      The bleeding from a severed leg will cause you to die in 3 turns if you do not spend at least 3 AP bandaging it up.

Attributes

Attributes are the baseline pieces of your character. Your attributes determine how fast you react, how well you push back, how long you survive poisons, how quickly you process information, and a whole plethora of actions that anybody can do.

        There are five attributes: Brute, Cunning, Dexterity, Spirit, and Sciences. You will start with a zero in each of these attributes, but as you gain experience in your skills, your attributes will increase as well.

        Each attribute has a set of skills that fall underneath it. As you gain points in your skills, add up all of the skills under the attribute to figure out what your attribute score is.

Using Attributes

Each attribute will include a variety of different options you can use that attribute for.  Dexterity, for example, is used when tripping people, disarming them, trying to be stealthy, attempting to squeeze into a tight spot, or anytime that your hand-eye coordination is going to prove valuable.  

        Anybody can do anything listed under attributes. Using attributes requires no training or skill. Most people will simply be average in the attributes (which means they have a zero). Others will excel in them.

Note to the Narrator: When to Ask for Attribute Rolls

Be sparing when asking for attribute rolls. On one hand, it is completely within your power to ask the players to roll their Dexterity to see if they fall down the stairs, but is it really necessary? Every attribute roll should have a deep impact on the story, otherwise it begins to lose its excitement and meaning.

        In Tephra, we utilize a system built on “Four Tiers of Success.” Whenever you ask for an attribute roll, don’t think of it as win or lose. Think, instead, that your player is going to succeed, but the roll will tell you how well. If a failure is going to cause the story to stall, make tier 1 a poor success. It’ll keep the story moving while giving the players some fun consequences.

Resists

Almost all abilities that affect somebody can also be resisted. The most common resist is, of course, your evade and defense - when attacked, your goal is to jump out of the way and take less damage. But other special attacks will often call for attribute-based resists. When you need to resist a tiered effect with an attribute resist, you simply lower the amount that the ability affects you by 1 tier for every tier you receive over tier 1.

        So, if you were using your Brute to resist against a marque 3 poison, and you made a tier 2 Brute roll, you would lower the poison’s marque by 1, being affected as though it were a marque 2 poison.

Tier 1         Unaffected

Tier 2        -1 Tier

Tier 3        -2 Tiers

Tier 4        -3 Tiers

Dodging Blasts      (1 AP Dexterity resist)

Any time you are affected by a blast (something that affects a large area), you may attempt to jump out of the blast area. It costs 1 action point reflexively, and you may only move up to your total speed in order to get out of the blast range. Thus, if the edge of the blast area is 40 feet away, and you only have a 30 foot movement speed, there is no way you can jump out of the blast area.

        In order to successfully jump out of the blast area, you must roll your Dexterity and receive a tier result equal to the tier or marque of the blast. Thus, a tier 3 blast would require a tier 3 Dexterity result in order to jump out of it. (This is different from normal resists, which require you to receive a tier result one higher than the tier or mark of the ability in order to fully resist it.)

        If you fail to get out of the blast area, you move to the edge of the blast area (while still remaining within it) and take the normal damage, which you can still soak, if possible.

Social Tells

When interacting with other characters, it’s nearly impossible to quantify how likely they are to believe your lie or how stubborn they are toward your wild claims. Instead, you can search for their social tells. These are their non-verbal cues, often made unconsciously, that betray a character’s inner thoughts. You might be trying to decide if a man is lying. Successfully reading his social tells might let you notice his sweaty palms, his shifting eyes, and his constant checking of his watch. By this point, you’ll have a pretty good idea that he’s lying.

        Social tells are anything but absolute. He may look like he’s lying, but in reality he might just be late for a very important business meeting. The goal of social tells is to guide you toward the answer without outright saying, “The fellow is clearly lying.” The decision on how to act once you’ve observed somebody’s social tells is still up to you.

        A character will use social tells by rolling their Cunning and tiering the results.

Tells

When a character rolls to determine somebody’s tells, the narrator will describe key aspects of the target depending on the success of the roll. For example, you might be attempting to decide if he’s lying. Depending on how well you roll, you might get the following results:

  1. He seems rather sweaty, despite the chill in the room. Pretty much anybody would notice this.
  2. He is very stiff when he talks. He’s not making many gestures, he’s not looking you in the eyes, and his posture seems guarded.
  3. His humor seems forced. He’s scratching behind the ears and looking toward the door, as though he’s about to be rescued or make a quick getaway. He keeps looking at your pistol.
  4. His breathing has changed, and you detect a change in his heart beat due to the cadence in his voice. He has shifted just slightly, so that the table is positioned more between you.

As the result for social tells gets higher, the narrator might give you either more information or more useful information.

Resisting Social Tells

When a person begins looking for social tells, they are testing the air for information. Other characters might be aware of their social tells and attempt to hide them. As such, they can roll a Cunning resist, which will tier down the player’s result.

        Alternatively, some characters just won’t have social tells. A man who is known for his stoic demeanor may have few noticeable social tells, and he might need a tier 3 or tier 4 to figure out his motives.

Control Remains with the Character

The social tell system is designed to help a character convince others or manipulate a social situation. However, the ultimate choice of how to act remains with the adventurers and NPCs. The players are not told directly, “This man is lying,” just like the NPC who is being intimidated is not forced to back down because of a good roll. Their decisions should be made in line with their character and how they would react to the information received.

Using Social Tells

Lie Detecting

Resist: Cunning (tiers down)

When somebody has made a statement that you think isn’t true, you can attempt to detect the lie. You can look for their level of confidence and conviction, how strongly they make the statement, whether they seem nervous, are looking away, or are excessively sweating. When you roll to detect a lie, the target can resist with their own Cunning.

Pacifying & Intimidating

Resist: Spirit (tiers down)

Attempting to pacify or intimidate a target can cause them to back down, calm down, or suddenly fear you. It’s a great way to get information or to get past a potential obstacle. When you are attempting to pacify a target, you’re trying to find just the right things to say in order to make the target less aggressive. Intimidation is similar, but it typically revolves around making the target afraid of you.

        Unlike most social tells, the target will typically be resisting with their Spirit attribute, as they are trying to bolster their own resolve to keep on fighting.

Provoking

Resist: Cunning (tiers down)

When you go to provoke somebody, you are trying to elicit a certain type of response. Perhaps you’re attempting to make them angry, to say something they don’t want to say, or even just to laugh. Sometimes you will provoke somebody so that, in the midst of combat, the target will only attack you.

        When you roll for social tells to provoke a person, you’re looking for a way to get your response. If your target is a proper gentleman, you might look for a wedding ring to determine that he’s in a committed marriage and some snide comments about his wife could make him angry. If a guard seems to take great pride in the emblem on his armor, you might make a joke about his organization.

Cover

When an opponent is behind a wall, a thick sheet of rain, or another person, they have cover.

        Cover gives you a bonus on your evade rolls, but can also cover called shot locations and provide hiding places. There are four degrees of cover - poor, light, medium, and heavy. Each degree of cover grants greater protection.

        Called Shot Locations: When you are behind cover, you can choose certain called shot locations to be covered. For example, if you’re hiding behind a table on its side, the table might count as medium cover and cover all of your called shot locations except your head (which you’re peeking over the table with in order to see your targets), your gun hand, and your arm.

        If you need a called shot location to perform an action, then you can’t hide it behind cover (like if you are using a heavy rifle that requires both hands and arms and your head to see, then you’d have to reveal all 5 of those requisite called shot locations). When you take cover, describe what part of you is hiding and allow you and your narrator to make judgment calls as to if the location is hidden or not (but the ultimate decision is left to the narrator). For example, you might have thought only your head and eyes were exposed, but the enemy saw your foot sticking out and took a shot at it. That’s the narrator’s call, which should be making the game that much more fun.

(tier 1)

Poor        A post, side-table, or person

Covers up to 3 called shot locations

Evade: +2 on evade rolls

(tier 2)

Light        A bush, couch, or tree

Covers up to 6 called shot locations

Evade: +4 on evade rolls

(tier 3)

Medium        A large tree, barrel, trench, or around the corner

Covers up to 9 called shot locations

Evade: +6 on evade rolls

(tier 4)

Heavy        Around a full wall, ducked behind furniture

Covers up to 11 called shot locations

Evade: +8 on evade rolls

Total        No portion of the person visible

Covers all called shot locations

Evade: Cannot be targeted

Soft Cover

Soft cover is anything that obscures an opponent’s vision but can still be attacked through. For instance, if you’re hiding behind dense shrubbery, a canvas screen, or behind a sheet, the opponent can still attack you through that soft cover.

        Soft cover causes the opponent to attack you blindly (taking a -4 on the accuracy roll). If the opponent can barely see you (like a shadow of you through the screen), they only take a -2 on the accuracy roll.

        This is a double-edged sword: if you can’t accurately tell how they’re attacking you, you suffer the same penalty on your evade roll.

Taking Total Cover

Cost: 1 AP (or at the end of a movement)

For 1 action point or at the end of a move, you can take full cover behind an object that would normally only grant medium or heavy cover. This is typically the act of ducking down behind the cover or pressing yourself against it.

        Once you’ve taken total cover, you can peek out from behind that cover and return for 0 action points (such as poking your head out from around a corner). Doing so, however, does count as “leaving cover” and allows enemies with ranged weapons to take reflexive attacks against you.

Melee Attacks versus Cover

Though cover is a constant concern for ranged attackers, it can be less so for people carrying melee weapons. While a wall can be great for peeking one’s head around, once that person closes in with a saber, that wall isn’t going to be doing much.

        Small objects (such as furniture and vegetation) can provide cover as per normal, but characters will often just move around larger objects (such as larger trees, walls, et cetera).

Firing Blindly

While taking total cover, you can always choose to fire blindly at your opponents. When you fire blindly, you are only revealing your hand (the one firing the gun, crossbow, or throwing the weapon) or hands (if you’re using two-handed ranged weapons or a bow). This prevents enemies from targeting your vital locations, as they can now only target your hand(s).

        However, you have difficulty aiming at the target while firing blindly. You take a -4 on your accuracy roll against anybody that you shoot (exactly as though you were blind). If you do not know where the enemy is but shoot in the correct direction (at your narrator’s discretion), you’ll suffer a -8 on the accuracy roll.

Hiding Spots

Hiding spots are locations where you can keep yourself hidden from on-lookers. You can use medium, heavy, or total cover as hiding spots (the action of hiding in a hiding spot counts as taking total cover). Once you’ve taken your hiding spot, people can roll to notice you or they must search for you.

        Noticing: Attempting to “notice” somebody is a passive action. When a character notices something, they did so without any real effort, without actively searching for what they noticed. When a person passes near another person’s hiding spot, they both roll Cunning (with the hiding person gaining a bonus based on their degree of cover). If the person walking by meets or exceeds the person hiding, they “notice” that there is somebody hiding there.

Medium Cover        -4 on the Cunning roll to hide, as this degree of cover is difficult to hide behind

Heavy Cover        No bonus on the Cunning roll to hide, as this degree of cover is a typical hiding spot

Total Cover        +4 on the Cunning roll to hide, as this degree of cover is ideal for hiding

Searching: Searching is a much more involved process. If someone says “I search behind the rock” and there somebody is hiding behind the rock, they will automatically find that person. The area must be specific (saying that one “searches the room” is not specific enough: they must say that they search behind the curtains and inside the closet).

        If somebody is found hiding, both parties may roll priority. The winner will get to act first, often times taking the chance to immediately run or get off a surprise attack.

Precipitation & Wind

Precipitation and wind can provide cover, as both make it more difficult to aim at your target. Your narrator will use his discretion when determining a cover bonus provided from precipitation and wind. They can also increase cover; for example, if you’re taking cover behind a barrel (say, medium cover), but it’s also hailing outside, that medium cover can suddenly become heavy cover.

Status Effects

Bleeding

Any time you’re bleeding, you’re taking hit point damage until your hit points are exhausted, at which point you start taking wounds damage. Normally, bleeding will occur when the victim’s action points refresh and last until stopped. This damage cannot be soaked through normal defenses. Bleeding effects stack with other bleeding effects.

        For every 1 action point spent to stop bleeding, 5 bleed damage is negated. These action points must be spent by either the victim or a character adjacent to the victim.

Blinded & Poor Vision

When you’re blinded, in total darkness, or just plain can’t see your opponent, you take a -4 on all accuracy and evade rolls against him. If you’re in low levels of light, fog, or just have something in your eye, you take a -2 on accuracy and evade rolls.

Burning

When you are on fire, you will suffer unsoakable damage every turn, and the fire will damage or destroy your equipment. The fire can be put out for a couple action points, depending on the size of the fire.

Tier 1        This is a light flame such as as stepping in a campfire or a explosion’s aftermath. You take 2 unsoakable damage per turn and items in your possession are singed but still functional. 2 action points will put the fire out.

Tier 2        This is a large fire, like from standing in a campfire or being lit by an outside source such as a torch. You take 4 unsoakable damage per turn and all wooden, organic, and cloth items in your possession are destroyed or unuseable. 4 action points will put the fire out.

Tier 3        This is a fire fueled by outside means, such as oil or an alchemical source. You take 8 unsoakable damage per turn and all leather, cloth, and wooden items in your possession are destroyed or unusable. 8 action points will put out the fire.

Tier 4        This a highly intensive fire caused by lava or a full inferno. You take 16 unsoakable damage per turn. All items in your possession, including metal ones, are damaged to a point of being unusable until repaired. 16 action points will put out the fire.

Burnt

Burns can be painful, debilitating wounds that heal very slowly. General burns make armor uncomfortable to wear and hits harder to soak. For specific call shot burns, consider giving equal penalties to abilities when using the burned body located.

        As an example, burned hands might make climbing or crafting intricate trinkets very difficult, whereas burned feet could cause a player trouble when attempting fancy footwork or long treks across the country.

Tier 1        You have minor burns on his body that make all incoming attack sting just a little bit more. You suffer a -1 to all defense rolls.

Tier 2        You have several 1st degree burns that make defending difficult. You suffer a -3 to all defense rolls.

Tier 3        You have major 2nd degree burns that hurt when you even move. You suffer a -5 to all defense rolls.

Tier 4        You’ve been burned incredibly badly. Several are 3rd degree burns, making it almost impossible to take a hit. You suffer a -7 to all defense rolls.

Deafened

While deafened, you suffer a -2 on evade rolls. You also take that -2 on any roll that requires listening, speaking, or performing a sound-based action.  

Disoriented

When you’re disoriented, you have a hard time getting about. You lose one action point per turn that you are disoriented. You can re-orientate yourself by spending 3 action points.

Drowning

When you run out of air, make a Brute roll for each turn until you once again have air. The target tier for this roll begins at tier 2 and increases each turn until you fail, at which case you’re knocked out. You die within three turns of falling unconscious if you’re not rescued.  

Enraged

Rage drives a person to act with one goal in mind: to destroy whatever is making them angry. As such, when you are enraged you suffer a -2 to all rolls when doing anything other than attacking whatever enraged you. You gain a +2 accuracy and strike when attacking the object of your rage. You may spend 2 action points at any time to clear your head and calm down, removing your rage.

Fatigued

When you’re fatigued, your maximum hit points are reduced by one half, rounded down. Thus, if you normally have 17 hit points but start a battle fatigued, you’ll start the fight with 8 hit points.

Fear

Fear comes in many forms and is caused by many things. It is an emotion of power that causes nations and heroes to both rise and fall. Fear is one of the most basic and powerful emotions in the universe, as there are few who truly ever overcome it and even fewer who are without it. At any point you may spend 1 reflexive action point to attempt to overcome fear. A strong willpower always overcomes fear and as such you may always use a spirit to resist or overcome fear. Lastly, fear only lasts until your next downtime.  

Tier 1        Being scared by someone or of something is the most basic form of fear. This is the form of fear that comes from being intimidated by the object of fear. When you are scared you receive a -2 to all resist rolls. This penalty increases to a -4 when rolling against the source of your fear.

Tier 2        Fright has the ability to cause doubt in even the strongest and most skilled people. It consumes them and makes them act irrationally which opens them for mistakes. When Frightened you suffer a -2 to all rolls. This penalty increases to a -4 when rolling against the source of your fear.

Tier 3        When you are terrified you body has only one response: put as much distance between you and the object of your fear as possible. When you are terrified, you suffer a -2 to all rolls (-4 against your fear’s source) and must spend at least 1 action point per turn moving away from the object of your fear. In addition, you may not move toward the object of your fear until you are no longer terrified.

Tier 4        True dread is sometimes referred to as crippling fear. It gets this reputation because those unfortunate enough to have experienced true dread had their basic rights as a sentient creature stripped from them: the ability to act. When you are experiencing true dread, you suffer a -4 to all rolls (-6 against your fear’s source) and may not do anything except when attempting to overcome fear (and you can spend one action point at a time to re-roll your resist against this effect).  

Nausea

You’ve become sick to your stomach and cannot focus until it’s been dealt with. You receive a -2 to all rolls until 3 action points have been spent emptying your stomach.

Paralyzed

A paralyzed person is helpless for several turns, minutes, hours, or days. If paralyzed, a person cannot fight back. Any damage dealt to them goes straight into wounds. They cannot move, talk, or take any other actions (unless specified otherwise).

Prone

If you’re prone, you’re low to the ground. It requires 1 action point to stand from prone, which causes you to flinch (and thus draw reflexes). While prone, your move speed is cut down to 5 feet. You take a -1 on all combat rolls (accuracy, evade, strike, and defense) while prone. If you’re grabbed while prone, you cannot stand up until you break the grab.

Stunned

When somebody is stunned, they lose an indicated amount of action points from their immediate pool. If somebody is stunned for 1 action point, they lose the first available action point they have. If somebody is stunned for more action points than they have per turn, they cannot act until they have action points again.

        A stunned character is still aware of their environment and can evade and resist attacks, and is therefore not helpless.

Battlefield Modifier

Falling

You take 1 wounds damage per 20 feet that you fall. For every tier result over tier 1 you receive on a Dexterity roll, you may ignore 2 wounds damage. (Thus, a tier 2 Dexterity roll would result in ignoring the first 40 feet of falling damage, and a tier 3 result would ignore the first 80 feet.) For every 2 wounds damage that you take from falling, you roll once on the wounds random effects chart.

Rough Terrain

Rough terrain can be found anywhere, Sometimes it is a mere inconvenience, slowing you down a notch or giving you uneven footing. Other times it can be virtually impassable, making you nearly crawl to get anywhere.

Minor        You take a -5 to your speed.

Examples: A rocking boat, a light forest

Unsteady        You take a -10 to your speed.

Examples: A forest, rocky terrain, snow

Difficult        You take a -15 to your speed.

Examples: A swamp, a snowy mountain

Impossible        You take a -20 to your speed.

Examples: A dense jungle, ancient rubble

Note: No matter how dense or how many penalties you have to speed, you can always crawl at a 5 feet movement.


Chapter 2 - Character Creation

Making a Character

Many consider making the character to be almost more fun than actually playing the game. The Clockwork System uses a fast and easy way of character creation with the hardest part left entirely up to you: figuring out exactly what you want your character to be.

        You’ll need a character sheet, a twelve-sided die, and a pencil. You can find character sheets in the back of this book or at our website, CrackedMonocle.com. If you don’t have a character sheet handy, no worries - you should be able to get this done without one. (The character sheet just organizes the character and makes it easier.) Now that we’re ready, let’s get started.

1   Race & Nationality          

The absolute foundation of your character is the race. As a character in Tephra, you may choose from the following races: human, ayodin, elf, farishtaa, gnome, or satyr. You can look up the races in Chapter 3 - Races. Once you select a race, your character will gain their racial traits.

        You will roll your twelve-sided die to determine which random racial trait you receive. Racial traits are background traits that you obtained growing up as that race. It might be a natural-born talent or have been caused because of something that happened to you, and that’s something nobody has control over. Thus, it’s random.

        You may also choose your nationality. Nationalities can be found in Chapter 4 - Context. You can choose from Evanglessian (the most common), Dalvozzean, Izedan, Paldoran, or Zel Haud. After choosing your nationality, you can select a couple nationality stories that work for your character.

Note to the Narrator: Choosing Traits

If you’d like, you can allow your players to choose their no-longer-random traits. You could also allow players to re-roll their random trait if it really does not work with their character concept.

        Just be careful of allowing this. Don’t be too surprised when suddenly everyone in your party has their favorite traits. You, of course, have the final say on any of their selections, so use that control as necessary.

2   Skills                

Skills represent your training and talents. Each skill is grouped under an attribute. Choose one skill: that is your primary skill at first level, and it gets 3 points (which means that you’ll get a +3 when rolling that skill). Then, choose two more skills. These are your secondary skills, and each of them gets 2 points. Finally, select three more skills, giving each 1 point.

So the rule is simple: 3 points in one skill, 2 point in two skills, and 1 point in three skills. You cannot place these points in the same skill - therefore, at first level, you’ll be placing points in a total of six skills.

        You can choose skills from one attribute or multiple attributes. The more points you have in one attribute, the greater that attribute is going to be. On the other hand, if you’re more spread out, you’ll be better at doing multiple things.

3   Attributes

Where skills are the sprinkles on your sundae, attributes are the ice cream. You can determine your attributes very easily - simply add up all of the skills under an attribute, and that’s your attribute score. Done!

4   Specialties                        

Now that you’ve placed your skills and attributes, you can choose your specialties. You choose three specialties at first level, and you will gain one specialty every level thereafter.

        Specialties are character defining abilities, allowing you to do amazing things. Specialties are found under skills. If you want an agility specialty, for example, you flip to the Agility page and peruse those specialties.

        You can only choose a specialty if you have at least one point in the skill that the specialty falls under, so your best bet to find fitting specialties is to look under the skills that you have points in - the more points you have in a skill, the better you’re going to be at using your specialties that come from that skill.

        Specialty Bonuses: Each specialty has a couple bonuses, or “combat statistics,” that it rewards the player with. When you take a specialty, mark down on the back of your character sheet any bonuses that the specialty grants you.

Acc:        Accuracy

Eva:        Evade

Stk:        Strike

Def:        Defense

Pri:        Priority

Spd:        Speed

Aug:        Augment

DIY:        Do-it-Yourself

Wnd:        Wound

HP:        Hit Points

5   Augments

If you have any augments from your specialties, go ahead and select them now.

        Every time a specialty grants you an augment, you get to choose an augment under a Sciences skill (such as Alchemy, Armsmith, Engineer, and Gadgetry) that you have points in and learn it. Once you’ve learned the augment, you can craft it into an item at any time. You may choose an augment regardless of the amount of slots it takes up. To learn more about crafting and augments, turn to Chapter 10 - Sciences.

6   Weapons & Armors

You now get to choose your weapons. Weapons are largely chosen based on their size and damage class. If you’d like a one-handed sword, go for a medium melee weapon. If you’d like an elephant gun, go for a heavy rifle. Each size deals a set amount of damage. Weapons, found in Chapter 5 - Gear, fully explains your options.

        Your accuracy and strike are determined by bonuses from your specialties. If the weapon has anything special about it, feel free to put that in the Notes section. You can name your weapon whatever you want, from “sword” to “meat cleaver” to “Lord Hazard’s Razor-Edged Lance of Destruction,” if that’s what you get kicks out of.

        Now select your armor. Just like with weapons, armor comes in light, medium, and heavy categories. Your evade and defense are determined by bonuses from your specialties. There’s a page for armor and shields right after where you chose your weapons.

7   Gear    

You’re almost finished, so now you get a reward: you get to go shopping! For a beginning character, you may select anything from the Starting Gear list in Chapter 5 - Gear. There is no stiff limit on how much gear you can have when you begin. Instead, just select what you feel your character would be carrying on them. Of course, we assume that you’ll be logical and not try to carry ten tents on your person.

        Once you’ve selected your equipment, go ahead and give yourself 10 princes (as pocket cash).

Note to the Narrator: Altering Starting Cash

You are more than welcome to give the players more or less to start off with. Many narrators will start characters with no pocket cash and little more than a revolver with the six rounds in the chamber. Or, if you’d like, you can give them mansions full of equipment and call them rich nobles. It’s your saga - feel free to re-write it.

8   Derived Statistics    

Finish filling in the statistics for your character sheet.

        You have 3 action points (AP) at first level.

        Your speed is based on your race’s normal speed (generally 25 feet) plus any bonuses from your specialties.

        Your priority is based on bonuses granted from specialties.

        Unless your race says otherwise, you’ll start off with 12 wounds.

        Your hit points are entirely determined from your specialty-granted combat statistics.

 

9   Stories

Later in Chapter 4 - Context, you’ll find a number of background stories. These “stories” are bits and pieces of your character’s background that have left an effect on your character. We encourage you to choose a background story when you first create your character.

10   The Tasty Stuff

Now it’s up to you to figure out all of the important roleplaying aspects of your character. Choose your character’s name, how your character looks and acts, how they carry themselves, and what matters in their life. Give your character a personality and let your new character really come to life!

Leveling Up

There are twelve levels a character can progress through, and it takes twelve experience points to level. Once a person has that twelfth experience point, the character goes to the next level. It’s just like a clock.

        At every level after first, your skills go up and you gain a specialty. Leveling up is pretty easy - just use this list:

Level 1                3 AP

Level 4                4 AP

Level 8                5 AP

Level 12        6 AP

Starting at a Higher Level

At the discretion of your narrator, you and your fellow adventurers can create your characters at higher experience levels. Perhaps you’re all playing highly experienced government agents or even heroes of legend. When building a character at a level higher than 1st level, build your character at 1st level as per normal and then level them up once at a time. (This same system is used when you rise multiple levels at a time.) As a higher level character, you’ll start out with a little more pocket money, as per the chart to the right.

Starting Princes by Level:

1        10 princes

2        18 princes

3        32 princes

4        58 princes

5        105 princes

6        190 princes

7        340 princes

8        615 princes

9        1,100 princes

10        2,000 princes

11        3,570 princes

12        6,425 princes

Retrofitting

Sometimes you’ll build a character but later decide that a specialty you chose just isn’t something you use. You may also run into that problem with augments or other aspects of your character. When this happens, you feel the need to retrofit your character.

        Retrofitting Specialties: You may retrofit one specialty every time you gain an action point (thus, at levels 4, 8, and 12). You may delete one specialty and gain a new one. However, that new specialty must fall in the same attribute as the previous specialty.

        Retrofitting Augments: You may retrofit one augment every time you learn a new augment. However, the replacement must come from the same skill as the one being replaced.

Note to the Narrator: Further Retrofitting

While we generally don’t encourage it, players may sometimes ask to retrofit a character outside of our listed rules. To what extent that they do so is up to you, and you have full control over any retrofitting they do. If they can make a valid case for the retrofitting, let them - let’s face it, nobody wants to play a character they don’t like.

        Just try not to let them completely destroy or rearrange their character concept.


Chapter 3 - Races

Racial Traits

Every race has a handful of racial traits. When you choose your race, you gain those racial traits. You also get to randomly determine a unique racial trait. Roll your die. The number is applied to the Random Racial Traits chart.

Humans

Humans have spread quickly across the continent, originally as the powerful Haudi Empire, now as Evangless and the many other human nations. Humans have set the standard on development and industry, and their touch can be found in every corner of Tephra.

        Long ago, the Haudi Empire rose quickly, conquering all known lands and enslaving the other races. The Haudi Empire remained stable for several centuries and made much progress during its time. They enslaved the gentle and mysterious gnomes, and, with their help, bio-engineered numerous creatures, the most successful of which being the satyrs - a goat-legged people who would soon become a race in their own right.

        But the Haudi Empire did not last. Now the Hauds are segmented across the continent, most still claiming loyalty to their Empress. But the sun has faded on their once overwhelming might.

        In the past century, Evangless has risen to prominence. With the help of their legendary founder, Velkya, Evangless pioneered the steam engine and raised the first modern metropolises. Though it’s doubted that they’ll ever reach the breadth of the Haudi Empire, Evangless spans the width of the continent, reaching from the west coast to the east.

        While humans are transitioning, they are also quickly learning. Following the recent Hurricane Wars with the underwater ayodins, the humans have learned the trick to true flight and taken to the skies.

        While human society is thriving, it is doing so at a price. The metropolises of humanity are surrounded by the pollution of the so-called “cities of ash” where industry has taken over. Abundance is the name of the age, and technology is growing every day. And humans will do everything they can to stay at the forefront of it all.

Traits of a Human              

        Speed: You have the average 25 foot movement speed. You have a swim speed of 15 feet and a climbing speed of 15 feet.

Choose any two of the following

        Favored Attribute: Choose one attribute. Whenever you roll a 1 with that attribute, you may add your bonuses to the attribute. (This does not apply to the skills under that attribute.)

        Innovative: You gain +1 DIY and +2 augments. (You should only choose this option if you are starting off with a craft.)

        Peerless: Normally, the aggressor or instigator wins on all ties. You, however, always win on tied rolls.

        Relentless: You start with three more hit points. With every specialty you take, you gain 1 more hit point.

Random Racial Traits

1        Accustomed to the Dark: Fighting in dark conditions doesn’t frustrate you as much as others. You take no penalties for fighting in poor lighting conditions. Blindness and other environmental circumstances affect you normally.  

2        Adaptable: Extreme environments barely bother you. You take no penalties for extreme heat, cold, humidity, or other such environmental effects due to your surrounding area. (But if you’re hit by a glob of lava, it still hurts you normally.)

3        Easily Reoriented: Always keeping a level head, you can easily regain your bearings when disoriented. If you are disoriented, you may spend 1 AP to reorient yourself rather than the normal 3 AP.

4        Emotionally Driven: Your loyalty, your rage, your passion: these emotions will pull you through your worst moments. When a friend is endangered, you cannot begin a battle fatigued.  

5        Great Height: You are taller than other humans, giving you more power behind your attacks. You gain a +2 to strike.

6        Hardy & Stout: People know that it’s going to take a lot to take you down. You have 6 extra hit points.

7        Momentum: Even in the seemingly calm moments, your blood never stops boiling. When you know you are about to take part in a battle, you gain a +5 on your priority. (You do not gain this bonus when ambushed.)

8        Monkey’s Uncle: Evolutionists claim that humankind descended from apes, and you do nothing to prove them wrong. Your climb speed increases by 10 feet.

9        Perceptive: You are quick to notice your environment. Whenever rolling Cunning to notice something, add a +4 on to your result.

10        Quick Feet: You’re fast…really fast. Your movement speed across land is 35 feet instead of 25 feet.

11        Reactionary: You can quickly assess and react to a situation. You gain a +3 on all priority rolls, even when taken off-guard.

12        Ruckus Rowser: You raise people up, exciting them. Sometimes that’s good, sometimes that’s bad. You gain a +4 bonus on Cunning rolls when attempting to intimidate or provoke a person.

Ayodin

Physiology

The ayodin often look tiny and frail to humans, who stand on average half a foot taller than them.They are long and sleek-bodied, with legs and arms that extend further than a human’s would. Ayodins’ nail-less fingers and toes are quite long, and some ayodin have toxins that run through their fingertips that are not unlike those of jellyfish.

        The most immediately noticeable feature, their wings, extend from their mid-back and shoulder blades upward. On land, these look like folded-in batwings. Underwater, however, they extend outwards, behind them, and between each of their wing’s phalanges is a thin, colorful membrane often compared with that of a jellyfish. These wing-fins are very strong and deceptively light. Ayodin can support their bodies on their wings if they so choose. Fully extended, an ayodin can bring its height up to over ten feet tall.

        Their faces are much like that of other races, and they can breath air as any other people. Small fins surround their faces, and these fins will stand up or lie back depending on their mood. Psychologists have noted how the ayodin keep their faces almost frighteningly passive, while their facial fins make them the most expressive race in the world (if you know how to read the signs).

        Ayodin come in a miraculous spectrum of colors. The freshwater ayodin are typically more mellow toned, with lighter hues of blue and sea-green, colors that blend in well to the water. The deeper, oceanic ayodin are often more brightly colored, with orange stripes, black skin, green spots, or any other colors imaginable. Ayodin historians claim that color-evolution happens quickly among the ayodin people, with the skin color of grandparents looking nothing like that of their grandchildren.

        Ayodin have gills on the underside of their ribcage. Due to discomfort, they rarely cover these gills, so their clothes tend to be shaped like harnesses or cover only their upper torso, leaving their abdomens exposed.

        Lifespans: Ayodin live just slightly longer than humans, occasionally living as long as a full century. They reach maturity a little sooner as well, with most ayodin being considered adults by they time they’re just past ten years old.

Psychology

Ayodin are renowned for their calm, their willingness to let things happen and then react. They let themselves get pushed, and then push back tenfold. These reactions cause people to reconsider their initial impressions of the “mild-mannered” ayodin.

        Ayodin are very soft-spoken, having lived their lives underwater where the sound carries easier. Ayodin who have lived on land for quite some time adjust their voices to match those around them, but most ayodin will still speak quietly. Ayodin are rarely talkers, and instead are a people of action. To them, unnecessary communication is just that: unnecessary.

        The vast majority of ayodin live underwater. Their habitats range greatly, from coral reefs to island-sides to the dark depths. Ayodin grow to prefer one style of water over others, be it saline or fresh, high pressure or low, lit or dark. Ayodin that live on land always live near the coast or on a river.

        Ayodin have mixed relations with every race. Many ayodin nations have declared war against ships in their territories, and these underwater nations are nearly impossible for cartographers to map out. This causes some major problems for shippers, and every race has run into issues with territorial ayodins.

        Ayodin can find kinship and differences with all of the races. They get along well with gnomes (who they left largely unscathed during the Hurricane Wars) and, surprisingly, Hauds. Since the Hurricane Wars, relations between the oceanic ayodin and Zelhost have openly blossomed, as each people find the other equally respectful. Ayodin will tolerate satyrs, but they have the most personality clashes.

Roleplaying Tips

There are a couple key things to remember when roleplaying an ayodin. Foremost, ayodin are quieter than other races. This can be difficult in some groups, but try talking a lot and not caring if you’re disregarded. Eventually, the rest of the group will clue in and start listening. People instinctively want to listen to a person who’s not talking loudly. And don’t be afraid to be a little creepy.

        Yet, while you’re soft-spoken, remember to return any abuse you take. Ayodin may seem calm (and they are), but they’re calm in that “C’mon, keep on pushing, I dare you” sort of way. When nobody expects it, push back.

        You are from the ocean, so your views on things may be a little alien. Feel free to play with this if you’re fresh out of the sea - maybe you don’t recognize some metals, or you’re still largely unfamiliar with the concepts of open flame. Ayodin will also be territorial of bodies of water, so have some fun with that.

Sample Adventurers

Below are three ayodin adventurers that you can use as inspiration when creating your own.

Frost

Frost grew up in a small lakeside village in Evangless, where he spent most of his time trading with nearby Evanglessian establishments. He was quick to pick up the language, as well as a couple others from traveling merchants, and became his village’s spokesperson. He became quite familiar with currency and enlisted to become his village’s Trust representative. One summer, a chemical company up-river started dumping its wastes into the water supply, and many things went sour for Frost’s village. He found little that he could do, and - upset - took matters into his own hands. After breaking into the company and sabotaging their operations, it was all Frost could do to escape with his life.

        Now Frost makes his living doing side-work, scams, and using his knowledge of the Evanglessian monetary system to make his own living. His run in with the chemical company taught him a lot about the thrill and anxiety of breaking the law, and its an addiction he fears he might soon bend to.

        Frost would probably have the following specialties: Distract (under Showmanship), Distracting Attack (under Espionage), and Weak Point (under Expertise).

Roiza Stormwings

Roiza was in one of the few ayodin clans to migrate north into Dalvozzea, the nation of elves and farishtaas. She grew up in the seedier side of Daion (Dalvozzea’s capital) until she was hired as a mercenary for a farishtaa noble. She served him for years and eventually gained his personal interest. The farishtaa took Roiza flying with him in his collection of ironbirds, and Roiza fell in love with the sensation immediately.

        Though Roiza would eventually leave the employ of the farishtaa, she hadn’t yet had enough of flying. She’s now an adventurer for hire, known for her skill in the air and on the ground. She’s used to being surrounded by creatures much bigger and stronger than her (having grown up among elves), and has the personality to back it up.

        Roiza Stormwings would probably have the following specialties: Free Movement (under Agility), Driving with Knees (under Ace), and Fight Anywhere (under Swashbuckling).

Vish’qua

Vish’qua is a tough oceanic ayodin who has only recently come to the surface. Though he’s a bit young to have fought in the Hurricane Wars, he knew quite a few people who did, and he lost his father in the war with Tordryon to the north. While he doesn’t respect most of the surface dwellers, his mother and sister fled to the surface near the end of the war. Now he follows, searching for them.

        He came brashly, and he probably would not have survived without the care of some freshwater ayodin (aid which he begrudgingly took). After regaining his strength, he left them to start searching, but has few clues to lead him forward.

        Vish’qua would probably have the following specialties: Merciless (under Frenzy), Parting Waves (under Grace), and Thick Skin (under Resilience).

Sample NPCs

Below are three ayodin non-player characters (NPCs) that a group of adventurers might run into on their travels.

Ambra No-Fins

After the Hurricane Wars, many oceanic ayodin came to Aldamiir, looking for a new home. They claim that they were cast out of their homeland and told to join their cowardly freshwater brethren on the shore. One of them, Ambra, had her fins torturously stripped of her before being exiled, and now works as fishmonger in the lower districts of Aldamiir. She’s a strong woman, and many believe that she was a warrior during the wars. Today she makes little and is treated poorly, but what she does make she saves, hoping one day to have enough that she can find some way of regaining both her wing-fins and her pride.

Mikhail

A true mesh of cultures, Mikhail was raised along the riverbank in the Evanglessian capital of Razule. He grew up without much in his pocket or his stomach. So when he came of age, Mikhail combined his knowledge of being a big city criminal with his family’s knowledge of the open seas, taking a profession that suited him wonderfully: piracy. Borrowing a skiff and taking his small-time gang of thugs out on the high seas, this amphibious buccaneer sees no fear in going down with his ship. Cold and merciless to those he raids, he isn’t known for taking prisoners.

Quadan

Living in an oceanview apartment in the Evanglessian city of Qui, Quadan is a successful merchant who brings the sights of the ocean’s floor to land-dwellers. His primary trade is selling beautiful seashells and other baubles of the sea to tourists. Known for his ayodin stoicism, attempting to barter with this avid poker player will get you nowhere. Amicable and talkative, nothing ever flusters this jovial entrepreneur.

Excerpt from the 842 Census

20 Most Common Male Names

Seath, Kova, Awuli, Holshin, Vasha, Zilya, Caradoq, Shiyal, Eiran, Gwydion, Iyoan, Myrddin, Meris, Kye, Frost, Roqui, Merkhan, Krovi, Quadan, Broj

20 Most Common Female Names

Tetra, Celebes, Gilkoroh, Angel, Molli, Ziema, Brina, Geadal, Coral, Kemara, Ira, Akacia, Calantha, Delphine, Krysanthe, Linnea, Xeni, Thalassa, Cliyona, Winter

Note: This pool of names was taken from freshwater ayodin. Though no official data has been collected, oceanic ayodin names tend to be more unusual and include syllables difficult for other Tephrans to pronounce. There has been a trend among freshwater ayodin in combining their ancestral names with common human names they live near.

Ayodin Religions

Though the ayodin believe in many things, and to classify any small sampling as “ayodin religions” would be a disservice to the numerous beliefs found underwater, there are a couple religions that are well known to the surface dwellers. The two most prevalent are Harabe Mavi and the followers of Saint Gilkoroh.

Harabe Mavi

The traditional faith amongst many ayodin, those who believe in Harabe Mavi believe that in ancient times ayodin lived on the surface with other, now-extinct races. While the ayodin were a righteous people, the other races were sinful and murderous. Aeon, the moon goddess, saw how the other races preyed upon the proud ayodin. In retribution, Aeon crashed the moon into Tephra, wiping out all life on the surface. To protect the ayodin, she gave them fins and gills so they could swim to the ocean’s deepest depths in order to avoid the blast. Modern members of Harabe Mavi believe the surface belongs to the ayodin, since it was theirs until the moon’s impact forced them into the water.

        In many ways, Harabe Mavi is considered ancient lore in ayodin culture more than it is a religion. So many take it for fact that it is rarely debated as a tenant of belief and is instead left to historians to understand it.

        Harabe Mavi was one of the leading factors in declaring war upon the surface, which is why so many on the surface know of the religion.

Path of Gilkoroh

Saint Gilkoroh was a righteous ayodin woman who spent her life doing good works and reaching out to unite the warring ayodin clans with the the surface world. In her prime, she was known as a resolute warrior who safeguarded those she swam with. Among the speakers of Harabe Mavi, she was well respected. Leading up to the Hurricane Wars, Gilkoroh spoke out against the planned invasion of the surface. She was found, dead and battered, months before the Hurricane Wars would begin.

        Her martyrdom led to a fracturing of Harabe Mavi, and those who followed her became known as the Path of Gilkoroh. Some touted that Gilkoroh was the avatar of Aeon, the traditional moon goddess of Harabe Mavi. It was the followers of the Path and their kin that exiled themselves and became the freshwater ayodin.

        Followers of the Path believe that everyone should have a fair chance at protecting themselves in time of crisis. Though many in the Path are pacifists, others believe that the Path simply requires a warning against aggression. For example, assassins who believe in her teachings carry an extra weapon on them for their prey, so as to give them an opportunity to protect themselves for fear that Gilkoroh or her ethereal servants, called Korohs, will smite them for their misdeeds.

Technology of the Deep

The Ayodin Exodus of 826 led to many technological advances on the surface. The ayodin had long ago learned of graviton spheres and were using them to control their vehicles’ depths. A few years after the Hurricane Wars began, graviton spheres would be successfully used in airships, ushering in a new era of airborne travel.

        Ayodin are masters of water manipulation and travel. The ayodin have rerouted entire underwater currents to create ocean highways. The Hurricane Wars were called such because of their ability to shift the tides, and, to a lesser extent, weather patterns.

        Ayodin have found ways of creating flames underwater, building air-piping from the surface that leads down to enclosed workspaces. Solid-form alchemy was created a few decades ago, as liquid alchemy of the surface found little place underwater. Coral, stone, and fish-warping has continued to be the primary source of tools for the ayodin, though many new advances have been found.

        The ayodin use a currency system remarkably similar to that on land (though the currency was never converted to paper money). As such, it’s not difficult for ayodin settlements to trade and barter with surface dwellers.

Traits of an Ayodin              

        Amphibious: You can breathe both on land and in water.

        Speed: You have the average 25 foot movement speed. You have a swim speed of 35 feet, and a climbing speed of 15 feet.

        Versatile Wing-Fins: Your wing-fins grant you a limberness to movement that few other races can cope with. You gain a +1 on evade rolls.

Random Racial Traits

1        Blindsense: You have developed a limited sense of echolocation. You can see with your ears just as well as you see with your eyes. As long as you aren’t deafened, you can see regardless of lighting conditions.

2        Born in the Seas: None are as comfortable as you are while swimming. Your swimming speed increases by 10 feet.

3        Built-in Bulwark: You’ve become accustomed to defending against attacks through superior use of your fins. Your fins can act as shields (allowing you to use them for deflections).

4        Expressive Flair: Your facial fins lend themselves to your expressions, giving you an exuberance and range of expressions that few can match. You gain a +3 on Cunning rolls whenever attempting to convince or change people’s emotions.

5        Inner Silence: The crashing of waves has no effect upon your inner calm. You are beyond fear. You gain a +2 on Cunning rolls whenever under duress or being intimidated or provoked.

6        Master Diving: Ayodins pioneered graviton technology, and so in turn had to learn how to safely dive back into water when they fell off a high-flying graviton airship. You take no falling damage regardless of how far you fall as long as you land in water.

7        Natural Touch: Utilizing the poison your fingertips excrete, your unarmed strikes have a damage class of 3.

8        Passive: Your inner calm and carefree demeanor allow you to let most problems simply roll off your back. You gain a +4 on your spirit rolls when using it as a resist.

9        Powerful Paralysis: The poison in your touch slows its target’s reaction time. Whenever you touch somebody, they suffer a -3 on their next evade roll (this penalty will go away at the end of their next turn if not expended).

10        Terror from the Deep: At the ocean’s deepest depths it is too dark to attack enemies at a distance. You have learned to fight ferociously at close range. You gain a +3 on strike rolls when attacking a foe adjacent to you. 

11        Vanguard: Ayodin culture breeds warriors who remain calm even in the most chaotic of battles. Your impassive attitude keeps your adjacent allies level-headed, granting them a +2 on evade rolls. This effect does not stack with multiple holders of this story.

12        Wings as Arms: Your wings are strong enough to hold one-handed items in them. You cannot use them to hold anything two-handed even if you try to use both.

Elves

Elves aren’t your typical fallen angels.

        Ancient murals depict the elves as upstanding, strong individuals that tower over all other races. Angelic, their skin shined like the sun, with great feathered wings and halos. The religion of Jinzium teaches that elves were once the rightful rulers of Tephra but lost favor with the gods. Though the exact details are lost, the effects are obvious: today, elves are warped, bruise-colored creatures that survive meagerly in the forests. Some elves say their souls are fractured as punishment for their ancestors’ hubris. With the recent rise of the farishtaas, scientists are beginning to agree with the sentiment.

        Elves are noble beings, haunted by a reputation that pins them as being inferior to the other races. Their reputation paints them as slow, uncivilized creatures of the forest, but the stereotypes have been proven false time and time again. Elves, roaming the vast plains and building their towns in deep jungles, are the oldest race of Tephra. Though their society is not as advanced as that of the other races, elves are content being among the best agriculturalists and hunters in the world. The comprehension of the natural world rivals that of even the gnomes, though - unlike the gnomes - elves are less prone to changing the world’s course.

Physiology

Elves have enormous bodies more than capable of withstanding tough living in the wilderness. They build muscle rapidly, and even the most lethargic of elves will still be powerful beings. Elves have long arms, and many elves have an almost gorilla-like stoop. (A few elves develop the habit of knuckle-walking, though it’s an old trait that most elves have stopped doing.) Elves will comfortably stand around six and a half feet tall. Sometimes  elves who are surrounded by humans and farishtaas will force their posture more upright, making them both significantly taller and much more intimidating. Elves will weigh, on average, fifty to a hundred pounds more than humans of the same size.

        Elves have long, narrow faces and great pointed ears which extend to be over a foot long. Their skin is dark, the color often compared to the full spectrum of human bruising. Elves have eyes that are bright and primal, composed of dozens of fiery hues. Their hair comes in many shades, from the pale colors of their angelic ancestors to pitch black. It is typically dry and rough hair, and it grows low onto their back. They otherwise grow relatively little body hair.

        Lifespans: Elves live to be around 80 to 90 years old, though some grow significantly older. Elves grow fast and reach adulthood within twelve years.

Psychology

Elves have an innate understanding of the world and nature, but thanks to the discriminations of most major civilizations, almost all elves forego what would be considered “book-smarts.” Exceptions do arise. If it weren’t for the acclaimed elven scholar Girazza, the scientific marvel known as farishtaas would have never come to be, as Girazza pioneered the science of bio-flux especially in regards to essence manipulation.

        Elves are noble and caring beings, loyal to a fault. They can be quick to anger when their loved ones are threatened; an angry elf (especially one carrying something heavy and bladed) can be a scary sight indeed! Elves enjoy beauty and colors. Farishtaas, who adorn themselves with blacks and whites, find the elves to be gaudy. Elves collect brightly colored stones and decorate themselves with them.

        Many elves are acutely aware of what they were. The surviving murals and statues of their ancient angelic civilization act as constant reminders for elves. This is why it has been so easy for farishtaas to convince the elves that they are there to help, to rescue, and to re-enlighten the elves. It is propaganda that the elves embrace, hoping to return to their former glory. Elves who line themselves up to become farishtaa know the risks involved, but they see the end result and how much happier their former elven comrades have become in their post-conversion life. They live in denial of the fact that the process replaces them with a different-yet-similar person.

        It is a common misconception that all elves live in deep jungles. The largest elven cities taken over by the farishtaas were, indeed, in the jungles and forests of central Rilausia, yet elves can be found in most temperate environments, commonly on large plains and sometimes in more hilly or mountainous areas. Some elves, such as the Sunrage Elves in Izeda, live in the harshest parts of the desert.

        Among the other races, farishtaas have ensured that other peoples see elves as nothing more than inferior brutes. However, gnomes and satyrs have stayed especially fond of elves and get along with them famously. Elves are often seen as dangerous and disruptive due to their size; however, elves are never mistrusted. Most people see elves as incapable of betrayal.

Excerpt from the 842 Census

20 Most Common Male Names

Phlox, Balam, Ahpel, Wej, Sugnil, Yanluk, Acat, Sorrell, Qahlom, Berilo, Kalani, Ciyopa, Cedar, Tamarack, Dalzik, Itzamna, Rycrafi, Suufild, Kawil, Hevel

20 Most Common Female Names

Kelan, Axani, Chloris, Nurit, Ruflina, Suri, Zahra, Audhel, Vanora, Aximelka, Korvili, Enfys, Amitola, Hadassah, Tirzah, Elysia, Elodie, Vallombrosa, Eilat, Brier

Roleplaying Tips

There are a couple primary options for roleplaying an elf. Some will play an elf as a noble, intelligent creature fighting against the slander of his race. On the other end, some people will choose to play them like a strong but dumb brute. Many people will play intelligent elves just to contradict society’s unfounded stereotypes, and some will play elves who have lost loved ones through farishtaa conversion, just for the unique roleplaying opportunities.

        An important decision for any elf is their stance on farishtaa. Some elves see farishtaa as the next stage of life and evolution, while others see the sacrifice necessary to make the change as an abomination of nature. This varies from elf to elf.

Sample Adventurers

Below are three elven adventurers that you can use as inspiration when creating your own.

Acholata

Raised as a silent huntress, Acholata grew up eating only what she could catch or kill with one of her arrows. As she grew she became one of her tribes premiere huntresses and would often led the hunt. One winter, her brother Hikano left the tribe with enough spare coin to become a farishtaa. She received a letter a few months later from Zevhel, a newly converted farishtaa - her brother’s new personality. The letter invited her to Cyronia, where he would pay for her to undergo the transformation.

        Acholata joined her new brother, Zevhel, in Cyronia. Over the few days she spent with him, she grew disgusted. Zevhel was living a life of filth and nothing remained of Hikano, her beloved brother. She vowed never to become a farishtaa, and she scorns all those who make the mistake.

        Today, Acholata has experienced too much of Dalvozzea and the hold that the farishtaas have over the nation. She’s ventured south, to Evangless, to put her skills to the test. Surely, she thought, a proven huntress and archer could find a way of living in the civilized world.

        Acholata would probably have the following specialties: Efficient Ranger (under Marksmanship), Phase Step (under Agility), and Still as Stone (under Shamanism).

Dalzik

Dalzik has always been a freedom fighter. When he was younger his Highborne parents paid for him to undergo the farishtaa conversion process, but either something went wrong with the machine or his body rejected it and Dalzik remained an elf. He took that as a sign. Strong-willed and with some princes in his pocket, he took the best swordsmanship classes he could in the Daion universities, and, when Girazza rebelled during the Night of Feathers, joined in the fray (not that he had anything specifically against the farishtaa government). After getting a taste of fun, he went west, helping free satyr slaves in Siyesh, and thereafter went south to Evangless, where he mingled with the Tharmurians and gnomes who fell under the Evanglessian rule.

        Part adventure seeker, part freedom fighter, Dalzik is a rebel without a cause. He’s constantly looking for something to do, some trouble to create, and he’s quite adept at getting people stirred up and getting fights going. And he’ll do it all with a smile.

        Dalzik would probably have the following specialties: Ace up my Sleeve (under Luck), Opening (under Swashbuckling), and Throw Off Balance (under Showmanship).

Wej

Some elves wonder how they got the reputation for being dumb brutes. Then they meet Wej. Wej was born in a small tribe in southern Dalvozzea and grew up as a hunter. Much of his tribe migrated to Daion, a city that Wej always felt completely out of place in. That is, until Wej got into a tussle with a couple outraged mercenaries. That’s when Wej found his place in the world (and proved it to everyone else in the pub): Wej was destined to bring people together. Through violence and broken skulls.

        Wej would probably have the following specialties: Adrenaline Surge (under Frenzy), Keep them Down (under Overpower), and Fluid (under Brawl).

Sample NPCs

Below are three elven non-player characters (NPCs) that a group of adventurers might run into on their travels.

Enfys

Enfys is a lady-in-waiting in the white towers of Daion. For several years, she was employed as a waitress at a well-to-do restaurant in the undercanopy of Daion. She became the favorite waitress of a farishtaa, and, a few months later, was offered a cushy job working above the canopy. Despite her improved position, Enfys has little love for her employer and receives a lot of information about his sometimes seedy dealings. If adventurers were to pull her aside and ask her to spill some private information about her farishtaa master, it wouldn’t be a first for her.

Phlox

Emulating his ancestors’ nomadic lifestyle and leaving civilization behind, Phlox and his small band of elven comrades live as hunters in the High Rilausian Forest. Hidden from view in the trees above and armed with little more than a sharpened stick, Phlox has shut out all memory of his life as an indentured servant in the service of a farishtaa merchant. While he misses the hustle and bustle of the city, the elf’s wild spirit refuses to be tied down on cramped city streets any longer.

Professor Berilo

As Professor Berilo looks out into the crowd of new students at the onset of each semester, he reflects on the trials he underwent on the road to attaining his degree in alchemy. The Evanglessian university he attended had received few applications from elves, much less seen one attain his doctorate. Of course, as a Highborne and with his resumé, there was no way they could refuse him. Even now he sees students looking at him with disgust or confusion. No matter; just like everyone, they will be in awe of him after his lecture on acids.

Anti-Elven Prejudices

Elves are the most common victims of undue prejudice in Tephra. Their grotesque appearance and massive size have led many people to fear or even hate them. This problem is only compounded upon by the fact that large populations of elves shy away from human civilization, opting instead to live as traditional hunters and gatherers in the High Rilausian Forest in Dalvozzea or among the Izedan caravans of the Quist. This causes many young Tephrans to see elves as a kind of boogeymen, existing just beyond their horizon but still out of sight. Elves who do choose to spend their days in the countries of younger races are treated as second-class citizens, not enjoying many of the same civil rights as the other races. Elves often must use worse facilities and are sometimes banned from certain events, high-class neighborhoods, and restaurants.

        The exception to this is the Highborne Elf, the remaining elven nobility whose royal blood heralds back to the times of angelic elves. While far from being respected as equals to their non-elven counterparts, they are held in higher regard than the average person. Few dare disrespect an elf who can prove their Highborne lineage, most often through a signet ring or brooch the elf refuses to remove.

        Many elves have begun to migrate to Evangless, the nation most known for its open-mindedness and accepting culture. At least there they can bond with ayodin, a race discriminated against because of their involvement with the Hurricane Wars.

Why Elves stay Elves

In the last hundred years, wealthy elves have gone in droves to be converted into farishtaas. The core city of the conversion process, Cyronia in Dalvozzea, on any given day will have hundreds of newly converted farishtaas, and thousands of elves struggling to get by as they wait their turn. Yet not all elves want to become farishtaas. Why?

Lack of Resources

Of course, the number one reason elves stay elves is because they can’t afford it. The farishtaa conversion process is becoming more and more costly, and the wealth is being eaten up across Dalvozzea, the elven homeland. Most elves simply cannot afford the process, since the majority of elves live off sustenance farming or hunting and gathering.

True to Themselves

It didn’t take long for elves to make the realization that the farishtaa conversion process does not leave the original personality intact. Sure, fragments of the original personality remain, but the original elf is difficult to find under the new farishtaa personality that emerges.

        Some elves consider this to be akin to death and refuse to go through the conversion process. Those who believe that the conversion leads to death are sometimes chided as being stubborn or hard-headed. That doesn’t change the truth, however. None can deny that when an elf becomes a farishtaa, the change is more than cosmetic - the entire person becomes something different.

Rebellious

Many elves will choose not to become a farishtaa because they don’t support the hierarchy that has arisen around it. Following the recent Night of Feathers rebellion and the return of the original Girazza, many elves left the capital and surrounding towns and came to Adoipa, where they could live without farishtaas ruling over them.

        These elves have partially returned to their tribal roots, but they’ve also embraced technology and many of the new advances found throughout Dalvozzea. They are opposed to the farishtaas, believing them to be an abomination of the angels they were supposed to be.

Traits of an Elf              

        Big Boned: You gain a +2 on all Brute rolls.

        Speed: You have an improved speed of 30 feet. You have a swim speed of 20 feet, and an amazing climbing speed of 30 feet.

        Tough: You gain an additional 4 hit points.

        Tree-Ripping Strength: Unarmed attacks and melee weapons you wield are 1 damage class higher than normal.

        Weak Souls: You suffer a -3 on all rolls with the Spirit attribute (this does not apply to skills under Spirit).

        Depleted Essence: Elves have one less slot for essence manipulations.

 Random Racial Traits

1        Gears of the World: You see how even the most insignificant life fits into the larger ecosystem. You gain a +6 to Cunning when trying to discern if an area has recently been disturbed by nonorganic forces.

2        Danger Sense: You can sense incoming danger. You gain a +3 on your priority.

3        Ears to the Heavens: Whenever attempting to hear something, you automatically score one tier higher than you roll.

4        Flight without Wings: You move at an amazing sprint, increasing your base land speed by 10 feet (to 40 feet).

5        Fruit of the Fallen: As a descendant of the angels of yore, you have an indomitable spirit. You negate your Weak Soul trait and gain a +3 on your Spirit roll when using Heroics.  

6        Improperly Typecast: You prove that the stereotype of the dumb elf couldn’t be further from the truth. You gain a +2 on Cunning rolls when attempting to gather information.

7        Like the Grave: Elves are skilled and patient hunters who are accustomed to remaining hidden in the same spot for long periods of time. After being hidden for a full turn, you gain a +5 to remaining unseen.

8        Noble Creature: The blood of the predator courses through your veins, feeding you sweet adrenaline. For an extra action point when attacking, you can gain a bonus to Strike equal to your experience level.

9        Raging Loyalty: Whenever an adjacent ally is struck in combat, you can make a melee attack against the assailant as a reflexive attack if the assailant is within reach.

10        Tenacious Grip: If you get your hands onto something, nothing can pry it away from you. Whenever you attempt to remain holding onto something, you gain a +6 on the roll.

11        Unstoppable: Despite whatever anyone throws at you, your elven legs keep running. When you would normally suffer a speed penalty for movement caused from a wound or status effect, that penalty is reduced by 10 feet.  

12        Vaulting Predator: Ancestors who leapt from tree to tree while stalking prey have infused your elven physiology with powerful legs capable of reaching incredible heights. You gain 10 feet of movement when leaping forward and 2 feet of height when jumping vertically.

Farishtaas

Physiology

Farishtaas retain some of their elven host’s characteristics, but not many. During the days following the synthetic essence insertion, farishtaas’ spines straighten out, their blemishes disappear, and their skin and hair change tones. The entire spectrum of human tones of hair and skin appear within the farishtaa race, as well as many other softer or metallic tones. Their ears thicken and extend to straight points. Most farishtaas are taller than six feet, and many will tower over normal humans.

        Although a newborn farishtaa’s personality is a mangled amalgamation of the former elf, appearance and age don’t always correlate with farishtaa. Sometimes a highly mature personality forms inside a young elf, or a childish being is created through an older elf. While most farishtaas seem to match the maturity of the elf used, this formula is not always an accurate predictor. A newborn farishtaa knows everything their elf knew without having any of their memories.

        Lifespan: As the farishtaa race is still young, it is difficult to ascertain their normal lifespans. Many of the original farishtaas are still alive, though looking quite weathered. Scientists are claiming that a farishtaa will have an average lifespan of around 150 years (especially if the elf is young when he undergoes the conversion procedure). The winged farishtaas have shown virtually no signs of aging, however, and many believe that they are almost immortal.

        It has only been in the recent years that second generation farishtaas have begun to occur. For the farishtaas’ first century, it was believed that farishtaas were infertile. Recently farishtaa parents have begun having children. Some of these children are born elves, but most are born as farishtaas. (The elven children will often go through the synthetic essence insertion soon after birth.) Their growth rates vary extraordinarily - some will mature within ten years, while others, especially among the first second-generation farishtaas, have taken up to thirty years to reach maturity.

Psychology

Farishtaas are unique among the other Tephran races, as their culture developed in roundabout ways. They desire companionship, though their friendships tend to be less based on loyalty than friendships among other races. They form large rings of friends, and sometimes even marry if they find another farishtaa they have an immense connection with.

        Farishtaas value life and freedom. They keep immaculate care of their bodies, as farishtaas truly see their bodies as their temples. When a farishtaa comes into being, except in very rare circumstances, they feel an intense connection with the sky. They love open-air architecture and hate to be constantly cramped into one small area. They are considered to be the best pilots in the world; their natural love of the air allows them to understand the way the wind flows. Most farishtaa dress themselves in all black and white and maybe one splash of color in order to distance themselves from the elves’ colorful and gaudy wardrobes.

        Most farishtaas look down upon the elves, seeing them either as vessels for future farishtaas or as expendable creatures  that deserve a lowlier existence. Farishtaas have taken control over the upper strata of elven society, and even the lowliest of farishtaas are often given preferential treatment over the most respected of elves.

        Things are changing, however, as not all elves are taking this treatment laying down anymore. Many fight the farishtaa regime through peaceful protest, violent riots, and everything in between. A growing number of younger farishtaas have begun to join the elven cry for freedom, and these farishtaas are showing elves more and more respect. Still most elves see the farishtaas as being worthy of praise bordering on worship. These social shackles have kept the elves from enjoying the same privileges as other races for many years.

        A very rare elf will undergo the synthetic essence insertion and become a winged farishtaa. These winged farishtaas are known as the Day Society, and they guide the other farishtaas as though they are the sun. When a winged farishtaa is born, it is a day of celebration across Dalvozzea, and the winged farishtaas rule over farishtaas and elves with almost no question.

        Farishtaa tend to mix well with the other races. They are sometimes viewed as evil by gnomes, who have always been close to the elves. Yet even this does not strain relations between them (especially since gnomes are known for their forgiveness). Farishtaas are also known to marry humans on occasion, though this is often less well-received in their respective societies.

Roleplaying Tips

While farishtaas do have similar traits, each farishtaa will have a different, almost defining trait to their personality. The dominant personality that surfaces with the creation of the farishtaa can be just about anything. Some farishtaas are so warped in the process that they become slightly insane, or their personality becomes highly obsessed with certain values and ideologies. In any case, as a farishtaa you have plenty of leeway to keep people guessing what you’re going to do next.

        Farishtaas are often proud and a bit lofty. You’ll likely appreciate beauty and life more than anyone else and have no shame in showing it. Farishtaas hold their bodies to be their temples, valuing their own beauty, grace, and poise. Farishtaas will fit in well among nobility and take well to grazing about, lounging, and enjoying the fruits of the world. However, their obsessions can keep them motivated and working far longer than any other race.

Sample Adventurers

Below are three farishtaa adventurers that you can use as inspiration when creating your own.

Dio

When Dio emerged from the farishtaa conversion procedure, his doctors said that he was one of their easiest procedures to date. Dio was quiet, didn’t struggle, and remained in complete control throughout the normally excruciating conversion. When he left the laboratory, he even recognized and greeted, by name, his old elven friends - an action almost unheard of among new farishtaas. Yet he did not linger for long. The conversion had given him a new insight into his own soul, a soul that was broken, undisciplined, and in need of training.

        Dio refused to settle down. He moved from city to city, seeking knowledge and training. He’s well known for his silence and focus. His drive to master himself is an obsession that makes other people’s life goals look like passing hobbies.

        Dio would probably have the following specialties: Inner calm (under Grace), Iron Palm (under Grace), and Thick Skin (under Resilience).

Hephaeron

One of the rare and prized second generation farishtaas, Hephaeron was born a prince among the farishtaas. His father is the head of the Erathos Legacy, making Hephaeron heir to a vast fortune and much respect.

        Hephaeron took to the Hunt like most young farishtaas. The Hunt, as they call it, is the farishtaa sport of mounting zephyrs (their personal-sized flyers, much like the Evanglessian ironbirds) and searching the skies for pirates and trespassing ships to shoot down or claim. Hephaeron was immediately talented aboard his zephyr but was shot down after trying to show off among his friends. They thought he was lost, but Hephaeron’s crash left him barely alive. He pulled himself out of the wreckage and made his way to a nearby elven village, where they aided him. Feeling abandoned by his farishtaa friends, Hephaeron became close with the elves, learning that these elves were disgusted by their treatment from most farishtaas. His heart going out to them, Hephaeron vowed to ensure that elves would be treated better in the future and took to the world to make true on his vow.

        Hephaeron would probably have the following specialties: Driving with Knees (under Ace), Knock-Off (under Marksmanship), and Level Flying (under Ace).

Lysandros

When Lysandros was reborn a farishtaa, he immediately fixated on the room he was in. All of the unique bio-flux equipment, the unusual serums and devices - it all just enamored him. He spent hours undergoing the usually painful physical transformation without noticing the pain, as he was enthralled by the technologies in the procedure room. He had to be physically escorted out of the laboratory in order for them to work with the next patient.

        Lysandros’s obsession with bio-flux continued. He quickly read (and grew bored with) everything he could find on the subject. He then began traveling around, talking with any scientists he could find. He worked for a time, helping administer the synthetic essence insertion. Yet even that could not keep him fully distracted.

        So Lysandros left Dalvozzea, hoping he could learn more from the humans who scorned bio-flux as an evil science, or the gnomes who were basically born knowing bio-flux, or the satyrs who were genetically built using the same principles as bio-flux. He left home so he could study bio-flux, and he plans on doing so no matter what gets in his way.

        Lysandros would probably have the following specialties: Bio-Invigoration, Bio-Zapper Developer, and Manipulate Essence (all of which are under Bio-Flux).

Sample NPCs

Below are three farishtaa non-player characters (NPCs) that a group of adventurers might run into on their travels.

Jesha

Jesha was a poor elf when she became a farishtaa, and she has since had to work hard to pay off her debts. She works helping farishtaas have a smooth transition from elf to farishtaa, working with patients after they’ve undergone the synthetic essence insertion procedure. Most notably, she helps farishtaas choose their new name. Many years ago, the newborn farishtaa Raviziel created the custom of choosing a new name to signify a farishtaa’s rebirth. Jesha takes notes of those new names and helps farishtaas choose their new one (though ultimately her opinion is rarely used).

Osyra

Osyra is one of the most frightening farishtaas in Dalvozzea. When she walks the streets, her two enormous flails are always drawn and dragging the ground behind her. Osyra has an immensely important job: she is one of the top guards for the Nine Wings of Divinity, the ruling council in Dalvozzea. She is both talented and frightening. She has decried most of the sinful lifestyles that farishtaas partake in, instead devoting herself to ensuring that the revolution known as the Night of Feathers never occurs again and that no elf ever again thinks that it can rise above its farishtaa masters.

Pious the Knowledgeable

Pious is an ancient farishtaa; many believe he was among the first hundred elves to make the conversion. He spent years as a professor among the white tower universities in Daion, teaching students from all across the continent. Pious has long since retired and is now an information broker of sorts. He’s constantly entertaining, having all sorts of people enjoying coffees and teas with him in his open-air abode. He sells off his knowledge and theories; many people value him for his opinions almost more so than they value his knowledge. Pious’s thoughts can be bought off him, though he also appreciates a good trade. He has a special fancy for foreign newspapers, which he collects.

Personality Blender

While the physical changes an elf goes through when becoming a farishtaa are obvious, the mental changes are often more subtle. The conversion process scrambles the personality traits of the elf, some minor traits becoming prominent ones and vice versa, while eliminating nearly all the farishtaa’s memories of their life in their previous body. While most farishtaas can pass off as a reimagined version of their elf, many are so different that their elven family members find themselves unable to recognize anything about their former loved one. This is by far the most dangerous aspect of creating a farishtaa, as once latent violent tendencies can surface, unleashing a brutal force onto the streets that no scientist could have predicted.

        The most common unexpected trait farishtaas exhibit is a personality tic: hardly noticeable unconscious actions a farishtaa will only act out on occasion. Below are some of the most populous personality tics, in no particular order.

        Confusing the names of close associates with those of complete strangers

        Nonviolent mood swings lasting just a few seconds

        Looking at a non-elf and seeing an elf instead

        Random bursts of laughter

        Delusions of hearing the voice of their old self

        Viciously scratching at their own skin

        Entering a trance-state after glancing at the sky

        Fixation on attaining something they cannot have

Become a Farishtaa Today!

Brought to you by: the Farishtaas-for-Farishtaas Foundation

Good day, elves! Once you’re ready to leave your incomplete body behind to become the angel you were born to be, run, don’t walk, to your nearest farishtaa-conversion facility! A simple process, really. All we use is a table to strap you to, a vat of synthetic essence, a set of injection rods to ensure proper dispersal of solution, and a board-certified farishtaa technician.

        After signing in and paying off any fines, you will be brought into the conversion room where you will be invited to lay on our state-of-the-art conversion table. Sensors will be attached to your body so your vital signs can be monitored, although we assure you this is simply a formality set forth by our insurance provider.* You’ll be tightly fastened down by your arms and legs for your own safety. The technician then painlessly* inserts the foot-long injection rods into your body at various key points and attaches the hoses at the ends of the rods into the tank of synthetic essence.

        After several hours of forced infusion that you’ll hardly notice,* your body will go limp from the mental strain of your personality becoming shuffled. During this time your body will begin to shift and slim, your skin clearing up, with most of your body hair falling out. A 10,000 watt bolt of electricity is administered over time to your now-farishtaa body to complete the process and to jump-start your unconscious mind. A welcome guide meets your new persona at the door to help them through the paperwork accompanying birth, including the important steps of selecting a name and being reintegrated into society.

*Our insurance provider forces us to inform you the farishtaa-conversion process is believed to be incredibly painful, but honestly, your new farishtaa mind won’t even remember it! Yes, on occasion an elf has died before the process was complete, but that’s a better end than continuing to live as an elf, right?

Traits of a Farishtaa          

        Born to be Airborne: Farishtaas begin with 2 skill points in Ace (they may add their starting points there as per normal).

        Speed: You have the average 25 foot movement speed. You have a swim speed of 15 feet and a climbing speed of 15 feet.

        Piercing Scrutiny: Even in the heat of battle, farishtaas keep their calm and fixate on their target. This grants them a +1 on their accuracy rolls.

        Unpredictable: Farishtaas can be difficult to anticipate and manipulate. Whenever interacting with people, farishtaas gain a +2 on their Cunning roll.

Random Racial Traits

1        Botched Surgery: Though most people might not pick up on it, your features are a bit more feral, a bit more elven, than most farishtaas. You gain the Tree-Ripping Strength and Weak Soul traits of an elf.

2        Dancer’s Body: Your sleek farishtaa body is far more flexible than any of the other races could ever hope for. You gain a +2 on your dexterity rolls.

3        Emotional Unavailability: It’s not that you are courageous or fearless - you simply don’t notice fear most of the time. When you would be affected by fear, lower the fear effect by 1 tier. (As such, you are immune to tier 1 fear effects.)

4        Instant Motion: You’re always moving, always in motion, and nothing catches you off-guard. You may spend 1 action point reflexively in order to gain a +8 on your priority roll when combat begins.

5        Halo: You have an aura of light that slightly illuminates 10 feet around you and also creates a small amount of heat. This effect is repressible at will and cannot overcome artificially created darkness (like that created by an item).

6        Prominent Host: Your body exhibits some subtle characteristics of the elf it once was. Roll on the elven random racial traits to determine your trait.

7        Skin-Deep Values: Farishtaa culture values beauty, so you’ve learned how to protect your appearance. You gain a +2 to evade and resist called shots to your head, eyes, and ears.

8        Spirit of the Angels: Your will is strong. If you roll a 1 with the Spirit attribute, you may still add any bonuses to it as if it were a normal roll. (This does not apply to skills under the Spirit attribute.)

9        Superiority Complex: You exude an aura of pure, unstoppable confidence regardless of how hesitant you really are. You cause foes adjacent to you to doubt themselves. Foes adjacent to you suffer a -2 on their defense rolls.

10        Tinge Of Insanity: Every so often a farishtaa surgery has a few unexpected psychological side effects. While it most likely doesn’t affect you at all in your daily life, your mental quirks begin to come out after a harsh beating. Whenever you have lost all your hit points, you receive a +4 to both accuracy and strike.

11        Unexplainable Memories: Your mind knows things that you (in this life or your previous) could never possibly have learned. You gain a +2 on all Cunning rolls.

12        Undeveloped Wings: Though you’re no member of the winged Day Society, your synthetic essence had a little more punch than the normal batch. You have small wings that make you lighter than air. Unless bound, unconscious, or in inclement weather, you take no falling damage as your wings will gently guide you to the ground.

Gnomes

The sly gnomes are, by far, the shortest people in the world, rarely standing much over two feet tall. As some would say, their small stature keeps them closer to nature than the taller, loftier races. They have a knack for all things natural, a quickness to their wit, and, though their physical prowess doesn’t touch that of the other races, gnomes make up for it with their mental faculties.

        For as long as any can remember, the gnomes have flourished as a hidden race. Keeping to themselves and rarely wishing to interact with strangers, the gnomes built underground towns, nestled their homes within hills in the forests, and chose locations that few would find reason to venture to. Yet times changed, and the rise of the Haudi Empire saw the downfall of the gnomes’ quiet lifestyles. The gnomes were enslaved, and their keen minds and understanding with nature was put to quick work for the Hauds. With the gnomish scientists serving them, the Hauds were able to develop numerous creatures and begin bio-engineering new races, the most successful of which being the satyrs.

        Today, centuries after gnomes have gained their freedom from the falling Haudi Empire, gnomes have been unable to recapture their old, solitary lives. Though gnomes do, perhaps out of habit or old traditions, take many steps to disguise their cities, many gnomes are outright and open about themselves nowadays. Numerous gnomish communities thrive on the outskirts of other cities, and these communities can often be hubs for unusual pieces of technology and wonders not found in any other race’s homes.  

Physiology

Gnomes are exceptionally short, but their small stature is made up for with a large presence. The proportions on gnomes are often very similar to that of a human - they are small, but not stubby. Their hair and skin color is the same pigment range as humans, though red hair is much more common. Their eyes come in many hues, but always have a glassy or crystalline look to them. Some gnome’s eyes flash brightly in the sunlight, looking like blinking, red lights from a distance.

        Their eyes are their strongest features, as gnomish eyes are the best eyes in the world. They have the ability to pick out details at a far distance, and some gnomes can even “bend” their sight around angles, a skill they find easy. However, this often stretches out their sight, and many gnomes are intensely far-sighted. For centuries gnomes have perfected spectacles, goggles, and monocles for reading up close, one of their greatest weaknesses.

        Lifespans: Gnomes have the longest lifespans of any race, living to be almost 200 years old. Gnomes reach adulthood at around 30 years, as it takes a while for their bodies to mature. Surprisingly, however, it only takes a year or so from birth for gnomes to mentally mature to the point where they can talk, read, and interact with people at the same level as human teenagers.

Psychology

Gnomes are often kind, big-hearted people. They’ll go out of their way for their neighbors and are always willing to treat their guests well. However, an angry gnome is one out for vengeance, and vengeance can be ugly. Gnomes are deceptive and fond of tricks, only letting people know what they need to know. Some gnomes are pathological liars and thieves yet seem entirely polite until caught.

        Younger gnomes are more likely to be hot-headed, but the elders become very close with nature. Gnomes in their twilight years can spend weeks in a forest, just communing with nature. All gnomes are close with nature, understanding it better than any other race. This understanding can sometimes build resentment toward other races, as the gnomes refuse to allow for the destructive industrialization that other races push for. Gnomes deeply believe that industrialization can come with nature’s good graces, and they push for their technology to prove it.

        Rolling hills and sparse forests are gnomes’ favorite places to live, though many also favor mountains and denser forests. When gnomes aren’t living in pocket communities outside larger cities, gnomes will often choose villages that are easily secluded and difficult to find.

        Gnomish communities are often very close. They will share farmland, dispense with currencies, and almost entirely ignore each other’s privacy. Strangers to these small communities, however, are entirely unwelcome and ousted quickly. The occasional gnomish city, often created out of necessity more-so than want, will look nothing like a gnomish community. Gnomish cities are larger affairs (though small by nature), with intricate building complexes and roads that are terribly difficult to navigate. Gnomish cities will often look grown, with houses made out of woven wood trees everywhere.

        Gnomes are a loving, carefree race of people that often want almost nothing to do with any other race. Gnomes that live in non-gnome nations, however, will treat most races equally. Gnomes will even treat the Hauds, who gnomes have had a long and violent relationship with, with respect until the Haud proves otherwise. Gnomes are especially close with satyrs and elves, who gnomes see as the most earthly and wise of the races. While most gnomes won’t say anything, they are often at least slightly disgusted by farishtaas, as they fear the methods behind their creation.

Roleplaying Tips

Gnomes come in two varieties - those gnomes who have grown up in hidden pocket communities, and gnomes who have lived on the fringe of larger, more diverse societies. The reclusive gnomes will be more shy, less willing to deal with strangers, but also more likely to be nice and aim for non-violent means of solving disputes.

        The most outward gnomes, on the other hand, are likely to be more hot-headed, more rambunctious, and more willing to say whatever is necessary to get what he wants. Gnomes can be magnificent liars, and these gnomes won’t hide that fact.

        Either way, your gnome is going to be very close with nature. The gnomish “methods,” or the ways the gnomes communicate with the earth, are very close to the gnomes. Gnomes will build things differently, and they won’t be a fan of fire- and steel-driven industry. If you’re playing a gnome, don’t be afraid to get into a fight, but do understand that there are consequences to that fight.

Sample Adventurers

Below are three gnomish adventurers that you can use as inspiration when creating your own.

Jari Hungoo

Jari might have been born in a home that many would describe as nothing more than a cave, but Jari’s always been on the lookout for ways to go up, up, up! He habitually hangs out with ruffians, true, but Jari Hungoo likes good people, tasty and sweet liquors, and making an honest prince. Jari’s a bit of a fighter, scanty and quick, who makes good use of pushing his enemies’ weight against them.

        Jari will be quick to admit that he’s a recovering gambler (but a good one!). He uses the phrase, “two sides of the same coin,” with great frequency and little discretion. Jari is dedicated to improving his life and that of his future family, whenever he’s lucky enough to meet that right gal. He’s got a big personality, and he’s not afraid to show it.

        Jari Hungoo would probably have the following specialties: Bone-Breaker (under Brawl), Dirty Fighting (under Brawl), and Hex (under Luck).

Wegdo the Sufficient

From an early age, everybody knew that Wegdo was going to be metal-deranged. His family of traveling merchants went from town to town, selling their wares, and all Wegdo would ever do is look for the newest contraption or greatest doodad. Wegdo was so hyper-active that his family barely knew what to do with him, up until they came to a town where a local automaton forger was looking for an apprentice. Wegdo was quick to apply (and his family vibrantly consented).

        Though many wanted to be the old automaton forger’s apprentice, the man eventually made his decision, having sighed and looked at the gnome, “Fine, you’ll be sufficient.” Ever since then, Wegdo has gleefully (sometimes bitterly, depending on his mood) called himself Wegdo the Sufficient.

        But two wars and several decades later, Wegdo’s automatons are no longer merely sufficient. Wegdo loves to make the biggest, craziest, most maniacal automatons possible. He specializes in steamers, making enormous steam-powered automatons that he walks around in. Wegdo has long since surpassed his master, and is now going about, looking for his betters, hoping to find the newest whatchamacallit or gizmo, and always tinkering with his automatons.

        Wegdo the Sufficient would probably have the following specialties: Learn Augments (under Sciences), Steam-Powered Crafter (under Automata), and Trinket Crafter (under Gadgetry).

Sandra N. Griffiths III

Sandra comes from a long line of gnomish rangers who served as the Siddeodru border guard. She was born after Siddeodru fell to Evangless, but she valued her family’s lineage and her birthright. She grew up with an artificially overgrown wolfhound by her side named Whitethorn. Whitethorn grew large and became her mount while Sandra learned the old gnomish ways of the bow and the hunt.

        Sandra joined the Evanglessian army as a ranger and scout during the civil war, siding with the militarists. She spent much of her time alone looking for enemy automaton movements. After the war, and with the militarist loss, she tried to leave her reclusive ways. Sandra spent some time as mercenary, though it was an uphill battle having to prove that she could be just as efficient with her bow and wolfhound mount as others could be with their firearms.

        Sandra N. Griffith III would probably have the following specialties: Efficient Ranger (under Marksmanship), Flesh Biter (under Marksmanship), and Quick Mount (under Ace).

Sample NPCs

Below are three gnomish non-player characters (NPCs) that a group of adventurers might run into on their travels.

Bildra Hogglezards

Professor Hogglezards is an old, paranoid woman who has a habit of running to her wooden cottage (desperately far from civilization) and hiding. She’s an old Siddeodruid who was young during the razing of her town. The shock left her jittery.

        Regardless of her setbacks, Bildra Hogglezards is a well respected lecturer and one of the foremost craftswomen in wooden rifles and stocks. She knows quite a bit about the different ways to grow wood and carving it for firearms. In fact, she has quite a few examples stored in her hard-to-find cottage, just in case anybody spooks her.

Maddock

With a temper as short as he is, Maddock is a rambunctious gnome who has learned to surround himself with larger friends who will back him up when he inevitably ends up in a brawl. His elderly uncle berates him to learn to control his anger, trying to get the quarrelsome scamp to relax himself in nature’s embrace. Far too impatient for sitting calmly in the middle of the woods, Maddock shows no intention of changing his ways.

Reiner

Reiner made his fortune mass-producing prosthetic limbs for soldiers on both sides of Evangless’ recent civil war. Rich beyond his wildest dreams, the stout gnome built an impressive estate just outside Evangless’ capital, Razule. Set on enjoying his newfound retirement, he spends his time hosting week-long banquets for friends and nobles alike. Always the life of the party, Reiner proves the size of your heart outweighs the size of your body.

Metal-Deranged

Gnomes love nature, the woods, and everything the world provides to them. The naturally occurring ores and metals help the gnomes construct greater machines and tools, but gnomes rarely use excessive amounts of worked metals in their creations. Many gnomes who have been embraced by human society, however, switch their allegiances away from the organic woods and vegetation and instead bond with metals. These gnomes are called metal-deranged.

        Metal-deranged gnomes often speak with their metal creation, softly warping the metal with their brushing hands, and use almost exclusively large, metal tools. The most common metal-deranged gnomes will be machinists, working on oversized metal automatons or enormous metal artillery or monstrous metal-armored vehicles.

        Metal-deranged gnomes forsake many of their gnomish traits, becoming loud, excessive, and often-times obsessed with material values, trinkets, and taking things apart. They rarely value staying hidden, as many gnomes do, and many metal-deranged gnomes can be rude, self-centered, and pay little mind to others. Whereas most gnomes are known for their hospitality and their inability to keep grudges, metal-deranged gnomes are the exact opposite.

        Until recently, metal-deranged gnomes have been rare. A few were written about during the reign of the Haudi Empire when gnomes served under the Hauds. Today however, metal-deranged gnomes are everywhere. The mental disorder (as normal gnomes are prone to think of it as) has become widespread, and many humans, especially Evanglessians, have come to think that metal-deranged gnomes are the norm, not the exception.

Traits of a Gnome

        Small Stature: Gnomes gain a +1 on evade rolls.

        Greater Spirit: Gnomes gain a +3 on Spirit rolls.

        Light Build: Gnomes suffer a -2 on Brute rolls.

        Speed: You have the lower 15 foot movement speed. You have a swim speed of 10 feet and a climbing speed of 10 feet.

        Smaller Weapons: Because of their comparable size, gnomes are too small to conceal light weapons on their person. In addition, their smaller fists make their unarmed attacks deal a damage class of 1.

        Random Racial Traits: In addition to rolling for their random racial trait, gnomes may select one random racial trait without rolling. If they roll the same story that they chose, re-roll.  

Random Racial Traits

1        Bend Sight: You can bend your sight - literally allowing you to see around a wall, or over a building. You can bend your sight up to 90 degrees.

2        Deep Pockets: No one knows quite how you do it, but you can make items significantly larger than yourself vanish into thin air. You can conceal both light and medium items.

3        Earthshape: You can speak with the earth and ask it to move for you. For 2 action points, you can cause the earth to either raise or lower by 5 feet in a 5 foot area. Once raised or lowered in such a way, it cannot be shaped by a gnome again until it naturally levels out (which will occur within a couple days).  

4        Feel the Earth: You can feel the earth through your skin, knowing what it feels. While barefoot or in some way touching solid ground, you can feel footsteps and other things that cause the ground to vibrate within 15 feet. If somebody is attempting to keep their footsteps hidden, you and that person may attempt opposed Cunning rolls. If you win, you sense their location. This ability does not negate any penalties you would take for being blind, but it does tell you where enemies could be standing.

5        Growth Intensity: You have learned one of the gnome’s most complicated arts - that of natural growth. This growth allows you to, in almost an instant, grow to the size of an elf. You must be standing on solid ground to do this, and it requires one action point to switch between your two sizes. While large, you use the racial traits of elves and lose those of gnomes.

6        Noiseless: You walk as though you are on a pad of air, completely unheard. When you are sneaking, you are entirely silent and cannot be heard due to your footsteps alone. You still make noise from the equipment that you are carrying and wear. When you are trying to sneak, you automatically receive 1 tier higher.

7        Parts of Nature: You may speak with nature, and nature will lend you its aid. You may, for 3 action points, request a tree or the earth to lend you a piece of itself. Your draw a simple tool out of a tree or a patch of dirt, coming in the shape of a light (or smaller) weapon, a tool such as a hammer or wrench, a torch, or any other light-sized basic equipment. This does not warp or deplete the wood or earth that the item was drawn from, and that area of nature cannot lend a piece of itself again for quite some time.  

8        Piercing Sight: You can see a fly 300 feet away simply by focusing in on it, and this ungodly sight has given you a great precision with ranged weapons. Whenever firing a ranged weapon, you can shoot it twice as far as normal, and you gain a +2 on accuracy rolls with that weapon.  

9        Ripcord Muscles: Your powerful spirit flows through your arms and into the items you carry. You negate your Light Build trait and gain a +2 to strike. In addition, your unarmed attacks have a damage class of 2.

10        Waterwalk: You and water have reached a balance, allowing you to stand on calm waters. For 1 action point every turn, you may stand on top of a body of water. If you cease to spend that action point for even a turn, you fall into the water. You cannot waterwalk while underwater - you must first be above the water and then step onto it.  

11        Windwalk: The wind is yours to control, and you may borrow its power to glide across the ground. For 1 action point, you may windwalk in one direction 40 feet. You cannot change direction during this windwalking. Windwalking does not allow you to fly - you are still walking on the ground, though the wind is carrying your strides

12        Wry: Your size and your limberness make you terribly difficult to hit. You gain an additional +1 on evade rolls.  

Satyrs

Satyrs are counted among the greatest successes from the long list of experiments that the Haudi Empire conducted. The Haudi Empire, long obsessed with combining their own knowledge of science and alchemy with the knowledge of nature’s inner workings that their gnomish slaves possessed, endeavored to create a race of slaves. Many of their experiments failed, leading to a number of warped and horrible creatures, creatures that the Haudi Empire - to this day - is still trying to entirely exterminate. Eventually the Haudi Empire would create the satyrs, a race of people that are known for their speed, their empathy, and their loyalties. This servant race has not stayed loyal to the Haudi Empire, though. Satyr rebellions added fuel to the fire, helped crack the unbreakable Haudi Empire, and today most satyrs are free to do as they will.

        The most common satyrs combine what, at first glance, look like the features of a goat with a human. Though they’re bipedal, their legs look like those of a goat. Many satyrs will also have horns, but the sizes and styles will vary from a small slight curve to large, spiraling horns.

        Satyrs are found all over the continent now, having fully integrated with humans. Though there are still a number of satyrs bound to slavery in the remnants of the Haudi Empire, most have escaped to free pastures. Satyrs are common in Evangless, where they are largely seen as equals. Free satyrs, especially freeborn satyrs, tend to be loud, rabble-rousing, and fun-loving. They drink all day and frequently share with their friends. Unfortunately for their friends, satyrs are almost completely immune to the negative effects of alcohol, so it’s only their friends of other races that are affected.

        Well-known for their fun spirit, their never-say-die attitudes, and their newfound love of freedom, satyrs who have broken free from slavery make the best of it. Unfortunately, individual experiences can quickly alter the satyr norm, as satyrs born into slavery can differ drastically from the easily excited freeborns.

Physiology

Satyrs are revised and altered humans, so many of their qualities are those of humans. From their hair to their eyes to their body types, they all run the gamut of human options. But satyrs are bio-engineered race, and their differences are pronounced. The two most common differences are in the satyrs’ legs and horns.

        Satyrs have the legs and hindquarters of a goat. They are typically covered in thin hair that matches that on the rest of their body. Like a human, their torso tends to be hairless or lightly haired.

        Satyr horns come in a great many styles, and many times satyrs will use the style of their horns to denote what region they were born in or what “strain” they were born from. Some will have tight spiraling horns, while others will stand straight up. Others will have slightly sloping horns. They typically come out near or behind the satyr’s temples. Female satyrs typically have smaller horns than the males, but this is certainly not always the case.

        Satyrs will dress in many of the same styles that their fellow nationals have. Satyr pants typically come taller and in baggier styles because of satyrs’ thicker thighs and hairier legs. Horn decorations and piercings are common, though satyrs can still feel through their horns and any significant alterations to their horns can be quite painful.

        Because satyrs were created and come from numerous strains, satyr physiology can differ greatly. Some scientists will drastically alter a satyr strain before creation, giving them unusual hair or eye colors, odd horns, or even slightly altered legs. Though they are rare, some satyrs have tails. These tails might be small, fluffy tails, long whipping tails, or haired horse tails. These unusual strains can come off as strange among the other races, but satyrs have a habit of accepting all satyr variations.

        Satyrs are renowned for their speed. No other race can match a satyr step-for-step. Unfortunately, climbing and swimming tend to be problems for satyrs - actions best left to other races. Satyrs get a wide variety of footwear and will often shave down or shape their hooves. Because satyrs tend to make a good deal of noise when they walk, many satyrs will wear padded or leather shoes over their hooves to make themselves a little quieter.

        Satyrs are almost entirely immune to the effects of alcohol and resist other chemicals more easily. When originally designed, the Haudi scientists added this function to make satyrs more dependable workers. Because of their immunity, satyrs have made a culture around alcohol, enjoying the beverages for their flavor rather than the mental effects.

        Lifespans: Satyr lifespans are almost identical to those of humans. Satyr children are commonly called satyrisci, and satyr children are typically much quieter than adults. Though it is less common, older satyrs are called sileni. Sileni is often used as a title of respect in satyr communities.

Psychology

Satyrs have a reputation for being fun, easily excited, and hard-working. The reputation isn’t always fitting, but there’s a good deal of truth in it. They are naturally social, as they are perceptive and empathetic to others.

        Satyrs who are freeborn or have gained their freedom enjoy wide open spaces and a simple life. They are typically happy as daily factory workers, as they are likely to spend their evenings enjoying themselves thoroughly. They don’t often give way to depression.

        Yet satyrs are emotional beings. They switch emotions quickly, being both quick to anger and quick to forgiveness. Among satyrs, it is perfectly normal for one satyr to be badmouthing another, for them to have a heated argument, and to end the night drinking together. That’s not to say that satyrs don’t hold grudges, as many wonder if they’ll ever forgive the Haudi Empire for their enslavement. But when somebody has apologized or learned their lesson, satyrs easily move forward.

        Satyr children, the satyrisci, are a quiet lot. They are often overshadowed by the louder adults. It’s given rise to the saying, “The devil’s in the horns.” In their teenage years, when a satyrisci starts to grow its horns, is the time that the wild and rambunctious side of the satyr will manifest. Satyrs tend to have rough (but exciting) teenage years.

        Satyrs are exceptionally empathetic. Scientists debate whether satyrs are just very perceptive of others or if they share a mental connection with other creatures, but satyrs are always aware of people’s emotions. Because of this, people will often hire satyrs at jury hearings or to keep around when interrogating somebody. They can easily and accurately discern most lies.

        Satyrs are friends with humans and gnomes alike. They easily blend in with human culture, and, despite their height differences, gnomes and satyrs often see eye-to-eye. Satyrs have a great deal of difficulty relating to farishtaas. For some reason, farishtaas seem so alien to satyrs that satyrs can’t accurately read them.

Roleplaying Tips

A satyr will be excited and fast-talking. You might come from a slave background, where you either more appreciate your current freedom or you are stalwart and reserved from your tough days as a slave. If you were born free, you’re much more likely to be well adjusted, though perhaps a bit garrulous and rambunctious. Satyrs tend toward the braggart and the good-natured loud mouths and use a variety of skills and weapons. Satyrs are loving, but they’re equally quick to action.

Sample Adventurers

Below are three satyr adventurers that you can use as inspiration when creating your own.

Cassair Douglas

Cassair spent several years working as a courier in Aldamiir, delivering messages by hoof as fast as he could. He was well recognized for his speed and reliability. His messages were always delivered within a few hours and always to the hand of the recipient. Everything changed when, one day, he delivered a message right in the midst of a Brimstone assassination. In the heat of the moment, his client hired him to get him out of there, and Cassair escaped with the client out of the city.

        Cassair’s face, however, was well remembered by the assassin, and soon many Brimstones were after him. With no way to return home, he took to the road, outrunning his pursuers. And, when he ran out of funds, he began taking whatever work he could gather.

        Cassair Douglas would probably have the following specialties: Feeling Lucky (under Luck), Wall Runner (under Agility), and Walk Over (under Agility).

Monica Moinnine

People always used to joke that if you harmed one of Monica’s flock, she’d bring down the fury of the heavens. Monica, who worked at an orphanage in northern Evangless, was known both for the fervor of her faith in the Beloved Mother of Tailemy as well as the conviction with which she watched over the children in her care. And it wasn’t a few times that Monica would have to leave the orphanage to get one of the boys out of trouble.

        One day she heard a rumor about a satyr boy - a boy who had been adopted less than a year ago - who was being abused by his adopted human parents. Without a second thought, she made her way across the countryside, found the small family manor, and broke in. She found the boy, along with many others, tied up in cages in the barn. Her fury visited the adoptive parents, who were barely left alive.

        Equally ashamed of her act of violence as she was moved to ensure that there were no other children being treated in such a way, she left the orphanage and made her way into the world, fighting for the freedom of children everywhere.

        Monica Moinnine would probably have the following specialties: Grief & Hope (under Faith), Healing Halo (under Faith), and Heavy-Handed (under Brawl).

Silas Caughey

Silas is a well known entrepreneur, both a serious and seriously liked man. His grandfather was an escaped slave from Siyesh, inspiring Silas to make honest money and never be a servant to anybody. Silas has started a fair number of businesses, and, through some have been failures, he’s turned a good coin in his day.

        A few years ago, Silas gained an interest in finding ancient artifacts, especially elven and Izedan ones. He funded a number of expeditions, eventually putting a very significant amount of money behind a promising one. But the last expedition did not return, and Silas’s invested fortune was lost to him.

        When Silas heard of another expedition forming, he stepped in, both helping fund it but also requesting a place in it. He couldn’t stand the idea of waiting at home; he wanted to be involved. And that, he says, was just the start of a number of adventures Silas Caughey would find himself embroiled in.

        Silas Caughey would probably have the following specialties: Direct the Battle (under Tactical), Praise (under Showmanship), and Weapon Appropriations (under Expertise).

Sample NPCs

Below are a few satyr non-player characters (NPCs) that a group of adventurers might run into on their travels.

Brian Brennus

Sometimes people just need to talk to someone who can understand their feelings. For many people in Aldamiir, that someone is Brian Brennus: bartender of the Roaring Lion Pub. Brian’s natural empathy and reputation as a great listener have made him the favorite of regulars and newcomers alike. Bouncers know that when Brian is on the clock they have little to worry about, as the persuasive satyr knows quite a few tricks on how to calm an angry patron.

Druston of the Industrial Strain

The fear of every young cadet in Evangless’ army, Drustan is the fiercest drill sergeant the military dares remember. Never seen outside of his uniform, the grizzled veteran refuses to be found eating or sleeping in front of his men as it would make him appear mortal. Drustan’s superiors love and fear him as none of his peers can produce the same quality killing machines as the infantrymen who survive a week with the ever-furious satyr.

Old Miss Macushla

Macushla has spent her many years accomplishing many tasks. She’s worked as a waitress, a seamstress, and even put in a few years at the factory. She and her husband kept orphans for several years, but they’ve mostly moved on and her husband passed away several years ago. It’s been in these last few years that Macushla feels like she’s found her true calling, as her house sits on a road just a little ways north of Zelhost. In fact, it’s perfectly situated to taking in escaped satyr slaves and refugees and, if necessary, hiding them for a few days. She’s had a few close calls with bounty hunters who have dared cross into Evanglessian territory, but she’s not so attached to life that she’ll stop what she’s doing. And few satyr escapees pass by Old Miss Macushla’s cottage without forever owing her their gratitude.

Culture of Alcohol

The Haud planned ahead. When they created the satyrs, they specifically examined the effects of alcohol on their system. They didn’t want servants who would be impaired by drinking, so they altered the way alcohol affected the satyrs’ bloodstream. Alcohol does not impair satyrs; rather, it works like a mild stimulant. For a satyr, drinking a pint of ale is no different from a human drinking a cup of coffee.

        Due to water sanitation problems, drinking fermented beverages became a mainstay among Hauds and their servants. Satyrs almost exclusively drank ale and wine for hundreds of years, and, today, satyrs are known for carrying alcohol on them like other races carry canteens of water. Satyrs are known for creating the best beverages, and carrying satyr-made brews is a point of pride among taverns and pubs.

        In Evangless, the most popular alcoholic beverages sold in the public houses are all brewed by satyrs.

        Elympia Dark, a dark lager first brewed over two centuries ago by a satyr woman named Elympia in order to please her Haud master. He was so impressed that he had her brew more and more of it and started selling it. Eventually the family gained their freedom and started selling it under the name of the original brewer.

        MacClairies, a fruity, orange wine brewed from the rare orange grapes in Arudika. The MacClairies family owned the first vineyards in Arudika, and so all orange wines from Arudika are now known as MacClairies, regardless of which vineyard they come from.

        Empathy, a dark, red wine brewed in vineyards in southeastern Evangless near the Zelhost border, known as being the wine that people first use to celebrate marriages and the wine used to mourn deceased lovers.

        High Caliber, a cheap spiced rum from Siyesh known for having the most violent alcohol content of any liquor. High Caliber has a reputation for causing numerous riots, barfights, and wars. Regardless of its reputation, High Caliber is a favorite drink among sky pirates, thugs, and ruffians of all types.

Original Creation

Almost five hundred years ago the Haudi Empire was at its height. They covered much of Rilausia, and both gnomes and elves fell under the empire. The Haudi Empire had long been the innovative force in alchemy, and the gnomes, masters over nature and life, made a unique combination that the Haudi Empire planned on cashing in on.

        For years, the Haudi Empire worked alongside the gnomes to create new races. They went through numerous abominations before their first success: a warlike race called the manticores. Yet the manticores were impossible to control, their bloodlust exceeding their ability to reason. The Hauds recognized their failures and began working toward a new race.

        The experimentations that followed led to the creation of satyrs. The satyrs were a race bred by combining the essence of the Satarrans, a nationality that the Haudi Empire had almost wiped out during their subjugation, with other animals - the most prominent of which being goats and rams.

        Over the years, various satyr strains were born, each with slightly different combinations of animal essence and in-born personalities. Yet the basic satyr formula remained largely the same, and satyrs became the most popular form of servant throughout the Haudi Empire.

Gaining Freedom

About three hundred years ago, the satyrs in Siyesh began a rebellion, led by one of history’s most enigmatic and bloodthirsty tacticians, a satyr named Arakrith. By the end of the rebellion, a new free nation of satyrs had been carved out of northwest Rilausia, named after the rebellion’s leader.

        Over the years, even more satyrs have gained their freedom from the Hauds. Many satyrs now live freely in Evangless, where satyrs are the second most populous race. There are still a lot of satyrs living as servants in Zelhost and Siyesh, but many escape their bonds and become free in Evangless or other nations that do not accept slavery.

Traits of a Satyr          

        Alcohol Immunity: Satyrs are not negatively affected by alcohol.

        Speed: You have an amazing 35 foot movement speed. You have a swim speed of 10 feet and a climbing speed of 10 feet.

        Empathetic: When attempting to determine if somebody is lying, you are allowed to roll twice and take the higher result.

Random Racial Traits

1        Born Hero: When using Heroics (found under the Spirit attribute), roll twice and take the higher result.

2        Brothers-in-Arms: The hardships the satyrs have undergone over the years has not broken them down but brought them together in brotherhood. When you are adjacent to a satyr ally, you both gain a +2 to accuracy. This effect does not stack if the other satyr also has this story.

3        Built to Last: The Haudi Empire designed the satyrs for harsh labor and thus made sure their creations wouldn’t tire easily. You are no exception. You gain an additional 6 hit points.

4        Expecting the Worst: Your natural awareness of people’s emotions gives you a good insight into when a situation’s about to turn sour. You gain a +4 on priority rolls.

5        Fleet of Foot: You’re one of the fastest creatures around. Your movement speed increases by 10 feet, bringing your 35 feet movement speed up to 45 feet.

6        Frightening Combatant: Your horns and hooves can be used as weapons. Your unarmed attacks have a damage class of 4.

7        Horned & Dangerous: You keep the ends of your horns clean and sharp, making unarmed attacks with them deal 1 point of unsoakable bleeding damage.

8        Natural High: Alcohol is a stimulant for satyrs, not a depressant. You can ignore the effects of fatigue if you’ve consumed alcohol in the past few hours. If you remain fatigued for more than a few days, even alcohol won’t help.

9        Poison Immunity: Your model was engineered to work with hazardous chemicals. Whenever rolling to resist a poison through Brute, your roll is one tier higher than it otherwise would be.

10        Protector: The satyr culture has imprinted your mind with a compulsion to defend those close to you. All allies adjacent to you gain a +2 to defense.  

11        Stable Hoofing: Your hooves are firm, catching the ground with ease. You ignore the speed penalties for crossing minor and unsteady rough terrains.  

12        Unphased by War: Though you sympathize with people’s fear of battle, the rush of the battlefield spurs you on. When you are attempting to resist being stunned, you gain a +4 on the roll.


Chapter 4: Context

Everything needs some context.

        You need to put your character into the context of the world. The context is the setting, your nationality, a religion, some organizations, it’s the world around you, it’s everything. This is the context of your adventure.

        As you’re developing your character, you can use this chapter as much or as little as you’d like. There are a ton of stories that you can choose from in here (take what you want!). If you just want to make a bland, background-free gun-toting maniac (and believe me, we all do), feel free to skip this chapter. For some depth to your character, you can stop here for some context.

        If your narrator has decided not to use the Tephra setting, then you can use this chapter for some ideas or dismiss it entirely in favor of your narrator’s setting, nationalities, religions, and other such fun pieces of context.

Evanglessians

The new capital of humanity, Evangless is growing quickly and thriving all the same. Less than a century old, Evangless was founded by a brilliant woman named Velkya, who pioneered the steam engine and numerous other technologies that are still being deciphered today. Her great cities set the foundation for an unshakable nation and her thoughts for a strong-willed, proud people. Evangless grew to its prime before the Hurricane Wars between the surface and the ocean-faring ayodin, and, despite numerous setbacks, the Evanglessians still hold the center of the continent.

        Evanglessians are typically fair skinned, some with freckles. Their hair colors vary, but are often lighter shades of brown, blond, and occasionally red. Their eyes, too, vary between the lighter colors.

        The nation of Evangless has immense pride, powerful industry, and a world-class railway system. The military of Evangless is, by far, the world’s most elite, and Evangless’s rather large population and control over the continent’s most fertile lands helps cement their military dominance.

        Evangless has long been insecure with its relations with the remnants of the Haudi Empire, who they consider a real threat. Yet even more so now, the airborne Paldorans have become Evangless’s true menace, as the nation without a homeland has largely chosen Evangless as its primary raiding spot. And though Evangless’s own airborne navy is powerful, it has yet to put any serious stop to Paldorus.

        Meanwhile, the arts and culture of Evangless continue to strive on. The Evanglessians elite, almost all of which are immeasurably wealthy industrial barons, have spearheaded technological development and begun funding scientists whenever possible. Aether manipulation technology has most quickly grown in Evangless since the aether disaster befell Paldorus and crushed Paldorus’s astounding research speed. Evangless is the center of the human world, with technology, industry, and agriculture all uniting to form a thriving and cohesive culture.

Ethnic Traits

The people of Evangless, regardless of their race, are known for their light-colored skin and their blonde to brunette hair, their eyes varying from dark browns to greens to blues. Evanglessians come in all shapes and sizes and as such have reputations for being vastly more open-minded about strange customs than their neighboring countries.

        Evangless is a melting pot of the cultures of Rilausia, although the people of Evangless have noticeable common mannerisms. Evanglessians are polite and proper without being weak-willed or prudish. They are a proud people forged in the fires of conquest, although they remain young and impressionable. A large majority of the Evanglessian workforce is war veterans, whether it be middle-aged retirees who expanded their national borders in the Hurricane Wars or newcomers to the workforce who took sides during the Evanglessian Civil War. While far from being bloodthirsty or savage, the people of Evangless often use their military experience as a way of connecting with one another, using old war stories as anecdotal banter during polite conversation. Evanglessians pride themselves on their skill in the art of mannerly dialogue and generally will have trouble responding positively to outlandish or violent behavior.

Foreign Relations & Stereotypes

Despite their gentlemanly demeanors and friendly attitudes, the people of Evangless have some long-standing grudges. Freshest on the list are the Paldoran exiles, especially those involved in piracy for their aerial empire. Some Evanglessians distinguish between Paldoran pirates and Paldoran refugees, but many discriminate against all those of Paldoran descent.

        A great deal of Hurricane Wars veterans, along with their families, hate seawater ayodin for their declaration of war on the surface. That being said, the great number of freshwater ayodin who stood beside them on the battlefield have quelled the chances of widespread ayodin prejudice.

        Velkya stole the land she used to build Evangless from the Haudi Empire, and over a century and a half later Hauds and Evanglessians still bicker. Many Evanglessians see Hauds as narrow-minded and stuck in the past, stating that the Haudi nations are far beyond their prime. However, Evanglessians and Hauds rarely act on their mutual distrust, other than the occasional alcohol-induced bar fight between zealous patriots.

        Evanglessians and Izedans have cooperated with each other numerous times in the past. This coupled with the large number of Izedan immigrants now living in Evangless, the two cultures get along easily. The same is mostly true with Dalvozzeans as well. Evangless and Dalvozzea are the two newest superpowers on the continent of Rilausia, but luckily the two of them have so far avoided stepping on each others’ toes. Many farishtaa have immigrated to Evangless to see if they cannot rise above the caste society they were born into, some even opening farishtaa-conversion labs on Evanglessian soil, opening up business for any willing elf.  

p Nationality Stories M

Below are some nationality stories you can select. While most adventurers will only have one (if any) of these stories, you might find that several apply to you.

Royalist   a

Nationality Story

During the Civil War, you sided with the automaton armies of Emperor Deylus Luthricien, and thus get along better with other Royalists.

Militarist   a

Nationality Story

While the Civil War was raging, you fought against the rise of the current emperor, instead siding with the military coup and the majority of the populous.

Veteran   a

Nationality Story

You fought in the Civil War. Regardless of which side you were on, you have plenty of war stories that allow you to entertain fellow Evanglessians.

Settler of the West   a

Nationality Story

As a frontiersman out in the formerly gnome-occupied land of Western Evangless you’ve spent some time with ranch animals. You can easily calm and direct most forms of livestock.

Naturalized Tharmurian   a

Nationality Story

Whether you welcomed them with open arms or scorned the advances of their army, Tharmuris and its people now bow to the Evanglessian throne. Your white hair and pale complexion make other Evanglessians see you as a foreigner.

Evanglessian Nobility   a

Nationality Story

As a member of a noble house in Evangless you are given unrestricted access to government-run buildings, save those requiring high levels of clearance.

Adopted by Evangless   a

Nationality Story

You may not have been born here, but the open-minded culture of Evangless has thoroughly assimilated you. You may have one nationality story from a different nationality. If you previously had more than one, you may choose which story to keep.

Ayodin of the Exodus   a

Nationality Story

Requires: Ayodin

You left the armies behind during the Hurricane Wars, joining the “surfacers” in their fight against his genocide. You’re held in high regard by Evanglessians old enough to remember yet young enough to care.

Dalvozzeans

Dalvozzea is the jewel of Rilausia, a nation which plays host to the High Rilausia Forest, the dense jungle which covers nearly the entire country, known for its scenic vistas. Dalvozzea is the only farishtaa-ruled nation in Rilausia, ruled by the Nine Wings of Divinity, the most elite members of the farishtaa Day Society. They insure the elves never rise above their second-class status, cementing their national power base. Dalvozzea is very inwardly focused, as almost every city and region is self-sustaining. They have very little contact with their continental neighbors and many farishtaa never leave their home cities.

        The social structure of Dalvozzea focuses primarily on the farishtaa. Powerful members of the race known as Day Society, a caste of winged farishtaa, rule absolutely over the Night Society, the average farishtaa. All farishtaa hold sway over the elves, which dwell at the bottom of the caste system. Only a few places in Dalvozzea are elven friendly: Miadru and Adoipa, gnomish and elven settlements respectively. Adoipa holds the seat of Girazza, the elven scientist who invented the farishtaa, who regrets his discovery deeply.

        Dalvozzea has little in the way of a standing military and relies primarily on mercenary components to support their endeavors. Their airpower, though limited, is a sight to behold, as farishtaas hold an innate talent for flight and aerial maneuvers and their vessels reflect those values.

        These elite pilots and their vessels guard the nation’s borders zealously with a sporting attitude, hunting airship pirates like noblemen on a foxhunt.  

p Ethnic Traits M

Internationally known for their chestnut skin, preconceived notions of Dalvozzeans changed with the creation of the commonly light-skinned farishtaa. Regardless of their race, the people of Dalvozzea are easily distinguishable by their hair. Thin and wiry without being weak, Dalvozzean hair comes in deep, dark shades of almost any imaginable color. Dalvozzeans are also taller and more slender than the norm for their respective races.

        Used to their caste-based society, Dalvozzeans treat those in authority positions with respect. The obvious exception to this rule are the unknown number of Dalvozzeans living outside of civilization in the High Rilausian Forest. Many “citizens” still live off the land as nomadic hunters and gatherers. These brave men and women are far from primitive, many employing prototype technology to get what they need while still endeavoring to keep the forest intact.

        Some Dalvozzeans fight against the rigid structure of their culture. Ashen Angels and other social movements (or terrorist cells as they’re called by the government) believe the castes are outdated and oppressive, although these groups are relatively small.

p Foreign Relations & Stereotypes M

Dalvozzea is the newest of the Rilausian nations. This is a task they accomplished without enemies outside the Haudi Empire. Like Evangless, Dalvozzea stole their land from its Haudi rulers. Unlike their southern neighbor, Dalvozzea waged bloody war with the Hauds to gain their independence. With Haud-ruled Siyesh on their western border, tensions run deep between Dalvozzeans and Hauds from the motherland.

        Dalvozzean patriots occasionally bicker with Izedans. Used to the lush flora of the High Rilausian Forest, the infamously well-educated Dalvozzeans see Izedan scavengers as ignorant people obsessed with useless ruins. Many Izedans are staunchly against the farishtaa-conversion process, another point of contention.

        Some Dalvozzean youth are known to joke about the quality of Evanglessian education, since most Evanglessian aristocrats send their spoiled-rotten offspring to Dalvozzean universities. This stereotype fades with age, especially amongst Dalvozzeans who meet the numerous prim and proper Evanglessians visiting their cities for business, vacation, or school.

        Dalvozzea isn’t known for its waterways, and as such ayodin are a rare sight within its borders. Equally rare are Paldorans; Dalvozzea is simply too far north for the Paldorans, pirates or otherwise, to conveniently reach. Most Dalvozzeans have reacted to these facts by treating the ayodin and Paldorans they meet with utmost courtesy while thinking themselves ambassadors for their people.

p Daion M

Deep in the High Rilausian Forest, looming over the dense green canopies, rises the white marble towers of Daion. These towers form the homes for the farishtaas, the taller towers homing the wealthiest farishtaas. The tallest tower among them is Aeon’s Summit. Atop the summit the Nine Wings of Divinity meet, the nine Day Society farishtaas that collectively govern Daion and the larger affairs of Dalvozzea.

        The Day Society spends their time in comfort and laziness. These farishtaas overlook the forest from their high terraces, living decadent and sometimes immoral lifestyles. The universities of Daion are housed in these towers, where nobility send their children from all over Rilausia to study. Daion is well known for having the best pilots, and the nobility will often pass their time hunting for airship pirates like the Evanglessian gentry hunt foxes.

        While the farishtaas live in white towers and comfort, the city of Daion below the canopy is something entirely different. Packed to the breaking point, Daion is an amalgamation of elves, mercenaries, and people who are there because they can’t go anywhere else. The canopy and smog-blowing factories keep the under-canopy of Daion dark even on the brightest days.

p Nationality Stories M

Below are some nationality stories you can select. While most adventurers will only have one (if any) of these stories, you might find that several apply to you.

Member of the Night Society   a

Nationality Story

Requires: Farishtaa

Nearly all farishtaa of Dalvozzea belong to the Night Society. The middle caste of your culture, you are free to enjoy all facilities in Dalvozzea except those places reserved for the Day Society.

Second Generation Farishtaa   a

Nationality Story

Requires: Farishtaa

As a child of two farishtaa parents, you have no knowledge of what it’s like to be an elf, causing most elves you encounter to look upon you with jealousy.

White-Tower Mercenary   a

Nationality Story

Selected by the Day Society to protect their ivory palaces from the disgusting rabble below, you are held in equal regard to members of the Night Society. If you’re both a White-Tower Merc and a Member of the Night Society, you enjoy a significantly larger amount of prestige than either group individually.

Ashen Angel   a

Nationality Story

The tattoo on your body of black feathers reminds you of the wings you will never possess. A rebel against the Day Society, you instantly get along with kindred spirits throughout Dalvozzea. Better cover your feathers though, law enforcement will treat you as a terrorist if they see your markings.

Elf of Adoipa   a

Nationality Story

Requires: Elf

You come from the elven city-state of Adoipa, run by Girazza the Devourer. Elves from other places look up to you as a scion of a future of equality which many see as impossible.

Savage Elf   a

Nationality Story

The concept of civilization is lost on you. You’re much more accustomed to the life of a hunter and gatherer, travelling through the High Rilausian Forest, living as your ancestors had for centuries. You can easily survive indefinite amounts of time in any forested area without provisions.

Highborne Elf   a

Nationality Story

Requires: Elf

Some elves can trace their lineage to the noble families who lorded over their fellow elves before the farishtaa were created and seized control of elven society. While still looked down upon, you are held in slightly higher regard than the average elf.

Miadruid   a

Nationality Story

Requires: Gnome

Primarily consisting of gnomes, the province of Miadru is free from the caste system of Dalvozzea...at least while no Day Society member is visiting. You get along royally with Dalvozzeans who do not ascribe themselves to the Day or Night Society.

Nine Wings of Divinity

Since Raviziel formed the Nine Wings of Divinity over a century ago, the Nine Wings have stood as the permanent and unyielding backbone of Dalvozzea. Composed of only the nine most elite winged farishtaas - the Day Society - the Nine Wings served as a symbol of Dalvozzea’s new angelic grace, meeting atop the enormous Aeon’s Summit that scrapes against the heavens.

        Two years ago, the Nine Wings’ pristine image was shattered. Its founder, Raviziel, lost control. Girazza gained primal control over his body, and the angelic Raviziel, the first farishtaa, reverted back to its original owner - Girazza, the elf that created the farishtaa conversion process. Enraged, Girazza tore off his own jaw and replaced it with an essence-devouring mechanism. In one night, he killed three members of the Nine Wings and drained their body of all synthetic essence. He left a fourth member half-drained and stark mad. Within the same night he started a revolt in the under-canopy that would become known as the Night of Feathers.

        Girazza left the Nine Wings with only five surviving members, one of which with little sanity intact. They’ve since had to rebuild and work to recapture their decimated image. With four new members, the Nine Wings are doing everything they can to reclaim the order they once commanded.  

Izedans

Of the human nationalities, the izedans are perhaps the most peculiar. Hailing from the vast deserts of Izeda, few could imagine anybody calling that hellhole a home. Yet the izedans have done just that, and their culture reflects their harsh climate.

        Sometimes known as the sunborne, the Izedans have pale, almost yellow, skin. They’re commonly bald (and women often shave their heads), and many of them develop discolorations on their exposed skin.

        Izedans live as scavengers. Though there are some Izedan cities, they are rare and far apart. Izedans often live as nomads, tending their herds and living off what little the land provides. They’re quite accustomed to the heat, and survive well in poor climates.

        The entire culture has an almost religious devotion to pain. Ritual scarification is well known through Izeda, and pain is a daily part of life. Adulthood is proven through tests of endurance, and, by proxy, the medicine men of the Izedans are some of the best in the world. Izedans rarely stagger under a blow, having spent their entire lives pushing themselves to the extreme.

        Despite their unusual customs, the Izedans can be quite hospitable. Izedans cherish their friends and are highly protective of them. A friend of Izeda is a man with a long life ahead of him. Nonetheless, Izedans often have a hard time relating to and understanding most other cultures, and Izedans who leave the desert adapt poorly to the comforts of modern, industrial living.

        Though Izedans are not as engineering as the other human nations, they do well with what they have. While others have created powerful rifles, the izedans still hold true to their crossbows; and their steam-powered, high caliber crossbows are some of the most vicious weapons ever seen. Izedans travel in large armored caravans, pulled by great beasts of burden that only the Izedans could tame. Izedan merchants will often work along the outskirts of Izeda, bartering off their unusual collections in exchange for food and other knickknacks they can trade elsewhere.

p Ethnic Traits M

Short and stocky, the bleach-white skinned Izedans are a hardy people, bred to last in the harsh desert wasteland of the Quist. Stereotyped as being jolly and flippant, Izedans are extremely hard workers who live off of whatever they can scavenge. Lovers of tall tales, many outsiders consider it an incomparable experience to sit and watch an Izedan campfire. Most Izedans have little hair on the tops of their head, although they have no difficulty growing thick mutton chops or full beards. Of the few Izedan satyrs, many cut or trim their legs to avoid heat stroke.

        Elven Izedans, many of whom have family lines in the Quist predating the rise of Izeda, are completely intermixed with their non-elven compatriots. They are held as equals in Izedan caravans and have, over time, grown to appear distinctly different than the elves who inhabit the rest of the continent. Izedan elves have spines more bent than their forest-dwelling peers, with longer, thicker arms they sometimes use to run on all fours. Their skins’ texture is rugged to the touch and light-brown in texture, making them camouflage into the sand more easily. Their hair is also longer than the average elf, shielding their long backs from harmful sunlight and keeping them cool when they need to be. Because of their separation from the castes of Dalvozzea, most Izedan elves see the farishtaa-conversion process as a shameful equivalent to suicide and refuse to partake.

p Foreign Relations & Stereotypes M

Izedans are an amicable people who rarely have problems with anyone. In addition, since they are hardly a true nation, they rarely deal with foreign affairs or politics of any kind. The Quist may house the ruins of Izeda, but no nation cares particularly for claiming a stake in anything lost in its burning sands. Izedans and their neighboring gnomes of Valdru have always had good relations, the former often trading scrap parts for sustenance from the latter. Many Valdruid gnomes have joined Izedan caravans over the years, hoping for adventure and discovery. Izedans and Hauds have never gotten along. Fueling this fact is the knowledge that they are the longest surviving nationalities on the continent, both predating recorded history. Their mutual longevities have given the two groups centuries of chances to be at each other’s throats. Satyrs and Izedans from all walks of life are inseparable allies as long as they stay outside of a bar.

        Izedans were entirely separated from the brutal Hurricane Wars, though many left to assist their allies abroad. The vast majority of Izedans have never seen an ayodin before and are often known to act like curious schoolchildren upon first meeting one. Evangless was the main reason why many Izedans joined against the seawater ayodin. At the time, numerous Evanglessian anthropologists were studying Izedan culture when they recieved the radio transmissions of the coastal attacks. Young Izedans wanting to prove themselves as impassable warriors followed the anthropologists home and enlisted in the Evanglessian military.

p Nationality Stories M

Below are some nationality stories you can select. While most adventurers will only have one (if any) of these stories, you might find that several apply to you.

Disciple of Pain   a

Nationality Story

You follow the Severing. You have ritually scarred yourself in honor of your heritage, following in the path of the Scarred One who fought off the fearsome Hauds and survived when none could. You have no fear of pain and have made it part of your life. Though you may die from wounds, pain will not slow you down.

Raised to Scavenge   a

Nationality Story

The ancient deserts of the Quist hold many secrets, pieces and parts that must be cobbled together to make new treasures. You were raised to take the trash of the desert and sell it for a living. To you, even the most petty of objects can be scavenged and sold in the market.

Asagnu Caravaneer   a

Nationality Story

The caravan of the ancient Izedan kings, you are of the caravan that is most strong, most proud. No other caravan can match yours in terms of military might, tradition, or breadth. All other caravans are beneath yours, especially the Caravan of Sapience, the superstitious rebels that caused the Izeda Kingdom to collapse so many years ago. All other caravans should pay yours with the rightful respects.

Caravaneer of Sapience   a

Nationality Story

You are from one of the branches of the oldest, most sacred caravan: the caravan of Sapience. Sapience, the Queen of Vultures who rules over southern Izeda, will always look over you. You have a strong affinity with vultures and know many who have kept them as pets. The dead are a source of food, and flight is best fit for the birds.

Sunrage Elf   a

Nationality Story

Requires: Elf

You are an elf from the harsh deserts of the Quist, living and growing among the Izeda people. You are not used to the normal prejudices that elves from the north experience, but you are stalwart and proud, ready to bear any obstacle. Outsiders will often fear you for your unusual appearance, but you can weather even the worst of comments.

Paldoran Exiles

Flying the skies of Tephra, the Paldoran Exiles live in enormous Stormships, raiding and pillaging towns for food and supplies. Years ago, the lands of Paldorus were ravaged by radiation that destroyed the land and mutilated the populace. Today, many of the survivors live in these enormous raiding ships, dooming any town they mark as their prey.

        The Paldorans are a proud, strong people. They’re easily identified for their dark brown skin and eyes of icy, almost crystalline, blue. They’ve grown accustomed to the harsh living above the cloudlines, where the cutting winds and chill make life constantly difficult.

        Lead by powerful airship captains and faithful to the Infernal Jinzium Church, the Paldoran Exiles have become a force to be reckoned with. They prowl the world with advanced weaponry developed during the Hurricane Wars and have lost their remorse for the other nations that they must now pillage in order to survive. For Paldorans, survival of the fittest is not just an empty phrase. It is a way of life.

p Ethnic Traits M

The darkest-skinned ethnicity on Rilausia, Paldorans are also known for their bright blue eyes which, up-close, look almost crystalline. While most Paldorans have dark hair which refuses to grey with age, many Paldorans have opted to dye streaks of their hair silver or gold tones to increase their individuality on Stormships where military uniforms are the unrelenting dress code.

p Foreign Relations & Stereotypes M

Paldorans are far from the most popular nationality on Rilausia. Ostracized for their refugee status, Paldorans inside and outside the fleet suffer from untrusting glances from most people they meet. Exiles have received the warmest welcome from the open-minded Evanglessians.

        Many Paldorans have a minor phobia of Zel Hauds. Archduke Zimarati of Zelhost seems to enjoy shooting down Paldoran airships, although he hasn’t shown issue letting landborne Paldorans into his borders to work in his innumerable foundries.

        Paldorans have the most trouble dealing with saltwater ayodin. Still openly hostile with each other, the start of their sour relationship was the Hurricane Wars. The Paldoran air force used aether-based cannons to superheat patches of ocean, literally boiling ayodin legions alive. Paldorans now avoid flight over the oceans, for it would lead to bloodshed.

p Becoming Exiles M

For years the Paldorans led the world in numerous scientific advances. During the Hurricane Wars, the Paldorans were the undisputed leaders in wartime technological advances. Though they can’t claim that they invented aether resonation, they pioneered many of the advances thereafter. When the freshwater ayodin came ashore, it was the Paldorans that took the graviton sphere engines of the ayodin and began building ironbirds and skyships. For years, the Paldorans defended their coastlines against ayodin attacks, using enormous engines of war, super-heating their water with aether, and flying over the oceans in enormous airships. But those advances would also be the Paldorans’ undoing.

        A decade ago, a rash of diseases spread across Paldorus. Physicians compared it to radiation, for the infected’s skin would grow dry and cracked, almost like stone. Over 70% of the infected died while 20% survived with the unusual skin deformities. A rare few survived with few, if any, visual defects, as their bodies learned to cope and repress the radiation.

        The infection did not stop with the populace. The fields of Paldorus were decimated by the radiation. In hindsight, the Paldorans could have seen the plague coming, for it hit the crops first. What crops it didn’t kill, it mutated and changed, making the food virtually inedible.

        In the midst of the plague, scientists discovered its source: the aether resonators that Paldorans relied on in their everyday life. The resonators that the Paldorans had manufactured for war were leaking radiation across the nation, and, over time, had begun to kill and mutate everyone who used them on a regular basis.

        The people panicked. Many turned to the Paldoran church - Infernal Jinzium - for guidance. And the church responded, revealing a plan to escape the radiation that had claimed their homeland. The church unveiled enormous graviton spheres, none smaller than a house. These graviton spheres were beyond the scope of any known spheres currently in use today, and the church already knew how to use them. “We have begun work on new ships, ships that will carry an entire city’s worth of people,” said Lucius Yaroslav, the head of the Infernal Church. “Jinzi has given us these gifts to raise our people out of Paldorus! With them, we shall build the Infernal Colony Ships and live among the clouds, closest to our savior, Jinzi.”

        These Infernal Colony Ships were built, constructed of mismatched parts on a solid steel frame. At their heart, the enormous graviton spheres found by the Church. With the king’s blessing, the church appropriated numerous airships, breaking them down to basic components and using them to build their colony ships. Millions moved to Erodin, the Paldoran capital, as these ships were built, expediting the process, but also clogging the city with miscreants and refugees. And, after a year of work, the Infernal Colony Ships were prepared.

        These ships would become known as Stormships across the rest of Rilausia. At their smallest, they carried tens of thousands of Paldorans escaping Paldorus. From a distance, it is said, a Stormship looks like an encroaching storm cloud.

        When the Stormships lifted off from Paldorus, they did so leaving their king and families behind. Paldorus was splintered. The colony ships were built simply to wait out the radiation and return to Paldorus soon thereafter. But luck was not on their side.

Deal with the Devil

King Agyros Caeliph was an ancient king. His two sons left in the Stormships - one as a captain, the other as a ranking member of the Infernal Church. The king knew that his land would take many years to recover. He knew that the Valdruid gnomes to the west and the Zel Hauds of the north were being overrun by Paldoran refugees (and, in the case of Zelhost, the treatment of the refugees could, at best, be described as poor). The king needed a way to improve the quality of Paldorus’s land, and quickly.

        He contacted Jayro Tiin, a gnomish merchant lord who governed the city-state of Ristvale. Ristvale had been accepting of the Paldoran refugees, and Jayro Tiin had a reputation for his understanding of bio-engineering and the gnomish growth sciences. Jayro Tiin made a deal with the Paldoran King to restore the land of Paldorus - and he’d do so for free.

        Though the king accepted the deal, he would only later realize that Jayro’s definition of free was well out of his price range. Jayro Tiin unveiled his most wicked machine and ran death and mutations across Paldorus. He caused the nation’s vegetation to grow and run wild, Jayro using Paldorus as his own enormous scientific experiment. By the time the Stormships could return to Paldorus, there was no homeland left to return to. The nation was overrun by wild, mutated creatures. The people that survived were more monster than human, and the Paldoran exiles had nowhere to turn to.

p Nationality Stories M

Below are some nationality stories you can select. While most adventurers will only have one (if any) of these stories, you might find that several apply to you.

Signs of Radiation   a

Nationality Story

You thought you had escaped the radiation, but your skin has since started peeling, graying, turning to ash. Though it’s minor and purely on the surface, the signs are obvious: you were irradiated.

Stowaway   a

Nationality Story

When the stormships left Erodin, many people could not fit. But, where your name was not on the list, you made room for yourself. You stowed on board, hiding in the underbelly of the ship. Perhaps you were discovered and sent to the surface. Perhaps you were discovered and made yourself useful. Yet the facts remain unchanged: you were not invited to the stormships, and cannot be a citizen of the colony.

Chosen by Jinzi   a

Nationality Story

Many were invited to join the Infernal Colony Ships of Paldorus, but you were personally asked by a member of the Infernal Church of Jinzium. You were chosen by the sun god to lead the Paldoran people away from the mutated land and into the skies. Let none doubt your worth.

Paldoran Militant   a

Nationality Story

Where the church built the ships, it is the Paldoran military that runs them. You are or were a member of the Paldoran military, commanding the ship and leading the raids that supply it. If you are noted as a Paldoran militant in most other nations, you will be, at best, shunned. At worst, hung for crimes of piracy. But a militant must do what is necessary to ensure that his people survive, and you did nothing less than that.

Grounded Exile   a

Nationality Story

You were a citizen aboard an Infernal Colony Ship, but you committed an act or were not found worthy enough to stay aboard. Perhaps you were not keeping pace with your peers. Perhaps the ship could not support its population. Perhaps you committed a crime and were sent to the surface. Either way, you were grounded and may not return to your original stormship. You are no longer a citizen of the Air Empire.

Stormship Engineer   a

Nationality Story

When the stormships were being built by the Church, you were hired to work on them. When they lifted off, you lived in the engine rooms, working as an engineer, ensuring that the ships stayed aloft. Your position, perhaps more so than even the ship’s captain, was the most important. Among other Paldorans, you are shown great respect for your work. You have extensive skill with Engineering and automatically start off with a point in that skill.  

Zel Hauds

The Haudi Empire once stood dominant across the continent, the complete rulers of their domain. The Hauds consider themselves the blessed race, and the slow collapse of the Empire has done little to dissuade them of that notion. The seat of their fallen Empire lies in the rugged northern lands of Siyesh among tall mountains and rough terrain. A people forged in harsh conditions, the strength of the Hauds reflects their motherland.

        The Zel Hauds themselves live far from their ancestral northern home. Separated from Siyesh by the massive Evangless, the Hauds of Zelhost, often shortened to Zel Hauds, are an industrial people whose countryside is carpeted with manufactories, warehouses, and chemical plants from border to border.  Under their peerless leader Archduke Zimarati, the Zel Hauds have been growing increasingly independent from the northern throne. In the matriarchal land of Zelhost, you must prove yourself worthy of power and respect. To Zimarati’s people, the failures of the Haudi Empress in Siyesh have cost her their respect, although she still clings to their loyalty.

p Ethnic Traits M

For most Hauds, six feet is considered short. Easily the tallest of all the ethnicities, Hauds have bred themselves to be lofty in height, physically strong, and built to beat people to a pulp when it is called for. Haudi women are actually taller than the men, and women hold significantly more positions of power than their male counterparts. Hauds are known for their thick, course hair of light colors, but their varied skin tones are all colored in dark shades that many people say resembles stone. Their features are all very pronounced, their jawlines rigid, and their teeth, always frighteningly white, are long and sharp looking, making them look as feral as a civilized people can.

        While Siyeshi Hauds dress in traditional flowing leathers and cloths depending on the heat, Zel Hauds augment these outfits with more modern Evanglessian eccentricities such as derby hats and ties.

p Foreign Relations & Stereotypes M

The Haudi Empire has a proud history of advancing the sciences and never taking no for an answer. The means to this end, the Hauds built their empire on the backs of enslaved humans, gnomes, and satyrs. There are scant few ethnicities in Rilausia today that can’t find ancestors who were enslaved by the Haudi Empire. The Empire pioneered the fields of alchemy and bio-engineering (though the gnomes played a vital role in bio-engineering). After all, it was the Hauds who bio-engineered the satyrs, a species created to be the ultimate servants of the Empire.

        In the years since the Empire’s decline, the capital cities in Siyesh have crumbled while the industries in Zelhost have prospered. While their Siyeshi sisters still see the satyrs as their property, Zel Hauds, much more kindly, see satyrs as a simple-minded inferior creatures whose only use is serving their mother species. Some Zel Hauds still keep satyr slaves, although this is a dying trend. Most satyrs of Zelhost are employed as low-level factory workers and servants.

        Despite being so greatly separated from its motherland, Zelhost has inherited much of the long held racism and elitism toward its surrounding nations. Izedans and Evanglessians care not that Zelhost has rejected Siyesh as its sovereign; a Haud is a Haud. In return, after witnessing the rise of Evangless in his country’s backyard, Archduke Zimarati stays ready to invade his fledgling neighbor at the first signs of aggression. Zimarati also has an invasion of the largely abandoned Paldorus on his military agenda, unbeknownst to the Paldoran migrants now working in his foundries.

        The invasion of Khemli, Zelhost’s capital city, was one of the first major battles of the Hurricane Wars. Ayodin bombers levelled the city using graviton technology that far surpassed the Haudi Aero-Navy at the time. In response the Zel Hauds did two things. The first was filling their nation with advanced anti-air guns and far reaching train tracks to move them. The second was throwing the few ayodin found within their borders into wartime prisons. In the years since the war Zel Hauds have moved past this paranoid racism; the families of the ayodin victims have not.

p Nationality Stories M

Below are some nationality stories you can select. While most adventurers will only have one (if any) of these stories, you might find that several apply to you.

Imperial Traditionalist   a

Nationality Story

While you are a citizen of Zelhost, you pledge allegiance to the true rulers of the Haudi Empire: the empress in Siyesh. You get along with Hauds from Siyesh far better than your countrymen, who feel a foul taste in their mouth whenever you fondly talk about “the old country.”

Matriarch   a

Nationality Story

Requires: Female

Haudi culture is run by powerful women and you happen to be one of them. Haudi men feel compelled to bow to you on sight.

Satyr Servant   a

Nationality Story

Requires: Satyr

You formerly were, or unfortunately still are, the vassal of a Haudi lord. Muscle memory makes you flinch or cower when a Haud raises his hand to strike you outside of combat.

Honor without Etiquette   a

Nationality Story

While outsiders may see you as uncouth or low-class, other Hauds see right to your core. Your countrymen can tell how respectable you are with a single glance.

National Pasttime   a

Nationality Story

Hauds are known for their mastery of the alchemical sciences. You know a little more about alchemical theory than the average person, giving you a +4 to Sciences when attempting to determine what augments an alchemical solution contains.

Organizations

p The Brimstones M

Sovereigns of dust and dirt for as far as the eye can see, the Brimstone Gang rules the western wilds in the name of the cattle barons who fund and support them. They enforce the laws of the land, although these laws are more often than not of their own creation. The Brimstones also keep a keen eye over the ranches and homesteads of their territory.

        Begun by the cattle barons of western Evangless, the Brimstones are a loose coalition of former gangs and ex-convicts brought together to keep the barons in power. With numbers and monetary backing, the Brimstone Gang has become the new aristocracy of the western wilds through service to the barons, and they mean to keep it that way.

        With a reputation for political assassinations and similar dirty deeds, the Brimstones operate solely for the sake of money. No job is beneath them as long as the pay is high enough. With the numbers they possess, the completion of a job is often a matter of quantity, not quality, but results are results in the Brimstones’ eyes. The versatility of their members, covering everything from simple thugs to stellar marksmen, ensures well paying jobs as the norm.

        The Brimstones believe in small government, preferably with their own members sitting in seats of comfort and power. They discourage the other powers from eastern Evangless from interfering in their business and will use force to  discourage interventions if inspectors and legislators get too nosy.

Brimstone Thug   a

Membership Story

You’ve worked as a member of the Brimstones to ensure the proliferation of the cattle barons’ rule of frontier Evangless. In return, you can get non-market worthy beef for free from any cattle baron you’ve worked for.

Small Government, Big Gun   a

Membership Story

You won’t stand for city folk nosing in on the Brimstones. While on the land of a western Evanglessian cattle baron, you have a +2 to resisting intimidations by non-military government officials.

p The Carnival M

Synonymous with insanity and anarchy, the Carnival is a nation-wide underground organization filled with the allegedly mentally infirm. Though they seem insane (and claim to be nothing but), stories and rumors abound about the Carnival’s efforts against unjust rulers and useless royalty. Under the guidance of Varas Dyrashi, their charismatic front-man, the Carnival is the greatest fear of corrupt government officials regardless of their sphere of influence. Around them stand the public faces no one suspects - the butcher, the haberdasher, the midwife. Members of the Carnival can be found everywhere and from every walk of life, if one knows where to look.

        Always appearing disorganized in the general public, they made a scene during the Evanglessian Civil War when they captured a near complete fleet of airships and routed a Crimson Marshal’s forces. Rather than siding with the royalists, the Carnival took their newfound fleet and put it to use terrorizing the local aristocracy who suffered from rumors of overtaxation and a lack of upkeep for their citizenry. Many leader still cave at the sound of the Carnival’s bombastic anthem before a single hostile action is taken. Often the fleet will disappear just as rapidly as it arrived, returning to hangars unknown.

        Insane or just unpredictable? The average Evanglessian remains still uncertain, the Carnival intent on keeping the status quo. Regardless of spontaneity, the Carnival can always be counted on to show where there is social unrest, either as instigators or arbiters.

Carnie   a

Membership Story

You’ve joined up with the Carnival to fight against corrupt leaders to build a better Evangless. If you can get into contact with a Carnival airship, you can hitch a ride without issue, although the ship’s captain still determines the ship’s path.

Carnival Performer   a

Membership Story

You are a member of a Carnival sleeper cell. Whether working alone or with others, you act indistinguishably from the average citizen on matters of politics until it comes time to stop active tyranny. Constantly searching for abuses of power, you can instantly spot other Carnival members just by speaking with them for a few brief seconds.

p Coaldust Unions M

Colloquially known as the Coaldusters, the Coaldust Unions were conceived to protect the rights of laborers employed in the mines and refineries of Evangless. Stationed originally in the heavy strip-mining areas of the mountains around Varsylis, the Unions have spread across Evangless to encompass all industries, from coal to railways to textiles and everything in between.

        The Unions at one time used strikes, minor sabotage and blackmail to draw attention to their cause, working against big businesses who ran the mines. The corporations they rallied against made use of the LaVrey National Detective Agency to put a stop to the labor disputes whenever they grew out of hand. This forced the Coaldusters to find another method of working towards their goal.

        Another nonprofit, the Sons of Strife helped ensure the Coaldust Unions’ success by contributing funds and time. As a result of these cooperations many Sons are also Union members, helping find the youth in the Sons to find employment through the Coaldust Unions’ many labor networks.

        Today the Union has improved workers lives significantly, in many cases cutting work-related casualties and incidents by as much as fifty percent. Like all large bodies, though, corruption has taken hold. It is not unheard of for some local union leaders to withhold wages or not pass them out correctly, sometimes forcing laborers to work unpaid. These events are few and far between, and no one can doubt the good the Union has wrought in the large part.

Coaldust Laborer   a

Membership Story

A unionized member of the workforce, you’ve joined one of the Coaldust Unions. Never shall you or your friends work in hazardous conditions. You have a +4 to Notice when trying to tell if a place of work is unfit for workers, although you may not be able to tell why.

Coaldust Protestor   a

Membership Story

You’ve picketed against big business taking advantage of the powerless wage-slave. When you fight against mistreatment of workers, you’ll always find any employees that share your views.

p Fulbourne Society M

Old wood chairs, tobacco-stained tables laden with finger-foods, and a snifter of cognac are the trappings that surround the Fulbourne Society. Founded long ago as a simple aristocratic fraternity, these gentlemen have since become the premier experts in social maneuvering. Using their resources, they can find out anything about anyone, provided they care enough to try.

        Steeped in ritual and procedure, the Fulbourne reserve their membership for only the most exclusive of old families. They view the new money, the entrepreneurs, as interlopers beneath their proven nobility. They show their attitudes in holding members-only events where all arrive in opulent horse-drawn carriages heralding back to a time before their old money was all that old. The maxim, “You can’t join the Fulbourne society unless you’re born to it,” blankets everything they do despite being less than true. Every so often, new blood does manage to enter the ranks, but they are often “recently rediscovered old family material.”

        The Fulbourne Society is very resistant to change. They act as though the civil war never happened and stand staunchly behind the traditional role of the Emperor. Upstart movements such as the Brimstones and the Sons of Strife (and before them, the Militarists) infuriate them, leading the Society to act against them as often as possible.

        While stagnant and elitist, the Fulbourne Society has remained a part of the backdoor political scene in Evangless for many generations. And though their aid may be difficult to enlist, the information they provide is never wrong.

Fulbourne Initiate   a

Membership Story

Invited for and forged through a series of unknown initiation rituals, you are a member of the Fulbourne Society. You have brothers and sisters in high places, granting you access to hidden Fulbourne lodges, most commonly found in the mansions of the long-lived rich.

Fulbourne Scout   a

Membership Story

You were trained to find new potential members for the Fulbourne Society. When reading tells on a target, a tier 2 result or higher will also tell you whether or not they’re old money.

New Blood Fulbourne   a

Membership Story

You somehow managed to worm your way into the Fulbourne Society despite having no lineage to speak of. No doubt you faked having noble lineage or tricked a Fulbourne scout with your silver tongue. The elite of the Society will keep extensive records on your dealings with them, which they courteously grant you unrestricted access to.

p Highflyers M

The founders of the Highflyers were once the elite aces of Evangless. Several still are, though as time progresses they spend less and less time in the cockpit. Still, many of these older men can outmanuever the best of the standing Evanglessian Air Fleet.

        During the civil war, these pilots were drawn together at a four-star bar in Aldamiir called the Silver Lining. These men eventually became known as the Highflyers, garnering members from the both armies, to the point where pilots for each side would paint the organization’s emblem on their fuselage and engage each other in honor duels if they spotted a rival in the opposing forces. Unfortunately this led to bad blood between members from opposing fleets. Most of it consists of swaggering talk of professional rivals, but the club still suffers sometimes lethal scrapes between members. Sanctioned duels held in secret are commonplace among the younger members, though death is thankfully rare during such events.

        The Highflyers welcome all pilots, from those who fly weighty airships to sleek ironbirds and everything in between. The nature of the club’s founding, though, inevitably leads the ironbird majority to look down on other pilots, given the recent prevalence of ironbird use within the military. Regardless, there’s no better place to go in Evangless for piloting tips from the best.  

Highflyer   a

Membership Story

You’ve earned enough commendations as a pilot to be invited into the luxury world of the Highflyers. You have the ability to requisition Highflyer badges and plates to prove your membership. Displaying them on your person or your vehicle will allow you to fly unrestricted through Evanglessian aerospace.

Civil War Ace   a

Membership Story

You were a Highflyer during the Evanglessian Civil War. Since former foes are now fellow Highflyers, you’re practiced in the art of nonlethal midair dueling. You can arrange Highflyer-sanctioned duels without the need of other Highflyers.

Legendary Highflyer   a

Membership Story

Not even the Highflyers question your legendary piloting skills and your sheer power of presence. You have a VIP pass to the Silver Lining in Aldamiir, allowing you to skip any lines on the way in.

 LaVrey National

p Detective Agency M

Founded by Jordana LaVrey, the LaVrey National Detective Agency has become known as the foremost security force for hire in Evangless, as well as the largest. Primarily employed and stationed in western Evangless by the cattle barons and the railway companies, the LaVreys are composed of security personnel from all walks of life, incorporating mustered-out specialists from the Evanglessian army to mercenaries on contract work and more.

        From riding shotgun across an unfinished stretch of rail to guarding cargo through the worst of the lawless wilds, the LaVreys have earned a name for themselves as the best (and most) bang for your buck outside of the big city. Many bandits will outright abandon a job if signs of the LaVreys are about. Their reputation has earned as many enemies as it has potential business, however, and many times bandits will attack a LaVrey warded target simply to test their mettle against the LaVrey reputation.

        Jordana LaVrey herself is a woman in her early thirties who built her agency with her force of presence and self-established network of contacts stretching as far as the cities of eastern Evangless. She is a tall, strong-bodied woman striding through the tumult of battle wielding an enormous handheld gatling gun. Her continuous campaigning within the eastern part of the country has won the LaVreys several exclusive contracts with the government, including staffing guard positions for government cargo trains.

        Be it a private investigation, a rumor of corporate sabotage, or even an average citizen in need of a bodyguard, the LaVrey National Detective Agency meets all challenges with indomitable enthusiasm.

LaVrey Agent   a

Membership Story

You’ve been hired by the LaVrey National Detective Agency. You will periodically receive notice of available jobs for you to take through the mail or via radio transceiver.

LaVrey Detective   a

Membership Story

You’ve established yourself as a member of the LaVreys. You can flash your shiny membership badge to prove your combat prowess and reputation, although most people outside of eastern Evangless will have no idea who the LaVreys are.

LaVrey Train Guard   a

Membership Story

You’re commonly hired to protect cargo trains as they cross Evangless. You can generally stop any Evanglessian cargo train you’re riding by showing your credentials to the train engineer.

p Renovators M

Founded by an inventor named Jed K. Sampson in the wake of the civil war’s destruction, the Renovators have become a respected institution across Evangless. With posts in every major city and smaller travel stations scattered about, they are everywhere one needs them to be.

        Jed believes that the many recent wars endured by Evangless have shattered Evangless’ precious landmarks and robbed the nation of key parts of its past. While many of those structures were old and outdated, it was better to have  them refurbished than to have lost them completely. The Renovators were conceived in order to rebuild the lost landmarks and adapt them to the current Evangless.

        The Renovators have a significant amount of resources. Some say their coffers fill from Jed’s own pockets, others from investors with personal stakes in the Renovator’s success. In truth, their wealth comes primarily from commissions from wealthy patrons with worn and torn edifices, as well as its members’ own pockets and other philanthropists. The Renovators consist of scientists, architects and inventors who contribute to the design process. They also contain untold numbers of laborers and security. They excel at finding out historical information and  figuring out how things work, thanks to a network of analytical engines.

        The Evanglessian government recognizes their architectural prowess, and as such most of the new cities built following the civil war were commissioned work of the Renovators. Despite this, they see Evangless as it once was and seek to restore her to her former beauty, aided by every willing and able set of hands who cares to join.

Renovator   a

Membership Story

You’ve volunteered to join the reconstruction effort. Whatever your talent, you’ve taken it upon yourself to restore Evangless to her historic majesty. You have free access to pictographs of Evanglessian landmarks and buildings, when and where they exist.

Renovator Foreman   a

Membership Story

You’ve led groups of Renovators to build or rebuild works of art, whether a simple building or an intricate sculpture or anything in between. When you have access to a Renovator analytical engine in-person or via radio it takes you no time at all to gather all historical records on available subjects.

Renovator Designer   a

Membership Story

You’ve proven yourself as a planner, organizing Renovator efforts on various projects. You have easy access to Renovator laborers provided they are used for Renovator-sanctioned projects.

p Sons of Strife M

Founded by middle- and lower-class survivors of the Hurricane Wars and the Evanglessian Civil War, the Sons of Strife are the people who were forced to rebuild after decades at war. While many are actual sons and daughters of war veterans, the organization has branched out and enveloped all people coping and adjusting to the wartorn Evangless. Just as their parents, siblings, and friends fought for their lives, now the Sons of Strife fight for change.

        The leaders of the Sons believe the dysfunctional interplay of the military and aristocracy of Evangless caused its civil war. Their goal is a complete restructuring of society, where people make decisions for the sake of people, as opposed to the Emperor or his Crimson Marshals deciding on their behalf. This view, while radical, is shared by most Sons, although the more conservative members are fine with the Emperor’s power, as long as a parliament can be founded as a regulatory agency.

        The Sons began moving politically, calling for a reconstruction and evaluation of the monarchy and the legislative process. Their cries for a regulatory parliament soon began to echo among the less wealthy and rural citizenry, and the movement overtook numerous regions, especially those once occupied by Evanglessian Militarists. During this time, the Sons of Strife cooperated extensively with similar social movements, most notably the Coaldust Union.

        Believers in the notion of fair rule, the Sons of Strife aim for nothing less than a social revolution. Their movement is rapidly building steam, though against the implacable weight of Evangless’s long standing military heritage their goals are far from achieved.

Son of Strife   a

Membership Story

You’ve joined the Sons of Strife in their push for regulation in government. Your political affiliation will find you friends amongst Militarists, Coaldust Union members, and fellow Sons.

Born a Son   a

Membership Story

You were a member of one of the many widowed families who helped build the Sons of Strife. Whether you agree with them or not, your thoughts on Evangless’ government interest many political journalists looking for a good quote for a filler article.

Charitable Daughter   a

Membership Story

You are one of the beloved Daughters of Strife, who work to bring prosperity back to the lower class throughout Tephra. The charitable daughters of strife are well respected and loved and will find allies in the lowest of areas.

Background Stories

Background stories can normally only be chosen at character creation. On occasion, a background story might appear later, if, by chance, the game takes a long break and the character goes off and spends several years bartending. When he returned to active adventuring again, he might have gained a new background story. Otherwise, characters will choose or be given background stories at character creation.

        We normally recommend that you select one background story, but you or your narrator might allow you to take more if you’d like. If you don’t find any background stories to your liking, feel free to skip them, or - if you’re feeling quite adventurous - make your own!

Airborne   a

Background Story

Whether it be standing on the wing of a flyer, using levitating gadgets, or wearing armor augmented with the ability to fly, you’ve trained yourself to fight unhindered in the air.

Bartender   a

Background Story

With bartending on your resume and the right ingredients at your disposal, you know how to mix any beverage a bar patron orders.

Burglar   a

Background Story

Life as a thief has taught you how to spot valuables on a target. When using your Cunning, you automatically score one tier higher to determine what a target has in their inventory.  

Cattle Wrangler   a

Background Story

Thanks to your experience with a lasso, when attempting to grab an animal with a whip you gain a +1 on your accuracy roll.

Chef   a

Background Story

From a simple baker to the king’s personal soup cook, you’ve had some experience as a chef. Whenever you roll your Sciences to determine the quality of your cooking, roll twice and take the higher result.

Clergy   a

Background Story

Requires: Faith Membership Story

Thanks to your experience giving sermons from behind a pulpit, people of your faith trust you. When attempting to persuade someone of your faith to do something, you automatically score a tier higher.

Conductor   a

Background Story

As a former train conductor, you’re used to the layout of different train models. You instantly know the functions and layouts of any civilian train car.

Cowboy   a

Background Story

Long stretches of time spent on cattle drives has taught you how to keep watch over the herd while still resting at camp. When using Cunning to scout for enemies during any breather, roll twice and take the higher result.

Cutpurse   a

Background Story

Your work as a pickpocket has taught you sleight of hand. You can hand items or take items from a target stealthily and without leaving yourself open to reflexes.

Forgery Artist   a

Background Story

Due to previous illicit experiences, you can create or duplicate legal and commercial documents such as proof of identification, train tickets, or the necessary paperwork to enter or exit a country.

Forest Gatherer   a

Background Story

Thanks to experience in surviving in the wild, when you’re out in the wilderness, you never worry about finding food. You’ve learned where to find all the nourishment you need!

Gambler   a

Background Story

Your habit of gambling has made your money a bit of a swaying game. You can gamble away up to 10 princes, double-or-nothing, during every period of downtime. Call odds or evens and then roll your die - if you called it, you get double what you wagered. If you failed, you lose it all and you can’t try again until your next downtime.

Gentry   a

Background Story

Your leisurely life out in the country has taught you how to effectively run a farm-based estate. All employees of your estate receive a +1 on Brute rolls.

Handy Craftsman   a

Background Story

You have worked as a crafter who made common items sold in general stores around the world. You can make all of the equipment listed under “Adventuring Basics” during any period of downtime.

Kinematician   a

Background Story

Your knowledge of the laws of physics and magnetism give you insight on ranged weaponry. You can determine the range of a weapon via a Cunning roll.

Lawman   a

Background Story

Your time protecting the peace has given you a sixth sense for lawbreaking. You gain a +2 on all Cunning rolls to catch lawbreakers in the act.  

Librarian   a

Background Story

You’re an old hat with books, their organization, and finding just the right piece of information when you need it. When attempting to research a piece of information, it takes you half the amount of time it would take anybody else. Your narrator will still set that amount of time.

Lumberjack   a

Background Story

You were once or still are a lumberjack of great skill who felled many trees. Because of this you can predict where a falling tree will land with great accuracy.

Mariner   a

Background Story

Your many years at sea have taught you the necessary skills to be able to tell what aquatic life is usually nearby.

MoneyLender   a

Background Story

At one point in your life you found that the lending of money in varying amounts to people with interest can be profitable but requires an extremely keen memory. Because of this you can nearly always remember the names and locations of people you have met and have the credibility to lend money with predetermined interest.

Mysterious Twin   a

Background Story

By some cosmic coincidence, you have the exact same skills and specialties as a member of the party who just died. Taking this story gives you all their experience and any rewarded stories they had earned.  

Nobility   a

Background Story

You were born and raised in a house of both prestige and wealth that is known throughout the land. You wear a signet ring that makes you recognizable by most other social elites and their guards and thus welcome in their homes.

Physician   a

Background Story

Because of your time working as a physician, you have skill at diagnosing a variety of ailments. When rolling Cunning to determine what ails a target, roll twice and take the higher result.

Railway Worker   a

Background Story

Your work as a union railway worker allows you to ride on any passenger train for free.

Repairman   a

Background Story

You have experience repairing weapons, armor, and assorted gadgetry. You can repair broken items anytime outside of battle, even if you don’t know how to make them yourself.

Rodeo Rider   a

Background Story

You get a +4 to Dexterity when attempting to hold onto your mount whenever something attempts to knock you off of it.

Tailemy

In the holy city of Galantria stands the original Church of Tailemy, where Saint Nerimsal carved the holy doctrine and cosmogony of Tailemy on every free wall in the building. Saint Nerimsal wrote of the death of the Beloved Mother, who sacrificed herself to Aeon - goddess of the moon and the underworld - to birth the world. Scribes collected Saint Nerimsal’s carvings into a single book, known as the Aktailem, which serves as the religious text for all of Tailemy.

        The tale of the Beloved Mother’s sacrifice spread across central Rilausia and became the dominant religion in parts of the Haudi Empire and Tharmuris for many years. When Velkya established Evangless (which translates to “Gates of Heaven” in old Haud), she did so with Tailemy as the recognized church of the state. Since the Loveless Wars, Tailemy has become the dominant religion in not only Evangless, but in almost every location that Jinzium hasn’t claimed.

        The Triune heads the church in Galantria. The church is composed of three maidens, each of whom take on a different title: the Paladin, the Crusader, and the Martyr. The Paladin (and her followers) protect the church from heretics and those proposing evil. The paladins tout that Aeon will again destroy the world and all members of Tailemy must be ready for it. The crusaders take that to the next level, pushing against heretics and converting any they can. Finally, the martyrs are the clergy who stay within the church, sacrificing their lives to helping those in need. The vast majority of the Tailemite clergy fall within the martyr sect, following the Beloved Mother’s footsteps.

        The clergy are recognizable for their whites gowns and red accents (the blood of their Beloved Mother). The doctrine of the church calls for all people to rally together, for only can the combined power of all Tephrans fight against the world’s coming apocalypse. It is believed that Aeon hopes to find a foothold in the world among the wicked and sinful. The more people that can be brought under the purview of Tailemy the better a chance humanity has to be saved.

        Tailemy embraces change unlike any other known religion. It often sees Jinzium as a tribal, pagan religion. Meanwhile, Tailemy is known for embracing new technologies and new ways of thinking. Animals that undergo metamorphoses are exalted by the religion, and the moth has become Tailemy’s symbol (often accompanied by a snake, who represents Aeon).

Crusader of Tailemy   a

Faith Membership Story

You are fighting to unite the world against its future perils. You are a crusader of Tailemy, never wanting the Beloved Mother’s death to be in vain. You strive forward into the world, spreading the good word of Tailemy, the Aktailem, and striking down sin at its heart. You will always find companionship with your fellow crusaders, and you gain a +1 on strike rolls against any who have announced their heresy against the Beloved Mother.

Devout of Tailemy   a

Personality Story

You are truly embroiled with the doctrine and beliefs of Tailemy. Your belief in yourself is greatened through your belief in the Beloved Mother. Any week in which you’ve attended a sermon given by a clergyman of Tailemy, you gain a +1 on all spirit rolls.

Martyr of Tailemy   a

Faith Membership Story

You have joined the clergy of Tailemy, sacrificing your well-being and livelihood to ensure that everyone else may live their lives. Any fellow believer in Tailemy will likely treat you well if they recognize you for who you are.

Ordained by Tailemy   a

Faith Membership Story

Requires: Any other Tailemite membership story

You have gained a good standing in the Tailemite church, and you are given the privilege of speaking publically about Tailemy and performing religious rites. You are ordained within the church, and may represent the Church of Tailemy in any of its religious rites.  

Paladin of Tailemy   a

Faith Membership Story

You have become a paladin of Tailemy, swearing your service to the protection of the church. Wherever you go, you will protect the faithful and help buffer the world against its forthcoming doom. You have a strong belief in humanity and Tephra, the final bastion against Aeon. You gain a +1 on your soak class when defending another member of the Tailemite faith.  

Raised by the Church   a

Background Story

You were raised by the Tailemite church, either as an orphan or because your parents were residents of their church. Regardless of whether you still believe in the religious doctrine, you are intimately familiar with the layout of the church and will probably know the right names to drop to get your way in any church. You gain a +2 on Cunning rolls when attempting to get something from a Tailemite church.

Free Will

The concept of free will is an idea embraced by many Tephrans, though to the faithful of Free Will, the concept is much more all-encompassing and significant. Established by the Haudi Empress Zoleesha IV, Free Will has become the leading religion of the Haudi people, since their estrangement from Jinzium, though it has spread far and wide beyond the Empire to all corners of Rilausia.

        Free Will is tended to locally by Teachers, who are often professors or academics in a recognized field. Savants govern the activities of the religion regionally and act as the leaders of churches and temples. These sanctuaries are most often similar to libraries and lounges, where faithful and non-faithful alike can use the research resources offered or simply take a meal and discuss the day with fellow thinkers. They convene annually in month-long assemblies where they amend the works collected and dedicated to Free Will and discuss how Free Will has expanded in the last year. All faithful answer to the Hierophant, the popularly-elected leader of the faith chosen by Savants. The Hierophant is typically a member of the royal family and though their bloodline carries great weight, their academic prowess still comes first.

        Teachers and Savants have no standing uniform or recognizable state of attire save a tome they carry that holds the greatest works in the religion’s archives, which are used for the basis of discussions and debates. New interpretations of these works are regularly presented to the Savants by the Teachers. The tomes are often bound in red kid and have pages trimmed in gilt.

        Free Will has no holy tome or sacred days or even any special rites. It is a faith based upon scientific reasoning and learning in all its forms, exalting reasoning and knowledge. Its faithful are encouraged to question and test and to pursue the truth of the world in any manner they see fit. They take to life with the certainty of scientists, pursuing clarity and understanding of the world that surrounds them. In place of sermons, they attend lectures and round-table discussions about the community and the world at large, where they are encouraged to debate freely without fear of reprisal or censorship.

        With their open acceptance of science, the average member of Free Will views life as a series of academic challenges that test one’s own statistical rigor. If an acolyte is too weak to overcome their problems, they need more teaching and instruction, which has led to a somewhat universal view of the world as a great challenge that must be risen up to or surpassed. While not cruel, many faithful are extremely clinical, and this has been mistaken by some as ruthless or cold.  

Free Will Acolyte   a

Faith Membership Story

You stand in the light of reason and science. The world holds no secrets from you that you will not discover in time. People who are mysterious or seek to hoard knowledge deserve only the worst kind of loathing. When interacting with the hidebound and dogmatic, you gain a +1 to Spirit rolls.

Teacher of the Faith   a

Faith Membership Story

Your contributions to the works of Free Will have gained you a reputation in the religion. You are treated courteously and with deference. You may lead services of the Free Will faith and receive a +2 to Cunning rolls for the days you do so.

Free Will Savant   a

Faith Membership Story

Requires “Teacher of the Faith” story and the publication of an intellectual work

You are renowned within the faith as a person of standing and intellectual insight. You gain the benefits of the “Teacher of the Faith” story, and may represent Free Will in matters that pertain to your community and region.

Jinzium

Jinzium is by far the oldest religion in Rilausia, with its roots lying in the foundation of the Haudi Empire. It venerates the sun god Jinzi and his domain, the entirety of the skies. Its faithful believe that their souls become stars upon death, and that at some point, all will be reunited with the sun in harmony. As such, the faithful are often kind and caring and can’t stand to see others in pain. It suffered a decline after the Haud Empress Zoleesha IV changed the Empire’s national religion to Free Will, but has seen a resurgence in the last century since the Jinzium Revival of 735.

        Jinzium has spread like wildfire since its revival. The Eternal Church is watched over by the Elf Who Writes in Fire, Igi, who holds Jinzium’s highest office, the Guiding Paradigm. Igi is an older elf who leads the faith (though not without occasional problems), and is considered to be the hand of Jinzi.

        Jinzium’s long life has seen many separations from the church proper and has resulted in many separate views of Jinzi and his nature. The eldest branch of the church, the Eternal Church, adheres to the original tenets prior to the faith’s eviction from the Haudi Empire. Sometimes referred to as Orthodox Jinzium, it is quartered within the High Rilausian Forest and is watched over by Igi himself, who is still revered by most of the factions of Jinzium and provides guidance to all of them, regardless of stance.

        The Revivalists, a faction centered in Dalvozzea and led by the Nine Wings of Divinity, often clashes with the Eternal Church. The Revivalists are spiteful toward Igi, claiming that an elf is not a fit ruler for Jinzium. It has long been believed that Jinzi orchestrates events through a choir of angels, and the winged farishtaas believe that they are those angels. The Revivalists are adapting the dogma and the scriptures to fit in with the new world, a world where farishtaas rule, and the Eternal Church has been resistant to that.

        Infernal Jinzium is the faction closest related to the Eternal Church, but their failure to update to modern views is the most pronounced. They view the winged farishtaas as abominations, perversions that Jinzi long ago removed and that science should not bring back. They are ruled by the Six Infernals, a council of bishop-like offices. Centuries ago, they were sent by the Guiding Paradigm to spread the word of Jinzium to the barbaric lands of Paldorus, but the Infernals, separated by distance, found their own path and strayed from the Eternal Church.

        Regardless of their alliegance, all factions of Jinzi revere the sacred kingdom of the sky. From the walls and gates of the clouds where angels and fey stride across the battlements to the blue sky where the faithful join Jinzi in his court, to the night sky where Jinzi’s daughter Aeon dwells and holds the souls of the impure in captivity until they have proven themselves and may be released to the blue.

        Though it has seen many separations, Jinzium still holds a strong place in the hearts of Rilausia. Jinzium is commonly found in almost every nation except Evangless, where Tailemy holds sway. Though Tailemy is the state religion in Evangless, many people still follow and practice Jinzium, as the nations Evangless conquered were Scions of the Sun. Though few Jinzium churches stand openly in Evanglessian cities, followers are still easily found.

Scion of the Sun   a

Faith Membership Story

You follow the path of Jinzium and delight in the presence of the sun. On days where it is particularly bright and blue outside you feel happy and ready to get things done, granting you a +2 to Spirit rolls to stay focused.

Archon   a

Faith Membership Story

You have great standing within the church of Jinzium. You may lead services and speak for the local church community. If in need, churches and congregations will grant you aid and shelter.

Soul of Sol   a

Faith Membership Story

Requires: Archon story

You have embraced Jinzium with every fiber of your being. You spread the word wherever you travel, regardless of how darkly it is received, and through this your work has been noticed by the church. You are recognized as a person of great worth and may speak for the church in pressing times.

Orthodox Jinzist   a

Faith Membership Story

You ascribe to the purest form of Jinzium, the Eternal Church. Listening to the words of Igi, The Elf Who Writes In Fire, fills you with pride in your faith. No matter how much doubt about your faith you have, listening to a sermon by Igi, even if it’s over the radio, will completely reassure you of your beliefs.

Starborn Tradionalist   a

Faith Membership Story

You’ve placed your faith in the immemorial rituals of the Six Infernals. While some other followers of Jinzium may call you old-fashioned, your timeless prayers and holy symbols never fail to intrigue agnostic folks.

Angel Fever   a

Faith Membership Story

You are a member of the Revivalist sect of Jinzium, ignoring the Guiding Paradigm to place your attention on the angelic winged farishtaa. Whenever you’re in the presence of such a divine creature, you’ll never feel fatigue.


Chapter 5: Gear

Materials

Every item you have will be composed of something, oftentimes metal, wood, or fabric. Materials will be most important for your weapons and armor, and you will need to decide what an item is made of when you select that item.

Metal

Weapons and armor made of metal are the modus operandi. Metal items are magnetic and they can get hot, but they’re not likely to catch on fire. Metal weapons also have the most variety in things that they can do, so you’ll be able to upgrade them a lot with augments.

Organic

Organic items will often be made up of bone, though sometimes they’ll also consist of animal hides or scales. Organic items are very difficult to work with, and will always have 2 less slots for augments than their metal counterparts.

Textile

Textiles include basic fabrics and, more commonly, leathers. Generally, the only thing you can make using textiles are light armor, cloaks, and whips. Textile items have 1 less slot than metal items to hold augments and will burn away easily, if lit on fire.

Wood

Wood weapons and items are pretty common, and often your polearms and shields will include wood, though it may not be the primary material. Wood will give you 1 less slot on items to use for augments. Wood is also more likely to burn than other items.

Materials Available for Weapons

Melee & Throwing Weapons        Any

Firearms        Metal, Wood

Bows        Metal, Organic, Wood

Crossbows        Metal, Organic, Wood

The Trust

The wealth of the nations is centered around a super-national bank known as the Trust. Hundreds of years old and charged with the creation of money, the regulating of international trade and tariffs, and supervising inflation rates inside of each nation, the Trust has long been one of the most powerful, most prestigious organizations in the world.

Your Local Trust Branch

A town is not a town until it has two things: a Trust branch and a post office. The Trust has several services that are widely used and widely believed in. Foremost, the Trust acts as any bank, safeguarding people’s money. It can also be used as storage, for a person who has an account with the Trust will have their information kept on file within the Trust. A person can go to any Trust branch and access their account. Trusts will also have safeboxes, but the contents are (for obvious reasons) only accessible at the branch that holds them.

        Trusts rarely have accounts that gain interest and they rarely give out credit to individuals. On occasion, a Trust branch will offer a special account that will change based on inflation, but, more often than not, this is a faulty deal.

        The people who work at a Trust branch are members of the Trust, but they can also act independently. As such, many people who work at Trust branches are also moneylenders. Though the Trust does not give loans, the people who work within the Trust likely will.

Currency

The Trust produces and regulates the amount of currency in circulation. The Trust uses an old measurement of currency  known as the “Royalty System.” The currency uses three coins: the duke, prince, and king. Most of the lower class deals almost exclusively with dukes, while the mercantile class deals with princes. The rather valuable king is rarely seen and only the quite wealthy will use them on a regular basis.

        The Duke: The duke is a unique coin, an oblong-shaped coin with a hollow square center. The coin is mostly black with white veins through it, like dark marble or obsidian. The most unique feature of the duke is its ability to be split into 8 pieces and then reconnected. The duke is actually 8 small magnetic pieces that fit together to make one coin. They’re difficult to split apart by accident, but the duke can be turned into a half duke, quarter duke, or eighth duke, as needed.

        The Prince: The prince was once a white and silver coin with a shape similar to the duke but a little bit larger. However, the prince has been converted almost entirely into bills. A prince is a rectangular bill, mostly white with some silver and green strands running through it.

        The King: The king remains in its oldest form as a gold, thick, circular coin with black veins running through it. When kings are made into bills, they are made of a thick parchment and have the same coloration as the coins.

        Almost all one-serving goods will be a quarter-duke - a mug of ale, a couple vegetables, some meat, etc. A good sword will be around 5 princes (equal to 50 dukes, or 200 mugs of ale). In a day’s work, the average person will make between a duke and three dukes.

History & Culture

The Trust is watched over by Caxan (kay-zen). Named after its founder, the title of Caxan has been held by many people over the history of the Trust. Chosen by an elite council, Caxan is the embodiment of the Trust’s core tenets of balance and fair trade and serves as the arbiter of equilibrium. Whenever a Caxan passes away, the time comes to select a new Caxan. Many apply but only one is judged to truly incarnate the values set forth by the founder. Though this is certainly not the case, Caxan is often depicted as a muscular, six-armed man.

        The Trust is akin to an enormous governing body, and it has membership worldwide. There are two types of membership - trustees and those who follow Caxan. Anybody can be a trustee. Being a trustee simply means that you follow the economic standards put forward by the Trust, something that often helps businesses thrive in the capitalist societies around the globe. Being a follower of Caxan is almost like a cult: you are a balancer, traveling worldwide to ensure that the economic balance is maintained and that trade remains fair.  Caxan, his employees, and his followers are regulators, ensuring every economic exchange is fair and just. While your average Tephran may never see a member of the Trust doing their job, you can be assured they are working behind the scenes to keep the Rilausian economy running smoothly. As such, members of the Trust are held in high regard wherever they go. The Trust is not tied to any country or land, and therefore takes no part in the collection of taxes. In addition, should a government try to manipulate or cheat them, the Trust will drop all financial support and ban them from Trust services. While this may seem harsh, the Trust views this as a just reward for actions taken against them.

Melee Weaponry

Melee attacks are those that target adjacent foes. When making a melee attack, you can either be using a close melee weapon, be fighting unarmed, or using a polearm or flexible weapon (like a chain or whip). There is a wide variety of melee weapons available to you, and they have the highest damage potential.

Unarmed      

Cost: 1 AP

Damage Class: 2

Target: Adjacent Foe

An unarmed attack is any attack that does not use a weapon. Instead, unarmed attacks can be anything from your fists to your elbows to your legs and knees. Unarmed attacks are the fastest possible attacks at 1 action point apiece, but they do significantly less damage than attacks with weapons.

        Unarmed attacks utilize no equipment and thus cannot be upgraded by an armsmith.

Weapons Sizes

There are four sizes of weapons: light, medium, heavy, and (the more rare) super-heavy. This is how to define each one.

Weapon Size        How to Define

Light        small enough to fit in your pocket

Medium        too large to fit in your pocket, but you’ll only need one hand to use it

Heavy        so large that you’ll need two hands to swing it (and there’s no chance of fitting it in your pocket)

Super-Heavy        you need two hands to carry it, swing it, and you’ll need to get your footing right in order to use it

Light Weapons

Cost: 2 AP

Damage Class: 4

Wielded With: One Hand

Target: Adjacent Foe

Light weapons are defined as any small, one-handed weapon that is easily concealable. All small items can count as light weapons. If you’re thinking about getting really good with light weapons, you might want to check out the Espionage skill, one of the Cunning skills.

Medium Weapons

Cost: 2 AP

Damage Class: 6

Wielded With: One Hand

Target: Adjacent Foe

Medium weapons are one-handed weapons that are not easily concealable. Medium weapons are the bulk of one-handed weapons - pretty much anything that looks large enough to deal some real damage. If you want to get great with medium weapons, you should look at the Swashbuckling skill under Dexterity.

Heavy Weapons

Cost: 2 AP

Damage Class: 8

Wielded With: Two Hands

Target: Adjacent Foe

A heavy weapon is loosely defined as any weapon that is used in two hands. A heavy weapon is virtually impossible to conceal on your person. If you want to master heavy weapons, you should look into the Overpower skill, located under the Brute attribute.

Super-Heavy Weapons

Cost: 2 AP

Damage Class: 10

Wielded With: Two Hands

Target: Adjacent Foe

Super-heavy weapons are immense, building-destroying tools of destruction. Super-heavy weapons require two hands to wield and two hands to carry. These do a lot of damage but require the wielder to take up footing in order to swing them. Entering into footing stance requires 1 action point, and you cannot normally enter into another stance while you’re in footing.

        You may use a super-heavy weapon without taking footing, but doing so gives you a -3 on your accuracy and strike rolls, as if it were an impromptu weapon.

Flexible        ability to grab, -1 damage class

You can make any weapon into a non-rigid one, a weapon that has flexible parts like a whip, chain, or flail. Flexible weapons can be used to make a grab, just like a hand can. Because the weapon loses some of its impact power, its damage class is 1 lower.

Polearm        +5 feet of reach, -1 damage class

Medium and heavier weapons can be polearms. The longer handle allows polearms to attack any foe within 10 feet, but also makes the weapon more difficult to swing, decreasing its damage class by 1.

Throwing        can be thrown, -1 damage class

Throwing weapons can be anything from throwing knives to javelins to gigantic hurling spheres. Weapons designed to be thrown have 1 less damage class, but can hit people at a distance. Each thrown weapon has a different distance, depending on its size. For every 10 feet you throw a weapon beyond its distance, it takes a -1 on the accuracy roll. Weapons not designed to be thrown can go no farther than 25 feet.

Light: 25 feet

Medium: 75 feet

Heavy: 50 feet

Note: A thrown weapon is no longer a melee weapon for the purposes of determining how specialties work.

Combination Weapons

While you can make any melee weapon into a flexible weapon, a polearm, or a throwing weapon, you can also combine those aspects. Want to make a flexible polearm? Go for it! You’ll just have to apply the damage class penalty both times, but now you have a weapon that’ll hit people 10 feet away and you can make grabs.

        If you want to create a bolas, you can combine a throwing weapon with a flexible weapon. Now you can throw a weapon that can make grabs. Want to tie up an opponent? Throw a light bolas at their legs, making a grab, and you’ll nab them.

Impromptu Weapons        

(-3 on Accuracy and Strike)

Anything that is not designed to be used as a weapon is impromptu weaponry. Impromptu weaponry is assigned a weapon class by the narrator and has a -3 to accuracy and strike rolls. Once a weapon is assigned a weapon class, it cannot change weapon classes (unless it breaks in two!).

        For example, if some characters pick up their chairs, they are heavy melee weapons (because they’re using them two-handed), so they have a damage class of 8 and they take a -3 to their accuracy and strike rolls. If they later break off the chair legs, they can use them as impromptu light weapons, so they’d have a damage class of 4.

Firearms

Blasting people with double-barreled shotguns, unholstering your revolver in an instant and loading your target with lead, or scoping down your rifle’s sights and shooting a man at two hundreds yards away - it doesn’t matter who you’re trying to kill, firearms will do you right.

        Firearms come in several varieties, but they’ll be largely covered under four different categories: light, medium, heavy, and super-heavy. Each of those categories will have a basic damage class and range. Once you’ve chosen the size of your firearm, you will also choose your ammunition type. Most will choose the standard cartridge, the normal damaging round. Some might choose “shot” to turn their weapon into a shotgun and deal more damage up close. Others will use the sniper cartridge, a long range round with slightly lower damage, or the high damage jacketed rounds. Once you’ve chosen your choice of ammunition, you may change it for 1 action point, assuming you are carrying another ammunition type.

        Unlike other weapons, firearms use accuracy to determine your damage instead of your strike. You only roll once for firearms - your accuracy will determine if you hit, and then you will tier the result to get damage. As you can imagine, accuracy is twice as important for a gunslinger as most others.

        Firearms have to be readied between every shot. This can represent rechambering, reloading, or cocking the hammer of the firearm. When combat begins, you can often assume that the firearm is readied, but after firing, you must ready it again.

Light Firearms

Cost to Fire: 2 AP

Damage Class: 2

Wielded With: One Hand

Readying: 0 AP

Target: Any foe within 50 feet. For every 10 feet beyond that the target stands, the shot takes a -1 on the accuracy roll.

Light firearms are peashooters, normally the type that could fit in your palm or in your pocket, and a gun that somebody searching you would often entirely overlook. On the flipside, though, they deal very minimal damage and are more likely to be an irritant than a killer.

Medium Firearms

Cost to Fire: 2 AP

Damage Class: 4

Wielded With: One Hand

Readying: 1 AP if you’re using one hand, or 0 AP if you’re using two hands

Target: Any foe within 100 feet. For every 25 feet beyond that the target stands, the shot takes a -1 on the accuracy roll.

Medium firearms are all of your revolvers, sawed-off shotguns, and small rifles. These guns are handguns - they can be held in one hand, though many will use two hands to help cock the hammer, rechamber the bullet, and lend support to absorb the recoil of the firearm. Note that reloading them normally requires 1 action point, but if you dedicate a second hand to the gun, it costs 0 action points to reload.

Heavy Firearms

Cost: 2 AP

Damage Class: 6

Wielded With: Two Hands

Readying: 1 AP

Target: Any foe within 200 feet. For every 50 feet beyond that the target stands, the shot takes a -1 on the accuracy roll.

Heavy firearms are your rifles and shotguns - your two-handed long rifles. They have a pretty good range, but require 2 hands to use and rechambering costs 1 action point.

Super-Heavy Firearms

Cost: 2 AP

Damage Class: 8

Wielded With: Two Hands

Readying: 2 AP

Target: Any foe within 300 feet. For every 100 feet beyond that the target stands, the shot takes a -1 on the accuracy roll.

Super-heavy firearms are very large guns, meant to take down everything from elephants to raging, steam-powered automatons. These do a lot of damage, but require the wielder to take up footing in order to fire them. Entering into footing stance requires 1 action point, and you cannot normally enter into another stance while you’re in footing.

        You may use a super-heavy firearm without taking footing, but doing so gives you a -3 on your accuracy roll, as if it were an impromptu weapon.

Double-Barreled        

Firearms can be made double-barreled for no additional cost. By making a weapon into a double-barreled firearm, you can fire it twice before having to ready it. However, reloading the double-barreled firearm takes 1 more action point per round loaded.

Firearm Ammunitions        

Firearms can use a wide range of ammunitions, and each type of ammunition is going to give you some different bonuses and penalties. You may change your firearms ammunition for 1 action point.

Cartridge

The cartridge is the most common type of ammunition used. Normally a cartridge is a bullet packaged with the gunpowder and primer to most easily blast holes in nearby villains. The cartridge uses the basic statistics for the firearm.

Blank

Blanks are cartridges that do not fire anything - they produce all of the effects of having fired the firearm, but do not blast forward any projectile. Somebody using blanks is going to have an easier time clubbing somebody to death with their firearm than they will shooting them with it.

High Damage Cartridge

High damage cartridges, often jacketed or armor-piercing rounds or solid shot, increase the damage class by 2 but also increase the readying time by 1 action point. High damage cartridges are very powerful and deadly, but much more difficult to use.

Shot

Shot, commonly known as lead shot or buckshot, is composed of numerous small projectiles that are all shot out of the firearm at the same time. At a distance, shot has a higher likelihood of hitting. However, the further the shot is from the firearm, the less penetrating power it has. Rather than losing accuracy at a range, shot decreases its damage class by 1 for every range increment past the basic distance.

Sniper Cartridge

Sniper cartridges are specifically designed to go far and go fast. A sniper cartridge only loses 1 accuracy for every 2 range increments it travels. However, sniper shots have 1 less damage class than normal.

Bows

Bows are difficult weapons to use, requiring great amounts of training and skill. For those who master them, however, they can easily rival firearms and deal a great amount of damage. As per normal, bows use accuracy to determine if they hit and strike to determine how much damage they deal. Though you can get a bow of any size, they always require two hands to use.

Light Bows

Cost: 2 AP

Damage Class: 3

Wielded With: Two Hands

Target: Any foe within 25 feet. For every 10 feet beyond that the target stands, the shot takes a -1 on the accuracy roll.

Light bows are most commonly slightshots, though very small bows do exist. They don’t deal much damage, but are faster than their larger counterparts.

Medium Bows

Cost: 2 AP

Damage Class: 5

Wielded With: Two Hands

Target: Any foe within 50 feet. For every 10 feet beyond that the target stands, the shot takes a -1 on the accuracy roll.

Medium bows are between 2 and 4 feet tall, have decent pull, and can deal fair amounts of damage.

Heavy Bows

Cost: 3 AP

Damage Class: 7

Wielded With: Two Hands

Target: Any foe within 75 feet. For every 25 feet beyond that the target stands, the shot takes a -1 on the accuracy roll.

Heavy bows are typically about 4-5 feet tall. They have a decent range, and deal some pretty solid damage when they strike.

Super-Heavy Bows

Cost: 3 AP

Damage Class: 9 (wielded as a heavy weapon)

Wielded With: Two Hands

Target: Any foe within 200 feet. For every 75 feet beyond that the target stands, the shot takes a -1 on the accuracy roll.

Super-heavy bows are designed to hit opponents at a great distance and their long arrows can deal excruciating amounts of damage. Super-heavy bows require the wielder to take up footing in order to fire them. Entering into footing stance requires 1 action point, and you cannot normally enter into another stance while you’re in footing.

        You may use a super-heavy bow without taking footing, but doing so gives you a -3 on your accuracy roll, as if it were an impromptu weapon.

Crossbows

Crossbows are weapons that in many ways are similar to firearms, but they are more difficult to load and can deal more damage. Bows and crossbows use the same types of ammunitions, listed below under “Arrows & Bolts.”

        Crossbows use accuracy to determine your damage instead of your strike. You only roll once for crossbows - your accuracy will determine if you hit, and then you will tier the result to get damage.

Light Crossbows

Cost to Fire: 2 AP

Damage Class: 3

Wielded With: One Hand

Readying: 1 AP

Target: Any foe within 25 feet. For every 10 feet beyond that the target stands, the shot takes a -1 on the accuracy roll.

Light crossbows are often small, concealable crossbows that shoot a small metal spike or dart. Many people will attach them to their wrists.

Medium Crossbows

Cost to Fire: 2 AP

Damage Class: 5

Wielded With: One Hand

Readying: 1 AP

Target: Any foe within 50 feet. For every 10 feet beyond that the target stands, the shot takes a -1 on the accuracy roll.

Medium crossbows are often called pistol crossbows, as they can be held with one hand and fired like a pistol.

Heavy Crossbows

Cost: 2 AP

Damage Class: 7

Wielded With: Two Hands

Readying: 2 AP

Target: Any foe within 100 feet. For every 25 feet beyond that the target stands, the shot takes a -1 on the accuracy roll.

Heavy crossbows require two hands to use and are difficult to conceal. They’re good at a range, but have a hefty reload time.

Super-Heavy Crossbows

Cost: 2 AP

Damage Class: 9

Wielded With: Two Hands

Readying: 3 AP

Target: Any foe within 150 feet. For every 50 feet beyond that the target stands, the shot takes a -1 on the accuracy roll.

Super-heavy crossbows are almost ballistas - they do a great deal of damage but are very difficult to use in the heat of battle. These do a lot of damage, but require the wielder to take up footing in order to fire them. Entering into footing stance requires 1 action point, and you cannot normally enter into another stance while you’re in footing.

        You may use a super-heavy bow without taking footing, but doing so gives you a -3 on your accuracy roll, as if it were an impromptu weapon.

Arrows & Bolts        

Bows and crossbows shoot arrows and bolts, respectively. There are numerous ways to craft arrows and bolts, though they are often made of wood with a stone or metal tip. You may change your choice of crossbow bolt for 1 action point, but changing your choice of arrow costs nothing.

Standard

Most crossbows and bows will use the standard arrows and bolts. These can refer to broadhead arrows or some other normal version.

Bladed

Bladed bolts and arrows have barbs near the tip that cause bleeding from the target, though they fly less true. Using a bladed bolt or arrow gives a -2 on the accuracy roll, but causes 1 point of bleeding per tier of damage dealt.

Hooked

These arrows and bolts are designed to stick in a target and not come out. Though they do no less damage, removing them requires 2 action points (whereas most arrows and bolts can be removed for one action point, if it is even necessary to do so).

        Hooked arrows and bolts are often used for latching onto a wall. You can attach rope to a hooked arrow or bolt for 1 action point and, when it strikes a wall, you’ll be able to climb up or zip-line down the rope to where the arrow or bolt struck.

Signal

Signal arrows and bolts are known for their whistling qualities. They are extremely loud and will let everyone in a large area know that they were shot. Signal bolts and arrows, however, have a damage class 1 lower than normal.

Armor

Armor comes in many shapes and sizes, types and qualities. Armor can be made out of leather, bone, iron, steel, bronze, or numerous other materials. Armor was for many years a requirement for warriors, but recently has gone down in popularity with the rise in magnetech weaponry. Nonetheless, it remains a common sight on the battlefield.

        Using Armor: There are five degrees of armor - minimal, light, medium, heavy, and super-heavy. Armor negatively affects a person’s evade roll and speed, but gives them a great amount of damage soak. The “soak class” works the exact same way as damage class - for every tier you receive on your defense roll, you soak that damage. For example, if you received a tier 2 soak in heavy armor (soak class of 4), you would soak 8 damage from the attack.

        Penalties: Armor negatively affects your evade, speed, and ability to move about. You’ll suffer a penalty to evade, a penalty to your land-based movement, and a penalty to your climbing and swimming speeds while wearing armor.

        Describing your Armor: How your armor looks is up to you and your narrator. Thick robes could be defined as light armor, but so could a breastplate. Chainmail covered in fish bones and a suit of field plate could both be heavy armor. How you describe your armor is your choice.

Type        Soak Class        Evade

Penalty        Speed

Penalty        Climbing &

Swimming Penalty        Material Options

Unarmored        0        -        -0 ft.        -0 ft.        None, Organic, or Textile

Minimal        1        -        -0 ft.        -0 ft.        Metal, Organic, or Textile

Light        2        -1        -5 ft.        -5 ft.         Metal, Organic, or Textile

Medium        3        -2        -5 ft.        -10 ft.         Metal or Organic

Heavy        4        -3        -10 ft.        -15 ft.        Metal or Organic

Super-Heavy        5        -4        -10 ft.        -20 ft.        Metal

Donning your Armor      

For thick suits, putting on your armor can be quite an ordeal, and when you’re awoken in the middle of the night in nothing but your skivvies, you might need to put some armor on pronto.

Type        Time to Don        With Help

Unarmored        -        

Minimal        3 AP        

Light        6 AP        

Medium        24 AP        12 AP

Heavy        3 minutes        1 minute

Super-Heavy        10 minutes        3 minutes

Deflection Items

A shield is used for deflecting incoming attacks. While the term “shield” indeed provokes in the mind a large, bulwark strapped on one arm and used to protect the body, this is not the only defensive item used. Companion weapons, such as the parrying dagger and cloak are also common, and each has its own merits.

        You use shields and companion weapons to make deflections. A deflection costs 1 action point, and may be used whenever you are attacked.

Cloak                +3 to evade against melee attacks

A cloak is often wrapped around one arm or, at the very least, guided by one arm, to blind opponents, throw off their weapons, and mislead them. A cloak can only be used against melee attacks, granting a +3 to evade for the deflection. The cloak, however, allows you to use your hand freely and make grabs.

Material Options: Organic or Textile

Parrying Dagger                +3 to evade against melee attacks

The parrying dagger is used to deflect attacks while the primary weapon makes them. A dagger can only be used against melee attacks, granting a +3 to evade for the deflection roll. Furthermore, a dagger counts as a light weapon.

Material Options: Metal, Organic, or Wood

Shield        +4 to evade against melee and ranged attacks

A shield is strapped onto the forearm and held with the hand. You can hold things with your shield hand, but - while doing so - you cannot make deflections. The shield grants you a +4 to evade for deflections, and can be used both against melee and ranged attacks.

Material Options: Metal, Organic, or Wood

Animals

Movement c

You only have to spend 1 action point a turn to guide your animal. It will spend as much of its own action points as it takes to get to the destination you designate. Your animal shares your turn, so this will happen instantly.

Attacking & Other Options c

To make your animal perform an action outside of moving, both you and it have to spend the number of action points it would take any normal character without specialties to perform the action.

Upkeep c

Now, most high-class establishments won’t allow animals inside, so remember to bring something to secure your animal outside of the building before going in. Also be prepared for paying for animal upkeep, which generally amounts to a duke a day for feed. Veterinarians aren’t commonplace, so be sure to keep your animal in good health.

Horses                      

The quintessential mount, fast horses and durable warhorses will transport any gentleman adventurer across the battlefield with ease. Simple enough to control, these noble beasts may not be strong in combat, but they will get you into or out of the fray.

AP: 3                Cost: 100 princes

HP: 16                Wounds: 9

Priority: +0        Speed: 50 feet

Note: If the horse spends all of its action points moving in a turn, it moves at twice its speed. A horse can be mounted.

Guard                                                      

Hide (natural organic armor)

Eva: -1                Def: +1

Soak:  3  |  6  |  9  |  12  

Note: Horses have two additional called shot locations for their legs, but have no arms or hands.

Attacks                                                            

Hoof (2 AP)

Natural Medium Weapon

Acc: +0                Stk: +1

Damage:  6  |  12  |  18  |  24

Skills                        Attributes                                  

Agility: +2                 Brute: +3

Brawl: +1                Cunning: +0

Overpower: +1                Dexterity: +2

Resilience: +2                Spirit: +1

Shamanism: +1                Sciences: +0

Reference                                                                                

Specialties: Gallop, Large

Stories: Four-Legged, Natural Armor

Canines                      

From wolves to coyotes to domesticated dogs, canines can be a gentleman adventurer’s best friend. Stronger while in large groups, canines are always a worthy ally.

AP: 3                Cost: 35 princes

HP: 12                Wounds: 8

Priority: +0        Speed: 40 feet

Note: A canine can be mounted by a gnome (and other similarly small people). A canine can track by scent alone.

Guard                                                      

Hide (natural organic armor)

Eva: +0                Def: +0

Soak:  2  |  4  |  6  |  8  

Note: Canines have two additional called shot locations for their legs, but have no arms or hands.

Attacks                                                            

Bite (2 AP)

Natural Medium Weapon

Acc: +1                Stk: +3

Damage:  6  |  12  |  18  |  24

Note: The canine gains a +1 to strike for each ally within 25 feet that also has the Pack Instincts story. The canine can begin a move, attack, and then complete the move.

Skills                        Attributes                                  

Espionage: +1                 Brute: +2

Frenzy: +1                Cunning: +4 (+2 when tracking by scent

Resilience: +1                and another +2 when on guard)

Showmanship: +2        Dexterity: +1

Tactical: +2                Spirit: +0

                        Sciences: +0

Special Actions                                                                                

Howl (2 AP)

The canine gives a (Showmanship +2: +1 | +2 | +3 | +4 ) bonus to strike to the next attack roll made by any allies within 25 feet.

Reference                                                                                

Specialties: Bounding Lunge, Howl

Stories: Four-Legged, Guard, Natural Armor, Pack Instincts, Scent

Birds of Prey            

Trained birds are not only worthy companions, they’re also amazing messengers, guides, and scouts. With perfect spatial memory, they’ll always know how to return to previous locations.  

AP: 3                Cost: 45 princes

HP: 11                Wounds: 8

Priority: +0        Speed: 25 feet, 45 feet flight

Guard                                                      

Unarmored

Eva: +1                Def: +0

Soak:  0  |  0  |  0  |  0  

Note: Birds of prey have two additional called shot locations for their wings (which are treated as legs), but have no arms or hands.

Attacks                                                            

Talon (2 AP)

Natural Light Weapon

Acc: +3                Stk: +1

Damage:  4  |  8  |  12  |  16

Note: When the bird of prey has dived 10 or more feet before making an attack, the target must make a Brute resist against the bird’s agility (+2) or fall prone.

Skills                        Attributes                                  

Ace: +1                 Brute: +1

Agility: +2                Cunning: +3 (+10 when noticing)

Espionage: +2                Dexterity: +3

Resilience: +1                Spirit: +0

Tactical: +1                Sciences: +0

                        

Stances                                                                                

Thermal Gliding

While in this stance, the bird of prey moves at double its flight speed.

Reference                                                                                

Specialties: Death from Above, Thermal Gliding

Stories: Eagle Eye, Innate Sense of Direction (can find its way back to any location it’s previously been), Small, Wings

Equipment

Adventuring Basics

A beginning character has full reign to choose what they’d like from the following list. The selections must be reasonable (that is, only what you could logically carry), but we’ll let you be the judge of that. After character creation, you’ll need to purchase your supplies normally.

        If there’s something not on this list that you think you could have, go ahead and take it. If it’s something big, ask your narrator beforehand. We obviously haven’t included every piece of equipment that a character might start off with, so feel free to fill your character in as you’d like.

Backpack        2 dukes

        A standard leather pack that can be used to carry supplies, provisions and tools.  

Bedroll        1 duke

        A set of cotton bedding that makes sleeping in the outdoors much more comfortable, especially in cold climates.

Cable (25 ft)        5 princes

        Strings of metal wire woven together to form a sturdy metal rope.

Case        1 duke

        A leather or wood case to keep scrolls from being warped by the elements. Holds up to two scrolls or maps.

Chain (10 ft)        1 prince

        Large metal links connected end to end to form a long chain.

Chalk        1 duke

        A white stick of gritty material that can be used to draw on stone or paper.

Charcoal        1 duke

        Black nuggets of charcoal which, when set on fire, burn for an extended period of time. Can also be used to draw on stone or paper.

Chest        1 prince

        A holding box of sorts, normally made of wood or a stronger material, and often accompanied by a lock.

Clothing

(working)        3 dukes

        Simple utilitarian clothing that would commonly be owned by the working class.

Clothing

(middle-class)        1 prince

        More formal clothing that could proudly be worn on the streets in a city.

Clothing

(gentry)        5+ princes

        Very elegant and formal dresswear that can be worn to any number of occasions. The cost of this good can range from 5 princes (a meager suit) to hundreds of princes.

Crowbar        1 prince

        An Iron bar that uses leverage to pry open things such as doors and chests.

Flare        10 princes

        A tube, filled with explosive chemicals which launches into the air and glows red.

Glass Bottle        1 duke

        A glass container which can hold liquids without contaminating its contents.

Grappling

Hook        3 princes

        A three pronged iron hook which can be tied to a rope and used to reach high up places.

Hose (10 ft)        10 princes

        A hollow rubber tube that can be used to funnel and direct liquids

Inkpen        1 duke

        A small fountain pen with ink held inside and funneled to the tip.

Journal        3 dukes

        A small, easily storable notebook which can be used to store important information or personal memoirs  

Ladder        2 dukes

        A ten foot ladder which can be propped up against walls to grant access to elevated areas.

Lantern        2 dukes

        A gas-filled lantern that pushes darkness away 25 feet.

Lockpicks        3 dukes

        Metal picks which are essential to opening locks.

Magnifying

Glass        1 prince

        A round glass lens which provides a clearer view of smaller objects and aids with delicate and detailed tasks.

Metal

Canister        4 dukes

        A metal cylinder designed to be resealable

Musical

Instrument        2 princes

        A musical instrument, usually made of wood, leather, hair, or bone depending on the type of instrument.

Pole (5 ft,

steel)        5 dukes

        A five foot long steel pole.

Pole (5 ft,

wood)        1 duke

        A five foot long wooden pole.

Rope (25 ft)        4 dukes

        A 25 foot length of woven fibers which can be used to climb, carry, bind, or tie just about anything together.  

Rations

(1 day)        2 dukes

        Enough food stuffs to provide an average adult with enough energy to get through the day.

Spyglass        10 princes

        Two magnifying glasses fitted to opposite ends of a cylinder which allows the user to see far into the distance.

Tent        2 princes

        A large piece of canvas with supports which, when inside, provides some protection from inclement weather such as rain and snow.

Torch        1 duke

        A wooden handle wrapped with a slow burning substance at one end that will provide light at night or in poorly lit areas.

Vials        3 dukes

        A set of five glass vials and cork stoppers which can carry liquids without contaminating them.

Armor & Shields

Minimal        1 prince

Light Armor        5 princes

Medium Armor        15 princes

Heavy Armor        40 princes

Super-Heavy Armor        75 princes

Shield        4 princes

Cloak        1 prince

Parrying Dagger        1 princes

Weapons

Light Melee Weapon        1 prince

Medium Melee Weapon        7 princes

Heavy Melee Weapon        15 princes

Light Firearm        2 princes

Medium Firearm        5 princes

Heavy Firearm        12 princes

Super-Heavy Firearm        20 princes

Light Bow        5 dukes

Medium Bow        1 prince

Heavy Bow        5 princes

Super-Heavy Bow        17 princes

Light Crossbow        2 princes

Medium Crossbow        4 princes

Heavy Crossbow        7 princes

Super-Heavy Crossbow        14 princes

Can you have an animal?      

Animals (found a couple pages back) are obviously well outside your 10 prince starting budget, but for many characters, such as hunters and mounted knights, a horse or a dog might be necessary to your character concept. If it’s necessary, ask your narrator if you can have one. It’s probably okay.

        That said, if your concept is “I have a hundred hunting hounds that travel with me,” that might be a concept you need to work toward.

For Sale

Elympia Dark               4 princes per glass, 40 princes per bottle

One of the most popular drinks in Evangless, this satyr-brewed dark lager never fails to pick one’s spirits up. Its rich flavor restores 4 hit points per glass. A bottle contains 10 glasses worth. It costs 1 AP per glass to drink. Please drink responsibly.

CRIMSON                                                    30 princes

by Crimson Marshal Lucinda Mirasol

This controversial fashion line by the infamous Evanglessian militarist didn’t get its name simply for its creator’s rank; each piece cannot be caught on tier 1 fire! This clothing counts as minimal armor and is guaranteed to look downright dashing in every season.

Mindcuffs                                                    3 princes

Developed by the Dolby Home for the Scientifically Unstable, these handcuffs can be used for one action point grabs. Attachable to a maximum of two body parts, any hands or legs grabbed become unusable. Perfect for keeping any doomsday-machine obsessed evil genius unable to build, the target can only free a body part by making a tier 2 Brute resist or by the cuffs’ owner releasing them.

Water Filter                                              15 princes

An essential gadget for safari hunters and desert scavengers alike, this handy tool attaches to any flask or bottle. Simply by tipping it over you will pour out any impurities leaving only the cleanest of water behind. It can be used 15 times before breaking and is concealable.

p Spendo-Brand Trinkets M

Any-Altitude Parachute                            4 princes

This state-of-the-art parachute by Spendo deploys quickly for one reflexive action point whenever you’re falling. Never take falling damage again! While not concealable, its multi-stage deployment process ensures it will protect whether you fall 5 feet or 500 feet!

Spendo-Brand: 91.6% Guaranteed!

Gas-Fabulous                                        4 princes

Based on a design by the Coaldust Unions of Evangless, this handy gasmask gives its wearer a +4 to resists against alchemical gases. But you shouldn’t buy from them, oh no! Buy your gasmask from Spendo and his hard-working artisans will customize the mask’s appearance for free!

Spendo-Brand: 91.6% Guaranteed!

Spendo-Grenade                                    3 princes

Sometimes you just have to blow something up. Spendo understands. That’s why he created the Spendo-Grenade. This concealable bomb is a statuette of Spendo the gnome himself (if Spendo smelled like gunpowder, had dark green skin and clothes, and made ticking sounds like a bomb). It costs 1 action point to activate the bomb and 2 action points to throw it. It will explode at the beginning of your next turn. It deals 10 damage to everyone in your target square and all squares adjacent to it. People in those squares can spend 1 action point to attempt a resist the impending explosion with their Dexterity. If they receive a tier 2 result or higher, they take no damage and move out of the blast range.

Spendo-Brand: 91.6% Guaranteed!

Spendo-Brand Illumitorch                    2 princes

Whether you’re afraid of the dark or simply can’t see in it, Spendo the gnome has the perfect fix! Torches are hot and can burn you; that’s dangerous! Use Spendo’s illumitorches instead! Easily wielded in one hand and concealable, Spendo illumitorches consist of small hand-cranked bulbs which project light 25 feet around themselves.

Spendo-Brand: 91.6% Guaranteed!

The Lawn-Deformer                          32 princes

Spendo brings you his newest product in his line of landscaping tools. Designed with vigilante gardeners in mind, this nifty chainsaw acts as a medium weapon. Whenever you successfully hit an opponent, you can spend an action point to deal 1 unsoakable damage to them by spinning the chainsaw blades. This can be done as many times as you have remaining action points during your current turn.

Spendo-Brand: 91.6% Guaranteed!

Protective Goggles                          10 princes

Spendo doesn’t like dirt in his eyes. Neither should you! These handy industrial goggles protect you from dirt and other things too! They grant you +1 to your soak class against called shots to your eyes and a +3 to Brute resists against anything that would affect your eyes.

Spendo-Brand: 91.6% Guaranteed!

p MaskedMen Inc.* M

Grapple Gun                                    6 princes

Perfect for the gentleman thief on the run, this grapple-gun can propel up to 50 feet of chain, rope, or cable and will attach to rocky, magnetic, rough, or slick surfaces. It will increase your climb speed by 20 feet while you retract the cord towards its latch. It costs 1 action point to shoot your grapple-gun, 1 action point to unlatch it, and 1 action point to retract it to climb. Just be wary, this trinket isn’t concealable.

MaskedMen Inc.

Unleash Your Inner Rogue!

Heat-Sight Monocle                          10 princes

You’re in the middle of a barfight. Your chosen foe pushes a table on its side and ducks behind it. Your curiosity piques. What is he doing back there? With a Heat-Sight monocle from MaskedMen Incorporated, you could see his heat signature clear as day! This handy monocle allows you to see heat through anything deemed poor cover.

MaskedMen Inc.

Unleash Your Inner Rogue!

Hidden Intentions                       8 princes per dose

At MaskedMen Incorporated, we believe subtlety is the greatest weapon in any gentleman’s arsenal. Simply add a dose of Hidden Intentions to your target’s food or drink. Requiring a Tier 3 Cunning resist to detect the added ingredient in their meal, your target will take 6 unsoakable damage roughly 6 seconds or three action points after they ingest it.

MaskedMen Inc.

Unleash Your Inner Rogue!

Reasonable Doubt                            8 princes

The premier product of MaskedMen Incorporated, this automated lockpicking device keeps the lock fingerprint-free. It spends 1 action point lockpicking any lock it’s attached to whenever your action points refresh. One-handed and concealable, you can place it on a lock for 1 action point or throw it at a lock for 2 action points.

MaskedMen Inc.

Unleash Your Inner Rogue!

*Though there are some rumors concerning the legitimacy and morality of MaskedMen Incorporated, all of their agents have been very forthright with us and leave us no reason to question the validity of their company.

p Red-Gate Securities M

Chains of Security                          10 princes

Back by popular demand, Red-Gate Security is proud to present the Chains of Security! Attachable to any item, a single chain can secure an item to its owner’s hands, granting the wielder a +2 on resists against the item being disarmed.

Red-Gate: Keeping Evangless Safe

Tinted Glasses                                  10 princes

Standard-issue for the Evanglessian military police, these stylish pieces of eyewear art by Red-Gate Security protect your eyes from the harmful rays of the sun, as well as any flashes of light. Wearing them grants you a +3 to resist being blinded by flashes of light.

Red-Gate: Keeping Evangless Safe

p Burgenhind Industries M

Graviton Board                                  85 princes

A small hoverboard perfect for anyone wanting to travel in style, this premium clanker by Burgenhind Industries may not fly through the air, but it quickly skims across land and the surface of water! With a speed of 40 feet per action point and 12 wounds (losing 5 feet of speed whenever it takes damage), you’ll be the envy of all pedestrians in your path!

Burgenhind Industries: Need a Lift?

The Fashionable Arrival                          3,200 princes

The latest in personal transportation clankers by Burgenhind Industries, this graviton-sphere powered pack features a stylish brass finish and fits comfortably on the back of any tailcoat or corset. For every action point you spend moving it, the Fashionable Arrival will fly up to 40 feet. It has 12 wounds and loses 5 feet of movement whenever damaged. If you aren’t arriving fashionably, why show up at all?

Burgenhind Industries: Need a Lift?


Chapter 6 - Brute

Brute is a measurement of your beefiness, your ability to stand and take punishment, and the strength you put behind your actions. The brute is strong, difficult to take down, will fight the longest and push the hardest. If you’re the brute amongst your fellow adventurers, odds are you’ll be meleeing opponents while your friends stand back. You’ll be the one taking hits and dealing them in kind.

What can you do with your Brute attribute?

Breath Holding

Whether it be diving into a lake to grab treasure from the bottom, or attempting to not breathe in a poisonous gas, you’re doing your best to keep clean air inside your lungs for as long as possible.

Last Breath: When you decide that you’re going to hold your breath, you immediately take a gulp of air and hold it. From that point on, you can hold your breath based on your Brute roll:

        15 turns (about a minute and a half)

        30 turns (about three minutes)

        75 turns (about seven and a half minutes)

        200 turns (about twenty minutes)

No Last Breath: However, if you were caught by surprise by the sudden lack of air and didn’t have enough time to take a breath, that’s going to drastically lower the amount of time you can hold your breath. Instead, your brute roll will use this chart:

        5 turns (about half a minute)

        10 turns (about a minute)

        20 turns (about two minutes)

        40 turns (about four minutes)

Difficult Lifting

You can use your bodily strength to attempt to pick heavy things up to move them. Lifting can also be applied when using your strength to move something attempting to crush your party, such as a boulder falling on the party or a lowering ceiling trap.

        You can barely lift it. After 3 turns, you’ll drop it, and you cannot move while holding it.

        You can lift it and move, but it costs 2 extra action points to do so. After 10 turns, you’ll drop it.

        You can lift it and move around fairly easily. It costs 1 extra action point to move, and you can hold it for 30 turns.

        The object is proving to be no problem. You can move normally and put it down at your leisure.

Forceful Intimidation

Resist: Brute or Spirit (at their discretion, tiers down)

Attempt Cost: 1 AP

You’re big, strong, and scary, and they should avoid you at all costs! You can intimidate anyone, regardless of whether or not they can actually understand you. You can intimidate anyone who can see you.

        They are noticeably aware of your physical prowess.

        They feel inclined to avoid you, making them unable to spend their next action point against you.

        They know they should avoid you, making them unable to spend their next two action points against you.

        They want nothing less than to avoid you, making them unable to spend their next three action points against you!

Note: A single target can only be affected by one intimidation at a time.

Hold

Brute can be used for holding an item in place, a door shut, and keeping a firm grip on a priceless artifact. If you are holding something, and another person is trying to get it, you would simply make opposed Brute rolls. Since you’re acting defensively, if there is a tie, they win.

Pulling

Instead of attempting to lift an object, you choose to pull it on the ground. While easier, pulling an object requires extra effort to move.

        Move +3 AP (not possible if you only have 3 AP per turn)

        Move +2 AP

        Move +1 AP

        As a Move

Narrator: Determining Weight

Obviously certain objects are going to be heavier than others. The bigger the object, the higher the penalty (or bonus) to Brute when attempting to lift or pull. A giant statue should be coupled with a high penalty to Brute. However, lifting should only be used when a large amount of strength would be required. For example, players shouldn’t have to roll on lifting a small box of feathers. Another thing to note is the object’s surface. A wide, completely flat-surfaced stone block may be lifted, but has no hand-holes to be pulled by.


Brawl Skill

Brawlers have no respect for such things as personal space, codes of honor, or traditional weaponry. They fight hard, they fight dirty, and they fight to win. Brawlers are often experts with unarmed blows and using their fearsome strength to cripple, grab, and kill their enemies. Yet sometimes too will an enormous man with an even more enormous axe get right in and brawl as well.

Block with a Grab

Brawl Specialty

Cost: 0 AP reflexively

When your opponent throws their punch at you, you don’t just block their fist: you grab hold of it. Whenever you successfully evade an attack by an opponent who is within your reach and you are able to grab them, you may automatically (and for 0 action points) attempt a grab upon their hand (or, if they attacked you with a different body part, the grab will be upon that location).

Dirty Fighting

Brawl Specialty

Stance (costs 1 AP to enter)

You’re an expert at hitting where it hurts and causing the opponent to flinch. While you are in this stance, every time your opponent fails to resist one of your called shots, they open themselves to reflexive attacks from those adjacent to them. The reflexive attacks cost the normal amount of action points from those who decide to take the opportunity. Since you caused it, you cannot make a reflexive attack from this.

Drunken Boxing

Brawl Specialty

Cost: Called Shot +1 AP

When you make a called shot, it’s so wild and unpredictable that it’s difficult to evade. When you make a drunken called shot (whether you’re sober or not), you roll your die to determine the called shot location randomly. By doing this, you give yourself a bonus to your accuracy equal to your skill in Brawl.

Fisticuffs

Brawl Specialty

Stance (costs 1 AP to enter)

Bare-knuckle boxing is your forté. When you enter this stance, you are ready to do some serious damage using just your fists. You can only be in this stance if you have at least one hand not holding anything. While in this stance, your unarmed attacks are one damage class higher, plus an additional damage class per 6 skill points you have in Brawl.

        So, if you have 12 points in Brawl, while you’re in this stance, your unarmed attack would have a damage class of 5 (2 normally, plus 1 for the stance, plus an additional 2 for the 12 points you have in Brawl).

Fluid

Brawl Specialty

Cost: 1 AP reflexively

You control all those who attack you. Any time an adjacent opponent attacks you but you successfully evade, you may spend 1 action point reflexively to move your attacker into any adjacent, unoccupied space that has solid, non-lethal ground for them to stand upon.  

Grapple

Brawl Specialty

Stance (costs 1 AP to enter)

Once you grab somebody, you can turn it into a full on grapple, shutting down their ability to move and making it difficult for them to take any actions. You must be grabbing somebody to enter a grapple stance, and you can only stay in this stance while grabbing that person (thus, if they resist, you are knocked out of stance). Anything that would let them break free of the grab will automatically knock you out of this stance. When you switch your grab to a grapple, you are no longer grabbing a single location - instead, you are now grappling their entire body. (For the purposes of other specialties, however, it still counts as a grab.)

        A person who is grappled by you cannot move, just like being grabbed. If they try to take any action, they suffer penalties on every roll they make. Any time a grappled opponent rolls their die (except for random rolls), roll your Brawl, tier the results, and give them the corresponding penalty to their roll.

        -3 on the roll

        -6 on the roll

        -9 on the roll

        -12 on the roll

Heavy-Handed

Brawl Specialty

Cost: Unarmed Attack +1 AP

The blows from your unarmed attacks are so powerful that they feel like they’re coming from giant hammers. When you make a heavy-handed attack, roll your Brawl before you deal damage but after you’ve succeeded in your accuracy roll in order to increase the damage class that you deal.

        +3 damage class

        +4 damage class

        +5 damage class

        +6 damage class

Hold Steady

Brawl Specialty

You’ll grab the bloke while your friends beat the tar out of him. When you’re grabbing somebody, anybody who attacks that person gains a hefty accuracy bonus. They get +3 on their accuracy roll, +1 for every 4 skill points you have in Brawl (being a +4 at 4 points, a +5 at 8 points, and so forth).

Knock Aside

Brawl Specialty

Cost: Deflect (1 AP reflexively)

With a swift knock, you can push aside an attack with the sheer force of your body. You may reflexively deflect attacks from melee weapons, bows, or thrown weapons with your bare hands. When you use such a deflection, you gain a bonus to your evade of +3, plus an additional +1 per 8 skill points you have in Brawl (for +4 at 8 skill points, +5 at 16 skill points, and +6 at 24 skill points).

Monkey Wrestler

Brawl Specialty

Requires: 5 skill points in Brawl

You wrap your legs around their torso, sink your teeth into their arm, grab their face, wrap your elbow around their eyes, and you still have a spare hand to use your dagger. For every 5 points you have in Brawl, you may grab an additional location on a person. Normally you can only grab two locations (assuming you have two hands). You may choose not to use your hands to initiate a grab if you have enough points to do so.

Reversal

Brawl Specialty

Cost: 2 AP reflexively

The only person who’ll be doing the grabbing in this fight is you. If someone successfully grabs you, you can attempt to reverse the grab and capture your captor. Re-roll your resist for your opponent’s grab, but add your skill in Brawl to the roll. If you succeed, they must roll a resist against your Brawl to avoid getting grabbed on a called-shot location of your choice.

Shrug Away

Brawl Specialty

Let’s just say that you don’t like being touched. If you are successfully grabbed, you may immediately make another resist (at no action point cost) with your Brawl skill added to the attribute you’re using to resist.

Throat Jab

Brawl Specialty

Resist: Brute (negates)

Cost: Called Shot to the Neck reflexively

If anybody adjacent to you begins to speak, you can make a called shot to their neck reflexively in order to shut them up. If they fail on their resist, they cannot talk or use their voice (including using specialties that rely on speaking, like Encouragement) until they either spend 1 action point to clear their throat or they wait until the end of their next turn.

p Bone-Breaking Specialties M

Bone-Breaker

Brawl Specialty

Cost: Unarmed Called Shot +1 AP

You smash a precision blow into the opponent, causing a called shot that’s nearly impossible to resist. Do your called shot normally. If they succeed in resisting, you are able to roll your strike again to make them re-resist. The bone-breaker only does damage based on the original strike.

        1 re-roll

        2 re-rolls

        3 re-rolls

        4 re-rolls

Crippling Blow

Brawl Specialty

Requires: Bone-Breaker specialty, 8 skill points in Brawl

Cost: Bone-Breaking Attack, +1 AP per location

Your bone-breaking attack reverberates through the victim, crippling much of their body. When you make your bone-breaking attack, you may spend an extra action point in order to have the same bone-breaker effect against another called shot location. You may affect as many called shot locations as you’d like - each one costs 1 additional action point.

        So, say you make a bone-breaker attack against a person’s neck. You get a tier 3 on your bone-breaker, so they have to make (a ridiculous) 4 resists in order to not be affected. In addition, you spend 2 extra action points to activate the called shot effects for the torso and the hand, which now also require 4 resists to avoid.

p Combo Specialties M

Combo Flow

Brawl Specialty

Requires: 4 skill points in Brawl

You rage like rapids, following the path of least resistance. Every melee attack that you land during a turn grants you a +2 on accuracy and strike rolls for the rest of your turn, and this bonus accumulates with every successful melee attack until the end of your turn.

        So, if you landed one melee attack, your next attack would have a +2 on accuracy and strike. After your second successful attack, the third one would have a +4 on accuracy and strike. This would continue to grow with every successful attack.

Combo Opener

Brawl Specialty

Requires: Combo Flow specialty

Cost: Unarmed Attack +1 AP

You may perform a combo opener in order to improve the potency of your combo flow. If you successfully land your combo opener (which for most purposes just looks like a normal unarmed attack), it might count as having successfully landed multiple attacks.

        Counts as two attacks (granting a +4 on accuracy and strike for the next attack).

        Counts as three attacks (granting a +6 on accuracy and strike for the next attack).

        Counts as four attacks (granting a +8 on accuracy and strike for the next attack).

        Counts as five attacks (granting a +10 on accuracy and strike for the next attack).

Combo Breaker

Brawl Specialty

Any time an adjacent opponent successfully damages you with two separate attacks in one turn, you may perform a combo breaker - a free unarmed attack against your assailant that uses your skill in Brawl in place of your accuracy.

Finisher

Brawl Specialty

Requires: Heavy-Handed specialty

If you successfully make two unarmed attacks in one turn and still have an additional action point, you can make a finisher. A finisher is just like a heavy-handed attack, except that it does not cost the extra action point to perform.

p Grip Specialties M

Crushing Grip

Brawl Specialty

Requires: +4 Strike

Your grabs are vicious, crushing the opponent. When you make a grab, you also deal damage as if you were attacking with the attack normally.

Twist

Brawl Specialty

Requires: Crushing Grip specialty

Cost: 1 AP

Once you have a person grabbed with a hand, you may twist that location to inflict pain. For 1 action point, you may automatically deal damage as per an unarmed attack (without the need to roll accuracy and evade). You may also, for 1 action point, activate the called shot that you have grabbed, rolling strike solely to determine the necessary resist but otherwise doing no damage. Though this does deal damage, it does not act as an attack.


Frenzy Skill

Frenzy is an emotionally-charged rage, throwing yourself out there and giving people everything they don’t want. Frenzy’s not for the weak - you lose control easily and take haphazard movements all over the battlefield. When you’ve broken your limits, you are literally uncontrollable. Yet your opponents will never know this weakness. They’ll be dead long before that.

Adrenaline Surge

Frenzy Specialty

The deaths of your opponents sends a reinvigorating rush through your body that pushes you to continue fighting. Whenever you deal a fatal effect or kill an opponent, you regain some of your hit points.

        Immediately regain 3 hit points

        Immediately regain 6 hit points

        Immediately regain 9 hit points

        Immediately regain 12 hit points

Backlash

Frenzy Specialty

Requires: 7 skill points in Frenzy

Cost: 1 AP reflexively

Large amounts of damage don’t stop you - rather, they enrage you! Any time you take 10 or more damage (after damage soak), you can make a reflexive attack against your assailant using your skill in frenzy in place of your accuracy. This reflexive attack only costs you 1 action point to make.

Burning Revenge

Frenzy Specialty

Cost: 1 AP reflexively

Your foe drives you to greater strength. If an opponent damages you, you may “collect” that damage in order to add it as a bonus on your next strike roll against that opponent. When you are hit, you may spend 1 action point reflexively to savor the damage (after damage soak). The next time you attack that opponent, you gain the damage as a bonus on the strike roll.

Carry Through

Frenzy Specialty

Cost: Melee Attack +1 AP per adjacent opponent

You carry your blow through one opponent and into another. Once you’ve successfully attacked one opponent within your melee reach, you may continue the attack, cleaving through more opponents within your reach. For every additional opponent you choose, you must spend 1 more action point. You may not select the same opponent twice. You must still roll accuracy to determine if you hit, but you deal the same amount of damage that you dealt with the first attack.

        If you were using any other modifying specialties (that would make it an “Attack +1 AP”), they only apply to the first target.

Crimson Weapon

Frenzy Specialty

Resist: Brute (tiers down)

Cost: Melee Attack +1 AP

You learn to make your weapon strike slice deep into the flesh of your foes. If an opponent takes damage from your crimson weapon, they will begin bleeding at the start of their next turn (and ever turn thereafter). Bleeding damage is unsoakable, but the opponent can roll their Brute to lower the tier result. A person can stop 5 points worth of bleeding by spending 1 action point patching the wound.

        Bleed for 2 damage per turn

        Bleed for 4 damage per turn

        Bleed for 6 damage per turn

        Bleed for 8 damage per turn

Fray Fighter

Frenzy Specialty

Cost: 3 AP

An angry mob of slobbering beasts stare you down, looking to rip you apart piece by piece. For you, this is just another day at work. Using a heavy or smaller melee weapon, you can engage the fray. Roll your tier to determine how many opponents adjacent to you that you hit. They are allowed to roll defense against the attacks.

        Tier 1 damage to 2 adjacent opponents

        Tier 1 damage to 3 adjacent opponents

        Tier 1 damage to 4 adjacent opponents

        Tier 1 damage to all adjacent opponents

Hundred Strikes

Frenzy Specialty

Cost: All of the AP you can spend in a single turn

When you choose to use your hundred strikes ability, you must still have your maximum amount of action points for the turn and be wielding a heavy or smaller melee weapon. You designate a single adjacent opponent as the target of your hundred strikes. For one action point apiece, you can make a melee attack against that opponent. After every attack, you and the target move a single space. The target chooses which space he will move into, and you must either follow or forego the rest of your turn.

Liberator

Frenzy Specialty

Cost: 1 AP reflexively

You don’t like being touched, held, grabbed, or grappled. Whenever you are grabbed, you can make a melee attack called shot against the person grabbing you in whatever way is going to get them off (often by making a called shot against their hand, but you can also make a called shot against their torso to push them away, or a called shot against whatever else they’re using to grab you). You can do this reflexively when they first grab you, and, if you fail, you can continue to make these melee called shots against your assailant for just 1 action point until they let go.  

Merciless

Frenzy Specialty

Stance (costs 1 AP to enter)

Once you go down this path, there’s no going back. Once you enter your merciless stance, you cannot voluntarily exit it. Upon entering, you choose a target of the stance. As long as you are aware of the target or believe the target to be within a couple hundred feet, you cannot exit your stance. While in this stance, you can only attack your target and people who are directly preventing you from getting to your target. If you are not engaged with your target, you must spend at least 1 action point every turn moving toward your target.

        While this stance is active, once per turn you may use your skill in frenzy as a bonus to any one of your combat rolls, or divide it among several. For example, you may add your skill in frenzy to one strike roll, or you may give half of your skill in frenzy to one accuracy roll and the other half to one evade roll. These combat rolls must be made in opposition of the target of your merciless stance.

Neverending Bloodbath

Frenzy Specialty

For every enemy you kill during your turn, you gain 1 action point that can only be used for running toward another enemy.

No Escape

Frenzy Specialty

Cost: As Moving, reflexively

Though your enemies may attempt to retreat, you’re prepared to give chase. Any time a foe that you’re engaged with attempts to move away from you using their land speed, you reflexively follow them. If an opponent’s speed is greater than yours (but within 20 feet), you rise to the challenge and match their speed.

Raging

Frenzy Specialty

Stance (costs 1 AP to enter)

Nothing can stop you. You will destroy everything in your path. When you make an attack while raging, you pull your bonuses from your accuracy, evade, and defense in order to add them to your strike roll. Add your accuracy, evade, and defense bonuses together and apply that number as a bonus to your strike. While in this stance, however, you do not gain any bonuses on your accuracy, evade, or defense rolls. If you leave this stance (either voluntarily or by being forced out of it), you do not gain your bonuses to evade and defense back until the end of your next turn.

Straining Blow

Frenzy Specialty

Cost: as a Melee Attack

You push yourself to your maximum, destroying yourself in order to lay waste to your opponents. When you make a straining blow, you may deal 5 unsoakable hit point damage to yourself in order to add a +1 damage class to your attack. You may deal as much damage to yourself as you’d like in order to gain additional damage classes, but you cannot deal more damage to yourself than you have hit points. Once you are out of hit points, you cannot deal straining blows.

Soulless Blade

Frenzy Specialty

Cost: 2 AP reflexively

When you mean to finish an opponent, you do so mercilessly. After you’ve made a melee attack that deals wounds damage to the target, you may spend 2 action points reflexively in order to convert it into a soulless blade. Now, instead of rolling on the wounds chart, they roll for a fatal effect.

Walking Destruction

Frenzy Specialty

Requires: 15 skill points in Frenzy

Cost: Move + Melee Attack + 2 AP

You make a single move. During this move, you may attack anybody that you become adjacent to. You may not target the same person more than once.

        Other specialties cannot be applied to this attack.

p Bloodlust Specialties M

Berserker

Frenzy Specialty

Stance (costs 1 AP to enter)

The sight of blood excites you. After successfully dealing damage to an opponent, you a gain +1 damage class against that opponent with all melee weapons. This bonus increases by +1 for every 6 skill points you have in frenzy. This bonus can be used against multiple opponents.

Bloodlust

Frenzy Specialty

Requires: Berserker specialty & 6 skill points in Frenzy

Cost: 1 AP

In the whirling chaos of battle you are a singular force of destruction - relentless and unstoppable. When you enter into berserker stance, you may spend an additional action point to upgrade your stance and start bloodlusting. While bloodlusting, your damage class with melee weapons increases by 1 for every enemy within 25 feet of you.

        This bonus replaces the normal bonus you would get from your berserker stance. It is automatically added to all melee weapon attacks, regardless of whether you have attacked the foe before or not.

        If you are knocked out of berserker stance, you must re-enter the stance and spend the extra action point to begin bloodlusting again.

Unquenchable Thirst

Frenzy Specialty

Requires: Berserker & Bloodlust specialties & 12 skill points in Frenzy

Cost: 1 AP

Your unquenchable thirst for blood has become a full-fledged obsession. After you have entered your berserker stance and started bloodlusting, you may spend another action point to upgrade to unquenchable thirst. Now, everybody within 25 feet of you acts as an enemy (including allies) for the purpose of determining your bloodlust bonus. You may now make normal melee attacks (with a heavy weapon or smaller) for just 1 action point, but if anybody comes near you, enemy or ally, you are forced to make a reflexive melee attack against them, if at all possible.

        If you are knocked out of berserker stance, you must re-enter the stance and spend the extra actions point to begin bloodlusting and enter unquenchable thirst again.

p Masochistic Specialties M

Laugh Like You’re Crazy

Frenzy Specialty

Resist: Spirit (negates)

You’re a manic, psychotic, laughing vision of evil on the battlefield. For every 10 points of hit point damage you’ve taken, choose one opponent within 25 feet. That opponent is now suffering the effects of tier 1 fear. They may resist using their Spirit against your frenzy. If they resist, they cannot be affected again until after their next breather.

Marriage to Suffering

Frenzy Specialty

Requires: Laugh Like You’re Crazy specialty

When fighting on the edge, you fight even harder. When out of hit points, you gain a +1 damage class per point of wounds lost. This damage bonus is lost if your hitpoints are no long zero.  

Seize Your Suffering

Frenzy Specialty

Requires: 8 skill points in Frenzy, Laugh Like You’re Crazy & Marriage to Suffering specialties

Taking punishment has become your nourishment on the battlefield. For every point of wounds damage you take, you gain an immediate action point. The action point only lasts for the turn the damage was taken. You may gain no more than 1 action point from this in a single turn than 1 per 8 skill points you have in Frenzy.

        For example, if you take 3 wounds damage this turn, you gain 3 action points in addition to your normal allotment of action points for this turn.


Overpower Skill

The ability to overpower an opponent is not one to be overlooked. Nothing can be scarier than a man whose blows can fell giants, strikes are so powerful that they can send a man high into the air, or swings so atrocious that they can sever the fabric that holds our reality together. Overpower is all about hitting your opponent hard and making sure that they never forget who it was that gave them that scar - the one on their shoulder, where their arm used to be.

Brickbreaker

Overpower Specialty

Cost: as a Melee Attack

Through sheer force you are able to break through cover and bypass walls. Whenever an opponent is on the other side of cover, you may attempt to bypass it with your melee attack (they must still be within range of your melee weapon, however). You can only break through cover that is as strong as brick. A reinforced wall of iron could not be broken with brickbreaker, for instance. The cover is not destroyed from the brickbreaker attack, but it is damaged.

        Bypasses poor cover

        Bypasses light cover

        Bypasses medium cover

        Bypasses heavy cover

Dragging

Overpower Specialty

Stance (costs 1 AP to enter)

You pull your weapon behind you, letting your weapon take your entire body weight upwards when you swing. Anytime that you deal 10 or more damage (after damage soak), the enemy loses their stance.

Follow-Through

Overpower Specialty

Requires: 4 skill points in Overpower

While your first attack can leave an opponent realing, your second attack is a true display of your power. If you make two consectutive and successful medium (or larger) melee attacks on your turn against the same opponent, your second attack’s damage is automatically one tier higher.

Heavy Hitter

Overpower Specialty

Stance (costs 1 AP to enter)

Requires: 4 skill points in Overpower

Whenever in this stance and using a heavy (or larger) melee weapon, add an extra point to your damage class for every 4 skill points you have in overpower.

Keep Them Down

Overpower Specialty

Cost: Heavy (or larger) Melee Attack

When an opponent is next to you and prone, you have no problem finishing them off. Whenever attacking a prone opponent with a heavy weapon, your damage automatically tiers up one.

Monstrous Attacks

Overpower Specialty

Cost: Super-Heavy Melee Attack +1 AP

Other people think that super-heavy melee weapons have a damage class of 10. You’re not sure what that means, but you know you can kill those people in one hit! By spending an extra action point when you make an attack with a super-heavy melee weapon, you deal considerably more damage. Your damage class increases by 2, plus an additional +1 per 6 skill points you have in overpower.

No Quarter

Overpower Specialty

Resist: Dexterity (negates, see below)

Cost: Heavy (or larger) Melee Attack +1 AP

You smash down, not targeting a single person, but their entire area. The only escape is for the target to move. When you make a no quarter attack, you are not attacking the person: you are attacking a single space. Anybody in this space is either automatically hit or must spend 1 action point reflexively in order to try to jump out of the space. If they choose to dodge, they roll their Dexterity. If their Dexterity exceeds your accuracy, they can move to 1 adjacent square. If it fails, you hit them.

        Note: If you are using any abilities that depend on the opponent’s evade, treat their Dexterity as evade. If the opponent chooses not to dodge the attack, assume their evade matches your accuracy.

One-Handing It

Overpower Specialty

You may wield two-handed weapons in one hand. Reloading a marksmanship weapon and using bows of any size still requires an additional free hand. For all purposes beyond how many hands the weapon requires, this specialty changes nothing.

Robust Toss

Overpower Specialty

Cost: Medium (or larger) Thrown Attack

Just because your opponent is out of reach doesn’t mean you can’t smash their face in. Whenever you use a medium or larger thrown weapon, you may deal extra damage with the attack. If it lands, roll your Overpower to determine its extra damage.  

        2 additional damage

        4 additional damage

        6 additional damage

        8 additional damage

Shield Whack

Overpower Specialty

Cost: Melee Attack conversion

Most people use their shields for protection, keeping their shield in between your weapon and their flesh. That’s an advantage that you’ll use. Whenever an opponent attempts to use a shield to deflect one of your attacks, you may instantly convert the attack into a shield whack. Though you’ll deal no damage with the attack, you hit the victim’s shield so hard that it staggers them, causing them to lose their stance, and they are disoriented for their next turn.  

Solid Assault

Overpower Specialty

Cost: Melee Attack +1 AP

You ready your strike and bring it in smoothly to deal just the right amount of damage. If you successfully hit with your solid assault, you deal damage as though it were one tier higher.

Stunning Blow

Overpower Specialty

Resist: Brute (tiers down)

Cost: Melee Attack +1 AP

With a well aimed strike, you stun your opponent. If the opponent fails to resist against your overpower and your receive a tier 2 result or higher, the target is stunned. The target may roll their Brute in order to resist. For every tier over Tier 1 that they receive, they lower the effect of Stunning Blow by one tier.

        No effect

        Stunned for 1 AP

        Stunned for 2 AP

        Stunned for 3 AP

Titanic Strength

Overpower Specialty

Requires: 3 skill points in Overpower

You lift the heaviest of weapons and swing them around as though they were tiny fencing blades. You do not need to enter into a footing stance when you use super-heavy melee weapons.

With Gusto

Overpower Specialty

Requires: +13 to Strike

Resist: Brute (negates)

When you attack with gusto, your attack is so powerful that no armor can stand against it. If your melee attack deals tier 4 damage (or greater), you negate all of your opponent’s damage soak from their armor unless they can make their resist against your overpower.

p Armor-Breaking Specialties M

Chipping Away

Overpower Specialty

Resist: Dexterity (tiers down)

Cost: Heavy (or larger) Melee Attack +1 AP

Your attacks wear on the opponent’s armor, slowly chipping it away until it falls apart. When you make a Chipping Away attack, you lower the soak class on the target’s armor by 1. The penalty can never send their soak class below zero, but chipping away does stack over time. If the armor’s soak class reaches 0, the armor is effectively destroyed (and any augments on it or bonuses that the target receives for wearing armor are negated). The opponent can negate the Chipping Away by making a Dexterity roll opposed by your Overpower roll.

        Note: Somebody with broken or damaged armor can patch it back together during a breather.  

Armor Sunder

Overpower Specialty

Requires: Chipping Away specialty

Resist: Dexterity (tiers down)

Cost: Heavy (or larger) Melee Attack +1 AP

The biggest obstacle between your sword and their heart is their armor, and you’re not beyond destroying that too. An armor sundering attack lowers the soak class on their armor. The penalty can never send their soak class below zero, but multiple armor sundering attacks can stack. If the armor’s soak class reaches 0, the armor is effectively destroyed (and any augments on it or bonuses that the target receives for wearing armor are negated).

        -2 soak class

        -3 soak class

        -4 soak class

        -5 soak class

Note: Somebody with broken or damaged armor can patch it back together during a breather.

p Earth-Shattering Specialties M

Earthquaking Strike

Overpower Specialty

Resist: Cunning (negates)

Cost: As a Heavy (or larger) Melee Attack

Rather than attacking the target, you attack the ground in front of the target, destroying the ground and destabilizing everyone around unless they can make a Cunning resist against your Overpower skill.

        The person standing in the area attacked is disoriented for one turn

        Everyone within 5 feet of the area attacked is disoriented for one turn

        Everyone within 5 feet of the area attacked is disoriented for two turns

        Everyone within 10 feet of the area attacked is disoriented for three turns

Rampant Destruction

Overpower Specialty

Requires: Earthquaking Strike specialty

Cost: Earthquaking Strike +1 AP

With just a bit more effort, you can turn your Earthquaking Strike into rampant destruction. The effect of your Rampant Destruction is exactly the same, except this doesn’t just cause the ground around you to vibrate, it causes the ground to explode outward. Roll only once for the Earthquaking Strike as for the Rampant Destruction.

        In the area struck, the ground is destroyed one foot down.

        In the area effected, the ground is destroyed three feet down.

        In the area effected, the ground is destroyed ten feet down.

        In the area effected, the ground is destroyed twenty feet down.

Note on Collapsing Structures: This is especially effective while standing on a bridge, on the second floor of a building, or while out on the streets with a sewer underneath. Remember, however, that if you are in the area of the rampant destruction’s effect, you too will fall down.

p Push Away Specialties M

Staggering Strike

Overpower Specialty

Resist: Brute (tiers down)

Cost: Melee Attack +1 AP

Throwing yourself completely into the attack, you toss your opponent into the air like a rag doll. You knock them back several feet and potentially prone. The target may roll their Brute in order to resist.

        5 feet

        10 feet

        10 feet and prone

        15 feet and prone

Bullrush

Overpower Specialty

Requires: Staggering Strike specialty

Cost: Move + Melee Attack

When you charge at an opponent, you can throw them backwards. If you run toward an opponent in a straight line (for a minimum of 15 feet) and then make a melee attack, your melee attack is automatically a Staggering Strike.

        If you so choose, you may also move with the target (staying adjacent to them) for the distance that you send them from the Staggering Strike. This extra movement has no cost.


Resilience Skill

Resilience is your ability to weather attacks, continue on, and protect your allies. A character with resilience can use their great strength to keep the good fight going and never stand down. Resilience makes a character almost impossible to take down, and so builds the perfect front-line fighter and person that you want between the enemy and the group’s travelling scientist.

Blast Proof

Resilience Specialty

Resist: Cunning (tiers down)

Cost: Shield Deflection +1 AP reflexively

In the face of explosives, blasts, and storms, you raise your shield and carry on, shielding yourself and your allies from the blast. Whenever you are in the midst of an explosion or similar effect that has a blast area, you can negate the effect upon yourself and potentially adjacent spaces unless the originator of the effect resists against your skill in Resilience.

        Negates effect in your space

        Negates effect in your space & 1 space behind you

        Negates effect in your space & 2 spaces behind you

        Negates effect in your space & 4 spaces behind you

Body of Steel

Resilience Specialty

Your armored training allows you to push past called shots. When an opponent attempts a called shot on you, you may add your defense to the resist against the called shot.

Brace for Impact

Resilience Specialty

Cost: as a Shield Deflection

Instead of attempting to evade the attack, you Brace for Impact. You may Brace for Impact at any time that you would normally be able to deflect a blow. Bracing for Impact converts your evade bonus for deflecting into a defense bonus instead.

Bulwark

Resilience Specialty

Stance (costs 1 AP to enter)

You ready yourself for any attack, becoming an untouchable bulwark. While in this stance, roll twice for your defense rolls and take the higher result. You still add your defense bonus to the roll of your choice.

Interposition

Resilience Specialty

Resist: Dexterity (negates)

Cost: Move +1 AP reflexively

You are able to gauge an opponent’s intent to strike a friend, allowing you to Interpose yourself between them and one of your allies. You must decide to Interpose yourself before your ally rolls their evade. For the cost of a move +1 action point, you may make a single move to place yourself in front of the attack.

        If the attack is a melee one, you must end your move adjacent to both the ally being attacked and to the person making the attack.

        If the attack is a ranged one, you must end your move in-between your ally and the person making the attack.

        Furthermore, the person making the attack is allowed to resist against your resilience. If they successfully resist, the attack hits the intended target instead of you. If the resist fails, the attack automatically hits you.

Metal Embrace

Resilience Specialty

Cost: 1 AP reflexively

Any time you are struck in combat, you may, for 1 action point, make a resilience roll, soaking an amount of additional damage as determined below.

        Soak 3 additional damage

        Soak 6 additional damage

        Soak 9 additional damage

        Soak 12 additional damage

Never Off-Guard

Resilience Specialty

You are always ready for an attack. Normally, your hit points go down after combat while you’re resting or socializing. Your hit points are always, at least partially, ready to go. When not in combat, you always have a number of hit points up equal to twice your skill in Resilience, even when you’re not conscious. Of course, you can’t have more hit points up than your maximum.

Press

Resilience Specialty

Stance (costs 1 AP to enter)

Resist: Dexterity (negates)

You choose a target, and as long as you’re adjacent to that target, you can completely block him from attacking anybody but you. When you enter this stance, choose a target of the stance. To choose a different target, you must re-enter the stance. As long as you are adjacent to the target, if the target tries to attack anybody, they must succeed at the resist. If they fail, they do not attack and, instead, lose 1 action point.

Protector

Resilience Specialty

Cost: as a Shield Deflection

You may protect those around you using your shield. Any time an adjacent ally would be the target of an attack, you may use your shield to deflect the blow for them. The ally gains any bonuses that you would gain for your deflection.

Resolute

Resilience Specialty

Requires: 2 or more stances known from the Resilience skill

You are the ultimate sentinel, transforming yourself into an impregnable barrier. When you enter into one of your stances from the Resilience skill, you may simultaneously enter all of your known Resilience stances and keep all of them active (as long as they don’t negate each other for any reason). They all act as one stance, so if you get knocked out of your stance, you get knocked out of all of your stances.

Second Skin

Resilience Specialty

Cost: 1 AP reflexively

Attacks which ignore damage soak still have trouble with you. Whenever you are subject to an attack that is going to ignore your damage soak, you may spend 1 action point to convert it into soakable damage.

        Up to 3 points of unsoakable damage made soakable.

        Up to 6 points of unsoakable damage made soakable.

        Up to 9 points of unsoakable damage made soakable.

        Up to 12 points of unsoakable damage made soakable.

Solid Stances

Resilience Specialty

You have great balance and you understand how to keep your posture. As long as you’re conscious, you cannot be voluntarily knocked out of your stance(s) from being pushed back or knocked prone.

Thick Skin

Resilience Specialty

Your body naturally soaks some damage. Your body has a natural soak class of 1. Furthermore, for every 5 skill points you have in Resilience, you have an additional soak class of 1. So, if you have a 20 in Resilience, you have would a soak class (without armor) of 5. This soak class stacks with armor.

Tough Stuff

Resilience Specialty

You gain bonus hit points depending on your skill in Resilience and how many specialties you have. For every specialty you have (including this one), you gain 1 extra hit point. For every 8 skill points you have in Resilience, that number increases by 1. Thus, if you have 8 skill points in Resilience and 6 specialties, you would have 12 extra hit points.

Unassailable Mountain

Resilience Specialty

Requires: you to be wearing heavy (or heavier) armor

Cost: 3 AP reflexively

For 3 action points, you may greatly increase your damage soak. This can be decided after the damage has been announced. If the attack was a special attack, any other effects from the attack still apply. This ability only works while in heavy (or heavier) armor. To determine how much your soak class increases, roll below:

        +4 soak class

        +5 soak class

        +6 soak class

        +7 soak class

Walking Fortress

Resilience Specialty

Stance (costs 1 AP to enter)

Requires: 3 skill points in Resilience

While in the Walking Fortress stance, your defense skyrockets. You gain a +1 to your defense for every 3 skill points you have in resilience.

Ward

Resilience Specialty

Stance (costs 1 AP to enter)

Cost: 1 AP reflexively

You won’t allow your foes to pass by you unscathed. When an opponent moves into your melee range, you can make a reflexive attack against them for 1 action point. If an opponent moves from one space within melee range to another space within melee range, this also leaves them open to your reflexive attacks. A single opponent can only be the target of this specialty once per turn.

p Armored Movement Specialties M

Armored Ease

Resilience Specialty

When you are wearing armor, you may consider it one degree lighter at your discretion. Therefore, you can treat your medium armor as light armor for determining penalties but still gain all of the benefits of wearing medium armor.

Armored Freedom

Resilience Specialty

Requires: Armored Ease specialty & 7 skill points in Resilience

Now, while wearing armor, you may consider it two degrees lighter for determining penalties (in addition to the one degree gained from Armored Ease). Thus, you could be wearing super-heavy armor, but only have the penalties of light armor.

p Barrier Specialties M

Living Barrier

Resilience Specialty

Stance (costs 1 AP to enter)

Resist: Dexterity (negates)

Nothing bypasses you. When you enter your living barrier stance, you strategically place yourself so that you take up three adjacent spaces (as in, your normal space plus two more) and you may attack anything adjacent to your new size.

        Opponents attempting to move through your new space must make a Dexterity resist against your resilience. If the opponent fails, they may not enter your new space and their movement is stopped.

Living Wall

Resilience Specialty

Requires: Living Barrier specialty

Resist: Dexterity (negates)

Cost: 1 AP reflexively

While in living barrier stance, if an opponent attempts to attack someone through you or inside your newly expanded space, you may spend 1 reflexive action point to intercept this attack. In doing so, you receive no evade roll (acting as if the evade roll was a 1) and are hit with the attack. The opponent may roll a Dexterity resist against your Resilience still in order to attempt to attack his original target.

Living Stronghold

Resilience Specialty  

Resist: Dexterity

Requires: Living Barrier & Living Wall specialties

Nothing bypasses you. While in living barrier stance, if an opponent attempts to target somebody through you or inside your expanded space and fails their Dexterity resist against you, the attack is negated. They lose all of the action points spent to make the attack.


Chapter 7 - Cunning

Knowledge is power, and using it to your advantage can move worlds. At its most basic level, cunning is the ability to process and retain information. As you grow, you can train yourself to be more keen, see into things that other people would quickly disregard, and learn the skills to survive no matter where you go. The attribute of Cunning also increases you ability to see the whole picture and interact with others.

What can you do with your Cunning attribute?

Gather Intel

Memory and research can be very valuable tools for finding information. Intelligence can be found through talking to the right people, reading, or simply having heard about it in the past. To determine if you know the information, roll your Cunning and tier the result. The narrator will then tell you the appropriate amount of information you know.

        Tier 1 You know nothing more than common knowledge, such as the name of a road or the king’s name.

        Tier 2 You’ve heard some tidbits, a smidge of esoteric knowledge, like the year an old temple was built or the nickname for the local baron’s favorite hunting dog.

        Tier 3 You know rather obscure information, such as where the merchant lord of a large shipping company buys his illegal firearms from or how a famous doctor prevents people from bleeding during his surgeries.

        Tier 4 You know the rarest of information, from the coordinates of the tree a bartender in the next town over shared his first kiss under, to the secret meaning behind the king’s royal title.

Research and intelligence gathering can allow you to roll again, and potentially with bonuses. If you’ve spent quite a bit of time in a library, looking up the reasons behind the current plague, you may roll again. In addition, the advanced medical section in the library may grant you a +3 on the roll. Likewise, if the local librarian who you’ve been talking to also has some knowledge of the plague, that +3 might jump up to a +6 on the roll.

Lockpicking

Attempt Cost: 3 AP

The gunfire makes it hard to concentrate. Your friends have your back, picking off the ravenous arachnid automatons while you have your toolset in your hand, trying desperately to get through this lock. There’s too many of them to fight off. If you can’t get this done before the full swarm arrives, you’re all dead.

        Trying to pick a lock costs 3 action points, just to get into position and starts the process. After that, you’re going to roll Cunning. For any given lock, you may only roll once. The tier that you receive will tell you how well you pick the lock.

        Tier 1 Requires several minutes and is not something that can be done during combat

        Tier 2 Requires 9 more action points

        Tier 3 Requires 3 more action points

        Tier 4 You got it on the first try.

Difficulty of Locks: The basic door lock will rarely hamper a person truly trying to open the lock. However, advanced locks will decrease your tier result. For example, a solid, well-built lock might lower the lockpicker’s result by 1 tier. The duke’s custom-made and advanced locking mechanism might lower the lockpicker’s tier by 3. If the lockpicking roll is brought below tier 1, it simply cannot be accomplished (unless mitigating factors might allow it - and the narrator might even say, “It seems possible, but will require several hours of focus”).

        A lock that lowers the result by 4 tiers should probably not even exist, as the lock is virtually unpickable.

Notice

Notice is an immensely useful little trait, from noticing that the building is on fire to noticing that the king is wearing the wrong ring. Notice comes in two categories: noticing people and noticing objects. If you are looking for a person, you would roll your Cunning against their Cunning (if they’re hiding) or their Dexterity (if they’re sneaking). If you are attempting to notice an object, you would roll your Cunning and tier the result to see if you can notice it.

        Tier 1 You can only notice readily visible items.

        Tier 2 You notice items that are partially hidden.

        Tier 3 You notice items that are almost entirely hidden, or something else is betraying their whereabouts.

        Tier 4 You notice items that nobody else would, like a faint outline under a curtain or that the airflow in the room is slightly off.


Espionage Skill

Let’s face it: you just want to stab people when nobody’s looking. It may be due to personal, unresolved social problems. It could be an emotional dependency on other people’s pain. Or maybe you just like delivering surprises. Regardless, you take people off-guard, play with them in a fight, and then trash them them like a rotting corpse in a trench. In fact, that’s exactly what they are.

Destabilizing Strike

Espionage Specialty

Cost: Attack +1 AP

When your opponent is disoriented, you take advantage of their weakened mind and can make a Destabilizing Strike. A Destabilizing Strike, if it deals damage, causes the opponent to become open to a reflexive attack from every character within melee range of the target. These reflexive attacks can be made either as unarmed attacks or by using super-heavy or smaller melee weapons, which will only cost 1 action point to perform instead of the normal 2. As the person who made the destabilizing strike, you cannot make a reflexive attack.

Feign Fatal Wounds

Espionage Specialty

Resist: Cunning (negates)

Cost: 1 AP reflexively

When you’re struck in combat, you can overplay the success of the attack, making your enemy think you’ve been taken out of the battle or seriously injured. When damage is dealt to you, you may spend 1 action point reflexively in order to trick the opponent into thinking that they have wounded, dealt you a fatal attack, or outright killed you. They may resist with a successful Cunning roll (opposed by your espionage roll). If they fail, you may choose to what degree you appear to have been injured (or falling down and feigning death entirely).

        Do note that if you fall down as a result of feigning death or a serious wound, standing up costs an action point.

First Strike

Espionage Specialty

You make it your business knowing that you’re in a fight before your enemies do. If you make the first strike of a combat - either before priority is rolled or by being the first person to act in the combat - your attack gains a bonus on your accuracy roll equal to your skill in Espionage.

Flowing Shadow

Espionage Specialty

Requires: 4 skill points in Espionage

You flow within the shadows, keeping your opponents guessing as you weave and dart through the darkness. Any time the person attacking you is blinded or in poor lighting, you can roll your evade two times and take the higher result. In addition, you gain a +1 on your evade rolls per 4 skill points you have in Espionage while in darkness. If the opponent attacking you in unaffected by darkness or relies on a way of finding you that is not based on sight, you do not gain the evade bonus or the ability to roll twice and take the higher result.

Heartseeker

Espionage Specialty

Cost: Melee Attack with a Light Weapon +1 AP

When wielding a light weapon, you know the best way to get through your enemy’s pesky armor. When you make a Heartseeking attack, your opponent has more difficulty soaking it. For the purposes of this attack, lower your opponent’s soak class by 1 for every tier that you receive with your Espionage roll. This does not permanently affect the armor.

        -1 soak class

        -2 soak class

        -3 soak class

        -4 soak class

Invisible Blade

Espionage Specialty

Stance (costs 1 AP to enter)

You fight with your weapons palmed, keeping your attacks so tight that your blades are little more than an extension of your fists. When using a weapon that is both light and concealable, you fight as if unarmed: you cannot be disarmed or have your weapon sundered, and your attacks only cost 1 action point to make. For all other purposes, your weapon still counts as a light weapon.

Master Lockpick

Espionage Specialty

Doors are of little bother to you; your skill in lockpicking turns solid barriers into tiny inconveniences. This specialty improves your ability to understand a lock and pick it. When you begin picking a lock, roll for your Master Lockpick to further reduce the action points that you’ll need in order to pick the lock. The AP cost of the lock can never drop below marque I.

        No luck. Your normal Cunning will have to deal with the lock.

        You can kind of see it. The marque of the lock is reduced by 1 for the purpose of this lockpicking.

        It’s an average challenge. The marque of the lock is reduced by 2 for the purpose of this lockpicking.

        Aha! The marque of the lock is reduced by 3 for the purpose of this lockpicking.

Pierce the Darkness

Espionage Specialty

Requires: 4 skill points in Espionage

You launch your attack from the victim’s blindspot, ensuring your success. When you are attacking from perfect darkness, poor lighting, fog, or anything else that hampers vision, you gain a +1 on your accuracy roll for every 4 skill points you have in Espionage. If the opponent has some way of seeing through the poor visibility you’re hiding in, you do not gain the bonus.

Silent Kill

Espionage Specialty

Resist: Cunning (see below)

Cost: Melee Attack +1 AP

When you attack somebody, you may attempt to make the attack absolutely silent. This is normally done when going for a killing blow that the target is unaware of, in order to not get caught in the act.

        You may be stifling their scream or trying to make your blade not chink against their armor. If the target does not try to make a noise, you simply roll your skill in espionage against anybody listening.

        If, however, the target screams, yells out, or calls for help, you must attempt to cover their mouth or stab them in the throat: anything to keep the sound from carrying. If this happens, anybody listening can attempt a Cunning resist to hear the cry.

Sinister Strike

Espionage Specialty

Requires: 18 skill points in Espionage

Cost: Reflexive Melee Strike +3 AP

Your ally has created an opening, and it’s time to go in for the kill. After an ally hits an adjacent opponent, you can reflexively make a sinister strike. This attack deals damage directly to wounds. If it exhausts the target’s wounds, they suffer a fatal effect.

p Nightwalker Specialties M

Fighting Blind

Espionage Specialty

You take no penalty for melee fighting while in poor lighting or in absolute darkness.

        If you do not know where your opponent is, this specialty does not give you a way of locating them, and this Fighting Blind does not negate the ranged penalty for blindness.

Deep Blind Senses

Espionage Specialty

Requires: Fighting Blind specialty & 5 skill points in Espionage

Your hearing, sense of the air vibration, or ability to locate your opponents in the deepest of darknesses allows you to fire accurately upon distant targets even when blind. You may use ranged attacks against opponents at no penalty when blind or in poor lighting up to 5 feet away per skill point you have in Espionage.  

p Cover User Specialties M

Cover Expert

Espionage Specialty

Stance (costs 1 AP to enter)

You’re well practiced at taking advantage of whatever cover is available. While you are in this stance, any cover that you take is treated as though it were one level greater. If you exceed heavy cover, you cannot be targeted by a ranged attack.

Contort

Espionage Specialty

Requires: Cover Expert specialty

Cost: 1 AP

Small barriers can fully eclipse your body as you contort yourself to fit behind them. While in your Cover Expert stance and behind cover, you may contort yourself so that the cover becomes complete cover, and you cannot be targeted by ranged attacks while behind it. You may leave your cover for no action point cost.

        Additionally, when you are in a hiding spot but somebody is actively searching that spot, they do not automatically find you. Instead, they must still roll their Cunning to notice you. If they fail the roll, they do not notice you, even though they were searching your exact area.

p Critical Specialties M

Critical Hits

Espionage Specialty

Light weapons, while normally less damaging than other weapons, do seem to have a knack for finding soft spots in a target’s defense. When you attack with a light weapon in melee, for every 5 points that your accuracy roll exceeds your target’s evade roll, your attack’s damage class increases by 1. This extra damage class cannot exceed your skill in espionage.

        Thus, if your opponent rolled a 2 on their evade and you rolled a 12, your attack’s damage class would be 2 higher than normal.

Hairsplitter

Espionage Specialty

Requires: Critical Hits specialty & +6 Accuracy (from specialties)

Your precision and accuracy is not to be out done. When you are making a melee attack with a light weapon, you gain an additional damage class for every 3 points that your accuracy roll exceeds your target’s evade roll. This bonus replaces your bonus from your Critical Hits specialty. This extra damage class cannot exceed your skill in espionage.

Pinpoint Shot

Espionage Specialty

Requires: Either the Critical Hits or Heartseeker specialty

You’re just as accurate from a range as you are when you’re standing right next to your victim. You may use any specialty that calls for a melee attack with a light weapon when using a light ranged weapon.

p Dirt in the Eyes Specialties M

Dirt in the Eyes

Espionage Specialty

Cost: 2 AP

Throwing dirt, blood, water, and other foul substances is an art that has been perfected by dirty fighters for centuries. It’s perfect for catching people off-guard and momentarily blinding them. If you’d like to throw dirt in somebody’s eyes, they must be adjacent to you, and you must succeed at making an accuracy roll against their evade roll. (For all intents and purposes, this is similar to a called shot against the head.) If they have anything protecting their eyes, such as goggles, the target gains a +3 on their evade roll. If you’re successful, the opponent suffers a penalty to their next evade roll equal to your skill in Espionage.

        The target may, if he so chooses, spend 1 action point to rub the substance out before taking the penalty on his next evade.

Blind & Swing

Espionage Specialty

Requires: Dirt in the Eyes specialty

Cost: Melee Attack +1 AP

You may combine your Dirt in the Eyes attack with a melee attack, more efficiently catching your foes in their crucial moment of weakness. For the cost of a melee attack +1 action point, you may throw dirt in your opponent’s eye and make a melee attack. You resolve your Dirt in the Eyes attack first (which, if successful, gives them a large penalty on their evade roll) and then your attack second.

p Disorienting Specialties M

Distracting Attack

Espionage Specialty

Resist: Cunning (tiers down)

Cost: Melee Attack +1 AP

Your attacks bewilder and confuse your opponent. You can make a melee attack that, if successful, disorients the target (causing them to lose 1 action point per turn) for a handful of turns.

        1 turn

        2 turns

        3 turns

        4 turns

Taking Advantage

Espionage Specialty

Requires: Distracting Attack specialty

When your opponent is disoriented, you know all the tricks for taking advantage of their momentary weakness. When fighting somebody who is disoriented, it does not cost you the extra action point in order to make called shots against the person.

Brain-Blowing Attack

Espionage Specialty

Requires: 12 skill points in Espionage & Distracting Attack specialty

Your distracting attacks land beautifully, leaving the target fully disoriented for a considerably longer period of time. Whenever you make a distracting attack, you disorient them for twice as long as usual.


Expertise Skill

Your intelligence stems beyond book smarts into the realm of practical use. Your keen observations coupled with raw brainpower and experience have given you the skills you use on a daily basis. You are a thinker, combining thought with action. Whether it be determining the exact distance of an enemy force or doctoring the wounded, expertise gives you the know-how to do what needs to be done.

Appraisal

Expertise specialty

You’ve got a keen eye for exactly how much something is worth. Though you can figure out the price of most items by looking to the Trust, your skill lies in figuring out the price for ancient prized relics, valuable gemstones, and precious works of art. You may only appraise an item once per downtime.

        You are able to determine the going market value of an item within 10%.

        You are able to determine the market value of an item, almost to the duke.

        Not only can you pinpoint the market value for an item, you can decipher any history or lore about it.

        You have a knack for knowing the exact price for an item, obscure information about it, and whether it contains any ancient secrets or certain people are searching for it

Concentrated Focus

Expertise Specialty

Requires: 3 skill points in Expertise

Your concentration is so intense that it is difficult to stun you. When making a resist against being stunned, you may add your expertise onto the resist. (If the resist is a Cunning roll, add your expertise in addition to the Cunning total.)

Deep Breath

Expertise Specialty

Cost: 1 AP

Requires: 5 skill points in Expertise

Taking one deep breath, you look around the battlefield, analyzing your environment. As you exhale, time itself grinds to a halt. You receive 1 extra action point when your action points refresh. You may only perform this once per turn. (Simply put, this specialty lets you spend 1 action point in order to gain an extra action point on your next turn, exceeding your normal maximum pool.)

Demoman

Expertise Specialty

Requires: 3 skill points in Expertise

You don’t know how they work, but you sure know how to blow them up! For every 3 skill points you have in expertise, you gain a +1 damage class when attacking automatons and vehicles. This applies to anything you use that has a damage class, including explosives.

Efficiency Expert

Expertise Specialty

Requires: 3 skill points in Expertise

When you or your friends are crafting items, you’re key to ensuring that no funds are wasted, that no screw is left behind. Not only does your DIY (do-it-yourself) score increase (based on the bonuses granted by this specialty), you improve your allies’ DIY score. When you spend your downtime with your fellow adventurers working on equipment, their DIY score becomes 3 points higher. This bonus cannot increase their effective DIY score beyond 12.

        If you have multiple efficiency experts, the bonus do not stack. Instead, for every additional efficiency expert you have in your party, you gain an additional +1 DIY.

Fire Fighter

Expertise specialty

You must’ve had a pyromaniac as a friend growing up - you’re able to make battling back blazing infernos seem like child’s play. If you are putting out fires, you gain 2 extra action points per turn for putting out fires. You cannot catch on fire when extinguishing a fire on another creature.

Hurl

Expertise Specialty

You can throw just about anything. Even if an item or weapon is not classified as a throwing weapon, you may throw it as if it were. You do not take penalties for impromptu weapons, and it can go the distance it would go for its size categories (light: 25 feet; medium: 75 feet; and, heavy: 50 feet).

Improv Fighter

Expertise Specialty

Requires: 3 skill points in Expertise

You’re a master of picking up whatever is nearby and using it to its most destructive potential. Barstool, glass, painting, or ladder, you’ve killed with them all. When using an impromptu weapon, your penalties are eliminated. When fighting with such unconventional melee objects, you gain a +1 to accuracy for every 3 points in expertise you have because opponents never expect you to be so talented with them.

Mechanic

Expertise Specialty

Cost: 3 AP

Though you may not be the original inventor, you have a knack for seeing problems and figuring out how to fix them. You may repair an adjacent automaton, vehicle, or any mechanical contraption with wounds or hit points.

        repairs 6 wounds or hit points

        repairs 12 wounds or hit points

        repairs 18 wounds or hit points

        repairs 24 wounds or hit points

Patch the Bleeding

Expertise Specialty

Cost: 1 AP

You’ve dealt with enough wounds to know how to make them stop bleeding very quickly. You can spend 1 action point to stop 10 bleeding damage (as opposed to the normal 5). In addition, if somebody is bleeding out (such as from losing a limb), for every 1 action point you spend it counts as 3 action points for the purposes of preventing bleeding out.

Observance

Expertise Specialty

Resist: Cunning (negates)

Cost: 2 AP

You watch the enemy closely, learning his movements and predicting his actions. Once you have “observed” somebody (an act that takes 2 action points), the next attack they make on you is converted into a normal attack unless they can make the resist against your Expertise. If they had applied any specialties to the attack or were making a called shot, all of these additions are negated. They still expend however many action points they would have, however.

        For example, an opponent is about to deliver an attack with a heavy weapon (2 AP), but they upgrade it to a solid strike (+1 AP) and called shot to the head (+1 AP). If they’ve been observed, their solid attack to the head becomes a regular attack with their heavy weapon, but still costs the 4 action points they would have used. If the observed opponent made a normal attack with their heavy weapon as their next attack, the observation would be wasted.

Weak Point

Expertise Specialty

Cost: 2 AP

After carefully studying your enemy, you are able to locate its weak point and exploit it. You may spend 2 action points studying a single foe, attempting to locate a weakness.

        You are able to detect any specific weaknesses to called shots the enemy has.

        You are able to determine what called shots the opponent would have the most trouble resisting or called shot weaknesses it has.

        You are able to determine any called shot weaknesses it has, which called shots it would have the most trouble resisting, and, when striking a called shot weakness, the effect of the called shot is doubled.

        You are able to determine any called shot weaknesses it has, which called shots it would have the most trouble resisting, and when striking a called shot weakness, the effect of the called shot is doubled. Furthermore, you are able to determine an immortal creature’s death trigger.

Trick Counter

Expertise Specialty

Resist: Cunning (negates)

Cost: 1 (or more) AP reflexively

Your enemies think they are upgrading their attacks and coming at you with unique tricks. You see through them. Whenever you are being attacked with a specialized attack or called shot (one that would have a cost of attack +1 AP, or attack +2 AP, et cetera), you may spend an equal amount of action points to the upgrade in order to attempt to negate it. The opponent could then resist with a Cunning roll against your expertise. If they fail, their attack is converted to normal, though the opponent still spends the same amount of action points.

        For example, if you are being attacked by a solid strike (attack +1 AP), you can spend 1 action point in order to attempt to make it a normal attack. If they have added multiple specialties on to the attack, you can choose to negate just a portion of it, or negate all specialties, and the opponent resists against losing each specialty separately.

p Anti-Poison Specialties M

Poison Finder

Expertise Specialty

Any time a poison comes within 10 feet of you, you may automatically roll your cunning to perceive it (unless you are not conscious or otherwise have your senses dulled), and you add your skill in expertise to the roll.

Remove Poison

Expertise Specialty

Cost: 2 AP

You have a knack for drawing poison out of a victim. Any time that you or an adjacent ally has been poisoned, you may attempt to remove it. If the poison has not activated yet, you can attempt to remove all effects. If it has activated, however, you can only remove lingering effects. Thus, if the poison dealt damage upon activation, you would have to remove the poison prior to activation in order to prevent the damage from being dealt.

        When you remove poison, you are able to negate effects. Once you attempt to remove the poison, you’re able to see what effects the poison is going to have.

        remove 1 effect

        remove 2 effects

        remove 3 effects

        remove 4 effects

Note: Poisons that have the same augment multiple times in order to increase the potency of that augment only count as one effect.

p Combat Insights Specialties M

Combat Insight

Expertise Specialty

While others are forced to rely on their brute strength or reflexes to avoid called shots, you see them all coming and react accordingly. You may use your cunning for all called shot resists instead of the normal attribute.

Combat Analytics

Expertise Specialty

Requires: 11 skill points in Expertise & Combat Insight specialty

Cost: 1 AP reflexively

You’ve been in combat enough times that nothing surprises you anymore. Gone are the days of relying on Brute, Dexterity, or Spirit. Whenever a resist is required of you during combat, you may always use your Cunning by spending 1 action point.

p Item Appropriation Specialties M

Weapon Appropriations

Expertise Specialty

Though you might not have an armsmith handy, your knack for bargaining and making contacts allows you to get some higher quality weapons than normal. You may add a single weapon augment on to your weapon of choice (be it firearm, crossbow, melee weapon, throwing weapon, or bow). The augment must take up a single slot. The augment begins at marque 1, but increases by marque as though your expertise was determining its marque. (Thus, at 5 skill points in Expertise, you’ll have a marque II augment, 15 skill points will give you a marque III, and 25 skill points a marque IV.)

        You may only have one such augment on a weapon that you carry, though you may select a different augment during every downtime that you have. (The downtime must occur in a location that has commerce and trade, otherwise you wouldn’t be able to procure the augment.) If the augment does not have a marque, you cannot appropriate it until you reach the equivalent cost for the augment.

Quality Weapon

Expertise Specialty

Requires: Weapon Appropriations specialty

You’re quite good at getting handouts. Your appropriated weapon gains an additional augment (of the same marque). Once you reach 10 skill points in Expertise, you gain a third augment on the weapon. All augments must be on the same weapon.

p Surgery Specialties M

Field Surgeon

Expertise Specialty

Requires: 4 skill points in Expertise

Cost: 3 AP

The field surgeon patches up major wounds to decrease their allied mortality rate throughout the battlefield. You are that surgeon. You can restore wounds damage, but once you make your attempt, you cannot restore any more wounds damage on a person unless they take more damage to their wounds. Furthermore, you cannot restore more wounds damage than they’ve taken from their most recent attack. Thus, if somebody cut your ally for 3 wounds damage, you could not heal 4 of their wounds.

        The patient must spend 3 action points reflexively in order to be treated. The patient can do this over multiple turns, pulling action points from their next turn if need be. If you are engaged with a melee attacker, this leaves both you and the patient open to reflexive attacks (which they can make for the normal cost of their attack).

        restores 1 wound

        restores 2 wounds

        restores 3 wounds

        restores 4 wounds

First Aid

Expertise Specialty

Requires: Field Surgeon specialty

Cost: Move + Field Surgeon reflexively

When somebody near you takes damage, you’re able to leap to the rescue and help them out. When somebody has taken wounds damage that is within one move’s distance of you, you may reflexively move to them and heal them using your Field Surgeon specialties.

Self-Surgery

Expertise Specialty

Requires: Field Surgeon specialty

Though its difficulty is beyond most people, you’re able to grit through self-surgery. You may now use Field Surgeon on yourself.


Showmanship Skill

You are a performer, the master of showmanship, the troubadour of the world, the man who was born on a stage. You control people’s emotions through your performances, stopping people dead in their tracks with your bravado and encouraging them to do impossible feats through your inspiration. The person with a knack in showmanship is going to be useful no matter where they go, and their allies will never regret having a performer around.

Blindside

Showmanship Specialty

Cost: 2 AP to begin, 1 AP to continue during subsequent turns

Large hand gestures and loud noises keep your opponent focused in a direction of your choosing, allowing you to make them blind to everything in the opposite direction. The target must be within 25 feet of you. The opponent acts blind and deaf toward anything from that direction until something attacks them from that direction, at which time your Blindside is cancelled and must be restarted. You may have blindside activated on multiple people at once, but a single opponent can only be the target of one blindside.

Captive Audience

Showmanship Specialty

Stance (costs 1 AP to enter)

Resist: Cunning (negates)

Once you’ve got someone close to you, you never let them go. When entering this stance, choose a single adjacent target. You cannot move away from the target, but you also prevent the target from moving away from you unless they resist. They can attempt to resist immediately when you enter the stance, and then at the end of their turn, when their action points refresh. If they successfully resist, you exit your stance.

Catchphrase

Showmanship Specialty

Cost: 1 AP

You reveal your hidden catchphrase and jump into your next action. Saying your catchphrase requires 1 action point, but the next time you roll a tier result for a specialty, you use your showmanship skill in place of the skill the specialty normally requires.

Chime In

Showmanship Specialty

Requires: 2 skill points in Showmanship

By adding in little snippets of information to help an argument, you add a bonus to another player’s cunning roll whenever they are attempting diplomacy, bluff, or any social interaction. The bonus is a +1 for every 2 skill points you have in showmanship.

Conveyor

Showmanship Specialty

Cost: 1 AP reflexively

You can duplicate effects that you see, extending an ally’s buffing range. When an ally creates an effect that affects all allies within a certain range, you can spend 1 action point reflexively in order to also affect all allies within the same range of you.  

Deafening Roar

Showmanship Specialty

Resist: Brute (tiers down)

Cost: 1 AP

You choose one adjacent opponent and roar so loudly in his ear that his eardrum bursts. The opponent is deafened (suffering a -2 to evade) for a number of turns.

        1 turns

        2 turns

        3 turns

        4 turns

Distract

Showmanship Specialty

Resist: Cunning (negates)

Cost: 2 AP reflexively

Sometimes you’re right in front of them. Other times, they’re not so sure. You can distract an opponent during their turn, momentarily thinking that you’re somewhere else. Whenever an opponent takes an action against you, you may attempt to distract them. Choose another location within 10 feet to create your distraction. If the opponent fails their Cunning resist against your showmanship, they - for the purpose of this one action - believe that you are in the location where you caused the distraction. If there is something else there (like a wall or a person), they gain a +10 on the resist.

Jester

Showmanship Specialty

Resist: Cunning (tiers down)

Cost: 2 AP

You can throw your voice, yell, or dance to bewilder opponents. On-looking opponents within 25 feet may become disoriented simply from laughing at you. Jester can affect multiple people, and all affected may attempt to resist. For every tier that they receive above tier 1, they decrease the amount of turns they are disoriented by 1.

        1 target is disoriented for 1 turn

        2 targets are disoriented for 2 turns

        3 targets are disoriented for 3 turns

        4 targets are disoriented for 4 turns

Marionette Strings

Showmanship Specialty

Cost: 1 AP reflexively

You guide the attack of a nearby ally, ensuring their success. Any time an ally makes an attack within 25 feet, you may use your marionette strings to give them a bonus on their accuracy. This can be decided even after the roll has been made.

        +2 on their accuracy roll

        +4 on their accuracy roll

        +6 on their accuracy roll

        +8 on their accuracy roll

Praise

Showmanship Specialty

Cost: 1 AP reflexively

You sing the praises of your fellow adventurers. You may spend 1 action point reflexively to allow a party member to re-roll any resist, as long as they can hear you. You can only do this once per resist.

Sleight of Hand

Showmanship Specialty

When you use an item, one second it’s there, the next it’s gone. Your opponents won’t be able to take advantage of you while you use items. Activating and using items does not leave you open to reflexive attacks.

Smoke & Mirrors

Showmanship Specialty

Requires: 3 skill points in Showmanship

Resist: Dexterity (negates)

Cost: 3 AP reflexively

With the flick of your wrist, you can make an ally within 25 feet appear in one location when they thought they were elsewhere. When an ally has failed an evade roll, you may reflexively move your ally to an adjacent space. The assailant may resist against your showmanship with their Dexterity. If you succeed, your ally may immediately move to an adjacent space, and the assailant’s attack automatically misses.

Throw Off Balance

Showmanship Specialty

Resist: Cunning (tiers down)

Cost: 1 AP reflexively

Just as a melee attack hits one of your allies within 25 feet, you distract the opponent and cause them to do minimal damage. The attacker must roll their strike multiple times and take the lowest roll, but they can use their Cunning resist in order to lower the result.  

        The attacker rolls two times and takes the lowest

        The attacker rolls three times and takes the lowest

        The attacker rolls four times and takes the lowest

        The attacker rolls five times and takes the lowest

Unmarred Perfection

Showmanship Specialty

Stance (costs 1 AP to enter)

Resist: Cunning or Spirit (negates)

Opponents regret attacking you, for fear of harming your perfect image. While in this stance, anybody that attempts to attack you in melee must resist or suffer a penalty to their accuracy equal to your skill in Showmanship. However, while in this stance, you can make only graceful and non-alarming moves, and thus must roll all strike rolls twice and take the lower result.

p Choreographed Specialties M

Epic Dance

Showmanship Specialty

Cost: 2 AP to begin, 1 AP to continue during subsequent turns

You bust out your best dance moves, chaining them together in a beautifully unpredictable fashion. While dancing your epic dance, you gain a +3 to evade. You gain an additional point of evade for every 5 skill points you have in Showmanship. You can only have one epic dance going at any given time.

        If tripped, your Epic Dance is cancelled and must be restarted.

Never Stop the Dance

Showmanship Specialty

Requires: Epic Dance specialty

While performing your epic dance, you use your choreography to  block and brace your body against incoming blows. You gain an identical bonus to your defense in addition to the evade bonus you receive from your epic dance.

p Epic Music Specialties M

Battle Theme

Showmanship Specialty

Cost: 2 AP to begin, 1 AP to continue during subsequent turns

Don’t worry, you’ve got this. The epic music in the air says that you can’t fail. While performing your battle theme, you gain a +3 to accuracy rolls. You gain an additional point of accuracy for every 5 skill points you have in showmanship. You can only be singing one battle theme at any given time.

        If you are singing, a successful called shot to your neck will cancel your battle theme. Alternatively, if you are using a musical instrument, a successful sunder or disarm will also cancel your battle theme.

Heavenly Serenade

Showmanship Specialty

Requires: Battle Theme specialty

Resist: Spirit (negates)

Cost: 2 AP reflexively

Your Battle Theme is so beautiful that it digs deep into people’s souls and prevents them from acting. While performing your Battle Theme, any time anybody within 25 feet wants to make an action, you can reflexively spend 2 action points to make them roll a resist against your Showmanship in order to take that action. If they fail the resist, they instead lose 1 action point.

Spotlight

Showmanship Specialty

Requires: Battle Theme specialty

Cost: 1 AP reflexively

You point to an ally within 25 feet, signaling to them that it’s their time to shine. While performing your Battle Theme, you may spend 1 action point reflexively to grant your Battle Theme accuracy bonus to an ally’s accuracy, evade, strike, or defense roll.

Unified Chorus

Showmanship Specialty

Requires: Battle Theme specialty & 16 skill points in Showmanship

Your beautiful song causes your allies to lend you their voices! Any bonuses to accuracy or strike you gain from your Battle Theme now apply to all allies within 25 feet of you. If multiple allies have this specialty, everyone only receives bonuses from the one with the highest amount of skill points in Showmanship.

Victory Theme

Showmanship Specialty

Requires: Battle Theme specialty

You begin to weave a power ballad which drives you forward; your music crying for the utter destruction of your foes. Any bonus to accuracy you receive from your battle theme also acts as a bonus to your strike.

p Smokescreen Specialties M

Smokescreen

Showmanship Specialty

Cost: 1 AP

When you need to, you’ve always got a way to throw enemies off for just a second or two. You may toss down a Smokescreen during your turn that lasts until the end of your turn (when your action points refresh). This Smokescreen only envelopes you, but it hides all of your actions while in the Smokescreen. If you move, the Smokescreen does not move with you and instead disperses.

Walking Darkness

Showmanship Specialty

Stance (costs 1 AP to enter)

Requires: Smokescreen specialty

More than a simple disappearing act, you walk across the battlefield shrouded by a magician’s smoke cloud. While in this stance, you gain a +4 to evade and all of your actions are considered hidden. If an opponent has some way of knowing where you are that does not rely on sight or can see through perfect darkness, you do not gain the bonus to evade against them.


Tactical Skill

Tactical is the skill of battlefield commanders, great generals, and military leaders. As your party’s tactician, you’re going to keep people safe by making timely decisions to affect the overall flow of the battlefield. The enemies are your pawns, and you move everyone with equal ease. Tactical is about knowing your enemy, focusing your best attacks, and using all of your best advantages to drive your pike into their disadvantages.

Ally of the Machine

Tactical Specialty

Requires: 6 skill points in Automata

Using your keen sense of machinery and the way automatons function, you can now treat automatons as your allies. When using a specialty that allows you to affect your allies, automatons may now act as allies.  

Armistice

Tactical Specialty

Stance (costs 1 AP to enter)

Resist: Cunning (negates)

Sometimes the best part of a battle is when you’re not fighting in it. When you enter your armistice stance, opponents who attack you are stunned for 1 action point unless they resist against your Tactical. However, you must exit your Armistice stance (for 0 action points) before attacking, else you will be stunned for 2 action points.

Blitzkreig

Tactical Specialty

Stance (costs 1 AP to enter)

You select the next foe and your allies attack. When you enter into this stance, you select a single target within 50 feet. All of your allies gain a speed bonus when moving toward that target. The bonus is 10 feet, plus 5 feet for every 5 skill points you have in Tactical (thus being +15 feet at 5 skill points, +20 feet at 10 skill points, et cetera).

Call in a Favor

Tactical Specialty

Requires: 4 skill points in Tactical

When you’re cornered, you call in the guy with the sword to get you out of your dangerous situation. You can give an ally 3 of your action points in order for the ally to run over and attack an opponent adjacent to you. The ally must be willing to make the move and the attack. They may only use these action points for moving toward the designated opponent and attacking, though they may use the action points to upgrade the attack as they see fit. In addition, if the ally has any action points of their own, they may choose to use them reflexively to continue attacking or bolster their attack on the opponent adjacent to you.  

Change Formation

Tactical Specialty

Cost: 2 AP

You call for an immediate change of formation. All of your allies within 50 feet are automatically allowed to change their stance, free of cost, at their discretion.

Change Places

Tactical Specialty

Cost: 1 AP

You know where the forces that threaten your team members lie. You can move your ally (as long as your ally is willing).

        Your ally moves 5 feet

        Your ally moves 10 feet

        Your ally moves 15 feet

        Your ally moves 20 feet

Crippling Formation

Tactical Specialty

Requires: 3 skill points in Tactical

When an ally makes a called shot within 25 feet of you, you make the shot more difficult to resist. The called shot’s strike roll is effectively 1 point higher for every 3 skill points you have in Tactical. This only changes the resist and does not increase the damage or the effect.

Crossfire

Tactical Specialty

Stance (costs 1 AP to enter)

When you enter this stance, choose a single location (a 5 foot square). If anybody enters into that space, you and all of your allies can make reflexive attacks against that person for only 1 action point.  

Forewarned

Tactical Specialty

Cost: 1 AP reflexively

When priority is called for at the beginning of a battle, you may give a +3 to an ally’s priority roll within 25 feet, plus an additional +1 per 3 skill points you have in Tactical. Doing so costs 1 action point reflexively (which comes from your first turn’s pool of action points).

Focused Support

Tactical Specialty

Requires: 7 skill points in Tactical

Cost: 2 AP to begin, 1 AP to continue during subsequent turns

You can build a bond with another that pushes them to greatness. When you begin your focused support, you choose an ally within 25 feet. That ally gains 1 additional action point per turn for as long as you are within 25 feet and continue focusing your support. If you want to change the beneficiary of your focused support, you must begin anew. You can only have one focused support active at any given time.

Lead the March

Tactical Specialty

Cost: 1 AP

When you lead the march, you give your allies within 25 feet a bonus to their speed. This bonus lasts until the end of your next turn (when your action points refresh). This bonus is granted to you as well. Multiple bonuses from Lead the March do not stack.

        Speed increases by 10 feet

        Speed increases by 20 feet

        Speed increases by 30 feet

        Speed increases by 40 feet

Malleable Formation

Tactical Specialty

Your allies can shift and move around the battlefield with ease, keeping your enemies guessing. All allies within 25 feet of you can make a 5 foot movement during their turn for 0 action points.

Master Tactician

Tactical Specialty

Requires: 15 skill points in Tactical

You’re at your best when thinking on your feet. You receive 1 extra action point per turn which may be used only for reflexes. 

Stand-Off

Tactical Specialty

Cost: 1 AP reflexively

Before anybody takes their first turn in a combat, right as priority is about to be determined, you may call for a stand-off. This costs 1 action point, but puts the entire combat in a stand-off. Anybody may voluntarily take the first action, but - if they do so - every roll they make during their first turn suffers a penalty equal to your skill in tactical.

        If multiple people attempt to act first in a stand-off, they roll priority between themselves. After the first person in a standoff acts, everyone determines priority normally and moves after the stand-off breaker.

p Encouraging Specialties M

Encouragement

Tactical Specialty

Cost: 1 AP reflexively

You call out encouragement, urging your allies to a more assured victory. For 1 action point reflexively, you may give an ally within 50 feet a bonus on any one of the following rolls: accuracy, evade, strike, or defense. This bonus must be determined before the roll is made.

        +2

        +4

        +6

        +8

Inspiring Words

Tactical Specialty

Requires: 5 skill points in Tactical & Encouragement specialty

Your words of encouragement invoke a deep drive within your allies that brings about confidence, allowing them to continue battling. When using Encouragement, all of your within 50 feet  recover 1 hit point plus 1 for every 10 skill points you have in Tactical.

p Flow of Battle Specialties M

Direct the Battle

Tactical Specialty

Stance (costs 1 AP to enter)

You set the course of battle, proclaiming the next victim of the tide. When you enter this stance, you choose one enemy within 50 feet to be the victim. While you are in this stance, you can allow a single ally per turn to make a special attack or called shot that costs “Attack +1 AP,” without spending the extra action point, so long as it is directed at the target of the stance.  

Concentrated Barrage

Tactical Specialty

Requires: Direct the Battle specialty

When you enter into your direct the battle stance, you point at a single target and exclaim, “Get that fool!” Every ally within 25 feet can make a special attack or called shot that costs “Attack +1 AP” against the target of your direct the battle stance without spending that extra action point, though each ally only gets this benefit once per turn.  

Overwhelm

Tactical Specialty

Requires: Direct the Battle specialty

Cost: 1 AP reflexively

Any time the target of your direct the battle stance takes damage from an ally, you may use 1 action point to encourage your ally’s attack along.

        Ally’s attack does an additional 3 damage

        Ally’s attack does an additional 6 damage

        Ally’s attack does an additional 9 damage

        Ally’s attack does an additional 12 damage

p Order Specialties M

Issue Orders

Tactical Specialty

Cost: 3 AP

You yell an order across the battlefield, and one of your allies answers the call. The ally must be within 50 feet and be able to hear you. Your order allows an ally to make a called shot using their bonuses but without spending any of their action points.

        Ally attempts the called shot

        Ally attempts the called shot with a +2 on the strike

        Ally attempts the called shot with a +4 on the strike

        Ally attempts the called shot with a +6 on the strike

Complex Orders

Tactical Specialty

Requires: Issue Orders specialty & 5 skill points in Tactical

When giving an ally a called shot order, you may spend the cost of one of your ally’s attack-modifying specialties to allow that ally to use that attack modifier for free.

        For instance, if your ally knows Solid Assault (under Overpower) you may spend an extra action point in addition to the Issue Orders cost in order to allow your ally to use their attack modifier for free. This additional action point expenditure can utilize the action point bonus from Direct the Battle.

Improved Orders

Tactical Specialty

Requires: Issue Orders specialty, Complex Orders specialty, & 8 skill points in Tactical

You are becoming more adept at giving orders to your allies, allowing you 1 free action point per turn for use with the effects of Complex Orders.


Chapter 8 - Dexterity

Dexterity is a representation of your speed, coordination, and reflexes. With dexterity, you can wiggle into tight areas and turn just the right screws without being entirely sure where your hands are. A person high in Dexterity is always going to catch the ball thrown at them, will have no problem walking across a tightrope, and might even known how to pick a lock.

What can you do with your Dexterity attribute?

Balance

Attempt Cost: Movement +1 AP

Want to walk that tightrope or simply just cross that rickety catwalk over the lake of acid? You need to balance. Balancing comes in four flavors, and your tier roll depends on what obstacle you are able to cross. Your narrator will identify for you the difficulty of the balancing check before you make your attempt.        

        You can barely keep your balance. Taking an action other than moving or getting hit by something will cause you to fall.

        You may wobble from time to time, but you hold your balance. However, if the battlefield conditions change or you perform any action other than moving, roll again.

        You can confidently balance yourself. You won’t fall unless the condition of what you are balancing on changes, in which case roll again.

        You move as if you were on solid ground. Nothing can shake you from your position, save someone using an attack on you that moves you any distance.

Jumping

Attempt Cost: as a move (normally 1 AP)

Long Jump: Jumping is tiered, based on the difficulty of the jump. You must get a moving start to jump your optimum distance. If you do not move at least 20 feet before the jump (as a separate action), you will jump half the distance. Any movement penalties apply to the jump distance.

        10 feet forward

        20 feet forward

        30 feet forward

        40 feet forward

Vertical Jump: You may attempt to jump vertically for 1 action point as well. When you jump vertically, you can jump 1 foot up for every 5 feet you’d be able to move forward.

Catching a Ledge: If you just barely fail, your narrator might allow you to roll your Dexterity to catch a ledge and pull yourself up. Normally, catching a ledge while jumping will require a tier 2 or higher Dexterity result.

Sneaking

Attempt Cost: Move +1 AP

Moving silently will almost always be little more than an opposed roll against a listener’s Cunning. If you succeed in beating their Cunning, you may determine how well you move silently.

        The listener is still paranoid and thinks somebody is in your general vicinity.

        The listener believes that something rustled where you are, but it was probably a mouse or some other innocent thing..

        The listener failed to hear anything at all.

        The listener has no inkling that anybody is there, and will probably not bother listening for anybody anytime soon.

Pickpocket

Resist: Cunning (tiers down)

Attempt Cost: 2 AP

Someone in your party won’t share the map of the dungeon, or you just saw a really flashy purse on someone’s belt. Roll your Dexterity to determine how stealthily you pickpocket the target. The target resists with their Cunning, tiering down your result. If your result is less than tier 1, you fail to pickpocket the item and they are aware of your failure. You don’t have to know what items they have concealed in order to attempt to steal something, but in such a case the item you would receive is the narrator’s choice. You can only pickpocket items not currently equipped to your target. In other words, you can’t steal the sword they are wielding or the jetpack they’re wearing, but you can steal the sword out of their sheath and the keys to their clanker from their pocket. You can only steal one item at a time.

        Your victim feels paranoid and may begin to check their belongings for anything missing.

        Your victim thinks someone must have bumped into them.

        Your victim failed to realize anything had happened.

        Your victim has no idea anything of theirs is missing and won’t bother to check anytime soon.


Ace Skill

You are the ace. Whether you’re seated in a world-class flying machine or mounted on an overgrown weasel, you know how to guide your ride and use it to its very best. You can do crazy flyer tricks, a barrel roll with a tank, and you’ll never be kicked off your horse prematurely.

Backseat Driver

Tactical Specialty

Stance (costs 1 AP to enter)

While in the Backseat Driver stance, you utilize your ability as a pilot or rider to provide the person who is driving with useful information, allowing them to react more quickly to situations. While you are in this stance, the pilot of a vehicle that you are riding (or the rider of the animal you are on) gets a bonus action point per turn that can be used for maneuvering the vehicle or mount or using Ace specialties.

Co-Pilot

Ace Specialty

You make a remarkably handy co-pilot when the need arises. If adjacent to a ship’s pilot, you may give them any number of your action points, reflexively, for the pilot to use while maneuvering, accelerating, or slowing the vehicle.

Crash Maneuver

Ace Specialty

Cost: 3 AP reflexively

When you are driving an airborne vehicle that is crashing to the ground, you can maintain your cool and attempt to prevent yourself from getting hurt in the crash. When the vehicle hits the ground, you can wrest enough control of the vehicle to keep it on a steady path. If you do so, everyone in the vehicle takes less falling damage. The amount depends on the tier of your roll.

        -3 wounds damage

        -6 wounds damage

        -9 wounds damage

        -12 wounds damage

Denial Maneuver

Ace Specialty

Cost: 2 AP reflexively

You twist the vehicle’s controls at the last minute, making it difficult to target specific sections of your vehicle. When someone makes your vehicle the target of their attack, you can spend 2 action points in order to add your Ace skill to the ship’s evade roll.

Driving with Knees

Ace Specialty

Stance (costs 1 AP to enter)

You are able to control your vehicle or animal mount using your knees. If you are on an animal mount or driving a clanker, you get one free movement per turn. It also requires no hands to pilot your vehicle or animal mount.

Flying Fortress

Ace Specialty

Requires: 2 skill points in Ace

Cost: 2 AP to begin, 1 AP to continue during subsequent turns

When piloting a vehicle, you are able to maneuver it so that incoming attacks won’t hit anything vital to its continued functioning, ensuring the ultimate defense. Your vehicle gains +1 defense for every 2 points you have in Ace.

Hold Together

Ace Specialty

Requires: 7 skill points in Ace

During its final moments, even if everything is falling apart around you, you push your vehicle forward one last time. If a vehicle you’re piloting loses all of its wounds, you can still move it normally for one more turn. Autos are forced to remain on their previous speed setting during this final turn.

Horseman’s Cut

Ace Specialty

Cost: Mounted Melee Attack +1 AP

When attacking a non-mounted opponent atop your mount or vehicle, you are able to make a horsemen’s cut that deals extra damage.

        +1 damage class

        +2 damage class

        +3 damage class

        +4 damage class

Hostile Maneuvers

Ace Specialty

Requires: 5 skill points in Ace

Cost: 2 AP to begin, 1 AP to continue during subsequent turns

You move recklessly close to an opponent’s vehicle in an all out siege. While using Hostile Maneuvers, your vehicle suffers -4 defense; however, all attacks made by allies on your vehicle hit for 1 damage class higher for every 5 points you have in Ace.

Level Flying

Ace Specialty

While you’re at the helm, nobody on board takes accuracy penalties for shooting from a fast moving vehicle.

Quick-Mount

Ace Specialty

You can now mount or dismount any auto, clanker, or animal mount for no action point cost during your turn, whether you intend to pilot the vehicle or not. You can only make one such quick mounting or dismounting per turn.

Vehicular Teamwork

Ace Specialty

Cost: 2 AP reflexively

When anything flies toward your vehicle, your gut instinct is to move out of the way. When anyone on your piloted vehicle is the target of an attack, you can attempt to move your entire vehicle out of the way first. Before they roll evade, you may roll your vehicle’s evade against the attack. The attacker only rolls accuracy once. If either your vehicle or your passenger roll higher than the accuracy of the attack, the attack misses.

p Auto Piloting Specialties M

Strafe

Ace Specialty

You know how to quickly move your auto side-to-side. Once per turn, you can Strafe for no action point cost. This does not change the direction your auto is travelling in.

        5 feet

        10 feet

        15 feet

        25 feet

Evasive Strafe

Ace Specialty

Requires: Strafe specialty

The quick movements of your auto allow you to shake off incoming attacks. When you Strafe, your vehicle gains a bonus to evade until the beginning of your next turn. This bonus is taken away if you stop piloting the vehicle.

        +1 evade

        +2 evade

        +3 evade

        +4 evade

p Clanker Piloting Specialties M

Extension of Self

Ace Specialty

The movements of your clanker are as smooth as the movements of your body. When piloting a clanker you can move it using any specialty you have related to moving yourself. When doing so, use your skill in Ace for the specialty instead of your skill in the skill the specialty comes from. This does not allow you to move your clanker in ways it can’t on its own, such as jumping or flying.

Piston-Spring

Ace Specialty

Cost: Jump

Whenever piloting a clanker, you have the ability to use its momentum to propel it into the air. This allows you to jump your clanker just like a normal person jumps.

p Focused Flying Specialties M

Focused Flying

Ace Specialty

Stance (costs 1 AP to enter)

With both hands on the wheel and every ounce of your being put into your piloting, your control of your vehicle greatly increases. While in this stance, you cannot take any action other than controlling your vehicle. You also must use two of your hands to hold onto the controls of your vehicle. Clankers gain 5 feet of speed for every point you have in Ace. Autos gain 10 feet of maximum speed for every point you have in Ace.

Fine-Tuned Flying

Ace Specialty

Requires: Focused Flying specialty & 2 skill points in Ace

You put your all into ensuring any attacks made on your vehicle will not penetrate its armor. While in your Focused Flying stance, your vehicle gains a +1 to defense for every 2 skill points you have in Ace.

Fully Focused Flying

Ace Specialty

Requires: Focused Flying specialty & 3 skill points in Ace

By making the continued survival of your vehicle and its crew your main priority, you make yourself more aware of incoming attacks. While in your Focused Flying stance, your vehicle gains a +1 to evade for every 3 skill points you have in Ace.

p Mounted Cavalry Specialties M

Fearless Mount

Ace Specialty

Requires: 3 skill points in Ace

You let your mountable animal know you’re the one in charge. When riding an animal mount, the animal is immune to fear effects. In addition, the animal will be willing to do anything you ask of it (as long as it is capable).

One with the Beast

Ace Specialty

Stance (costs 1 AP to enter)

When mounted, you and your animal mount are perfectly in sync. You may add its strike and defense bonuses to yours. In addition, your mount may not be directly attacked; you take all incoming attacks, be they aimed at you or your mount.

p Ramming Specialties M

Ram

Ace Specialty

Cost: Move + 1 AP

You know how to ram your vehicle into things without damaging yourself. For an extra action point during a move, you can slam the vehicle you’re piloting into a target. This has a damage class of 10. For autos, use your accuracy to tier damage. Clankers will use your strike to tier damage. Ramming anything immediately ends your move, even if you miss.

Puncture

Ace Specialty

Cost: Ram +1 AP (typically the same as Move +2 AP)

When you ram a target providing cover, you break it apart. Whether attacking a solid wall or an armored vehicle, you can lower the degree of cover your target provides while still dealing damage. The cover is lowered in degree until someone repairs it during a period of downtime.

        -1 degree of cover

        -2 degrees of cover

        -3 degrees of cover

        -4 degrees of cover

Agility Skill

Speed, movement, lightning-fast reflexes, and the quick wits to get out of dodge: these are the focuses of a character with agility. Specialties from agility will get you an insane movement speed, free actions during combat, and numerous ways of clearing a battlefield - either to get to your target, or to get far, far away from him.

Battlefield Flow

Agility Specialty

Cost: 0 AP

You’re constantly ready to move to a more strategic (or just plain safer) location. You can move 5 feet for free at any point during your turn, or you can do so at the end of any other person’s turn (when their action points refresh). You can only make one such 5-foot movement per your turn (that is, between the refreshing periods of your action points).

Bounding Lunge

Agility Specialty

Cost: Move + Attack

You move and make a swipe at an opponent. By using your bounding lunge, you can begin a normal move, attack an opponent during the move, and then finish the same move.

Charging Ram

Agility Specialty

Cost: Move + Melee Attack

When you rush toward an opponent, you mean to take them down with one swing. When you move toward an opponent, you gain a bonus on your strike roll equal to +1 for every 5 feet you spend moving toward them. This movement must all be in a straight line, can only come from a single move action, and must be your movement (it cannot be from a vehicle or mount).

Free Movement

Agility Specialty

Movement is becoming a way of life. Once per turn (and only during your turn), you can make a single free movement. You must be in medium or lighter armor to do this.

        10 feet

        20 feet

        30 feet

        40 feet

Groundfighting

Agility Specialty

You’re an old hand at hugging the ground and attacking like an erupting geyser. You may switch from standing to prone and back again for no action point cost. You take no penalties for fighting while prone. You take no penalties for fighting in tight areas.

Instant Draw

Agility Specialty

In your hand or not, it doesn’t matter. You can draw your weapon and other items without using any action points and at any point (even during another person’s turn). You draw items and weapons so fast that you do not leave yourself open to reflexives. (Activating items still leaves you open to reflexives.)

Slow Falling

Agility Specialty

Cost: 2 AP reflexively

When you fall, you are adept at finding ways to slow your descent. You may ignore however much falling distance as your tier result allows. You must be adjacent to something when you’re falling (such as a wall, or through a canopy of trees). You cannot slow your fall in open air. In addition, you can make attacks against enemies along the line of descent or upon landing for no penalty.

        30 feet

        60 feet

        120 feet

        200 feet

Side-Swipe

Agility Specialty

Cost: As a melee attack reflexively

When an opponent over-extends their attack, your dodge allows you to take advantage of their failure. When you successfully evade a melee attack, you can make a side-swipe with any one-handed melee weapon against your attacker. You can optionally move 5 feet around your opponent (staying adjacent to the attacking opponent) at no additional action point cost. You gain a bonus on your accuracy roll for every point that the attacker’s original accuracy roll missed you by.  

Slipstreaming

Agility Specialty

Cost: Move + 1 AP

Requires: 4 skill points in Agility

Your incredible speed sets the pace for your allies. For an additional action point while moving, you can designate your exact path as a slipstream line. If any of your allies follow the path of your slipstream for at least 15 feet within the next turn (before the next time your action points refresh), they can make that move at no cost.

        Note: If the ally would normally require multiple action points to move, they may use your slipstream to move for 1 less action point than they otherwise would.

Snake Bite        

Agility Specialty

Cost: 1 AP

You lash out at an opponent like a coiled snake before following through with the rest of your attack. You may use your first action point of your turn to make a normal, unaltered melee attack with a medium or smaller weapon. No specialties may alter this attack.

Step Back

Agility Specialty

Cost: 1 AP reflexively

Just before you’re about to take a pounding, you skip back a couple feet and barely dodge the attack. After failing to evade, you may attempt to step back. Roll your agility. If your agility result is a tier higher than the opponent’s damage tier, then you can ignore the blow and move to any adjacent square that is not adjacent to the attacking opponent.

        If the opponent rolls tier 4 damage, there is no way to step back from it.

Terrain Mastery

Agility Specialty

You excel at crossing a wide variety of landscapes. You ignore penalties for moving through rough terrain.

Wall Runner

Agility Specialty

Requires: 6 skill points in Agility

Cost: Move +1 AP

Your feet move so quickly that you can bound up walls. When wall running, if you end your turn (though not necessarily your move) on a vertical surface, you will slip and fall off of it.

        Note: You may also use this specialty in conjunction with Free Movement for just 1 action point.

Walk Over

Agility Specialty

A row of enemies form little blockade against you. You can pass through a space occupied by an enemy as though the enemy wasn’t even there. If for some reason this would allow the enemy to attack you, they are denied that privilege. You cannot end your movement in their space - you must pass through.  

p Explosion Dodging Specialties M

Blast Dodger

Agility Specialty

Perhaps it’s your nerves, perhaps you’ve been caught up in explosions too many times. Regardless, you’re always ready to get out of dodge. You may jump out of the way of a blast, once per turn, for 0 action points.

Soaring Dodge

Agility Specialty

Requires: 5 skill points in Agility

Cost: 1 AP reflexively

Large blast radiuses? It’s not anything you can’t get out of. While you are dodging a blast, you may spend an additional action point reflexively per 5 skill points you have in agility in order to make extra moves and escape the blast radius.

p Phasing Specialties M

Phase Step

Agility Specialty

Resist: Cunning (negates)

Cost: Move (normally 1 AP)

When you move, you may instead phase step. When you phase step, you move quickly and in a way hard to notice. In order to hit you while you move, an opponent must make a Cunning resist against your agility to even notice your movement.

Fleeting Shade

Agility Specialty

Requires: Phase Step specialty

Cost: Move

Face it, it’s a whole lot harder to hide yourself in broad daylight. When phase-stepping from the open to a hiding place, you may roll below to give yourself a bonus to your Dexterity against opponents attempting to notice you so you can get hidden fast.

        +3 against enemies’ resists in attempt to see you.

        +6 against enemies’ resists in attempt to see you.

        +9 against enemies’ resists in attempt to see you.

        +12 against enemies’ resists in attempt to see you.

Leave No Trace

Agility Specialty

Requires: Phase Step specialty

Cost: Move (reflexively)

You constantly move through the shadows so that enemies will never be able to keep track of you or where you’ve been. You may Phase Step reflexively when enemies attempt to find you in your hiding place.

p Stance-Shifting Specialties M

Shifting

Agility Specialty

Requires: 2 stances known

Cost: 1 AP reflexively

You have learned how to switch between your stances using only slight movements, keeping your enemy in the dark about your next strike. When you are in one of your stances, you can shift to another stance at any time, during anybody’s turn.

Freeform Shifting

Agility Specialty

Requires: 12 skill points in Agility, Shifting specialty, & 3 stances known

Your feet are constantly moving, guaranteeing your opponent never has a clue. You may now use Shifting at no action point cost once per combat turn (between the times when your action points refresh).


Marksmanship Skill

Whether you’re one for pulling out your pistol and getting off a warning shot at the start of combat, or you like to stand behind a pillar with your bow and pick off enemies as your warrior-friend distracts them, marksmanship is the right skill for you. Encompassing all aspects of ranged weaponry, your skill at a distance will make you a frightening foe.

Aim

Marksmanship Specialty

Requires: 4 skill points in Marksmanship

Cost: 1 AP

Before you take your shot, you can spend some time lining up your sights and aiming. You can spend any number of action points preparing yourself, and, for every action point you spend aiming, you may roll on the chart in order to gain a bonus to your accuracy. You can start aiming one turn and then fire in a subsequent turn, but if you are attacked after you start aiming (but before you fire), you lose any bonus you would’ve gained from aiming. You cannot gain any more accuracy to an attack than you have skill in marksmanship.

         +1 to the accuracy roll

:        +2 to the accuracy roll

        +3 to the accuracy roll

        +4 to the accuracy roll

Cover Fire

Marksmanship Specialty

Cost: as a Ranged Attack

While you don’t mind hitting the target, the real goal is to prevent the target from firing at your friend. When you provide cover fire, you take a -6 on your accuracy rolls but also provoke the target into attacking you (see Social Tells in the Chapter 1). You gain a bonus on the cunning roll equal to your skill in marksmanship.

Follow Up

Marksmanship Specialty

When you figure out how to nail that bastard, it’s not hard to do it again. If you land a ranged attack on a target and they do not move from their space before you attack again, you gain a bonus to accuracy and strike for you second attack. As long as the opponent does not move, the bonus continues with every subsequent attack. You do not gain the bonus multiple times; however, you may re-roll with every subsequent attack to gain a higher bonus, at your discretion.

        +2 to accuracy and strike

        +4 to accuracy and strike

        +6 to accuracy and strike

        +8 to accuracy and strike

Head Popper

Marksmanship Specialty

Cost: 1 AP reflexively

When they stick their head out of cover, you pop them right quick. When a foe leaves cover (to any degree), you can instantly make a reflexive ranged attack against them for 1 action point. If there is any dispute as to who gets to make the first attack, you win (unless there are two people with Head Popper, in which case it’ll be decided by a priority roll).

Itchy Trigger Finger

Marksmanship Specialty

Your friends might think you just randomly shot a bush, but you know better. If you have even the inkling that there’s somebody sneaking around within your gun’s range and you’re not aware of them, you can try to shoot them. You take the normal penalties for firing blindly, but they are still targeted. If there are multiple people sneaking around, your shot will target the closest one.

        If you miss, there is no reason the sneaking person will be identified, and you’ll probably just assume that there is nobody there.

Knock-Off

Marksmanship Specialty

Resist: Dexterity (negates)

Cost: Ranged Attack +1 AP

You take aim at a mounted opponent and attempt to shoot them off their mount or personal vehicle. Use your skill in marksmanship in a roll-off against their Dexterity. If you succeed, they are thrown off of their mount or personal vehicle.

Lockdown Gunner

Marksmanship Specialty

When the villain pulls out his doomsday device or the assassin draws a vial of poison, you’ll snipe it right out of their hands. You can reflexively attack from a range whenever anybody draws or activates an item. (And, as per normal, you can always make this a called shot to their hand in order to disarm them of the item.)

Long Shot

Marksmanship Specialty

Cost: Ranged Attack +1 AP

You test the air and adjust accordingly, doubling the range that your weapon is accurate to. (Shooting beyond that range takes accuracy penalties as is normal for your weapon.)

Penetrating Shot

Marksmanship Specialty

Cost: Ranged Attack +1 AP

You use your ranged weapon in such a way that their armor offers little protection. For the purposes of this attack, lower your opponent’s soak class by 1 for every tier that you receive with your marksmanship roll. This does not permanently affect the armor.

        Ignores 1 soak class

        Ignores 2 soak class

        Ignores 3 soak class

        Ignores 4 soak class

Point Blank

Marksmanship Specialty

Cost: Ranged Attack +1 AP

When your opponent’s up close, you don’t lose your calm. You just shoot them. You can make a Point Blank attack when using a ranged weapon against an adjacent opponent. You gain an immediate accuracy bonus for making the point blank attack.

        +3 accuracy

        +6 accuracy

        +9 accuracy

        +12 accuracy

Seeker

Marksmanship Specialty

By focusing in on the opponent, you can ignore their cover bonuses. Any time an opponent is being granted evade bonuses from cover, you may ignore it up to your skill in marksmanship. Thus, if they have light cover (granting them a +4 to evade) and you have 3 points in marksmanship, they only receive a +1 to evade.

Snap Reload

Marksmanship Specialty

You’ve been in enough gunfights that you’re quite proficient at readying your firearms and crossbows. You can ready any firearm or crossbow that you’re wielding for one less action point (to a minimum of 0). If you are wielding two or more crossbows or firearms, each one gains the reduction from snap reload.

Sneaky Seconds

Marksmanship Specialty

Requires: 4 action points per turn

You let off two shots so fast that, though they might evade the first one, they’re going to run straight into the second. Sneaky seconds activates immediately upon two consecutive ranged attacks being made in the same turn. Regardless of whether the first attack hits or not, the second ranged attack gains a bonus to its accuracy equal to your skill in marksmanship for determining if it hits (damage remains the same).

        Note: If you can make a third attack in the turn, it does not gain the sneaky seconds bonus. That said, a fourth attack would!

Stable Shot

Marksmanship Specialty

Requires: 3 points in Brute

You no longer need to be in footing stance to fire a super-heavy bow, crossbow, or firearm. You may do it from a standing, normal position.

Turret

Marksmanship Specialty

Stance (costs 1 AP to enter)

You find the perfect spot on the battlefield. You sweep around the field, raise your rifle, and fire. Nothing’s going to get to you.

        While in this stance, you cannot move. You must be stationary and on your feet (you cannot be mounted). If you move, you fall out of your Turret stance. For 2 action points reflexively, you can make a ranged attack at anything that moves so much as five feet toward you.

        If anybody comes into a space adjacent to you, you can make ranged attacks against them for 1 action point during your turn and with a bonus to your damage class, if you hit.

        +1 damage class

        +2 damage class

        +3 damage class

        +4 damage class

Warning Shot

Marksmanship Specialty

Cost: as a Ranged Attack

You can take a shot designed to miss, but also designed to scare the gods out of the target. When you take a warning shot, no attack rolls are necessary - instead, you may roll your Cunning to intimidate the person from afar (see Social Tells in Chapter 1). You gain a bonus on the intimidation roll equal to your skill in marksmanship.

Wing Clipping

Marksmanship Specialty

Resist: Brute (if the method of flight is physical) or Sciences (if the method of flight is mechanical)

Cost: Ranged Attack +1 AP

You take aim at a foe flying under their own power and shoot them out of the sky. Use your skill in marksmanship in a roll-off against their resist. If you meet or exceed their resist, you successfully disable their ability to fly. They will be able to fly again once they either successfully resist or they hit ground. They can attempt to resist for free at the end of their turn (when their action points refresh) or by spending 1 action point at any time.

        Note: If the target has multiple ways of flying, wing clipping will only disable one at a time.

p Archery Specialties M

Arching Shot

Marksmanship Specialty

Cost: Bow Attack +1 AP

You can now make an arching shot. An arching shot is one in which you launch your arrow higher into the air, planning for it to come down at just the right spot to strike your opponent. When using an arching shot, your bow can shoot accurately another 25 feet per point you have in your marksmanship skill. To make this attack, you cannot have a ceiling within 100 feet,

Efficient Ranger

Marksmanship Specialty

Requires: 3 skill points in Marksmanship

You nock your arrow, pull the string back, and release as though you’ve been doing it since you were a wee babe. You may now make attacks with heavy and super-heavy bows for 2 action points instead of the normal 3.

Flight of Arrows

Marksmanship Specialty

Cost: Bow Attack +1 AP

You release a flight of arrows, having nocked multiple arrows all at once. Make your normal attack. If you hit, instead of doing damage with your strike, you act as if you hit them multiple times with tier 1 damage. Each arrow may be soaked by the opponent’s defense.

        2 arrows that deal tier 1 damage

        3 arrows that deal tier 1 damage

        4 arrows that deal tier 1 damage

        5 arrows that deal tier 1 damage

Note: A flight of arrows acts as multiple attacks for the purposes of determining damage, but other abilities (such as other attack-modifying specialties or bow augments) only affect the target once if they’re applied to the flight of arrows.

p Bleeding Arrow Specialties M

Flesh Biter

Marksmanship Specialty

Cost: Bow Attack +1 AP

You’ve got a knack for using arrows to make the target bleed out. When making a Flesh Biter attack, the arrow causes the target to start bleeding out. They’ll continue to bleed until they spend 1 action point to stop the bleeding (which will stop up to 5 points of bleeding). The damage will incur at the end of their turn (when their action points refresh).

        2 point of bleeding

        4 points of bleeding

        6 points of bleeding

        8 points of bleeding

Flesh Piercing

Marksmanship Specialty

Requires: Flesh Biter specialty

Your flesh biting arrows sink in, dealing excruciating damage every turn until removed. Bleeding done from a Flesh Biter is difficult to stop, and acts as though it is twice as much when attempting to stop. (Thus, if the target has 4 points of bleeding on them from a Flesh Biter, it counts as 8 points for the purposes of stopping the bleeding.)


Swashbuckling Skill

The swashbuckler specializes in fancy flourishes, graceful attacks, and absolutely dominating their opponent. Excelling in one-on-one opponents, a swashbuckler chooses their target and shuts them down. The Swashbuckling skill is designed for fast attacks that weave through an opponent’s defenses and sink in right through the ribcage.

Adaptable

Swashbuckling Specialty

Requires: 2 stances known

Your footwork is solid, your training and familiarity perfect, and your stances have become second nature. You can always keep one stance active and you cannot be forcibly removed from that stance. When you enter a stance, you can designate it as your background stance. By designating one as your background stance, you can have two stances going at the same time, one as your background stance and one as your normal stance.

        If you have two stances active, they cannot be mutually exclusive in any way.

Circle Attack

Swashbuckling Specialty

Cost: 1 AP reflexively (when melee attacking)

When the opponent attempts to deflect your attack, you bring your blade around their protections and into their gut. When an opponent attempts to deflect one of your melee attacks, you can spend 1 action point in order to circle around their deflection. This negates their deflection bonus.

        If the opponent can make multiple deflections against your attack, you may spend 1 action point per deflection to circle around each one.

Counter-Stance

Swashbuckling Specialty

Stance (costs 1 AP to enter)

Cost: 1 AP reflexively

You may declare a Counter-Stance against one opponent. If at any point you are attacked by the marked opponent, you can make a reflexive attack for 1 action point against that opponent, even before they finish their attack.

Efficient Strike

Swashbuckling Specialty

Cost: Melee Attack +1 AP

Focusing on the weakest points of your opponent, you are able to home in on their vitals. When you use an Efficient Strike, you may add the number by which your accuracy roll exceeded your target’s evade roll as a bonus to your strike.

Fight Anywhere

Swashbuckling Specialty

Hanging off railing and fighting with your sword in your teeth? No problem! You no longer take penalties for fighting on uneven surfaces, awkward terrain, in an unusual position, with your sword in your teeth, or while hanging from a wall.

Hilt Bash

Swashbuckling Specialty

Cost: 0 AP reflexively

When somebody attempts to keep you down, you bash them in the face. Any time an adjacent opponent attempts to negate an attack you’re in the process of making, you may instantly make a melee attack against them with the weapon you’re attacking with at no cost. (And no, the hilt bash can’t be negated.)

Opening

Swashbuckling Specialty

Cost: 1 AP reflexively

Your keen senses notice when somebody stumbles and leaves themselves open. If anybody within melee range of you gets a 1 or lower on their evade (when being attacked by another person), you can immediately attack them for 1 action point, using the evade that they rolled to determine if you hit them.

Precise Attack

Swashbuckling Specialty

Cost: Melee Attack +1 AP

A Precise Attack is one that has an improved chance of hitting. You roll your accuracy multiple times and take the highest result to determine if you hit. (If you roll a pure 12, continue rolling to figure out what the final result is. The pure 12 and attached rolls will only count as one roll.)

        You roll two dice

        You roll three dice

        You roll four dice

        You roll five dice

Saluted Opponent

Swashbuckling Specialty

Stance (costs 1 AP to enter)

When you enter into this stance, you select one opponent and you salute him. You gain a bonus on your melee accuracy rolls against that opponent equal to your skill in Swashbuckling. When you are in this stance, you take a -2 on evade rolls against all attacks from people other than your saluted opponent.

        To select a new opponent, you must renew your stance for 1 action point

Sword and Board

Swashbuckling Specialty

Stance (costs 1 AP to enter)

You’re a wiz at fending off incoming attacks. While in this stance, you can make one free deflection per turn.

Wild Slash

Swashbuckling Specialty

Cost: as a Melee Attack

Instead of a normal melee attack, you can make a Wild Slash. This is effectively the same as a melee attack, but you determine your accuracy differently. Instead, roll two dice and don’t add your accuracy. Add the results from the two dice, and that is your accuracy roll.

        If either die shows a 1, the entire roll is a 1. When using a Wild Slash, 12s do not explode (that is, you do not re-roll 12s and add the next number) unless both dice show 12s, in which case you may roll both again and add the result to 24.

p En-Garde Specialties M

En-Garde

Swashbuckling Specialty

Stance (costs 1 AP to enter)

You may only enter this stance when you are wielding a melee weapon in one hand and have the other hand empty, perhaps for balance or perhaps for grabbing things coming your way. While in the En-Garde stance, you can take no penalties on your accuracy rolls with melee attacks, and you gain a +4 on all accuracy rolls for reflexive attacks. If you switch weapons or are disarmed, you exit this stance.

Find the Gap

Swashbuckling Specialty

Requires: En-Garde specialty & 8 skill points in Swashbuckling

Armor? Pah! That stuff stands no chance against your fine blade. While in your En-Garde stance, any time you hit an opponent, their soak class is lowered by 1 point for every 8 skill points you have in Swashbuckling for the purposes of the attack.

Lightning Slash

Swashbuckling Specialty

Requires: En-Garde specialty & 16 skill points in Swashbuckling

Cost: 1 AP

While in your En-Garde stance, you can make Lightning Slashes for 1 action point apiece. A Lightning Slash is similar to a normal melee attack, except that it costs 1 action point and you add your skill in Swashbuckling in place of your strike in order to determine your damage. A Lightning Slash must be using a one-handed melee weapon and does not count as an attack. A Lightning Slash cannot be used in conjunction with any other modifying specialty that allows for “attack +1 AP,” as you are no longer making an attack but a Lightning Slash.

p Flickering Specialties M

Flickering

Swashbuckling Specialty

Cost: One-Handed Melee Attack +1 AP

Sometimes the last thing the opponent ever sees is your hand going for your weapon. Your attacks are like a flicker, getting in multiple strikes all at once. Make your normal accuracy roll. If you hit, instead of doing damage with your strike, you act as if you hit them multiple times with tier 1 damage. Unfortunately, each “attack” may be soaked by the opponent’s defense.

        2 attacks that deal tier 1 damage

        3 attacks that deal tier 1 damage

        5 attacks that deal tier 1 damage

        7 attacks that deal tier 1 damage

Note: A Flickering attack acts as multiple attacks for the purposes of determining damage, but other abilities (such as other attack-modifying specialties or weapon augments) only affect the target once if they’re applied to the Flickering attack.

Torrent of Steel

Swashbuckling Specialty

Requires: Flickering specialty & 25 skill points in Swashbuckling

Cost: Flickering +2 AP

Small scrapes and scratches? No longer: your Flickering attacks blend the opponent into bloodied pieces. Your Flickering attacks each deal tier 2 damage.  

p Footwork Specialties M

Footwork Training

Swashbuckling Specialty

At the end of any turn during which you move, you receive a bonus to your accuracy and evade. Roll your swashbuckling at the end of any turn in which you move, and you gain a bonus to your accuracy and evade until the end of your next turn (when your action points refresh).

        +1

        +2

        +3

        +4

Fancy Footwork

Swashbuckling Specialty

Requires: Footwork Training specialty

You are no longer a trainee: your footwork is that of a master. From now on, when determining your Footwork Training bonus, use the Fancy Footwork chart.

        +3

        +4

        +5

        +6

p Parry & Riposte Specialties M

Parry

Swashbuckling Specialty

Cost: 1 AP reflexively

When you are hit in melee with an attack that deals tier 1 damage, you have the option of parrying as a reflex. Roll accuracy and add your skill in Swashbuckling, and, if you score higher than the accuracy roll that hit you, you negate the blow.

Beat Parry

Swashbuckling Specialty

Requires: Parry specialty

Resist: Dexterity (negates)

Cost: Parry +1 AP

When you Parry, you smash the opponent’s weapon so hard they have a difficult time keeping grasp of it. When you do a Beat Parry, your Parry also acts like a called shot to the hand primarily holding the weapon attacking you.

Distance Parry

Swashbuckling Specialty

Requires: Parry specialty

Cost: 1 AP reflexively

You don’t parry with your blade. Oh no, you parry by simply not being in the place they’re attacking. You can parry by moving. It works exactly as a Parry, except that you may also immediately move.

        Because you’re moving, you cannot Distance Parry and then Riposte.

Experienced Parries

Swashbuckling Specialty

Requires: Parry specialty & 9 skill points in Swashbuckling

Cost: 1 (or more) AP

You’re no longer restricted to parrying the tier 1 attacks - you can push off the best of blows. You can attempt to parry any attack, but you must spend 1 action point per tier of the attack’s damage. (Thus, if an attack is dealing tier 3 damage, you’ll need to use 3 action points in order to attempt the parry.)

Riposte

Swashbuckling Specialty

Requires: Parry specialty

When you successfully Parry an attack, you can then immediately make a reflexive attack against the person you parried for no additional action points cost. You may upgrade the Riposte as per a normal attack, but the upgrades cost action points as per normal.


Chapter 9 - Spirit

Spirit breaks the limits within oneself. You use Spirit when attempting to focus yourself, resisting ethereal forces, or when praying for aid from deities. With Spirit, you can push for the stars, keep on going no matter what, and always believe in your path.

What can you do with your Spirit attribute?

Concentration

You stay focused on your task. Whether it be staying conscious after being drugged, refusing to let a silver-tongued charmer manipulate you, or focusing on an elusive target in a loud and crowded space, Concentration allows you to weed out what you don’t need to be paying attention to and puts all your mind towards achieving your goal.

        You lose track of what you were doing.

        You are able to shut out some of the extraneous noise. You can see your objective, but you’re not fully able to keep your eyes on them.

        You have your target locked in your sights but your focus could still be broken by external stimuli.

        Everything else in the world fades away. All you see is your objective and how to grasp it.  

Narrator: Determining Distractions

If the player is in a gray room with no decorations and only one other person, concentrating on them should be rather easy. However, if the player finds him- or herself in the middle of a crowded, noisy market and the target is wearing the uniform of a town guard, keeping track of them will be a lot harder. Keep this in mind when determining bonuses and penalties.

Heroics

Attempt Cost: Any resist +1 AP (reflexively)

Those who use Spirit have little that they can do with it alone, but a strong Spirit can save a person in times of duress. Any time you make a resist roll (or are making an attribute roll at a critical time, as per your narrator’s discretion), you can attempt to do so heroically. This requires an extra action point, but will give you either a bonus or a penalty, depending on how well your Spirit is rolled. Once you’ve rolled your Spirit, you can roll the other attribute normally - but now you get the following modifier on that roll:

        -4

        +2

        +6

        +12


Faith Skill

Faith is a powerful tool, and it’s one you can utilize to make your foes wish they had half as much faith as you. Regardless of where your faith comes from or toward what goals you put it, your devotion to a cause manifests itself in your actions. A person of faith can reinvigorate allies, move through obstacles as though they don’t exist, and survive far longer than what the faithless think possible.

Blind Faith

Faith Specialty

Requires: 6 skill points in Faith

Cost: same as an Attack

You lash out without hesitation, believing that your next attack is going to land true. When making an unaltered attack (as in, no other specialties are applied to it, including those that do not use action points, such as Critical Hits in Espionage), you may use your skill in Faith in place of your accuracy bonus for the accuracy roll.

Conviction

Faith Specialty

Resist: Spirit (negates)

Cost: Attack +1 AP

Any time you are attacking a corrupted creatures, such as those who have risen from the dead, automatons, or horrible abominations, you can attack with Conviction. If the target fails to resist, all of their damage soak is negated.

Divine Guidance

Faith Specialty

Cost: 2 AP reflexively

You close your eyes and guide your injured ally through faith alone. You can eliminate all status penalties on a person for one turn by giving them Divine Guidance at the beginning of their turn. Divine Guidance negates penalties from wounds, status effects, stuns, et cetera. (It does not negate fatal effects.) Any penalties incurred during their turn begin when their action points refresh, and all of their normal penalties return to them.

Flowing Vigor

Faith Specialty

Cost: 2 AP to begin and 1 AP to channel

You channel life back into an ally within 25 feet, replenishing their hit points. When you begin Flowing Vigor, you spend 2 action points and roll on the tier chart. Thereafter, you may heal that amount of hit points again for only 1 action point. You may continue the channel through your turn and into consecutive turns, but if you take any action other than channeling and moving, Flowing Vigor is broken and must be begun anew.

        2 hit points

        4 hit points

        6 hit points

        8 hit points

Grief & Hope

Faith Specialty

Cost: 3 AP (1 AP sacrifices)

The healing power of Grief and Hope can be an awesome sight to behold. You can channel that energy to reinvigorate ailing allies. For three action points, you can call upon your allies within 25 feet to give you their Grief and Hope in order to save another. When you do this, you can roll your Faith to heal 3 hit points per tier you reach. The target of the healing can be any ally within 25 feet.

        Restores 3 hit points

        Restores 6 hit points

        Restores 9 hit points

        Restores 12 hit points

For each action point an ally gives you, the amount of hit points the target heals increases by 2 per tier. Thus, if two people sacrifice an action point each for your channeled healing, the target will heal 7 hit points per tier your Faith roll receives.

        Each ally may only sacrifice 1 action point for any given usage of Grief & Hope.

Healing Halo

Faith Specialty

Stance (costs 1 AP to enter)

Everyone around you draws upon your divine energies. At the end of every turn that you are in your Healing Halo stance, you and your living allies within 25 feet regain a small amount of hit points. You and your allies gain 1 hit point, plus 1 for every 5 skill points you have in faith, at the end of every turn that you spent in Healing Halo (when your action points refresh).

Infallible Faith

Faith Specialty

Cost: 1 AP reflexively (1 AP sacrifices)

Your allies’ belief in you is infallible, their faith ensuring that you never fail. You may use Infallible Faith whenever you must roll a resist. You immediately gain a +2 bonus on the resist. Every ally within 25 feet may also sacrifice a single action point to you, increasing the bonus by another +3 per sacrificing ally.

Moral Support

Faith Specialty

Requires: a Spirit of 8

Cost: 2 AP reflexively

When a friend is in need, you can push them forward to greater feats of heroism. Any time you know of an ally within 25 feet being forced to use an attribute as a resist or in some momentary peril (such as having to jump a chasm or wrestle free a powerful device from a crazed maniac), you may roll your heroics (found under the Spirit attribute) and give them the bonus. If you roll poorly and receive a penalty as per your heroics result, that penalty is applied on your ally’s attribute roll, regardless of whether they want it there or not.  

Prayer

Faith Specialty

Cost: 1 AP (1 AP sacrifices)

With your allies on each side of you, you know you’re able to push onward with only their prayers. When you begin the Prayer, you roll on the chart, granting yourself temporary hit points. For each action point an ally gives you, roll again on the chart. Each ally may only sacrifice 1 action point for your Prayer and must be within 25 feet to do so. Prayer may not be used again until these temporary hit points are gone. If you were damaged at the time the Prayer begins, these hit points instead act as healing.

        Gain 2 temporary hit point

        Gain 3 temporary hit points

        Gain 4 temporary hit points

        Gain 5 temporary hit points

Purify

Faith Specialty

Cost: 2 AP

By laying your hands on yourself or an ally, your devotion allows your target to ignore the penalties from an ongoing poison, disease, parasite, called shot, wound, or other effect for a number of turns equal to your skill in faith. The target can not be Purified again until the effects of the first Purification wear off. If the effect of the penalty would have naturally worn off during the time the Purification was occurring, it does not resume once the Purification ends.

        Ignore 1 effect

        Ignore up to 2 effects

        Ignore up to 3 effects

        Ignore all effects

Shock of Life

Faith Specialty

Requires: 10 skill points in Faith

Cost: 2 AP

When times seem dire, you know how to shock somebody back into existence. You instantly heal, through touch, a number of hit points equal to twice your skill in Faith. This burst of energy, however, has some negative effects on the target. You roll your faith to determine how minor the negative effects are. A target may, at their discretion, ignore the Shock of Life altogether, though this must be decided prior to the Faith roll.

        Target is stunned for 3 AP

        Target is stunned for 2 AP

        Target is stunned for 1 AP

        Target suffers no ill effect

p AP Sacrifice Upgrade Specialties M

Devoted Peers

Faith Specialty

Requires: any specialty that calls upon sacrificial action points

Your friends are loyal and devoted like few others. When you call upon them to sacrifice their action points for your specialties, they may sacrifice up to two action points each.  

Self-Sacrifice

Faith Specialty

Requires: 4 action points per turn & any specialty that calls upon sacrificial action points

Your faith is so strong that it alone can guide your attacks. When you call upon others to sacrifice action points to your specialties, you may sacrifice your own action points as well. You, however, are not limited, and may sacrifice as many action points as you have available to you.

Silent Devotion

Faith Specialty

Requires: any specialty that calls upon sacrificial action points

Your beliefs do not need to be yelled, exclaimed, or shouted. When you call upon others to sacrifice action points to you, you do so by your willpower alone. You may now ask for your allies’ sacrifices with complete silence and no outward visual or audible  cues to your foes.  

p Champion Specialties M

Appointed Champion

Faith Specialty

Stance (costs 1 AP to enter)

You mark a nearby ally as your Champion and channel your Faith into him. While in this stance, any time said Champion would need to make a Spirit roll, he may choose to let you roll for him and apply your Spirit attribute’s bonus.

Conduit of Faith

Faith Specialty

Requires: Appointed Champion specialty

You draw the breath from nearby allies and empower your Champion. Anyone within 25 feet may sacrifice their last action point they have for the turn (at the end of their turn, when their action points refresh) to your Appointed Champion. It must be their last action point, and the action point is immediately added to the Appointed Champion’s pool of action points.

p Inquisition Specialties M

Proclaim the Heretic

Faith Specialty

Stance (costs 1 AP to enter)

Cost: 1 AP reflexively

You proclaim an enemy to be a heretic, a faithless vagabond, and now no one will lose their courage against him. Choose a single opponent when you enter this stance. When that heretic attacks you or one of your allies, you or the ally can spend 1 action point in order to roll the Spirit attribute instead of defense in order to determine damage soaked.

        To Proclaim a different Hheretic, you will need to change stance (costing 1 action point).

Light in the Dark

Faith Specialty

Requires: Proclaim the Heretic specialty

Your allies are protected by your faith when confronting the heretic. You and all of your allies may choose to use your Spirit in place of their defense bonus when soaking damage dealt by the Proclaimed Heretic. Making this choice does not cost anybody any action points.

p Smiting Specialties M

Smite

Faith Specialty

Cost: Melee Attack +1 AP (1 AP sacrifices)

Your allies’ belief in your attack guides your hand against the unfaithful. You call for your allies’ faith, and their prayers give your attack strength. When you begin to make a Smite, you call for your allies within 25 feet to sacrifice 1 action point in order to empower your attack. Any ally who can hear you (or knows that you called for their belief) and is within range can, reflexively, sacrifice the action point. If your attack lands, your attack deals damage as if it were one damage class higher for every action point an ally sacrificed to you. If nobody sacrificed an action point for the smite, it is treated like a normal attack.

        An ally can only sacrifice one action point per smite, and if the smite misses, the sacrificed action points are simply lost.

Assured Success

Faith Specialty

Requires: Smite specialty

When you Smite your foes, your blade is guided by faith into the enemy. For every action point sacrificed for your Smite, the attack gains a +1 on the accuracy roll.  

Impassioned Victory

Faith Specialty

Requires: 17 skill points in Faith & Smite specialty

When your Smite fells an evil foe, the attack is inspiring and leads your allies on to greater deeds. When your Smite kills or incapacitates the person being attacked, all of those who sacrificed action points to empower your Smite instantly regain those sacrificed action points.

Smiting Shot

Faith Specialty

Requires: Smite specialty

Your allies’ faith steadies your shot and flies with the bullet. You may now make ranged Smites, be it with a bow, firearm, or other ranged weapon.

Zealous Smite

Faith Specialty

Requires: Smite specialty & 7 skill points in Faith

Your smite does not merely deal great destruction but is also a weapon of finesse and a tool of your faith. Any action point sacrificed to your Smite can, instead of increasing your attack’s damage class, be used like a normal action point for modifying the attack with another specialty that you know.

        For example, if you have the Conviction specialty (normally made as an attack +1 AP) and you make a Smite, you can convert one of the action points sacrificed to you in order to make your Smite into a Smite with Conviction.  


Grace Skill

Grace is understanding yourself and bypassing your inner limits. Those fully serene are often known for their seemingly super-human abilities, their ability to ignore pain, ignore barriers, and do things that simply aren’t considered possible for other people. Is Grace magic? No, at least that’s what the practitioners of Grace will say. Grace is simply the wisdom of knowing your limits and how to bypass them.

Bloodsoak
Grace Specialty
Requires: 4 skill points in Grace
Your blood does not flow freely at another person’s convenience. Through unearthly bodily training, you can keep yourself from bleeding from deep gashes. When you would suffer bleeding damage, you may ignore 1 point per 4 skill points you have in Grace.


Connection
Grace Specialty
Stance (costs 1 AP to enter)
Resist: Spirit (negates)
When you lock eyes with an opponent, they cannot easily break the gaze. To make this connection, an opponent within 100 feet makes a Spirit roll opposed by your grace. If you succeed, their gaze is locked with yours. They cannot move behind any cover that would break the gaze or attack anybody else. If somebody or something walks between the two of you, that will give the opponent an automatic and free resist to break the gaze. The opponent can back away (moving with a -10 feet move penalty), and the connection is automatically broken at 100 feet.
        If the opponent is actively avoiding your gaze (potentially because they know you have this ability), you might need to be creative in order to force them to look toward you. If a connection is made through a mirror, the connected people must stay at that angle or the connection is lost.


Danger Sense
Grace Specialty
Requires: 5 skill points in Grace
Resist: Cunning (negates)
Cost: 1 AP reflexively (to warn others)
When a sniper locks onto you from a thousand feet away, you can feel it in your bones and through the chill on your neck. When you or an adjacent ally are about to be attacked, roll your Grace against the first attacker’s Cunning. If your Grace meets or exceeds their Cunning, you may have your hit points up and make a full evade roll against the attack.
        If you spend 1 action point reflexively, you may warn others in your vicinity so that they have the same bonus. This warning is done as the attack is launched, so an opponent cannot stop his first attack from going off after the warning is given.


Destabilize
Grace Specialty
Resist: Dexterity or Spirit (target’s discretion, tiers down)
Cost: Attack +1 AP
Your attack disrupts their center of gravity, ensuring that they won’t be able to enter a stance for several moments. If the opponent is in a stance, they are knocked out of it unless they can resist against your skill in grace.
        If the target is not in a stance, however, the target cannot enter a stance until they spend some action points to stabilize again.
        Destabilized until 1 action point is spent to stabilize
        Destabilized until 2 action points are spent to stabilize
        Destabilized until 3 action points are spent to stabilize
        Destabilized until 4 action points are spent to stabilize

Dispel Pain
Grace Specialty
Cost: 1 AP reflexively
When an opponent successful lands a called shot on you, you can dispel the pain. Doing so allows you to re-roll the resist, and you add your grace to the roll.


Force of Self
Grace Specialty
Stance (costs 1 AP to enter)
Resist: Spirit (negates)
Your aura is so powerful that nobody can even come close to you. When you enter this stance, anybody attempting to step into an adjacent space to you must make a successful resist. If they cannot make the resist, they can spend another action point in order to try again. If somebody is already standing next to you, they are unaffected. However, if you and anybody adjacent to you is separated, and they try to move next to you again, they must again succeed in rolling the resist.  You can allow allies to stand next to you.


Inner Calm
Grace Specialty
Stance (costs 1 AP to enter)
You center yourself, calming your emotions and focusing your mind. While you are in your Inner Calm stance, you cannot be disoriented. If you become disoriented while outside of this stance, you may enter this stance to end the disorientation.


Iron Palm
Grace Specialty
Cost: Unarmed Called Shot +1 AP
When you hit the opponent, your attack sends ripples through their body, activating multiple called shot effects as if you had hit each one separately. When you make a called shot with your Iron Palm, your called shot affects multiple locations.
        Affects called shot and an adjacent location of your choice
        Affects called shot and two adjacent locations
        Affects called shot and any two called shot locations
        Affects called shot and any three called shot locations

Master of Forms
Grace Specialty
Requires: 6 skill points in Grace & 2 stances known
You can enter multiple stances, gaining all of their effects. You can have one stance active per 3 skill points you have in Grace. You must enter each one separately (spending 1 action point for each stance). Of course, you cannot enter two mutually exclusive stances. For instance, if a stance says that you cannot move while in that stance, you cannot be in another stance that requires you to move every turn.


Parting Waves
Grace Specialty
Resist: Dexterity (negates)
Cost: 1 AP reflexively
Any time you successfully evade an attack from a melee weapon, you can reflexively spend 1 action points in order to disarm the opponent of the weapon they attacked you with. They must make a Dexterity resist against your skill in grace in order to keep their weapon. If they fail, the weapon clatters to their feet.


Shocking Soul
Grace Specialty
Requires: 9 skill points in Grace
Cost: 2 AP reflexively
If you are successfully struck by a melee attack, you can immediately channel the power of your soul through their weapon and into your assailant. The enemy takes 1 unsoakable damage per point you have in Grace.


Spirit Break
Grace Specialty
Cost: 1 AP reflexively
You focus your mind and your thoughts, reaching out to the people around you. Every time someone rolls their Spirit attribute within 25 feet of you, you may lower the result of the roll by your Grace.

Spiritual Seal
Grace Specialty
Cost: Attack +1 AP
Your attack can seal the Spirit on another person, causing them to be unable to tap into their strength of will. The target of your attack takes a penalty on all of their Spirit skills (Faith, Grace, Luck, and Shamanism) and the Spirit attribute until the end of your next turn.
        -3
        -6
        -9
        -12

Void Strike
Grace Specialty
Resist: Spirit (as evade; see below)
Cost: Melee Attack +1 AP
You can guide your ki along the path of your strike, creating a sharp wave that rends through the target. Your melee attack can target those an additional 5 feet away from you per point you have in Grace. Because of the nature of this attack, the target may choose to use his Spirit in place of his evade in order to avoid the attack. If they have a poor Spirit, they may use their evade as per normal.


p Ki-Unleashing Specialties M
Ki Flow
Grace Specialty
Resist: Brute or Spirit (negates, target’s discretion)
Cost: 2 AP
Through meditation and will, you have refined the control of your internal energy. Your Spirit strains against your flesh, manifesting itself in moments of duress. Enemies near you are pushed away from you when you manifest your ki flow.
        Enemies within 5 feet of you must resist being pushed away 5 feet.
        Enemies within 10 feet of you must resist being pushed away 5 feet.
        Enemies within 15 feet of you must make resist being pushed away 5 feet.
        Enemies within 20 feet of you must resist being pushed away 5 feet.

Ki Rage
Grace Specialty
Requires: Ki Flow specialty
Cost: Ki Flow +1 AP (3 AP total)
The ki pressure that surrounds you has taken on a life of its own. When you release your ki flow on the battlefield, it damages all enemies that are affected by it. In addition to being pushed back, they also take a few points of unsoakable damage.
        3 damage
        6 damage
        9 damage
        12 damage


p Light-as-Air Specialties M
Feather in the Wind
Grace Specialty
Cost: 1 AP (as a normal move)
You may move across the air, over water, and skip across lava as though you were completely weightless. When you move like this, you can only move your normal speed weightlessly, and it must be a horizontal direction (you cannot move upwards). You may spend your next action point to continue moving weightlessly, but during that brief second between moving weightlessly, your weight returns. If you are falling when you activate weightlessness, you remain falling, but can move your speed horizontally.
        Any penalties you have to speed (such as from armor or crippling attacks) affect your weightless speed.


Weightless
Grace Specialty
Stance (costs 1 AP to enter)
Requires: Feather in the Wind specialty
When you are standing in a single spot, you can control your body’s weight so that it is at equilibrium with its surroundings. If you are on water in your Weightless stance, you will not sink. If you are in the air in your Weightless stance, you will not fall. If you stop moving weightlessly while in this stance (with your Feather in the Wind specialty), your weight does not return.
        If you are trying to enter this stance under duressed conditions (such as while falling), you may do so for 2 action points, and may do so reflexively.
        You cannot jump from a point that would not normally support your weight, such as from the surface of a pond or on the edge of a palm leaf.


p Paralyzing Specialties M
Touch of Paralysis
Grace Specialty
Resist: Brute (negates)
Cost: Unarmed Attack +2 AP
You strike out at major nerve clusters and pressure points, twisting the target into a statue of agony. When you hit the target with Touch of Paralysis, you also roll to determine the tier. The target is allowed to resist against a roll of your Grace every time they would take damage from the paralysis, and, once successfully resisted, the effect ends. A person can be effected by only one Touch of Paralysis at any given time, with the greater result overtaking the previous.
        The target takes 1 point of damage every time they try to move.
        The target takes 3 points of damage every time they try to move.
        The target takes 5 points of damage every time they try to move.
        The target takes 7 points of damage every time they try to move.

Blocked Ki
Grace Specialty
Requires: Touch of Paralysis specialty
Resist: Brute or Spirit (target’s discretion, tiers down)
Cost: Unarmed Attack +1 AP
You strike one of your opponent’s chakra points, disrupting their natural energy flow. This causes a massive blockage that explodes in pain when the opponent makes even the slightest of movements. The opponent receives 1 point of unsoakable damage with each action point they spend. The opponent may spend the indicated amount of action point meditating, trying to unblock their blocked ki.
        1 AP to unblock the ki channel
        2 AP to unblock the ki channel
        3 AP to unblock the ki channel
        4 AP to unblock the ki channel


Luck Skill

Luck is everywhere. Everyone has it. Some people have phenomenal luck, others are commonly out on their luck. You, however, know how to make your own luck. Now, it’s often a gamble, but when you win, you win big. Lucky people manipulate their own fate, sticking their necks on the line and hoping to persevere. The winners become the best, and the losers, well, they often die.

Confident in your Luck

Luck Specialty

Cost: 1 AP reflexively

You know the odds. You know that you’re oozing out good luck. When you so choose, you may use your skill in Luck in place of any other resist. Is somebody trying to push you around and you need a Brute resist to get out of it? Just spend 1 action point to use your skill in Luck in place of your Brute attribute.

Don’t Tell Me the Odds

Luck Specialty

Cost: 1 AP reflexively

You refuse to accept a bad hand dealt by fate and push on to succeed. You can spend 1 action point reflexively to get a +1 on any roll, but you can only use it if the bonus will raise your roll high enough that it will reach a higher tier result. This bonus increases by +1 for every 10 points you have in Luck.

Cheat Fate

Luck Specialty

Stance (costs 1 AP to enter)

Using your natural luck, you are able to prevent certain outcomes from being rolled. When you enter this stance, choose a single number from 2 to 11. If anybody near you rolls the number you chose, they must re-roll it. If the same number is rolled on the re-roll, it is kept.

Equalizing Force

Luck Specialty

Cost: 2 AP reflexively

Luck is the great balancer, bringing good luck to the misfortunate and bad luck to the fortunate. You can use Equalizing Force whenever you see somebody roll a die. For 2 action points, you change the die rolled to a 6.

        If the target had rolled a 12, the 12 is now a 6 but they roll again and add the results. If they had rolled a 1, it is now a 6, but they can’t add any of their bonuses to the 6. Now, a 6 is a 6 is a 6. This specialty cannot be used to alter wound effect or fatal effect rolls or any roll that requires a random die roll.

Hex

Luck Specialty

Resist: Dexterity or Spirit (target’s discretion, negates)

Cost: 2 AP reflexively

When your enemies are moving toward you, there’s always some loose piece of rubble or a stray twig that trips them up. For 2 action points, when anybody is moving directly toward you and is within 25 feet, you can cause them to trip. They make an opposed resist against your luck roll. If you meet or exceed their resist, they fall to the ground and are prone (normally costing an action point to stand up).  

Jackpot

Luck Specialty

Requires: 4 skill points in Luck

Lucky hits are rare to find, so you squeeze them for all their worth. When rolling strike or accuracy to determine damage, increase your damage class by 2 every time you roll a pure 12. This damage class increase only affects the one attack.

Jinx

Luck Specialty

Any time you are attacked, you can jinx that opponent. To do so, you willingly take a 1 on the evade and defense rolls of the incoming attack, letting them land a full blow against you. You can only choose to do this if you would have gained the full bonuses to your evade and defense in the first place. Your attacker is now jinxed. The next time they are attacked (be it from you or an ally), you may add your skill in Luck to either the accuracy or strike roll.  

Roll of the Dice

Luck Specialty

Requires: Any 1 other specialty from the Luck skill

The fates of fortune seem drawn to you, giving you every opportunity to take a gamble. At the beginning of your turn you can make one free roll for the sole purpose of activating one of your other luck specialties. Dice rolled this way can be stored without spending action points.

Roulette

Luck Specialty

Cost: Attack +1 AP

The more you’re willing to risk, the greater the rewards. When you announce your attack choose a number ranging from 1 through 12. Now roll your die without adding anything to it. If you get that number or higher, you get the number you chose as a bonus on your accuracy roll. If you get under that number, you resolve the attack as per normal.

Spot of Misfortune

Luck Specialty

Requires: 3 skill points in Luck

Resist: Spirit (negates)

Cost: 2 AP to create, 1 AP reflexively to enact

You know when an area is filled with bad luck. Choose a 5 foot spot within 25 feet of you. Any time somebody makes a combat roll (accuracy, evade, strike, or defense) while in that spot, you may spend 1 action point to cause them to take a 1 on that roll. They can resist with their Spirit opposed by your skill in Luck.

        When you use Spot of Misfortune on an opponent, they get a feeling that they’re standing in an unlucky location. You can make one such location for every 3 points you have in Luck.

        You can create a Spot of Misfortune inside a vehicle only if the vehicle has a cockpit larger than 10 feet by 10 feet. Otherwise, the vehicle is simply inside the spot of misfortune and can move out of it.

p Failure Avoidance Specialties M

Free from Failure

Luck Specialty

Stance (costs 1 AP to enter)

Requires: 6 skill points in Luck

While you might still do poorly, you have confidence that you’ll never fail completely. While in this stance, your natural 1s are not 1s. You may still add appropriate bonuses to rolls of 1. You may only do this if you rolled the 1 - having a specialty or effect that causes you to take an effective 1 can’t be affected by Free from Failure.

Steady Friends

Luck Specialty

Requires: 10 skill points in Luck & Free from Failure specialty

Cost: 1 AP reflexively

Your confidence extends to your friends and allies. When an ally within 25 feet rolls a natural 1 and you are in your Free from Failure stance, you may allow your ally to add their normal bonuses to the natural 1.

p Foul Luck Specialties M

Curse

Luck Specialty

Resist: Spirit (negates)

Cost: 1 AP to store, 1 AP reflexively to use

Your streaks of bad luck cause people to avoid you for fear of your bad vibes rubbing off onto them. When you roll a 1 in combat, you may spend 1 action point to save that roll. Your roll remains a natural 1.

        You may spend one action point to give another person within 50 feet the same result. They roll their Spirit against your skill in Luck to resist this effect. You may store a number of 1s equal to 1 plus 1 per 3 skill points you have in Luck. These 1s are stored until your next breather and may only be used on any dice rolled during combat.

Fumble

Luck Specialty

Requires: Curse specialty

Resist: Spirit (negates)

Cost: 1 AP

Your foe gets overly excited and drops their weapon before they’re even able to deliver an attack. When you’ve stored natural 1s with Curse, you can spend an action point and one of your stored natural 1s to roll your Luck against a target within 25 feet. If they fail to resist, they drop their weapon as if they had been disarmed.

p Luck Holder Specialties M

Ace Up My Sleeve

Luck Specialty

Cost: 1 AP reflexively to grab the die, 1 AP to use

You’ve become strategic in your use of luck. You’re able to store your successes and use them at more opportune times. Any time you roll a pure 12 on a combat roll, you can store it. To do this you must leave the die where it landed with the 12 showing and announce to the table that you are storing that pure 12. You then re-roll for the roll that you saved the die on.

        You can use a saved pure 12 on any combat roll.

        You must use the saved pure 12 before your next breather. You can save one pure 12, plus an additional pure 12 per 4 skill points you have in luck.

Leading the Lucky Life

Luck Specialty

Requires: Ace Up My Sleeve specialty

Cost: 1 AP

You cash in on your saved fortune for a rush of revitalizing energy. When using Ace Up My Sleeve to store pure 12s, you can instead use 1 action point to remove one of your saved 12s and roll your Luck to restore your hit points.

        You restore 7 hit points

        You restore 14 hit points

        You restore 21 hit points

        You restore 28 hit points

Second Chance

Luck Specialty

Requires: Ace Up My Sleeve specialty

Resist: Spirit (negates)

Cost: 1 AP reflexively

When things look their darkest you always seem to luck out of the deadly blows. When hit by an attack which would normally give you a fatal effect and you’ve stored a pure 12 with Ace Up My Sleeve, you can spend 1 reflexive action point and a stored 12 to receive a wound effect instead of receiving the fatal effect. The attacker may roll a Spirit resist to negate this effect.

p Lucky #7 Specialties M

Lucky Number 7

Luck Specialty

Stance (costs 1 AP to enter)

You have a habit of getting twice as many pure rolls as anyone else. Any time your die rolls a 7, it becomes a “pure 7,” and you may roll again and add the results. Fancy that!

Luckier Number 7

Luck Specialty

Requires: Lucky Number 7 specialty & 16 skill points in Luck

Not only are natural 7s lucky for you, they are overwhelmingly lucky. Now, when you are in your Lucky Number 7 stance and roll a 7, you can pick up the 7 and put it down as a 12. 7s equal 12s. And then you can re-roll them.

p Ranged Evading Specialties M

Feeling Lucky

Luck Specialty

Resist: Spirit (tiers down)

Cost: 1 AP reflexively

Ranged marksmanship and archery weapons have a habit of not working when they’re used to kill you. Hopefully that luck continues. When being fired upon by a ranged weapon, the opponent is allowed to resist. If they fail, roll your tier to determine the ill effect that happens to them.

        You roll twice on your evade and take the highest result.

        The weapon fails to fire.

        The weapon fails to fire and the ammo is destroyed. The weapon must be readied again, if applicable.

        The weapon backfires, dealing tier 1 damage to the user.

Unfriendly Fire

Luck Specialty

Requires: Feeling Lucky specialty

Resist: Dexterity (negates)

Cost: 2 AP reflexively

Sometimes your enemies miss you. Sometimes their guns misfire. Sometimes they explode in their hands. And sometimes your enemies accidentally shoot each other. This specialty makes the latter happen more often.

        When you are shot at with a firearm, crossbow, or bow, you can attempt to make the attack Unfriendly Fire for 2 action points. Choose a target within 10 feet of you. They are the new target of the shot.

        The original attacker still determines if they hit against the new target’s evade, but you roll your Luck in order to determine what tier of damage is done. For every tier that the original attacker rolls their resist above tier 1, they lower the damage by 1 tier. The new target can attempt to soak damage, as per normal.

        If the attack was special (that is, had specialties modifying it), all of the specialty modifiers are lost and the attack becomes a normal attack. The original attacker keeps the extra action points required to make the attack special.

Unfriendly Artillery

Luck Specialty

Requires: Feeling Lucky specialty & Unfriendly Fire specialty

When you divert an attack into a new target through sheer luck alone, it has the potential to be very powerful. Your Unfriendly Fire no longer loses the specialty modifiers from the original attack, and the original attacker does not regain their action points from adding those specialty modifiers.


Shamanism Skill

Shamanism is related to nature, the earth, and everything organic. The shaman stands out among the modern, industrial world as a return to archaic times. Shamanism sometimes represents a manipulation of the elements. Other times it is a use of animals to help further their causes. Regardless, those with skill in Shamanism will make a powerful and distinctive mark on any game.

Control Beast

Shamanism Specialty

Cost: 3 AP

You are able to calm an animal and gain its loyalty. You may even be able to redirect its anger.

        If you attempt to use this ability on an animal under another shaman’s control, the owner and you must make opposed Shamanism rolls. If you succeed, you can attempt to control it. If you fail, nothing occurs.

        The animal becomes cautious, only attacking if forced

        The animal becomes passive and will not attack

        The animal becomes passive and willing to help you

        The animal becomes your ally, and will not attack you. You may direct it to attack another, at your discretion.

Druidic

Shamanism Specialty

Stance (costs 1 AP to enter)

Warped metal feels unnatural in your hand, and you’ve always felt more at home wielding your ancestral, tribal weaponry. When in this stance, wood and organic weapons (not including unarmed attacks) deal 2 damage classes higher.

Fire Resistance

Shamanism Specialty

Your natural body heat increases. Your love of the flame has begun to manifest as you become more and more resistant to fire. Any time you take damage from fire or a fire-based attack, you soak a fair deal of the damage.

        3 damage from heat or fire soaked

        6 damage from heat or fire soaked

        9 damage from heat or fire soaked

        12 damage from heat or fire soaked

Geomancer

Shamanism Specialty

Requires: Topographer specialty

Choose an extreme terrain: jungle, desert, swamp, tundra, high atmosphere, or the abyss (deep underwater); or an extreme weather condition: raging thunderstorm, hurricane, tornado, blizzard, meteor shower, sand-storm, or heat wave. When fighting in these chosen conditions, you may use your skill in Shamanism in place of any tiered skill roll.

Hardened Trainer

Shamanism Specialty

Through years of dealing with animals, you are keen at fighting against them. When you are fending off an animal, you gain a bonus to your defense equal to your skill in Shamanism.

Lion’s Roar

Shamanism Specialty

Resist: Spirit (negates)

Cost: 2 AP

You breathe deeply and let out a mighty roar that strikes fear into the heart of all nearby enemies. When making such a warcry, all opponents within 50 feet who can hear you must roll a Spirit resist against your Shamanism. If they do not resist, they become frightened, suffering the effects of Tier 2 fear.

Naturalist

Shamanism Specialty

Requires: 5 skill points in Shamanism

Coating yourself in metal makes you uneasy. You gain an additional soak class for every 5 skill points you have in Shamanism while wearing organic or wooden armor.

Parasite

Shamanism Specialty

Resist: Brute (tiers down)

Cost: 2 AP to begin, 1 AP to continue during subsequent turns

By stomping in constant rhythm, you draw out nearby insect colonies to assault an opponent within 25 feet. On the turn the swarm attacks, and every turn thereafter, roll on the called shot chart. The victim must roll to resist against your Shamanism or suffer the effects of this called shot.

        Anything that would affect an area disrupts the swarm and it must be reformed (for 2 action points). If at any point you lose the ability to move your legs or are knocked prone, the swarm is disrupted.

Still as Stone

Shamanism Specialty

Stance (costs 1 AP to enter)

Stalking your prey like a crouched cougar, you wait for the exact correct moment to pounce, still as the world around you and blending in as if you were a part of the scene itself. Whether you’re in the quiet meadows and copses of the forest or a back-alley in the night, you can blend in with your surroundings perfectly while standing still. When you enter this stance, you gain a bonus equal to your skill in Shamanism to hide when you have cover.

Tactics of the Wolf

Shamanism Specialty

Cost: Melee Attack reflexively

You’ve learned to approach combat like a pack of wolves attacking their prey: all at once. When somebody attacks an adjacent opponent, you can make a reflexive attack against that opponent. If you hit, you gain a bonus on your strike.

        You gain +3 on the strike roll

        You gain +6 on the strike roll

        You gain +9 on the strike roll

        You gain +12 on the strike roll

Topographer

Shamanism Specialty

Be it hurricane, heatwave, blizzard, or sleet, you are able to function in all weather conditions without penalty. In addition, you take no penalties for moving through rough or unsafe terrain.

p Bird Calling Specialties M

Avian Wrath

Shamanism Specialty

Cost: 2 AP to begin, 1 AP to continue during subsequent turns

Raising your hands above you and whistling, you call down death from above. Native animals dive down and attack your victim, a victim who can be up to 50 feet away. Depending on your surroundings, these creatures might be fish, bats, birds, or even insects, though they’re never larger than a human’s fist. When you first call the animals, you must make an accuracy roll against the target’s evade (just like a normal attack). If you hit them with your summoned avians, they deal damage as per the tiers below. This damage can be soaked.

        Anything that would affect an area (such as an explosion or gas) disrupts the swarm (forcing you to start over, if you so desire). If at any point you lose the ability to speak, the swarm is disrupted. You may not talk while continuing an Avian Wrath or use any specialties requiring the use of your voice.

        Animals deal 6 initial damage, 3 damage when continued

        Animals deal 12 initial damage, 6 damage when continued

        Animals deal 18 initial damage, 9 damage when continued

        Animals deal 24 initial damage, 12 damage when continued

Blacken the Sky

Shamanism Specialty

Requires: Avian Wrath specialty

Resist: Cunning (negates)

When using Avian Wrath, the swarm of squaking animals becomes so dense that it distracts your foe. Every turn an opponent is hit by your Avian Wrath, they must resist against your Shamanism or be disoriented (losing 1 action point). Once your Avian Wrath stops, they become re-oriented.

Pitch Black

Shamanism Specialty

Requires: Avian Wrath & Blacken the Sky specialties

When using Avian Wrath, your swarm becomes so thick and fast that it blocks out all light around your victim. The victim is now blinded while they remain the target of the Avian Wrath.

p Chemical Immunity Specialties M

Venom Immunity

Shamanism Specialty

Being stung, being bitten, having venom injected into your body: these things used to be a big deal, but they’re less worrisome nowadays. When you are attempting to resist a poison, add your skill in Shamanism to the resist roll.

Alchemical Resistance

Shamanism Specialty

Requires: Venom Immunity specialty

You’ve trained your body to ward off venoms, both natural and unnatural. When resisting any alchemical substances (gases, acids, poisons, et cetera), add your skill in Shamanism to the roll.

p Protective Swarm Specialties M

Protect the Monarch

Shamanism Specialty

Cost: 2 AP to begin, 1 AP to continue during subsequent turns

By vibrating your vocal cords, you trigger a defense mechanism in nearby creatures that swarm you, protecting you from harm. As with all swarms, these are creatures native to the terrain ranging from fishes to small woodland creatures and even insects, though they are never larger than a fist.

        Anything that would affect an area disrupts the swarm and it must be reformed again (costing 2 action points). If at any point you lose the ability to speak, the swarm is disrupted. You may not talk while continuing a Protect the Monarch or use any specialties requiring you to use your voice. You may only be covered in one swarm at a time.

        +1 soak class

        +2 soak class

        +3 soak class

        +4 soak class

Devoted Drones

Shamanism Specialty

Requires: Protect the Monarch specialty

The swarm covering your body is willing to die in order to protect you. When using Protect the Monarch, the swarm is only disrupted when dismissed (such as when you stop spending action points on it) or until your next breather.

Hive Exodus

Shamanism Specialty

Requires: Protect the Monarch specialty

Be it from lifting you up into the air or dragging you across the battlefield, each turn you spend with Protect the Monarch active, your swarm may move you in any direction. If moved into the air the swarm maintains you there each turn until disturbed.

        You are moved 5 feet

        You are moved 10 feet

        You are moved 15 feet

        You are moved 20 feet

p Swarming Insect Specialties M

Colony of One

Shamanism Specialty

Resist: Brute or Dexterity (negates, as per a grab)

Cost: 2 AP to begin, 1 AP to continue during subsequent turns

By humming at a very low frequency, you are able to call a swarm of native insects or animals to overwhelm your victim and hold them in place. These creatures can be anything smaller than your fist and native to the area. The swarm uses your accuracy when making a grab against its target no farther than 50 feet away. In order for the victim to break free they must roll resist against your skill in shamanism (using their brute or dexterity).

        Anything that would affect an area (such as an explosion or gas) disrupts the swarm (forcing you to start over, if you so desire). If at any point you lose the ability to speak, the swarm is disrupted. You may not talk while continuing a colony of one or use any specialties requiring the use of your voice.

        The swarm grabs one called shot location

        The swarm grabs one called shot location

        The swarm grabs two called shot locations

        The swarm grabs two called shot locations

Drag Down

Shamanism Specialty

Requires: Colony of One specialty

Resist: Brute (negates)

The vermin swarm pulls its opponents to the ground. Any foe successfully grabbed by your Colony of One is also brought prone unless they can make a brute resist against your Shamanism.

Hive Mind

Shamanism Specialty

Requires: Colony of One specialty

When continuing a swarm, it is no longer disrupted when you are knocked prone or rendered unable to speak. This means you may now freely speak and use specialties requiring speech without having to call out your swarms again.  

Pressure Cooker

Shamanism Specialty

Requires: Colony of One specialty

The swarm of creatures holding down the victim begins to move rapidly, cooking them with sheer friction. Each turn after grabbing a target with colony of one, a point or more of unsoakable damage is dealt to the target.

        Takes 1 unsoakable damage

        Takes 2 unsoakable damage

        Takes 3 unsoakable damage

        Takes 4 unsoakable damage


Chapter 10 - Sciences

The Sciences attribute represents a character’s proficiency to make items, invent new items, and utilize their creations in ways better than anyone else can. Knowledge in the sciences will give you information of the world, allowing you to deduct what are the elements in a serum, take apart and reassemble an advanced firearm, and use general book knowledge to solve a number of riddles.

What can you do with your Sciences attribute?

Disassemble

Through your experience crafting, it’s also taught you how to break things down. Disassembling will often be used for traps and mines, to prevent their activation.

        You can disassemble small, practical things, such as a clock or door.

        You can disassemble a simple trap or item (Marque I or II).

        You can disassemble a complicated trap or item (Marque III).

        You can disassemble a clever trap or item (Marque IV).

Understand

Because of your knowledge of science, you have a knack for comprehending what an item does and the purpose it serves. If you see an item, you can attempt to ascertain what it does.

        You can understand what its basic function is, but none of its augments.

        You can determine its basic functions and Marque I augments.

        You can determine its basic functions and up to Marque II augments.

        You can determine its basic functions and all augments up to Marque III.

Crafting

Though each of the six crafting science skills are certainly different, they each utilize a similar system. This crafting system works on a few key principles: downtime, augments, and marques. All crafting occurs during downtime, when the game is otherwise not running and the character is left to his own devices. If the game goes a couple days without any major plot unfolding, that’s downtime.

        Let’s say that your party’s armsmith, Isabella, wants to craft herself a nice sword. She has 8 points in her Armsmith skill and the Weapon Smith specialty, so she can craft a sword with three slots. She applies the augments accurate and reach to the weapon (each of which being one slot). Because she has 8 points in the skill, they are all Marque II. That means her accurate augment gives the sword a +2 on accuracy rolls, and her reach augment extends the reach of the sword out by five feet (making it one long sword!).

Learning Augments

You gain augments by taking craft-oriented specialties. When you learn a specialty in crafting, sometimes you will gain a number of augments from the specialty. For each augment you gain in this way, choose one augment from any list that you have access to from a specialty. (Weaponsmith, for instance, gives you access to all of the Weaponsmith augments that you are eligible to learn.) Once you have learned an augment, you may place it on any item of its type that you craft. So, if you create a weapon, and you know the “Accurate” augment, any weapon you craft that has enough open slots may contain the “Accurate” augment. You can only place an augment on an item once (so a sword could not be augmented with “Accurate” multiple times).

        The fastest way to gain augments is to take the Learn Augments specialty on the next page.

Do-It-Yourself

Once you start taking crafting specialties, you’ll gain a DIY score. This “Do-It-Yourself” score tells you how many of your hand-crafted items you can keep on yourself at any given time without having to pay for the base materials.

        The items that you craft from your DIY score are shoddy, somewhat rugged items that you have pieced together over time. They’re not composed of the finest rifle-stock, the best wood, or the clockmaker’s finest gears. These are the items that you’ve simply figured out how to work and they’re the ones you keep with you.

        You can lend out items that you’ve crafted from your DIY score to your fellow adventurers and friends. However, because of the rickshaw nature of DIY-made items, they require constant upkeep. If one of your items is away from you for longer than a single period of downtime (that is, a couple days), it’ll stop working properly and become little more than useless scrap materials.

        You may craft items of a higher quality by purchasing them at the total cost of the item if it were one marque less than your current marque. The resulting item requires little maintenance and is of high quality. It has your marque, even though it cost less for you to craft. Items bought in this way are of selling quality. This kind of purchase can only be made in a place that can provide materials - consult your narrator.

Augments & Marques

Almost every item you can craft has a number of slots on it that you can place augments into. Most augments will only take up one slot, but some augments, called complex augments, are very powerful and take up multiple slots. Each augment will tell you how many slots it is worth just beneath its name.

        Augments often have four marques available to them - upgrades that make the augment more powerful as you gain skill in your craft. Marques are similar to tiers, except, instead of rolling, you simply look at your skill. If your skill falls within a certain range, that’ll be your marque. Consult the chart below.

Crafting in your Downtime

Crafting is something that takes time - you can’t just write it down on your character sheet and suddenly have a dozen poisonous chemicals. Unfortunately, real life (and that’s what we’re going for here, obviously) doesn’t work that way. Instead, crafting is done in your downtime.

        Downtime is loosely defined as all of the time you aren’t actively roleplaying your character or forced to do something. If your character has a couple days off, that’s downtime. If your character is on a voyage at sea for a couple months, that’s downtime. Setting up camp in a dangerous dungeon complex is not downtime - your character has no time to work on things and replenish his supplies.

        During downtime you can make new items, repair old ones, and refill your supplies. If you’re an alchemist that can have five potions at any given time, downtime will allow you to replenish those five potions.

        Downtime is subject to the narrator’s discretion and is a way for narrators to control the flow of time and the game. If you’re out of supplies and the warrior’s equipment is all broken, it might be time for some downtime to recuperate. Yet maybe you have a very brief amount of downtime and your narrator decides that you have enough time to replenish two of your potions, but not all of them. That’s at your narrator’s discretion.

Specialties                              

Learn Augments

General Crafting Specialty

You learn the granted augments. You can take this specialty multiple times.

Nothing up my Sleeve

General Crafting Specialty

You are known for always having the right item for the right job. At any given moment, you can craft an item on the fly, acting as though you already had it. It must be concealable (thus, you can’t just pull a tank or heavy rifle out of your pocket). You can only do this once between downtimes, and the item must be something you know how to craft (as in, you have taken the basic crafting specialty for the item and any augments you are going to put on it).

The Cost of Prototyping

Many inventors can produce beta objects: creations that exceed the normal augment limit of 3. These beta designs, however, are so difficult to use that only the original inventor can typically control them. But while many crafters can build betas, very few can build prototypes. Prototypes are objects that exceed the typical augment limit of 3 but that anybody can use.

        The materials cost for creating the extra augments for prototypes is the same as it always is. However, because prototypes are so rare, those who create them will typically inflate the price for the extra effort and skill required to craft the items. When buying off the market, the extra 2 augments that prototypes allow will often be double the price of the normal 3 augment item.

c Augments with the Same Name c

Sometimes, you’ll find an “Accurate” augment under bow augments and an “Accurate” augment under weapon augments. They might have slightly different flavor text, but they do the exact same thing. Well, if you learn one, you’ve learned the other.

        Anytime you learn an augment, you know that augment regardless of which section of the book it falls under. If you learn how to craft firearms, crossbows, bows, and melee weapons, there is no need to learn the “Damaging” augment 4 different times. Just learn it once, and you’re good to go!


Alchemy Skill

Alchemy allows a person to create everything from basic acid to chemical weaponry. Alchemy uses chemicals to create a variety of potent solutions. Chemical weapons have gone into rapid development over the past fifty years, yet the usage of poisons, medicinal potions, and numerous other alchemic substances has been around for centuries. An alchemist can bring great diversity to any group, being most noteworthy for his or her healing abilities. Beyond medicinal, alchemist have a wide repertoire of explosives, corrosives, gases, and poisons. This is not a person you want to see on a bad day.

Using Potions        

Potions find themselves being thrown around combat in all sorts of ways: a friendly toss to an ally, a deadly throw at an opponent, jabbed down someone’s throat, smashed into the ground at your feet, or poured over a wound. Here are some basic rules for using potions.

Drawing & Drinking c

Cost: 1 AP

Drawing and drinking a potion can be one smooth action that costs one action point. It does leave you open to melee reflexes: reflexive attack, reflexive called shot to the lower arm (disarm), or a reflexive called shot to the wielded item (sunder, this time to the potion). Be careful of drinking in combat!

Throwing c

Cost: 2 AP

You may throw a potion at an enemy. You must have already drawn the weapon in order to do so. Attacking somebody with it requires 2 AP, and it deals damage as an unarmed weapon. Potions have a range of 25 feet.

        If you miss with a potion, it lands nearby and breaks. The narrator will determine if it lands on the space the enemy was in or near them.

        You can also toss a potion to an ally. This works in much the same way, except you need not roll accuracy and evade - unless, of course, the ally doesn’t want it! (For the ally to catch the toss, they must have one hand free, but it doesn’t cost any action points. They can drink it for 1 action point, as per normal, but may do so reflexively when they catch it.)

Applying Poison to a Weapon c

Cost: 3 AP

You can apply a poison to a weapon for 3 action points. Doing so coats the weapon. The first time that the weapon deals damage (after damage soak), the poison is used. You can’t coat a bullet with a poison, and a weapon can only be coated in one poison at a time.

p Immunity Specialties M

Self-Made Immunity

Alchemy Specialty

Requires: Either Acid Brewer, Gas Brewer, or Poison Brewer specialty

Due to prolonged exposures with your chemicals, your body has become immune to all of your harmful concoctions. Any harmful potions that you create, including contact poisons, can no longer harm you.

Immunizations

Alchemy Specialty

Requires: Self-Made Immunity specialty

You can brew your potions based on your friend’s chemical makeup, ensuring that they are also immune to your harmful concoctions. During any breather (a period of 15 minutes or more), you can immunize an ally against your harmful potions. From that point on, they are immune to any potions that you create until you specify that they are not. You can also designate potions against which they are not immune.

p On-the-Fly Specialties M

On-the-Fly Brewer

Alchemy Specialty

Cost: 3 AP per augment slot

You carry many of your basic chemicals on you and can mix them during the heat of battle to create that all-so-necessary potion. You can create any potion On-the-Fly as long as you have some basic chemicals on you. You can never have any more of your own potions brewed than your DIY score would allow. You may divide the action points spent brewing your potions over as many turns as you would like. Augments that do not have a slot cost require only 1 action point to be put in the potion.

Expiration

Alchemy Specialty

Requires: On-the-Fly Brewer specialty

Any of the chemicals that you brew On-the-Fly can be brewed with an expiration time. The potion may either activate upon expiring or become a dud. If you set the potion to activate, acids will eat through the vial, and gases will be automatically released. Once the dud potion expires, it’s little more useful than water (and fails to even provide the hydrating benefits of water).

        You may set the potion to expire within up to 5 turns. The potion will expire at the end of your turn, based on the number of turns set.

Herbalist

Alchemy Specialty

Requires: On-the-Fly Brewer specialty

The world is your chemistry set. You have no need for urban chemicals, and can create your potions with only those things found in the wild. Lost in the forest? The herbs will provide everything you need. Stuck in a dank dungeon? Look for an underground stream and some moss. You can use On-the-Fly Brewer without any need for basic chemicals, and can do so almost anywhere.

Rapid Mixer

Alchemy Specialty

Requires: On-the-Fly Brewer specialty

Cost: 1 AP per augment slot

You have little need for pre-prepared potions. You can now brew potions On-the-Fly for only 1 action point per augment slot used in the potion. Augments that cost 0 slots on the potion may be placed on the potion for no action point cost.

Walking Chemical Plant

Alchemy Specialty

Requires: On-the-Fly Brewer & Expiration specialty

You can brew potions well past your normal DIY score. You may brew as many potions as you’d like; however, all potions you brew past your DIY limit expire and become duds within a number of turns after you brew them. (At your discretion, you can cause them to expire earlier.)

        Expires at the end of your next turn

        Expires up to 2 turns later

        Expires up to 3 turns later

        Expires up to 4 turns later

p General Alchemy Augments M

These are augments that, once learned, can be placed on almost any acid, gas, medicine, or poison.

Contact

General Alchemical Augment

The potion seeps through skin and armor, going straight into the bloodstream. You can now simply throw the vial at an ally in order for the potion to affect them. They do not need to catch it and drink it themselves.

        Note: This augment always acts as marque I for the purposes of determining cost, though you can learn this augment despite your skill in alchemy.

Solid

General Alchemical Augment

You develop your alchemical substances as a pill or small glob with a protective coating. The substance takes on a solid state, so that it can exist underwater or in other liquids. It will stay that way until broken.

        Note: This augment always acts as marque I for the purposes of determining cost, though you can learn this augment despite your skill in alchemy.

Acid Brewer

Alchemy Specialty

When we say acids, we’re not talking about citrus-based cleaning supplies. We’re talking about acids that eat through metals within seconds, acids that burn skin, and acids that reduce the iron of a sword to its original form. You can now brew acids.

        Acids are often used to attack a single person.

        Without spending any money, you can brew and maintain several acids based on your current Do-It-Yourself (DIY) score. These acids can then be upgraded with augments. You’ll learn 2 augments from this specialty which can be selected under “acid augments” below. These augments have marques. At lower levels, you’ll start with Marque I augments. As your skill in Alchemy improves, your marques will increase. See the “Crafting” page at the beginning of this chapter for more information.

        Each acid can be upgraded with 3 augments. Sometimes an augment will take up multiple augment slots. For example, the “flesh burner” augment is worth 2 slots, so an acid only has 1 more available slot for an augment after “flesh burner” has been applied.

Resisting Acids z

All acids can be resisted with a Brute roll. For every tier of Brute rolled above Tier 1, the marque of the acid is reduced by 1.

Number of Acids you can Maintain  z

Without needing to buy chemicals, you can brew some acids entirely out of scraps. These acids must be constantly maintained by you and stop working soon after leaving your care. You can build and maintain a number of acids based on your DIY score. You can brew new acids or augment old ones during any period of downtime you have.

The Cost of Acids z

If you need to brew an acid that you can’t build for free from your DIY score, you will need to buy the materials for it.

        Every augment will increase the price. The higher the marque, the greater the price. The market price for an augment can be found in the chart below.

If you are brewing the augment, you pay 1/5th the price, which is the same as if you were buying an augment one marque lower. (As in, the material cost for a Marque III augment is the market price fo a Marque II augment.) The material cost for a Marque 1 augment is 6 dukes.

Beta Acids

Alchemy Specialty

Requires: 4 skill points in Alchemy & Acid Brewer specialty

Your acids go far beyond what most other chemists dream of, yet they are difficult for most people to use. Such acids have two more slots for you to place augments into.

        If anybody other than you attempts to use one of your beta acids, they must succeed in rolling a science result one tier higher than the highest level marque you have on your acid. If your acid has a Marque IV augment, it is impossible for them to use it (unless they can somehow obtain a tier result of 5 with their science attribute).

Prototype Acids

Alchemy Specialty

Requires: 16 skill points in Alchemy, Acid Brewer, & Beta Acids specialties

You’ve perfected your beta acids and made them user-friendly. Now anybody can use an acid that you designate as being a prototype.

p Acid Augments M

Burns

Acid Augment

This acid burns the skin of the person it is thrown on. This is resistable and goes away after taking a breather.

        Tier 1 burns (giving you a -1 on defense rolls)

         Tier 2 burns (giving you a -3 on defense rolls)

        Tier 3 burns (giving you a -5 on defense rolls)

        Tier 4 burns (giving you a -7 on defense rolls)

Flesh Burner

Acid Augment

Takes up 2 Augment Slots on the Acid

Flesh burning acid damages living people and organic tissue. If used on a person, it deals damage to them. If simply thrown on somebody, it will lower the soak class of the person’s armor (and cannot be resisted). (If thrown on a person wearing organic armor, it will affect the armor first.) If a called shot is made to the person’s organic weapon (or another wielded item), it will lower the damage class of the weapon. If used on an organic trinket or gizmo of any sorts, it will render the item unusable until the item can be hammered out. Normally a weapon or armor can be banged back to its original form during a breather (15 minutes or more).

        6 damage or a -1 to damage or soak class

         12 damage or a -2 to damage or soak class

        18 damage or a -3 to damage or soak class

        24 damage or a -4 to damage or soak class

Metal Melter

Acid Augment

Takes up 2 Augment Slots on the Acid

This melts away metals, causing them to lose their form and substance. If used on an automaton, metal vehicle, or somebody inexplicably made of metal, it deals damage to them. If simply thrown on somebody wearing armor, it will lower the soak class of the person’s armor (and cannot be resisted). (If thrown on a metal creation wearing armor, it will affect the armor first until the armor is gone.) If a called shot is made to the person’s weapon (or another wielded item), it will lower the damage class of the weapon. If used on a trinket or gizmo of any sorts, it will render the item unusable until the item can be hammered out. Normally a weapon or armor can be banged back to its original form during a breather (15 minutes or more).

        6 damage or a -1 to damage or soak class

         12 damage or a -2 to damage or soak class

        18 damage or a -3 to damage or soak class

        24 damage or a -4 to damage or soak class

Rusting

Acid Augment

Takes up 2 Augment Slots on the Acid

The acid rapidly begins to rust armor and washes out important lubrication, causing the armor to lock up. When an opponent is in medium or heavier metal armor, and is splashed with the acid, it begins to grind on itself, decreasing movement speed.

        -5 speed, -10 swim and climb speeds

         -10 speed, -10 swim and climb speeds

        -10 speed, -15 swim and climb speeds

        -15 speed, -15 swim and climb speeds

Automatons and vehicles affected by the rusting augment take the penalty to regular speed only.

Splash

Acid Augment

Your acids splash against multiple spots. The marque of this augment determines how many adjacent spaces the acid will splash into an effect.

        Affects 1 adjacent space

         Affects 2 adjacent spaces

        Affects 3 adjacent spaces

        Affects 4 adjacent spaces

Thick Rust

Acid Augment

Requires: Rusting Augment

The acid gets into the finer pieces of the armor, beginning to rust in even the smallest movements. The opponent takes a penalty to Dexterity and also must spend twice as many action points to get out of their armor. The armor can be cleaned out during the next breather.

        -3 Dexterity

         -6 Dexterity

        -9 Dexterity

        -12 Dexterity

Wood Wrecker

Acid Augment

Takes up 2 Augment Slots on the Acid

This melts away wood, causing it to lose its form and substance. If used on a wooden automaton, vehicle, or somebody inexplicably made of wood, it deals damage to them. If simply thrown on somebody wearing wooden armor, it will lower the soak class of the person’s armor (and cannot be resisted). (If thrown on a wooden creation wearing wooden armor, it will affect the armor first, until the armor is gone.) If a called shot is made to the person’s wooden weapon (or another wielded item), it will lower the damage class of the weapon. If used on a wooden trinket or gizmo of any sorts, it will render the item unusable until the item can be hammered out. Normally a weapon or armor can be banged back to its original form during a breather (15 minutes or more).  

        6 damage or a -1 to damage or soak class

         12 damage or a -2 to damage or soak class

        18 damage or a -3 to damage or soak class

        24 damage or a -4 to damage or soak class

Gas Brewer

Alchemy Specialty

You can whip up the most eye-bleeding, mouth-gagging, toxic gases around. You can now brew gases.

        Gases affect the space that the gas was released, and every adjacent space. Every turn, the gas has a chance of leaving, which the narrator will roll for at the end of the every turn after they throw it. The likelihood of the gas dissipating is based on how windy it is, with Tier 1 being absolutely no wind (such as a small, airtight room) and Tier 4 being a very windy area (such as during a storm or aboard a fast-flying ironbird). See the sidebar: Dispersing Gases.

        Without spending any money, you can brew and maintain several gases based on your current Do-It-Yourself (DIY) score. These gases can then be upgraded with augments. You’ll learn 2 augments from this specialty, which can be selected under “gas augments” below. These augments have marques. At lower levels, you’ll start with Marque I augments. As your skill in Alchemy improves, your marques will increase. See the “Crafting” page at the beginning of this chapter for more information.

        Each gas can be upgraded with 3 augments. Sometimes an augment will take up multiple augment slots. For example, the “blinding” augment is worth 2 slots, so a gas only has 1 more available slot for an augment after “blinding” has been applied.

Resisting Gases z

All gases can be resisted with a Brute roll. For every tier of Brute rolled above Tier 1, the marque of the gas is reduced by 1.

Number of Gases you can Maintain  z

Without needing to buy chemicals, you can brew some gases entirely out of scraps. These gases must be constantly maintained by you and stop working soon after leaving your care. You can build and maintain a number of gases based on your DIY score. You can brew new gases or augment old ones during any period of downtime you have.

The Cost of Gases z

If you need to brew a gas that you can’t create for free from your DIY score, you will need to buy the materials for it.

        Every augment will increase the price. The higher the marque, the greater the price. The market price for an augment can be found in the chart below.

If you are brewing the augment, you pay 1/5th the price, which is the same as if you were buying an augment one marque lower. (As in, the material cost for a Marque III augment is the market price fo a Marque II augment.) The material cost for a Marque 1 augment is 8 dukes.

Beta Gases

Alchemy Specialty

Requires: 4 skill points in Alchemy & Gas Brewer specialty

Your gases are much more lethal than most, yet they are difficult for most people to use. Such gases have two more slots for you to place augments into.

        If anybody other than you attempts to use one of your beta gases, they must succeed in rolling a science result one tier higher than the highest level marque you have on your gas. If your gas has a Marque IV augment, it is impossible for them to use it (unless they can somehow obtain a tier result of 5 with their Sciences attribute).

Dispersing Gases

The conditions of the battlefield often determine the amount of time a gas can remain on the field without dispersing naturally. When determining if a gas is dispersed, the narrator rolls to determine whether or not the gas is dispersed, giving no special bonuses to the roll unless otherwise stated.

        Gases cannot be deployed underwater, and the conditions of wind have the greatest effect on the dispersing of gases. Each turn, the narrator rolls and must surpass the required roll based on the tier of the wind to determine if the gas remains.

Tier 1        The gas will stay on a roll of 2 or higher. Tier 1 wind is stagnant air.

Tier 2        The gas will stay on a roll of 5 or higher. Tier 2 wind is a breeze.

Tier 3        The gas will stay on a roll of 9 or higher. Tier 3 wind is a gust.

Tier 4        The gas will stay on a roll of 12 or higher. Tier 4 wind is a strong gust.

Gases can also be dispersed by certain other forces. When something moves through the area, it will disperse the gas unless the narrator rolls a 5 or more. If a bomb goes off in the gas, it will disperse the gas unless the narrator rolls a 9 or more. Gases with expirations disperse naturally or cannot be deployed when they expire.

Prototype Gases

Alchemy Specialty

Requires: 16 skill points in Alchemy, Gas Brewer, & Beta Gases specialties

You’ve perfected your beta gases and made them user-friendly. Now anybody can use a gas that you designate as being a prototype.

p Gas Augments M

Area of Effect

Gas Augment

Takes up 2 Augment Slots on the Gas

Your gas affects more areas. You can, at your discretion, make the area of effect smaller than your normal marque allows.

        within 10 feet of the original space

        within 15 feet of the original space

        within 20 feet of the original space

        within 25 feet of the original space

Arm Mutation

Gas Augment

Your gas causes the nerves in their arm to become unwound, for their flesh to warp, and for their arms to become largely unusable. If effected with an arm mutation, the target may resist with a resilience result one tier higher than the mark of this augment. Any time the target makes a roll that uses the arm, including accuracy and strike (and evade if they attempt to deflect), the target suffers a penalty on the roll. The mutation lasts for a number of turns based on the mark.

        -1 for 3 turns

        -2 for 4 turns

        -3 for 5 turns

        -4 for 6 turns

Blinding

Gas Augment

Takes up 2 Augment Slots on the Gas

A blinding chemical burns the eyes of everyone within the area of the gas, to the point where opening their eyes is painful. Those within the blinding area suffer a -4 on accuracy and evade rolls. People may leave the area of the gas, but they remain blinded for a number of turns afterwards based on the marque of this gas (though this is resistable).

        1 turn

         2 turns

        3 turns

        4 turns

Corrosive

Gas Augment

A corrosive chemical weapon deals damage to everything it hits. They can melt skin, destroy lungs, or worse. The corrosive does hit point damage to every person inside, every time they end their turn inside the corrosive gas (though this is resistable).

        3 damage

         6 damage

        9 damage

        12 damage

Confusing

Gas Augment

Confusing gas disorients the target, making them unable to make Cunning rolls. If the target fails to resist, they will automatically take a 1 on any Cunning rolls they make. Furthermore, the confused victim will be unaware of their own confusion, and will naturally default to Cunning if that is their highest attribute. Any person affected by the gas will remain in a confused state for a number of turns after leaving the gas (though this is resistable).

        1 turn

         2 turns

        3 turns

        4 turns

Fogging

Gas Augment

A fogging gas blurs the vision of everyone within the area the weapon effects. Those within the fogging are effectively in poor lighting, suffering a -2 on accuracy and evade rolls. If somebody leaves the area they are no longer affected, or if somebody enters the area, they enter into the poor lighting. If somebody is trying to shoot through the fogging gas, they take the penalty as well.

        Note: This augment always acts as marque I for the purposes of determining cost, though you can learn this augment despite your skill in alchemy.

Internal Burning

Gas Augment

This gas burns muscles of the target with every action they take. They take damage with every action point they spend until the internal burning exhausts (though this is resistable).

        They may choose, however, to forgo action points - that is, if they have 3 action points for the turn, the target can wait for those 3 action points, and no damage will be done.

        1 damage for 3 action points

         2 damage for 4 action points

        3 damage for 5 action points

        4 damage for 6 action points

Lingering

Gas Augment

Whatever you used, it stays where it was and continues to work its magic. If the narrator does not roll high enough for the gas to stay in the area, the narrator will re-roll. The narrator will do this a number of times based on the marque of the lingering.

        re-roll one time

         re-roll two times

        re-roll three times

        re-roll four times

Luminescent Gas

Gas Augment

The gas coats the skin and clothes of those within its range and glows, causing them to have extreme difficulty hiding. Instead of the normal Brute resist, Luminescent is resisted by dexterity. Opponents who are already hidden are automatically forced to re-roll if they fail to entirely resist the luminescence, this time with the penalty.

        Luminescence will naturally wash off with water, after being in rain for 1 turn, or if the target can spend 12 action points brushing it off.

        -3 on sneaking and hiding rolls

         -6 on sneaking and hiding rolls

        -9 on sneaking and hiding rolls

        -12 on sneaking and hiding rolls

Paranoia

Gas Augment

Takes up 3 Augment Slots on the Gas

This chemical distresses the target and causes them to see things that aren’t there. Any affected by the paranoia must spend their next available action point (or two, if their only attack requires two action points) to attack the person closest to them, regardless of whether they are friend or foe. The paranoia makes the attack wild, however, and the targets suffer a penalty on their accuracy and strike rolls during this attack.

        Instead of the normal Brute resist, Cunning or Spirit can be used for the resist (at the target’s discretion).

        -3 on accuracy and strike rolls for the paranoia attack

        -2 on accuracy and strike rolls for the paranoia attack

        -1 on accuracy and strike rolls for the paranoia attack

        no penalty on the accuracy or strike rolls for the paranoia attack

Replicating

Gas Augment

Takes up 2 Augment Slots on the Gas

Replicating gases feed on death, spreading farther out with each victim it claims. Any time somebody dies in replicating gas, it feeds on the body to create more of itself, spreading out to affect everything within several adjacent areas of the original victim. It will continue to spread indefinitely.

        spreads to adjacent areas

        spreads to adjacent areas within 10 feet

        spreads to adjacent areas within 15 feet

        spreads to adjacent areas within 20 feet

Slowing

Gas Augment

Those affected by your gas get stiff joints, feel frozen, instantly gain arthritis, or for some other reason can’t seem to move as fast as they once did. Their speed is reduced by the specified footage for three turns (though this reduction is resistable). They can never go below 5 feet.

        5 feet speed reduction

         10 feet speed reduction

        15 feet speed reduction

        20 feet speed reduction

Sticky

Gas Augment

This chemical weapon causes the victims to become sticky, slowing down their reflexes. The target suffers a penalty on evade rolls for three turns (though this penalty is resistable).

        -1 on evade rolls

        -2 on evade rolls

        -3 on evade rolls

        -4 on evade rolls

Stunning

Gas Augment

Your targets are stunned when they get hit by this gas. They are stunned for the specified action points (though this is resistable).

        stunned for 1 action point

         stunned for 1 action point

        stunned for 2 action points

        stunned for 2 action points

Thick

Gas Augment

This gas hugs the ground it’s released at. Winds in the area act as if they’re one tier lower when determining how long the gas lasts. In addition, if used on board a moving vehicle, the gas will sink onto the vehicle’s deck and move with the vehicle.

        Note: This augment always acts as Marque I for the purposes of determining cost, though you can learn this augment despite your skill in alchemy.

Medicine Brewer

Alchemy Specialty

Medicinal potions are used to restore hit points, heal wounds, fight off poisons, and a variety of other beneficiary effects. All medicinal potions must be injected or ingested.

        Without spending any money, you can brew and maintain several medicines based on your current Do-It-Yourself (DIY) score. These medicines can then be upgraded with augments. You’ll learn 2 augments from this specialty, which can be selected under “medicine augments” below. These augments have marques. At lower levels, you’ll start with Marque I augments. As your skill in Alchemy improves, your marques will increase. See the “Crafting” page at the beginning of this chapter for more information.

        Each medicine can be upgraded with 3 augments. Sometimes an augment will take up multiple augment slots. For example, the “heavy push” augment is worth 3 slots, so a medicine has 0 available slot for an augment after “heavy push” has been applied.

Number of Medicines you can Maintain  z

Without needing to buy chemicals, you can brew some medicines entirely out of scraps. These medicines must be constantly maintained by you and stop working soon after leaving your care. You may build and maintain a number of medicines based on your DIY score. You may brew new medicines or augment old ones during any period of downtime you have.

The Cost of Medicines z

If you need to brew a medicines that you can’t create for free from your DIY score, you will need to buy the materials for it.

        Every augment will increase the price. The higher the marque, the greater the price. The market price for an augment can be found in the chart below.

If you are brewing the augment, you pay 1/5th the price, which is the same as if you were buying an augment one marque lower. (As in, the material cost for a Marque III augment is the market price for a Marque II augment.) The material cost for a Marque 1 augment is 8 dukes.

Beta Medicines

Alchemy Specialty

Requires: 4 skill points in Alchemy & Medicine Brewer specialty

While it is impossible for others to administer your medicines, they’re well worth the hassle. Your beta medicines have two more slots for you to place augments into.

        If anybody other than you attempts to use one of your beta medicines, they must succeed in rolling a science result one tier higher than the highest level marque you have on your medicine. If your medicine has a Marque IV augment, it is impossible for them to use it (unless they can somehow obtain a tier result of 5 with their Sciences attribute).

Prototype Medicine

Alchemy Specialty

Requires: 16 skill points in Alchemy, Medicine Brewer, & Beta Medicine specialties

You’ve perfected your beta medicines and made them user-friendly. Now anybody can use a medicine that you designate as being a prototype.

p Medicine Augments M

Antitoxin

Medicine Augment

When you take an antitoxin, you gain a specified bonus against all poisons for the next hour. In addition, if you are currently poisoned, you may instantly reroll your resist against the poison with the bonus against it.

        +3

        +6

        +9

        +12

Heavy Push

Medicine Augment

Takes up 3 Augment Slots on the Medicine

While push stimulates the body to help it get over the beating it’s taken, heavy push takes it to a dangerous level. The muscles rip and the body cannot deal with the stress it’s being put under. This causes the heavy push to deal damage to the administrator, but gains action points instead. You can only use 1 extra action point per turn, and the damage is unsoakable. Any unused extra action points will go away during your next breather.

        10 backlash damage for each additional action point used, up to 2 extra action points

        9 backlash damage for each additional action point used, up to 3 extra action points

        7 backlash damage for each additional action point used, up to 4 extra action points

        6 backlash damage for each additional action point used, up to 5 extra action points

Improved Push

Medicine Augment

Takes up 2 Augment Slots on the Medicine

Requires: Push augment known

Improved push takes your grandpappy’s old style push potions and gives them a jolt of electricity, making them push that much harder. Improved push potions return your hit points to you, though you cannot go over your maximum.

        restores 10 hit points

        restores 20 hit points

        restores 30 hit points

        restores 40 hit points

Liquid Skin - Wound Healing

Medicine Augment

Takes up 2 Augment Slots on the Medicine

Liquid skin instantly heals wounds damage. Healing this quickly, however, does so by infuriating the body’s natural regenerative system, and, made slightly wrong, can be very dangerous. When this is administered, the target rolls their die. If they receive a 1 on the twelve-sided die, they take the healing as damage.

        1 wound healed

        2 wounds healed

        3 wounds healed

        4 wounds healed

Pain Reliever

Medicine Augment

Pain relieving medicines are designed to allow you to keep pushing on despite huge amounts of physical pain. When under the effects of painkillers you can ignore the wound effects 6-12 until your next breather.

        Can ignore 1 such wound effect

        Can ignore 2 such wound effects

        Can ignore 3 such wound effects

        Can ignore 4 such wound effects

Push - Hit Point Regain

Medicine Augment

Push is a body stimulant that allows a person a boost in stamina, to ignore their wounds and to take a lot more punishment before falling. Push refills a person’s hit points, though it will not go over their maximum.

        Restores 4 hit points

        Restores 8 hit points

        Restores 12 hit points

        Restores 16 hit points

SlowHeart

Medicine Augment

This potion slows the target’s heart, releases stress, and allows the person to relax and breath easily. If the target chooses, they may ignore the calming effects of SlowHeart, but if they go with the flow and slow down a little bit, their accuracy will improve. The bonus lasts until their next breather.

        +1

        +2

        +3

        +4

Stimulant

Medicine Augment

This stimulant is used to forego fatigue. If you are exhausted, taking a stimulant will push off the fatigue for a number of hours as specified by the potion’s marque. Once a stimulant has been used, the fatigue returns after the designated amount of time and another stimulant will have no effect until you rest.

        2 hours

        4 hours

        8 hours

        24 hours

Styptic

Medicine Augment

A styptic is a useful substance that, when poured on a wound, dries the blood and keeps it from bleeding. Any person that this is administered to stops bleeding and will not bleed from any wounds or attacks they have suffered up to this point.

        Note: This augment always acts as Marque I for the purposes of determining cost, though you can learn this augment despite your skill in alchemy.

Poison Brewer

Alchemy Specialty

Poisons are rarely seen as the most savory tools of war; nonetheless, they remain ever popular. Poisons kill, disable, and bring great discomfort to those injected with them.

        Poisons are always a little difficult to find, requiring a tier 2 Cunning result to notice. A person can always volunteer to look at something to see if it is poisoned, such as trying to notice poison on a sword or in a drink.

        Poisons must either be consumed by the target or injected (as can happen on the battlefield, when a blade is coated in poison). The basic poison will activate within the target after the target has used 3 action points.

        Without spending any money, you can brew and maintain several poisons based on your current Do-It-Yourself (DIY) score. These poisons can then be upgraded with augments. You’ll learn 2 augments from this specialty, which can be selected under “poison augments” below. These augments have marques. At lower levels, you’ll start with Marque I augments. As your skill in Alchemy improves, your marques will increase. See the “Crafting” page at the beginning of this chapter for more information.

        Each poison can be upgraded with 3 augments. Sometimes an augment will take up multiple augment slots. For example, the “hallucinogenic” augment is worth 2 slots, so a poison only has 1 available slot for an augment after “hallucinogenic” has been applied.

Resisting Poisons z

All poisons can be resisted with a Brute roll. For every tier of Brute rolled above Tier 1, the marque of the poison is reduced by 1.

Number of Poisons you can Maintain  z

Without needing to buy chemicals, you can brew some poisons entirely out of scraps. These poisons must be constantly maintained by you and stop working soon after leaving your care. You can brew and maintain a number of poisons based on your DIY score. You can brew new poisons or augment old ones during any period of downtime you have.

The Cost of Poisons z

If you need to brew a poison that you can’t create for free from your DIY score, you will need to buy the materials for it.

        Every augment will increase the price. The higher the marque, the greater the price. The market price for an augment can be found in the chart below.

If you are brewing the augment, you pay 1/5th the price, which is the same as if you were buying an augment one marque lower. (As in, the material cost for a Marque III augment is the market price fo a Marque II augment.) The material cost for a Marque 1 augment is 8 dukes.

Beta Poisons

Alchemy Specialty

Requires: 4 skill points in Alchemy & Poison Brewer specialty

Your poisons are difficult to use but oh-so-effective. Your beta poisons have two more slots for you to place augments into.

        If anybody other than you attempts to use one of your beta poisons, they must succeed in rolling a science result one tier higher than the highest level marque you have on your poisons. If your poison has a Marque IV augment, it is impossible for them to use it (unless they can somehow obtain a tier result of 5 with their science attribute).

Prototype Poisons

Alchemy Specialty

Requires: 16 skill points in Alchemy, Poison Brewer, & Beta Poisons specialties

You’ve perfected your beta poisons and made them user-friendly. Now anybody can use a poison that you designate as being a prototype.

p Poison Augments M

Anti-Toxin Suppressor

Poison Augment

Anti-toxin suppressors are built into poisons specifically to target anti-toxins. If an anti-toxin is used against a poison that has a suppressor brewed into it, the suppressor will entirely negate the effects of the anti-toxin unless the anti-toxin is one marque higher than the suppressor.

        Negates Marque I anti-toxins

        Negates Marque II anti-toxins

        Negates Marque III anti-toxins

        Negates Marque IV anti-toxins

Blinding

Poison Augment

Takes up 2 Augment Slots on the Poison

This poison blinds the person, causing them to temporarily lose their eyesight. Being blind causes the target to take a -4 on accuracy and evade rolls. It lasts for an amount of time based on the marque.

        2 turns

        4 turns

        6 turns

        8 turns

Contortion

Poison Augment

Takes up 3 Augment Slots on the Poison

The target’s body seizes up and they fall to the ground, prone. While prone, you suffer a -1 on all combat rolls (accuracy, evade, strike, and defense) and cannot move more than 5 feet per turn. The target cannot willingly stand from prone until the target has used or forgone a specified number of action points, and if somebody lifts them, they immediately fall back down.

        2 action points

        4 action points

        6 action points

        8 action points

Disorienting

Poison Augment

A disorienting poison causes the person’s nerves to be shot, for them to swoon and be unable to focus. A disorienting poison disorients the target (causing them to lose 1 action point per turn) until the end of a specified number of turns.

        2 turn

        4 turns

        6 turns

        8 turns

Dizzying

Poison Augment

This poison dizzies the target, causing them to waver and fail to walk in a straight line. While dizzied, the target’s speed is cut in half (rounded down). The dizzying effect lasts until the end of a specified number of turns.

        2 turns

        4 turns

        6 turns

        8 turns

Hallucinogenic

Poison Augment

Takes up 2 Augment Slots on the Poison

A hallucinogenic poison causes the brain to spaz out and see things that are definitely not there (or so we think). A hallucinogenic poison forces the target to make a cunning roll every time he wants to take an action. A failure causes the target to spend one action point moving aimlessly (at the narrator’s discretion).

        Tier 2 Cunning results required to move for 1 turn

        Tier 2 Cunning results required to make any actions for 2 turns

        Tier 3 Cunning results required to make any actions for 3 turns

        Tier 3 Cunning results required to make any actions for 4 turns

Instant

Poison Augment

This poison now blossoms very quickly. Upon delivery being made, it occurs instantaneously. The poison acts as soon as it is delivered.

        Note: This augment always acts as Marque II for the purposes of determining cost, though you can learn this augment despite your skill in alchemy.

Irresistible

Poison Augment

When a poison is made irresistible, the Brute result required to resist the poison increases. Characters must act as if their Brute roll to resist the blast was one tier lower.

        Note: This augment always acts as marque II for the purposes of determining cost, though you can learn this augment despite your skill in alchemy.

Painful

Poison Augment

Your poison does what poisons do best - it deals damage to their hit points. The painful augment does straight hit point damage (though it is resistable as per normal).

        6 damage

        12 damage

        18 damage

        24 damage

Push-Back

Poison Augment

Takes up 2 Augment Slots on the Poison

Push back is a rather devious poison used specifically to counter enemies who rely on push potions (that is, potions that restore their hit points). For the hour after somebody fails to resist a poison with push-back, any push potion they take will deal damage to them instead of restoring their hit points. The damage dealt is equal to the amount of hit points that would have been restored, but this is now resistable with your Brute.

        Note: This augment always acts as Marque III for the purposes of determining cost, though you can learn this augment despite your skill in alchemy.

Slow-Acting

Poison Augment

A slow-acting poison takes longer to occur and is therefore harder to trace back to the person who administered it. Within the scope of your marque, you determine when the effect kicks in. You make this decision when you create the poison, and cannot alter it thereafter.

        4 hours - 1 day

        3 hours - 3 days

        2 hours - 1 week

        1 hour - 1 month

Stunning

Poison Augment

The poison stuns the opponent, causing the opponent to respond slowly and lose action points. The target is stunned for the specified amount of action points.

        1 action point stunned

        2 action points stunned

        3 action points stunned

        4 action points stunned

Thirst

Poison Augment

The poison interacts with the water in the person’s body, making it almost impossible for the water to function normally. This quickly dehydrates the person, causing them to lose focus. Due to this, they take a penalty on accuracy and evade rolls until the end of three turns.

        -1 on accuracy and evade rolls

        -2 on accuracy and evade rolls

        -3 on accuracy and evade rolls

        -4 on accuracy and evade rolls

Undetectable

Poison Augment

When a poison is made undetectable, the Cunning tier required to find it is increased.

        Tier 3 Cunning result

        Tier 3 Cunning result

        Tier 4 Cunning result

        Tier 4 Cunning result

Armsmith Skill

So you want to craft arms, do you? Do you have what it takes to create weapons, armor, firearms and everything else that you and your fellows will need to slay villains and save the land? Is it in you to sweat away your days creating items of war, giving birth to items of destruction? The Armsmith skill will allow you to do just that, creating all sorts of weapons, firearms, armors, and worse. Much, much worse.

Belt Feeder

Armsmith Specialty

Cost: 2 AP to begin, 1 AP to continue during subsequent turns

You can feed in ammunition, allowing an adjacent gunman to keep firing without interruption. When you begin belt feeding, you select an adjacent ally. For that turn and every subsequent turn that you continue belt feeding (at the cost of 1 action point per turn), the targeted ally does not have to spend action points to ready their firearm. This only works on firearms that have a readying cost of 4 or less. If either you or your adjacent ally become separated, you must re-begin the belt feeding.  

Interchangeable Parts

Armsmith Specialty

Cost: 3 AP

Your weapons are designed so that their parts can be replaced and altered in the middle of battle. This gives the weapons additional slots for augments, but these augments are not always active. At any time, a person can switch out the augments for 3 action points, activating one augment but deactivating another augment. You may replace multiple augments at the same time all for the cost of 3 action points.

        This specialty works within the marque system. The amount of interchangeable slots the weapon has depends on the marque of its creator.  

        1 interchangeable slot for an augment

        2 interchangeable slots for augments

        3 interchangeable slots for augments

        4 interchangeable slots for augments

Rapid Replacements

Armsmith Specialty

Cost: 2 AP (to replace) or 1 AP (to fix)

Your sniper’s rifle just got snapped in two, and your brawler just got his chain cut in half. No worries - you’re there to help. For two action points, you can replace any broken weapon that you created (with the same weapon) as long as the current wielder is adjacent to you. Furthermore, if a weapon’s damage class has been lowered for any reason, you can return it to optimum efficiency for one action point.  

Temporary Attachments

Armsmith Specialty

Cost: 1+ AP

Suddenly, in the heat of battle, your friend wants his sword to be sheathed in fire. Normally that would be insane. For you, though, that requires surprisingly little effort. You can apply an augment you know to a weapon you or an adjacent ally are wielding for just 1 action point. If the augment takes up multiple augment slots, it costs that many action points to attach (so an augment that would take up 2 augment slots would cost 2 action points to attach). The temporary attachment doesn’t last long: it will stop functioning at the end of your next turn (when your action points refresh).

        The weapon you are attaching the temporary augment to does not need to have free augment slots: this is a bonus augment that does not fit into a weapon’s normal maximum number of augments.  

Weapon Support

Armsmith Specialty

Stance (costs 1 AP to enter)

You provide support repairs and guidance to adjacent allies on the battlefield, tweaking their weapons as they mow down opponents. Any ally using a weapon that you either created or augmented gains a bonus to their accuracy as long as they are adjacent to you while in your Weapon Support stance. The bonus is +1 plus an additional +1 per 4 skill points you have in Armsmith (so +2 at 4 skill points, +3 at 8 skill points, and so forth).

        If you have the Rapid Replacement specialty, an adjacent ally’s weapon cannot be broken so long as you remain adjacent to them and in the Weapon Support stance.

Crafting Firearms & Crossbows

Gunsmith

Armsmith Specialty

You can now create new firearms and upgrade them. These firearms can be of any size, type, or material. You can craft any firearm from the light peashooters to the super-heavy rifles.

        Without spending any money, you can build and maintain several firearms based on your current Do-It-Yourself (DIY) score. These firearms can then be upgraded with augments. You’ll learn 2 augments from this specialty, which can be selected under “firearm & crossbow augments” below. These augments have marques. At lower levels, you’ll start with Marque I augments. As your skill in Armsmith improves, your marques will increase. See the “Crafting” page at the beginning of this chapter for more information.

        Each firearm can be upgraded with 3 augments. Sometimes an augment will take up multiple augment slots. For example, the “damaging” augment is worth 2 slots, so a firearm only has 1 more available slot for an augment after “damaging” has been applied.

Number of Firearms you can Maintain  z

Without needing to buy pieces or parts, you can build some firearms entirely out of scraps. These firearms must be constantly maintained by you and stop working soon after leaving your care. You can build and maintain a number of firearms based on your DIY score. You can build new firearms or augment old ones during any period of downtime you have.

The Cost of Firearms z

If you need to build a firearm that you can’t build for free from your DIY score, you will need to buy the materials for it.

        A firearm will have a base materials cost. It is 1/5th the market price.

        Every augment will increase the price. The higher the marque, the greater the price. The market price for an augment can be found in the chart below.

If you are building the augment, you pay 1/5th the price, which is the same as if you were buying an augment one marque lower. (As in, the material cost for a Marque III augment is the market price for a Marque II augment.) The material cost for a Marque 1 augment is 5 princes.

Beta Firearms

Armsmith Specialty

Requires: 4 skill points in Armsmith & Gunsmith specialty

Your firearms are overly complex, but they can accomplish quite a bit. Such firearms have two more slots for you to place augments into.

        If anybody other than you attempts to use one of your beta firearms, they must succeed in rolling a science result one tier higher than the highest level marque you have on your firearm. If your firearm has a Marque IV augment, it is impossible for them to use it (unless they can somehow obtain a tier result of 5 with their Sciences attribute).

Prototype Firearms

Armsmith Specialty

Requires: 16 skill points in Armsmith, Gunsmith, & Beta Firearms specialties

You’ve perfected your beta firearms and made them user-friendly. Now anybody can use a firearm that you designate as being a prototype.  

Crossbow Craftsman

Armsmith Specialty

You can now create new crossbows and upgrade them. These crossbows can be of any size, type, or material. You can craft any crossbow from the light hand-crossbow to the super-heavy ballistas.

        Without spending any money, you can build and maintain several crossbows based on your current Do-It-Yourself (DIY) score. These crossbows can then be upgraded with augments. You’ll learn 2 augments from this specialty, which can be selected under “firearm & crossbow augments” below. These augments have marques. At lower levels, you’ll start with Marque I augments. As your skill in Armsmith improves, your marques will increase. See the “Crafting” page at the beginning of this chapter for more information.

        Each crossbow can be upgraded with 3 augments. Sometimes an augment will take up multiple augment slots. For example, the “damaging” augment is worth 2 slots, so a crossbow only has 1 more available slot for an augment after “damaging” has been applied.

Number of Crossbows you can Maintain  z

Without needing to buy pieces or parts, you can build some crossbows entirely out of scraps. These crossbows must be constantly maintained by you and stop working soon after leaving your care. You can build and maintain a number of crossbows based on your DIY score. You can build new crossbows or augment old ones during any period of downtime you have.

The Cost of Crossbows z

If you need to build a crossbows that you can’t build for free from your DIY score, you will need to buy the materials for it.

        A crossbow will have a base materials cost. It is 1/5th the market price.

        Every augment will increase the price. The higher the marque, the greater the price. The market price for an augment can be found in the chart below.

If you are building the augment, you pay 1/5th the price, which is the same as if you were buying an augment one marque lower. (As in, the material cost for a Marque III augment is the market price for a Marque II augment.) The material cost for a Marque 1 augment is 5 princes.

Beta Crossbows

Armsmith Specialty

Requires: 4 skill points in Armsmith & Crossbow Crafter specialty

Your crossbows are overly complex, but they can accomplish quite a bit. Such crossbows have two more slots for you to place augments into.

        If anybody other than you attempts to use one of your beta crossbows, they must succeed in rolling a science result one tier higher than the highest level marque you have on your crossbow. If your crossbow has a Marque IV augment, it is impossible for them to use it (unless they can somehow obtain a tier result of 5 with their Sciences attribute).

Prototype Crossbows

Armsmith Specialty

Requires: 16 skill points in Armsmith, Crossbow Crafter, & Beta Crossbows specialties

You’ve perfected your beta crossbows and made them user-friendly. Now anybody can use a crossbow that you designate as being a prototype.  

p Firearm & Crossbow Augments M

Accurate

Firearm & Crossbow Augment

Fine attention has been placed on the quality of your weapon. The user gains a bonus to accuracy with the weapon.

        +1

        +2

        +3

        +4

Automatic Reload

Firearm & Crossbow Augment

The crossbow or firearm has a fast reloading mechanism, allowing it to be reloaded much more quickly than normal.

        1 less AP to reload

        1 less AP to reload

        2 less AP to reload

        2 less AP to reload

Bipod

Firearm & Crossbow Augment

You can set up a bipod to level your weapon on. Setting up the bipod requires 2 action points, and then pulling it back up so that you can move again requires 1 action point. While the bipod is set up, however, you gain a bonus on your accuracy.

        +1

        +2

        +3

        +4

Collapsible

Firearm & Crossbow Augment

Sometimes discretion is the better part of not having your weaponry confiscated, so you create a clever collapsing mechanism for your weapons which makes them easier to conceal. Any weapon this is applied to can be broken down for 3 action points and re-assembled for 3 action points. It is treated, for purposes of concealment, as being smaller than it is, but only when broken down.

        1 category smaller

        2 categories smaller

        3 categories smaller

        4 categories smaller

Crank-Free

Firearm Augment

Requires: Augmented with Rotating Barrels

Converting your firearm to be truly automatic, the crank-free firearm no longer increases the need of hands - a one-handed firearm is still one-handed, and a two-handed firearm is still just two-handed.  

        Note: This augment always acts as Marque II for the purposes of determining cost, though you can learn this augment despite your skill in Armsmith.

Custom

Firearm & Crossbow Augment

This weapon was designed to be used by one person and one person only. That person must be designated at the time of the weapon’s crafting. If anybody else attempts to use the custom weapon, they suffer a penalty on all accuracy and strike rolls with it.

        -3

        -6

        -9

        -12

Damaging

Firearm & Crossbow Augment

Takes up 2 Augment Slots on a Firearm or Crossbow

Your weapon is larger but lighter, dealing extra damage with each shot.

        +1 damage class

        +2 damage class

        +3 damage class

        +4 damage class

Deflecting

Firearm & Crossbow Augment

You can use this weapon like a shield, allowing you to deflect incoming attacks (gaining a +4 to evade in exchange for 1 reflexive action point).

        Note: This augment always acts as Marque II for the purposes of determining cost, though you can learn this augment despite your skill in Armsmith.

Delivery

Crossbow Augment

You can launch an alchemic potion, explosives, or other items through your firearm. If the item shot is friendly (as in, you’re not trying to hit the target), you may shoot the item next to them, and they may pick it up for 1 action point. Regardless, a delivery weapon’s range is cut be a small portion whenever it is being used to deliver an item.

        -75 feet

        -50 feet

        -25 feet

        no penalty

Easily Altered

Firearm & Crossbow Augment

Requires: Weapon to be made with Interchangeable Parts

The weapon is easily altered, allowing its interchangeable parts to be used and switched around much more quickly than normal. The easily altered augment is a permanent affixture of the weapon, however, and cannot be activated or deactivated with interchangeable parts.

        2 AP to interchange parts

        2 AP to interchange parts

        1 AP to interchange parts

        1 AP to interchange parts

Gnome-Sized

Firearm & Crossbow Augment

Requires: placed on light weapon

You’ve been able to shrink the weapon down so that a gnome will be able to conceal it.

        Note: This augment always acts as Marque I for the purposes of determining cost, though you can learn this augment despite your skill in Armsmith.

Horrifying

Firearm & Crossbow Augment

Takes up 2 Augment Slots on a Firearm or Crossbow

The weapon is so twisted and wicked-looking that it could strike fear into the heart of even the bravest of warriors. When first seeing the weapon, all enemies must make a spirit resist or suffer from tier 1 fear. At any time a character can spend an action point to attempt another resist roll. A single person can only evoke the effect of one horrifying weapon per combat.

        Tier 2 Spirit result to resist

        Tier 3 Spirit result to resist

        Tier 4 Spirit result to resist

        Irresistable (unless they can get a Tier 5 Spirit resist)

Location Seeking

Firearm & Crossbow Augment

When crafting this weapon designate a called shot. The weapon seems to guide itself toward that specific called on your victim’s body with the greatest of ease. Called shots to the designated location do not require an additional action point when made with this weapon. However, attacking any other called shot location with this weapon can be problematic, as it was built with one cause in mind. (This penalty does not apply to normal, unspecified attacks.)

        -8 on accuracy rolls when attacking a different called shot location

        -6 on accuracy rolls when attacking a different called shot location

        -4 on accuracy rolls when attacking a different called shot location

        -2 on accuracy rolls when attacking a different called shot location

Note: When crafting the augment, the word “location” should be replaced with the specified called shot, such as “eye seeking” or “torso seeking.”

Luminous

Firearm & Crossbow Augment

Your weapon glows. Perhaps you strung lights along its barrel, gave it a glow-in-the-dark coating, or made your weapon transparent with a light set inside. The light extends outwards from your weapon a number of feet determined by the marque of this augment. For 1 action point, you may turn it on, off, or dim it.

        25 feet

        50 feet

        100 feet

        200 feet

Reinforced

Firearm & Crossbow Augment

You build your weapon solidly, giving it little room to break on the battlefield. When somebody attempts to sunder the reinforced weapon, it acts as if it is several size categories larger than it is. Once these “reinforced” size categories are gone, then its actual damage begins to decrease.

        This augment can be applied multiple times, its effect stacking.

        1 reinforced size category

        2 reinforced size categories

        3 reinforced size categories

        4 reinforced size categories

Rotating Barrels

Firearm Augment

Creating what comes close to being a fully automatic weapon, a firearm with multiple rotating barrels uses a crank to fire. Using rotating barrels increases the need of hands - a one-handed firearm now requires two hands, and a two-handed firearm now requires you to be in a “firing position.” A rotating multi-barrel firearm eliminates the reload time of the firearm, but at a price to accuracy.

        This augment can only be placed on firearms that use ammunition and have a reload time of 2 action points or less.

        -5 accuracy

        -3 accuracy

        -1 accuracy

        No accuracy penalty

Scope

Firearm & Crossbow Augment

The range on your firearm increases greatly. This augment can be applied multiple times, with its increases stacking.

        +50 feet

        +100 feet

        +200 feet

        +300 feet

Signature Weapon

Firearm & Crossbow Augment

Takes up 2 Augment Slots on a Firearm or Crossbow

Requires: placed on weapon with Custom augment

Be it a family heirloom or just your perfectly customized weapon, the very sight of it invigorates you. As long as your weapon is in hand there is still hope. You recover a small amount of hit points when your action points refresh. This augment only affects the person this weapon was customized for.

        recover 1 hit point

        recover 2 hit points

        recover 3 hit points

        recover 4 hit points

Silent

Firearm & Crossbow Augment

This weapon is whispering death. It makes almost no sound when shot or reloaded, making it almost impossible for people to figure out where it is by sound alone. Any time anybody is attempting to figure out where the weapon was shot from based on sound must make a tier result with their cunning.

        Tier 2

        Tier 3

        Tier 4

        Impossible (or Tier 5)

Small Choke

Firearm & Crossbow Augment

Introducing a small choke to a shotgun increases the effective distance of its shot. A small choke doubles the range of the shot fired from it. Other choices of ammunition fired from a small choke suffer a -3 accuracy.  

        Note: This augment always acts as Marque I for the purposes of determining cost, though you can learn this augment despite your skill in Armsmith.

p Firearm & Crossbow Accessories M

You can learn weapon accessories just like augments. However, firearm & crossbow accessories do not take up any augment slots and can only be applied to a weapon once. Each accessory has its own cost associated with it.

Chained-Grip

Firearm & Crossbow Accessory

The user keeps a chain attached to both their wrist and the weapon, making it difficult - if not impossible - to be disarmed. Whenever the target of a disarm (called shot to the hand), the user gains a bonus to the resist roll.

        +2 to resist being disarmed

        +4 to resist being disarmed

        +6 to resist being disarmed

        +8 to resist being disarmed

Crafting Melee Weapons & Throwing Weapons

Weapon Smith

Armsmith Specialty

You can create new melee weapons and throwing weapons and upgrade them. These weapons can be of any size, type, or material. You can craft anything from a metal stiletto to a wooden pike to a sword made from bone.

        Without spending any money, you can build and maintain several weapons based on your current Do-It-Yourself (DIY) score. These weapons can then be upgraded with augments. You’ll learn 2 augments from this specialty, which can be selected under “weapon augments” below. These augments have marques. At lower levels, you’ll start with Marque I augments. As your skill in Armsmith improves, your marques will increase. See the “Crafting” page at the beginning of this chapter for more information.

        Each weapon can be upgraded with 3 augments. Some materials can only be upgraded twice (like wooden weapons) or just once (like organic ones). Sometimes an augment will take up multiple augment slots. For example, the “damaging” augment is worth 2 slots, so a weapon only has 1 more available slot for an augment after “damaging” has been applied.

Number of Weapons you can Maintain  z

Without needing to buy pieces or parts, you can build some weapons entirely out of scraps. These weapons must be constantly maintained by you and stop working soon after leaving your care. You may build and maintain a number of weapons based on your DIY score. You may build new weapons or augment old ones during any period of downtime you have.

The Cost of Weapons z

If you need to build a weapon that you can’t build for free from your DIY score, you will need to buy the materials for it.

        A weapon will have a base materials cost. It is 1/5th the market price.

        Every augment will increase the price. The higher the marque, the greater the price. The market price for an augment can be found in the chart below.

If you are building the augment, you pay 1/5th the price, which is the same as if you were buying an augment one marque lower. (As in, the material cost for a Marque III augment is the market price fo a Marque II augment.) The material cost for a Marque 1 augment is 5 princes.

Beta Weapons

Armsmith Specialty

Requires: 4 skill points in Armsmith & Weaponsmith specialty

Your weapons are overly complex, but they can accomplish quite a bit. Such weapons can be upgraded with 2 more augments (bringing the total for metal melee weapons up to 5 augmentable slots).

        If anybody other than you attempts to use one of your beta weapons, they must succeed in rolling a Sciences result one tier higher than the highest marque you have on your weapon. If your weapon has a Marque IV augment, it is impossible for them to use it (unless they can somehow obtain a tier result of 5 with their Sciences attribute).

Prototype Weapons

Armsmith Specialty

Requires: 16 skill points in Armsmith, Weapon Smith, & Beta Weapons specialties

You’ve perfected your beta weapons and made them user-friendly. Now anybody can use a weapon that you designate as being a prototype.  

Interchangeable Parts

Armsmith Specialty

Requires: Weapon Smith specialty

Cost: 3 AP

Your weapons are designed so that their parts can be replaced and altered in the middle of battle. This gives the weapons additional slots for augments, but these augments are not always active. At any time, a person may switch out the augments for 3 action points, activating one augment but deactivating another augment. You may replace multiple augments at the same time all for the cost of 3 action points.

        This specialty works within the marque system. The amount of interchangeable slots the weapon has depends on the marque of its creator.

        1 interchangeable slot for an augment

        2 interchangeable slots for augments

        3 interchangeable slots for augments

        4 interchangeable slots for augments

p Weapon Augments M

Accurate

Weapon Augment

Fine attention has been placed on the quality of your weapon. The user gains a bonus to accuracy with the weapon.

        +1

        +2

        +3

        +4

Aerodynamic

Weapon Augment

You can make your melee weapons into perfectly good throwing weapons. If you apply this augment onto one of your melee weapons, you may throw it like a weapon designed for throwing.

        Note: This augment always acts as Marque I for the purposes of determining cost, though you can learn this augment despite your skill in Armsmith.

Bone-Shattering

Weapon Augment

By increasing the weapon’s density, the weapon allows its wielder to make more effective called shots against his victims.

        +1 strike against all called shot locations

        +3 strike against all called shot locations

        +5 strike against all called shot locations

        +7 strike against all called shot locations

Chainsaw

Weapon Augment

Requires: placed on a melee weapon

Cost: 1 AP (after a successful attack)

Your weapon has a deadly, barbed spinning edge. If you make a successful attack with a chainsaw weapon that deals damage, you may spend 1 action point (as many times as you have AP left in your turn) to deal additional unsoakable damage as the chainsaw continues to rip into the person.

        1 extra damage

        2 extra damage

        3 extra damage

        4 extra damage

Collapsible

Weapon Augment

Sometimes discretion is the better part of not having your weaponry confiscated, so you create a clever collapsing mechanism for your weapons which makes them easier to conceal. Any weapon this is applied to can be broken down for 3 acion points and re-assembled for 3 action points. It is treated, for purposes of concealment, as being smaller than it is, but only when broken down.

        1 category smaller

        2 categories smaller

        3 categories smaller

        4 categories smaller

Cryothermal

Weapon Augment

Resist: Brute (marques down)

Cost: 1 AP reflexively during an attack

Your weapon leaks a subzero liquid that freezes the opponent upon contact. When you make an attack with a cryothermal weapon, you may spend 1 action point to make the target frosty. Unless your victim can resist the entire effect, they become chilled, making them shiver when they attack.

        Victim suffers a -2 on strike rolls until your next turn

        Victim suffers a -4 on strike rolls until your next turn

        Victim suffers a -6 on strike rolls until your next turn

        Victim suffers a -8 on strike rolls until your next turn

Custom

Weapon Augment

This weapon was designed to be used by one person and one person only. That person must be designated at the time of the weapon’s crafting. If anybody else attempts to use the custom weapon, they suffer a penalty on all accuracy and strike rolls with it.

        -3

        -6

        -9

        -12

Damaging

Weapon Augment

Takes up 2 Augment Slots on a Weapon

Your weapon is larger but lighter, dealing extra damage with each blow.

        +1 damage class

        +2 damage class

        +3 damage class

        +4 damage class

Deflecting

Weapon Augment

You may use this weapon like a shield, allowing you to deflect incoming attacks (gaining a +4 to evade in exchange for 1 reflexive action point).

        Note: This augment always acts as Marque I for the purposes of determining cost, though you can learn this augment despite your skill in Armsmith.

Easily Altered

Weapon Augment

Requires: weapon to be made with Interchangeable Parts

The weapon is easily altered, allowing its interchangeable parts to be used and switched around much more quickly than normal. The easily altered augment is a permanent affixture of the weapon, however, and cannot be activated or deactivated with interchangeable parts.

        2 AP to interchange parts

        2 AP to interchange parts

        1 AP to interchange parts

        1 AP to interchange parts

Electrical

Weapon Augment

A small metal coil runs down the length of your weapon, leading to a power source that electrifies it. After landing a hit, your victim is shocked for a small amount of unsoakable damage. If the opponent is in metal armor or submersed in water, they take twice the damage. (If they are both in water and metal armor, they take four times the damage.)

        1 unsoakable electrical damage

        2 unsoakable electrical damage

        3 unsoakable electrical damage

        4 unsoakable electrical damage

Electrical Archs

Weapon Augment

Requires: placed on weapon with the Electrical augment

The electricity that runs down your blade now jumps about, hitting multiple victims. Once you’ve hit an opponent, the electricity will arch to another opponent within 10 feet. Roll your accuracy versus their evade. If you meet or exceed it, the second opponent will be hit by the arch (dealing the normal damage for your electricity). The electricity will arch a number of times based on the marque of the augment. If, at any point, you miss a target, the electricity will not continue to jump.

        Electricity jumps once

        Electricity jumps twice

        Electricity jumps thrice

        Electricity jumps quatrice

Gas Leaks

Weapon Augment

Cost to Activate: 1 AP reflexively during an attack

Your weapon is hollow and covered in pores. You can fill your weapon with deadly gases that you release when you hit your opponent. You may choose to release multiple gases at the same time, but each one costs 1 action point. The augment’s marque determines how many gases it can hold. It costs 3 action points to add refill a single canister of gas.

        Holds up to 1 dose

        Holds up to 2 doses

        Holds up to 3 doses

        Holds up to 4 doses

Note: Unless you have doses of alchemical gas loaded into the weapon, this augment grants no bonuses. See Alchemy for the crafting of gases.

Gnome-Sized

Weapon Augment

Requires: placed on light weapon

You’ve been able to shrink the weapon down so that a gnome will be able to conceal it.

        Note: This augment always acts as Marque I for the purposes of determining cost, though you can learn this augment despite your skill in Armsmith.

Horrifying

Weapon Augment

Takes up 2 Augment Slots on a Weapon

The weapon is so twisted and wicked-looking that it could strike fear into the heart of even the bravest of warriors. When first seeing the weapon, all enemies must make a spirit resist or suffer from tier 1 fear. At any time, a character may spend an action point to attempt another resist roll. A single person can only evoke the effect of one horrifying weapon per combat.

        Tier 2 Spirit result to resist

        Tier 3 Spirit result to resist

        Tier 4 Spirit result to resist

        Irresistable (unless they can get a Tier 5 spirit resist)

Inspiring

Weapon Augment

Takes up 2 Augment Slots on a Weapon

This weapon is symbolic to your allies, inspiring them to fight onwards when it’s in your hand. All allies that can see your weapon recover a small amount of hit points when you’re wielding it and your action points refresh. This does not stack with other inspiring weapons.

        allies recover 1 hit point

        allies recover 2 hit points

        allies recover 2 hit points

        allies recover 3 hit points

Jackhammer

Weapon Augment

Takes up 2 Augment Slots on a Weapon

A small, unbalanced sphere spins in the hilt of the weapon, causing it to vibrate wildly. This allows the weapon to deal tremendous damage to machines, vehicles with moving parts, and stationary structures.

        +2 damage class against automatons, vehicles, clockworks, and structures

        +4 damage class against automatons, vehicles, clockworks, and structures

        +6 damage class against automatons, vehicles, clockworks, and structures

        +8 damage class against automatons, vehicles, clockworks, and structures

Lightning Pulsing

Weapon Augment

Takes up 2 Augment Slots on a Weapon

Cost to Activate and Deactivate: 1 AP

Your weapon pulses with lightning, just looking for a target to vaporize. Lightning is a powerful force that is hard to control. It causes the user to take a penalty on their accuracy roll, but the attack is unsoakable if the opponent is wet or in metal armor. The lightning pulse can be turned on or turned off for 1 action point. While it is on, the penalty is always in effect.

        -8 on the accuracy roll

        -6 on the accuracy roll

        -4 on the accuracy roll

        -2 on the accuracy roll

Location Seeking

Weapon Augment

When crafting this weapon designate a called shot. The weapon seems to guide itself toward that specific called shot on your victim’s body with the greatest of ease. Called shots to the designated location do not require an additional action point when made with this weapon. However, attacking any other called shot location with this weapon can be problematic, as it was built with one cause in mind. (This penalty does not apply to normal, unspecified attacks.)

        -8 on accuracy rolls when attacking a different called shot location

        -6 on accuracy rolls when attacking a different called shot location

        -4 on accuracy rolls when attacking a different called shot location

        -2 on accuracy rolls when attacking a different called shot location

Note: When crafting the augment, the word “location” should be replaced with the specified called shot, such as “eye seeking” or “torso seeking.”

Long Archs

Weapon Augment

Requires: placed on a weapon with Electrical Archs augment

Generally, electrical archs will jump from one target to another at a very small distance. The electricity will simply fizzle out if it goes too far. But with longer archs, your weapon’s electricity will take great leaps across the battlefield.

        Can arch up to 25 feet

        Can arch up to 50 feet

        Can arch up to 75 feet

        Can arch up to 100 feet

Luminous

Weapon Augment

Your weapon glows. Perhaps you strung lights along its blade, gave it a glow-in-the-dark coating, or made your weapon transparent with a light set inside. The light extends outwards from your weapon a number of feet determined by the marque of this augment. For 1 action point, you may turn it on, off, or dim it.

        25 feet

        50 feet

        100 feet

        200 feet

Powerful

Weapon Augment

Your weapon is stronger than others, be it due to a sharper blade, large striking side, or a heftier head. Regardless, it gives the user a bonus on their strike rolls.

        +2 on strike

        +4 on strike

        +6 on strike

        +8 on strike

Propelled

Weapon Augment

Requires: placed on throwing weapons

The weapon sails through the air, being easy to throw and going much further than its mundane counterparts. An easily thrown weapon has a farther range.

        +20 feet

        +30 feet

        +40 feet

        +60 feet

Reach

Weapon Augment

You extend the weapon so that it can reach farther.

        5 feet farther

        5 feet farther

        10 feet farther

        10 feet farther

Reinforced

Weapon Augment

You build your weapon solidly, giving it little room to break on the battlefield. When somebody attempts to sunder the reinforced weapon, it acts as if it is several size categories larger than it is. Once these “reinforced” size categories are gone, then its actual damage begins to decrease.

        1 reinforced size category

        2 reinforced size categories

        3 reinforced size categories

        4 reinforced size categories

Returning

Weapon Augment

Requires: placed on throwing weapon

You can throw your weapon, and it will return to you. Due to this, the range you can throw it is decreased, but you will always have the weapon on hand.

        -30 feet

        -20 feet

        -10 feet

        no ranged penalty

Signature Weapon

Weapon Augment

Takes up 2 Augment Slots on a Weapon

Requires: placed on weapon with Custom augment

Be it a family heirloom or just your perfectly customized weapon, the very sight of it invigorates you. As long as your weapon is in hand there is still hope. You recover a small amount of hit points when your action points refresh. This augment only affects the person this blade was customized for.

        recover 1 hit point

        recover 2 hit points

        recover 3 hit points

        recover 4 hit points

Skullsmasher

Weapon Augment

This weapon has a specially weighted spike designed to cause severe brain trauma when striking against an opponent’s head or eyes.

        +2 strike when making a called shot to the head or eyes

        +4 strike when making a called shot to the head or eyes

        +6 strike when making a called shot to the head or eyes

        +8 strike when making a called shot to the head or eyes

Specialized

Weapon Augment

Requires: placed on weapon with Custom augment

Be it from pressurized spikes in its grip or an unearthly balance, when a person attempts to wield the weapon, it causes them harm. The person the weapon was customized for is immune to this effect.  

        The weapon causes its user 2 unsoakable damage with each use

        The weapon causes its user 4 unsoakable damage with each use

        The weapon causes its user 6 unsoakable damage with each use

        The weapon causes its user 8 unsoakable damage with each use

Static

Weapon Augment

Resist: Brute (marques down)

Cost to Activate: 1 AP reflexively

You can make sparks fly off your weapon as you bring it in to decimate your foe. For 1 action point, you can make your attack full of static, causing the target to lose their ability to react as quickly. Meanwhile, their hair also stands on end.

        Victim suffers a -1 on evade rolls until your next turn

        Victim suffers a -2 on evade rolls until your next turn

        Victim suffers a -3 on evade rolls until your next turn

        Victim suffers a -4 on evade rolls until your next turn

Streamlined

Weapon Augment

Takes up 3 Augment Slots on a Weapon

Requires: placed on light or medium weapon

Made of only the lightest and highest quality parts, this weapon has feels lighter than air. All attacks made with this weapon cost 1 action point.

        -3 damage class

        -2 damage class

        -1 damage class

        no damage class penalty

Tangling

Weapon Augment

Requires: placed on flexible weapon

The whip is specially designed to make grabs against the opponent. Whenever used, the whip gains a bonus on all rolls to prevent the target from resisting the grab.

        +2

        +4

        +6

        +8

Pyrothermal

Weapon Augment

Resist: Brute (marques down)

Cost to Activate: 1 AP reflexively during an attack

Your weapon heats up, burning the target. When you attack, you may spend 1 action point to make it pyrothermal. If it hits, the attack burns its target should they fail to resist against your melee attack. These burns last until the victim’s next breather, when they can be treated.

        Victim suffers Tier 1 burns (-1 on defense rolls)

        Victim suffers Tier 2 burns (-3 on defense rolls)

        Victim suffers Tier 3 burns (-5 on defense rolls)

        Victim suffers Tier 4 burns (-7 on defense rolls)

Combustion

Weapon Augment

Takes up 3 Augment Slots on a Weapon

Resist: Dexterity (marques down)

Cost to Activate: 1 AP reflexively during an attack

Fire lashes out around your weapon, catching those struck with it on fire. When you hit an opponent, you can spend 1 action point in order to attempt to catch them on fire. The target may resist with their Dexterity (lowering the marques of the combustion).

        The victim catches on Tier 1 fire

        The victim catches on Tier 2 fire

        The victim catches on Tier 2 fire

        The victim catches on Tier 3 fire

Burn Trail

Weapon Augment

Requires: placed on weapon with the Combustion augment

Any person attempting to physically aid a victim of your Combustion must first make a Dexterity resist that equals the marque of your Combustion augment or be set on fire themselves.

        Note: This augment always acts as Marque III for the purposes of determining cost, though you can learn this augment despite your skill in Armsmith.

Everburning

Weapon Augment

Requires: placed on weapon with the Combustion augment

Despite your victim’s best efforts to put themselves out, they seem to continue burning. When catching things on fire through the use of a combustion attack, extra action points are required to put out the fire.

        1 extra AP

        2 extra AP

        3 extra AP

        4 extra AP

p Weapon Accessories M

You can learn weapon accessories just like augments. However, weapon accessories do not take up any augment slots and can only be applied to a weapon once. Each weapon accessory has its own cost associated with it.

Alchemic Tube

Weapon Accessory

The weapon has a container attached to it and a rivet or channel that allows the weapon to strike with poison or another alchemical substance. The container can hold one usage of the substance. After its use, it takes some action points to snap a new alchemical substance into.

        3 AP

        2 AP

        1 AP

        1 AP reflexively

Chained-Grip

Weapon Accessory

The user keeps a chain attached to both their wrist and the weapon, making it difficult - if not impossible - to be disarmed. Whenever the target of a disarm (called shot to the hand), the user gains a bonus to the resist roll.

        +2 to resist being disarmed

        +4 to resist being disarmed

        +6 to resist being disarmed

        +8 to resist being disarmed

Crafting Bows

Bowyer

Armsmith Specialty

You can now create new bows of any size and upgrade them.

        Without spending any money, you can build and maintain several bows based on your current Do-It-Yourself (DIY) score. These bows can then be upgraded with augments. You’ll learn 2 augments from this specialty, which can be selected under “bow augments” below. These augments have marques. At lower levels, you’ll start with Marque I augments. As your skill in Armsmith improves, your marques will increase. See the “Crafting” page at the beginning of this chapter for more information.

        Each bow can be upgraded with 3 augments. Some materials can only be upgraded twice (like wooden bows) or just once (like organic ones). Sometimes an augment will take up multiple augment slots. For example, the “damaging” augment is worth 2 slots, so a metal bow only has 1 more available slot for an augment after “damaging” has been applied.

Number of Bows you can Maintain  z

Without needing to buy pieces or parts, you can carve some bows entirely out of scraps. These bows must be constantly maintained by you and stop working soon after leaving your care. You may build and maintain a number of bows based on your DIY score. You may build new bows or augment old ones during any period of downtime you have.

The Cost of Bows z

If you need to build a bow that you can’t build for free from your DIY score, you will need to buy the materials for it.

        A bow will have a base materials cost. It is 1/5th the market price.

        Every augment will increase the price. The higher the marque, the greater the price. The market price for an augment can be found in the chart below.

If you are building the augment, you pay 1/5th the price, which is the same as if you were buying an augment one marque lower. (As in, the material cost for a Marque III augment is the market price for a Marque II augment.) The material cost for a Marque 1 augment is 5 princes.

Beta Bows

Armsmith Specialty

Requires: 4 skill points in Armsmith & Bowyer specialty

Your bows are surprisingly complex, but they can do a lot more than standard bows. Such bows can be upgraded with 2 more augments (bringing the total for metal bow up to 5 augmentable slots).

        If anybody other than you attempts to use one of your beta bows, they must succeed in rolling a sciences result one tier higher than the highest marque you have on your bow. If your bow has a Marque IV augment, it is impossible for them to use it (unless they can somehow obtain a tier result of 5 with their Sciences attribute).

Prototype Bows

Armsmith Specialty

Requires: 16 skill points in Armsmith, Bowyer, & Beta Bows specialties

You’ve perfected your beta bows and made them user-friendly. Now anybody can use a bow that you designate as being a prototype.  

p Bow Augments M

Accurate

Bow Augment

Fine attention has been placed on the quality of your bow. The user gains a bonus to accuracy with the bow.

        +1

        +2

        +3

        +4

Collapsible

Bow Augment

Sometimes discretion is the better part of not having your weaponry confiscated, so you create a clever collapsing mechanism for your bows which makes them easier to conceal. Any bow this is applied to can be broken down for 3 action points and re-assembled for 3 action points. It is treated, for purposes of concealment, as being smaller than it is, but only when broken down.

        1 category smaller

        2 categories smaller

        3 categories smaller

        4 categories smaller

Custom

Bow Augment

This bow was designed to be used by one person and one person only. That person must be designated at the time of the bow’s crafting. If anybody else attempts to use the custom bow, they suffer a penalty on all accuracy and strike rolls with it.

        -3

        -6

        -9

        -12

Damaging

Bow Augment

Takes up 2 Augment Slots on a Bow

Your bow is larger but lighter, dealing extra damage with each blow.

        +1 damage class

        +2 damage class

        +3 damage class

        +4 damage class

Ground-Mount

Bow Augment

You can set up your bow on the ground, using the earth to steady your shot. Setting up the bow requires 2 action points, and then pulling it back up so that you can move again requires 1 action point. While the bow is set in place, however, you gain a bonus on your accuracy.

        +1

        +2

        +3

        +4

Deflecting

Bow Augment

You can use this bow like a shield, allowing you to deflect incoming attacks (gaining a +4 to evade in exchange for 1 reflexive action point).

        Note: This augment always acts as Marque I for the purposes of determining cost, though you can learn this augment despite your skill in Armsmith.

Easily Altered

Bow Augment

Requires: Weapon to be made with Interchangeable Parts

The weapon is easily altered, allowing its interchangeable parts to be used and switched around much more quickly than normal. The easily altered augment is a permanent affixture of the weapon, however, and cannot be activated or deactivated with interchangeable parts.

        2 AP to interchange parts

        2 AP to interchange parts

        1 AP to interchange parts

        1 AP to interchange parts

Powerful

Bow Augment

Your weapon has a greater pull than others, giving the user a bonus on their strike rolls.

        +2 on strike

        +4 on strike

        +6 on strike

        +8 on strike

Quickened Arrows

Bow Augment

Your bow fires arrows faster and more forcefully than most, making them have a more powerful knockback effect. Whenever your bow is used to make a called shot against a target’s torso, it gets a bonus to strike just for the called shot effect. The bonus does not affect the damage tier of the attack

        +2 to Strike for Torso called shots

        +4 to Strike for Torso called shots

        +6 to Strike for Torso called shots

        +10 to Strike for Torso called shots

Reinforced

Bow Augment

You build your bow solidly, giving it little room to break on the battlefield. Whenever somebody attempts to sunder the reinforced bow, it acts as if it is several size categories larger than it is. Once these “reinforced” size categories are gone, then its actual damage begins to decrease.

        1 reinforced size category

        2 reinforced size categories

        3 reinforced size categories

        4 reinforced size categories

Scope

Bow Augment

The range on your bow increases greatly, improving the range that the bow can accurate hit a target within.

        +50 feet

        +100 feet

        +200 feet

        +300 feet

Silent

Bow Augment

This bow is whispering death. It makes almost no sound when an arrow is nocked or fired from it, making it almost impossible for people to figure out where it is by sound alone. Any time anybody is attempting to figure out where the bow was shot from based on sound must make a tier result with their cunning.

        Tier 2

        Tier 3

        Tier 4

        Impossible (or Tier 5)

Versatile

Bow Augment

Your bow is also an effective melee weapon. You can make attacks against adjacent opponents for 2 action points, although your damage class is at a -1 when doing so.

        Note: This augment always acts as Marque II for the purposes of determining cost, though you can learn this augment despite your skill in Armsmith.

Combustion

Bow Augment

Takes up 3 Augment Slots on a Bow

Resist: Dexterity (marques down)

Cost to Activate: Attack +1 AP

Fire lashes out from your bow, allowing you to set your arrows on fire. You can use this to attempt to set your enemy aflame. The target may resist with their dexterity (lowering the marques of the combustion).

        The victim catches on Tier 1 fire

        The victim catches on Tier 2 fire

        The victim catches on Tier 2 fire

        The victim catches on Tier 3 fire

Burn Trail

Bow Augment

Requires: placed on bow with the Combustion augment

Any person attempting to physically aid a victim of your Combustion must first make a dexterity resist that equals the marque of your Combustion augment or be set on fire themselves.

        Note: This augment always acts as Marque III for the purposes of determining cost, though you can learn this augment despite your skill in Armsmith.

Everburning

Bow Augment

Requires: placed on bow with the Combustion augment

Despite your victim’s best efforts to put themselves out, they seem to continue burning. When catching things on fire through the use of a Combustion attack, extra action points are required to put out the fire.

        1 extra AP

        2 extra AP

        3 extra AP

        4 extra AP

Crafting Armor

Armor Smith

Armsmith Specialty

You can now create armor and upgrade it. You can upgrade any type of armor.

        Without spending any money, you can build and maintain several suits of armor based on your current Do-It-Yourself (DIY) score. These armors can then be upgraded with augments. You’ll learn 2 augments from this specialty, which can be selected under “armor augments” below. These augments have marques. At lower levels, you’ll start with Marque I augments. As your skill in Armsmith improves, your marques will increase. See the “Crafting” page at the beginning of this chapter for more information.

        Each armor can be upgraded with 3 augments. Some materials can only be upgraded twice (like wooden armors) or just once (like organic armors). Sometimes an augment will take up multiple augment slots. For example, the “damage soaking” augment is worth 2 slots, so a metal suit of armor only has 1 more available slot for an augment after “damage soaking” has been applied.

Number of Armors you can Maintain  z

Without needing to buy pieces or parts, you can build some armor entirely out of scraps. These armors must be constantly maintained by you and stop working soon after leaving your care. You may build and maintain a number of armors based on your DIY score. You may build new armors or augment old ones during any period of downtime you have.

The Cost of Armors z

If you need to build a suit of armor that you can’t build for free from your DIY score, you will need to buy the materials for it.

        Armor will have a base materials cost. It is 1/5th the market price.

        Every augment will increase the price. The higher the marque, the greater the price. The market price for an augment can be found in the chart below.

If you are building the augment, you pay 1/5th the price, which is the same as if you were buying an augment one marque lower. (As in, the material cost for a Marque III augment is the market price fo a Marque II augment.) The material cost for a Marque 1 augment is 4 princes.

Beta Armor

Armsmith Specialty

Requires: 4 skill points in Armsmith & Armor Smith specialty

Your armor comes with a lot of weird straps and oddly placed component, but their efficiency is unbreakable. Such armors have two more slots for you to place augments into.

        If anybody other than you attempts to use one of your beta armors, they must succeed in rolling a Sciences result one tier higher than the highest level marque you have on your armor. If your armor has a Marque IV augment, it is impossible for them to use it (unless they can somehow obtain a tier result of 5 with their science attribute).

Prototype Armor

Armsmith Specialty

Requires: 16 skill points in Armsmith, Armor Smith, & Beta Armor specialty

You’ve perfected your beta armor and made them user-friendly. Now, any of your beta armors that you designate as being prototypes, anybody can use.

p Armor & Shield Augments M

Airmelting

Armor Augment

Activation Cost: 1 AP

The armor has numerous exhausts, heat valves, and pipes on it that, when released, super-heat the air around the wearer. If you’re wearing this armor and spend 1 action point to release the exhausts, it heats the air around you. Everyone within 5 feet of you takes heat damage, and you take half that amount (unless you have fireproofing).

        2 damage

        4 damage

        6 damage

        8 damage

Bracings

Armor Augment

The armor is braced to prevent you from ever falling prone. Unless you choose to undo the bracings (an action that costs 1 action point), there is no way the wearer of this armor can go prone.

        Note: This augment always acts as Marque I for the purposes of determining cost, though you can learn this augment despite your skill in Armsmith.

Bulletproofing

Armor Augment

The armor is designed to take bullets. Whenever being shot by a firearm, the wearer gains a bonus on their defense roll.

        +2 defense

        +4 defense

        +6 defense

        +8 defense

Camouflage

Armor Augment

The armor has been painted, ruffled, and tarnishes added to allow it to blend in more efficiently in natural terrains. When in the uncivilized outdoors, this armor grants a bonus to cunning rolls when attempting to hide.

        +2

        +4

        +6

        +8

Crashbreaking

Armor Augment

This armor is designed to help cushion the wearer’s fall by absorbing the shock and keeping the person inside from rattling around. It’s not going to keep you alive in a crashing airship from a high altitude, but it might help out when somebody pushes you over the side of the building. While wearing crashbreaking armor, you can fall farther before taking wounds damage.

        1 wounds damage per 30 feet fallen

        1 wounds damage per 40 feet fallen

        1 wounds damage per 50 feet fallen

        1 wounds damage per 60 feet fallen

Damage Soaking

Armor Augment

Takes up 2 Augment Slots on Armor

Your armor is so thick that it soaks more damage than normal.

        +1 damage soak class

        +2 damage soak class

        +3 damage soak class

        +4 damage soak class

Defensive

Armor Augment

This armor is heavier, with more shock-absorbent plating and fewer spots for enemy blade’s to find cleavage. This armor provides a bonus to the wearer’s defense.

        +2 defense

        +4 defense

        +6 defense

        +8 defense

Electro-Absorption

Armor Augment

The armor re-routes electricity through it and into specially created devices that absorb the shock. Anything that deals electricity damage is not entirely soakable, and attacks that deal electricity damage (even if they are only partially electrical, such as attacks with a pulsing weapon) increase the soak class of the armor.

        +2 soak class against electrical attacks

        +4 soak class against electrical attacks

        +6 soak class against electrical attacks

        +8 soak class against electrical attacks

Fireproofing

Armor Augment

While wearing armor that has fireproofing, all fire attacks are soakable. Furthermore, the soak class for the armor is improved against fire. (If the wearer would take burns or be set on fire from a fire attack that is entirely soaked, the extra effects are negated.)

        +1 soak class against fire

        +2 soak class against fire

        +3 soak class against fire

        +4 soak class against fire

Flame Retardant

Armor Augment

The armor generally cannot be caught on fire, depending on how intense the fire is.

        Cannot be caught on tier 1 fire

        Cannot be caught on tier 2 fire

        Cannot be caught on tier 3 fire

        Cannot be caught on tier 4 fire

Handcrushing

Armor Augment

Activation Cost: 1 AP

When people add gears to their armor, it’s not merely steampunk-themed decor. Those gears are designed to tear apart anybody who lays a hand on that armor. If a person is grabbing you while wearing this armor, you may spend 1 action point to activate the spinning gears, the hydraulic spikes, or the built-in flamethrower and deal unsoakable damage to the person touching you.  

        4 damage

        8 damage

        12 damage

        16 damage

Note: As a courtesy, feel free to remind the person grabbing you that they can reflexively let go of you for 0 action points whenever they’d like.  

Injector

Armor Augment

Through the use of a magnetic trigger system connected to a liquid injector, this augment creates a quick injection system that allows the wearer to, through the push of a button, inject himself with a dose of a chemical. It requires 5 action points to reload a dose of the chemical after it’s been used, but no action points to inject it. At any given time, the armor can only hold so many chemicals.

        1 alchemical potion

        2 alchemical potions

        3 alchemical potions

        4 alchemical potions

Mobile

Armor Augment

Light, easy to move in, and with enhanced piston-joints to really get you moving, this armor provides a bonus to your speed.

        +5 feet

        +10 feet

        +10 feet

        +15 feet

Quick Equip

Armor Augment

Most armor takes a while to equip - not this stuff! It takes only a turn or two.

        10 AP to equip

        6 AP to equip

        3 AP to equip

        1 AP to equip

Razor-Ridged

Armor Augment

Your armor has sharp edges, pointy bits, and moving pieces that keep enemies from grabbing you. Any time an opponent grabs onto you, they automatically take a number of unsoakable damage based on the razor-ridged marque. Every turn that they keep holding on to you, they take that damage again (this damage is dealt at the end of their turn, when their action points refresh).

        3 damage

        6 damage

        9 damage

        12 damage

Reinforced Plating

Armor Augment

Through additional plating being added to various body parts, you are able to decrease the chances of called shots affecting you. When you choose this augment, choose one limb or area on the body (either arm, either leg, the torso, or the head). Thereafter, you gain a bonus whenever attempting to resist a called shot there.

        +2

        +4

        +6

        +8

Stabilizing Rods

Armor Augment

Activation Cost: 0 AP (see below)

Your armor is built with stabilizing rods in the arms that allow you to automatically enter firing stance for 0 action points. This allows you to fire super-heavy firearms and crossbows immediately. However, you are rooted to the spot you’re in until you spend 1 action point to reset the stabilizing rods back into their original location.

        Note: This augment always acts as Marque III for the purposes of determining cost, though you can learn this augment despite your skill in Armsmith.

Slippery

Armor Augment

While wearing this armor, you are very difficult to grab on to. Any time you are attempting to evade a grab or resist a grab, you gain a bonus on your roll.

        +2

        +4

        +6

        +8

Steaming

Armor Augment

Your armor lets off steam, enveloping you and everyone around you in a foggy, hard-to-see-through steam. You may turn it off for 1 action point, but otherwise it makes an area around you difficult to see through. Anybody in the area is affected by poor vision, and takes a -2 to accuracy and evade rolls.

        5 feet

        10 feet

        15 feet

        20 feet

Welded Weapon

Armor Augment

You weld a weapon to your armor. The weapon cannot be disarmed, dropped, or concealed, but it also does not need to be drawn in order to be used. The maximum size of the weapon depends on the mark.

        Medium

        Medium

        Heavy

        Heavy


Automata Skill

Automata is the complex skill of piecing together machines that act on their own or do things that people cannot do by themselves. If you’re interested in creating a massive, mechanical juggernaut, an intelligent and self-serving automaton, or creating prosthetics that can be attached to your friends in place of their fleshy limbs, automata is your place.

The 3 Types of Automatons

There are three types of automatons that an automaton crafter can choose to develop.

        Steamers: Steam-powered automatons that are remotely controlled by their owner. Steamers are typically the largest and strongest of the three automatons.

        Fuse Boxes: Electric-powered automatons with brainworks that allow them to think on their own. Fuse boxes are rarely very strong, but they move entirely on their own accord.

        Clockworks: Automatons comprised of clockwork and springs that have pre-programmed analytical engines, causing them to only react to their surroundings.

Once you’ve chosen which type of automaton you want to craft, you’ll take the specialty for that automaton. You may learn different types of automatons, and even apply different control styles to the same automaton.

Skill Organization

This skill begins with specialties allowing you to build and customize automatons up front, followed by specialties for building prosthetic body parts, which can be added to those automatons (or used as replacement limbs for other people). You’ll find Steamers first (and their boiler augments), then Fuse Boxes (along with their brainwork augments), and finally Clockworks (accompanied by their analytical engine augments).

Automaton Repairs

Automata Specialty

Cost: 3 AP

You’re able to quickly repair an automaton in battle. To do so, you must be adjacent to it. By making the repairs, you restore a number of wounds to the automaton.

        10 wounds

        15 wounds

        20 wounds

        30 wounds

Interchangeable Parts

Automata Specialty

Cost: 3 AP

Your automatons are designed so that their parts can be replaced and altered in the middle of battle. This gives the automatons additional slots for augments, but these augments are not always active. At any time, a person may switch out the augments for 3 action points, activating one augment but deactivating another augment. You may replace multiple augments at the same time all for the cost of 3 action points.

        This specialty works within the marque system. The amount of interchangeable slots the automaton has depends on the marque of its creator.  

        1 interchangeable slot for an augment

        2 interchangeable slots for augments

        3 interchangeable slots for augments

        4 interchangeable slots for augments

Steam-Powered Crafter

Automata Specialty

The first step in crafting your steamer, boilers are the machinery that powers your automaton and gives it motion and strength.  Your boiler is automatically housed within the automaton’s torso, onto which you can attach any body parts you wish.

        Without spending any money, you can build and maintain several steamers based on your current Do-It-Yourself (DIY) score. The boilers in these steamers can then be upgraded with augments. You’ll learn 2 augments from this specialty, which can be selected under “boiler augments” below. These augments have marques. At lower levels, you’ll start with Marque I augments. As your skill in Automata improves, your marques will increase. See the “Crafting” page at the beginning of this chapter for more information.

        Each boiler can be upgraded with 3 augments. Sometimes an augment will take up multiple augment slots. For example, the “Flight” augment is worth 2 slots, so a boiler only has 1 more available slot for an augment after “Flight” has been applied.

Number of Steamers you can Maintain  z

Without needing to buy pieces or parts, you can build some steamers entirely out of scraps. These automatons must be constantly maintained by you and stop working soon after leaving your care. You may build and maintain a number of steamers for free based on your DIY score. You may build new steamers or augment old ones during any period of downtime you have.

The Cost of Steamers z

If you need to build a steamer that you can’t build for free from your DIY score, you will need to buy the materials for it.

        A steamer without augments will cost 50 princes. If you are building a steamer, the steamer will have a base materials cost. It is 1/5th the market price (10 princes).

        Every augment will increase the price. The higher the marque, the greater the price. The market price for an augment can be found in the chart below.

If you are building the augment, you pay 1/5th the price, which is the same as if you were buying an augment one marque lower. (As in, the material cost for a Marque III augment is the market price for a Marque II augment.) The material cost for a Marque 1 augment is 10 princes.

Using your Steamer

Back in the day, steam-powered automatons used coal, so they were often large, hulking affairs that moved slowly and ate up a lot of fuel. Emperor Deylus Luthricien and the royalists changed that during the civil war when they integrated aether technology into their boilers for easier steam generation.  Now, steam-powered automatons are fast, lighter-weight, and can be controlled via remote controls and radio waves.

Control Method c

Steamers require the use of a two-handed remote control, emitting radio waves to the aether resonators inside the automatons. These remote controls allow the user to be up to 100 feet away and still control the automaton. The automaton can generally do anything a normal person could do (such as walking, jumping, fighting, and deflecting), and it takes the controller the same amount of action points to control the automaton as it would for a normal person to make the action (such as 1 action point to make the automaton move, or 2 action points to make the automaton attack). A single remote control can be used to control all of your automatons. Steamers have no action points of their own; therefore, if your steamer is hit with an attack that lowers its number of action points, your steamer is unaffected.  

Body of the Machine c

Steamers will have a Boiler, which will be augmentable with 3 slots. One may later take Beta Boiler to improve on that. Body parts may then be added to the boiler.

        Your steamer (by default) is built with a head to house its radio receptors and a torso and groin to house its boiler. The two are connected via a neck support. To its torso you may attach either two arms or one unit of movement. Its groin may have a unit of movement attached to it. A unit of movement is either a set of legs, wheels, or a propulsion device. (See the Units of Movement sidebar for more information.)

        Your steamer has 0 hit points and 30 wounds. Any “bleeding” damage your steamer takes causes steam to erractically leak out of its boiler, making it take bleeding damage in the same fashion as any regular organism. In addition, the rigid structuring of your steamer’s boiler grants it an extra 3 soak class. As your automaton has no mind of its own, it cannot be affected by anything that requires Spirit or Cunning as a resist.

Units of Movement

Automatons will normally have a unit of movement attached to them. This could be a set of legs, wheels, or a propulsion device.

Legs c

Legs provide movement. Legs can easily traverse almost any terrain. By having a set of legs (typically two), an automaton will have a speed of 20 feet, can walk up stairs, move over all degrees rough terrain, and generally have little problem getting about as do most tephrans. The legs do not allow the automaton to climb or swim. By having legs, the automaton can be affected by called shots to the legs.

Wheels c

Wheels allow for faster movement, though their are some clear disadvantages compared to legs. Wheels will give the automaton a speed of 30 feet, but the automaton will only be able to go up stairs at a speed of 10 feet, and the penalties for moving through rough terrain are doubled. The wheels do not allow the automaton to climb or swim. Wheels can be targeted as called shot locations - they have the same effects as legs.

Propulsion Device c

Sometimes legs and wheels don’t cut it. Underwater automatons will have propellers or automated fins. Some automatons will stand on wheels but use a rocket to propel them forward. A propulsion device will allow the automaton a speed of 20 feet (on either land, surface waters, or under water). The penalties for moving through rough terrain are doubled, and the propulsion device does not allow the automaton to climb or swim (unless the propulsion device is intended for underwater movement, in which case it does not allow the automaton to move across the land). If a propulsion device is targeted as a called shot location, it has the same effect as if it were a leg.

Beta Boilers

Automata Specialty

Requires: 4 skill points in Automata & Steam-Powered Crafter specialty

Your boilers are highly advanced yet difficult for most people to use. Such boilers can be upgraded with 2 more augments (bringing the total up to 5 augmentable slots).

        If anybody other than you attempts to use one of your beta steamers, they must succeed in rolling a sciences result one tier higher than the highest marque you have on your steamer. If your steamer has a Marque IV augment, it is impossible for them to use it (unless they can somehow obtain a tier result of 5 with their Sciences attribute).

Prototype Boilers

Automata Specialty

Requires: 16 skill points in Automata, Steam-Powered Crafter, & Beta Boiler specialties

You’ve perfected your beta boilers and made them user-friendly. Now anybody can control an automaton with a boiler that you designate as being a prototype.

p Steamer Operator Specialties M

Steamer Operator

Automata Specialty

As a practiced automaton fighter, you can make a steamer move just the way you want it to. Whenever you are operating a steamer, the steamer can use your accuracy, strike, defense, and evade.

Steam Poser

Automata Specialty

Requires: Steam Operator & at least one stance known

You know how to make a steamer accurately strike a pose. Steamers you control will automatically act as if they are in the same stance(s) as you. The instant you stop being a steamer’s current operator, the steamer loses all its stances.

Steam Specialist

Automata Specialty

Requires: 3 skill points in Automata & Steam Operator specialty

A true joystick master, you rise above any primitive control scheme put in front of you to make your steamer move just as you do. You can now modify the actions of any steamer you are operating with specialties you know.

p Boiler Augments M

Armored Boiler

Boiler Augment

Takes up 2 Augment Slots on a Boiler

Your boiler has armoring built into it so that it won’t impede your steamer in any way. This increases your steamer’s natural soak class.

        +1 soak class

        +2 soak class

        +3 soak class

        +4 soak class

Note: this augment stacks with the soak class bonus granted from the Brickhouse Boiler augment.

Automated Boiler Repair

Boiler Augment

The boiler contains internal systems which patch up damage it receives. While this won’t remove wound effects, every turn it will replenish some wounds damage.

        1 wound repaired

        2 wounds repaired

        3 wounds repaired

        4 wounds repaired

Brickhouse Boiler

Boiler Augment

Takes up 2 Augment Slots on a Boiler

The walls of your boiler are exceptionally thick and well-insulated, protecting your steamer from damage.

        +1 soak class

        +2 soak class

        +3 soak class

        +4 soak class

Note: this augment stacks with the soak class bonus granted from the Armored Boiler augment.

Fire Absorbing

Boiler Augment

You need heat to make steam. Your boiler can already produce heat on its own, but you’re not opposed to other people helping it out. Any heat damage your steamer would take from being on fire instead heals it.

        Note: This augment always acts as marque II for the purposes of determining cost, though you can learn this augment despite your skill in automata.

Easy Repairs

Boiler Augment

Used with the Automaton Repairs specialty

The automaton is designed in a logical, accessible way that makes repairs easy. Whenever somebody is attempting to repair it via the Automaton Repairs specialty, they gain a bonus on their automata roll.

        +3 on the Automaton Repairs rolls

        +6 on the Automaton Repairs rolls

        +9 on the Automaton Repairs rolls

        +12 on the Automaton Repairs rolls

Flight

Boiler Augment

Takes up 2 Augment Slots on a Boiler

The automaton has been outfitted with a graviton sphere, allowing it to float and move. It can now fly, with its speed depending on the marque. Any speed penalties you take from armor will penalize this speed.

        5 feet of fly speed per action point

        10 feet of fly speed per action point

        15 feet of fly speed per action point

        25 feet of fly speed per action point

Lightning Resistant

Boiler Augment

The automaton is naturally resistant to lightning and electricity. Electrical damage is now soakable as regular damage.

        Note: This augment always acts as Marque III for the purposes of determining cost, though you can learn this augment despite your skill in Automata.

Passenger

Boiler Augment

Your automaton has a hollow compartment inside, allowing people to ride inside and see out through eye holes or monitors of your design. While inside an automaton, a character cannot be directly targeted but they in turn cannot interact with anything outside of the automaton, although the automaton can still hear all voice commands. Any remote controls for the automaton can still control it from its passenger compartment. The number of people the automaton can hold is equal to the number of spaces it takes up. The amount of action points required by passengers to get into and out of the automaton is based on the marque of this augment.

        4 AP to enter or exit the automaton (can take multiple turns)

        3 AP to enter or exit the automaton

        2 AP to enter or exit the automaton

        1 AP to enter or exit the automaton

Protected Core

Boiler Augment

If your automaton is defeated in battle, its insides are heavily safeguarded to allow for easy repair during your next breather. An automaton with a protected core can be entirely rebuilt in a matter of minutes. The automaton can be repaired up to a certain amount of maximum wounds, based on the marque. It cannot be repaired past its normal maximum number of wounds

        10 wounds after repairs

        20 wounds after repairs

        30 wounds after repairs

        40 wounds after repairs

Realistic

Boiler Augment

Resist: Cunning (negates)

You’ve designed the body of your automaton to look quite real, replicating the appearance of a living or imaginary creature. Any persons who looks upon it will believe it to be real unless they can beat the automaton’s roll with their Cunning. The automaton’s roll gains a bonus based on the marque of this augment.

        +5 to fool target

        +10 to foot target

        +15 to fool target

        +20 to fool target

Reinforced Boiler

Boiler Augment

The boiler is all-around better built, granting it extra points of wounds.

        +10 wounds

        +20 wounds

        +30 wounds

        +40 wounds

Resilient Boiler

Boiler Augment

Your steamer has a boiler any engineer would be proud of. Durable and reliable, your steamer has extra points of wounds.

        +10 wounds

        +20 wounds

        +30 wounds

        +40 wounds

Remotely Remote Controlled

Boiler Augment

The automaton can be controlled from a great distance. If the user has no way of knowing what the automaton can see, they might be wasting commands.

        Up to 200 feet away

        Up to 2,000 feet away

        Up to 2 miles away

        Up to 20 miles away

Shield Mode

Boiler Augment

Activation Cost: 2 AP (see below)

Your automaton can hunker down into a solid dense mass for two of its controller’s action points, allowing it to be easily used as medium cover (+6 to evade against ranged attacks) for the same number of spaces it normally takes up. While in shield mode, your automaton cannot move or act. You can command it to exit this form for two action points. It also gains extra soak class while this ability is active.

        +1 soak class

        +2 soak class

        +3 soak class

        +4 soak class

Tactile Controls

Boiler Augment

Your highly responsive control scheme allows your automaton to use your Dexterity as a bonus to its own as long as you’re are controlling it with a remote control.

        Note: This augment always acts as Marque III for the purposes of determining cost, though you can learn this augment despite your skill in Automata.

Test of Strength Controls

Boiler Augment

Your steamer has been outfitted with pressurized bags of steam which inflate and deflate to replicate the amount of torque placed on the joystick of its remote control. When the person piloting your steamer is using its remote control, the steamer is able to use its operator’s Brute as a bonus onto its own.

        Note: This augment always acts as Marque II for the purposes of determining cost, though you can learn this augment despite your skill in Automata.

Verbal Command Unit

Boiler Augment

If your automaton has the ability to hear you, you can now issue it verbal commands without the need for a remote control. It still costs you the same amount of action points to get it to perform any action since you have to guide the automaton through every intricacy of the actions they take. The last person to give your steamer any verbal commands is considered your steamer’s current operator. If your steamer is deafened, getting it to perform an action through verbal commands costs an extra action point.

        Note: This augment always acts as Marque II for the purposes of determining cost, though you can learn this augment despite your skill in Automata.

Crafting Fuse Boxes

Fuse Box Builder

Automata Specialty

You can now create electric-powered automatons and upgrade the brainworks that power them and grant them artificial intelligence. Tephrans colloquially call them “fuse boxes.”

        Without spending any money, you can build and maintain one fuse box. The brainworks of this fuse box can then be upgraded with augments. You’ll learn 2 augments from this specialty, which can be selected under “brainworks augments” below. These augments have marques. At lower levels, you’ll start with Marque I augments. As your skill in Automata improves, your marques will increase. See the “Crafting” page at the beginning of this chapter for more information.

        Each brainworks can be upgraded with 3 augments. Sometimes an augment will take up multiple augment slots. For example, the “Lightning Soul” augment is worth 2 slots, so a brainworks unit only has 1 more available slot for an augment after “Lightning Soul” has been applied.

Maintaining your Fuse Box  z

Without needing to buy pieces or parts, you can build a single fuse box entirely out of scraps. This automaton must be constantly maintained by you and stops working soon after leaving your care. You can replace your fuse box automaton or augment your current one during any period of downtime you have.

The Cost of Fuse Boxes z

If you need to build a fuse box that you can’t build for free from your DIY score, you will need to buy the materials for it.

        The fuse box, unaugmented, will have a base cost depending on its marque. (The marque will determine its number of action points per turn.) If you buy a fuse box and augments, you will add the price of the augments onto the price of the automaton.

        Every augment will increase the price. The higher the marque, the greater the price. The market price for an augment can be found in the chart below.

If you are building the augment, you pay 1/5th the price, which is the same as if you were buying an augment one marque lower. (As in, the material cost for a Marque III augment is the market price for a Marque II augment.) The material cost for a Marque 1 augment is 10 princes.

Advanced Brainworks

Automata Specialty

Requires: 4 skill points in Automata & Fuse Box Builder specialty

Your brainworks go far beyond what most other automata builders could conceptually imagine. Such brainworks have two more slots for you to place augments into.

Superior Brainworks

Automata Specialty

Requires: 6 skill points in Automata & Fuse Box Builder specialty

Your brainworks are far more advanced than the common artificial intelligence. All brainworks you create with your DIY have 3 action points per turn instead of 2. Buying fuse boxes with superior brainworks costs 10,000 princes (a materials cost of 2,000 princes) on top of any other costs.

Heroic Brainworks

Automata Specialty

Requires: 9 skill points in Automata, Fuse Box Builder, & Superior Brainworks specialties

Brainworks crafted with your DIY can fight with the tenacity of a great warrior and think at the speed of a quick-witted rogue. All brainworks you create with your DIY have 4 action points per turn instead of 3. Buying fuse boxes with superior brainworks costs 50,000 princes (a materials cost of 10,000 princes) on top of any other costs.

Personality

Automata Specialty

Requires: Fuse Box Builder specialty

It’s understandable for a gentleman adventurer to get lonely on the road. The cold embrace of an unfeeling automaton won’t stave off feelings of solitude for long. Luckily for you, there’s an easy solution: give that unfeeling automaton some feelings! Your brainworks can now be built with personality, making the fuse box you put them into feel the same emotional sensations as any other Tephran. This gives them the ability to gain stories (including ones from your nationality) and learn specialties from the Spirit attribute. Buying fuse boxes with personality costs 5,000 princes (a materials cost of 1,000 princes) on top of any other costs.

        Note: They still cannot gain DIY or augments through stories or specialties.

Using your Fuse Box

The first electric-powered automatons were invented by the Hazards, and later the technology was adapted and used to create numerous smaller and more efficient automatons that would protect the Hazardlands. Many Evanglessians called electric-powered automatons “Sparkers” or “Fuse Boxes.” Fuse Boxes have the most advanced sensory arrays, and can compute information to such an extent that they seem almost lifelike. This artificial intelligence is known as brainworks.

Control Method c

Fuse boxes use their brainworks to act independently. They begin as creations with 2 action points per turn. The sensory array allows the creator to give it verbal commands, like telling it to “attack that man” or “run to my side,” which costs the creator no action points. Your fuse box must roll priority separately from you as it is an autonomous being with its own turns.

Body of the Machine c

Fuse Boxes will begin with Brainworks, which has 3 slots that can be augmented. This can be upgraded with Advanced Brainworks, which gives the automaton more control over itself and an additional 2 slots for its brainworks. Body parts can then be added onto the brainworks.

        Your fuse box (by default) is built with a head to house its brainworks and a torso and groin to house its drive core. The two are connected via a neck support. To its torso you may attach either two arms or one unit of movement. Its groin may have a unit of movement attached to it. A unit of movement is either a set of legs, wheels, or a propulsion device. (See the Units of Movement sidebar for more information.)

        Your fuse box’s integrity comes from the electricity its brainworks produces, which at default is 8 hit points. Once out of hit points its brainworks is exposed and your automaton will begin to take wounds damage. Fuse boxes have only 12 points of wounds. Any “bleeding” damage your automaton takes causes lightning to shoot out of its electrical conduit, making it take bleeding damage in the same fashion as any regular organism.

        Fuse boxes have 2 action points per turn. As sentient machines, fuse boxes can learn specialties based on their marque. They act as if they have 1 point in the skills they have specialties in for the purposes of prerequisites and for the specialty itself. This point does not increase their attributes at all.

        Has 1 specialty

        Has 2 specialties

        Has 3 specialties

        Has 5 specialties

p Brainworks Augments M

Alert

Brainworks Augment

The automaton is always alert (unless when out of power or turned off), and will raise an alarm if its sensors pick up anything.

        Note: This augment always acts as Marque I for the purposes of determining cost, though you can learn this augment despite your skill in Automata.

Brute Physics

Brainworks Augment

Your brainworks is filled with meticulous physics calculators, allowing it to use the power of mind over matter to perform feats of incredible strength. It has a bonus to Brute.

        +3 Brute

        +12 Brute

        +31 Brute

        +47 Brute

Dexterity Directory

Brainworks Augment

Your brainworks contains a vast directory of motion capture data taken from some of the world’s greatest acrobats and rogues. Whenever it needs them, your brainworks can make your automaton mimic these athletes, granting it a bonus to Dexterity.

        +3 Dexterity

        +12 Dexterity

        +31 Dexterity

        +47 Dexterity

Easy Repairs

Brainworks Augment

Used with the Automaton Repairs specialty

The automaton is designed in a logical, accessible way that makes repairs easy. Whenever somebody is attempting to repair it via the Automaton Repairs specialty, they gain a bonus on their Automata roll.

        +3 on the Automaton Repairs rolls

        +6 on the Automaton Repairs rolls

        +9 on the Automaton Repairs rolls

        +12 on the Automaton Repairs rolls

Flight

Brainworks Augment

Takes up 2 augment slots on the Brainworks

The automaton has been outfitted with a graviton sphere, allowing it to float and move. It can now fly, with its speed depending on the marque. Any speed penalties you take from armor will penalize this speed.

        5 feet of flight speed per action point

        10 feet of flight speed per action point

        15 feet of flight speed per action point

        20 feet of flight speed per action point

Installed Cunning

Brainworks Augment

You’ve given your automaton street-smarts and wit, allowing it to analyze the words of others and its surroundings, as well as allowing it to effectively gather new information. This grants it a bonus to Cunning.

        +3 Cunning

        +12 Cunning

        +31 Cunning

        +47 Cunning

Lightning Soul

Brainworks Augment

Takes up 2 augment slots on the Brainworks

Electricity is your fuse box’s blood, so when someone makes it bleed, they’re in for quite a shock! Whenever someone deals bleeding damage to your fuse box, including any taken from wounds or fatal effects, bolts of lightning erupt from its body into the person dealing the damage, as long as they are within 20 feet of your fusebox when dealing the damage. The victim of this augment is denied an evade roll.

        8 electric damage

        16 electric damage

        24 electric damage

        32 electric damage

Linguistics

Brainworks Augment

Takes up 0 augment slots on the Brainworks

The automaton has learned the basics of language and, with the addition of a soundbox in its mouth, can now process and recreate language.

        It can speak its creator’s language, though poorly

        It can speak its creator’s language fluently

        It can speak three languages fluently

        It can speak ten languages fluently

Note: As an augment that takes up 0 slots, the cost to apply Linguistics to an automaton is half as much as a normal augment (rounded down).

Mechanical Sharpness

Brainworks Augment

The fusebox can make precisely timed actions, granting it a bonus on its accuracy rolls.

        +2 Accuracy

        +4 Accuracy

        +6 Accuracy

        +8 Accuracy

Passenger

Brainworks Augment

Your automaton has a hollow compartment inside, allowing people to ride inside and see out through eye holes or monitors of your design. While inside an automaton, a character cannot be directly targeted but they in turn cannot interact with anything outside of the automaton, although the automaton can still hear all voice commands. The number of people the automaton can hold is equal to the number of spaces it takes up. The amount of action points required by passengers to get into and out of the automaton is based on the marque of this augment.

        4 AP to enter or exit the automaton (can take multiple turns)

        3 AP to enter or exit the automaton

        2 AP to enter or exit the automaton

        1 AP to enter or exit the automaton

Protected Core

Brainworks Augment

If your automaton is defeated in battle, its insides are heavily safeguarded to allow for easy repair during your next breather. An automaton with a protected core can be entirely rebuilt in a matter of minutes. The automaton can be repaired up to a certain amount of maximum wounds, based on the marque. It cannot be repaired past its normal maximum number of wounds

        10 wounds after repairs

        20 wounds after repairs

        30 wounds after repairs

        40 wounds after repairs

Realistic

Brainworks Augment

Resist: Cunning (negates)

You’ve designed the body of your automaton to look quite real, replicating the appearance of a living or imaginary creature. Any persons who looks upon it will believe it to be real unless they can beat the automaton’s roll with their Cunning. The automaton’s roll gains a bonus based on the marque of this augment.

        +5 to fool target

        +10 to foot target

        +15 to fool target

        +20 to fool target

Scientific Database

Brainworks Augment

Your automaton is a walking library of information and has deep understanding on the inner workings of itself and other machines, granting it a bonus to Sciences.

        +3 Sciences

        +12 Sciences

        +31 Sciences

        +47 Sciences

Shock Absorber

Brainworks Augment

Carefully hidden miniature conduits across your fusebox’s body allow it to soak electric damage normally, even if the electric attack states it denies soak or defense. Any electric damage it soaks is harnessed for energy, replenishing your fusebox’s hit points.

        Note: This augment always acts as marque II for the purposes of determining cost, though you can learn this augment despite your skill in automata.

Slippery Circuits

Brainworks Augment

Your automaton always seems to slip right out from under its attackers. Its sensors are in full usage, fully optimizing the automaton for jumping away from harm. It gains a bonus of evade rolls.

        +2 Evade

        +3 Evade

        +4 Evade

        +5 Evade

Spiritual Connection

Brainworks Augment

Requires: Brainworks built with Personality

Your brainworks better understands what it means to be ‘alive’ and has been programmed with the mental fortitude of a monk. This allows the automaton to better replicate and control its Tephran emotions, granting it bonuses to Spirit.

        +3 Spirit

        +12 Spirit

        +31 Spirit

        +47 Spirit

Targeting Program

Brainworks Augment

Your brainworks can zero in on a target, calculating the exact attack trajectory required to hit them.

        +2 Accuracy

        +4 Accuracy

        +6 Accuracy

        +8 Accuracy

Fuse Box Specialist

Brainworks Augment

Your fusebox is better at using its specialties. Instead of having 1 point in their skills for using their specialties and for prerequisites, they use the following numbers:

        2 skill points for specialties

        4 skill points for specialties

        10 skill points for specialties

        18 skill points for specialties

Master Fuse Box

Brainworks Augment

Requires: fusebox augmented with Fuse Box Specialist augment

Your fusebox is a master of using their specialties. They have an additional skill bonus for their specialties and for prerequisites on top of their Fusebox Specialist augment

        +1 skill points for specialties

        +3 skill points for specialties

        +5 skill points for specialties

        +7 skill points for specialties

Crafting Clockworks

Clockwork Crafter

Automata Specialty

You can now create new kinetically-powered automatons and upgrade the analytical engine that controls its pre-determined responses. Tephrans colloquially call them “clockworks.”

        Without spending any money, you can build and maintain several clockworks based on your current Do-It-Yourself (DIY) score. The analytical engines of these clockworks can then be upgraded with augments. You’ll learn 2 augments from this specialty, which can be selected under “analytics augments” below. These augments have marques. At lower levels, you’ll start with Marque I augments. As your skill in Automata improves, your marques will increase. See the “Crafting” page at the beginning of this chapter for more information.  

        Each analytics can be upgraded with 3 augments. Sometimes an augment will take up multiple augment slots. For example, the “flight” augment is worth 2 slots, so an analytics unit only has 1 more available slot for an augment after “flight” has been applied.

Number of Clockworks you can Maintain  z

Without needing to buy pieces or parts, you can build some clockworks entirely out of scraps. These automatons must be constantly maintained by you and stop working soon after leaving your care. You may build and maintain a number of clockworks for free based on your DIY score. You may build new clockworks or augment old ones during any period of downtime you have.

The Cost of Clockworks z

If you need to build a clockwork that you can’t build for free from your DIY score, you will need to buy the materials for it.

        A clockwork without augments will cost 50 princes. If you are building a clockwork, the clockwork will have a base materials cost. It is 1/5th the market price (10 princes).

        Every augment will increase the price. The higher the marque, the greater the price. The market price for an augment can be found in the chart below.

If you are building the augment, you pay 1/5th the price, which is the same as if you were buying an augment one marque lower. (As in, the material cost for a Marque III augment is the market price for a Marque II augment.) The material cost for a Marque 1 augment is 10 princes.

Advanced Analytics

Automata Specialty

Requires: 4 skill points in Automata & Clockwork Crafter specialty

Your analytics go far beyond what most other automata builders could conceptually imagine. Such analytics have two more slots for you to place augments into.

Using your Clockworks

Clockwork automatons are the oldest automatons, as Velkya, the founder of Evangless, was fond of using them. Clockwork automatons have come a long way, however, and now use analytical engines to evaluate their surroundings and enact pre-programmed responses. Clockworks can now work for hours and hours without needing any maintenance (or winding up, as it would be).

Control Method c

Clockworks work by using pre-programmed responses called Directives. Without a Directive augmented onto them, a clockwork will not make any actions. Each directive acts separately from the rest. Clockworks don’t have action points, and require no action points from its master to function. Therefore if your clockwork is hit with an attack that lowers its number of action points for a turn, your clockwork is unaffected. Outside of combat you can temporarily turn off and on some (or all) of your clockwork’s directives to avoid it attacking townsfolk.

Body of the Machine c

Clockworks will begin with an analytical engine, which has 3 slots to be augmented with pre-programmed responses. This can be upgraded with Advanced Analytics, which allows for 2 more slots. Some crafters learn how to make punch cards, to re-program their clockworks on the spots. Body parts can then be added onto the analytical engine.

        Your clockwork (by default) is built with a head to house its analytical engine and a torso and groin to house its perpetual motion clockwork. The two are connected via a neck support. To its torso you may attach either two arms or one unit of movement. Its groin may have a unit of movement attached to it. A unit of movement is either a set of legs, wheels, or a propulsion device. (See the Units of Movement sidebar for more information.)

        Clockworks have no hit points and 20 points of wounds. Any “bleeding” damage your automaton takes causes springs and cogs to pop out of place within its clockwork, making it take bleeding damage in the same fashion as any regular organism.

Analytics Augments M

Avenge-Me Directive

Analytics Augment

Your analytical engine thoughtlessly fights back against those who try and harm the target of this augment. When applying this augment, choose someone (usually yourself) to be its target. When the target of this augment is attacked and the attacker is within range of this clockwork, the clockwork will automatically attack the attacker once, using a weapon if it is wielding one. The number of times the clockwork will do this per combat turn is determined by the marque of this augment.

        Will perform this action once

        Will perform this action twice

        Will perform this action twice

        Will perform this action thrice

Defend-Your-Area Directive

Analytics Augment

Your clockwork attacks personnel who enter a space adjacent to them, exempting anyone you’ve pre-programmed them to see as an ally (usually you and any party members you don’t want your automaton to chop into pieces). They will perform this action a number of times per combat turn determined by the marque of this augment. If they are blinded to or cannot recognize someone they are pre-programmed to see as an ally, they will attack them using this augment. They will only attack a specific target once per adjacent space they walk through per turn.

        Will act out this directive once

        Will act out this directive twice

        Will act out this directive twice

        Will act out this directive thrice

Do-Not-Die Component

Analytics Augment

Your clockwork is designed to take more hits before its inevitable destruction, not that it cares.

        +10 wounds

        +20 wounds

        +30 wounds

        +40 wounds

Easy Repairs

Analytics Augment

Used with the Automaton Repairs specialty

The automaton is designed in a logical, accessible way that makes repairs easy. Whenever somebody is attempting to repair it via the Automaton Repairs specialty, they gain a bonus on their automata roll.

        +3 on the Automaton Repairs rolls

        +6 on the Automaton Repairs rolls

        +9 on the Automaton Repairs rolls

        +12 on the Automaton Repairs rolls

Flight

Analytics Augment

Takes up 2 augment slots on the Brainworks

The automaton has been outfitted with a graviton sphere, allowing it to float and move. It can now fly, with its speed depending on the marque. Any speed penalties you take from armor will penalize this speed.

        5 feet of flight speed per action point

        10 feet of flight speed per action point

        15 feet of flight speed per action point

        20 feet of flight speed per action point

Follow-Me Directive

Analytics Augment

Your clockwork will aimlessly follow the target of this augment. When applying this augment, choose someone (usually yourself) to be its target. Whenever the target of this augment moves, this clockwork will move as far as it can in the same direction, attempting to get to a space adjacent to them.

        Will move toward their target once per turn

        Will move toward their target twice per turn

        Will move toward their target three times per turn

        Will move toward their target four times per turn

Go-There Directive

Analytics Augment

Activation Cost: 1 AP (see below)

Your clockwork is programmed to move where you want it to, although its analytical engine needs guidance when doing so. When applying this augment, choose someone (usually yourself) to be its target. For 1 action point the target of this augment can, through pointing and probably yelling, make your clockwork move once. If your clockwork has a separate directive that makes it move, directing your clockwork somewhere with this augment will not prevent it from carrying out the other directive the first chance it gets.

        Note: This augment always acts as Marque II for the purposes of determining cost, though you can learn this augment despite your skill in Automata.

Hedge-Your-Area Subdirective

Analytics Augment

Requires: Analytics with the Defend-Your-Area Directive augment

When someone causes your automaton to act out their Defend-Your-Area Directive, your clockwork is pre-programmed to not fail its programmer. It gains an accuracy bonus on any attacks made while acting out the Defend-Your-Area Directive.

        +3 Accuracy

        +6 Accuracy

        +9 Accuracy

        +12 Accuracy

Hit-Them Subdirective

Analytics Augment

Requires: Analytics with the Avenge-Me Directive augment

When your automaton acts out its Avenge-Me Directive it is accurate about doing so. It gains an accuracy bonus on any attacks made while acting out the Avenge-Me Directive.

        +3 Accuracy

        +6 Accuracy

        +9 Accuracy

        +12 Accuracy

Hurt-Them Subdirective

Analytics Augment

Requires: Analytics with the Avenge-Me Directive augment

Your analytical engine is designed to mindlessly put all of its strength into dealing more damage whenever it acts out its Avenge-Me Directive. It gains a strike bonus on any attacks made while acting out the Avenge-Me Directive.

        +4 Strike

        +8 Strike

        +12 Strike

        +16 Strike

Lightning Resistant

Analytics Augment

The automaton is naturally resistant to lightning and electricity. Electrical damage is now soakable as regular damage.

        Note: This augment always acts as marque III for the purposes of determining cost, though you can learn this augment despite your skill in automata.

March-There Subdirective

Analytics Augment

Requires: Analytics with the Go-There Directive augment

More people can guide your clockwork’s aimless wandering around the battlefield. Based on the marque of this augment, you can program in more targets for your Go-There Directive.

        One additional guide

        Two additional guides

        Three additional guides

        Four additional guides

Mark-Your-Area Subdirective

Analytics Augment

Requires: Analytics with the Defend-Your-Area Directive augment

When someone causes your automaton to act out their Defend-Your-Area Directive, your clockwork is designed to make their prey regret it. It gains a strike bonus on any attacks made while acting out the Defend-Your-Area Directive.

        +4 Strike

        +8 Strike

        +12 Strike

        +16 Strike

Passenger

Analytics Augment

Your automaton has a hollow compartment inside, allowing people to ride inside and see out through eye holes or monitors of your design. While inside an automaton, a character cannot be directly targeted but they in turn cannot interact with anything outside of the automaton, although the automaton can still hear all voice commands. The number of people the automaton can hold is equal to the number of spaces it takes up. The amount of action points required by passengers to get into and out of the automaton is based on the marque of this augment.

        4 AP to enter or exit the automaton (can take multiple turns)

        3 AP to enter or exit the automaton

        2 AP to enter or exit the automaton

        1 AP to enter or exit the automaton

Protect-Me Directive

Analytics Augment

Your clockwork will witlessly jump in the way of attacks made against the target of this augment. When applying this augment, choose someone (usually yourself) to be its target. When adjacent to the target of this augment, this clockwork will take damage in their stead. This clockwork will only do this a certain number of times per turn determined by the marque of this augment.

        Will take damage instead of their target once per turn

        Will take damage instead of their target twice per turn

        Will take damage instead of their target thrice per turn

        Will take damage instead of their target four times per turn

Protect-Us Subdirective

Analytics Augment

Requires: Analytics with the Protect-Me Directive augment

You can program in additional targets (usually other party members) of your automaton’s Protect-Me Directive, although they still must be adjacent to any persons they attempt to protect.

        1 additional protectee

        2 additional protectees

        3 additional protectees

        4 additional protectees

Protect-Yourself Subdirective

Analytics Augment

Requires: Analytics with the Protect-Me Directive augment

When your automaton acts out its Protect-Me Directive it is better about protecting itself. It gains a defense bonus while acting out the Protect-Me Directive.

        +4 Defense

        +8 Defense

        +12 Defense

        +16 Defense

Protected Core

Analytics Augment

If your automaton is defeated in battle, its insides are heavily safeguarded to allow for easy repair during your next breather. An automaton with a protected core can be entirely rebuilt in a matter of minutes. The automaton can be repaired up to a certain amount of maximum wounds, based on the marque. It cannot be repaired past its normal maximum number of wounds.

        10 wounds after repairs

        20 wounds after repairs

        30 wounds after repairs

        40 wounds after repairs

Realistic

Analytics Augment

Resist: Cunning (negates)

You’ve designed the body of your automaton to look quite real, replicating the appearance of a living or imaginary creature. Any persons who looks upon it will believe it to be real unless they can beat the automaton’s roll with their Cunning. The automaton’s roll gains a bonus based on the marque of this augment.

        +5 to fool target

        +10 to foot target

        +15 to fool target

        +20 to fool target

Run-There Subdirective

Analytics Augment

Requires: Analytics with the Go-There Directive augment

While your analytical engine still has difficulties following directions, it is faster in getting to its destination once you set it on the right path. It gains a speed bonus while acting out the Go-There Directive.

        +5 feet of movement

        +10 feet of movement

        +15 feet of movement

        +25 feet of movement

Shadow-Me Subdirective

Analytics Augment

Requires: Analytics with the Go-There Directive augment

Your clockwork is designed to stay beside its target no matter what. Whenever your clockwork acts out its Follow-Me Directive, it can make one additional movement towards its target per combat turn.

        Note: This augment always acts as Marque I for the purposes of determining cost, though you can learn this augment despite your skill in Automata.

Secure-Your-Area Subdirective

Analytics Augment

Requires: Analytics with the Defend-Your-Area Directive augment

If someone attempts to attack your automaton while already in a space adjacent to them, your automaton will spend one of its Defend-Your-Area Directive actions (if it has any available) attacking them after they finish their attack. They still will not attack anyone programmed into them as a friendly.

        Note: This augment always acts as Marque II for the purposes of determining cost, though you can learn this augment despite your skill in Automata.

Shield-Yourself Subdirective

Analytics Augment

Requires: Analytics with the Protect-Me Directive augment

When your automaton acts out its Protect-Me Directive it won’t take as much damage. It gains a soak class bonus while acting out the Protect-Me Directive.

        +1 soak class

        +2 soak class

        +3 soak class

        +4 soak class

Spring-Into-Action Component

Analytics Augment

Takes up 2 augment slots on the Brainworks

You’ve made sure that anyone who attempts to damage the inner clockwork of your automaton will rue the day they do. Whenever someone deals bleeding damage to your wind-up, including any taken from wounds or fatal effects, the clockwork that springs out has been barbed and serrated and will fly in the direction of the person who dealt the damage. With a range of 10 feet, the victim of this augment is denied an evade roll.

        8 damage

        16 damage

        24 damage

        32 damage

Sprint-to-Me Subdirective

Analytics Augment

Requires: Analytics with the Follow-Me Directive augment

Your clockwork’s body inanely lurches towards its target as fast as its body will allow. Your automaton can move further per movement whenever it is carrying out its Follow-Me Directive.

        +10 feet of movement

        +20 feet of movement

        +30 feet of movement

        +40 feet of movement

Stay-Alive Component

Analytics Augment

You’ve built your wind-up to continue following its pre-programmed directives well past when most other automatons would have fallen on the battlefield.

        +10 wounds

        +20 wounds

        +30 wounds

        +40 wounds

Crafting Prosthetics

Prosthetician

Automata Specialty

You now have the ability to craft mechanical prosthetics onto people or augment the limbs of automatons. When you create a prosthetic for a person, it works as a limb replacement. Of course, once you affix your prosthetics with hidden cannons, chainsaws, and ridiculous pistons, the comparison stops there.

        Without spending any money, you can build and maintain several prosthetics based on your current Do-It-Yourself (DIY) score. The prosthetics can then be upgraded with augments. You’ll learn 2 augments from this specialty, which can be selected under “universal prosthetic augments,” “prosthetic arm augments,” “prosthetic hand augments,” or “prosthetic leg augments,” below. These augments have marques. At lower levels, you’ll start with Marque I augments. As your skill in Automata improves, your marques will increase. See the “Crafting” page at the beginning of this chapter for more information.  

        Each prosthetic can be upgraded with 3 augments. Some materials can only be upgraded twice (like wooden prosthetics) or just once (like organic ones). Sometimes an augment will take up multiple augment slots. For example, if an augment is worth 2 slots, a prosthetic only has 1 more available slot for an augment after the 2-slot augment has been applied.

Number of Prosthetics you can Maintain  z

Without needing to buy pieces or parts, you can build some prosthetics entirely out of scraps. These prosthetics must be constantly maintained by you and stop working soon after leaving your care. You may build and maintain a number of prosthetics for free based on your DIY score. You may build new prosthetics or augment old ones during any period of downtime you have.

        Replacing both an arm and hand does count as 2 prosthetics.

The Cost of Prosthetics z

If you need to build prosthetics that you can’t build for free from your DIY score, you will need to buy the materials for it.

        A prosthetic without augments will cost 25 princes at market value. If you are building a prosthetic, the prosthetic will have a base materials cost. It is 1/5th the market price (5 princes).

        Every augment will increase the price. The higher the marque, the greater the price. The market price for an augment can be found in the chart below.

If you are building the augment, you pay 1/5th the price, which is the same as if you were buying an augment one marque lower. (As in, the material cost for a Marque III augment is the market price for a Marque II augment.) The material cost for a Marque 1 augment is 5 princes.

Using Prosthetics

When you first learn to make prosthetics (through the Prosthetician specialty), you can make and augment hands, arms, and legs. If somebody is missing a hand, arm, or leg, you can replace it with a prosthetic. The only lasting penalty to having a prosthetic limb is the permanent loss of wounds that come from losing a limb. Universal prosthetic augments can go on any prosthetics.

Wounds & Fatals c

If you suffer a wound or fatal effect against a prosthetic, the effect is the same, except that you cannot bleed out by having a severed prosthetic.

Upgrading Automaton Limbs c

You can add prosthetics onto an automaton or augment its default limbs. If you upgrade the existing limbs, it counts against your limit of prosthetics you can make and maintain with your DIY score.

Beta Prosthetics

Automata Specialty

Requires: 4 skill points in Automata & Prosthetician specialty

Your prosthetics are quite complex, but they can accomplish quite a bit. Such prosthetics can be upgraded with 2 more augments (bringing the total for metal prosthetics up to 5 augmentable slots).

        You can only apply beta prosthetics to yourself and automatons that were created by you as either beta (for boilers) or advanced (for analytics and brainworks) models.

Prototype Prosthetics

Automata Specialty

Requires: 16 skill points in Automata, Prosthetician, & Beta Prosthetics specialties

You’ve perfected your beta prosthetics and made them user-friendly. Now anybody can use a prosthetic that you designate as being a prototype.

Automata Tinkerer

Automata Specialty

Requires: 3 skill points in Automata & Prosthetician specialty

You can augment all pieces of your automatons - from their eyes to their ears to their torsos. You can learn augments for every part of the automaton’s body.

        If you have Automata Upgrader, you can use that in conjuction with Automata Tinkerer, causing all of the automaton’s body parts to not cost anything or count against your Do-It-Yourself (DIY) score.

Automata Upgrader

Automata Specialty

Requires: 3 skill points in Automata & Prosthetician specialty

You’ve tinkered and played with your automatons so much that you no longer use your Do-It-Yourself (DIY) score to determine how many of your automaton’s limbs you can upgrade. Whenever you are augmenting the default limbs of your automatons, those limbs do not count against the maximum number of prosthetics you can create.

Nerve Crafting

Automata Specialty

Requires: 7 skill points in Automata & Prosthetician specialty

It is normally impossible to attach a prosthetic arm to one’s ribcage, or a prosthetic hand to one’s spine. You, however, have learned how to create nerve endings in a person where none should exist. You may now apply extra prosthetics to a person beyond what they could normally handle (allowing you to add a third arm, an extra hand, maybe even another leg).

        When you nerve craft somebody, they permanently lose 1 wound in order to gain the prosthetic. They gain the wound back if they surgically remove the prosthetic.

 

Sensory Builder

Automata Specialty

Requires: Prosthetician specialty

Some of the most difficult things to create prosthetics for are one’s ears and eyes, but you’ve learned the craft. You may now create prosthetics for ears and eyes, and they count against your maximum crafting amount of prosthetics based on your Do-It-Yourself (DIY) score.

p Universal Prosthetic Augments M

Acid Sprayer

Universal Prosthetic Augment

You can insert doses of alchemical acids into the prosthetic. When used in an unarmed attack, the body part will spray a single dose of acid onto your target. Luckily the acid is held in such a way that it will not damage your body part. Depending on the marque of this augment, your body part can hold a certain number of acid doses. It costs 3 action points to add in a single additional dose of acid.

        Maximum of Two Doses

        Maximum of Three Doses

        Maximum of Four Doses

        Maximum of Six Doses

Note: For the crafting of acids, see Alchemy.

Air Blaster

Universal Prosthetic Augment

Resist: Brute (marques down)

Activation Cost: 1 AP

Powerful ventilators have been built into your body part, allowing you to blow a strong, concentrated stream of pure air straight at an opponent within your 25 feet of range. They cannot evade your air blast, but they can resist with their Brute.

        Your target is pushed back 5 feet

        Your target is pushed back 5 feet

        Your target is pushed back 10 feet

        Your target is pushed back 15 feet

Air Conditioner

Universal Prosthetic Augment

Requires: Prosthetic with the Air Blaster augment

Activation Cost: 1 AP (see below)

You are able to superheat or supercool the air from your air blaster, causing it to deal either heat or freezing damage whenever you use it, in addition to its normal effects. For one action point, you can switch your air blaster between heat and freezing damage or turn the effects of this augment on and off. The damage is soakable.

        2 heat or freezing damage

        4 heat or freezing damage

        6 heat or freezing damage

        8 heat or freezing damage

Air Tunnel

Universal Prosthetic Augment

Requires: Prosthetic with the Air Blaster augment

Your air blaster has been overclocked, causing its normal gust of wind to become a miniature tornado erupting from your body part. Whenever you successfully push back your target with your air blaster, they are moved an additional 5 feet backwards. In addition, this augment increases your air blaster’s range.

        5 additional feet of range

        10 additional feet of range

        15 additional feet of range

        20 additional feet of range

Barbed

Universal Prosthetic Augment

You’ve laced the body part with spikes of your design. Whenever someone attempts to grab the body part, you get a bonus on your roll to avoid it.

        +2 on the evade roll

        +4 on the evade roll

        +6 on the evade roll

        +8 on the evade roll

Brute Enhancement

Universal Prosthetic Augment

The body part is built for rigidity and power. When the body part is involved in a Brute roll, it gains a bonus.

        +2 to Brute

        +4 to Brute

        +6 to Brute

        +8 to Brute

Cold Iron

Universal Prosthetic Augment

Requires: Body Part must be made of metal & the Freezer Augment somewhere on subject’s body

This prosthetic leaks small amounts of liquid nitrogen diverted from your freezer. Whenever someone comes into contact with this body part, whether it be them grabbing you or you punching them, they suffer first degree frostbite. This means they will suffer increased sensitivity to heat and cold lasting until their next breather. This augment deactivates if your freezer is extinguished. This effect will not stack with multiple exposures to a cold iron body part.

        Target suffers a -3 when resisting effects caused by heat, flames, cold, or ice

        Target suffers a -6 when resisting effects caused by heat, flames, cold, or ice

        Target suffers a -9 when resisting effects caused by heat, flames, cold, or ice

        Target suffers a -12 when resisting effects caused by heat, flames, cold, or ice

Compartment

Universal Prosthetic Augment

Your prosthetic has a small hollow container inside of it, allowing the storage of different items. It costs one action point to take an item out of your compartment.

        Note: This augment always acts as Marque I for the purposes of determining cost, though you can learn this augment despite your skill in Automata.

Disguised

Universal Prosthetic Augment

The prosthetic is disguised as either being a regular part of the body or being covered in something so that it does not appear to be mechanical, and is built to be silent and react like a normal body part. In order to notice your prosthetic for what it truly is, opponents must roll Cunning.

        Tier 2 Cunning to notice

        Tier 3 Cunning to notice

        Tier 3 Cunning to notice

        Tier 4 Cunning to notice

Note: Organic body parts act one marque higher than normal. If this would make it a Marque V, the body part is indistinguishable from a normal limb unless somebody can get a Tier 5 Cunning result to notice.

Flame Exhausts

Universal Prosthetic Augment

Requires: Furnace Augment somewhere on subject’s body

Resist: Dexterity (marques down)

Activation Cost: 3 AP

Exhausts protrude from the prosthetic, flames periodically leaking out of them. For three action points you cause the body part to spray flames onto everyone adjacent to you to set them on fire, although they can still attempt to resist the attack. You cannot activate your flame exhausts if your furnace is extinguished.

        Tier 1 Burning: 2 unsoakable damage per turn, 2 AP to put out the fire

        Tier 1 Burning: 2 unsoakable damage per turn, 2 AP to put out the fire

        Tier 2 Burning: 4 unsoakable damage per turn, 4 AP to put out the fire, wooden and cloth items destroyed

        Tier 3 Burning: 8 unsoakable damage per turn, 8 AP to put out the fire, wooden and cloth items destroyed

Freeze Exhausts

Universal Prosthetic Augment

Requires: Freezer augment somewhere on subject’s body

Resist: Brute (marques down)

Activation Cost: 3 AP

Exhausts protrude from the prosthetic, icy mist periodically leaking out of it. For three action points you cause the body part to spray this mist onto everyone adjacent to you, although they can still attempt to resist the attack. This mist causes your target’s body temperature to rapidly drop, making them sluggish until the start of your next turn. You cannot activate your freeze exhausts if your freezer is extinguished.

        Target suffers a -2 to evade

        Target suffers a -4 to evade

        Target suffers a -6 to evade

        Target suffers a -8 to evade

Freezer

Universal Prosthetic Augment

A cooler filled with liquid nitrogen has been built into your prosthetic. This keeps your body cool even in the hottest of environments. However, if the body part is hit by an attack dealing heat damage, the liquid nitrogen inside will evaporate rapidly, extinguishing your freezer. It costs 1 action point to extinguish the freezer yourself, and it will cost action points to reactivate your freezer when extinguished depending on the augment’s marque.

        2 AP to reactivate

        1 AP to reactivate

        0 AP to reactivate

        0 AP reflexively to reactivate (can do out of turn)

Furnace

Universal Prosthetic Augment

Fueled by coal or aether, a live flame burns within you. It keeps your entire body warm, allowing you to take no penalties in subzero environments. If the body part gets splashed with water it will automatically extinguish the flames inside. It costs 1 action point to extinguish the furnace yourself, and it will cost action points to reactivate your furnace when extinguished depending on the augment’s marque.

        2 AP to reactivate

        1 AP to reactivate

        0 AP to reactivate

        0 AP reflexively to reactivate (can do out of turn)

Note: Your furnace is self-contained and will not burn you, though you cannot apply the furnace augment to a wooden prosthetic.

Glowing

Universal Prosthetic Augment

Your prosthetic shines through the darkness either from a glow-in-the-dark coating, numerous lightbulbs placed in it, or another source of built-in light. Light shines outward from you, dispelling darkness and allowing those within its range to see normally. This can be activated and repressed for 1 action point.

        Light extends to spaces adjacent to you

        Light extends outwards up to 10 feet away

        Light extends outwards up to 15 feet away

        Light extends outwards up to 20 feet away

Hidden Blade

Universal Prosthetic Augment

Requires: Prosthetic augmented with Weapon Mounting

The prosthetic has a secret weapon hidden inside that can flip out at a moment’s notice. For no action point cost, you can now retract your weapon into your body, as long as the weapon would normally be concealable.

        Note: This augment always acts as Marque II for the purposes of determining cost, though you can learn this augment despite your skill in Automata.

Hidden Claymore

Universal Prosthetic Augment

Requires: Prosthetic augmented with Hidden Blade

The prosthetic can fit an enormous weapon inside it by breaking down its key components. For no action point cost you can now retract your weapon into your body, even if the weapon would normally not be concealable.

        Note: This augment always acts as Marque III for the purposes of determining cost, though you can learn this augment despite your skill in Automata.

Hot Iron

Universal Prosthetic Augment

Requires: Prosthetic must be made of metal & the Furnace augment somewhere on subject’s body

As long as fire burns within your body, it constantly heats up this body part, making it burn to the touch. Whenever someone comes into contact with this body part, whether it be them grabbing you or you punching them, they take a small amount of heat damage. This doesn’t apply if your furnace is extinguished.

        2 heat damage

        4 heat damage

        6 heat damage

        8 heat damage

Overglow

Universal Prosthetic Augment

Requires: Prosthetic with the Glowing Augment

Resist: Cunning (marques down)

Activation Cost: 1 AP

Light erupts from your prosthetic, arcing toward a single target within 25 feet with the potential to blind them (giving them a -4 on accuracy and evade rolls). They can resist with their Cunning attribute.

        Blinds for one turn

        Blinds for two turns

        Blinds for three turns

        Blinds for four turns

Poison Injector

Universal Prosthetic Augment

You can insert doses of alchemical poison into the prosthetic. When used in an unarmed attack, a single dose of the poisons held inside will automatically inject themselves into your target. Depending on the marque of this augment, your body part can hold a certain number of poison doses. It costs 3 action points to add in a single additional dose of poison.

        Maximum of 1 Dose

        Maximum of 2 Doses

        Maximum of 3 Doses

        Maximum of 4 Doses

Note: For the crafting of poisons, see Alchemy.

Precision

Universal Prosthetic Augment

The body part is built for precision and flexibility. When the body part is involved in a Dexterity roll, it gains a bonus.

        +2 to Dexterity

        +4 to Dexterity

        +6 to Dexterity

        +8 to Dexterity

Reinforced

Universal Prosthetic Augment

The prosthetic is strengthened with internal plating, granting it a resist against called shots.

        +4 to resist when struck

        +8 to resist when struck

        +12 to resist when struck

        +16 to resist when struck

Removable

Universal Prosthetic Augment

The prosthetic is easily removable and replaceable. If other body parts are connected to it (e.g. if this is placed on the arm, and a hand is attached to the arm) they are removed along with this body part.

        4 AP to remove

        3 AP to remove

        2 AP to remove

        1 AP to remove

Smokestack

Universal Prosthetic Augment

Requires: Furnace augment or Freezer augment somewhere on subject’s body

Resist: Cunning (negates)

Activation Cost: 1 AP (see below)

A chimney or metal gratings constantly release clouds of smoke or fog from your furnace. This cloud billows out around you, making you and those within a certain range completely blinded. This will instantly end if your furnace or freezer is extinguished. You can spend one action point to start your smokescreen or to adjust the range of the cloud from affecting characters adjacent to you up to its maximum range detailed by the marque of this augment.

        Only characters adjacent to you are blinded

        Anyone up to 10 feet of you are blinded

        Anyone up to 15 feet of you are blinded

        Anyone up to 20 feet of you are blinded

Weapon Mounting

Universal Prosthetic Augment

A weapon of some kind can be mounted into the prosthetic in such a way that in order to sunder or disarm the weapon, the body part itself must be sundered or removed. The weapon can be removed or put into the weapon mounting for 1 action point.

        Note: This augment always acts as Marque I for the purposes of determining cost, though you can learn this augment despite your skill in Automata.

p Prosthetic Arm Augments M

Extendable Hand

Prosthetic Arm Augment

Requires: placed on an arm with an attached hand

The hand attached to your augmented appendage can now be extended outward, whether it be with springs, hydraulics, or some other such method. It costs one action point to extend a limb but no action points to retract it. Extended hands function as normal, able to do anything they normally could do.

        +5 feet of reach

        +10 feet of reach

        +10 feet of reach

        +15 feet of reach

Grasper

Prosthetic Arm Augment

A grasper is a small set of pincers that can wield an item just like a hand. A grasper is not dexterous enough to wield items in conjunction with other limbs, preventing it from being able to use two-handed items.

        Note: This augment always acts as Marque I for the purposes of determining cost, though you can learn this augment despite your skill in Automata.

p Prosthetic Hand Augments M

Flame Pores

Prosthetic Hand Augment

Requires: Furnace augment somewhere on subject’s body

Activation Cost: 1 AP (after a successful unarmed attack)

Holes in the limb make it expel flames from your furnace when it is used in an unarmed strike. As long as your furnace isn’t extinguished, you can spend 1 action point after a successful unarmed attack in order to burn your target. Multiple burns caused by your flame pores will not stack the penalties to a single target’s defense. These burns will go away during the foe’s next breather.

        Tier 1 Burns (-1 on all defense rolls)

        Tier 2 Burns (-3 on all defense rolls)

        Tier 3 Burns (-5 on all defense rolls)

        Tier 4 Burns (-7 on all defense rolls)

Freezing Pores

Prosthetic Hand Augment

Requires: Freezer augment somewhere on subject’s body

Activation Cost: 1 AP (after a successful unarmed called shot)

Holes in the limb make it expel small streams of subzero mist from your freezer which will freeze solid on impact when used in an unarmed attack. As long as your freezer isn’t extinguished, this makes unarmed called shots with this limb ice over the part of your target you hit. This ice will temporarily impede the use of extremities, making called shot effects to extremities (hands, feet, head) last longer.

        Effects of the called shot last an additional turn

        Effects of the called shot last two additional turns

        Effects of the called shot last three additional turns

        Effects of the called shot last four additional turns

Hand-Launcher

Prosthetic Hand Augment

Activation Cost: 2 AP

You are able to fire your hand at an opponent, dealing large amounts of damage, though you do not retain the body part if you fire it (at least until you go find it). The range of your hand is 50 feet.

        Damage class 3

        Damage class 4

        Damage class 5

        Damage class 6

Neuromuscular Incapacitator

Prosthetic Hand Augment

Resist: Brute (marques down)

An electrical current covering your body part disrupts voluntary muscular control of anyone you hit it with during an unarmed attack.  

        Your target vibrates for a second, but is otherwise fine

        Your target is stunned for one action point

        Your target is stunned for one action point

        Your target is stunned for two action points

Propellers

Prosthetic Hand Augment

Your prosthetic is built with propellers for moving across water, allowing your swim speed to increase based on its marque. Your swim speed is still hindered by your armor.

        +10 swim speed

        +15 swim speed

        +20 swim speed

        +25 swim speed

Retractable

Prosthetic Hand Augment

Requires: Hand-Launcher augment applied to the hand

You can have your hand tethered to a rope or chain that automatically returns to you after being fired. Though you do not have to do anything, it does take a little bit of time before the hand returns to you.

        Returns within 3 AP

        Returns within 2 AP

        Returns within 1 AP

        Returns immediately

p Prosthetic Leg Augments M

Extreme Speed

Prosthetic Leg Augment

The appendage is streamlined for speed, allowing the user to have greater overland velocity.

        +5 speed

        +5 speed

        +10 speed

        +15 speed

Springs

Prosthetic Leg Augment

By melding high-tension springs into your graft, its user gains extra height whenever jumping or leaping.

        +5 feet jump height

        +10 feet jump height

        +15 feet jump height

        +20 feet jump height

Propellers

Prosthetic Leg Augment

Your prosthetic is built with propellers for moving across water, allowing your swim speed to increase based on its marque. Your swim speed is still hindered by your armor.

        +10 swim speed

        +15 swim speed

        +20 swim speed

        +25 swim speed

Automaton-Specific

While all prosthetic augments can be applied to automatons, the following augments (which would augment an automaton’s head, torso, or groin) cannot be applied to living people. Thus, these are automaton-specific augments that you’ll need the Automaton Tinkerer specialty for.

Automaton Head Augments M

Sensory Transmission

Automaton Head Augment

The automaton can broadcast its senses to a single device (often held by the user) for 1 action point. The distance it can broadcast is determined by the marque of the augment.

        Up to 200 feet away

        Up to 2,000 feet away

        Up to 2 miles away

        Up to 20 miles away

p Automaton Torso Augments M

Back-Pack

Automaton Torso Augment

The automaton has the ability to latch onto an ally’s back, acting as the ally’s backpack. This leaves all of the automaton’s limbs free to act as normal while the ally carries the automaton around. The automaton cannot move while being carried. It takes 1 turn for the automaton to become a back-pack or unpack itself and move under its own power again.

        Note: This augment always acts as Marque I for the purposes of determining cost, though you can learn this augment despite your skill in Automata.

Mass Propulsion

Automaton Torso Augment

Using a propeller, steamjet, or some other such device attached to the torso’s back, your subject is able to increase their thrust while moving. While this cannot give you the ability to fly, it grants bonuses to both land and flight movement speeds.

        +5 feet per move

        +10 feet per move

        +15 feet per move

        +20 feet per move

Poison Gas Epicenter

Automaton Torso Augment

Takes up 2 Augment Slots on the Torso

Activation Cost: 1 AP

You can insert a single vial of alchemical gas into the automaton’s torso. Once you activate this augment, the gas starts taking effect. When you end your turn, the gas releases from the automaton’s torso, affecting those around the automaton. This allows the automaton to move the gas around the battlefield. The automaton serves as the center of the gas’s area of effect, although through clever crafting the automaton doesn’t have to worry about the gas spraying onto itself. The gas lasts as long as it normally would.

        The amount of action points required to refill the gas supply is based off of the marque of this augment. It costs two action points to eject a dose of gas before it has run out on its own. This will cause it to stay in the space the automaton is currently standing in and will no longer move with the automaton.

        3 AP to refill gas chamber

        3 AP to refill gas chamber

        2 AP to refill gas chamber

        1 AP to refill gas chamber

Note: For the crafting of gases, see Alchemy.

Poison Gas Receptor

Automaton Torso Augment

Requires: Torso with the Poison Gas Epicenter augment

You’ve upgraded your gas dispenser to hold extra doses of alchemical gases. You still can only release one gas at a time.

        Maximum of Two Doses

        Maximum of Three Doses

        Maximum of Four Doses

        Maximum of Six Doses

Sensor Array

Automaton Torso Augment

You’ve crafted a sensor array into your automaton’s torso. This allows you to place automaton head augments on the torso as well as the ability for the automaton to see and hear through its torso.

        Note: This augment always acts as Marque II for the purposes of determining cost, though you can learn this augment despite your skill in Automata.


Bio-Flux Skill

Bio-flux is the craft of scientifically altering a creature’s basic physiology. Essence warping, genetic restructuring, and basic external flesh augmentations make up the bulk of this science. This is an often grueling and taboo process that has yet to become perfected and often leaves its subjects with unintentional side effects and scars. These can be as subtle as an unexpected change in eye color to as drastic as a reformed central nervous system.

        In its younger years this school of science birthed both the satyr race and the farishtaa-conversion process. It has revolutionized the medical fields, wiping out all birth-defects and genetic diseases from those able to afford it. Even at its most basic levels, bio-flux has the ability to fill a downtrodden gentleman with energy to keep him awake and ready for action regardless of how badly he had been knocked down.

Reputation of Bio-Flux

In addition to the sometimes monstrous consequences of augmenting someone’s genetic code, the process of bio-flux requires large amounts of essence to use as a pallet. Most bio-flux scientists harvest this raw essence from game and livestock animals, though it must be greatly refined multiple times and even then only yields a small amount of low quality essence.

        It was only after many less-than-reputable experimentations that it was discovered that sentient beings produce the purest essence available. These studies led to the widespread superstition that essence was more than primordial genetic material but a collection of personality and memories: a person’s soul. A disdain grew among the population against bio-flux, gaining its more fervent practitioners the nickname of Soul Merchants. Further outcry against the science came when the crown princess of Evangless went mad after being bio-revivified back to life. Unable to cope with scrambled memories and mental inconsistencies caused by the process, the princess’s mind became splintered, causing many government officials from around the world to ban bio-flux research. These days pure essence is a rare commodity that forces most, if not all, wishing to follow this forsaken art to turn to the darker corners of Rilausia to further their studies.

p Invigoration Specialties M

Bio-Invigoration

Bio-Flux Specialty

Cost: 3 AP

You’ve crafted a complex light device called a bio-invigorator. This can be worn on any called shot location to avoid having to hold it while it’s drawn. You can restore hit points during combat by treating your allies. If you use invigorate on an ally, you must be adjacent to them.

        You can treat yourself, but you can only heal half as many of your own hit points as you would if you were healing another person. You cannot use Bio-Invigoration to restore hit points to an automaton or other non-living being.

        restores 6 hit points (3 of your own)

        restores 12 hit points (6 of your own)

        restores 18 hit points (9 of your own)

        restores 24 hit points (12 of your own)

Bio-Invigoration Expert

Bio-Flux Specialty

Requires: Bio-Invigoration specialty

You optimize your bio-invigorator. When you use bio-invigoration, you now restore hit points based on this chart:

        restores 10 hit points (5 of your own)

        restores 20 hit points (10 of your own)

        restores 30 hit points (15 of your own)

        restores 40 hit points (20 of your own)

Quickshot Bio-Invigoration

Bio-Flux Specialty

Requires: Bio-Invigoration specialty

Cost: 2 AP

Combat doesn’t wait for the slow bio-invigorator. You may now use bio-invigoration for only 2 action points.

Medical Marvel

Bio-Flux Specialty

Requires: Bio-Invigoration specialty

You can heal beyond a person’s maximum hit points. If you over-heal somebody, the excess hit points stays with them until the end of their turn (when their action points refresh). If their excess hit points are damaged, then that damage is simply negated.

        For example, you use bio-invigoration on a friend who has a maximum of 50 hit points. He is over-healed, granting him 5 extra hit points. Before the end of his next turn, he is stabbed by an attack that deals 4 hit points, leaving him at 51. His turn ends, and his hit points are reduced to 50, effectively leaving him unharmed.

Self-Administer

Bio-Flux Specialty

Requires: Bio-Invigoration specialty

Though the bio-invigorator was originally difficult to use on yourself, you’ve outfitted it to work on yourself efficiently. When you use bio-invigoration on yourself, you heal just as much as you would restore of another’s hit points.

Manipulate Essence

Bio-Flux Specialty

You have gained the knowledge and skill to manipulate a creature’s essence. Using a bit of pure base essence, you are able to modify genetics during downtime.

        Without spending any money, you can maintain several people with essence manipulations based on your current Do-It-Yourself (DIY) score. You’ll learn 2 augments from this specialty, which can be selected under “essence augments” below. These augments have marques. At lower levels, you’ll start with Marque I augments. As your skill in Bio-Flux improves, your marques will increase. See the “Crafting” page at the beginning of this chapter for more information.

        Every person can be upgraded with 3 essence manipulations. Sometimes an augment will take up multiple augment slots. For example, the “regeneration” augment is worth 2 slots, so a person only has 1 more available slot for an augment after “regeneration” has been applied.

        You have the ability to remove essence augments off of people during downtime as well.

Number of Augmented People you can Maintain  z

Without needing to buy workshop space or essence, you can manipulate a few people without spending anything. These people must be constantly maintained by you and their essence reverts back to normal soon after leaving your care, thus losing all of their augments. You may manipulate and maintain a number of people based on your DIY score. You may manipulate or re-augment people during any period of downtime you have.

The Cost of Essence Manipulations z

Essence is a volatile and often illegal substance. Bio-flux specialists are ostracized from their community and their manipulations only carried out in the black market. Because of that, the Trust (the world’s economic caretaker) does not regulate the cost of essence manipulations. Nonetheless, an essence manipulator will still need to pay for the materials of an essence manipulation they choose to do. They can, however, get away with charging whatever they’d like for the actual manipulation.

        If you need to manipulate essence that you can’t do for free from your DIY score, you will need to buy the materials for it.

        Every augment increases the market price of the essence manipulation. The higher the marque, the greater the price. The market price for an augment can be found in the chart below.

If you are manipulating the augment, you pay 1/5th the price, which is the same as if you were buying an augment one marque lower. (As in, the material cost for a Marque III augment is the market price fo a Marque II augment.) The material cost for a Marque 1 augment is 10 princes.

Beta Essence

Bio-Flux Specialty

Requires: 4 skill points in Bio-Flux & Manipulate Essence specialty

You know your own essence well enough to safely twist it and strengthen it enough to add additional modification onto it. You may now act as though your essence have two additional slots.

Prototype Essence

Bio-Flux Specialty

Requires: 16 skill points in Bio-Flux, Manipulate Essence, & Beta Essence specialties

You are now able to manipulate other creatures as well as you manipulate yourself. You may now treat other creatures as though they had 2 additional slots when manipulating their essence.

Fast Manipulation

Bio-Flux Specialty

Requires: 6 skill points in Bio-Flux & Manipulate Essence specialty

Resist: Spirit (negates)

Cost: 3 AP

You are able to use advanced tools in order to quickly manipulate essence on the battlefield. However, because of the haste of these manipulations, they only last until the subject’s next breather.

        If the subject so chooses, they may roll a Spirit resist against your bio-flux to negate the manipulation.

Body Renewal

Bio-Flux Specialty

Requires: Manipulate Essence specialty

Cost: 3 AP

By applying just the right amount of essence to a wounded area, you are able to trigger a muscle memory that reverts the subject’s body back to an undamaged state. You may spend 3 action points to heal your subject of one wound point or one effect caused from them (broken bones, blinded, lost senses, et cetera).

Gene Therapy

Bio-Flux Specialty

Requires: 16 skill points in Bio-Flux, Manipulate Essence, & Body Renewal specialties

You force a living subject’s body to painfully regrow a severed body part or critically injured body part. Once per downtime, you are able to remove a lasting Fatal Effect from your subject.  

p Essence Augments M

Aerodynamize

Essence Augment

Your body and features become sleek and slender with curved edges so the wind will always flow with your movements.

        +5 movement speed

        +10 movement speed

        +10 movement speed

        +15 movement speed

Acidic Blood

Essence Augment

The blood within your veins is now dark and corrosive. This highlights your veins, making them dark and easily visible. When you receive bleeding damage from a melee attack, the person inflicting the damage suffers an equal amount of soakable damage from being sprayed by your blood as long as they are adjacent to you.

        Note: This augment always acts as Marque III for the purposes of determining cost, though you can learn this augment despite your skill in bio-flux.

Acidic Spit

Essence Augment

Cost: 1 AP

Your saliva has been changed to become tar-like and acidic. For 1 action point, you can make a ranged attack using your acidic saliva. This attack has a range of 10 feet and uses strike to determine damage.

        damage class 1

        damage class 2

        damage class 3

        damage class 4

Amphibious

Essence Augment

You sprout gills and your lungs gain the ability to extract oxygen from water naturally. You can now breathe while underwater.

        Note: This augment always acts as Marque II for the purposes of determining cost, though you can learn this augment despite your skill in bio-flux.

Body of Flames

Essence Augment

The skin on your body is unnaturally warm to the touch, to the point that it slightly burns those who touch you. This causes your skin to have a slight red tinge and your hair to lighten.

        When being grabbed or grabbing, victims take 1 heat damage per turn

        When being grabbed or grabbing, victims take 2 heat damage per turn

        When being grabbed or grabbing, victims take 3 heat damage per turn

        When being grabbed or grabbing, victims take 4 heat damage per turn

Chameleon

Essence Augment

Cost: 1 AP (see below)

Much like the scales of a lizard, you are able to change both the color and texture of your skin and hair. For one action point you may undergo this change.

        +2 to Cunning rolls when hiding without clothing or disguising yourself

        +4 to Cunning rolls when hiding without clothing or disguising yourself

        +6 to Cunning rolls when hiding without clothing or disguising yourself

        +8 to Cunning rolls when hiding without clothing or disguising yourself

Chloroplast

Essence Augment

You are able to survive with only a bit of sunlight and water due to large amounts of chloroplasts in your cells. Unfortunately it’s not easy being green, as your appearance becomes splotched with patches of green skin.

        Note: This augment always acts as marque III for the purposes of determining cost, though you can learn this augment despite your skill in bio-flux.